TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
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  COR6-09 
   
  BENEATH THE BRIGHT 
  SANDS 
   
  A One-Round DUNGEONS & DRAGONS® LIVING 
  GREYHAWK™ Core Adventure 
  Version 1 
   
   
  by R. Michael Hinds 
  Circle Reviewer: Creighton Broadhurst and Stephen Radney-MacFarland 
  Playtesters: Scott Benfield, Chris Day, Jim Ghiloni, Allison Hinds, Dan Kassiday, Dennis Toomey 
  Special Thanks: Greg Marks, Theron Martin, and Bruce Paris 
   
  Time has buried an ancient evil. Such things are typically left alone to be lost to history. For a millennium this was so. 
  Now a visitor snatched from the distant past wants this evil retrieved to right a terrible wrong. A one-round Core 
  adventure set in the Bright Desert for characters level 1-15 (APLs 2-12). PCs should have completed COR5-17 Time’s 
  Tide on Bright Sands before playing this adventure. Part nine of “Blight on Bright Sands.” 
   
  Sources: COR4-13 A Wretched Soul [Mike Hinds], COR6-02 Rallying Point for the Bright Sands [Chris Chesher and 
  Greg Marks], COR5-17 Time’s Tide on Bright Sands [Bruce Paris and James Dempsey], “Denizens of the Bright Desert” 
  [Creighton Broadhurst], Fiend Folio [various designers], Monster Manual II [various designers],  “Hardby, City of the 
  Scorned” in Dungeon Magazine 107 [Paul Looby],Sandstorm [Bruce R. Cordell, Jennifer Clarke Wilkes, JD Wiker], Spell 
  Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], Stormwrack [Richard Baker, Joseph D. Carriker, Jr., 
  Jennifer Clarke Wilkes], TSR9199 Desert of Desolation [John Wheeler et al], “Into the Bright Desert” in Dungeon 
  Magazine 98 [Creighton Broadhurst], and WGR3 Rary the Traitor [Anthony Pryor].  
   
  
  COR6-09 Beneath the Bright Sands 
   
  Page 1 
  RPGA ® SANCTIONED 
  PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK 
  LEVELS OF PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 2 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Bright Desert. All characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE 
  BACKGROUND 
  Since her harrowing rescue from a doomed past, Princess 
  Ulma of the Empire of Sulm has been consumed with 
  caring for her dear friend Shemaya and undoing the 
  terrible wrong her father, King Shattados of Sulm, 
  wrought on what is now known as the Bright Desert. 
   
  For Ulma, the Empire of Sulm was consumed but a 
  few weeks ago. The pain is fresh for Princess Ulma. She 
  feels partially responsible for what has occurred and the 
  far-reaching impact. 
   
  Shemaya, once Ulma’s contemporary, is now more 
  akin to a grandmother. Princess Ulma has become a 
  caregiver for Shemaya, soothing her troubled spirit and 
  restoring her health and appearance. Ulma has learned 
  much from her mentor. Shemya has much to teach about 
  the prophecy surrounding the Scorpion Crown and its 
  unmaking. With access to this resource, Ulma has 
  learned everything the High Chapel of Pelor unearthed 
  as described in COR6-02 Rallying Point for the Bright 
  Sands. This information has been repeated 
  for 
  convenience as DM Aid 1. 
   
  Ulma also understands a bit more about the Bright 
  Desert, the ties this land once had to the Flan peoples 
  inhabiting it, and a primary cause of the change wrought 
  by the Scorpion Crown. The Flan have ever been closely 
  tied to Oerth, primarily through Beory and the practices 
  of the Old Faith. The Old Faith holds to a small pantheon 
  of deities (Pelor, Beory, Ehlonna, Obad-Hai, and Nerull), 
  and assigns them roles in the natural order. Underlying 
  this ancient belief are various powerful nature entities. 
  Chief among these is the Green Man. This quasi-deity 
  holds some sway over the verdant health of the land and 
  its natural creatures. The Green Man may or may not be a 
  single entity. When the Green Man was said to be 
  “asleep” in Geoff during CY583 to CY595, this did not 
  seem to affect other areas. Some speculate the Green Man 
  is only a force of nature in areas settled by the Flan 
  peoples. Ulma, through her long tutelage in the Old 
  Faith, suspects the Scorpion Crown was somehow able to 
  corrupt the Green Man of Sulm, twisting its nature to 
  cause the horrific changes now seen in the land and its 
  peoples. She believes the destruction of the crown will 
  free the Green Man from this change, allowing the land 
  to return to its natural state. She also believes this may 
  result in the return of Sulm, possibly even a restoration of 
  its peoples. 
   
  Ulma wants the land restored. Her goal is to seek the 
  party most able to complete this task. If that is Rary and 
  his forces, so be it. If the paladin, Karistyne can 
  accomplish this task, that is just as acceptable.  
   
  ADVENTURE SUMMARY 
  Introduction: Princess Ulma summons the dewis-un 
  (Chosen Ones) to Hardby, City of the Scorned for a 
  meeting. At the Spotted Cow Inn in the Dock District she 
  explains her need and asks the PCs to travel to the former 
  capitol of Sulm, Utaa, to retrieve an item of evil, the “Bane 
  of Itar”, to further her goal to see the Scorpion Crown 
  destroyed and the land restored. 
   
  Encounter 1—Across the Sea: During the 
  voyage from Hardby, Geven (disguised as a sailor) 
  approaches the PCs. Geven is keenly interested in why 
  the PCs are traveling to the Bright Lands and he tries to 
  make a bargain with at least one PC to deliver the Bane of 
  Itar into his hands, all in the name of regional stability. 
   
  Encounter 2—The Port of Histak: The newly 
  uncovered ancient port of Histak is a flurry of activity – 
  all directed by a minion of Rary and Robilar, Morik. 
  Morik may be approached by those PCs sympathetic to 
  Rary and certain bargains made to deliver the Bane of Itar 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 3 
  into his hands. Supplies for the impending desert trek 
  may also be had in Histak. The PCs may also wish to visit 
  the famed Healers of Histak. 
   
  Encounter 3—Across the Sands: While no dire 
  molestation occurs, the PCs are approached by 
  Scorimongishaz, the pseudodragon familiar and ally of 
  Tensor. Scorimongishaz urges the PCs to help forge an 
  alliance between Ulma and Shemaya and Karistyne. 
  Delivering the Bane of Itar to Karistyne should seal this 
  alliance and help Karistyne to stymie Rary’s plans.
   
  Encounter 4—The Approach to Utaa: PCs 
  may either approach by land or air. Three broad avenues 
  reach up to the central city on the great Plateau of Utaa. 
  Or they may decide to fly, bypassing the potential 
  dangers of the road. The air is not without its hazards. 
   
  Encounter 5—Ancient Utaa: Despite millennia 
  of neglect, the central portion of the city (the portion PCs 
  visited in COR5-17 Time’s Tide on Bright Sands) is 
  relatively intact. During the day, the streets are clear of 
  deadly packs of incorporeal undead, so time is short. 
  Despite their absence, the cursed dead of Utaa send forth 
  visions to the PCs. Some visions are helpful, some 
  harmful. A series of mini-encounters may take place, 
  depending upon where the PCs investigate. 
   
  Encounter 6—The Bane of Itar: PCs battle to 
  possess the dread sword, still in the hands of Captain 
  Angau, Chief Magistrate and Captain of the Royal Guard 
  of Sulm. 
   
  Conclusion: The PCs must decide the fate of the 
  Bane of Itar, provided they were able to wrest it from 
  Captain Angau. 
   
  PREPARATION FOR PLAY 
  Determine if any of the PCs have the following items: 
   
  Yugoloth Trident from COR5-06 Blood on 
  Bright Sands. 
   
  Gana Spirit Tattoo from COR5-09 Gateway to 
  the Bright Sands. 
   
  Banner of Robilar from COR5-11 Dark Deceit 
  on Bright Sands. 
   
  Banner of Law from COR6-02 Rallying Point for 
  the Bright Sands. 
   
  Geven’s Ring from COR6-02 Rallying Point for 
  the Bright Sands. 
   
  Determine if any of the PCs have the following favors: 
   
  Worked for Scor from COR5-09 Gateway to the 
  Bright Sands. 
   
  Chosen from COR5-17 Time’s Tide on Bright 
  Sands. 
   
  Favor of Karistyne/Geven/Robilar from COR6-
  02 Rallying Point for the Bright Sands. 
   
  Have each PC make a single Will save (using their 
  standard bonus) and record the results for use during 
  encounter 5. This save may have to be adjusted later with 
  situational modifiers such as those bestowed by 
  protective spells. 
   
  Prior to reading the Introduction, inform each PC 
  they have received a sending (see Player’s Handbook page 
  275 for details). The message was as follows: 
   
  Dewis-un. I call on you to meet me in the great 
  city of Hardby in three days at the Spotted Cow 
  Inn. Destiny compels you. 
   
  The recipient of this message knows it originated from 
  Princess Ulma of Sulm. Any PC who does not wish to act 
  on the sending is done with the module. Any PC with the 
  Gana spirit tattoo and/or has the Chosen favor has a 
  strong feeling that they must meet Ulma. PCs that have 
  not played COR5-17 Times Tide on Bright Sands are 
  contacted by mistake, but may still undertake to meet 
  Ulma. 
   
  INTRODUCTION 
  The Spotted Cow Inn, situated within Hardby’s 
  Dock District, is understandably popular. Today 
  as it often is, it is packed with sailors, 
  longshoremen, and fishermen, including a good 
  number of half-orcs. The place is so crowded 
  that a person in heavy armor would have 
  difficulty moving around in here; you have to 
  admire the skill of the two waitresses as they 
  expertly slip through tight spaces without 
  spilling their trays of drinks and food. 
   
  Inside, the tavern area is full of patrons. A 
  rake-thin man stands behind the bar, serving 
  drinks and swapping stories. As you enter, he 
  manages to notice you above all the hubbub. 
  Motioning to one of the buxom waitresses to 
  take over at the bar, he approaches you. 
   
  “Welcome, my friends! Or should I say, 
  dewis-un? Hah! You have the look of being 
  chosen, I dare say!” He laughs heartily at his 
  own, somewhat inscrutable, humor. “I am 
  Oremal and this is my place.” 
   
   
  This is Oremal Thelk (NG male human expert 4) the 
  owner of the Spotted Cow Inn. He is a friendly sort, who 
  cannot work out why the tavern is so successful 
  (although he is not complaining). Once the PCs ask after 
  Ulma, continue: 
   
  “What you seek awaits upstairs. I have provided 
  the best of my suites for such a one!” Oremal 
  adapts a conspiratorial tone. “Do not worry, my 
  friend, secrets are safe with me. I would not 
  have lived this long had I not been able to keep 
  a short tongue. Proceed to chamber 10 – I’ll 
  have drinks, bread, cheese, and meat sent up.”  
   
  Oremal pushes back into the tavern area to 
  the delight of his patrons. 
   
  A PC in heavy armor is going to have a tough time 
  maneuvering through the crowd, but it can be done at 
  1/3 normal speed. Large-sized desert centaur PCs can 
  only move through the inn at 5 ft. per round due to the 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 4 
  crush. Other PCs can move at half normal speed in this 
  place should they need to move quickly. Tumbling 
  checks are at a -5 penalty due to the lack of space. The 
  food and drinks, if ordered, are all better-than-average 
  quality, though not tremendously so. 
   
  Should the PCs wish to question Oremal, they find 
  he is surrounded by the bar patrons and nothing quieter 
  than shouting would allow any meaningful conversation. 
   
  Read the following once the PCs proceed upstairs to 
  the third floor. 
   
  The chamber door is clearly marked by an 
  engraved bronzewood placard. The door is 
  closed. From the opposite end of the hall come 
  two women, each bearing trays of food and 
  drink. They come to a halt before the door. 
   
  The waitresses wait for the PCs for a bit, but then knock 
  on the door if they take no action. Those trays are heavy! 
   
  Read the following after either a knock on the door 
  or after a PC moves to open the door: 
   
  The chamber door opens. In the gap is what at 
  best can be described as a facsimile of a Flan 
  female. 
  While 
  the 
  proportions 
  are 
  quite 
  correct, the overall impression is of a life-size 
  doll. The thing’s eyes are mere black buttons, 
  sewn onto a white cloth face. The mouth is a 
  slit, with what could be thick red yarn for lips. 
   
  “Welcome Dewis-un,” the golem says in a 
  stiff but pleasant sounding voice. “Princess 
  Ulma is expecting you. Please come in.” 
   
  The doll moves aside and gestures for you 
  to enter the suite. 
   
  The Ulma doll does not answer questions but continues 
  to gesture for the PCs to enter. Should they hesitate, the 
  waitresses enter first, placing their burdens upon a 
  nearby table. 
   
  Once PCs enter the chamber, read the following: 
   
  The room is quite spacious and well appointed. 
  Two doors lead off the main chamber. Across 
  from the door, attended by another of the 
  Ulma-golems, is the real Princess Ulma. She is 
  reclining on several pillows. Other pillows are 
  arranged in an arc around her. A short table is 
  in the center. 
   
  “Welcome Dewis-un,” Princess Ulma says – 
  the voice so eerily similar to that of the golem. 
  “I thank Pelor and the Earth Mother you have 
  heeded my summons. We have much to discuss. 
  Doubtless you are hungry from your travels. 
  Please sit and refresh yourselves while I come 
  directly to the point. My time is short here in 
  this city. I promised Shemaya I would be back 
  soon.” 
   
  “Since my rescue from doomed Sulm, I have 
  been studying the prophecies with Shemaya. 
  Poor, poor, Shemaya! But yesterday we were 
  contemporaries – and although she has not 
  physically aged the weight of centuries lies 
  heavily upon her! She is not as she once was 
  and I cannot tarry here long” The Princess 
  pauses to regain her composure. 
   
  “I seek to undo what my father has wrought 
  upon once great Sulm. I seek the means to 
  destroy the wicked tool of the Dark One. I want 
  the Scorpion Crown destroyed so the Green 
  Man may awaken and heal the land.” 
   
  “I know you have already completed part of 
  the quest.” 
   
  “Another item needed for the ceremony to 
  undo the Scorpion Crown is an ancient weapon 
  of evil. The prophecy is vague about the exact 
  nature of the weapon, but I believe it must 
  refer to the Bane of Itar. This dreadful blade 
  was wielded by the Chief Magistrate and 
  Captain of my father’s armies. I speak of none 
  other than Captain Angau, my once tormentor!” 
   
  “The weapon was created in the Temple of 
  Darkness and given to Angau so that he might 
  protect my father from the malcontents stirring 
  throughout the realm. It is said that when it 
  was first forged it tasted the blood of the hero-
  god Vathris himself! This must be the weapon 
  needed to undo the Crown.” 
   
  “Shemaya believes, after hearing my tales of 
  the Fall of Sulm, that the weapon is still 
  somewhere in Utaa, trapped along with Angau 
  when the folly of my father befell the city.” 
   
  “Travel to the ruins of Utaa and retrieve the 
  Bane of Itar. Do this and we will be one step 
  closer in abolishing a terrible evil.” 
   
   
  k Princess Ulma: female human (Flan) aristocrat 
  10/wizard 2.  
   
  Physical Appearance: Fair, almost porcelain skin and 
  jet black hair. There is a colorful tattoo on the right side 
  of her face. Ulma is 5 feet, 2 inches tall and of solid build, 
  yet retains a striking beauty. 
   
  If a PC with either the Gana spirit tattoo from COR5-09 
  Gateway to Bright Sands or the Chosen favor from COR5-
  17 Time’s Tide on Bright Sands refuses this task the tattoo 
  and/or the favor are immediately voided. Others must 
  decide for themselves if they wish to undertake what 
  could be a very dangerous mission. 
   
  The following information can be worked into 
  conversation between the PCs and Princess Ulma. 
   
  Ulma has arranged passage on the ship 
  Callamaraine. This ship is currently docked 
  nearby. Ulma provides then with its dock 
  number. The Callamaraine leaves tomorrow 
  morning. The ship is scheduled to ferry the PCs 
  to the Port of Histak. 
   
  The ancient Port of Histak was recently 
  uncovered by a violent sea storm in the Gearnat. 
  Ulma believes this is a sign from Beory or even 
  Vathris. 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 5 
   
  Ulma belives that Karistyne is collecting the 
  items needed to unmake the Scorpion Crown 
  but her intent may be to thwart the archmage 
  Rary and not actually undo the curse. Ulma 
  would like to establish an alliance between 
  herself, Shemaya, and Karistyne. 
   
  Ulma provides one PC (preferably one with 
  either the Chosen favor or the Gana spirit 
  tattoo) with a ring of teleportation (see 
  Appendix 2). If no one at the table has any of 
  these favors, she proffers the ring to a good-
  aligned PC. This ring casts teleport as 15th-level 
  caster, allowing up to 6 medium-sized creatures 
  to be teleported (5 plus the ring-bearer) and 
  must be returned at the end of the adventure. 
  Princess Ulma, if asked, says she has one as well. 
   
  Princess Ulma provides the PCs with a map of 
  the city, provided they do not already have one. 
  Provide them with Appendix 5. Princess Ulma 
  also has a current map of the Bright Desert (with 
  annotations); see Appendix 7. 
   
  While Ulma does not explicitly state that the 
  PCs should return the Bane of Itar to her, she 
  expects them to do the right thing. If asked, 
  Princess Ulma suggests the weapon may be a 
  powerful tool of persuasion – a gift to show her 
  intentions should it be presented to Karistyne. 
  If, however, Karistyne is unwilling to aid in 
  unmaking the Crown, Princess Ulma would ask 
  the PCs to bring the Bane of Itar to her at the 
  Tower of Sleep. 
   
  Ulma, unlike Shemaya, can leave the Tower of 
  Sleep. The curse does not seem to affect her. 
  Princess Ulma speculates her mother’s flower 
  protected her and this, along with her rescue 
  before the curse was able to take full hold on the 
  land, allowed her to escape its clutches.  
   
  Princess Ulma is in Hardby for reasons other 
  than this meeting. She is interested in obtaining 
  general information on this new world, 
  particularly 
  the 
  politics 
  between 
  Hardy, 
  Greyhawk, and the Bright Lands. Additionally 
  she is here to meet another individual, but she 
  does not share his name with the PCs. 
   
  Should any PCs inquire about the Green Man, 
  Ulma relays the relevant information in the 
  Adventure Background. 
   
  If asked about the current disposition of Captain 
  Angau, Princess Ulma only speculates. She last 
  saw 
  Angau 
  transform 
  into 
  a 
  hideous 
  manscorpion. Shemaya has gathered tales about 
  these creatures and believes them to be 
  immortal but consumed with self-loathing. The 
  twisted magic that cursed them prevents the 
  manscorpions from ending their own lives. 
  Shemaya suspects their unmitigated violence, 
  and lust for combat, is a method for enabling 
  their extinction and release from the curse. 
   
  Ulma has arranged rooms at the Spotted Cow 
  Inn for the Dewis-un. 
   
  Questions regarding payment for services are 
  met with a cold but polite reply, “You are the 
  dewis-un – fate has decreed you do this 
  thing. For such as you, rewards are 
  often deferred.” 
   
  Ulma is wearing a circlet of tongues, created by 
  Shemaya, allowing her words to sound like 
  unaccented Common and translate speech 
  spoken to Ulma into Flan. The item is attuned 
  only to Ulma and cannot be utilized by anyone 
  else. 
   
  Once the PCs are finished speaking with Ulma, they are 
  free to do as they please until the next morning. The 
  resources of Hardby may be utilized or they may just 
  decide to have a quiet evening at the inn. Either way, they 
  are unmolested during the evening. 
   
  ENCOUNTER 1: ACROSS 
  THE SEA 
  This encounter begins when the PCs go to find the 
  Callamaraine The weather looks to be typical for 
  Flocktime, warm and sunny. 
   
  Read or paraphrase the following: 
   
  The Dock District is large but you soon find 
  your way to the berth of the Callamaraine. The 
  ship is currently flying a standard with a black 
  rampant lion on a red background. 
   
  You are welcomed aboard the ship by her 
  captain, a stout Oeridian human named Quince. 
  Captain Quince has a jack see to stowing your 
  belongings. For this particular voyage, Captain 
  Quince is relaxing his policy on large animals – 
  the animals do not have to be caged. He does 
  insist their “keepers” stay with the animal at all 
  times and requires them to be stowed in the 
  hold. 
   
  Apparently in spite of their dangerous 
  destination, the mood among the crew is not 
  solemn. 
   
  When all is made ready, the Callamaraine 
  sails south out into Woolly Bay. 
   
  A DC 12 Knowledge (Core) check, or a DC 10 Knowledge 
  (Sheldomar Valley) check, identifies the Callamaraine’s 
  standard as that of Keoland. The jack who stows the PCs 
  belongings is named Dirk. 
   
  Captain Quince is happy to speak to the PCs when 
  he is not otherwise occupied seeing to the operation of 
  his ship. Several days into the voyage he invites the PCs 
  to dine with him in his quarters, providing a good 
  opportunity for those PCs with questions to learn more. 
   
   
  k Captain Quince: CG male human (Oeridian) 
  fighter 4/rogue 3/legendary captain 2 (Intimidate +9, 
  Knowledge [geography] +8, Knowledge [core] +10, 
  Profession [sailor] +16, Swim +13).  
  
  COR6-09 Beneath the Bright Sands 
   
  Page 6 
   
  Physical Appearance: Captain Quince is in his 30s 
  and ruggedly handsome from his life at sea. 
   
  Quince is pleasant but firm in all his decisions and brooks 
  no dissent with his orders. The man has an uncanny 
  ability to find the best sailing weather and conditions. 
  His crew is apt to speak about the Captain’s past exploits: 
  outrunning Pomarji pirates and slavers, saving passengers 
  from sinking ships, always delivering their cargo on time, 
  and that the Captain’s never, never sick at sea. 
   
  Inside his quarters is an obvious shrine to Procan 
  which can be identified with a Knowledge (religion) 
  check, DC 10. Captain Quince credits all his good fortune 
  at sea to his propitiation of Procan. If asked why he’d take 
  such a dangerous assignment, Quince says the pay was 
  good and the cause is just. In addition, he wants to get a 
  look at this ancient port. Should the PCs be worried about 
  his ship being seized by the forces of Rary as it flies the 
  standard of Keoland, Quince slyly replies he and his crew 
  have a few tricks to fool the minions of Rary. 
   
  Immediately prior to this meal, Dirk tries to speak to 
  a PC alone. The crewman is actually Geven (a.k.a Retep 
  Mandel). Geven preferably speaks to a PC who has 
  Geven’s ring or the Favor of Geven from COR6-02 
  Rallying Point for the Bright Sands. If none of the PCs 
  have either the item or the favor, Geven seeks out the 
  most morally flexible PC, having observed them on the 
  voyage. If more than one PC has Geven’s ring or the 
  Favor of Geven, Retep contacts both PCs. 
   
   
  k Dirk a.k.a. Geven a.k.a. Retep Mandel: LE 
  (detects as N) male human rogue 5/assassin 4 (Bluff +14, 
  Sense Motive +5), undetectable alignment, hat of 
  disguise. 
   
  Retep Mandel is a minion of the Directing Oligarchy of 
  Greyhawk and of the Greyhawk Assassin’s Guild. He is 
  cold and calculating, without feeling or mercy. During 
  this voyage, Retep has assumed the identity of Dirk, a 
  crewman taken on at Greyhawk after one of the regular 
  crew fell ill. Retep is using a hat of disguise to look taller 
  than normal with a sea-battered face of scars, lines, and 
  age. Retep has cast alter self to change his voice. 
   
  Retep makes contact with the chosen PC and 
  identifies himself as Geven. Should the PC not 
  have met Geven before, he does not mention 
  the name Geven and instead says he is an 
  operative seeking information to use against the 
  tyrant Rary. Retep thanks the PC for providing 
  the time to talk with him. 
   
  Retep does not reveal who he works for; merely 
  suggesting he may be in law enforcement. 
   
  Geven asks the PC to briefly describe their 
  mission to the Bright Lands. 
   
  If the PC mentions the Bane of Itar, Geven asks 
  them if they’d be willing to provide him the 
  weapon in exchange for Geven owing them 
  another favor. Should the PC hesitate, Geven 
  reminds them the “security of the entire 
  region is at stake and something so 
  important cannot be trusted to be left 
  in the hands of an ancient hermit”. 
   
  In exchange for the Bane of Itar, Geven 
  upgrades Geven’s ring or provides the PC (if 
  they do not have the ring) with Geven’s ring. 
  Should the PC work for Geven in COR6-02 
  Rallying Point for the Bright Sands, instead of 
  receiving the ring, they receive the upgrade 
  instead as detailed on the AR for this adventure. 
   
  If the PC chooses to work with Geven, he 
  provides them with a magic stone. The stone is 
  enchanted with a word of recall. The PC has but 
  to speak the word “deed” while grasping the 
  stone and they will be teleported back to a room 
  in the Spotted Cow Inn. Geven will wait there 
  for the PC to deliver the Bane of Itar. Geven 
  expects the PC to be alone. Should anyone 
  accompany them, the deal is off, unless of 
  course two PCs were approached by Geven 
  initially as described above. (The stone must be 
  returned at the end of the adventure if unused). 
   
  If the PC refuses to tell Geven anything, he 
  thanks them and walks away to another part of 
  the ship, continuing on with his duties as a 
  sailor. Should he be threatened, he uses his cape 
  of the mountebank to escape, then the stone of 
  recall to travel back to Hardby. 
   
  Geven explains that if the PC attempts to 
  double-cross him they will have made a 
  powerful enemy. 
   
  Once the deal is made, Geven slips back 
  amongst the crew, but is gone in the morning. 
  Planted evidence suggests “Dirk” fell overboard 
  during the night. 
   
  The remainder of the voyage is uneventful. The weather 
  is uncharacteristically gentle in the Sea of Gearnat. The 
  Callamaraine reaches the ancient Port of Histak in less 
  than a week. 
   
  ENCOUNTER 2: THE PORT 
  OF HISTAK 
  The morning of the day the Callamaraine is due to reach 
  the port, Captain Quince and his crew performs a 
  practiced flurry of activity changing the appearance of 
  the ship and themselves. The crew adopts meaner 
  personas and attire befitting slavers while Captain 
  Quince dons an eye-patch and a saucy swagger. The 
  Keoland standard is no more, instead replaced with the 
  dread banner of the Pomarj (a red medusa’s head on a 
  slate grey background). (A DC 12 Knowledge (Core) 
  check identifies the banner). Should the PCs become 
  alarmed, Captain Quince is quick to reassure the PCs he 
  and his crew are no slavers from Highport – but those at 
  the Port of Histak have no such reassurances. The 
  Captain suggests the PCs play along until they are safely 
  ashore and away from Histak on their mission. 
   
  Read or paraphrase the following: 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 7 
   
  The ancient Port of Histak lies before you! 
  Buried for two millennia beneath sea and sand, 
  now this portion of Old Ronhass has been 
  partially uncovered by a violent storm. The 
  stone piers and docks are remarkably intact – 
  those that are visible. The Callamaraine – now 
  renamed The Bloodpool – carefully slides into 
  an open berth. 
   
  The dock area is bustling with activity. 
  Villagers from nearby Histak work to clear 
  away sand and broken stone. The workers are 
  being urged in their efforts by squat, leathery-
  skinned goblinoids with long canine teeth. 
   
  Overlooking the entire operation from a 
  tent pitched on a hillock not far from shore is 
  what looks to be a human. While precise details 
  are difficult to ascertain at this distance, what 
  does stand out is his shiny metal leg. Blazing 
  bright in the sunlight, the human’s leg is metal 
  from the knee down. On a pole nearby, the 
  banner of Rary the Archmage ripples in the sea 
  breeze. 
   
  A DC 11 Knowledge (local) check identifies the 
  goblinoids as norkers, a strange goblin sub-species 
  common in the Bright Desert. Norkers resemble goblins, 
  except that they have three-inch-long canine teeth and no 
  hair. Their tough, segmented hide ranges from reddish 
  brown to dark grey. A norker usually wears only a 
  loincloth and a belt, tying favorite possessions and 
  trophies on its belt. A DC 20 bardic knowledge or 
  Knowledge (nobility & royalty) check, or a DC 18 
  Knowledge (Core) check, identifies the man in the tent as 
  Morik. Morik is the chief administrator of Lord Robilar’s 
  fortress at Kalki’s Leap. 
   
   
  k Morik: NE male human (Oeridian/Suel) fighter 
  5 (Sense Motive +7).  
   
  Physical Appearance: Morik is of average height and 
  build, with pale brown hair and blue eyes. Morik is 
  deeply tanned and his face is scared from past battle but 
  his most noticeable feature is his mithral false leg. 
  Starting below the knee, the artificial limb is shaped like 
  a normal leg and ends in a booted foot. The foot is jointed 
  and affixed by gears. When Morik moves, a faint ticking 
  sound can be heard coming from his false limb. 
   
  Once docked, Captain Quince suggests to the PCs they 
  immediately disembark and lose themselves in the 
  crowd. His ship and crew should provide ample 
  distraction. Should the PCs take his advice and act on it 
  immediately, the distraction provides them with a +5 
  circumstance bonus on Hide checks to avoid being seen 
  by the norkers or Morik. The port is full of people and 
  there is an obvious garrison loyal to Archmage Rary up 
  the hill in the settlement beyond. The village is a mile 
  from the port. 
   
  To leave the port and enter the open desert takes one 
  hour of careful movement and a successful Hide check 
  against the norker patrol/work party’s Spot check. The 
  norker’s Spot skill bonus is equal to the APL. If a PC is 
  caught by a patrol, the norkers ask why they were 
  sneaking around the port and other such obvious 
  questions. If the PC is simply going to the city for 
  supplies, have the PC make a DC 15 Diplomacy check, 
  shifting the patrol from unfriendly to indifferent. Should 
  this succeed, the norker patrol allows the PC to continue 
  into Histak. The PC may alternatively make a Bluff check 
  against the norker’s Sense Motive (bonus = APL÷2). 
  Should the PC succeed, the norkers let them go but force 
  them to pay a toll in gold equal to 2×APL. Failure to pay 
  the toll causes them to summon more norkers and to 
  bring the PC before Morik. Should the PC resist, the 
  norkers respond by blowing horns. They tell the PCs that 
  Lord Robilar is coming to deal with them. If the PC begs 
  or otherwise pleads to be let go, the norkers agree but 
  incrrase the toll to gold equal to 5×APL. If the PC and his 
  companions decide to take on the garrison, this alerts 
  Lord Robilar who strides in to take charge. Allow a DC 12 
  Knowledge (Core) check to recall Lord Robilar has slain 
  several dragons by himself and as Rary’s most trusted 
  servitor, could call on Archmage Rary for assistance. PCs 
  stupid enough to take on the Histak garrison inflict some 
  damage but are eventually overwhelmed and imprisoned. 
  In this instance, go to Conclusion C. 
   
  Any PC with the Banner of Law from COR6-02 
  Rallying Point for the Bright Sands may, if the banner is 
  displayed, travel about freely through the port and into 
  the village. They may even request a consultation with 
  Morik. Those PCs with the Banner of Robilar from 
  COR5-11 Dark Deceit on Bright Sands have similar 
  freedoms, but must pass a Bluff check against the Sense 
  Motive of a norker patrol/work party (Sense Motive = 
  APL÷2) or if brought before Morik or seeking a 
  consultation with Morik, his Sense Motive check. While 
  it is known within Kalki’s Leap Lord Robilar recently 
  gifted some adventurers with a Banner of Law, he has not 
  spoken of providing anyone with his own personal 
  banner. 
   
  Any PC with the Favor of Robilar from COR6-02 
  Rallying Point for the Bright Sands may use that favor in 
  Histak. While watched, this PC is not molested by the 
  norkers or Morik. 
   
  Should a PC wish a consultation with Morik and has 
  either the Favor of Robilar or either of his banners, the 
  consultation is granted. 
   
  Morik is busy but is not rude. He comes straight to 
  the point, asking what the PC wants of him. Use the 
  following information to assist in roleplaying this 
  encounter: 
   
  If the PC asks for supplies (using the Favor of 
  Robilar) for a trek across the desert, Morik 
  writes the PC a pass allowing them free access to 
  Histak but does not actually give them anything 
  for free. This pass is rather generic and could be 
  used by another PC. Clever PCs may seek to 
  have their companions added to the pass. This 
  may require a Bluff check as Morik does ask 
  questions about their current whereabouts. 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 8 
   
  Morik asks where in the Bright Lands the PC is 
  planning on traveling. He asks out of courtesy, 
  for the Bright is not a very forgiving place. 
   
  Should the PC tell Morik about their mission, 
  he is quite interested. He himself has been near 
  Utaa but has never desired to enter that cursed 
  city. 
   
  Morik suggests that Lord Robilar and Archmage 
  Rary would be very interested to acquire any 
  artifacts uncovered from Utaa and would surely 
  compensate the PC for their trouble. Morik does 
  not enumerate the reward, but assures them 
  Lord Robilar is likely to be generous. 
   
  If the PC agrees to turn over items found within 
  the city (and Morik names the Bane of Itar 
  specifically if it was mentioned), Morik provides 
  the PC with a writ of passage across the desert 
  and then takes a gold ring from a hidden storage 
  compartment in his artificial limb. 
   
  The writ, Morik explains as he writes, allows the 
  PC safe passage on this mission across the 
  Bright. If the PC is accosted by any of the 
  Archmage’s forces, this writ should satisfy them. 
   
  The ring is a ring of teleportation (described in 
  Appendix 2). Morik keeps several in his leg in 
  case of trouble – he uses them to teleport back 
  to Kalki’s Leap to summon Lord Robilar. Once 
  the PC has finished gathering artifacts, trigger 
  the ring (command word “Rary”) and teleport 
  back to Histak. In the meantime, Morik says he 
  will inform Lord Robilar of this arrangement. 
   
  If asked about his mithral limb, Morik wryly 
  smiles and says it is good to have powerful, 
  highly-skilled friends. He lost the limb in a 
  battle with a desert centaur. 
   
  Normal gear may be purchased within the village of 
  Histak. Favors are needed to purchase anything from 
  Sandstorm. Desert ponies may be purchased for 30 gp 
  each. One other notable feature of Histak is its famed 
  healers. Somewhat a monastic order, the Healers of 
  Histak keep themselves strictly neutral – they neither 
  help nor hinder Rary’s efforts. Anyone injured brought to 
  them are healed. In game terms, the Healers of Histak 
  have access to all clerical and druidic healing spells save 
  true resurrection. The Healers of Histak charge the 
  normal Player’s Handbook costs for spellcasting. 
   
  ENCOUNTER 3: ACROSS 
  THE SANDS 
  Travel from Histak to the Plateau of Utaa is uneventful 
  except for the constant, oppressive heat of the Bright 
  Desert. See Appendix 4 for rules on travel through the 
  desert. The Plateau of Utaa is 100 miles travel 
  north/northeast, with a respite at the Var Oasis in 
  between. Provided the party travels by mundane means, 
  this takes roughly 16 days, with the PCs reaching the Var 
  Oasis on day 8. With the extreme temperatures of the 
  Bright Desert, PCs need 2 gallons of water per day or risk 
  becoming dehydrated. Any mounts not acclimatized to 
  the desert need twice this amount of water per day. 
   
  The forces of Rary control the Var Oasis. However, 
  due to its size, hundreds of nomads gather here each day 
  to refresh themselves in its never-failing waters. As long 
  as the PCs make some effort not to be noticed, they may 
  replenish their water supplies. Any PC with Morik’s writ, 
  the Banner of Law, or Robilar’s Banner may walk around 
  with impunity. Should PCs make a nuisance of 
  themselves, this draws the attention of the Paynim riders 
  who watch and patrol this oasis. 
   
  On one evening during the trek to Utaa, a visitor 
  comes quietly into the camp. 
   
   
  k Scorimongishaz: NG male pseudodragon 
  familiar (Hide +20, Move Silently +2).  
   
  Physical Appearance: Scor is a tiny reddish dragon, 
  about the size of a house cat and wears a gem-studded 
  blue color. 
   
  Scor enters the PCs encampment with as much stealth as 
  he can muster. One of the gems on his collar acts as a 
  stone of silence, producing the spell effect silence. PCs on 
  watch may make Spot checks opposed by Scor’s Hide. 
   
  Scor attempts to communicate (telepathically) with 
  any PC who has the favor Worked for Scor from COR5-
  09 Gateway to the Bright Sands. Should no PC have this 
  favor, Scor chooses a good-aligned PC closest to lawful 
  good. If there is more than one lawful good PC, Scor gives 
  preference to arcane spellcasters. If there are no good-
  aligned PCs or no one has the favor, this encounter does 
  not happen. 
   
  Read or paraphrase the following: 
   
  There is a feeling in your mind akin to a gentle 
  rapping at a door. Directly in front of you, 
  blended into the surroundings is a little 
  dragon, about the size of a cat. Its scarlet eyes 
  peer at you inquisitively. You hear a voice in 
  your head. 
   
  “Greetings. Please do not be alarmed. My 
  name is Scorimongishaz, but you may call me 
  Scor. I’ve been sent to communicate with you 
  by my Master. My Master is interested in what 
  you hope to gain by traveling to cursed Utaa.” 
   
  A DC 12 Knowledge (arcana) check identifies the tiny 
  creature as a pseudodragon and that such creatures are 
  sometimes familiars to powerful wizards and sorcerers. A 
  successful DC 17 Knowledge (arcana) check reminds the 
  PC that pseudodragons only serve good-aligned masters. 
   
  Scor is an easy-going, good-natured creature. Use the 
  following notes to assist in roleplaying this encounter: 
   
  If the PC(s) are not forthcoming, Scor tries to 
  convince the PC by promising he and his master 
  are not out to hurt anyone; they are just 
  concerned about recent happenings suggesting 
  something is happening with regards to the 
  Scorpion Crown. 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 9 
   
  Scor does not reveal who he works for, other 
  than to say he’s a “good man” who “who’s 
  very interested in protecting the peace 
  and security of this and surrounding 
  domains.” 
   
  If the PC(s) do not tell him their mission, Scor 
  thanks them for their time and leaves. 
   
  If the PC(s) do tell Scor their mission, he nods 
  his head knowingly when they speak about the 
  Bane of Itar. “This item is known to my 
  Master and is indeed something which 
  may be used, in conjunction with 
  others, to destroy the dread Scorpion 
  Crown. This potent evil weapon must 
  not be allowed to come into the 
  possession of the Traitor. My master 
  has a suggestion on what should be 
  done with the Bane of Itar.” 
   
  “My master suggests the Lady Karistyne 
  should be allied with the mysterious 
  Shemaya. While the Lady Karistyne has 
  very good intentions, she has not yet 
  come 
  to 
  realize 
  her 
  role 
  in 
  the 
  unmaking 
  of 
  the 
  Scorpion 
  Crown. 
  Shemaya can aid her to see her destiny. 
  The Bane of Itar could not be in safer 
  hands than with Lady Karistyne. This 
  Princess 
  Ulma 
  adds 
  a 
  fascinating 
  addition to this complexity. She is truly 
  the rightful ruler of what we now call 
  the Bright Lands. Upon the restoration 
  of the land, having Princess Ulma allied 
  with Lady Karistyne would be highly 
  beneficial.” 
   
  Scor suggests the PC(s) present the Bane of Itar 
  to Lady Karistyne as a gift of trust and intent 
  from Princess Ulma, the Rightful Ruler of the 
  Bright Lands. The PCs should work to create a 
  formal alliance between Karistyne and Ulma 
  which includes the destruction of the Scorpion 
  Crown. 
   
  If any mention of reward for this service is 
  made, Scor looks offended but promises the PC 
  will be rewarded in time. 
   
  Scor does offer one word of advice to PC(s) who 
  take on his assignment. “The Traitor has 
  many ears in this land, some of his own 
  devising. Be careful of what you say – 
  but doubly careful of how you say it.” A 
  DC 20 Knowledge (arcana) check suggests Scor 
  is referring to the Rary’s telepathic bond spell. 
  There are rumors that anything said over the 
  mental link created by this spell may be 
  intercepted by Rary when such communication 
  takes place within the Bright Lands. 
   
  If Scor is treated in a hostile fashion at any time, 
  he uses dimension door to flee. This ability is 
  usable by him once per day and was gained 
  through the use of a wish. 
   
  Proceed to Encounter 4. 
   
  ENCOUNTER 4: THE 
  APPROACH TO UTAA 
  The Plateau of Utaa towers above the desert 
  floor. The surrounding city has long since been 
  buried by the desert, with only the tops of a 
  few watchtowers marking the once broad 
  avenues which led from the outskirts to the 
  switch-back highways that climb the perimeter 
  of the plateau. Many watchtowers and other 
  buildings have been carved into the sides of the 
  plateau. 
   
  Upon the plateau, the remains of the center of Utaa can 
  be seen, baking in the scorching desert sun. The largest 
  structures are triangular in shape. 
   
  The plateau can be reached in one of two ways. PCs 
  can follow the remnants of the Southern or Eastern 
  Roads which eventually lead to the base of the plateau. 
  The Northern Road leads into the Uplands of Unath. All 
  three roads converge at a large intersection just north of 
  the Gatehouse to the main citadel on the plateau. The 
  second way is to fly to the plateau from the desert floor. 
   
  PCs using teleport or use some other form of 
  dimensional travel to reach the plateau, avoid this 
  encounter. Ask the PCs how they wish to get to the main 
  citadel atop the plateau. Once the decision has been made 
  (land or air), proceed to the appropriate encounter. 
   
  Land Encounter (APL 2-12) 
  The road is 40 feet wide with a 10-foot shoulder on either 
  side. The shoulder is considered rough terrain. Have the 
  PCs provide a marching order and position themselves on 
  the road (or the shoulder if they prefer). At the time of 
  the encounter, the fall from the outer shoulder to the 
  desert below is equal to the APL×10 in feet. 
   
  Trudging along the ancient, cracked boulevard, 
  you 
  pass 
  by 
  sand-choked 
  buildings 
  and 
  watchtowers. The windows in the towers are 
  like black eyes, looking in all directions, their 
  malevolent gaze reaching for miles. 
   
  Climbing higher, the road starts to wind 
  around the plateau. Still a good forty feet wide, 
  the road is bounded by a nearly vertical wall on 
  one side and an ever increasing drop to the 
  desert floor on the other. Buildings are carved 
  into the side of the plateau and hang over 
  portions of the road, but their shadows provide 
  no respite from the heat. Dark doorways line 
  the cliff-side, belching forth foul breezes. 
   
  As you pass one of these portals, a great 
  scuttling mass pours forth. The scorpions of 
  Utaa have sensed prey! 
   
  APL 2 (EL 4) 
   
  d Medium Monstrous Scorpion (4): hp 13, 13, 
   each; MM 287. 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 10 
   
  APL 4 (EL 6) 
   
  d Medium Monstrous Scorpion (3): hp 13, 13, 
  13; MM 287. 
   
  d Large Monstrous Scorpions (2): hp 32, 32; 
  MM 287. 
   
  APL 6 (EL 8) 
   
  d Large Monstrous Scorpions (5): hp 32, 32, 
  32, 32, 32; MM 287. 
   
  APL 8 (EL 10) 
   
  d Large Monstrous Scorpions (4): hp 32, 32, 
  32, 32; MM 287. 
   
  d Dune stalker: hp 39; Appendix 1. 
   
  APL 10 (EL 12) 
   
  d Huge Monstrous Scorpions (3): hp 75, 75, 
  75; MM 287. 
   
  d Advanced Dune Stalker: hp 54; Appendix 1. 
   
  APL 12 (EL 14) 
   
  d Huge Monstrous Scorpions (3): hp 75, 75, 
  75; MM 287. 
   
  d Gargantuan Monstrous Scorpion: hp 130; 
  MM 288. 
   
  d Advanced Dune Stalker: hp 90; Appendix 1. 
   
  The scorpions erupt from a doorway (of appropriate size) 
  in the cliff-side in the middle of a 60-foot long section of 
  road. At roughly 15, 30 and 45 feet, 10-foot by 10-foot 
  sections of buildings and pieces of architectural ruin jut 
  out from the cliff side and hang over the shoulder. 
   
  If a PC should happen to be pushed off the side of 
  the road, allow a DC 10+APL Reflex save to avoid falling. 
  The increased difficulty in the save is reflected by 
  differences in the terrain at each APL – at lower APLs the 
  fall is shorter, the sides less steep, and there are more 
  handholds than at higher APLs.  
   
  Tactics (Scorpions): Catch and eat! 
   
  Tactics (Dune Stalker): The dune stalker 
  approaches the PCs stealthily, using cover, while they are 
  distracted by the scorpions, taking the -5 penalty on Hide 
  and Move Silently, if necessary, so that it is ready to strike 
  on the third round. If the dune stalker gets close to the 
  PCs without being noticed, it climbs upon a piece of ruin 
  jutting out of the cliff so that it can leap down onto the 
  PCs. 
   
  The 
  dune 
  stalker 
  primarily 
  uses 
  its 
  shout 
  (particularly against spellcasters and bards) and kiss 
  (knightly-types are preferred targets), freely employing 
  Combat Expertise on the latter at APL 12. The dune 
  stalker avoids standing and slugging things out if possible 
  and retreats for good if sorely pressed. It is not concerned 
  about catching scorpions in its shout but does not go out 
  of its way to harm them as long as they are fighting PCs. 
   
  Dune Stalker—Supplemental: A dune stalker 
  appears humanoid. It stands 7 feet tall, but it would be 
  taller if stretched out or forced to stand erect. Its head is 
  triangular, and the neck attaches near the top of the head, 
  causing its leering, toothy face and pointed chin to hang 
  below its shoulders. The dune stalker’s gangly body is 
  hairless, and its red, dusty, abrasive skin has no pores. The 
  combination of short legs, long arms, and stooped posture 
  causes its hands to drag on the grounds. Its fingers and 
  toes (four on each limb) are long and bony. The creature 
  has massive shoulders and an enormous chest, which 
  tapers to a narrow waist and hips. 
   
  Development: Once the encounter is over, the 
  PCs can reach the citadel without further trouble. 
  Proceed to encounter 5. 
   
  Air Encounter (APL 6-12) 
  This encounter has a minimum APL of 6, accounting for 
  the likely lack of mass flying ability at APLs 2 and 4. If a 
  table lower than APL 6 wishes to take the flying route, 
  provide them with a hint that this would be unwise. Have 
  a PC make a Spot check to notice dark shapes in the 
  distance. If this does not dissuade the party, they 
  encounter the APL 6 encounter described below. The PCs 
  eventually have to reach an elevation of 500 feet to reach 
  the citadel on the plateau. 
   
  Despite the breeze created by your flight, the 
  heat is still unpleasant. The sun seems to catch 
  more of you in its deadly embrace. 
   
  Shadows begin to fall on you and as you 
  squint toward the sun, dark shapes appear in its 
  disc. They soon resolve themselves as hideous 
  leonine creatures plummeting towards you! 
   
  APL 6 (EL 8) 
   
  d Hieracosphinx (3): hp 67 each; MM 234. 
   
  APL 8 (EL 10) 
   
  d Advanced Hieracosphinx (4): hp 90 each; 
  Appendix 1. 
   
  APL 10 (EL 12) 
   
  d Crocosphinx: hp 172; Appendix 1. 
   
  APL 12 (EL 14) 
   
  d Advanced Crocosphinx: hp 243; Appendix 1. 
   
  Tactics (heiracosphinxes): Because of their poor 
  flight maneuverability, they favor using Flyby Attack 
  against airborne opponents and a dive-charge with 
  pounce on opponents who land. Any heiracosphinxes 
  reduced to less than 15 hp retreat and do not molest the 
  PCs again. 
   
  Tactics (crocosphinx): This creature dislikes 
  fighting in the air, so it starts by doing an aerial charge 
  and pounce on one target. If it succeeds at an Improved 
  Grab, the crocosphinx uses its weight to force its prey to 
  the ground. This descent is at full speed and does not 
  require a grapple check to force this movement, unless 
  the target is capable of staying aloft with 900 pounds of 
  creature on it. If the target has less than Good 
  maneuverability and cannot hold the weight then it must 
  descend one full move each round whether or not it 
  breaks free. Prior to hitting the ground, the crocosphinx 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 11 
  initiates a Bull Rush to drive the PC into the sand. The 
  crocosphinx then lands 10 feet away. 
   
  Development: Once the encounter is over, the 
  PCs can reach the citadel without further trouble. 
  Proceed to Encounter 5. 
   
  ENCOUNTER 5: ANCIENT 
  UTAA 
  The citadel is unearthly quiet. Pelor’s might 
  pounds down upon the rock and stone with 
  such seeming force the surfaces should crack 
  and crumble into dust. Yet this cursed city has 
  endured for two millennia. 
   
  Not all of the structures have withstood the 
  ravages of time and weather. According to the 
  map provided by Princess Ulma, the once grand 
  Temple of Humanities has been reduced to a 
  crumbling ruin. The four surrounding temples, 
  each a three-sided triangular building, are still 
  intact. 
   
  If the lore of this place is true, your time 
  here is limited. Night brings forth hordes of 
  incorporeal 
  creatures 
  dedicated 
  to 
  the 
  protection of the city and the eradication of all 
  who would trespass. 
   
  Each potential encounter area is listed under a 
  subheading in this section. This portion of the adventures 
  is investigative. While they could head straight for the 
  Temple of Darkness and confront Captain Angau, this 
  city has a few wonders left. The PCs arrive with plenty of 
  time to explore the citadel prior to nightfall. 
   
  Refer to Appendix 5 for all city map references. The 
  PCs approach the citadel on the North Road heading for 
  the Gatehouse (Area 2). Prior to reaching the Gatehouse, 
  the spell turret trap detects them at 120 feet. Refer to the 
  Gatehouse (Area 2) for details. 
   
  As the PCs wander the doomed citadel, the spirits of 
  the departed send forth various visions. Some visions are 
  harmful, some are beneficial, and some a mixture of both. 
  A vision may be resisted with a DC 10+APL Will save. 
  Use the Will saves rolled during the Preparation step 
  (with any current situational modifiers) for the visions. 
  Each PC receives a chance at only one vision and a PC 
  may only have one vision. Roll (d8) on the table below: 
  1. 
  Darkness 
  descends 
  upon 
  you. 
  A 
  tall, 
  distinguished Flan man approaches you 
  from within the darkness. He is surrounded 
  in a halo of golden light. Behind him, 
  slowly pushing back the encompassing 
  darkness 
  is 
  a 
  three-sided 
  triangular 
  building. The man appears quite surprised 
  to see you. He smiles and extends his hand 
  in greeting. As he does so, his face becomes 
  emaciated, the cheeks hollow, and the eyes 
  feverish. His body transforms into sand and 
  then collapses onto the stone pavement. 
  Despite his collapse, you hear in your mind, 
  “The struggle yet continues – look to the 
  Light.” 
   
  The PC receiving this vision gains a +2 morale 
  bonus to initiative for the duration of their stay in 
  Utaa. If the PC having this vision has visited Utaa in 
  the past (COR5-17 Time’s Tide on Bright Sands), a 
  DC 12 Intelligence check allows them to recognize 
  the man in the vision as Father Eordfyden of the 
  Temple of Humanities. 
  2. 
  The 
  street 
  suddenly 
  becomes 
  a 
  busy 
  thoroughfare down which a large caravan of 
  ponies, men and wagons are approaching. 
  The ponies are absurdly overloaded. The 
  bundles on their backs tower above the 
  animals, bulging out on the sides till they 
  seem to block the entire street. The leader 
  of the caravan gestures for you to get out of 
  the way just as you were to be trodden on 
  by the nearest pony. As he passes, he winks 
  at you conspiratorially and tosses you a 
  coin. The coin lands at your feet and 
  becomes a scorpion that viciously stings 
  you on your ankle. 
   
  The PC receiving this vision gains a +2 luck 
  bonus on Reflex saves but a -1 profane penalty on 
  Fortitude saves. 
  3. 
  Appearing suddenly before you are three 
  Flan men. Each is dressed in different 
  attire. They appear to be haggling with one 
  another. The man facing you is covered in 
  merchandise: pots and bronze lamps hang 
  from his belt, trinkets adorn his vest, and 
  even from the front, a bulging pack can be 
  seen on his back. The transaction finished, 
  the two other men move off into the city, 
  vanishing 
  from 
  sight. 
  The 
  remaining 
  merchant approaches you and removes one 
  of his trinkets from his vest and presses it 
  into your hands. “I made a killing on that 
  sale!” The man smiles, and then erupts into 
  sand. 
   
  The PC receiving this vision is granted a +2 luck 
  bonus on all damage rolls. If the PC having this 
  vision has visited Utaa in the past (COR5-17 Time’s 
  Tide on Bright Sands), a DC 12 Intelligence check 
  allows them to recognize the man in the vision as 
  Marsiandiwr. 
  4. 
  A cry pierces the air and you find yourself 
  on a now crowded street. The men and 
  women before you begin to flee before a 
  thundering team of horses. On their backs 
  are armed soldiers, led by a particularly 
  vicious looking man wielding an enormous 
  scimitar. The steel blade, glinting in the 
  sun, is flecked with green. To your horror, 
  you are rooted to the spot! The horses bear 
  down upon you! Just before they reach you, 
  a terrible change occurs. The riders and the 
  horses 
  meld, 
  transforming 
  amidst 
  wet 
  ripping sounds into horrific manscorpions. 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 12 
  The creatures scatter into the crowd and 
  slay all in their path! 
   
  The PC receiving this vision is granted a +2 
  morale bonus on attack rolls but receives a -1 profane 
  penalty to all fear-based saving throws. If the PC 
  having this vision has visited Utaa in the past 
  (COR5-17 Time’s Tide on Bright Sands), a DC 12 
  Intelligence check allows them to recognize the man 
  in the vision leading the soldiers as Captain Angau. A 
  second DC 12 Intelligence check suggests the sword 
  he was wielding could be the Bane of Itar. 
  5. A huge, grey elephant appears before you. 
  The creature is tethered to an iron post 
  driven 
  into 
  the 
  stone 
  pavement. 
  The 
  elephant is being taunted by Flan children, 
  yet the beast remains stoic, ignoring their 
  taunts. A great blast rocks the scene, 
  sending the children tumbling to the 
  ground and causing the elephant to rear up. 
  Before they can reach their feet, the 
  children 
  twist 
  and 
  warp 
  into 
  small 
  manscorpions and begin to feast on the 
  elephant. 
   
  The PC receiving this vision is granted a +2 
  sacred bonus to Will saves but receives a -1 profane 
  penalty to Reflex saves 
  6. A pair of young Flan sit side-by-side in a 
  small, alcove surrounded by flowering 
  plants. The two are obviously in love with 
  one another. A great blast rocks the scene, 
  causing a portion of the alcove to collapse. 
  The young man is able to deftly pull his 
  lover away in time to avoid the debris. As 
  the two embrace, having escaped a deadly 
  fate, they agonizingly turn into sand and 
  collapse onto the stone pavement. 
   
  The PC receiving this vision is granted a +2 
  morale bonus on Reflex saves. 
  7. You are encompassed by a building. Inside, 
  all is chaos – wounded Flan lay about on 
  pallets, people run to and fro. A man stands 
  alone, contemplating the scene, a look of 
  fear and horror are on his face. His right 
  hand moves to the stump where his left arm 
  used to be. This seems to change him 
  somehow. His face fills with resolve as he 
  reaches over and picks up a sword. He and 
  others turn to face a horde of scorpions 
  rushing forward, stopping to devour the 
  wounded who vainly try to crawl from their 
  grasp. The man enters the fray and laughs. 
   
  The PC receiving this vision is granted a +2 
  morale bonus to all fear-based saving throws and a +1 
  circumstance bonus to attack rolls. If the PC having 
  this vision has visited Utaa in the past (COR5-17 
  Time’s Tide on Bright Sands), a DC 12 Intelligence 
  check allows them to recognize the man in the 
  vision as Reton Wijs, artist and former coward. 
  8. A governmental building swims into view 
  before you. The streets are in panic. 
  Bursting forth from the building is an older 
  Flan woman, nobly dressed. Soon after is a 
  much 
  shorter 
  woman 
  wearing 
  thick 
  spectacles. The shorter woman transforms 
  into hideous scorpion creature. It grasps 
  the 
  fleeing 
  noble 
  and 
  begins 
  to 
  meticulously eat her alive, seeming to 
  relish every bite. 
   
  The PC receiving this vision is granted a +1 
  circumstance bonus to damage rolls but receives a -2 
  profane penalty on all Intelligence- and Wisdom-
  based skill checks. If the PC having this vision has 
  visited Utaa in the past (COR5-17 Time’s Tide on 
  Bright Sands), a DC 12 Intelligence check allows 
  them to recognize the noble woman as Sherryn 
  Tweys, a Sulm Consul, and the shorter woman as 
  Madame Klegg, her secretary. 
   
  Following are various encounter areas in the citadel. The 
  preceding number matches the location of the area as 
  noted in the map legend in Appendix 5. 
   
  1: The North Road 
  This road leads north to a grand intersection connecting 
  to the South and East Roads. The North Road continues 
  further up into the Uplands of Unath. This road is made 
  of large, sun-baked paving stones. 
   
  2: The Gatehouse 
  During the day, the gatehouse is not attended. At night, a 
  half-dozen specters guard the egress to the North Road.  
   
  Trap: The gatehouse is not without its defenses 
  during the day. Located in the top center of the 20-foot 
  tall, 20-foot wide arch is a deadly spell turret trap. 
  Ironically, this magical device was created by Shemaya. 
  When inactive, the spell turret is cloaked by a 
  nondetection spell to hide its magical auras. The spell 
  turret is programmed to recognize Flan bearing any of a 
  series of facial tattoos. A PC with the Gana spirit tattoo 
  who is also Flan does not activate or is targeted by the 
  spell turret. Any Flan PC who is tattooed in the 
  traditional manner has a 25% chance of bearing a tattoo 
  which marks them as safe to the spell turret. 
   
  The spell turret has a visual trigger that utilizes true 
  seeing to a range of 120 feet. If the turret detects an 
  unrecognized target, it immediately activates. When it 
  does, it emerges from the gatehouse ceiling quickly and 
  quietly with a flash of colorful light. The turret is a 
  cylindrical piece of grey marble studded with four large 
  gemstones spaced evenly around the circumference of 
  the cylinder. The spell turret unleashes one spell per 
  round in the order listed below for four round, pausing 
  every fifth round to cool down and magically repair 
  4d8+20 points of damage to itself. The turret targets the 
  closest unrecognized creature and has a 360 degree arc of 
  fire. The order in which the turret casts its spells is set. 
   
  APL 2 
   
  a Spell Turret Trap: CR 1; diminutive magical 
  device; visual trigger (true seeing); automatic reset; acid 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 13 
  splash, daze, ray of frost, touch of fatigue (as a ray); Save 
  DC 10, Caster Level 1st; AC 7, hardness 8; hp 200; Search 
  DC 25; Disable Device DC 25. 
   
  APL 4 
   
  a Spell Turret Trap: CR 2; diminutive magical 
  device; visual trigger (true seeing); automatic reset; 
  grease, sleep, magic missile, ray of enfeeblement; Save DC 
  12, Caster Level 1st; AC 7, hardness 8; hp 200; Search DC 
  26; Disable Device DC 26. 
   
  APL 6 
   
  a Spell Turret Trap: CR 3; diminutive magical 
  device; visual trigger (true seeing); automatic reset; web, 
  daze monster, scorching ray, blindness; Save DC 13, 
  Caster Level 3rd; AC 7, hardness 8; hp 200; Search DC 27; 
  Disable Device DC 27. 
   
  APL 8 
   
  a Spell Turret Trap: CR 4; diminutive magical 
  device; visual trigger (true seeing); automatic reset; 
  stinking cloud, deep slumber, fireball, ray of exhaustion; 
  Save DC 14, Caster Level 5th; AC 7, hardness 8; hp 200; 
  Search DC 28; Disable Device DC 28. 
   
  APL 10 
   
  a Spell Turret Trap: CR 5; diminutive magical 
  device; visual trigger (true seeing); automatic reset; shout, 
  confusion, ice storm, enervation; Save DC 16, Caster 
  Level 7th; AC 7, hardness 8; hp 200; Search DC 29; 
  Disable Device DC 29. 
   
  APL 12 
   
  a Spell Turret Trap: CR 6; diminutive magical 
  device; visual trigger (true seeing); automatic reset; 
  summon monster V (bearded devil), feeblemind, 
  prismatic ray*, baleful polymorph; Save DC 17, Caster 
  Level 9th; AC 7, hardness 8; hp 200; Search DC 30; 
  Disable Device DC 30. 
   
   
  3: Temple of Light 
  Close inspection, requiring a DC 15 Search check, of this 
  three-sided triangular building shows it to be faintly 
  glowing. The apex of the structure is made of crystal and 
  these crystal panes are still intact. Symbols on the outer 
  walls may be identified, with a DC 15 Knowledge 
  (religion) check, as being ancient depictions of Pelor. Any 
  member of the Old Faith receives a +2 circumstance 
  bonus to the Knowledge (religion) check. 
   
  Should the PCs venture inside, they find the interior 
  well lit by sun streaming in through the crystalline apex. 
  The light has lost much of its harshness and the interior 
  is surprisingly cool. 
   
  In the center of the structure is a large idol depicting 
  a strong Flan man with golden skin. A copper disc 
  surrounds 
  his 
  head. 
  Surrounding 
  this 
  idol 
  are 
  semicircular benches. 
   
  If any PC moves forward to investigate the idol, read 
  or paraphrase the following: 
   
  As you approach the idol, spectral figures 
  emerge from it and move toward you. They do 
  not seem to be threatening. In fact, the nearest 
  ghost holds forth his hands in a sign of non-
  aggression. This one speaks, its voice is kind 
  but hollow-sounding and full of years. 
   
  “Please, do not be afraid! We recognize you 
  as the Dewis-un. I am Father Gwydredd, or 
  what is left of him. We have waited for 
  millennia for such as you to come to this 
  accursed place.” 
   
  “While the evil of this place cannot be fully 
  purged by this deed, we know you seek the 
  Bane of Itar, a weapon most foul and tainted 
  with the blood of thousands. Be warned, its 
  possessor, Captain Angau, though horribly 
  changed into a twisted manscorpion, commands 
  great 
  power 
  here. 
  Through 
  the 
  relic 
  he 
  commands the evil undead guardians and has 
  some effect on us as well. We cannot face him 
  alone for we are not strong enough but we can 
  act through you and with you to defeat him and 
  help you rid this place of some of its taint.” 
   
  “Will you help us help you?” 
   
  The ghosts are all priests of Pelor, with Father Gwydredd 
  being the high priest of Pelor. Should the PCs accept, 
  they offer various assistance depending upon the APL. In 
  addition, the PCs may rest in this temple without fear of 
  attack by the nighttime patrols of undead. 
   
  If any PC possess the yugoloth trident and shows 
  this to or ask Father Gwydredd about it he is visibly 
  displeased at its presence and says “Those that make 
  bargains with such creatures have strayed far 
  from Pelor’s embrace and risk being devoured 
  in the pits of Gehennas.” 
   
   
   
  k Father Gwydredd: LG male human (Flan) 
  ghost cleric 12.  
   
  Physical Appearance: Despite his once human form, 
  close inspection reveals Father Gwydredd to have once 
  been made of sand before his passage to the afterlife. He 
  is wearing vestments appropriate to an Old Faith priest of 
  Pelor and his head is shaved. 
   
  k Acolyte of Pelor (2): LG male human (Flan) 
  ghost cleric 10.  
   
  Physical Appearance: Much like Father Gwydredd, 
  these two are dressed appropriately and have shaved 
  heads. Close inspection also shows them to have once 
  been made of sand. The acolytes never speak, instead 
  interacting through gesture. 
   
  At APL 2 and 4, the priest-ghosts of Pelor use their 
  telekinetic abilities to battle Captain Angau while the PCs 
  defeat his retinue. Prior to battle, Father Gwyndredd and 
  his acolytes cast aid on each PC. In addition, they offer 
  one of the following: bull’s strength, bear’s endurance, or 
  owl’s wisdom. During battle each priest can cast one cure 
  light wounds as a ranged touch spell (+7). 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 14 
   
  At APL 6 though 12, the priest-ghosts of Pelor 
  provide spell-casting support only. They say they cannot 
  harm Captain Angau while he has possession of the 
  sword. Prior to battle, Father Gwyndredd and his acolytes 
  cast aid on each PC. In addition, they offer one of the 
  following: bull’s strength, bear’s endurance, or owl’s 
  wisdom. During battle each priest can cast one cure light 
  wounds and one cure moderate wounds as a ranged touch 
  spell (+9). Father Gwydredd has a cure serious wounds (as 
  a ranged touch spell) and a prayer. 
   
  All spellcasting in combat by the priest-ghosts may 
  be called on as an immediate action. Treat the ghosts as 
  having readied actions to cast spells on the party. 
   
  While Father Gwydredd does not mention this to 
  the PCs now, should they be successful, he rewards them 
  by showing them where the donation coffers are kept and 
  allows them to take what gold they can carry. He also 
  provides them access to a stock of wands of cure light 
  wounds. 
   
  When the PCs are ready to assault the Temple of 
  Darkness, Father Gwydredd says they may simply call 
  forth his name and he and his acolytes will appear. 
   
  All APLs: Coin: 500 gp; Magic: wand of cure light 
  wounds (63 gp each). 
   
  Detect Magic Results: wand of cure light 
  wounds (faint conjuration). 
   
  4: Refreshment House 
  This building has collapsed into ruin, long ago raided and 
  fought over by the manscorpions. 
   
  5: Refreshment and Dinner House 
  This building has collapsed into ruin, long ago raided and 
  fought over by the manscorpions. 
   
  6: Office of the City Consul 
  This building is intact but thankfully not currently 
  occupied by the murderous Madame Klegg. A DC 12 
  Search check does indicate something lives here but is 
  thankfully not currently present. Klegg is off hunting in 
  the sewers. 
   
  7: Temple of the Sky 
  This three-sided triangular building has an impressive 
  magical effect upon its apex. Ever changing dioramas of 
  the sky play across the apex of the temple, moving from 
  day to night, from clear to cloudy skies, and displaying 
  the phases of the two moons. Should a PC observe this 
  diorama, a DC 15 Knowledge (nature) check suggests the 
  position and phases of Oerth’s two moons are not 
  depicted in a manner consistent with the current 
  movement of those celestial objects. 
   
  Inside, the temple has been ransacked. The remains 
  of a large idol stand at the center. Close inspection and a 
  DC 20 Knowledge (religion) check suggest the deity 
  worshipped here appears to be some combination of 
  Obad-Hai and another deity lost to time. 
   
  8: Temple of Humanities 
  This once great structure is now in utter ruin. Nothing is 
  left. Searching through the rubble takes considerable 
  time. A DC 20 Search check coupled with a DC 15 
  Knowledge (architecture & engineering) check uncovers 
  evidence a titanic battle took place on this spot, 
  ultimately resulting in the destruction of the temple. 
   
  9: Temple of That Which is Below 
  The walls of this three-sided triangular structure are of 
  some red-veined black basalt. There is an open archway 
  leading inside. Should the PCs enter to investigate read or 
  paraphrase the following, reading the appropriate 
  paragraph depending upon whether a PC has the 
  yugoloth trident from COR5-06 Blood on Bright Sands. 
   
  No Yugoloth Trident:  
   
  As you enter the structure, a stench of sulfur 
  and brimstone immediately assail your nostrils. 
  The only light within this structure comes from 
  a 
  pale 
  crimson 
  glow 
  emanating 
  and 
  surrounding a staircase descending into the 
  earth. You see several creatures about to 
  descend the staircase. One is piscine in 
  appearance but has bird-like talons on its feet 
  and far too many tentacles about its maw. This 
  thing 
  is 
  followed 
  by 
  two 
  insectoid 
  abominations, with six legs and pale red-gray 
  skin. As you watch, the skin of one of the 
  insectoids changes color to milky white. 
   
  The piscine creature pauses and speaks to 
  the other creatures in a series of foul, guttural 
  sounds. It then turns toward you. A thoroughly 
  unpleasant voice enters unbidden in your 
  minds. 
   
  “Do you seek to purchase our services? 
  Speak quickly meat or we depart for more 
  temperate locales.” 
   
  A DC 23 Knowledge (the planes) check identifies the 
  piscine creature as a piscoloth and a DC 19 Knowledge 
  (the planes) check identifies the insectoid creatures as 
  skeroloth. The yuguloths were conversing in Abyssal. 
  The conversation was short, but boils down to them 
  wondering if they could make some quick money. 
   
  If a PC would like to bargain with the yuguloths, the 
  cost for a service (including combat) is gold or items 
  totaling 200 x APL in value. 
   
  If the offer of a service is turned down, read or 
  paraphrase the following: 
   
  The creatures pass out of sight down the stairs 
  and soon you hear a loud “snap” and a rush of 
  air. 
   
  One or more PCs possess the Yugoloth Trident:  
   
  As you enter the structure, a stench of sulfur 
  and brimstone immediately assail your nostrils. 
  The only light within this structure comes from 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 15 
  a 
  pale 
  crimson 
  glow 
  emanating 
  and 
  surrounding a staircase which descends into 
  the earth. You see several creatures about to 
  descend the staircase. One is piscine in 
  appearance but has bird-like talons on its feet 
  and far too many tentacles about its maw. This 
  thing 
  is 
  followed 
  by 
  two 
  insectoid 
  abominations, each having six legs and pale 
  red-gray skin. As you watch, the skin of one of 
  the insectoids changes color to milky white. 
   
  The piscine creature turns toward the party. 
  A thoroughly unpleasant voice enters unbidden 
  in your minds. 
   
  “Do you seek to command us? Those who 
  bear the trident have paid for a service and we 
  must honor such things. Speak quickly master 
  or we depart for more temperate locales.” 
   
  Should the possessor of the yugoloth trident choose, they 
  may command a yugoloth to perform a service. This 
  service must begin and end within the confines of this 
  adventure. The type and abilities of the yugoloth available 
  depend upon APL. (See Appendix 3 for full statistics). 
  Provide the player who possesses the yugoloth trident 
  with the statistics appropriate to the APL. The creature is 
  nominally under that PCs control. The yugoloth leaves 
  the moment it has fulfilled its service. While in Utaa, the 
  yugoloth cannot use their summon yugoloth power. 
  Commanding the service from the yugoloth consumes 
  the trident once the service is complete. 
   
  These creatures are evil and dislike being forced into 
  service, even if someone was paid – they were not directly 
  paid. While the tenants of the contract represented by the 
  trident force them not to harm its possessor, this says 
  nothing about their associates should the wording of the 
  service be vague. 
   
  Any PC either making a bargain with the yugoloths, 
  through payment or using the yugoloth trident, is 
  shunned by the ghost-priests of Pelor. During the battle 
  with Captain Angau they do not cast any spells on 
  shunned PCs. 
   
  PCs may not pass down the stairway. 
   
  10: Enclosed Marketplace 
  This area is completely devastated. 
   
  11: Temple of Darkness 
  The outer walls of this three-sided triangular temple are 
  constructed on black stone with faint purple veins 
  running throughout. The only opening is in the middle 
  of the northern third of the east-facing side. The heavy 
  stone door appears to slide into the temple wall. The door 
  is 10-feet wide and 8-feet tall. The handle is a spiral design 
  made from obsidian. The door handle is disturbingly cold 
  to the touch. A DC 20 Knowledge (religion) suggests this 
  temple may be dedicated to Tharizdun. 
   
  Trap: Opening the temple door triggers the 
  following trap. The trap only resets (for those that do) if 
  the door is closed: 
   
  APL 2 
   
  a Scything Blade Trap: CR 1; mechanical; 
  location trigger; automatic reset; Atk +8 melee (1d8/x3); 
  Search DC 21; Disable Device DC 20. 
   
  APL 4 
   
  a Bricks from Ceiling: CR 2; mechanical; touch 
  trigger; repair reset; Atk +12 melee (2d6, bricks); multiple 
  targets (all targets in two adjacent 5-ft. squares); Search 
  DC 20; Disable Device DC 20. 
   
  APL 6 
   
  a Ceiling Pendulum: CR 3; mechanical; timed 
  trigger; automatic reset; Atk +15 melee (1d12+8/x3, 
  greataxe); Search DC 15; Disable Device DC 27. 
   
  APL 8 
   
  a Wall Scythe Trap: CR 4; mechanical; location 
  trigger; automatic reset; Atk +20 melee (2d4+8/x4, 
  scythe); Search DC 21; Disable Device DC 18. 
   
  APL 10 
   
  a Falling Block Trap: CR 5; mechanical; 
  location trigger; manual reset; Atk +15 melee (6d6); 
  multiple targets (can strike all characters in two adjacent 
  specified squares); Search DC 20; Disable Device DC 25. 
   
  APL 12 
   
  a Spiked Blocks from Ceiling: CR 6; 
  mechanical; location trigger; repair reset; Atk +20 melee 
  (6d6, spikes); multiple targets (all targets in a 10-ft.-by-10-
  ft. area); Search DC 24; Disable Device DC 20. 
   
  Development: Once the PCs enter the Temple of 
  Darkness, proceed to encounter 6. 
   
  12: Public Bath House 
  This building has suffered during the ages. A portion has 
  collapsed. PCs who visited Utaa in the past (COR5-17 
  Time’s Tide on Bright Sands) notice the collapsed section 
  once held the special pool. 
   
  ENCOUNTER 6: THE BANE 
  OF ITAR 
  The interior of this profane structure is incredibly dim. 
  Light spilling in from outside is oddly muted. The entire 
  interior space of this temple is under a darkness spell 
  (APL 2 – 6) or deeper darkness (APL 8 – 10). A 30-foot 
  radius area in centered on the open temple door is in 
  normal light. The temple floor area is an equilateral 
  triangle, 100 feet on side and 10 feet below the door. In 
  front of the door is a 10-foot by 10-foot landing and then a 
  staircase along the outer wall with a run of 30 feet.  
   
  In the center of the temple is a deeply disturbing 
  hooded and robed statue. The interior of the hood is a 
  pulsing swirling purple spiral. The statue is size Large and 
  may not be moved through. See Appendix 6 for a map of 
  the temple interior and for placement of opponents. 
   
  Once the PCs enter the temple, the statue speaks: 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 16 
   
  A low somber voice issues forth from a large 
  statue dimly visible in the center of the temple. 
  The 
  statue 
  depicts 
  a 
  robed 
  and 
  hooded 
  humanoid figure but the hood is filled with a 
  pulsing swirling purple spiral. 
   
  “Your intentions are obvious, mortals. You 
  covet the Bane of Itar for yourselves or worse, 
  you seek to undo that caused by the folly of 
  Shattados and the Scorpion Crown. The Outer 
  Darkness forbids this and commands these 
  interlopers be stopped.” 
   
  Boiling forth from the darkness you see 
  armed and armored manscorpions and other 
  creatures. Behind them all is a great horror 
  dressed in ornamented armor and bearing a 
  great scimitar whose steel blade is flecked with 
  green. A pale tan glow surrounds the blade. 
   
  The creature tilts back its head and lets 
  forth a blood-curdling cry! 
   
  “Nothing can stop me! You face the 
  Destroyer of Vathris! The Bane of Itar! For 
  Sulm and Shattados!” 
   
  APL 2 (EL 6) 
   
  d Manscorpions (4): hp 19, 19, 19, 19; Appendix 
  1. 
   
  APL 4 (EL 8) 
   
  d Manscorpions (4): hp 19, 19, 19, 19; Appendix 
  1. 
   
  d Lemure (6): hp 9, 9, 9, 9, 9, 9; MM 57. 
   
   
  APL 6 (EL 10) 
   
  d Captain Angau: hp 101; Appendix 1. 
   
  d Manscorpions (4): hp 19, 19, 19, 19; Appendix 
  1. 
   
  d Bearded Devil: hp 45; MM 52. 
   
  APL 8 (EL 12) 
   
  d Captain Angau: hp 134; Appendix 1. 
   
  d Veteran Manscorpions (3): fighter 1; hp 42, 
  42, 42; Appendix 1. 
   
  d Bearded Devil (2): hp 45 each; MM 52. 
   
  d Hellcat: hp 60; MM 54. 
   
  APL 10 (EL 14) 
   
  d Captain Angau: hp 156; Appendix 1. 
   
  d Veteran Manscorpions (3): fighter 1; hp 42, 
  42, 42; Appendix 1. 
   
  d Hellcat (2): hp 60, 60; MM 54. 
   
  d Bone Devil: hp 95; MM 52. 
   
  APL 12 (EL 16) 
   
  d Captain Angau: hp 178; Appendix 1. 
   
  d Elite Large Manscorpions (3): fighter 3; hp 
  95, 95, 95; Appendix 1. 
   
  d Bone Devil (2): hp 95, 95; MM 52. 
   
  d Barbed Devil: hp 126; MM 51. 
   
  Any creatures fighting in the darkness have a 20% miss 
  chance unless they have some other sensing ability (such 
  as tremorsense or see in darkness). 
   
  Tactics (priest-ghosts of Pelor): At APL 2 and 
  4, the priest-ghosts appear before the PCs and rush into 
  battle before any of the PCs. They begin an assault on 
  Captain Angau. Should any PC at APL 2 or 4 wish to 
  assist, they face the APL 6 Captain Angau. He targets 
  them once, and then turns back to the priest-ghosts. 
   
  Tactics (Captain Angau): Captain Angau uses 
  ranged attacks unless PCs close with him for melee. He 
  tries to sunder weapons and deprive any mounted PCs of 
  their mounts, using his cleave ability to then attack the 
  rider. Captain Angau is a smart opponent and fights to 
  the best advantage of his skills and feats. Due to his hearty 
  nature (Diehard), he can continue fighting to -10 hp. 
   
  Tactics 
  (manscorpions): At all APLs the 
  manscorpions 
  used 
  ranged 
  attacks 
  first 
  if 
  not 
  immediately engaged in melee. Their primary goal is to 
  protect and support Captain Angau, so they fight to the 
  death as long as he is still alive. 
   
  Tactics (devils): No devils capable of summoning 
  attempt to do so in this encounter. The devils all serve 
  Captain Angau due to an ancient pact. Lemures 
  mindlessly mob into battle while bearded devils use their 
  Battle Frenzy as they head into melee. Hellcats position 
  themselves for a pounce before attacking. Hellcats are 
  invisible in a lit area. Bone devils are invisible if they had 
  time to prepare and use wall of ice to section off the 
  battlefield to their and their brethren’s advantage. The 
  barbed devil uses spell-like abilities to soften the PCs up 
  before wading in, though it avoids using order’s wrath if 
  any manscorpions would be caught in the effect. 
   
  Treasure: Loot the attackers. 
   
  APL 2: Loot: 152 gp. 
   
  APL 4: Loot: 153 gp; Magic: flask of slumber sand 
  (17 gp). 
   
  APL 6: Loot: 359 gp; Magic: gauntlets of ogre power 
  (333 gp), cloak of resistance +2 (333 gp), ring of 
  protection +1 (167 gp). 
   
  APL 8: Loot: 467 gp; Magic: belt of giant strength +4 
  (1333 gp each), cloak of resistance +2 (333 gp), ring of 
  protection +1 (167 gp), +1 large breastplate (129 gp). 
   
  APL 10: Loot: 457 gp; Magic: belt of giant strength 
  +4 (1333 gp), cloak of resistance +2 (333 gp), ring of 
  protection +1 (167 gp), +1 large breastplate (x4) (467 gp 
  each), +1 large heavy steel shield (99 gp). 
   
  APL 12: Loot: 814 gp; Magic: belt of giant strength 
  +4 (1,333 gp), cloak of resistance +2 (333 gp), ring of 
  protection +2 (667 gp), +1 large breastplate (x4) (467 gp 
  each), +1 large heavy steel shield (99 gp), +1 large falchion 
  (x3) (613 gp). 
   
  Detect Magic Results: belt of giant strength +4 
  (moderate 
  transmutation), 
  +1 
  breastplate 
  (faint 
  abjuration), cloak of resistance +2 (faint abjuration), 
  gauntlets of ogre power (faint transmutation), +1 large 
  breastplate (faint abjuration), +1 large falchion (faint 
  abjuration), ring of protection +1 (faint abjuration), ring 
  of protection +2 (faint abjuration). 
   
  
  COR6-09 Beneath the Bright Sands 
   
  Page 17 
  Development: Should the PCs survive and destroy 
  Angau’s minions (APL 2- 4) or Captain Angau (APL 6 – 
  12) they are able to retrieve the Bane of Itar. Any non-evil 
  PC carrying the weapon receives a negative level (APL 2) 
  and a -6 profane penalty to Constitution or two negative 
  levels (APL 4 – 12) and a -8 profane penalty to 
  Constitution. If at APL 2 all the PCs are first level, the 
  sword applies a temporary -8 profane penalty to 
  Constitution. The PC also receives an indication of a 
  malign personality within the sword. 
   
  In celebration of the PCs’ victory, the priest-ghosts of 
  Pelor allow them access to the gold in their treasury and 
  to wands of cure light wounds as detailed in 3: Temple of 
  Light. 
   
   
  Proceed to the appropriate Conclusion. 
   
  CONCLUSION 
  Depending upon which NPCs were interacted with 
  during the module, the fate of the sword must be decided. 
  There may well be treachery or deceit amongst the party 
  if someone has cut a deal which runs contrary to majority 
  opinion. 
   
  Conclusion A: The Bane of Itar Secured 
  There are three sub-conclusions located here – one for 
  delivering the Bane of Itar to Karistyne, one for 
  delivering the item to Morik, and a third for delivering 
  the item to Geven. Regardless of the final disposition of 
  the Bane of Itar, the PCs receive the treasure contained 
  within the Temple of Light (encounter 5) provided they 
  made contact with and accepted the help of the priest-
  ghosts in the first place. 
   
  For providing the Bane of Itar to Lady Karistyne as a 
  diplomatic gesture from Princess Ulma, read or 
  paraphrase the following: 
   
  Leaving Utaa, you use the ring provided to you 
  by Princess Ulma to bring yourselves near to 
  Castle Karistyne. You ask for and are granted 
  an audience with the paladin-lady. Karistyne 
  listens 
  attentively 
  to 
  the 
  story 
  of 
  your 
  adventure in Utaa and of your proposition. 
  Karistyne does not accept the Bane of Itar right 
  away. Instead, she has quarters prepared for 
  you in her keep and says she will have an 
  answer the following morning. 
   
  The following morning, the Lady Karistyne 
  greets you at breakfast in the main hall. 
  Attending the breakfast are two of her most 
  stalwart companions: Shianne Stormhand and 
  Gasharin Helfloranis, both elves, and both 
  known 
  to 
  be 
  fervent 
  followers 
  of 
  Lady 
  Karistyne. Also sitting at one end of the table, 
  opposite the chair occupied by Karistyne, is 
  Princess Ulma! 
   
  Karistyne stands up as you come into the 
  hall as does Princess Ulma. Karistyne speaks: 
   
  “I want to formally accept your diplomatic 
  offer. The Bane of Itar shall be safely housed 
  here in Castle Karistyne until such time it can 
  be used to undo the curse of the Scorpion 
  Crown. At such time I and all that I have at my 
  command shall support Ulma, Princess of Sulm, 
  and rightful heir and ruler of the land we call 
  the Bright Desert.” 
   
  Toasts are called for and all tuck in for a 
  hearty breakfast. 
   
  Those PCs who participated in providing the Bane of Itar 
  to Lady Karistyne receive the following favors on the AR: 
  Ambassador of the Bright Lands and Supplemental 
  Spellbook of Shianne Stormhand. Any PC contacted by 
  and agreeing to work for Scor receives Appreciation of 
  Scorimongishaz. 
   
  For providing the Bane of Itar to Geven read or 
  paraphrase the following:  
   
  Having made your way to the Spotted Cow Inn 
  in Hardby you wait in the room designated by 
  Geven. Hours pass. Night falls. There is a 
  knock on the door and shortly thereafter a 
  piece of foolscap is slid underneath. There is no 
  one in the hallway. The note instructs you to 
  travel to the Ebbfields and to bring the “item”. 
   
  Carefully concealing the large sword so as 
  not to be stopped by the city guard, you make 
  your way to the Ebbfields. There, in a deserted, 
  wooded street, barely illuminated by light from 
  Luna, is Geven. He is dressed all in black and is 
  wearing a mask. Holding forth his hand, he 
  asks for the item. Once you provide him with 
  it, he speaks softly to you. 
   
  “You have done well. By doing this you 
  have set a course for a more secure future free 
  from unnecessary strife. As promised, I have 
  your reward.” 
   
  After providing the agreed upon reward, 
  Geven slips off into the night.  
   
  PCs working for Geven receive either Geven’s Ring or 
  Geven’s Ring (Upgraded) as appropriate. 
   
  For providing the Bane of Itar to Morik read or 
  paraphrase the following:  
   
  Using the ring given to you by Morik, you 
  transport yourself to Histak. Waiting there 
  beside Morik is the infamous Lord Robilar. 
   
  “Have you brought the weapon?” Lord 
  Robilar demands. 
   
  When the Bane of Itar is revealed, the joy 
  in Robilar’s face is unmistakable. 
   
  “Excellent! This is a brave deed you have 
  done today! You shall be exalted among us. 
  Come, let us dine while you tell me the tale of 
  how you wrested this from its former owner.” 
   
  Those PCs who chose to work for Morik receive Worked 
  for Lord Robilar. 
   
  
  COR6-09 Beneath the Bright Sands 
   
  Page 18 
  Conclusion B: The Bane of Itar Lost 
  Read or paraphrase the following: 
   
  Captain Angau and his minions prove to be too 
  much for your stalwart band. Doubtless now 
  Captain Angau shall bury himself within the 
  hulk of the city, making further attempts to 
  retrieve the Bane of Itar that much harder. 
   
  The PCs receive any XP earned up to this point, including 
  half the reward for fighting Captain Angau and his 
  minions. They may flee to the Healers of Histak, if they 
  desire, to attend to the wounded or dead. The PCs receive 
  none of the special items on the AR. 
   
  Conclusion C: Captured by the Forces of 
  Rary 
  Read of paraphrase the following: 
   
  Due to blundering, bad luck, or a combination 
  thereof, one or more of you have been 
  imprisoned at Histak for attempting to attack 
  the garrison. Fortunately, Captain Quince is a 
  man of action. He and his men plan and 
  execute a daring night raid on the port and 
  manage to rescue you. A chase ensures on the 
  high seas, but Captain Quince and his gallant 
  crew manage to give the forces of Rary the slip. 
  Taking a round-a-bout course, Captain Quince 
  delivers you back to the Hardeby. 
   
  PCs receiving this conclusion do not receive any rewards 
  and must spend the normal TUs for the module. They do 
  not have to pay upkeep for those TUs but do suffer the 
  penalties of not paying for upkeep. Along with their 
  bodies, Captain Quince was able to recover their items. 
   
  CAMPAIGN 
  CONCEQUENCES 
  This adventure has Campaign Consequences. That is the 
  results of the event will directly affect the long-term 
  future of the campaign. To this end, please send the 
  answers 
  to 
  the 
  questions 
  below 
  to 
  creighton@greyworks.co.uk. Only you can keep the 
  campaign dynamic! 
   
  1. 
  Who did the PCs serve? 
  2. 
  To whom did the PCs give the Bane of Itar? 
  3. 
  Was Captain Angau slain? 
   
  
  COR6-09 Beneath the Bright Sands 
   
  Page 19 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 4 
  Defeat the land or air encounter. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Encounter 5 
  Encountering or bypassing the gatehouse spell turret 
  trap. 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6  
  90 XP 
  APL 8  
  120 XP 
  APL 10 
  150 XP 
  APL 12 
  180 XP 
   
  Encountering or bypassing the Temple of Darkness door 
  trap. 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6  
  90 XP 
  APL 8  
  120 XP 
  APL 10 
  150 XP 
  APL 12 
  180 XP 
   
  Encounter 6 
  Defeat Captain Angau and his minions and retrieve the 
  Bane of Itar. 
  APL 2  
  180 XP 
  APL 4  
  240 XP 
  APL 6  
  300 XP 
  APL 8  
  360 XP 
  APL 10 
  420 XP 
  APL 12 
  480 XP 
   
  Story Award 
  Deliver the Bane of Itar to Karistyne, Ulma, the Forces of 
  Rary, or Geven 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6  
  90 XP 
  APL 8  
  120 XP 
  APL 10 
  150 XP 
  APL 12 
  180 XP 
   
  Discretionary roleplaying award 
  APL 2  
  60 XP 
  APL 4  
  75 XP 
  APL 6  
  90 XP 
  APL 8  
  105 XP 
  APL 10 
  120 XP 
  APL 12 
  135 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
    
  Encounter 5: Ancient Utaa 
   
  All APLs: Coin: 500 gp; Magic: wand of cure light 
  wounds (63 gp each). 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 20 
   
   
  Encounter 6: The Bane of Itar 
   
  APL 2: Loot: 152 gp. 
   
  APL 4: Loot: 153 gp; Magic: flask of slumber sand 
  (17 gp). 
   
  APL 6: Loot: 359 gp; Magic: gauntlets of ogre power 
  (333 gp), cloak of resistance +2 (333 gp), ring of 
  protection +1 (167 gp). 
   
  APL 8: Loot: 467 gp; Magic: belt of giant strength +4 
  (1333 gp each), cloak of resistance +2 (333 gp), ring of 
  protection +1 (167 gp), +1 large breastplate (129 gp). 
   
  APL 10: Loot: 457 gp; Magic: belt of giant strength 
  +4 (1333 gp), cloak of resistance +2 (333 gp), ring of 
  protection +1 (167 gp), +1 large breastplate (x4) (467 gp 
  each), +1 large heavy steel shield (99 gp). 
   
  APL 12: Loot: 814 gp; Magic: belt of giant strength 
  +4 (1,333 gp), cloak of resistance +2 (333 gp), ring of 
  protection +2 (667 gp), +1 large breastplate (x4) (467 gp 
  each), +1 large heavy steel shield (99 gp), +1 large falchion 
  (x3) (613 gp). 
   
  Total Possible Treasure 
   
  APL 2: Loot: 152 gp; Coin: 500 gp; Magic: 63 gp; 
  Total: 715 gp (450 gp max). 
   
  APL 4: Loot: 170 gp; Coin: 500 gp; Magic: 63 gp; 
  Total: 733 gp (650 gp max). 
   
  APL 6: Loot: 359 gp; Coin: 500 gp; Magic: 896 gp; 
  Total: 1,755 gp (900 gp max). 
   
  APL 8: Loot: 467 gp; Coin: 500 gp; Magic: 2,025 gp; 
  Total: 2,992 gp (1,300 gp max). 
   
  APL 10: Loot: 457 gp; Coin: 500 gp; Magic: 2,462 gp; 
  Total: 3,419 gp (2,300 gp max). 
   
  APL 12: Loot: 338 gp; Coin: 500 gp; Magic: 3,625 gp; 
  Total: 4,463 gp (3,300 gp max). 
   
  Special 
  s Geven’s Ring: While wearing this ring, you are 
  surrounded in shadow. This gives you a +3 competence 
  bonus to Hide checks. In addition, once per day you may 
  protect yourself with a cloak of shade spell (Sandstorm 
  112). While wearing this ring you suffer a -3 penalty to all 
  Charisma-based skill checks. This ring cannot be sold, but 
  you add it to your MIL at no cost.  
   
  Faint abjuration; CL 3rd; Craft Ring, cloak of shade; 
  Market Price 1,980 gp; Weight: -. 
   
  s Geven’s Ring (Upgraded): Replace Geven’s Ring 
  on your MIL with this ring at no cost. The ring has all of 
  the same abilities and penalties as before but may now be 
  used to cast halo of sand (Sandstorm 117) once per day. 
  All spell functions of this ring are command word 
  activated. This ring cannot be sold, but you add it to your 
  MIL at no cost. 
   
  Faint abjuration; CL 3rd; Craft Ring, cloak of shade, 
  halo of sand; Market Price 4,140 gp; Weight: -. 
   
  w Worked for Lord Robilar: You have earned 
  Robilar’s favor for providing the Bane of Itar to Rary’s 
  forces. In thanks, he provides you with “any” access to the 
  following figurines of wondrous power: silver raven, 
  ivory camel (Sandstorm), or gold beetle (Sandstorm). In 
  all cases, the command to activate the figurines is “Hail 
  Rary!” You must pay full normal price for the item. 
   
  w Ambassador of the Bright Lands: Your diplomatic 
  efforts have been successful. In thanks, she provides you 
  with “any” access to the following items: heraldic crest of 
  courage (Heroes of Battle), rod of sure striking (Dungeon 
  Master’s Guide II), clear spindle ioun stone, pearl of 
  power (2nd-level) or vest of resistance +2 (Complete 
  Arcane). You must pay full normal price for the item. 
   
  s 
  Supplemental 
  Spellbook 
  of 
  Shianne 
  Stormhand: Shianne Stormhand provides you with 
  “adventure” access to a spellbook containing the 
  following spells: 1st–sunstroke (SS), wave blessing (SW); 
  2nd–kua-toa skin (SW), jaws of the moray (SW); 4th–
  blast of sand (SS), parboil (SS); 5th–transmute stone to 
  sand (SS), wall of magma (SS); 6th–scalding mud (SS). 
  Alternatively, you may purchase spells individually at 
  their normal price. 
  SS = Sandstorm; SW = Stormwrack. Market Price: 
  1,500 gp; Weight: 3 lbs. 
   
  w Appreciation of Scorimongishaz: You have done 
  a service at the behest of this familiar that in some way 
  benefits his master and others. This and other favors with 
  Scorimongishaz may have bearing in the future. 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
   
  Item Access 
  APL 2: 
   
  Wand of cure light wounds (Adventure; DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  ∞ 
  Flask of slumber sand (Regional; Sandstorm; 50 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
   
  Cloak of resistance +2 (Adventure; DMG) 
   
  Large masterwork breastplate (Any; PHB; 550 
  gp) 
   
  Large masterwork heavy steel shield (Any; PHB; 
  190 gp) 
   
  Large masterwork mighty composite shortbow 
  (+8 Str) (Any; PHB; 1,050 gp) 
   
  APL 8 (all of APL 2-6 plus the following): 
   
  Belt of giant strength +4 (Adventure; DMG) 
   
  +1 Large breastplate (Any; DMG; 1,550 gp) 
   
  APL 10 (all of APL 2-8 plus the following): 
   
  +1 Large heavy steel shield (Any; DMG; 1,190 
  gp) 
   
  APL 12 (all of APL 2-10 plus the following): 
   
  +1 Large falchion (Any; DMG; 2,450 gp) 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 21 
   
  Ring of protection +2 (Adventure; DMG) 
   
  Large masterwork mighty composite longbow 
  (+6 Str) (Any; PHB; 950 gp) 
   
  Large masterwork mighty composite shortbow 
  (+10 Str) (Any; PHB; 1,200 gp) 
   
  
  COR6-09 Beneath the Bright Sands 
   
  Page 22 
  APPENDIX 1: APL 2
  ENCOUNTER 6: THE BANE OF 
  ITAR  
  d Manscorpion: male manscorpion; CR 2; Medium 
  monstrous humanoid (augmented vermin); HD 3d8+6; 
  hp 19; Init +0; Spd 40 ft.; AC 15, touch 10, flat-footed 
  15; Base Atk +3; Grp +4; Atk +5 melee (1d6+1/x3, 
  masterwork shortspear) or +3 ranged (1d6+1, javelin); 
  Full Atk +5 melee (1d6+1/x3, masterwork shortspear) 
  and -1 melee (1d4+poison, sting) or +3 ranged (1d6+1, 
  javelin); SA poison; SQ darkvision 60 ft., tremorsense 
  60 ft.; AL CE; SV Fort +5, Ref +1, Will +1; Str 13, Dex 
  10, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +5, Hide +4, Spot +4; 
  Endurance, Power Attack. 
   
  Languages: Flan. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial and 
  secondary 1d3 Con. The save DC is Constitution-based. 
   
  Possessions: masterwork shortspear, 3 javelins, 
  masterwork light wooden shield. 
   
   
   
  
  COR6-09 Beneath the Bright Sands 
   
  Page 23 
  APL 4 
  ENCOUNTER 6: THE BANE OF 
  ITAR  
  d Manscorpion: male manscorpion; CR 2; Medium 
  monstrous humanoid (augmented vermin); HD 3d8+6; 
  hp 19; Init +0; Spd 40 ft.; AC 16, touch 10, flat-footed 
  16; Base Atk +3; Grp +4; Atk +5 melee (1d6+1/x3, 
  masterwork shortspear) or +3 ranged (1d6+1, javelin); 
  Full Atk +5 melee (1d6+1/x3, masterwork shortspear) 
  and -1 melee (1d4+poison, sting) or +2 ranged (1d6+1, 
  javelin); SA poison; SQ darkvision 60 ft., tremorsense 
  60 ft.; AL CE; SV Fort +5, Ref +1, Will +1; Str 13, Dex 
  10, Con 14, Int 10, Wis 10, Cha 10.  
   
  Skills and Feats: Climb +3, Hide +2, Spot +4; 
  Endurance, Power Attack. 
   
  Languages: Flan. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial and 
  secondary 1d3 Con. The save DC is Constitution-based. 
   
  Possessions: masterwork shortspear, 3 javelins, 
  masterwork heavy wooden shield, flask of slumber 
  sand. 
   
   
  
  COR6-09 Beneath the Bright Sands 
   
  Page 24 
  APL 6 
  ENCOUNTER 6: THE BANE OF 
  ITAR  
  d Manscorpion: Male manscorpion; CR 2; Medium 
  monstrous humanoid (augmented vermin); HD 3d8+6; 
  hp 19; Init +0; Spd 40 ft.; AC 18, touch 10, flat-footed 
  18; Base Atk +3; Grp +4; Atk +5 melee (1d8+1, 
  masterwork morningstar) or +2 ranged (1d6+1, javelin); 
  Full Atk +5 melee (1d8+1, masterwork morningstar) 
  and -1 melee (1d4+poison, sting) or +3 ranged (1d6+1, 
  javelin); SA poison; SQ Darkvision 60 ft., tremorsense 
  60 ft.; AL CE; SV Fort +5, Ref +1, Will +1; Str 13, Dex 
  10, Con 14, Int 10, Wis 10, Cha 10.  
   
  Skills and Feats: Climb +4, Hide +3, Spot +4; 
  Endurance, Power Attack . 
   
  Languages: Flan. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial and 
  secondary 1d3 Con. The save DC is Constitution-based. 
   
  Possessions: masterwork morningstar, 3 javelins, 
  masterwork leather armor, masterwork heavy wooden 
  shield. 
   
  d Captain Angau: male manscorpion fighter 5; CR 
  9; Large monstrous humanoid (augmented vermin); 
  HD 6d8+5d10+44; hp 101; Init -1; Spd 35 ft.; AC 23, 
  touch 9, flat-footed 23; Base Atk +11; Grp +23; Atk: +20 
  melee (2d6+9/18-20x2 + 1d6 dessication, Bane of Itar) 
  or +10 ranged (1d8+8/x3, masterwork large composite 
  shortbow (+8 Str)); Full Atk +20/+15/+10 melee 
  (2d6+9/18-20x2 + 1d6 dessication, Bane of Itar) and +13 
  (1d4+4 plus poison, sting) or +10/+5/+0 ranged 
  (1d8+8/x3, masterwork large composite shortbow (+8 
  Str)); Space/Reach 10 ft./10 ft.; SA poison; SQ 
  Darkvision 60 ft., tremorsense 60 ft.; AL CE; SV Fort 
  +14, Ref +3, Will +6; Str 26, Dex 8, Con 18, Int 10, Wis 
  14, Cha 12. 
   
  Skills and Feats: Climb +9, Hide +0, Intimidate +9, 
  Jump +13, Move Silently -5, Spot +6; Cleave, Diehard, 
  Endurance, 
  Exotic 
  Weapon 
  Proficiency 
  (great 
  scimitar), Improved Sunder, Power Attack, Scorpion's 
  Resolve*, Weapon Focus (great scimitar),. 
   
  Poison (Ex): A manscorpion has a poisonous 
  sting. Injury, Fortitude DC 17, initial and secondary 
  1d4 Con. The save DC is Constitution-based. 
   
  Possessions: Masterwork large breastplate, Bane of 
  Itar*; gauntlets of ogre power; cloak of resistance +2, 
  ring of protection +1, masterwork large heavy steel 
  shield, masterwork large composite shortbow (+8 Str), 
  quiver with 50 arrows. 
   
   
   
   
  
  COR6-09 Beneath the Bright Sands 
   
  Page 25 
  APL 8 
  ENCOUNTER 4: THE APPROACH 
  TO UTAA 
   
   
   
   
   
  d Advanced heiracosphinx: male sphinx; CR 6; 
  Large Magical Beast; HD 12d10+24; hp 90; Init +2; Spd 
  30 ft., fly 90 ft. (poor); AC 19, touch 11, flat-footed 17; 
  Base Atk +12; Grp +22; Atk +17 melee (1d10+6, bite); 
  Full Atk +17 melee (1d10+6, bite)  and +15/+15 melee 
  (1d6+3, claws); Space/Reach 10 ft./5 ft.; SA Pounce, 
  rake 1d6+3; SQ Darkvision 60 ft., low-light vision; AL 
  CE; SV Fort +10, Ref +10, Will +6; Str 22, Dex 14, Con 
  15, Int 6, Wis 15, Cha 10. 
   
  Skills and Feats: Listen + 12, Spot +15; Alertness, 
  Cleave, Flyby Attack, Multiattack, Power Attack. 
   
  Languages: Sphinx, Common, Draconic. 
   
  Rake (Ex): Attack bonus +17 melee, damage 
  1d6+3. 
   
  ENCOUNTER 6: THE BANE OF 
  ITAR  
  d Veteran manscorpion: male adult manscorpion 
  fighter 1; CR 3; Medium monstrous humanoid 
  (augmented vermin); HD 3d8+12 plus 1d10+4; hp 42; 
  Init +2; Spd 30 ft.; AC 21, touch 12, flat-footed 19 ; Base 
  Atk +4; Grp +8; Atk +10 melee (2d4+6/18-20, 
  masterwork falchion) or +7 ranged (1d8+4/x3, 
  masterwork mighty composite longbow (+4 Str)); Full 
  Atk +10 melee (2d4+6/18-20, masterwork falchion) and 
  +3 melee (1d4+2 plus poison, sting) or +7 ranged 
  (1d8+4/x3, masterwork mighty composite longbow (+4 
  Str)); SA poison; SQ darkvision 60 ft., tremorsense 60 
  ft.; AL CE; SV Fort +9, Ref +3, Will +2; Str 18, Dex 14, 
  Con 18, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +5, Hide +3, Jump +3, Spot 
  +5; 
  Endurance, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (Falchion). 
   
  Languages: Flan. 
   
  Poison (Ex): Injury, Fortitude DC 15, initial and 
  secondary 1d3 Con. The save DC is Constitution-based. 
   
  Possessions: masterwork falchion, masterwork 
  mighty composite longbow (+4 Str), quiver with 20 
  arrows, masterwork breastplate. 
   
  d Captain Angau: male manscorpion fighter 7; CR 
  11; Large monstrous humanoid (augmented vermin); 
  HD 6d8+7d10+65; hp 134; Init -1; Spd 35 ft.; AC 24, 
  touch 9, flat-footed 24; Base Atk +13; Grp +26; Atk +23 
  melee (2d6+12/18-20x2 + 1d6 dessication, Bane of Itar) 
  or +12 ranged (1d8+9/x3, masterwork large mighty 
  composite shortbow (+9 Str)); Full Atk +23/+18/+13 
  melee (2d6+12/18-20x2 + 1d6 dessication, Bane of Itar) 
  and +16 (1d4+4 plus poison, sting) or +12/+7/+2 ranged 
  (1d8+9/x3, masterwork large mighty composite 
  shortbow (+9 Str)); Space/Reach 10 ft./10 ft.; SA 
  poison; SQ darkvision 60 ft., tremorsense 60 ft.; AL CE; 
  SV Fort +15, Ref +4, Will +7; Str 29, Dex 8, Con 18, Int 
  10, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +9, Hide +0, Intimidate 
  +11, Jump +13, Knowledge (Religion) +2, Move 
  Silently -5, Spot +6; Cleave, Diehard, Endurance, Exotic 
  Weapon 
  Proficiency 
  (great 
  scimitar), 
  Improved 
  Sunder, 
  Improved 
  Toughness, 
  Power 
  Attack, 
  Scorpion's Resolve*, Weapon Focus (great scimitar), 
  Weapon Specialization (great scimitar). 
   
  Poison (Ex): A manscorpion has a poisonous 
  sting. Injury, Fortitude DC 17, initial and secondary 
  1d4 Con. The save DC is Constitution-based. 
   
  Possessions: +1 large breastplate, Bane of Itar*; belt 
  of giant strength +4; cloak of resistance +2, ring of 
  protection +1, masterwork large heavy steel shield, 
  masterwork large mighty composite shortbow (+9 Str), 
  quiver with 50 arrows. 
   
   
  
  COR6-09 Beneath the Bright Sands 
   
  Page 26 
  APL 10 
  ENCOUNTER 4: THE APPROACH 
  TO UTAA 
   
   
   
   
   
  d Advanced dune stalker: CR 10; Medium 
  outsider (earth, evil); HD 8d8+16; hp 52; Init +4; Spd 40 
  ft., climb 20 ft.; AC 17, touch 10, flat-footed 17; Base Atk 
  +8; Grp +11;  Atk +11 melee (1d8+4, slam) Full Atk +11 
  melee (1d8+4. slam); SA kiss of death, shout; SQ 
  darkvision 60 ft., DR 10/magic, improved tracking, 
  jump, outsider traits, SR 20; AL NE; SV Fort +8, Ref +6, 
  Will +8 ; Str 16, Dex 10, Con 15, Int 13, Wis 15, Cha 11.  
   
  Skills and Feats: Balance +11 , Climb +22 , Hide 
  +13 , Intimidate +4 , Jump +10 , Knowledge (nature) +5 
  , Listen +13 , Move Silently +13 , Search +12 , Spot +13 , 
  Tumble +11 ; Alertness, Improved Initiative, Stealthy. 
   
  Languages: Common, Terran. 
   
  Kiss of Death (Su): A sonic and death effect 
  delivered as a kiss (a +11 melee touch attack). On a 
  successful attack the opponent must attempt a DC 16 
  Fortitude saving throw. Success leaves the opponent 
  stunned for 1 round; failure sets up lethal vibrations in 
  the opponent’s body that result in death. This ability is 
  usable at will. The Fortitude save is Constitution-based. 
   
  Shout (Sp): 3/day, identical to a shout spell 
  (caster level 8th; Fort save DC 14), except that the 
  actual sound produced resembles a loud, rasping 
  cough. The Fortitude save is Charisma-based. 
   
  Improved Tracking (Ex): Uses Spot checks 
  rather than Survival checks when tracking. 
   
  Jump (Ex): Can produce a jump effect (caster 
  level 8th) at will as a free action. 
   
  Skills: A dune stalker always take 10 on Climb 
  checks, even if rushed or threatened. 
   
  ENCOUNTER 6: THE BANE OF 
  ITAR  
  d Veteran manscorpion: male adult manscorpion 
  fighter 1; CR 3; Medium monstrous humanoid 
  (augmented vermin); HD 3d8+12 plus 1d10+4; hp 42; 
  Init +2; Spd 30 ft.; AC 22, touch 12, flat-footed 20; Base 
  Atk +4; Grp +8; Atk +10 melee (2d4+6/18-20, 
  masterwork) or +7 ranged (1d8+4/x3, masterwork 
  mighty composite longbow (+4 Str)); Full Atk +10 
  melee (2d4+6/18-20, masterwork falchion) and +3 
  melee (1d4+2 plus poison, sting) or +7 ranged 
  (1d8+4/x3, masterwork mighty composite longbow (+4 
  Str)); SA poison; SQ darkvision 60 ft., tremorsense 60 
  ft.; AL CE; SV Fort +9, Ref +3, Will +2; Str 18, Dex 14, 
  Con 18, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +5, Hide +3, Jump +3, Spot 
  +5; 
  Endurance, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (falchion). 
   
  Languages: Flan. 
   
  Poison (Ex): Injury, Fortitude DC 15, initial and 
  secondary 1d3 Con. The save DC is Constitution-based. 
   
  Possessions: +1 breastplate, masterwork falchion, 
  masterwork mighty composite longbow (+4 Str), quiver 
  with 20 arrows. 
   
  d Captain Angau: male manscorpion fighter 
  7/blackguard 2; CR 13; Large monstrous humanoid 
  (augmented vermin); HD 6d8+9d10+75; hp 156; Init -1; 
  Spd 35 ft.; AC 25, touch 9, flat-footed 25; Base Atk +15; 
  Grp +29; Atk +26 melee (2d6+13/15-20x2 + 1d6 
  dessication, Bane of Itar) or +14 ranged (1d8+10/x3, 
  masterwork large mighty composite shortbow (+10 
  Str)); Full Atk +26/+21/+16 melee (2d6+13/15-20x2 + 
  1d6 dessication, Bane of Itar) and +19 (1d4+5 plus 
  poison, sting) or +14/+9/+4 ranged (1d8+10/x3, 
  masterwork large mighty composite shortbow (+10 
  Str)); Space/Reach 10 ft./10 ft.; SA poison, smite good 
  (+1 attack/+2 damage), spells; SQ aura of evil 
  (moderate), 
  dark 
  blessing, 
  darkvision 
  60 
  ft., 
  tremorsense 60 ft.; AL CE; SV Fort +19, Ref +5, Will +8; 
  Str 30, Dex 8, Con 18, Int 10, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +10, Concentration +10, 
  Hide +0, Intimidate +11, Jump +14, Knowledge 
  (Religion) +2, Move Silently -5, Spot +6; Cleave, 
  Diehard, Endurance, Exotic Weapon Proficiency (great 
  scimitar), Improved Critical (great scimitar), Improved 
  Sunder, 
  Improved 
  Toughness, 
  Power 
  Attack, 
  Scorpion's Resolve*, Weapon Focus (great scimitar), 
  Weapon Specialization (great scimitar). 
   
  Poison (Ex): A manscorpion has a poisonous 
  sting. Injury, Fortitude DC 17, initial and secondary 
  1d4 Con. The save DC is Constitution-based. 
   
  Smite Good (Su): Once a day, Angau may 
  attempt to smite good with one normal melee attack. 
  He adds his Charisma modifier (if positive) to his 
  attack roll and deals 1 extra point of damage per class 
  level. If a blackguard accidentally smites a creature that 
  is not good, the smite has no effect but it is still used up 
  for that day. 
   
  Spells Prepared (Blackguard) (2; base DC = 12 + 
  spell level): 1st—corrupt weapon, divine sacrifice. 
   
  Spell-like Abilities (Sp): At will—detect 
  good. 
   
  Possessions: +1 large breastplate, +1 large heavy 
  steel shield, Bane of Itar*; belt of giant strength +4; 
  cloak of resistance +2, ring of protection +1, 
  masterwork large mighty composite shortbow (+10 
  Str), quiver with 50 arrows. 
   
   
  
  COR6-09 Beneath the Bright Sands 
   
  Page 27 
   APL 12 
  ENCOUNTER 4: THE APPROACH 
  TO UTAA 
   
   
   
   
   
  d Advanced dune stalker: CR 12; Medium 
  outsider (earth, evil); HD 12d8+36; hp 90; Init +4; Spd 
  40 ft., climb 20 ft.; AC 17, touch 10, flat-footed 17; Base 
  Atk +12; Grp +15; Atk +15 melee (1d8+4, slam); Full Atk 
  +15 melee (1d8+4, slam); SA kiss of death, empowered 
  shout; SQ DR 10/magic, darkvision 60 ft., improved 
  tracking, jump, outsider traits, SR 20; AL NE; SV Fort 
  +11, Ref +8, Will +10; Str 16, Dex 10, Con 16, Int 13, 
  Wis 15, Cha 11. 
   
  Skills and Feats: Balance +15, Climb +26, Hide +17, 
  Intimidate +4, Jump +13, Knowledge (nature) +6, 
  Listen +17 , Move Silently +17, Search +16, Spot +17, 
  Tumble +15; Alertness, Combat Expertise, Empower 
  Spell-Like 
  Ability 
  (shout), 
  Improved 
  Initiative, 
  Stealthy. 
   
  Languages: Common, Terran. 
   
  Kiss of Death (Su): A sonic and death effect 
  delivered as a kiss (a +15 melee touch attack). On a 
  successful attack the opponent must attempt a DC 19 
  Fortitude saving throw. Success leaves the opponent 
  stunned for 1 round; failure sets up lethal vibrations in 
  the opponent’s body that result in death. This ability is 
  usable at will. The Fortitude save is Constitution-based. 
   
  Empowered Shout (Sp): 3/day, identical to an 
  Empowered version of the shout spell (caster level 12th; 
  Fort save DC 14), except that the actual sound 
  produced resembles a loud, rasping cough. The 
  Fortitude save is Charisma-based. 
   
  Improved Tracking (Ex): Uses Spot checks 
  rather than Survival checks when tracking. 
   
  Jump (Ex): Can produce a jump effect (caster 
  level 12th) at will as a free action. 
   
  Skills: A dune stalker always take 10 on Climb 
  checks, even if rushed or threatened. 
   
  d Advanced crocosphinx: CR 14; Large magical 
  beast; HD 21d10+126; hp 243; Init -1; Spd 40 ft., fly 60 
  ft. (poor), swim 40 ft.; AC 23, touch 8, flat-footed 24; 
  Base Atk +21; Grp +34;  Atk +29 melee (3d6+9, bite) or 
  tail slap +29 melee (1d12+13); Full Atk +29 melee 
  (3d6+9, bite) and +24/+24 melee (2d4+4, claws) or +29 
  melee (1d12+13, tail slap) and +24/+24 melee (2d4+4, 
  claws); Space/Reach 10 ft./5 ft.; SA improved grab, 
  pounce, rake 2d4+4; SQ darkvision 60 ft., hold breath, 
  low-light vision; AL CE; SV Fort +19, Ref +12, Will +9; 
  Str 28, Dex 8, Con 23, Int 13, Wis 14, Cha 15.  
   
  Skills and Feats: Hide +10 (+14 in water), 
  Intimidate +13, Listen +28, Spot +28, Swim +11; 
  Alertness, Awesome Blow, Cleave, Flyby Attack, 
  Improved Bull Rush, Improved Natural Armor, 
  Improved Natural Attack (bite), Power Attack. 
   
  Languages: Sphinx, Common, Draconic. 
   
  Hold Breath (Ex): A crocosphinx can hold its 
  breath for a number of rounds equal to 4x its 
  Constitution score before it risks drowning. 
   
  Improved Grab (Ex): To use this ability, a 
  crocosphinx must hit a creature with its bite attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins the 
  grapple check, the crocosphinx establishes a hold on 
  the opponent. 
   
  Rake (Ex): Attack bonus +17, damage 2d4+4. 
   
  ENCOUNTER 6: THE BANE OF 
  ITAR  
  d Elite large manscorpion: male manscorpion 
  fighter 3; 
  CR 
  7; Large monstrous 
  humanoid 
  (augmented vermin); HD 6d8+24 plus 3d10+12; hp 95; 
  Init +2; Spd 30 ft.; AC 24, touch 11, flat-footed 22; Base 
  Atk +9; Grp +21; Atk +18 (2d6+13/18-20, +1 large 
  falchion) or +11 ranged (2d6+6/x3, large masterwork 
  mighty composite longbow (+6 Str)); Full Atk +18/+13 
  melee (2d6+13/18-20, +1 large falchion) and +11 melee 
  (1d6+4 plus poison, sting) or +11 ranged (1d8+4/x3, 
  large masterwork mighty composite longbow (+6 Str)); 
  Space/Reach 10 ft./10 ft.; SA poison; SQ darkvision 60 
  ft., tremorsense 60 ft.; AL CE; SV Fort +11, Ref +4, Will 
  +3; Str 26, Dex 14, Con 18, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +11, Hide +1, Jump +11, 
  Spot +7; Diehard, Endurance, Power Attack, Quick 
  Draw, Scorpion’s Resolve*, Weapon Focus (falchion). 
   
  Languages: Flan. 
   
  Poison (Ex): Injury, Fortitude DC 16, initial and 
  secondary 1d4 Dex. The save DC is Constitution-based. 
   
  Possessions: +1 large breastplate, +1 large falchion, 
  large masterwork mighty composite longbow (+6 Str), 
  quiver with 20 large arrows. 
   
  d Captain Angau: male manscorpion fighter 7/ 
  blackguard 4; CR 15; Large monstrous humanoid 
  (augmented vermin); HD 6d8+11d10+85; hp 178; Init -
  1; Spd 35 ft.; AC 26, touch 10, flat-footed 26; Base Atk 
  +17; Grp +31; Atk +28 melee (2d6+13/15-20x2 + 1d6 
  dessication, Bane of Itar) or +16 ranged (1d8+10/x3, 
  masterwork large mighty composite shortbow (+10 
  Str)); Full Atk +28/+23/+18 melee (2d6+13/15-20x2 + 
  1d6 dessication, Bane of Itar) and +21 (1d4+5 plus 
  poison, sting) or +16/+11/+6 ranged (1d8+10/x3, 
  masterwork large mighty composite shortbow (+10 
  Str)); Space/Reach 10 ft./10 ft.; SA aura of despair, 
  command undead, poison, smite good (+1 attack/+4 
  damage), sneak attack (+1d6) spells; SQ aura of evil 
  (moderate), 
  dark 
  blessing, 
  darkvision 
  60 
  ft., 
  tremorsense 60 ft.; AL CE; SV Fort +20, Ref +6, Will +9; 
  Str 30, Dex 8, Con 18, Int 10, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +10, Concentration +10, 
  Hide +0, Intimidate +15, Jump +14, Knowledge 
  (Religion) +4, Move Silently -5, Spot +6; Cleave, 
  Diehard, Endurance, Exotic Weapon Proficiency (great 
  scimitar), Improved Critical (great scimitar), Improved 
  Sunder, 
  Improved 
  Toughness, 
  Power 
  Attack, 
  Scorpion's Resolve*, Weapon Focus (great scimitar), 
  Weapon Specialization (great scimitar). 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 28 
   
  Aura of Despair (Su): Angau radiates a malign 
  aura that causes enemies within 10 feet of him to take a 
  –2 penalty on all saving throws. 
   
  Command Undead (Su): Angau has the 
  supernatural ability to command and rebuke undead as 
  a 2nd-level cleric.  
   
  Poison (Ex): A manscorpion has a poisonous 
  sting. Injury, Fortitude DC 17, initial and secondary 
  1d4 Con. The save DC is Constitution-based. 
   
  Smite Good (Su): Once a day, Angau may 
  attempt to smite good with one normal melee attack. 
  He adds his Charisma modifier (if positive) to his 
  attack roll and deals 1 extra point of damage per class 
  level. If a blackguard accidentally smites a creature that 
  is not good, the smite has no effect but it is still used up 
  for that day. 
   
  Sneak Attack (Ex): This ability, gained at 4th 
  level, is like the rogue ability of the same name. The 
  extra damage increases by +1d6 every third level 
  beyond 4th (7th and 10th).  
   
  Spells Prepared (Blackguard) (2/2; base DC = 12 + 
  spell level): 1st—corrupt weapon, divine sacrifice; 
  2nd—blessed aim, eagle’s splendor. 
   
  Spell-like Abilities (Sp): At will—detect 
  good. 
   
  Possessions: +1 large breastplate, +1 large heavy 
  steel shield, Bane of Itar*; belt of giant strength +4; 
  cloak of resistance +2, ring of protection +2, 
  masterwork large mighty composite shortbow (+10 
  Str), quiver with 50 arrows. 
   
   
   
  
  COR6-09 Beneath the Bright Sands 
   
  Page 29 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Scorpion’s Resolve  
  Sandstorm  
   
  Like the scorpion, you are not easily distracted. 
   
  Benefit: You gain a +4 bonus on saving throws 
  against mind-affecting spells and abilities. 
   
  MUNDANE ITEMS 
  Baatorian Green Steel  
  Arms and Equipment Guide 
  Deep in the mines of the Nine Hells of Baator, veins of 
  green-flecked iron run through the rock. This rare 
  metal, when alloyed into steel, can be used to create 
  weapons of amazing sharpness. Any slashing or 
  piercing weapon created with Baatorian green steel has 
  a natural enhancement bonus of +1 to damage. This 
  bonus does not stack with any other enhancement 
  bonus. Thus, a green steel (+1 to damage) longsword 
  with a +4 enhancement bonus effectively has a +4 
  enhancement bonus on both attacks and damage. In an 
  area where magic does not function, it still retains its 
  natural +1 enhancement bonus on damage. A 
  masterwork green steel slashing or piercing weapon 
  would have a +1 bonus on both attack and damage rolls 
  (from a combination of masterwork and the green 
  steel). Though green steel is a common component of 
  keen weapons produced in the Lower Planes, it grants 
  no other special ability to such weapons. The market 
  price modifier for such a weapon is +2,000 gp. 
   
  Baatorian green steel has a hardness of 12 and 30 
  hit points per inch of thickness. 
   
  Great Scimitar  
  Sandstorm 
  A great scimitar is too large to use in one hand without 
  special training (the appropriate Exotic Weapon 
  Proficiency feat). You can use a great scimitar two-
  handed as a martial weapon. Great scimitars are most 
  often the personal weapons of heroes, crafted as 
  masterwork weapons and inscribed with the hero’s 
  deeds and the weapon’s name on the blade. Such 
  names commemorate a great event in the hero’s life, 
  such as “The Blade of the Hundred-Day Sandstorm.” 
   
  Exotic Weapon – 
  Melee 
  Cost 
  Dmg 
  (M) 
  Crit Weigh
  t 
  Type 
  Great scimitar 
  200 
  gp 
  1d8 
  18-
  20/x2 
  8 lb Slash
  ing 
   
  MAGIC ITEMS 
  Bane of Itar 
  This ancient weapon was forged by Sulmite priests of 
  Tharizdun as a gift to King Shattados’ Chief Magistrate 
  and Captain of the Guard Angau prior to the Battle of 
  Itar. Legend says the power of the weapon allowed 
  Captain Angau to slay the Itarian hero-god Vathris (or 
  at least his Oerthly manifestation). The weapon has 
  survived in legend, with one account saying the 
  weapon “drunk in the life’s blood of the transgressor, 
  leaving behind something awful, a body bereft of 
  animation and one with the desert sands.” 
   
  The weapon is a great scimitar forged from 
  Baatorian green steel and evilly enchanted. The 
  weapon has a +1 enhancement bonus and the 
  desiccating burst special ability. The weapon may 
  possess a malign intelligence, but if this is the case, 
  such a thing has yet to ever outwardly manifest. This 
  weapon has a hardness of 14 and 20 hit points. 
   
  While the weapon is in the possession of Captain 
  Angau, its size has increased to match his new form. 
  Once he is destroyed, the weapon reverts to medium 
  size. 
   
  Moderate necromancy, faint enchantment; CL 
  12th; Craft Arms and Armor, Baatorian green steel, 
  desiccate, wither, or horrid wilting; Price 34,500 gp. 
   
  Ring of Teleportation 
  This may be used to cast teleport, once per day. 
   
  Moderate transmutation; CL 9th; Forge Ring, 
  teleport; Price 18,000 gp. 
   
  Slumber Sand (Sandstorm) 
  Slumber sand is a supernatural hazard, but alchemists 
  make a substance that mimics the hazard’s effects. A 
  target struck by a flask of slumber sand must make a 
  DC 15 Fortitude save or fall asleep for 1 minute. 
  Slumber sand affects only a creature struck by it and 
  creatures with 5 or more Hit Dice have immunity to 
  the effect. 
   
  Slumber sand is more effective when a flask of it is 
  used as an optional material component for sleep, deep 
  slumber, or symbol of sleep. When so used, the total 
  Hit Dice of creatures affected increases by 2 (the 
  symbol of sleep affects creatures of up to 12 HD), and 
  the DC for the Will saving throw increases by +1. 
   
  Craft Alchemy DC 12; Cost 50 gp. 
   
  Weapon Special Ability – Desiccating  
  Sandstorm 
   
  A desiccating weapon destroys the water in a living 
  creature that it strikes. Upon command, it is 
  surrounded by a glow like the desert sun, which does 
  not harm the wielder. A desiccating weapon deals and 
  extra 1d6 points of desiccation damage (1d8 points 
  against plants and elementals of the water subtype). 
  Bows, crossbows, slings, and other projectile weapons 
  so crafted bestow the desiccating effect on their 
  ammunition. 
   
  Moderate necromancy; CL 8th; Craft Magic Arms 
  and Armor, desiccate, wither, or horrid wilting; Price 
  +2 bonus. 
   
  Weapon Special Ability – Desiccating Burst  
  Sandstorm 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 30 
  A desiccating burst weapon functions as a desiccating 
  weapon that also explodes with a dehydrating blast 
  upon striking a successful critical hit. The burst does 
  no harm the wielder. In addition to the desiccation 
  damage from the desiccating ability, a desiccating burst 
  weapon deals an extra 1d10 points of desiccation 
  damage on a successful critical hit (2d8 points against 
  plants and elementals of the water subtype). Even if the 
  desiccating ability is not active, the weapon still deals 
  its extra damage on a successful critical hit. 
   
  Strong necromancy; CL 12th; Craft Magic Arms 
  and Armor, desiccate, wither, or horrid wilting; Price 
  +3 bonus. 
   
  SPELLS 
   
   
   
   
   
  Prismatic Ray  
  Spell Compendium 
   
  Evocation 
  Level: Sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  You feel within you, as the spell nears completion, 
  various energies locked in a battle within your body. As 
  nausea threatens to overcome you, you croak out the 
  final syllables of arcane power and point your hand. A 
  single beam of brilliantly colored light then shoots 
  from your outstretched hand. 
   
  You must succeed on a ranged touch attack with the 
  ray to strike a target. On a successful attack, a creature 
  with 6 Hit Dice or fewer is blinded for 2d4 rounds by 
  the prismatic ray in addition to suffering a randomly 
  determined effect: 
   
  1d6 
  Color of 
  Beam 
  Effect 
  1 
  Red 
  20 points fire damage (Reflex 
  half) 
  2 
  Orange 
  40 points acid damage (Reflex 
  half) 
  3 
  Yellow 
  80 points electricity damage 
  (Reflex half) 
  4 
  Green 
  Poison (Kills; Fortitude partial, 
  take 1d6 points of Con damage 
  instead) 
  5 
  Blue 
  Turned 
  to 
  stone 
  (Fortitude 
  negates) 
  6 
  Indigo 
  Insane, as insanity spell (Will 
  negates) 
  7 
  Violet 
  Sent to another plane (Will 
  negates) 
  8 
  — 
  Two effects; roll twice more, 
  ignoring any “8” results 
   
   
  
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  Page 31 
  APPENDIX 3: YUGOLOTHS 
  Called the greediest, most selfish beings in the Outer 
  Planes, yugoloths foul the word “mercenary” by 
  offering their combat prowess to the highest bidder. 
  Yugoloths take joy in inflicting pain on others, and 
  they often serve powerful demons or devils as 
  torturers, messengers, or bodyguards. 
   
  Yugoloths speak Abyssal, Draconic, and Infernal. 
   
  Combat 
  In general, yugoloths are focused combatants. They 
  choose one opponent out of a group and attack until it 
  falls, then move on to the next foe. Vigorous fighters, 
  they start with their best attacks and spell-like abilities. 
   
  Piscoloths: Sergeants and overseers of the 
  yugoloth armies, piscoloths hold dictatorial sway over 
  companies of lesser yugoloths. Cruel, hateful bullies, 
  piscoloths keep order in the yugoloth armies—a task 
  well suited to their petty and tyrannical demeanor. 
   
  Piscoloths drive the direct tactics of the yugoloth 
  armies. They wade into battle, using their stinking 
  cloud ability and their incredibly sharp pincers to great 
  effect. Typically in charge of lesser yugoloths, 
  piscoloths usually order their subordinates into combat 
  before entering the fray themselves.All yugoloths have 
  the following special abilities in common. 
   
  Skeroloth: Spies, thieves, infiltrators, and 
  wretched scum, the skeroloths are the dregs of the 
  yugoloth armies. They serve because they must, 
  fawning over the nearest powerful yugoloth and 
  betraying former masters whenever given a glimpse of 
  richer rewards. 
   
  Skeroloths are quick to attack those they think 
  weak, and even quicker to cry out for mercy when 
  threatened by more powerful foes. 
   
  Hiding and ambushing is about all skeroloths 
  know of fighting. Often herded into battle by more 
  powerful 
  yugoloths, 
  skeroloths 
  are 
  unreliable 
  combatants unless it appears they have the upper hand. 
  When 
  they 
  encounter 
  creatures 
  weaker 
  than 
  themselves, groups of skeroloths swarm over them, 
  dragging down larger foes with sheer numbers. 
  Outsider Traits: A yugoloth has darkvision (60-foot 
  range). It cannot be raised or resurrected (though a 
  wish or miracle spell can restore life). 
   
  Summon Yugoloth (Sp): Most yugoloths can 
  summon others of their kind as though casting a 
  summon monster spell, but they have only a limited 
  chance of success. Roll d% and compare the result to 
  the die range given in the yugoloth’s specific 
  description: On a failure, no yugoloths answer the 
  summons. Summoned creatures remain for 1 hour, 
  then return whence they came. A yugoloth that is itself 
  summoned cannot use its own summon ability for 1 
  hour. 
   
  Yugoloth Traits: A yugoloth is immune to 
  poison and acid. It has cold, fire, and electricity 
  resistance 
  10. 
  Yugoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Skeroloth 
   
   
   
  ENCOUNTER 5: ANCIENT UTAA 
   
  APL 2 
  Skeroloth: CR 3; Small outsider (evil, extraplanar); 
  HD 4d8+4; hp 22; Init +7; Spd 40 ft., climb 20 ft.; AC 20, 
  touch 14, flat-footed 17; Base Atk +4; Grp +0; Atk +8 
  melee (1d3, claw); Full Atk +8/+8/+8/+8 melee (1d3, 
  claw); SA Sneak attack +1d6, spell-like abilities, 
  summon yugoloth; SQ Cringe, outsider traits, yugoloth 
  traits; AL NE; SV Fort +5, Ref +7, Will +3; Str 11, Dex 
  16, Con 12, Int 5, Wis 8, Cha 11. 
   
  Skills and Feats: Climb +15, Hide +18, Listen +6, 
  Move Silently +14, Spot +6; Improved Initiative, 
  Weapon Finesse. 
   
  Languages: Abyssal, Draconic, Infernal. 
   
  Sneak Attack (Ex): Anytime a skeroloth’s 
  target is denied a Dexterity bonus, or when a target is 
  flanked by a skeroloth, the skeroloth deals an 
  additional 1d6 points of damage on a successful melee 
  attack. 
   
  Spell-Like Abilities (Sp): At will—daze, 
  detect good, jump; 3/day—burning hands, expeditious 
  retreat. Caster level 4th; save DC 10 + spell level. The 
  save DC is Charisma-based. 
   
  Summon Yugoloth (Sp): Once per day, a 
  skeroloth can attempt to summon 1 skeroloth with a 
  40% chance of success (result of 61–100 on d%). 
   
  Cringe (Su): As a standard action, a skeroloth 
  can cower in fear. This is a mind-affecting effect. Any 
  opponent attempting to strike or otherwise directly 
  attack a cringing skeroloth, even with a targeted spell, 
  must attempt a Will save (DC 13). If the save succeeds, 
  
  COR6-09 Beneath the Bright Sands 
   
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  the opponent can attack normally and is immune to 
  the effect of that skeroloth’s cringing for one day. If the 
  save fails, the opponent cannot follow through with the 
  attack, that part of the attacker’s action is lost, and the 
  attacker can’t directly attack that skeroloth for as long 
  as it continues to cringe. If the skeroloth stops cringing 
  and then cringes again, the opponent may attempt a 
  new Will save to attack it. The save DC is Charisma-
  based. 
   
  Skills: Skeroloths have a +4 racial bonus on Hide 
  and Move Silently checks. Skeroloths also have a +8 
  racial bonus on Climb checks and can always choose to 
  take 10 on Climb checks, even if rushed or threatened. 
   
  APL 4 
  Advanced 6 HD Skeroloth: CR 4; Medium 
  outsider (evil, extraplanar); HD 6d8+12; hp 39; Init +6; 
  Spd 40 ft., climb 20 ft.; AC 18, touch 12, flat-footed 16; 
  Base Atk +6; Grp +8; Atk +8 melee (1d4+2, claw); Full 
  Atk +8/+8/+8/+8 melee (1d4+2, claw); SA Sneak attack 
  +1d6, spell-like abilities, summon yugoloth; SQ Cringe, 
  outsider traits, yugoloth traits; AL NE; SV Fort +7, Ref 
  +7, Will +4; Str 15, Dex 15, Con 14, Int 5, Wis 8, Cha 11. 
   
  Skills and Feats: Climb +19, Hide +15, Listen +8, 
  Move Silently +15, Spot +8; Dodge, Improved 
  Initiative, Weapon Finesse. 
   
  Languages: Abyssal, Draconic, Infernal. 
   
  Sneak Attack (Ex): Anytime a skeroloth’s 
  target is denied a Dexterity bonus, or when a target is 
  flanked by a skeroloth, the skeroloth deals an 
  additional 1d6 points of damage on a successful melee 
  attack. 
   
  Spell-Like Abilities (Sp): At will—daze, 
  detect good, jump; 3/day—burning hands, expeditious 
  retreat. Caster level 6th; save DC 10 + spell level. The 
  save DC is Charisma-based. 
   
  Summon Yugoloth (Sp): Once per day, a 
  skeroloth can attempt to summon 1 skeroloth with a 
  40% chance of success (result of 61–100 on d%). 
   
  Cringe (Su): As a standard action, a skeroloth 
  can cower in fear. This is a mind-affecting effect. Any 
  opponent attempting to strike or otherwise directly 
  attack a cringing skeroloth, even with a targeted spell, 
  must attempt a Will save (DC 13). If the save succeeds, 
  the opponent can attack normally and is immune to 
  the effect of that skeroloth’s cringing for one day. If the 
  save fails, the opponent cannot follow through with the 
  attack, that part of the attacker’s action is lost, and the 
  attacker can’t directly attack that skeroloth for as long 
  as it continues to cringe. If the skeroloth stops cringing 
  and then cringes again, the opponent may attempt a 
  new Will save to attack it. The save DC is Charisma-
  based. 
   
  Skills: Skeroloths have a +4 racial bonus on Hide 
  and Move Silently checks. Skeroloths also have a +8 
  racial bonus on Climb checks and can always choose to 
  take 10 on Climb checks, even if rushed or threatened. 
   
  APL 6 
  Advanced 10 HD Skeroloth: CR 6; Medium 
  outsider (evil, extraplanar); HD 10d8+20; hp 65; Init +7; 
  Spd 40 ft., climb 20 ft.; AC 19, touch 13, flat-footed 16; 
  Base Atk +10; Grp +12; Atk +13 melee (1d4+2, claw); 
  Full Atk +13/+13/+13/+13 melee (1d4+2, claw); SA 
  Sneak attack +1d6, spell-like abilities, summon 
  yugoloth; SQ Cringe, outsider traits, yugoloth traits; AL 
  NE; SV Fort +9, Ref +10, Will +6; Str 15, Dex 16, Con 
  14, Int 5, Wis 8, Cha 11. 
   
  Skills and Feats: Climb +23, Hide +20, Listen +12, 
  Move Silently +20, Spot +12; Combat Reflexes, Dodge, 
  Improved Initiative, Weapon Finesse. 
   
  Languages: Abyssal, Draconic, Infernal. 
   
  Sneak Attack (Ex): Anytime a skeroloth’s 
  target is denied a Dexterity bonus, or when a target is 
  flanked by a skeroloth, the skeroloth deals an 
  additional 1d6 points of damage on a successful melee 
  attack. 
   
  Spell-Like Abilities (Sp): At will—daze, 
  detect good, jump; 3/day—burning hands, expeditious 
  retreat. Caster level 10th; save DC 10 + spell level. The 
  save DC is Charisma-based. 
   
  Summon Yugoloth (Sp): Once per day, a 
  skeroloth can attempt to summon 1 skeroloth with a 
  40% chance of success (result of 61–100 on d%). 
   
  Cringe (Su): As a standard action, a skeroloth 
  can cower in fear. This is a mind-affecting effect. Any 
  opponent attempting to strike or otherwise directly 
  attack a cringing skeroloth, even with a targeted spell, 
  must attempt a Will save (DC 15). If the save succeeds, 
  the opponent can attack normally and is immune to 
  the effect of that skeroloth’s cringing for one day. If the 
  save fails, the opponent cannot follow through with the 
  attack, that part of the attacker’s action is lost, and the 
  attacker can’t directly attack that skeroloth for as long 
  as it continues to cringe. If the skeroloth stops cringing 
  and then cringes again, the opponent may attempt a 
  new Will save to attack it. The save DC is Charisma-
  based. 
   
  Skills: Skeroloths have a +4 racial bonus on Hide 
  and Move Silently checks. Skeroloths also have a +8 
  racial bonus on Climb checks and can always choose to 
  take 10 on Climb checks, even if rushed or threatened. 
   
  APL 8 
  Advanced 14 HD Skeroloth: CR 8; Large 
  outsider (evil, extraplanar); HD 14d8+56; hp 119; Init 
  +6; Spd 40 ft., climb 20 ft.; AC 19, touch 11, flat-footed 
  17; Base Atk +14; Grp +23; Atk +19 melee (1d6+6, claw); 
  Full Atk +19/+19/+19/+19 melee (1d6+6, claw); 
  Space/Reach 10 ft./10 ft.; SA Sneak attack +1d6, spell-
  like abilities, summon yugoloth; SQ Cringe, outsider 
  traits, yugoloth traits; AL NE; SV Fort +13, Ref +11, 
  Will +8; Str 23, Dex 14, Con 18, Int 5, Wis 8, Cha 12. 
   
  Skills and Feats: Climb +31, Hide +21, Listen +16, 
  Move Silently +25, Spot +16; Combat Reflexes, Dodge, 
  Improved Initiative, Quicken Spell-Like Ability (daze), 
  Stealthy. 
   
  Languages: Abyssal, Draconic, Infernal. 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 33 
   
  Sneak Attack (Ex): Anytime a skeroloth’s 
  target is denied a Dexterity bonus, or when a target is 
  flanked by a skeroloth, the skeroloth deals an 
  additional 1d6 points of damage on a successful melee 
  attack. 
   
  Spell-Like Abilities (Sp): At will—daze, 
  detect good, jump; 3/day—burning hands, expeditious 
  retreat. Caster level 14th; save DC 11 + spell level. The 
  save DC is Charisma-based. 
   
  Summon Yugoloth (Sp): Once per day, a 
  skeroloth can attempt to summon 1 skeroloth with a 
  40% chance of success (result of 61–100 on d%). 
   
  Cringe (Su): As a standard action, a skeroloth 
  can cower in fear. This is a mind-affecting effect. Any 
  opponent attempting to strike or otherwise directly 
  attack a cringing skeroloth, even with a targeted spell, 
  must attempt a Will save (DC 18). If the save succeeds, 
  the opponent can attack normally and is immune to 
  the effect of that skeroloth’s cringing for one day. If the 
  save fails, the opponent cannot follow through with the 
  attack, that part of the attacker’s action is lost, and the 
  attacker can’t directly attack that skeroloth for as long 
  as it continues to cringe. If the skeroloth stops cringing 
  and then cringes again, the opponent may attempt a 
  new Will save to attack it. The save DC is Charisma-
  based. 
   
  Skills: Skeroloths have a +4 racial bonus on Hide 
  and Move Silently checks. Skeroloths also have a +8 
  racial bonus on Climb checks and can always choose to 
  take 10 on Climb checks, even if rushed or threatened. 
   
  APL 10 
  Advanced 10 HD Piscoloth: CR 10; Medium 
  outsider (evil, extraplanar); HD 11d8+22; hp 72; Init +4; 
  Spd 30 ft., swim 20 ft.; AC 24, touch 10, flat-footed 24; 
  Base Atk +11; Grp +15; Atk +15 melee (2d6+4/19-20x3, 
  pincer); Full Atk +15/+15 melee (2d6+4/19-20x3, 
  pincer) and +13/+13/+13/+13/+13/+13/+13/+13 (0 plus 
  paralysis, tentacle); SA Augmented critical, paralysis, 
  spell-like abilities, summon yugoloth; SQ All-around 
  vision, DR 10/good, outsider traits, SR 21, yugoloth 
  traits; AL NE; SV Fort +9, Ref +7, Will +7; Str 19, Dex 
  11, Con 15, Int 6, Wis 10, Cha 14. 
   
  Skills and Feats: Hide +14, Intimidate +17, Listen 
  +14, Move Silently +14, Search +10, Sense Motive +6, 
  Spot +14, Swim +12; Improved Initiative, Multiattack, 
  Power Attack, Skill Focus (Intimidate). 
   
  Languages: Abyssal, Draconic, Infernal. 
   
  Augmented Critical (Ex): A piscoloth’s pincer 
  attack threatens a critical hit on a natural attack roll of 
  19–20. On a successful critical hit with a pincer attack, 
  it deals triple damage. 
   
  Paralysis (Ex): Those hit by a piscoloth’s 
  tentacle attack must make a Fortitude save (DC 17) or 
  be paralyzed for 2d6 minutes. The save DC is 
  Constitution-based. 
   
  Spell-Like Abilities (Sp): At will—blink, fear, 
  detect good, detect magic, protection from good, scare, 
  see invisibility; 3/day—meld into stone, phantasmal 
  killer, stinking cloud. Caster level 11th; save DC 12 + 
  spell level. The save DC is Charisma-based. Twice per 
  day, a piscoloth can use greater teleport (self plus 
  maximum load of objects only) as the spell cast by a 
  11th-level sorcerer. 
   
  Summon Yugoloth (Sp): Three times per day, 
  a piscoloth can attempt to summon 4 skeroloths with a 
  60% chance of success (result of 41–100 on d%). 
   
  Skills: Piscoloths have a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard and can always choose to take 10 on Swim 
  checks, even if distracted or endangered. 
   
  APL 12 
  Advanced 15 HD Piscoloth: CR 12; Medium 
  outsider (evil, extraplanar); HD 15d8+30; hp 98; Init +5; 
  Spd 30 ft., swim 20 ft.; AC 25, touch 11, flat-footed 24; 
  Base Atk +15; Grp +19; Atk +19 melee (2d6+4/19-20x3, 
  pincer); Full Atk +19/+19 melee (2d6+4/19-20x3, 
  pincer) and +17/+17/+17/+17/+17/+17/+17/+17 (0 plus 
  paralysis, tentacle); SA Augmented critical, paralysis, 
  spell-like abilities, summon yugoloth; SQ All-around 
  vision, DR 10/good, outsider traits, SR 26, yugoloth 
  traits; AL NE; SV Fort +11, Ref +10, Will +9; Str 19, Dex 
  12, Con 15, Int 6, Wis 10, Cha 14. 
   
  Skills and Feats: Hide +19, Intimidate +19, Listen 
  +18, Move Silently +19, Search +12, Sense Motive +10, 
  Spot +18, Swim +12; Ability Focus (paralysis), 
  Improved Initiative, Multiattack, Power Attack, Skill 
  Focus 
  (Intimidate), 
  Quicken 
  Spell-Like 
  Ability 
  (stinking cloud). 
   
  Languages: Abyssal, Draconic, Infernal. 
   
  Augmented Critical (Ex): A piscoloth’s pincer 
  attack threatens a critical hit on a natural attack roll of 
  19–20. On a successful critical hit with a pincer attack, 
  it deals triple damage. 
   
  Paralysis (Ex): Those hit by a piscoloth’s 
  tentacle attack must make a Fortitude save (DC 21) or 
  be paralyzed for 2d6 minutes. The save DC is 
  Constitution-based. 
   
  Spell-Like Abilities (Sp): At will—blink, fear, 
  detect good, detect magic, protection from good, scare, 
  see invisibility; 3/day—meld into stone, phantasmal 
  killer, stinking cloud. Caster level 15th; save DC 12 + 
  spell level. The save DC is Charisma-based. Twice per 
  day, a piscoloth can use greater teleport (self plus 
  maximum load of objects only) as the spell cast by a 
  15th-level sorcerer. 
   
  Summon Yugoloth (Sp): Three times per day, 
  a piscoloth can attempt to summon 4 skeroloths with a 
  60% chance of success (result of 41–100 on d%). 
   
  Skills: Piscoloths have a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard and can always choose to take 10 on Swim 
  checks, even if distracted or endangered. 
   
   
  
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  Page 34 
  APPENDIX 4: WEATHER HAZARDS OF THE BRIGHT 
  LANDS 
  Travelers in the Bright Lands face many perils. Chief 
  amongst these are the harsh landscape and unforgiving 
  climate. 
   
  Full rules for travel in the Bright Desert are 
  included in the Sandstorm accessory. However, to 
  facilitate play the basics of these rules are presented 
  here. 
   
  During a typical day the desert goes through a 
  radical series of temperature changes.  
   
  During daylight hours the temperature in the 
  desert is generally in the hot temperature band. 
  Around midday however, and for two hours afterwards, 
  the temperatures climbs into the severe heat 
  temperature band. At night, the temperatures swiftly 
  plunge into the cold temperature band. Thus, travelers 
  must be ready to combat a number of temperature-
  challenges. 
   
  Most intelligent beings avoid traveling around 
  midday and the two hours directly afterwards, breaking 
  their journey to get into some shade.  
   
  HEAT DANGERS 
  For game purposes, air temperature falls into one of 
  nine following temperature bands. Temperatures 
  relevant to play in the Bright Desert are listed below. 
   
  Temperature Bands 
  –20º F to 0º F 
  Severe cold* 
  1º F to 40º F 
  Cold 
  41º F to 60º F 
  Moderate 
  61º F to 90º F 
  Warm 
  91º F to 110º F 
  Hot 
  111º F to 140º F 
  Severe heat 
   
  *Extremely rare temperature, not dealt with in detail 
  here. 
   
  Temperatures in the hot band (or hotter) can be 
  hazardous to unprepared characters. Characters can 
  take damage from such extreme heat, a condition 
  generally referred to as heatstroke. At lower 
  temperatures, this starts off as nonlethal damage while 
  the character is still conscious, but it becomes lethal 
  damage to those already knocked unconscious by 
  heatstroke (with no saving throw allowed). A character 
  who takes any nonlethal damage from heatstroke is 
  considered fatigued. 
   
  A character with the Survival skill can receive a 
  bonus on saving throws against heat and dehydration 
  damage, and can apply this bonus to other characters as 
  well. See the skill description on page 83 of the Player’s 
  Handbook. 
   
  The levels of protection described here refer to a 
  character’s protective measures against heat (see 
  Protection Against Heat below). The relevant heat 
  bands are also described below. 
   
  Cold: Unprotected 
  characters must make 
  successful Fortitude saving throws each hour (DC 15, 
  +1 for each previous check) or take 1d6 points of 
  nonlethal damage. Characters wearing furs, or other 
  warm clothing or protected by an endure elements 
  spell are considered protected against this level of cold. 
   
  Hot: 
  Unprotected 
  characters 
  must 
  make 
  successful Fortitude saving throws each hour (DC 15, 
  +1 for each previous check) or take 1d4 points of 
  nonlethal damage. Characters wearing heavy clothing 
  or any kind of armor take –4 penalties on their saves. 
   
  Characters whose protection against heat is at 
  least level 1 or higher (such as with the Heat 
  Endurance feat or carrying a parasol) are safe at this 
  temperature range and need not make the save. 
   
  Severe Heat: Unprotected characters must 
  make successful Fortitude saving throws once every 10 
  minutes (DC 15, +1 for each previous check) or take 
  1d4 points of nonlethal damage. Characters wearing 
  heavy clothing or any kind of armor take –4 penalties 
  on their saves. 
   
  In addition, those wearing metal armor or 
  coming into contact with very hot metal are affected as 
  if by a heat metal spell (which lasts as long as the 
  character remains in the area of extreme heat). 
   
  A character must have protection level 3 or 
  higher to be protected against extreme heat. Level 2 is 
  considered partial protection, and such characters take 
  damage and make saving throws once per hour instead 
  of once per 10 minutes. Level 1 provides no protection. 
   
  PROTECTION AGAINST HEAT 
  Few people venture into the waste without some form 
  of protection against heat. Most travelers dress 
  appropriately in flowing, light clothing or staying near 
  shade and water. In addition Magical protection 
  further improves the chance to survive hot, dry 
  climates and other special devices and alchemical 
  concoctions can aid desert travel. 
   
  A character’s protection against heat dangers is 
  described by level of protection, which ranges from 1 
  to 5 or more. Such levels of protection do not confer 
  any special fire resistance—a red dragon’s breath still 
  does the same damage. However, equipment that 
  provides a bonus on saving throws against heat dangers 
  contributes its bonus whether it is complete, partial, or 
  ineffective protection against that degree of heat. Thus, 
  even though keepcool salve is not sufficient to offer 
  
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  even partial protection against extreme heat, a 
  character with keepcool salve (described in Sandstorm) 
  still adds the item’s +1 circumstance bonus on saves 
  against nonlethal damage dealt by an extremely hot 
  environment. 
   
  To determine your protection level, begin with 
  your base protection level as determined on the table 
  below and then add any applicable equipment 
  modifiers from the second table.  
   
  Table 1–2: Base Protection Level Against Heat 
  0 
  Creature with no heat adaptations 
  1 
  Creature with Heat Endurance feat  
  1 
  Nondesert cold-blooded animal or vermin 
  1 
  Monsters native to hot climates 
  2 
  Desert animal or vermin 
  2 
  Monsters native to waste terrain 
  3 
  Creatures with endure elements spell or effect 
   
  Heat Endurance Feat: Creatures with the Heat 
  Endurance feat. 
   
  Nondesert 
  Cold-Blooded 
  Animal 
  or 
  Vermin: Creatures native to temperate or warm 
  climates with a variable body temperature that lets 
  them function well in heat approaching that of human 
  body temperature (such as insects, lizards, snakes, 
  tortoises, and toads). 
   
  Monsters 
  Native 
  to 
  Hot 
  Climates: 
  Creatures whose Environment entry includes a warm 
  terrain. 
   
  Desert Animal or Vermin: Animals with 
  variable body temperatures or special adaptation to hot 
  environments, such as heat dissipation or water 
  conservation (camels, scorpions, sidewinder snakes, 
  and so on). 
   
  Monsters 
  Native 
  to 
  Waste 
  Terrain: 
  Monsters normally found in regions of extreme heat 
  (including natives of fire-dominant planes) belong in 
  this group. 
   
  Endure 
  Elements: 
  Creatures 
  currently 
  protected by an endure elements spell or similar effect. 
   
  Equipment Modifier to Base Heat Protection 
  0 
  No special equipment 
  +1 
  Armorbright 
  +1 
  Desert outfit 
  +1 
  Keepcool salve 
  +2 
  Hydration suit 
  +3 
  Improvised shelter 
   
  Armorbright: A special alchemical item described in 
  Sandstorm. 
   
  Desert 
  Outfit: A special clothing item 
  described in Sandstorm. 
   
  Keepcool Salve: A special alchemical item 
  described in Sandstorm. 
   
  Hydration suit: A special clothing item 
  described inSandstorm. 
   
  Improvised Shelter: This bonus applies to 
  characters who are not attempting to travel, but instead 
  stop and seek shelter by digging into the sand, erecting 
  a tent or windbreak, tapping water from desert 
  vegetation, or the like. 
   
  Resistance to Fire: A character with a spell or 
  effect granting resistance to fire applies this resistance 
  to both lethal and nonlethal damage from hot 
  temperatures. For example, a creature with resistance 
  to fire 5 subtracts 5 from the 1d6 points of lethal 
  damage dealt per 10 minutes by extreme heat (and 
  therefore might take 1 point of heat damage, if a 6 is 
  rolled) and 5 from the 1d4 points of nonlethal damage 
  dealt.  
   
  TREATING HEATSTROKE 
  Nonlethal damage from heatstroke (including the 
  accompanying fatigue) cannot be recovered until the 
  character gets cooled off—by reaching shade, surviving 
  until nightfall, getting doused in water, being targeted 
  by endure elements, or the equivalent. Once the 
  character is cooled or reaches a cooler environment (a 
  temperature band of fewer than 90 degrees), the 
  character responds normally to healing that removes 
  nonlethal damage. When the character recovers the 
  nonlethal damage taken from heatstroke, the fatigue 
  penalties also end. 
   
  DEHYDRATION 
  As noted on page 304 of the Dungeon Master’s Guide, a 
  character must consume 1 gallon of water per day to 
  avoid dehydration. In particularly hot environments 
  (those above 90º F), characters need more water, 
  requiring double the normal amount. The amount of 
  water required to avoid dehydration increases by 1 
  gallon per heat band above hot (so 3 gallons in severe 
  heat, 4 in extreme heat, and so on). Characters can go 
  without water for 1 day + a number of hours equal to 
  their Constitution scores. After this time, a character 
  must make a successful Constitution check each hour 
  (DC 10, +1 for each previous check) or take 1d6 points 
  of nonlethal damage. In particularly hot environments 
  (those above 90º F), the time a character can go without 
  water before making Constitution checks is reduced, as 
  described on the table below. 
   
  Dehydration Times 
  Temperature (Band) 
  Time 
  Before 
  First 
  Con 
  Check 
  91–110 (hot) 
  12 + Con hours 
  111–140 (severe heat) 
  6 + Con hours 
   
  
  COR6-09 Beneath the Bright Sands 
   
  Page 36 
  BEING DEHYDRATED 
  A lack of sufficient water introduces a new condition—
  dehydrated. 
   
  Dehydrated: 
  Characters who have taken 
  nonlethal damage from lack of water are considered 
  dehydrated and become fatigued. In addition, if a 
  dehydrated character would take nonlethal damage 
  from hot conditions (such as those described in this 
  book or on page 303 of the Dungeon Master’s Guide), 
  that damage instead becomes lethal damage. 
   
  A character who falls unconscious from nonlethal 
  damage due to thirst begins to take the same amount of 
  lethal damage instead. Damage from thirst, whether 
  lethal or nonlethal, cannot be recovered until the 
  character has been treated (see below); not even magic 
  that restores hit points heals this damage. 
   
  Treating Dehydration: A character who has 
  taken nonlethal damage from lack of water must be 
  treated with long-term care (see the Heal skill 
  description on page 75 of the Player’s Handbook) to 
  recover. This requires 24 hours of care and double the 
  normal amount of water required per day for the 
  conditions (for instance, 2 gallons of water for normal 
  conditions). If the character has also taken lethal 
  damage from lack of water or from a hot environment, 
  add +5 to the Heal DC and double the time required to 
  recover (to 48 hours). Once this Heal check has 
  succeeded, the damage taken by the character can be 
  restored through the normal means. 
   
  Alternatively, certain spells can be used to 
  rehydrate a character in place of the recovery time, 
  water, and Heal check. The hydrate spell (see 
  Sandstorm) accomplishes this function, as does the 
  heal spell. 
   
  BRIGHT BLINDNESS 
  Bright Blindness is a condition that afflicts those 
  traveling the white sands of the Bright Desert without 
  adequate eye protection during the day. At first the 
  vision of those afflicted becomes indistinct, with 
  colored flashes and shapes appearing in their field of 
  vision. Their eyes then begin to ache, becoming red 
  and inflamed before finally the individual loses his 
  vision for a number of days. Prolonged exposure can 
  lead to permanent blindness. 
   
  Anyone traveling the white sands without 
  protection must make a DC 15Constitution check  
  every four hours of travel. The DC of subsequent 
  checks in a days travel increases by one. Failure means 
  the character is temporarily blinded for 1d4 days.  
   
  Characters suffering from Bright Blindness should 
  also make these additional checks unless they have 
  been completely blindfolded. If a character suffering 
  from Bright Blindness fails a subsequent Constitution 
  check their eyes are damaged beyond repair and they 
  are permanently blinded. 
   
  A successful DC 15 Heal check and the complete 
  blindfolding of the afflicted character’s eyes halves the 
  duration of the temporary 
  blindness. Remove 
  blindness will remove both temporary and permanent 
  Bright Blindness instantly. 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 37 
  APPENDIX 5: THE ANCIENT CITY OF UTAA 
   
   
   
  MAP KEY (1 square = 20 feet) 
  1. Yr Gog Ffordd (The North Road) 
  2. Yr Clwyd Annedd (The Gatehouse) (Guarded by the Royal Guard) 
  3. Yr Eglwysig Am Golau (Temple of Light) 
  4. Diod Tafarn (Refreshment House – named “Kamwyls”) 
  5. Diod a Bwyd Tafarn (Refreshment and Dinner House – named “Dre’nelis”) 
  6. Caer Arweinydd (Office of City Consul) 
  7.  Yr Eglwysig Am Awyr (Temple of the Sky) 
  8. Yr Eglwysig Am Dynol (Temple of Humanities) 
  9. Yr Eglwysig Am Annwn (Temple of That Which Is Below) 
  10. Yr Marchnadd (Enclosed Marketplace) 
  11. Yr Eglwysig Am Cadugg (Temple of Darkness) 
  12. Coedd Badd Annedd (Public Bath House) 
  The other small squares represent various local businesses and home. Most are two-storey. 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 38 
  APPENDIX 6: TEMPLE OF DARKNESS 
  MAP LEGEND 
  A = Captain Angau (All APLs) 
  M = Manscorpions (at APL 12 these are size Large – place using the marking on this map as the upper left-hand 
  corner of the creature’s space) 
  D1 = Bearded Devil (APL 6 & 8), Bone Devil (APL 10 & APL 12) 
  D2 = Lemure horde, Hellcat (APL 8 & APL 10), Bone Devil (APL 12) 
  D3 = Bearded Devil (APL 8), Hellcat (APL 10), Barbed Devil (APL 12) 
  
  COR6-09 Beneath the Bright Sands 
   
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  APPENDIX 7: MAP OF THE BRIGHT DESERT 
   
  
  COR6-09 Beneath the Bright Sands 
   
  Page 40 
  DM AID 1: PREVIOUS RESEARCH 
  The ritual to unmake the Scorpion Crown requires one good and one evil-aligned weapon that meet certain 
  very rare requirements. The High Chapel has researched the location of acceptable weapons in the area. 
   
  The good-aligned weapon, whose name translates from ancient Flan as "The Defender," is described as a 
  hammer. This sentient relic was known to have been wielded by Khorla Ghaniss, the mightiest templar of 
  Vathris, in the final battle against the Sulmites. [If anyone possesses the Spirit Tattoo Gana, he recognizes 
  Khorla as a man once reviled as the greatest mortal enemy of the Sulm.] Defender was devoted to defending 
  the progress and ingenuity of Itar, the values which Vathris originally cherished. It was not believed to have 
  been taken as a prize in the wake of the final battle, so it likely still lies in the submerged ruins of Sennerae, 
  Itar’s capital city. 
   
  Tales speak of an evil weapon, some say it a khopesh sword, some a great scimitar, belonging to the Chief 
  Magistrate of Utaa. The Chief Magistrate was in charge of the policing of the state and commanded the armies 
  in his king's name. The blade may have been forged or caused to be forged by Shattados himself of starmetal or 
  Baatorian steel. Some accounts attribute the weapon's ill influence to the tainted material from which it was 
  created. At least one account, from a mad desert hermit (said to have been devoured by forces unseen) wrote 
  from first-hand accounts that the weapon "drunk in the life's blood of the transgressor, leaving behind 
  something awful, a body bereft of animation and one with the desert sands." Little is known of what happened 
  to the weapon. Scholars logically conclude it must still reside somewhere within the cursed ruins of Utaa, 
  perhaps still in the grip of the Chief Magistrate as he met out some harsh justice as the Doom of the Desert 
  descended. 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 41 
  DM AID 2: HARDBY, CITY OF THE SCORNED 
  Much of this material is adapted from the “Hardby: 
  City of the Scorned” article by Paul Looby in Dungeon 
  #107. 
   
  Hardby (small city): Conventional; AL LN; 
  15,000 gp; Assets 3,825,000 gp; Population 5,100 mixed 
  (human 72%, half-orc 22%, halfling 2%, dwarf 1%, 
  gnome 1%, half-elf 1%, elf 1%). 
   
  Temples: Ehlonna (forests, woodlands), Joramy 
  (fire, volcanoes, wrath), Lirr (literature, art), Mayaheine 
  (protection, justice, valor), Myhriss (love, beauty), 
  Norebo (luck, gambling), Osprem (sea, voyages, 
  sailors), Pelor (sun, light, healing, protection), Procan 
  (seas, navigation), St. Cuthbert (common sense, 
  wisdom, discipline), Wee Jas (magic, death, vanity), 
  Xerbo (seaborne trade), Zilchus (power, money). 
  A BRIEF SOCIAL HISTORY OF 
  HARDBY 
  The settlement that would become the city of 
  Hardby was founded in -278 CY by the Suel 
  mage Ena Norbe on the northeastern coast of 
  the Woolly Bay. Believing that it was the folly 
  of men which led to the fall of the Suel 
  Imperium, Ena declared herself as Gynarch 
  and established that only women would rule 
  Hardby. 
  Her 
  daughters 
  became 
  the 
  progenitors of the Six Great Families of 
  Hardby and the core of the Gynarchy, from 
  which future leaders and officials would be 
  chosen. With one exception, Hardby remained 
  under the rule of women until 517 CY, when 
  the Merchant’s Alliance in Hardby seized 
  power in a bloodless coup. Marriage with 
  Trade Council members and behind-the-
  scenes actions allowed effective rule of Hardby 
  to remain in the hands of the Gynarchy during 
  this period, however. Even after Greyhawk 
  took control of the city during the Greyhawk 
  Wars and established a Military Governor to 
  rule the city, the Despotrix continued to 
  maintain considerable influence – a reality 
  which still greatly concerns the Directing 
  Oligarchy of Greyhawk. 
   
  Unlike Greyhawk and most other areas of 
  the central Flanaess, Hardby has a sizable half-
  orc population which is not only tolerated but 
  welcomed. 
  Some half-orc 
  families, who 
  primarily live in the Dock District and 
  Fishtown, have been in the city for generations 
  now, and half-orc sailors, soldiers, and dock 
  workers are regulars amongst dockside taverns 
  and businesses. Prejudice against half-orcs is 
  widely frowned upon and discouraged. 
   
  MERCHANT’S ALLIANCE 
  The Hardby Merchant’s Alliance was formed by 
  refugees from the Pomarj who found themselves 
  excluded from governance and belittled by Hardby’s 
  famously independent-minded women. The Alliance 
  created a Trade Council of six merchants and six 
  “rivermen” (dock workers, pilots or military officers, 
  and one judge), all of whom were elected at regular 
  intervals. Although the Trade Council officially 
  governed Hardby, it generally ended up answering to 
  the wishes of the Despotrix. Since Greyhawk took 
  control, though, the rivermen councilors have been 
  military officers loyal to the Directing Oligarchy. The 
  Council is now subordinate to the Military Governor 
  and confined strictly to discussion of commercial 
  matters. Naturally the Merchant’s Alliance is unhappy 
  with this current state of affairs. 
   
  DISTRICTS OF HARDBY 
  Northend – A crowded district on the north side of 
  the docks which includes the Palace of the Gynarchs, 
  the Law Courts, and the city’s primary military and 
  naval barracks. The High Chapel, a prominent temple 
  
  COR6-09 Beneath the Bright Sands 
   
  Page 42 
  to Pelor, can also be found here.Dock District – A 
  cobbled quay which runs the length of the waterfront, 
  it is a warren of boisterous taverns, inns, hostels, and 
  other less reputable places. The streets are narrow and 
  back alleys are dangerous after dark, while drunken 
  brawls are not uncommon. 
   
  Fish Town – This area of warehouses and 
  business related to fishing and sailing reeks of fish and 
  is populated by hordes of cats (which are considered 
  lucky) and seagulls (which are not). It is also the 
  poorest section of Hardby, though it is not as bad as the 
  slums in most other major cities. 
   
  Tradetown – Located outside the Great Wall, 
  this crowded and bustling quarter is the heart of 
  commerce in the city and home to most of its 
  merchants and artisans. Exotic items from the four 
  corners of the Flanaess can be found here. 
   
  The Ebbfields – Originally the upper-class 
  section of town, it now houses Hardby’s middle class 
  and a spill-over of its poorer elements. Older parts are 
  pleasant with broad, well-paved, leafy streets. 
   
  
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