TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
  Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
  under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  COR5-20 
   
  PHANTOMS ON BRIGHT 
  SANDS 
  A One-Round D&D ® Living Greyhawk™  
  Core Adventure 
  Version 1 
  by Tom Kee 
   
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
  Playtesters: Art Severance, Jocelyn Eisenhour, Brett Turney, Pat McGrath, Andrew Harasty, John Ruff 
   
   
  The legacy of Clan Highforge is once again sought. Dark forces move in the desert, searching for the knowledge to 
  reclaim the lost star metal. The lady Karistyne, fears that the metal is vital to Rary's dark schemes and needs brave 
  adventurers to thwart the Traitor's plans. An expedition for the brave of heart. A Core adventure for APLs 2-16 set in the 
  Bright Lands. Part Six of “Blight on Bright Sands.” 
   
   
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM. 
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your Living Greyhawk 
  character. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006. 
   
  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 books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. 
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a Living Greyhawk Adventure Record (AR). 
   
  LIVING GREYHAWK 
  LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  3. 
  Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 3 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  1. 
   
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Bright Desert.  Characters native to the Bright Desert pay 
  one Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the LIVING GREYHAWK Campaign Sourcebook. 
   
  SOURCE 
  ACKNOWLEDGEMENT 
  This adventure draws heavily on previously presented 
  background material originally presented in Star Cairns 
  and Crypt of Lyzandred the Mad by Sean Reynolds, and 
  Greyhawk Adventures by James Ward. 
   
  ADVENTURE 
  BACKGROUND 
  The Pits of Azak-Zil 
  In mid-Flocktime of CY 198, the people of the Great 
  Kingdom were astounded by a ball of fire that appeared 
  over the Oljatt Sea, passed over Sunndi, Idee, South 
  Province and Onnwal, and vanished somewhere beyond 
  the Sea of Gearnat. It was visible as far south as the 
  Olman Islands and as far north as Eastfair and Rel Mord, 
  and was cause for wonder and concern even in those 
  prosperous and confident times. Selvor the younger, after 
  careful extrapolation to its origin in the constellations, 
  declared the shooting star to signify “wealth, strife, and a 
  living death.” The pronouncement caused a panic in 
  certain of the larger cities, particularly Rauxes, where a 
  number of prominent nobles took the pronouncement to 
  be a signal for the end of the world, or at least of an era, 
  and created several disturbances. Accordingly, when after 
  several years the predicted events failed to make 
  themselves evident, Selvor was banished from his post 
  and from the court, and held by his colleagues as a 
  laughingstock. There matters were to lie for more than 
  300 years, while chaos enveloped the greater part of the 
  Flanaess and few had the time or patience to study the 
  work of a discredited astrologer. 
   
  It was in 514 that Jemrek Longsight, a dwarven sage 
  who as a child had been greatly impressed by the 
  phenomenon undertook a study entirely opposite to 
  Selvor’s; using records of the falling star’s flight she traced 
  it not back to its origin but downward to the Oerth. 
  Longsight’s calculations showed a landing along the 
  eastern edge of the Abbor-Alz, between the Bright Desert 
  and the Nesser River. On the basis of previous instances 
  of shooting stars and their tangible results, Longsight 
  predicted a great deposit of pure metals at the site: 
  certainly iron, and possibly gold and mithral as well. The 
  direction of Jemrek Longsight’s study has often been 
  sighted as evidence that dwarven habits of mind persist 
  even in those who choose the most undwarven 
  occupations. 
   
  Longsight’s announcements resulted in a flurry of 
  activity on the part of all the political interests in the 
  region. All over the Iron League there was a ferment of 
  alliance, mis-alliance, and reliance between the dwarven 
  clans and other groups preparing expeditions. The 
  Herzog of South Province sent forth a large group of 
  warriors and prospectors, reportedly with orders to return 
  with news of the deposit or not at all. The Principality of 
  Ulek took an interest, as did Almor, Nyrond, and the 
  Duchy of Urnst, and trading houses from the Wild Coast 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 4 
  and even Greyhawk and Dyvers. Even the rulers of the 
  Pomarj, then new to their power, sent an ill-prepared 
  company of orcs, goblins, and ogres. As these varied 
  forces converged on the area delineated by Longsight, 
  chilling tales of murder, treachery, and bloody massacre 
  began to make their way back to the outside world. Soon 
  the weaker forces turned back for lack of supplies or 
  manpower. The Pomarjis were slaughtered by a 
  temporary alliance of dwarfish interests. Nyrond and 
  Urnst were unexpectedly impeded by the inhabitants of 
  the Celadon, who did not desire such activity near their 
  lands. The Herzog’s troops disappeared into the Bright 
  Desert and were never seen again. All parties were 
  harassed by the natives of the Abbor-Alz, who as always 
  resented intrusion, and by the Sea Princes, who were 
  attracted to the supply ships. 
   
  After half a decade of struggle, the house Highforge, 
  one of the more prominent dwarven clans in Irongate, 
  emerged as discoverer and holder of the starstone’s 
  wealth. A port was established on the waterless coasts 
  where the Abbor-Alz touches the Bright Desert, and a 
  secret trail was established leading inland. Highforge and 
  its allies maintained thorough secrecy, and for good 
  reason: iron, platinum, gold, mithral, and adamantine 
  began to pour out into the Flanaess through a carefully 
  guarded harbor. Few have reported concerning the mine 
  inland, but from peripheral comments it appears that the 
  dwarves discovered a broad depression of fused and 
  shocked rock marking the landing point of their prize 
  and established themselves in a nearby mesa from which 
  they coordinated a well-planned mining operation. They 
  dug deep artesian wells and established cisterns. The 
  mine and settlement they called Azak-Zil, or Pureheart. 
   
  For five years the coffers of Highforge swelled with 
  wealth; there were disruptions in metal markets as far 
  away as Rauxes. Then, abruptly, the flow was cut off. The 
  port city of Zarak remained, but communications with 
  the mines ceased and probes into the interior found the 
  roads to be erased and the dust storms to be intolerable. 
  Members of a powerful expeditionary force disappeared 
  suddenly and silently at night, even from guard tents. 
  Clan Highforge, after expending much of its considerable 
  fortune in an attempt to rediscover and retake the mines, 
  took heed of unfavorable auguries and abandoned the 
  effort. Zarak too was abandoned. 
   
  Since the failure of Azak-Zil most dwarven clans 
  have declared the folly of meddling with “things from the 
  sky.” Not a few suppose that the mine was visited by a 
  curse, either by something imported from the heavens or 
  by something wakened by the shooting star or the 
  activity of the miners. Many have cited Nomad legends 
  that an ancient nonhuman people dwelt in the mesas of 
  the southern Abbor-Alz and still guard them. 
   
  Only one individual has claimed to have found the 
  site of the mines since their abandonment: one Pont 
  Sandmorg of Narwell. Sandmorg’s account would place 
  the mesa on the eastern slope of the hills, facing the 
  Bright Desert, about a hundred or more miles inland. 
  There was a poisonous salt lake filling part of the nearby 
  depression, and there were hills of tailings from extensive 
  mining operations, and plain evidence of a dwarven cliff-
  city could be seen on the south face of the mesa. 
  However, Sandmorg and his men were content to raid a 
  few ingots from a former roadside depot. Their number 
  had been depleted by native tribes and by packs of 
  unusually ferocious and cunning ghouls, and they turned 
  back after “a most horrible howling, like a thousand 
  jackals which, emanated from the city that night, and a 
  most foul apparition which appeared to the men on 
  watch.” Attempts to duplicate Sandmorg’s route have 
  either resulted in failure to find the mine or failure to 
  return at all. 
   
  Zarak is currently a ghost town, literally. It is 
  watched by local nomads and occasionally used for 
  shelter from the dust storms that come through from 
  time to time. But, it is generally shunned, as it is known 
  to be haunted. 
   
  The current status of the Pits of Azak-Zil is the 
  matter for a later adventure. For now it should just be 
  known that they are dangerous and not a location the PCs 
  should be visiting just yet. 
   
  The Star Cairns 
  The Cairns themselves do not come into play directly 
  with this adventure. This information is only being 
  included for completeness as the histories of the Star 
  Cairns and the Pits of Azak-Zil are somewhat 
  intertwined. 
   
  In 167 CY, a copy of the Tome of the Scarlet Sign was 
  delivered to Murtaree, court wizard to the Malachite 
  Throne of the Great Kingdom. The tome was a treasure of 
  the fallen Suloise Empire, and the wonders of that lost 
  realm struck a chord within the dark heart of the Suel-
  born wizard. The man was fascinated by the tales and 
  information about his ancestors, and was especially 
  intrigued by the depth of the hatred his people felt for 
  their enemies, the Bakluni. The tales of ancient and 
  terrible feuds kindled in him the fires of hatred, and he 
  resolved to bring back to life the ancient war and destroy 
  the Baklunish people. Consulting his peers—other 
  wizards of Suel heritage, working as advisors to various 
  members of the Aerdi court—he found that there were 
  others who felt similarly, and he easily talked them into 
  joining his personal crusade. 
   
  Seeking a quiet place where he and his cousins could 
  study and grow strong enough for such a venture, he was 
  lucky enough to find two great veins of magic rock in the 
  western arm of the Abbor-Alz. He discovered that these 
  veins enhanced different sorts of magic in ways that 
  suited his purposes, and so the wizard hired dwarves and 
  men to dig out lairs in these places, first breaking ground 
  in 169 CY. When the hidden tunnels were completed, 
  Murtaree cast a great enchantment spell on the workers 
  so that they forgot the location of the lairs There were 
  five locations in all—arranged on the crossing ley-lines 
  like an enormous victory-rune (its apex in the lower 
  Abbor-Alz and its nadir in the Bright Desert), which the 
  mage thought was most appropriate. The ambitious 
  wiaars got to work creating items and spells of great 
  power to use against their racial enemy. 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 5 
   
  Although Murtaree died in 174 CY when his 
  transformation into a lich failed, his first students 
  continued to work, teaching their ideals to new students. 
  Great works were made in these dungeons. More 
  importantly, a powerful destructive artifact of unknown 
  origin was kept there for safekeeping, divided into three 
  pieces, each stored in a different cairn for greater security. 
   
  A great ball of fire appeared over the Oljatt Sea in 198 
  CY, passed over the southern Great Kingdom, and 
  vanished beyond the Sea of Gearnat (see above).
   
  Unknown to the people of the Great Kingdom, the 
  shooting star struck ground in the eastern Abbor-Alz. The 
  impact was felt several hundred miles away in Murtaree’s 
  southernmost site, momentarily distracting the attention 
  of the mages working there. Mysteriously, the site 
  vanished a few seconds later—with it, three well-known 
  wizards of the Great Kingdom. Even worse, one of the 
  pieces of the ancient weapon had been stored in the lost 
  site. The remaining wizards abandoned for a time their 
  plans of Bakluni destruction to deal with the troubles in 
  the east, and fled the laboratories, some taking the time to 
  activate magical and mundane defenses to protect their 
  research. 
   
  Eventually, the wizards who knew the true purpose 
  of the dungeons were scattered to the winds or dead; the 
  items found inside sparked their own legends, leading 
  people to believe that the ruins were merely burial sites 
  for great mages. They came to be called the Star Cairns, 
  after the star-shaped entrances, and the belief that they 
  were mausoleums. Monsters and other undesirables 
  began using the cairns as lairs, the great plans of the Suel 
  wizards forgotten. In recent times the cairns have been 
  known 
  to 
  be 
  home 
  to 
  bandits, 
  doppelgangers, 
  necromancers, beholders, constructs, and even an astral 
  deva among other terrible beasts. 
   
  Lyzandred the Mad 
  Once again, the background on Lyzandred the Mad does 
  not directly relate to the adventure at hand, but is 
  included herein for the sake of completeness. To whit, 
  Lyzandred is responsible for the creation of the Pits of 
  Azak-Zil. Also, he does have a small part in the adventure 
  if the PCs decide to push on too far (see Encounter 5). 
   
  Most people in the Flanaess have heard of Lyzandred 
  the Mad—a boogeyman, a never-seen threat, an undead 
  wizard trapped in his own dungeon while he was alive. To 
  many, he represents the risks of becoming a lich: 
  madness and eternal imprisonment in a cage of your own 
  making. To others he is the embodiment of wizardly evil, 
  a man who uses magic and treasure to lure the weak-
  minded and greedy into a snare where he can use them as 
  toys in some incomprehensible game. 
   
  Lyzandred is more than all of those things. Undead, 
  yes. Evil, possibly. Cunning, certainly. But the man who 
  became the lich was a man with a noble purpose and an 
  incredible mind, and he altered the course of history in 
  the Flanaess. 
   
  Lyzandred the Man 
  Lyzandred was born in a small town in the ancient 
  Baklunish lands in the year 2066 BH (approximately –594 
  CY). Showing spellcasting potential, he apprenticed with 
  the local hedge wizard, learning everything she could 
  teach him. With friends, he went in search of knowledge 
  and treasure, periodically returning home to share the 
  bounty of his discoveries. But on one such visit he found 
  his town mysteriously empty: Every man, woman and 
  child had simply walked away. Tracking them was 
  relatively easy, and he found that the townspeople had 
  been taken without a struggle and sold as slaves to a Suel 
  flesh trader. The man had used a rod of beguiling he’d 
  found (or stolen) to acquire slaves cheaply. The 
  townspeople were trapped by the rod’s effects and went 
  along with his requests, even putting on chains as part of 
  his “game.” By the time Lyzandred discovered this, his 
  people had been sold to the temple of Pyremius and 
  sacrificed. 
   
  From that day, Lyzandred swore to keep powerful 
  magic items away from fools who would abuse them. He 
  slew the slaver and stole the rod, hiding it where it would 
  not be found. This became a pattern for the wizard—
  locate a powerful magic item, study its user, and take it 
  away if he thought that person was dangerous. His 
  discovery in 2106 BH (-555 CY) of a portal to a demiplane 
  closely aligned with Oerth facilitated his personal quest, 
  and he accumulated a remarkable storehouse of magical 
  objects. 
   
  Unfortunately, through age, some side effect of the 
  demiplane, one of his liberated items, or a combination of 
  these, Lyzandred went slightly mad. His quest became an 
  obsession and crossed the line into monomania. During a 
  lucent moment he realized this, and locked himself away 
  in the demiplane to avoid becoming the very sort of 
  person he sought to destroy. He was not a direct threat to 
  Oerth as long as he remained in the demiplane, so he 
  pursued his quest through agents and remote sorceries; 
  and he thought about what would happen to his plans 
  after his death. He realized that the only way to ensure 
  that his quest lived on after his death was to supervise 
  from beyond the grave; he took up the study of how to 
  become a lich. 
   
  Lyzandred the Lich 
  The wizard’s studies were successful—in 2126 BH (-535 
  CY) the last of his natural life force was stripped away and 
  he rose as a vessel powered by negative energy. No longer 
  hindered by a mortal lifespan, he scaled back his frantic 
  work on Oerth and devoted more attention to his 
  otherworldly home. If the worst offenders were those 
  who hungered for magic and power, why not use those 
  things as a lure and bring potentially dangerous people to 
  him before they became a threat? The demiplane was 
  suitable for building a secret labyrinth intended to trap 
  and kill the unwise and the unwary. He created a 
  permanent entrance and made it known through word of 
  mouth and magic, tempting greedy or ambitious 
  adventurers to test his creation. He refined and expanded 
  the maze many times to make it more dangerous and 
  deadly, each time luring in more victims to test it. 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 6 
   
  When the lich again turned his attention to Oerik, 
  he was surprised and angered by what he found. Not 
  content with the twin cataclysms that had destroyed The 
  Suloise and Baklunish Empires, a group of Suel wizards 
  had constructed five underground laboratories and were 
  using the powerful ley-lines there to build artifacts of war 
  intended to destroy their old Bakluni foes. Unwilling to 
  witness another devastation on the scale of the Twin 
  Cataclysms, Lyzandred studied the activities in all five of 
  the laboratories. When the time was right, he used a 
  potent spell to pull a great meteor from the sky. Its fiery 
  passage across the Oljatt Sea in 198 CY caused alarm in 
  the great Kingdom, and the lich found it amusing that it 
  was interpreted as an omen meaning “wealth, strife, and a 
  living death.” The meteor struck the eastern Abbor-Alz 
  and shook the bedrock hard enough for an echo to be felt 
  in the demiplane. Lyzandred timed the impact to occur 
  while two Suel wizards tested spells simultaneously; the 
  spells went out of control, overlapping each other and 
  other magics at the site. The laboratory vanished from 
  Oerth, taking with it one piece of an unassembled Suel 
  war artifact, the Doomheart. The wizards at the other 
  laboratories abandoned their research, intending to 
  return later when they had dealt with the swelling strife 
  in their homeland—strife that was in part created by the 
  lich’s magic. Lyzandred sent a minion to remove magical 
  items from the abandoned locations and to mark each site 
  with clues to the location of his labyrinth; if the Suel 
  wizards returned, he hoped they would come to his lair, 
  where he could deal with them personally. The minion 
  only got into the two upper levels of each laboratory, but 
  the lich was satisfied. 
   
  One group of adventurers in his tomb caught his eye. 
  In 305 CY, led by a crafty young wizard of the 
  Landgrafdom of Selintan, they navigated his riddles and 
  defeated many of his guardians. Intrigued by the group, 
  Lyzandred was delighted when they actually reached the 
  outer chamber of his inner sanctum. The lich conversed 
  with them through a projected image before dismissing 
  all save the wizard, whom he saw as having great 
  potential. The mage was Zagig Yragerne. Lyzandred told 
  Zagig of his personal quest, the construction of the 
  labyrinth, and the wonders of the demiplane. The young 
  mage stayed with the lich for a short time and learned 
  much, finally asking to leave and practice what he had 
  been taught. Over time, Lyzandred watched Zagig gather 
  knowledge and power, use that power to build a small 
  town into a bustling city, and construct a strange 
  multidimensional castle on a nearby hill. Unfortunately, 
  the demiplane had planted the seed of insanity in Zagig; 
  his behavior became more and more erratic. Fearing the 
  damage his student could cause, Lyzandred contacted 
  Zagig, imploring him to examine what he was doing and 
  understand how he was a threat to all that he created. As 
  with Lyzandred so long before, Zagig’s thoughts clarified 
  and he saw what he was becoming. He chose to leave his 
  city and wander the planes, and that was the last day he 
  was seen on Oerth as a mortal man. 
   
  The mad lich continues to tinker with his maze, 
  adding and removing puzzles, traps and lairs. Content to 
  weed out the greedy and dangerous inhabitants of Oerth, 
  he is no longer interested in mentoring anyone, 
  remembering the damage that was nearly wrought by his 
  intervention. He has remained thus for almost 200 years. 
   
  The Return of the Pick-Axe 
  In 519 CY, Clan Highforge discovered one of the richest 
  mineral deposits known on Oerth, only to abandon it five 
  years later. Exactly what drove away one of the mightiest 
  dwarven clans from such wealth is something they have 
  refused to comment on. Truth be told, until about four 
  years ago, they weren’t really sure what happened. 
   
  In 591 CY, sixty-seven years after the mines were 
  abandoned, reports of great armies of ghouls and ghasts 
  working the Azak-Zil mines by moonlight are well 
  known folklore. Until recently, Clan Highforge was 
  willing to cut its losses and forget about its defeat at Azak-
  Zil. However, problems surrounding the opening of a 
  new mine forced the clan leaders to reconsider this 
  position. A living artifact called “the Pick-Axe of 
  Highforge” was presumed destroyed in Azak-Zil. This 
  albino ape, enchanted long ago by Highforge’s patron 
  deity, drove away evil and undead beings from the 
  mineshafts where it worked alongside its fellow miners. 
  When the clan’s priests attempted to create a new Pick-
  Axe, they found they couldn’t. A brave dwarf named 
  Burek dared the dangers of the abandoned mine and 
  found evidence that the original Pick-Axe still lived. 
   
  Clan Highforge then assembled a band of 
  adventurers to penetrate Azak-Zil and retrieve the Pick 
  Axe. With Burek as their guide, the band set off into the 
  Abbor-Alz to rescue the Pick-Axe from the mines. Burek 
  filled the adventurers in on the history of the mines on 
  the way there. However, when they got close to the 
  mines, the party encountered a group of local tribesmen 
  who made away with Burek in the night and killed him 
  for trespassing on their lands a second time. 
   
  The adventurers came to a truce with the tribesmen 
  and decided to push on to the mines without Burek as 
  they found a map in his possessions along with some 
  indecipherable notes. Eventually they found their way 
  into the mines where they did indeed find many ghouls 
  and ghasts along with a number of other creatures. The 
  adventurers were able to get in, find the Pick-Axe and get 
  out without disturbing too much of the mine and 
  managed to completely avoid the worst of Azak-Zil. 
   
  They returned to Clan Highforge with the Pick-Axe 
  and more information about the current state of the 
  mine. The information only helped to strengthen their 
  resolve to leave the mine to the undead. For the time 
  being at least. 
   
  The Lady Karistyne 
  Deep within the Abbor-Alz there lies a place of sanctuary 
  and power. Built by the dwur hammers of Dumadan in 
  the Oeridian style, this five-towered castle is the home of 
  the paladin Karistyne and her company. 
   
  Karistyne’s forces consist of four score men and 
  women. Over half of these are men-at-arms that perform 
  the daily duties of securing the castle. Another score of 
  these are expert trackers that patrol the borders of 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 7 
  Karistyne’s holdings and artisans that maintain the 
  castle’s formidable defenses. There are also the members 
  of Karistyne’s war company, themselves puissant and 
  powerful individuals.  
   
  As a servant of Heironeous, Karistyne views it as her 
  sacred duty to drive evil from the Abbor-Alz and ensure 
  the safety of the good folk of the hills. She is renowned as 
  a keen dragon hunter and has been rumored to have slain 
  seven wyrms with the aid of her company. 
   
  ADVENTURE SUMMARY 
  Introduction: The Lady Karistyne: Karistyne hires 
  the PCs to find the road to Azak-Zil so as to beat Rary to 
  the punch. 
   
  Encounter 1: Zarak: The PCs easily find Zarak. 
  During their exploration they encounter two phantoms 
  (ghosts of local tribesmen who oppose Rary). If the PCs 
  don't attack, they can gain info about the road to Azak-Zil 
  and the local tribesmen. 
   
  Encounter 2: Escaped from the Cairns: After 
  their encounter with the phantoms, the PCs will likely 
  continue to search Zarak for more information. What 
  they will find first is a construct or golem (APL 
  dependent) guarding the start of the road to Azal-Zil. 
   
  Encounter 3: The Hills have Eyes: With 
  information in hand, the PCs move on to searching up 
  into the hills nearby to find the remains of the road to 
  Azak-Zil. While in the hills, they will encounter some of 
  the local tribesman; this time still alive. This may be a 
  combat encounter, but diplomatic PCs will be able to 
  negotiate with them instead. How they deal with them 
  will impact whether the tribesman will help with the 
  Azak-Zil special. 
   
  Encounter 4: The Shadow of Rary: Finally 
  they will encounter some of Rary's men who are also on 
  the trail of the road. They really need to stop them from 
  escaping or Rary will have found the route to Azak-Zil as 
  well (likely some will get away). 
   
  Encounter 5: Dust Storms: The PCs encounter a 
  series of relentless dust storms and are forced to turn off 
  the trail and head home. 
   
  Conclusion: Karistyne Castle: Finally, the PCs 
  return to Karistyne Castle and report to Karistyne. They’ll 
  be informed that she has struck a deal with Clan 
  Highforge and is assembling a small army of adventurers 
  to clear Azak-Zil. 
   
  PREPARATION FOR PLAY 
  This adventure attempts to be light on boxed text and on 
  specific tactics. While there is some of each, it is 
  preferred that the DM be familiar enough with the 
  adventire to be able to react appropriately to the actions 
  of the PCs. To this end the adventure background is 
  important to read. It and the motivations of the 
  individuals encountered should be used to decide how 
  they would best react. Use this information to interact 
  with the PCs in a way that makes sense based on their 
  actions and their words. Allow them to interact with the 
  story as it moves them from venue to venue. 
   
  Also, while not critical, it is probably best to check 
  before hand to see which PCs have played in the earlier 
  “Blight on Bright Sands” adventures. Karistyne will 
  address PCs she knows in a more informal fashion, while 
  remaining in proper etiquette for those she is unfamiliar 
  with. 
   
  PCs that have played the earlier adventures in 
  “Blight on Bright Sands” may also have the “Hospitality of 
  Karistyne Castle.” You may want to remind PCs of it so 
  that they can get full use out of it. 
   
  The Weather 
  Travelers in the Bright Lands face many perils. Chief 
  among these are the harsh landscape and unforgiving 
  climate. 
   
  Full rules for travel in the Bright Desert and the 
  Abbor-Alz are included in the Sandstorm accessory. 
  However, to facilitate play the basics of these rules are 
  presented here. 
   
  During a typical day the desert goes through a radical 
  series of temperature changes.  
   
  During daylight hours the temperature in the desert 
  is generally in the hot band. Around midday however, 
  and for two hours afterwards, the temperatures climbs 
  into the severe heat temperature band. At night, the 
  temperatures swiftly plunge into the cold temperature 
  band. Thus, travelers must be ready to combat a number 
  of temperature-challenges. 
   
  Most intelligent beings avoid traveling around 
  midday and the two hours directly afterwards, breaking 
  their journey to get into some shade; luckily though 
  shade is comparatively easy to find in the Abbor-Alz. 
   
  INTRODUCTION: THE 
  LADY KARISTYNE 
  For reasons of their own, the PCs have chosen to respond 
  to a request from the Lady Karistyne to undertake a 
  mission. Some of the PCs, perhaps even most of the PCs, 
  may have worked for her before and hence should know 
  she is trustworthy. Others may be meeting her for the 
  first time. In either case, her standing as a paladin should 
  be enough to allow the PCs to take her at her word as the 
  mission is described to them. 
   
  Karistyne has discovered that Rary is searching for 
  the Pits of Azak-Zil or more likely the star metals within.  
  If the majority of the PCs at the table have played 
  CORS5-02 Mines of the Eye Karistyne (and the PCs) 
  know that Rary seeks Azak-Zil for the precious metals 
  found within.  PCs who have not played this adventure 
  will probably realize this anyway. What they don’t know 
  is why Rary needs these metals. 
   
  COR5-11 Dark Deceit on Bright Sands 
  In this adventure the PCs explored of the tunnels and 
  passages riddling Dagger Rock. Deep within they found a 
  scroll crafted from the skin of a gold dragon. Upon the 
  parchment was written a prophecy of dark portent. 
  Lacking the necessary knowledge and skills Karistyne 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 8 
  sent the parchment to a trusted ally so that the truth of 
  the matter may be known.  
   
  The answer she received was shocking. The 
  parchment seemed to deal with a method of unmaking 
  the Scorpion Crown! While it did not describe the actual 
  method by which the crown could be unmade it did list a 
  number of items that would be of use in the ritual. One of 
  these items was described as the “purest star metal”.  This 
  dual discovery raises a sinister proposition. It is possible 
  that Rary seeks the means to undo the Scorpion Crown. 
  What the results of this mighty undertaking would be are 
  unknown but given that the crown was the agent of 
  Sulm’s fall the massive release of magical energies caused 
  by its destruction could be devastating for the region. 
  Alternatively, Rary might seek dominion over the 
  Scorpion Crown. If he gained such it might give him 
  control over the fearsome manscorpions dwelling in the 
  deep desert. Such a force under his command would 
  dramatically shift the balance of power in the region. 
   
  For ease of reference the prophecy is re-presented in 
  Appendix 6. 
   
  Azak-Zil 
  Karistyne first decided to contact the Highforge Clan to 
  see if she could work some deal with them to get the 
  location of the mines and permission to secure them. 
  Negotiations thus far have been less than fruitful as the 
  Clan Highforge feels that the mines are best left alone. 
  While they have a general respect for the Lady Karistyne, 
  they still feel that any tampering with the mines by 
  outsiders would be dangerous. Karistyne is trying to work 
  the angle that Rary is likely to “tamper” with the mines 
  with or without their permission. The negotiations 
  continue. 
   
  In the meantime, Karistyne has decided to at least 
  see about locating the mines on her own. Or, that is to 
  say, she has decided to hire some adventurers to find it 
  for her. Karistyne’s research has uncovered that there 
  used to be a road from Azak-Zil to the port city of Zarak. 
  Zarak was originally created to serve as a way station for 
  the metals from the mines. The road itself was always 
  somewhat secret and well guarded, but when the mines 
  were shut down, much of the road was destroyed, 
  especially near Zarak. Finding the road will neither be 
  easy nor safe. 
   
  The adventure begins as the PCs are escorted into a 
  meeting room with Lady Karistyne. If the PCs don’t 
  normally travel together, they would have met just 
  shortly before going in. Give them a quick chance to do 
  character introductions and then have them enter. 
  Otherwise, just simply start the adventure as they enter 
  the meeting hall. 
   
  The doors of the great hall swing open and you 
  are invited to step inside. A fire burns in the 
  large hearth near the back of the hall and the 
  tapestries 
  that 
  line 
  the 
  walls 
  assist 
  in 
  producing a general ambiance of warmth. At 
  the head of a large table stands a striking and 
  obviously powerful woman in courtly white 
  robes, but with a richly appointed battleaxe on 
  the table in front of her. 
   
  Around the rest of the table stand those 
  that make up her court: The Lady’s former 
  adventuring 
  companions 
  and 
  her 
  castle 
  retainer, Kerkesh Nan. While her companions 
  vary from Oeridian to Flannish to Elven, 
  Kerkesh has the blonde haired and blue-eyed 
  looks of the Suel. 
   
  If all or most of the PCs have worked for her before: 
   
  “Ah, thank you all for returning to my aid once 
  again.” 
   
  If some of the PCs, but not most, have worked for her 
  before: 
   
  “Ah, (insert PC names here), thank you for 
  returning to my aid once again. And to the rest 
  of you, thank you for coming to hear me out.” 
   
  If none of the PCs have worked for her before: 
   
  “Thank you all for coming to hear me out. 
  Hopefully your journey will not have been in 
  vain.” 
   
  And then she continues: 
   
  “To get straight to the heart of the matter, it 
  has come to my attention that Rary is seeking 
  the lost mine of Azak-Zil, more commonly 
  called the Pits of Azak-Zil.” 
   
  Allow PCs to make DC 15 Knowledge (history) checks at 
  this point to recognize the name. A DC 25 check allows 
  them to also know the common history of the shooting 
  star and the havoc the prophecies caused in the Great 
  Kingdom. With a DC 25 check they also know of the 
  more recent race to find the star metal and the fact that a 
  clan of dwarves eventually built the mines. Bardic 
  knowledge or similar checks can also be made with a DC 
  of 5 higher. 
   
  “As you may or may not know, if Rary wants 
  something, I generally consider it a bad idea to 
  allow him to have it. With this in mind, I have 
  begun negotiations with the Dwarven Clan 
  Highforge, the rightful owners of the mines, to 
  allow me to protect them. The negotiations 
  have not gone well as yet. Still, I have hope.” 
   
  “However, while hope is a powerful force, I 
  would like to supplement it by finding Azak-Zil 
  myself with the goal of assessing the current 
  state of the location before Rary can find it.” 
   
  “To this end,” she continues, “I would like 
  your group to travel to Zarak and from there 
  search out the ruined road that once lead 
  between Zarak and the Pits of Azak-Zil. And 
  please, stop and return once you have found the 
  
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  Page 9 
  road. The Pits themselves are far extremely 
  dangerous and we do not have permission to 
  intrude there as yet in any matter.” 
   
  Should the PCs ask, below are listed the members of Lady 
  Karistyne’s court. Additionally, the castle also contains 
  Shianne’s bodyguard Gasharin Hefloranis, an 8th-level 
  elven fighter, some 40 men-at-arms, 20 specialists 
  (rangers, animal handlers, armorers, stonemasons, 
  fletchers, bowyers, ballista experts, and the like), and 
  another score of servants. 
   
  k Karistyne: Female human (Oeridian) paladin  
  (Heironeous) 15. 
   
  k Aaron Marander: Male human fighter 13. 
   
  k Caralin Arvendis: Male half-elf fighter 3/ 
  cleric (Labelas Enoreth) 7.  
   
  k Helena Stanmaer: Female human (Oeridian) 
  cleric 12 (Fharlanghn). 
   
  k Shianne Stormhand: Female elf evoker 15. 
   
  k Kerkesh Nan: Male human (Suel) monk 1 / 
  expert 8. 
   
  The PCs will likely have some questions for Lady 
  Karistyne. Karistyne knows only the basics about Zarak 
  and the history of the Azak-Zil. In addition to what is 
  listed below, feel free to answer questions based on the 
  adventure background if you deem it reasonable. 
   
  Zarak is essentially a “port” city near the coast of 
  the Woolly Bay in the southwest portion of the 
  Abbor-Alz hills. It lies south of the Ghost Tower 
  of Inverness and north of the nomad village of 
  Ul Bakak. It should be fairly easy to find, as it is 
  still fairly well known, even if it is now known 
  as a ghost town. 
   
  She provides the PCs with a rough map of 
  where she believes the ruins of Zarak to be. This 
  will not be precise enough for PCs to teleport 
  directly there or even to scry on it, but they can 
  teleport to the general vicinity. 
   
  While not exactly a port city, the dwarves of 
  Clan Highforge built and used Zarak as a way 
  station for moving various ores out of Azak-Zil. 
  A short distance from Zarak, ships would 
  anchor on the Woolly Bay and pick up 
  shipments at regular intervals. 
   
  The road from Zarak to Azak-Zil was partially 
  destroyed when the mines were shut down. It 
  has 
  subsequently 
  been 
  lost 
  to 
  general 
  knowledge. 
   
  The local tribesmen of the Abbor-Alz most 
  likely know of the road’s whereabouts as well as 
  the mines’, but they are not about to share that 
  information. 
   
  Azak-Zil is said to be infested with undead. 
   
  Rary has his own people looking for the road 
  and the mine as well. Reports have come in of 
  nomads skirmishing with Abbor-Alz tribesmen 
  when the nomads were caught in the hills. 
   
  The PCs are not to push forward into the Abbor-
  Alz once the road has been found. The 
  information is vital and needs to be returned 
  immediately. Additionally, Lady Karistyne has 
  no right to send a force into the mines as yet and 
  would prefer not to upset negotiations with 
  Clan Highforge by trespassing on their 
  property. 
   
  And of course, she feels that the mines are too 
  dangerous for any small force to encounter. If all 
  goes well, she intends to put together a much 
  larger group of adventurers and soldiers to 
  safeguard the mine once she has been given 
  permission. 
   
  She will offer the PCs (50 gp x APL) in gold if 
  they undertake the mission. Half up front and 
  half upon completion. She prefers not to haggle 
  and expects PCs to be able to equip themselves 
  (not withstanding that some PCs may have her 
  favor already and she will fulfill that favor). 
   
  Karistyne shares more information with trusted PCs 
  however. Read or paraphrase the following text to any 
  PCs present who have played COR5-11 Dark Deceit on 
  Bright Sands: 
   
  “It seems that Rary’s dark scheme is now at 
  least partially revealed. I believe the prophecy 
  you found in the ancient chambers beneath 
  Dagger Rock reveals the items necessary to 
  unmake the scorpion crown! However one so 
  evil and power hungry as Rary can surely not 
  plan to unmake such an item. I believe he must 
  be seeking to bend it to his will. I fear that if 
  he could control such an item he could gain 
  control over the very lands of the desert and 
  that the manscorpions would be his to control! 
  We must stop him. This is the real reason why 
  you must find the road to Azak-Zil. 
   
  Other questions are up to you to handle based on 
  adventure background and the adventure itself. 
   
  Once she has answered all questions, Karistyne has 
  the PCs spend the night in the castle and suggest they set 
  out first thing in the morning. 
   
  If any PCs choose not to partake in the mission 
  Karistyne describes to them, the adventure is over for 
  them. Hand them an AR with whatever roleplaying XP 
  you deem appropriate and send them away from the 
  table. 
   
  ENCOUNTER 1: ZARAK 
  In 520 CY, the dwarven clan Highforge of Irongate, 
  seeking a fallen meteorite’s metal wealth (see the 
  Adventure Background), established a “port” in the 
  Abbor-Alz to serve as their expedition’s headquarters. 
  This “port,” Zarak, soon became the expedition’s major 
  trading center once the dwarves found the meteorite’s 
  crater and began mining it. For five years, enormous 
  quantities of valuable metal poured into the markets and 
  forges of the world, and the Highforge Clan became 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 10 
  astoundingly wealthy, as it held rights to the mine and 
  the port. When contact with the mines of Azak-Zil 
  ceased, Zarak was used as the base of operations to 
  recover the mines, but all such efforts failed. Zarak was 
  abandoned entirely in late 526 CY. 
   
  Zarak appears barren of wealth, but it holds a few 
  clues to the nature of things at the Pits of Azak-Zil and 
  the true route that must be taken to reach those mines. 
  The concealed road to Azak-Zil is actually a tunnel that 
  passes all the way through the small hill where the 
  headquarters of Zarak once were. The road emerges from 
  the north side of the hill and continues on, carefully 
  hidden from casual view, toward the Pits of Azak-Zil. 
   
  Zarak is occasionally inhabited by nomads who have 
  roamed in from the Bright Desert or by tribal hillfolk 
  native to the Abbor-Alz. Both groups are mutually hostile 
  and none are happy to see outsiders in “their” domain. 
  Neither comes frequently to Zarak anymore as it is 
  rumored to be haunted. 
   
  Since this adventure is not tied to any sort of tight 
  timetable, it does not really matter how the PCs travel to 
  Zarak. Once they have arrived in the general area, have it 
  take them the rest of the day to find Zarak itself. The PCs 
  should arrive at the ruins near dusk. 
   
  An initial look around the ruins discovers a number 
  of old squat buildings, all in a sad state of repair. A DC 15 
  Search or Survival check reveals that the center of the 
  ruined port has been used many times as a camp. A 
  subsequent DC 25 Survival check discovers that both 
  nomads and tribesmen have used the camp. A DC 20 
  Knowledge (local—Core) check also helps to identify 
  that the camp was used by nomads or tribesman 
  respectively. 
   
  If the PCs wish to continue poking around the ruins 
  before camping, simply describe ruined build after 
  ruined building with no real distinguishing marks to set 
  them apart. If an hour goes by doing this or 
  approximately an hour after they have arrived, which 
  could have them bedding down for the night already, 
  read the following text aloud. 
   
  The sun has finally set beyond the hills to the 
  west and its glow has gone to uncover a blanket 
  of stars in the night’s sky. The evening is 
  idyllic as a gentle breeze blows east from the 
  Woolly Bay staving off the heat of the day. 
   
  But an unspoiled night such as this is 
  something that is rare for adventurers and even 
  rarer that it go without trouble. That is why it 
  comes 
  as 
  no 
  surprise 
  to 
  experienced 
  adventurers when a keening wail first drifts to 
  your ears.  
   
  Allow the PCs to role initiative and take a single surprise 
  round action despite the fact that they have seen nothing 
  to warrant it as yet. 
   
  With reactions honed in the heat of battle, 
  instincts and training take over as a second 
  wail is heard joining the first in a haunting 
  chorus. Before you can react again, two dark 
  shadows drift upward from the ground on 
  either side of you and let forth a frightful 
  moan. 
   
  These “shadows” are actually the ghosts of two barbarian 
  tribesman brothers; twins in fact. They were camping in 
  Zarak nearly a year ago while returning from a fishing 
  trip on the Woolly Bay when nomads from the Bright 
  Desert ambushed them. Their anger at the event has kept 
  them tied to this site as they seek retribution. They have 
  attacked and killed, or driven off, all nomads that have 
  stayed here since, and they also attempt to scare off all 
  others who choose to camp here. That includes other 
  tribesmen. 
   
  However, scaring off non-nomads is all they wish to 
  do. They do not attack (use their draining touch) any of 
  the PCs unless one of them is killed or seriously damaged 
  (reduced to half their initial hit points).  
   
  In fact, if the PCs can control their violent urges and 
  attempt to talk to the brothers, instead of fighting them, 
  they can gain some important information and maybe an 
  alliance for the future. If the PCs attempt to use 
  diplomacy with the brothers, have the fight stop long 
  enough for a non-rushed Diplomacy check to be made. 
  The first person to try diplomacy will be the person 
  making the check although the others can assist.  
   
  The initial attitude of the brothers is unfriendly 
  assuming that no one in the group is, or could be 
  mistaken for, a Bright Desert nomad. In the latter case, 
  their initial attitude is still unfriendly, as they still won’t 
  believe that the entire group consists of nomads, but 
  apply a –5 circumstance penalty to the check.  
   
  In either case, if the PCs manage to shift the 
  brothers’ attitude to friendly (requiring a DC 25 
  Diplomacy check) (or better), the fight should end and 
  the PCs are able to talk to the brothers. If not, simply 
  resume the combat starting with the initiative of the next 
  person after the PC who started the Diplomacy check. 
   
  Feel free to apply up to a +2 circumstance bonus on 
  the roll if you feel the PCs have given a good reason 
  during roleplaying for the brothers to befriend them. 
   
  APL 2 (EL 5) 
   
  d Nevyeh and Nevyah: male human (Flan) 
  ghost barbarian 1; hp 12, 12; see Appendix 1. 
   
  APL 4 (EL 7) 
   
  d Nevyeh and Nevyah: male human (Flan) 
  ghost barbarian 3; hp 29, 29; see Appendix 1. 
   
  APL 6 (EL 9) 
   
  d Nevyeh and Nevyah: male human (Flan) 
  ghost barbarian 5; hp 45, 45; see Appendix 1. 
   
  APL 8 (EL 11) 
   
  d Nevyeh and Nevyah: male human (Flan) 
  ghost barbarian 7; hp 61, 61; see Appendix 1. 
   
  APL 10 (EL 12) 
   
  d Nevyeh and Nevyah: male human (Flan) 
  ghost barbarian 9; hp 77, 77; see Appendix 1. 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 11 
   
  APL 12 (EL 15) 
   
  d Nevyeh and Nevyah: male human (Flan) 
  ghost barbarian 11; hp 93, 93; see Appendix 1. 
   
  APL 14 (EL 17) 
   
  d Nevyeh and Nevyah: male human (Flan) 
  barbarian 13; hp 109, 109; see Appendix 1. 
   
  APL 16 (EL 19) 
   
  d Nevyeh and Nevyah: male human (Flan) 
  ghost barbarian 15; hp 125, 125; see Appendix 1. 
   
  If the PCs failed to speak peacefully with the brothers, 
  they cannot use diplomacy with the other tribesman later 
  and do not encounter the nomads later in the adventure. 
   
  On the other hand, if they do succeed, the brothers 
  tell them their story and, after listening to the PCs’ story, 
  will also provide the following information. 
   
  The road to Azak-Zil was always hidden even 
  when it was in use. Now parts of it have been 
  lost and a part of it has been destroyed. 
   
  The road leading east out of the ruins is a false 
  road that will end about a mile from Zarak. It 
  has always been there to mislead people away 
  from the real road. 
   
  The real road to Azak-Zil actually starts 
  underground at the old headquarters of Zarak. 
   
  The old headquarters are actually located in the 
  cave at the north side of town. The road’s 
  entrance is hidden there. 
   
  There is a creature or guardian of some sort in 
  the old headquarters complex. It’s been there for 
  a very long time and the tribesmen learned to 
  leave it alone a long time ago. They are not sure 
  exactly what it is. 
   
  The local tribesmen are not fond of outsiders 
  and are far more likely to attack trespassers than 
  they are to talk with them. (The ghosts don’t 
  know it, but getting the tribesmen to help will 
  be key in the future.) 
   
  However, if the PCs are willing, the phantoms 
  ritually scar them with a tribal symbol that show 
  them to be friends of the brother’s tribe and 
  allow them a chance to use diplomacy when 
  dealing with the tribesmen. Only one PC needs 
  to take the mark, but all are welcome to take 
  one. If detect magic is cast on the scar after it is 
  created, the scar will show a feint abjuration 
  magic. 
   
  After the encounter, the PCs are left alone to sleep 
  peacefully and safely for the rest of the night. 
   
  If the PCs do not succeed in getting this information 
  from the brothers, they can find the false road east 
  themselves with a DC 10 Search or Survival check. 
  Following the road until it ends a mile east does not 
  require a check. Additionally, spending half a day in town 
  eventually has them looking into the cave where they 
  find a large dwarven meeting hall and a series of offices 
  (in addition to Encounter 2). However, since they won’t 
  know that the road begins here, they have a harder time 
  finding it. The DCs (below) reflect this. 
   
  ENCOUNTER 2: ESCAPED 
  FROM THE CAIRNS 
  Either having been directed to the old headquarters by 
  the phantoms or having found their way in here after 
  searching around the ruins, the PCs eventually end up in 
  the cave system that served both as the city’s main 
  meeting hall and also as the hidden start of the road to 
  Azak-Zil. 
   
  The main room is a large gathering place, albeit with 
  low-slung ceilings reaching only 15 feet in height. The 
  room is pillared to support the spread weight. The rather 
  large room—50 feet by 100 feet—also served as the 
  processing area for ore coming down the road from Azak-
  Zil, as the road leads directly into the back of the 
  chamber via a secret pivoting stone wall. The back left 
  wall of the large chamber also features doors into a series 
  of rooms (four in total) that served as the offices of those 
  in charge of keeping Zarak operational. 
   
  Unfortunately for the PCs, a construct or golem 
  (APL dependent) guards this place. Originally set here by 
  Clan Highforge the guardians were left here against a 
  time when Highforge might return. It doesn’t care for 
  being disturbed by the PCs and comes out to greet them 
  after the PCs have made there way into the meeting hall 
  and have started to poke around a bit. 
   
  The creature’s (or creatures’) programming has 
  gotten a little mixed up over the years. It has come to 
  believe that it is still in the Star Cairn and that it still 
  needs to defend the cairn against intruders. One piece of 
  its programming is still fully intact however, it (or they) 
  do not under any circumstance attack a pure-blood Suel 
  who is not wearing armor. In fact, if that person can speak 
  Suloise, he or she can even command the construct. 
  However, any command that causes the construct to 
  leave the cave causes it to shut down permanently. 
   
  At APL 2, the constructs take the form of wooden 
  skeletons and may even appear as skeletons at first 
  glance. 
   
  At APL 4, the constructs are actually shield guardians 
  in the making. In fact, a DC 25 Knowledge (arcana) check 
  made in the first round of combat that would normal 
  identify a shield guardian causes the PC making the 
  check to mistake them for shield guardians. They were 
  never actually completed however and are simply large 
  suits of animated armor. The PC should receive another 
  roll in the second round to correct their mistake. 
   
  At all APLs above that, the constructs are exactly 
  what they appear to be. 
   
  APL 2 (EL 4) 
   
  d Medium Animated Objects (2): hp 31, 31, 
  52; SQ harndess 5; see Monster Manual page 13. 
   
  
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  APL 4 (EL 6) 
   
  d Large Animated Objects (3): hp 52, 52, 52; 
  SQ Hardness 10; see Monster Manual page 14. 
   
  APL 6 (EL 8) 
   
  d Shield Guardian: hp 112; see Monster Manual 
  page 223. 
   
  APL 8 (EL 10) 
   
  d Clay Golem: hp 90; see Monster Manual page 
  134. 
   
  APL 10 (EL 12) 
   
  d Advanced Stone Golem: hp 129; see 
  Appendix 1. 
   
  APL 12 (EL 14) 
   
  d Advanced Iron Golem: hp 151; see Appendix 
  1. 
   
  APL 14 (EL 16) 
   
  d Greater Stone Golem: hp 271; see Monster 
  Manual page 136. 
   
  APL 16 (EL 18) 
   
  d Demonflesh Golem: hp 172; see Appendix 2. 
   
  After the PCs have defeated the guardian(s), they should 
  have a chance to look around. Eventually, they should be 
  given Search checks against the pivoting stone wall in the 
  back to realize that it is a secret door. Don’t forget to allow 
  for stonecunning if there are any dwarves or deep 
  halflings in the party. 
   
  If the ghosts sent the PCs here, then the DC to find 
  the pivot wall is only 20. If the PCs are just searching 
  normally, then the DC is 25. The circumstance modifier 
  represents knowledge that the secret door is very large. 
   
  Once the secret door and the beginning of the road 
  are found, the PCs face their next problem. The tunnel 
  that makes up the road has been intentionally collapsed 
  about 100 feet in. This will probably be disheartening, but 
  remember that there is no hard timeline. 
   
  A DC 15 Knowledge (architecture and engineering) 
  or Profession (miner), reveals that with time the blockage 
  could safely be cleared. How much time it would take 
  depends on the depth of the blockage, which they cannot 
  see. However, if they do have a way of seeing this, then 
  they know it’s only about a week. 
   
  Parties without one of those two skills cannot safely 
  clear the passage and fail if they try. Their only hope is to 
  take a guess at the direction of the tunnel and search for 
  an exit from the outside. This takes about two weeks time 
  unless the PCs come up with a particularly clever plan or 
  spell. 
   
  In either case, they should eventually find 
  themselves at the point where the road comes out from 
  underground and then follows some hidden gullies 
  farther into the Abbor-Alz. Eventually, have them lose 
  the road as it has disappeared in parts due to lack of 
  maintenance and land slides. At this point, they have to 
  start searching around for it again and this leads them to 
  the next encounter. 
   
  ENCOUNTER 3: THE 
  HILLS HAVE EYES 
  Having lost track of the road, the PCs should move on to 
  searching up into the hills nearby to find what remains of 
  the road to Azak-Zil. As they search around, have the PCs 
  make DC 15 Survival checks. This takes them six hours to 
  do as the road turned drastically in the area that is now 
  gone. For every five points that the PCs exceed the DC 
  by, knock off one hour from the time it takes (to a 
  minimum of one hour). 
   
  While this is happening, the PCs have garnered the 
  attention of a small patrol of Abbor-Alz tribesmen. The 
  tribesmen do not take kindly to the PCs being here and 
  intend to ambush them and drive them away or kill them 
  if need be. The initial scout patrol is made up of four 
  tribesmen and one spirit shaman. Two of the tribesmen 
  are immediately dispatched back to the main tribe to 
  inform them of the intruders. Hence, by the time the PCs 
  encounter them, there are only three left. This occurs two 
  hours after they started looking for the road again. So, if 
  they were really good, it’s possible they are back on the 
  road when it occurs. 
   
  The PCs get three chances to spot the tribesmen as 
  they stalk the party. The first chances comes when the 
  tribesmen are 250 feet away (with the shaman trailing 
  another 50 feet back to avoid being seen). The DC for this 
  Spot check is (10 + the tribesman’s Hide skill + 25 for 
  distance + 5 for a circumstance bonus granted for 
  familiarity). 
   
  At the second interval, the tribesmen are now 150 
  feet away (again, the shaman trails them). The DC for this 
  second Spot check is (10 + the tribesman’s Hide skill + 15 
  for distance + 5 for a circumstance bonus granted for 
  familiarity). This time the PCs should also get a Listen 
  check using the same formula but substituting the 
  tribesman’s Move Silently check for their Hide check. 
   
  The final check occurs when the tribesmen are 100 
  ft. away. The formulas for the Spot and Listen check DCs 
  are the same with the distance modifier now being 10 
  instead of 15. 
   
  At this point, or at any point when a PC makes a Spot 
  or Listen check, the tribesmen start shooting arrows at 
  the party focusing their attention on anyone wearing no 
  armor or light armor, in that order. The spirit shaman 
  moves or moves and cast as appropriate to the distance 
  and his spell selection. 
   
  The tribesmen assault the PCs while they are in a 
  small valley, using higher ground to get good shots. There 
  is nothing stopping the PCs from getting to the 
  tribesmen, just a small incline. The last 10 feet before 
  reaching the tribesmen counts as difficult terrain because 
  of the uneven footing. 
   
  When allowing for the use of “Feign Surprise” 
  Campaign Card, remember that if the PC goes first in 
  initiative order, they will not actually have a target yet. 
  
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  The tribesmen begin this encounter hostile and 
  intend to kill the PCs if the PCs do not choose to flee. 
  However, as soon as the first PC actively displays one of 
  the marks given to him or her by the ghosts, the 
  tribesmen immediately becomes indifferent and will 
  stops fighting long enough for the PCs to attempt a non-
  rushed DC 15 Diplomacy check. If they succeed at 
  moving the tribesmen to friendly or better, the tribesmen 
  will now talk with the PCs rather than fighting them. 
   
  If the PCs do not posses the mark from the ghost 
  brothers, the only way to stop the fight is to make a 
  rushed DC 35 Diplomacy check as a full-round action 
  with the standard –10 penalty on the check. They must 
  succeed at moving the tribesmen from hostile to friendly 
  (before the penalty) in one check or they continue 
  fighting and refuse to talk. Indifferent does not do the 
  job, as they would just as soon kill the PCs or drive them 
  off. 
   
  In either case, if any of the PCs in the party are or 
  resemble Bright Desert nomads, the Diplomacy check 
  suffer a –2 circumstance penalty. 
   
  APL 2 (EL 3) 
   
  d Abbor-Alz Tribesman (2): Male human 
  (Flan) barbarian 1; hp 15, 15; see Appendix 1. 
   
  d 
  Kell-Hai, 
  Abbor-Alz 
  Spirit 
  Shaman: 
  Female human (Flan) spirit shaman 1; hp 9; see Appendix 
  1. 
   
  APL 4 (EL 5) 
   
  d Abbor-Alz Tribesman (2): Male human 
  (Flan) barbarian 2; hp 25, 25; see Appendix 1. 
   
  d 
  Kell-Hai, 
  Abbor-Alz 
  Spirit 
  Shaman: 
  Female human (Flan) spirit shaman2; hp 15; see 
  Appendix 1. 
   
  APL 6 (EL 7) 
   
  d Abbor-Alz Tribesman (2): Male human 
  (Flan) barbarian 4; hp 49, 49; see Appendix 1. 
   
  d 
  Kell-Hai, 
  Abbor-Alz 
  Spirit 
  Shaman: 
  Female human (Flan) spirit shaman 4; hp 31; see 
  Appendix 1. 
   
  APL 8 (EL 9) 
   
  d Abbor-Alz Tribesman (2): Male human 
  (Flan) barbarian 6; hp 71 each; see Appendix 1. 
   
  d 
  Kell-Hai, 
  Abbor-Alz 
  Spirit 
  Shaman: 
  Female human (Flan) spirit shaman 6; hp 45; see 
  Appendix 1. 
   
  APL 10 (EL 11) 
   
  d Abbor-Alz Tribesman (2): Male human 
  (Flan) barbarian 8; hp 93, 93; see Appendix 1. 
   
  d 
  Kell-Hai, 
  Abbor-Alz 
  Spirit 
  Shaman: 
  Female human (Flan) spirit shaman 8; hp 59; see 
  Appendix 1. 
   
  APL 12 (EL 13) 
   
  d Abbor-Alz Tribesman (2): Male human 
  (Flan) barbarian 10; hp 115, 115; see Appendix 1. 
   
  d 
  Kell-Hai, 
  Abbor-Alz 
  Spirit 
  Shaman: 
  Female human (Flan) spirit shaman 10; hp 73; see 
  Appendix 1. 
   
  APL 14 (EL 15) 
   
  d Abbor-Alz Tribesman (2): Male human 
  (Flan) barbarian 12; hp 159 each; see Appendix 1. 
   
  d 
  Kell-Hai, 
  Abbor-Alz 
  Spirit 
  Shaman: 
  Female human (Flan) spirit shaman 12; hp 99; see 
  Appendix 1. 
   
  APL 16 (EL 17) 
   
  d Abbor-Alz Tribesman (2): Male human 
  (Flan) barbarian 14; hp 183 each; see Appendix 1. 
   
  d 
  Kell-Hai, 
  Abbor-Alz 
  Spirit 
  Shaman: 
  Female human (Flan) spirit shaman 14; hp 129; see 
  Appendix 1. 
   
  If the PCs managed to make the tribesmen friendly, and 
  the PCs explain their story to the tribesmen, Kell-Hai 
  tells them the following. 
   
  The road they are seeking is not far away, but 
  does break up one more time a few miles farther 
  on.  
   
  They also tell the PCs how to find the road again 
  after the next missing section. 
   
  They tell the PCs that the pits are full of many 
  types of undead, but that they are particularly 
  overrun with ghouls and ghasts. 
   
  The tribesmen do not go within ten miles of 
  Azak-Zil unless there is a dire reason. 
   
  It is known to them that anyone who dies near 
  Azak-Zil rises as an undead, but they say it in a 
  way as to sound like a superstition. 
   
  They tell the PCs that they spread word of them 
  so that they are not attacked again. 
   
  They also tell the PCs that they should turn back 
  as it is not safe to continue. 
  At this point, if the PCs have been able to peacefully 
  establish contact with the tribesmen, they should have all 
  of the information they need. 
   
  If they turn back and did not fight the ghosts, 
  proceed to Encounter 4: the Shadow of Rary. 
   
  If they turn back and did fight the ghosts, then 
  proceed to the Conclusion. 
   
  If they push on, but did not fight the ghosts, proceed 
  to Encounter 4: The Shadow of Rary and then to 
  Encounter 5: Dust Storms if they still proceed. 
   
  If they push on, but did fight the ghosts, proceed to 
  Encounter 5: Dust Storms. 
   
  ENCOUNTER 4: THE 
  SHADOW OF RARY 
  Either having turned back with needed information in 
  hand or while pushing on to find the last piece of the 
  road to Azak-Zil, the PCs encounter a small band of Rary’s 
  nomads. These nomads were also seeking the road and 
  have found it as well. They are returning with the 
  
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  Page 14 
  information when the two parties stumble into each 
  other. This is quite literally a case of turning a corner and 
  realizing you are facing the enemy. The encounter takes 
  place in a long valley (60 feet wide at the base) with high 
  walls and a long bend that allows the front person in each 
  group to just see the other group about 120 ft. away. 
   
  At each APL there are actually two more riders and 
  ponies than are listed in the encounter breakdown. The 
  very first thing these two riders do is take-off in the 
  opposite direction in order to make sure their 
  information makes it back. The rest of the nomads fight 
  to delay any pursuit. 
   
  As soon as the parties see each other, have them roll 
  initiative. The PCs can attempt Diplomacy and the non-
  running nomads may choose to play along as a delaying 
  tactic, but they should be considered hostile and anyone 
  attempting to talk them out of their mission is practically 
  impossible, suffering a –20 penalty for trying to persuade 
  fanatics. 
   
  It is intended that at least one of the other two 
  nomads gets away. They split up at the first opportunity. 
  Assuming the PCs don’t find some way to catch both, one 
  will report back to Rary and he will now have found the 
  road too.  
   
  APL 2 (EL 5) 
   
  d Rary’s Nomads (3): Male human (Flan) fighter 
  1; hp 12, 12, 12; see Appendix 1. 
   
  d Desert Ponies (3): hp 13, 13, 13; see Monster 
  Manual page 277*. 
   
  APL 4 (EL 7) 
   
  d Rary’s Nomads (4): Male human (Flan) fighter 
  2; hp 20, 20, 20, 20; see Appendix 1. 
   
  d Desert Ponies (4): hp 13, 13, 13, 13; see 
  Monster Manual page 277*. 
   
  APL 6 (EL 9) 
   
  d Rary’s Nomads (5): Male human (Flan) fighter 
  4; hp 36 each; see Appendix 1. 
   
  d Desert Ponies (5): hp 13 each; see Monster 
  Manual page 277*. 
   
  APL 8 (EL 11) 
  d Rary’s Nomads (5): Male human (Flan) fighter 6; 
  hp 58, 58, 58, 58, 58; see Appendix One. 
  d Desert Ponies (5): hp 13, 13, 13, 13, 13; see 
  Monster Manual page 277*. 
   
  APL 10 (EL 12) 
   
  d Rary’s Nomads (5): Male human (Flan) fighter 
  8; hp 76, 76, 76, 76, 76; see Appendix 1. 
   
  d Desert Ponies (5): hp 13, 13, 13, 13, 13; see 
  Monster Manual page 277*. 
   
  APL 12 (EL 15) 
   
  d Rary’s Nomads (5): Male human (Flan) fighter 
  10; hp 94, 94, 94, 94, 94; see Appendix 1. 
   
  d Desert Ponies (5): hp 13, 13, 13, 13, 13; see 
  Monster Manual page 277*. 
   
  APL 14 (EL 17) 
   
  d Rary’s Nomads (5): Male human (Flan) fighter 
  12; hp 124, 124, 124, 124, 124; see Appendix One. 
   
  d Desert Ponies (5): hp 13, 13, 13, 13, 13; see 
  Monster Manual page 277*. 
   
  APL 16 (EL 19) 
   
  d Rary’s Nomads (5): Male human (Flan) fighter 
  14; hp 158, 158, 158, 158, 158; see Appendix 1. 
   
  d Desert Ponies (5): hp 13, 13, 13, 13, 13; see 
  Monster Manual page 277*. 
  *The desert ponies use the war pony statistics. 
   
  If the PCs manage to capture any of the nomads, they are 
  reluctant talk, but they eventually tell what they know. 
  This is simply that they were sent to find the road to 
  Azak-Zil. They do not know why Rary wants to find it 
  and can only surmise that it is for the wealth held within. 
   
  If the PCs push on, proceed to Encounter 5: Dust 
  Storms. 
   
  If the PCs return to Castle Karistyne, proceed to the 
  Conclusion. 
   
  ENCOUNTER 5: DUST 
  STORMS 
  The PCs might reach this encounter if they have gone 
  about things the hard way and have had to fight the 
  tribesmen. In this case, they still need to find the last 
  piece of the road. The same Survival check rules as for the 
  last piece of road apply again here. A DC 15 Survival 
  check allows the PCs to find the road in about seven 
  hours. Every five points they exceed the DC by allowing 
  them to knock one hour off the search to a minimum of 
  one hour. At which point, they should have what they 
  need and can turn back. 
   
  If the PCs stubbornly push on or if they reached this 
  encounter because they have already stubbornly pushed 
  on, they will then encounter a series of storms of 
  increasing degrees. The third has a fear effect attached to 
  it that should make it clear to the PCs that they should 
  turn back if they have not done so already. 
   
  All of the storms they encounter are dust storms, but 
  the second and third will have “windstorm” and 
  “hurricane” strength wind forces, respectively. For rules 
  on how the storms work, see the Dungeon Master’s 
  Guide, page 95, and the new rules section in Appendix 5. 
   
  Storm number one occurs about midday on the first 
  day in which they decide to push on once they have the 
  information they need to bring back. This storm is a 
  classic dust storm with “Ssevere” winds ranging from 31-
  50 miles per hour in speed. This first storm lasts for about 
  two hours before settling. A DC 15 Survival check 
  however, allows the PCs to realize a stronger storm is in 
  the distance and heading their way. 
   
  The second storm hits the PCs one hour after the 
  first storm ends. While still a “dust storm,” its technical 
  storm grade is “sandstorm.” This storm lasts for three 
  hours and likely pins the PCs down during it. By the time 
  
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  Page 15 
  it ends, it is early evening, hours before sunset, but the 
  skies remain dark and it feels much later. A DC 15 
  Survival check allows the PCs to realize yet another 
  storm, perhaps even worse, is in the distance and heading 
  their way. Hopefully the PCs turn back before it strikes. 
   
  The third storm hits the PCs two hours after the 
  second has passed. This storm is classified as a “flensing 
  sandstorm” and has hurricane-force winds. Full details on 
  such a storm are found on page 16 of Sandstorm.; below 
  can be found a summary of that information. 
   
  Wind Force: Hurricane 
  Wind Speed: 75-174 mph 
  Ranged Attacks: Impossible 
  Sandstorm Damage: 1d3/round (lethal) 
  Listen/Visibility: Listen checks not possible/-6 
  Creatures: 
   
   
  Medium or smaller: Blown away; DC 20 
  Fortitude save negates. (Roll 1d4 x 1-ft./round, taking 1d4 
  points of nonlethal damage per 10 ft. 
   
  Large: Knocked down 
   
  Huge: Checked 
  Sand: Deposits 4d6 feet of sand. 
   
  Additionally the sandstorm smothers unprotected flames, 
  chokes protected flames and reduces visibility to severe 
  brownout conditions (-6 penalty on Dexterity-based skill 
  checks, Search, Spot and other checks that rely on 
  vision). Finally PCs caught without cover may suffocate. 
  Wearing cloth across the PC’s mouth and nose protect 
  against this for a number of rounds equal to 10 + the 
  character’s Constitution score. After that time an exposed 
  PC must make a Constitution check (DC 10 +1 per 
  previous check) or begin to suffocate. 
   
  The storm lasts for two hours or until a PC has been 
  rendered unconscious by its effects. At that point it 
  suddenly cease.  
   
  While the PCs are caught in this storm (the 
  additional laugh even penetrates extra-dimensional 
  spaces) read the following: 
   
  The storm hammers at you with unnatural 
  might. Above the wind’s howl you hear another 
  laugh, cold and full of evil, seemingly carried 
  by the very sand itself. For a moment the sands 
  seem to take the form of a man’s wildly 
  cackling face before the image is swept away. 
   
  The sands tear at you, scouring your skin. 
  To stay here means death. 
   
  By this time, the PCs should have taken a hint, but feel 
  free to have the latter storm return if they do not turn 
  back. Lyzandred, who feels the PCs are not strong enough 
  to face the undead infestation and therefore has decided 
  it is not time for the PCs to reach Azak-Zil, is sending 
  these storms. It seems he has taken an interest the party’s 
  actions. This may come into play in the future. 
   
  Eventually, the PCs should give up and return to 
  Karistyne Castle. 
   
  CONCLUSION: 
  KARISTYNE CASTLE 
  Finally, the PCs return to Karistyne Castle and report to 
  Karistyne. If the PCs did not fight Rary’s nomads 
  (because they fought the ghosts instead), have them 
  encounter signs of Rary’s men on the road to Azak-Zil 
  while they are making there way back. Let them know 
  that it is likely that Rary’s men have found the road as 
  well.  
   
  After entering the great hall once again, Lady 
  Karistyne will ask them to join her for dinner at the great 
  table and her staff will serve them food and drinks. After 
  dinner, Lady Karistyne will ask for their story. Hopefully, 
  they will share their entire story with her, but at the very 
  least, they should tell the location of the road (and its 
  various pieces) along with the news of Rary’s men. The 
  following read aloud text assumes at last the latter part. 
  Adjust as needed if they withhold or forget either part. 
   
  “Thank you my friends! You have done me a 
  great favor and while some of your news is 
  worrisome, knowledge is always a weapon in 
  the arsenal of the wise.” 
   
  “I’m glad you didn’t pursue the road too far. 
  The Pits are a dangerous place and negotiations 
  with Clan Highforge have not been successful 
  as yet. However, I do believe we are making 
  progress and the news that Rary is closing in 
  on the mines will surely tip the scale.” 
   
  “If all goes well, I will have need of you 
  again in the near future. I intend to gather a 
  large force of adventurers such as yourselves to 
  help assault the mines and to reclaim them 
  from the undead infestation. Will you help 
  when the time comes?” 
   
  Assuming the PCs agree to help: 
   
  “Excellent! I knew I could count on ones as 
  hardy as you! Come, let’s share some more 
  drink by the fire and swap stories of past 
  adventures! You’re welcome in my castle until 
  your feet feel the need for the road once more.” 
   
  Alternately, if they refuse: 
   
  “Well, I must say I’m a bit disheartened by your 
  choice. Nevertheless, you have earned the favor 
  of my castle. Please, have my staff find rooms 
  for you. My apologies if our paths do not cross 
  again while you stay here, but my schedule is 
  rather busy,” and with that she excuses herself 
  and leaves the hall. 
   
  If the PCs brought Karistyne the location of the road, she 
  will pay them ([APL + 2] x 60) gp and she grants them the 
  Favor of Karistyne Castle. If the PCs tried and failed to 
  find the road, she still pays them in full, but they do not 
  earn the favor. 
  
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  If they did not even attempt to find the road, then 
  she does not pay them, has them escorted from the castle, 
  and revokes any prior favors. Please note this on the 
  current AR and any prior ARs. This only happen if the 
  PCs truly did not try to find the road and are simply 
  trying to collect the bounty. 
   
  The End 
   
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 17 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 1/Encounter 4 
  Defeat the Ghosts or Defeat Rary’s Nomads: 
   
  APL2  
  150 XP 
   
  APL4  
  210 XP 
   
  APL6  
  270 XP 
   
  APL8  
  330 XP 
   
  APL10  
  390 XP 
   
  APL12  
  450 XP 
   
  APL14  
  510 XP 
   
  APL16  
  570 XP 
   
  Encounter 2 
  Defeat the Constructs: 
   
  APL2  
  120 XP 
   
  APL4  
  180 XP 
   
  APL6  
  240 XP 
   
  APL8  
  300 XP 
   
  APL10  
  360 XP 
   
  APL12  
  420 XP 
   
  APL14  
  480 XP 
   
  APL16  
  540 XP 
   
  Encounter 3 
  Successfully negotiate with (Diplomacy) the Tribesmen 
  or defeat the Tribesmen in combat: 
   
  APL2  
  90 XP 
   
  APL4  
  150 XP 
   
  APL6  
  210 XP 
   
  APL8  
  270 XP 
   
  APL10  
  330 XP 
   
  APL12  
  390 XP 
   
  APL14  
  450 XP 
   
  APL16  
  510 XP 
   
  Story Award 
  Returned to Karistyne with the location of the road to 
  Azak-Zil: 
   
  APL2  
  45 XP 
   
  APL4  
  70 XP 
   
  APL6  
  90 XP 
   
  APL8  
  115 XP 
   
  APL10  
  135 XP 
   
  APL12  
  160 XP 
   
  APL14  
  180 XP 
   
  APL16  
  205 XP 
   
  Discretionary roleplaying award 
   
  APL2  
  45 XP 
   
  APL4  
  65 XP 
   
  APL6  
  90 XP 
   
  APL8  
  110 XP 
   
  APL10  
  135 XP 
   
  APL12  
  155 XP 
   
  APL14  
  180 XP 
   
  APL16 
   200 XP 
   
  Total possible experience: 
   
  APL2  
  450 XP 
   
  APL4  
  675 XP 
   
  APL6  
  900 XP 
   
  APL8  
  1,125 XP 
   
  APL10  
  1,350 XP 
   
  APL12  
  1,575 XP 
   
  APL14  
  1,800 XP 
   
  APL16  
  2,025 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 18 
   
  Encounter 3: The Hills Have Eyes  
   
  APL 2: L: 74 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 173 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 227 gp; C: 0 gp; M: 312 gp—+1 chain shirt 
  (x3) (104 gp each) 
   
  APL 8: L: 142 gp; C: 0 gp; M: 896 gp—+1 greataxe (x2) 
  (193 gp each), +1 chain shirt (x3) (104 gp each), +1 
  composite shortbow (198 gp) 
   
  APL 10: L: 26 gp; C: 0 gp; M: 1762 gp—+1 greataxe 
  (x2) (193 gp each), +1 chain shirt (x3) (104 gp each), +1 
  composite shortbow (198 gp), +1 composite longbow [+3] 
  (2) (225 gp each), cloak of resistance +1 (x3) (83 gp each), 
  ring of protection +1 (167 gp) 
   
  APL 12: L: 26 gp; C: 0 gp; M: 3345 gp—+1 greataxe 
  (x2) (193 gp each), +1 chain shirt (x3) (104 gp each), +1 
  composite shortbow (198 gp), +1 composite longbow [+3] 
  (2) (225 gp each), cloak of resistance +1 (x2) (83 gp each), 
  cloak of resistance +2 (333 gp), gauntlets of ogre strength 
  +2 (2) (333 gp each), periapt of wisdom +2 (333 gp), ring 
  of protection +1 (x3) (167 gp each) 
   
  APL 14: L: 26 gp; C: 0 gp; M: 5094 gp—+1 greataxe 
  (x2) (193 gp each), +1 composite shortbow (198 gp), +1 
  composite longbow [+3] (2) (225 gp each), +2 chain shirt 
  (x3) (354 gp each), amulet of health +2 (x3) (333 gp each), 
  cloak of resistance +1 (x2) (83 gp each), cloak of resistance 
  +2 (333 gp), gauntlets of ogre strength +2 (2) (333 gp 
  each), periapt of wisdom +2 (333 gp), ring of protection +1 
  (x3) (167 gp each) 
   
  APL 16: L: 26 gp; C: 0 gp; M: 10260 gp—+1 greataxe 
  (x2) (193 gp each), +1 composite shortbow (198 gp), +1 
  composite longbow [+3] (2) (225 gp each), +2 chain shirt 
  (x3) (354 gp each), amulet of health +2 (x2) (333 gp each), 
  amulet of health +4 (1333 gp each), belt of giant strength 
  +4 (2) (1333 gp each), cloak of resistance +1 (x2) (83 gp 
  each), cloak of resistance +2 (333 gp), gloves of dexterity 
  +2 (x2) (333 gp each), periapt of wisdom +2 (333 gp), ring 
  of protection +2 (x3) (667 gp each) 
   
  Encounter 4: The Shadows of Rary 
   
  APL 2: L: 121 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 309 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 460 gp; C: 0 gp; M: 835 gp—+1 chain shirt 
  (x5) (104 gp each), potion of fly (x5) (63 gp each) 
   
  APL 8: L: 456 gp; C: 0 gp; M: 1800 gp—+1 chain shirt 
  (x5) (104 gp each), +1 lance (x5) (193 gp each), potion of 
  fly (x5) (63 gp each) 
   
  APL 10: L: 367 gp; C: 0 gp; M: 3180 gp—+1 chain 
  shirt (x5) (104 gp each), +1 lance (x5) (193 gp each), +1 
  scimitar (x5) (193 gp each), cloak of resistance +1 (x5) (83 
  gp each), potion of fly (x5) (63 gp each) 
   
  APL 12: L: 367 gp; C: 0 gp; M: 4845 gp—+1 chain 
  shirt (x5) (104 gp each), +1 lance (x5) (193 gp each), +1 
  scimitar (x5) (193 gp each), cloak of resistance +1 (x5) (83 
  gp each), gauntlets of ogre strength +2 (x5) (333 gp each), 
  potion of fly (x5) (63 gp each) 
   
  APL 14: L: 367 gp; C: 0 gp; M: 8595 gp –+1 lance (x5) 
  (193 gp each), +1 scimitar (x5) (193 gp each), +2 chain 
  shirt (x5) (354 gp each), amulet of health +2 (x5) (333 gp 
  each), cloak of resistance +1 (x5) (83 gp each), gauntlets of 
  ogre strength +2 (x5) (333 gp each), potion of fly (x5) (63 
  gp each), ring of protection +1 (x5) (167 gp each) 
   
  APL 16: L: 367 gp; C: 0 gp; M: 18595 gp –+1 lance (x5) 
  (193 gp each), +1 scimitar (x5) (193 gp each), +2 chain 
  shirt (x5) (354 gp each), amulet of health +4 (x5) (1333 gp 
  each), belt of giant strength +4 (x5) (1333 gp each), cloak 
  of resistance +1 (x5) (83 gp each), potion of fly (x5) (63 gp 
  each), ring of protection +1 (x5) (167 gp each) 
   
  Conclusion 
   
  APL 2: L: 0 gp; C: 440 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 360 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 480 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 600 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 720 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 840 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 960 gp; M: 0 gp 
   
  APL 16: L: 0 gp; C: 1080 gp; M: 0 gp 
   
  Total Possible Treasure 
  APL 2: L: 195 gp; C: 440 gp; M: 0 gp- Total: 635 gp 
  APL 4: L: 482 gp; C: 360 gp; M: 0 gp - Total: 842 gp 
  APL 6: L: 687 gp; C: 480 gp; M: 1147 gp - Total: 2314 gp 
  APL 8: L: 598 gp; C: 600 gp; M: 2696 gp - Total: 3894 gp 
  APL 10: L: 393 gp; C: 720 gp; M: 4942 gp - Total: 6055 gp 
  APL 12: L: 393 gp; C: 840 gp; M: 8190 gp - Total: 9423 gp 
  APL 14: L: 393 gp; C: 960 gp; M: 13689 gp - Total: 15042 gp 
  APL 16: L: 393 gp; C: 1080 gp; M: 28855 gp - Total: 30328 
  gp 
   
  Note that no matter how much treasure is recovered the 
  PCs cannot earn more than the stated treasure cap for this 
  adventure. 
   
  Special 
  w Favor of Karistyne Castle: You have performed a 
  valuable service for Lady Karistyne and her court. As a 
  token of her gratitude, she has arranged for some favors 
  in return from members of her court. As such, you may 
  choose one of the favors below (the entire favor is to be 
  crossed out once one of the options below has been used): 
  A) Lady Karistyne has arranged with Shianne 
  Stormhanded to make available one of her 
  spellbooks to be copied from. You may choose 
  to copy as many of the following spells into 
  your spell book as you wish (or for other arcane 
  casters, she shows you how to cast the spell): 
  2nd—Scimitar of Sand; 3rd—Protection from 
  Desiccation; 4th—Wall of Sand; 5th—Sleep 
  Mote; 6th—Scalding Mud. All spells above are 
  found in Sandstorm. 
  B) 
  Lady Karistyne has arranged with Helena 
  Stanmaer to teach you the proper rituals for 
  praying for as many of these spells as you can 
  learn.  (Works for any divine caster who would 
  otherwise be able to cast the spell given access 
  to it): 2nd—Freedom of Breath; 3rd—Protection 
  from Dessication; 4th—Wall of Sand; 5th—
  Flaywind Burst; 6th—Symbol of Thirst. All 
  spells above are found in Sandstorm. 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 19 
  C) Lady Karistyne has arranged for the PC to get 
  access to a small supply of magical items. They 
  are considered to have access “Any” to the 
  following items from Sandstorm: scorpion 
  carapace 
  armor 
  enchantment, 
  ring 
  of 
  sandstriding, cape of the wastes, goggles of the 
  desert, sandals of the shifting sands and 
  replenishing skin. 
   
  Normal costs apply to all of the above favors 
   
  w The Mark of Nevyeh and Nevyah: You have 
  chosen to allow the phantoms Nevyeh and Nevyah to 
  ritually scar you with their tribal mark (a stylized ‘T’). In 
  addition to making you known as a friend to the local 
  tribesmen near Zarak and Azak-Zil, the scar also has a 
  magical ability to it. The ghosts have imbued you with a 
  one-time protection from magical death effects. The next 
  magical death effect targeted at your character will 
  automatically fail. Once used, this should be noted on 
  your AR. The mark itself does not go away however, and 
  may still be of some other use in the future. 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Item Access 
  APL 12: 
   
  Cloak of resistance +2 (Adventure; DMG; 4000 
  gp) 
   
  APL 14 (all of APL 12 plus the following): 
   
  +2 Chain shirt (Adventure; DMG; 4,250 gp) 
   
  APL 16 (all of APLs 12-14 plus the following): 
   
  Amulet of health +4 (Adventure; DMG; 16,000 
  gp) 
   
  Belt of giant strength +4 (Adventure; DMG; 
  16,000 gp) 
   
  Ring of protection +2 (Adventure; DMG; 8,000 
  gp) 
   
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 20 
  APPENDIX 1: NPC AND MONSTER STATISTICS
  APL 2 
  ENCOUNTER 1 
   
   
   
   
  d Nevyeh and Nevyah: Male human (Flan) ghost 
  barbarian 1; CR 3; Medium undead (augmented 
  humanoid [human], incorporeal); 1d12; hp 12; Init +3; 
  Spd 40 ft., fly 30 ft. (perfect); AC 16, touch 16, flat-
  footed 13; Base Atk +1; Grp +4; Atk +6 melee 
  (2d6+4/19-20, masterwork greatsword†) or +4 melee 
  incorporeal touch (1d4 ability damage, draining touch); 
  Full 
  Atk 
  +6 
  melee 
  (2d6+4/19-20, 
  masterwork 
  greatsword†) or +4 melee incorporeal touch (1d4 ability 
  damage, draining touch); SA Draining touch, frightful 
  moan 
  (DC 13), horrific appearance 
  (DC 
  13), 
  manifestation, rage; SQ Darkvision 60 ft., fast 
  movement (+10 ft.), illiterate, incorporeal traits, 
  rejuvenation, turn resistance +4, undead traits; AL CN; 
  SV Fort +2, Ref +3, Will +0; Str 16, Dex 16, Con —, Int 
  10, Wis 10, Cha 16. 
   
  Skills and Feats: Climb +5, Handle Animal +5, 
  Hide +13, Jump +9, Listen +10, Move Silently +5, 
  Search +8, Spot +8, Survival +2; Power Attack, Weapon 
  Focus (greatsword). 
   
  Languages: Common, Flan. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, and 
  1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
  Manifestation (Su): Every ghost has this 
  ability. A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where it is not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal Plane. 
   
  When a spellcasting ghost is not manifested and is 
  on the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on nonethereal targets. 
   
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Rage (Ex): 1/day—AC 14, touch 14, flat-footed 
  11; Grp +6; Atk +8 melee (2d6+7/19-20, masterwork 
  greatsword†); Full Atk +8 melee (2d6+7/19-20, 
  masterwork greatsword†); Fort +2, Will +2; Str 20, Con 
  –; Climb +7, Jump +11, lasts 3 rounds.  
   
  Rejuvenation (Su): In most cases, it’s difficult 
  to destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s HD) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good 
  deal of research. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  †This attack only effective on the Ethereal Plane.  
   
  ENCOUNTER 3 
   
   
   
   
  d Abbor-Alz Tribesman: Male human (Flan) 
  barbarian 1; CR 1; Medium humanoid (human); 
  1d12+3; hp 15; Init +2; Spd 40 ft.; AC 15, touch 12, flat-
  footed 13; Base Atk +1; Grp +4; Atk +6 melee 
  (1d12+4/x3, masterwork greataxe) or +3 ranged 
  (1d8/x3, longbow); Full Atk +6 melee (1d12+4/x3, 
  masterwork greataxe) or +3 ranged (1d8/x3, longbow); 
  SA Rage; SQ Fast movement (+10 ft.), illiterate; AL CN; 
  SV Fort +5, Ref +2, Will +0; Str 16, Dex 14, Con 16, Int 
  8, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +3, Handle Animal +4, 
  Hide +3, Jump +7, Listen +1, Move Silently +3, Survival 
  +2; Power Attack, Weapon Focus (greataxe). 
   
  Languages: Common, Flan. 
   
  Rage (Ex): 1/day—hp 17; AC 13, touch 11, flat-
  footed 11; Grp +6; Atk +8 melee (1d12+7/x3, 
  masterwork greataxe) Full Atk +8 melee (1d12+7/x3, 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 21 
  masterwork greataxe); Fort +7, Will +2; Str 20, Con 20; 
  lasts 8 rounds then fatigued.  
   
  Possessions: studded leather armor, masterwork 
  greataxe, longbow, 20 arrows, longbow. 
   
  d Kell-Hai, Abbor-Alz Spirit Shaman: Female 
  human (Flan) spirit shaman1 1; CR 1; Medium 
  humanoid (human); 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 
  14, touch 11, flat-footed 13; Base Atk +0; Grp +0; Atk +0 
  melee (1d6/x3, handaxe) or +2 ranged (1d6/x3, 
  masterwork shortbow); Full Atk +0 melee (1d6/x3, 
  handaxe) or +2 ranged (1d6/x3, masterwork shortbow); 
  SA Spells; SQ Spirit guide (owl), wild empathy; AL N; 
  SV Fort +3, Ref +1, Will +5; Str 10, Dex 12, Con 12, Int 
  8, Wis 16, Cha 16. 
   
  Skills and Feats: Concentration +8, Knowledge 
  (geography) +0, Knowledge (local - Core) +0, 
  Knowledge (nature) +0, Listen +5, Spellcraft +0, Spot 
  +9, Survival +5; AlertnessB, Skill Focus (Concentration), 
  Track. 
   
  Languages: Common, Flan. 
   
  Spirit Shaman Spells Retrieved (3/3; base DC = 13 
  + spell level): 0—flare, know direction, light; 1st—cure 
  light wounds. 
   
  Spirit Guide: All spirit shamans have a spirit 
  guide, a personification of the spirit world. In some 
  sense a spirit shaman and her guide are one being, both 
  knowing and seeing and experiencing the same things. 
  Unlike a familiar, a spirit guide is not a separate entity 
  from a spirit shaman. She is the only on who can 
  perceive or interact with her guide. It exists only inside 
  her mind and soul. 
   
  The spirit shaman’s spirit guide confers greater 
  awareness of her surroundings, and grants her the 
  Alertness feat. The spirit guide grants additional 
  abilities at 5th and 10th level (see Follow the guide and 
  Guide Magic, below). 
   
  Wild Empathy (Ex): Guided by her insight into 
  animal spirits, a spirit shaman can use body language, 
  vocalizations, and demeanor to improve the attitude of 
  an animal (a monster of the animal type). This ability 
  functions just like a Diplomacy check made to improve 
  the attitude of a person. The spirit shaman rolls 1d20 
  and adds her spirit shaman level and her Charisma 
  modifier to determine the wild empathy check result. 
  The typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the spirit shaman and the animal 
  must be able to study each other, which means that 
  they must be within 30 feet of one another under 
  normal conditions. Generally, influencing an animal in 
  this way takes 1 minute (as with influencing people, 
  use of this ability might take more or less time). 
   
  A spirit shaman cannot use this ability to influence 
  a magical beast. 
   
  Possessions: studded leather armor, handaxe, 
  masterwork shortbow, 20 arrows. 
   
  1Complete Divine page 14 or Appendix 2.  
   
  ENCOUNTER 4 
   
   
   
   
  d Rary’s Nomad: Male human (Flan) fighter 1; CR 
  1; Medium humanoid (human); 1d10+2; hp 12; Init +2; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +1; 
  Grp +4; Atk +4 melee (1d8+3/x3, lance) or +3 ranged 
  (1d6/x3, shortbow) or +5 melee (1d6+3/18-20, 
  masterwork scimitar); Full Atk +4 melee (1d8+3/x3, 
  lance) or +3 ranged (1d6/x3, shortbow) or +5 melee 
  (1d6+3/18-20, masterwork scimitar); AL CN; SV Fort 
  +4, Ref +2, Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 
  12, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3 (+6 
  with horses), Jump +2, Ride +9, Survival +2; Horselore1, 
  Mounted Combat, Power Attack. 
   
  Languages: Flan. 
   
  Possessions: studded leather armor, light wooden 
  shield, lance, masterwork scimitar, shortbow, 20 
  arrows. 
   
  1Dragon magazine issue 315 or Appendix 2.  
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 22 
  APL 4 
  ENCOUNTER 1 
   
   
   
   
  d Nevyeh and Nevyah: Male human (Flan) ghost 
  barbarian 3; CR 5; Medium undead (augmented 
  humanoid [human], incorporeal); 3d12+3; hp 29; Init 
  +3; Spd 40 ft., fly 30 ft. (perfect); AC 16, touch 16, flat-
  footed 16; Base Atk +3; Grp +6; Atk +8 melee 
  (2d6+4/19-20, masterwork greatsword†) or +6 melee 
  incorporeal touch (1d4 ability damage, draining touch); 
  Full 
  Atk 
  +8 
  melee 
  (2d6+4/19-20, 
  masterwork 
  greatsword†) or +6 melee incorporeal touch (1d4 ability 
  damage, draining touch); Space/Reach: 5 ft./5 ft.; SA 
  Draining touch, frightful moan (DC 14), horrific 
  appearance 
  (DC 
  14), 
  manifestation, 
  rage; 
  SQ 
  Darkvision 60 ft., fast movement (+10 ft.), illiterate, 
  incorporeal traits, rejuvenation, trap sense +1, turn 
  resistance +4, uncanny dodge, undead traits; AL CN; 
  SV Fort +3, Ref +4, Will +1; Str 16, Dex 16, Con —, Int 
  10, Wis 10, Cha 16. 
   
  Skills and Feats: Climb +7, Handle Animal +5, 
  Hide +13, Jump +11, Listen +12, Move Silently +5, 
  Search +8, Spot +8, Survival +6; Improved Toughness1, 
  Power Attack, Weapon Focus (greatsword). 
   
  Languages: Common, Flan. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, and 
  1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
  Manifestation (Su): Every ghost has this 
  ability. A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where it is not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal Plane. 
   
  When a spellcasting ghost is not manifested and is 
  on the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on nonethereal targets. 
   
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Rage (Ex): 1/day—AC 14, touch 14, flat-footed 
  14; Grp +8; Atk +10 melee (2d6+7/19-20, masterwork 
  greatsword†); Full Atk +10 melee (2d6+7/19-20, 
  masterwork greatsword†); Fort +5, Will +3; Str 20, Con 
  –; Climb +9, Jump +13, lasts 3 rounds.  
   
  Rejuvenation (Su): In most cases, it’s difficult 
  to destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s HD) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good 
  deal of research. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  † This attack only effective on the Ethereal Plane. 
   
  1Complete Warrior page 101 or Appendix 2.  
   
  ENCOUNTER 3 
   
   
   
   
  d Abbor-Alz Tribesman: Male human (Flan) 
  barbarian 2; CR 2; Medium humanoid (human); 
  2d12+6; hp 25; Init +2; Spd 40 ft.; AC 15, touch 12, flat-
  footed 15; Base Atk +2; Grp +5; Atk +7 melee 
  (1d12+4/x3, masterwork greataxe) or +5 ranged 
  (1d8+1/x3, masterwork composite longbow [+1]); Full 
  Atk +7 melee (1d12+4/x3, masterwork greataxe) or +5 
  ranged (1d8+1/x3, masterwork composite longbow 
  [+1]); SA Rage; SQ Fast movement 10 ft., illiterate, 
  uncanny dodge; AL CN; SV Fort +6, Ref +2, Will +0; Str 
  16, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Handle Animal +4, 
  Hide +3, Jump +8, Listen +2, Move Silently +3, Survival 
  +3; Power Attack, Weapon Focus (greataxe). 
   
  Languages: Common, Flan. 
   
  Rage (Ex): 1/day—hp 29; AC 13, touch 10, flat-
  footed 13; Grp +7; Atk +9 melee (1d12+7/x3, 
  masterwork greataxe) Full Atk +9 melee (1d12+7/x3, 
  masterwork greataxe); Fort +8, Will +2; Str 20, Con 20; 
  lasts 8 rounds then fatigued. 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 23 
   
  Possessions: studded leather armor, masterwork 
  greateaxe, masterwork composite longbow [+1], 20 
  arrows. 
   
  d Kell-Hai, Abbor-Alz Spirit Shaman: Female 
  human (Flan) spirit shaman1 2; CR 2; Medium 
  humanoid (human); 2d8+2; hp 15; Init +1; Spd 30 ft.; 
  AC 14 (+3 studded leather, +1 Dex), touch 11, flat-
  footed 13; Base Atk +1; Grp +1; Atk +2 melee (1d6/x3, 
  handaxe) or +3 ranged (1d6/x3, masterwork composite 
  shortbow); Full Atk +2 melee (1d6/x3, handaxe) or +3 
  ranged (1d6/x3, masterwork composite shortbow); SA 
  Chastise spirits (6/day, DC 15), spells; SQ Spirit guide 
  (owl), wild empathy; AL N; SV Fort +4, Ref +1, Will +6; 
  Str 10, Dex 12, Con 12, Int 8, Wis 16, Cha 16. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (geography) +0, Knowledge (local -  Core) +0, 
  Knowledge (nature) +0, Listen +5, Spellcraft +0, Spot 
  +10, 
  Survival 
  +7; 
  AlertnessB, 
  Skill 
  Focus 
  (Concentration), Track. 
   
  Languages: Common, Flan. 
   
  Spirit Shaman Spells Retrieved (4/4; base DC = 13 
  + spell level): 0—flare, know direction, light; 1st—cure 
  light wounds, produce flame. 
   
  Spirit Guide: All spirit shamans have a spirit 
  guide, a personification of the spirit world. In some 
  sense a spirit shaman and her guide are one being, both 
  knowing and seeing and experiencing the same things. 
  Unlike a familiar, a spirit guide is not a separate entity 
  from a spirit shaman. She is the only on who can 
  perceive or interact with her guide. It exists only inside 
  her mind and soul. 
   
  The spirit shaman’s spirit guide confers greater 
  awareness of her surroundings, and grants her the 
  Alertness feat. The spirit guide grants additional 
  abilities at 5th and 10th level (see Follow the guide and 
  Guide Magic, below). 
   
  Chastise Spirit (Su): Beginning at 2nd level, a 
  spirit shaman can use divine energy granted by her 
  patrons in the spirit word to damage hostile spirits (see 
  the “What is a Spirit?” Sidebar). 
   
  Chastising spirits is a standard action that deals 
  1d6 damage/shaman level to all spirits within 30 feet of 
  the shaman. The affected spirits get a Will save (DC 10 
  + shaman level + her charisma modifier) for half 
  damage. 
   
  When using this ability against incorporeal 
  creatures, a spirit shaman does not have to roll the 
  normal 50% miss chance—the effect hits the spirits 
  automatically. A spirit shaman can use this ability a 
  number of times per day equal to 3 + her Charisma 
  modifier. 
   
  Wild Empathy (Ex): Guided by her insight into 
  animal spirits, a spirit shaman can use body language, 
  vocalizations, and demeanor to improve the attitude of 
  an animal (a monster of the animal type). This ability 
  functions just like a Diplomacy check made to improve 
  the attitude of a person. The spirit shaman rolls 1d20 
  and adds her spirit shaman level and her Charisma 
  modifier to determine the wild empathy check result. 
  The typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the spirit shaman and the animal 
  must be able to study each other, which means that 
  they must be within 30 feet of one another under 
  normal conditions. Generally, influencing an animal in 
  this way takes 1 minute (as with influencing people, 
  use of this ability might take more or less time). 
   
  A spirit shaman cannot use this ability to influence 
  a magical beast. 
   
  Possessions: studded leather armor, masterwork 
  handaxe, masterwork composite shortbow, 20 arrows. 
   
  1Complete Divine page 14 or Appendix 2. 
   
  ENCOUNTER 4 
   
   
   
   
  d Rary’s Nomad: Male human (Flan) fighter 2; CR 
  2; Medium humanoid (human); 2d10+4; hp 20; Init +2; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +2; 
  Grp +5; Atk +5 melee (1d8+3/x3, lance) or +5 ranged 
  (1d6+1/x3, masterwork composite shortbow [+1]) or +6 
  melee (1d6+3/18-20, masterwork scimitar); Full Atk +5 
  melee (1d8+3/x3, lance) or +5 ranged (1d6+1/x3, 
  masterwork composite shortbow [+1]) or +6 melee 
  (1d6+3/18-20, masterwork scimitar); AL CN; SV Fort 
  +5, Ref +2, Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 
  12, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3 (+6 
  with horses), Jump +2, Ride +10, Survival +3; 
  Horselore1, Mounted Combat, Power Attack, Ride-By 
  Attack. 
   
  Languages: Flan. 
   
  Possessions:  studded leather armor, light wooden 
  shield, 
  lance, 
  masterwork 
  scimitar, 
  masterwork 
  composite shortbow [+1], 20 arrows.  
   
  1Dragon magazine issue 315 or Appendix 2. 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 24 
  APL 6 
  ENCOUNTER 1 
   
   
   
   
  d Nevyeh and Nevyah: Male human (Flan) ghost 
  barbarian 5; CR 7; Medium undead (augmented 
  humanoid [human] incorporeal); 5d12+5; hp 45; Init 
  +3; Spd 40 ft., fly 30 ft. (perfect); AC 16, touch 16, flat-
  footed 16; Base Atk +5; Grp +8; Atk +10 melee 
  (2d6+4/19-20, masterwork greatsword†) or +8 melee 
  incorporeal touch (1d4 ability damage, draining touch); 
  Full Atk +10 melee (2d6+4/19-20, masterwork 
  greatsword†) or +8 melee incorporeal touch (1d4 ability 
  damage, draining touch); SA Draining touch, frightful 
  moan 
  (DC 15), horrific appearance 
  (DC 
  15), 
  manifestation, rage; SQ Darkvision 60 ft., fast 
  movement (+10 ft.), improved uncanny dodge, 
  incorporeal traits, rejuvenation, trap sense +1, turn 
  resistance +4, undead traits; AL CN; SV Fort +4, Ref +4, 
  Will +1; Str 16, Dex 16, Con —, Int 10, Wis 10, Cha 17. 
   
  Skills and Feats: Climb +9, Handle Animal +7, 
  Hide +13, Jump +13, Listen +14, Move Silently +5, 
  Search +8, Spot +8, Survival +8; Improved Toughness1, 
  Power Attack, Weapon Focus (greatsword). 
   
  Languages: Common, Flan. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, and 
  1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
  Manifestation (Su): Every ghost has this 
  ability. A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where it is not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal Plane. 
   
  When a spellcasting ghost is not manifested and is 
  on the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on nonethereal targets. 
   
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Rage (Ex): 2/day—AC 14, touch 14, flat-footed 
  14; Grp +10; Atk +12 melee (2d6+7/19-20, masterwork 
  greatsword†) Full Atk +12 melee (2d6+7/19-20, 
  masterwork greatsword†); Fort +6, Will +3; Str 20, Con 
  –; Climb +11, Jump +15, lasts 3 rounds.  
   
  Rejuvenation (Su): In most cases, it’s difficult 
  to destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s HD) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good 
  deal of research. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  † This attack only effective on the Ethereal Plane. 
   
  1Complete Warrior page 101 or Appendix 2.  
   
  ENCOUNTER 3 
   
   
   
   
  d Abbor-Alz Tribesman: Male human (Flan) 
  barbarian 4; CR 4; Medium humanoid (human); 
  4d12+16; hp 49; Init +2; Spd 40 ft.; AC 17, touch 12, flat-
  footed 17; Base Atk +4; Grp +7; Atk +9 melee 
  (1d12+4/x3, masterwork greataxe) or +7 ranged 
  (1d8+3/x3, masterwork composite longbow [+3]); Full 
  Atk +9 melee (1d12+4/x3, masterwork greataxe) or +7 
  ranged (1d8+3/x3, masterwork composite longbow 
  [+3]); SA Rage; SQ Fast movement (+10 ft.), trap sense 
  +1, uncanny dodge; AL CN; SV Fort +7, Ref +3, Will +1; 
  Str 17, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Handle Animal +4, 
  Hide +4, Jump +8, Listen +2, Move Silently +4, Survival 
  +5; Improved Toughness1, Power Attack, Weapon 
  Focus (greataxe). 
   
  Languages: Common, Flan. 
   
  Rage (Ex): 2/day—hp 57; AC 15, touch 10, flat-
  footed 15; Grp +9; Atk +11 melee (1d12+7/x3, 
  masterwork greataxe) Full Atk +11 melee (1d12+7/x3, 
  masterwork greataxe); Fort +9, Will +3; Str 21, Con 20; 
  lasts 8 rounds then fatigued. 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 25 
   
  Possessions: +1 chain shirt, masterwork greataxe, 
  masterwork composite longbow [+3], 20 arrows.  
   
  1Complete Warrior page 101 or Appendix 2. 
   
  d Kell-Hai, Abbor-Alz Spirit Shaman: Female 
  human (Flan) spirit shaman1 4; CR 4; Medium 
  humanoid (human); 4d8+8; hp 31; Init +1; Spd 30 ft.; 
  AC 16, touch 11, flat-footed 15; Base Atk+3; Grp +3; Atk 
  +4 melee (1d6/x3, handaxe) or +5 ranged (1d6/x3, 
  masterwork composite shortbow); Full Atk +4 melee 
  (1d6/x3, handaxe) or +5 ranged (1d6/x3, masterwork 
  composite shortbow); SA Chastise spirits (6/day, DC 
  17), spells; SQ Blessing of the spirits, detect spirits, 
  spirit guide (owl), wild empathy; AL N; SV Fort +5, Ref 
  +2, Will +7; Str 10, Dex 12, Con 12, Int 8, Wis 16, Cha 
  17. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (geography) +0, Knowledge (local - Core) +0, 
  Knowledge (nature) +1, Listen +5, Spellcraft +0, Spot 
  +12, Survival +10; AlertnessB, Improved Toughness2, 
  Skill Focus (Concentration), Track. 
   
  Languages: Common, Flan. 
   
  Spirit Shaman Spells Retrieved (6/6/4; base DC = 
  13 + spell level): 0—flare, know direction, light; 1st—
  cure light wounds, entangle, produce flame; 2nd—
  bull’s strength. 
   
  Spirit Guide: All spirit shamans have a spirit 
  guide, a personification of the spirit world. In some 
  sense a spirit shaman and her guide are one being, both 
  knowing and seeing and experiencing the same things. 
  Unlike a familiar, a spirit guide is not a separate entity 
  from a spirit shaman. She is the only on who can 
  perceive or interact with her guide. It exists only inside 
  her mind and soul. 
  The spirit shaman’s spirit guide confers greater 
  awareness of her surroundings, and grants her the 
  Alertness feat. The spirit guide grants additional 
  abilities at 5th and 10th level (see Follow the guide and 
  Guide Magic, below). 
   
  Blessing of the Spirits (Sp): Starting at 4th 
  level, a spirit shaman can perform a special rite to gain a 
  special blessing. The shaman goes into a meditative 
  state in which she travels to the spirit world. 
  Performing the rite requires 10 minutes; the spirit 
  shaman can only ward herself with this ability and 
  cannot perform the rite for anyone else. The blessing 
  functions just like protection from evil, except it 
  protects against spirits and lasts until it is dismissed or 
  dispelled. If this ability is dispelled, the spirit shaman 
  can recreate it simply by taking 10 minutes to do so. 
   
  Chastise Spirit (Su): Beginning at 2nd level, a 
  spirit shaman can use divine energy granted by her 
  patrons in the spirit word to damage hostile spirits (see 
  the “What is a Spirit?” Sidebar). 
   
  Chastising spirits is a standard action that deals 
  1d6 damage/shaman level to all spirits within 30 feet of 
  the shaman. The affected spirits get a Will save (DC 10 
  + shaman level + her charisma modifier) for half 
  damage. 
   
  When using this ability against incorporeal 
  creatures, a spirit shaman does not have to roll the 
  normal 50% miss chance—the effect hits the spirits 
  automatically. A spirit shaman can use this ability a 
  number of times per day equal to 3 + her Charisma 
  modifier. 
   
  Detect Spirits (Sp): The spirit shaman's spirit 
  guide perceives nearby spirits. At will, the spirit 
  shaman can use detect spirits as a spell-like ability. It 
  functions just like detect undead, except it detects 
  creatures that are considered spirits. 
   
  Wild Empathy (Ex): Guided by her insight into 
  animal spirits, a spirit shaman can use body language, 
  vocalizations, and demeanor to improve the attitude of 
  an animal (a monster of the animal type). This ability 
  functions just like a Diplomacy check made to improve 
  the attitude of a person. The spirit shaman rolls 1d20 
  and adds her spirit shaman level and her Charisma 
  modifier to determine the wild empathy check result. 
  The typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the spirit shaman and the animal 
  must be able to study each other, which means that 
  they must be within 30 feet of one another under 
  normal conditions. Generally, influencing an animal in 
  this way takes 1 minute (as with influencing people, 
  use of this ability might take more or less time). 
   
  A spirit shaman cannot use this ability to influence 
  a magical beast. 
   
  Possessions: +1 chain shirt, masterwork handaxe, 
  masterwork composite shortbow, 20 arrows.  
   
  1Complete Divine page 14 or Appendix 2. 
   
  2Complete Warrior page 101 or Appendix 2. 
   
  ENCOUNTER 4 
   
   
   
   
  d Rary’s Nomad: Male human (Flan) fighter 4; CR 
  4; Medium humanoid (human); 4d10+8; hp 36; Init +2; 
  Spd 30 ft.; AC 18, touch 12, flat-footed 16; Base Atk+4; 
  Grp +7; Atk +7 melee (1d8+3/x3, lance) or +7 ranged 
  (1d6+3/x3, masterwork composite shortbow [+3]) or +8 
  melee (1d6+3/18-20, masterwork scimitar); Full Atk +7 
  melee (1d8+3/x3, lance) or +7 ranged (1d6+3/x3, 
  masterwork composite shortbow [+3]) or +8 melee 
  (1d6+3/18-20, masterwork scimitar); AL CN; SV Fort 
  +6, Ref +3, Will +2; Str 17, Dex 14, Con 14, Int 10, Wis 
  12, Cha 8. 
   
  Skills and Feats: Climb +3, Handle Animal +5 (+8 
  with horses), Jump +3, Ride +12, Survival +3; 
  Horselore1, Mounted Archery, Mounted Combat, 
  Power Attack, Ride-By Attack, Spirited Charge. 
   
  Languages: Flan. 
   
  Possessions: +1 chain shirt, light wooden shield, 
  lance, masterwork scimitar, masterwork composite 
  shortbow [+3], potion of fly (CL 5).  
   
  1Dragon magazine issue 315 or Appendix 2. 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 26 
  APL 8 
  ENCOUNTER 1 
   
   
   
   
  d Nevyeh and Nevyah: Male human (Flan) ghost 
  barbarian 7; CR 9; Medium undead (augmented 
  humanoid [human], incorporeal); 7d12+7; hp 61; Init 
  +3; Spd 40 ft., fly 30 ft. (perfect); AC 16, touch 16, flat-
  footed 16; Base Atk +7; Grp +10; Atk +12 melee 
  (2d6+4/19-20, masterwork greatsword†) or +10 melee 
  incorporeal touch (1d4 ability damage, draining touch); 
  Full Atk +12/+7 melee (2d6+4/19-20, masterwork 
  greatsword†) or +10 melee incorporeal touch (1d4 
  ability damage, draining touch); SA Draining touch, 
  frightful moan (DC 16), horrific appearance (DC 16), 
  manifestation, rage; SQ Damage reduction 1/-, 
  darkvision 60 ft., fast movement (+10 ft.), illiterate, 
  improved 
  uncanny 
  dodge, 
  incorporeal 
  traits, 
  rejuvenation, trap sense +2, turn resistance +4, undead 
  traits; AL CN; SV Fort +5, Ref +5, Will +2; Str 16, Dex 
  16, Con —, Int 10, Wis 10, Cha 17. 
   
  Skills and Feats: Climb +11, Handle Animal +9, 
  Hide +13, Jump +15, Listen +16, Move Silently +5, 
  Search +8, Spot +8, Survival +10; Combat Reflexes, 
  Improved Toughness1, Power Attack, Weapon Focus 
  (greatsword). 
   
  Languages: Common, Flan. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, and 
  1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
  Manifestation (Su): Every ghost has this 
  ability. A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where it is not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal Plane. 
   
  When a spellcasting ghost is not manifested and is 
  on the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on nonethereal targets. 
   
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Rage (Ex): 2/day—AC 14, touch 14, flat-footed 
  14; Grp +12; Atk +14 melee (2d6+7/19-20, masterwork 
  greatsword†) Full Atk +14/+9 melee (2d6+7/19-20, 
  masterwork greatsword†); Fort +7, Will +3; Str 20, Con 
  –; Climb +13, Jump +17, lasts 3 rounds. 
   
  Rejuvenation (Su): In most cases, it’s difficult 
  to destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s HD) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good 
  deal of research. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  † This attack only effective on the Ethereal Plane. 
   
  1Complete Warrior page 101 or Appendix 2.  
   
  ENCOUNTER 3 
   
   
   
   
  d Abbor-Alz Tribesman: Male human (Flan) 
  barbarian 6; CR 6; Medium humanoid (human); 
  6d12+24; hp 71; Init +2; Spd 40 ft.; AC 17, touch 12, flat-
  footed 17; Base Atk +6; Grp +9; Atk +11 melee 
  (1d12+5/x3, +1 greataxe) or +9 ranged (1d8+3/x3, 
  masterwork composite longbow [+3]); Full Atk +11/+6 
  melee (1d12+5/x3, +1 greataxe) or +9/+4 ranged 
  (1d8+3/x3, masterwork composite longbow [+3]); SA 
  Rage; SQ Fast movement 10 ft., illiterate, improved 
  uncanny dodge, trap sense +2; AL CN; SV Fort +8, Ref 
  +4, Will +2; Str 17, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Handle Animal +4, 
  Hide +5, Jump +9, Listen +3, Move Silently +5, Survival 
  +5; Combat Reflexes, Improved Toughness1, Power 
  Attack, Weapon Focus (greataxe). 
   
  Languages: Common, Flan. 
   
  Rage (Ex): 2/day—hp 83; AC 15, touch 10, flat-
  footed 15; Grp +11; Atk +13 melee (1d12+7/x3, 
  masterwork 
  greataxe) 
  Full 
  Atk 
  +13/+6 
  melee 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 27 
  (1d12+7/x3, masterwork greataxe); Fort +10, Will +3; 
  Str 21, Con 20; lasts 8 rounds then fatigued. 
   
  Possessions: 
  +1 
  chain 
  shirt, 
  +1 
  greataxe, 
  masterwork composite longbow [+3], 20 arrows.  
   
  1Complete Warrior page 101 or Appendix 2. 
   
  d Kell-Hai, Abbor-Alz Spirit Shaman: Female 
  human (Flan) spirit shaman1 6; CR 6; Medium 
  humanoid (human); 6d8+12; hp 45; Init +1; Spd 30 ft.; 
  AC 16, touch 11, flat-footed 15; Base Atk +4; Grp: +4; 
  Atk +5 melee (1d6/x3, handaxe) or +6 ranged 
  (1d6+1/x3, +1 composite shortbow); Full Atk +5 melee 
  (1d6/x3, handaxe) or +6 ranged (1d6+1/x3, +1 
  composite shortbow); SA Chastise spirits (6/day, DC 
  19), spells; SQ Blessing of the spirits, detect spirits, 
  follow the guide, ghost warrior, spirit guide (owl), wild 
  empathy; AL N; SV Fort +6, Ref +3, Will +8; Str 10, Dex 
  12, Con 12, Int 8, Wis 16, Cha 17. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (geography) +0, Knowledge (local - Core) +0, 
  Knowledge (nature) +2, Listen +5, Spellcraft +1, Spot 
  +14, Survival +12; AlertnessB, Extend Spell, Improved 
  Toughness2, Skill Focus (Concentration), Track. 
   
  Languages: Common, Flan. 
   
  Spirit Shaman Spells Retrieved (6/7/6/4; base DC 
  = 13 + spell level): 0—flare, know direction, light; 1st—
  cure light wounds, entangle, produce flame; 2nd—
  barkskin, bull’s strength; 3rd—cure moderate wounds. 
   
  Spirit Guide: All spirit shamans have a spirit 
  guide, a personification of the spirit world. In some 
  sense a spirit shaman and her guide are one being, both 
  knowing and seeing and experiencing the same things. 
  Unlike a familiar, a spirit guide is not a separate entity 
  from a spirit shaman. She is the only on who can 
  perceive or interact with her guide. It exists only inside 
  her mind and soul. 
  The spirit shaman’s spirit guide confers greater 
  awareness of her surroundings, and grants her the 
  Alertness feat. The spirit guide grants additional 
  abilities at 5th and 10th level (see Follow the guide and 
  Guide Magic, below). 
   
  Blessing of the Spirits (Sp): Starting at 4th 
  level, a spirit shaman can perform a special rite to gain a 
  special blessing. The shaman goes into a meditative 
  state in which she travels to the spirit world. 
  Performing the rite requires 10 minutes; the spirit 
  shaman can only ward herself with this ability and 
  cannot perform the rite for anyone else. The blessing 
  functions just like protection from evil, except it 
  protects against spirits and lasts until it is dismissed or 
  dispelled. If this ability is dispelled, the spirit shaman 
  can recreate it simply by taking 10 minutes to do so. 
   
  Chastise Spirit (Su): Beginning at 2nd level, a 
  spirit shaman can use divine energy granted by her 
  patrons in the spirit word to damage hostile spirits (see 
  the “What is a Spirit?” Sidebar). 
   
  Chastising spirits is a standard action that deals 
  1d6 damage/shaman level to all spirits within 30 feet of 
  the shaman. The affected spirits get a Will save (DC 10 
  + shaman level + her charisma modifier) for half 
  damage. 
   
  When using this ability against incorporeal 
  creatures, a spirit shaman does not have to roll the 
  normal 50% miss chance—the effect hits the spirits 
  automatically. A spirit shaman can use this ability a 
  number of times per day equal to 3 + her Charisma 
  modifier. 
   
  Detect Spirits (Sp): The spirit shaman's spirit 
  guide perceives nearby spirits. At will, the spirit 
  shaman can use detect spirits as a spell-like ability. It 
  functions just like detect undead, except it detects 
  creatures that are considered spirits. 
   
  Follow the Guide (Su): At 5th level and 
  higher, a spirit shaman's spirit guide helps her 
  maintain control of her mind. If a spirit shaman is 
  affected by an enchantment spell or effect and fails her 
  saving throw, she can attempt it again 1 round later at 
  the same DC. She only gets this one extra chance to 
  succeed on her saving throw. 
   
  Ghost Warrior (Su): Beginning at 6th level, a 
  spirit shaman confers the ghost touch special ability 
  (see Magic Weapon Special Ability Descriptions, page 
  223 of the Dungeon Master's Guide) to any weapon she 
  holds for as long as she holds it. She also becomes 
  resistant to the touch attacks of incorporeal creatures, 
  and may use her normal Armor Class (not her touch 
  AC) against any touch attack delivered by an 
  incorporeal creature. 
   
  Wild Empathy (Ex): Guided by her insight into 
  animal spirits, a spirit shaman can use body language, 
  vocalizations, and demeanor to improve the attitude of 
  an animal (a monster of the animal type). This ability 
  functions just like a Diplomacy check made to improve 
  the attitude of a person. The spirit shaman rolls 1d20 
  and adds her spirit shaman level and her Charisma 
  modifier to determine the wild empathy check result. 
  The typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the spirit shaman and the animal 
  must be able to study each other, which means that 
  they must be within 30 feet of one another under 
  normal conditions. Generally, influencing an animal in 
  this way takes 1 minute (as with influencing people, 
  use of this ability might take more or less time). 
   
  A spirit shaman cannot use this ability to influence 
  a magical beast. 
   
  Possessions: +1 chain shirt, masterwork handaxe, 
  +1 composite shortbow, 20 arrows. 
   
  1Complete Divine page 14 or Appendix 2. 
   
  2Complete Warrior page 101 or Appendix 2. 
   
  ENCOUNTER 4 
   
   
   
   
  d Rary’s Nomad: Male human (Flan) fighter 6; CR 
  6; Medium humanoid (human); 6d10+18; hp 58; Init 
  +2; Spd 30 ft.; AC 18, touch 12, flat-footed 16; Base Atk 
  +6; Grp +9; Atk +10 melee (1d8+4/x3, +1 lance) or +9 
  ranged (1d6+3/x3, masterwork composite shortbow 
  [+3]) or +10 melee (1d6+3/18-20, masterwork scimitar); 
  Full Atk +10/+5 melee (1d8+4/x3, +1 lance) or +9/+4 
  ranged (1d6+3/x3, masterwork composite shortbow 
  [+3]) or +10/+5 melee (1d6+3/18-20, masterwork 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 28 
  scimitar); AL CN; SV Fort +7, Ref +4, Will +3; Str 17, 
  Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +5, Handle Animal +5 (+8 
  w/horses), Jump +5, Ride +14, Survival +3; Horselore1, 
  Improved Toughness2 Mounted Archery, Mounted 
  Combat, Power Attack, Ride-By Attack, Spirited 
  Charge, Trample. 
   
  Languages: Flan. 
   
  Possessions: +1 chain shirt, light wooden shield, +1 
  lance, masterwork scimitar, composite shortbow [+3], 
  20 arrows, potion of fly (CL 5).  
   
  1Dragon magazine issue 315 or Appendix 2. 
   
  2Complete Warrior page 101 or Appendix 2. 
   
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 29 
  APL 10 
  ENCOUNTER 1 
   
   
   
   
  d Nevyeh and Nevyah: Male human (Flan) ghost 
  barbarian 9; CR 11; Medium undead (augmented 
  humanoid [human], incorporeal); 9d12+9; hp 77; Init 
  +3; Spd 40 ft., fly 30 ft. (perfect); AC 17, touch 17, flat-
  footed 17; Base Atk +9; /Grp +12; Atk +14 melee 
  (2d6+4/19-20, masterwork greatsword†) or +12 melee 
  incorporeal touch (1d4 ability damage, draining touch); 
  Full Atk +14/+9 melee (2d6+4/19-20, masterwork 
  greatsword†) or +12 melee incorporeal touch (1d4 
  ability damage, draining touch); Space/Reach: 5 ft./5 
  ft.; SA Draining touch, frightful moan (DC 18), horrific 
  appearance (DC 18), manifestation, rage 3/day; SQ 
  Damage reduction 1/-, darkvision 60 ft., fast movement 
  10 ft., improved uncanny dodge, illiterate, incorporeal 
  traits, rejuvenation, trap sense +3, turn resistance +4, 
  uncanny dodge, undead traits; AL CN; SV Fort +6, Ref 
  +6, Will +5; Str 16, Dex 16, Con —, Int 10, Wis 10, Cha 
  18. 
   
  Skills and Feats: Climb +13, Handle Animal +12, 
  Hide +13, Jump +17, Listen +18, Move Silently +5, 
  Search +8, Spot +8, Survival +12; Combat Reflexes, 
  Improved Toughness1, Iron Will, Power Attack, 
  Weapon Focus (greatsword). 
   
  Languages: Common, Flan. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, and 
  1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
  Manifestation (Su): Every ghost has this 
  ability. A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where it is not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal Plane. 
   
  When a spellcasting ghost is not manifested and is 
  on the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on nonethereal targets. 
   
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Rage (Ex): 3/day—AC 15, touch 15, flat-footed 
  15; Grp +14; Atk +16 melee (2d6+7/19-20, masterwork 
  greatsword†) Full Atk +16/+11 melee (2d6+7/19-20, 
  masterwork greatsword†); Fort +8, Will +7; Str 20, Con 
  –; Climb +15, Jump +19, lasts 3 rounds. 
   
  Rejuvenation (Su): In most cases, it’s difficult 
  to destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s HD) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good 
  deal of research. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  † This attack only effective on the Ethereal Plane. 
   
  1Complete Warrior page 101 or Appendix 2.  
   
  ENCOUNTER 2 
   
   
   
   
  d Stone Golem, Advanced: CR 12; Large 
  Construct; 18d10+30; hp 129; Init -1; Spd 20 ft.; AC 26, 
  touch 8, flat-footed 26; Base Atk +13; Grp +27; Atk +22 
  melee (2d10+10, slam); Full Atk +22 melee (2d10+10, 2 
  slams); Space/Reach: 10 ft./10 ft.; SA Slow; SQ 
  Construct traits, damage reduction 10/adamantine, 
  darkvision 60 ft., immunity to magic, low-light vision; 
  AL CE; SV Fort +6, Ref +5, Will +6; Str 30, Dex 9, Con 
  —, Int —, Wis 11, Cha 1. 
   
  Skills and Feats: —. 
   
  Slow (Su): A stone golem can use a slow effect, 
  as the spell, as a free action once every 2 rounds. The 
  effect has a range of 10 feet and a duration of 7 rounds, 
  requiring a DC 19 Will save to negate. The save DC is 
  Constitution-based. 
   
  Immunity to Magic (Ex): A stone golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 30 
  function differently against the creature, as noted 
  below. 
   
  A transmute rock to mud spell slows a stone golem 
  (as the slow spell) for 2d6 rounds, with no saving 
  throw, while transmute mud to rock heals all of its lost 
  hit points. 
   
  A stone to flesh spell does not actually change the 
  golem’s structure but negates its damage reduction and 
  immunity to magic for 1 full round. 
   
  ENCOUNTER 3 
   
   
   
   
  d Abbor-Alz Tribesman: Male human (Flan) 
  barbarian 8; CR 8; Medium humanoid (human); 
  8d12+32; hp 93; Init +2; Spd 40 ft.; AC 17, touch 12, flat-
  footed 17; Base Atk +8; Grp +12; Atk +14 melee 
  (1d12+7/x3, +1 greataxe) or +11 ranged (1d8+4/x3, +1 
  composite longbow [+3]); Full Atk +14/+9 melee 
  (1d12+7/x3, +1 greataxe) or +11/+6 ranged (1d8+4/x3, 
  +1 composite longbow [+3]); SA Rage; SQ Damage 
  reduction 1/–, fast movement (+10 ft.), illiteracy, 
  improved uncanny dodge, trap sense +2, uncanny 
  dodge; AL CN; SV Fort +10, Ref +5, Will +3; Str 18, Dex 
  14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +5, Handle Animal +6, 
  Hide +6, Jump +10, Listen +3, Move Silently +6, 
  Survival +7; Combat Reflexes, Improved Toughness1, 
  Power Attack, Weapon Focus (greataxe). 
   
  Languages: Common, Flan. 
   
  Rage (Ex): 3/day—hp 109; AC 15, touch 10, flat-
  footed 15; Grp +11; Atk +16 melee (1d12+10/x3, +1 
  greataxe) Full Atk +16/+11 melee (1d12+10/x3, +1 
  greataxe); Fort +10, Will +3; Str 22, Con 20; lasts 8 
  rounds then fatigued. 
   
  Possessions: +1 chain shirt, +1 greataxe, +1 
  composite longbow [+3], 10 arrows, cloak of resistance 
  +1.  
   
  1Complete Warrior page 101 or Appendix 2. 
   
  d Kell-Hai, Abbor-Alz Spirit Shaman: Female 
  human (Flan) Spirit shaman1 8; CR 8; Medium 
  humanoid (human); 8d8+16; hp 59; Init +1; Spd 30 ft.; 
  AC 17, touch 12, flat-footed 16; Base Atk/Grp: +6/+6; 
  Atk +7 melee (1d6/x3, handaxe) or +8 ranged 
  (1d6+1/x3, +1 composite shortbow); Full Atk +7/+2 
  melee (1d6/x3, handaxe) or +8/+3 ranged (1d6+1/x3, +1 
  composite shortbow); SA Chastise spirits (7/day, DC 
  22), spells; SQ Blessing of the spirits, detect spirits, 
  follow the guide, ghost warrior, spirit guide (owl), 
  warding of the spirits, wild empathy; AL N; SV Fort +8, 
  Ref +4, Will +10; Str 10, Dex 12, Con 12, Int 8, Wis 16, 
  Cha 18. 
   
  Skills and Feats: Concentration +15, Heal +5, 
  Knowledge (geography) +0, Knowledge (local - Core) 
  +0, Knowledge (nature) +2, Listen +5, Spellcraft +1, 
  Spot +16, Survival +14; AlertnessB, Extend Spell, 
  Improved Toughness2, Skill Focus (Concentration), 
  Track. 
   
  Languages: Common, Flan. 
   
  Spirit Shaman Spells Retrieved (6/7/7/6/3; base 
  DC = 13 + spell level): 0—flare, know direction, light; 
  1st—cure light wounds, entangle, produce flame; 
  2nd—barkskin, bull’s strength; 3rd—cure moderate 
  wounds, extended resist energy; 4th—freedom of 
  movement. 
   
  Spirit Guide: All spirit shamans have a spirit 
  guide, a personification of the spirit world. In some 
  sense a spirit shaman and her guide are one being, both 
  knowing and seeing and experiencing the same things. 
  Unlike a familiar, a spirit guide is not a separate entity 
  from a spirit shaman. She is the only on who can 
  perceive or interact with her guide. It exists only inside 
  her mind and soul. 
   
  The spirit shaman’s spirit guide confers greater 
  awareness of her surroundings, and grants her the 
  Alertness feat. The spirit guide grants additional 
  abilities at 5th and 10th level (see Follow the guide and 
  Guide Magic, below). 
   
  Blessing of the Spirits (Sp): Starting at 4th 
  level, a spirit shaman can perform a special rite to gain a 
  special blessing. The shaman goes into a meditative 
  state in which she travels to the spirit world. 
  Performing the rite requires 10 minutes; the spirit 
  shaman can only ward herself with this ability and 
  cannot perform the rite for anyone else. The blessing 
  functions just like protection from evil, except it 
  protects against spirits and lasts until it is dismissed or 
  dispelled. If this ability is dispelled, the spirit shaman 
  can recreate it simply by taking 10 minutes to do so. 
   
  Chastise Spirit (Su): Beginning at 2nd level, a 
  spirit shaman can use divine energy granted by her 
  patrons in the spirit word to damage hostile spirits (see 
  the “What is a Spirit?” Sidebar). 
   
  Chastising spirits is a standard action that deals 
  1d6 damage/shaman level to all spirits within 30 feet of 
  the shaman. The affected spirits get a Will save (DC 10 
  + shaman level + her charisma modifier) for half 
  damage. 
   
  When using this ability against incorporeal 
  creatures, a spirit shaman does not have to roll the 
  normal 50% miss chance—the effect hits the spirits 
  automatically. A spirit shaman can use this ability a 
  number of times per day equal to 3 + her Charisma 
  modifier. 
   
  Detect Spirits (Sp): The spirit shaman's spirit 
  guide perceives nearby spirits. At will, the spirit 
  shaman can use detect spirits as a spell-like ability. It 
  functions just like detect undead, except it detects 
  creatures that are considered spirits. 
   
  Follow the Guide (Su): At 5th level and 
  higher, a spirit shaman's spirit guide helps her 
  maintain control of her mind. If a spirit shaman is 
  affected by an enchantment spell or effect and fails her 
  saving throw, she can attempt it again 1 round later at 
  the same DC. She only gets this one extra chance to 
  succeed on her saving throw. 
   
  Ghost Warrior (Su): Beginning at 6th level, a 
  spirit shaman confers the ghost touch special ability 
  (see Magic Weapon Special Ability Descriptions, page 
  223 of the Dungeon Master's Guide) to any weapon she 
  holds for as long as she holds it. She also becomes 
  resistant to the touch attacks of incorporeal creatures, 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 31 
  and may use her normal Armor Class (not her touch 
  AC) against any touch attack delivered by an 
  incorporeal creature. 
   
  Warding of the Spirits (Sp): Starting at 7th 
  level, a spirit shaman can perform a special rite once 
  per day to ward herself and her companions against 
  hostile spirits. Performing the rite requires 1 minute. 
  The warding lasts for 10 minutes per level and 
  otherwise functions like magic circle against evil, 
  except it protects against spirits. 
   
  Wild Empathy (Ex): Guided by her insight into 
  animal spirits, a spirit shaman can use body language, 
  vocalizations, and demeanor to improve the attitude of 
  an animal (a monster of the animal type). This ability 
  functions just like a Diplomacy check made to improve 
  the attitude of a person. The spirit shaman rolls 1d20 
  and adds her spirit shaman level and her Charisma 
  modifier to determine the wild empathy check result. 
  The typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the spirit shaman and the animal 
  must be able to study each other, which means that 
  they must be within 30 feet of one another under 
  normal conditions. Generally, influencing an animal in 
  this way takes 1 minute (as with influencing people, 
  use of this ability might take more or less time). 
  A spirit shaman cannot use this ability to influence a 
  magical beast. 
   
  Possessions: +1 chain shirt, masterwork handaxe, 
  +1 composite shortbow, 20 arrows, cloak of resistance 
  +2, ring of protection +1.  
   
  1Complete Divine page 14 or Appendix 2. 
   
  2Complete Warrior page 101 or Appendix 2. 
   
  ENCOUNTER 4 
   
   
   
   
  d Rary’s Nomad: Male human (Flan) fighter 8; CR 
  8; Medium humanoid (human); 8d10+24; hp 76; Init 
  +2; Spd 30 ft.; AC 18, touch 12, flat-footed 16; Base 
  Atk/Grp: +8/+12; Atk +13 melee (1d8+5/x3, +1 lance) 
  or +11 ranged (1d6+4/x3, masterwork composite 
  shortbow [+4]) or +13 melee (1d6+5/18-20, +1 scimitar); 
  Full Atk +13/+8 melee (1d8+5/x3, +1 lance) or +11/+6 
  ranged (1d6+4/x3, masterwork composite shortbow 
  [+4]) or +13/+8 melee (1d6+5/18-20, +1 scimitar); AL 
  CN; SV Fort +9, Ref +5, Will +4; Str 18, Dex 14, Con 14, 
  Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +6, Handle Animal +7 (+10 
  w/horses), Jump +6, Ride +16, Survival +4; Cavalry 
  Charger1, Horselore2, Improved Toughness3, Mounted 
  Archery, Mounted Combat, Power Attack, Ride-By 
  Attack, Spirited Charge, Trample. 
   
  Languages: Flan. 
   
  Possessions: +1 chain shirt, light wooden shield, +1 
  lance, +1 scimitar, masterwork composite shortbow 
  [+4], 20 arrows, cloak of resistance +1, potion of fly (CL 
  5).  
   
  1Complete Warrior page 108 or Appendix 2. 
   
  2Dragon magazine issue 315 or Appendix 2. 
   
  3Complete Warrior page 101 or Appendix 2. 
   
  
  COR5-20 Phantoms on Bright Sands 
   
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  APL 12 
  ENCOUNTER 1 
   
   
   
   
  d Nevyeh and Nevyah: male human (Flan) ghost 
  barbarian 11; CR 13; Medium undead (augmented 
  humanoid [human], incorporeal); 11d12+11; hp 93; Init 
  +3; Spd 40 ft., fly 30 ft. (perfect); AC 17, touch 17, flat-
  footed 17; Base Atk +11; Grp +14; Atk +16 melee 
  (2d6+4/19-20, masterwork greatsword†) or +14 melee 
  incorporeal touch (1d4 ability damage, draining touch); 
  Full Atk +16/+11/+6 melee (2d6+4/19-20, masterwork 
  greatsword†) or +14 melee incorporeal touch (1d4 
  ability damage, draining touch); SA Draining touch, 
  frightful moan (DC 19), greater rage, horrific 
  appearance (DC 19), manifestation; SQ Damage 
  reduction 2/-, darkvision 60 ft., fast movement (+10 ft.), 
  improved 
  uncanny 
  dodge, 
  incorporeal 
  traits, 
  rejuvenation, trap sense +3, turn resistance +4, undead 
  traits; AL CN; SV Fort +7, Ref +6, Will +5; Str 16, Dex 
  16, Con —, Int 10, Wis 10, Cha 18. 
   
  Skills and Feats: Climb +15, Handle Animal +14, 
  Hide +13, Jump +19, Listen +20, Move Silently +5, 
  Search +8, Spot +8, Survival +14; Combat Reflexes, 
  Improved Toughness1, Iron Will, Power Attack, 
  Weapon Focus (greatsword). 
   
  Languages: Common, Flan. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Greater Rage (Ex): 3/day—AC 15, touch 15, 
  flat-footed 15; Grp +17; Atk +19 melee (2d6+7/19-20, 
  masterwork greatsword†) Full Atk +19/+14/+9 melee 
  (2d6+7/19-20, masterwork greatsword†); Fort +8, Will 
  +7; Str 22, Con –; Climb +18, Jump +21, lasts 3 rounds. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, and 
  1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
  Manifestation (Su): Every ghost has this 
  ability. A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where it is not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal Plane. 
   
  When a spellcasting ghost is not manifested and is 
  on the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on nonethereal targets. 
   
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Rejuvenation (Su): In most cases, it’s difficult 
  to destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s HD) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good 
  deal of research. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  † This attack only effective on the Ethereal Plane. 
   
  1Complete Warrior page 101 or Appendix 2.  
   
  ENCOUNTER 2 
   
   
   
   
  d Iron Golem, Advanced: CR 14; Large Construct; 
  22d10+30; hp 151; Init -1; Spd 20 ft.; AC 30, touch 8, 
  flat-footed 30; Base Atk +15; Grp +33; Atk +27 melee 
  (2d10+12, slam); Full Atk +27 melee (2d10+12, 2 slams); 
  Space/Reach: 10 ft./10 ft.; SA Breath weapon; SQ 
  Construct traits, damage reduction 15/adamantine, 
  darkvision 60 ft., immunity to magic, low-light vision; 
  AL CE; SV Fort +7, Ref +6, Will +7; Str 34, Dex 9, Con 
  —, Int —, Wis 11, Cha 1. 
   
  Breath Weapon (Su): 10-foot cube, cloud of 
  poisonous gas lasting 1 round, free action once every 
  1d4+1 rounds; initial damage 1d4 Con, secondary 
  damage 3d4 Con, Fortitude DC 21 negates. The save 
  DC is Constitution-based.  
   
  Immunity to Magic (Ex): An iron golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
  
  COR5-20 Phantoms on Bright Sands 
   
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  A magical attack that deals electricity damage 
  slows an iron golem (as the slow spell) for 3 rounds, 
  with no saving throw. 
   
  A magical attack that deals fire damage breaks any 
  slow effect on the golem and heals 1 point of damage 
  for each 3 points of damage the attack would otherwise 
  deal. If the amount of healing would cause the golem 
  to exceed its full normal hit points, it gains any excess 
  as temporary hit points. For example, an iron golem hit 
  by a fireball gains back 6 hit points if the damage total 
  is 18 points. An iron golem gets no saving throw 
  against fire effects. 
   
  An iron golem is affected normally by rust attacks, 
  such as that of a rust monster or a rusting grasp spell. 
   
  ENCOUNTER 3 
   
   
   
   
  d Abbor-Alz Tribesman: Male human (Flan) 
  barbarian 10; CR 10; Medium humanoid (human); 
  10d12+40; hp 115; Init +2; Spd 40 ft.; AC 18, touch 13, 
  flat-footed 16; Base Atk +10; Grp +15; Atk +17 melee 
  (1d12+8/x3, +1 greataxe) or +13 ranged (1d8+4/x3, +1 
  composite longbow [+3]); Full Atk +17/+12 melee 
  (1d12+8/x3, +1 greataxe) or +13/+8 ranged (1d8+4/x3, 1 
  composite longbow [+3]); SA Rage; SQ Damage 
  reduction 2/–, fast movement (+10 ft.), illiterate, 
  improved uncanny dodge, trap sense +3, uncanny; AL 
  CN; SV Fort +11, Ref +6, Will +6; Str 20, Dex 14, Con 
  16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +8, Handle Animal +6, 
  Hide +7, Jump +11, Listen +3, Move Silently +7, 
  Survival +9; Combat Reflexes, Improved Toughness1, 
  Iron Will, Power Attack, Weapon Focus (greataxe). 
   
  Languages: Common, Flan. 
   
  Rage (Ex): 3/day—hp 135; AC 16, touch 11, flat-
  footed 16; Grp +17; Atk +19 melee (1d12+11/x3, +1 
  greataxe) Full Atk +16/+11 melee (1d12+11/x3, +1 
  greataxe); Fort +13, Will +8; Str 24, Con 20; lasts 8 
  rounds then fatigued. 
   
  Possessions: +1 chains shirt, +1 greataxe, +1 
  composite longbow [+3], 20 arrows, cloak of resistance 
  +1, gauntlets of ogre strength +2, ring of protection +1.  
   
  1Complete Warrior page 101 or Appendix 2. 
   
  d Kell-Hai, Abbor-Alz Spirit Shaman: Female 
  human (Flan) spirit shaman1 10; CR 10; Medium 
  Humanoid (human); 10d8+20; hp 73; Init +1; Spd 30 ft.; 
  AC 17, touch 12, flat-footed 16; Base Atk +7; Grp +7; 
  Atk +8 melee (1d6/x3, handaxe) or +9 ranged 
  (1d6+1/x3, +1 composite shortbow); Full Atk +8/+3 
  melee (1d6/x3, handaxe) or +9/+4 ranged (1d6+1/x3, +1 
  composite shortbow); SA Chastise spirits (7/day, DC 
  24), spells; SQ Blessing of the spirits, detect spirits, 
  follow the guide, ghost warrior, guide magic, spirit 
  form 1/day, spirit guide (owl), warding of the spirits, 
  wild empathy; AL N; SV Fort +10, Ref +5, Will +13; Str 
  10, Dex 12, Con 12, Int 8, Wis 18, Cha 18. 
   
  Skills and Feats: Concentration +17, Heal +8, 
  Knowledge (geography) +0, Knowledge (local - Core) 
  +0, Knowledge (nature) +2, Listen +6, Spellcraft +1, 
  Spot +19, Survival +17; AlertnessB, Augment Healing2, 
  Extend Spell, Improved Toughness2, Skill Focus 
  (Concentration), Track. 
   
  Languages: Common, Flan. 
   
  Spirit Shaman Spells Retrieved (6/7/7/7/6/3; base 
  DC = 13 + spell level): 0—flare, know direction, light; 
  1st—cure light wounds, entangle, lesser vigor4; 2nd—
  cat’s grace, bull’s strength, extended produce flame; 
  3rd—extended barkskin, extended resist energy; 4th—
  flame strike, freedom of movement; 5th—cure critical 
  wounds]. 
   
  Spirit Guide: All spirit shamans have a spirit 
  guide, a personification of the spirit world. In some 
  sense a spirit shaman and her guide are one being, both 
  knowing and seeing and experiencing the same things. 
  Unlike a familiar, a spirit guide is not a separate entity 
  from a spirit shaman. She is the only on who can 
  perceive or interact with her guide. It exists only inside 
  her mind and soul. 
   
  The spirit shaman’s spirit guide confers greater 
  awareness of her surroundings, and grants her the 
  Alertness feat. The spirit guide grants additional 
  abilities at 5th and 10th level (see Follow the guide and 
  Guide Magic, below). 
   
  Blessing of the Spirits (Sp): Starting at 4th 
  level, a spirit shaman can perform a special rite to gain a 
  special blessing. The shaman goes into a meditative 
  state in which she travels to the spirit world. 
  Performing the rite requires 10 minutes; the spirit 
  shaman can only ward herself with this ability and 
  cannot perform the rite for anyone else. The blessing 
  functions just like protection from evil, except it 
  protects against spirits and lasts until it is dismissed or 
  dispelled. If this ability is dispelled, the spirit shaman 
  can recreate it simply by taking 10 minutes to do so. 
   
  Chastise Spirit (Su): Beginning at 2nd level, a 
  spirit shaman can use divine energy granted by her 
  patrons in the spirit word to damage hostile spirits (see 
  the “What is a Spirit?” Sidebar). 
   
  Chastising spirits is a standard action that deals 
  1d6 damage/shaman level to all spirits within 30 feet of 
  the shaman. The affected spirits get a Will save (DC 10 
  + shaman level + her charisma modifier) for half 
  damage. 
   
  When using this ability against incorporeal 
  creatures, a spirit shaman does not have to roll the 
  normal 50% miss chance—the effect hits the spirits 
  automatically. A spirit shaman can use this ability a 
  number of times per day equal to 3 + her Charisma 
  modifier. 
   
  Detect Spirits (Sp): The spirit shaman's spirit 
  guide perceives nearby spirits. At will, the spirit 
  shaman can use detect spirits as a spell-like ability. It 
  functions just like detect undead, except it detects 
  creatures that are considered spirits. 
   
  Follow the Guide (Su): At 5th level and 
  higher, a spirit shaman's spirit guide helps her 
  maintain control of her mind. If a spirit shaman is 
  affected by an enchantment spell or effect and fails her 
  saving throw, she can attempt it again 1 round later at 
  the same DC. She only gets this one extra chance to 
  succeed on her saving throw. 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 34 
   
  Ghost Warrior (Su): Beginning at 6th level, a 
  spirit shaman confers the ghost touch special ability 
  (see Magic Weapon Special Ability Descriptions, page 
  223 of the Dungeon Master's Guide) to any weapon she 
  holds for as long as she holds it. She also becomes 
  resistant to the touch attacks of incorporeal creatures, 
  and may use her normal Armor Class (not her touch 
  AC) against any touch attack delivered by an 
  incorporeal creature. 
   
  Guide Magic (Su): Starting at 10th level, as a 
  free action, a spirit shaman can assign her spirit guide 
  the task of concentrating on a spell or spell-like ability 
  that is maintained through concentration. The spirit 
  shaman can act normally while her spirit guide 
  concentrates on the spell. A spirit guide can 
  concentrate on only one spell at a time. If necessary to 
  maintain 
  the 
  spell, 
  the 
  spirit 
  guide 
  makes 
  Concentration checks for the spirit shaman, using the 
  spirit shaman's normal Concentration modifier. A 
  spirit guide does not have to make Concentration 
  checks for circumstances such as the spirit shaman 
  taking damage. The spirit itself is not present for 
  anyone to interrupt or otherwise interact with. 
   
  Spirit Form (Su): At 9th level and higher, a 
  spirit shaman learns how to temporarily transform 
  herself into a spirit. Once per day, as a standard action, 
  she can make herself incorporeal for up to 1 minute. 
  While incorporeal, a spirit shaman gains all the 
  advantages of the incorporeal subtype (see the Glossary 
  of the Monster Manual), including immunity to all 
  nonmagical attack forms, a 50% chance to ignore 
  damage from any corporeal source, and the ability to 
  enter or pass through solid objects. The spirit shaman 
  loses any armor or natural armor bonus to AC, but 
  gains a deflection bonus equal to her Charisma 
  modifier (minimum +1). She has no Strength score 
  against corporeal creatures or objects and cannot make 
  physical attacks against them, but she gains the ability 
  to make a melee touch attack (add the spirit shaman's 
  Dexterity modifier to her attack roll) that deals 1d6 
  points of damage to a corporeal target. This effect is 
  treated as a magic weapon for the purpose of 
  overcoming damage reduction. At 15th level and 
  higher, a spirit shaman can use her spirit form twice 
  per day. At 20th level, she can use this ability three 
  times per day. 
   
  Warding of the Spirits (Sp): Starting at 7th 
  level, a spirit shaman can perform a special rite once 
  per day to ward herself and her companions against 
  hostile spirits. Performing the rite requires 1 minute. 
  The warding lasts for 10 minutes per level and 
  otherwise functions like magic circle against evil, 
  except it protects against spirits. 
   
  Wild Empathy (Ex): Guided by her insight into 
  animal spirits, a spirit shaman can use body language, 
  vocalizations, and demeanor to improve the attitude of 
  an animal (a monster of the animal type). This ability 
  functions just like a Diplomacy check made to improve 
  the attitude of a person. The spirit shaman rolls 1d20 
  and adds her spirit shaman level and her Charisma 
  modifier to determine the wild empathy check result. 
  The typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the spirit shaman and the animal 
  must be able to study each other, which means that 
  they must be within 30 feet of one another under 
  normal conditions. Generally, influencing an animal in 
  this way takes 1 minute (as with influencing people, 
  use of this ability might take more or less time). 
   
  A spirit shaman cannot use this ability to influence 
  a magical beast. 
   
  Possessions: +1 chain shirt, masterwork handaxe, 
  +1 composite shortbow, 20 arrows, cloak of resistance 
  +2, periapt of wisdom +2, ring of protection +1. 
   
  1Complete Divine page 14 or Appendix 2. 
   
  2Complete Divine page 79 or Appendix 2. 
   
  3Complete Warrior page 101 or Appendix 2. 
   
  4Complete Divine page 186 or Appendix 2. 
   
  ENCOUNTER 4 
   
   
   
   
  d Rary’s Nomad: Male human (Flan) fighter 10; CR 
  10; Medium Humanoid (human); 10d10+30; hp 94; Init 
  +2; Spd 30 ft.; AC 19, touch 13, flat-footed 17; Base Atk 
  +10; Grp +15; Atk +16 melee (1d8+6/x3, +1 lance) or 
  +13 
  ranged 
  (1d6+4/x3, 
  masterwork 
  composite 
  shortbow [+4]) or +16 melee (1d6+6/18-20, +1 scimitar); 
  Full Atk +16/+11 melee (1d8+6/x3, +1 lance) or +13/+8 
  ranged (1d6+4/x3, masterwork composite shortbow 
  [+4]) or +16/+11 melee (1d6+6/18-20, +1 scimitar); AL 
  CN; SV Fort +10, Ref +6, Will +5; Str 20, Dex 14, Con 
  14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +8, Handle Animal +7 (+10 
  w/horses), Jump +8, Ride +18, Survival +5; Cavalry 
  Charger1, 
  Combat 
  Reflexes, 
  Heat 
  Endurance2, 
  Horselore3, Improved Toughness4, Mounted Archery, 
  Mounted Combat, Power Attack, Ride-By Attack, 
  Spirited Charge, Trample. 
   
  Languages: Flan. 
   
  Possessions: +1 chain shirt, light wooden shield, +1 
  lance, +1 scimitar, masterwork composite shortbow 
  [+4], 20 arrows, cloak of resistance +1, gauntlets of ogre 
  power +2, ring of protection +1, potion of fly (CL 5).  
   
  1Complete Warrior page 108 or Appendix 2. 
   
  2Sandstorm page 50 or Appendix 2.  
   
  3Dragon magazine issue 315 or Appendix 2. 
   
  4Complete Warrior page 101 or Appendix 2. 
   
   
  
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  APL 14 
  ENCOUNTER 1 
   
   
   
   
  d Nevyeh and Nevyah: Male human (Flan) ghost 
  barbarian 13; CR 15; Medium undead (augmented 
  humanoid [human], incorporeal); 13d12+13; hp 109; 
  Init +7; Spd 40 ft., fly 30 ft. (perfect); AC 17, touch 17, 
  flat-footed 17; Base Atk +13; Grp +16; Atk +18 melee 
  (2d6+4/19-20, masterwork greatsword†) or +16 melee 
  incorporeal touch (1d4 ability damage, draining touch); 
  Full Atk +18/+13/+8 melee (2d6+4/19-20, masterwork 
  greatsword†) or +16 melee incorporeal touch (1d4 
  ability damage, draining touch); SA Draining touch, 
  frightful moan (DC 20), greater rage, horrific 
  appearance (DC 20), manifestation; SQ Damage 
  reduction 3/-, darkvision 60 ft., fast movement 10 ft., 
  illiteracy, improved uncanny dodge, incorporeal traits, 
  rejuvenation, trap sense +4, turn resistance +4, undead 
  traits; AL CN; SV Fort +8, Ref +7, Will +6; Str 16, Dex 
  16, Con —, Int 10, Wis 10, Cha 19. 
   
  Skills and Feats: Climb +17, Handle Animal +16, 
  Hide +13, Jump +21, Listen +22, Move Silently +5, 
  Search +8, Spot +8, Survival +16; Combat Reflexes, 
  Improved Initiative, Improved Toughness1, Iron Will, 
  Power Attack, Weapon Focus (greatsword). 
   
  Languages: Common, Flan. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Greater Rage (Ex): 4/day—AC 15, touch 15, 
  flat-footed 15; Grp +19; Atk +21 melee (2d6+7/19-20, 
  masterwork greatsword†) Full Atk +21/+16/+11 melee 
  (2d6+7/19-20, masterwork greatsword†); Fort +11, Will 
  +9; Str 22, Con –; Climb +21, Jump +24, lasts 3 rounds. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, and 
  1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
  Manifestation (Su): Every ghost has this 
  ability. A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where it is not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal Plane. 
   
  When a spellcasting ghost is not manifested and is 
  on the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on nonethereal targets. 
   
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Rejuvenation (Su): In most cases, it’s difficult 
  to destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s HD) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good 
  deal of research. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  † This attack only effective on the Ethereal Plane. 
   
  1Complete Warrior page 101 or Appendix 2.  
   
  ENCOUNTER 3 
   
   
   
   
  d Abbor-Alz Tribesman: Male human (Flan) 
  Barbarian 12; CR 12; Medium humanoid (human); 
  12d12+60; hp 159; Init +2; Spd 40 ft.; AC 19, touch 13, 
  flat-footed 19; Base Atk +12; Grp +17; Atk +19 melee 
  (1d12+8/19-20x3, +1 greataxe) or +15 ranged (1d8+4/x3, 
  1 composite longbow [+3]); Full Atk +19/+14/+9 melee 
  (1d12+8/19-20x3, +1 greataxe) or +15/+10/+5 ranged 
  (1d8+4/x3, 1 composite longbow [+3]); SA Greater rage; 
  SQ Damage reduction 2/–, fast movement (+10 ft.), 
  illiteracy, improved uncanny dodge, trap sense +; AL 
  CN; SV Fort +13, Ref +7, Will +7; Str 21, Dex 14, Con 
  18, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +10, Handle Animal +6, 
  Hide +8, Jump +11, Listen +3, Move Silently +8, 
  Survival +11; Combat Reflexes, Improved Critical 
  (greataxe), Improved Toughness1, Iron Will, Power 
  Attack, Weapon Focus (greataxe). 
   
  Languages: Common, Flan. 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 36 
   
  Greater Rage (Ex): 4/day—hp 195; AC 17, 
  touch 11, flat-footed 17; Grp +20; Atk +22 melee 
  (1d12+13/x3, +1 greataxe) Full Atk +22/+17/+11 melee 
  (1d12+13/x3, +1 greataxe); Fort +16, Will +10; Str 27, 
  Con 24; lasts 10 rounds then fatigued. 
   
  Possessions: +2 chain shirt, +1 greataxe, +1 
  composite longbow [+3], 20 arrows, amulet of health 
  +2, cloak of resistance +1, gauntlets of ogre power +2, 
  ring of protection +1.  
   
  1Complete Warrior page 101 or Appendix 2. 
   
  d Kell-Hai, Abbor-Alz Spirit Shaman: Female 
  human Flan spirit shaman1 12; CR 12; Medium 
  humanoid (human); 12d8+36; hp 99; Init +1; Spd 30 ft.; 
  AC 18, touch 12, flat-footed 17; Base Atk +9; Grp +9; 
  Atk +10 melee (1d6/x3, handaxe) or +11 ranged 
  (1d6+1/x3, +1 composite shortbow); Full Atk +10/+5 
  melee (1d6/x3, handaxe) or +11/+6 ranged (1d6+1/x3, 
  +1 composite shortbow); SA Chastise spirits (7/day, DC 
  24), spells; SQ Blessing of the spirits, detect spirits, 
  follow the guide, ghost warrior, guide magic, recall 
  spirit, spirit form 1/day, spirit guide (owl), warding of 
  the spirits, wild empathy; AL N; SV Fort +12, Ref +6, 
  Will +14; Str 10, Dex 12, Con 14, Int 8, Wis 19, Cha 18. 
   
  Skills and Feats: Concentration +20, Heal +8, 
  Knowledge (geography) +1, Knowledge (local - Core) 
  +0, Knowledge (nature) +2, Listen +6, Spellcraft +2, 
  Spot +21, Survival +19; AlertnessB, Augment Healing2, 
  Extend Spell, Improved Toughness3, Quicken Spell, 
  Skill Focus (Concentration), Track. 
   
  Languages: Common, Flan. 
   
  Spells Retrieved (6/7/7/7/7/5/3; base DC = 13 + 
  spell level): 0—flare, know direction, light; 1st—[cure 
  light wounds, entangle, lesser vigor4; 2nd—cat’s grace, 
  bull’s strength, extended produce flame; 3rd—
  extended barkskin, extended resist energy, spike 
  growth; 4th—flame strike, freedom of movement; 
  5th—cure critical wounds, quickened cure light 
  wounds; 6th—greater dispel magic. 
   
  Spirit Guide: All spirit shamans have a spirit 
  guide, a personification of the spirit world. In some 
  sense a spirit shaman and her guide are one being, both 
  knowing and seeing and experiencing the same things. 
  Unlike a familiar, a spirit guide is not a separate entity 
  from a spirit shaman. She is the only on who can 
  perceive or interact with her guide. It exists only inside 
  her mind and soul. 
   
  The spirit shaman’s spirit guide confers greater 
  awareness of her surroundings, and grants her the 
  Alertness feat. The spirit guide grants additional 
  abilities at 5th and 10th level (see Follow the Guide and 
  Guide Magic, below). 
   
  Blessing of the Spirits (Sp): Starting at 4th 
  level, a spirit shaman can perform a special rite to gain a 
  special blessing. The shaman goes into a meditative 
  state in which she travels to the spirit world. 
  Performing the rite requires 10 minutes; the spirit 
  shaman can only ward herself with this ability and 
  cannot perform the rite for anyone else. The blessing 
  functions just like protection from evil, except it 
  protects against spirits and lasts until it is dismissed or 
  dispelled. If this ability is dispelled, the spirit shaman 
  can recreate it simply by taking 10 minutes to do so. 
   
  Chastise Spirit (Su): Beginning at 2nd level, a 
  spirit shaman can use divine energy granted by her 
  patrons in the spirit word to damage hostile spirits (see 
  the “What is a Spirit?” Sidebar). 
   
  Chastising spirits is a standard action that deals 
  1d6 damage/shaman level to all spirits within 30 feet of 
  the shaman. The affected spirits get a Will save (DC 10 
  + shaman level + her charisma modifier) for half 
  damage. 
   
  When using this ability against incorporeal 
  creatures, a spirit shaman does not have to roll the 
  normal 50% miss chance—the effect hits the spirits 
  automatically. A spirit shaman can use this ability a 
  number of times per day equal to 3 + her Charisma 
  modifier. 
   
  Detect Spirits (Sp): The spirit shaman's spirit 
  guide perceives nearby spirits. At will, the spirit 
  shaman can use detect spirits as a spell-like ability. It 
  functions just like detect undead, except it detects 
  creatures that are considered spirits. 
   
  Follow the Guide (Su): At 5th level and 
  higher, a spirit shaman's spirit guide helps her 
  maintain control of her mind. If a spirit shaman is 
  affected by an enchantment spell or effect and fails her 
  saving throw, she can attempt it again 1 round later at 
  the same DC. She only gets this one extra chance to 
  succeed on her saving throw. 
   
  Ghost Warrior (Su): Beginning at 6th level, a 
  spirit shaman confers the ghost touch special ability 
  (see Magic Weapon Special Ability Descriptions, page 
  223 of the Dungeon Master's Guide) to any weapon she 
  holds for as long as she holds it. She also becomes 
  resistant to the touch attacks of incorporeal creatures, 
  and may use her normal Armor Class (not her touch 
  AC) against any touch attack delivered by an 
  incorporeal creature. 
   
  Guide Magic (Su): Starting at 10th level, as a 
  free action, a spirit shaman can assign her spirit guide 
  the task of concentrating on a spell or spell-like ability 
  that is maintained through concentration. The spirit 
  shaman can act normally while her spirit guide 
  concentrates on the spell. A spirit guide can 
  concentrate on only one spell at a time. If necessary to 
  maintain 
  the 
  spell, 
  the 
  spirit 
  guide 
  makes 
  Concentration checks for the spirit shaman, using the 
  spirit shaman's normal Concentration modifier. A 
  spirit guide does not have to make Concentration 
  checks for circumstances such as the spirit shaman 
  taking damage. The spirit itself is not present for 
  anyone to interrupt or otherwise interact with. 
   
  Recall Spirit (Sp): At 11th level, a spirit shaman 
  gains the ability to call back the spirit of a dead creature 
  before the spirit of the deceased has completely left the 
  body. Once per week, she can reconnect a spirit to its 
  body, restoring life to a recently deceased creature. The 
  ability must be used within l round of the victim's 
  death. This ability functions like raise dead, except that 
  the raised creature receives no level loss, no 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 37 
  Constitution loss, and no loss of spells. The creature is 
  only restored to-1 hit points (but is stabilized). 
   
  Spirit Form (Su): At 9th level and higher, a 
  spirit shaman learns how to temporarily transform 
  herself into a spirit. Once per day, as a standard action, 
  she can make herself incorporeal for up to 1 minute. 
  While incorporeal, a spirit shaman gains all the 
  advantages of the incorporeal subtype (see the Glossary 
  of the Monster Manual), including immunity to all 
  nonmagical attack forms, a 50% chance to ignore 
  damage from any corporeal source, and the ability to 
  enter or pass through solid objects. The spirit shaman 
  loses any armor or natural armor bonus to AC, but 
  gains a deflection bonus equal to her Charisma 
  modifier (minimum +1). She has no Strength score 
  against corporeal creatures or objects and cannot make 
  physical attacks against them, but she gains the ability 
  to make a melee touch attack (add the spirit shaman's 
  Dexterity modifier to her attack roll) that deals 1d6 
  points of damage to a corporeal target. This effect is 
  treated as a magic weapon for the purpose of 
  overcoming damage reduction. At 15th level and 
  higher, a spirit shaman can use her spirit form twice 
  per day. At 20th level, she can use this ability three 
  times per day. 
   
  Warding of the Spirits (Sp): Starting at 7th 
  level, a spirit shaman can perform a special rite once 
  per day to ward herself and her companions against 
  hostile spirits. Performing the rite requires 1 minute. 
  The warding lasts for 10 minutes per level and 
  otherwise functions like magic circle against evil, 
  except it protects against spirits. 
   
  Wild Empathy (Ex): Guided by her insight into 
  animal spirits, a spirit shaman can use body language, 
  vocalizations, and demeanor to improve the attitude of 
  an animal (a monster of the animal type). This ability 
  functions just like a Diplomacy check made to improve 
  the attitude of a person. The spirit shaman rolls 1d20 
  and adds her spirit shaman level and her Charisma 
  modifier to determine the wild empathy check result. 
  The typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the spirit shaman and the animal 
  must be able to study each other, which means that 
  they must be within 30 feet of one another under 
  normal conditions. Generally, influencing an animal in 
  this way takes 1 minute (as with influencing people, 
  use of this ability might take more or less time). 
   
  A spirit shaman cannot use this ability to influence 
  a magical beast. 
   
  Possessions: +2 chain shirt, masterwork handaxe, 
  +1 composite shortbow, 20 arrows, amulet of health +2, 
  cloak of resistance +2, periapt of wisdom +2, ring of 
  protection +1. 
   
  1Complete Divine page 14 or Appendix 2. 
   
  2Complete Divine page 79 or Appendix 2. 
   
  3Complete Warrior page 101 or Appendix 2. 
   
  4Complete Divine page 186 or Appendix 2. 
   
   
  ENCOUNTER 4 
   
   
   
   
  d Rary’s Nomad: Male human (Flan) fighter 12; CR 
  12; Medium humanoid (human); 12d10+48; hp 124; 
  Init +2; Spd 30 ft.; AC 20 (+6 +2 chain shirt, +1 light 
  wooden shield, +1 deflection, +2 Dex), touch 13, flat-
  footed 18; Base Atk +12; Grp +17; Atk +19 melee 
  (1d8+6/19-20/x3, +1 lance) or +15 ranged (1d6+4/x3, 
  masterwork composite shortbow [+4]) or +18 melee 
  (1d6+6/18-20, +1 scimitar); Full Atk +19/+14/+9 melee 
  (1d8+6/19-20/x3, +1 lance) or +15/+10/+5 ranged 
  (1d6+4/x3, masterwork composite shortbow [+4]) or 
  +18/+13/+8 melee (1d6+6/18-20, +1 scimitar); AL CN; 
  SV Fort +12, Ref +7, Will +6; Str 21, Dex 14, Con 16, Int 
  10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +9, Handle Animal +7 (+10 
  w/horses), Jump +9, Ride +20, Survival +6; Cavalry 
  Charger1, 
  Combat 
  Reflexes, 
  Heat 
  Endurance2, 
  Horselore3, Improved Critical (lance), Improved Heat 
  Endurance2, Improved Toughness4, Mounted Archery, 
  Mounted Combat, Power Attack, Ride-By Attack, 
  Spirited Charge, Trample, Weapon Focus (lance). 
   
  Languages: Flan. 
   
  Possessions: +2 chain shirt, light wooden shield, +1 
  lance, +1 scimitar, masterwork composite shortbow 
  [+4], 20 arrows, amulet of health +2, cloak of resistance 
  +1, gauntlets of ogre power +2, ring of protection +1, 
  potion of fly (CL 5).  
   
  1Complete Warrior page 108 or Appendix 2. 
   
  2Sandstorm page 50 or Appendix 2.  
   
  3Dragon magazine issue 315 or Appendix 2. 
   
  4Complete Warrior page 101 or Appendix 2. 
   
   
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 38 
  APL 16 
  ENCOUNTER 1 
   
   
   
   
  d Nevyeh and Nevyah: Male human (Flan) ghost 
  barbarian 15; Medium undead (augmented humanoid 
  [human], incorporeal); 15d12+15; hp 125; Init +7; Spd 
  40 ft., fly 30 ft. (perfect); AC 17, touch 17, flat-footed 17; 
  Base Atk +15; Grp +18; Atk +20 melee (2d6+4/17-20, 
  masterwork greatsword†) or +18 melee incorporeal 
  touch (1d4 ability damage, draining touch); Full Atk 
  +20/+15/+10 
  melee 
  (2d6+4/17-20, 
  masterwork 
  greatsword†) or +18 melee incorporeal touch (1d4 
  ability damage, draining touch); SA Draining touch, 
  frightful moan (DC 21), greater rage, horrific 
  appearance (DC 21), manifestation; SQ Damage 
  reduction 3/-, darkvision 60 ft., fast movement (+10 ft.), 
  illiteracy, improved uncanny dodge, incorporeal traits, 
  indomitable will, rejuvenation, trap sense +5, turn 
  resistance +4, undead traits; AL CN; SV Fort +9, Ref +8, 
  Will +7; Str 16, Dex 16, Con —, Int 10, Wis 10, Cha 19. 
   
  Skills and Feats: Climb +19, Handle Animal +18, 
  Hide +13, Jump +23, Listen +24, Move Silently +5, 
  Search +8, Spot +8, Survival +18; Combat Reflexes, 
  Improved Critical (greatsword), Improved Initiative, 
  Improved Toughness1, Iron Will, Power Attack, 
  Weapon Focus (greatsword). 
   
  Languages: Common, Flan. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Greater Rage (Ex): 4/day—AC 15, touch 15, 
  flat-footed 15; Grp +21; Atk +21 melee (2d6+7/19-20, 
  masterwork greatsword†) Full Atk +23/+18/+13 melee 
  (2d6+7/19-20, masterwork greatsword†); Fort +12, Will 
  +13; Str 22, Con –; Climb +22, Jump +26, lasts 3 rounds. 
   
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, and 
  1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
  Manifestation (Su): Every ghost has this 
  ability. A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where it is not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal Plane. 
   
  When a spellcasting ghost is not manifested and is 
  on the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on nonethereal targets. 
   
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Rejuvenation (Su): In most cases, it’s difficult 
  to destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20 + ghost’s HD) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good 
  deal of research. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  † This attack only effective on the Ethereal Plane. 
   
  1Complete Warrior page 101 or Appendix 2.  
   
  ENCOUNTER 3 
   
   
   
   
  d Abbor-Alz Tribesman: Male human (Flan) 
  barbarian 14; CR 14; Medium humanoid (human); 
  14d12+70; hp 183; Init +3; Spd 40 ft.; AC 21, touch 15, 
  flat-footed 21; Base Atk +14; Grp: +20; Atk +22 melee 
  (1d12+10/19-20x3, +1 
  greataxe) or +18 
  ranged 
  (1d8+4/x3, +1 composite longbow [+3]); Full Atk 
  +22/+17/+12 melee (1d12+10/19-20x3, +1 greataxe) or 
  +18/+13/+8 ranged (1d8+4/x3, +1 composite longbow 
  [+3]); SA Greater rage; SQ Damage reduction 3/–, fast 
  movement 
  10 
  ft., 
  improved 
  uncanny 
  dodge, 
  indomitable will, trap sense +4, uncanny dodge; AL 
  CN; SV Fort +14, Ref +8, Will +7; Str 23, Dex 16, Con 
  18, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +11, Handle Animal +6, 
  Hide +10, Jump +12, Listen +7, Move Silently +10, 
  Survival +11; Combat Reflexes, Improved Critical 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 39 
  (greataxe), Improved Toughness1, Iron Will, Power 
  Attack, Weapon Focus (greataxe). 
   
  Languages: Common, Flan. 
   
  Greater Rage (Ex): 4/day—hp 225; AC 19, 
  touch 13, flat-footed 19; Grp +23; Atk +25 melee 
  (1d12+13/x3, +1 greataxe) Full Atk +25/+20/+15 melee 
  (1d12+13/x3, +1 greataxe); Fort +17, Will +10; Str 27, 
  Con 24; lasts 10 rounds then fatigued. 
   
  Possessions: +2 chain shirt, +1 greataxe, +1 
  composite longbow [+3], 20 arrows, amulet of health 
  +2, belt of giant strength +4, cloak of resistance +1, 
  gloves of dexterity +2, ring of protection +2. 
   
  1Complete Warrior page 101 or Appendix 2. 
   
  d Kell-Hai, Abbor-Alz Spirit Shaman: Female 
  human (Flan) spirit shaman1 14; CR 14; Medium 
  jumanoid (human); 14d8+56; hp 129; Init +1; Spd 30 ft.; 
  AC 19 touch 13, flat-footed 18; Base Atk +10; Grp: +10; 
  Atk +11 melee (1d6/x3, handaxe) or +12 ranged 
  (1d6+1/x3, +1 composite shortbow); Full Atk +11/+6 
  melee (1d6/x3, handaxe) or +12/+7 ranged (1d6+1/x3, 
  +1 composite shortbow); SA Chastise spirits (7/day, DC 
  24), spells; SQ Blessing of the spirits, detect spirits, 
  exorcism, follow the guide, ghost warrior, guide magic, 
  recall spirit, spirit form 1/day, spirit guide (owl), 
  warding of the spirits, wild empathy; AL N; SV Fort 
  +14, Ref +6, Will +15; Str 10, Dex 12, Con 16, Int 8, Wis 
  19, Cha 18. 
   
  Skills and Feats: Concentration +23, Heal +8, 
  Knowledge (geography) +1, Knowledge (local - Core) 
  +0, Knowledge (nature) +2, Listen +6, Spellcraft +4, 
  Spot +23, Survival +21; AlertnessB, Augment Healing2, 
  Extend Spell, Improved Toughness3, Quicken Spell, 
  Skill Focus (Concentration), Track. 
   
  Languages: Common, Flan. 
   
  Spirit Shaman Spells Retrieved (6/7/7/7/7/6/5/3; 
  base DC = 13 + spell level): 0—flare, know direction, 
  light; 1st—cure light wounds, entangle, lesser vigor4; 
  2nd—cat’s grace, bull’s strength, extended produce 
  flame; 3rd—extended barkskin, extended resist energy, 
  spike growth] 4th—air walk, flame strike, freedom of 
  movement; 5th—cure critical wounds, quickened cure 
  light wounds; 6th—fire seeds, greater dispel magic; 
  6th—heal. 
   
  Spirit Guide: All spirit shamans have a spirit 
  guide, a personification of the spirit world. In some 
  sense a spirit shaman and her guide are one being, both 
  knowing and seeing and experiencing the same things. 
  Unlike a familiar, a spirit guide is not a separate entity 
  from a spirit shaman. She is the only on who can 
  perceive or interact with her guide. It exists only inside 
  her mind and soul. 
  The spirit shaman’s spirit guide confers greater 
  awareness of her surroundings, and grants her the 
  Alertness feat. The spirit guide grants additional 
  abilities at 5th and 10th level (see Follow the guide and 
  Guide Magic, below). 
   
  Blessing of the Spirits (Sp): Starting at 4th 
  level, a spirit shaman can perform a special rite to gain a 
  special blessing. The shaman goes into a meditative 
  state in which she travels to the spirit world. 
  Performing the rite requires 10 minutes; the spirit 
  shaman can only ward herself with this ability and 
  cannot perform the rite for anyone else. The blessing 
  functions just like protection from evil, except it 
  protects against spirits and lasts until it is dismissed or 
  dispelled. If this ability is dispelled, the spirit shaman 
  can recreate it simply by taking 10 minutes to do so. 
   
  Chastise Spirit (Su): Beginning at 2nd level, a 
  spirit shaman can use divine energy granted by her 
  patrons in the spirit word to damage hostile spirits (see 
  the “What is a Spirit?” Sidebar). 
   
  Chastising spirits is a standard action that deals 
  1d6 damage/shaman level to all spirits within 30 feet of 
  the shaman. The affected spirits get a Will save (DC 10 
  + shaman level + her charisma modifier) for half 
  damage. 
   
  When using this ability against incorporeal 
  creatures, a spirit shaman does not have to roll the 
  normal 50% miss chance—the effect hits the spirits 
  automatically. A spirit shaman can use this ability a 
  number of times per day equal to 3 + her Charisma 
  modifier. 
   
  Detect Spirits (Sp): The spirit shaman's spirit 
  guide perceives nearby spirits. At will, the spirit 
  shaman can use detect spirits as a spell-like ability. It 
  functions just like detect undead, except it detects 
  creatures that are considered spirits. 
   
  Exorcism (Su); Starting at 13th level, as a full-
  round action, a spirit shaman can force a possessing 
  creature or spirit out of the body it inhabits (for 
  example, a ghost with the malevolence ability). To 
  exorcise a possessing creature, she makes a class level 
  check (also adding her Charisma modifier, if any), 
  against a DC of 10 + the possessing creature's HD + its 
  Charisma modifier (if any). If her result equals or 
  exceeds the DC, she succeeds in forcing the possessor 
  from the body, with the normal results based on its 
  method of possession. A spirit so exorcised cannot 
  attempt to possess the same victim for 24 hours. 
   
  Follow the Guide (Su): At 5th level and 
  higher, a spirit shaman's spirit guide helps her 
  maintain control of her mind. If a spirit shaman is 
  affected by an enchantment spell or effect and fails her 
  saving throw, she can attempt it again 1 round later at 
  the same DC. She only gets this one extra chance to 
  succeed on her saving throw. 
   
  Ghost Warrior (Su): Beginning at 6th level, a 
  spirit shaman confers the ghost touch special ability 
  (see Magic Weapon Special Ability Descriptions, page 
  223 of the Dungeon Master's Guide) to any weapon she 
  holds for as long as she holds it. She also becomes 
  resistant to the touch attacks of incorporeal creatures, 
  and may use her normal Armor Class (not her touch 
  AC) against any touch attack delivered by an 
  incorporeal creature. 
   
  Guide Magic (Su): Starting at 10th level, as a 
  free action, a spirit shaman can assign her spirit guide 
  the task of concentrating on a spell or spell-like ability 
  that is maintained through concentration. The spirit 
  shaman can act normally while her spirit guide 
  concentrates on the spell. A spirit guide can 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 40 
  concentrate on only one spell at a time. If necessary to 
  maintain 
  the 
  spell, 
  the 
  spirit 
  guide 
  makes 
  Concentration checks for the spirit shaman, using the 
  spirit shaman's normal Concentration modifier. A 
  spirit guide does not have to make Concentration 
  checks for circumstances such as the spirit shaman 
  taking damage. The spirit itself is not present for 
  anyone to interrupt or otherwise interact with. 
   
  Recall Spirit (Sp): At 11th level, a spirit shaman 
  gains the ability to call back the spirit of a dead creature 
  before the spirit of the deceased has completely left the 
  body. Once per week, she can reconnect a spirit to its 
  body, restoring life to a recently deceased creature. The 
  ability must be used within l round of the victim's 
  death. This ability functions like raise dead, except that 
  the raised creature receives no level loss, no 
  Constitution loss, and no loss of spells. The creature is 
  only restored to-1 hit points (but is stabilized). 
   
  Spirit Form (Su): At 9th level and higher, a 
  spirit shaman learns how to temporarily transform 
  herself into a spirit. Once per day, as a standard action, 
  she can make herself incorporeal for up to 1 minute. 
  While incorporeal, a spirit shaman gains all the 
  advantages of the incorporeal subtype (see the Glossary 
  of the Monster Manual), including immunity to all 
  nonmagical attack forms, a 50% chance to ignore 
  damage from any corporeal source, and the ability to 
  enter or pass through solid objects. The spirit shaman 
  loses any armor or natural armor bonus to AC, but 
  gains a deflection bonus equal to her Charisma 
  modifier (minimum +1). She has no Strength score 
  against corporeal creatures or objects and cannot make 
  physical attacks against them, but she gains the ability 
  to make a melee touch attack (add the spirit shaman's 
  Dexterity modifier to her attack roll) that deals 1d6 
  points of damage to a corporeal target. This effect is 
  treated as a magic weapon for the purpose of 
  overcoming damage reduction. At 15th level and 
  higher, a spirit shaman can use her spirit form twice 
  per day. At 20th level, she can use this ability three 
  times per day. 
   
  Warding of the Spirits (Sp): Starting at 7th 
  level, a spirit shaman can perform a special rite once 
  per day to ward herself and her companions against 
  hostile spirits. Performing the rite requires 1 minute. 
  The warding lasts for 10 minutes per level and 
  otherwise functions like magic circle against evil, 
  except it protects against spirits. 
   
  Wild Empathy (Ex): Guided by her insight into 
  animal spirits, a spirit shaman can use body language, 
  vocalizations, and demeanor to improve the attitude of 
  an animal (a monster of the animal type). This ability 
  functions just like a Diplomacy check made to improve 
  the attitude of a person. The spirit shaman rolls 1d20 
  and adds her spirit shaman level and her Charisma 
  modifier to determine the wild empathy check result. 
  The typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the spirit shaman and the animal 
  must be able to study each other, which means that 
  they must be within 30 feet of one another under 
  normal conditions. Generally, influencing an animal in 
  this way takes 1 minute (as with influencing people, 
  use of this ability might take more or less time). 
  A spirit shaman cannot use this ability to influence a 
  magical beast. 
   
  Possessions: +2 chain shirt, masterwork handaxe, 
  +1 composite shortbow, 20 arrows, amulet of health +4, 
  cloak of resistance +2, periapt of wisdom +2, ring of 
  protection +2. 
   
  1Complete Divine page 14 or Appendix 2. 
   
  2Complete Divine page 79 or Appendix 2. 
   
  3Complete Warrior page 101 or Appendix 2. 
   
  4Complete Divine page 186 or Appendix 2. 
   
   
  ENCOUNTER 4 
   
   
   
   
  d Rary’s Nomad: Male human (Flan) fighter 14; CR 
  14; Medium humanoid (human); 14d10+56; hp 158; 
  Init +2; Spd 30 ft.; AC 20, touch 13, flat-footed 18; Base 
  Atk +14; Grp +20; Atk +22 melee (1d8+7/19-20/x3, +1 
  lance) or +17 ranged (1d6+4/x3, masterwork composite 
  shortbow [+4]) or +21 melee (1d6+7/18-20, +1 scimitar); 
  Full Atk +22/+17/+12 melee (1d8+7/19-20/x3, +1 lance) 
  or 
  +17/+12/+7 
  ranged 
  (1d6+4/x3, 
  masterwork 
  composite shortbow [+4]) or +21/+16/+11 melee 
  (1d6+7/18-20, +1 scimitar); AL CN; SV Fort +14, Ref +7, 
  Will +6; Str 23, Dex 14, Con 18, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +11, Handle Animal +7 
  (+10 w/horses), Jump +11, Ride +22, Survival +7; 
  Cavalry Charger1, Combat Reflexes, Heat Endurance2, 
  Horselore3, Improved Critical (lance), Improved Heat 
  Endurance2, Improved Toughness4, Mounted Archery, 
  Mounted Combat, Power Attack, Ride-By Attack, 
  Powerful Charge5, Reckless Charge5, Spirited Charge, 
  Trample, Weapon Focus (lance). 
   
  Languages: Flan. 
   
  Possessions: 20 arrows, masterwork composite 
  shortbow [+4], light wooden shield, +1 lance, +1 
  scimitar, +2 chain shirt, amulet of health +4, belt of 
  giant strength +4, cloak of resistance +1, potion of fly, 
  ring of protection +1. 
   
  1Complete Warrior page 108 or Appendix 2. 
   
  2Sandstorm page 50 or Appendix 2.  
   
  3Dragon magazine issue 315 or Appendix 2. 
   
  4Complete Warrior page 101 or Appendix 2. 
   
  5Miniatures Handbook page 27 or Appendix 2.  
   
   
   
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 41 
  APPENDIX 2: NEW RULES 
  NEW CLASS 
  SPIRIT SHAMAN  
  Complete Divine page 14. 
  Master of the spirit world, the spirit shaman follows a 
  different divine tradition than the cleric or the druid. 
  Her world is filled with powerful, living spirits, some 
  helpful and some malign. By bargaining with these 
  spirits, the spirit shaman gains power over the natural 
  world and mighty divine magic with which to aid her 
  comrades or smite her enemies. 
   
  Adventures: Spirit shamans exist to mediate 
  between the human world and the spirit world and 
  make sure that humans (and dwarves, elves, orcs, and 
  all other humanoid races, of course) respect the spirits 
  as is only right and proper. Spirit shamans adventure to 
  advance the causes of whichever spirits they favor. 
  Those who venerate helpful spirits seek to assist people 
  deserving of the spirits' protection. Those who revere 
  dark and vengeful spirits promote the chaos and 
  suffering in which their patrons delight. Through their 
  actions, spirit shamans prove the power of their patron 
  spirits and earn prestige and status in the spirit world. 
   
  Characteristics: Spirit shamans cast divine 
  spells much the same way druids do, though they get 
  their spells from powerful spirits of nature. Their 
  spells, like the druid's, are oriented toward nature and 
  animals. In addition to spells, spirit shamans gain an 
  increasing array of spirit powers as they advance in 
  level. 
   
  Alignment: Spirit shamans, in keeping with the 
  indifference of the spirits, tend toward some measure 
  of dispassion. Unlike druids, they are more tribal than 
  solitary, and involve themselves in the affairs of their 
  fellows. Most spirit shamans are neutral on at least one 
  alignment axis, but it is not uncommon to find a spirit 
  shaman who has become so caught up in the affairs of 
  the living that she has lost her distance from human 
  concerns. 
   
  Religion: A spirit shaman reveres the essence of 
  religion more than the practice. She gains her magical 
  powers from the spirits that inhabit all things, living 
  and dead, animate and inanimate. She combines 
  ancestral worship with animal and nature worship. The 
  typical spirit shaman, like a druid, pursues a mystic 
  spirituality of transcendent union with nature rather 
  than devoting herself to a divine entity. Still, some 
  spirit shamans give honor to deities of nature such as 
  either Obad-Hai (god of nature) or Ehlonna (goddess of 
  the woodlands). 
   
  Background: Spirit shamans are first taught by 
  older shamans. When a tribe's spirit shaman feels that 
  the time is right, she chooses a potential successor from 
  among the young folk of the tribe. Taking the youth 
  into her own home, she spends years teaching her 
  student the ways of both the natural world and the 
  spirit realm. Typically, when the young spirit shaman is 
  ready, the older shaman then sends her student out to 
  wander the world for a time in order to gain the 
  wisdom and experience necessary to serve as the tribe's 
  spirit shaman on his return. Sometimes, a young 
  shaman impatient with an overly cautious master 
  strikes out on his own to seek out the knowledge he 
  feels his master is withholding. 
   
  Races: Halflings, humans, and half-orcs are the 
  races that more commonly give rise to the tribal 
  cultures in which shamans flourish. While rare groups 
  of barbaric dwarves, elves, or gnomes favor a shamanic 
  tradition instead of a cleric or druid one, these 
  communities are uncommon at best.  
   
  Other Classes: Spirit shamans perceive a world 
  that no other class truly understands. As such, they feel 
  it is their duty to advise their comrades and protect 
  them from the wrath of the spirits. Spirit shamans 
  respect druids and get along well with them, but they 
  feel that clerics do not pay sufficient respect to the 
  spirit world, and often form long and bitter rivalries 
  with clerics they meet. 
   
  Role: The spirit shaman is only a mediocre melee 
  combatant, but she can hurl spell after spell in a combat 
  situation. No other character matches her ability to 
  study a situation and customize her spell selection for 
  offense, defense, or special purposes. Like the druid, 
  she can serve as a party's healer, but she is best in 
  settings where she does not need to devote many of her 
  spell choices to healing and can maximize spell choices 
  that provide offense for the party and aid her 
  companions in battle. 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 42 
  Game Rule Information 
  Spirit shamans have the following games statistics. 
   
  Abilities: Wisdom determines how powerful a 
  spell a spirit shaman can cast and how many spells she 
  can cast per day. Charisma determines how hard those 
  spells are to resist (see Spells, below). Like a druid, the 
  spirit shaman benefits from high Dexterity and high 
  Constitution due to the fact that she begins with 
  proficiency with only light armor. 
   
  Alignment: Any. 
   
  Hit Dice: d8. 
  Class Skills 
  The spirit shaman's class skills (and the key ability for 
  each skill) are Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Knowledge (geography) (Int), Knowledge (history) 
  (Int), Knowledge (local) (Int), Knowledge (nature) 
  (Int), Listen (Wis), Profession (Wis), Ride (Dex), 
  Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim 
  (Str). See Chapter 4 of the Player's Handbook for skill 
  descriptions. 
   
  Skill Points at 1st Level: (4 + Int modifier) x 4. 
   
  Skill Points at Each Additional Level: 4 + 
  Int modifier. 
  Class Features 
  All of the following are class feature of the spirit 
  shaman. 
   
  Weapon and Armor Proficiency: A spirit 
  shaman is proficient with the club, dagger, dart, hand 
  axe, javelin, long-spear, quarterstaff, shortspear, spear, 
  sling, shortbow, throwing axe, and with light armor 
  and shields. These are the weapons commonly used by 
  the tribal societies in which spirit shamans are found. 
   
  Spells: A spirit shaman casts divine spells from 
  the druid spell list. She can cast any spell she has 
  retrieved, much like a bard or sorcerer can cast any 
  spell she knows without preparing it ahead of time. 
   
  To retrieve or cast a spell, a spirit shaman must 
  have a Wisdom score of at least 10+ the spell level 
  (Wisdom 10 for 0-level spells, Wisdom 11 for 1st-level 
  spells, and so on). The Difficulty Class for a saving 
  throw against a spirit shaman's spell is 10 + the spell 
  level + the spirit shaman's Charisma modifier. 
   
  Like other spellcasters, a spirit shaman can cast 
  only a certain number of spells of each spell level per 
  day. Her base daily spell allotment is given on Table 1-
  5: The Spirit Shaman. In addition, she receives bonus 
  spells per day if she has a high Wisdom score (see Table 
  1-1: Ability Modifiers and Bonus Spells, page 8 of the 
  Player's Handbook). Like a sorcerer, a spirit shaman 
  knows only a small number of spells. However, each 
  day a spirit shaman may change the spells she knows. 
  When a spirit shaman meditates to regain her daily 
  allotment of spells (see below), she sends forth her 
  spirit guide to bargain with the spirits and retrieve 
  knowledge of the specific druid spells she will be able 
  to use that day. She can cast any spell she has retrieved 
  at any time, assuming she has not yet used up her spells 
  per day for that spell level. For example, a 3rd-level 
  spirit shaman can retrieve three 0-level, two 1st-level, 
  and one 2nd-level druid spells. She can cast 0-level 
  spells five times, 1st-Ievel spells four times, and her 
  2nd-level spell two times in the course of the day. She 
  might end up using the same 0-level spell five times, or 
  one 0-level spell two times and another 0-level spell 
  three times, or any combination that adds up to five 
  uses of any of her 0-level spells. 
   
  Table 1-5: The Spirit Shaman 
  Spells per Day 
  Level 
  Base  
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  0 
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  +0 
  +2 
  +0 
  +2 Spirit guide, wild 
  empathy 
  3 
  2 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  2nd 
  +1 
  +3 
  +0 
  +3 Chastise spirits 
  4 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  3rd 
  +2 
  +3 
  +1 
  +3 Detect spirits 
  5 
  4 
  2 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  4th 
  +3 
  +4 
  +1 
  +4 Blessing of the spirits 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  5th 
  +3 
  +4 
  +1 
  +4 Follow the guide 
  6 
  6 
  4 
  2 
  – 
  – 
  – 
  – 
  – 
  – 
  6th 
  +4 
  +5 
  +2 
  +5 Ghost warrior 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  – 
  7th 
  +5 
  +5 
  +2 
  +5 Warding of the spirits 
  6 
  6 
  6 
  4 
  2 
  – 
  – 
  – 
  – 
  – 
  8th 
  +6/+1 
  +6 
  +2 
  +6 – 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  – 
  9th 
  +6/+1 
  +6 
  +3 
  +6 Spirit form 1/day 
  6 
  6 
  6 
  6 
  4 
  2 
  – 
  – 
  – 
  – 
  10th 
  +7/+2 
  +7 
  +3 
  +7 Guide magic 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  – 
  11th 
  +8/+3 
  +7 
  +3 
  +7 Recall spirit 
  6 
  6 
  6 
  6 
  6 
  4 
  2 
  – 
  – 
  – 
  12th 
  +9/+4 
  +8 
  +4 
  +8 – 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  – 
  13th 
  +9/+4 
  +8 
  +4 
  +8 Exorcism 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  2 
  – 
  – 
  14th 
  +10/+5 
  +9 
  +4 
  +9 – 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  – 
  – 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 43 
   
   
  If a spirit shaman knows any metamagic feats, she 
  applies them to her spells when she retrieves her spells 
  for the day. For example, a spirit shaman might choose 
  to retrieve an empowered flame strike by using a 6th-
  IeveI spell retrieved slot. Any time she uses flame 
  strike during the ensuing day, she must use a 6th-level 
  spell slot to cast it, and it is always empowered. A spirit 
  shaman could use a 4th-level spell slot and a 6th-level 
  spell slot to retrieve flame strike and empowered flame 
  strike if she wanted to have both spells available to her 
  in a day. A spirit shaman cannot choose to alter her 
  spells with metamagic feats on the fly, as other 
  spontaneous 
  casters 
  do. 
  Spirit 
  shamans 
  using 
  metamagic feats do not have an increased casting time 
  as sorcerers do. 
   
  Each spirit shaman must choose a time at which 
  she must spend 1 hour in quiet meditation to regain 
  her daily allotment of spells and bargain with the 
  spirits for the specific spells she knows on that day. 
   
  Spirit Guide: All spirit shamans have a spirit 
  guide, a personification of the spirit world. In some 
  sense a spirit shaman and her guide are one being, both 
  knowing and seeing and experiencing the same things. 
  Unlike a familiar, a spirit guide is not a separate entity 
  from a spirit shaman. She is the only on who can 
  perceive or interact with her guide. It exists only inside 
  her mind and soul. 
   
  The spirit shaman’s spirit guide confers greater 
  awareness of her surroundings, and grants her the 
  Alertness feat. The spirit guide grants additional 
  abilities at 5th and 10th level (see Follow the guide and 
  Guide Magic, below). 
   
  Spirit Guide 
  Characteristics 
  Badger 
  Orderliness, tenacity 
  Bear 
  Strength, endurance 
  Buffalo 
  Abundance, good fortune 
  Cougar 
  Balance, leadership 
  Coyote 
  Humor, trickiness 
  Crane 
  Balance, majesty 
  Crow 
  Intelligence, resourcefulness 
  Eagle 
  Perception, illumination 
  Elk 
  Pride, power, majesty 
  Fox 
  Cleverness, discretion 
  Hawk 
  Awareness, truth 
  Lizard 
  Elusiveness 
  Otter 
  Joy, laughter 
  Owl 
  Wisdom, night 
  Rabbit 
  Conquering fear, safety 
  Raccoon 
  Curiosity 
  Scorpion 
  Defense, self-protection 
  Snake 
  Power, life force, potency 
  Spider 
  Interconnectedness, industry 
  Turtle 
  Love, protection 
  Vulture 
  Vigilance, death 
  Wolf 
  Loyalty, interdependence 
   
   
  The exact form of the spirit guide is chosen by the 
  spirit shaman at 1st level, usually for the qualities it 
  represents, as shown above. The exact form of a spirit 
  guide is purely personal preference, and confers no 
  special advantages or disadvantages. 
   
  Wild Empathy (Ex): Guided by her insight into 
  animal spirits, a spirit shaman can use body language, 
  vocalizations, and demeanor to improve the attitude of 
  an animal (a monster of the animal type). This ability 
  functions just like a Diplomacy check made to improve 
  the attitude of a person. The spirit shaman rolls 1d20 
  and adds her spirit shaman level and her Charisma 
  modifier to determine the wild empathy check result. 
  The typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the spirit shaman and the animal 
  must be able to study each other, which means that 
  they must be within 30 feet of one another under 
  normal conditions. Generally, influencing an animal in 
  this way takes 1 minute (as with influencing people, 
  use of this ability might take more or less time). 
  A spirit shaman cannot use this ability to influence a 
  magical beast. 
   
  Chastise Spirit (Su): Beginning at 2nd level, a 
  spirit shaman can use divine energy granted by her 
  patrons in the spirit word to damage hostile spirits (see 
  the “What is a Spirit?” Sidebar). 
   
  Chastising spirits is a standard action that deals 
  1d6 damage/shaman level to all spirits within 30 feet of 
  the shaman. The affected spirits get a Will save (DC 10 
  + shaman level + her charisma modifier) for half 
  damage. 
   
  When using this ability against incorporeal 
  creatures, a spirit shaman does not have to roll the 
  normal 50% miss chance—the effect hits the spirits 
  automatically. A spirit shaman can use this ability a 
  number of times per day equal to 3 + her Charisma 
  modifier. 
   
  Detect Spirits (Sp): The spirit shaman's spirit 
  guide perceives nearby spirits. At will, the spirit 
  shaman can use detect spirits as a spell-like ability. It 
  functions just like detect undead, except it detects 
  creatures that are considered spirits. 
   
  Blessing of the Spirits (Sp): Starting at 4th 
  level, a spirit shaman can perform a special rite to gain a 
  Table 1-6: Spirit Shaman Spells Retrieved Per Day 
  Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  3 
  1 
  — — — — — — — — 
  2nd 3 
  2 
  — — — — — — — — 
  3rd 3 
  2 
  1 
  — — — — — — — 
  4th 
  3 
  3 
  1 
  — — — — — — — 
  5th 
  3 
  3 
  1 
  1 
  — — — — — — 
  6th 
  3 
  3 
  2 
  1 
  — — — — — — 
  7th 
  3 
  3 
  2 
  1 
  1 
  — — — — — 
  8th 
  3 
  3 
  2 
  2 
  1 
  — — — — — 
  9th 
  3 
  3 
  3 
  2 
  1 
  1 
  — — — — 
  10th 3 
  3 
  3 
  2 
  2 
  1 
  — — — — 
  11th 3 
  3 
  3 
  3 
  2 
  1 
  1 
  — — — 
  12th 3 
  3 
  3 
  3 
  2 
  2 
  1 
  — — — 
  13th 3 
  3 
  3 
  3 
  3 
  2 
  1 
  1 
  — — 
  14th 3 
  3 
  3 
  3 
  3 
  2 
  2 
  1 
  — — 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 44 
  special blessing. The shaman goes into a meditative 
  state in which she travels to the spirit world. 
  Performing the rite requires 10 minutes; the spirit 
  shaman can only ward herself with this ability and 
  cannot perform the rite for anyone else. The blessing 
  functions just like protection from evil, except it 
  protects against spirits and lasts until it is dismissed or 
  dispelled. If this ability is dispelled, the spirit shaman 
  can recreate it simply by taking 10 minutes to do so. 
   
  Follow the Guide (Su): At 5th level and 
  higher, a spirit shaman's spirit guide helps her 
  maintain control of her mind. If a spirit shaman is 
  affected by an enchantment spell or effect and fails her 
  saving throw, she can attempt it again 1 round later at 
  the same DC. She only gets this one extra chance to 
  succeed on her saving throw. 
   
  Ghost Warrior (Su): Beginning at 6th level, a 
  spirit shaman confers the ghost touch special ability 
  (see Magic Weapon Special Ability Descriptions, page 
  223 of the Dungeon Master's Guide) to any weapon she 
  holds for as long as she holds it. She also becomes 
  resistant to the touch attacks of incorporeal creatures, 
  and may use her normal Armor Class (not her touch 
  AC) against any touch attack delivered by an 
  incorporeal creature. 
   
  Warding of the Spirits (Sp): Starting at 7th level, a 
  spirit shaman can perform a special rite once per day to 
  ward herself and her companions against hostile 
  spirits. Performing the rite requires 1 minute. The 
  warding lasts for 10 minutes per level and otherwise 
  functions like magic circle against evil, except it 
  protects against spirits. 
   
  Spirit Form (Su): At 9th level and higher, a 
  spirit shaman learns how to temporarily transform 
  herself into a spirit. Once per day, as a standard action, 
  she can make herself incorporeal for up to 1 minute. 
   
  While incorporeal, a spirit shaman gains all the 
  advantages of the incorporeal subtype (see the Glossary 
  of the Monster Manual), including immunity to all 
  nonmagical attack forms, a 50% chance to ignore 
  damage from any corporeal source, and the ability to 
  enter or pass through solid objects. The spirit shaman 
  loses any armor or natural armor bonus to AC, but 
  gains a deflection bonus equal to her Charisma 
  modifier (minimum +1). 
   
  She has no Strength score against corporeal 
  creatures or objects and cannot make physical attacks 
  against them, but she gains the ability to make a melee 
  touch attack (add the spirit shaman's Dexterity 
  modifier to her attack roll) that deals 1d6 points of 
  damage to a corporeal target. This effect is treated as a 
  magic weapon for the purpose of overcoming damage 
  reduction. 
   
  At 15th level and higher, a spirit shaman can use 
  her spirit form twice per day. At 20th level, she can use 
  this ability three times per day. 
   
  Guide Magic (Su): Starting at 10th level, as a 
  free action, a spirit shaman can assign her spirit guide 
  the task of concentrating on a spell or spell-like ability 
  that is maintained through concentration. The spirit 
  shaman can act normally while her spirit guide 
  concentrates on the spell. A spirit guide can 
  concentrate on only one spell at a time. If necessary to 
  maintain 
  the 
  spell, 
  the 
  spirit 
  guide 
  makes 
  Concentration checks for the spirit shaman, using the 
  spirit shaman's normal Concentration modifier. A 
  spirit guide does not have to make Concentration 
  checks for circumstances such as the spirit shaman 
  taking damage. The spirit itself is not present for 
  anyone to interrupt or otherwise interact with. 
   
  Recall Spirit (Sp): At 11th level, a spirit shaman 
  gains the ability to call back the spirit of a dead creature 
  before the spirit of the deceased has completely left the 
  body. Once per week, she can reconnect a spirit to its 
  body, restoring life to a recently deceased creature. The 
  ability must be used within l round of the victim's 
  death. This ability functions like raise dead, except that 
  the raised creature receives no level loss, no 
  Constitution loss, and no loss of spells. The creature is 
  only restored to-1 hit points (but is stabilized). 
   
  Exorcism (Su); Starting at 13th level, as a full-
  round action, a spirit shaman can force a possessing 
  creature or spirit out of the body it inhabits (for 
  example, a ghost with the malevolence ability). To 
  exorcise a possessing creature, she makes a class level 
  check (also adding her Charisma modifier, if any), 
  against a DC of 10 + the possessing creature's HD + its 
  Charisma modifier (if any). If her result equals or 
  exceeds the DC, she succeeds in forcing the possessor 
  from the body, with the normal results based on its 
  method of possession. A spirit so exorcised cannot 
  attempt to possess the same victim for 24 hours. 
   
  WHAT IS A SPIRIT? 
  Several of the spirit shaman's abilities affect spirits. For 
  purposes of the spirit shaman's ability, a "spirit" 
  includes any of the following creatures: 
  • All incorporeal undead.  
  • All fey 
  • All elementals 
  • Creatures in astral form or with astral bodies (but not 
  a creature physically present on the Astral Plane) 
  • All creatures of the spirit subtype (see Oriental 
  Adventures) 
  • Spirit folk and telthors (see Unapproachable East) 
  • Spirit creatures created by spells such as dream sight 
  or wood (see Chapter 7). 
  In the spirit shaman's world view, elementals and fey 
  are simply spirits of nature, and incorporeal undead are 
  the 
  spirits 
  of 
  the 
  dead. 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 45 
  FEATS 
  AUGMENT HEALING [GENERAL] 
  Complete Divine page 79  
   
  Prerequisite: Heal 4 ranks. 
   
  Benefit: Add +2 points per spell level to the 
  amount of damage healed by any Conjuration 
  [Healing] spell that you cast. 
   
  For example, a 1st-level cleric with this feat casting 
  a cure light wounds would restore 1d8+3 hp. An 8th-
  level cleric with the Healing domain and this feat cast 
  cure moderate wounds would restore 2d8+13 hp (9 for 
  his caster level including the +1 caster level bonus for 
  the Healing domain, +4 for the feat). A 13th-level druid 
  casting a heal would restore 144 hp (130 for her cater 
  level +14 for the feat, since heal is a 7th-level druid 
  spell). 
   
  CAVALRY CHARGER [TACTICAL]  
  Complete Warrior page 108.  
  Fighting from the back of a steed is second nature to 
  you. 
   
  Prerequisites: 
  mounted 
  Combat, 
  Spirited 
  Charge, Trample, base attack bonus +6. 
   
  Benefit: the Cavalry Charger feat enables the use 
  of three tactical maneuvers. 
   
  Unhorse: to use this maneuver, you must be 
  mounted and charge a foe. If your charge attack hits, 
  you may make a free bull rush attempt. If the bull rush 
  attempt succeeds, you move your foe normally, but his 
  mount remains where it was. 
   
  Leaping Charge: to use this maneuver, you must 
  be mounted and charge a foe at least one size category 
  smaller than your mount. Make a Ride check at the 
  conclusion of the move portion of the charge action. 
  Prior to making the roll, determine the DC of the 
  check: either DC 10 for a chance to deal 2 extra points 
  of damage or DC 20 for a chance to deal 4 extra points 
  of damage. If you fail this Ride check, you miss your 
  target (no attack roll) and if you fail this Ride check by 
  5 or more, you miss your target and fall off your mount, 
  landing in a square adjacent to the mount’s space. 
   
  Fell Trample: You can make mounted overrun 
  attempts against more than one foe, resolving each 
  attempt according to the rules on page 157 and 158 of 
  the Player’s Handbook. Our mount gets a hoof attack 
  against each foe you successfully overrun. 
   
  Special: A fighter may select Cavalry Charger as 
  one of his fighter bonus feats. 
   
  HEAT ENDURANCE  
  Sandstorm page 50. 
  Either as a result of growing up in the waste, or by 
  training your body and mind to ignore the effects of 
  searing heat, you can exist with ease in high-
  temperature environments. 
   
  Prerequisite: Base Fortitude save +2. 
   
  Benefit: You gain a +2 bonus on saving throws 
  against fire effects. You can exist comfortably in 
  temperatures up to 120˚ F without having to make 
  Fortitude saves (see Heat Dangers), Your protection 
  against heat is level 1 (see Protection against Heat). 
   
  IMPROVED HEAT ENDURANCE  
  Sandstorm page 50.  
  You can survive even in the most extreme natural heat 
  conditions. 
   
  Prerequisite: Base Fortitude save +6, Heat 
  Endurance. 
   
  Benefit: You gain fire resistance 5. If you already 
  have fire resistance, it increase by 5. You can exist 
  comfortably in temperatures up to 160˚ F without 
  having to make Fortitude saves (se Heat Dangers). Your 
  protection against heat is level 3 (see Protection against 
  Heat). 
   
  HORSELORE [GENERAL]  
  Dragon magazine issue 315, “Greyhawk: Regional Feats 
  of Oerth”.  
  You’re good with horses. 
   
  Regions: Baklunish, Flan, Paynims, Rovers of the 
  Barrens, Tiger Nomads, Wolf Nomads. 
   
  Benefit: You get a +3 bonus on Ride checks when 
  riding a horse and on Handle Animal checks when 
  dealing with horses. All horses have an initial attitude 
  of friendly toward you.  
   
  IMPROVED TOUGHNESS [GENERAL]  
  Complete Warrior page 101.  
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number oh tit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level) you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  POWERFUL CHARGE [GENERAL]  
  Miniatures Handbook page 27.  
  You can charge with extra force. 
   
  Prerequisites: Medium or larger, base attack 
  bonus +1 
   
  Benefits: When you charge, if your melee attack 
  hits, it deals an extra 1d8 points of damage (if you’re 
  Medium). For Large creatures, the extra damage is 2d6; 
  for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 
  6d6. 
   
  This feat only works when you make a charge. It 
  does not work when you’re mounted. If you have the 
  ability to make multiple attacks on a charge, you may 
  apply this extra damage to only one of those attacks in a 
  round. 
   
  Special: A fighter may select Powerful Charge as 
  one of his fighter bonus feats. 
   
  RECKLESS CHARGE [GENERAL] 
  Miniatures Handbook page 27.  
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 46 
  You can charge with wild abandon. 
   
  Prerequisites: Base attack bonus +1 
   
  Benefits: When you charge, before making your 
  attack roll, you may choose to take a –4 penalty to 
  Armor Class until the start of your next turn to gain a 
  +4 bonus on your attack roll. 
   
  Normal: Without this feat, a charging character 
  gains a +2 bonus on his attack roll and a –2 penalty to 
  Armor Class until the start of his next turn. 
   
  Special: A fighter may select Reckless Charge as 
  one of his fighter bonus feats. 
   
  SPELLS 
  VIGOR, LESSER 
  Conjuration (Healing) 
  Level: Cleric 1, druid 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 round + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  With a touch of your hand, you boost the subject’s life 
  energy, granting him or her the fast healing ability for 
  the duration of the spell. The subject heals 1 point per 
  round of such damage until the spell ends and is 
  automatically stabilized if he or she begins dying from 
  hit point lost during that time. Lesser vigor does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow or 
  attach lost body parts.  
   
  The effects of multiple vigor spells do not stack; 
  only the highest- level effect applies. Applying a second 
  vigor spell of equal level extends the first spell’s 
  duration by the full duration of the second spell.  
   
   
   
   
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 47 
  NEW MONSTER 
  Demonflesh Golem (Fiend Folio) 
  Huge Construct (Extraplanar) 
  Hit Dice: 24d10+40 (172 hp) 
  Initiative: +3 
  Speed: 50 ft. (10 squares), fly 100 ft. (average) 
  Armor Class: 33 (–2 size, –1 Dex, +26 natural) touch 
  7, flat-footed 33 
  Base Atk/Grapple: +18/+36; 
  Attack: Slam +27 melee (2d6+10) or tail lash +27 
  melee (1d6+10 plus daze) 
  Full Attack: Slam +27 melee (2d6+10) and claw +29 
  melee (2d6+12/19-20), or tail lash +27 melee (1d6+10 
  plus daze) 
  Space/Reach: 15 ft./15 ft. (25 ft. with tail) 
  Special Attacks: Claw graft, fear gaze, spell-like 
  abilities, whip tail graft 
  Special Qualities: Acid resistance 20, cold resistance 
  20, construct traits, damage reduction 15/adamantine 
  and good, darkvision 60 ft., electricity immunity, fast 
  leg graft, fire resistance 20, immunity to magic, low-
  light vision, see invisibility 
  Saves: Fort +8, Ref +7, Will +9 
  Abilities: Str 31, Dex 8, Con -, Int 8, Wis 12, Cha 13 
  Skills: Climb +29, Jump +28 
  Feats: Cleave, Combat reflexes, Great Cleave, 
  Improved Critical (claw), Improved Initiative, Power 
  Attack, Weapon Focus (claw), Weapon Focus (slam), 
  Weapon Focus (tail lash) 
  Environment: Any land and underground (the 
  Abyss) 
  Organization: Solitary 
  Challenge Rating: 18 
  Treasure: None 
  Alignment: Always chaotic evil 
  Advancement: 25-36 HD (Huge); 37-72 HD 
  (Gargantuan) 
  Level Adjustment: - 
   
  The ultimate example of fiendish grafting (see 
  Appendix 2), the demonflesh golem is a collection of 
  demonic parts assembled into a truly vile whole. 
   
  A 
  demonflesh 
  golem 
  bears 
  a 
  superficial 
  resemblance to a flesh golem. Its overall form is 
  humanoid, with the addition of a pair of membranous 
  wings and a long, thin tail. Its left arm is muscular and 
  sinewy, with a large, clawed hand, while its right arm is 
  more slender and ends in a heavy, bony hand. Its right 
  leg is long and agile, while its left is thicker and 
  heavier. Despite having a pronounced limp, the 
  creature moves quickly and can climb and jump with 
  remarkable ease. One eye is bright red and has a black 
  iris, while the other is yellow with no visible iris, but it 
  has a pupil shaped like a cat’s. 
   
  Unlike most golems, a demonflesh golem is 
  reasonably intelligent, and it speaks and understands 
  Abyssal. 
   
  Combat 
  A demonflesh golem attacks in a whirling fury. Its left 
  clawed arm seems to attack of its own volition, and its 
  tail lashes wildly from side to side during combat. 
   
  Skills: A demonflesh golem’s fast leg graft (see 
  Fiend Folio, appendix 1) gives it a +5 racial bonus on 
  Climb and Jump checks. 
   
  Spell-Like Abilities: 3/day—darkness, poison 
  (DC 15), unholy aura (DC 19); 1/day—disintegrate (DC 
  17), horrid wilting (DC 19), unholy blight (DC 15). 
  Caster level 20th. The save DCs are Charisma-based. 
   
  Claw Graft (Ex): A demonflesh golem’s left arm 
  can attack independently of the golem’s control. This 
  allows a golem to make a second attack each round. 
  This means the golem can attack with its slam, then 
  move, and then attack with its claw, all in a single 
  round (but it cannot attack twice with its claw). The 
  clawed arm has a Strength score of 35, attacks at the 
  golem’s full base attack (plus its higher Strength 
  bonus), and gains a full Strength bonus on damage 
  rolls. 
   
  Fear Gaze (Su): Anyone within 30 feet of a 
  demonflesh golem who meets its eyes must succeed on 
  a Will saving throw (DC 19) or be paralyzed with fear 
  for 1d4 rounds. Demonflesh golems are immune to 
  their own gaze attacks and to those of others of their 
  kind.  
   
  Immunity to Magic (Ex): A sand golem is 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows. A death effect 
  slows it (as a slow spell) for 1d6 rounds, with no saving 
  throw. A spell with the chaotic or evil descriptor (such 
  as chaos hammer or unholy blight) breaks any slow 
  effect on the golem and cures 1 point of damage for 
  each 3 points of damage it would otherwise deal. It is 
  fully affected by spells with the law or good descriptor, 
  unless its construct traits make it immune to the spell’s 
  effect (it cannot be blinded by a holy word, for 
  example, because that effect allows a Fortitude save). 
   
  As an extraplanar creature, a demonflesh golem on 
  the Material Plane can be driven back to its home plane 
  by a dispel evil or dispel chaos spell (as well as by holy 
  word or dictum), but it is not affected by banishment or 
  dismissal since they are good or lawful spells. 
   
  See Invisibility (Su): A demonflesh golem can 
  continuously see invisibility as the spell cast by a 20th-
  level sorcerer. 
   
  Whip Tail Graft (Ex): As a full-round action, a 
  demonflesh golem can direct its tail to attack one 
  creature within 25 feet. Wounds from the tail burn 
  fiercely, causing the creature struck to be dazed for 1 
  round unless it makes a Fortitude save (DC 11). 
   
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 48 
  APPENDIX 5: WEATHER HAZARDS OF THE BRIGHT 
  LANDS 
  HEAT DANGERS 
  For game purposes, air temperature falls into one of 
  nine following temperature bands. Temperatures 
  relevant to play in the Bright Desert are listed below. 
   
  Temperature Bands 
  –20º F to 0º F 
  Severe cold* 
  1º F to 40º F 
  Cold 
  41º F to 60º F 
  Moderate 
  61º F to 90º F 
  Warm 
  91º F to 110º F 
  Hot 
  111º F to 140º F 
  Severe heat 
   
  *Extremely rare temperature, not dealt with in detail 
  here. 
   
  Temperatures in the hot band (or hotter) can be 
  hazardous to unprepared characters. Characters can 
  take damage from such extreme heat, a condition 
  generally referred to as heatstroke. At lower 
  temperatures, this starts off as nonlethal damage while 
  the character is still conscious, but it becomes lethal 
  damage to those already knocked unconscious by 
  heatstroke (with no saving throw allowed). A character 
  who takes any nonlethal damage from heatstroke is 
  considered fatigued. 
   
  A character with the Survival skill can receive a 
  bonus on saving throws against heat and dehydration 
  damage, and can apply this bonus to other characters as 
  well. See the skill description on page 83 of the Player’s 
  Handbook. 
   
  The levels of protection described here refer to a 
  character’s protective measures against heat (see 
  Protection Against Heat below). The relevant heat 
  bands are also described below. 
   
  Cold: Unprotected 
  characters must make 
  successful Fortitude saving throws each hour (DC 15, 
  +1 for each previous check) or take 1d6 points of 
  nonlethal damage. Characters wearing furs, or other 
  warm clothing or protected by an endure elements 
  spell are considered protected against this level of cold. 
   
  Hot: 
  Unprotected 
  characters 
  must 
  make 
  successful Fortitude saving throws each hour (DC 15, 
  +1 for each previous check) or take 1d4 points of 
  nonlethal damage. Characters wearing heavy clothing 
  or any kind of armor take –4 penalties on their saves. 
   
  Characters whose protection against heat is at 
  least level 1 or higher (such as with the Heat 
  Endurance feat or carrying a parasol) are safe at this 
  temperature range and need not make the save. 
   
  Severe Heat: Unprotected characters must 
  make successful Fortitude saving throws once every 10 
  minutes (DC 15, +1 for each previous check) or take 
  1d4 points of nonlethal damage. Characters wearing 
  heavy clothing or any kind of armor take –4 penalties 
  on their saves. 
   
  In addition, those wearing metal armor or 
  coming into contact with very hot metal are affected as 
  if by a heat metal spell (which lasts as long as the 
  character remains in the area of extreme heat). 
   
  A character must have protection level 3 or 
  higher to be protected against extreme heat. Level 2 is 
  considered partial protection, and such characters take 
  damage and make saving throws once per hour instead 
  of once per 10 minutes. Level 1 provides no protection. 
   
  PROTECTION AGAINST HEAT 
  Few people venture into the waste without some form 
  of protection against heat. Most travelers dress 
  appropriately in flowing, light clothing or staying near 
  shade and water. In addition Magical protection 
  further improves the chance to survive hot, dry 
  climates and other special devices and alchemical 
  concoctions can aid desert travel. 
   
  A character’s protection against heat dangers is 
  described by level of protection, which ranges from 1 
  to 5 or more. Such levels of protection do not confer 
  any special fire resistance—a red dragon’s breath still 
  does the same damage. However, equipment that 
  provides a bonus on saving throws against heat dangers 
  contributes its bonus whether it is complete, partial, or 
  ineffective protection against that degree of heat. Thus, 
  even though keepcool salve is not sufficient to offer 
  even partial protection against extreme heat, a 
  character with keepcool salve (described in Sandstorm) 
  still adds the item’s +1 circumstance bonus on saves 
  against nonlethal damage dealt by an extremely hot 
  environment. 
   
  To determine your protection level, begin with 
  your base protection level as determined on the table 
  below and then add any applicable equipment 
  modifiers from the second table.  
   
  Table 1–2: Base Protection Level Against Heat 
  0 
  Creature with no heat adaptations 
  1 
  Creature with Heat Endurance feat  
  1 
  Nondesert cold-blooded animal or vermin 
  1 
  Monsters native to hot climates 
  2 
  Desert animal or vermin 
  2 
  Monsters native to waste terrain 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 49 
  3 
  Creatures with endure elements spell or effect 
   
  Heat Endurance Feat: Creatures with the Heat 
  Endurance feat. 
   
  Nondesert 
  Cold-Blooded 
  Animal 
  or 
  Vermin: Creatures native to temperate or warm 
  climates with a variable body temperature that lets 
  them function well in heat approaching that of human 
  body temperature (such as insects, lizards, snakes, 
  tortoises, and toads). 
   
  Monsters 
  Native 
  to 
  Hot 
  Climates: 
  Creatures whose Environment entry includes a warm 
  terrain. 
   
  Desert Animal or Vermin: Animals with 
  variable body temperatures or special adaptation to hot 
  environments, such as heat dissipation or water 
  conservation (camels, scorpions, sidewinder snakes, 
  and so on). 
   
  Monsters 
  Native 
  to 
  Waste 
  Terrain: 
  Monsters normally found in regions of extreme heat 
  (including natives of fire-dominant planes) belong in 
  this group. 
   
  Endure 
  Elements: 
  Creatures 
  currently 
  protected by an endure elements spell or similar effect. 
   
  Equipment Modifier to Base Heat Protection 
  0 
  No special equipment 
  +1 
  Armorbright 
  +1 
  Desert outfit 
  +1 
  Keepcool salve 
  +2 
  Hydration suit 
  +3 
  Improvised shelter 
   
  Armorbright: A special alchemical item described in 
  Sandstorm. 
   
  Desert 
  Outfit: A special clothing item 
  described in Sandstorm. 
   
  Keepcool Salve: A special alchemical item 
  described in Sandstorm. 
   
  Hydration suit: A special clothing item 
  described in Sandstorm. 
   
  Improvised Shelter: This bonus applies to 
  characters who are not attempting to travel, but instead 
  stop and seek shelter by digging into the sand, erecting 
  a tent or windbreak, tapping water from desert 
  vegetation, or the like. 
   
  Resistance to Fire: A character with a spell or 
  effect granting resistance to fire applies this resistance 
  to both lethal and nonlethal damage from hot 
  temperatures. For example, a creature with resistance 
  to fire 5 subtracts 5 from the 1d6 points of lethal 
  damage dealt per 10 minutes by extreme heat (and 
  therefore might take 1 point of heat damage, if a 6 is 
  rolled) and 5 from the 1d4 points of nonlethal damage 
  dealt.  
   
  TREATING HEATSTROKE 
  Nonlethal damage from heatstroke (including the 
  accompanying fatigue) cannot be recovered until the 
  character gets cooled off—by reaching shade, surviving 
  until nightfall, getting doused in water, being targeted 
  by endure elements, or the equivalent. Once the 
  character is cooled or reaches a cooler environment (a 
  temperature band of fewer than 90 degrees), the 
  character responds normally to healing that removes 
  nonlethal damage. When the character recovers the 
  nonlethal damage taken from heatstroke, the fatigue 
  penalties also end. 
   
  DEHYDRATION 
  As noted on page 304 of the Dungeon Master’s Guide, a 
  character must consume 1 gallon of water per day to 
  avoid dehydration. In particularly hot environments 
  (those above 90º F), characters need more water, 
  requiring double the normal amount. The amount of 
  water required to avoid dehydration increases by 1 
  gallon per heat band above hot (so 3 gallons in severe 
  heat, 4 in extreme heat, and so on). Characters can go 
  without water for 1 day + a number of hours equal to 
  their Constitution scores. After this time, a character 
  must make a successful Constitution check each hour 
  (DC 10, +1 for each previous check) or take 1d6 points 
  of nonlethal damage. In particularly hot environments 
  (those above 90º F), the time a character can go without 
  water before making Constitution checks is reduced, as 
  described on the table below. 
   
  Dehydration Times 
  Temperature (Band) 
  Time 
  Before 
  First 
  Con 
  Check 
  91–110 (hot) 
  12 + Con hours 
  111–140 (severe heat) 
  6 + Con hours 
   
  BEING DEHYDRATED 
  A lack of sufficient water introduces a new condition—
  dehydrated. 
   
  Dehydrated: 
  Characters who have taken 
  nonlethal damage from lack of water are considered 
  dehydrated and become fatigued. In addition, if a 
  dehydrated character would take nonlethal damage 
  from hot conditions (such as those described in this 
  book or on page 303 of the Dungeon Master’s Guide), 
  that damage instead becomes lethal damage. 
   
  A character who falls unconscious from nonlethal 
  damage due to thirst begins to take the same amount of 
  lethal damage instead. Damage from thirst, whether 
  lethal or nonlethal, cannot be recovered until the 
  character has been treated (see below); not even magic 
  that restores hit points heals this damage. 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 50 
   
  Treating Dehydration: A character who has 
  taken nonlethal damage from lack of water must be 
  treated with long-term care (see the Heal skill 
  description on page 75 of the Player’s Handbook) to 
  recover. This requires 24 hours of care and double the 
  normal amount of water required per day for the 
  conditions (for instance, 2 gallons of water for normal 
  conditions). If the character has also taken lethal 
  damage from lack of water or from a hot environment, 
  add +5 to the Heal DC and double the time required to 
  recover (to 48 hours). Once this Heal check has 
  succeeded, the damage taken by the character can be 
  restored through the normal means. 
   
  Alternatively, certain spells can be used to 
  rehydrate a character in place of the recovery time, 
  water, and Heal check. The hydrate spell (see 
  Sandstorm) accomplishes this function, as does the 
  heal spell. 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 51 
  APPENDIX 6: 
  This is an ancient scroll written in Draconic upon parchment made from the skin of a gold dragon. 
   
  “A time will come to pass when evil will once again hold sway over the land. Three stars 
  and crescent Luna will mark it. 
   
  Be it known those who write these words shall not live to meet those who carry the words. 
  Only the worthy shall carry forth these words at the pre-ordained time.  
   
  There shall come a time when a gift will be granted to man. A dark crown with a dark gift 
  will be wrought. 
   
  A curse shall befall the land and it shall wither like skin stretched across a rock. The poison 
  of men shall scurry under the harsh sun. Only the shadow within the crown can restore the 
  parched land. 
   
  For all, the crown must be destroyed.  
   
  <a sprawl of arcane incantations are here> 
   
  “Seek out a living thing of Sulm; protected by the sleeping tower. 
   
  Seek out a Sulmite weapon of unholy wrath; forgotten in faded Utaa. 
   
  Seek out an Itarian weapon of holy glow, lying in drowned sennerae. 
   
  Seek out the purest star metal and the prison of souls; locked within the herald of great 
  sorrow. 
   
  Seek out the crown, bring it forth and unmake it. 
   
  The unmaking must happen. The unmaking must be. The unmaking shall bring salvation.” 
   
  At the seat of darkness will be the ending. 
   
  <more sprawling arcane incantations and ritual diagrams> 
  
  COR5-20 Phantoms on Bright Sands 
   
  Page 52 
  DM’S AID: MAP OF THE RUINS OF ZARAK 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR5-20 Phantoms on Bright Sands (3E).pdf