TEXT: Sands of Time
  1
  Sands of Time
  A Forgotten Realms Adventure
  by Barry Dore
  
  2
  Sands of Time
  Sands of Time
  A Forgotten Realms Adventure
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product 
  names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for 
  Dungeon Masters Guild.
  All other original material in this work is copyright 2021 by Barry Dore and published under the Community Content Agreement for Dungeon Masters Guild.
  Credits
  Writer & Producer: Barry Dore
  https://www.dmsguild.com/browse.php?author=Barry_Dore
  Art Direction/Layout/Cartography: Anja Svare
  https://www.dmsguild.com/browse.php?artist=Anja_Svare
  Cover Art: Magz Wiseman
  https://www.yellowphonebox.com
  Art:  DMs Guild Creator Resources; Pixabay; Wikimedia 
  Commons;
  Table of Contents
  Introduction.............................................................3
  Background .............................................................3
  Day 0 ........................................................................5
  Day 1 .......................................................................... 7
  Day 2 ........................................................................8
  Day 3 ........................................................................ 9
  Day 4 ........................................................................12
  Day 5 .......................................................................13
  Day 6 .......................................................................14
  Day 7 ........................................................................16
  Day 8 ........................................................................18
  Day 9 .......................................................................24
  Day 10 .................................................................... 30
  Day 11 .......................................................................32
  Day 12 .....................................................................36
  Day 13 .....................................................................36
  Day 14 ......................................................................37
  Day 15 .....................................................................37
  Day 16 .....................................................................38
  Day 17 ......................................................................38
  Day 18 .....................................................................39
  Day 19......................................................................40
  Day 20 ....................................................................40
  Maps ........................................................................ 41
  
  Sands of Time
  3
  IntroductIon
  This adventure is set in the Forgotten Realms and begins 
  in the Cormyrean city of Arabel. It is designed for a party 
  of four to six 1st level characters, who will advance to 3rd 
  level by its conclusion.
  Background
  Adventurers operating as a group within Cormyr are 
  required to obtain an official license endorsing their 
  actions. However, acquiring such a charter can be a long 
  and uncertain process, presenting a bureaucratic hurdle to 
  aspiring adventurers.
  Fortunately for the PCs, a half-elven woman named 
  Caelynn is advertising for unaffiliated adventurers to join 
  her on an expedition into the Anauroch desert.
  Caelynn works for a wealthy and influential individual, and 
  offers generous payment upon completion of her mission. 
  Furthermore, she can guarantee the acquisition of a signed 
  charter, which will allow the PCs to form a sanctioned 
  adventuring party.
  In addition to the PCs, Caelynn has hired a Bedine guide 
  named Ramzim, to help navigate the hazards of the great 
  desert.
  Structure
  This adventure spans a full twenty days of game time, and 
  is highly structured. As the PCs will be employed to assist 
  Caelynn, they will be expected to follow her instructions, 
  and those of her guide.
  The PCs remain free to act as they deem appropriate in 
  social and combat situations, but if they wish to get paid, 
  they need to follow the path laid out for them.
  Party Balance and XP
  The size of the party will have a direct influence on how 
  Caelynn and Ramzim interact with the PCs and how XP 
  for combat is distributed:
  With a party of 6, these NPCs will try to avoid getting into 
  the thick of combat, taking on a supporting role and only 
  volunteering to use skills that are clearly lacking in the 
  party. They will not take a share of XP earned.
  With a party of 5, they will show more willingness to 
  engage in combat, and their presence will have a greater 
  impact on the party’s success. They will each take a half 
  share of all XP earned.
  With a party of 4, they will volunteer their skills more 
  readily, and regularly engage in melee, drawing attacks 
  away from the PCs. They will each take a full share of XP.
  This reflects how the contribution of Caelynn and Ramzim 
  diminishes as the party size increases, with the upshot 
  being that each PC will gain one sixth of all XP earned, 
  however many there are in the party.
  It also ensures that the PCs level up at the desired rate, 
  without the need to re-scale encounters according to the 
  party’s size.
  Note that Caelynn and Ramzim do not level up during this 
  adventure, regardless of how much XP they gain.
  Character Options
  Although this adventure does not restrict player options 
  in any way, for those wishing to adhere closely to the 
  Forgotten Realms setting, the following should be 
  considered:
  Cormyr is a human nation with a predominantly human 
  (Chondathan) populace. Though elves and half-elves are 
  found in significant numbers, members of other civilized 
  races are few and far between.
  A character of another race is thus more likely to be a 
  visitor from another nation, or the offspring of a lone 
  family, than a member of a racial enclave within Cormyr.
  Aarakocra have a sizable colony in the Storm Horns 
  mountains, which form much of Cormyr’s northern and 
  western frontiers. Rules for playing an aarakocra can be 
  found in the Elemental Evil Player’s Companion.
  Orcs and goblins have often plagued Cormyr, even going 
  to war with the nation in 1370-1371 DR. Such humanoids 
  cannot travel openly in Cormyr without inviting attack.
  For the most part, any character of a race traditionally 
  associated with evil should take considerable care to avoid 
  drawing attention while in Cormyr.
  The Purple Dragons of Cormyr are soldiers of great 
  renown, taken from all levels of Cormyrean society. They 
  are an ideal choice of military organization for any native 
  PC with the Soldier background.
  Those seeking to protect Cormyr’s interests beyond its 
  borders may aspire to become Purple Dragon knights. It 
  should be assumed that any such PC has at least studied 
  the knighthood’s methods prior to embarking on this 
  adventure.
  This will allow such a character to adopt the Purple 
  Dragon Knight archetype, detailed in the Sword Coast 
  Adventurer’s Guide, upon reaching 3rd level in the fighter 
  class.
  Formal entry into the ranks of the knighthood may be 
  requested once the character returns to Cormyr.
  
  4
  Sands of Time
  Travel Speed
  During this adventure, Ramzim will keep the party moving 
  at a normal human pace. Characters with a speed of 
  less than 30 feet will therefore need to hustle to keep up, 
  suffering a -5 penalty to their passive Wisdom (Perception) 
  scores while traversing the wilderness.
  Stat Blocks
  Stat blocks are provided throughout this volume, with the 
  following being of general use within Cormyr.
  Human Languages
  Ethnic human languages, introduced as an 
  optional rule in the Sword Coast Adventurer’s 
  Guide, have been included where appropriate 
  throughout this adventure.
  These languages are marked with the ^ symbol.
  Even if you don’t intend to use this option in 
  your campaign, it is important to note that 
  most of the Bedine located in the Anauroch 
  desert only speak Midani.
  Though Ramzim can translate for the party, 
  there are very few Bedine with which the PCs 
  can talk directly, unless they also speak Midani 
  or use magical means of communication.
  City WatCh
  Medium humanoid (human), lawful neutral
  Armor Class 14 (chain shirt)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  12 (+1)
  10 (+0)
  11 (+0)
  10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages Chondathan^, Common
  Challenge 1/8 (25 XP)
  Actions
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage.
  Halberd. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. 
  Hit: 6 (1d10 + 1) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
  PurPle Dragon infantry
  Medium humanoid (human), lawful good
  Armor Class 16 (chain shirt, shield)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  12 (+1)
  10 (+0)
  11 (+0)
  10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages Chondathan^, Common
  Challenge 1/4 (50 XP)
  Brave. The purple dragon has advantage on saving throws against 
  being frightened.
  Actions
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) if used 
  with two hands.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Cormyrean Commoner
  Medium humanoid (human), lawful good tendencies
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  Senses passive Perception 10
  Languages Chondathan^, Common
  Challenge 0 (10 XP)
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  
  Sands of Time
  5
  day 0
  Play begins in the Cormyrean city of Arabel, at an inn 
  situated by the city’s east gate. It is around midday.
  gatherIng In araBel
  This inn, the Watchful Lynx, has clearly seen 
  better days. Parts of the building have been rebuilt 
  on more than one occasion, seemingly without 
  regard for any preexisting design. The result is 
  a rundown establishment, inconsistent in both 
  architecture and decor.
  Some say that the inn was built before the Goblin 
  War, over one hundred winters ago. Others say that 
  it used to stand on the other side of the street. But 
  perhaps more importantly, it caters to patrons of 
  limited means.
  Your contact, and hopefully soon your employer, 
  is a fair-skinned, dark-haired woman named Caelynn. 
  Though she appears at first to be human, the gold 
  flecks in her bright-green eyes are a telltale sign 
  of her half-elven heritage.
  Her companion, a robed man with dark skin and 
  weathered features, stands silently by her side, 
  observing all who come and go.
  Caelynn informs the PCs that she has been charged with 
  the recovery of an ancient relic from deep within the 
  Anauroch desert.
  She wishes to hire the PCs to join her expedition, with 
  responsibility for combating hostile forces along the way. 
  They will also be expected to assist in other duties as and 
  when they arise.
  She introduces her companion, a Bedine ranger named 
  Ramzim, who has been employed to serve as a guide on 
  this expedition.
  Caelynn offers the following incentives, which shall be 
  granted upon the successful completion of her expedition:
  900 golden lions to be split between the PCs.
  An official charter granting the PCs license to operate as 
  an adventuring party within the kingdom of Cormyr.
  If the party requests payment in advance, Caelynn will offer 
  a sum of 50 lions up front, which will be deducted from the 
  final payment.
  Any character succeeding on a DC 15 Charisma 
  (Persuasion) check can convince her to increase this 
  advance payment to 100 lions. Apply advantage or 
  disadvantage as you see fit, to reflect the strength of the 
  character’s argument for a larger advance payment.
  Caelynn
  Young, slim and attractive, Caelynn got her dark hair and 
  fine facial features from her human mother, while her 
  lighter complexion and gold-flecked eyes come from her 
  moon elf father.
  She is a smart, friendly, and talented individual, with an 
  inquisitive mind and a persuasive manner. She is proud of 
  her elven heritage and passionate about history, especially 
  as it relates to her father’s people.
  Caelynn values prestige over wealth, seeking to earn 
  acceptance and influence among elves in particular. 
  Though this may lead her to favor elven characters over 
  other party members, such PCs are unlikely to hold 
  sufficient status to influence her significantly.
  Indeed, Caelynn already serves an elven master, to whom 
  she is unquestionably loyal – Lord Ammeral Gyldannon. 
  Though not a member of Cormyr’s landed nobility, 
  Gyldannon controls significant business interests within 
  the kingdom, enjoying considerable wealth and influence 
  as a result.
  Ramzim
  This tall, dark, and ruggedly-handsome Bedine ranger, has 
  short black hair, and deep-brown eyes. His manner is calm 
  and considered.
  Ramzim is a skilled guide with considerable knowledge 
  of his people’s homeland, and how to survive its many 
  hazards.
  He takes his responsibilities very seriously, placing greater 
  importance in safely guiding the party than in making new 
  friends.
  Like Caelynn, Ramzim holds little interest in material 
  wealth. He values loyalty and honor above all else.
  Though not afflicted with the fear of magic that was 
  common among his Bedine ancestors, Ramzim remains 
  wary of sorcery in all its forms. He will accept spells 
  of healing or protection, but other magic makes him 
  uncomfortable.
  FInal PreParatIons
  Assuming that the party agrees to her terms, Caelynn 
  will request that the PCs assemble at the inn early the 
  following morning.
  If anyone needs to buy equipment before leaving, they still 
  have the whole of the afternoon and evening available in 
  which to shop.
  Ramzim is happy to advise characters on what to wear 
  in the desert, and will discourage the PCs from wearing 
  medium or heavy armor.
  
  6
  Sands of Time
  Caelynn
  Medium humanoid (half-elf), neutral good
  Armor Class 11
  Hit Points 13 (3d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  13 (+1)
  11 (+0)
  14 (+2)
  13 (+1)
  14 (+2)
  Saving Throws Dex +3, Cha +4
  Skills Acrobatics +3, History +6, Investigation +4, Medicine +3,
  Performance +4, Persuasion +6, Stealth +3
  Senses darkvision 60 ft., passive Perception 11
  Languages Chondathan^, Common, Elvish
  Challenge 1/2 (100 XP)
  Fey Ancestry. Caelynn has advantage on saving throws against 
  being charmed, and magic can’t put her to sleep.
  Actions
  Multiattack. Caelynn makes one rapier attack and uses Inspiring 
  Words if it is ready.
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8 + 1) piercing damage.
  Inspiring Words (Recharge 5-6). Caelynn inspires one creature 
  within 60 feet that can hear her. That creature adds 1d4 to one 
  ability check, attack roll, or saving throw it makes before the start 
  of Caelynn’s next turn.
  The creature can wait until after it rolls the d20 before deciding 
  to use the bonus die, but must decide before the DM says whether 
  the roll succeeds or fails.
  ReActions
  Parry. Caelynn adds 2 to her AC against one melee attack that 
  would hit her. To do so, she must see the attacker and be wielding 
  a melee weapon.
  ramzim
  Medium humanoid (human), lawful neutral
  Armor Class 11
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  13 (+1)
  13 (+1)
  10 (+0)
  13 (+1)
  9 (–1)
  Saving Throws Str +3, Dex +3
  Skills Athletics +3, Nature +4, Perception +3, Stealth +3,
  Survival +5
  Senses passive Perception 13
  Languages Common, Midani^
  Challenge 1/2 (100 XP)
  Cunning Action. On each of his turns, Ramzim can use a bonus 
  action to take the Dash, Disengage, or Hide action.
  Keen Hearing and Sight. Ramzim has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight.
  Natural Explorer: Desert. See page 91 of the Player’s Handbook 
  for details.
  Actions
  Multiattack. Ramzim makes two attacks: one with his scimitar and 
  one with his dagger.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 4 (1d6 + 1) piercing damage.
  Caelynn’s Equipment
  • purse of coins for minor expenses (10gp)
  • 2 potions of healing (labeled in Elvish)
  • vial of perfume
  • map case, with map to relic
  • 4 waterskins
  • bedroll and blanket
  • mess kit
  • rations
  Ramzim’s Equipment
  • 2 quivers of arrows (40 total)
  • shovel
  • 4 waterskins
  • bedroll and blanket
  • tinderbox
  • mess kit
  • rations
  
  Sands of Time
  7
  day 1
  The first day of the expedition takes the characters along 
  the Moonsea Ride, as far as the foothills of the Storm 
  Horns mountains.
  the east gate
  Arabel’s east gate is already busy with people 
  entering and leaving the city. While some will only 
  travel as far as the adjoining fields, others no 
  doubt have expeditions of their own to complete.
  City guards check everyone passing through the 
  gates, while others watch from battlements atop 
  the gatehouse, crossbows at the ready.
  “Wait here,” says Caelynn, as you join the queue of 
  people leaving the city. “I’ll be right back.”
  Caelynn heads through the crowd to speak to the current 
  officer of the watch, quickly disappearing from sight unless 
  any of the PCs pursue her.
  If the remaining party members stay in their queue, they 
  will find themselves being questioned by the guards before 
  Caelynn returns. If they step aside to wait, the guards may 
  think that they are lurking suspiciously and approach to 
  question them. In either case, Ramzim will defer to the PCs.
  These guards are just as interested in people leaving the 
  city as those entering it. They will ask the characters their 
  business and destination. If the PCs state that they are 
  adventurers or mercenaries, the guards will ask to see their 
  charter.
  If the characters try to talk their way past the guards, a 
  successful DC 15 Charisma (Deception or Persuasion) 
  check is sufficient to satisfy the guards, but failure by 5 or 
  more will raise the guards’ suspicion.
  Subsequent checks by any PC will have disadvantage on 
  the roll, and if anyone fails a second check by 5 or more, 
  the guards with attempt to detain the characters for a full 
  search and interrogation.
  It should be obvious that the characters can’t take on the 
  whole city watch, but if the PCs resist being detained, the 
  guards will have little difficulty overwhelming them with far 
  greater numbers – striking to incapacitate, rather than to 
  kill.
  Ultimately, Caelynn will return with the officer of the watch, 
  who will clear the party to leave.
  Once the party makes it out of the city, and joins the 
  Moonsea Ride heading north, the day’s trek is largely 
  uneventful.
  camP crag
  The surrounding landscape has become less 
  populous with each passing mile, as you made your 
  way toward the Storm Horns mountains.
  Now, as night draws near, the resolute walls of 
  Castle Crag stand watch at the base of those 
  very mountains, just one mile further along the 
  Moonsea Ride.
  But here, by the roadside, a makeshift camp of tents 
  and wagons forms a temporary outpost for those 
  not serving in Cormyr’s military forces.
  “Here’s our camp for the night,” says Caelynn. 
  “Enjoy it while you can.”
  If anyone asks, Caelynn can explain that Castle Crag 
  does not welcome visitors, and that its commanders 
  even discourage civilians from settling in its vicinity with 
  unwanted distractions.
  Still, people have to sleep somewhere, and travelers 
  passing through Gnoll Pass welcome the extra security 
  provided by the nearby garrison.
  There are eighteen other people here for the night. Some 
  of these are passing through, while others are here to 
  provide a service until their supplies run out.
  Caelynn secures sleeping space for the whole party, as well 
  as a cooked supper with cheap ale.
  The PCs have a couple of hours spare before they need 
  to settle down for the night, during which they may be 
  interested in joining a game of dice.
  Ettin Dice
  Any character wishing to gamble away an hour or two, 
  along with some silver, may join a game of ettin dice.
  Each such character must have at least 5 silver falcons to 
  take part.
  Ettin dice is a game of chance and probability, similar to 
  other popular dice games in which players roll five dice. 
  The key difference is that a roll of 5-5-5-5-2 beats all other 
  combinations – symbolizing the ettin’s five fingers per 
  hand, five toes per foot, and its two heads.
  At the end of an hour, each PC taking part makes a DC 15 
  Intelligence (Dice Set) check, winning 2d4 + 2 falcons on a 
  success, but losing 1d4 + 1 falcons on a failure.
  Play will continue for a further hour, allowing the PCs 
  another attempt at winning some coins, after which the 
  group will disperse for the night.
  
  8
  Sands of Time
  day 2
  The characters proceed along the Moonsea Ride, as it rises 
  through the initial stretch of Gnoll Pass.
  Caelynn’s Curiosity
  During the early stages of the expedition, Caelynn will 
  question the PCs on numerous topics, choosing a different 
  character to focus on each day.
  As well as helping to pass the time as they travel, this will 
  allow the players to introduce their characters to the rest of 
  the group in more detail.
  Ideally, Caelynn should ask questions that you know your 
  players already have answers for, such as those relating to 
  their chosen backgrounds, or which they can comfortably 
  answer without prior consideration.
  A little preparation can make a big difference, but here are 
  some casual questions in case you need a few ideas:
  • I like your hair, do you always wear it like that?
  • Have you ever shaved or trimmed your beard?
  • You say that a lot. What does it mean?
  • Do you speak any other languages?
  • That’s an unusual weapon. What made you choose it?
  • Did you always want to be a bard?
  • What do you call that instrument?
  •  You’re hungry again!? Well how many meals do you 
  normally eat in a day?
  • What’s your homeland like?
  • Do your scales itch?
  •  Does breathing fire hurt? Have you ever done it by 
  mistake?
  •  Have you ever caught your tail in a door? How often do 
  people tread on it?
  Patrol
  Your journey remains straightforward as you 
  continue along the Moonsea Ride, following its 
  gradual rise into the Storm Horns as it paves the 
  way through Gnoll Pass.
  The morning passes quickly, the temperature 
  dropping all the while, and it isn’t until mid-
  afternoon that you finally encounter other 
  travelers.
  A patrol of ten armored soldiers approaches, the 
  purple dragon of Cormyr clearly emblazoned on 
  their shields, and heavy cloaks draped across their 
  shoulders.
  As the patrol draws near, its leader signals for it to 
  halt. “Well met travelers,” she calls to you. “Please 
  identify yourselves and declare your business.”
  This could be a repeat of the East Gate encounter all over 
  again, but thankfully Caelynn is with the party this time.
  She allows the other party members to introduce 
  themselves before explaining the group’s business to 
  the patrol leader – declaring that the party is headed for 
  Anauroch on business for Lord Ammeral Gyldannon, and 
  shall leave Cormyr shortly after exiting Gnoll Pass.
  The patrol leader, or First Sword, is named Lureene. She 
  appears happy with Caelynn’s explanation, and waves the 
  party through.
  a cave For the nIght
  Having left the patrol far behind, the rest of the 
  day’s trek is uneventful, finally ending at a large 
  cave just off the main pass.
  This cave shows clear signs of regular use, with 
  torches mounted near the entrance and a pile of 
  firewood stacked against the far wall, but it would 
  appear that no one else is resting here tonight.
  Ramzim prepares a fire in the center of the cave, for both 
  warmth and cooking.
  Over supper, he explains that the cave is usually a safe 
  place to rest, but that it would be wise for the characters to 
  start taking turns keeping watch at night.
  Caelynn agrees with Ramzim, and requests that everyone 
  take a watch, but she will allow the PCs to determine the 
  order in which watches are taken.
  Whatever the PCs decide, this night is uneventful.
  Action vs Immersion
  This document details daily events for a lengthy 
  expedition, some of which you can safely skip if 
  you prefer a fast-paced action adventure.
  Sufficient combat is included to ensure that 
  the PCs level up as required, but other events 
  can be bypassed as desired.
  Additional content is provided for those seeking 
  a more immersive experience.
  
  Sands of Time
  9
  day 3
  The characters conclude their passage through Gnoll Pass, 
  but the journey is not without incident.
  Blood hawks In gnoll Pass
  It’s been a chilly morning so far, but you continue 
  to follow the Moonsea Ride as it cuts a path 
  through Gnoll Pass.
  Ahead of you, a small cart approaches, drawn by a 
  single horse and accompanied by three men. One of 
  the men leads the horse, while the others appear 
  to be guards.
  You are no more than a hundred feet from these 
  travelers when you spot a flock of birds swooping 
  down the mountainside. At first it looks like they’re 
  diving toward the cart, but then they veer sharply 
  in your direction.
  “Blood hawks!” warns Ramzim, as the red-feathered 
  flock approaches.
  There are twelve blood hawks approaching the party. They 
  begin combat 50 feet from the nearest party members, and 
  will pair up against different targets once in melee range.
  The two men guarding the cart will advance to assist the 
  party, while the third stays with the horse.
  Erdan
  This man is Erdan, a human merchant transporting furs 
  from Hillsfar, on the edge of the Moonsea. His guards are 
  hired mercenaries named Rolf and Jurden.
  Erdan is a retired trapper of forty-five winters. He is a tall 
  blonde-haired man with deep-brown eyes, a short beard, 
  and a bushy mustache.
  He is a friendly sort, and grateful that the party turned up 
  when it did.
  If the characters need any furs, such as for extra bedding, 
  he will give them two large furs for free. These are big 
  enough to serve as thick blankets and have been treated 
  ready for crafting, so are free of muck and vermin. He will 
  sell additional furs for 1 lion each.
  As well as several bundles of fine furs, the cart carries food 
  and water for the horse and the three men, as well as basic 
  supplies such as torches and a tinderbox.
  These travelers carry little wealth with them. Erdan has 
  7 lions, 16 falcons, and 12 copper thumbs, while Rolf and 
  Jurden each have 8 falcons, and 5 thumbs.
  BlooD haWk (x12)
  Small beast, unaligned
  Armor Class 12
  Hit Points 7 (2d6)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2)
  14 (+2)
  10 (+0)
  3 (–4)
  14 (+2)
  5 (–3)
  Skills Perception +4
  Senses passive Perception 14
  Languages –
  Challenge 1/8 (25 XP)
  Keen Sight. The hawk has advantage on Wisdom (Perception) 
  checks that rely on sight.
  Pack Tactics. The hawk has advantage on an attack roll against a 
  creature if at least one of the hawk’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Actions
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  guarD (x2)
  Medium humanoid (human), lawful neutral
  Armor Class 16 (chain shirt, shield)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  12 (+1)
  10 (+0)
  11 (+0)
  10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages Chondathan^, Common
  Challenge 1/8 (25 XP)
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 
  5 (1d8 + 1) piercing damage if used with two hands to make a 
  melee attack.
  ReActions
  Protection. When a creature the guard can see attacks another 
  target within 5 feet of the guard, the guard imposes disadvantage 
  on the attack roll.
  
  10
  Sands of Time
  suPPer wIth strangers
  The final stretch of the day’s journey takes you 
  down the far side of Gnoll Pass through the Storm 
  Horns’ foothills.
  Though the mountains were a little chilly at times, 
  they proved to be a surprisingly modest obstacle in 
  your path.
  Now, as you start to think about finding a place to 
  camp for the night, you are greeted by the rich 
  aroma of a fresh pot of stew, and the sound of 
  joyful laughter from beyond a nearby ridge.
  Caelynn’s curiosity will compel her to investigate the 
  sounds and smell, even if the PCs are wary of doing so.
  A little way off the road, an extended family of sixteen 
  Gur travelers has set up camp, having arrived just an hour 
  before the party.
  The head of this family is called Vlardar. As with most Gur, 
  and the rest of his family, he has thick black hair, dark eyes, 
  and dusky skin.
  He welcomes the party to join his family for supper, 
  suggesting that the characters can pay for their meal by 
  telling a story or cleaning the dishes.
  erDan, fur traDer
  Medium humanoid (human), lawful neutral
  Armor Class 11
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  10 (+0)
  12 (+1)
  12 (+1)
  12 (+1)
  Skills Animal Handling +3, Persuasion +3, Survival +3
  Senses passive Perception 11
  Languages Chondathan^, Common, Damaran^
  Challenge 1/8 (25 XP)
  Actions
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  Draft horse
  Large beast, unaligned
  Armor Class 10
  Hit Points 19 (3d10 + 3)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  12 (+1)
  2 (–4)
  11 (+0)
  7 (–2)
  Senses passive Perception 10
  Languages –
  Challenge 1/4 (50 XP)
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 9 (2d4 + 4) bludgeoning damage.
  
  Sands of Time
  11
  Gur Travelers
  Vlardar and his kin have traveled all of their lives, never 
  stopping anywhere for long. They recently departed from 
  the town of Ashabenford, in Mistledale, and are heading for 
  Arabel.
  They have long memories, and will remember the PCs 
  should they ever cross paths again in the future.
  Story Time
  The Gur are interested to hear any stories the party may 
  wish to tell, and they appreciate a good telling as much as a 
  good story.
  Any character that tells a story and succeeds on a DC 
  15 Charisma (Performance) check will impress the 
  Gur. Reward any player who actually tells a story with 
  advantage on this roll.
  Impressed or not, as long as the party is friendly and 
  sociable, the characters will be welcome to stay in the 
  relative comfort of the Gur camp for the night.
  gur travelers
  Medium humanoid (human), chaotic good tendencies
  Armor Class 12 (leather armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  12 (+1)
  12 (+1)
  Skills Acrobatics +3, Performance +3, Survival +3
  Senses passive Perception 11
  Languages Common, Guran^
  Challenge 1/8 (25 XP)
  Actions
  Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  
  12
  Sands of Time
  day 4
  Now clear of the Storm Horns, Ramzim leads the characters 
  away from the Moonsea Ride and into the Stonelands.
  Into the stonelands
  Following breakfast, Ramzim takes the lead, guiding 
  you across country and into the Stonelands.
  This hilly region covers the stretch of land that 
  separates the Storm Horns from the southern 
  edge of Anauroch.
  Ramzim advises everyone to stay quiet and alert, as 
  orcs and goblins dwell here in large numbers.
  The Guide
  Ramzim takes the lead as soon as the party leaves the 
  Moonsea Ride, guiding the expedition through hostile 
  terrain as he was hired to do.
  Though the desert is his area of expertise, he has crossed 
  the Stonelands several times, learning the safer routes 
  across and which areas are best to avoid.
  the dead ogre
  Midday approaches as you discover the body of a 
  dead ogre laid out across the trail before you.
  It is clear at a glance that this ogre’s skull has been 
  caved in, yet its body seems otherwise unharmed, 
  suggesting that it hasn’t been here long enough for 
  scavengers to notice.
  A single golden lion can be found on the body.
  Anyone inspecting the ogre to determine what killed it 
  may attempt a DC 12 Intelligence (Investigation) check to 
  identify a nearby rock as the murder weapon, and deduce 
  that it was probably thrown by a hill giant.
  A successful DC 8 Wisdom (Survival) check will back up 
  this conclusion, by revealing the giant’s footprints.
  Caelynn comments that meeting a live ogre would be bad 
  enough, let alone a hill giant.
  Ramzim agrees and suggests that the party should leave 
  quickly, though cautiously. He will check the giant’s tracks 
  to determine where it originated and went, and take a 
  route that leads the party well clear of it.
  Though the PCs are likely getting hungry, they will have to 
  wait a while before it is safe to stop and eat.
  the tower’s Basement
  As nightfall approaches, Ramzim guides you to a 
  ruined tower atop a small hill. Little remains of 
  this tower beyond its stone foundation, or so it 
  seems.
  Ramzim quickly clears a section of dirt to reveal a 
  large stone slab covering the old tower’s basement.
  Lifting this stone slab requires success on a DC 14 
  Strength check, with advantage on the roll if using a 
  crowbar. There is no penalty for failure.
  The basement is a single 15-foot square chamber, with 
  a rusted metal ladder to the surface. The brick walls are 
  cracked and there’s a small puddle in one corner, but the 
  area is safe enough to sleep in.
  During the night, one random PC is woken by the bite of a 
  spider, which crawled out of a crack in the wall.
  Other sleeping characters may attempt a DC 10 Wisdom 
  (Perception) check to be woken up too.
  sPiDer
  Tiny beast, unaligned
  Armor Class 12
  Hit Points 1 (1d4 - 1)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4)
  14 (+2)
  8 (–1)
  1 (–5)
  10 (+0)
  2 (–4)
  Skills Stealth +4
  Senses darkvision 30 ft., passive Perception 10
  Languages –
  Challenge 0 (10 XP)
  Spider Climb. The spider can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.
  Web Sense. While in contact with a web, the spider knows the 
  exact location of any other creature in contact with the same web.
  Web Walker. The spider ignores movement restrictions caused by 
  webbing.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 1 piercing damage, and the target must succeed on a DC 9 
  Constitution saving throw or take 2 (1d4) poison damage.
  
  Sands of Time
  13
  goBlin (x8)
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (leather armor, shield)
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  14 (+2)
  10 (+0)
  10 (+0)
  8 (–1)
  8 (–1)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Nimble Escape. The goblin can take the Disengage or Hide action 
  as a bonus action on each of its turns.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage.
  day 5
  The characters continue their trek across the rugged 
  Stonelands, reaching the far side by nightfall.
  goBlIns In the stonelands
  It is abundantly clear why they call this area the 
  Stonelands. There are stones everywhere, including 
  in your boots!
  Though you’re making good progress through 
  the region, it is hard to walk more than five steps 
  without stubbing your toe, kicking a spray of gravel, 
  or dislodging a larger rock.
  You never imagined that you’d be glad to reach the 
  desert, but now you’re not so sure.
  The party’s progress through the Stonelands has not gone 
  unnoticed.
  A small group of goblins awaits the party, ready to strike 
  from the ridge of a slope that runs adjacent to the trail.
  Though the goblins are only 40 feet from the nearest 
  character when they attack, the slope is difficult terrain, 
  and the goblins have half cover against attacks from below 
  their position.
  These goblins are dressed in simple leather armor. Each 
  carries a scimitar, a shield, 3 darts, 1d6sp, and 1d6cp.
  Make a Dexterity (Stealth) check for the goblins to see if 
  they surprise the characters.
  They will start their attack by throwing darts at the nearest 
  targets, preferring to stay at range for as long as possible.
  Surrender
  If the goblins begin their turn with less than four of their 
  number still able to fight, those that remain will attempt to 
  surrender.
  Surrendered goblins will apologize for their mistake, 
  claiming that they mistook the party for orcs.
  Caelynn feels that the party should release the goblins 
  without their weapons, but Ramzim believes it is unwise 
  to let them go. Caelynn will therefore ask the PCs for their 
  opinions before deciding how to proceed.
  Onward
  Once the battle is over, and any remaining goblins have 
  been dealt with, Ramzim will lead the party onward, 
  continuing through the Stonelands for the rest of the day.
  another cave For the nIght
  As nighttime approaches, you find yourselves on 
  a narrow trail winding around a steep rocky peak, 
  wondering exactly where Ramzim is leading you.
  Thankfully, you don’t have to wait much longer, 
  as you soon  find yourself at the mouth of a low-
  ceilinged cave. Ramzim signals caution and advances 
  slowly, stooping to avoid bashing his head as he 
  enters.
  Within the cave, the ceiling remains low, but there’s 
  adequate room to sit or sleep in relative comfort. 
  An unpleasant odor permeates the air, but its no 
  worse than the scent of several sweaty bodies.
  Ramzim points to a colony of mushrooms growing 
  up the back wall of the cave. “They keep the bears 
  away,” he tells you.
  If asked about the bears he mentioned, Ramzim says 
  that several bears live in other caves nearby. The bears 
  keep orcs and goblins away from this lone peak, while the 
  mushrooms keep bears away from this cave.
  Despite the bear deterrent, the characters will still need 
  to keep guard through the night. Ramzim will take the last 
  watch, sharing it with a PC if necessary.
  
  14
  Sands of Time
  day 6
  The expedition continues at first light, with Ramzim 
  leading the characters onto the sands of Anauroch.
  FIrst lIght
  Ramzim wakes you early. It is still dark outside, but 
  he’s adamant that it’s time to get up and go.
  You’ll soon cross into the Anauroch desert, where 
  few hazards compare to that of the midday sun, so 
  an early start is imperative.
  While the PCs prepare themselves for the day ahead, 
  Ramzim whips up a pot of simple mushroom soup, using 
  the odious ingredients on hand.
  The soup is surprisingly good, as trail food goes, and 
  there’s plenty for everyone.
  anauroch
  It doesn’t take long to reach the end of the 
  Stonelands. Crossing into Anauroch, rocky 
  pinnacles and ridges slowly give way to rolling sand 
  dunes.
  A steady wind blows over the desert, creating a 
  continuous droning sound, and the rising heat is 
  immediately evident, even at this early hour.
  The climate in Anauroch is hot, requiring characters to 
  drink two gallons of water per day to avoid the risk of 
  exhaustion. Note that a standard waterskin only holds half 
  a gallon of liquid.
  Thankfully, Ramzim is able to find water in the driest of 
  places, and he knows when it’s safe to travel.
  Except where indicated otherwise, Ramzim will keep the 
  party’s water supply topped up to safe levels, and protect 
  the party from the effects of extreme heat.
  Traversing Anauroch
  Ramzim has the ranger’s Natural Explorer class feature, 
  with desert being his favored terrain. Furthermore, he is 
  familiar with this particular desert and the route to the 
  party’s destination, making him an ideal guide.
  Though not generally the most talkative of companions, 
  Ramzim is happy to share his knowledge of the desert 
  and to discuss survival skills with anyone that shows an 
  interest.
  ramzIm’s oasIs
  As midday approaches, you spy the welcome sight of 
  a small oasis surrounded by rich vegetation.
  Several deer-like animals graze nearby, but they 
  appear startled by your approach and swiftly 
  run away. “Gazelles,” says Ramzim, answering your 
  unspoken question.
  Drawing closer, you discover a wide variety of 
  plants, both large and small, many of which 
  bear colorful flowers. Yet the ground remains 
  remarkably barren, and its a wonder that anything 
  grows here at all.
  “Welcome to my oasis!” declares Ramzim 
  cheerfully.
  If asked, Ramzim explains that he’s visited this oasis many 
  times since he first discovered it, and never met anyone 
  else here, so he thinks of it as his own.
  Rest and Restock
  With Caelynn’s agreement, Ramzim informs the PCs 
  that they will rest at the oasis until sunset. They will then 
  continue a little further before camping for the night.
  His reasoning is that it is too hot to proceed right away, 
  and nighttime predators are more likely to find them at the 
  oasis than out in the desert.
  Ramzim confirms that the water is safe to drink, and 
  indicates a selection of leaves, berries, and roots that are 
  safe to eat, and also a few which are poisonous.
  He then announces that he is going to hunt for some meat 
  for their supper, and asks that the PCs stock up on other 
  edible supplies while he is gone.
  
  Sands of Time
  15
  Poisonous Plants
  The poisonous plants growing around this oasis pose little 
  threat and are of limited use in their natural form, but 
  any character with a poisoner’s kit may attempt to create 
  something potent with the ingredients on hand.
  Such a character may attempt a DC 15 Intelligence 
  (Nature or Poisoner’s Kit) check to create a single 
  application of basic poison. If the check succeeds by 5 or 
  more, the character creates two applications.
  Only one attempt may be made in the time available, 
  though if multiple PCs have poisoner’s kits, each such 
  character may attempt to create poison.
  Hunting Gazelle
  If Ramzim has identified a kindred spirit within the party, 
  he will invite that character to join him on the hunt.
  Alternatively, if anyone volunteers to go with him, he will 
  accept one hunting partner, choosing the most appropriate 
  if more than one character wishes to join him:
  If Ramzim hunts alone, he will return within the hour, 
  dragging the carcass of a freshly slain gazelle.
  If Ramzim hunts with a partner, he will lead that 
  character eastward along a former riverbed, which is now 
  dotted with occasional plants similar to those at the oasis.
  It is not long before the hunting pair find the gazelles that 
  they saw earlier. Ramzim explains that they must only 
  kill one, as any more would be a waste. He allows his 
  companion to take the lead, stressing that stealth is vital to 
  their success.
  The character may attempt a DC 13 check versus either 
  Dexterity (Stealth) or Wisdom (Survival) to approach the 
  gazelles unnoticed:
  On a success, the character gets to within 80 feet, reduced 
  by 5 feet for every point by which the result exceeds 13, 
  and the gazelles are surprised.
  On a failure, the character gets to within 80 feet, increased 
  by 5 feet for every point by which the check failed, and the 
  gazelles are not surprised.
  The gazelles will flee at the first sign of trouble, using Dash 
  on each of their turns, and gaining total cover once they 
  reach a distance of 200 feet from the hunters.
  Meal Time
  Once the party is back together at the oasis, Ramzim will 
  build a fire and prepare a large meal, with or without meat.
  If the hunt was successful, he will not only skin the gazelle 
  and cook as much as the party can eat, but he will also 
  preserve as much of its remains as possible for later use.
  The party still has plenty of time before sunset to let the 
  meal go down. It is too hot for strenuous activities, but 
  Caelynn will take the opportunity to start off another 
  conversation.
  When it finally starts to cool off, as the sun begins to set, 
  Ramzim will round up the party and get the expedition 
  back underway.
  a cold nIght
  Setting off once more, you soon leave the oasis far 
  behind.
  In the failing light, amid the ever-shifting sands 
  of the desert, it is a wonder that Ramzim has any 
  idea where he is going, yet he continues to lead you 
  steadily without pause.
  The droning wind that accompanied you throughout 
  the day has finally subsided to a slight breeze, 
  leaving the desert eerily quiet.
  In these unfamiliar surroundings, it is difficult to 
  gauge the passage of time, but it seems like you’ve 
  been walking half the night when Ramzim finally 
  calls the party to a halt.
  Looking around, you appear to be in the middle of 
  nowhere. “We rest here,” announces Ramzim.
  It is far colder in the desert by night than by day, as the 
  characters soon become acutely aware.
  Ramzim advises everyone to keep as warm as possible 
  through the night. Furs acquired from Erdan will help 
  considerably, but bedrolls and blankets will suffice if 
  necessary. Shared body heat, or even a layer of sand, can 
  also help the characters stay warm.
  Despite the seemingly late hour, the party still has time for 
  a long rest before sunrise.
  Ramzim suggests that everyone takes a turn on watch 
  again. He is happy to take the first watch if nobody else 
  volunteers.
  Characters on watch notice an abundance of bats in the 
  air, but these bats show no interest in the party. If asked, 
  Ramzim says that this is perfectly normal in Anauroch.
  gazelle
  Medium beast, unaligned
  Armor Class 13
  Hit Points 4 (1d8)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  11 (+0)
  2 (–4)
  14 (+2)
  5 (–3)
  Senses passive Perception 12
  Languages –
  Challenge 0 (10 XP)
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) piercing damage.
  
  16
  Sands of Time
  day 7
  The chill of the night soon gives way to the oppressive heat 
  of the day, as the characters continue their trek across 
  Anauroch.
  rIsIng heat
  After a cold night and a quick breakfast, you set 
  off once again, eager to get back on the move.
  At first, your joints are stiff and you welcome the 
  warmth of the rising sun, but it isn’t long before all 
  that changes.
  The heat soon grows oppressive, the constant hum 
  of the wind has returned, and there’s nothing but 
  sand in every direction.
  When you began on the adventurer’s path, this 
  probably isn’t where you expected it would lead, but 
  at least you’ll have some stories to tell when you 
  make it back to Cormyr.
  The characters will drink a lot of water during the 
  morning’s trek, but will have enough to keep them going if 
  they’ve followed Ramzim’s instructions.
  the harPy’s song
  A single large acacia tree offers a welcome change 
  of scenery, and a timely source of shade, as you 
  approach the end of the morning trek.
  The tree lies beyond an expanse of cracked clay 
  that forms a slight depression in the land.
  “There was once a pond here,” explains Ramzim, 
  motioning toward the depression.
  It is then that you hear the sweet sound of a woman 
  singing. Her words are beautiful, melodic, and 
  strangely compelling.
  A harpy is hidden in the shade of the tree. It is attempting 
  to draw the party toward its location with a Luring Song. 
  Each character must attempt a DC 11 Wisdom saving 
  throw to resist being charmed, as detailed in the harpy’s 
  stat block. Caelynn’s Fey Ancestry racial trait grants her 
  advantage on this saving throw.
  This area is popular with a particularly aggressive breed 
  of scorpion, which lurk within this cracked ground. 
  Characters approaching the harpy will draw these tiny 
  beasts from their hiding places.
  On the scorpions’ turn, one scorpion will attack each 
  character within their territory, to a limit of five scorpions 
  in total throughout the encounter.
  Until a scorpion attacks for the first time, it has total cover 
  and is heavily obscured.
  The harpy has no treasure. She will attempt to Disengage 
  and flee if she begins her turn with 20 hit points or less.
  harPy
  Medium monstrosity, chaotic evil
  Armor Class 11
  Hit Points 38 (7d8 + 7)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  13 (+1)
  12 (+1)
  7 (–2)
  10 (+0)
  13 (+1)
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Multiattack. The harpy makes two attacks: one with its claws and 
  one with its club.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (2d4 + 1) slashing damage.
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage.
  Luring Song. The harpy sings a magical melody. Every humanoid 
  and giant within 300 feet of the harpy that can hear the song 
  must succeed on a DC 11 Wisdom saving throw or be charmed 
  until the song ends. The harpy must take a bonus action on its 
  subsequent turns to continue singing. It can stop singing at any 
  time. The song ends if the harpy is incapacitated.
  While charmed by the harpy, a target is incapacitated and 
  ignores the songs of other harpies. If the charmed target is more 
  than 5 feet away from the harpy, the target must move on its turn 
  toward the harpy by the most direct route, trying to get within 
  5 feet. It doesn’t avoid opportunity attacks, but before moving 
  into damaging terrain, such as lava or a pit, and whenever it 
  takes damage from a source other than the harpy, the target can 
  repeat the saving throw. A charmed target can also repeat the 
  saving throw at the end of each of its turns. If the saving throw is 
  successful, the effect ends on it.
  A target that successfully saves is immune to this harpy’s song 
  for the next 24 hours.
  
  Sands of Time
  17
  Camp Acacia
  After the battle, Ramzim directs the party to set up camp 
  beneath the acacia tree.
  After a brief rest, he picks a suitable spot nearby and 
  begins to dig. It’s clearly hot work, but his effort is soon 
  rewarded with a temporary waterhole, allowing the party 
  to replenish its water supply.
  Ramzim will also gather up any dead scorpions and cook 
  them, along with anything else available, such as gazelle 
  leftovers.
  Again, there is little else to do until the afternoon heat 
  subsides and it is safe to continue the journey.
  skeletons In the sand
  Once again, as evening sets in, the wind drops to a 
  gentle breeze and the sweltering heat begins to 
  subside.
  Continuing across the desert, there is little to see 
  beyond the sand, or the celestial form of Selûne 
  shining far overhead.
  But here at least, something different catches 
  your eye. The glint of moonlight reflecting off a 
  shiny ring has led you to discover a skeletal hand 
  reaching from its sandy grave.
  The ring is made of silver and bears a stylized Z symbol. It 
  is worth 10gp.
  However, the skeletal hand is part of an undead skeleton, 
  seven of which are buried hereabouts.
  These skeletons carry rusted swords and shields, a few of 
  which still display traces of the same symbol as the ring.
  Success at a DC 20 Intelligence (History) check allows 
  characters to identify the symbol as a very old emblem of 
  the Zhentarim.
  The skeletons will sit up if they notice the party’s approach. 
  They are prone, but have half cover, until they stand.
  They will attack any living creature not displaying the same 
  Zhentarim insignia.
  They possess nothing of value other than the ring.
  a nIght By the FIre
  Following your second battle of the day, you travel 
  a little further before camping for the night.
  Ramzim leads you to a cluster of rocky outcrops 
  piercing the sandy plain, and promptly locates a 
  smooth ledge on which to set up camp for the 
  night.
  Dry vegetation growing around the rocks provides 
  ample material for a fire and it isn’t long before 
  Ramzim has one built. It’s another cold night, but 
  the fire will surely help.
  Ramzim recommends that the party keeps watch, but the 
  characters observe nothing more than bats during the 
  night.
  sCorPion (x5)
  Tiny beast, unaligned
  Armor Class 11 (natural armor)
  Hit Points 1 (1d4 - 1)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4)
  11 (+0)
  8 (–1)
  1 (–5)
  8 (–1)
  2 (–4)
  Senses blindsight 10 ft., passive Perception 9
  Languages –
  Challenge 0 (10 XP)
  Actions
  Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 
  Hit: 1 piercing damage, and the target must make a DC 9 
  Constitution saving throw, taking 4 (1d8) poison damage on a 
  failed save, or half as much damage on a successful one.
  zhentarim skeleton (x7)
  Medium undead, lawful evil
  Armor Class 14 (armor scraps, rusted shield)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  15 (+2)
  6 (–2)
  8 (–1)
  5 (–3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Common but can’t speak
  Challenge 1/4 (50 XP)
  Actions
  Rusted Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 3 (1d8 - 1) slashing damage.
  
  18
  Sands of Time
  day 8
  The characters begin their third day in the desert with an 
  unwelcome interruption to breakfast.
  the hounds oF n’asr
  The day has barely begun when your plans for 
  a quick breakfast are disrupted by a pair of two-
  headed hounds bounding into view.
  One of them immediately snaps at Caelynn and 
  Ramzim, who were deep in discussion at the edge of 
  the camp, and with that, battle has begun!
  These death dogs will spread their attacks among as many 
  characters as possible, hoping to spread their rotting 
  affliction.
  Ideally, at least one PC will contract this disease, providing 
  a hook for the next stage of the adventure. If not, have one 
  of the NPCs reveal a festering bite wound after the battle.
  If one death dog is defeated and the other begins its turn 
  with 15 hit points or less, the remaining death dog will 
  attempt to Disengage and flee.
  The Touch of N’asr
  N’asr is the Bedine god of the dead. Thus they attribute the 
  death dog’s rotting disease to his divine touch.
  This particular breed of death dog bestows an especially 
  resilient form of the disease, requiring application of a 
  special herbal remedy in addition to magical healing.
  Methods normally used to cure disease, such as the 
  paladin’s Lay on Hands class feature, will merely suppress 
  the disease for 24 hours, unless the victim receives the 
  correct herbal treatment first.
  Few, beyond the wise women of the Bedine, know the 
  specifics of this treatment.
  Stopping the Rot
  After the battle, the characters can return to breakfast, 
  while considering the implications of their wounds.
  Ramzim describes the rotting nature of the Touch of N’asr 
  and its supposed resilience to normal methods of healing, 
  but stresses that he’s never witnessed its effects firsthand.
  Caelynn points out the Temple of Elah marked on her map, 
  less than a day’s travel away, suggesting that there may be 
  healing available there, but Ramzim replies that there is 
  nothing there – no temple at all.
  He suggests that their best chance of finding a cure is to 
  track down one of the few remaining Bedine tribes, but he 
  doesn’t know where to begin looking.
  Caelynn will ask the PCs for their opinions, and if they 
  have any suggestions, but will ultimately decide that the 
  best course of action is to travel to the location of the 
  temple marked on her map, while checking for signs of 
  Bedine activity on the way.
  Bedine Deities
  The Bedine traditionally worshiped Elah as 
  their moon goddess, but most sages agree that 
  Elah is merely an aspect of the more widely 
  worshiped goddess Selûne.
  Likewise, N’asr is believed to be another name 
  for either Cyric or Kelemvor.
  Other deities named A’tar, Kozah, and 
  Shaundakul were most likely variations of 
  Lathander, Talos, and Beshaba respectively.
  Death Dog (x2)
  Medium monstrosity, neutral evil
  Armor Class 12
  Hit Points 39 (6d8 + 12)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  14 (+2)
  3 (–4)
  13 (+1)
  6 (–2)
  Skills Perception +5, Stealth +4
  Senses darkvision 120 ft., passive Perception 15
  Languages –
  Challenge 1 (200 XP)
  Two-Headed. The dog has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, or knocked unconscious.
  Actions
  Multiattack. The dog makes two bite attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it 
  must succeed on a DC 12 Constitution saving throw against 
  disease or become poisoned until the disease is cured. Every 
  24 hours that elapse, the creature must repeat the saving throw, 
  reducing its hit point maximum by 5 (1d10) on a failure. This 
  reduction lasts until the disease is cured. The creature dies if the 
  disease reduces its hit point maximum to 0.
  
  Sands of Time
  19
  the temPle oF elah
  Setting out for the temple, you soon realize that it 
  wasn’t far off your route to begin with.
  The rising sun is as hot as ever, but you maintain a 
  good pace throughout the morning, pressing on 
  a little longer than usual as you close on your 
  destination.
  There has been no sign of Bedine activity, and 
  now as you stand atop a dune and gaze at your 
  surroundings, there is nothing but sand in all 
  directions.
  “You see,” says Ramzim, turning with arm 
  outstretched toward the horizon. “There is nothing 
  here.”
  “Nothing,” he says again, taking one step forward 
  and promptly plummeting through an unseen hole.
  He shrieks as he falls, landing with a soft thud, but 
  then declares, “I’ve found the temple!”
  The hole is an original feature of the temple, which now 
  lies buried beneath the sand. It allowed moonlight to shine 
  into the ceremonial chamber below.
  Beneath this hole is a 20-foot drop to a mound of sand, 
  which will soften the landing of anyone jumping or falling 
  onto it – halving any falling damage taken.
  If the characters search around the edge of the hole, they 
  will find two stone protrusions on the temple roof that can 
  be used to secure a rope.
  Anyone attempting to climb down a rope into the temple 
  must succeed on a DC 5 Strength (Athletics) check, or fall 
  as they try to negotiate getting through the hole.
  1. Ceremonial Chamber
  The dome of this chamber rises 40 feet above its floor, with 
  the mound of sand rising half as high.
  The stonework remains strong enough to support the 
  weight of the sand above, but the painted designs that 
  originally adorned the walls have faded significantly with 
  time.
  The chamber’s altar is buried beneath the sand.
  Three passages exit this chamber, but the one leading west 
  is draped in thick cobwebs.
  Perceptive characters will notice that curtains once hung 
  across the end of each hallway within this temple.
  Furthermore, the bulk of the temple was excavated, rather 
  than built. Only the dome rises above the surface of the 
  original ground level.
  2. Webbed Corridor
  This webbing is easy to push through, but three spiders 
  lurk in its upper reaches, waiting to drop on unsuspecting 
  prey.
  The spiders are lightly obscured from creatures within 5 
  feet of them, and heavily obscured from creatures further 
  away – until the cobwebs are fully destroyed.
  sPiDer (x3)
  Tiny beast, unaligned
  Armor Class 12
  Hit Points 1 (1d4 - 1)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4)
  14 (+2)
  8 (–1)
  1 (–5)
  10 (+0)
  2 (–4)
  Skills Stealth +4
  Senses darkvision 30 ft., passive Perception 10
  Languages –
  Challenge 0 (10 XP)
  Spider Climb. The spider can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.
  Web Sense. While in contact with a web, the spider knows the 
  exact location of any other creature in contact with the same web.
  Web Walker. The spider ignores movement restrictions caused by 
  webbing.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 1 piercing damage, and the target must succeed on a DC 9 
  Constitution saving throw or take 2 (1d4) poison damage.
  3. Forgotten Supplies
  Old wooden shelves line the north wall of this chamber. 
  They appear to be empty, but a single potion of healing 
  (labeled in Midani^) rests on its side atop the highest shelf.
  It can be found by anyone searching the room who 
  succeeds at a DC 15 Wisdom (Perception) check.
  4. Forgotten Supplies
  Several crumbling wooden caskets stand against the south 
  wall of this chamber. One of these caskets still holds 3 vials 
  of holy water (labeled in Midani^).
  
  20
  Sands of Time
  5. Crawlspace
  This corridor is partly blocked by a fallen slab of stone, 
  covered in debris, leaving a narrow crawlspace below.
  The first character to enter this crawlspace will be attacked 
  by a single poisonous snake.
  6. Grand Hall
  This hallway is 70-foot long and 30-foot wide, with a large 
  pair of reinforced wooden doors at its far end.
  The hall is guarded by two dust mephits (M) and two flying 
  scimitars (S), which attack all intruders.
  Poisonous snake
  Tiny beast, unaligned
  Armor Class 13
  Hit Points 2 (1d4)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4)
  16 (+3)
  11 (+0)
  1 (–5)
  10 (+0)
  3 (–4)
  Senses blindsight 10 ft., passive Perception 10
  Languages –
  Challenge 1/8 (25 XP)
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage, and the target must make a DC 10 
  Constitution saving throw, taking 5 (2d4) poison damage on a 
  failed save, or half as much damage on a successful one.
  Dust mePhit (x2)
  Small elemental, neutral evil
  Armor Class 12
  Hit Points 17 (5d6)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (–3)
  14 (+2)
  10 (+0)
  9 (–1)
  11 (+0)
  10 (+0)
  Skills Perception +2, Stealth +4
  Damage Vulnerabilities fire
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Auran, Terran
  Challenge 1/2 (100 XP)
  Death Burst. When the mephit dies, it explodes in a burst of dust. 
  Each creature within 5 feet of it must then succeed on a DC 10 
  Constitution saving throw or be blinded for 1 minute. A blinded 
  creature can repeat the saving throw on each of its turns, ending 
  the effect on itself on a success.
  Innate Spellcasting (1/Day). The mephit can innately cast sleep, 
  requiring no material components. Its innate spellcasting ability is 
  Charisma.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d4 + 2) slashing damage.
  Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone 
  of blinding dust. Each creature in the area must succeed on a 
  DC 10 Dexterity saving throw or be blinded for 1 minute. A 
  creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  flying sCimitar (x2)
  Small construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 17 (5d6)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  11 (+0)
  1 (–5)
  5 (–3)
  1 (–5)
  Saving Throws Dex +4
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, frightened,
  paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 7
  Languages –
  Challenge 1/4 (50 XP)
  Antimagic Susceptibility. The scimitar is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the scimitar 
  must succeed on a Constitution saving throw against the caster’s 
  spell save DC or fall unconscious for 1 minute.
  False Appearance. While the scimitar remains motionless, it is 
  indistinguishable from a normal scimitar.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  
  Sands of Time
  21
  7. Entry Chamber
  The large doors open toward you, revealing a 30-
  foot continuation of the hallway that ends at a 
  matching pair of doors.
  However, sat in front of these doors awaits a large 
  winged leonine creature, with a regal countenance 
  and an aura of divinity.
  “Hello,” it greets you simply, in a deep female voice. 
  “What is it that you seek?”
  This creature is a Gynosphinx. It is a nameless servant of 
  Elah.
  If the characters seek anything other than healing, 
  knowledge, or the Bedine, the sphinx will query their 
  answer, and question everything they say until it is happy 
  with their reply.
  If they seek healing, knowledge, or the Bedine, it will 
  declare “so be it” and roar loudly.
  The Roar of Ages
  This sphinx does not have the standard Lair Actions listed 
  in the Monster Manual, but it can and will transport the 
  party through time.
  With a magical roar, the inner doors swing shut behind the 
  party, and the outer doors swing open, revealing the desert 
  beyond.
  Though the characters have no way of knowing it, the 
  sphinx has taken them over a hundred years into the past, 
  before the return of the Netherese.
  Back to a time when the Bedine numbered over one 
  hundred tribes – one of which is conveniently camped 
  nearby.
  Note that these Bedine do not follow the Calendar of 
  Harptos, nor track years according to Dalereckoning.
  The Temple Before Time
  While in this earlier time period, the rest of the temple is 
  magically barred to the characters. Even the hole in the 
  roof is blocked by an impenetrable barrier.
  gynosPhinx
  Large monstrosity, lawful neutral
  Armor Class 17 (natural armor)
  Hit Points 136 (16d10 + 48)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  16 (+3)
  18 (+4)
  18 (+4)
  18 (+4)
  Skills Arcana +12, History +12, Perception +8, Religion +8
  Damage Resistances bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses truesight 120 ft., passive Perception 18
  Languages Common, Sphinx
  Challenge 11 (7,200 XP)
  Inscrutable. The sphinx is immune to any effect that would sense 
  its emotions or read its thoughts, as well as any divination spell it 
  refuses. Wisdom (Insight) checks made to ascertain the sphinx’s 
  intentions or sincerity have disadvantage.
  Magic Weapons. The sphinx’s weapon attacks are magical.
  Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 16, +8 to hit with spell 
  attacks). It requires no material components to cast its spells. The 
  sphinx has the following wizard spells prepared:
  Cantrips (at will): mage hand, minor illusion, prestidigitation
  1st level (4 slots): detect magic, identify, shield
  2nd level (3 slots): darkness, locate object, suggestion
  3rd level (3 slots): dispel magic, remove curse, tongues
  4th level (3 slots): banishment, greater invisibility
  5th level (1 slot): legend lore
  Actions
  Multiattack. The sphinx makes two claw attacks.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage.
  LegendARy Actions
  The sphinx can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. The sphinx 
  regains spent legendary actions at the start of its turn.
  Claw Attack. The sphinx makes one claw attack.
  Teleport (Costs 2 Actions). The sphinx magically teleports, along
  with any equipment it is wearing or carrying, up to 120 feet to 
  an unoccupied space it can see.
  Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list
  of prepared spells, using a spell slot as normal.
  
  22
  Sands of Time
  a BlazIng traIl
  Exiting the temple through its outer gate, you are 
  baffled by the change in landscape. Though still 
  deep within the desert, the temple is no longer 
  buried beneath the sand.
  Indeed, nothing appears quite as it did when you 
  arrived at the temple. Magic has clearly been at 
  work here, which Ramzim finds deeply unsettling.
  The one thing that hasn’t changed is the intense 
  heat of the blazing sun, and as the temple doors 
  slam shut behind you, you find yourself deprived of 
  shelter from its burning rays.
  Anxiously scouring the horizon, Ramzim quickly 
  settles his gaze on a distant plume of smoke.
  “There,” he says, pointing to the trail of smoke. 
  “It will be tough, but we can make it.”
  If asked, Ramzim suggests that the smoke is a sign of 
  life, and the party’s best shot of finding both shelter and 
  healing.
  If anyone checks the temple doors, they will find that 
  they are sealed shut, and a further investigation of the 
  surroundings reveals no means of gaining entry at this 
  time.
  The characters clearly have few options, and Caelynn 
  trusts Ramzim to keep the party safe, so the expedition 
  should continue.
  However, the party has already endured an extended 
  morning’s walk and now face a further trek during the 
  hottest part of the day.
  The first couple of hours will be tolerable, but by the time 
  the party arrives, the characters may be struggling with 
  exhaustion.
  Forced March
  As the party travels through the afternoon, each character 
  must succeed on a DC 10 Constitution saving throw, or 
  gain one level of exhaustion.
  Characters wearing medium or heavy armor, or who 
  are clad in heavy clothing, have disadvantage on the 
  saving throw – but those with resistance or immunity to 
  fire damage gain advantage on the saving throw, as do 
  characters naturally adapted to hot climates.
  If the PCs stopped to investigate the temple’s entire 
  surroundings prior to departure, a second saving throw, 
  versus DC 11, will be required before the party arrives at 
  its destination.
  the BedIne camP
  As you slowly draw closer to the plume of smoke, 
  you see that there are actually several thin trails 
  rising from the same location.
  Closer still, what began to look like a collection of 
  camp fires is actually the smoldering aftermath of 
  a camp on fire.
  Exhausted from your journey, you finally arrive at 
  a Bedine camp in disarray.
  At least half its circled tents have been burnt to 
  the ground, and numerous bodies still lie where 
  they fell, in what appears to have been a bloody 
  massacre.
  Dogs bark at your approach, prompting several 
  Bedine warriors to intercept you at the edge of the 
  camp, but you notice that these men appear more 
  apprehensive than hostile.
  This camp belongs to the Lajarra tribe, which has clearly 
  seen better days. The camp was raided by a rival tribe 
  at dawn, leading to a lengthy battle that left both tribes 
  decimated.
  The last of the raiders eventually retreated, fleeing to the 
  north, leaving the Lajarra to mourn the dead, including 
  their former leader, Sheikh Aali.
  Despite all that has happened, its warriors (who only speak 
  Midani^) still offer the characters refuge, once Ramzim 
  convinces them that the party comes in peace.
  Nurah
  Shortly after the party arrives, a young veiled woman 
  approaches, greeting the characters in Common. She 
  introduces herself as Nurah.
  Nurah is the daughter of the tribe’s wise woman, who she 
  explains is currently deep in discussion with the tribe’s 
  most senior surviving warriors, and cannot be disturbed.
  She leads the characters to a pair of tents, in which they 
  can shelter from the sun and recover from their journey, 
  indicating that one of the tents is for women only.
  Bedine Hospitality
  The characters are brought food and drink, which 
  the Lajarra now have in relative abundance, and are 
  encouraged to consume all they wish.
  Suitable clothing for each woman in the party is also 
  provided, allowing them to respect Bedine customs by 
  covering their face and body in public.
  
  Sands of Time
  23
  The Wise Woman
  Once the characters have had a chance to eat and drink, 
  and take a short rest, Nurah will return and inform them 
  that her mother Zalaisha is ready to see them.
  Nurah escorts the party to one of the largest remaining 
  tents, in which Zalaisha awaits them with a pair of other 
  women. They are all veiled.
  A few men guard the tent, but they stay outside while 
  Zalaisha holds her audience with the characters.
  The other women do not speak, but attend quietly to the 
  wise woman’s needs, which mostly involves sitting patiently 
  and silently until the party is gone.
  Zalaisha welcomes the party in Common and bids them to 
  sit. Once they are seated, she removes her veil.
  Zalaisha
  Zalaisha is more than just a knowledgeable woman, she is 
  a servant of Elah – and until a new Sheikh is chosen, she is 
  the nearest thing the Lajarra have to a leader.
  She possesses the knowledge and ingredients required to 
  negate the Touch of N’asr, but seeks something from the 
  party in return.
  The tribe’s warriors are keen to pursue the surviving 
  raiders and finish them off, but Zalaisha fears that such a 
  course of action will only end in further loss of life for the 
  Lajarra.
  She therefore requests that the characters go in their 
  place, in return for Elah’s blessings. She asks that they 
  swear on their honor, or their gods if they have no honor, to 
  hunt down the raiders with all haste.
  Caelynn and Ramzim consider these to be favorable terms, 
  especially as the party would be heading in that direction 
  anyway.
  Recuperating
  As promised, Zalaisha will cure any and all characters 
  afflicted with the Touch of N’asr, though if more than three 
  members of the party are diseased, the excess will have to 
  wait until the following morning to be healed.
  The characters will also have a very good night’s sleep in 
  the Bedine tents, granting them a long rest without the 
  need to set watches.
  Level Up!
  The PCs should now have enough experience points to 
  advance to 2nd level, and this is an ideal time for them to 
  do so.
  Additionally, each PC gains an extra 25 XP bonus to 
  reward them for making it this far – and to keep them on 
  track for reaching 3rd level later in this adventure.
  nurah
  Medium humanoid (human), neutral good
  Armor Class 12
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  14 (+2)
  11 (+0)
  13 (+1)
  14 (+2)
  12 (+1)
  Skills History +3, Insight +4, Medicine +4, Nature +3,
  Religion +3, Survival +4
  Senses passive Perception 12
  Languages Common, Midani^
  Challenge 1/8 (25 XP)
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  zalaisha
  Medium humanoid (human), neutral good
  Armor Class 10
  Hit Points 14 (4d8 - 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (–2)
  10 (+0)
  8 (–1)
  14 (+2)
  16 (+3)
  13 (+1)
  Skills History +4, Insight +5, Medicine +7, Nature +6,
  Religion +4, Survival +5
  Senses passive Perception 13
  Languages Auran, Common, Midani^
  Challenge 1/8 (25 XP)
  Spellcasting. Zalaisha is a 4th-level spellcaster. Her spellcasting 
  ability is Wisdom. She has the following cleric spells prepared:
  Cantrips (at will): guidance, resistance, spare the dying,
  thaumaturgy
  1st level (4 slots): cure wounds, detect poison and disease,
  purify food and drink
  2nd level (3 slots): aid, augury, lesser restoration, prayer of healing
  Actions
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
  
  24
  Sands of Time
  day 9
  The characters set off early to track down the surviving 
  raiders, but not before Zalaisha casts aid on as many of 
  them as possible (dependent on the need to cast additional 
  lesser restoration spells).
  BedIne raIders
  Setting out early, with fresh supplies of food and 
  water, Ramzim guides you across a new stretch of 
  the Anauroch desert, into an area with which even 
  he is unfamiliar.
  Thankfully, the raiders’ camel tracks are still 
  clear to see, and you proceed steadily through the 
  morning.
  Stopping just before midday, you take advantage 
  of the shade offered by a natural arch through a 
  sandstone ridge.
  Soon after the characters make camp, they are attacked by 
  the very Bedine raiders that they were pursuing.
  The warriors carry food and water, but little else.
  However, their camels hold genuine value, and can be 
  captured by the party for its own use.
  Award XP for these camels whether slain or captured.
  Camel (x6)
  Large beast, unaligned
  Armor Class 9
  Hit Points 15 (2d10 + 4)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (–1)
  14 (+2)
  2 (–4)
  8 (–1)
  5 (–3)
  Senses passive Perception 9
  Languages –
  Challenge 1/8 (25 XP)
  Mount. While controlled by a rider, the camel uses its rider’s 
  initiative and can only use the Dash, Disengage, and Dodge 
  actions.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  BeDine Warrior (x6)
  Medium humanoid (human), neutral
  Armor Class 1
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  12 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  Skills Stealth +3, Survival +2
  Senses passive Perception 10
  Languages Midani^
  Challenge 1/4 (50 XP)
  Actions
  Lance (Mounted Only). Melee Weapon Attack: +2 to hit (with 
  disadvantage if within 5 ft.), reach 10 ft., one target. Hit: 6 (1d12) 
  piercing damage.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 4 (1d6 + 1) piercing damage.
  mastiff (x2)
  Medium beast, unaligned
  Armor Class 12
  Hit Points 5 (1d8 + 1)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  14 (+2)
  12 (+1)
  3 (–4)
  12 (+1)
  7 (–2)
  Skills Perception +3
  Senses passive Perception 13
  Languages –
  Challenge 1/8 (25 XP)
  Keen Hearing and Smell. The mastiff has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it 
  must succeed on a DC 11 Strength saving throw or be knocked 
  prone.
  
  Sands of Time
  25
  the lost tomBs
  After the battle, you rest until sundown before 
  setting off once more, this time heading for the 
  final destination on Caelynn’s map.
  It isn’t long before you crest a rise to stand atop a 
  barren sandstone plateau. A short distance ahead, 
  silhouetted in the moonlight, two ancient stone 
  pillars mark the entrance to a buried tomb.
  In front of each pillar sits the statue of a lion, 
  carved from the same stone as the pillars and 
  surrounding terrain.
  The left statue will animate to attack any creature other 
  than a beast that it senses within 50 feet of it.
  The right statue has lost much of its face. Time and 
  damage have stripped it of its former magic.
  The stone pillars have been worn smooth by countless 
  years of gradual erosion, erasing any markings they may 
  once have born.
  The Tombs
  Like the Temple of Elah, these tombs were excavated from 
  the ground, rather than erected on the surface.
  The tombs are more than two thousand years old, but 
  markings within them have fared a little better than those 
  inside the temple. Though still unclear, these remnants 
  may offer clues to the origins of the tombs to any character 
  taking the time to study them.
  Indeed, any character that examines these markings, with 
  a source of bright light, may attempt a DC 20 Intelligence 
  (History) check to deduce that the tombs date back to the 
  ancient empire of Netheril.
  Marching Orders
  Before entering the tombs, Caelynn will nominate one of 
  the PCs as the party’s temporary leader.
  She will ideally choose a character who can not only take 
  charge of the group, but also physically lead it.
  stone lion
  Large construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 45 (7d10 + 7)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  13 (+1)
  13 (+1)
  3 (–4)
  11 (+0)
  1 (–5)
  Damage Resistances bludgeoning, piercing, and slashing from
  nonmagical attacks not made with adamantine weapons
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Abyssal but can’t speak
  Challenge 2 (450 XP)
  False Appearance. While the lion remains motionless, it is 
  indistinguishable from an inanimate statue.
  Pounce. If the lion moves at least 20 feet straight toward a 
  creature and then hits it with a claw attack on the same turn, that 
  target must succeed on a DC 13 Strength saving throw or be 
  knocked prone. If the target is prone, the lion can make one bite 
  attack against it as a bonus action.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  
  26
  Sands of Time
  1. Entrance
  This 10-foot wide passage descends into the ground, at a 
  steep but non-hazardous gradient. It remains open to the 
  sky for the first 30 feet, but beyond the foot of the ramp 
  there is only darkness.
  2. Outer Tombs
  These outer tombs were ransacked long ago. Several stone 
  sarcophagi lie empty in each chamber.
  Four large webs present a hazard to intruders, as do the 
  pair of giant spiders that built them.
  These spiders will attack any living creature that enters 
  their domain. They will pursue fleeing characters out of the 
  tombs, but not into Area 5.
  3. Northwest Chamber
  This chamber is much like the others. Three sarcophagi 
  lie within the center of the room, while three more rest 
  against the south wall – all are empty.
  Unlike the other chambers, this one has a secret exit.
  Locating the secret door in this room requires success on a 
  DC 20 Wisdom (Perception) check.
  Determining how to open the door requires success on a 
  DC 15 Intelligence (Investigation) check.
  Note that the door is weighted to slowly close itself if not 
  held open.
  4. Secret Passage
  This secret passage hasn’t been used in countless years. It 
  is empty, but very dirty.
  From within the passage, the difficulty of finding and 
  opening the secret doors is DC 10.
  giant sPiDer WeB (x4)
  Large object
  Armor Class 10
  Hit Points 15
  Damage Vulnerabilities fire
  Damage Immunities bludgeoning, poison, psychic
  These web-filled areas are difficult terrain. A creature entering a 
  webbed area for the first time on a turn or starting its turn there 
  must succeed on a DC 12 Dexterity saving throw or become 
  restrained by the webs (escape DC 12).
  giant sPiDer (x2)
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 26 (4d10 + 4)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  12 (+1)
  2 (–4)
  11 (+0)
  4 (–3)
  Skills Stealth +7
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  Languages –
  Challenge 1 (200 XP)
  Spider Climb. The spider can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.
  Web Sense. While in contact with a web, the spider knows the 
  exact location of any other creature in contact with the same web.
  Web Walker. The spider ignores movement restrictions caused by 
  webbing
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 7 (1d8 + 3) piercing damage, and the target must make a 
  DC 11 Constitution saving throw, taking 9 (2d8) poison damage 
  on a failed save, or half as much damage on a successful one. If 
  the poison damage reduces the target to 0 hit points, the target is 
  stable but poisoned for 1 hour, even after regaining hit points, and 
  is paralyzed while poisoned in this way.
  Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 
  30/60 ft., one creature. Hit: The target is restrained by webbing. 
  As an action, the restrained target can make a DC 12 Strength 
  check, bursting the webbing on a success. The webbing can also 
  be attacked and destroyed (AC 10; hp 5; vulnerability to fire 
  damage; immunity to bludgeoning, poison, and psychic damage).
  
  Sands of Time
  27
  5. Maze Entrance
  A single minotaur patrols this maze, including Areas 6 
  through 10. It attacks all intruders and will fight to the 
  death.
  An odd-looking branch rests on the floor at the entrance 
  to this maze, looking entirely out of place in its stony 
  surroundings.
  Anyone examining this branch may attempt a DC 10 
  Intelligence (Nature) check to determine that it is actually 
  the slightly decayed leg of a giant spider.
  The accompanying spider was killed by the minotaur. It 
  was then cannibalized by the remaining spiders, which 
  now avoid the maze entirely.
  The Maze
  There is little to distinguish one passage from the next 
  within this maze, but fortunately its layout is very simple.
  Except where otherwise noted, this maze is empty.
  Minotaur Tracks
  Signs of passage are readily available throughout the maze, 
  but they crisscross with such regularity that it is impossible 
  to truly track the minotaur.
  Anyone examining these tracks may attempt a DC 10 
  Wisdom (Survival) check to determine that they were 
  made by a large two-legged creature, followed by a DC 12 
  Intelligence check to identify that creature as a minotaur.
  Both of these checks are made with advantage by any 
  character with the Favored Enemy: Monstrosities class 
  feature.
  6. Secret Door
  This secret door is functionally identical to the one in 
  Area 3. Locating it requires success on a DC 20 Wisdom 
  (Perception) check, while opening it requires success on a 
  DC 15 Intelligence (Investigation) check.
  7. Fountain
  The welcome sight and sound of flowing water 
  awaits you in this chamber, as it spills continuously 
  from the open mouth of a large stone serpent, 
  filling a wide basin below.
  This enchanted fountain produces an endless stream 
  of clean fresh water, which can be used to replenish the 
  party’s supplies.
  The basin drains fast enough to maintain a constant level, 
  quickly removing impurities in the process.
  Despite his misgivings about sorcery, Ramzim is suitably 
  impressed by this magical wonder.
  8. Dead End
  A pile of old bones lie heaped against the wall at the end of 
  this corridor.
  Anyone inspecting these bones may attempt a DC 10 
  Wisdom (Medicine) check to identify them as those of a 
  single human, and to note that the cause of death was 
  having their skull split by a large chopping implement.
  minotaur
  Large monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 76 (9d10 + 27)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  16 (+3)
  6 (–2)
  16 (+3)
  9 (–1)
  Skills Perception +7
  Senses darkvision 60 ft., passive Perception 17
  Languages Abyssal
  Challenge 3 (700 XP)
  Charge. If the minotaur moves at least 10 feet straight toward a 
  target and then hits it with a gore attack on the same turn, the 
  target takes an extra 9 (2d8) piercing damage. If the target is a 
  creature, it must succeed on a DC 14 Strength saving throw or be 
  pushed up to 10 feet away and knocked prone.
  Labyrinthine Recall. The minotaur can perfectly recall any path it 
  has traveled.
  Reckless. At the start of its turn, the minotaur can gain advantage 
  on all melee weapon attack rolls it makes during that turn, but 
  attack rolls against it have advantage until the start of its next turn.
  Actions
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 17 (2d12 + 4) slashing damage.
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage.
  
  28
  Sands of Time
  9. Shrine of Jergal
  A stone altar stands in this chamber, with numerous 
  tiny skulls carved into its sides. A larger stone skull 
  sits atop the altar, an ancient roll of parchment 
  gripped between its teeth.
  This shrine is dedicated to the ancient god Jergal, as can 
  be determined by any character succeeding on a DC 15 
  Intelligence (Religion) check.
  However, it predates Jergal’s current role as scribe of 
  the dead, remaining as it does from the days of Netheril 
  – before he relinquished much of his divine influence to 
  Bane, Bhaal, and Myrkul.
  A successful DC 20 Intelligence (History or Religion) 
  check will allow characters to recall this obscure detail and 
  recognize the shrine’s darker significance.
  The shrine is not trapped, nor does it radiate magic, but 
  the roll of parchment in the skull’s mouth comes with a 
  nasty surprise, should anyone choose to remove it.
  Jergal’s List
  The scroll bears a list of ten names, written in the native 
  alphabet of the character that removed it, and including 
  that character’s name as the final entry on the list.
  Over the course of the character’s adventures, the names 
  on the list will slowly be scratched out, indicating the 
  demise of the listed individuals, starting with the first name 
  and working down the list.
  This is intended as a bit of fun, so use it as you wish.
  10. Maze Exit
  A pile of scavenged rags and leather scraps forms the 
  minotaur’s makeshift bed in the center of this room.
  A single slab of stone seals the entrance to the inner 
  tombs. It has stood firm for countless years and moving 
  it requires success on a DC 20 Strength check, with 
  advantage on the roll if using a crowbar. There is no 
  penalty for failure.
  Loot
  The minotaur has accumulated the following items of 
  value: a chunk of tiger eye (worth 10gp), a small piece of 
  azurite (worth 5gp), a simple silver bracelet (worth 3gp), 
  and a pouch containing 53 silver talons (from Zhentil 
  Keep).
  11. Inner Tombs
  Beyond the stone seal, a short corridor leads into a 
  large chamber with exits to the left and right.
  A single stone sarcophagus stands against the far 
  wall, with its lid intact and in place.
  An additional matching sarcophagus stands in each side 
  room, directly across from its entrance.
  Each sarcophagus lid may be removed with a successful 
  DC 12 Strength check, with advantage on the roll if using a 
  crowbar.
  Each of these sarcophagi contains a mummified human 
  body:
  The mummy in the center clutches a bone scroll tube in 
  its right hand, sealed with clay at each end. The tube holds 
  two spell scrolls (false life, ray of enfeeblement).
  The mummy on the left grips a dagger with a curved 
  blade in its right hand. This magic weapon is a cruel cut 
  jambiya (see description below).
  The mummy on the right is undead. It will attack anyone 
  removing the lid from its sarcophagus.
  If the party investigates the inner tombs, but does not 
  disturb this sarcophagus, the mummy will release itself 
  and pursue the intruders.
  The Relic
  According to notes on Caelynn’s map, the relic that she 
  seeks should be secreted behind a loose stone in the left-
  hand chamber – however, it is not yet here.
  There’s a partly loose stone, which can be forcefully 
  removed with a successful DC 15 Strength check, but 
  doing so reveals only an empty cavity.
  Right Place, Wrong Time
  If none of the PCs have suggested this already, Caelynn 
  informs them that she believes the sphinx used its magic to 
  transport the party back in time.
  It would explain why the Temple of Elah was no longer 
  buried, and why the relic is not yet where it should be.
  If the possibility of time travel has already been raised, the 
  absence of the relic is enough to convince Caelynn that the 
  theory is more than likely correct.
  Unless the party has already taken a long rest since 
  entering the tombs, it will need to take one before leaving.
  Caelynn informs the party that they will return to the 
  Bedine camp in the morning, and then proceed to the 
  temple.
  
  Sands of Time
  29
  mummy
  Medium undead, lawful evil
  Armor Class 11 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (–1)
  15 (+2)
  6 (–2)
  10 (+0)
  12 (+1)
  Saving Throws Wis +2
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Abyssal, Common
  Challenge 3 (700 XP)
  Actions
  Multiattack. The mummy can use its Dreadful Glare and makes 
  one attack with its rotting fist.
  Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) 
  necrotic damage. If the target is a creature, it must succeed on 
  a DC 12 Constitution saving throw or be cursed with mummy 
  rot. The cursed target can’t regain hit points, and its hit point 
  maximum decreases by 10 (3d6) for every 24 hours that elapse. If 
  the curse reduces the target’s hit point maximum to 0, the target 
  dies, and its body turns to dust. The curse lasts until removed by 
  the remove curse spell or other magic.
  Dreadful Glare. The mummy targets one creature it can see within 
  60 feet of it. If the target can see the mummy, it must succeed 
  on a DC 11 Wisdom saving throw against this magic or become 
  frightened until the end of the mummy’s next turn. If the target 
  fails the saving throw by 5 or more, it is also paralyzed for the 
  same duration. A target that succeeds on the saving throw is 
  immune to the Dreadful Glare of all mummies (but not mummy 
  lords) for the next 24 hours.
  Cruel Cut Jambiya
  Weapon (dagger)
  [damage: 1d4 slashing; properties: finesse, light]
  This dagger is a magic weapon. When you attack with it 
  and have advantage on the roll, a successful hit causes 1d4 
  additional slashing damage.
  
  30
  Sands of Time
  young Wyvern
  Medium dragon, unaligned
  Armor Class 13 (natural armor)
  Hit Points 60 (8d8 + 24)
  Speed 20 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  10 (+0)
  16 (+3)
  4 (–3)
  12 (+1)
  6 (–2)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages –
  Challenge 2 (450 XP)
  Actions
  Multiattack. The wyvern makes two attacks: one with its bite and 
  one with its stinger. While flying, it can use its claws in place of 
  one other attack.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d6 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d6 + 3) piercing damage. The target must make a DC 13 
  Constitution saving throw, taking (14) 4d6 poison damage on a 
  failed save, or half as much damage on a successful one.
  day 10
  Following a surprisingly peaceful night in the tombs, the 
  characters set out early for the Bedine camp.
  learnIng to hunt
  It’s been a good morning so far.
  You’ve maintained a steady pace and Ramzim seems 
  confident that you’ll reach the Bedine camp by 
  midday.
  It’s only as you gaze up to check the sun’s position in 
  the sky that you realize you’re not alone.
  Swooping toward the party is a leathery-winged 
  draconic creature with fearsome teeth and claws, 
  and a long barbed tail.
  “Wyvern!” shouts Ramzim, as you brace for its 
  attack.
  This wyvern is not yet fully grown, but it is dangerous 
  nonetheless.
  It will quickly land and fight from the ground, as it is not 
  accustomed to attacking while in flight.
  The wyvern will attempt to Disengage and flee if it begins 
  its turn with 15 hit points or less.
  Spooked Camels
  Any character riding a camel must immediately attempt 
  a DC 10 Wisdom (Animal Handling) check to maintain 
  control of the beast. If the check fails, the camel becomes 
  uncontrolled.
  Any character riding a controlled camel that begins its turn 
  within 20 feet of the wyvern must immediately remake this 
  check.
  An uncontrolled camel will Dash away from the wyvern on 
  each of its turns.
  A character riding an uncontrolled camel may take an 
  action to try and regain control, by succeeding on another 
  DC 10 Wisdom (Animal Handling) check.
  Once the wyvern is slain, or it retreats, any character riding 
  an uncontrolled camel may immediately regain control 
  without any further skill checks.
  The Wyvern’s Tail
  Any PC may attempt to extract the venom from the 
  wyvern’s tail by making a successful DC 20 Intelligence 
  (Nature or Poisoner’s Kit) check. However, failing this 
  check by 5 or more results in the character being subjected 
  to the poison instead.
  the BedIne camP revIsIted
  Following the wyvern attack, you are soon back 
  on your way and it isn’t long before you reach the 
  Bedine Camp.
  The burnt tents have been removed, as have the 
  bodies of the fallen, but the damage remains clear 
  to see.
  Guards acknowledge your approach, but they do 
  not block your path, and you are quickly greeted by 
  Nurah, who welcomes you back.
  If the characters recovered any of the raiders’ camels, the 
  party’s success will be immediately evident. Even if the 
  party has no camels, the Lajarra will take Ramzim on his 
  word and know that the raiders have been vanquished.
  The party is made very welcome once again, provided with 
  comfortable tents in which to rest, as well as plenty to eat 
  and drink.
  
  Sands of Time
  31
  Making a Date
  As mentioned previously, the Lajarra do not follow 
  the Calendar of Harptos, nor track years according to 
  Dalereckoning.
  However, characters investigating the possibility of time 
  travel might question the Bedine about recent events – and 
  will find that Nurah is more than happy to talk to them on 
  just about any subject.
  The Lajarra have no knowledge of the return of the 
  Netheril Empire – because it hasn’t happened yet – and 
  indeed know little of its original existence. To these 
  nomadic people, one year is largely the same as every other 
  year before it.
  The party as a whole will certainly know of the return of 
  the Netheril and that it had huge repercussions for the 
  desert that could not possibly have gone unnoticed.
  Any character may attempt a DC 15 Intelligence (History) 
  check to recall that the Netheril returned over 100 years 
  ago. If the check succeeds by 5 or more, the character 
  knows that the exact year was 1374 DR.
  Seeking Treatment
  If any of the characters are afflicted with the curse of 
  mummy rot, they will probably seek healing from Zalaisha. 
  However, although it looks very much like the Touch of 
  N’asr, this curse requires an altogether different form of 
  treatment.
  Zalaisha will instead direct the party to seek aid from the 
  guardian of the nearby Temple of Elah – which, by happy 
  coincidence, is where they need to go next anyway.
  A Gift of Camels
  If the party retrieved any of the raiders’ camels, Caelynn 
  suggests that they be given to the Lajarra, from whom they 
  were probably stolen to begin with.
  She does not believe that the characters can take them 
  back to the future, so it is better that they leave them with 
  the Bedine than abandon them at the temple.
  Final Farewells
  As nightfall approaches, Ramzim begins preparing to 
  depart once more.
  Caelynn wishes to make it back to the Temple of Elah 
  before the party camps for the night.
  The Lajarra provide the party with additional supplies 
  of food and water for their expedition, as they say their 
  farewells.
  Zalaisha informs the characters that her tribe will soon be 
  moving on as well, and wishes them all safe travels.
  Back to the Future
  The return trip to the Temple of Elah is a vastly 
  more comfortable endeavor than the outward 
  journey.
  The desert wind has calmed once more, leaving you 
  to enjoy a tranquil moonlit night as you traverse 
  the rolling dunes.
  As you reach the temple entrance, the doors swing 
  open before you, seemingly inviting you in.
  There inside, as before, sits the majestic winged 
  creature that brought you here.
  Hopefully, it will take you back.
  As talkative as before, the sphinx asks the characters, “are 
  you done here?” as they arrive.
  If the characters agree that they are ready, the sphinx will 
  transport them back to the future with another magical 
  roar – sealing the outer doors and opening the inner pair in 
  the process.
  It will cast remove curse on anyone with mummy rot.
  The Temple
  Time has passed within the rest of the temple at the same 
  rate that it has for the party, so things remain largely as the 
  characters left them.
  Any encounters or loot that the party missed before, will 
  still be waiting to be discovered.
  The party will be spending the night in the temple, but 
  neither Caelynn nor Ramzim care where the characters 
  sleep.
  Level Up!
  Each PC gains an extra 50 XP bonus. This should give 
  them enough experience points to advance to 3rd level.
  Now is a good time for that to happen.
  Getting Out
  Leaving the temple in the morning should be fairly 
  straightforward, assuming that the characters left a rope 
  with which to climb out of the domed ceremonial chamber.
  If that is not the case, they can always dig themselves out, 
  though this will be a tiring process. Starting in Area 5, 
  above the crawlspace, would give them an easier time of it, 
  as the ceiling has already collapsed there.
  
  32
  Sands of Time
  day 11
  The characters set off to the plateau once more.
  slave camP
  Heading directly toward the plateau, you make it as 
  far as the arched ridge just after midday and set up 
  camp for the rest of the afternoon.
  Continuing at nightfall, you soon arrive at the 
  plateau, only to discover people digging at its base 
  by torchlight.
  You are still at a safe distance and its hard to make 
  things out, but there appear to be guards patrolling 
  the dig site.
  There are twenty slaves here, cutting stone from the side of 
  the plateau. They are guarded by a mixture of jackals (12) 
  and jackalweres (4).
  Though they are not standing watch against intruders, the 
  guards’ Keen Hearing and Smell could still allow them to 
  notice approaching characters.
  The guards will attack all intruders, but will attempt to 
  capture rather than kill.
  These slaves are mostly human, and primarily Bedine, but 
  there are also a pair of old hobgoblins.
  A dozen of them speak Midani^, while the rest use a mix of 
  Chondathan^, Common, Damaran^, and Goblin.
  They have neither the energy nor the will to oppose their 
  captors, but if released, they will answer questions as 
  helpfully as possible.
  Current Events
  The slaves all have similar stories, of being captured by 
  jackal-men while traversing the desert.
  The jackals serve a beautiful woman who only seldom 
  appears before the slaves. She has the dark complexion of 
  a Bedine woman, but lacks the honor and modesty of those 
  people.
  The slaves are being worked to death building a new 
  palace for this woman atop the plateau.
  The roof has been stripped from the outer tombs, which 
  now serve as a holding area for the slaves.
  The released slaves estimate that as many as fifty more 
  captives remain in the holding area.
  JaCkalWere
  Medium humanoid (shapechanger), chaotic evil
  Armor Class 12
  Hit Points 18 (4d8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  15 (+2)
  11 (+0)
  13 (+1)
  11 (+0)
  10 (+0)
  Skills Deception +4, Perception +2, Stealth +4
  Damage Immunities bludgeoning, piercing, and slashing from
  nonmagical attacks not made with silvered weapons
  Senses passive Perception 12
  Languages Common (can’t speak in jackal form)
  Challenge 1/2 (100 XP)
  Shapechanger. The jackalwere can use its action to polymorph into 
  a specific Medium human or a jackal-humanoid hybrid, or back 
  into its true form (that of a Small jackal). Other than its size, its 
  statistics are the same in each form. Any equipment it is wearing 
  or carrying isn’t transformed. It reverts to its true form if it dies.
  Keen Hearing and Smell. The jackalwere has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The jackalwere has advantage on an attack roll 
  against a creature if at least one of the jackalwere’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: +4 
  to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Sleep Gaze. The jackalwere gazes at one creature it can see within 
  30 feet of it. The target must make a DC 10 Wisdom saving throw. 
  On a failed save, the target succumbs to a magical slumber, falling 
  unconscious for 10 minutes or until someone uses an action to 
  shake the target awake. A creature that successfully saves against 
  the effect is immune to this jackalwere’s gaze for the next 24 
  hours. Undead and creatures immune to being charmed aren’t 
  affected by it.
  Jackal-men patrol the plateau at all times, but they do not 
  watch the holding area with the same vigilance, as the 
  slaves have nowhere to go in their weakened condition.
  As long as the party avoids the patrols, it should be able to 
  enter the holding area without raising any alarms.
  Patrols
  Three groups of jackals (10) and jackalweres (3) patrol the 
  plateau.
  At night the jackalweres carry torches, so a small group 
  should have little trouble avoiding these patrols.
  However, if the party engages one of these groups in 
  combat, another patrol will probably notice that something 
  is wrong and converge on its location.
  
  Sands of Time
  33
  slave
  Medium humanoid (see below), any alignment
  Armor Class 10
  Hit Points 9 (2d8)
  Speed 15 ft. (base 30 ft.)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  Senses passive Perception 10
  Languages see below
  Challenge 0 (10 XP)
  Exhaustion. The slave has three levels of exhaustion. It has 
  disadvantage on ability checks, attack rolls, and saving throws, and 
  its speed is halved.
  Actions
  Miner’s Pick. Melee Weapon Attack: +0 to hit, reach 5 ft., 
  one target. Hit: 4 (1d8) piercing damage.
  JaCkal
  Small beast, unaligned
  Armor Class 12
  Hit Points 3 (1d6)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  15 (+2)
  11 (+0)
  3 (–4)
  12 (+1)
  6 (–2)
  Skills Perception +3
  Senses passive Perception 13
  Languages –
  Challenge 0 (10 XP)
  Keen Hearing and Smell. The jackal has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The jackal has advantage on an attack roll against a 
  creature if at least one of the jackal’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 
  Hit: 1 (1d4 - 1) piercing damage.
  the Palace
  The new building atop the plateau has a long way to 
  go before it is truly a palace, but even by moonlight 
  it shows signs of great ambition.
  Though the outer tombs are now open to the sky, a 
  low sprawling structure covers the area beyond.
  Retrieving the relic could prove harder than 
  expected, and then there’s the matter of all those 
  slaves.
  Much of the original structure of the tombs has been left 
  unchanged by recent developments, but key locations are 
  detailed here again, as are any changes.
  Details of the surface structure follow the updated tombs.
  1. Holding Area
  A total of forty eight slaves rest here. Most are human, 
  with thirty being Bedine, but there are also another four 
  hobgoblins among them.
  These slaves have mixed but largely subdued reactions to 
  seeing the party. As with the previous slaves, they will help 
  if questioned.
  They can tell the party that they are sometimes taken to 
  gather plants from around the western edge of the plateau, 
  to provide them with minimal food.
  Also, the jackal-men produce water from within the old 
  tunnels, which are now blocked by a metal gate.
  Captured Characters
  Any characters successfully captured will be 
  stripped of their gear and placed with the 
  other slaves.
  Their gear will be stored initially in Area 9.
  Ample opportunities should arise for the PCs 
  to escape and try to recover their gear, but 
  if they persist in being caught, they will face 
  increasingly harsh punishment for their 
  disobedience.
  
  34
  Sands of Time
  2. Secret Passage
  The secret passage remains hidden, largely because 
  exhausted slaves are not the most inquisitive or perceptive 
  of people.
  If the characters found the secret doors before, they can do 
  so again without difficulty.
  Otherwise, locating a door requires success on a DC 20 
  Wisdom (Perception) check, while opening it requires 
  success on a DC 15 Intelligence (Investigation) check.
  From within the passage, the difficulty of finding and 
  opening the secret doors is DC 10.
  Note that the doors are weighted to slowly close if not held 
  open.
  3. Maze Entrance
  The metal gate has a rusty lock that can be picked with 
  success on a DC 15 Dexterity (Thieves’ Tools) check, but 
  this is made with disadvantage on the roll unless oil is 
  applied to the lock.
  The lock can be broken with success on a DC 21 Strength 
  check, with advantage on the roll if using a crowbar, but 
  each attempt might be heard by a patrol.
  Jackal Tracks
  Signs of passage are still readily available in this maze, but 
  only within limited boundaries.
  Anyone examining these tracks may attempt a DC 10 
  Wisdom (Survival) check to determine that they were made 
  by humanoids and small four-legged beasts, followed by a 
  DC 5 Intelligence check to determine that they were made 
  by jackalweres and jackals.
  These tracks only go between Areas 3, 4, and 5.
  4. Stairs Up
  These stairs are new. They lead up to Area 9.
  5. Fountain
  The welcome sight and sound of flowing water 
  awaits you in this chamber, as it spills continuously 
  from the open mouth of a large stone serpent, 
  filling a wide basin below.
  A collection of wooden buckets and clay jugs lie in 
  a pile to the right of the entrance.
  This enchanted fountain produces an endless stream 
  of clean fresh water, which can be used to replenish the 
  party’s supplies.
  The basin drains fast enough to maintain a constant level, 
  quickly removing impurities in the process.
  6. Shrine of Jergal
  A stone altar stands in this chamber, with numerous 
  tiny skulls carved into its sides. A larger stone skull 
  sits atop the altar, its mouth open and empty.
  This shrine is still dedicated to the ancient god Jergal, as 
  can be determined by any character succeeding on a DC 
  15 Intelligence (Religion) check.
  The skull’s mouth is empty, regardless of what may have 
  happened during the party’s previous visit.
  7. Maze Exit
  This chamber is guarded by the reanimated skeleton of the 
  minotaur that the party encountered on its last visit.
  Thanks to an ancient spell cast upon it by servants of 
  Jergal, the minotaur will always reanimate on the darkest 
  night of the month, unless totally destroyed, and will return 
  to guard this chamber against all intruders.
  minotaur skeleton
  Large undead, lawful evil
  Armor Class 12 (natural armor)
  Hit Points 67 (9d10 + 18)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  15 (+2)
  6 (–2)
  8 (–1)
  5 (–3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Abyssal but can’t speak
  Challenge 2 (450 XP)
  Charge. If the skeleton moves at least 10 feet straight toward a 
  target and then hits it with a gore attack on the same turn, the 
  target takes an extra 9 (2d8) piercing damage. If the target is a 
  creature, it must succeed on a DC 14 Strength saving throw or be 
  pushed up to 10 feet away and knocked prone.
  Actions
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 17 (2d12 + 4) slashing damage.
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage.
  
  Sands of Time
  35
  8. Lamia’s Den
  The leader of the jackalweres is actually a lamia, named 
  Maphantu. She has made her lair within these former 
  tombs, though she intends to live in the palace above once 
  it is complete.
  A simple tan-colored curtain hangs across the passage to 
  the south and a new staircase leads up to Area 10.
  If alerted to the party’s approach before it arrives, 
  Maphantu will use disguise self to assume her human 
  form. She is equally beautiful in her natural form, but 
  drastically different from the waist down.
  The Peaceful Approach
  If given the opportunity, Maphantu will greet the 
  characters, commending their bravery and ingenuity.
  She will attempt to charm them with simple words to begin 
  with, but will proceed to use magic if appropriate.
  Ultimately, her goal is to enslave the characters without 
  resorting to combat, or at least to weaken the party first if 
  combat seems inevitable.
  The Violent Approach
  If forced into battle, Maphantu will try to keep a clear path 
  open to the stairs.
  She will attempt to Disengage and flee into the palace if 
  she begins her turn with 40 hit points or less, or within the 
  area of an effect that will cause her damage if she remains.
  If Maphantu is slain, all remaining jackalweres will know 
  immediately, and flee into the desert with howls of despair.
  Loot
  Maphantu has the following items of value strewn around 
  her lair: a shield emblazoned with an ‘upright flaming 
  sword’, a silver flagon (worth 20gp), a bottle of fine wine 
  (worth 10gp), a bloodstone and silver ring (worth 80gp), 
  a pair of obsidian and silver stud earrings (worth 30gp), 
  a plain gold ring (worth 10gp), a small copper tray (worth 
  5gp), 4 scrimshaw carvings (worth 10gp each), 2 pieces 
  of blue quartz (worth 10gp each), a flask of holy water 
  (stamped with a ‘golden sun’), a vial of antitoxin (labeled in 
  Common), a potion of fire breath (labeled in Gnomish), a 
  jar of Keoghtom’s ointment (3 doses; labeled in Elvish), and 
  a green cloak of protection embroidered with a ‘unicorn’s 
  head’.
  Additionally, the characters will have little difficulty in 
  locating the relic that Caelynn seeks, hidden as expected 
  behind a loose stone in the left-hand chamber.
  This item is a brass rod with tapered ends, just four inches 
  long, with highly intricate grooves on its surface.
  maPhantu
  Large monstrosity, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 97 (13d10 + 26)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  15 (+2)
  14 (+2)
  15 (+2)
  16 (+3)
  Skills Deception +7, Insight +4, Stealth +3
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, Common
  Challenge 4 (1,100 XP)
  Innate Spellcasting. The lamia’s innate spellcasting ability is 
  Charisma (spell save DC 13). It can innately cast the following 
  spells, requiring no material components:
  At will: disguise self (any humanoid form), major image
  3/day each: charm person, mirror image, scrying, suggestion
  1/day: geas
  Actions
  Multiattack. The lamia makes two attacks: one with its claws and 
  one with its dagger or Intoxicating Touch.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 14 (2d10 + 3) slashing damage.
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: The target is magically cursed for 1 hour. Until the 
  curse ends, the target has disadvantage on Wisdom saving throws 
  and all ability checks.
  9. Barracks
  So far, the palace is little more than an empty expanse 
  bordered by low walls, with a great many years of work still 
  to be done. The stairs lead to Area 4.
  For now, this area is home to the jackalweres that serve 
  Maphantu. There are 6 jackalweres and 12 jackals here, 
  unless Maphantu has been slain.
  10. Hallway
  This area will eventually lead into a grand throne room, but 
  for now it is empty. The stairs lead to Area 8.
  
  36
  Sands of Time
  day 12
  If all went well, the characters slew the lamia, released the 
  slaves, and finally recovered the relic they came looking for, 
  earning themselves a good night’s rest in the process. Now 
  they can think about going home.
  headIng home
  You finally have what you came for and it’s time to 
  head home. There’s just the small matter of all 
  those people you released from servitude.
  Most of the former slaves are Bedine. They intend to stay in 
  the desert, but request assistance reaching more favorable 
  land to the south.
  The hobgoblins have nowhere to go, but the Bedine invite 
  them to be a part of their new tribe. They may have their 
  failings, but they understand duty and honor more than 
  most outsiders the desert folk encounter.
  That leaves twenty humans of various ethnic groups, who 
  just wish to leave the desert. Ramzim is reluctant to lead 
  them through the Stonelands, but there doesn’t appear to 
  be a better alternative.
  slow Progress
  It takes a while to get the expedition mobilized. Food 
  is scarce, but water is gathered in every conceivable 
  container before departure from the plateau.
  With most of the newcomers suffering from 
  serious fatigue, the pace is terribly slow, and you 
  wonder if you’ll ever make it out of the desert.
  Thankfully, its not all bad news. Some of the 
  rescued Bedine, who know this area better than 
  Ramzim, guide you to a small oasis southeast of the 
  plateau. You arrive just past midday and settle for 
  the afternoon.
  This oasis supports limited vegetation, but is home to many 
  hares, which can be hunted with relative ease.
  The PCs are encouraged to help Ramzim capture and cook 
  dinner for the rest of the group, and to gather edible plants 
  for the days ahead.
  There is plenty of food to go around, and most of the 
  rescued slaves haven’t eaten so well in a very long time.
  Rather than press on at dusk, Ramzim decides that it is 
  better to stay at the oasis through the night, to allow the 
  weary a decent rest before the expedition continues.
  The party will need to maintain a watch as usual, but the 
  night passes uneventfully.
  Action vs Immersion – part 2
  The remainder of this adventure is intended for 
  DMs who prefer to play out each day of their 
  campaign in detail.
  For players accustomed to a less detailed 
  campaign, or who are playing this adventure as 
  a standalone scenario, it may be anti-climatic 
  to play through the journey back to Arabel.
  As such, the remaining encounters and 
  events have been kept minimal and should be 
  considered entirely optional.
  day 13
  Both day and night are uneventful, as the expedition 
  continues across the desert.
  gaInIng momentum
  After a long but welcome rest, you set off early 
  across the desert, heading directly for Ramzim’s 
  Oasis, some three days march away.
  The morale of your traveling companions is on the 
  rise, as is their pace. With such a large group, you 
  have little to fear from most predators, and you 
  make good progress.
  Returning to your normal routine, the group rests 
  through the afternoon and continues after dark.
  
  Sands of Time
  37
  day 14
  Another day in the desert takes the expedition through the 
  edge of a sandstorm.
  a close call
  You rise early and set off after a light breakfast, 
  feeling thankful to have the supplies that you 
  gathered at the oasis, as you’ve seen little else to 
  eat or drink since.
  As midday approaches, the usual droning of the 
  wind that accompanies your trek across Anauroch 
  quickly grows in intensity, and with it, a swirling 
  haze of sand envelops you.
  Thankfully, you are on the very edge of this 
  sandstorm, which soon passes you by without harm, 
  and you spend the rest of the day listening to 
  tales of less fortunate encounters with desert 
  phenomena.
  day 15
  The expedition continues to Ramzim’s Oasis, where much 
  of the group will remain.
  PartIng comPany
  The day begins with good news, as Ramzim informs 
  you over breakfast that this will be your last day in 
  Anauroch.
  He aims to reach his oasis by noon, and that is indeed 
  how things progress.
  This is where you part company with the other 
  Bedine, and the hobgoblins who will be staying with 
  them.
  During the afternoon, the whole group remains at rest 
  around the oasis, with minimal exertion used to eat, drink, 
  and restock supplies.
  Ramzim promises to return to the Bedine with general 
  supplies, once he completes his current responsibilities.
  After many goodbyes, the party continues on its way just 
  before dusk, with twenty freed slaves still in tow.
  a larger cave
  Pushing on long after nightfall, you finally cross 
  into the Stonelands and climb the rocky peak where 
  you slept before.
  Unfortunately, the cave with the smelly 
  mushrooms will not suffice with such a large party 
  to accommodate, so Ramzim leads you to a much 
  larger cave.
  “Careful,” he says. “There are probably bears inside.”
  He motions toward the cave mouth, “You go first.”
  The mouth of the cave is high and wide, but the cave itself 
  extends around a bend, where two brown bears are resting.
  They emerge to investigate the smell of anyone entering 
  their cave, and respond aggressively to all intruders.
  Characters with suitable abilities or spells, such as animal 
  friendship, may be able to avoid a battle, but otherwise the 
  bears will fight to the death.
  Once the cave has been cleared, it provides sufficient space 
  for the entire group to camp for the night. 
  Ramzim recommends that guards keep watch as usual, but 
  the night passes without further incident.
  BroWn Bear (x2)
  Large beast, unaligned
  Armor Class 11 (natural armor)
  Hit Points 34 (4d10 + 12)
  Speed 40 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  16 (+3)
  2 (–4)
  13 (+1)
  7 (–2)
  Skills Perception +3
  Senses passive Perception 13
  Languages –
  Challenge 1 (200 XP)
  Keen Smell. The bear has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Multiattack. The bear makes two attacks: one with its bite and one 
  with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  
  38
  Sands of Time
  day 16
  The expedition crosses the bulk of the Stonelands, 
  reaching the ruined tower by nightfall.
  across the stonelands
  Descending the peak in the morning, your journey 
  through the Stonelands is an anxious one, 
  accompanied by the constant feeling of being 
  watched.
  However, you make it to the ruined tower by 
  nightfall, just as it begins to rain.
  It’s going to be a tight fit in the basement, but at 
  least you’ll stay dry through the night.
  The basement is extremely cramped with the entire group 
  sleeping in it, but it is mostly dry.
  Anyone preferring to stay outside in the rain may do so, but 
  they will continue to feel uneasy throughout the night, and 
  probably rather wet.
  However, there are no encounters during this night.
  day 17
  The expedition continues toward the Storm Horns 
  mountains, but not without incident along the way.
  orcs In the stonelands
  It’s still raining lightly as you leave the ruined 
  tower and resume your march toward the Storm 
  Horns mountains.
  The sense of being watched lingers once more, 
  staying with you throughout the morning.
  It is only as you near the far edge of the 
  Stonelands that the tension is finally broken by the 
  appearance of orcs on the trail ahead.
  They roar aggressively as they wave their javelins 
  in the air, performing a primitive show of strength.
  You’re relieved to finally face the threat that’s 
  been stalking you, but your temporary companions 
  seem less enthusiastic about the turn of events.
  These orcs are 100 feet from the party and intend to attack 
  without mercy.
  They may be swayed by the party’s initial response to their 
  antics, but they only respect strong opposition.
  If combat begins, the orcs start by hurling their javelins. 
  They carry two each.
  They will then close to melee range, seeking their own 
  targets where possible, rather than working together.
  Once combat has begun, these orcs will only retreat or 
  surrender if magically compelled to do so.
  Each carries 2d6 silver falcons, and 1d4 golden lions.
  Ex-Slaves
  By now, the ex-slaves have recovered from their exhaustion, 
  and have fashioned primitive clubs, but they are still ill-
  equipped for combat and individually weak.
  If possible, they will arm themselves with orc weapons 
  during the battle.
  Even armed with better weapons, these humans are no 
  match for orcs, but they will attempt to gang up on any that 
  come close.
  These humans can be stabilized like normal characters, 
  though some may simply die of excessive damage if the 
  fight gets messy.
  
  Sands of Time
  39
  Sleeping Rough
  Once the battle is over, the party is able to resume its 
  journey, reaching the foot of the Storm Horns late in the 
  afternoon.
  The group makes camp beside the road. There is little 
  cover available, but the rain has passed and there’s wood 
  for a fire. The night passes quietly.
  orC (x10)
  Medium humanoid (orc), chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 15 (2d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  7 (–2)
  11 (+0)
  10 (+0)
  Skills Intimidation +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature that it can see.
  Actions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (1d12 + 3) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  ex-slave (x20)
  Medium humanoid (human), any alignment
  Armor Class 10
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  Senses passive Perception 10
  Languages Chondathan^, Common, Damaran^
  Challenge 0 (10 XP)
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  day 18
  As the characters prepare for the final leg of their journey, 
  some of their companions part company.
  dIvergIng traIls
  Finally, you are ready to start the final leg of your 
  journey, following the Moonsea Ride through 
  Gnoll Pass and all the way to Arabel.
  But first it’s time to part company with some of 
  the freed slaves who accompanied you out of the 
  desert.
  While you head south through the mountains, they 
  will travel northeast, toward the Dalelands and 
  beyond.
  If all of the ex-slaves survived the encounter with the orcs, 
  a dozen of them will go their own way, while the remaining 
  eight accompany the party back to Arabel.
  Otherwise, scale these numbers down to reflect their 
  unfortunate losses.
  Once the characters have said their farewells, the party 
  sets off into the mountains, making good progress and 
  arriving at the midpoint before nightfall – where they camp 
  in the large cave just off the main pass.
  
  40
  Sands of Time
  day 19
  Almost home, the characters continue their trek through 
  Gnoll Pass.
  the PenultImate day
  You’re so close you can almost hear the sounds of 
  the city.
  Okay, you’re imagining things, but each mile brings 
  you closer to that reality and you just can’t wait.
  Sure, it won’t be long before you yearn for the 
  open road once more, but right now, a big smelly 
  city seems ideal.
  With these happy thoughts spurring you on, you 
  proceed along Moonsea Ride at a steady pace, 
  with the road entirely to yourselves until late 
  afternoon.
  Finally you see the familiar sight of a Purple 
  Dragon patrol, commanded by the same leader as 
  before, who silently waves you past.
  Soon after, you arrive at Camp Crag and settle for 
  the night.
  day 20
  The characters complete their expedition with a final day’s 
  march to the city of Arabel.
  a vIctorIous return
  The end is finally in sight. Arabel is barely a mark 
  on the horizon, yet it urges you forward all the 
  same.
  Caelynn’s curiosity seems to be re-invigorated too, 
  and she questions everyone about what they’ve 
  missed most, and what they’ll do next.
  In high spirits, the day seems to pass in a blur, and 
  you are soon stood once more at Arabel’s east gate, 
  queuing to be let through.
  This time however, there is no delay. A smartly-
  attired gentleman awaits your party at the gate and 
  signals for the guards to let you pass.
  This man is of Shou origin. His name is Shin Shan.
  Like Caelynn, he is in the service of Lord Ammeral 
  Gyldannon, and the two are clearly acquainted.
  The pair lead the entire group to the nearby inn where this 
  adventure began – the Watchful Lynx.
  Caelynn tells the remaining liberated slaves to make 
  themselves comfortable. They will be welcome here at 
  Lord Gyldannon’s expense for the immediate future.
  Ramzim joins them, while Shin Shan leads Caelynn and 
  the PCs into a private room.
  Once Caelynn confirms that she has the relic in her 
  possession, Shin Shan will hand over the gold that they 
  were promised – 900 lions, minus any advance – and an 
  official signed charter authorizing the PCs to operate as a 
  sanctioned adventuring party within Cormyr.
  Their individual names are already listed on the charter, 
  but a space remains for the addition of a group name under 
  which they will adventure, should they wish to add one.
  Shin Shan advises that any changes to the party should be 
  reported to Cormyrean officials, but states that a degree 
  of leniency is usually permitted to account for untimely 
  deaths and replacement members.
  With that, Caelynn’s business with the PCs is concluded. 
  She thanks each of them for their valuable contribution to 
  the mission’s success, and wishes them Tymora’s blessings 
  on their future endeavors.
  Thus ends this adventure...
  
  Sands of Time
  41
  overland maP
  The Lost Tombs
  Moonsea Ride
  Gnoll Pass
  Moonsea Ride
  Ruined Tower
  Bear Peak
  Temple of Elah
  Ramzin’s Oasis
  Castle Crag
  Arabel
  Anauroch
  The Storm Horns
  The Stonelands
  N
  S
  E
  W
  
  42
  Sands of Time
  temPle oF elah (Present)
  1 square = 10 ft.
  1
  2
  3
  6
  S
  S
  M
  M
  7
  5
  4
  N
  S
  E
  W
  
  Sands of Time
  43
  the lost tomBs (Past)
  1 square = 10 ft.
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  S
  S
  N
  S
  E
  W
  
  44
  Sands of Time
  the lost tomBs (Present)
  1 square = 10 ft.
  1
  2
  3
  4
  5
  6
  7
  8
  S
  S
  N
  S
  E
  W
  
  Sands of Time
  45
  the Palace (Present)
  1 square = 10 ft.
  9
  10
  N
  S
  E
  W
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Sands of Time - A Forgotten Realms Adventure.pdf