TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  TUS7-03 
   
   
   
   
  Faithfully Correct 
   
  A Two-Round Dungeons & Dragons
  ® 
  Living Greyhawk™ Tusmit Regional Adventure 
   
  by A-Michel Poirier 
  Triad Edit: Jean Guerette 
  Circle Edit: Tim Sech 
   
  Tensions brewing up following the end of the open rebellion in Tusmit do not stop a young paladin on a spiritual quest 
  from wanting aid in reaching a forgotten monastery in the Yatils. Will you help him? Will you tell anyone what you’ve 
  found? Will you be coerced in revealing a secret lost for a thousand years? An intensive roleplaying adventure set in 
  Keruz and the Yatil Mountains for characters of level 1 to 9 (APL 2 to 8) and of special interest for members of the Tears 
  of the Marid, Brotherhood of Basharat, Church of Azor’alq, Church of Al’Akbar (True Faith) and Rebellion 
  metaorganizations as well as any characters involved in the Clergy of Istus. 
   
  
  TUS7-03 Faithfully Correct 
   
  Page 2 
  RPGA® Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
   
  By sanctioning and reporting this adventure, you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. 
  Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them and fight for them. 
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are 
  playing this adventure in 2008, check the current version 
  of the LGCS and follow any updated rules presented 
  within. 
  Time Units and Upkeep 
  This is a standard two-round Regional adventure, set in 
  Tusmit. Characters native to Tusmit pay two Time Units 
  per round, all others pay four Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
  Adventure Background 
  General background 
  The events of the fall of 596CY had a detrimental effect 
  on the policies of Muammar Qharan regarding security 
  and the consolidation of his power over Tusmit. Jadhim 
  Orem has stopped his coup attempt and faded back in the 
  background of tusman politics. His political supporters, 
  having lost the energy to fight when they saw that the 
  current structure would not budge more than it had, 
  returned under the fold of Muammar Qharan’s rule, 
  laying low and doing much needed damage control to re-
  establish good relations with his Exalted Splendor. To 
  that effect, Muammar Qharan seemed, at the beginning, 
  to be conciliatory with the rebellious sheikdoms and 
  offered a magnanimous hand towards peace and 
  prosperity but soon turned around and became 
  otherwise. 
  Under pretence to rout the rebellious units out of the 
  troublesome sheikdoms, new military units loyal to 
  Muammar became garrisons in many trouble spots where 
  the rebellious outcries were the loudest. Eysami received 
  the Zeifian regiments sent out by the Sultan, a new 
  Commander of the Water Watchers replaced Kazarai al-
  Liwa in Blakshidur and many other towns regained the 
  red flag of Tusmit over townhalls, temples and other 
  official buildings. 
  Under strict supervision from the Office of the Royal 
  Investigators in Sefmur, a lot of new agents were trained 
  to unmask supporters of the rebellion who would 
  continue the fight even after the defeat. They even were 
  successful a few times, uncovering cells of resistance 
  activity even in the capital. Muammar Qharan, making a 
  great show of the findings of his Royal Investigators, 
  continued to tarnish the image of the rebels, accusing 
  them of terrorist activities to disrupt the peace in Tusmit. 
  During these times of trouble, the different social, 
  religious and commercial factions of Tusmit returned to a 
  “business as usual” state, albeit a tense one, since 
  everybody is now afraid of the Royal Investigators and of 
  what they could uncover in their seemingly random 
  searches of houses, temples and business accounts. 
  The population of Sefmur, in these troubled times, has 
  tried to “Get over the Rebellion” as they say it in the most 
  sought-after kava houses. They joke and make snide 
  commentaries about how nice things have returned to 
  and how beautiful everything is, but behind it lies pure, 
  unabashed fear. 
  They fear what could happen if another Kahzaa al-Ahron 
  al-Azor’Alq should voice his opinion on the government 
  of Muammar Qharan. Everybody is shutting up, and 
  nobody talks about that awful thing that happened at the 
  temple. Not even Paffon al-Ayatollah or Sinbad al-Mufti 
  have opened up this can of worms with the Pasha yet. For 
  TUS7-03 Faithfully Correct 
   
  Page 3 
  
  the first time in years, the fact that Muammar Qharan is 
  not “Orem” is starting to bother a lot of people. Both 
  churches of Al’Akbar seemed to have lost the ear of the 
  Pasha and are actually trying to see what kind of political 
  power they still wield in Tusmit. All traces of the Church 
  of Azor’Alq have been thrown out of the palace but the 
  burned remains of the temple are left undisturbed by 
  order of the Pasha to be left as an example for anybody 
  who would criticize his rule. 
  For the population, anger is what remains, but not so 
  much as it is expressed publicly. They feel that their 
  Pasha, which was not that bad since 579CY, went the 
  wrong way in a very public manner in putting a price on 
  Kahzaa’s head and banishing the cult of Azor’alq in all 
  Tusmit. Even Munthir Haddad, the “returned from the 
  past” paladin which was the de facto leader in the war 
  against the Worldburners and Kerridzar in Suvii, was 
  banished from ever returning to Sefmur because of his 
  link with the rebels and his association with the Church 
  of Azor’alq. 
  Shortly after the victory against Kerridzar, Munthir 
  Haddad vanished from sight and is currently thought 
  gone underground to escape the Pasha’s clutches as is 
  Kahzaa al’Ahron, the highest ranking cleric of Azor’Alq in 
  Tusmit. 
  The fact is that Munthir, having received news of the 
  failure of the Rebellion shortly after Kerridzar’s defeat, 
  went underground and waited until he got news that it 
  was a little safer to get out and to search for the location 
  of his congregation leader Kahzaa al’Ahron and decide 
  what should be done after that, regarding the survival of 
  the cult of Azor’alq in Tusmit. 
  Kahzaa al’Ahron, high priest of Azor’Alq, at about the 
  same time, received minutes warning before the Royal 
  Investigator’s Office assailed the temple of Azor’alq in 
  Sefmur, and was able to get to safe distance with a good 
  part of his entourage, leaving only token volunteers in 
  the temple for the assault. Since then, the high cleric of 
  Azor’alq has been in hiding and trying to find refuge with 
  several other factions in Tusmit. Having tried 
  unsuccessfully to get asylum with the khund and the 
  elves as well as getting help from the Mouqollad 
  Consortium, and not wanting to exile the clergy to 
  another country like Ekbir, Ket or Zeif, the high cleric 
  finally found solace in the Grand Mufti’s temple in the 
  Yatils, on the Tusman-Ket border. For the last 6-7 
  months, this unlikely alliance has remained a secret to 
  the Pasha and the 2 groups of worshippers have 
  developed better relations in this short time of need than 
  they had for the last 300 years. 
   
  Specific background 
  The House of Khazzim of the Mouqollad Consortium is a 
  successful house as you can find them in Tusmit: they 
  trade good products, got land for themselves, got a few 
  titles of nobility through diverse branches of the family, 
  they are pious as everybody, they have connections to a 
  lot of important people all around the baklunish lands 
  and they got offsprings who get in trouble.  
  This one is not half as bad as it gets.  
  Mehmet bin-Khazzim was thought early in his life that 
  he would be as his other siblings, a merchant with skills 
  in the diplomatic arena, a quick wit and a disarming 
  smile. He even thought it would work for a while and 
  tried his hands in the family business but to no avail, 
  spiritual matters got in the way. Grandeur, glory, fighting 
  the Good Fight and the worship of the Baklunish gods 
  was too much in his blood for him to deny it so he 
  decided to go on the path of the paladin and that he was 
  going to be a follower of Azor’alq. Good for him, it was at 
  the beginning. He met a missionary of the faith when 
  they were proselytising around the return of the great 
  Munthir Haddad and he even was in the procession 
  when they went to the sacred grounds when he returned 
  to life (TUS5-03 Strands of Faith). But after a while, he 
  found out that even with this glorious life, something 
  from his past life with the family business was missing. 
  For many months he looked for a way to merge both 
  aspects of his life and continuing his progression as a 
  spiritual warrior and as a merchant, something that was 
  not thought possible.   
  Through his family’s contacts in and out of Tusmit, he 
  learned that there used to be a special ritual for people 
  like him that were convinced of the possibility of 
  partaking to 2 different paths to converge in one 
  “Unwavering Path”, peculiar to one’s-self and nobody 
  else’s. This ritual, long thought forgotten, was actually 
  taking place in a little known monastery in the Yatil 
  Mountains and was thought to be happening in a 
  mysterious cavern which had it’s entry in the monastery. 
  Fortunately for Mehmet, when came the time that the 
  Temple of Azor’alq in Sefmur got assaulted, he had the 
  good fortune of being away on business for his family in 
  Ekbir and when he got back in town, his father told him 
  to stay low for a while.  After a few months of idleness 
  and not receiving any news from any member of the 
  Clergy of Azor’alq, Mehmet started to ask a few questions 
  here and there about the forgotten monastery and the 
  fate of the clergy and was red flagged by the Royal 
  Investigators for further questioning. But since House 
  Khazzim is incredibly well connected, Mehmet was 
  never taken into custody for questioning and the 
  TUS7-03 Faithfully Correct 
   
  Page 4 
  
  Investigators decided to act through proxies to get more 
  information about what this troublesome young man is 
  looking for. 
   
  Major players in this adventure 
  Mehmet bin-Khazzim   
  Enthusiastic but nevertheless intelligent and charismatic 
  youth with a mission from God, Mehmet is looking for 
  adventurers like him to help him search for a forgotten 
  monastery in the Yatils. He’s a typical baklunish with 
  maybe a hint of an elven heritage many generations back 
  that gives him a sharpness of features and general good 
  looks. He has black hair cut short in a military style and 
  wears a goatee that is not looking full because of his 
  young age (about 20-21) He wears his holy symbol under 
  his clothes when in the city but overtly when he’s 
  elsewhere. His clothing is rich looking and befits his 
  station as member of a wealthy Mouqollad house. 
  Divinations he paid for gave him cryptic remarks as to 
  look for Azor’alq by seeking Al’Akbar first and still he 
  searches for the starting point of his quest.  
  Munthir Haddad 
  Born in the final days of the Baklunish Empire (he was 14 
  years old when the Twin Cataclysm occurred), Munthir 
  was in the first families to migrate in the East of the 
  Flanaess. During this period of travels, he became a 
  worshipper of the Banisher of Darkness and helped his 
  tribe settle in the new lands. During the first years of 
  stability under the rule of Ulamur, the first pasha of 
  Tusmit, he went back to the west, trying to reach the 
  extreme colonies of the former Baklunish Empire with 
  some of his adventuring friends and came back 3 years 
  later, finding the country in turmoil. He learned that 
  during his absence, the first Pasha of Tusmit saw the 
  greatest threat to the fledgling country in the Flan 
  occupants. Munthir and his friends jumped on the 
  occasion and put their new found experience to the 
  service of the nation. Ulamur had sent notices to the Flan 
  leaders to submit to him or be destroyed. Many Flans 
  simply accepted the new Pasha but others, especially the 
  Ur-Flan autochthones, refused to submit. After a while, 
  Ulamur ordered a series of high-ranking soldiers, 
  amongst them Munthir, to lead armies to submit the 
  Flan. Seeing that his enemies, lead by what was called the 
  Kas’Tashi Covenant, were corrupted and evil, many of 
  them worshipping Nerull, Munthir’s army, also named 
  the “Host of Light”, swept through the Ur-Flan 
  settlements, burning them to the ground. In the later 
  days of the war, not long after the battle of Um-Mathar, 
  Munthir died his first death under mysterious 
  circumstances and that information has not been made 
  public outside of the high-ranking members of the 
  church. In 595 CY, Munthir was resurrected by Kahzaa 
  Al’Ahron al-Azor’alq, the leader of the faith in Tusmit. 
  Munthir has got a lot of history behind him and a lot is 
  not known by the current Clergy of Azor’alq, including 
  Kahzaa himself. He is still a man out of his time and was 
  content for a while to have something to do in battling 
  the Worldburners and Kerridzar. Until a few months ago, 
  he was starting to get a little more time to himself to find 
  out how he would continue on living in this strange 
  period and continue to serve the Son of Light to the best 
  of his abilities, but of course, political matters intervened 
  and introspection was put aside so that survival could be 
  assured. He went underground in Suvii shortly after he 
  learned of Kahzaa Al’Ahron’s flight and is currently 
  trying to make his way into the Yatils to an old monastery 
  he frequented when he was a younger man, nearly a 
  thousand years ago. This monastery (“Pillars of the 
  Faithful”) is actually the place where Mehmet is trying to 
  go to proceed with his ritual, but only Munthir knows of 
  this place and knows it might not be as empty of 
  residents as someone would think. Actually, Munthir 
  hopes that the Pillars of the Faithful Monastery has been 
  in use continually for the last centuries and that his old 
  comrade-in-arms, an elven warrior, has been taking care 
  of it, teaching secret techniques to whom came to learn. 
  Munthir himself used to know special techniques and 
  used to teach them there. Munthir recently decided that 
  the affront Muammar Qharan did to the Clergy of 
  Azor’alq was the last straw that broke the camel’s back, 
  and that he would teach his nearly extinct techniques to a 
  new generation of Azor’alq crusaders and continue to 
  fight for the overthrowing of Muammar Qharan’s regime. 
  Kahzaa Al’Ahron al-Azor’alq 
  Kahzaa is still, after all these troubles in Sefmur, the 
  current head of the Clergy of the Son of Light. He has 
  been tending to his flock to the best of his abilities for the 
  last months in directing their flight from the centers of 
  power to more secure locations. For years, stability had 
  made of this man of god a politician and leads him on the 
  path to stagnation and his lack of vision, up until the last 
  few months, resulted in dwindling the Azor’alq faith in 
  Tusmit. As a last desperate measure, the resurrection of 
  Munthir Haddad had seemed, even to him, a mad 
  attempt to restore the congregation with new members, 
  drawn by the glory of this incredible act of power over 
  death itself. But now, something else is happening to 
  Kahzaa: he is himself regaining faith in his abilities as a 
  leader and as a spiritual guide. His brash  but inspired act 
  of defiance against Muammar Qharan, instigated by the 
  righteous wrath he felt when he saw what the Pasha was 
  doing, have lead him on a path of terrible consequences 
  TUS7-03 Faithfully Correct 
   
  Page 5 
  
  to deal with and, for the first time in his life, he is not 
  doing any damage control with the powers in place.  
  Inspired by the Banisher of Darkness, he is a man 
  renewed in his faith and is leading the members of his 
  church through a war for the very survival of the faith of 
  Azor’alq. His recent alliance with the Grand Mufti of the 
  True Faith came after a last ditch effort to find a place to 
  rest. A long conversation with the Grand Mufti made 
  clear to them that both faiths needed a dialogue and 
  mutual benefits could be reaped by temporarily residing 
  in the same locale. Kahzaa is now tempted to approach 
  the holy texts relating to Azor’alq the same way the True 
  Faith does the akbarite holy works and, in doing, 
  remodelling the teachings of the azorite faith under 
  purer principles.   
  The Grand Mufti 
  The Grand Mufti has been a leader in exile for a long 
  time.  Since 579 CY, he has been looking at the Pasha of 
  Tusmit as a wayward son, looking forward to greet him in 
  the name of Al’Akbar and to show him what the High 
  Cleric can do to benefit him and all the population of 
  Tusmit. His days were, less than a year ago, illuminated 
  by the possibility of having back Jadhim, the son of his 
  old friend, returning rightfully to the throne of Pasha of 
  Tusmit, but he sees now that the recovery will probably 
  not happen in his lifetime. For now, he is hoping 
  Muammar Qharan would at least come to him and 
  stabilize the whole situation. He is, not reluctantly but by 
  happenstance, host to a clergy on the run and, by virtue 
  of the Four Feet, he is considering taking this task, maybe 
  his last in a long fruitful life, as a final offer to the High 
  Cleric and the Baklunish Gods. He knows that he is 
  risking a lot in giving asylum to Kahzaa Al’Ahron since 
  Muammar Qharan is not even considering his 
  benediction as a prerequisite for his rule in Tusmit. He 
  hopes and prays to Al’Akbar, Istus and Azor’alq that this 
  conflict will lead to a betterment of the situation and that 
  the Lady of our Fate has put this in his capable hands just 
  to this end. Through his wisdom he has lead Kahzaa to a 
  better understanding of the situation and to a reflection 
  on his interpretation of his faith in the Son of Light. To 
  what end will Kahzaa put this better understanding, he 
  does not know, but he is confident that good things will 
  happen because of his influence. 
  Qurell tas’Hassan (the Odd-Eye) 
  Qurell is an old elf that lived in reclusion for many 
  centuries in the Pillars of the Faithful Monastery. So old 
  he is now but young he was when he started adventuring 
  with Munthir Haddad as one of his companions back in 
  the days of the Host of Light.  Qurell is still practicing his 
  fighting skills of old and taking students once in a while. 
  He is, if not the last, one of the few masters of the ancient 
  martial arts techniques of the Baklunish Empire still 
  alive. During his youth, he travelled westward with 
  Munthir and was taught the ancient arts by the 
  remaining master the west still had. He returned after 3 
  years with Munthir at his side and took part of the Host 
  of Light but when Munthir was struck, because of a 
  terrible folly, by a terrible illness and died, he sought a 
  place in the Yatils were he could meditate on all that 
  happened and pass on what he knew to who would reach 
  him. For many years, the secret of the location of the 
  Pillars of the Faithful was not revealed by any mean other 
  than by divination to somebody who would enquire 
  about specific places to learn fighting techniques, vows 
  having been willingly accepted by any student of Odd-
  Eye to not reveal the location. Recently, such divination 
  spells have pointed to Munthir Haddad who knows of 
  the location. Odd-Eye has been greatly troubled by the 
  rumors of the return of his old companion, mostly 
  because of the prophecies linked to his re-apparition and 
  to the tenants of the Azor’alq faith that shows a Great 
  Darkness coming with his return. Nevertheless, he is 
  happy to see him and will initiate the ritual of the 
  Unwavering Path for Mehmet when he asks him on his 
  behalf.  
  Kabil al-Mullah 
  Kabil is an experienced government operative that has 
  seen a lot of political events and survived them all, always 
  on top. He is a distinguished baklunish man in his late-
  forties and is currently Second-in-Command in His 
  Exalted 
  Splendor’s 
  Royal 
  Investigators, 
  a 
  newly 
  appointed secret service unconditionally loyal to the 
  Pasha that used to be part of the constabulary of Sefmur. 
  Kabil is relinquishing his new position and his new 
  political powers that grant him the right to interrogate, 
  detain and punish anybody that could represent a threat 
  to the security of the nation. He is a vicious man, but a 
  gracious host, a dangerous man altogether that nobody 
  wants to cross. He is currently managing the files of 
  dangerous rogue operatives (adventurers) that might 
  influence the stability of the realm and will do anything 
  to keep them under control. The fact that a prominent 
  son of a Mouqollad House and a known worshipper of a 
  rogue church is looking for something in an unknown 
  location in tusman lands has raised a few red flags and he 
  wants to know what is happening. He has no moral 
  limitations in coercing adventurers for the good of all 
  Tusmit, using threats and willing to exercise force to 
  obtain what he wants. 
  Lapa 
  Lapa is a half-elven rogue working for the Tears of the 
  Marid as a go-between when they need to contact 
  individuals outside of the Tears that are going to work for 
  TUS7-03 Faithfully Correct 
   
  Page 6 
  
  them. The Tears noticed a certain interest from the Royal 
  Investigators for the quest that Mehmet bin-Khazzim is 
  starting and they want the information about the location 
  of the monastery for themselves to be bargained later at 
  their convenience. She is ready to call her marker on the 
  PCs if they contracted her “IOU” from TUS6-03 
  Spygames in exchange for that information. 
  Al’Kafil 
  Al’Kafil in a very old noble djinn that has been around 
  the Yatils for centuries. His story, long and fruitful, has 
  made him enter contact many times over with the 
  authorities of the True Faith in the last 800 years. He is 
  now a valued ally of the Grand Mufti and counsellor on 
  the spiritual matters of the akbarite faith. He is a wily old 
  dog with a roguish but twisted good mind that has 
  helped a lot of people over the years. He used to inhabit 
  Al’Kafil’s Maze near the entrance of Apocalypse, the 
  residence of the Grand Mufti, because he loved to hear 
  the wind in the tight passages in the rock. After a 
  confrontation with Mohammed Fariq al-Khalif, 5
  th 
  Generation Heir to Al’Akbar, he became a worshipper of 
  the akbarite faith and has defended it since. A fortuitous 
  meeting with Qurell Tas’Hassan centuries ago lead to the 
  noble djinn giving one of his wishes to Qurell that he 
  used to put magical protection around the Pillars of the 
  Faithful Monastery. 
  Adventure Summary  
  Introduction: Bringing the sheep into the fold. Each 
  PC starts the adventure in Sefmur individually having 
  been cornered to a wall or in a position where they have 
  to make an immediate decision as to who will be their 
  employer and who will be getting the location of the 
  monastery when they find it. 
  Encounter 1: Bright Eyed kid. The PCs are meeting 
  each other at the ruins of the temple of Azor’alq in 
  Sefmur where they also meet Mehmet bin-Khazzim and 
  he explains what he is questing for. 
  Encounter 2: Conflicting Agendas. During their time 
  on the road, Mehmet and the PCs are being targeted by 
  another faction that wants answers as to the location of 
  the monastery. 
  Encounter 3: The Odd Traveler. Mehmet and the PCs 
  stumble on a heated discussion in an inn on the Pilgrim’s 
  Road and meet a mysterious traveler and 3 clerics of 
  Istus. Traveler is revealed as being Munthir Haddad 
  under a disguise and he is going to the Grand Mufti’s 
  residence as well. 
  Encounter 4: Apocalypse. Arrival at the Grand Mufti’s 
  residence in the Yatils. Discovery of the asylum of the 
  clergy of Azor’alq within the sanctuary’s walls. Revelation 
  of the location of the Pillars of the Faithful Monastery by 
  Munthir and what will be found there. Moral dilemma of 
  the PCs regarding the new information they received and 
  what they should reveal to their employer. 
  Encounter 5: Pillars of the Faithful. Mehmet, the PCs 
  and Munthir travel to the monastery where they meet 
  the only surviving member of the Host of Light (beside 
  Munthir), the old elf Odd-Eye. Explanation of the ritual. 
  Encounter 6: Give and Take. Mehmet and the PCs go 
  down in the Cave where they are going to plane shift and 
  experience the ritual having to confront fiends. 
  Conclusion: Return to civilization. The PCs return to 
  Sefmur and say their goodbyes. PCs report to their 
  employers what they found. 
  Introduction: Bringing the 
  sheep into the Fold 
  Advice for DMs 
  For the better enjoyment of your players and yourself, 
  this adventure should be interpreted not as a “fighting” 
  adventure, heavily accented by the combat encounters 
  the PCs might meet, nor should it be considered an 
  “investigation” adventure either. This is somewhat an 
  adventure that should be enjoyed as roleplay-intensive 
  where questions of morality and trust issues will come to 
  the fore and plague the characters with consequences 
  even beyond the conclusion of this adventure.  
  Tusmit has always been a realm of information gatherers 
  where spies and informants travel to all corners of Tusmit 
  and on all social levels in quest for further knowledge to 
  be hoarded and sold to the highest bidders. This, for 
  many centuries, has been Tusmit’s strong point and what 
  created the country since, although less powerful than all 
  its neighbors, it’s still an independent country.  Usually, 
  the PCs almost never see this kind of work since its 
  pretty “low-action” material that would not be 
  entertaining to put in a story. But not this time. Now the 
  PCs are seeing first hand the stress and paranoia that 
  plague the information networks culturally integrated in 
  the tusman mindset. As a DM, you should put this 
  forward through all the social interactions with members 
  of the Royal Investigators, the Tears and the 
  Brotherhood. Muammar Qharan almost saw his realm 
  getting out of his control and he is not bothering with 
  velvet gloves at this point; the Iron Hand of Tusmit has a 
  TUS7-03 Faithfully Correct 
   
  Page 7 
  
  scimitar in his hand and can and will chop heads to make 
  sure it NEVER gets out of control again. 
  Put also forward the real fear that both clergies of 
  Azor’alq and Al’Akbar have of being discovered in their 
  dealings. They KNOW that being caught would mean 
  certain death and not just a slap on a wrist. The focal 
  point of this adventure should be the decision of the PCs 
  to reveal the location of the monastery and the presence 
  of the clergy of Azor’alq and betraying the trust of the 
  Grand Mufti, Kahzaa Al’Ahron, Munthir Haddad and 
  Odd-Eye to escape the terror of further persecution (or to 
  get the reward) by the Pasha or to honor that trust and 
  risk the Pasha’s ire. You should balance both options at all 
  times, dangling the rewards and consequences of both 
  sides. You can even hint at the kind of critical event that 
  could occur if either one of the options would happen.  
  Before we begin 
  The introduction of the characters might be the most 
  crucial part of this story since everything is revolving 
  about the decision to reveal a secret of utmost importance 
  or maybe two. The action will start in Sefmur and the PCs 
  will INDIVIDUALLY be cornered without having 
  anything to say about it and offered a path of betrayal. But 
  by whom and under what conditions, that is up to their 
  own “thinking on their two feet” and your capacity to 
  implement the element of paranoia and suspicion when 
  you read or paraphrase the following text. Also, don’t 
  forget to print a few copies of each of the Player 
  Handouts #1 through #3 because each of the PCs will 
  have to get his own to read by himself. 
  Sefmur, jewel of the Baklunish lands and capital of 
  Tusmit had seemed a more inviting locale in the past. 
  Now, even as you approach the city, you understand 
  that truth was apparent behind the rumors and the 
  hushed comments that you heard during the last few 
  nights at the caravan-serails. Tension can be tasted in 
  air as you approach; a heavy cloud of eyes on the back 
  of your neck makes your hair rise as if expecting an 
  axe to fall. “The Investigators are out these days”, 
  somebody said, “ and they are out for blood, any 
  blood, but mostly…. rebel blood.”  
  You’ve heard the dreadful news through the rumor 
  mill, stating public executions en masse to ferret out 
  rebels, indicating fervor from his Exalted Splendor to 
  be done with the Rebel threat once and for all. 
  Outside the walls of Sefmur, you’ve heard of many 
  innocents killed but the more you approached the 
  capital, more hushed and discreet they were. 
  Your guard duty you were hired for by the caravan 
  master was closing to an end and you were going to 
  enter the place that many of your friends, or even 
  yourself, call home. 
  Have the PCs roll a Knowledge (Local: VTF) check. 
  DC 2: Yes, the Caravan Master is leading you to Sefmur, 
  capital of Tusmit. 
  DC 5: His Exalted Splendor, Muammar Qharan, is Pasha 
  of Tusmit. 
  DC 10: Muammar Qharan has an Office of Royal 
  Investigators that reports directly to him. 
  DC 15: Those Royal Investigators, having in their ranks 
  people from all walks of life, are the ones called when 
  there is a difficult crime that needs to be solved. 
  DC 18: The Royal Investigators are currently going over 
  the traditional boundaries of their mandate. This might 
  have been given by authority of the Pasha. 
  Have them roll a separate Gather Information check so 
  they might have gathered more information than usual 
  in the caravan-serails. 
  DC 5: The Pasha hasn’t removed the Martial Law in 
  Sefmur. (True) 
  DC 8: There is still a curfew going on after sundown. 
  (True) 
  DC 10: Rebels are not welcomed at all at the gate, they 
  arrest you if you have had a past affiliation with the 
  Rebels and did not get back into the fold (with the Loyal 
  Subject of Tusmit Certificate). (True) 
  DC 12: They say the Pasha has commissioned the College 
  of the Arts to create a powerful magic item to reveal any 
  rebel that would come to the gate under a disguise. 
  (False) 
  DC 15: Religious leaders like Paffon al-Ayatollah (Exalted 
  Faith) and Sinbad al-Mufti (True Faith) have not been 
  able to calm the Pasha or have him put under traditional 
  trial the people accused of being “rebels”. (True) 
  DC 18: A few factions in town had more luck than the 
  religious leaders in pulling strings to have key operative 
  escape the death penalty for high treason. (True). 
  DC 20: The City Guard has a “Blacklist” where the names 
  and description of known rebels are indicated. (True) 
  DC 22: Influence with political figures in Tusmit might 
  help you get away with past affiliations. (True for some of 
  them) 
  DC 25: Influence with the Mouqollad Consortium is a 
  boon to anybody who gets in trouble because the Pasha 
  does not want to aggravate the already sad status of his 
  coffers. (True). 
  TUS7-03 Faithfully Correct 
   
  Page 8 
  
  Ask these questions of the PCs when they are about to 
  enter town. 
  1- 
  Rebel, Loyalist (past affiliation with loyalists known 
  or has got the Loyal Subject of Tusmit certificate) or 
  Unaligned? 
  2- 
  How do you prepare your entry in town? 
  3- 
  Are you a member of the Tears of the Marid, the 
  Brotherhood 
  of 
  Basharat 
  or 
  the 
  Mouqollad 
  Consortium metaorg? 
  The reason for the second question is if they are Rebel 
  sympathizers, have another reason to be wanted in 
  Sefmur or have been punished in the past by Tusman 
  authorities, they might want to disguise themselves or 
  forge papers or just go inside the walls with other means. 
  If they thought about it by themselves, give them the 
  possibility of taking 20 on the roll for the Disguise check, 
  but not for the Forgery check since they are not in the 
  best of environment to do so (on the road, etc.). If they 
  come up with creative ways to convince you otherwise, 
  allow it, PCs should be rewarded for creativeness. If the 
  PCs express the idea of sneaking their way into town by 
  hiding with the merchandise on the chariot or through 
  any other mean, tell them they remember that their 
  names were on a roster that the Caravan-Master had to 
  give to the authorities before the trip even begun. The 
  guards at the gate will search all chariots belonging to 
  this caravan until the PCs are found. Play it cinematic and 
  not making rolls. The PCs that are doing that will 
  automatically get the Bad Side Royal Investigator (Player 
  Handout #1). If they still want to go through by going 
  over the walls, make them do a DC 15 Climb, then a DC 
  25 Hide and Move Silently checks at to have them bypass 
  the “At the Gate” section, if they fail, they are arrested and 
  have a visit in their cells by the Bad Side Royal 
  Investigator (Player Handout #1). If they are members 
  in good standing with one of the 3 metaorgs mentioned, 
  have them go through the “At the Gate” encounter as if 
  “unaligned” and follow through with the “At the Inn” 
  because the higher instances of their organizations had 
  them removed from any “Blacklist” held by the Pasha’s 
  authority for this time. 
  Each PC is coming through different means with 
  different guard duties on different caravans and they are 
  not entering the capital with the other PCs. They will 
  have to make their own forged papers or disguise 
  themselves as best as they can alone, without help.  
  At the Gate 
  Read or paraphrase this. 
  The line is long to pass through the gate and get to 
  the warehouse sector of the city.  When approaching 
  the doors, the conversation diminishes as tensions 
  take its toll on the people in line. Nobody wants to be 
  taken to the side never to be seen again unless on an 
  executioner’s block. As your turn comes, three guard’s 
  starts to search the cart you are on and a fourth one, 
  probably the one in charge, looks through your 
  personal belongings and starts to ask questions. 
  Ask pertinent questions of each PC and press on with 
  more specific questions if the player is not cooperating 
  immediately or is elusive in his answers. The way it is 
  played will determine which kind of roll he will make 
  (Bluff, Forgery, Disguise). 
  Unaligned 
  Have the PC roll a DC 15 Diplomacy check with these 
  circumstance bonuses taken in consideration. 
  Follower of Mouqol openly showing his symbol: +2 
  Establish clearly his answers to the DM’s questions about 
  his identity: +5 
  Mumbles out answers or is not open to DM’s questions 
  about his identity: -5 
  Have in his possessions a symbol of Azor’alq: -20 
  If the Diplomacy check is successful, the story checks out 
  and the PC will be let in the capital where he will go to 
  the Whirling Sand Devil’s Inn where he is supposed to 
  meet his employer and receive his pay. 
  If the Diplomacy check is unsuccessful, the PC will be 
  taken inside and roughed up a little bit (feel free to 
  describe the scene) but his story will eventually check 
  out and he will be able to get to the Whirling Sand 
  Devil’s Inn to get his paycheck.  
  Loyalist (with AR or certificate to prove it) 
  Have the PC roll a DC 15 Diplomacy check with these 
  circumstance bonuses taken into consideration. 
  PC known as a Loyalist (shows the AR stating Tusman 
  Loyalist and has no other AR stating he switched 
  allegiance before or after): +10 
  PC known as a Loyalist (shows the AR stating Tusman 
  Loyalist or Loyal Subject of Tusmit and has had another 
  AR stating he switched allegiance before): +5 
  Follower of Mouqol openly showing his symbol: +2 
  Establish clearly his answers to the DM’s questions about 
  his identity: +10 
  Mumbles out answers or is not open to DM’s questions 
  about his identity: -5 
  Has in his possessions a symbol of Azor’alq: -20 
  TUS7-03 Faithfully Correct 
   
  Page 9 
  
  If the Diplomacy check is successful, the Guard has 
  recognized the PC and sends him immediately inside 
  without violence, even showing respect to the PC as if his 
  presence was expected. He will meet the Good Side Royal 
  Investigator. (Player Handout #2) 
  If the Diplomacy check is unsuccessful, the PC will be 
  taken inside and roughed up a little bit (feel free to 
  describe the scene) but his story will eventually check 
  out and, as he is released, a Good Side Royal Investigator 
  will wait for him, apologize for the rough treatment he 
  received and will make up to him by offering him an 
  assignment. (Player Handout #2). 
  The Royal Investigator will offer a reward in the form of a 
  Favor of the Royal Investigators only if the exclusive 
  beneficiary of the information requested is them. The 
  favor consist namely of an Influence Point with the 
  tusman government and a possibility of getting help on 
  one of their future inquiries made within Tusmit. 
  Rebel (with AR to prove it) OR Wanted/Punished in the 
  past for crimes committed in Tusmit  
  Have the PC roll either a DC 25 Bluff, Forgery or 
  Disguise check. You can advise the PC he will only have 
  one roll to make to get his story straight and will not be 
  able to roll another check with a different skill so he 
  should take his best skill for this roll. The guards are 
  aware that somebody on the “Blacklist” of the PC’s 
  description and/or name will go through their gate 
  because of the roster and will be checking more intensely 
  for presence of indicators that this name/description is 
  the PC’s. Apply the following modifiers. 
  Follower of Mouqol openly showing his symbol: +2 
  Establish clearly his answers to the DM’s questions about 
  his “false” identity: +5 
  Mumbles out answers or is not open to DM’s questions 
  about his “false” identity: -5 
  Has in his possessions a symbol of Azor’alq: -20 
  Has the Loyal Subject of Tusmit Certificate: +2 
  Been known to have switched allegiance in the conflict 
  (from Loyalist to Rebel and have AR to prove it): -5 
  If the check is successful, the PC is going to the Whirling 
  Sand Devil’s Inn to meet his employer and get his pay, 
  having escaped the Royal Investigator’s clutches for a 
  little while. 
  If the check is unsuccessful, the PC is caught lying or 
  deliberately falsifying documents or impersonating 
  somebody else to escape conviction of crimes against 
  Tusmit and the Pasha’s government and will be in deep 
  trouble. Ten other well armed guards will have gotten out 
  of the guard post and surrounded the PC. They will gang 
  up of him if resisting and will bring him inside to see the 
  Bad Side Royal Investigator (give the PC the Player’s 
  Handout #1). If the PC is starting to get scared while 
  reading the handout and asks if he can interact with the 
  Investigator to change the course of the interview or 
  convince him that he should not be treated like this, take 
  into consideration that the Investigator is Hostile and 
  needs to be brought back to Helpful on a Diplomacy 
  check before switching gear and giving the PC the 
  Player’s Handout #2 with the Good Side Royal 
  Investigator. The other way would be to burn Influence 
  Points with pro-eminent tusman authorities such as 
  Sheiks or loyalist military leaders such as bin-Khadij (3 
  would do the trick) 
  While you are giving your players the Player Handouts, it 
  is suggested that you let them read it by themselves while 
  you are going on with the other player introductions. 
  Once everybody has gone through the text, ask the 
  players individually (and not in the presence of the 
  others) if they accept the mission. They can ask more 
  details about the mission such as why are the 
  Investigators 
  not 
  picking 
  up 
  bin-Khazzim 
  for 
  interrogation or who might be the other groups 
  interested in getting the information. Give them as little 
  as possible but still answer their questions with the 
  knowledge that you have in the Adventure Background 
  section.  
  If a PC refuses the offer made in Player Handout #1, the 
  character is imprisoned for suspicion of being a rebel spy 
  and will be spending the next 26 TUs in jail for possible 
  terrorist activities. 
  At the Inn 
  The Whirling Sand Devil’s Inn is in many ways a 
  standard inn where a good meal and a strong drink 
  are served on a regular basis.  It is located in the 
  Warehouse District of Sefmur and it’s clientele is 
  composed of warehouse employees and general 
  hands. Some private rooms can be seen in the back, 
  many curtains keeping a façade of privacy. Stairs lead 
  to the second floor where rooms are available for the 
  weary traveler and more private meetings. The night 
  patrons are settling in as night falls down on the city, 
  most of them having secured through contacts a pass 
  to be exempted from the curfew, the others, such as 
  yourself, have a room in the inn for the night. From a 
  distinct atmosphere of honest workers coming to eat 
  during the day, the air of the place changes as the 
  evening creeps in. The rowdier crowd slips in and 
  shadier characters are crawling out of whatever hole 
  they were in during the daytime hours. Your 
  employer came with your pay and went away before 
  TUS7-03 Faithfully Correct 
   
  Page 10 
  
  curfew leaving you with the money he owed you for 
  guard duty of his caravan. As you were starting to feel 
  the pull of the night around you and the desire to 
  meet your pillow face-to-face, a female half-elf in used 
  leathers and sporting her hair in dreadlocks 
  approaches your table negligently and without care 
  for your humble opinion sits down on the chair in 
  front of you, a cynic smile on her face. 
  PCs having played TUS6-03 Spygames on the Rebel side 
  or being members of the Tears of the Marid will 
  recognize Lapa, the witty “front member” and general 
  public relation’s girl for the higher instances of the 
  organization.  
  She will be friendly with any PCs member of the Tears of 
  the Marid, wanting to recruit them for a minor 
  information gathering mission. She is not tasked with the 
  mission herself, she is just relaying the offer on behalf of 
  her bosses (that she will never reveal the names, she 
  assumes that the PC knows on who’s behalf she comes 
  from). If the PC refuses the mission (personal reasons or 
  previously employed by Royal Investigators), Lapa tells 
  him that he should reconsider his decision because the 
  higher echelons of the organization might not look 
  favorably on him skipping his duties. She says, as a 
  friendly reminder, that all information gathered should 
  be only transmitted to her so that the Tears would be the 
  only beneficiary and no other, the point being that this 
  piece of knowledge would be valid as a bargain only if 
  nobody else knows about it, especially the Royal 
  Investigators or the Brotherhood of Basharat. (Give the 
  Player’s Handout #3 for Lapas’offer) 
  For PCs who have the Tears of the Marid “IOU” from 
  Spygames, she will be neutral with a tinge of sarcasm in 
  her voice. The offer of employment she will convey will 
  be putting their debt back to zero (thus voiding the IOU) 
  and might even be profitable to them (will not reveal for 
  how much though). If they refuse, for personal reasons or 
  previously employed by Royal Investigators, she will 
  automatically switch to unfriendly (in the content of her 
  speech and tone of voice) and threaten them with a lot of 
  bad stuff (under veiled terms, of course…). In the case 
  the PC is saying yes to the offer, Lapa says that only the 
  Tears should be the beneficiary of the information gained 
  and no other party, otherwise the “IOU” would not be 
  voided and the PC could risk the Anger of the Tears 
  (and nobody wants that to happen…). If the PC with the 
  “IOU” does not take the mission on the behalf of the 
  Tears, he gets automatically the Anger of the Tears 
  award on the AR (but circumstance might change that 
  depending on the decision made in the Conclusion). 
  Give the Player’s Handout #3 for Lapas’offer. 
  If the PC has no idea who that woman is, she introduces 
  herself as Lapa, a voice for higher concerns in Sefmur 
  that are in need of some information. She tells the offer 
  playfully, as if trying to seduce or win over the PC by 
  joking around, her tone promising interesting rewards 
  from her employers in exchange for a little fact-finding 
  mission. A DC 15 Knowledge (Local: VTF) would 
  indicate that the persons she is referring to are a thieves’ 
  guild of some sort and, considering the city, there is a 
  very good chance this would be the Tears of the Marid 
  behind the employment offer. If the PC wants to take the 
  job, she announces the terms of the contract being that 
  the information would be exclusively destined to the 
  group she represents and that the information should be 
  delivered to her only. If the PC refuses the offer for 
  personal reasons or previously employed by the Royal 
  Investigators, she pouts a bit and begs the PC to 
  reconsider and if the PC does not budge, she gets off the 
  chair and leaves, exaggerating her sadness. (Give the 
  Player’s Handout #3 for Lapas’offer) 
  When Lapa makes her offers, she tells you of the nature 
  of the rewards the Tears are ready to give the PC in the 
  form of the Kudos of the Tears of the Marid if he does 
  help them (namely an Influence Point with them and the 
  possibility of fencing a magical item for a very good 
  profit). 
  The only way Lapa can give the promised rewards is if 
  only the Tears get the information and no other. If 
  information is leaked by the PC under any circumstance 
  to the Pasha or the Brotherhood, PC gets Anger of the 
  Tears award on the AR and voids any Influence Point 
  with the Tears and can never be a member of the metaorg 
  in the future.  
  Follow 
  up 
  on 
  individual 
  introductions 
  and 
  troubleshooting 
  Having given all the respective player handouts to all 
  your players after you were done with each and every one 
  of them, everybody should have finished reading their 
  own right now (they are long just for that reason). Make 
  sure that individually each PC has made a decision 
  regarding whom should be his employer if the PC 
  decided to have one at all. A lot of combinations might 
  happen. From the PC who’s got no employer at all 
  because he dodged the bullet with the government and 
  got no reason to work with the Tears but heard from the 
  Investigator that someone was looking for traveling 
  companions to the rebel PC who HAS to work for the 
  Pasha and got the Tears’“IOU”, everything might happen. 
  Just make sure that your players get to Encounter One. 
  If they feel like not going there, you can tell them under 
  the table that they risk getting the AR very early. 
  TUS7-03 Faithfully Correct 
   
  Page 11 
  
  Encounter One: Bright Eyed 
  Kid 
  If the PCs do not do anything during the night, read or 
  paraphrase the following. 
  The morning finds you barely asleep as all that 
  happened yesterday kept coming back all night long. 
  Having taken your decision to work for your 
  employer willingly or not-so-willingly, you make your 
  way to the Temple District for noon where you know 
  that Mehmet bin-Khazzim will be: in front of the 
  destroyed Azor’alq temple, at the Dancing Kukri’s 
  Kava House. 
  If the PCs want to purchase items they have access to 
  during the morning, they are allowed to do so. Going to 
  the Temple District is not difficult and they should meet 
  no resistance. If you find it useful for your group of 
  players maybe cause a meeting between them before they 
  meet with Mehmet, but otherwise have them meet each 
  other at the Dancing Kukri’s where they can introduce 
  each other before Mehmet shows up. 
  The Dancing Kukri’s Kava House is one of the few 
  respectable coffee shops that have been opened in the 
  Temple District for generations, even longer than 
  have ever been a Temple District in Sefmur. The 
  current owner and bartender, Pasquale Kegbottom is 
  a tallfellow Halfling with sand-blond hair and a 
  tanned face. He seems full of energy and always on 
  the move inside his establishment but comes anyway 
  to the front to greet customers and seat them at the 
  tables on the terrace. “Welcome friend! You must be 
  one of Mehmet’s future companion. You look just the 
  adventurer-type! Come, Come, don’t wait in the noon-
  day sun! Mehmet should arrive shortly and he 
  reserved my best table under the shade to welcome all 
  of you.” Pasquale practically runs to the table on his 
  short legs and sets it up with utensils and glasses of 
  water even before everybody reaches it. “I’ll bring 
  olives, dates and figs right away”, he says, running to 
  the kitchen. The look of the friendly halfling brings a 
  smile to illuminate your face, almost forgetting what 
  you were asked to do and you turn around to look at 
  your surroundings. You almost recoil at the horror of 
  the destruction that took place just in front of you a 
  few months ago. The huge temple grounds of the cult 
  of the Son of Light completely destroyed, weapons, 
  still strewn around the place, bones, clothing, armors 
  here and there, just beyond the limits of the half-
  demolished walls. You can make out an official edict 
  around the ground zero of this destruction warning 
  the passersby to not trespass on pain of beheading if 
  anybody should be found inside. 
  Have the PC come together at about the same time so 
  they may introduce themselves. If they ask Pasquale 
  about the Temple of Azor’alq and recent events, tell them 
  some of the gather information results from the 
  introduction. He tells them as well that actually his 
  business seem even better with the tourists since the 
  destruction of the temple since it has become a main 
  attraction around this part of town.  
  Here comes Mehmet… 
  After 15 minutes, Mehmet bin-Khazzim arrives (you can 
  describe him as in the adventure background) very 
  enthusiastic about meeting everybody. He introduces 
  himself and asks everybody’s name and what they have 
  done in the past as adventurer. He is himself an 
  adventurer and he needs companionship on a quest that 
  will make him, or so he thinks, leave the comforts of 
  Sefmur. Once he learned the names of everybody, made 
  sure that everybody received enough food and drink, he 
  raises his voice a little bit to get everybody’s attention. 
  “My friends, you’ve answered today an honest plea for 
  help and I’m grateful. I am looking for an old 
  monastery that seems to be inside of Tusmit’s borders 
  but that time has forgotten. I am not going to this 
  place for economical advantages that such a place 
  would bring for my family but for spiritual growth 
  that it would bring me and whoever would 
  accompany me. I’m seeking the convergence of the 
  paths into one that would allow me to make a truly 
  individual choice, an “Unwavering Path” that would 
  allow existence of my merchant family traditions and 
  the path of the holy warrior without sacrificing one 
  for the other. Researches into old musty libraries full 
  of forgotten knowledge told me there is a ritual that 
  could be found in this monastery that I’m looking for 
  that would help me, and anybody else that would 
  come with me, obtain that state of grace. Through 
  family contacts, I was able to converse with one great 
  diviner from the clergy of Istus by the name of Perna 
  al-Istus, and the lady gave me a prophecy that she 
  wrote down for me and that I’m supposed to decipher 
  in order to start this quest. Of course, I don’t want to 
  force you in helping me solve this riddle, and my 
  family is ready to pay you for your troubles and your 
  time. So what says you?” 
  All APLs 
   
  Mehmet: male Human Paladin 1/Aristocrat 1; Hp 
  16 See appendix 1 
  TUS7-03 Faithfully Correct 
   
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  Mehmet will promise to pay them half the APL’s gold for 
  their troubles and time spent on this adventure with him. 
  He gets a fine looking scrollcase from his backpack and 
  unscrolls a piece of parchment that he puts on the table 
  (Player Handout #4). Give enough time for the PCs to 
  find out how to read the message and once they figured 
  out that the keyword should be “pyrphoros”.  If you need 
  any help deciphering for yourself the prophecy, have a 
  look at Appendix Five.  
  A DC 10 Knowledge (Religion) check will make them 
  remember that this is an old religious title attributed to 
  the Grand Mufti of the True Faith and means in ancient 
  baklunish the “Fire Bearer”.  
  A DC 10 Knowledge (History) check will make them 
  remember that the “Agôn Pyrphorou”, or the “Trial of the 
  Fire Bearer” was the official name for the trial that the 
  Exalted Faith made in absentia against the Grand Mufti 
  that lead to the splitting of the two faiths of Al’Akbar. 
  A Bardic Knowledge check DC 10 will come up with old 
  baklunish religious chants that are still heard through the 
  True Faith worship that use powerful imagery related to 
  light and fire in their poetry to designate their leader (the 
  Grand Mufti) as the “Pyrphoros, the one who bears the 
  flame and the light”.  
  Ask the PCs if they are physically using paper they have 
  in their possession or using the paper the prophecy is 
  written on to solve it. The reason for that is that there is 
  an agent of the Brotherhood of Basharat inside the 
  Dancing Kukri that will go pilfering their napkins and 
  other papers after they are gone. If they leave evidence of 
  the solution of the enigma, the PCs will not be assaulted 
  by the Brotherhood of Basharat in Encounter Two but 
  will meet them later when the Brotherhood figures out 
  they are stuck without a way to go after going to the 
  Grand Temple of the True Faith. In that case, go directly 
  to Encounter Three. 
  If the PCs are not able to come up with that DC, Mehmet 
  will tell them with a look on his face as if he received a 
  spiritual awakening. Allow the PCs to discuss travels 
  plans and means of getting to the Grand Temple of the 
  True Faith in the Yatils. The adventure is not time 
  constrained and whether they go on foot or on horses are 
  of no import, the encounters will go in order. Insist that 
  they give you a marching order and their turns for watch 
  duty. Mehmet will participate and will take his watch 
  without any preference. Give them the map for Southern 
  Tusmit (in Appendix Seven) for them to get a feeling of 
  where they are going and how long it will take them to 
  go there. 
  Mehmet is anxious to get on the road as soon as possible 
  but if anybody wants to buy anything before going on the 
  road, they may do so. He will give to the PCs who ask 
  him half of what he offered them to join him on his quest 
  (so ¼ APL) right now for personal purchases.  He will 
  have his steed with him (a tusman heavy warhorse) and 
  all his adventuring gear of the finest manufacture ready. 
  Mehmet looks like a rich kid, but doesn’t act as one. His 
  gear might be fine, but it looks well used, he does not 
  look pampered but takes care of himself as a son of a 
  important merchant house would do. 
  As soon as everybody is ready, the party will go through 
  the East Gate without any problem. You can play the 
  paranoia for the characters that have great pressure put 
  on them by their employer by making them roll Spot 
  checks, saying in private that they were barely able to see 
  the Royal Investigator looking at them from a second 
  story window as they were passing nearby. For those 
  working for the Tears, tell them that they saw Lapa 
  waiving and smiling to them discreetly form the shadows 
  of an alley. 
  As DM, you need not to encourage this, but if at any 
  point during any interactions with Mehmet, one of the 
  PCs confesses to him that they are actually working for 
  an organization that is keeping tabs on his activities, 
  Mehmet, being the good guy that he is, will say that he 
  understands the reasons behind the PCs actions. He will 
  then say that as long as those organizations do not 
  interfere with his quest, he is willing to go along with 
  this and deal with the consequences later. He will thank 
  the PC profusely for his honesty.   
  Encounter Two: Conflicting 
  Agendas 
  After two days out of Sefmur, they will be ambushed (or 
  more so, victims of a thievery attempt) by a party sent by 
  the Brotherhood of Basharat. The Brotherhood have 
  agents in Sefmur that were interested in Mehmet's quest 
  as well but decided not to act when they saw that the 
  Royal Investigators and the Tears of the Marid were 
  willing to plant rapidly pressured assets inside the group 
  that would be accompanying Mehmet. They felt that if 
  they would go the same way, it would muddy the waters 
  more and probably go the wrong way in violent results. 
  They know that Mehmet had got himself a prophecy for 
  the path he should take and they have observed, by one 
  of their agents in the Dancing Kukri, that the PCs solved 
  the riddle but were not able to intervene in the city. They 
  preferred to wait for the group outside the city’s gate to 
  get either the prophecy in its original form or a decrypted 
  version in the group’s possession. In the eventuality that 
  they escape with the prophecy without being detected, 
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  they will be among the pilgrims in the Grand Temple and 
  will shadow the group as they continue towards the 
  Pillars of the Faithful Monastery. The PC might notice 
  that their camp has been searched with a DC 12+APL 
  Spot check the next morning, but they will have no idea 
  by whom and for what purpose unless they are actively 
  searching their gear and successfully make a DC 17+APL 
  Search check, or automatically if they are specifically 
  looking for the prophecy, to discover that the prophecy is 
  gone. 
  The objectives of the Brotherhood team are to go in, get 
  the paper and get out without a fuss. If they are caught 
  red handed by the PCs or Mehmet, they will try to 
  subdue them using only non-lethal force because they are 
  not assassins and want only to search the contents of 
  their gear more thoroughly. If the PCs are defeated, they 
  will wake up in the morning in their sleeping bags, 
  unbound and with their backpacks at the same place they 
  left it last night. With a Search check DC 12+APL they 
  will notice that their gear have been thoroughly searched 
  and unless they look specifically for the prophecy in it’s 
  written form (in that case the check is made 
  automatically), only a Search check DC 17+APL will 
  make them notice it is no longer there. They will also be 
  missing each (2d6 x APL) gc, add it in extra gold coin 
  spent. 
  If the Brotherhood team is intercepted and interrogated 
  successfully by the PCs, there are a few ways to make 
  them talk. The PCs will get only one chance to make a 
  roll for this, so you have to ask them specifically what 
  type of social interaction they want to do. Allow them 
  their bonuses for helping each other only if each of them 
  are effectively interacting with Ali or the others. 
  Because of the non-lethal side of combat the encounter 
  has been written as a very high EL. 
  APL 2 (EL 5) 
   
  Thug doing his initiation (3): male human Rogue 
  1; Hp 7; Appendix 1 
   
  Ali: male human Rogue 1/Swashbuckler 1; Hp 14; 
  Appendix 1 
  APL 4 (EL 8) 
   
  Young 
  Initiate 
  (4): 
  male 
  human 
  Rogue 
  1/Swashbuckler 1; Hp 14; Appendix 1 
   
  Ali: male human Rogue 3/Swashbuckler 3; Hp 38; 
  Appendix 1 
  APL 6 (EL 10) 
   
  Brotherhood Muscle (2): male human Rogue 
  3/Swashbuckler 3; Hp 38; Appendix 1 
   
  Ali: male human Rogue 3/Swashbuckler 5; Hp 58; 
  Appendix 1 
  APL 8 (EL 13) 
   
  Brotherhood Head Hunter (2): male human Rogue 
  3/Swashbuckler 5; Hp 58; Appendix 1 
   
  Ali: male human Rogue 3/Swashbuckler 9; Hp 94; 
  Appendix 1 
  Brotherhood of Basharat Metaorg members: There 
  might be members of the Brotherhood of Basharat within 
  the group of PCs and they might have scratched their 
  heads wondering why their brothers did not intervene 
  when they were in Sefmur. The guys from the 
  Brotherhood attacking them will recognize those who 
  are members and will make themselves known once they 
  are captured by using a code phrase (tell the PC that he 
  recognizes the code when it is uttered). This code will 
  indicate also that the leader of the group is of higher 
  station within the Brotherhood than the PC and that he 
  should do as he is told.  If they are freed, the leader (gives 
  his name as being Ali), will tell them they were not 
  contacted because their sources told them they might 
  have been compromised when they entered Sefmur and 
  they waited until they were at a safe distance before 
  contacting the PC in question. If a PC amongst the group 
  is a member of the Brotherhood and the group decides to 
  intimidate Ali, the PC looses automatically his affiliation 
  with the Brotherhood of Basharat and can never be a 
  member of this metaorg again and gains the Not a 
  Brother Anymore award on the AR. If the group decides 
  to bluff the Brotherhood and wins the check, only the 
  PCs member of the Brotherhood of Basharat will be able 
  to get the Protection from the Brotherhood award on 
  the AR 
  Diplomacy: With a DC 24 Diplomacy check they will 
  talk and divulge everything if they are on “friendly” 
  terms. 
  Bluff: Bluff check can convince them of any good story 
  the PCs want to invent (allow a circumstance bonus up to 
  +4 for the PC that will spin-doctor and fast-talk the whole 
  thing). The DC is 21, no matter the APL. 
  Intimidate: The DC is 19 for Ali. The other members of 
  the team know nothing. 
  What Ali knows 
  The information obtained from the interrogation are 
  limited to what is specified below.  
  Diplomacy: Consider them as being “indifferent” for a 
  Diplomacy check and they will talk and divulge 
  everything if they are on “friendly” terms.  
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  Give the PCs bonuses for the check if they have the 
  following: 
  - Still have an Influence point with the Brotherhood: +2  
  - Still have a favor from Bajat the Bard: +4 
  -Willing to burn an Influence Point with the 
  Brotherhood now: +5 per IP 
  -Willing to burn the favor from Bajat the Bard now: +10 
  Ali knows this: 
  - He has a mission to discover what Mehmet is after and 
  report that information to his superiors. 
  - His superiors do not especially want to have this 
  information hidden from other eyes. They care less about 
  secrecy in this matter than what other parties want to do 
  with it. 
  - He knows some of the PCs have been pressured into 
  service for the Royal Investigators and the Tears, but not 
  who, and he will be sympathetic to their predicament. 
  - He was given instructions to keep interactions with the 
  PCs to a minimum and to try to find the monastery on 
  his own with the clues he would be able to gather from 
  either following them and guessing where they would be 
  going or pilfering their possessions for clues. 
  If the PCs were able to get a Diplomacy check high 
  enough to get Ali in a “helpful” mood or if there is a 
  fellow Brother of Basharat amongst the PCs, he will offer 
  them all the Protection from the Brotherhood award 
  which will allow them to negate either the Enmity of 
  the Royal Investigators OR the Anger of the Tears of 
  the Marid if they reveal the information to other parties. 
  You can tell this information to the PCs if they won the 
  Diplomacy check to that level of cooperation. 
  Bluff: In the event that the Bluff check is successful, Ali 
  will reveal the same thing as under the Diplomacy check 
  but he will never give under any circumstance the 
  Protection from the Brotherhood award on the AR to 
  the group, only to the metaorg members. 
  Intimidate: Follow the intimidation rules in the Player’s 
  Handbook. 
  The other members of the team know nothing. Ali is 
  hardly impressionable, but in any case, if the 
  Intimidation check was successful, Ali knows this: 
  -He has a mission to discover what Mehmet is after and 
  report that information to his superiors. 
  -He knows some of the PCs have been pressured into 
  service for the Royal Investigators and the Tears, but not 
  who. 
  -He was given the instructions to find the monastery on 
  his own by keeping the interaction with the PCs to a 
  minimum. 
  Follow up 
  The Brotherhood of Basharat will regroup and rethink 
  their strategies regarding this mission and, unbeknownst 
  to the PCs, will not pursue the mission. They will go back 
  to report to their superiors what they found out from the 
  PCs and the Brotherhood will concentrate in getting the 
  information from the “inside” waiting for the PCs to 
  come back with the information themselves. 
  Encounter Three: The Odd 
  Traveler 
  After a few more days down the road, the PCs are going 
  to enter the foothills of the Yatils and follow one of the 
  rivers that mark the northern border of the Sheikdom of 
  Keruz and that takes its source further north, were the 
  residence of the Grand Mufti is located. To describe the 
  location where the next encounter will be happening, 
  read or paraphrase the text bellow. 
  As you went out of Sefmur for a few days you 
  followed the large road bordering the river which 
  became smaller the higher you went up in the 
  foothills. Once in a while, you saw a few farmers and 
  merchants plowing their fields and carrying their 
  wares on mules and carts. Smaller rivers joined the 
  one you were following, a few barijahs manned with 
  river sailors directing them downstream, where you 
  were coming from. Shrines of Fharlanghn here and 
  there on the side of the road were campsites have 
  usually been made for generations. Shrines of Geshtai 
  near the docks where riverboats come for supplies. 
  The villages, still evenly spaced along the river, 
  seemed wealthy enough and well catered by the trade 
  routes established decades and centuries ago by the 
  Mouqollad Consortium.  
  As you make your way through these little towns, you 
  cannot seem to take your eyes of the religious 
  imagery displayed.  Each of the villages boasts one 
  fine temple of Al’Akbar that seems to shadow all the 
  other buildings. The villagers take an exceptional care 
  of it in curing the temple grounds, adding a fresh coat 
  of paint where it needs to and maintaining an 
  incredible number of small shops that sells icons, 
  religious imagery and small pendants in the form of 
  the Cup and Talisman.  Perplexity, for a moment, 
  shrouds your face until you finally understand that 
  you are on one of the main pilgrimage roads of the 
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  True Faith that stretches between Sefmur and the 
  Yatils.  Pilgrims abound in the inns that cater to any 
  and all needs, from the poorest to the rich. You see 
  Ketite mullahs wearing the traditional black and red 
  of the clerics of their country traveling together, 
  keeping to their own counsel, a few wild-colored 
  Paynim emirs with a few of their flocks with them 
  and Ullites coming from far away down the south 
  roads, all coming to seek the wisdom of the Grand 
  Mufti. 
  Mehmet asks of you to stop in one of those little 
  towns for the night as you’ve done the night before, 
  stating that even if he does not share the True Faith 
  worshippers zeal towards the Holy Cleric, it would be 
  a good thing to ask for his benediction on the stations 
  of the Holy Way. 
  Mehmet is going to pray for guidance at the temple. Any 
  PC that wants to join him is welcomed by him and he 
  says to the others that he will join them later at the 
  Unending Hajj, an inn that is operated by an associate of 
  his father and where they will find room and board for 
  the night. If the PCs want to do a Gather Information 
  check, give them these even if it seems that those are 
  more Knowledge (History) related because everybody 
  living here is pretty proud of the history of their village 
  and it is written about everywhere. 
  DC 5: This is the village of Hekun’Yshia, the 5
  th Step on 
  the Path of Holy Understanding, the 7
  th Stage of the 
  Ladder of Inner Ascension, the 14
  th Station of the Old 
  Pilgrimage Way. 
  DC 8: The villagers seem to be composed of about half 
  True Faith and half Exalted Faith living peacefully 
  together. 
  DC 10: This village has been standing there since the old 
  days before the Splitting of the Faiths when the 
  Residence of the Grand Mufti was just a holy site worthy 
  of pilgrimage where a revelation was made to 
  Mohammed Fariq al-Khalif, 5
  th Generation Heir to the 
  High Cleric, Al’Akbar. 
  DC 12: Visitors are a constant here and, most of the time, 
  they are peaceful enough. The militia is still present and 
  doing it’s job, but seldom it is used. The Pasha’s rule is 
  respected but mostly it is the Sheik that the inhabitants 
  are listening to. 
  DC 15: There is a rivalry but no violence between the 
  members of both Churches of Al’Akbar among the 
  villagers and everything is made to make the pilgrims 
  feel welcomed and much is done to accommodate their 
  needs and different customs regarding their particular 
  type of worship of the True Faith. 
  DC 17: A man currently residing in the Unending Hajj  
  has asked a lot of questions about a group of 50 or so 
  pilgrims not wearing the Cup and Talisman that might 
  have passed through the town a few months ago during 
  the night. 
  DC 18: Friction sometimes arises within the Unending 
  Hajj, but never in the temple, between worshippers of 
  different national origins and this is all because the 
  akbarite faith is so much intertwined in politics. The 
  militia mostly has to go there to restrain pilgrims who are 
  assaulting 
  each 
  other 
  for 
  sometimes 
  trivial 
  interpretations of dogma. 
  DC 20: No important tusman political figures are going 
  through here since the days of Jadhim-Orem because 
  Muammar Qharan is not seeking to meet with the Grand 
  Mufti. Sinbad al-Mufti, the highest ranking member of 
  the True Faith in Tusmit is going to see the Grand Mufti 
  at least twice a year and never misses Al’Akbar’s Day of 
  Ascension. 
  DC 22: One teenager noticed that, during a night 6 
  months ago, a group of 50 horse backed riders in armor, 
  and amongst them elders, women and even a few 
  children, went through the town, stopped to change 
  horses at the inn, and went their way in the mountain in 
  the direction of the Grand Temple. 
  DC 25: One guard that was nearly drunk senseless 
  affirms that he woke up during the night 6 months ago 
  after the 50 riders went through the town and he picked 
  up a pendant that bore the figure of a armed man on a 
  mountain (Knowledge (Religion) DC 10 or home region 
  in the Baklunish west to identify Azor’alq)  
  The Unending Hajj 
  When the PCs and Mehmet finally go into the inn, have 
  them setup and start the evening. Those paying attention 
  to the occupants will eventually notice a scene forming 
  up.  
  Read of paraphrase this. The layout of the place is in 
  Appendix Six. 
  As you enter the Unending Hajj, you can 
  automatically feel the tension brewing at the 
  different tables. The place is full and you can see men 
  and women of different national origins sitting down 
  on chairs around tables or standing up, vehemently 
  arguing with each other and between tables. 
  Make the PCs first roll a Spot check. 
  DC 5: Busy night eh? 
  DC 10: 3 tables are actually doing the shouting: the ketite 
  mullahs, a few women wearing the garbs of clerics of 
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  Istus and a True Faith emir backed up silently by his 
  massive companions, all wearing the Cup and Talisman. 
  DC 15: 3 other tables are not involved in the shouting 
  match: a table with a lone traveler wearing a cloak, a few 
  locals drinking local ale and a group of Ullites watching 
  it all. 
  DC 20: The bartender just asked one of his stableboys to 
  go somewhere very fast and the teenager leaves in a hurry 
  If the PCs are interested in what they are saying give 
  them Players Handout #5 while playing it out. If any PC 
  made the DC 15 Spot check, have that PC roll a Sense 
  Motive check. 
  DC 5: That whole shouting match will probably come to 
  blows soon enough. Here is what they are saying (give 
  the PCs Players Handout #5) 
  DC 10: The Ullites are having the time of their lives 
  watching the others go at it. The villagers are quickly 
  emptying the drinks and are itching to get out while they 
  can. The kitchen staff is anxiously watching it develop, 
  acknowledging the mess they will have to clean.  
  DC 12: The emir’s bodyguards are controlling themselves 
  for now, but are flexing their fingers and looking 
  menacing. The mullahs are all worked up but cold 
  determination is showing in their eyes and their bodies 
  are, strangely, in a relaxed state. The members of the 
  Clergy of Istus are shrieking right now about some doom 
  or other. 
  DC 15: The lone traveler hasn’t moved at all but you can 
  sense him closely watching how everything goes. He still 
  continues to drink slowly his glass of wine, but his hand 
  is almost imperceptivity going to his weapon, a beautiful 
  scimitar. 
  DC 17: The stable boy went to fetch the guard, even if 
  they may be too late. 
  DC 20: You know that the bodyguards are going to burst 
  at any moment; the mullahs are slowly moving their 
  chairs out of their way so not to be troubled if fight 
  erupts. If the PC can also make a Knowledge (Religion) 
  check DC 15 as well, he will know by looking at their 
  garb and special akbarite holy symbol, that the mullahs 
  are actually from the Order of the Infinite Stages of Inner 
  Ascension, an order of monks/clerics dedicated to the 
  teachings of Mohammed Fariq al-Khalif, 5
  th Generation 
  Heir to Al’Akbar. The Istus clerics are completely 
  oblivious that a fight is going to happen and that they are 
  actually failing to calm things down. 
  When the PCs are done reading the handout or, if they 
  didn’t get it, have finished surveying the scene, tell them 
  this: at this moment, the 4 bodyguards each draw a sap 
  and the emir gets his scimitar in the open. The mullahs, 
  unsurprised by this, quickly kick the table away and 
  assume a battle stance but are unarmed. One of the 
  mullahs violently takes the arm of the nearest cleric of 
  Istus and pushes her out of his way and she falls in the 
  arms of the lone traveler. 
  All APLs (EL 13) 
   
  Mullahs (5): male human Monk 2/Cleric 5; Hp 45; 
  Appendix 1 
   
  Bodyguards (4): male human Fighter 6; Hp 58; 
  Appendix 1 
   
  Emir: male human Fighter 1/Cleric 3/Aristocrat 4; 
  Hp 45; Appendix 1 
   
  Priestesses of Istus (3): female human Cleric 4; Hp 
  19; Noncombatants 
  APL 2 (EL 6) 
   
  Ullites (4): male human Barbarian 2; Hp 23 each; 
  Appendix 1 
  APL 4 (EL 8) 
   
  Ullites (4): male human Barbarian 4; Hp 44 each; 
  Appendix 1 
  APL 6 (EL 10) 
   
  Ullites (4): male human Barbarian 6; Hp 68 each; 
  Appendix 1 
  APL 8 (EL 12) 
   
  Ullites (4): male human Barbarian 8; Hp 95 each; 
  Appendix 1 
  Tactics: The mullahs and the emir’s crew are going to go 
  at it doing only subdual damage to each other. The 
  mullahs are trained monk/clerics, the bodyguards have 
  saps and the emir has a merciful scimitar, but none of the 
  PCs know that until after the first round where they will 
  see welts instead of cuts (DC 5 Heal check). The villagers 
  will be escaping within the first 2 rounds, the Ullites will 
  get up and start fighting too (they were itching for it), the 
  staff personnel will keep to themselves behind the bar 
  and in the kitchen. The militia will be coming in 15 
  rounds. The lone traveler will protect the clerics of Istus 
  from the fight so show him fighting the mullahs but he 
  won’t jump in battle and remain defending his position 
  and the priestesses (the emir’s crew will not attack the 
  clerics of Istus and the Ullites will most likely be handled 
  by the PCs).  
  The lone traveler’s statistics are not provided in this 
  adventure but you can assume he has the upper hand in 
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  any fighting situation, regardless of the odds, during this 
  adventure.  
  The PCs have the chance to knock around whichever 
  they want but they should be attacked by the Ullites and 
  let the mullahs and the emir’s crew fight each other. 
  Even if the PCs try to stay out of the way the Ullites will 
  attack them in this majestic bar fight. 
  The stats for the emir’s crew and the mullahs are untiered 
  but you will find the stats for the Ullites in Appendix 
  One.  
  Unless the PCs start to get involved with the battle 
  between the Mullahs and the Emir there is no need to 
  roll dices for them so as to keep things simple, their fight 
  will last quite a while without a victor and eventually the 
  guard will round them up when they arrive. 
  Aftermath 
  Ask the PCs who played with that character the Tusmit 
  adventure TUS5-03 Strands of Faith, TUS5-09 Dance on 
  a Volcano or TUSInt6-02 Tales of the Ashes. If you 
  happen to have more than one candidate, choose the PC 
  in this order: 
  1- 
  Cleric, paladin or worshipper of Azor’alq 
  2- 
  Lawful Good alignment 
  3- 
  Still has an active favor with the Church of Azor’alq 
  OR Munthir Haddad 
  4- 
  The highest Charisma modifier  
  Play the scene but instead put the PC’s name instead of 
  Mehmet and let the player play it out instead of reading 
  what he would do. You should put in the description that 
  the stranger has a very commanding voice, a voice 
  belonging to somebody used to issuing orders on a field 
  of battle, a familiar voice but not one you can place now 
  in the midst of combat.  
  During the fight, the lone traveler has not been inactive, 
  and protected the 3 clerics of Istus.  
  As soon as all the Ullites are down or if 10 rounds pass, 
  even if the mullahs and the emir’s crew are still at it, he 
  nods at Mehmet. Read of paraphrase the text bellow. 
  “Mehmet bin-Khazzim, I’m in need of your 
  assistance”, says the hooded stranger, holding in his 
  arm one of the clerics of Istus who seem to have 
  injured her head falling down on the table at the 
  beginning of the fight. Mehmet, perplexed in hearing 
  his own name uttered by a stranger, hesitates one 
  second then looks at him.  “We need to get them out 
  of here before the militia comes, let the Ullites and 
  the rest of these poor fools answer to the law”, 
  continues the stranger. Mehmet looks at him, squints 
  his eyes as if trying to pierce a disguise or remember 
  where he heard that voice, then acknowledges the 
  need for a fast exit. Mehmet turns then to you and 
  says “Friends, we must go, Now!” 
  Ask the PCs what they are doing. If they continue the 
  fight beyond the 15
  th round, the militia will be coming 
  and will arrest everybody still present. If that happens, 
  refer to Appendix Three: The Laws of Southern 
  Tusmit, for punishment, and the adventure is over for 
  those convicted. Once everybody is outside, read or 
  paraphrase this. 
  As you make your way towards the street, you can see 
  people looking through their windows at the 
  Unending Hajj, hoping to see what is going on inside. 
  The stranger, still holding the priestess of Istus and 
  flanked by the 2 others, turns around towards you and 
  says “Get to your horses, I have a place to hide in the 
  woods and we will do presentations once there.” On 
  that note, the 2 other clerics of Istus untie their 
  horses while the stranger approaches a beautiful 
  white mare who was left untied, positioning herself 
  for him to get easy access to the saddle. He then 
  gracefully climbs on the horse, still holding the cleric 
  delicately in his arms. He waits for a few seconds for 
  the 2 other clerics to join him then sprints off 
  towards the woods. 
  If one PC was named by the stranger during the fight, he 
  waits for him too. If not, he will wait for Mehmet that 
  will have obediently followed. At this point, if the PCs 
  are not following, they will miss a lot of information and 
  probably will have a lot of catching up to do later. If the 
  PCs are staying around, the militia will come and they 
  will be detained and arrested for troubling the peace and 
  will be processed accordingly. 
  Destiny calling 
  As the PCs follow Mehmet or the stranger they ride for 
  about an hour in the woods following a trail that leads 
  them to a bend in the river near a fall. Great pines are 
  about everywhere and the way is clear when they arrive 
  at a little campsite that seemed to have been used very 
  recently. This is the place where the stranger will reveal 
  himself as Munthir Haddad, the “back from the dead” 
  paladin of Azor’alq. If one or more PCs have seen 
  Munthir in other Tusmit adventures, you might want to 
  reveal him under a different light and feel free to do so. 
  Munthir is the type of leader who remembers all the 
  names of all men who served with him or under him. He 
  will especially remember PCs who interacted with him 
  under previous circumstances such as at his resurrection 
  or participating in the fight against Kerridzar. He will be 
  TUS7-03 Faithfully Correct 
   
  Page 18 
  
  very happy to see familiar faces and will let his guard 
  down. Read or paraphrase this. 
  As you come about near the river, the stranger stops 
  and lowers himself as well as the unconscious cleric 
  near the campfire. The 2 other clerics approach their 
  unconscious sister, holding their holy symbols and 
  making their gestures as if to cure her, and as they are 
  lowering their burden comfortably on a bedroll, one 
  of them looks at the stranger and says: “This is not 
  right, she should have woke up about now.” The 
  stranger looks perplexed and says “Is there anything 
  we can do?” “No”, she answers, “my sister and I think 
  that the trauma she received that made her loose 
  consciousness was not due to her fall, but something 
  else. She is not sleeping right now; she is in a Sacred 
  Trance, weaving the Thread.” To that, the stranger 
  turns around, looking at each of you, trying to 
  remember if one of you is a familiar face. He removes 
  the hood of his cloak and you can see the face of an 
  ordinary man wearing a bandana. His hand goes to it 
  and he removes it. His features change and you can 
  see a man of about 45 years old, slightly balding on 
  top but wearing his hair loose down on his shoulders. 
  He is wearing a not so trimmed beard, like he spent a 
  while in the wild.  
  “I’m Munthir Haddad, paladin of Azor’alq. Pleased to 
  meet you all” 
  For PCs who never met Munthir, have them roll a DC 8 
  Knowledge (Local:VTF) to get the basic information 
  about Munthir since he is back from the dead. 
  PCs will probably have questions to ask Munthir and this 
  is where they will have some answers. If the PCs don’t 
  ask the questions you can have Mehmet ask them. This 
  will explain a lot of what happened at the Inn and basic 
  concepts about how religion works in the baklunish 
  lands. You can always go back to this section if the 
  questions come later. 
  Q: What are you doing here? 
  A: I’m looking for some pilgrims who went through here 
  a few months back. I received information that they did 
  actually go up the road toward the Residence of the 
  Grand Mufti.  
  Q: Pilgrims? Pilgrims of whom? 
  A: I’m looking for Azor’alq cultists that escaped Sefmur 
  when the temple was destroyed. I’ve heard a rumor that 
  Kahzaa al’Ahron, the highest ranking cleric of Azor’alq in 
  Tusmit was amongst them. 
  Q: So I guess they are not dead? But why to the Grand 
  Mufti? 
  I think they are looking for asylum from persecution and 
  they were rebuked by other political players such as the 
  elves and the dwarves. I’m hoping to have better news 
  soon. 
  Q: So where have you been since the death of 
  Kerridzar? 
  I tried to deal with the tusman authorities regarding 
  splitting the treasure, using it to help the poorest in 
  Tusmit, create new infrastructures to help the country 
  and not associating any of it with the Rebellion against 
  Muammar’s authority, you know, tried to do the right 
  thing. The representatives of the Pasha were negotiating 
  very hard and I was making no headway when we 
  received the news that the Church of Azor’alq was 
  banned form Tusmit. I was supporting Jadhim-Orem at 
  the time and that made things awkward with the 
  representatives because they were clearly uncomfortable 
  with my status. Seeing that the situation was becoming 
  precarious and that they would probably arrest me, I left 
  quickly and traveled through Tusmit, Ekbir and Ket, 
  trying to find news of the whereabouts of the 
  congregation while remaining hidden. 
  Q: You seem to know the 3 priestesses of Istus. Can 
  you tell us more about them? 
  I actually don’t know these women, but in my time, the 
  clergy of Istus was respected a lot more by the warriors 
  and adventurers. They are Thread Weavers and can reveal 
  Fate or Destiny. They used to be Inviolable and Sacred, 
  and had the right to talk about religious matters no 
  matter which god you worshipped in the baklunish 
  lands, even if what they said did not make sense right 
  away. This is what we call the Right of Sanction and that 
  is actually only given to the priests of a single god for 
  their own internal issues. The emir and the mullahs back 
  in town had the right to discuss dogma between them 
  and argue about it because they are basically priests of 
  Al’Akbar, but they had no right to treat the priestesses of 
  Istus like this. They have lost their ways. 
  Q: Is the woman really injured? That did not seem 
  that bad. 
  A: Effectively, but I’ve heard of different ways that the 
  clerics of Istus can receive their visions and that fits what 
  is happening. 
  Q: What could have triggered it? 
  A: Honestly, I don’t know. I’ve had a few predictions 
  made about me since I’m back and that might be 
  something related to that or related to you. 
  At this point, Mehmet will be very interested in 
  discussing with Munthir since he was present in the 
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  procession that brought him back to life. Munthir 
  remembers well the young man since he was the 
  attendant assigned to him by Kahzaa Al’Ahron to give 
  him news of the current world and helped him adjust to 
  his new setting in the present. You can play it out as you 
  want but mostly it will be small talk about Mehmet’s 
  family and Munthir’s whereabouts. At some point 
  though, Munthir will ask Mehmet the reason why he is 
  here and he will explain what he is looking for. Munthir 
  will smile and look upon Mehmet as a mentor looks to 
  his favored student and will tell him he will help to the 
  best of his knowledge and experience once they have 
  news of the rest of the congregation.  
  The 2 priestesses of Istus that were tending to their sister 
  will come once this scene has played out and will talk in 
  front of everybody but it will be aimed at Munthir. Read 
  or paraphrase this. 
  “Noble Warrior, our sister has awakened and asks for 
  you as well as the other ones that followed you, for 
  you all need to hear what Thread the Weave has 
  revealed.” Munthir looks at the woman, bows his 
  head towards her reverently and says in a tone 
  reminiscent of the answer made by rote in a temple 
  “Fate and Destiny obliges”. He then looks at you and 
  says “I guess we will know now.” 
  The now-conscious woman is sitting down, a cup of 
  strong tea in her hands, she watches you approaching. 
  “I did not know you would be there. Istus showed me 
  a great many things in my life, but never something 
  so sudden and so dramatically introduced. Time must 
  be of the essence. We were lead to here by what 
  Thread we were weaving, but clouded was the path 
  and the individuals we would meet. We thought that 
  the poor fools we tried to stop at the inn where the 
  ones we were supposed to talk to, but small minded 
  they were and small minded we were to think we 
  could anticipate the will of Istus. Here we are and 
  everything is clear, the Pattern is showing and you all 
  showed up where you were supposed to. But you”, she 
  says, pointing at Munthir, “are why we are here. For 
  the Thread that was weaved a long time ago is still 
  attached to you and you are now on the step to 
  fulfilling everything we thought would happen. 
  Meetings arranged have I, hope is now assured but 
  despair is still brewing in Darkness. Your Fate or your 
  Destiny awaits as it always did and you have the 
  chance to undo what was done.” 
  At that, Munthir closes his eyes, briefly feeling the 
  pain that only a memory brings but he does not 
  answer. The woman then talks to everybody “But now 
  is not the time for all that Darkness because Light is 
  so much more present amongst you, young folks. 
  Come and sit down near me so we can exchange little 
  pearls of wisdom.” 
  The PCs will probably have a few questions to ask the 3 
  priestesses and here is useful information they could ask 
  for. They are open and friendly with the PCs and 
  Mehmet, but a little distant with Munthir since he seems 
  to be keeping his own counsel for now and reflecting on 
  inner matters. They see the young adventurers as tools of 
  both Fate and Destiny, agents of Chaos and Law that have 
  roles to play and possible futures both good and bad. 
  Again, if no questions are forthcoming, you can always 
  have Mehmet ask them because they give some 
  background about religious matters in the baklunish 
  lands. 
  Q: Who are you? 
  A: Our names are Clotho, Lachesis and Atropos al-Istus, 
  we are 3 sisters in the service of Istus and we each hold 
  our place in the sisterhoods of the Pattern, the Thread 
  and the Weave respectively. 
  Q: Sisterhoods? Never heard of them. 
  A: You usually don’t. Most don’t bother explaining it to 
  people outside the clergy, but we are trying to educate 
  people in the old ways. The Pattern Sisterhood is about 
  contemplating the big picture, the Thread Sisterhood is 
  about knowing the individuals that do lead lives that 
  make them intertwined prominently in the pattern and 
  the Weave Sisterhood is about acting to make them all go 
  together towards their Destiny or their Fate.   
  Q: Fate? Destiny? Aren’t they the same thing? 
  A: We know that most people confuse them all the time 
  in conversations, but it’s clear they are not the same. 
  Usually we say that Destiny is what someone could have 
  if he would act for the best in all situations and the 
  Destiny itself would be the reward. As for Fate, it’s what 
  someone could have if he acted not for the best in all 
  situations and Fate itself would be what ultimately fell on 
  the individual. So you see, about everybody is somewhere 
  in the middle between two extremes and are navigating 
  in the Grey Mists, often not knowing if they are going 
  towards Destiny or Fate. 
  Q: Can you give us a concrete example set in the 
  present? 
  A: Look at what is happening with the whole thing about 
  the destruction of the Azor’alq temple in Sefmur. Our 
  Exalted Splendor Muammar Qharan, or as we call him 
  the Warrior, has been in power since 579 CY when he 
  made a coup d’état and replaced Jadhim-Orem. For the 
  clergy of Istus, this event was an indicator that he was 
  either following his Destiny or his Fate but we had to 
  TUS7-03 Faithfully Correct 
   
  Page 20 
  
  observe things before we made up our mind about it. For 
  nearly 2 decades, it was pretty much established that he 
  was following the call of his Destiny since he was acting 
  for the best and the results were good for Tusmit. But, 
  with what happened, we are not sure this judgment will 
  stay because we saw that he was willing to sacrifice 
  something good and upset the people of Tusmit to keep 
  the control of what he obtained in the past. So you see, 
  his Exalted Splendor thought he was acting for the best, 
  but clearly not for the good of all, so he might be right 
  now closer to his Fate than to his Destiny. 
  Q: And what about what you saw when you met us 
  and Munthir?  
  That is a little more complicated because we are involved 
  in the weaving of your threads, we are actors in your 
  Destinies or Fates and so it is clouded for us since we 
  have our own motives to act or not to act. We can act for 
  good or evil purposes and still Istus will listen to our 
  pleas and give us what we seek in our divinations because 
  she rules over such things and makes knowledge 
  available without prejudice. As for Munthir, we know 
  there has been Threads attached to him and when he 
  died, his potential to reach his Destiny or his Fate 
  disappeared as such things are bound to do when a life 
  ends. Now, the fact that he was brought back from death 
  brings back all those threads and that is what scared 
  Martha al-Istus into acting against the clergy of Azor’alq 
  when they wanted to bring him back (events in TUS5-03 
  Strands of Faith). The threads attached to Munthir seem 
  to be tied to old prophecies lost to history and that we are 
  able only to glimpse as shadows in the Grey Mists, a 
  Great Darkness that looms over Munthir and everything 
  he touches. 
  Q: So where does that leave you three? 
  A: We think we have done what we were supposed to. 
  We were where we needed to be for you to meet him and 
  cross his path so that your future is linked with his. We 
  will depart in the morning and leave you alone for the 
  rest of your quest. We don’t know if we’re going to meet 
  again. 
  Q: And what about Mehmet’s quest? 
  A: Perna al-Istus gave him a very good lead, even if she 
  probably had no idea what she was saying at the time, 
  giving him the prophecy you have in your possession. 
  For us it’s a proof that Istus still cares about Destinies and 
  Fates of individuals, that she wants them to lead 
  extraordinary lives that permits them to reach their 
  potentials, whether good or bad. You are on the right 
  path, follow it with your heart and trust your instincts 
  about what you should reveal or not. 
  After a few hours, everybody will go to sleep. Determine 
  who will be on watch duty as usual, but add Mehmet and 
  Munthir as volunteers. On the next morning, the sisters 
  will go on their way and Munthir will suggest that you all 
  continue. 
   
  Encounter Four: Apocalypse 
  Munthir, Mehmet and the PCs are about 3 days ride to 
  the Residence of the Grand Mufti. The road is uneventful 
  and more villages are crossed that all looks more or less 
  the same as the one from Encounter Three. Feel free to 
  add details, names and other oddities that would fit on a 
  pilgrimage road such as temples, shrines, other pilgrims 
  with strange religious attitudes, people from different 
  nationalities all going the same way: up the hills and into 
  the Yatils on a well-traveled path. Let your players enjoy 
  the conversations about Fate and Destiny if they are so 
  inclined and if you have the time because this is what this 
  adventure is all about. The PCs point of view could come 
  into play in the following adventures of the serie.  
  The road is still following the river and the PCs will learn 
  eventually that the source of the river is the great lake 
  Tash’Ur Geshta•r, or Geshtai’s Mountain Oasis.  
  As they approach the final steps on the path, read or 
  paraphrase this. 
  Yesterday, you left the river at the base of the 
  mountain, it was majestically gushing from inside a 
  great cavern into the open. The road that you were 
  following since Sefmur became a path that lead 
  straight up the hill.  Early this morning, you had to 
  enter Al’Kafil’s Maze, the great rock formation of 
  interlocking paths that is supposed to lead you to 
  your destination. The path had been well marked for 
  generations by pilgrims and the authorities of the 
  Temple so nobody would get lost coming to the 
  Residence. After you spent the better part of the day 
  on the path following arrows, you rounded another 
  bend between 2 natural walls of rock that flanked the 
  road not 10 feet apart. Only this time, you are seeing 
  the light at the end of the passageway, where the rock 
  walls are abruptly ending. 
   Have the PCs roll a DC 15 Knowledge (Religion) or DC 
  18 (the Planes) or DC 15 Bardic Knowledge to remember 
  that Al’Kafil was a djinn that was guarding the entry of 
  the maze when Mohammed Fariq al-Khalif came to this 
  place and that he defeated him in a contest of enigmas 
  and then a wrestling contest to gain entry. This was as 
  well a spiritual contest to prove al-Khalif’s determination 
  in finding his true self before finally coming through the 
  TUS7-03 Faithfully Correct 
   
  Page 21 
  
  maze and discovering the great lake. A DC 18 Bardic 
  Knowledge check or Knowledge (religion) will also get 
  the PCs the information that Al’Kafil is still around but 
  has never bothered anybody since then. 
  As you finally make your way out of the maze, you 
  finally discover the wonder of Tash’Ur Geshta•r, or 
  Geshtai’s Mountain Oasis, one of the great lakes of 
  the Yatils. The maze actually ends in the middle of a 
  cliff, about halfway between the top and the lake 
  below, at over 300 feet from the surface of the lake. A 
  small path not five-foot wide goes either left or right 
  and seems to go around the great basin. 
  A DC 15 Knowledge (Geography) check will give the PCs 
  the information that the underground river is taking its 
  source underneath them. A DC 15 Knowledge 
  (Architecture & Engineering) check will also indicate 
  that the path around the basin is man-made, but 
  originally there must have been a natural out-cropping 
  that Al-Khafil walked on to reach the end of the cliff and 
  that has been adapted for humanoid traffic since then. 
  On your left, the path continues until it reaches the 
  end of the cliff and lands on a less steep slope that 
  slowly goes down to the lake-level, maybe a mile 
  distant. On your right the path stretches on the side 
  of the cliff and is meeting a plateau at about the same 
  place where on the left, the path met the slope. You 
  can see the path becoming larger on the top of the 
  cliff, going for about half a mile until it reaches the 
  end where the cliff is plunging in the lake on all sides 
  except from where the path is laying. You can guess 
  the lake have some sort of bay on the other side of 
  that cliff-ending or maybe it is stretching further, but 
  you have no way to see this now because your view of 
  it is hidden by one of the most beautiful structure you 
  have ever seen. 
  No towers or ziggurats done this landscape but a very 
  large compound surrounded by thick white painted 
  stone 
  walls 
  that 
  you 
  believe 
  are 
  of 
  khund 
  manufacture. You see one large dome in the middle as 
  well as 2 other small ones that gleam in the setting 
  sun as if made of gold. But what is the most 
  impressive feature of it all, because the domes in 
  themselves have nothing so special about them that 
  you never saw elsewhere, is that all the underlying 
  foundation below the main compound is actually 
  built-in, with passageways that are going in and out of 
  the cliff. You can see windows, balconies, verandas 
  and even streets that seem suspended outside the 
  cliff.  
  Have the PCs roll a DC 15 Knowledge (Architecture & 
  Engineering) or (History) check. If they don’t make it, 
  Mehmet will explain it to them on his own because he 
  came here when he was younger. The exploitation of this 
  place started back in the days of Mohammed Fariq al-
  Khalif when he had his revelation or “Apôcalupsis” in 
  Ancient Baklunish. In order to commemorate this event, 
  he decided to build a sanctuary here where the following 
  generations would come for spiritual awakening. He 
  enlisted khunds and noomiz engineers to build the 
  infrastructures of the complex so that in the next 
  centuries, akbarites could still come here and continue 
  the building process. Because of the difficulty of bringing 
  materials through the maze and then the cliff path, they 
  decided to build it inside the cliff and use the materials 
  dug up to build the external structures. Khunds made the 
  digging, 
  noomiz 
  conceptualized 
  water-pumping 
  equipment and elevators to service this small city. Since 
  then, is it customary for pilgrims that come here to 
  donate money to continue the building process or work 
  here under the supervision of the clerics/engineers. No 
  work made here is magical so as to celebrate the virtue of 
  hard work as a spiritual endeavor. Read or paraphrase the 
  following.  
  As you take a moment to observe it all laid out before 
  you, Munthir finally speaks. 
  “I think, Mehmet that you have arrived at the next 
  step on your journey.” He smiles, looking at it all with 
  a satisfied look. 
  Mehmet turns around, looking at you all, and smiles 
  at you as well. “Shall we proceed my friends?” And he 
  starts walking, taking the right path towards the 
  Residence of the Grand Mufti.   
  As you make your way on the path, you can see many 
  graffiti written on the wall, expressing little bit of 
  prayers, religious depictions of the pilgrimage, icons 
  representing the Saints of the Migration and the 
  following Saints of the Settling in the Flanaess. You 
  finally arrive at the massive iron doors of the 
  compound. Guards in the traditional red-over-black 
  garb of the True Faith wait for pilgrims to come and 
  welcome them in. You are not alone on this road and 
  still many others reach the point where you are now. 
  You don’t have to wait for long for your turn to come. 
  “The Four Feet of the Dragon guide you on your 
  journey, you have finally arrived on the next step”, 
  says the guard, “May your purpose be clear and the 
  answers even clearer when you depart.” 
  “I seek the counsel of the Grand Mufti for matters 
  regarding a prophecy that was given to me and that 
  lead me here”, asks Mehmet.  
  TUS7-03 Faithfully Correct 
   
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  “You will be given audience tonight before evenfeast 
  for the list is not long that are remaining today, after 
  that we will all share the meal with the Wise One” 
  answers the guard. “You can enter. Apocalyse, the 
  Residence of the Grand Mufti, opens its arms to all of 
  pure heart.” 
  The PCs are pretty much left on their own for the next 4 
  hours until the Grand Mufti will receive them. This 
  should be enough to get them a good Gather Information 
  check in the compound. Mehmet will be anxious for his 
  audience and will follow the PCs around while they are 
  exploring. Munthir will retire to get himself cleaned up 
  before dinner. Small rooms with cots will be made 
  available to the PCs for their stay. White pilgrim robes 
  are in the rooms and PCs are encouraged to wear them as 
  everybody does. If they do not, they will not be stopped 
  from going anywhere, but they will be given a tense look 
  by everybody they meet. It will be impossible to meet the 
  Grand Mufti fully armed and they will be asked to stand 
  outside of the audience chamber if they insist. 
  Gather Information check: 
  DC 5: As periods come and go within the year, this is not 
  an active period, but a lot of people are staying here and 
  have been there for a while. 
  DC 8: The Grand Mufti is as sad as ever that the situation 
  in Tusmit is not solved and that Muammar Qharan has 
  not met him. This troubles him to no end that the good 
  tusman people cannot get his guidance more openly. 
  DC 10: There was hope that the tusman situation would 
  be solved last year by the return of Jadhim-Orem, the son 
  of his old friend the former Pasha of Tusmit, but it died 
  down and the Grand Mufti thinks he will not live to see 
  an evolution in that perspective. 
  DC 12: A group of 50 riders came through about 6 
  months ago and stayed here under the protection of the 
  Grand Mufti as guests of honor. They seem to be cultists 
  of Azor’alq lead by the highest ranking member of their 
  clergy in Tusmit, Kahzaa Al’Ahron. 
  DC 13: There have been a lot of talks around here about 
  spiritual matters for those poor exiles. They know they 
  can’t stay here forever but cannot seem to find a way out 
  of their predicament. Theological discussions abound 
  about interpretation of texts or some such for both the 
  akbarites and azorites. Even Al’Kafil the Djinn has 
  showed up for the discussions. 
  DC 15: Kahzaa Al’Ahron has done great steps in forging a 
  friendship with the Grand Mufti, something they were 
  not able to do in their long lives, but it seems to bode well 
  for everybody and their respective clergies. 
  DC 18: The Grand Mufti is an old wise man, sturdy as an 
  oak, but he is nearing his nineties. Things should be done 
  to ensure that his legacy is not lost. A few are left who 
  would be able to take his place and Sinbad al-Mufti is one 
  of them, but who else? 
  DC20: An incredible tale came to us about a group of 
  adventurers who did see the re-apparition of the Cup and 
  Talisman further north in Ekbir in a monastery lead by 
  the Immortal of the Mountain, a human being said to 
  have kissed Al’Akbar himself. 
  DC25: A few clerics, paladins and worshippers from both 
  sides of the akbarite faith have started to preach a 
  reunification of the two faiths. This is very strange 
  coming from virtuous and known individuals that used 
  to defend their own interpretations against the others. 
  The Audience 
  After sunset, Mehmet and the PCs will be lead inside the 
  audience chamber where they are going to meet the 
  Grand Mufti, Kahzaa Al’Ahron, Al’Kafil and find Munthir 
  already inside beside Kahzaa. There is an active 
  discussion already occurring because Munthir got a 
  private audience with the individuals in the room before 
  Mehmet. Munthir has been inside the room for half an 
  hour discussing with the Grand Mufti and Kahzaa about 
  the future of the cult of Azor’alq in Tusmit. The PCs have 
  not been introduced at the same time because this does 
  not concern them directly. The Grand Mufti’s Second 
  Scribe will have led them inside the room discreetly 
  toward the end of the audience so they are able to know 
  what it was all about. If they want to intervene, allow 
  them to do so even if it does not seem appropriate. The 
  Grand Mufti is like a very wise and kind grandfather who 
  is never disturbed by what his grandchildren are saying 
  or doing and he will listen to them and integrate them in 
  the discussion. For the last two months, these talks about 
  the future of the cult of Azor’alq have been going on with 
  no headway, but the fact that Munthir has come is of 
  great comfort for both church leaders. Little do they 
  know that actually Munthir devised his plan while he 
  was on the road and since he met Mehmet and the PCs. 
  You can read or paraphrase this. 
  As you are lead to the back row of the audience 
  chamber, the Second Scribe is gesturing for you to be 
  quiet about your entry. After a few moments, your 
  eyes adapt to the ambient light and you can see you 
  entered a 100-foot diameter stone rotunda with a 
  dome for a roof. Everything is made of solid stone, 
  carved and polished by the labor of hundreds of 
  pilgrims over the centuries. You cannot but think of 
  the history these walls have seen and all the Grand 
  Muftis of the past that sat on the center seat made of 
  TUS7-03 Faithfully Correct 
   
  Page 23 
  
  black granite, called the Weight of the World, were a 
  small man with a long white beard and red-over-black 
  garb is currently reclining. He is supported by a few 
  modest cushions but no other trappings of luxury.  
  Around him are 3 other seats disposed in a semi-circle 
  and an empty place where a seat should have been. 
  On those are sat Munthir, a sixty year’s old man 
  wearing the white-over-dark blue garb of the clerics 
  of Azor’alq and a holy symbol depicting a man on a 
  mountain, a man you figure is the First Scribe 
  because he is taking notes about what is discussed 
  here and a large pale blue humanoid who seem to be 
  floating above the ground, always in motion, and 
  dressed with large pantaloons and a sleeveless shirt of 
  bright colors, a purple turban and a holy symbol of 
  the Cup and Talisman. 
  A DC 20 Knowledge (Planes) will give you that the 
  humanoid is actually a noble djinn (or at least a DC 17 
  will give you that is some kind of Genie). A DC 18 Bardic 
  Knowledge, 
  Knowledge 
  (History) 
  or 
  Knowledge 
  (Religion) check will identify the individual as being 
  Al’Kafil, the Guardian of the Sacred Maze and companion 
  to Mohammed Fariq al-Khalif.  
  A DC 12 Knowledge (Local: VTF) check will give you 
  that the cleric of Azor’alq is effectively Kahzaa al’Ahron, 
  leader of the clergy of Azor’alq in Tusmit. 
  While they are in the room, the PCs will hear the story of 
  the escape from Sefmur that is described under Kahzaa 
  Al’Ahron’s background that the man will tell to Munthir 
  to explain his whereabouts. Munthir will do the same to 
  explain his travels to everybody present. After that, read 
  or paraphrase the following, but let the PCs intervene if 
  they want to (yes, you will have to improvise if need be). 
  “So this is what leads me here. I’ve met the young 
  Mehmet and the 3 priestesses of Istus and it 
  convinced me that here was where I was supposed to 
  be, for good or for bad” said Munthir. 
  “Yes, yes… of course… you are supposed to be here 
  Munthir…”, uttered Al’Kafil, “…but your purpose 
  does not help us directly in our problem… We still 
  have the issue of the finding a safe place for Master 
  Khazaa…” 
  “I’m afraid Al’Kafil is right my son”, replies Kahzaa, 
  “Apocalypse will not be safe for much longer. I fear 
  Muammar will learn eventually of our location and 
  will not tarry in his haste to see me, and everything I 
  stand for, destroyed. He will not be content with my 
  exile and he will come here in his rage and will not 
  respect the sanctity of this holy place.” Sighing, 
  Kahzaa’s shoulders slump a little and you can see he 
  has been stuck at this point for some time now. He 
  sought refuge in many places, but nobody cared 
  enough to side with him in his dire need. 
  Out of nowhere, like a smooth breeze in a hot 
  summer day, you hear a voice coming from the center 
  seat. You had forgotten the old man because he was 
  not moving at all, just listening as wise men do. “Istus 
  is with us still that she did not seem fit for Muammar 
  to discover you or that you have found sanctuary here 
  my friend. Maybe that time has come, maybe not, we 
  can only respect the fact that she just did not seem fit 
  to do so until this very moment. I trust that a most 
  extraordinary moment of clarity of purpose was 
  shown to us in the last few days according to what 
  you said, Munthir. If I take into consideration 
  everything you told me, you have met again a young 
  man who bore a prophecy that lead him here as well 
  as his companions that were bound to him through 
  Destiny or Fate and that some of them you might 
  have met under previous circumstances. This is a 
  tiding for a resolution of events, not a stagnation like 
  we did for the previous weeks, without a solution.” 
  “It seems, Honored Friend, that you are right. Tidings 
  are for the resolution of it all and a decision must be 
  made. But I would suggest that all involved in that 
  situation have a say in this, and especially the young 
  ones we haven’t heard yet”, replied Kahzaa. 
  Turning their heads towards you, Mehmet takes a 
  step, putting him in front of the party. 
  “Wise one, my name is Mehmet bin-Khazzim and I 
  am a paladin in the service of Azor’alq. I am also a son 
  in the service of his House in the Mouqollad 
  Consortium and I am seeking a path that could 
  reconcile both without reneging on one. I’ve done my 
  research, consulted oracles and brought along 
  companions on this quest for knowledge and self-
  discovery. Everything discovered pointed me to this 
  place and this time, to this meeting with you all 
  present so I might find a way to continue. I am 
  looking for an old monastery that used to practice a 
  ritual of some sort that helped the supplicant in 
  achieving unity. I was told to look here for that 
  answer.” 
  Looking pretty much surprised by that statement, the 
  Grand Mufti looks around to Kahzaa, Munthir and 
  Al’Kafil. Kahzaa is looking at Mehmet with a stunned 
  look, Al’Kafil seems puzzled but his face is hardly 
  readable due to his nature, looking at Munthir, you 
  see a beginning of a smile showing under his beard.  
  “I do believe that nobody here is familiar with such a 
  place, forgotten through the ages, that might have 
  TUS7-03 Faithfully Correct 
   
  Page 24 
  
  been nearby, but I do think there is something to it 
  we might have overlooked”, replied the Grand Mufti. 
  “But what about you, Companions of Mehmet?” 
  At this point, the PCs will be able to introduce 
  themselves to the individuals present. Have them explain 
  the adventure so far according to their eyes and what 
  made them join Mehmet in his quest. You might have to 
  take the roles of Kahzaa, the Grand Mufti or Al’Kafil to 
  push the questions so answers will get out. The idea is to 
  test the PCs into revealing if they were coerced.  The 
  individuals will not cast spells to reveal the truth or to 
  discern it because they want everything to be said from 
  the heart. They will try, though, to convince them to tell 
  the truth or pull their lies in the open by their own 
  contradictions. The Grand Mufti and Kahzaa are skilled 
  diplomats with Kahzaa being a little bit pushy and the 
  Grand Mufti being more gentle. Al’Kafil is a roguish 
  character that has been around for centuries and will try 
  to fast-talk the PCs into revealing themselves. 
  It can be assumed the Grand Mufti and Kahzaa both 
  succeed in their Sense Motive but they will not push it if 
  the PCs do not want to reveal the information; Al’Kafil, 
  on the other side, will. 
  Have the PCs who are actually trying to hide some of 
  their stories (such as being hired by a third party) roll an 
  opposed Bluff check vs Al’Kafil’s Sense Motive (+20 
  modifier).  
  If a PC fails his opposed Bluff check, Al’Kafil will try to 
  win an opposed Bluff check (+20 modifier) vs the PC’s 
  Sense Motive check to have the secret out in the open by 
  using his Master Manipulator feat. 
  In the matter of revealing the secondary objective of 
  their mission (location of the monastery), this is a chance 
  for the PCs to really know who is working for whom and 
  show conflicting interests in the party. It will introduce 
  them to the dilemma they will be living at the end of the 
  adventure in knowing to whom they have the choice to 
  reveal it and who amongst themselves will be 
  competition or ally. But for now, they discovered 
  sensitive information, meaning the whereabouts of an 
  underground clergy, and it was never part of the original 
  deal with their employer. 
  After finally finding out who is working for whom and 
  who’s honest (according to the eyes of others), read or 
  paraphrase this to those who it may apply. 
  The secret is revealed without subterfuge 
  “Ahhhh, my child…”, says the Grand Mufti. “You now 
  understand what I was saying earlier about what and 
  when Istus chooses to reveal at the appropriate time. 
  Don’t be saddened by the fact that you tried to hide 
  this from us. We all understand why you did it and 
  why you might still report what you will find. The 
  pressure of our poor world is a huge burden for such 
  young shoulders. I beg of you though to consider the 
  consequences of your actions and what you reveal if 
  you reveal anything.” 
  “I find such thing ignominious that they pressured 
  you into service”, said Kahzaa, “for this is some work 
  of Shadows and only evil things can come forth after 
  that.  I consider the will of Istus as sacred and if what 
  you were sent to reveal is shown, so be it. But 
  consider your task and decide what you should reveal 
  and to whom.” 
  The secret is revealed byAl’Kafil 
  “Ahahahaha…. Such things…they bring me so much 
  laughter…”, said the djinn. “But I forgive you, young 
  one… for you had no prior knowledge of who I am… 
  I am sure that my honored friends the Grand Mufti 
  and Kahzaa agree that the burden is large for such 
  young and inexperienced shoulders… Don’t feel 
  ashamed of loosing this “battle of wits” with me… It 
  is what I’ve been doing here in Apocalypse for years, 
  owing it to my old and long departed friend 
  Mohammed.” 
  “Yes, as good Al’Kafil said”, interrupted Kahzaa, “don’t 
  feel ashamed of what you tried to do. What has to be 
  done will be done nonetheless, but you will have to 
  decide what you say and to whom you say it and live 
  with the consequences of your actions, or run from 
  them…” 
  “That too sadly is true and also,” replied the Grand 
  Mufti, “one thing that Istus teaches us is that you 
  cannot escape causality, that events will occur, will 
  leave traces and cause more events that will affect you 
  in the long run, for good or for evil, to propel you 
  towards your Fate or your Destiny….” 
  The secret is not revealed at all or nobody has been 
  coerced into revealing the location of the monastery 
  afterward 
  “Your quest and your motives are on the right path I 
  do believe”, said the Grand Mufti. “I am content in 
  the fact that young Mehmet is a good judge of 
  character for someone this young to have chosen 
  such fine individuals to accompany him. Might you 
  too find something in this monastery that could 
  strengthen you on your own path of righteousness.” 
  “And hopefully”, said Kahzaa, “your noble and pure 
  hearts will keep the presence of my clergy in these 
  parts a secret so we might regain our strength, 
  TUS7-03 Faithfully Correct 
   
  Page 25 
  
  recover our losses, and eventually reintegrate Tusmit 
  gloriously.” 
  After the Audience 
  When the PCs are done with telling their stories and 
  received good advice from all, you can read or paraphrase 
  this. 
  “Ahhhhhhhhh…”, said the Grand Mufti. “There 
  might still be hope that Istus did not see fit to reveal 
  your presence here good Kahzaa. But still, we should 
  find you another location, a hidden one that could 
  allow you to reorganize and after negotiate from a 
  position of strength with Muammar.” 
  “Yes, you are totally right”, replied Kahzaa, “as we said 
  earlier, Munthir, Mehmet and the other’s arrival 
  bring good tidings that we will find a solution for our 
  predicament.” 
  “For that,” said Munthir, finally opening up, “I do 
  have one solution that could satisfy Kahzaa as well as 
  Mehmet at the same time. But first I have to tell you a 
  story that never showed in the history books from the 
  days of my previous passage on this Oerth.” 
  You can give Player Handout #6: Munthir’s Story to the 
  players so one of them might read it. During the telling 
  of the story, if the players ask for the NPCs reaction, you 
  can tell them that you see hope sprouting in the eyes of 
  Kahzaa, avid attention by the Grand Mufti as somebody 
  who loves to learn just learned something very important 
  and, from Al’Kafil, a strange complexion of resignation 
  and recognition shows in his face. If the PCs ask 
  afterward what is the reason for such a frown, roleplay 
  the answer as if Al’Kafil wants to escape the question and 
  not give anything. Actually, Al’Kafil is very much “in the 
  know” about everything Munthir told, but old oaths and 
  wishes granted to Qurell as well as his own dedication to 
  not talk about the place prevent him from answering. 
  Read or paraphrase the following. 
  “And such is what I’m proposing as a solution for the 
  clergy’s predicament. I am hoping that the monastery 
  is still hidden such as it was in my younger days, free 
  of occupants”, said Munthir. 
  “Ahhhhhhhhh my dear son! You offer such a 
  wonderful balm on an old man’s wound”, replied 
  Kahzaa. “Blessed was the day when the idea of 
  bringing you back from the dead was suggested. You 
  are giving us hope out of hopelessness. What could 
  we have done without you to show us the way?” 
  “Grand Master”, Munthir said, “ I am but a simple 
  pawn in Istus’ hand. I follow her will as I have always 
  done.” 
  “Munthir Haddad of the Order of Azor’alq,” 
  interrupts the Grand Mufti, “great news you bring but 
  still time passes and never I’ve heard of such a place 
  so near my home. Mayhaps it has passed back into the 
  hands of Evil and you should go and scout ahead with 
  our young friends?” 
  “It is a wise suggestion Old One, and one I will not 
  pass. Do you, Mehmet, and you, his friends, want to 
  accompany me in rededicating this ancient place of 
  wonders?” 
  The offer here is very tangible and if the PCs want to 
  drop out, they can, but the location of the monastery will 
  not be precise enough to give their employers what they 
  need. But still, if they want to, do not stop them and have 
  them decide what they want to do from here (report what 
  they know or not if they need to) and go the Conclusion. 
  Mehmet will, of course continue his quest with Munthir 
  and he will plead with everybody that wants to return to 
  Sefmur to not do so. If everybody else is going, read or 
  paraphrase this. 
  “Very well then,” said Munthir. “ Just know that this 
  location has been protected by powerful wards 
  established a long time ago as to reinforce the natural 
  proclivities of the environment that hides the 
  monastery from view. I am not surprised at all that 
  the convergence of events lead Mehmet here to meet 
  me and show everybody the way since I’m probably 
  the only one of  2 people alive on this plane to have 
  gone to the location. Must you all know that having 
  somebody who had been there showing you the way 
  is the only way beside epic magics to go there 
  unannounced so this is an immense honor that, to my 
  knowledge, has not been given to anybody for 
  centuries.” 
  “Then we give you our benediction, Munthir, for the 
  mission you have undertaken in scouting ahead for 
  the rest of the clergy of Azor’alq”, said Kahzaa. “ May 
  you return with good news and even better tidings for 
  the future.” 
  “And my son,” said the Grand Mufti, “takes what you 
  need for transportation and gear for your trek for I 
  know the mountains are not an easy crossing.” 
  “Not to worry, we take your blessing and all the good 
  will you can give us”, says Munthir. He then turns 
  around, smiles at you and signals you toward the 
  doors. 
  Munthir is planning to go on the trek at sunrise and will 
  gather what he needs tonight. He tells the PCs that they 
  should get mounts here if they don’t have them, they 
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  should be useful for the most part of the trek. He 
  suggests as well getting anything useful for climbing.  
   
  Encounter 5: Pillars of the 
  Faithful 
  Once they are on the road, Munthir guides them on the 
  other side of the basin of Tash’Ur Gesta•r where they will 
  follow the path that leads north in the mountains. 
  If they haven’t met the Brotherhood of Basharat 
  At some point after 3 days, Munthir will tell the others he 
  will scout alone about half a day in front of the party 
  because he heard from rumors there was an awful 
  monster nearby. If asked he will reveal it is most likely a 
  nest of many Rocs or perhaps a child of the red Dragon 
  Kerridzar, Munthir will refuse to be accompanied and 
  will not be convinced.  
  This is the opportunity that the Brotherhood of Basharat 
  has been waiting for since they left Apocalypse. The 
  Brotherhood got their hands on the prophecy in 
  Encounter Two but has been stuck since, because they 
  were not in the room when Mehmet received his 
  audience. They just learned that Munthir, Mehmet and 
  the PCs were leaving north. They will try to ambush the 
  party and subdue them to learn where they are going. 
  The Brotherhood is not aware that the PCs know squat. 
  Use the stats and reactions in case of capture as 
  Encounter Two since it’s the same party that is attacking. 
  In the eventuality that the Brotherhood party wins the 
  encounter and everybody is unconscious, Munthir will 
  arrive after the interrogation and all subdue them and tie 
  them up so they can leave. 
  APL 2 (EL 5) 
   
  Thug doing his initiation (3): male human Rogue 
  1; Hp 7; Appendix 1 
   
  Ali: male human Rogue 1/Swashbuckler 1; Hp 14; 
  Appendix 1 
  APL 4 (EL 8) 
   
  Young 
  Initiate 
  (4): 
  male 
  human 
  Rogue 
  1/Swashbuckler 1; Hp 14; Appendix 1 
   
  Ali: male human Rogue 3/Swashbuckler 3; Hp 38; 
  Appendix 1 
  APL 6 (EL 10) 
   
  Brotherhood Muscle (2): male human Rogue 
  3/Swashbuckler 3; Hp 38; Appendix 1 
   
  Ali: male human Rogue 3/Swashbuckler 5; Hp 58; 
  Appendix 1 
  APL 8 (EL 13) 
   
  Brotherhood Head Hunter (2): male human Rogue 
  3/Swashbuckler 5; Hp 58; Appendix 1 
   
  Ali: male human Rogue 3/Swashbuckler 9; Hp 94; 
  Appendix 1 
  If they have dealt with the Brotherhood of Basharat 
  The road continues on for nearly 7 days in the mountains 
  without any incident. You can say to PCs that Munthir is 
  clearly competent in finding his way around the 
  mountains. He looks kind of distant; not talking too 
  much and also seems lost in his memories of his younger 
  days making him sometimes smile for no apparent 
  reason. If asked questions about the past or where they 
  are going, here is what he might include in his answers. 
  - 
  His memories of the Pillars Monastery are pretty 
  vivid and he hopes it has not been left abandoned. 
  (DC 5 Sense Motive check will show happiness as 
  similar to a young child when taking about the 
  location) 
  - 
  The 5 pillars are very high and interconnected above 
  and under the ground with bridges and tunnels, 
  making the location a very good training ground for 
  warriors with tendencies for acrobatics. (DC 12 
  Sense Motive check will give apprehension mixed 
  with relief for memories as if he escaped accidents) 
  - 
  The ritual of the Unwavering Path is known to 
  Munthir since he went through it himself when he 
  was younger. He had to because his training as a 
  paladin would not allow him to explore other 
  avenues as a warrior. (DC 15 Sense Motive check 
  gives apprehension since he knows the dangers of 
  the ritual, but he does not want to worry Mehmet) 
  - 
  He has a foolish hope that his old friend Qurell, or 
  Odd-Eye as they used to call him, might still be alive, 
  although a very old elf (DC 8 Sense Motive check 
  will give a sense of longing as for a connection with 
  his past through his friend) 
  - 
  Qurell was with him when he died, but he will not 
  disclose any other details about his death after Um-
  Mathar (DC 15 Sense Motive check will give shame 
  for the memories associated with his first death) 
  - 
  The Host of Light’s purpose was to oppose a cabal of 
  Ur-Flan 
  autochthones 
  named 
  the 
  Kas’Tashi 
  Covenant, or Covenant of Lingering Darkness, that 
  lead an assault against the forces of Ulamur, first 
  Pasha of Tusmit, when they decided to try to retake 
  TUS7-03 Faithfully Correct 
   
  Page 27 
  
  control of Tusmit and the surrounding lands. (DC 10 
  Sense Motive check will give pride as from a lifetime 
  achievement goal finally put to rest) 
  - 
  His wife, Sala, he met when he went after a group of 
  cabalists in the Udgru. She was a beautiful half-elven 
  scout with a wild temper, but a heart of gold. She 
  survived him. (DC 5 Sense Motive check will give 
  unconditional love and fond private memories) 
  - 
  He had a child, a boy, but he was 2 years old when 
  Munthir died and was kept safe by his sister 
  Maryam. He does not know what became of him. 
  (DC 10 Sense Motive check gives worries, but this is 
  not a priority for him. If a PC played TUS2-05 
  Historical Restoration, he can remember that only 
  his wife’s name was written on the stone and buried 
  in the temple, a DC 15 Bardic Knowledge will also 
  reveal the information) 
  Arrival 
  When the PCs are through asking questions to Munthir, 
  have them arrive at the Pillars by reading or paraphrasing 
  this. 
  The days are pretty much the same on the northern 
  path since you left Apocalypse when the trail passes 
  again in front of one of the many crevasses and side 
  passages that have been your regular sights since the 
  last 2 days. Munthir, having been more quiet than 
  usual since the day before, stops and starts to inspect 
  the rocks that are lying near one of them. For 2 
  minutes, he upturns them and looks at them closer, as 
  if looking for something. The more he looks, the 
  more he smiles for it seems he has found what he was 
  looking for. 
  “Here”, he says. “It is this passage that will lead us to 
  the Pillars of the Faithful Monastery.” He takes one of 
  the rocks lying around and shows it to you. “You see, 
  my friends and I came here and we wanted to be able 
  to return here without any problem so we mapped the 
  labyrinth of passages and since yesterday I was 
  counting the number we passed. To be sure we would 
  not be mistaken, we put amongst the rocks at the base 
  of the passage stones we brought back from the Far 
  West.” On the stones in his hands, you can see small 
  skeletons of what seems to be fish. “There was never 
  any fish in this region according to my friend Salah 
  Muazir so we knew that only this passage would lead 
  us to the Pillars.” 
  Munthir rises then and starts walking in the side 
  passage.  
  “Come, but bring your horses by the reins for they are 
  scared of tight places. Further on, there will be a place 
  where we will be able to tie them up for the rest of 
  the journey.” 
  So he continues, leading you deeper in the passage 
  for the better part of the day when you came upon an 
  enlargement in the passage about 25 feet wide and in 
  the rock, you’ll find iron loops to tie the horses as 
  well as old iron mangers where food and water could 
  be left for them.  
  PCs with the Track feat can make a DC 18 Survival check 
  to spot the tracks that Qurell left when he last came to 
  check on the place about 5 days ago. The check is 
  automatic since the players will take some time to rest 
  there. On a success, tell them they spotted the bare feet 
  tracks of a medium size humanoid that came from the 
  other passage in the back and that he left through the 
  same. 
  When you come in the enlargement of the passage, 
  you clearly see Munthir wearing a smile of 
  contentment on his face. 
  “We have almost arrived my friends. This is the 
  Antechamber as we used to call it. I even remember 
  planting the pitons for the horses here myself. We are 
  about half an hour from the Pillars.” 
  And with this, Munthir goes in the back passage, 
  going a little bit faster as he is anxious to see what his 
  old base of operation is looking like today. He does 
  not look back for he knows you are following him.  
  After a bend in the passage, you see more light 
  coming from what seems to be the end of it. You 
  come out right after Munthir to look at one marvel of 
  architecture or natural wonder or maybe a little bit of 
  both mixed up together.  
  You are in a small valley maybe a little less than a 
  kilometer wide squeezed by walls of rock on each 
  side. You cannot see another exit from the valley from 
  where you stand but you can see that a small cascade 
  falls from one of the rock walls opposite to the 
  entrance and into a pond that overflows into a small 
  river that goes across the valley’s floor and disappear 
  at the base of the central pillar. What you see as being 
  small gardens flanks the river and traces of irrigation 
  can be seen even from your standpoint. About half of 
  the valley is also constituted of a wooden area where a 
  few entrances to trails are visible.  
  But what is the most striking in that setting is the 
  immense complex of 5 pillars going straight up, 
  pointing at the sky.  4 of them are about 500 feet high, 
  spread out evenly, flanking by pairs a central pillar of 
  750 feet high. Stones bridges of different width and 
  height links them all together in what seems to be a 
  TUS7-03 Faithfully Correct 
   
  Page 28 
  
  random disposition, giving it a very natural feeling. 
  You can see no mortar and no separate stones linked 
  together for all seems to be made of one giant stone 
  that would have grown like that. You see holes in the 
  structure at ends of bridges that might be doors and 
  other smaller ones that might be windows. 
  Those who can pull off a DC 25 Knowledge (Architecture 
  & 
  Engineering) 
  check 
  will recognize that the 
  construction was based on a natural phenomenon that 
  made the original 5 pillars but it was tampered by 
  intelligent hands many times over the millennia. It looks 
  like a natural structure but at least half of it is in a very 
  good imitation of natural structures. A DC 20 Spellcraft 
  check will give out the fact that strong transmutation 
  magic has been used to mold the pillars like this and 
  especially the bridges. 
  By the time you come through the valley’s entrance 
  and readjusted to the more prominent source of light, 
  you can see Munthir, standing maybe 30 feet in front 
  of you, smiling wide to his ears and crying happy 
  tears. 
  “Blessed be the Son of Light for showing the way… I 
  am finally home.” 
  Have the PCs roll a DC 12+APL Spot check. They are 
  being observed from very nearby by one individual. If 
  they make it, have them roll a DC 12+APL Sense Motive 
  check. If they make it, they can see that the individual in 
  question is waiting for Munthir’s emotion to pass before 
  introducing himself. 
  “Come, come my friends…” says Munthir. “This is the 
  place where hope returns. There is obviously 
  somebody here, maybe a former student of my old 
  friend…” 
  “…Or, himself, the old friend, Munthir Haddad”, 
  interrupts a voice coming from your left and a little 
  bit higher than you. 
  “Is it you really old friend?” continues the stranger. 
  “Are you really back from the dead as I heard?” 
  You can have the PCs react as they see fit and take 
  defensive position. What they see is a very old elf 
  perched on a ledge dressed in a brown loose burnoose 
  and a small beige turban. He is very small, even for an elf 
  and his face in all wrinkled up with a few strands of 
  wispy white hair behind his pointy ears. He somersaults 
  over all of the PCs and lands on his feet at about 10 feet of 
  Munthir. 
  “Yes, yes, truth behind it, I can see. Back from the 
  dead, you are. And to see Odd-Eye you did…” Then 
  suddenly, the old elf approaches Munthir and throws 
  his arms around him, crying tears of joy. “Grow back 
  in these old limbs, life can, for long lost friends are 
  back together.” 
  “Ahhhhh Qurell! Friend amongst friends! I knew I 
  should have come to see you sooner! But you know 
  how it is, Duty and the Greater Good always first!” 
  “Yes, yes, understand I do, for such always has been 
  your way. But come, come with these younglings, 
  your new companions, for tired you must be and 
  stories we have to tell each other about the past, the 
  present and the future…” 
  The PCs are lead down the valley by the old elf. If they 
  want to check for tracks allow them to do so by saying 
  that a few animals are here (goats, birds, small mammals) 
  and they see tracks belonging to Qurell but no other 
  humanoid. On the way down the path, they can hear 
  Qurell and Munthir talking, but it’s mostly Munthir’s tale 
  since he came back from the dead (feel free to give your 
  players Munthir’s history from previous Tusmit 
  adventures like TUS5-03 Strands of Faith, TUS5-08 
  Dance on a Volcano and the fight against Kerridzar in 
  they don’t already know it). Then read or paraphrase this. 
  As you come by the pillars, you see Odd-Eye turning 
  around toward you and, smiling, he describes, 
  pointing at the structure: “The Pillars of the Faithful 
  Monastery, this is. Around you Generosity, Piety, 
  Honor and Family the names of the pillars are, with 
  Righteousness at the center. Old beyond old, used 
  beyond 
  used, 
  occupants 
  following 
  emptiness 
  following new occupants, seen it all, these stones 
  have. But new faces, seen they have not in a long time 
  for alone I have been for near a century. Come, empty 
  rooms for visitors I have maintained and present 
  there is food and water in the Family pillar.” 
  He leads you at the base of the nearest pillar where 
  there is a door. Each pillar has a base of about 70 feet 
  diameter and many windows to let light in. Inside, 
  other sources of illumination comes from globes that 
  radiates light. Everything is dustless and seems well 
  taken care of. A staircase on the other side of the 
  room leads upstairs and another one near you leads 
  down. Clean but used carpets are on the floor as well 
  as some little sculptures and paintings. You go 
  through a refectory on the first floor where there 
  seems to be a well-furnished kitchen and then to the 
  second floor where beds are disposed for your 
  convenience. 
  Have the PCs roll a DC 15 Appraise check. It will give 
  them that everything here taken individually is no more 
  than the 300-500 gp range but if they are able to do ) DC 
  10 Knowledge (Local: Any check, they will notice that 
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  these works of art comes from everywhere in the 
  Flanaess and even beyond. A DC 15 Knowledge (History) 
  check DC 20 or Bardic Knowledge check will give them 
  that some pieces of art come from a distinct baklunish 
  origin, but not from around the VTF region. 
  “Refresh yourselves before dinner”, says the old one, 
  “a matter of spiritual enlightenment we have to 
  discuss.” 
  The PCs have about an hour to explore a bit of the 
  complex if they are so inclined. Odd-Eye has not put any 
  restrictions to their movement for he believes no danger 
  comes from the structure itself. Feel free to describe it as 
  exotic as you want, but stay vague on details because this 
  location will be better described in the next installment 
  of this serie of adventures. 
  Before you go 
  When they join Munthir and Odd-Eye in the refectory, 
  the PCs will find the meal ready. A simple fare made of 
  fresh vegetables and some small birds Odd-Eye has 
  caught. If the PCs are interested in adding things to the 
  meal, such as a bottle of wine gained from a previous 
  adventure, Odd-Eye will be very happy since he has very 
  few occasions to have a refined product in these parts. 
  During dinner, talk will occur around the table and feel 
  free to improvise with the PCs about Odd-Eye asking 
  questions about their previous adventures. Other subjects 
  would be adventures that Odd-Eye and Munthir had 
  together when they were in the Far West and when they 
  came back and formed the Host of Light, but they will 
  not go to the subject of the first death of Munthir. They 
  will skip the subject of the Ritual for Mehmet until after 
  dessert. When you are done with the small talk, read or 
  paraphrase this. 
  “Now that full and content our stomachs are, matter 
  grave we must consider”, says Odd-Eye, looking at 
  each of you. 
  “As you remember a few day ago,” says Munthir, “I 
  told you that this place has been protected from 
  discovery or from any magical divinations for 
  centuries. But there always have been a way to find it 
  for those who were looking for it to reach 
  enlightenment.” 
  “Yes, coming here a serious thing is,” continues Odd-
  Eye, “for its secrecy is the most valuable thing. A long 
  time ago, grant me a wish from a Noble Djinn I was 
  able to and this place is what I wanted secret. But for 
  special ones, I wanted it to lead here as Munthir told 
  me you were, young Mehmet. For those only who, for 
  pure purpose, wants to find it a way finds here.” 
  Seeing the confused frown on Mehmet’s face, 
  Munthir smiles and explains.  
  “What my friend tries to tell you all, is that the way 
  the protection has been laid here made possible your 
  discovery by divinations, but only because you asked 
  to find a ritual for spiritual enlightenment and not for 
  another purpose. You were lead by divinations to find 
  me and we met so I could lead you here toward, what 
  I hope, is your Destiny.” 
  “Yes,” interrupted Odd-Eye, “but still confidence, by 
  forces unknown to me, might be breached, and by 
  talkative mouths who consequences cannot see. So 
  ask of you a vow to not disclose the location of this 
  secret hideout I must. As Munthir I understood 
  earlier, to come here, other people in need will, and 
  discover, they must not be.” 
  “The vow is of grave consequences to you if you fail 
  it”, continues Munthir, “but an alternative is available 
  if you don’t pronounce it. You could always say no, 
  but a powerful spell that will erase your memories of 
  the last 3 days will be cast on you so that you will 
  never be able to come back.” 
  The Odd-Eye continues “That, young friends, you 
  must choose now before explained the Ritual of the 
  Unwavering Path is. So what says you?” 
  The PCs have a real choice in front of them that will have 
  consequences on the AR and for the rest of the storyline. 
  What you should make very clear to the PCs is that 
  somehow, almost all PCs will have a choice to breach one 
  vow of confidentiality, whether it’s to the Royal 
  Investigators, the Tears of the Marid or to Odd-Eye and 
  they must choose now because they will fail otherwise. If 
  no memories are left, they cannot disclose the location to 
  their employers and some of the other PCs might actually 
  give that information to another interested party. And as 
  well, if they have the memories and they disclose the 
  location to the Royal Investigators or the Tears of the 
  Marid, they break their vow to Odd-Eye. They must also 
  figure out a way, with what they know already of the 
  other PCs allegiance, of getting the entire group to go the 
  same way if they disclose the information to the Tears or 
  the Investigators or they will still be on the losing side of 
  the deal. If the characters want a little privacy before 
  disclosing their agreement, Munthir and Odd-Eye will 
  allow them. Mehmet will stay with the PCs but his 
  opinion will be that he stays here and he is taking the 
  vow but does not go against anybody’s choice. The idea 
  here also is, as a DM, to never disclose anything about the 
  type 
  of 
  reward 
  or 
  the 
  penalties 
  occurred 
  by 
  accomplishing or failing the mission more than they 
  already know about them so that the PCs will try to take 
  TUS7-03 Faithfully Correct 
   
  Page 30 
  
  guesses as to where they are worst off in betraying (wait 
  until conclusion and their meetings with their employers 
  before doing so). 
  If any of the PCs ask about the level of power of such 
  spells mention that they do not have enough information 
  to be sure of the effects and narrow it down to a specific 
  level. 
  If any of the PCs have chosen to go for the memory erase, 
  you can tell them that the adventure is not over but read 
  or paraphrase that to them. 
  “Clouded, your judgment may be, but other 
  circumstances for that, I might not know”, said Odd-
  Eye, getting a pale blue stone incrusted with gems 
  from under his burnoose. “Don’t be alarmed… The 
  stone your forehead will touch and nothing you will 
  remember when out of this place you will go. Your 
  friends, you will still be able to accompany for the 
  ritual, if such is your wish.” 
  If anybody cast a detect magic spell, they will have a 
  strong aura of transmutation and enchantment on the 
  stone. 
  For all the PCs who have chosen to take the vow, read or 
  paraphrase this. 
  “Wisely, I hope you have chosen, young ones. For a 
  light thing the vow of secrecy is not and a terrible 
  price to be paid if you fail. But courageous and full of 
  hope you are and confident in reaching your Destiny, 
  Istus willing”, said Odd-Eye, getting a pale blue stone 
  incrusted with gems. “Put the vow on you, this stone 
  will and latent the curse will be until disclose it you 
  do.”  
  He then touches you on the forehead, liberating a 
  little part of the stone’s power upon you. 
  “So be it.” 
  The Unwavering Path 
  As soon as all the PCs have made their decision and that 
  the stone has touched their forehead, finalizing the vow 
  or casting a delayed erase memory spell on them, give 
  them Player’s Handout #7: The Ritual of the 
  Kat’Habâsis. 
  After their speeches, Munthir and Odd-Eye will lead 
  Mehmet and the PCs to the Armory where they will be 
  able to see a forge recently used and racks of different 
  weapons and armors. Odd-Eye has been busy and a DC 15 
  Appraise check will give the characters the idea that Odd-
  Eye is an accomplished weaponsmith and armorsmith. 
  All weapons here are made of steel, wood cold iron or 
  alchemical silver and of masterwork quality and he will 
  lend those weapons to those who think they will need 
  them. All weapons available are from the Player’s 
  Handbook. If some of the PCs do not want to go through 
  the ritual, they can stay with Munthir and Odd-Eye 
  upstairs and let the others go. Mehmet will be saddened 
  and he will try to convince the PC to join them, but will, 
  at the end, respect their choice. After that, read or 
  paraphrase this. 
  “So here we are younglings”, says Odd-Eye. “Down 
  the stairs we go.” 
  With him in front and Munthir at the back, you are 
  going down on ground level and follow the stairs 
  below the floor of the valley. Even underground, you 
  can still see the walls of the pillar on top of you 
  continuing down, enlarging the diameter of the tower 
  sensibly after each level. You hear a rushing of water 
  nearby, but cannot tell from where it comes from. 
  After a few floors, the floor levels are no longer 
  present and the staircase continues down the spiral, 
  at some point having a cavern, a tunnel or a gallery 
  penetrating the rock in what you think is a maze of 
  tunnels. Rope or stone bridges sometimes mark your 
  descent, going over the ever enlarging pit that the 
  walls of the pillar are creating, joining 2 tunnels 
  together.  
  Munthir, during the descent, is explaining to you that 
  this was the toughest dungeon he ever cleaned and he 
  is reminiscing some encounters he had here. Odd-Eye 
  laughs at some details, contradicting his friend in 
  good humor. You can see the pale attempts by your 2 
  guides to enlighten your mood. 
  After what seems hours, but probably closer to 45 
  minutes, the pit enlarges so much into a cavern that 
  you suddenly see the ground coming close and the 
  walls of the pillar that were probably closer to the 
  other pillars merging and creating an gigantic cavern. 
  “Here is where we stop”, says Odd-Eye, pointing 
  toward the middle of the cavern “for in that direction 
  you should go. You will come to a place where a 
  pentagram is carved on the rock face. There, meditate 
  you must, and reveal itself a passage will.” 
  He then goes back up the stairs, joining Munthir. 
  “Good luck to you all, and may Istus, Al’Akbar and 
  Azor’alq be your light on your path”, said Munthir, 
  going up as well. 
  Encounter 6: Give and Take 
  The ground floor of the cavern is a good 500 feet wide 
  and is slightly lightened by phosphorescent fungus on 
  TUS7-03 Faithfully Correct 
   
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  the walls. During the years past, Odd-Eye also left there 
  everburning torches at regular intervals. If the PCs are 
  not going straight to the direction where Odd-Eye was 
  pointing, you can tell them that the four exterior pillars 
  have similar staircases that goes down to the ground 
  floor. The central pillar walls, connecting to the other 
  pillar walls creates the cavern but it also seems to be 
  supported by 4 colossal size columns that fill a good third 
  of the room. In the middle of the central pillar, there is 
  an immense column of water that is the river that was 
  running across the valley floor that disappeared under 
  the pillar. After a few minutes of exploring around and 
  finding nothing of interest, the PCs come upon the 
  pentagram on one of the walls. Read or paraphrase this. 
  As you search around for a few minutes, you find 
  nothing of interest except the obvious pentagram 
  carved into the wall. It is of a regular five-sided 
  polygon of about 6 feet width and with runes 
  engraved and some strange writing. Mehmet comes 
  close, wrinkling his nose a bit while studying the 
  characters written. 
  “Don’t you smell this?” he asks, looking at you. “It 
  stinks of brimstone.” 
  PCs coming closer to the pentagram will smell this rank 
  odor of sulfur. If anybody knows Infernal or Celestial, or 
  if they are able to do a DC 10Knowledge (Religion) 
  check, they will see that those two languages are used on 
  the pentagram. If anybody is able to translate, here is 
  what it says. 
  “Give and take, take and give back in kind for beyond 
  this gate lies your path to another gate where this will 
  be the key.” 
  If anybody casts a detect magic spell, the aura will be of 
  strong abjuration. Any detect evil cast will give a distinct 
  aura of moderate evil. Mehmet is not feeling good right 
  now because he just used his detect evil ability. 
  Mehmet looks at the pentagram, looking resigned to 
  go through it all and says: 
  “So I guess I will be meditating now. Anybody care to 
  join me?” 
  The offer is serious and any PC who goes to meditate 
  with him will have to do a DC 15 Concentration check to 
  get into a spiritual focus after 1 minute of meditation 
  (yes, the PCs can take 10).  
  If anybody wins the check, read or paraphrase this. 
  After one minute of concentrating on the road ahead 
  and of the spiritual journey you have taken here with 
  your friends, you start to feel strange and you look at 
  the pentagram, sensing this might be the cue for 
  something in the ritual. Looking at it directly, you 
  first see nothing out of the ordinary but then, the 
  inside boundaries of the pentagram seems to be a 
  little more pale, a little bit translucent. At first it is 
  just 
  an 
  impression, 
  but 
  then 
  you 
  see 
  this 
  phenomenon spreading slowly to all the interior of 
  the pentagram. By a trick of the light, you still see the 
  carved face of the pentagram but you are able to see, 
  beyond it, a man made tunnel going into the rock 
  with a fiery red light at the end. You turn to Mehmet 
  and you see him staring back at you all.  
  “Do you see it? Do you see the tunnel??” 
  If the PCs failed the check or did not participate in the 
  meditation, read or paraphrase this. 
  After looking at Mehmet meditate for one minute, 
  you suddenly see his eyes looking at the pentagram, 
  as if fixing on something beyond it. A few seconds 
  later, you see his eyes opening wide and he looks at 
  you. 
  “Do you see it? Do you see the tunnel??” 
  Whether they see it or not, at this point Mehmet will rise 
  from his kneeling position and will approach the 
  pentagram, his hand having taken his holy symbol from 
  around his neck and putting it in front of him. Read or 
  paraphrase this. 
  Mehmet rises from his kneeling position, getting out 
  his holy symbol of the Man on a Mountain from 
  around his neck. Uttering a brief prayer, he puts his 
  hand holding it in front of him and moves forward, 
  toward the pentagram. First his hand, then his arm 
  and the rest of his body go straight through the 
  pentagram without slowing. 
  “Come, follow me…” 
  Again the PCs can drop out of the ritual at this point, the 
  portal will be holding for the next minute as long as 
  Mehmet or any PC that has made the Concentration 
  check. Of course, the PCs don’t know that and do not tell 
  them. If nobody but Mehmet has done the check, 
  Mehmet will consider that, after 1 minute, the PCs who 
  have not followed him are not going through with the 
  ritual and he will leave them on the other side. 
  Once everybody has gone through the tunnel, read or 
  paraphrase this. 
  The smell of brimstone and sulfur are the first 
  sensations that reach you. Smoke hangs in the air at 
  the top of this dark tunnel illuminated only by the 
  glow of fire you see at the other end. The heat starts 
  to gain intensity as you go nearer the end. Mehmet, 
  TUS7-03 Faithfully Correct 
   
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  still concentrating, tells you that the corridor seems 
  to stretch a very long way for a mile. 
  Night and day do not exist in this 20-foot large passage as 
  it is a bridging dimension. The temperature condition is 
  “very hot” at the beginning of the corridor (see Heat 
  Dangers in Dungeon Master’s Guide p.303), natural 
  healing is not possible (and Fast Healing abilities as well), 
  and magical healing restores only half as many hit point. 
  Detect evil spell or abilities reveal a landscape that 
  radiates strong evil at this point due to activities by 
  tanar’ri. This goes to overwhelmingly evil as more of the 
  tunnel is covered.  
  Mehmet and the PCs encounter the occasional skeleton 
  that looks to have died from heat exposure or starvation. 
  In some cases, pieces of metal armor litter the corridor 
  like bread crumbs that eventually lead to a body. The 
  temperature condition becomes “severe heat” after ¾ of a 
  mile (don’t forget to calculate the time the PCs are 
  spending there to get effects of these conditions if they 
  are searching every 5-foot square) and increases to 
  “extreme heat” within 60 feet of the corridor end. 
  Note: PCs who turn around and double back along the 
  corridor, after even taking one step into the newly 
  formed passageway, discover that it now stretches 
  infinitely behind them into the distance. They can walk 
  forever backward but would always have to go the same 
  distance to reach the end of the corridor. 
  Once they have cleared the mile-long corridor, read or 
  paraphrase this: 
  The fire you originally perceived is revealed to be a 
  pair of burning wooden gates, each 10 feet wide and 
  30 feet tall. Despite the intense heat generated by the 
  flames, the wooden gates, braced with metal, are 
  never truly consumed, continually billowing black 
  smoke into the upper part of the corridor. This 
  distraction, however, is nothing compared to the 
  creatures, most certainly of the demon sorts, standing 
  in front of the gates, smiling calmly as you approach. 
  Depending on the APL, different kind of devils will wait 
  for them here. 
  APL 2 (EL 6) 
   
  Imp (2): Hp 45 each; Monstrous Medium Spider 
  Form; Monster Manual p. 56 
  APL 4 (EL 8) 
   
  Bearded Devils (2): Hp 45 each; Monster Manual p. 
  53 
  APL 6 (EL 10) 
   
  Chain Devils (2): Hp 52 each; Monster Manual p. 
  54 
  APL 8 (EL 12) 
   
  Bone Devils (2):  Hp 95 each; Monster Manual p. 53 
  The devils are automatically aware of any creature within 
  100 feet whose thought they can detect, but most 
  otherwise rely on their Spot checks. The devils have been 
  given the opportunity to pass to the Material Plane, but 
  must defeat the PCs without engaging them in battle (but 
  if they are not the initial aggressor and they defeat the 
  PCs, that’s okay and they win). The devils will address 
  Mehmet and make only one statement: 
  “Beyond these gates lies your path.” 
  The devils gesture toward the gates and allow the PCs to 
  approach uncontested. Any character that approaches the 
  gates notice letters carved into the wooden surface 
  beneath the flames. PCs that succeed on a DC 10 
  Knowledge (Religion) check or know the Celestial 
  language will recognize letters from the Celestial 
  alphabet. Translation will give them: 
  “Return any harm given before passing through these 
  gates alive.” 
  Touching the gates deals 1d6 points of fire damage and 
  1d6 points of vile damage. Gripping either gate handle to 
  open a gate deals 2d6 of fire damage and 2d6 of vile 
  damage and imposes a –2 penalty on attack rolls, Climb, 
  Craft, Disable Device, Escape Artist, Forgery, Heal, Open 
  Lock, Sleigh of Hand and Use Rope checks until the 
  damage to the PCs hand is healed. The PC can make a 
  Strength check as a full-round action when attempting to 
  open the gate, but no amount of force will do so at this 
  point. 
  If asked how to open the gates, the devils will address 
  Mehmet and the PCs in common and open both of their 
  hands:  
  “To follow the Path, accept our gift.” 
  The statement prompts characters to make a single Sense 
  Motive check opposed by the Bluff checks of each 
  demon present. If the characters win, they receive an 
  unnerving feeling that the offered gift is doubled sided, 
  potentially resulting in harm. 
  Effectively, they have one chance to do this so they have 
  to announce to you clearly what are their intentions and 
  in what order they want to act upon them.  
  A PC or Mehmet, depending on what the characters will 
  decide, that places her hands into the hands of the 
  demon is immediately infused with profane energy and 
  must make a DC 10+ APL Fortitude save to avoid 
  becoming permanently shaken. A restoration is required 
  TUS7-03 Faithfully Correct 
   
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  to remove this condition. If the character is already 
  shaken, they are now frightened. 
  Once the infusion of profanity has been accepted, the PC 
  or Mehmet now has the chance to open the fiery gate 
  with a DC 20 Strength check as a full-round action. 
  Touching or gripping either gate or handle no longer 
  deals any damage to them. Characters that look through 
  the open gate can see light disappearing into 
  impenetrable darkness. For the ritual to work at the end, 
  only one character needs to touch the hands of a demon. 
  Mehmet will offer himself if the PCs propose it, but he 
  will not insist if somebody else wants to go through with 
  it instead. 
  Results 
  PC or Mehmet accepts the infusion of profanity, open 
  the gates and walks through. 
  The characters and Mehmet find themselves Baator’s 
  higher layer, gain nothing from the quest (because he did 
  not “give back”), and is greeted by a welcoming party of 
  devils (double the number of devils present at the gate) 
  who are accustomed to adventurers making this mistake. 
  The devils in the corridor may now leave for the Material 
  Plane. Read below for what happens to them. 
  PC or Mehmet does not accept the infusion of 
  profanity 
  but 
  attacks 
  the 
  demons 
  without 
  provocation. 
  The characters and Mehmet gains nothing from the 
  quest (because they did not “take” first). The gates open 
  by themselves if the devils are defeated, leading back to 
  the cavern below the pillars where they entered the 
  pentagram. If the devils defeat the PCs, they may use the 
  gates to enter the Material Plane. 
  PC or Mehmet accepts the infusion of profanity, but 
  attacks and defeats the demons before attempting to 
  open the gates. 
  The characters have successfully completed the quest. 
  The gates open by themselves once the devils are 
  defeated, leading back to the cavern below the pillars 
  where they entered the pentagram.  
  Once out… 
  Success 
  PCs who have successfully completed this quest will gain 
  the Unwavering Path award on the AR. 
  The way back up is without events. Mehmet is strangely 
  less loquacious than before because of the events he did 
  go through. Everybody will get back to the surface where 
  Munthir and Odd-Eye are waiting for them. 
  Unsuccessful but not defeated by devils 
  PCs who have not completed the quest successfully will 
  not gain the Unwavering Path award on their AR. 
  Mehmet is totally silent, feeling he has missed something 
  in all this. He will be grim when he comes on the surface. 
  Munthir and Odd-Eye will greet you all and console you 
  in your failure. 
  Unsuccessful and defeated by devils 
  PCs have been defeated and left for dead in the Abyss and 
  the devils are out in the Pillars of the Faithful. Munthir 
  and Odd-Eye hear them, draw their weapons and go into 
  “Demon Butt Whupping Mode”. They finally defeat them 
  and then go and get Mehmet and the PCs bodies (count 
  20 rounds before they arrive) from the Abyss. Mehmet 
  will be revived due to favors from his family. PCs will be 
  revived by their own means. 
  Congratulations 
  Whether success happened or not in the ritual, Odd-Eye 
  and Munthir will be there to welcome everybody back. 
  Play the scene as you will.  
  After having done so, Munthir will talk to the PCs and 
  Mehmet. Read or paraphrase this. 
  “My young friends, it is a great joy to have you back 
  here with us and not in that dreadful place 
  downstairs. While you were gone, I’ve continued to 
  talk with Odd-Eye about the future and how things 
  should become and here is what conclusions we were 
  lead to.”  
  “First, Kahzaa al’Ahron and the other members of the 
  Church of Azor’alq will have a safe heaven for the 
  time they wish here. The monastery has a lot of free 
  rooms and enough soil to be able to cultivate 
  everything they need here while they figure out how 
  to proceed with the tusman government. Odd-Eye is 
  ready to get out of his hermit life-style and to start 
  living with the rest of us!” 
  “Second, I will be joining you on your trip back to 
  Apocalypse so I’m able to escort the clergy back here 
  myself.” 
  “And Third, I’m giving you the opportunity to fight 
  the good fight at my side and benefit from what I can 
  teach you. If you are willing to stay here with me at 
  the Pillars of the Faithful Monastery and convert to 
  the teachings of the Banisher of Darkness, I shall 
  show you the path of the Shadowspy and the 
  Shadowstriker, useful tools for the fight against the 
  Darkness.” 
  TUS7-03 Faithfully Correct 
   
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  What Munthir is offering the PCs and Mehmet is a free 
  atonement if they want to change deity as well as access, 
  for a one-time cost of 4 TUs worth of training, to some of 
  the Complete Champion feats (Good Devotion, Sun 
  Devotion and War Devotion) and prestige classes 
  (Shadowspy and Shadowstriker) that are generally 
  attributed to Pelor, but are adapted and offered to 
  Azor’alq worshippers in this adventure. Retraining for 
  those feats becomes available (or for clerics, they can use 
  the retraining option to exchange their Domain access 
  for the Domain feats abilities). You can tell that now to 
  the PCs for it may have an impact on their decisions 
  leading to the conclusion. The details of the prestige 
  classes are in the Appendix Two:New Rules Items 
  section and you can show it to your players so they might 
  make an enlightened decision.  
  After those magnificent offers, and the PCs reactions, 
  Mehmet will in turn answer. Read or paraphrase this. 
  “Munthir, this is extraordinary as offers go and I 
  think I will stay here to study with you and Odd-Eye 
  and help the clergy settle here. A lot of work needs to 
  be done. To you my good friends, here is the 
  compensation for your troubles in accompanying me 
  here. I will not be joining you on your way back. I 
  certainly pray that we will meet again under clear 
  skies and the benediction of the Son of Light. 
  Hopefully you will come here to join us in the good 
  fight against the injustice done to us.” 
  Mehmet gives you bigger purses that you hoped to 
  have and a scrollcase, containing a letter. 
  “I know there is more than what I told I would give 
  you, but we found more than we were bargaining for 
  anyway. Here is also a letter for my family explaining 
  that I am safe and sound and in good hands.” 
  In the purse is the rest of the gold for the APL minus 
  what he gave them in the beginning if they asked for it. 
  The scrollcase is not magically sealed and contains a letter 
  for his family. Coming near you all, the old elf starts to 
  talk. Read or paraphrase this. 
  “Much you have learned, more you still have to if to 
  reach your Destiny you want or to your Fate succumb. 
  For those whose memory will vanish, have met under 
  better circumstances I hope we would, and maybe we 
  will, Istus willing. For those who will remember, the 
  waters of human society tread with caution for the 
  shark that eats you anybody could be. Don’t forget 
  that a price there is to pay for every treason you do 
  and hopefully, that living with the consequences you 
  will be able to.” 
  As you get out of the valley and leave the Monastery 
  with Munthir toward Apocalypse, you see the old elf 
  and young Mehmet entering one of the pillars. 
  The journey back to Apocalypse will be uneventful. Now 
  will be a good time to have the PCs discuss what they will 
  do with the information obtained and to give it to whom. 
  Munthir will stay pretty neutral about all that, trusting in 
  the Will of Istus that such conundrum is made for the 
  good of all. 
  Conclusion 
  Considerations about the location of the Pillars of the 
  Faithful Monastery 
  To evaluate how the ending will go and what should be 
  done for the Critical Event summary, here are some 
  guidelines. First you have to determine IF and TO 
  WHOM 
  the 
  information 
  is 
  revealed 
  and 
  the 
  consequences of this action. When you ask each PC to 
  give you his decisions regarding this information, tell 
  them to give you one and one organization only where 
  they are going to report it. Roleplay it as if they were 
  talking either to Kabil al-Mullah of the Royal 
  Investigators or Lapa of the Tears of the Marid. They will 
  both explain at that point what the punishment/award 
  would be for your actions (either positive or negative). 
  Consider they kept tabs on the PCs and the other 
  organizations so they know if somebody talked to 
  somebody else about this information. 
  The PCs know the location, have not been coerced at all 
  or are not working for one interested party at the 
  beginning of the adventure and will not reveal the 
  location. 
  Pretty unlikely, but if it does happen, you don’t have any 
  consideration to take during this adventure. They can 
  enjoy the benefits of taking the Vow of Secrecy. 
  The PCs know the location, have not been coerced at all 
  or are not working for one interested party at the 
  beginning of the adventure but will reveal the location 
  anyway to one or more interested parties. 
  If they reveal to one interested party with which they had 
  no prior deal the location of the Pillars of the Faithful 
  Monastery, have them do a DC 15 Diplomacy check (to 
  get the interested party from “indifferent” to “friendly”). 
  If more than one PC wants to do the same thing, only one 
  of them needs to do the check and the others can aid. The 
  PC that rolls the check can add a +2 circumstance bonus 
  due to the nature of the information (important news 
  from unverified source not pressured into service). This 
  will give the Kudos or the Favor award only if they don’t 
  TUS7-03 Faithfully Correct 
   
  Page 35 
  
  reveal it to anybody else. Note in the Critical Event 
  summary that has got the information. 
  The PCs, or some of them, have had their memories 
  erased of the whole trip to the Pillars. 
  Those PCs will not have to mess with the vow made to 
  Odd-Eye because they did not take it. They do have the 
  extra large purse that Mehmet gave them though. If they 
  were working for either the Tears or the Investigators, 
  they do not have enough information to disclose the 
  location of the Pillars of the Faithful Monastery and they 
  fail their missions, getting Enmity of the Royal 
  Investigators or the Anger of the Tears of the Marid or 
  both if it applies but only from who they were working 
  for originally. 
  The PC has taken the vow of Odd-Eye and will reveal the 
  information (make a report of it) to one or more 
  interested parties. 
  The PCs in question will get the Vowbreaker award on 
  the AR and it will void Munthir’s Offer. Odd-Eye was 
  not so mean as to ask the PCs to vouch for each other’s 
  silence, just on one’s conscience and the fact that there 
  are consequences for someone to break a vow. 
  Some PCs are not working for the same employers and 
  each want to get the information to his own (information 
  will not be exclusive to one party). 
  This is what is most likely to happen and in that case, if, 
  as a group, they report the information to 2 different 
  parties, each PC will get either the Enmity of the Royal 
  Investigators or the Anger of the Tears of the Marid or 
  both if it applies but only from who they were working 
  for originally. 
  The PCs, or some of them, were able to get the 
  information exclusively to their employer at the end of 
  this adventure, no matter if it does not please the other 
  PCs, as long as the others don’t reveal it themselves. 
  That might happen too. In that case, each PC that has 
  gotten the information to his employer exclusively will 
  get either the Favor of the Royal Investigators or the 
  Kudos of the Tears of the Marid but never both. 
  And the Brotherhood of Basharat? 
  They did not ask anything from the PCs and might cover 
  the Enmity or the Anger awards if the Encounter Two 
  went well by using their contacts and their influence to 
  counter, and thus cancel, one of them for each PC in the 
  party (but not both if a PC got both).  
  So…. Worst case scenario for the PC who decides to 
  report something? 
  PCs got individually suckered, in the beginning, to work 
  for the Investigators AND the Tears AND accepted the 
  vow from Odd-Eye. Let’s say the party cannot decide to 
  whom exclusively give the information to (Tears or 
  Investigators) and both parties get it and the PC chooses 
  at least to report the information to, let’s says, the Royal 
  Investigators. 
  He 
  gets 
  Enmity 
  of 
  the 
  Royal 
  Investigators for not having done his mission properly 
  (no exclusivity), Anger of the Tears of the Marid for not 
  reporting at all and Vowbreaker for breaking the vow of 
  secrecy to Odd-Eye and will not get Munthir’s Offer 
  because he broke his vow. 
  And worst case scenario for the PC above who decides to 
  never report back? 
  Same thing as above, he gets Enmity of the Royal 
  Investigators and Anger of the Tears of the Marid for 
  not completing his mission, but does not get 
  Vowbreaker because he did not talk and respected his 
  vow. 
  Considerations for the whereabouts of the Clergy of 
  Azor’alq 
  This is actually what you have to do AFTER determining 
  if the location has been revealed or not. The PCs, at that 
  point, know that they are either in trouble or in the clear 
  and might want to reveal this information to save their 
  skin from punishment. The PCs must know at this point 
  what are the Enmity of the Royal Investigators or the 
  Anger of the Tears of the Marid awards or both if it 
  applies so they will make an enlightened decision but 
  must not know what would be the Breach of 
  Confidence or the Vowbreaker award. If, at that point, a 
  PC had both the Enmity or the Anger looming over his 
  head for any reason, he might open talks with both of the 
  organizations and make the according Diplomacy checks 
  to help him save his skin. 
  Ok, that’s all good for the information about the location 
  of the Pillars of the Faithful monastery, but what about 
  the Second Secret, the one about the whereabouts of the 
  Clergy of Azor’alq? 
  Glad you asked… This sensitive information the PCs 
  stumbled upon was left hot into their hands at the end of 
  Encounter Four and, as a DM, you need to know what 
  they’re gonna do with it. Actually, this information is way 
  bigger into priorities for all interested parties and that 
  might save them from the Anger or Enmity award or 
  even turn the situation around and give them the Favor 
  or the Kudos award. Of course, both Clergies of Azor’alq 
  and the True Faith of Al’Akbar might not like that and 
  any PC that does reveal it get the Breach of Confidence 
  award. 
  TUS7-03 Faithfully Correct 
   
  Page 36 
  
  So for those poor PCs with the memory wipe that want to 
  remove the Anger or the Enmity? 
  If they reveal to the employer with which they had a deal 
  that the Clergy of Azor’alq was at Apocalypse for a long 
  time and that they made an alliance with the Grand 
  Mufti of the True Faith, have them do a Diplomacy check 
  DC 25 (to get the employer from “unfriendly” to 
  “friendly”). If more than one PC has the same employer, 
  only one of them needs to do the check and the others 
  can aid. The PC that rolls the check can add a +5 
  circumstance bonus due to the nature of the information. 
  This removes the Anger or Enmity award only if the PCs 
  do not tell it to anybody else. Note in the Critical Event 
  summary that has got the information. 
  So for those poor PCs with the memory wipe that want to 
  give this information voluntarily? 
  If they reveal to one interested party with which they had 
  no prior deal that the Clergy of Azor’alq was at 
  Apocalypse for a long time and that they made an alliance 
  with the Grand Mufti of the True Faith, have them do a 
  DC 15 Diplomacy check (to get the interested party from 
  “indifferent” to “friendly”). If more than one PC wants to 
  do the same thing, only one of them needs to do the 
  check and the others can aid. The PC that rolls the check 
  can add a +2 circumstance bonus due to the nature of the 
  information (important news from unverified source not 
  pressured into service). This will give the Kudos or the 
  Favor award only if the PCs do not tell it to anybody else. 
  Note in the Critical Event summary that has got the 
  information. Note: the Brotherhood of Basharat already 
  knows this so nothing is gained. 
  So for those PCs with the Enmity or Anger awards that 
  know where are the Pillars and what are the whereabouts 
  of the Clergy of Azor’alq? (2 steps) 
  1- 
  If they reveal to the employer with which they had a 
  deal that the Clergy of Azor’alq was at Apocalypse for 
  a long time and that they made an alliance with the 
  Grand Mufti of the True Faith, have them do a DC 
  25 Diplomacy check (to get their employer from 
  “unfriendly” to “friendly”). If more than one PC has 
  the same employer, only one of them needs to do the 
  check and the others can aid. The PC that rolls the 
  check can add a +5 circumstance bonus due to the 
  nature of the information. This removes the Anger 
  or Enmity award only if the PCs do not tell it to 
  anybody else. Note in the Critical Event summary 
  that has got the information. 
  2- 
  If they reveal to the employer with which they had a 
  deal that the Clergy of Azor’alq will establish a base 
  of operation in the Pillars of the Faithful Monastery, 
  have them do a second DC 20 Diplomacy check (to 
  get their employer from “friendly” to “helpful”). If 
  more than one PC has the same employer, only one 
  of them needs to do the check and the others can 
  aid. The PC that rolls the check can add a +5 
  circumstance bonus due to the nature of the 
  information. This gives them the Kudos or the 
  Favor award only if the PCs do not tell it to anybody 
  else. Note in the Critical Event summary that has got 
  the information. 
  So for those PCs that know where are the Pillars and 
  what are the whereabouts of the Clergy of Azor’alq and 
  they want to give voluntarily the information to 
  interested parties? (2 steps) 
  1- 
  If they reveal to one interested party with which 
  they had no prior deal that the Clergy of Azor’alq was 
  at Apocalypse for a long time and that they made an 
  alliance with the Grand Mufti of the True Faith, have 
  them do a DC 15 Diplomacy check (to get the 
  interested party from “indifferent” to “friendly”). If 
  more than one PC wants to do the same thing, only 
  one of them needs to do the check and the others 
  can aid. The PC that rolls the check can add a +2 
  circumstance bonus due to the nature of the 
  information (important news from unverified source 
  not pressured into service). This will give the Kudos 
  or the Favor award only if the PCs do not tell it to 
  anybody else. Note in the Critical Event summary 
  that has got the information. Note: the Brotherhood 
  of Basharat already knows this so nothing is gained 
  but they will be “friendly” toward the PCs after a 
  successful Diplomacy check because they will have 
  shown 
  their 
  good 
  will 
  in 
  confirming 
  the 
  information already in their possession. 
  2- 
  If they reveal to one interested party with which 
  they had no prior deal that the Clergy of Azor’alq 
  will establish a base of operation in the Pillars of the 
  Faithful Monastery, have them do a second DC 20 
  Diplomacy check (to get the interested party from 
  “friendly” to “helpful”). If more than one PC wants to 
  do the same, only one of them needs to do the check 
  and the others can aid. The PC that rolls the check 
  can add a +2 circumstance bonus due to the nature of 
  the information (important news from unverified 
  source not pressured into service). This gives them 
  TWICE the Kudos or TWICE the Favor award or 
  the Thanks of the Brotherhood award only if the 
  PCs do not tell it to anybody else. Note in the 
  Critical Event summary that has got the information. 
  As for all conclusions possible for this adventure go, you 
  will have to roleplay the report of the information or the 
  absence of it according to whom amongst the PCs got 
  which employer to report to. The texts to read or 
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  Page 37 
  
  paraphrase below are general endings if there was a 
  report to an interested party, an absence of report to an 
  interested party or never been a need of a report to an 
  interested party. Also, don’t forget to add the texts about 
  the vowbreaking or the maintenance of the vows for each 
  PC. 
  Reported information to interested parties 
  Once you are done roleplaying the interaction with Kabil 
  al-Mullah or Lapa and the PC knows exactly his status 
  related to the Royal Investigators, the Tears of the Marid, 
  the Clergy of Azor’alq and the Church of the True Faith 
  of Al’Akbar (PC knows which awards he got on the AR), 
  read or paraphrase this. 
  The return to Sefmur was a lonely road, even 
  surrounded by companions for not a lot was said after 
  decisions were made to reveal the location of the 
  Pillars of the Faithful Monastery or the whereabouts 
  of the renegade clergy of Azor’alq.  
  You left Munthir with a hug at Apocalypse, even 
  going back to receive the benediction of the Grand 
  Mufti one last time without any second thoughts for 
  your decision was not made at that time. But leaving 
  that holy place and returning to the normal world 
  where spiritual matters are mostly a background to 
  the cold hard reality made you realize that you still 
  had your place in the world to protect and a long 
  fruitful life you desperately wanted to have. 
  And thus the betrayal of good men was seeded… 
  It grew in your hearts along the river on the Pilgrim’s 
  Road to Sefmur and it was decided then that the good 
  of the few would be better than the good of all. 
  You balanced it’s consequences in your head and in 
  your heart, talked about it with your companions, 
  seeding the idea of it in other hearts and you finally 
  did it… 
  You revealed what you knew, weaving new threads in 
  the pattern and creating consequences. 
  What those would be, you are starting to feel them 
  breathing on your neck now, and you know there will 
  be more of them coming your way, for such is the 
  Will of Istus. 
  You know that in the mountains, Mehmet is sleeping 
  well tonight for he has reached a new bend in his 
  road, found a mentor and a purpose, for he will 
  become a great man… 
  If consequences of your acts do not doom him and 
  the others at the Monastery, bringing you closer to 
  your Fate than to your Destiny. 
     
  Did not report information to interested parties 
  Once you have done roleplaying the interaction with the 
  PCs and one or more of them have decided to not report 
  anything to their employers and that they know which 
  status they have related to Royal Investigators, the Tears 
  of the Marid, the Clergy of Azor’alq and the Church of 
  the True Faith of Al’Akbar (PC knows which awards he 
  got on the AR), read or paraphrase this. 
  The return to Sefmur was a rocky road, even under 
  such good weather conditions for many heated 
  discussions 
  happened 
  between 
  you 
  and 
  your 
  companions regarding the revelation of the location 
  of the Pillars of the Faithful Monastery or the 
  whereabouts of the renegade clergy of Azor’alq. 
  You had left Munthir with a hug at Apocalypse, even 
  going back to receive the benediction of the Grand 
  Mufti one last time without any second thoughts for 
  your decision was not made at that time. But leaving 
  that holy place and returning to the normal world 
  where spiritual matters are mostly a background to 
  the cold hard reality made you realize that you still 
  had your place in the world to protect and a long 
  fruitful life you desperately wanted to have. 
  You knew you had obligations to your employer, you 
  knew you had to go back or feel the consequences of 
  your actions.  
  But such pressures did not deter you in the mind you 
  had set.  
  You talked about all that with your companions, 
  finally realizing that most of you had been had in 
  these spy games. Heated argument rose over 
  campfires about the “right” employer to give it to, 
  even if there was some way to bypass the 
  consequences or to double-cross them. 
  In the end, you made up your mind, you decided that 
  at least your employer would not have the satisfaction 
  of getting the information and that you were ready to 
  carry on with whatever he would throw at you. 
  You know now that not reporting what you knew 
  would carry consequences, weaving threads in the 
  pattern of your life but in others as well. 
  What those would be, you are starting to feel them 
  breathing on your neck now, for such is the Will of 
  Istus. 
  But you know as well that in the mountains, Mehmet 
  is sleeping well tonight for he has reached a new 
  TUS7-03 Faithfully Correct 
   
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  bend in his road, found a mentor and a purpose, for 
  he will become a great man… 
  And, by accepting consequences of your actions, you 
  might as well have helped yourself, and another, 
  reach a little closer to a Destiny. 
   
  Never needed to report and did not do it 
  Once you have done roleplaying the interaction with the 
  PCs and one or more of them never had to report 
  anything to the interested parties and that they know 
  which status they have related to Royal Investigators, the 
  Tears of the Marid, the Clergy of Azor’alq and the Church 
  of the True Faith of Al’Akbar (PC knows which awards he 
  got on the AR), read or paraphrase this. 
  The road to Sefmur was a quiet one for you, but not 
  for your companions for some of them had voiced the 
  idea of revealing what you all had found about the 
  location of the Pillars of the Faithful Monastery or 
  the whereabouts of the renegade clergy of Azor’alq. 
  You had left Munthir with a hug at Apocalypse, even 
  going back to receive the benediction of the Grand 
  Mufti one last time without any second thoughts 
  happy to have seen new things and met such 
  fascinating people. But leaving that holy place and 
  returning to the normal world where spiritual matters 
  are mostly a background to the cold hard reality made 
  you realize that you still had your place in the world 
  to protect and a long fruitful life you desperately 
  wanted to have. 
  You had felt all along the trip an uneasiness about 
  your companions that gave you the impression they 
  were pressured into going on this little adventure. 
  You were approached, for sure, back in Sefmur, but 
  you did not think these interested parties would go so 
  low as to pressure your companions into getting the 
  information for them under threats of retribution. 
  They talked about giving information to their 
  employers, trying to figure out which one was the 
  least of two evils. Some of them contemplated the 
  idea of leaving and never going back to Sefmur, “To 
  the Abyss!” with all that. 
  You were just happy you were not wearing their 
  turbans. 
  You 
  thought 
  about 
  revealing 
  voluntarily 
  the 
  information in exchange for future considerations, 
  but decided otherwise. You saw Munthir, Odd-Eye, 
  Mehmet, the Grand Mufti and Kahzaa as good 
  persons fighting a good fight and you gave them your 
  word that their secrets would stay with you. You 
  might even return to say hello if it happens you are in 
  the neighborhood again. 
  For you, not reporting these secrets will not have the 
  direct consequences as for your companions and you 
  know that, in itself, is weaving a thread in the pattern. 
  The Will of Istus has, fortunately, left you alone 
  without having to prove yourself by betraying others 
  and you feel better for it. 
  And you know as well that in the mountains, Mehmet 
  is sleeping well tonight for he has reached a new 
  bend in his road, found a mentor and a purpose, for 
  he will become a great man… 
  And, by keeping quiet about all this, for now, you 
  might as well have helped yourself, and another, 
  reach a little closer to a Destiny. 
  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. 
  Introduction: Bringing the Sheep into the fold 
  Not Being Arrested 
  APL 2 
   
  30 XP 
  APL 4 
   
  45 XP 
  APL 6 
   
  60 XP 
  APL 8 
   
  75 XP 
  Encounter One: Bright Eyed Kid 
  Solving Mehmet’s Prophecy 
  APL 2 
   
  30 XP 
  APL 4 
   
  45 XP 
  APL 6 
   
  60 XP 
  APL 8 
   
  75 XP 
  Encounter Two: Conflicting Agendas 
  Defeating the Thugs 
  APL 2 
   
  150 XP 
  APL 4 
   
  240 XP 
  APL 6 
   
  300 XP 
  APL 8 
   
  360 XP 
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  Encounter Three: Conflicting Agendas 
  Defeating the Ullites 
  APL 2 
   
  180 XP 
  APL 4 
   
  240 XP 
  APL 6 
   
  300 XP 
  APL 8 
   
  360 XP 
  Escaping the Guard 
  APL 2 
   
  30 XP 
  APL 4 
   
  45 XP 
  APL 6 
   
  60 XP 
  APL 8 
   
  75 XP 
  Encounter Four: Apocalypse 
  Getting the Information about Munthir 
  APL 2 
   
  30 XP 
  APL 4 
   
  45 XP 
  APL 6 
   
  60 XP 
  APL 8 
   
  75 XP 
  Encounter Five: Pillars of the Faithful 
  Defeating the Thugs 
  APL 2 
   
  180 XP 
  APL 4 
   
  240 XP 
  APL 6 
   
  300 XP 
  APL 8 
   
  360 XP 
  Encounter Six: Give and Take 
  Defeating the Devils 
  APL 2 
   
  180 XP 
  APL 4 
   
  240 XP 
  APL 6 
   
  300 XP 
  APL 8 
   
  360 XP 
  Solving the Puzzle from the gate 
  APL 2 
   
  30 XP 
  APL 4 
   
  45 XP 
  APL 6 
   
  60 XP 
  APL 8 
   
  75 XP 
  Conclusion 
  Party agrees to give information to the same organization 
  APL 2 
   
  30 XP 
  APL 4 
   
  45 XP 
  APL 6 
   
  60 XP 
  APL 8 
   
  75 XP 
  Total possible experience:  
   
  APL 2 
   
  900 XP 
  APL 4 
   
  1,350 XP 
  APL 6 
   
  1,800 XP 
  APL 8 
   
  2,300 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 
  TUS7-03 Faithfully Correct 
   
  Page 40 
  
  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 One:  Introduction 
   
  APL 2: L: 0 gp; C: 450 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 650 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 900 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 1300 gp; M: 0 gp 
  Conclusion   
   
  APL 2: L: 0 gp; C: 450 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 650 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 900 gp; M: 0 gp 
  APL 8: L: 0 gp; C: 1300 gp; M: 0 gp 
  Total Possible Treasure 
   
  APL 2: L: 0 gp; C: 900 gp; M: 0 gp - Total: 900 gp 
   
  APL 4: L: 0 gp; C: 1300 gp; M: 0 gp - Total: 1300 gp 
   
  APL 6: L: 0 gp; C: 1800 gp; M: 0 gp - Total: 1800 gp 
  APL 8: L: 0 gp; C: 2600 gp; M: 0 gp - Total: 2600 gp 
  Items for the Adventure Record 
  Benediction of the Grand Mufti: For having kept 
  hidden the alliance between the clergies of Azor’alq and 
  the True Faith of Al’Akbar, the Grand Mufti offers to cast 
  a resurrection spell at 50% reduction on behalf of this PC. 
  If you use this favor you will be required to stay for 5 TUs 
  doing temple duties (no cost for lifestyle). 
  Breach of confidence: For the next 104 TUs, the PC can 
  no longer receive any NPC spellcasting from the Church 
  of Al’Akbar or the Church of Azor’alq. If you are a divine 
  caster of either faith you are in serious need of an 
  atonement spell that neither church is interested to cast 
  for you. 
  Thanks of the Brotherhood: You gain one Influence 
  Point (Underground). You can use this to instead void 
  either the Enmity of the Royal Investigators or the 
  Anger of the Tears of the Marid on this AR. 
  Not a Brother anymore: This PC has poorly interacted 
  with fellow Brothers of Bashaarat. He loses his affiliation 
  with the metaorg and can never be a member again. 
  Favor of the Royal Investigators: This is worth one 
  Influence Point (Social or Military) with the tusman 
  government or can be used for a one-time +20 bonus on a 
  Gather Information check. 
  Enmity of the Royal Investigators: For the next 104 
  TUs the PC is considered as a Tusman Rebel in the eyes 
  of the government. This voids any Loyal Subject of 
  Tusmit certificate and forces the PC to pay triple upkeep 
  (or double if he previously had free upkeep by other 
  means) during any Tusmit adventure. 
  Kudos of the Tears of the Marid: You gain one 
  Influence Point (Underground). You can instead use this 
  after playing an adventure set in Tusmit to sell one item 
  for 75% of the gp acquisition cost paid. 
  Anger of the Tears of the Marid: For the next 104 TUs 
  the PC will suffer a –10 penalty on all Gather 
  Information checks made in Tusmit for he was “marked”. 
  The PC may never join the Tears of the Marid meta-org. 
  Vow of secrecy: You have taken Odd-Eye’s vow of 
  secrecy knowing full well of possible consequences if you 
  break it. This will have consequences in future 
  adventures. 
  Vowbreaker: You have chosen to talk about what you 
  shouldn’t. For the next 10 adventures you suffer a 20% 
  penalty to experience gained.  
  Munthir’s Offer: Munthir offers to train you for 4 TUs at 
  the Pillars of the Faithful Monastery to receive access to 
  the following from the Complete Champion: Shadowspy, 
  Shadowstriker, Good Devotion, Sun Devotion and War 
  Devotion (all with Azor’Alq instead of Pelor as requisite). 
  If the PC wants to convert to Azor’alq, Munthir offers as 
  well an atonement spell at no cost. 
  Ancient martial arts of the Baklunish Empire: Odd-
  Eye has deemed you worthy of his teaching. He invites 
  you to stay at the Monastery for 4 TUs to receive access to 
  the Cleric, Monk, Favored Soul and Paladin alternate 
  class feature from Player’s handbook II. 
  Unwavering path: The PC has completed Mehmet’s 
  quest, he gains access to the Shadowbane Stalker and 
  Shadowbane Inquisitor prestige classes. 
   
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  Appendix One: NPCs and Creature 
  All APLs 
  MEHMET 
  CR 1 
  Male Human Paladin 1/Aristocrat 1 
  LG Medium Human 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common, Ancient Baklunish, Flan 
  AC 16, touch 9, flat-footed 13 
   (-1 Dex, +5 Chain Mail, +2 Heavy Metal Shield) 
  hp 16 (2 HD); 
  Fort +3, Ref -1, Will +6 
  Speed 20 ft. (4 squares in medium armor) 
  Melee Mw Scimitar + 2 (1d6 + 1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Special Atk Smite Evil 1/Day 
  Abilities Str 13, Dex 8, Con 12, Int 10, Wis 15, 
  Cha 14 
  Feats Negotiator, Iron Will 
  Skills Sense Motive +9, Knowledge [Religion] +7, 
  Diplomacy +11 
  Possessions Youth, Health, Personnal Quest 
  ENCOUNTER 3 
  MULLAHS 
  CR 7 
  Male Human Monk 2/Cleric 5 
  LN Medium Human 
  Init +2; Senses Listen +3, Spot +3 
  Languages Common, Ancient Baklunish 
  AC 15, touch 15, flat-footed 13 
   (+2 Dex, +3 Wisdom) 
  hp 45 (7 HD); 
  Fort +8, Ref +5, Will +10 
  Speed 30 ft. (6 squares) 
  Melee Unarmed Strike +6 (1d8+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6 
  Turn Undead 5/Day, Divine Might, Flury of Blow, 
  Stunning Fist 3/Day 
  Abilities Str 12, Dex 14, Con 12, Int 10, Wis 16, 
  Cha 14 
  Feats Stunning Fist (b), Deflect Arrow (b), Power 
  Attack, Divine Might, Weapon Focus 
  [Unarmed Strike], Improved Natural Weapon 
  [Unarmed Strike] 
  Skills Hide +4, Tumble +4, Balance +4, Bluff +5 
  Cleric Spells Prepared  
  3rd – dispel magic, invisibility purge, create food 
  and water 
  2nd – zone of truth, aid, augury, consecrate 
  1st – endure elements, protection from chaos, 
  bless, comprehend languages, remove fear 
  0th – guidance, detect magic, purify food and 
  drinks, light 
  Possessions periapt of wisdom +2, cloak of 
  charisma +2, Holy Symbol, True Faith in 
  Al’Akbar 
  BODYGUARDS 
  CR 6 
  Male Human Fighter 6 
  LN Medium Human 
  Init +0; Senses Listen +2, Spot +2 
  Languages Common 
  AC 21, touch 10, flat-footed 21 
   (+8 Half Plate +1, +3 Heavy Metal Shield +1) 
  hp 58 (6 HD); 
  Fort +8, Ref +2, Will +2 
  Speed 20 ft. (4 squares in medium armor) 
  Melee Sap + 8/+3 (1d6 +2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Abilities Str 14, Dex 10, Con 16, Int 13, Wis 10, 
  Cha 8 
  Feats Weapon Focus [Scimitar], Power Attack, 
  Toughness, Combat Expertise, Weapon 
  Specialization [Scimitar], Melee Weapon 
  Mastery [Slashing], Improved Disarm 
  Skills Intimidate +8, Craft [Weapon] +10, Heal +3 
  Possessions A very personal scimitar they won’t 
  use to avoid doing lethal damage, sense of 
  duty towards the Emir 
  EMIR 
  CR 6 
  Male Human Fighter 1/Cleric 3/Aristocrat 4 
  LN Medium Human 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common, Ancient Baklunish 
  AC 17, touch 9, flat-footed 17 
   (+4 Chain Shirt +1, +3 Heavy Metal Shield +1) 
  hp 45 (6 HD); 
  Fort +6, Ref +2, Will +7 
  Speed 30 ft. (6 squares) 
  Melee +1 Merciful Scimitar +8/+3 (1d6+2+1d6 
  Subdual) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Abilities Str 12, Dex 8, Con 10, Int 14, Wis 15, 
  Cha 13 
  Feats Weapon Focus [Scimitar], Power Attack,  
  Skills Sense Motive +9, Knowledge [Religion] 
  +10, Diplomacy +11, Intimidate +10 
  Cleric Spells Prepared  
  2nd – zone of truth, aid, augury, consecrate 
  1st – endure elements, protection from chaos, 
  bless, comprehend languages, remove fear 
  0th – guidance, detect magic, purify food and 
  drinks, light 
  
  Possessions A very personal scimitar they won’t 
  use to avoid doing lethal damage, sense of 
  duty towards the Emir 
   
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  APL 2 
  ENCOUNTER 2: CONFLICTING 
  AGENDAS 
  THUG DOING HIS INITIATION 
  CR 1 
  Male Human Rogue 1 
  LN Medium Human 
  Init +2; Senses Listen +4, Spot +4 
  Languages Common 
  AC 16, touch 12, flat-footed 14, Dodge 
   (+2 Dex, +4 Chain Shirt) 
  hp 7 (1 HD); 
  Fort +1, Ref +4, Will +0 
  Speed 35 ft.(7 squares) 
  Melee Rapier +2 (1d6+2, 18-20 / x2) or Sap +2 
  (1d6 +2) 
  Ranged Light Crossbow +2 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +2 
  Special Atk Sneak Attack +1d6 
  Abilities Str 14, Dex 15, Con 13, Int 12, Wis 10, 
  Cha 8 
  Feats Dodge, Dash 
  Skills Hide +4, Tumble +4, Balance +4, Bluff +5 
  Possessions rapier, light crossbow, chain shirt 
  Hook Fear of his superiors, desire for acceptance 
  ALI  
  CR 2 
  Male Human Rogue 1/Swashbuckler 1 
  LN Medium Human 
  Init +2; Senses Listen +5, Spot +5 
  Languages Common 
  AC 16, touch 12, flat-footed 14, Dodge 
   (+2 Dex, +4 Mwk Chain Shirt) 
  hp 14 (2 HD); 
  Fort +3, Ref +4, Will +0 
  Speed 30 ft.(6 squares) 
  Melee Mwk Rapier +4 (1d6+2 18-20/x2) or Sap 
  +4 (1d6+2) 
  Ranged Light Crossbow +3 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Special Atk Sneak Attack +1d6 
  Abilities Str 14, Dex 15, Con 13, Int 12, Wis 10, 
  Cha 8 
  Feats Dodge, Mobility, Weapon Finesse (b) 
  Skills Hide +5, Tumble +7, Balance +7, Bluff +5, 
  Intimidate +4, Jump +8 
  Possessions Combat Gear, potion of cure light 
  wounds, potion of ebon eyes* (2 x), light 
  crossbow, mwk rapier, sap 
  Hook Self confidence, Greed 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 3: THE ODD TRAVELER 
  ULLITE 
  CR 2 
  Male Human Barbarian 2 
  CN Medium Human 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common, Illiterate 
  AC 14, touch 11, flat-footed 13, Uncanny Dodge 
   (+1 Dex, +3 Studded Leather) 
  hp 23 (2 HD); 
  Fort +5, Ref +1, Will +1 
  Speed 40 ft.(8 squares) 
  Melee Improvised Weapon +2 or Unarmed Attack 
  +4 (1d3+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Special Atk Rage 1/Day 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, 
  Cha 8 
  Feats Improved Unarmed Strike, Improved 
  Grapple 
  Skills Intimidate +4 
  Possessions studded leather 
  Hook Frustration from a bad day, broken bottle, 
  bar stool, table leg, weapons in his room; it’s 
  all in good fun. 
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  APL 4 
  ENCOUNTER 2: CONFLICTING 
  AGENDAS 
  YOUNG INITIATE 
  CR 2 
  Male Human Rogue 1/Swashbuckler 1 
  LN Medium Human 
  Init +2; Senses Listen +5, Spot +5 
  Languages Common 
  AC 16, touch 12, flat-footed 14, Dodge 
   (+2 Dex, +4 Mwk Chain Shirt) 
  hp 14 (2 HD); 
  Fort +3, Ref +4, Will +0 
  Speed 30 ft.(6 squares) 
  Melee Mwk Rapier +4 (1d6+2 18-20/x2) or Sap 
  +3 (1d6+2) 
  Ranged Light Crossbow +3 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3  
  Special Atk Sneak Attack +1d6 
  Abilities Str 14, Dex 15, Con 13, Int 12, Wis 10, 
  Cha 8 
  Feats Dodge, Mobility, Weapon Finesse (b) 
  Skills Hide +5, Tumble +7, Balance +7, Bluff +5, 
  Intimidate +4, Jump +8 
  Possessions Combat Gear, potion of cure light 
  wounds, potion of ebon eyes* (2 x), mwk 
  rapier, mwk chain shirt, sap 
  Hook Greed, Fear of deals turning sour 
  * see Appendix 2: New Rules Items 
  ALI  
  CR 6 
  Male Human Rogue 3/Swashbuckler 3 
  LN Medium Human 
  Init +2; Senses Listen +5, Spot +8 
  Languages Common 
  AC 17, touch 13, flat-footed 14, Dodge +2, 
  Combat Expertise, Fight Defensively with 5 
  ranks tumble 
   (+3 Dex, +4 Mwk Chain Shirt) 
  hp 38 (6 HD); 
  Fort +7, Ref +8, Will +3 
  Speed 30 ft.(6 squares) 
  Melee Mwk Rapier +9 (1d6+3 18-20/x2) Sap +8 
  (1d6+3) 
  Ranged Light Crossbow +8 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7  
  Special Atk Sneak Attack +3d6 
  Abilities Str 14, Dex 16, Con 13, Int 12, Wis 10, 
  Cha 8 
  Feats Dodge, Mobility, Combat Expertise, Daring 
  Outlaw*, Weapon Finesse (b) 
  Skills Hide +11, Tumble +13, Balance +13, Bluff 
  +5, Intimidate +8, Jump +8 
  Possessions Combat Gear, potion of cure light 
  wounds, potion of ebon eyes* (2 x), mwk 
  rapier, light crossbow, mwk chain shirt 
  Hook Witty smile, Unshakable self-confidence, 
  Greed 
  * see Appendix 2: New Rules Items 
  ENCOUNTER 3: THE ODD TRAVELER 
  ULLITE 
  CR 4 
  Male Human Barbarian 4 
  CN Medium Human 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common, Illiterate 
  AC 14, touch 11, flat-footed 13, Uncanny Dodge, 
  Trap Sense +1 
   (+1 Dex, +3 Studded Leather) 
  hp 44 (4 HD); 
  Fort +6, Ref +2, Will +2 
  Speed 40 ft.(8 squares) 
  Melee Improvised Weapon +5 or Unarmed Attack 
  +7 (1d3+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Special Atk Rage 1/Day 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, 
  Cha 8 
  Feats Improved Unarmed Strike, Improved 
  Grapple, Toughness 
  Skills Intimidate +6 
  Possessions Frustration from a bad day, broken 
  bottle, bar stool, table leg, weapons in his 
  room; it’s all in good fun, studded leather
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  APL 6 
  ENCOUNTER 2: CONFLICTING 
  AGENDAS 
  BROTHERHOOD MUSCLE 
  CR 6 
  Male Human Rogue 3/Swashbuckler 3 
  LN Medium Human 
  Init +3; Senses Listen +5, Spot +8 
  Languages Common 
  AC 17, touch 13, flat-footed 14, Dodge +2, 
  Combat Expertise, Fight Defensively with 5 
  ranks tumble 
   (+3 Dex, +4 Mwk Chain Shirt) 
  hp 38 (6 HD); 
  Fort +7, Ref +8, Will +3 
  Speed 30 ft.(6 squares) 
  Melee Mwk Rapier +9 (1d6+3 18-20/x2) Sap +8 
  (1d6+3) 
  Ranged Light Crossbow +8 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7  
  Special Atk Sneak Attack +3d6 
  Abilities Str 14, Dex 16, Con 13, Int 12, Wis 10, 
  Cha 8 
  Feats Dodge, Mobility, Combat Expertise, Daring 
  Outlaw*, Weapon Finesse (b) 
  Skills Hide +11, Tumble +13, Balance +13, Bluff 
  +5, Intimidate +8, Jump +8 
  Possessions Combat Gear, potion of cure light 
  wounds, potion of ebon eyes* (2 x), mwk 
  rapier, light crossbow, mwk chain shirt 
  Hook Greed, Thrust from his superiors, Battle 
  scars, scraps of wisdom 
  * see Appendix 2: New Rules Items 
  ALI  
  CR 8 
  Male Human Rogue 3/Swashbuckler 5 
  LN Medium Human 
  Init +3; Senses Listen +5, Spot +8, Ebon Eyes 
  Languages Common 
  AC 19, touch 13, flat-footed 14, Dodge +2, 
  Combat Expertise, Fight Defensively with 5 
  ranks Tumble 
   (+3 Dex, +4 Mwk Chain Shirt, +2 shield of faith) 
  hp 58 (8 HD); 
  Fort +8, Ref +9, Will +4 
  Speed 30 ft.(6 squares) 
  Melee +1 Merciful Rapier +11 (1d6+4 + 1d6 18-
  20/x2) 
  Ranged Light Crossbow +10/+5 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9  
  Special Atk Sneak Attack +4d6, Improved 
  Flanking, Acrobatic Charge 
  Abilities Str 14, Dex 16, Con 14, Int 12, Wis 10, 
  Cha 8 
  Feats Dodge, Mobility, Combat Expertise, Daring 
  Outlaw*, Weapon Finesse (b) 
  Skills Hide +11, Tumble +13, Balance +13, Bluff 
  +5, Intimidate +8, Jump +8 
  Possessions Combat Gear, potion of cure light 
  wounds, potion of shield of faith, potion of 
  ebon eyes* (2 x), +1 merciful rapier, light 
  crossbow, mwk chain shirt. 
  Hook Witty smile, Unshakable self-confidence, 
  Greed 
  * see Appendix 2: New Rules Items 
  ENCOUNTER 3: THE ODD TRAVELER 
  ULLITE 
  CR 6 
  Male Human Barbarian 6 
  CN Medium Human 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common, Illiterate 
  AC 14, touch 11, flat-footed 13, Improved 
  Uncanny Dodge, Trap Sense +2 
   (+1 Dex, +3 Studded Leather) 
  hp 68 (6 HD); 
  Fort +7, Ref +3, Will +3 
  Speed 40 ft.(8 squares) 
  Melee Improvised Weapon +5 or Unarmed Attack 
  +9 (1d3+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Special Atk Rage 2/Day 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, 
  Cha 8 
  Feats Improved Unarmed Strike, Improved 
  Grapple, Toughness, Improved Toughness* 
  Skills Intimidate +6 
  Possessions Frustration from a bad day, broken 
  bottle, bar stool, table leg, weapons in his 
  room; it’s all in good fun, studded leather 
  * see Appendix 2: New Rules Items 
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  APL 8
  ENCOUNTER 2: CONFLICTING 
  AGENDAS 
  BROTHERHOOD HEAD HUNTER  CR 8 
  Male Human Rogue 3/Swashbuckler 5 
  LN Medium Human 
  Init +3; Senses Listen +5, Spot +8, Ebon Eyes 
  Languages Common 
  AC 19, touch 13, flat-footed 14, Dodge +2, Combat 
  Expertise, Fight Defensively with 5 ranks tumble 
   (+3 Dex, +4 Mwk Chain Shirt, +2 shield of faith) 
  hp 58 (8 HD); 
  Fort +8, Ref +9, Will +4 
  Speed 30 ft.(6 squares) 
  Melee +1 Sap +11/+6 (1d6+4) 
  Ranged Light Crossbow +10/+5 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9  
  Special Atk Sneak Attack +4d6 
  Abilities Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 
  8 
  Feats Dodge, Mobility, Combat Expertise, Daring 
  Outlaw*, Weapon Finesse (b) 
  Skills Hide +11, Tumble +13, Balance +13, Bluff +5, 
  Intimidate +8, Jump +8 
  Possessions Combat Gear, potion of cure light 
  wounds, potion of shield of faith, potion of ebon 
  eyes* (2 x), mwk chain shirt, +1 sap, light crossbow 
  Hook Thought about going freelance, ambition, blazé 
  approach to life 
  * see Appendix 2: New Rules Items 
  ALI 
  CR 12 
  Male Human Rogue 3/Swashbuckler 9 
  LN Medium Human 
  Init +4; Senses Listen +5, Spot +8, Ebon Eyes 
  Languages Common 
  AC 19, touch 13, flat-footed 14, Dodge +3, Combat 
  Expertise, Fight Defensively with 5 ranks tumble 
   (+3 Dex, +4 Mwk Chain Shirt, +2 Shield of faith) 
  hp 94 (12 HD); 
  Fort +9, Ref +12, Will +4 
  Speed 30 ft.(6 squares) 
  Melee +1 Merciful Rapier +16/+11 (1d6+4+1d6 18-
  20/x2) 
  Ranged Light Crossbow +15/+10 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +13  
  Special Atk Sneak Attack +6d6, Improved Flanking, 
  Acrobatic Charge, Whirlwind Attack 
  Abilities Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 
  8 
  Feats Dodge, Mobility, Combat Expertise, Daring 
  Outlaw*, Elusive Target*, Whirlwind Attack, 
  Weapon Finesse (b) 
  Skills Hide +11, Move Silently +18, Tumble +20, 
  Balance +13, Bluff +10, Intimidate +8, Jump +8 
  Possessions Combat Gear, potion of cure light 
  wounds, potion of shield of faith, potion of 
  invisibility potion of ebon eyes *(2 x), mwk chain 
  shirt, +1 merciful rapier, light crossbow 
  Hook Witty smile, Unshakable self-confidence, Greed 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER 3: THE ODD TRAVELER 
  ULLITE 
  CR 8 
  Male Human Barbarian 8 
  CN Medium Human 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common, Illiterate 
  AC 14, touch 11, flat-footed 13, Improved Uncanny 
  Dodge, Trap Sense +2 
   (+1 Dex, +3 Studded Leather) 
  hp 95 (8 HD); DR 1/- 
  Fort +8, Ref +4, Will +4 
  Speed 40 ft.(8 squares) 
  Melee Improvised Weapon +9 or Unarmed Attack +11 
  (1d3+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11 
  Special Atk Rage 3/Day 
  Abilities Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 
  8 
  Feats Improved Unarmed Strike, Improved Grapple, 
  Toughness, Improved Toughness* 
  Skills Intimidate +10 
  Possessions +2 amulet of health, Frustration from a 
  bad day, broken bottle, bar stool, table leg, 
  weapons in his room; no hard feelings, studded 
  leather
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  Appendix Two: New Rules Items 
  FEATS 
  Domain Feats  
  Complete Champion 
  Domain feats are a new category of feats that signify a 
  character’s dedication to a particular religious ideal or 
  tenet. You and your DM should determine a reason for 
  this devotion as part of your character’s background. A 
  domain feat usually corresponds to one of the domains 
  to which a particular deity grants access, or those 
  representing a set of ideals.  
  You can select a domain feat at any level. Once you 
  have chosen one, however, you cannot select another 
  unless the second fits thematically with the first. 
  Furthermore, you can never have more than two 
  domain feats (except as specified in Clerics and 
  Domain Feats, below).  
  Unless otherwise noted, the benefit granted by any 
  domain feat is a spell-like ability with a caster level 
  equal to your character level. All such effects are 
  subject to spell resistance, and you can dismiss any 
  continuing effect as a free action. If a domain feat 
  allows a saving throw, its entry provides the necessary 
  information. If you have the ability to turn or rebuke 
  undead, you can gain additional daily uses of a domain 
  feat’s benefit by permanently sacrificing daily uses of 
  that ability.  
  Usually, domain feats go together only if they 
  correspond to the domains offered by the deity you 
  follow. For example, Kord grants access to the Chaos, 
  Good, Luck, and Strength domains, so a worshiper of 
  Kord could choose the Chaos Devotion, Good 
  Devotion, Luck Devotion, or Strength Devotion feats 
  without going outside his deity’s sphere of influence.  
  For characters who do not worship a particular deity, 
  use the following guidelines for which domain feats 
  allow or preclude the selection of others. This should 
  be done in concert with the DM.  
  Opposing Domains: The Good and Evil domains, and 
  the Law and Chaos domains are in opposition, so no 
  character should have both Good Devotion and Evil 
  Devotion (or both Law Devotion and Chaos Devotion). 
  In some cases, you might decide that the Healing and 
  Death domains oppose each other, and likewise 
  Destruction and Protection. The Fire domain does not 
  necessarily oppose Water, nor does Air conflict with 
  Earth, since many nature deities (such as Obad-Hai) 
  grant access to all the elemental domains. 
  Appropriate Theme: If you do not follow any specific 
  deity, your basic system of beliefs should support your 
  domain feat choices. A good rule of thumb is to 
  designate one to three domains (in addition to that 
  corresponding to your first domain feat) that are 
  important to you. These beliefs must also be consistent 
  with your alignment.  
  Clerics and Domain Feats: If you are a cleric (or any 
  other character class who gains access to a domain), 
  you can choose any domain feat corresponding to the 
  list of domains offered by your deity, even if you do not 
  have access to those particular domains. A cleric of 
  Pelor, for example, can choose to cast spells from the 
  Good and Healing domains but select the Strength 
  Devotion and Sun Devotion feats. In addition, you can 
  choose to give up access to a domain in exchange for 
  the corresponding domain feat. Doing so allows you to 
  select up to three domain feats, but you cannot prepare 
  domain spells or use the granted power of the 
  sacrificed domain. In essence, you trade in a domain 
  for an extra feat slot that you can spend only on a 
  specific domain feat. For example, the above cleric of 
  Pelor could choose to give up the granted power and 
  spells of the Good domain for the Good Devotion feat.  
  Caster Level: Unless otherwise noted, the benefit 
  granted by any domain feat is a spell-like ability with a 
  caster level equal to your character level. All such 
  effects are subject to spell resistance, and you can 
  dismiss any continuing effect as a free action. If a 
  domain feat allows a saving throw, 
  Good Devotion [Domain]  
  Complete Champion 
  The power of good shields you and your allies.  
   
  Benefit: Once per day as an immediate action, you 
  can surround yourself with an aura of good that grants 
  you and each of your allies within 30 feet damage 
  reduction that can be overcome only by evil-aligned 
  weapons. The numeric value of this damage reduction 
  is 1 + 1/five character levels you possess (maximum 
  5/evil at 20
  th level). In addition, your and your allies’ 
  natural and weapon attacks are good-aligned for the 
  purpose of overcoming damage reduction. This effect 
  lasts for 1 minute.  
   
  Special: You can select this feat multiple times, 
  gaining one additional daily use each time you take it. 
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  Special: If you have the ability to turn or rebuke 
  undead, you gain one additional daily use of this feat 
  for each daily turn or rebuke use you expend. 
  Sun Devotion [Domain]  
  Complete Champion 
  Your weapon blazes with the power of the sun. 
   
  Benefit: Once per day as a swift action, you can 
  cause one of your melee weapons to glow with the 
  power of the sun. The illumination radius is the same 
  as that of a torch, but the light is true sunlight and 
  affects creatures within a 10-foot radius as such. This 
  effect lasts for 1 minute. While your weapon glows, it 
  deals an additional 1 point of sacred (if your deity is 
  good or neutral) or profane (if your deity is evil) 
  damage per character level you possess to any undead it 
  strikes.  
   
  Special: You can select this feat multiple times, 
  gaining one additional daily use each time you take it. 
   
  Special: If you have the ability to turn or rebuke 
  undead, you gain one additional daily use of this feat 
  for each daily turn or rebuke use you expend. 
  War Devotion [Domain]  
  Complete Champion 
  You can control your abilities more effectively in 
  combat.  
   
  Benefit: Once per day, when fighting defensively 
  as a standard or full-round action, you take a –3 penalty 
  on all attack rolls in a round and gain a +3 dodge bonus 
  to AC in the same round. When you attain 7
  th level, 
  your penalty on attack rolls drops to –2 and your dodge 
  bonus increases to +4. When you attain 15
  th level, your 
  penalty on attack rolls drops to –1 and your dodge 
  bonus increases to +5. This bonus stacks with the 
  bonus to AC granted by the Combat Expertise feat. 
  This benefit is an extraordinary ability. 
   
  Normal: When fighting defensively, you take a –4 
  penalty on all attacks in a round and gain a +2 dodge 
  bonus to AC for the same round.  
   
  Special: You can select this feat multiple times, 
  gaining one additional daily use each time you take it. 
   
  Special: If you have the ability to turn or rebuke 
  undead, you gain one additional daily use of this feat 
  for each three daily turn or rebuke uses you expend. 
   
  Daring Outlaw 
  Complete Scoundrel p. 76 
  You combine grace and stealth to deadly effect 
   
  Prerequisite: Grace +1, Sneak attack +2d6 
   
  Benefit : Your rogue and swashbuckler levels 
  stack for the purpose of determining your competence 
  bonus on Reflex saves from the grace class feature and 
  the swashbuckler’s dodge bonus to AC. For example, a 
  7
  th-level rogue/4
  th level swashbuckler has grace +2 and 
  gains a +2 dodge bonus to AC, as if she were an 11
  th 
  level Swashbuckler. 
   
  Your rogue and swashbuckler levels also stack for 
  the purpose of determining your sneak attack bonus 
  damage. For example a 7
  th level rogue/4
  th level 
  swashbuckler would deal an extra 6d6 points of 
  damage with her sneak attack, as if she were an 11
  th-
  level rogue. 
  Spells 
  Ebon Eyes  
  Spell Compendium p. 77 
  Transmutation 
  Level: Assassin 1, cleric 1,  Sorcerer / Wizard 1 
  Components: V, S, M 
  Casting Time: 1 Standard Action 
  Range: Touch 
  Target: Creature Touched 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell resistance: Yes (harmless) 
   
  The subject of this spell gains the ability to see 
  normally in natural and magical darkness, although it 
  does not otherwise improve the subject’s ability to see 
  in natural dark or shadowy conditions. The subject 
  ignores the miss chance due to lack of illumination 
  other than total darkness. While the spell is in effect, a 
  jet-black film covers the subject’s eyes, a visual effect 
  that gives the spell its name. 
  PRESTIGE CLASSES 
  Shadowspy 
  Complete Champion 
  Shadowspies were the covert arm of the Church of 
  Azor’alq in Tusmit during it’s glory days of the Host of 
  Light. Now, due to Munthir Haddad’s willingness to 
  train a new generation, the group is revived. Members 
  of this subsect work individually or in small groups to 
  locate hidden sources of evil and to infiltrate different 
  levels of the tusman government, waiting for their 
  time to act. Although they often lead double lives, 
  masquerading as normal folk who are simply trying to 
  get by, shadowspies never forget their duty to their 
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  deity, to their church, and to the multitude of 
  innocents who unknowingly depend on them.  
  Becoming a Shadowspy : Only priests and paladins of 
  Azor’alq with the proper skills and demeanor are 
  permitted to join the shadowspies. The vast majority of 
  shadowspies are drawn from the shadowstrikers (page 
  108), though it is not unheard of for ordinary priests of 
  Azor’alq to be inducted as shadowspies. Clerics or 
  paladins with levels in bard, monk, ranger, or rogue are 
  ideal candidates because they have the stealthy skills to 
  use the shadows as a tool against the forces of darkness. 
  ENTRY REQUIREMENTS 
  Alignment: Any good. 
  Skills: Gather Information 6 ranks, Hide 6 ranks, 
  Move Silently 6 ranks. 
  Feat: Good Devotion, Sun Devotion or War Devotion. 
  Spellcasting: Able to cast 1
  st-level divine spells. 
  Special: Must be a cleric or paladin of Azor’alq. 
  CLASS FEATURES 
  The abilities you gain as a shadowspy of Azor’alq allow 
  you to seek out sources of wickedness that are all too 
  often hidden from view. You gain the ability to blend 
  into the throngs around you, create shadows to mask 
  your presence by manipulating light, make your 
  thoughts impossible to read, and force even the most 
  corrupt persons to speak the truth in your presence.  
  Spellcasting: At each even-numbered level, you gain 
  new spells per day and an increase in caster level (and 
  spells known, if applicable) as if you had also gained a 
  level in a spellcasting class to which you belonged 
  before adding the prestige class level. You do not, 
  however, gain any other benefit a character of that class 
  would have gained. If you had more than one divine 
  spellcasting class before becoming a shadowspy, you 
  must decide to which class to add each level for the 
  purpose of determining spells per day, caster level, and 
  spells known.  
  Aura of Anonymity (Su): You leave few impressions 
  upon those you meet, and even fewer upon those 
  unexceptional souls you pass in the street. When you 
  are walking in a crowd of ten or more individuals, you 
  gain a divine bonus equal to your shadowspy level on 
  Disguise and Hide checks.  
  Radiance of Azor’alq (Su): Azor’alq has granted you 
  the power to enhance sources of light so that they 
  shine as brightly as the sun. As a swift action, you can 
  augment any or all light sources within 60 feet 
  (including torches, lamps, lanterns, and campfires, as 
  well as objects that are the target of a light spell and 
  magic weapons that glow). The range of any light 
  source so affected doubles, and the effect lasts a 
  number of hours equal to your shadowspy level, or 
  until the light source is extinguished, whichever 
  occurs first. This ability can be used a number of times 
  per day equal to your Wisdom modifier (minimum 
  once).  
  Bonus Feat: At 2
  nd level and every 3
  rd level thereafter, 
  you can select a bonus feat for which you meet the 
  prerequisites from the following list: Acrobatic, 
  Alertness, Athletic, Combat Casting, Deceitful, Extra 
  Turning, Improved Turning, Investigator, Good 
  Devotion (see page 58), Persuasive, Stealthy.  
  Immunity to Blindness (Su): Beginning at 2
  nd level, 
  you cannot be blinded by magical effects, spells, or 
  bright light. Physical barriers to sight, such as 
  blindfolds and solid objects, still prevent you from 
  seeing. Additionally, any wounds that cause the 
  destruction of your eyes still blind you.  
  Veil of Azor’alq (Sp): When you attain 3
  rd level, your 
  motives and morality become almost impossible to 
  determine. As an immediate action, you can use 
  undetectable alignment as the spell (caster level equals 
  your character level). This ability is usable at will.  
  Personal Eclipse (Su): Beginning at 4
  th level, you can 
  manipulate the direction and intensity of light. By 
  redirecting and dimming ambient illumination, you 
  can cast shadows around your body to better conceal 
  your presence. Doing so grants you a circumstance 
  bonus equal to one-half your shadowspy level on Hide 
  checks. This ability can be used at will but is effective 
  only in areas where light is present.  
  Truth of the Light (Sp): When you attain 6
  th level, 
  creatures in your company find it difficult to tell 
  deliberate untruths. At will, you can use zone of truth, 
  as the spell (caster level equals your character level). 
  You can use this ability a number of times per day 
  equal to your shadowspy level.  
  Blinding Light (Su): At 7
  th level, you learn to blind 
  nearby foes with a brief but intense flash of light. 
  Twice per day, you can project a beam of light from 
  your palm in a cone-shaped burst with a range of 15 
  feet. Any creature in the area that fails a Reflex save 
  (DC 10 + shadowspy level + Wis modifier) is blinded 
  for 1d6 rounds. Sightless creatures are not affected by 
  this ability.  
  Sun’s Revelation (Su): At 8
  th level, you become adept 
  at detecting untruths spoken in your presence. At will, 
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  you can use discern lies, as the spell (caster level equals 
  your character level).  
  Hide in Plain Sight (Su): Beginning at 9
  th level, you 
  can use the Hide skill even while being observed, as 
  long as you are in a sunlit location. See the ranger class 
  feature (PH 48).  
  Vision of Azor’alq (Su): At 10
  th level, you can see 
  through even the most potent illusions. Three times 
  per day, you can use true seeing at will, as the spell 
  (caster level equals your character level). 
   
  The Shadowspy 
  Hit Die: D6 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spellcasting 
  1
  st 
  +0 
  +0 
  +2 
  +2 
  Aura of anonymity, radiance of 
  Azor’alq 
  - 
  2
  nd 
  +1 
  +0 
  +3 
  +3 
  Bonus feat, immunity to blindness +1 level of existing spellcasting class 
  3
  rd 
  +2 
  +1 
  +3 
  +3 
  Veil of Azor’alq 
  - 
  4
  th 
  +3 
  +1 
  +4 
  +4 
  Personal eclipse 
  +1 level of existing spellcasting class 
  5
  th 
  +3 
  +1 
  +4 
  +4 
  Bonus feat 
  - 
  6
  th 
  +4 
  +2 
  +5 
  +5 
  Truth of the light 
  +1 level of existing spellcasting class 
  7
  th 
  +5 
  +2 
  +5 
  +5 
  Blinding light 
  - 
  8
  th 
  +6 
  +2 
  +6 
  +6 
  Bonus feat, sun’s revelation 
  +1 level of existing spellcasting class 
  9
  th 
  +6 
  +3 
  +6 
  +6 
  Hide in plain sight 
  - 
  10
  th 
  +7 
  +3 
  +7 
  +7 
  Vision of Azor’alq 
  -+1 level of existing spellcasting class 
  Class Skills (6 + Int modifier per level) : Balance, Bluff, Climb, Concentration, Decipher Script, Disguise, Escape Artist, 
  Forgery, Gather Information, Hide, Jump, Knowledge (local), Knowledge (religion), Listen, Move Silently, Open Lock, Search, 
  Sense Motive, Speak language, Spot, Tumble. 
   
  Shadowstriker 
  Complete Champion 
  The elite group known as the shadowstrikers was the 
  military arm of the Church of Azor’alq in Tusmit 
  during it’s glory days of the Host of Light. Now, due to 
  Munthir Haddad’s willingness to train a new 
  generation, the group is revived. Its members usually 
  make little attempt to hide their presence because they 
  prefer to stand as constant reminders to the minions of 
  evil and decay that divine consequences await their vile 
  actions. But for now they are biding their time until 
  the time to strike comes. 
  Becoming a Shadowstriker : Shadowstrikers come 
  from all walks of life. Most are drawn from the clerics 
  and paladins who serve in the ranks of the clergy of 
  Azor’alq, though any member of the church with 
  strong faith and a needed skill, regardless of vocation, 
  is welcome to apply.  
  ENTRY REQUIREMENTS  
  Alignment: Any good.  
  Base Attack Bonus: +5  
  Skill: Knowledge (religion) 2 ranks.  
  Feat: Good Devotion, Sun Devotion, or War Devotion.  
  
  CLASS FEATURES  
  You are a weapon of Azor’alq given humanoid form. As 
  a shadowstriker, you have learned to channel your 
  faith into a well-honed weapon and become especially 
  proficient at dealing with undead creatures.  
  Badge of Office (Ex) : Upon your induction into the 
  shadowstrikers, you were given special holy symbol of 
  Azor’alq. This item is crafted from gold, inlaid with 
  platinum lightning motifs, and encrusted with 
  sunstones. In areas where the Church of Azor’alq holds 
  political power, this badge allows you access to 
  prohibited areas and gives you the right to detain and 
  questions suspects in the pursuit of your deity’s will. 
  Due to the rogue status of the church, this feature is 
  void until announced otherwise in a story award. 
  Luminous Weapon (Su): You can imbue your melee 
  weapon with the power of the Son of Light. When you 
  do so, your weapon glows as if affected by a light spell 
  and gains a bonus equal to twice your shadowstriker 
  level on damage rolls against evil and/or undead 
  creatures. You can use this ability a number of times 
  per day equal to your Wisdom modifier (minimum 
  once), and the effect lasts for 10 rounds.  
  Smite Evil (Su): Beginning at 2
  nd level, you can smite 
  evil once per day (see the paladin class feature, PH 44). 
  Smite evil attempts/day attained from multiple sources 
  stack.  
  Sun’s Blessing (Su): When you reach 2
  nd level, you can 
  cause your weapon to flare with the fires of the sun. As 
  long as the sun’s blessing remains upon your luminous 
  weapon, it deals an extra 1d6 points of fire damage. 
  Additionally, the blinding light spilling from the 
  weapon counts as a daylight spell for the duration of 
  the effect. The sun’s blessing can be used once per day, 
  and the effect lasts for a number of rounds equal to 
  your shadowstriker level. You can gain an additional 
  use per day of this ability for each daily turn attempt, 
  smite evil attempt, or spell slot (if you are a 
  spontaneous caster) that you sacrifice.  
  Surge of Piety (Su): When you attain 3
  rd level as a 
  shadowstriker, your touch becomes infused with 
  positive energy. Any undead creature that touches you 
  (by hitting you in melee or for any other reason) is 
  shaken for 1 round or until it is no longer in physical 
  contact with you, even if it normally can’t be affected 
  by this condition. Once per day as a full-round action, 
  you can channel this energy into a single burst of 
  positive energy, which manifests as a flash of bright, 
  warm sunlight. In addition to functioning as a 
  consecrate spell, this wave of energy deals 1d6 points 
  of positive energy damage to every undead creature 
  within 30 feet (no save). You can increase the damage 
  this effect deals by 1d6 points (maximum +5d6) for 
  each daily turn attempt, smite evil attempt, or spell slot 
  (if you are a spontaneous caster) that you sacrifice. 
  The Shadowstriker 
  Hit Die: D10 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +2 
  +0 
  +2 
  Badge of office, luminous weapon 
  2
  nd 
  +2 
  +3 
  +0 
  +3 
  Smite evil 1/day, sun‘s blessing 
  3
  rd 
  +3 
  +3 
  +1 
  +3 
  Surge of piety 
  Class Skill (2 + Int modifier per level): Climb, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge 
  (religion), Ride, Search, Sense Motive, Spot. 
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  Appendix Three: The law in Southern Tusmit 
  Although the laws of Tusmit are supposed to be the 
  same throughout the nation, the southern sheikdoms 
  are much more rigorous in their following and 
  application of the laws than the northern ones. In the 
  sheikdoms of the north, justice is often swiftly served 
  in the name of the True Faith and without any 
  consultations or regards to the civil laws of the nation.  
  Sentences range will vary depending on the 
  circumstances of the offense and/or the status of the 
  person being judged. Each week represents 1 Time 
  Units (TU) in game play.  
  Please note that the laws outlined here do not comprise 
  of the entire list of laws in Tusmit. For a more 
  complete list consult the Tusmit Gazetteer. For any 
  crime not listed please contact the Tusmit triad at 
  tusmittriad@yahoogroups.com.  
  LASHINGS 
  All lashings are given in public where the criminal can 
  be showered by manure and rotting vegetables. The 
  number of lashes given should be noted on the AR.  
  HORSES  
  A horse qualifies as a person for the charges wherever 
  it might be applicable (murder, assault).  
  HIGH FINES  
  If the guilty party cannot pay a fine, it can be worked 
  off at a value of 50 fountains (gp) per week in the 
  mines.  
  Full responsibility of the law is expected and enforced 
  by the Qadi and Mullahs, regardless of the 
  circumstances.  
  The military and the nobles, however, understand the 
  concept of excessive force used in self-defense.  
  THE SELF-DEFENSE CLAUSE 
  A clause of self-defence can be claimed and the good 
  military or noble presiding official(s) will hear your 
  plea.  
  A Diplomacy check (or Bluff) can be made, at 20 + the 
  APL to convince the presiding official that the act was 
  done in pure self-defence.  
  Failure to convince the presiding official (but the truth 
  being that the crime was unintentional) will incur a 
  penalty of one hundred fountains per death plus 
  twenty-five fountains per point below the Bluff or 
  Diplomacy DC. 1d10 lashes will also be given per point 
  scored below the DC. The total penalty will be one 
  week of imprisonment, lashes and a fine (as listed 
  above) per death. Lashes and fines (as listed above) are 
  still applicable to assault (major).  
  Ignorance of the law is no reason to call upon this 
  clause.  
  LEGAL AUTHORITIES 
  The Pasha’s influence in the northern sheikdoms is 
  rather weak and local authorities tend to interpret the 
  laws as they see fit. Minor offenses will most often be 
  dealt with by the Military as in the southern 
  sheikdoms. Major offenses are usually taken care of by 
  the local ruler or a high ranking priest of Al’Akbar. 
  Most grievous offenses are rarely put in the hands of 
  the Pasha since the people of the northern sheikdoms 
  don’t usually like to deal with him. In this case, a high-
  ranking priest of the True Faith will be entitled to 
  judge the offense. In some cases, a person who has 
  been wronged will take matters in his own hands 
  without any intervention from the militia or the 
  Church. No one will ask any questions if justice has 
  been served in the name of the True Faith.  
  THE OFFENCES  
  Assault (Noble, Church or Government official)  
  Threat or use of lethal force that results in bodily harm 
  upon a person a lawful representative of the Tusman 
  Government, a Tusman noble or member of an 
  organized Tusman Church.  
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to 1 year (52 TUs).  
  Assault (Major)  
  Threat or use of lethal force that results in major bodily 
  harm reducing the victim’s hit points to between 0 and 
  -9.  
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to six weeks and 10d10 lashes.  
  Assault (Minor)  
  Threat or use of lethal force that results in major bodily 
  harm without reducing the victim’s hit points past 0  
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of three weeks and 5d10 lashes.  
  
  Assault (Negligible) Threat or use of non lethal force 
  against a victim.  
  Sentence: overlooked (left off with warnings).  
  Blackmail  
  Obtaining currency, services, or information, by illegal 
  means such as by force or coercion.  
  Sentences:  
  • Government official, noble, military, or church 
  official: Imprisonment of four weeks and loss of 
  seventy-five percent of property.  
  • Other: Fine of one and a half times the blackmail 
  price  
  Illegal use of magic  
   
  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or produces 
  an otherwise unwanted effect by the victim.  
   
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level.  
  Manslaughter  
  Use of lethal force that unintentionally results in major 
  bodily harm reducing the victim to below -9 hit points.  
  Sentence: Sent to the mines for up to 10 years, plus loss 
  of all property to be given to the family of the victim.  
  Murder  
  Use of lethal force that intentionally results in major 
  bodily harm reducing the victim to below -9 hit points.  
  Sentences:  
  • Mass murder: torture in public and death.  
  • Any other: Death  
  Spying  
  Any activity that results in foreign powers learning 
  secrets or information about the nation of Tusmit.  
   
  Sentence: Death  
  Theft  
  Possession, sale, or acquisition of an object without 
  permission.  
  Sentences:  
  1. Less than 100 fountains stolen: 2d10 lashes per 25 
  fountains stolen.  
  2. 100 to 500 fountains in value: Imprisonment for 1 
  week per 100 fountains’ worth of goods, and 5d10 
  lashes.  
   
  3. 500 fountains in value or more: Sent to the mines for 
  1 week per 100 fountains stolen, followed by severance 
  of main hand.  
   
  4. Horse theft: Death.  
   
  Treason  
   
  Any activity that weakens or gives an edge to a foreign 
  power against the good of the nation of Tusmit.  
   
  Sentence: Torture and death  
  Vandalism  
  Willful destruction or defacement of any structure, 
  object, thing, or place.  
  Sentence: 1d10 lashes per one hundred fountains and a 
  fine equaling three times the cost of reparation.  
  Worship of a banned religion  
  Holding worshiping ceremonies to gods banned in 
  Tusmit: the Fire God, the Elder Elemental Eye, Hextor, 
  Iuz, Pyremious, Tharizdun, Vecna  
  Sentence: Death. 
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  Appendix Four : Textes Français 
  (Synopsis page 1) 
  Les tensions montantes suivant la fin de rébellion 
  ouverte à Tusmit n’empêcheront pas un jeune paladin 
  sur une quête spirituelle de demander de l’aide pour 
  atteindre un monastère oublié dans les Yatils. Allez-
  vous l’aider? Allez-vous dire à quiconque ce que vous 
  avez trouvé?  Allez-vous être obligés de révéler un 
  secret perdu depuis un millénaire? Une aventure 
  prenant place dans le territoire de Keruz et dans la 
  chaîne de montagnes des Yatils pour des personnages 
  de niveau 1 à 9 (APL 2 à 8). 
  *** 
  (Introduction pages 7 et 8 : Before we begin) 
  Sefmur, Joyau des pays bakluni et capitale de Tusmit a 
  jadis apparut plus invitante. Maintenant, alors même 
  que vous approchez la cité, vous comprenez que la 
  vérité était apparente derrière les rumeurs et les 
  commentaires chuchotés que vous avez entendus lors 
  des dernières nuits passées dans les caravan-sérails. Le 
  goût amer de la tension peut être même goûté dans l’air 
  alors que vous arrivez, un nuage épais d’yeux fixés sur 
  l’arrière de votre nuque, en faisant hérisser les poils, 
  comme si vous vous attendiez à y voir la hache du 
  bourreau s’y abattre.  « Les Investigateurs sont sortis de 
  leur tanière ces jours-ci », vous avez entendu quelqu’un 
  dire, « et ils veulent du sang, n’importe quel sang, mais 
  surtout… du sang de Rebelles. » 
  Vous avez entendu les nouvelles terrifiantes au travers 
  du moulin à rumeurs, qu’il y avait eu, et qu’il y avait 
  toujours, des exécutions publiques en masse dans le 
  but de faire sortir les rebelles de leurs trous, indiquant 
  une ferveur de la part de sa Splendeur Exaltée de se 
  débarasser de la menace rebelle une bonne fois pour 
  toutes. À l’extérieur des murs de la capitale, vous avez 
  entendu parlé d’un nombre effroyable d’innocents 
  assassinés, mais plus vous approchiez de Sefmur, plus 
  ces commentaires étaient dits à voix basse et 
  discrètement. 
  L’emploi de garde que vous occupiez pour le Maître de 
  Caravane allait se terminer et vous alliez rentrer dans 
  l’endroit que plusieurs de vos amis, ou vous-même, 
  appelez demeure. 
  *** 
  (Introduction page 9: At the Gate) 
  La ligne est longue pour passer les portes de la cité et se 
  diriger vers le Quartier des Entrepôts. Au moment où 
  vous commencez à vous rapprochez des portes elle-
  mêmes, vous sentez les conversations diminuer en 
  volume alors que la tension commence à avoir des 
  effets néfastes sur les gens se tenant dans la file. 
  Personne ne veut être pris à l’écart pour ne plus jamais 
  être vu sauf sur le bloc du bourreau. Alors que votre 
  tour arrive, trois gardes commencent à fouiller le 
  chariot sur lequel vous êtes assis et un quatrième, 
  probablement un officier supérieur, regarde dans vos 
  possessions personnelles et commence à poser des 
  questions. 
  *** 
  (Introduction page 10: At the Inn) 
  L’auberge du Whirling Sand Devil est en tout aspect 
  une auberge comme on en rencontre partout où un 
  bon repas et une boisson forte peuvent être servis sur 
  une base régulière. Elle est située dans le Quartier des 
  Entrepôts et sa clientèle est composée d’employés des 
  entrepôts et autres journaliers. Quelques alcôves 
  privées peuvent être vues à l’arrière, de nombreux 
  rideaux gardant un modicium d’intimité. Les escaliers 
  mènent au deuxième étage où des chambres sont 
  disponibles pour le voyageur exténué et pour des 
  rencontres privées. Les patrons nocturnes de l’auberge 
  arrivent alors que la nuit tombe sur la cité, la plupart 
  d’entre eux ayant obtenu avec leurs contacts un laisser-
  passer les exemptant du couvre-feu. Les autres, comme 
  vous, ont une chambre à l’auberge pour la nuit. D’une 
  atmosphère distincte de travailleurs honnêtes venant 
  manger durant le jour, celle-ci change alors que la 
  soirée arrive sournoisement. Une foule plus bruyante 
  se 
  glisse 
  progressivement 
  et 
  des 
  gens 
  peu 
  recommandables se faufilent de leurs trous où ils 
  dormaient durant le jour. Votre employeur est venu 
  avec votre paye et il est reparti avant que le couvre-feu 
  ne tombe, vous laissant avec les fontaines qu’il vous 
  devait pour avoir gardé sa caravane. Alors que vous 
  commenciez à sentir la pesanteur de la nuit sur vos 
  paupières et le désir de rencontrer votre oreiller en 
  face-à-face, une demi-elfe en vêtements de cuir usés et 
  portant ses cheveux longs en dreadlocks s’approche de 
  votre table et négligemment et sans aucune 
  considération pour votre bon plaisir, s’assied sur la 
  chaise en face de vous et vous regarde, un sourire 
  cynique sur son visage. 
  *** 
   
   
  
  (Encounter One page 11) 
  Le matin vous trouve à peine endormi alors que tout ce 
  que vous avez vécu hier n’a pas arrêté de vous revenir à 
  l’esprit durant la nuit. Ayant pris votre décision de 
  travailler pour votre employeur d’une manière plus ou 
  moins volontaire, vous vous dirigez vers le Quartier des 
  Temples pour midi où vous savez que Mehmet bin-
  Khazzim va se trouver : en face du temple d’Azor’alq 
  détruit, chez le marchant de kava au Dancing Kukri. 
  *** 
  Le marchant de kava du Dancing Kukri est un des 
  respectables cafés qui ont été ouverts dans le Quartier 
  des Temples depuis plusieurs générations, depuis 
  même plus longtemps qu’il n’y a eu un officiel Quartier 
  des Temples à Sefmur. Le propriétaire actuel, Pasquale 
  Kegbottom, est un hobbit tallfellow avec les cheveux 
  couleur sable et un visage tanné par le vent et le soleil. 
  Il semble être plein d’énergie et toujours en 
  mouvement dans son établissement, mais il prend la 
  peine de venir à l’avant et de rencontrer ses clients et 
  de les asseoir lui-même sur la terrasse. « Bienvenue 
  mon ami, tu dois être un des futurs compagnons de 
  mon bon ami Mehmet. Tu as l’air de l’aventurier en toi! 
  Viens, viens, n’attends pas sous le soleil de midi! 
  Mehmet devrait arriver d’un moment à l’autre et il a 
  réservé ma meilleure table à l’ombre pour vous 
  accueillir. » Pasquale court pratiquement vers la table 
  sur ses petites jambes et la monte avec des ustensiles et 
  des verres d’eau fraîche avant même que vous n’y 
  arriviez. «  J’apporte des olives, des dattes et des figues 
  tout de suite », dit-il, courant vers la cuisine. 
  L’apparence de joie-de-vivre du hobbit accroche 
  l’ombre d’un sourire à vos lèvres, oubliant presque ce 
  qu’on vous a demandé d’accomplir, et vous regardez le 
  décor qui s’offre à vous. Vous reculez presque 
  perceptiblement en horreur face à la destruction qui a 
  eu lieu il y a quelques mois en face de vous. L’immense 
  propriété où se tenait le principal lieu de culte du Fils 
  de la Lumière à Tusmit complètement détruit, des 
  armes, éparpillées par terre, des ossements, des 
  vêtements, des armures ici et là, juste au-delà des 
  limites des anciens murs à demi-détruits. Vous pouvez 
  observer aussi un édit officiel sur parchemin 
  annonçant aux passants que tout passage sur le terrain 
  de l’ancien temple serait punissable de mort. 
  *** 
  (Encounter One page 13: Here Comes Mehmet) 
  “ Mes amis, vous avez répondu aujourd’hui à une 
  honnête demande d’aide et je suis reconnaissant. Je 
  recherche un vieux monastère qui semble être à 
  l’intérieur des frontières de Tusmit, mais que le temps a 
  oublié. Je ne veux pas atteindre cet endroit pour un 
  quelconque avantage économique pour ma Maison 
  qu’une telle découverte apporterait, mais bien pour la 
  croissance spirituelle que cela pourrait emmener, à moi 
  et tous ceux qui m’accompagnent. Je recherche la 
  convergence des Voies qui m’habitent en une seule qui 
  me permettrait qu’elle soit réellement unique et 
  individuelle, une « Voie de Droiture » qui permettrait 
  de réconcilier en moi-même les traditions marchandes 
  de ma famille et la Voie du Guerrier Sacré sans sacrifier 
  l’une pour l’autre. Des recherches dans de vieilles 
  bibliothèques poussièreuses aussi loin que Zeif, pleines 
  de savoirs oubliés, m’ont appris qu’il existe un rituel qui 
  pourrait être trouvé dans ce monastère que je cherche 
  et qui pourrait m’aider, ainsi que qui m’accompagne, à 
  atteindre cet état de grâce. À travers les contacts de ma 
  famille, j’ai été en mesure de converser avec une grande 
  Divinatrice  du clergé d’Istus nommée Perna al-Istus, et 
  la dame me donna une prophétie qu’elle a écrite et que 
  je suis supposé décrypter pour commencer cette quête. 
  Bien sûr, je ne veux pas forcer votre main en 
  demandant votre aide à résoudre cette énigme, et ma 
  famille est prète à vous dédommager pour votre temps 
  et vos troubles. Alors qu’en dites-vous? »  
  *** 
  (Encounter Three page 15) 
  Après que vous aviez quitté Sefmur pour quelques 
  jours, vous avez suivi la large route qui bordait la rivière 
  qui devenait de plus en plus étroite au fur et à mesure 
  que vous montiez dans les collines. De tem,ps à autres, 
  vous avez vu fermiers et marchants labourer leurs 
  terres et transporter leurs marchandises sur des mules 
  et des charettes. De plus petites rivières joignaient celle 
  que vous suiviez, quelques barijahs menées par 
  quelques marins de rivière les dirigeant en aval, d’où 
  vous veniez. Des petits temples de Fharlanghn ici et là 
  sur le bord de la route où des camps ou habituellement 
  été établis depuis des générations. D’autres de Geshtai 
  près des docks où les bateaux de rivière d’amarrent 
  pendant la nuit. Les villages, disposés régulièrement le 
  long de la rivière semblent fleurir et amplement 
  approvisionné par les route des commerces établies il y 
  a des décénnies et des siècles par le Consortium 
  Mouqollad.  
  Alors que vous faites votre chemin à travers ces petites 
  bourgades, vous ne semblez pas être en mesure de 
  détacher vos yeux de toute cette iconographie 
  religieuse que vous y trouvez. Chacun des villages 
  exhibe fièrement un suberpe temple d’Al’Akbar qui 
  semble faire ombrage à tous les autres édifices. Les 
  villageois prennent un soin extraordinaire de le 
  maintenir 
  en 
  place, 
  repeignant 
  une 
  couche 
  TUS7-03 Faithfully Correct 
   
  Page 56 
  
  supplémentaire 
  de 
  peinture 
  où 
  nécessaire 
  et 
  maintenant un incroyable nombre de petites échoppes 
  vendant icônes, des images religieuses et des 
  pendantifs de la forme de la Coupe et du Talisman. La 
  perplexité, pour un moment, obscure votre visage 
  jusqu’à ce que vous compreniez que vous êtes sur une 
  des grandes routes de pélérinage de la Vraie Foi qui 
  s’étend entre Sefmur et les Yatils. Des pélerins 
  abondent dans les auberges qui offrent leurs services à 
  tous, des plus pauvres aux plus riches. Vous voyez des 
  mullahs ketites portant le traditionnel noir et rouge 
  des prêtres de leur pays voyageant ensemble, ne parlant 
  qu’entre eux, quelques emirs paynims aux couleurs 
  flamboyantes avec quelques uns de leurs fidèleset des 
  Ullites venant de très loin par les routes du sud, tous 
  venant pour la sagesse du Grand Mufti.   
  Mehmet vous demande d’arrêter dans une de ces 
  petites villes pour la nuit comme vous avez fait la nuit 
  d’avant, disant aussi que même s’il ne partage pas le zèle 
  des fidèles de la Vraie Foi envers le Haut Clerc, il serait 
  bon de demander sa bénédiction dans les stations de la 
  Sainte Route. 
  *** 
  (Encounter Three: the Unending Hajj p.16) 
  Comme vous entrez dans le Unending Hajj 
  (“Pélérinage Sans-Fin”), vous pouvez automatiquement 
  sentir la tension qui sévit aux différentes tables. La 
  place est pleine de gens et vous pouvez voir des gens de 
  différentes origines nationales assis sur des chaises 
  alentour de tables ou debouts, argumentant avec 
  véhémence entre eux et les avec les autres tables. 
  *** 
  (Encounter Three: Aftermath p.18) 
  “Mehmet bin-Khazzim, j’ai besoin de votre aide”, dit 
  l’étranger de sous sa cape, tenant dans ses bras une des 
  prêtresses d’Istus qui semble s’être blessée à la tête en 
  tombant sur la table au début du combat. 
  Mehmet, perplexe en entendant son propre nom 
  prononcé par un étranger, hésite une seconde puis le 
  regarde. “Nous avons besoin de les sortir d’ici avant que 
  la Milice ne vienne. Laissons les Ullites et le reste de 
  ces pauvres fous répondre en face de la loi ”, continue 
  l’étranger. Mehmet le regarda alors, plissant les yeux 
  comme s’il essayait de percer un déguisement ou de se 
  rappeler où il avait entendu cette voix, puis reconnaît le 
  besoin d’une sortie expéditive. Mehmet se retourne 
  vers vous puis dit “Mes amis, nous devons partir. 
  Maintenant!” 
  *** 
  Alors que vous vous dépéchez vers la rue, vous pouvez 
  voir des gens regardant à travers leurs fenêtres vers le 
  Unending Hajj, espérant voir de quoi il en retourne. 
  L’étranger, toujours tenant la prêtresse d’Istus et 
  flanqué par les deux autres, se retourne et dit “Allez 
  chercher vos chevaux, J’ai un endroit caché dans les 
  bois et nous ferons les présentations là-bas.” Sur cette 
  note, les 2 autres prêtresses d’istus détachèrent leurs 
  chevaux et l’étranger se concentra, chuchotant 
  quelques paroles alors qu’il touchait quelque bijou ou 
  amulette sous sa cape. Une superbe jument blanche 
  apparût alors de nulle part et vint directement vers lui, 
  se positionant pour qu’il puisse avoir un accès facile à la 
  selle. Gracieusement, il enfourcha sa monture, tenant 
  encore la prêtresse dans ses bras. Il attendit alors que 
  les deux autres prêtresses le rejoignirent puis piquèrent 
  vers les bois. 
  *** 
  (Encounter Three: Destiny calling p.18) 
  Alors que vous approchez d’une rivière, l’étranger 
  s’arrête et descend de cheval de même qu’il emmène la 
  prêtresse inconsciente près du feu de camp. Les deux 
  autres 
  prêtresses 
  s’approchent 
  de 
  leur 
  sœur 
  inconsciente, tenant leur symbole sacré et effectuant la 
  gestuelle des prières de guérison, et, alors qu’elles la 
  déposent comfortablement sur un matelas de sol, une 
  d’elles regarde l’étranger et lui dit “ceci n’est pas 
  normal, elle aurait dû se réveiller maintenant.” 
  L’étranger, l’air perplexe, lui répond “ N’y a-t-il rien que 
  l’on puisse faire?”. “Non”, répond-t-elle, “ma soeur et 
  moi pensons que le traumatisme qu’elle a reçu qui lui a 
  fait perdre conscience n’était pas dû à sa chute, mais à 
  quelque chose d’autre. Elle ne dort pas maintenant, elle 
  est dans une Transe Sacrée, filant le Trame.” À cela, 
  l’étranger se retourna et vous regarda chacun, tentant 
  de se rappeller si l’un d’entre vous était un visage 
  familier. Il enleva alors la capuche de sa cape et vous 
  pouvez voir le visage ordinaire d’un homme portant un 
  bandeau. Sa main monta vers celui-ci et il l’enleva. Ses 
  traits changèrent immédiatement et vous pouvez voir 
  alors un homme vers la fin de la quarantaine, ayant 
  perdu légèrement ses cheveux sur le dessus mais les 
  portant libres et longs jusqu’aux épaules. Il porte aussi 
  une barbe pauvrement entretenue, comme s’il avait 
  passé beaucoup de temps loin de la civilisation. 
  “Mon nom est Munthir Haddad, paladin d’Azor’alq. 
  Honoré de tous vous rencontrer.” 
  *** 
   
  (Encounter Three: Destiny calling p.19) 
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  Page 57 
  
  “Noble Guerrier, notre soeur s’est éveillée et demande 
  votre présence de même que celle des autres qui vous 
  ont suivi, car tous ont besoin d’entendre quelle Trame 
  le Filage a révélée.” Munthir regarda alors la femme, 
  inclina la tête vers elle et révérentieusement dit dans 
  une manière rémininescente des réponds dans un 
  service religieux “Sort et Destin obligent.” Il se 
  retourne alors vers vous et dit “J’imagine que nous 
  allons savoir maintenant.” 
  Vous trouvez la femme, maintenant consciente, assise, 
  une tasse de thé fort dans les mains, vous regardant 
  vous approcher. “Je croyais pas que vous alliez être là. 
  Istus m’a montré de grandes choses dans ma vie, mais 
  jamais quelque chose de si soudain et de si 
  dramatiquement introduit. Le Temps doit être 
  pressant. Nous avons été menées jusqu’ici par la Trame 
  que nous filions, mais obscur était le chemin et les 
  individus que nous allions rencontrer. Nous pensions 
  que ces pauvres fous que nous essayâmes d’arrêter à 
  l’auberge étaient ceux avec qui nous devions parler, 
  mais de petitesse d’esprit ils étaient et de petitesse 
  d’esprit nous étions à penser que nous pouvions 
  anticiper la Volonté d’Istus. Maintenant nous sommes 
  ici et tout est clair, le Dessein se montre et vous vous 
  êtes montrés où vous deviez le faire. Mais vous,” dit-
  elle, pointant Munthir, “êtes pourquoi nous sommes 
  ici. Car la Trame qui a été filée jadis vous est encore 
  attachée et vous êtes prêt d’accomplir tout ce que nous 
  pensions qui allait arriver. Les rencontres prévues se 
  sont passées, l’espoir est assuré, mais le désespoir se 
  mijote toujours dans les Ténèbres. Votre Sort ou votre 
  Destin vous attend comme il l’a toujours fait et vous 
  avez la chance de défaire ce qui a été fait.” 
  Entendant cela, Munthir ferma les yeux, brièvement 
  sentant la douleur que seul un souvenir peut amener, 
  mais il ne répond pas. La femme ensuite s’adresse à 
  tous et dit “Cependant ce n’est pas le temps de parler de 
  toute cette Noirceur parce que la Lumière eswt 
  présente par mi tous ces jeunes gens. Venez vous 
  asseoir près de moi afin que nous échangions de petites 
  perles de sagesse.” 
  *** 
  (Encounter Four: Apocalypse p.21) 
  Hier, vous avez laissé derrière la rivière au pied de la 
  montagne; elle sportait majestueusement et avec 
  puissance de l’intérieur d’une grande caverne. La route 
  que vous suiviez depuis Sefmur était devenue un 
  sentier qui montait directement dans le col. Tôt ce 
  matin, vous êtes entrés dans le Labyrinthe de Al’Kafil, 
  une grande formation rocheuse de passages interreliés 
  qui étaient supposés vous rendre à destination. Le 
  sentier avait été bien marqué par des générations de 
  pélerins et les autorités du Temple pour que personne 
  ne se perde en route, venant à la Résidence du Grand 
  Mufti. Après avoir pris la plus grande partie de la 
  journée sur le sentier à suivre des flèches, vous avez 
  encore pris un tournant entre 2 murs de roche naturels 
  qui flanquaient la route à 10 pieds l’un de l’autre. 
  Seulement cette fois, vous yoyez la lumière à la fin du 
  passage au lieu d’un autre mur de roches, là où ils 
  finissent abruptement. 
  *** 
  (Encounter Four: Apocalypse p.21) 
  Alors que finalement vous trouvez la sortie du 
  labyrinthe, vous découvrez la merveille de Tsh’Ur 
  Geshtaïr, ou l’Oasis de Montagne de Geshtai, un des 
  grands lacs des Yatils. Le labyrithe actuellement fini 
  dans le milieu d’une falaise, à peu près au milieu entre 
  le haut de la falaise et le lac en dessous, à environ 300 
  pieds de la surface. Un petit sentier de pas plus de 5 
  pieds de large permet d’aller à l’entour du bassin par la 
  gauche ou la droite. 
  *** 
  (Encounter Four: Apocalypse p.21) 
  Sur votre gauche, le sentier de falaise continue jusqu’à 
  ce qu’elle finisse et abouti sur une pente moins abrupte 
  qui descend regulièrement jusqu’au niveau du lac, à 
  peut-être un mille de distance. Sur votre droite, le 
  sentier de falaise s’étire sur la falaise et, à peu près où 
  sur la gauche il rencontre le plateau, et continue sur un 
  plateau. Vous pouvez voir le sentier devenir plus large 
  sur le dessus de la falaise, continuant pour environ un 
  demi-mille jusqu’à ce qu’il arrive au bout, où la falaise 
  plonge dans le lac sur tous ses côtés sauf de la direction 
  d’où vient le sentier. Vous pouvez deviner que le lac a 
  probablement une baie de l’autre côté de la falaise ou 
  peut-être il s’étend encore plus loin, mais vous n’avez 
  aucun moyen de voir pour l’instant parce que votre vue 
  est cachée par une des plus belles structures que vous 
  n’avez jamais vues. 
  Aucune tour ou ziggourat ne perce le paysage, mais une 
  très large enceinte entourée de larges murs de pierres, 
  sous toute réserve d’origine khund,  peints en blanc. 
  Vous voyez un large dôme dans le milieu et deux plus 
  petits qui brillent sous le soleil couchant comme s’ils 
  étaient faits d’or. Cependant ce qui est la plus 
  impressionante qualité de tout cela, parce que les 
  dômes en eux-mêmes ne sont rien que vous n’ayez déjà 
  vu ailleurs, est que les fondations sous l’enceinte sont 
  actuellement creusée dans la falaise, avec des passages 
  qui mènent dehors et dedans. Vous pouvez voir des 
  TUS7-03 Faithfully Correct 
   
  Page 58 
  
  fenêtres, balcons, vérandas et même des rues qui 
  semblent suspendues à l’extérieur de la falaise. 
  *** 
  (Encounter Four: Apocalypse p.22) 
  Alors que vous prenez un moment pour observer 
  toutes ces merveilles étalées devant vos yeux, Munthir 
  finalement, prend la parole. 
  “Je crois, Mehmet, que vous êtes arrivés à la prochaine 
  étape de votre quête.” Il sourit, regardant tout cela d’un 
  air satisfait. 
  Mehmet se retourne, vous regardant tous, et vous 
  sourit aussi. “Poursuivons-nous mes amis?” Et il 
  commença à marcher, prenant la voie de droite vers la 
  Résidence du Grand Mufti. 
  Alors que vous cheminez le long du sentier, vous 
  pouvez voir une quantité très appréciable de graffitis 
  écrits sur les murs de la falaise, exprimant de courtes 
  prières, des images relatant les stations du pèlerinage, 
  des icônes représentant les Saints de la Migration et les 
  Saints de la Colonisation de la Flanaess qui suivirent. 
  Vous arrivez finalement aux massives portes de fer de 
  l’enceinte. Des gardes dans les uniformes traditionnels 
  rouges sur noir de la Vraie Foi attendent les pélerins 
  qui arrivent et les acceuillent à l’intérieur. Vous n’êtes 
  pas seuls sur la route et beaucoup d’autres ont atteint 
  cet endroit où vous êtes maintenant, mais vous n’avez 
  pas à attendre votre tour longtemps. 
  “Que les Quatre Pieds du Dragon vous guident dans 
  votre Voie, vous êtes finalement arrivés à la prochaine 
  étape”, dit le garde. “Que votre but soit clair et les 
  réponses encore plus évidentes lorsque vous partirez.” 
  “Je recherche le conseil du Grand Mufti en matière 
  d’une prophétie qui m’a été révélée et qui m’a menée 
  ici”, demande Mehmet. 
  “Une audience vous sera accordée ce soir avant le repas 
  car la liste n’est pas très longue de ce qu’il reste comme 
  suppliant aujourd’hui. Après cela nous allons tous 
  partager le repas avec le Très Sage”, répond le garde. 
  “Vous pouvez entrer. Apocalypse, la Résidence du 
  Grand Mufti est ouverte à tous ceux au cœur pur.” 
  *** 
  (Encounter Four: The Audience p.23) 
  Alors que vous êtes menés vers la dernière rangée de 
  sièges, le Deuxième Scribe vous fait signe d’être 
  silencieux pendant que vous entrez. Après quelques 
  moments, vos yeux d’adaptent à la lumière ambiente et 
  vous pouvez voir que vous êtes entrés dans un rotonde 
  de pierre d’environ 100 pieds de diamètre couverte 
  d’un dôme. Tout est fait de pierre solide, sculpté et poli 
  par le labeur de centaines de pélerins depuis des 
  siècles. Vous ne pouvez faire autrement que penser à 
  l’histoire que ces murs ont vue et tous les Grands 
  Muftis du passé qui se sont assis sur le siège central fait 
  de granite noir, appellé aussi le Poids du Monde, où un 
  petit homme avec une longue barbe blanche et une 
  robe rouge sur noir est présentement adossé. Son dos 
  est supporté par quelques modestes coussins, mais 
  aucun autre complaisance de confort. Autour de lui il y 
  a 3 autres sièges disposés en demi-cercle et une place 
  vacante où un autre siège aurait dû être. Sur ces sièges 
  sont assis Munthir, un homme dans la soixantaine 
  portant les robes blanches sur bleu-foncé des prêtres 
  d’Azor’alq et un symbole religieux montrant un 
  homme sur une montagne, un autre homme que vous 
  figurez être le Premier Scribe parce qu’il prend des 
  notes à propos de tout ce qui se passe et un humanoïde 
  large à la peau bleue qui semble flotter au-dessus du sol, 
  toujours en mouvement, et habillé de larges pantalons 
  bouffants et d’une chemise sans manche de couleurs 
  vives, un turban violet et d’un symbole religieux de la 
  Coupe et du Talisman. 
  *** 
  (Encounter Four : The Audience p.24) 
  “Alors c’est ce qui m’a mené ici. J’ai rencontré le jeune 
  Mehmet et les 3 prêtresses d’Istus et cela m’a 
  convaincu qu’ici était l’endroit où je devais me trouver, 
  pour le meilleur ou pour le pire”, dit Munthir. 
  “Ouiiii, oui… bien sssûr… vous êtes sssuposé être ici 
  Munthir…”, murmura Al’Kafil, “…mais votre but ne 
  nous aide en aucune façon à régler notre problème… 
  Nous devons quand même trouver une ssssolution 
  dans la perssspective de trouver un endroit sssecret 
  pour Maître Kahzzzaaa…” 
  “J’ai bien peur que Al’Kafil n’aie raison mon fils”, 
  répondit Kahzaa, “Apocalypse ne sera pas sécuritaire 
  pour bien longtemps. Muammar va éventuellement 
  apprendre où nous sommes et ne va pas tarir dans sa 
  hâte à me voir, ainsi que tout ce pourquoi je me bats, 
  détruits. Il ne sera pas satisfait de mon exil et il va venir 
  ici dans sa rage et ne va pas respecter l’Asyle que me 
  donne ce lieu saint.” Soupirant, les épaules de Kahzaa 
  s’effondrent un peu et vous pouvez voir qu’il a été pris 
  dans ce cul-de-sac depuis un bon bout de temps. Il a 
  tenté de trouver refuge dans beaucoup d’endroits, mais 
  personne n’a été assez compatissant pour s’associer avec 
  lui dans son heure de misère. 
  Sortie de nulle part, comme une brise fraîche dans un 
  chaud jour d’été, vous entendez une voix venir du siège 
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  central. Vous aviez oublié le vieil homme parce qu’il ne 
  bougeait pas, il écoutait comme souventles hommes 
  sages font. “Istus est encore avec nous qu’elle n’a pas 
  jugé qu’il était temps pour Muammar de te découvrir 
  ou que tu avais trouvé un sanctuaire ici mon ami. Peut-
  être ce temps est-il venu, peut-être pas? Nous ne 
  pouvons que respecter le fait qu’Elle n’a pas jugé juste 
  qu’il le sache jusqu’à aujourd’hui. Je crois qu’un 
  extraordinaire moment de clareté dans ses Desseins 
  nous a été montré depuis les derniers jours, 
  conformément à ce que tu nous as dit Munthir. Si je 
  prends en considération tout ce que tu nous as dit, tu as 
  rencontré de nouveau un jeune homme porteur d’une 
  prophétie qui l’emmenait ici ainsi que ses compagnons 
  qui étaient liés à lui par le Sort ou le Destin et que, 
  parmi eux, tu en avais déjà rencontré quelques-uns sous 
  d’autres circonstances. Tout cela est un présage pour la 
  résolution d’événements, pas pour la stagnation 
  comme nous avons subi les dernières semaines, sans 
  solution.” 
  “Il semble, Ami Très Honoré, que vous êtes sur le bon 
  chemin. Les présages sont pour la résolution de tout 
  cela et une décision doit être prise. Néanmoins, je 
  suggérerais que toutes les personnes concernées 
  puissent dire leur mot à ce propos et spécialement les 
  jeunes gens que nous n’avons toujours pas entendus”, 
  répliqua Kahzaa. 
  Tournant leurs têtes vers vous, Mehmet s’avança, se 
  mettant en tête du groupe. 
  “Très Sage, mon nom est Mehmet bin-Khazzim et je 
  suis un paladin au service d’Azor’alq. Je suis aussi un fils 
  au service de sa Maison du Consortium du Mouqollad 
  et je suis à la recherche de la voie qui réconcilierait les 
  deux sans renier l’autre. J’ai fait mes recherches, 
  consulté des oracles et emmené des compagnons dans 
  cette quête de savoir et de découverte de soi. Tous les 
  indices m’ont dirigé ici et en ce temps et en cette 
  rencontre avec tous ici présents pour que je puisse 
  trouver une manière de continuer. Je cherche un 
  ancien monastère qui pratiquait un rituel quelconque 
  qui aidait le suppliant à parfaire l’unité. On m’a dit de 
  chercher ici pour cette réponse.” 
  Ayant l’air passablement surpris par cette déclaration, 
  le Grand Mufti regarda autour de lui vers Kahzaa, 
  Munthir et Al’Kafil. Kahzaa regardait vers Mehmet, 
  sans pouvoir comprendre, Al’Kafil semblait perplexe, 
  mais son visage était difficile à lire de toute façon à 
  cause de sa nature, mais regardant vers Munthir, vous 
  voyez l’ombre d’un sourire sous sa barbe. 
  “Je crois bien que personne ici n’es familier avec un tel 
  endroit, oublié à travers les âges, qui aurait pu de 
  surcroit, être aussi proche, mais cependant je crois qu’il 
  y a quelque chose là-dedans que nous avons pu ignorer 
  sans nous en rendre compte”, répliqua le Grand Mufti. 
  “Mais qu’avez-vous à dire, Compagnons de Mehmet?” 
  *** 
  (Encounter Four: The secret is revealed byKahzaa or 
  the Grand Mufti p.25) 
  “Ahhh, mon enfant…”, dit alors le Grand Mufti. “Vous 
  comprenez maintenant ce que je disais plus tôt à 
  propos du “quoi” et du “quand” Isus décide de révéler à 
  un temps approprié. Ne soyez pas attristés par le fait 
  que vous ayez tenté de nous le cacher. Nous 
  comprenons tous pourquoi vous l’avez fait et pourquoi 
  vous pourriez encore rapporter ce vous allez trouver. 
  Les pressions de notre pauvre monde sont un poids 
  énorme pour de si jeunes épaules. J’insisterai toutefois 
  afin que vous reconsidériez les conséquences de vos 
  actions et ce que vous allez révéler si vous révélez 
  quoique ce soit.” 
  “ Je trouve ces choses ignobles qu’ils vous ont pressé à 
  leur fournir un tel service”, dit Kahzaa, “car ceci es 
  l’œuvre des Ombres et que seulement des choses 
  malignes ressortiront de tout cela. Je considère la 
  Volonté d’Istus comme sacré et si ce pourquoi vous 
  avez été envoyés pour révéler est mis au grand jour, 
  ainsi soit-il. Cependant considérez votre tâche et 
  décidez fermement ce que vous devez révéler et à qui.” 
  *** 
  (Encounter Four: The secret is revealed byAl’Kafil p.25) 
  “Ahahahahahah…. Ces choses… Me font tellement 
  rire…” dit le djinn. “ Mais je vous pardonne, jeunes 
  gens… car vous n’aviez aucune connaisance préalable 
  de qui j’étais… Je suis sûr que mes trèes honorés amis 
  le Grand Mufti et Kahzaa sont d’accords que le fardeau 
  est grand pour de si jeunes et inexpérimentées 
  épaules… Ne ressentez aucune honte à avoir perdu cet 
  “affront des esprits” contre moi. C’est ce que je fais ici à 
  Apocalypse depuis des années, le devant bien à mon 
  vieil et longtemps disparu ami Mohammed.”  
  “Oui, comme le bon Al’Kafil a dit”, interrompit Kahzaa, 
  “ne vous sentez pas coupable de ce que vous avez tenté 
  de faire. Ce qui a à être accompli, va être accompli de 
  toute façon, mais vous allez avoir à décider ce que vous 
  allez dire et à qui le dire et vivre avec les conséquences 
  de vos actions, ou de vous en échapper…” 
  “Ceci est trop malheureusement vrai et aussi,” répondit 
  le Grand Mufti, “ une chose qu’Istus nous enseigne est 
  qu’on ne peut échapper à la causalité, que des 
  evénements vont arriver, vont laisser des traces et 
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  causer d’autres événements qui vont vous affecter au 
  bout de la ligne, pour le bien ou pour le mal, vous 
  propulsant vers votre Sort ou votre Destin…” 
  *** 
  (Encounter Four: The secret is not revealed at all or 
  nobody has been coerced into revealing the location of 
  the monastery afterward p.25) 
  “Votre quête et vos motifs, même s’ils comprennent un 
  aspect monétaire, sont sur le droit chemin je crois”, dit 
  le Grand Mufti. “Je suis satisfait de savoir que le 
  Mehmet est un excellent juge de charactère pour 
  quelqu’un 
  d’aussi 
  jeune 
  d’avoir 
  choisi 
  d’aussi 
  exceptionnelles personnes pour l’accompagner. J’ai 
  l’espoir que vous trouviez aussi quelque chose dans 
  cette quête qui pourra renforcir votre voie vers la 
  vertu.” 
  “Et espérons,” intervint Kahzaa, que vos nobles et purs 
  cœurs vont garder secret la présence de mon clergé 
  dans ces environs pour que nous puissions regagner 
  des forces, récupérer de nos pertes et éventuellement 
  réintégrer Tusmit glorieusement.” 
  *** 
  (Encounter Four : After the Audience p.26) 
  “Ahhhhhhhhhh…”, dit le Grand Mufti. “ Il semblerait 
  qu’il y ait encore de l’espoir qu’Istus n’ait pas encore 
  l’intention de révéler ta présence ici mon bon Kahzaa. 
  Néanmoins, nous devrions quand même se charger de 
  vous trouver un nouvel endroit pour vous cacher, qui 
  vous permettrait de vous réorganiser et, par la suite, de 
  négocier d’une position de force avec Muammar.” 
  “Oui, vous avez bien raison”, répliqua Kahzaa, “comme 
  nous l’avons dit plus tôt, l’arrivée de Munthir, Mehmet 
  et des autres amène avec eux d’excellents présages que 
  nous allons trouver une solution à notre situation 
  facheuse.” 
  “Pour cela,” dit Munthir, finalement décidant de 
  prendre la sellette, “j’ai une solution qui pourrait 
  satisfaire autant à Kahzaa qu’à Mehmet en même 
  temps. Mais tout d’abord, je dois vous raconter une 
  histoire qui n’est jamais apparue dans les livres 
  d’histoire et qui date de mon premier passage sur cette 
  terre.” 
  *** 
  (Encounter Four : After the Audience p.26) 
  Et ceci est ce que je propose comme solution pour la 
  situation du clergé. J’espère que le monastère est 
  toujours caché comme il l’était dans ma jeunesse, libre 
  de locataire”, dit Munthir. 
  “Ahhhhhhhhhh mon cher fils! Vous offrez un si 
  merveilleux baume pour la blessure d’un vieil homme”, 
  s’exclaffa Kahzaa. “ Triple fois Béni fût le jour quand 
  l’idée de vous ramener des morts a été suggérée. Vous 
  nous donnez l’espoir sorti du désespoir. Qu’aurions-
  nous pu faire sans vous pour nous montrer la Voie?” 
  “Grand Maître”, dit Munthir, “ je ne suis qu’un simple 
  pion dans les mains d’Istus. Je suis sa Volonté comme 
  je l’ai toujours fait.” 
  “Munthir Haddad de l’Ordre d’Azor’alq,” interrompit le 
  Grand Mufti, “de grandes nouvelles vous apportez, 
  mais encore le temps est passé et nous n’avons jamais 
  entendu parler d’un tel lieu si près d’ici. Peut-être a-t-il 
  passé entre les mains du Mal et, en éclaireur, vous 
  devriez aller là-bas avec nos jeunes amis?” 
  “C’est une excellente suggestion Grand Sage, et une 
  que je ne vais pas passer. Est-ce que toi, Mehmet, et 
  vous, ses amis, voulez m’accompagner et reconsacrer 
  cet ancien lieu de merveilles?” 
  *** 
  (Encounter Four : After the Audience p.26) 
  “Très bien alors,” dit Munthir. “Sachez seulement que 
  ce lieu a été protégé par de puissantes protections 
  établies il y a longtemps pour renforcer les attributs 
  naturels et l’environnement qui cachent le monastère 
  de la vue. Je ne suis pas du tout surpris que la 
  convergence des événements a dirigé Mehmet ici pour 
  me rencontrer et montrer à tous le chemin car je suis 
  probablement la seule de 2 personnes vivantes sur ce 
  plan d’existence à être allé là-bas. Vous devriez tous 
  savoir que se faire mener par quelqu’un qui y ai déjà 
  allé est la seule manière, sauf quelques magie épique 
  qui me dépasse largement, d’y aller non-annoncé alors 
  c’est un immense honneur qui, à ce que je sache, n’a pas 
  été accordé depuis des siècles.” 
  “Alors nous vous donnons notre bénédiction, Munthir, 
  pour la mission que vous allez entreprendre for le reste 
  du clergé d’Azor’alq”, dit Kahzaa. “Puissiez-vous 
  retourner avec de bonnes nouvelles et de meilleurs 
  présages encore pour le futur.” 
  “Et mon fils,” dit le Grand Mufti, “ prennez ce que vous 
  avez besoin pour le transport et l’équipement pour 
  votre voyage car je sais que ces montagnes ne sont pas 
  très hospitalières.” 
  “Ne vous inquiétez pas, nous prennons votre 
  bénédiction et toute la bonne volonté que vous voulez 
  nous donner”, dit Munthir and ensuite il se tourna vers 
  vous, souriant, et vous indique la porte. 
  *** 
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  (Encounter Five: Pillars of the Faithful, Arrival p.27) 
  Les jours sont à peu près identiques aux précédents sur 
  la route du nord depuis que vous avez quitté 
  Apocalypse quand le sentier passe encore devant une 
  des nombreuses crevasses et passages secondaires qui 
  ont été votre festin visuel depuis déjà deux jours. 
  Munthir, ayant été plus silencieux qu’à son habitude 
  depuis la veille, s’arrête e commence à inspecter les 
  roches qui sont à la base d’un de ceux-ci. Pendant 
  environ 2 minutes, il les retourne et les regarde de plus 
  près, comme s’il cherchait quelque chose. Plus il 
  regarde, plus il sourit car il semble qu’il ai trouvé ce 
  qu’il cherchait. 
  “Ici”, dit-il. “ C’est le passage qui va nous mener au 
  Monastère des Piliers des Fidèles.” Il prend alors une 
  des roches qui traînait par terre et vous la montre. 
  “Vous voyez, mes amis et moi some venus ici et nous 
  avons voulu pouvoir y retourner sans problème alors 
  nous avons installé des indicateurs dans le labyrithe de 
  passages et, depuis hier, je comptais le nombre que 
  nous avions passé. Pour êre sûr que nous ne nous 
  trompions pas, nous avons mis parmi les rochers à la 
  base du passage ces pierres que nous avons ramené de 
  l’Extrême-Occident.” Sur les pierres dans ses mains, 
  vous pouvez voir de petits squellettes de ce qui semble 
  être des poissons. “Selon mon bon ami Salah Muazir, il 
  n’y a jamais eu de poissons dans cete région, alors 
  comme ça nous pouvions être sûr que c’était le bon 
  passage pour nous mener aux Piliers.” 
  Munthir se releva alors et commença à marcher dans le 
  passage secondaire. 
  “Venez, mais tenez vos chevaux par la bride car ils ont 
  peurs des endroits étroits. Plus loin, il va y avoir un 
  endroit pour les attacher pendant le reste du chemin.” 
  Alors il continua, vous menant plus profondément das 
  le passage pour la plus grande partie de la journée 
  quand vous tomber sur un élargissement du passage 
  d’environ 25 pieds de large. Dans la roche se trouvent 
  des anneaux de fer pour attcher les montures et de 
  vieilles mangeoires en fer pour y laisser la nourriture et 
  l’eau. 
  *** 
  (Encounter Five: Pillars of the Faithful p.28) 
  Quand vous êtes arrivés dans l’élargissement du 
  passage, vous pouviez voir clairement u sourire sur le 
  visage de Munthir. 
  “Nous sommes presque arrivés mes amis. Ceci est 
  l’Antichambre comme nous l’appelions à l’époque. Je 
  me rappelle même avoir planté les pitions pour les 
  chevaux moi-même. Nous sommes à environ une 
  demi-heure des Piliers.” 
  Et avec cela, Munthir s’enfonçca encore plus dans le 
  passage, allant un peu plus vite cette fois dû à sa hâte de 
  voir comment sa vieille base d’opération à l’air 
  aujourd’hui. Il ne regarde pas en arrière car il sait que 
  vous le suivez. 
  Après un autre coude dans le passage, vous voyez plus 
  de lumière venat de ce qui semble être la fin. Vous 
  sortez immédiatement après Munthir et vous regardez 
  la merveille d’architecture ou de la nature ou peut-être 
  un peu des deux. 
  Vous êes dans une petite vallée peut-être un petit peu 
  moins d’un kilomètre de largeur nichée entre des murs 
  de roches sur chaque côté. Vous ne pouvez voir une 
  autre sortie de la vallée d’où vous vous trouvez, mais 
  vous pouvez voir une petite cascade qui tombe d’un des 
  murs de roches à l’opposée de l’entrée dans une mare 
  qui déborde dans une petite rivière qui descend dans la 
  vallée et qui disparaît à la base du pilier central. Ce que 
  vous voyez être des petits jardins flanquent la rivière et 
  des traces d’irrigation peuvet être vues même d’où vous 
  vous tenez. Environ la moitié de la vallée est aussi 
  constituée d’une zone boisée avec quelques entrées 
  visibles pour des sentiers. 
  Cependant ce qui est le plus frappant dans tout cela est 
  l’immense complexe de 5 piliers absolument droits et 
  pointés vers le ciel. 4 d’entre eux sont d’environ 500 
  pieds de hauteur, espacés régulièrement et flanquant 
  par paires un pilier central de 750 pieds de hauteur. 
  Des ponts de pierre de différentes largeurs et hauteurs 
  les relient ensembles àa ce qui semble être une 
  disposition au hasard, lui donant un aspect très naturel. 
  Vous ne pouvez voir aucune trace de mortier et aucune 
  pierre collée contre une autre car tout semble avoir été 
  fait d’une seule et géante pierre qui aurait poussé 
  comme ça. Vous voyez des trous dans la structure au 
  bout des ponts qui semblent être des portes et d’autres 
  plus petites qui ont l’air de fenêtres. 
  *** 
  (Encounter Five: Arrival p.28) 
  Après le peu de temps nécessaire à sortir de l’entrée de 
  la vallée et à se réajuster à la source de lumière 
  dominante de l’endroit, vous pouvez voir Munthir, se 
  tenant à 30 pieds en avant de vous, un sourire fendu 
  jusqu’aux oreilles et pleurant des larmes de joie. 
  “Béni soit le Fils de la Lumière pour m’avoir montré le 
  chemin… Je suis finalement chez moi.” 
  *** 
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  (Encounter Five: Arrival p.28) 
  “Venez, venez mes amis…”, dit Munthir. “Ceci est 
  l’endroit où l’espoir revient. Il y a manifestement 
  quelqu’un ici, peut-être un ancien élève de mon vieil 
  ami…” 
  “… 
  Ou, 
  lui-même, 
  l’ami, 
  Munthir 
  Haddad”, 
  interrompit une voix venant de votre gauche et un peu 
  plus élevée que vous. 
  “Est-ce vraiment toi mon vieil ami?”, continua 
  l’étranger. “Es-tu vraiment, comme je l’ai entendu, 
  revenu d’entre les morts?” 
  *** 
  (Encounter Five: Arrival p.29) 
  “Oui, oui, la vérité derrière, je peux voir. D’entre les 
  morts, tu es de retour. Et voir Odd-Eye tu es venu…” 
  Puis soudainement, le vieil elfe s’approcha de Munthir 
  et l’embrassa, pleurant des larmes de joie. “De la vie 
  dans ces membres, je peux ravoir, car des amis 
  longtemps séparés sont de retour ensemble.” 
  “Ahhhhh Qurell! Ami entre les Amis! Je savais que 
  j’aurais dû venir te voir plus tôt! Mais tu sais comment 
  ça se passe, le Devoir et le Bien avant tout!” 
  “Oui, oui, comprendre je dois, car toujours ta voie cela a 
  été. Mais viens, viens avec des jeunes gens, tes 
  nouveaux compagnons, car fatigués vous devez être et 
  des histoires nous avons à nous conter à propos du 
  passé, du présent et du futur…” 
  *** 
  (Encounter Five: Arrival p.29) 
  Alors que vous arrivez près des piliers, vous voyez Odd-
  Eye se retouner vers vous et, souriant, il décrit, 
  pointant la structure: “Le Monastère des Piliers des 
  Fidèles, ceci est. Autour de vous, Générosité, Piété, 
  Honneur et Famille, les noms des piliers sont, avec la 
  Vertu dans le centre. Plus ancien qu’ancien, plus usé 
  qu’usé, des occupants suivant le vide, suivant d’autres 
  occupants, tout cela, ces murs ont vu. Mais de 
  nouveaux visages, ils n’ont pas vus depuis longtemps 
  car seul j’ai été depuis près d’un siècle. Venez, des 
  chambres vides pour les visiteurs j’ai maintenues et 
  présente est la nourriture et la boisson dans le pilier de 
  la Famille.” 
  Il vous emmène à la base du plus proche pilier où se 
  trouve une porte. Chaque pilier a une base d’à peu près 
  70 pieds de diamètre et un nombre important de 
  fenêtres pour laisser entrer la lumière. À l’intérieur, 
  d’autres sources d’illumination sous la forme de globes 
  irradient de la lumière. Tout est sans poussière et 
  semble en excellent état. Un escalier de l’autre côté de 
  la pièce mène à l’étage et un autre mène en bas. Des 
  tapis propres, mais usés de même que des bibelots et 
  des peintures sont dans la pièce. Vous traversez un 
  réfectoire sur le premier étage où il y a une cuisine bien 
  équipée et ensuite vous allez au deuxième étage où des 
  lits sont disposés à votre convenance. 
  *** 
  (Encounter Five: Arrival p.29) 
  “Rafraîchissez-vous avant dîner”, dit le vieil elfe, “car 
  d’illumination spirituelle, nous avons matière à 
  discussion.” 
  *** 
  (Encounter Five: Before you go p.29) 
  “Mais que plein et contents, nos estomacs sont, d’un 
  grave sujet, nous avons à discuter”, dit Odd-Eye, 
  regardant chacun d’entre-vous. 
  “Comme vous vous rappellez il y a quelques jours,” dit 
  Munthir, “je vous ai dit que ce lieu a été protégé de 
  toute découverte fortuite ou de divinations magiques 
  depuis des siècles. Cependant, il y a toujours eyu un 
  moyen de le trouver pour qui cherchait l’illumination.” 
  “Oui, venir ici une chose sérieuse est,” continua Odd-
  Eye, “car son aspect secret est son plus admirable atout. 
  Il y a très longtemps, un souhait d’un noble djinn j’ai 
  réussi à me faire accorder et cet endroit est celui que je 
  voulais secret. Mais pour des êtres spéciaux, je voulais 
  qu’il dirige ici comme Munthir m’a dit que tu avais été, 
  jeune Mehmet. Car pour ceux qui, pour un motif pur, 
  veulent le rechercher un chemin vers ici trouve.” 
  Voyant l’aspect confondu du visage de Mehmet, 
  Munthir souria et expliqua. 
  “Ce que mon ami cherche à expliquer à vous tous, c’est 
  que la manière dont ont été erigé les protections 
  magiques a permi sa découverte par des divinations, 
  mais seulement parce que vous avez démandé à trouver 
  un rituel pour atteindre l’illumination spirituelle et 
  non pas pour un autre but. Vous avez été dirigé vers 
  moi par vos divinations et nous nous sommes 
  rencontrés pour que je puisse vous diriger vers, ce que 
  j’espère, être votre Destin.” 
  “Oui”, interrompit Odd-Eye, “mais encore la confiance, 
  par des forces inconnues de moi, pourrait être 
  ébréchée, et par des bouches parlantes que les 
  conséquences ne peuvent pas voir. Alors un vœu de 
  silence à rpopos de révéler l’endroit où se trouve cette 
  base secrète, je dois vous demander. Comme Munthir 
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  j’ai compris plus tôt, de venir ici, d’autre gens dans le 
  besoin vont, et découverts, ils ne doivent pas l’être.” 
  “Ce voeu aura de graves conséquences pour vous tous si 
  vous échouez à le maintenir”, continua Munthir, “mais 
  une alternative existe si vous ne le prononcez pas. Vous 
  pourriez toujours dire non, mais un enchantement 
  puissant qui effacera les souvenirs des derniers trois 
  jours sera jeté sur vous pour que vous ne puissiez 
  jamais être capable de revenir.” 
  “Cela, mes jeunes amis, vous devez choisir maintenant 
  avant que le Rituel du Chemin Sans Détour ne vous 
  soit expliqué. Alors qu’en dites-vous?” 
  *** 
  (Encounter Five: Before you go p.30) 
  “Obscur, votre jugement peut être, mais d’autres 
  circonstances pour cela, je pourrais ne pas connaître”, 
  dit Odd-Eye, sortant une pierre bleu pâle incrustée de 
  gemme de sous son burnous. “Ne soyez pas alarmés… 
  La pierre votre front touchera et rien vous ne vous 
  rappellerez quand de ce lieu vous partirez. Vos amis, 
  vous allez être capable d’accompagner pour le rituel, si 
  tel est votre désir.” 
  *** 
  (Encounter Five: Before you go p.30) 
  “Sagement, j’espère que vous avez choisi, jeunes gens. 
  Car une chose légère un voeu de silence n’est pas et un 
  terrible prix à payer si vous faillissez. Mais courageux et 
  plein d’espoir vous êtes et confiants d’atteindre votre 
  Destin, Istus voulant”, dit Odd-Eye, sortant une pierre 
  bleu pâle incrustée de gemmes. “Mettre le voeu en 
  vous, la pierre fera, et latent la malédiction sera jusqu’à 
  ce que le silence de votre part ne soit plus.” 
  Il vous toucha alors le front, libérant une petite partie 
  du pouvoir de la pierre sur vous. 
  “Ainsi soit-il.” 
  *** 
  (Encounter Five: The Unwavering Path p.31)  
  “Nous sommes à l’endroit jeunes gens”, dit Odd-Eye 
  “En bas des escaliers nous allons.” 
  Avec lui en avant et munthir à l’arrière, vous descendez 
  au rez-de-chaussée et vous continuez à descendre sous 
  le niveau du sol de la vallée. Même sous terre, vous 
  pouvez encore voir les murs du pilier dans lequel vous 
  êtes entré continuant vers le bas, le diamètre de la tour 
  s’élargissant peu à peu à chaque étage. Vous entendez 
  une chute d’eau tout près, mais vous ne pouvez la voir. 
  Après quelques étages bien définis, vous ne pouvez 
  plus voir de planchers au fur et à mesure que vous 
  descendez et l’escalier ne fait que continuer à 
  descendre en spirale, en quelques points ayant une 
  caverne, un tunnel ou une gallerie pénétrant dans le 
  roc et croisant votre chemin créant un dédale de 
  tunnels. Des ponts de pierre ou de corde vous voyez 
  quelques 
  fois, 
  traversant 
  le 
  chasme 
  toujours 
  s’agrandissant. 
  Munthir, pendant la descente, vous explique que ceci a 
  été le donjon le plus difficle à nettoyer de toute sa 
  carrière d’aventurier et il vous conte quelques 
  annecdote à ce sujet. Odd-Eye ria et contredit son ami 
  en toute bonne humeur sur les détails. Vous pouvez 
  voir les tentatives infructueuses de vos guides pour 
  alléger vos appréhensions. 
  Après ce qu’il sembla des heures, mais probablement 
  plus proche de 45 minutes, le gouffre s’était agrandit 
  tellement en caverne que soudainement vous avez pu 
  voir le sol s’approcher etles murs des autres piliers qui 
  se fondaient ensembles, créant une titanesque caverne. 
  “Ici est là où nous arrêtons”, dit Odd-Eye, pointant vers 
  le milieu de la caverne “car dans cette direction vous 
  devriez aller. À un pentagramme gravé dans la roche, 
  vous allez arriver. Là méditer vous devez et se révéler 
  lui-même un passage va.” 
  Il remonta alors en haut des marches, rejoignant 
  Munthir. 
  “Bonne chance à vous tous, et qu’Istus, Al’Akbar et 
  Azor’alq soient la lumière sur votre chemin”, dit 
  Munthir, remontant aussi. 
  *** 
  (Encounter Six: Give and Take p.31) 
  Après avoir cherché pendant quelques minutes, vous 
  n’avez rien trouvé d’intéressant sauf le très remarquable 
  pentagramme gravé dans le mur. Il est un polygone à 5 
  côtés réguliers d’une largeur d’environ 6 pieds avec des 
  runes gravées dans une langue aux caractères étranges. 
  Mehmet se rapprocha, plissant le nez et étudia les 
  écritures. 
  “Ne sentez-vous pas cela?”, dit-il, en vous regardant. “Ça 
  pue le souffre.” 
  *** 
  (Encounter Six: Give and Take p.31) 
  “Donner et prendre, prendre et donner en espèce car 
  au-delà de ce portail se trouve votre chemin vers un 
  autre portail ou ceci va être la clé.” 
  *** 
  TUS7-03 Faithfully Correct 
   
  Page 64 
  
  (Encounter Six: Give and Take p.31) 
  Mehmet regarde le pentagramme, semblant résigné à 
  accomplir le rituel et dit: 
  “J’imagine que je vais méditer maintenant. Quelqu’un 
  veut se joindre à moi?” 
  *** 
  (Encounter Six: Give and Take p.32) 
  Après vous être concentrés sur la route à parcourir et 
  sur l’aventure spirituelle que vous avez entreprise ici 
  avec vos amis, vous commencez à vous sentir un peu 
  étrange et vous regardez le pentagramme, sentant que 
  c’est peut-être un indicateur dans le rituel. Le regardant 
  directement, vous ne voyez rien à prime abord 
  d’extraordinaire mais ensuite, les bordures interieures 
  du pentagramme commencent à pâlir, commencent à 
  devenir translucide. Au début cela est juste une 
  impression, mais ensuite vous voyez le phénomène 
  s’étendre à tout l’intérieur du pentagramme. Par un jeu 
  de lumière, vous voyez encore la face gravée du 
  pentagramme, mais vous pouvez maintenant voir, au-
  delà, un tunnel creusé dans le roc avec une lumière 
  flamboyante au bout. Vous vous tournez vers Mehmet 
  et vous le voyez vous regarder. 
  “Le voyez-vous? Voyez-vous le tunnel?” 
  *** 
  (Encounter Six: Give and Take p.32) 
  Après avoir regardé Mehmet méditer pour une minute, 
  vous voyez soudainement ses yeux regarder le 
  pentagramme, comme s’il fixait sur quelque chose au-
  delà. Quelques secondes plus tard, vous voyez ses yeux 
  ouvrir très grand et il vous regarde. 
  “Le voyez-vous? Voyez-vous le tunnel?” 
  *** 
  (Encounter Six: Give and Take p.32) 
  Mehmet se leva de sa position à genoux, enlevant le 
  symbole religieux de L’Homme sur la Montagne de son 
  cou. Murmurant une brève prière, il mit la main qui le 
  tenait devant lui et avança vers le pentagramme. En 
  premier sa main, puis son bras et le reste de son corps 
  passèrent au travers du pentagramme sans même 
  ralentir. 
  “Venez, suivez-moi…” 
  *** 
  (Encounter Six: Give and Take p.32) 
  L’odeur de souffre est la première sensation qui vous 
  atteint. De la fumée se trouve a flotter au plafond dans 
  le haut de ce tunnel sombre illuminé seulement par la 
  lueur du feu que vous percevez à l’autre bout. La 
  chaleur commence à gagner en intensité alors que vous 
  approchez de la fin. Mehmet, encore en pleine 
  concentration, vous dit que le corridor semble s’étirer 
  jusqu’à un mille de distance. 
  *** 
  (Encounter Six: Give and Take p.32) 
  Le feu que vous avez originalement perçu est en fait 
  une paire de solides portes en bois d’une dimension de 
  10 pieds de largeur par 30 pieds de hauteur qui brûlent. 
  Malgré la chaleur intense générée par les flammes, les 
  portes de bois, renforcées de métal, ne sont jamais 
  complètement consumées, continuellement rejetant de 
  la fumée noire dans la partie plus élevée du corridor. 
  Toutefois, cette distraction n’est rien comparée aux 
  créatures, très probablement des démons, qui se 
  tiennent devant les portes, souriant calmement alors 
  que vous approchez. 
  *** 
  (Encounter Six: Give and Take p.33) 
  “Au-delà de ces portes se trouve votre chemin.” 
  *** 
  (Encounter Six: Give and Take p.33) 
  “Rendez toutes injures données avant de passer au-delà 
  de ces portes vivants.” 
  *** 
  (Encounter Six: Give and Take p.33) 
  “Pour continuer votre Voie, acceptez ce que nous vous 
  donnons.” 
  *** 
  (Encounter Six: Give and Take p.33) 
  “À mon avis, nous n’avons qu’une seule chance de faire 
  cela de la bonne façon et toutes les autres options vont 
  nous mener à notre perte. Je ne veux pas prendre cette 
  décision seul et vous mettre tous en danger… On 
  devrait arriver à un commun accord avant de faire quoi 
  que ce soit.” 
  *** 
  (Encounter Six: Congratulations p.34) 
  TUS7-03 Faithfully Correct 
   
  Page 65 
  
  “Mes jeunes amis, c’est une immense joie de vous 
  revoir ici avec nous et non dans ce terrible endroit dans 
  la caverne. Pendant que vous étiez partis, j’ai continué 
  ma discussion avec Odd-Eye à propos du futur et ce 
  que nous devrions faire et voilà quelles ont été nos 
  résultats.” 
  “Premièrement, Kahzaa Al’Ahron et les autres 
  membres du clergé d’Azor’alq vont recevoir asile ici 
  pour le temps qu’ils veulent. Le monastère a beaucoup 
  de chambres libres et assez de ressources agricoles pour 
  répondre à leurs besoins pendant que les plans vont 
  s’échafauder en vue d’interagir avec le gouvernement 
  tusman. Odd-Eye est même prêt à sortir de son 
  hermitage et de recommencer à vivre parmi nous!” 
  “Deuxièment, je vais vous accompagner sur le chemin 
  du retour jusqu’à Apocalypse afin de ramener moi-
  même ici le clergé.” 
  “Troisièment, Odd-Eye a vu en vous tous le potentiel 
  d’apprendre ce qu’il a à enseigner. Et pour ceux qui le 
  désirent, si vous voulez rester ici pour un moment ou 
  revenir un jour ou l’autre, il commencera à vous 
  enseigner ce que nous avons appris là-bas dans 
  l’Extrème-Occident à propos des anciens arts martiaux 
  de l’Empire Bakluni.” 
  “Et quatrièment, mais non le moindre, je veux vous 
  donner l’opportunité de vous battre à mes côtés pour le 
  bon droit et la vertu et de bénéficier de ce que je peux 
  vous enseigner. Si vous voulez bien rester ici avec moi 
  au Monastère des Piliers des Fidèles et vous convertir 
  aux enseignements du Banisseur des Ténèbres, je vais 
  vous vous montrer la voie des Espions de l’Ombre et 
  des Terrasseurs de l’Ombre, des outils utiles contre les 
  Ténèbres.” 
  *** 
  (Encounter Six: Congratulations p.34) 
  “Munthir, toutes ces offres sont extraordinaires et je 
  pense rester ici, étudier avec vous et Odd-Eye et aider 
  le clergé à s’installer ici. Il y a beaucoup de travail à 
  faire. À vous mes bons amis, voici la compensation 
  pour la mission que vous avez entreprise à mes côtés. Je 
  ne vais pas me joindre à vous dans votre retour. Je vais 
  certainement prier que nous nous rencontrions de 
  nouveau sous des cieux cléments et la Bénédiction du 
  Fils de la Lumière. J’espère sincèrement que vous allez 
  nous rejoindre dans le combat pour le bon droit et la 
  vertu contre l’injustice qui a été commise contre nous.” 
  Mehmet vous remet une bourse plus grosse que ce que 
  vous aviez espéré et un étui à parchemin, contenant 
  une lettre. 
  “Je sais qu’il y a plus que ce que je vous avais promis, 
  mais nous avons découvert tellement plus que ce que 
  nous cherchions. Il y a aussi une lettre pour ma famille 
  expliquant que je suis sauf, en sécurité et entre de très 
  bonnes mains.” 
  *** 
  (Encounter Six: Congratualtions p.35) 
  “Beaucoup vous avez appris, beaucoup plus vous avez 
  encore pour que votre Destin, vous atteigniez, ou qu’à 
  votre Sort vous succombiez. Pour ceux qui vont voir 
  leur mémoire disparaître, vous avoir rencontré sous 
  d’autres circonstances, j’aurais voulu, et peut-être nous 
  allons, Istus le voulant. Pour ceux qui vont se rappeller, 
  les eaux de la société des humains naviguer avec 
  caution, car le requin qui vous dévore quiconque peut 
  être. N’oubliez pas qu’un prix il y a payer pour toute 
  trahison que vous accomplissez et que, espérons-le, 
  capable de vivre avec les conséquences vous soyez.”  
  Alors que vous vous dirigez hors de la vallée et quittez 
  le Monastère avec Munthir en direction d’Apocalypse, 
  vous voyez le vieil elfe et le jeune Mehmet entrant un 
  des piliers. 
   
  (Conclusion: Reported information to interested 
  parties p.37) 
  Le retour à Sefmur a été une route solitaire, même 
  entouré de vos compagnons, car peu fut dit après que la 
  décision de révéler le lieu où se trouvait le Monastère 
  des Piliers des Fidèles or les déplacements du clergé 
  renégat d’Azor’alq. 
  Vous avez laissé Munthir avec une solide embrassade à 
  Apocalypse, allant même voir le Grand Mufti pour 
  ravoir une dernière bénédiction avant de partir sans 
  arrière-pensée car votre décision n’était pas prise à ce 
  moment. Cependant, quittant cette endroit saint et 
  retournant dans le monde normal où de telles 
  considération spirituelles sont surtout un arrière-plan à 
  la dure réalité, vous réalisez que vous avez encore une 
  palce dans le monde à protéger et une longue vie 
  fructueuse que vous voulez désespérément avoir. 
  Et aisni, la trahison des Bons était plantée… 
  Elle grandit dans votre cœur tout au long de la rivière 
  surla Route des Pélerins vers Sefmur et il fut décidé 
  alors que le bien de quelques uns serait mieux que le 
  plus grand bien de tous.  
  Vous avez balancé ses conséquences dans votre tête et 
  dans votre cœur, en avez parlé avec vos compagnons, 
  TUS7-03 Faithfully Correct 
   
  Page 66 
  
  plantant l’idée dans les cœurs des autres et vous l’avez 
  finalement fait… 
  Vous avez révélé ce que vous saviez, filant de nouvelles 
  trames dans le Dessein d’Istus et créant des 
  conséquences. 
  Ce qu’elles seraient, vous commencez à le sentir 
  soupirant dans votre cou, et vous savez qu’il y en aura 
  plus qui viendront vous chercher, car telle est la 
  Volonté d’Istus. 
  Vous savez que dans la montagne, Mehmet dort 
  paisiblement ce soir, car il a pris un nouvel 
  embranchement dans sa route, trouvé un mentor et un 
  but, et il va devenir un grand homme… 
  Si les conséquences de vos actes ne le condamnent pas 
  lui et les autres au Monastère, vous emmenant plus 
  proche de votre Sort que de votre Destin. 
  *** 
  (Conclusion: Did not report information to interested 
  parties p.38) 
  Le retour à Sefmur a été mouvementé, même si les 
  conditions atmosphériques étaient excellentes, car de 
  nombreuses 
  discussions 
  houleuses 
  entre 
  vos 
  compagnons et vous se produisirent à propos de la 
  révélation de l’endroit où se trouve le Monastère des 
  Piliers de Fidèles ou les déplacements du clergé 
  renégat d’Azor’alq. 
  Vous avez laissé Munthir avec une solide embrassade à 
  Apocalypse, allant même voir le Grand Mufti pour 
  ravoir une dernière bénédiction avant de partir sans 
  arrière-pensée car votre décision n’était pas prise à ce 
  moment. Cependant, quittant cette endroit saint et 
  retournant dans le monde normal où de telles 
  considération spirituelles sont surtout un arrière-plan à 
  la dure réalité, vous réalisez que vous avez encore une 
  palce dans le monde à protéger et une longue vie 
  fructueuse que vous voulez désespérément avoir. 
  Vous saviez que vous aviez des obligations face à votre 
  employeur, vous saviez que vous aviez à revenir or de 
  ressentir, par la suite, les conséquences de vos actions. 
  Néanmoins, de telles pressions ne vous écartèrent pas 
  de votre décision lorsqu’elle fut prise. 
  Vous avez parlé de tout cela avec vos compagnons, 
  réalisant finalement que vous vous étiez tous fait 
  prendre dans ces jeux d’espions. Des discussions 
  houleuses s’élevèrent au dessus des feux de camp à 
  propos de qui était le “bon” employeur à qui remettre 
  toute cette information, et même s’il y avait quelque 
  moyen d’éviter les conséquences ou de les tromper 
  tous.  
  À la fin, vous avez pris votre décision et avez déterminé 
  qu’au moins votre employeur n’aurait pas la satisfaction 
  d’avoir l’information qu’il désirait tant et que vous étiez 
  prêt à vivre avec peu importe ce qu’il enverrait à vos 
  trousses.  
  Vous saviez que de ne pas rapporter ce que vous saviez 
  allait entraîner des conséquences, filant de nouvelles 
  trames dans le Dessein de votre vie de même que dans 
  celle des autres. 
  Ce qu’elles seraient, vous commencez à le sentir 
  soupirant dans votre cou, et vous savez qu’il y en aura 
  plus qui viendront vous chercher, car telle est la 
  Volonté d’Istus. 
  Vous savez que dans la montagne, Mehmet dort 
  paisiblement ce soir, car il a pris un nouvel 
  embranchement dans sa route, trouvé un mentor et un 
  but, et il va devenir un grand homme… 
  Et en acceptant les conséquences de vos actions, vous 
  avez probablement aidé d’autres, ainsi que vous-même, 
  à vous approcher un peu de leur Destin. 
  *** 
  (Conclusion: Never needed to report and did not do it 
  p.39) 
  La route de Sefmur a été une route tranquille pour 
  vous, mais non pour vos compagnons car quelques-uns 
  d’entre-eux ont proposé l’idée de révéler l’endroit où se 
  trouvait le Monastère des Piliers des Fidèles ou les 
  déplacement du clergé renégat d’Azor’alq. 
  Vous avez laissé Munthir avec une solide embrassade à 
  Apocalypse, allant même voir le Grand Mufti pour 
  ravoir une dernière bénédiction avant de partir sans 
  arrière-pensée car votre décision n’était pas prise à ce 
  moment. Cependant, quittant cette endroit saint et 
  retournant dans le monde normal où de telles 
  considération spirituelles sont surtout un arrière-plan à 
  la dure réalité, vous réalisez que vous avez encore une 
  palce dans le monde à protéger et une longue vie 
  fructueuse que vous voulez désespérément avoir. 
  Vous aviez senti tout au long du voyage un désagréable 
  sentiment à propos de vos compagnons qui vous 
  donnait l’impression qu’il avaient été obligés de 
  participer dans cette aventure. Vous avez été approché, 
  bien sûr, alors que vous étiez à Sefmur, mais vous ne 
  pensiez pas que ces organisations descendraient aussi 
  bas que de menacer des gens afin de leur soutirer leur 
  assistance dans le but d’avoir des informations  
  TUS7-03 Faithfully Correct 
   
  Page 67 
  
  Ils ont parlé de donner l’information à leurs 
  employeurs, essayant de déterminer lequel était le 
  moins grand des deux mals. Quelques-uns ont même 
  contemplé l’idée de partir et de ne jamais revenir à 
  Sefmur, “À l’Abysse tout cela!” 
  Vous étiez juste content de ne pas porter leurs 
  babouches 
  Vous avez pensé révéler volontairement l’information 
  en échange de futures considérations, mais vous en 
  avez fait autrement. Vous aviez vu Munthir, Odd-Eye, 
  Mehmet, le Grand Mufti et Kahzaa comme de bonnes 
  personnes combattant pour le bon droit et la vertu et 
  vous leur avez donné votre parole que leurs secrets 
  resteraient avec vous. Vous allez même peut-être 
  retourner leur dire bonjour uand vous allez repasser 
  dans le coin. 
  Pour vous, ne pas rapporter ces secrets ne va pas avoir 
  de 
  conséquences 
  directes 
  comme 
  pour 
  vos 
  compagnons et vous savez que cela, en lui-même, est 
  filer une trame dans le Dessein d’Istus. 
  La Volonté d’Istus a, par chance, passé sur vous sans 
  que vous aviez à vous prouver en en trahissant d’autres 
  et vous vous en sentez mieux à cause de cela.  
  Vous savez que dans la montagne, Mehmet dort 
  paisiblement ce soir, car il a pris un nouvel 
  embranchement dans sa route, trouvé un mentor et un 
  but, et il va devenir un grand homme… 
  Et que, en gardant le silence à propose de tout cela, 
  pour l’instant, vous avez probablement aidé d’autres, 
  ainsi que vous-même, à vous approcher un peu plus de 
  leur Destin. 
  TUS7-03 Faithfully Correct 
   
  Page 68 
  
  TUS7-03 Faithfully Correct 
   
  Page 69 
  Appendix Five: Solution to an Enigma 
  Again another prophecy by Perna al-Istus…The solution (EN) 
  There is nothing worse than letting a judge in the dark when you have an enigma. So here is the answer. The players 
  must get rid of all small letters within the words and keep the capitals. They need, after that, to count them and put 
  them side-by-side from left to right and top to bottom so they will have a perfect square. They will probably figure it out 
  by separating the capitals from the small letters and writing them on a separate sheet of paper. The first words of the 
  answer (the 2 sentences) will appear clearly but the rest will be gibberish until they figure out they have to count them 
  in order to place them in a perfect square. The first sentence starts with the letter “W” and it reads clockwise. The 
  second sentence starts with a “T” and it reads counter-clockwise. So it should appear like this:     
  W 
  A 
  L 
  K 
  T 
  O 
  W 
  A 
  R 
  E 
  O 
  F 
  H 
  E 
  A 
  R 
  T 
  D 
  R 
  A 
  T 
  Y 
  O 
  U 
  F 
  F 
  T 
  U 
  H 
  E 
  M 
  A 
  D 
  O 
  O 
  H 
  P 
  T 
  B 
  N 
  E 
  E 
  L 
  R 
  E 
  N 
  S 
  L 
  O 
  S 
  A 
  L 
  T 
  S 
  A 
  H 
  L 
  I 
  W 
  W 
  H 
  O 
  U 
  M 
  T 
  A 
  P 
  O 
  W 
  T 
  E 
  N 
  G 
  N 
  U 
  O 
  Y 
  E 
  S 
  I 
  R 
  Walk toward the sunrise young man, pure of heart, for the two paths that you follow will be made as one.  
  T 
  I 
  F 
  R 
  U 
  O 
  Y 
  D 
  N 
  A 
  H 
  R 
  I 
  W 
  K 
  E 
  E 
  S 
  O 
  S 
  E 
  S 
  S 
  O 
  B 
  A 
  N 
  I 
  T 
  P 
  J 
  T 
  D 
  D 
  H 
  P 
  R 
  A 
  E 
  E 
  O 
  D 
  O 
  E 
  O 
  S 
  Y 
  T 
  B 
  T 
  U 
  E 
  M 
  O 
  R 
  O 
  P 
  N 
  L 
  S 
  R 
  S 
  A 
  F 
  T 
  H 
  E 
  U 
  L 
  Y 
  N 
  T 
  T 
  T 
  H 
  E 
  M 
  O 
  I 
  N 
  E 
  I 
  N 
  A 
  T 
  I 
  O 
  N 
  W 
  A 
  Y 
  W 
  I 
  L 
  L 
  T 
  A 
  K 
  E 
  M 
  The journey will take many steps and your first destination will be to seek wisdom at the mountain abode of the 
  Pyrphoros. 
  
   Encore une autre prophétie de Perna al-Istus…La solution (FR) 
  Il n’y a rien de pire que de laisser un DM dans le noir lorsqu’il y a une énigme à résoudre. Alors voilà la réponse. Les 
  joueurs doivent se débarasser des minuscules dans les mots et garder les majuscules. Ils ont besoin, par la suite, de les 
  compter et de les mettre côte-à-côte de gauche à droite et de haut en bas pour qu’ils puissent former un carré parfait. Ils 
  vont probablement y arriver en les séparant et en les écrivant sur une feuille de papier. Les premiers mots vont 
  apparaître clairement mais le reste va être un imbroglio total jusqu’à ce qu’ils trouvent qu’il est possible de mettre toutes 
  les lettres dans un carré parfait (9X9 et 10X10). La première phrase commence par la lettre « V » et se lit dans le sens des 
  aiguilles d’une montre et la deuxième commence par un « L » et se lit dans le sens contraire. 
  V 
  A 
  V 
  E 
  R 
  S 
  L 
  E 
  S 
  U 
  C 
  O 
  E 
  U 
  R 
  P 
  U 
  O 
  A 
  E 
  R 
  S 
  O 
  U 
  T 
  R 
  L 
  E 
  I 
  S 
  E 
  R 
  O 
  U 
  C 
  E 
  M 
  T 
  E 
  U 
  N 
  N 
  M 
  A 
  I 
  M 
  N 
  N 
  U 
  Q 
  T 
  A 
  R 
  L 
  O 
  E 
  S 
  E 
  H 
  C 
  R 
  L 
  L 
  H 
  S 
  X 
  U 
  E 
  D 
  S 
  E 
  E 
  E 
  N 
  U 
  E 
  J 
  T 
  N 
  A 
  V 
  Va vers le soleil levant jeune homme au cœur pur car les deux sentiers où tu marches ne sera qu’un. 
  L 
  R 
  P 
  A 
  L 
  T 
  E 
  S 
  E 
  P 
  A 
  E 
  D 
  E 
  S 
  S 
  E 
  G 
  A 
  A 
  Q 
  M 
  U 
  I 
  S 
  E 
  R 
  A 
  S 
  T 
  U 
  I 
  P 
  D 
  N 
  G 
  A 
  S 
  A 
  E 
  E 
  E 
  Y 
  E 
  E 
  E 
  T 
  S 
  L 
  S 
  T 
  R 
  R 
  N 
  U 
  S 
  N 
  N 
  R 
  R 
  E 
  E 
  P 
  S 
  E 
  M 
  O 
  A 
  I 
  U 
  S 
  S 
  H 
  O 
  R 
  O 
  S 
  D 
  R 
  E 
  E 
  E 
  R 
  A 
  D 
  E 
  Q 
  U 
  E 
  I 
  F 
  E 
  R 
  A 
  E 
  N 
  P 
  L 
  U 
  S 
   
  La quête se fera en plusieurs étapes et la première sera de quérir la sagesse du pyrphoros dans sa résidence montagneuse. 
   
   
   
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  Appendix Six: The Unending Hajj 
  MU: Mullahs IS: Clerics of Istus EM:Emir BG: Bodyguards UL: Ullites S: Stranger 
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  Player Handout #1: Bad Side Royal Investigator (EN) 
  As you were waiting for what seemed like hours, tied to a chair with a sack on your head in what smelled like a rank, 
  hot, humid room, you felt a light approaching, as if somebody, or some people, entered the place. Your face was itching 
  from the contact of the cloth on your new wounds that swelled under your left eye. That guard had a nasty punch. You 
  felt that the blood had stopped trickling from your nose and probably from the other cuts as well. The ribs were giving 
  you pain, but nothing seemed to have been broken, a lot of bruises maybe, but nothing a cleric could not patch up with 
  a few prayers. You fell unconscious maybe a few hours ago… or was it minutes… but your senses were getting sharper 
  by the second now, fuelled by your fear and hopelessness of being tied up, at the mercy of the individual that was 
  approaching a chair from where you were sitting. 
  Somebody from behind you that you never heard coming, brusquely removed the hood that was covering your face. 
  Your eyes, slowly adapting to the new light in the room, fixed themselves on the person in front of you. The Royal 
  Investigator, for that was surely the function that he was occupying, was dressed in fine black clothing with gold 
  trimmed sleeves and a red symbol illustrating the Cup and the Talisman with an open eye superposed embroidered over 
  his heart. He was about a tall human of 40 to 45 years of age, a very short well trimmed black beard and a set of deep 
  black unblinking eyes. 
  “Hello there.” he said to you in a very cold controlled voice. “It seems that you just made your latest mistake in returning 
  to Sefmur. You adventurer-types are so gullible and predictable in your flimsy behavior. You think that because your 
  previous mistakes were done a while ago that you can fade into the background and work behind the scenes unnoticed 
  by your betters. But you should know better. You should know that nobody at the Royal Investigators Office forgets 
  anything and that we keep tabs on all of you thrill seekers. You get noticed in doing something stupid successfully, we 
  take note. You get approached by organizations to join their ranks because you have now notoriety, we take note. You 
  come in a number of tusman towns, throwing money around living in luxury while we know that you are just peasants 
  in disguise, you can make sure we take good note. You display fancy magics that we know you’ve gotten from outside of 
  the country, you can always make sure we keep our eyes on you. You think we don’t notice, but we do…. Yes indeed we 
  do.” 
  “But now you know it seems, since we are talking to each other, that we are not just watching you and that we have to 
  act when we see seditious activities going on around the capital. But today is your lucky day. Today I will make you an 
  offer that you cannot refuse. I will make you an offer so good that you will be thanking me for having THIS chance of 
  never seeing me again. The Office of the Royal Investigators is in need of you and a few of your other adventuring-type 
  friends to gather a little piece of information outside of these comforting walls of Sefmur. What I need from you is 
  simple: follow Mehmet bin-Khazzim, a deluded paladin and one of the heirs of House Khazzim of the Mouqollad 
  Consortium on a quest for the location of a forgotten monastery in the Yatils. Bring me back this information without 
  revealing it to anybody else and your slate should be wiped out clean. What I mean by that is that all previous offenses 
  and crimes against His Exalted Splendor’s government shall be amnestied and forgotten, your past as a rebel and 
  offender removed from our files, free to go back to a normal life and hopefully… to never meet me again. The Royal 
  Investigators’ Office will give you its favor on the condition of never divulging or having the other members of your 
  party divulge any details about the location of the monastery or anything there might be inside of it to ANY other 
  organization that might want it. Failure to do so would bring upon you the wrath of His Exalted Splendor’s government 
  and my personal enmity. Should you accept the mission, you are of course not to disclose your true motives behind the 
  help you will be providing to bin-Khazzim and you will be presenting yourself as a fellow adventurer that heard his call 
  for assistance at the destroyed temple of Azor’alq tomorrow morning. Others like you will be showing up but never talk 
  about your objective, because other groups might have wanted to infiltrate the bin-Khazzim party.” 
  “What says you?” asks your interrogator. 
  After giving it a final thought, you tell your answer to the Royal Investigator. He gets out of his robe a holy symbol of 
  the Cup and Talisman, utters a small prayer to Al’Akbar and puts his hand on your head. You start to recoil at the touch 
  but when he reaches it, you feel the beneficial energy that you’ve been accustomed to know as a cure spell. Your bruises 
  disappear very quickly and you feel rejuvenated and you hope that the mission will be over quickly. 
   
  
  Player Handout #1 (FR.): Le Mauvais Investigateur Royal (FR) 
  Vous attendiez pour ce qui a semblé être des heures, attaché à une chaise avec un sac de jute sur la tête dans une salle 
  chaude, humide et sentant le renfermé et vous avez senti une lumière approcher, comme si quelqu’un, ou plusieurs 
  personnes, étaient entrées dans la pièce. Votre face piquait à cause du contact du tissu râpeux sur vos nouvelles blessures 
  qui avaient enflées sous votre œil gauche. Ce garde avait tout un jab. Vous aviez senti que le sang avait arrêté de couler 
  de votre nez et probablement des autres coupures aussi. Vos côtes vous causaient quelques douleurs, mais rien ne 
  semblait être brisé, beaucoup de bleus, mais rien qu’un prêtre ne pourrait pas soigner avec quelques prières. Vous êtes 
  tombé inconscient il y a peut-être quelques heures… ou il y a quelques minutes… mais vos sens se réveillaient à 
  l’instant, carburés par votre peur et votre désespoir d’être attaché, à la merci de l’individu qui approchait une chaise d’où 
  vous étiez assis. 
  Quelqu’un en arrière de vous, que vous n’aviez jamais entendu s’approcher, retira brusquement le sac qui recouvrait 
  votre tête. Vos yeux, d’adaptant lentement à la nouvelle lumière dans la pièce, se fixèrent alors sur la personne en face de 
  vous. L’Investigateur Royal, car il c’est sûrement la fonction qu’il occupe, était habillé de robes d’office noires 
  d’excellente qualité avec des manches brodées d’or et un symbole de la Coupe et du Talisman rouge avec un œil ouvert 
  superposé brodé sur son cœur. Il était grand pour un humain, de 40 à 45 ans, avec une très courte barbe noires taillée 
  avec art et une paire d’yeux noirs qui ne semblaient jamais cligner. 
  “Salutations”, dit-il dans une voix très froide et contrôlée, « Il semble que vous venez juste de faire votre dernière erreur 
  en retournant à Sefmur. Vous, les aventuriers, êtes si manipulables et prévisibles dans vos actes ridicules. Vous pensez 
  que parce que vos autres erreurs ont été faites dans le passé, que vous pouvez vous évanouir dans la nature et travailler à 
  l’arrière plan sans être remarqués par vos supérieurs. Mais vous devriez le savoir maintenant. Vous devriez savoir que 
  personne dans le Bureau des Investigateurs Royaux n’oublie rien et que l’on garde un dossier ouvert sur chacun d’entre-
  vous, chercheurs de troubles. Vous vous faites remarquer en faisant bien quelque chose de stupide? On en prend note. 
  Vous vous faites approcher par des organisations pour rejoindre leurs rangs parce que vous êtes maintenant célèbres? 
  On en prend note. Vous venez dans des villes tusmanes, jetant de l’argent par les fenêtres en vivant dans le luxe alors 
  qu’on sait tous que vous êtes des paysans parvenus? Vous pouvez être sûrs qu’on en prend note. Vous montrez en public 
  vos magies exotiques que l’on sait que vous avez obtenues à l’extérieur du pays? Vous pouvez être certains que nous 
  gardons nos deux yeux sur vous. Vous pensez que nous ne remarquons pas ça, mais nous le faisons… »    
  « Mais maintenant vous savez, puisque nous discutons, que nous ne faisons pas seulement que vous regarder et que nous 
  devons agir quand nous voyons des activités séditieuses autour de la capitale. Et pourtant, aujourd’hui est votre journée 
  chanceuse. Aujourd’hui je vais vous faire une offre que vous ne pouvez pas refuser. Je vais vous faire une offre si 
  avantageuse que vous allez me remercier d’avoir cette chance de ne jamais me revoir. Le Bureau des Investigateurs 
  Royaux a besoin d’opérateurs indépendants comme vous et quelques autres de votre genre d’aventuriers pour récolter 
  quelques informations en dehors des solides murs de Sefmur.  Ce que j’ai besoin de votre part est simple : suivez 
  Mehmet bin-Khazzim, un petit paladin de rien du tout et un des héritiers de la Maison Khazzim du Consortium du 
  Mouqollad en quête du lieu où se trouverait un monastère oublié dans les Yatils. Ramenez-moi cette information sans la 
  révéler à quiconque et notre dossier à votre sujet sera détruit, prêt à repartir à zéro. Ce que je veux dire, c’est que tous 
  crimes et offenses contre le gouvernement de sa Splendeur Exaltée seront en amnistiés, votre passé comme rebelle et 
  criminel effacé, libre de retourner à une vie normale et… espérons-le… de ne jamais se rencontrer de nouveau. Le 
  Bureau des Investigateurs Royaux vous offrira sa faveur à la condition que ni vous, ni aucun de votre groupe ne révèle 
  jamais aucun détail à propos du lieu où se trouve le monastère ou ce qui pourrait se trouver à l’intérieur à AUCUNE 
  organisation qui pourrait la désirer. Ne pas réussir jetterait sur vous la colère du gouvernement de sa Splendeur Exaltée 
  et mon inimitié personnelle. Accepteriez-vous la mission que vous ne devriez pas révéler à votre groupe vos vraies 
  motivations derrière l’aide que vous allez apporter à bin-Khazzim et vous allez devoir vous présenter comme un 
  aventurier qui a entendu parler de son appel à l’aide au temple détruit d’Azor’alq demain matin. Qu’en dites-vous? », 
  demande votre interrogateur. 
  Après y avoir réfléchi, vous dites votre réponse à l’Investigateur Royal. Il sort alors de sa robe un symbole religieux 
  portant la Coupe et le Talisman, adresse une courte prière à Al’Akbar et mets sa main sur votre tête. Votre première 
  réaction est de reculer, mais lorsqu’il vous touche, vous sentez l’énergie bénéfique que vous êtes accoutumé à identifier 
  comme une prière de guérison. Vos blessures superficielles disparaissent très rapidement et vous vous sentez mieux, 
  espérant que cette mission finira bientôt.  
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  Player Handout #2: Good Side Royal Investigator (EN) 
  After having gone through the ordeal of answering those disagreeable questions at the gate of Sefmur, but not out of the 
  building yet, you see a young man in his late teens coming toward you. He wears a black robe with gold trimmed 
  sleeves and sports some kind of red insignia over his heart, shaped like the Cup and Talisman of Al’Akbar but with an 
  open eye superposed on top of it. 
  “Greetings.” He says, doing a small reverencious bow in front of you. “My name is Ishmet and I’m sent by Kabil al-
  Mullah of the Royal Investigator’s Office to greet you upon your arrival and invite you for a cup of kava with my 
  mentor. He has a very interesting proposition for you and would like to discuss it privately.” 
  Not knowing what to expect but still curious and still under scrutiny by the guards that did interrogate you 5 minutes 
  ago, you can hardly refuse such an offer. You follow your guide to the next building where he leads you to the second 
  story where a large covered terrace gives you a splendid view of the city and its wonderful spires and marvels. Your 
  guide excuses himself and tells you that he will be back shortly with his master. Refreshments and food have been put 
  to your disposal on the table, he said, and that his master would consider it an honor and a pleasure to partake into a 
  meal with you. Finding it pretty much impossible by virtue of the Four Feet of the Dragon to refuse such a delicate 
  invitation by such a gracious host, you find yourself being drawn to the table and feel your stomach, more than your 
  mind, make your decision. The food looks absolutely delicious and you are starving. The road to Sefmur has been long 
  and you were just longing to go back to civilization just for that kind of pleasure. 
  As you were looking for your first pick of baklava, a man in his early forties, wearing the same kind of robes than Ishmet 
  but of a much richer quality comes into the room. He is tall, probably you would say in his early forties, and sports a 
  short trimmed black beard and has very deep-set black eyes that seem impossible to blink. 
  “Welcome”, the man says, “to my humble abode. I am Kabil al-Mullah, Royal Investigator for His Exalted Splendor 
  Muammar Quaran. I must apologize for the way you have been treated on your way inside our magnificent city, but I’m 
  sure you can understand the reasons why we do such things. These rebels are still present in our midst and we must 
  root this ulcer out for it to never fester again. But look at me talking and talking and talking again… I’m pretty sure you 
  already know of our efforts here and are sided with the rightful ruler of Tusmit. I’ve put your name and description at 
  every gate of our city because I knew I would have an urgent need of your service upon your return. As you probably 
  know, the powers of the Royal Investigators are second only to the Pasha’s inside Tusmit, but still we have some need of 
  informants outside these walls and in the wilderness. It has come to our attention that an old monastery in the Yatils, 
  forgotten in the last centuries, was sought out for personal reasons by a young heir of House Khazzim of the Mouqollad 
  Consortium. This place is supposed to be inside our borders but is not included into any of our registries for settlements 
  and His Exalted Splendor’s government, as an outpost in the future, could use it. We thought that you might be 
  interested in this mission of a delicate nature for you would need to infiltrate the group of adventurers young Mehmet 
  bin-Khazzim is recruiting. He posted a lot of notes on many billboards throughout the city in search of companions to 
  join him in his “holy” quest so this should not be too much of a stretch for one such as yourself. Of course, all 
  information should be brought back to us directly so we may use it. There may be other groups interested in this matter 
  and they may infiltrate the group as well. His Exalted Splendor would be very well disposed towards you if you would 
  bring us back the location of this monastery and any other details that you could find on the way there. Of course, 
  remuneration is dependent on the fact that nobody else should receive this information beside us and any indiscretion, 
  by you or your party, would be punished accordingly.” 
  As you ponder the weight of the proposal and the very interesting rewards that such a service for the Pasha’s 
  government would do for you, your host looks at you with not a little bit of greed behind his eyes, knowing he just 
  made a very tempting and difficult to refuse offer. “I will let you think it over for the rest of the day”, he says, rising from 
  his chair, “ I must leave for now since I have other urgent matters to take care of before the sun sets. I suggest that you 
  go to your inn where I think my informants told me you were supposed to meet your previous employer to receive your 
  pay. Just make sure to make your decision known to us before noon tomorrow. We know that Mehmet bin-Khazzim has 
  set his meeting point near the former temple of Azor’alq for that time of the day.” 
  The man turns around and exits the terrace, leaving you to your thoughts and the fact that you must go to the Whirling 
  Sand Devils’ Inn to receive your pay. 
  
  Player Handout #2 (FR): Le Bon Investigateur Royal (FR) 
  Après avoir passé l’épreuve de répondre à toutes ces questions désagréables aux portes de Sefmur, mais pas encore sorti 
  de l’établissement, vous voyez un jeune homme à la fin de l’adolescence venant vers vous. Il porte une robe noire avec 
  des manches brodées d’or et un insigne rouge sur son cœur, de la forme de la Coupe et du Talisman d’Al’Akbar, mais 
  avec un œil ouvert superposé. « Salutations », dit-il, faisant une courte révérence à votre égard. « Mon nom est Ishmet et 
  je suis envoyé par Kabil al-Mullah du Bureau des Investigateurs Royaux pour vous saluer à votre arrivée et vous inviter 
  pour une tasse de kava avec mon mentor. Il a une proposition très intéressante à vous faire et souhaiterait en discuter en 
  privé. » Ne sachant pas à quoi vous attendre mais quand même curieux et encore observé par les gardes qui vous ont 
  interrogé il y a 5 minutes à peine, vous pouvez difficilement refuser cette offre. Vous suivez votre guide jusque dans 
  l’édifice voisin où il vous emmène au deuxième étage, sur une large terrasse ayant une vue splendide de la ville, de ses 
  coupoles et de ses merveilles. Votre guide s’excuse et vous dit qu’il va revenir dans quelques minutes avec son maître. 
  Des rafraîchissements et de la nourriture ont été mis à votre disposition sur la table, dit-il, et que son maître 
  considérerait un honneur et un plaisir de partager un repas avec vous. Vous trouvant dans l’impossibilité, en vertu des 
  Quatre Pieds du Dragon, de refuser une invitation si délicate faite par un hôte si gracieux, vous vous sentez attiré, 
  malgré vous, par la table et votre estomac plus que votre esprit prendre la décision. Les mets semblent absolument 
  délicieux et vous êtes affamés. La route vers Sefmur a été très longue et vous n’attendiez que le retour à la civilisation 
  pour en profiter de cette façon. Alors que vous étiez en plein dilemme pour choisir votre premier baklava, un home 
  début quarantaine, portant le même genre de robe qu’Ishmet, mais d’une qualité grandement supérieure, entre sur la 
  terrasse. Il est grand et porte une courte barbe noire taillée avec grand soin et a une paire yeux noirs profondément 
  enfoncés dans son visage qui ne semblent jamais cligner. 
  « Bienvenue », l’homme dit,  « dans mon humble demeure. Je suis Kabil al-Mullah, Investigateur Royal pour sa 
  Splendeur Exaltée Muammar Quaran. Je dois m’excuser pour la façon dont vous avez été traité alors que vous passiez les 
  portes de notre magnifique cité, mais je suis sûr que vous pouvez comprendre les raisons pourquoi nous faisons de telles 
  choses. Ces rebelles sont encore présents parmi nous et nous devons purger cet ulcer pour qu’il ne revienne plus jamais. 
  Mais regardez-moi parler et parler et parler encore… Je suis assez certain que vous connaissez nos efforts qui ont été fait 
  ici et que vous êtes du côté du dirigeant légitime de Tusmit. J’ai mis votre nom et description à chaque porte de la ville 
  car je savais que j’aurais un urgent besoin de vos services à votre retour. Comme vous le savez probablement, les 
  pouvoirs temporels des Investigateurs Royaux sont deuxièmes derrière ceux du Pasha à l’intérieur du pays, mais encore 
  il arrive que nous ayons besoin d’informateurs hors des murs et dans la campagne tusmane. Il est venu à notre attention 
  qu’un très vieux monastère dans les Yatils, oublié dans les derniers siècles, était recherché pour des raisons personnelles 
  par le jeune héritier de la Maison Khazzim du Consortium du Mouqollad. Ce lieu est supposé être à l’intérieur de nos 
  frontières, mais n’est pas inclus dans aucun de nos registres des communautés en existence, et il pourrait être utilisé par 
  le gouvernement de sa Splendeur Exaltée comme poste avancé dans le futur. Nous croyons que vous pourriez être 
  intéressé par cette mission délicate car vous auriez à vous infiltrer dans le groupe d’aventuriers que le jeune Mehmet 
  bin-Khazzim recrute. Il a mis beaucoup d’annonces à travers la ville à la recherche de compagnons pour l’aider dans sa  
  «quête sacrée » alors ceci ne devrait pas être trop difficile  pour une personne comme vous. Bien sûr, toute information 
  devrait nous être rapportée directement et à nous seul. Il se pourrait fort bien qu’il y ait d’autres groupes intéressés et ils 
  pourraient infiltrer le groupe aussi. Sa Splendeur Exaltée serait très bien disposée à votre égard si vous nous rapportiez 
  le lieu où se trouve le monastère et tous autres détails que vous pourriez trouver en vous rendant là-bas. Bien sûr, la 
  rémunération serait dépendante du fait que personne d’autre ne devrait recevoir cette information mis à part nous et 
  que toute indiscrétion, de votre part ou de votre groupe, serait punie sévèrement. » 
  Pesant le pour et le contre de cette proposition et de la très intéressante récompense que le gouvernement du Pasha 
  donnerait pour un tel service, votre hôte vous regarde de façon intéressée, sachant très bien qu’il vient de vous faire offre 
  tentante très difficile à refuser. « Je vais vous laisser y penser le reste de la journée », dit-il, se levant de sa chaise, « Je dois 
  m’absenter pour l’instant puisque j’ai d’autres urgences à régler avant que le soleil ne se couche. Je vous suggère de vous 
  rendre à votre auberge où mes informateurs m’ont dit que vous deviez rejoindre votre précédent employeur pour 
  recevoir votre paie. Juste soyez sûr de rendre votre décision avant midi demain. Nous savons que Mehmet bin-Khazzim 
  a donné son rendez-vous près de l’ancien temple d’Azor’alq à cette heure. » 
  L’homme se tourne et sort de la terrasse, vous laissant à vos pensées et devant le fait que vous devez aller au Whirling 
  Sand Devil pour recevoir votre paie. 
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  Player Handout #3: Lapa’s Offer 
  “As you know me or who I’m working for, which you may or may not really know, I’m here to make you some kind of 
  business proposition. And as such, there is the offer part, and the demand part. As it is, my sweet boss’s demand 
  something and I’ve been tasked to talk to those who could offer that same something. Now, that is not too complicated 
  for me to do. We’ve met, you know my name, you even paid me a drink…. oh no… that’s true, not yet… but you will in 
  a minute because what my bosses offer for your demands in exchange for what YOU can offer for our demands will 
  probably be a very good deal for you in any case, more than probably you would think at first looking at what we 
  demand for what you can offer. Dig it? ” 
  She turns the chair around, makes herself more comfortable and puts her booted feet up on the table in what seems to 
  be a very cozy posture. 
  “What I offer you can be a loooooooooooooot of stuff, but mostly help when offers for your head are a little too high for 
  your demands that it should be kept on your shoulders. My bosses are also ready to compensate a few expenses for your 
  trip for it is a trip that we demand you to do and for which you will offer report. Also, we are ready to offer you our 
  thanks, which is a lot in this unsavory world we live in, if our demands are expressively met with utmost diligence and 
  care from your part.  The thing is, care is what you must offer the most for our demands to be satisfied because without 
  that TLC, the offer to send you on this little errand will not respond at all to our demands and even more, might 
  completely reverse the situation for you. For if this care should turn into carelessness, and by “care” I absolutely mean 
  discretion, discretion and more discretion, the offer will no longer stand and on top of that, other offers would 
  effectively be coming to existence to have bigger offers on your head that you could possibly want to comfortably live 
  with.” 
  In a swift and very graceful gesture, her booted feet get off the table and to the ground and she sits straight, coming 
  closer to your face as if to press a point. 
  “So you see… the idea of offer and demand is simple: We demand you to go where we tell you with whom we tell you 
  and you offer to report to us, and only too us, what you found and where you did find it. Don’t ever think to double-
  cross us by offering to other people what we demand to exclusively come to us. The importance behind all that is that 
  we MUST be sole possessor of this offering so that we might demand a lot more than what we will offer you to get us 
  what we demand. Dig it? The idea behind that is that you are not enabled in anyway to negotiate for us the matters of 
  offer and demand with other interested parties that might have a lot of resources we might demand for what we can 
  offer. Now, like they say, if you can’t take the heat, don’t go conjuring fire elementals, so before we continue this 
  interesting discussion, I need to know if you can offer what we demand and in the way we demand it or if this is too 
  much for you.” 
  She leans back once more in her chair, never leaving her gaze off of you. 
  “Well you know that time passing is opportunities lost. You have to give me an answer right now or I will leave this fine 
  establishment with you never knowing what we demanded. What do you say?” 
  You think it over and finally you offer your answer. 
  
  Player’s Handout #3 (FR): L’Offre de Lapa 
  « Tu me connais ou tu connais pour qui je bosse, ou peut-être tu l’sais pas vraiment, je suis ici pour te faire une genre de 
  proposition d’affaire. Et dans ces choses-là, eh bien il y a l’offre, et il y a la demande. Comme c’est là, mes ti-patrons 
  d’amour demandent quelque chose et il m’ont donné la job de parler à ceux qui peuvent l’offrir. Là, c’est pas quelque 
  chose de compliqué à faire pour moi. On se rencontre, tu connais mon nom, tu m’as même payé un verre… naon… c’est 
  vrai, pas encore… mais tu vas l’faire dans 2 minutes parce que ce que mes boss offrent pour tes demandes en échange de 
  ce que tu peux offrir pour leurs demandes va probablement être un très bon deal pour toi anyway, plus que ce que tu 
  peux probablement penser d’un coup regardant ce qu’on demande pour ce que tu offres. Tu catches? » 
  Elle retourne sa chaise pour se rasseoir avec le dossier dans le bon sens, s’installe plus à son aise et met ses pieds bottés 
  sur la table dans une position globale qui semble très confortable.   
  «Ce qu’on peut vous offrir peut être biiiiiiiiiiiiiiiiiiiiiiiiiiiin des affaires, mais plus de l’aide quand l’offre sur ta tête 
  devient un ti-peu trop grosse pour la demande que t’as de la garder en sécurité sur tes épaules. Mes boss sont aussi prêts 
  à compenser les quelques dépenses pour le voyagement car c’est un voyage qu’on te demande de faire et que pour lequel 
  tu vas offrir un rapport. Aussi, on est prêt à t’offrir nos remerciements, ce qui n’est pas rien dans le genre de monde 
  qu’on vit, si nos demandes sont satisfaites dans leur entièreté, avec diligence et avec beaucoup de soin et d’attention de ta 
  part. L’affaire c’est que, de l’attention est ce que tu dois offrir le plus pour que nos demandes soient satisfaites parce que, 
  sans la p’tite dose d’attention en extra, l’offre de t’envoyer faire cette tite commission ne va pas répondre pantoute à nos 
  demandes et même plus, pourrait complètement renverser la situation pour toi. Parce que si cette tite dose d’attention 
  vire en manque d’attention, et par « attention » je veux dire discrétion, discrétion et encore plus de discrétion, l’offre ne 
  sera plus valide et plus d’offres pourraient effectivement « poper », mais directement pour ta tête, que tu ne pourrais 
  vivre confortablement avec. » 
  Dans un mouvement rapide et très gracieux, elle enlève ses pieds bottés de la table et se remet droite sur sa chaise, se 
  rapprochant de votre visage comme pour mettre un accent sur ce qu’elle va dire. 
  « Alors tu vois… L’idée de l’offre et de la demande est simple : On te demande d’aller où on veut que tu ailles avec qui on 
  veut que tu ailles et tu nous offres de rapporter à nous, et seulement à nous, ce que tu as trouvé et où tu l’as trouvé. Ne 
  met pas dans ta tite tête de nous double-crosser en offrant à d’autre monde ce qu’on demande exclusivement pour nous 
  autres. L’importance derrière tout ça c’est qu’on DOIT être les seuls propriétaires de cette offre pour qu’on puisse 
  demander beaucoup plus que ce qu’on va t’offrir pour ce qu’on te demande. Tu catches? L’idée derrière ça c’est qu’on ne 
  te donne pas la permission en aucune manière de négocier pour nous les questions d’offres et de demandes avec d’autres 
  intéressés qui pourraient avoir beaucoup de ressources qu’on pourrait demander pour ce qu’on peut offrir. Là, comme ils 
  disent, si t’endures pas la chaleur, va pas conjurer des Fire Elementals. Alors avant qu’on continue cette intéressante 
  discussion, j’ai besoin de savoir si tu peux offrir ce qu’on demande, de la manière qu’on le demande ou si c’est trop hot 
  pour toi. » 
  Elle se penche de nouveau par en arrière sur les deux pattes de sa chaise, sans jamais arrêter de vous regarder. 
  « En tout cas, tu sais que le temps qui passe c’est des opportunités manquées. Tu dois me donner une réponse right now 
  ou j’vais quitter ce charmant petit établissement sans que jamais tu saches ce qu’on demandait. Kessé t’en penses? » 
  En y repensant deux fois plutôt qu’une, vous vous rapprochez d’elle et vous lui donnez votre réponse. 
   
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  Player Handout #4 : Again another prophecy by Perna al−Istus…(EN) 
  On top of a fine looking velum, you see a note written in common with, below it, what seems like words with capital 
  and small letters, separated in what looks like 2 sentences or paragraphs. 
  “The spindle spins in a squared frame.” 
   
  WAh L’KaTOh WiARh ElO FisHE AlaRikT’D 
  RAj TaYOUF’FaT UrHEMA al’DOOH PariahT 
  BiN EjELdREi NarS ahLO SiALTeS  AHLIWat 
  WHO’Ur huMTA’r POWind TiENa GaNU 
  Or’YE SaIRi 
   
  TIF’RUh OriYeD’NAi aH’RIWa KElESinOS 
  ES’SOl 
  BANIT 
  irP’JaTriD 
  DaHPiRAnEE 
  Or’DiOnE Ol’SYbiT aBTUrEM OR’OPiNeLS 
  RhiSAF TaHir El’oULY NaTTiT HEr’MOlIN 
  Er’INA TImON’WAr YgWILLd TArKE’M 
   
   
   
   
   
   
   
   
  
  Player Handout #4 : Encore une autre prophétie de Perna al−Istus…(FR) 
   
  Sur du velum magnifiquement confectionné, vous voyez une courte phrase écrite en commun avec, en dessous, ce qu’il 
  semble être des mots avec des majuscules et des minuscules, séparés en ce qu’il paraît être 2 phrases ou paragraphes. 
   
  « Le fuseau tourne dans un cadre carré » 
   
  VAh’VE RiSaLE’S Ur COrEb UR’PUtOhl 
  AvER StOUTah RaL EInSt’ER OUrCEd 
  MeTE’UN NaMA’I MaNo’N Ur’Q’TARiL 
  Ol’ESEH CiRyL’La HaSeX’UtE DiSalE’E’EN 
  Ul’EJeT NiAVa 
   
   
  LaR’PAL 
  TESEPh 
  AgEDES 
  SElGA’A 
  Q’MUISE RiASTe’d Ur’IPeD N’GA SArrE 
  El’EYEv Er’ETeS LaS’T RaReN US’NiNeRh 
  REvEPh CEr’MOsAIrU SaSH’OR O’SiDRE 
  El’ERADE Q’UrEphI FEl’RA ENiPL’US
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  Player Handout #5 : Heated Discussion at the Unending Hajj (EN) 
  As you are taking account of the scene, you stumble upon this heated discussion between a vocal Paynim emir, backed 
  up by 4 bodyguards, and 5 mullahs. In the middle of it all, 3 women wearing the Shawls of Istus who are hopelessly 
  trying to calm things down but, as usual, nobody listens to the voice of Istus. 
  Emir: “What do you mean in telling me that my path is obsolete and it only leads me and my people to destruction? 
  Didn’t I just told you that we were prosper and that our tribe had never faired better in following the Way of the Hegira, 
  the way we TAUGHT Al’Akbar when he asked for succor and help?” 
  Mullah A: “Your old ways are prone to corruption by coming into contact with all other peoples on your meanderings 
  throughout the lands. Your ways have changed and you don’t even know it. You claim having taught all of this to 
  Al’Akbar, but that happened centuries ago and you have abased yourselves in accepting and forging foreign gods with 
  our gods together!” 
  Mullah B: “You even have merged Azor’alq with the cult of Pelor and made him the Sun God, which he is NOT! He’s a 
  hero-god, a servant of the Baklunish Pantheon and The Honorable Warrior, and your people made him a Sun God and 
  first among the Pantheon, which is the Oeridian way” 
  Mullah C: “You soon would have told us that Azor’alq was creator of Oerth if he we let you continue like this!!! This is 
  sacrilege and should be worthy of Anathema!!!” 
  Mullah A: “You have no business going to the Grand Mufti for counsel and guidance for you have left the flock a long 
  time ago. Whatever kinship you had with the remainders of the Baklunish Empire is long gone and you are not 
  welcomed at holy sites!” 
  Emir: “Our ways are the Old Ways and the Good Ways. Al’Akbar is a righteous and holy guide that was wise enough to 
  take guidance from us first. Azor’alq is the Banisher of Darkness and the Light of Day, the Holy Crescent that 
  illuminates his enemies in Darkness and the Holy Sphere that guides us through the day. Al’Akbar was the Holiest of 
  the Worshippers of the Old Gods. Never forget that! My tribe worship the Old Gods like our ancestors did, doing what 
  they did for centuries and like Al’Akbar did himself. What a better guide to do that than Him! We worship Azor’alq first 
  because that’s what we need to survive in the Land of Enemies.” 
  Cleric of Istus A: “Stop your bickering or you are all doomed to fail!!! Both of you are right and wrong!!! The Great 
  Darkness can only be purged by the Righteous in-tuned with his Destiny, but hubris will only show you your Fate.” 
  Cleric of Istus B: “The Great Darkness is on the Footsteps of Pride, pushing people further away on the Path of Doom. 
  Accept your differences, follow your heart, honor the Gods of the Baklunish and stop arguing your life away!” 
  Mullah C: “Shut up you Doomsayer! Your works have never been more than gibberish for the weak-minded, only to 
  scare children and elders! Get away from here where you have no Sanction to deal on spiritual matters.” 
  Emir: “Retract your words, Scum!! You should never speak like this to a Thread Weaver! No Sanction is ever needed for 
  a Priestess of Istus to speak! They have and will save us all!!!” 
  Mullah C: “Retract? Why would I retract words of Truth? Be gone from my face Heretic!” 
  Emir: “You will regret that on the edge of my scimitar!!!” 
  
  Player Handout #5 : Discusion effrénée au Unending Hajj (FR) 
  Alors que vous entrez et observez la scène, vous tombez sur une discussion endiablée entre un emir paynim emporté, 
  soutenu par 4 gardes du corps, et 5 mullahs. Dans le centre de tout cela, 3 femmes portant le Châle d’Istus essayant sans 
  succès de calmer les choses, mais comme d’habitude, personne n’écoute la voix d’Istus. 
  Emir: “Que voulez-vous dire en tonitruant que ma voie est obsolète et qu’elle me mène ainsi que mon peuple à la 
  destruction? Ne vous aie-je pas dit que nous étions prospères et que notre tribu ne s’était jamais mieux portée en suivant 
  la Voie de l’Hégire, la Voie que NOUS avons enseignée à Al’Akbar quand il nous a demandé aide et assistance?” 
  Mullah A: “Vos voies anciennes sont prédisposées à la corruption en entrant en contact avec les autres peuples lors de 
  vos errances à travers les landes. Vos voies ont changé et vous ne le savez même pas. Vous affirmez avoir enseigné tout 
  cela à Al’Akbar, mais c’est arrivé il y a des siècles et vous vous êtes abaissés à accepter et à forger des dieux étrangers avec 
  les nôtres! ” 
  Mullah B: “Vous avez même fondu Azor’alq avec le cult de Pélor et en avez fait un Dieu-Soleil, ce qu’il n’est pas! C’est un 
  héros divin, un serviteur du Panthéon Bakluni et Le Guerrier Honorable, et votre peuple en a fait un Dieu-Soleil et 
  premier entre tous les autres, comme les Oeridiens font!” 
  Mullah C: “Vous allez bientôt nous dire qu’Azor’alq est le créateur de Oerth si nous vous laissons faire!!! Ceci est un 
  sacrilège et devrait mériter l’Anathème!!!” 
  Mullah A: “Vous n’avez rien à faire à aller voir le Grand Mufti pour ses conseils et sa sagesse car vous avez quitté le 
  troupeau il y a très longtemps. Les liens que vous aviez avec le reste des héritiers de l’Empire Bakluni sont depuis 
  longtemps effacés et vous n’êtes pas les bienvenus dans les sites sacrés!”  
  Emir: “Nos coutumes sont les Anciennes Coutumes et les Bonnes Coutumes. Al’Akbar est un saint et vertueux guide qui 
  était assez sage pour venir chercher notre sagesse en premier. Azor’alq est le Banisseur des Ténèbres et la Lumière du 
  Jour, le Saint Croissant qui illumine ses ennemis dans les Ténèbres et la Sphère Céleste qui nous guide le jour. Al’Akbar 
  était le Plus Grand Bénit des Fidèles des Anciens Dieux. Ne l’oubliez jamais! Ma tribu vénère les Anciens Dieux comme 
  nos ancêtres l’ont fait, faisant ce qu’ils ont fait pendant des siècles et des siècles et comme Al’Akbar l’a fait lui-même. 
  Quel meilleur guide pour cela que Lui! Nous vénérons Azor’alq en prédominance parce que c’est ce que nous avons 
  besoin pour survivre dans le Territoire des Ennemis.” 
  Cleric of Istus A: “Arrêtez vos verbiages inutiles ou vous êtes tous condannés à fallir à la tâche!!! Vous êtes tous les deux 
  dans l’erreur et dans le bon droit!! La Grande Noirceur ne peut être purgée que par le Vertueux en symbiose avec son 
  Destin, mais l'hubris ne vous montrera que votre Sort.”   
  Cleric of Istus B: “La Grande Noirceur marche sur les Traces de l’Orgueil, poussant devant elle les peuples sur la Voie de 
  la Perdition. Acceptez vos différences, suivez votre cœur, vénérez les Dieux des Bakluni et arrêtez de gaspiller votre vie 
  en paroles futiles!” 
  Mullah C: “Tais-toi Oiseau de Malheur! Ce que tu fais n’a jamais été autre que des paroles sans queue ni tête qui 
  impressionnent les faibles d’esprit, seulement pour faire peur aux enfants et aux vieillards! Sors d’ici où tu n’as aucune 
  Sanction pour discuter d’affaires spirituelles.” 
  Emir: “Retire tes paroles, Mécréant!! On ne devrait jamais parler ainsi à une Fileuse de la Trame! Aucune Sanction n’a 
  jamais été nécessaire pour qu’une Prêteresse d’Istus parle! Elles nous ont déjà tous sauvés et vont le refaire encore!!!” 
  Mullah C: “Retirer mes paroles? Pourquoi retirerais-je des paroles de Vérité? Hors de ces lieux, Hérétique!!!” 
  Emir: “Tu vas regretter cela sur le fil de mon cimeterre!!!” 
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  Player Handout #6: Munthir’s Story 
  Munthir stands and look at you all, straightening his shoulders and taking a deep breath. You suddenly don’t seem to be 
  able to get a glimpse of the powerful leader of men this warrior has become. You only see the man, the warrior with a 
  long past, a fellow adventurer further down the path of life. He takes a long breath and starts to speak. 
  “Long before any of you was born, I’ve been a leader of men, the leader of the so-called “Host of Light”. But before that, I 
  was a simple adventurer, not much younger than young Mehmet here, with friends and allies and no cause to fight for. 
  I was a worshipper of the Son of Light and as such defended his principles that I took for my own. I also had no enemies 
  to fight other than the occasionnal monster that such a life throws in your path.” 
  “Wandering around, that’s what we did and we followed our friends in their own little quests as to not leave them alone 
  in the face of danger. When we were still very young in our adventuring career, we went west, beyond the fledgeling 
  sultanate of Zeif that was not then the power it is now. We ventured even further, amongst the remains of the extreme 
  colonies of the Baklunish Empire, for the benefit of my good friend Salah Muazir, a young wizard that would one day 
  become one of the most famous mages of the baklunish west. Him and a few others of our group were looking for 
  knowledge, my warrior friends and I were looking for adventure and fun, but we found more… We found a mentor.” 
  “I will not go into the details of this wonderful period of my existence, for that is for another day, but let’s just say that I 
  received teaching in the ancient martial arts of the Baklunish Empire. My master was, against all prejudice, a very old 
  and wise goblin that was able to defeat us all many times over the 3 years we spent there. Alas… He was old and he 
  knew he was the last possessor of the secret techniques in a long line of students and masters and that nobody had 
  seemed worthy of taking the mantle of master.” 
  “My very good friend Qurell, an elf from the Sorrow Woods, had become very close to our master and he was a gifted 
  student, catching on at an extremely rapid rate and almost intuitively what he was showing us. He even made the 
  supreme compliment one student can make to a master by not only defeating him, but surpassing him in inventing new 
  techniques. That is to say, my friend Qurell was the finest warrior I ever knew and the best friend one could have.” 
  “After our old master died of old age, we were all ready to go back here in Tusmit. Our friends the wizards had learned 
  what they had to and we all had become better persons because of that trip. Qurell was saddened as elves are when a 
  good life passes away but he had gained more than just training when we left. He had got himself a vocation.” 
  “Returning to Tusmit, we found it in turmoil. Undeads were sprouting up from everywhere and Ur-Flan bases with 
  unspeakable monsters were discovered and the beasts set free amongst other things. It was a time of Darkness but it 
  only is in Darkness that Light can show it’s mighty power and heroes were needed badly. By happenstance, we became 
  what was needed of us and I became the leader of this “Host of Light” that finally repulsed the last waves of Darkness to 
  the shadow where they came from.” 
  “For years we fought and my group of friends lost very few of our numbers and gained a few more; I even got married to 
  my beautiful Sala, one of those additions to the group. My friend Qurell continued to fight with us, continuing our 
  training in the ancient martial arts when we could, but mostly he continued training on his own, wanting to reach 
  perfection of Form and Substance.” 
  “ At one point in the war against the Darkness, we finally tracked one of their main hideouts in the Yatils, maybe a 
  tenday from here due north and we arrived at one of their fortresses. There were huge pillars 500-feet high that were 
  sprouting up from the ground of a hidden valley between the mountains. We went in and destroyed their forces with 
  just our little party of adventurers and we found out that the pillars were actually a very ancient structure even back in 
  the day. Network of bridges between the pillars and networks of tunnels below them were explored by us and finally, 
  once it was purged of all the evil that we pursued there, Qurell suggested that we keep it for ourselves so that he might 
  rededicate it as a training ground.” 
  “We’ve found out different things in the structure, and traces of the old order of monks that used to be there that 
  probably invented the ritual that Mehmet wants to pursue. The location is probably still there, still hidden, and 
  hopefully it could be used as a refuge for the clergy of Azor’alq.”  
  “We used to name it the “Pillars of the Faithful.”” 
  
  Player Handout #6 : L’Histoire de Munthir (FR) 
  Munthir se leva et regarda tous présents, redressant ses épaules. Soudainement, vous ne semblez plus être en mesure de 
  voir le puissant Chef de Guerre que ce guerrier est devenu. Vous ne voyez que l’homme, le guerrier avec un lourd passé, 
  un compagnon d’aventure plus avancé dans sa Voie. Il prit une longue inspiration et commença à parler.  
  “Il y a longtemps, avant même qu’aucun de vous ne soit né, j’ai été un meneur d’hommes, le chef de ce qu’on appelait 
  l’«Ost de Lumière ». Mais avant cela, j’étais un simple aventurier, pas tellement plus jeune que Mehmet ici présent, avec 
  des amis et alliés et aucune cause à défendre. J’étais un vénérateur du Fils de la Lumière et je défendais ces principes que 
  j’avais faits miens. Je n’avais aussi aucun ennemi à combattre autre que l’occasionel monstre qu’une vie tel que celle que 
  j’ai choisie nous met dans notre chemin. Errer, c’est ce que nous avons fait et nous avons suivi nos amis dans leurs 
  propres petites quêtes afin de ne pas les laisser seuls face au danger. Quand nous étions très jeunes dans nos carrières 
  d’aventurier, nous sommes partis vers l’Ouest, au-delà du tout nouveau Sultanat de Zeif qui n’était pas, à ce moment, la 
  puissance qu’il est maintenant. Nous nous sommes même aventurés plus loin, vers les extrêmes colonies de l’ancien 
  Empire Bakluni, pour le bénéfice de mon bon ami Salah Muazir, un jeune mage qui allait un jour devenir un des plus 
  fameux de l’occident baklunien. Lui et quelques-uns de notre groupe recherchaient le savoir, mes amis guerriers et moi-
  même recherchions l’aventure et le plaisir, mais nous avons trouvé tellement plus… Nous avons trouvé un mentor. ” 
  “Je n’irai pas dans les détails de cette merveilleuse période de mon existence, car ce récit est pour un autre jour, mais 
  disons seulement que j’ai reçu un entraînement dans les anciens arts martiaux de L’Empire Bakluni. Mon maître était, 
  envers et contre tout préjudice, un très vieux et très sage gobelin qui a été capable de tous nous battre maintes fois 
  durant les 3 ans que nous avons passés là-bas. Hélas… Il était vieux et il savait qu’il était le dernier possesseur des 
  techniques secrètes dans une longue lignée de maîtres et de disciples et que personne n’avait semblé digne de prendre le 
  titre de maître. Mon très bon ami Qurell, un elfe des Sorrow Woods, était devenu très proche de notre maître et il était 
  alors un élève très doué, apprenant à un rythme effréné et presque intuitivement ce qui nous était montré. Il a même 
  fait le compliment suprême qu’un élève peut faire à son maître non seulement en le battant, mais en le surpassant en 
  inventant de nouvelles techniques. Ce qui vient à dire que mon ami Qurell était le fin guerrier que je n’ai jamais connu 
  et le meilleur ami qu’un homme puisse avoir. Après la mort de notre maître, nous étions tous prêts à revenir ici à Tusmit. 
  Nos amis les mages avaient appris ce qu’il y avait à apprendre là-bas et nous étions tous devenus meilleur à cause de ce 
  voyage. Qurell était attristé comme les elfes le sont quand une bonne vie s’éteint, mais il a plus gagné que seulement de 
  l’entraînement. Il s’est trouvé une vocation. ” 
  “Retournant à Tusmit, nous l’avons trouvé en état de crise. Des morts-vivants sortaient de partout et des bases Ur-Flan 
  avec des monstres innommables furent découvertes et les bêtes relachées parmi la population. C’était un temps de 
  Ténèbres, mais c’est seulement sous les Ténèbres que la Lumière peut montrer pleinement son pouvoir et de héros il y 
  avait un grand manque. Par les circonstances, nous sommes devenus ce qui était requis de nous et je suis devenu le 
  général de cette «Ost de Lumière» qui a finalement repoussé les dernières vagues de Ténèbres vers les ombres d’où elles 
  étaient sorties. Pendant des années nous nous sommes battus et mon groupe d’amis a perdu très peu de membres et en a 
  gagné quelques uns; je me suis même marié à ma belle Sala, une des additions à notre groupe. Mon ami Qurell a 
  continué à se battre à nos côtés, continuant notre entraînement dans les anciens arts martiaux quand nous le pouvions, 
  mais surtout il continua à s’entraîner seul, voulant atteindre la perfection de la Forme et de la Substance. À un moment 
  donné dans la guerre contre les Ténèbres, nous avons finalement découvert une de leurs bases secrètes dans les Yatils, 
  peut-être à dix jours de marche d’ici vers le nord, et nous sommes arrivés à leur forteresse. Il y avait d’immenses pilliers 
  de 500 pieds de hauteur qui sortaient du sol de cette vallée secrète cachée dans les montagnes. Nous l’avons attaquée et 
  nous avons défait leurs forces avec seulement notre petit groupe d’aventuriers et nous avons découvert que les piliers 
  étaient en fait une très ancienne structure même à cette époque. Un réseau de ponts entre les piliers et un réseau de 
  tunnels en dessous ont été ensuite explorés par nous et finalement, une fois purgé de tout le Mal qui y résidait, Qurell a 
  suggéré que nous le gardions pour nous et que nous le reconsacrions en lieu d’entraînement. Nous avons découvert 
  différentes choses dans la structure, et des traces de l’ancien ordre de moines qui y résidait et qui avait probablement 
  inventé le rituel que Mehmet veut poursuivre. Le lieu est probablement encore là, encore caché, et espérons qu’il 
  pourrait encore servir comme refuge pour le clergé d’Azor’alq. ” 
  “On l’appelait alors les «Piliers des Fidèles» ” 
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  Player Handout #7: The Ritual of the Kat’Habâsis (EN) 
  “Now listen and listen to me good young ones”, said Odd-Eye, “for repeat I shall not. Kat’Habâsis is the name of the 
  ritual you are looking for. From the Ancient Baklunish language, it is descended, and “Descent into Hell” it means 
  today.  In an hour, lead you I shall to the depths of the Pillars, where the earth they meet and beyond, for there it is 
  where your Fate or your Destiny will lie.” 
  “Now, both through it, Munthir and I went in our times, when known it was to the outside world, but no longer such 
  enlightment is desired and for the last century nobody tried to. Give to you all the secrets, we cannot, but advice we do 
  have and useful it will be.” 
  “For unity in your path, you are searching, yet doubt remains and doubt down there you will find. Always to paladins 
  and monks, “don’t stray” we say, and such you shall not do on the Path Below. Tempted to go back, you will be because 
  you cannot see, but return you cannot until you do. The End of the Ritual is it’s beginning for back to a path previously 
  taken you will now be able to.” 
  “Give, in all manner, what you receive but of the tricks the Abyss beware.” 
  Odd-Eye, looking a little bit tired, stops talking and looks at you all. 
  “For those who accompany Mehmet, the same the results will be. Act as one, you have to, and together without 
  wavering, you must decide what to do or all will have lost their way beyond this plane.” 
  “What you will go through will be challenging,” said Munthir, “but you may need some extra help. Everybody I have 
  seen proceed with the ritual was able to bring his possessions and even was given some weapons of Cold Iron that are 
  still here in the Armory. There you shall find anything that you need. Healing, down there will not work as efficiently 
  as it does here and the heat will be very intense and full of smoke. Also, it is a Domain of Evil where no humanoid 
  should go.” 
  “You might wander for a few hours or a few days there before reaching the end and you might not return. This Gateway 
  to the Abyss that you will go through has been there since the days before the Kas’Tashi Covenant and probably has 
  been there since before the Twin Cataclysms. Built by way more enlightened hermits that we could ever hope to be, it 
  has stayed stable, but there is a dark twist to it all. It seems that the devils from the Abyss have made a deal they are still 
  respecting after all these years. If you fail their test and they win, they will be able to breach the Gate and come to the 
  Material Plane unhindered.”  
  
  Player Handout #7 : Le Rituel de Kat’Habâsis (FR) 
  “Maintenant écoutez et écoutez-moi bien jeunes gens”, dit Odd-Eye, “car répéter, je ne ferai pas. Kat’Habâsis est le nom 
  du rituel que vous cherchez. De l’Ancien Baklunien, il est descendu, et “Descente en Enfer” est sa signification 
  aujourd’hui. Dans une heure, vous mener dans les profondeurs des Piliers je ferai, où la terre ils rencontrent et plus loin, 
  où votre Destin ou votre Sort vous attend. ” 
  “Maintenant, tous deux au travers, Munthir et moi étions allés dans notre temps, quand connut il était aux yeux du 
  monde extérieur, mais plus maintenant cette illumination n’est recherchée et, pendant le dernier siècle, personne ne s’y 
  est essayé. Vous en donner tous les secrets, nous ne le pouvons, mes des conseils nous en avons et utiles ils seront.” 
  “Pour l’unité dans votre Voie, vous cherchez, mais le doute reste et le doute en bas vous trouverez. Toujours aux moines 
  et paladin, «ne vous écartez pas» nous disons, et comme tel sur la Voie Infernale vous ne le ferez pas. Tentés de 
  retourner, vous le serez car vous ne pourrez voir, mais retourner vous ne le pourrez tant que vous ne le pouvez pas. La 
  Fin du Rituel est son début car dans une Voie préalablement entreprise retourner vous allez être capable.” 
  “Donnez, en toute chose, ce que vous recevez, mais des ruses de l’Abysse faites attention.” 
  Odd-Eye, ayant l’air un peu épuisé, arrête de parler et vous regarde tous. 
  “Pour ceux qui Mehmet accompagneront, identiques seront les résultats. Agissez comme un seul être, vous devez, et 
  tous, sans flancher, devez décider ce que faire vous devez, ou hors de ce plan d’existence, tous seront perdus.” 
  “Ce que vous allez vivre sera un défi,” dit Munthir, “ et vous devriez avoir besoin d’aide. Tous ceux que j’ai vu passer au 
  travers du rituel ont emmené avec eux leurs possessions et même se sont fait prêter des armes de Fer Froid qui se 
  trouvent dans l’Armurerie. Vous devriez y retrouver tout ce que vous avez besoin. De la guérison, au-delà du Portail ne 
  fonctionnera pas aussi bien qu’ici et la chaleur devrait être très intense et remplie de fumée. Aussi, c’est un Domaine du 
  Mal où aucune personne ne devrait aller. ” 
  “Vous pourriez errer pour quelques heures ou quelques jours avant d’arriver au bout du chemin et vous pourriez ne pas 
  revenir. Ce Portail des Abysses où vous allez passer s’est tenu là depuis les jours avant l’Alliance Kas’Tashi et 
  probablement bien avant le Double Cataclysme. Bâti par des hermites beaucoup plus sages que nous ne pourrions jamais 
  n’espérer le devenir, il est resté stable, mais il y a un aspect malin à tout cela. Il semble que les démons de l’Abysse ont 
  contracté un arrangement qu’ils respectent encore après toutes ces années. Si vous échouez à leur test et qu’ils gagnent, 
  ils vont être en mesure de franchir le Portail et entrer dans le Plan Matériel sans problème.” 
  TUS7-03 Faithfully Correct 
   
  Page 85 
  
  TUS7-03 Faithfully Correct 
   
  Page 86 
  Critical Event Summary 
  Once you are all done with the damage to the PCs on their ARs, please give answers to those questions so that the next 
  installment in this serie is written according to the PCs choices. Take good note that the Vowbreaker award on the AR 
  is something that might be rewarded on any Tusmit regional adventure or metaregional adventure set in Tusmit if the 
  PC that has taken the Vow of Secrecy reveals the secrets implied in this adventure under any circumstances. 
  1- 
  Did the Royal Investigators get the information about the Alliance between the Grand Mufti and the Church of 
  Azor’alq? 
  _________________________________________________________ 
  2- 
  Did the Royal Investigators get the information about the location of the Pillars of the Faithful Monastery? 
  _________________________________________________________ 
  3- 
  Did the Royal Investigators get the information about the fact that the clergy of Azor’alq is residing now in the 
  Pillars of the Faithful Monastery? 
  _________________________________________________________ 
  4- 
  Did the Tears of the Marid get the information about the Alliance between the Grand Mufti and the Church of 
  Azor’alq? 
  _________________________________________________________ 
  5- 
  Did the Tears of the Marid get the information about the location of the Pillars of the Faithful Monastery? 
  _________________________________________________________ 
  6- 
  Did the Tears of the Marid get the information about the fact that the clergy of Azor’alq is residing now in the 
  Pillars of the Faithful Monastery? 
  _________________________________________________________ 
  7- 
  Did the Brotherhood of Basharat get the information about the location of the Pillars of the Faithful Monastery? 
  _________________________________________________________ 
  8- 
  Did the Brotherhood of Basharat get the information about the fact that the clergy of Azor’alq is residing now in 
  the Pillars of the Faithful Monastery? 
   
  _________________________________________________________ 
   
  Once you complied everything, please send the results to g0ld0@hotmail.com with the heading being  “Critical Event 
  Summary for TUS7-03”. 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/597/Normal Scenarios/TUS7-03 - Faithfully Correct (APL 2-8)/TUS7-03 - Faithfully Correct.pdf