TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
  Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
  under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2006 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR6-02 
   
   
  RALLYING POINT FOR 
  THE BRIGHT SANDS 
   
  A Two-Round Dungeons & Dragons® Living 
  Greyhawk™ Core Adventure 
  Version 1.0 
   
  by Chris Chesher and Greg Marks 
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
  Playtesters: Rod Bruce, Shaun Dagenhart, Tim Pitcock, Gordon Smith  
  Special Thanks: Shawn Goldman and Gordon Smith 
   
  Lady Karistyne requires you to travel to Hardby to retrieve a package on her behalf, but errand boys are not adventurers. 
  To be an adventurer, you need to make choices, not just travel between two points. Are you ready to look within yourself 
  and discover if you are an adventurer willing to fight for a cause or just an errand boy, sent by a patron, to collect a chest? 
  A two-round Core adventure set in Hardy for character level 1-15 (APLs 2-16). Part 7 of “Blight on Bright Sands.” 
   
  Resources for this adventure [and the authors of those works] include COR3-13 Traitor’s Road [Paul Looby], COR4-13 A 
  Wretched Soul [Mike Hinds], COR5-06 Blood on Bright Sands [Creighton Broadhurst], COR5-09 Gateway to Bright 
  Sands  [Theron Martin], COR5-11 Dark Deceit on Bright Sands [Chris Chesher], COR5-17 Time’s Tide on Bright Sands 
  [Bruce Paris and James Dempsey] and COR5-20 Phantoms on Bright Sands [Tom Kee]. 
  
  COR6-02 Rallying Point for 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 up 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. 
  
  COR6-02 Rallying Point for 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 two-round core adventure, set in the 
  Bright Lands. Characters native to the Bright lands pay 
  one Time Unit per round, all others pay two 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 
  Factions in Hardby have worked behind the scenes for 
  years, subtly warring against each other through politics 
  and other underhanded methods. This secret war has 
  come to a head, with the impending death of the 
  Despotrix Ilena Norbelos, who has maintained a sense of 
  stability in the City of the Scorned for years. Since 
  participating in the Flight of Fiends, the Despotrix has 
  been dying and only the secret elixirs of Rary have stayed 
  death’s embrace.  
   
  An important clandestine vote is soon to be taken. It 
  will decide whether Hardby should declare itself 
  independent from Greyhawk, and accept closer ties with 
  the Empire of the Bright Lands. The outcome balances on 
  a knife’s edge and the Despotrix’s vote will sway many; if 
  she lives long enough to cast it. In this adventure the 
  actions of the PCs decide which of the many factions 
  have their way and ultimately the course of this crucial 
  vote. 
   
  An Explanation of Hardby’s Government 
  In this adventure “Gynarch” refers to a member of the 
  ruling body of women in Hardby, which is called the 
  “Gynarchy.” When used as a title, “Gynarch” refers to the 
  original title of the leader of Hardby, which was later 
  replaced with the term “Despotrix.”  
   
  “Didatrix” refers to a woman serving as a personal 
  secretary, annalist, and herald to a Gynarch. This job 
  commonly serves as a stepping-stone to becoming a 
  Gynarch. 
   
  There are forty members of the Gynarchy. Six are 
  chosen from each of the six most prominent families in 
  Hardby: Norbelos, Gerneskir, Jonnosh, Havelos, Maynem 
  and Longland (which replaced Yragerne when that line 
  ended). The last four members of the Gynarchy are made 
  up of the Despotrix and three other members chosen by 
  her as personal advisers. Each Gynarch is served by a 
  Didatrix. 
   
  Factions in Hardby 
  There are several factions active in Hardby; each 
  concerned about the future direction of Hardby’s politics. 
  Several are briefly listed here to aid the DM in 
  adjudicating this adventure. 
   
  Bright Lands Faction: Minions of Rary are few 
  but well placed. This faction seeks to use the Gynarchy as 
  a weapon against Rary’s foes in Greyhawk. The Bright 
  Lands faction attempts to retain good relations with 
  Hardby under the guise of opening trade. This faction 
  secretly includes Messalina, and generally favors Aleeta 
  as a successor to Ilena.  
   
  Compromise Faction: This group is composed 
  primarily of a small number of Gynarchs. They seek a 
  compromise candidate who has both age and arcane 
  ability and that can work with Greyhawk without being 
  too friendly or accommodating. Although this faction has 
  pursued Bridara Norbelos as a candidate, they now look 
  for a new choice given Bridara’s refusal to get involved in 
  politics. 
   
  Longland Faction: These are supporters of 
  Deirdre Longland. Although she has the advantage of age, 
  title, and experience, she lacks the magical ability 
  traditionally expected of a Despotrix. She has earned the 
  respect of Wilbren Carister for her military acumen and 
  is the preferred candidate of the Ruling Oligarchy, which 
  means that she also has the covert (if not necessarily 
  welcomed) support of Retep Mandel. She has the support 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 3 
  of the faithful of Mayaheine and some elements of the 
  Church of Pelor. 
   
  Merchant Alliance Faction: Led by Perav 
  Hulvir and Harvan Lhoral this group is comprised 
  primarily of Trade Council members. They would just as 
  soon see the Gynarchy collapse and hope to eliminate the 
  position of Despotrix. They are an anti-Greyhawk group 
  but are not allied with the Norbelos Faction. 
   
  Norbelos Faction: These are supporters of Aleeta 
  Norbelos. She is Despotrix Ilena’s preferred choice 
  because of her staunchly anti-Greyhawk stance, though 
  Ilena feels that, at age 26, she is still too young and 
  unseasoned. Rary (and thus Messalina) favor her, as do 
  the Slavelords, with whom she has secretly made a pact. 
  She also has the open support of the Church of Wee Jas 
  and Mirlan Rinshad. Unbeknownst to Aleeta, her 
  Slavelord allies are arranging the assassination of Deidre 
  Longland. 
   
  Tenser’s Faction: The minions of Tenser, such as 
  Javka Gerneskir, Helena Stanmaer, the paladin Karistyne 
  and the pseudodragon Scorimongishaz, work to stymie 
  the efforts of Rary in the region. Thus, they are not always 
  concerned with Hardby politics unless the Traitor is at 
  work.  
   
  ADVENTURE SUMMARY 
  The paladin Karistyne has dispatched the PCs to Hardby. 
  Their mission is to recover research on the locations of 
  the good- and evil-aligned weapons necessary for the 
  unmaking ritual of the Scorpion Crown. (This ritual was 
  discovered in COR5-11 Dark Deceit on Bright Sands).  
   
  Introduction: The PCs enter Hardby just after 
  Helena Stanmaer, a cleric of Fharlanghn and ally of the 
  paladin Karistyne, and her allies have attacked Lord 
  Robilar in the streets. Robilar himself had just arrived in 
  Hardby to deliver another of Rary’s elixirs that keep the 
  Despotrix alive. Robilar has withdrawn in a purposeful 
  effort to lead Helena and her minions away from Hardby 
  and the damage the battle was causing. This gives the 
  illusion that Robilar (and thus Rary) cares about Hardby 
  and her citizens. Further more, Robilar has his orders and 
  some very good reasons not to get drawn into a fight just 
  yet. Killing Helena (as he could with ease) would bring 
  hardship to Rary’s plan.  
   
  Encounter 1: During the battle, some rare 
  monstrous specimens on their way to Rotanna’s 
  Menagerie in Northend have been freed. The party must 
  act quickly to deal with them before they feast on 
  innocent bystanders. After defeating the beasts, the PCs 
  are able to question the crowd about what occurred. 
   
  Encounter 2: The PCs arrive at The High Chapel, 
  the temple of Pelor, to receive the research and 
  divinations requested by Karistyne. The details are sealed 
  in a small chest. 
   
  Encounter 3: Javka Gerneskir, the Didatrix to 
  Despotrix Ilena, waits outside the temple to summon the 
  PCs to a meeting with the Despotrix at her estate outside 
  of Hardy. She has few answers for the PCs. 
   
  Encounter 4: The PCs meet with the Despotrix, 
  who is on her deathbed. The Despotrix asks the PCs for 
  their loyalty and for them to perform a task for her before 
  she dies. If the PCs agree, she sends them to meet with 
  her granddaughter Aleeta Norbelos who has given 
  sanctuary to Lord Robilar. Unbeknownst to Ilena and the 
  PCs, without the elixir she has only six days to live. 
   
  Encounter 5: Aleeta and Robilar explain their 
  desire to help the Despotrix survive. Robilar claims to be 
  on a mission of mercy when Helena attacked him, 
  unfortunately destroying the elixir he was to deliver. He 
  wishes them no harm, but he knows they will soon find 
  him and attempt to kill him again. As such Robilar asks, 
  and Aleeta begs, that the PCs consider him their patron 
  while they try to recover the necessary ingredients to 
  recreate the potion. Speed matters, so if the PCs accept, 
  Aleeta will arrange to have them transported to the cairn 
  the next day.  
   
  Encounter 6: As the PCs rest for the night 
  representatives of several different factions contact them. 
  All try to sway the PCs to their cause and some try to turn 
  the PCs against each other.  
   
  Encounter 7: The PCs are transported to the Cairn 
  of Reflected Souls in the Abbor-Alz where they must deal 
  with the inhabitants of the glen housing the Cairn’s 
  entrance. The cairn is from the time of the dead Sulm 
  empire and is the resting place of one of three brothers 
  who’s names have been lost to time. Each of the brothers 
  was a master of his own inner power with a specific 
  connection to life, death and the cycle of rebirth. This 
  cairn is dedicated to the brother of rebirth. 
   
  Encounter 8: The party enters the cairn and learns 
  some of the cairn’s history after bypassing a trap. The PCs 
  are able to enter the lower caverns of the cairn by means 
  of a permanent teleportation circle located in the upper 
  portion of the cairn. 
   
  Encounter 9: The PCs undergo a test and avoid 
  life-draining traps to gain one of the keys needed to 
  operate the teleportation circle found in Encounter 8. 
   
  Encounter 10: The PCs undergo a test and avoid 
  fiery traps to gain the second key needed to operate the 
  teleportation circle found in Encounter 8. 
   
  Encounter 11: The party uses the teleportation 
  circle to enter the underground resting place of the third 
  unnamed brother, only to find, they are not alone. His 
  servants still attend him. 
   
  Encounter 12: As the party returns to Hardby, 
  they are attacked by Retep Mandel and minions of the 
  Greyhawk Directing Oligarchy who want the Despotrix 
  to die. The assassins seek to kill, or delay the party. A 
  minion of the Slavelords of Highport is also involved, 
  seeking to speed the PCs on their way. (DM Note: The EL 
  of this encounter has been decreased by one due to the 
  aid the PCs receive.) 
   
  Encounter 13: The PCs decide to whom they hand 
  over the elixir ingredients and research. 
   
  Conclusion: Depending on the actions of the 
  party, the outcome of the vote either ties Hardby to the 
  Free City of Greyhawk or the Empire of the Bright Sands.  
   
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 4 
  PREPARATION FOR PLAY 
  To better understand the PCs’ place amongst the various 
  squabbling factions, review previous ARs from the 
  “Blight on Bright Sands” series and other adventures that 
  have occurred in or near Hardby. 
   
  Attracted Attention: The agents of the 
  Slavelords in Hardby know PCs who have this 
  designation from COR5-09 Gateway to Bright 
  Sands.  
   
  Favor of Despotrix Ilena: The Despotrix 
  favors any PC with this note due to their efforts 
  on her behalf previously (COR5-09 Gateway to 
  Bright Sands). These PCs have also previously 
  met Javka Gerneskir.  
   
  Worked for Scor: Any PC who has worked 
  for Scor (during COR5-09 Gateway to Bright 
  Sands) is known by allies of Tenser to oppose 
  Rary. 
   
  Hospitality 
  of 
  Karistyne 
  Castle 
  or 
  Karistyne’s Arms and Armor or Favor of 
  Karistyne Castle: These favors from COR5-
  06 Blood on Bright Sands, COR5-11 Dark Deceit 
  on Bright Sands or COR5-20 Phantoms on 
  Bright Sands mark the PC as favored by Lady 
  Karistyne and someone who knows Helena 
  Stanmaer as one of her agents. 
   
  COR5-17 Time’s Tide on Bright Sands: 
  Any PC that has played this event has previously 
  met Lady Karistyne in her castle and knows 
  Helena Stanmaer as one of her agents. 
   
  Wrath 
  of 
  the 
  Greyhawk 
  Assassin’s 
  Guild: In Encounter 8, agents of the Greyhawk 
  Assassin’s Guild preferentially target any PC 
  with this enmity from COR3-13 Traitor’s Road. 
   
  Favor of Gynarch Rotanna Maynem: 
  Those PCs with this favor from COR4-13 A 
  Wretched Soul have already met Rotanna 
  Maynem (she appears in Encounter 1). 
   
  TIMELINE 
  Some events of this module take place regardless of the 
  actions of the PCs, and this brief timeline is provided to 
  aid the DM in organizing these events.  
   
  Day 1: Robilar is attacked in the streets of Hardby 
  and the PCs arrive in Hardby. 
   
  Day 2: Aleeta sends either the PCs to the Cairn of 
  Reflected Souls, or goes herself. 
   
  Day 6: Unless provided with the elixir, Despotrix 
  Ilena dies. 
   
  Day 7: The Gynarchy votes on independence. 
   
  Day 9: If Ilena has previously been provided with 
  the elixir, she dies. 
   
  INTRODUCTION 
  Leaving Karistyne Castle, it takes many days 
  travel to reach Hardy. You are traveling on a 
  mission of importance to the paladin. 
   
  Remembering her words, her voice echoes 
  in your heads; “Go to Hardby and the temple of 
  the Sun Father there. Collect for me the results 
  of the research that you plundered for me in 
  the past and return to me when you can, but do 
  not hurry, for I have other matters of equally 
  great import to attend to.  I have also heard 
  rumors of unrest in Hardby. While there see if 
  you can uncover anything unusual.” 
   
  The PCs have just arrived in Hardby after a journey from 
  Karistyne Castle. They are headed to the temple of Pelor, 
  to pick-up some research and divinations requested by 
  Karistyne. This mission is not especially time sensitive 
  and the PCs have been told they may take their time in 
  journeying to Hardby and back. The PCs have been 
  journeying together for several days.  
   
  Introductions should be carried out before reading 
  the following 
   
  Coming through the gate from Orz into the 
  Ebbfields district of Hardby, it is clear that a 
  great disturbance has just occurred in the 
  square ahead.  
   
  Carts are overturned, people scream and 
  cry, and chaos abounds. Weapons lie discarded 
  on scorched cobblestones. Nearby, a woman 
  trying to care for a wounded man, squats in the 
  shadow of several overturned cages filled with 
  exotic beasts. 
   
  Give the PCs a moment to react. It is clear there was a 
  battle in the square between many people, although no 
  combat is currently ongoing. Many bystanders have been 
  injured.  
   
  Once the PCs have moved to investigate, proceed to 
  Encounter 1. 
   
   
  ENCOUNTER 1: RAMPANT 
  MENAGERIE 
  Screams ring out from the crowd as several of 
  the creatures in the overturned cages force 
  their way free.  
   
  The noise seems only to frighten the beasts, 
  which lash out at nearby bystanders. With no 
  guardsmen in sight, it seems likely that many 
  innocents will die unless heroes step forward 
  from the crowd. 
   
  Robilar brought several monstrous specimens as a gift for 
  Rotanna’s Menagerie in Northend. Unfortunately the 
  combat between his entourage and Helena Stanmaer’s 
  followers damaged some of the cages. The party must act 
  quickly to deal with the escaping monsters before they 
  feast on innocent bystanders.  
   
  In the first round, the monsters are in the midst of 
  the crowd. The DM should place a dozen or so innocent 
  bystanders in their immediate vicinity. Area of effect 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 5 
  spells cast in the first round will certainly affect at least 
  some of these individuals. The commoners run away at 
  the end of the first round. 
   
  APL 2 (EL 4) 
   
  d Medium Monstrous Scorpion (4): hp 13 
  each; Monster Manual 287. 
   
  APL 4 (EL 6) 
   
  d Large Monstrous Scorpion (3): hp 32 each; 
  Monster Manual 287. 
   
  APL 6 (EL 8) 
   
  d Large Monstrous Scorpion (2): hp 32 each; 
  Monster Manual 287. 
   
  d Huge Monstrous Scorpion (1): hp 75; 
  Monster Manual 287. 
   
  APL 8 (EL 10) 
   
  d Dire Tortoise (2): hp 170; Appendix 1. 
   
  APL 10 (EL 12) 
   
  d Huge Monstrous Scorpion (3): hp 75; 
  Monster Manual 287. 
   
  d Dire Tortoise (2): hp 170; Appendix 1. 
   
  APL 12 (EL 14) 
   
  d Crocosphinx (2): hp 172; Appendix 1. 
   
  APL 14 (EL 16) 
   
  d 
  Advanced 
  Crocosphinx 
  (2): hp 277; 
  Appendix 1. 
   
  APL 16 (EL 18) 
   
  d 
  Advanced 
  Crocosphinx 
  (4): hp 277; 
  Appendix 1. 
   
  Tactics: At all APLs, the creatures move to the nearest 
  source of food and attack, switching targets only if they 
  are attacked. Note that the crocosphinxes are intelligent 
  and use their ability to fly to best advantage, attempting 
  to isolate dangerous enemies.  
   
  If any of the creatures are reduced to below a quarter 
  of their hit points, they flee out of the north gate; which 
  is just off the square.  
   
  Development: If the PCs are having a particularly hard 
  time, eventually a squad of Hardby Marines arrives. The 
  marines make an effort to stabilize fallen PCs, and to drag 
  hard-pressed PCs into cover until the rampaging beasts 
  can be dealt with. In the case of parties doing particularly 
  badly, the beasts may waste one or more rounds snapping 
  at each other, particularly at APLs with mixed creature 
  types.  
   
  If the PCs are having no trouble, the marines arrive 
  just as the last creature is dealt with. 
   
  Investigating the Cages 
  There are many cages left from Robilar’s party, but not all 
  of them housed dangerous creatures. The majority of the 
  beasts were fairly harmless and only the most dangerous 
  ones were involved in the combat.  
   
  Desert rodents, tiny-sized scorpions, sand beavers, 
  dune scarabs, oasis monkeys, dire lamas, drought-mouth 
  lions and storm frogs are all good examples of the desert 
  fauna held in these cages 
   
  The cages all have locks and the larger cages (like the 
  ones with dangerous creatures) have latch bars incase the 
  lock comes off.  
   
  PCs examining the cages notice that the cages 
  opened not only because the locks were removed, but 
  because the latch bars had been lifted as well (there’s no 
  signs that the beasts burst or bent their way out).  
   
  During the parade, invisible and sneaky agents of the 
  Greyhawk Assassin’s guild opened the cages in an 
  attempt to damage Robilar’s (and thus Rary’s) relationship 
  with Hardby.  
   
  Questioning the Witnesses 
  If the PCs defeat the beasts they are hailed as heroes. The 
  merchants of the gate to Orz, shout cheers for them and 
  many come out of their homes and business to thanks the 
  PCs. The responding marines also thank the PCs for their 
  aid.  
   
  One merchant comes forward to answer the PCs’ 
  questions. 
   
   
  k Ithno Waroc: CN male human (mixed) expert 
  3. 
   
  Ithno is middle-aged man with thinning brown hair, and 
  a hint of belly. While no fighter, he is jovial enough in 
  the company of men-at-arms, and thus is confident 
  enough to speak with the PCs. He knows the following:  
   
  He is a member of the Hardby’s Merchant 
  Alliance and imports a number of crafts items 
  from Twilight Falls in the Viscounty of 
  Verbobonc. (Twilight Falls is a small town 
  populated by rogues and smugglers posing as 
  honest merchants who can supply almost 
  anything given sufficient time and gold). 
   
  Ithno is relatively ambivalent about the politics 
  of Hardby and the surrounding area, as long as it 
  doesn’t affect trade. He did watch the spectacle 
  however.  
   
  All the commotion began about a half-hour ago, 
  when Lord Robilar arrived in Hardby on his 
  metal horse with all the pomp and circumstance 
  of a parade. He claimed to be in the city on a 
  diplomatic mission bearing gifts for the 
  Despotrix and the Gynarchy on behalf of the 
  Bright Lands. In his hand he carried a bottle that 
  sparkled with magical light. 
   
  As the PCs had seen, he also brought a number 
  of strange beasts from the deep desert. Lord 
  Robilar’s herald announced that he would be 
  donating the desert creatures to Rotanna’s 
  Menagerie in Northend for the enjoyment of all 
  Hardby’s citizens. 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 6 
   
  As Lord Robilar watched the passage of his 
  caravan into the city, some of his retinue 
  bantered with the crowds. Suddenly a group of 
  people arrived in a flash of light. The group was 
  led by a woman dressed in the vestments of a 
  cleric of 
  the 
  Dweller on 
  the Horizon 
  (Fharlanghn). The woman screamed that Lord 
  Robilar was evil and was here to corrupt or kill 
  the Despotrix. Lord Robilar smiled wide and 
  claimed he was here for no such thing, and then 
  he questioned the nature of the cleric’s 
  relationship with some paladin. The crowd 
  began to laugh at the cleric, so she attempted to 
  strike Lord Robilar down, in the process 
  destroying the glowing bottle. The cleric 
  woman was a short unassuming Oeridian 
  woman with dark hair and a weathered 
  countenance wearing green and grey. [If any PC 
  has met her, the description of the cleric of 
  Fharlanghn matches Helena Stanmaer.] 
   
  After the battle began, Ithno kept his head 
  down and didn’t see it all. During the battle, he 
  believes both sides were generally careful to 
  avoid hurting bystanders; although not with 
  complete success. Ithno noted that the more 
  they fought, the more Robilar laughed, and the 
  more the clerical woman and her followers 
  became angry. Eventually Robilar and some of 
  his minions fled by magic and the woman and 
  her minions followed. Moments later the PCs 
  arrived and the creatures escaped. 
   
  Ithno tells the PCs the location of his nearby 
  home in Tradetown in case they have more 
  questions for him. He can also give directions to 
  the temple of Pelor, called the High Chapel, 
  located in Northend (which is also sometimes 
  called the High Chapel district).  
   
  There is no way for the PCs to follow Robilar or 
  Stanmaer; both are protected from scying and similar 
  divinations.  
   
  Gynarch Rotanna Maynem 
  Just before the PCs proceed, they briefly encounter 
  Gynarch Rotanna Maynem coming to supervise the 
  arrival of the beasts. PCs that have her favor from COR4-
  13 A Wretched Soul already know her, and she is 
  particularly friendly toward them. 
   
  Just as you are about to leave, a finely dressed 
  Oeridian woman arrives. “Oh my. Blessed 
  Ehlonna 
  what 
  has 
  happened 
  here?” 
  she 
  exclaims, looking toward your group. 
   
  She introduces herself as Gynarch Rotanna Maynem – 
  owner of the menagerie these creatures where destined 
  for. She simply wishes to hear the PCs’ story before they 
  leave. 
   
   
  k 
  Rotanna 
  Maynem: 
  NG female human 
  (Oeridian) aristocrat 5. 
   
  Rotanna is a friendly woman, keenly interested in any 
  asherati or centaur PCs present. She quizzes such 
  individuals about unusual creatures they have seen or 
  possess. In addition, if she learns that the PCs are heroes, 
  she thanks them profusely for their selflessness in 
  protecting the populace.  
   
  Treasure: Rotanna rewards the party if they defeated 
  the rampaging beasts by giving them her sizing collar. If 
  the PCs also succeeded in capturing any of the beasts 
  alive, she grants them her favor. Such PCs receive the 
  “Favor of Rotanna’s Menagerie” AR entry.  
   
  All APLs: Magic – Rotanna’s sizing collar (400 gp). 
   
   
  Development: Once the PCs have spoken to the 
  available witnesses, proceed to the temple of Pelor and 
  Encounter 2. 
   
  ENCOUNTER 2: THE HIGH 
  CHAPEL 
  The golden dome of the High Chapel rises high 
  above the nearby buildings, the sun glinting of 
  its burnished gold leaf. Simple symbols of Pelor 
  adorned the doors leading to the large temple. 
   
  The temple of Pelor is one of the oldest, and tallest, 
  structures in Hardby. It is a center of healing and aid to 
  the poor.  
   
  The acolytes staffing it are very responsive to visitors. 
  Within moments the PCs are directed to High Priestess 
  Mother Storanna; a kind, elderly woman who emphasizes 
  the charitable aspect of Pelor.  
   
   
  k Mother Storanna: NG female human (Suel) 
  cleric (Pelor) 9. 
   
  Mother Storanna greets the PCs in the name of Pelor. 
  After hearing of their mission she directs an acolyte to 
  bring forth a small chest containing the information 
  Karistyne requested.  
   
  Mother Storanna knows the following: 
   
  Lady Karistyne asked her to cast a number of 
  divination and commune spells on a number of 
  subjects and then perform some research using 
  the various resources of Hardby. She is not 
  willing to discuss the questions asked or the 
  answers received, saying that Lady Karistyne 
  asked her to act in confidence. She also warns 
  the PCs that Karistyne had her lay some 
  protections upon chest so they should be careful 
  handling it. 
   
  She tries to do everything she can to keep the 
  temple of Pelor out of politics, but she notes that 
  there are many questions about Rary the Traitor 
  and his Empire of the Bright Lands. If told about 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 7 
  the attack at the North Gate, she says it is quite 
  likely that Lord Robilar is an evil man. However 
  he does not normally attack first. 
   
  She hopes that in future, such conflicts can be 
  avoided; at least in Hardby where so many 
  innocents stand to be injured. She notes that a 
  few of her younger acolytes would probably take 
  a more militant approach. 
   
  Mother Storanna acknowledges the PCs’ good 
  deeds in saving the people in the square. As a 
  result, during this adventure she is willing to 
  cast any healing or restorative spells the PCs 
  require at a 25% discount from the prices listed 
  in the Player’s Handbook. These spells include 
  all spells with the Healing descriptor, or spells 
  such 
  as 
  restoration, 
  remove 
  blindness, 
  neutralize poison, and the like. Spells used for 
  divinations, 
  removing 
  curses, 
  or 
  combat 
  purposes are not included in this discount. 
   
  The chest is indeed well protected. Those attempting to 
  open it must bypass both its lock and magical ward. 
  Anyone actually opening the chest may prematurely 
  learn the information imparted by Karistyne in the 
  Conclusion. 
   
   
  s Wooden chest: 1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18; Open Locks DC 25. 
   
  a Glyph of Warding Trap: CR 5; spell; spell 
  trigger; no reset; spell effect (glyph of warding [blast], 
  9th-level cleric, 4d8 acid, DC 14 Reflex save half damage; 
  multiple targets (all targets within 5 ft.); Search DC 28; 
  Disable Device DC 28. 
   
  Once the PCs have asked their questions and received the 
  chest, Mother Storanna bids them good day and invites 
  them to attend services to Pelor if they are in Hardby in 
  the future. 
   
  ENCOUNTER 3: A 
  WAITING CARRIAGE 
  This encounter occurs as the PCs leave the temple of 
  Pelor. Word of their exploits in the square has reached 
  many ears. As a result Javka Gerneskir, Didatrix to 
  Despotrix Ilena, has been dispatched to invite the PCs to 
  a meeting. She has finally managed to track them to the 
  High Chapel.  
   
  PCs that have played COR5-09 Gateway to Bright 
  Sands recognize her. 
   
   
  k Javka Gerneskir: NG female human (Suel) 
  cleric (Lirr) 3/ rogue 3. 
   
  A short, stout woman stands at the bottom of 
  the temple stairs near a carriage. She has an 
  olive complexion and stands with her arms 
  crossed. A jeweled rapier hangs at her hip, but 
  she makes no move to draw it as she speaks. 
  “My mistress, the Despotrix of Hardby asks you 
  to attend her at her estate at your earliest 
  convenience. You will follow me there now.”  
   
  Javka Gerneskir’s manner is brief, and somewhat gruff, 
  but is decidedly improved by the presence of women, 
  especially those of Suel descent, or those who claim to be 
  bards.  
   
  She addresses women first, expecting them to be in 
  charge. She asks the PCs to ride with her in the carriage. 
  (Centaur PCs are expected to follow behind). She expects 
  that all invited by the Despotrix will attend her 
  immediately, and her tone makes that obvious. Those 
  who refuse surprise her, and she marks them as likely 
  troublemakers.  
   
  Javka does not know why her mistress has 
  summoned them; only that she has heard of their exploits 
  in the square this morning and wishes to speak with 
  them. If the PCs have previously worked for the 
  Despotrix in the module COR5-09 Gateway to Bright 
  Sands, Javka is willing to speculate that perhaps her 
  mistress has another offer of employment for them. 
   
   
  Development: It is possible that the PCs may be put-off 
  by Javka’s manner and refuse to accompany her to the 
  Despotrix’s estate. In this case, skip ahead to Encounter 6. 
  If they later decide to speak with the Despotrix, they are 
  given an audience, though both Javka and Ilena will be 
  notably colder. 
   
  ENCOUNTER 4: ON HER 
  DEATHBED 
  This encounter assumes the PCs are arriving with Javka 
  to meet Ilena. If this is not the case, the DM should adjust 
  the read aloud text and encounter accordingly.  
   
   
  The distance to the Despotrix’s manor is 
  quickly put behind you as the comfortable 
  carriage rumbles out of Hardby towards the 
  Despotrix’s countryside estate.  
   
   
  Large centaur characters are politely, but firmly, asked to 
  wait outside with the carriage while the other PCs go 
  inside. The house is simply not designed for them. 
   
  In short order you are lead through a pleasant 
  sitting room into a bedchamber. Inside, a frail, 
  white haired Suel woman is propped up in a 
  near sitting position. Despite her obvious 
  weakness, her piercing blue eyes retain a 
  calculating, bright intelligence. “Welcome to 
  my home adventurers,” she whispers in a 
  strained voice. 
   
  The Despotrix addresses the PCs in a strained voice. She 
  has a reserved demeanor that hides a sardonic wit. It is 
  obvious that she is not far from death. The cause of her 
  weakness is not clear and cannot be cured by any healing 
  magic the PCs possess. Unless the PCs undertake her 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 8 
  proposed quest, she will die in six days. While Ilena does 
  not know exactly how long she has left, she knows it isn’t 
  long. 
   
  She preferentially addresses women, especially those 
  that are Suel, and failing that, those PCs that have her 
  favor. Javka does not allow any rudeness to the Despotrix 
  and orders nearby guards to eject such PCs from the 
  manor immediately. 
   
   
  k Ilena Norbelos: NG female human (Suel) 
  wizard 13. 
   
  Once the PCs have accepted the Despotrix’s hospitality, 
  she continues. 
   
  “I have asked you to my home so that we might 
  talk in private. I am not as vigorous as I once 
  was, and I fear I have little time left on this 
  mortal plane. I need folk of strong arm and 
  good heart who will act with the best interests 
  of Hardby in mind. I hope you are these true 
  heroes I seek. I would propose a quest to you if 
  you would give me your assurances to see it 
  completed for the good of Hardby.” 
   
  The Despotrix does not continue until each PC pledges 
  his or her loyalty. She is willing to say that this quest is 
  not evil, in no way would violate any moral or religious 
  codes the PCs have, and should not take them more than 
  a week to complete. In addition, the future of Hardby is at 
  stake. Those that refuse are asked to wait outside the 
  manor house and other PCs are asked not to share the 
  details of the quest with their friends should they see fit 
  to allow them to accompany them on the quest. 
   
  Once the PCs agree, or those that do not leave, she 
  continues. 
   
  The elderly woman inclines her head towards 
  you and whispers fiercely, “Soon the Gynarchy 
  will undertake a crucial vote to determine 
  Hardby’s future. This vote takes place in but six 
  days, but I fear I will not see it. I am dying, and 
  my healers tell me they can do no more. I must 
  live to see this vote, before the arguments of 
  succession muddy the waters and our future 
  perishes 
  under 
  the 
  yoke 
  of 
  Greyhawk’s 
  oppression. I ask you to help me cheat death 
  for just long enough to sway the other 
  Gynarchs to my cause - freedom.” 
   
  Despotrix Ilena answers the PCs’ questions to the best of 
  her ability. In each case, she always tries to portray things 
  in the best light, to keep the PCs interested in helping 
  her. 
   
  She knows the following: 
   
  She has been sick since the Archmage Tenser 
  strongly urged her to participate in the striking 
  of the Croak of Rao. While her mind remains 
  sharp, her body’s strength ebbs with each day. 
   
  She should have died already, as many of those 
  that participated also have, but for a rare elixir 
  she has been able to acquire. She has run out of 
  this elixir and needs the PCs to acquire more 
  ingredients so that her granddaughter Aleeta, 
  also a wizard, might brew more. She does not 
  say who gave her the potion or the recipe. How 
  she learned of it is no concern of the PCs. 
   
  She gets regular reports about events in the city, 
  and that is how she learned of the PCs’ efforts to 
  rescue innocent townsfolk from the rampaging 
  beasts. That selfless act was what made her 
  realize the PCs were just the heroes she was 
  looking for. 
   
  If the PCs are willing to undertake the quest, 
  she asks them to attend her granddaughter 
  Aleeta at her manor to get the details on what 
  ingredients are required and where they might 
  be found. They are welcome to take her coach to 
  her granddaughter’s manor if it pleases them. 
   
  Ilena says she cannot send Aleeta. If she were to 
  die while her granddaughter was out of the city, 
  and she may die very soon, Aleeta might lose 
  her chance to become the next Despotrix. Aleeta 
  is Ilena’s favored choice to replace her.  
   
  Ilena will not discuss the vote beyond saying 
  that the future of Hardby is tied to it, and 
  without it, Hardby is doomed. She believes she 
  must live in order to see good done. 
   
  If the PCs inquire about Robilar’s entrance into 
  Hardby, she (honestly) claims he was on a 
  diplomatic 
  mission 
  and 
  announced 
  his 
  intention to arrive peacefully several days ago. 
  Robilar, and Rary for that matter, have done 
  nothing evil towards Hardby and if they ask for 
  a peaceful diplomatic meeting they will be 
  listened to provided they follow all required 
  protocols. As far as Ilena has been able to 
  determine, Robilar suffered an unprovoked 
  attack in the city streets and the Despotrix is not 
  pleased; especially because it endangered 
  innocent lives. 
   
  If the PCs ask for a reward, the Despotrix says 
  that their efforts will be rewarded by several of 
  the most powerful people in the city and that 
  should be more than ample. She does not lower 
  herself to speak of money. 
   
  Once the PCs have spoken with the Despotrix, she 
  directs them to see her granddaughter; after asking one 
  more time for their loyalty and secrecy in this mission. 
   
  Development: There is no mechanic that prevents 
  the PCs from spreading the information they have 
  learned, and indeed, there are many that would be 
  interested to learn it. What and who the PCs speak with 
  drastically alters the conclusion of this adventure and the 
  DM should keep careful track of who individual PCs 
  might side with.  
   
  Also note that the PCs may freely work counter to 
  each other. The results of their machinations may even 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 9 
  lead to some PCs being targeted by opponents instead of 
  other PCs. As long as the PCs do not directly enter 
  combat with each other, they have not broken any 
  campaign rules. 
   
  If the PCs decide to meet with Aleeta, proceed to 
  Encounter 5. If they do not agree to meet her and 
  undertake the quest, proceed to Encounter 6. 
   
  ENCOUNTER 5: 
  ACCIDENTAL 
  CONSPIRACIES 
  This encounter occurs if/when the PCs arrive at Aleeta’s 
  manor outside Hardby. If the PCs do not meet with 
  Aleeta and Robilar, skip this encounter. 
   
  Once again, large-sized centaurs are asked to wait 
  outside while their companions speak with Aleeta. If the 
  party contains medium-sized centaurs, a party of guards 
  accompanies them into the study due to the presence of 
  their enemy, Robilar. 
   
  Aleeta’s manor is a small but elegant affair near 
  the city. The gate guards obviously expected 
  you and your party is quickly ushered inside 
  despite the late hour.  
   
  You are led by a man in fine servant’s livery 
  to a study lit by a roaring fire. As you enter, a 
  young, 
  black-haired 
  woman 
  resembling 
  a 
  younger and more attractive version of the 
  Despotrix turns from her guest to greet you. 
  “Welcome to my home noble adventurers,” she 
  says warmly. She gestures to a large bearded 
  man standing near the fireplace holding a glass 
  of brandy in his hand; “May I present Lord 
  Robilar of the Bright Lands. Please sit, there is 
  much you should be told.” 
   
  Aleeta is an extremely ambitious Suel woman who 
  despises Greyhawk and is willing to do anything to free 
  Hardby from its clutches. She tries to keep the meeting as 
  civil as possible, but is even more sexist than her 
  grandmother. Additionally she lacks her elderly relative’s 
  tempering wisdom, so it is possible that words may 
  become heated if the PCs expound on the supremacy of 
  Greyhawk or the male gender. In such cases, she is given 
  to stroking her cat familiar to calm herself. Regardless of 
  her behavior, she expects the PCs to do their duty to her 
  grandmother. 
   
   
  k Aleeta Norbelos: NE (detects as N) female 
  human (Suel) wizard 7. 
   
  Robilar for his part seems a large and jolly man of 
  generally friendly demeanor given to throaty laughs. 
  While there are many stories of his evil acts, he laughs 
  them off as just stories spread by rivals and the sort of 
  thing that all brash adventurers have said about them. 
  Robilar appeals to Baklunish PCs, particularly those from 
  Ket, to agree that such false tales are commonly told in 
  the east about Baklunish adventurers. While Robilar is a 
  dangerous murderer, his friendly demeanor makes that 
  hard to believe. Given that he is on a mission for Rary to 
  strengthen ties between the Bright Lands and Hardby, he 
  does not jeopardize his assignment by giving into any of 
  his baser instincts. 
   
   
  k Lord Robilar: LE (detects as N) male human 
  fighter 24; mind blank. 
   
  Once the PCs are comfortable and have gotten over the 
  shock of meeting Robilar, he continues with the 
  explanation. Neither Robilar nor Aleeta and her many 
  guards allow any combat. Aleeta explains that Robilar is 
  under protection of diplomatic parlay. Hostile PCs are 
  ejected while Aleeta and Robilar use contingent magic to 
  flee from parties that stand a true chance of harming 
  them. In this case, Robilar leaves Hardby to update Rary 
  on the impending death of the Despotrix. Without 
  Robiliar, there is no way for the PCs to recover the elixir 
  and the Despotrix dies. PCs that insist on attacking 
  Robilar should be reminded that he is well known for 
  having plumed the depths of Castle Greyhawk alone, and 
  is known to have killed several ancient dragons single-
  handed. Most PCs have no chance at all against such an 
  epic personage. 
   
  Robilar drinks deeply from his glass before 
  placing it on the mantel and producing a pipe. 
  “I’m glad we could meet in such a civilized 
  atmosphere. I was beginning to wonder if all 
  adventurers 
  in 
  Hardby 
  attacked 
  innocent 
  diplomats without cause.” Robilar says, offering 
  a large grin to Aleeta. Puffing on his pipe, he 
  takes up a comfortable position leaning by the 
  mantel and continues.  
   
  Robilar converses with the PCs, explaining the original 
  purpose of his mission and the unprovoked attack upon 
  him; eventually detailing what the PCs must do. Use the 
  following summaries to assist in roleplaying this 
  conversation: 
   
  Since Tenser convinced the Despotrix to attend 
  the ceremony to destroy the Crook of Rao she 
  has been deathly ill. Only a regularly 
  administered elixir crafted by Rary, Lord of the 
  Bright Lands, has prolonged her life. It was one 
  such freely offered elixir that he was delivering 
  as part of his diplomatic mission to Hardby. 
   
  Robilar’s impending arrival in Hardby was no 
  secret. It was well known that his caravan would 
  be arriving and so he had the tributes arranged 
  in order to show what the Bright Lands would 
  be giving to the citizens of Hardby. Sadly, as the 
  parade began, a group of adventurers lead by a 
  female cleric of Fharlanghn attacked before he 
  could determine why. In particular, she targeted 
  the elixir he personally carried and destroyed it 
  in the opening exchange. Several of her minions 
  also seemed to be targeting the cages housing 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 10 
  some of the beasts he brought for the 
  menagerie.  
   
  Robilar does know that the cleric sometimes 
  works for a female paladin, but he can’t believe 
  that the paladin would ever sanction such an 
  ambush. 
   
  Rather than allow the crazed woman to harm 
  the animals or the citizens of Hardby, he 
  ordered his men to scatter, and he himself led 
  the worst offenders on a merry chase out of 
  Hardby before using magic to elude them. 
   
  Sadly, the elixir has been destroyed and if steps 
  are not taken to recover new ingredients, the 
  Despotrix will surely die in the next few days. 
  Normally the ingredients are gathered from 
  places in the Bright Lands, but that is a very 
  time consuming process as they are spread far 
  and wide. There is one place however, where all 
  the ingredients might be found. He cannot go 
  himself, as the cleric woman is surely still 
  hunting for him. He will not lead her to the 
  ingredients that she might then destroy to 
  prevent the survival of the Despotrix. Instead, 
  he will stay behind and lead her about the 
  Abbor-Alz and the Hardby hinterlands, so as to 
  distract her from the PCs. 
   
  Robilar believes the ingredients can be found in 
  a cairn south of here in the hills between the 
  Bright Lands and Hardby called the Cairn of 
  Reflected Souls. Robilar gives the PCs a list of 
  what to look for (see Player Handout 1). The list 
  includes the items as best as Robilar can 
  remember and describe. He has no appropriate 
  knowledge skills and thus cannot say what the 
  items are, but he remembers what was collected 
  in the past, and what they looked like. 
   
  Robilar can tell the PCs much about the cairn. 
  (See “Robilar and the Cairn of Reflecting Souls” 
  below). 
   
  Robilar encourages the PCs to forget what 
  rumors they may have heard and trust him 
  enough to save the Despotrix. Contentious PCs 
  are told: “Peace and freedom for Hardby 
  are within its grasp and you can make it 
  happen. 
  Choose 
  to 
  be 
  a 
  part 
  of 
  something; something more than what 
  the 
  current 
  power 
  establishment 
  shackles you with. Especially do not 
  trust 
  the 
  Circle 
  and 
  their 
  many 
  minions. They pull the strings and 
  mortals dance. None of them knows the 
  full truth of anything. Even Rary has 
  had to take extremes measures to free 
  himself from their shackles. Because we 
  seek freedom our own way, the powers 
  that be label us evil and criminals. I am 
  not a criminal; I’m just looking for my 
  own way. Join us for a new Oerth order, 
  one 
  where 
  honor 
  will 
  again 
  have 
  meaning.” 
   
  Aleeta very much wishes her grandmother to 
  live and begs the PCs to help her. Robilar claims 
  that he is here doing as Rary commands He 
  suspects Rary seeks to aid the Despotrix, as 
  Hardby is the gateway to the Bright Sands and 
  so good relations are necessary if trade is to flow. 
   
  Aleeta says that after the PCs have rested, she 
  will use a scroll of teleportation circle to 
  transport them to the cairn. She does not 
  possess the scroll yet; her agents are on their 
  way to deliver it and should arrive by dawn. 
  Given the late hour, she has procured rooms for 
  the PCs in the city at the exclusive Mistress of 
  the Coach Inn in the Ebbfields (though large-
  sized centaurs will find when they arrive that 
  they are forced to stay in the stables, and 
  medium-sized centaurs create quiet a fuss with 
  the clientele). In order that they blend in, Aleeta 
  provides suitable clothing if the PCs do not 
  possess it (a courtier’s outfit for each PC), 
   
  Aleeta will have a coach pick them up at first 
  light. She urges them not to be late as her 
  grandmother’s life hangs in the balance. 
   
  As a security precaution, Robilar does not reveal 
  the location of the cairn until the PCs leave for 
  it. It is too likely that they might be captured or 
  magically compelled to speak. 
   
  If the PCs refuse Aleeta and Robilar’s request, 
  Aleeta angrily orders them from her house and 
  shouts that she shall just have to do it herself, 
  regardless of the cost it might have to Hardby. 
   
  Robilar and the Cairn of Reflected Souls 
  Robilar is not an expert on this cairn but he knows 
  enough to kick open the front door and smash his way 
  through to the treasure. Rary has dozens of history 
  obsessed experts who could give a much more thorough 
  briefing if they were in Hardby, but Robilar rarely listens 
  to such types; at least not enough to repeat the most 
  important details. 
   
  What he does know, he’ll be glad to pass on if it 
  convinces the PCs to do his bidding. Read or paraphrase 
  the following: 
   
  “Long ago, in the Sulm empire, there were 
  three brothers, each a master of their own 
  inner power. Each had a specific connection to 
  life, death and the cycle of existence. When 
  these brothers died, their followers entombed 
  them each in their own great cairn; a separate 
  faction for each brother, each connection. I 
  uncovered one of the cairns, hidden away in 
  the Bright Lands. It is a place of mystery and 
  understanding, filled with strange talking trees 
  that 
  wanted 
  specific 
  answers 
  about 
  my 
  childhood. Luckily I was able to cut to the 
  chase with my sword. I hate answering weird 
  questions. 
   
  A teleportation rune on the floor brought 
  my entourage and me to a fungal garden. It was 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 11 
  here that we gained the ingredients to make 
  the elixir. We have nearly depleted the 
  resources within the tomb’s garden making the 
  previous elixirs but luckily, our sages have 
  found information on the third brother. It is 
  said he was shunned by the rest of the Sulm in 
  life and his cairn was made outside Sulm. This 
  place on the edge of the Bright was called the 
  Cairn of Reflected Souls. It is only a few days 
  journey from here, in the Abbor-Alz. I’ve never 
  been there, but I’ve been given descriptions of 
  nearby landmarks.  
   
   Once there, follow my written directions 
  and collect the ingredients I’ve listed. Once 
  you’ve obtained the listed ingredients, travel 
  back by your own means.” 
   
  Banner of Robilar 
  It is possible that some PCs may possess the Banner of 
  Robilar from COR5-11 Dark Deceit on Bright Sands. If 
  they display it at any time, he notices it, buts says 
  nothing. If they choose to freely return it to him, he is 
  pleased by their honesty and offers them a banner of law 
  in return. However, if the PC demands money for the 
  banner, 
  he 
  refuses, 
  ominously 
  saying 
  “Finders 
  keepers. I’m sure I’ll find it again someday.” 
   
  Treasure: If a PC offers Robilar his standard back and 
  seeks no reward, Robilar gives them a banner of law in 
  exchange. That PC loses Robilar’s banner. This PC, and 
  only this PC, receives Robilar’s Approval upon their AR. 
  This is a plot item. 
   
  All APLs: Magic – banner of law (0 gp). 
   
  Some characters may wish to research the Cairn of 
  Reflected Souls before they leave Hardby. All research, 
  and appropriate knowledge checks can be found in 
  Encounter 7.  
   
  Development: High-level parties may have the ability 
  to contact Lady Karistyne in order to determine her side 
  of the story. Karistyne did not dispatch Helena to attack 
  Robilar but would have if she had known of his location. 
  She does admit that Helena is currently aiding an ally of 
  hers but refuses to go into details.  
   
  She claims Robilar is an incredibly powerful and evil 
  man who must be slain or captured. However, his plot in 
  Hardby should be uncovered first. Karistyne encourages 
  the PCs to go along with the quest and then attempt to 
  contact Helena rather than turning over the ingredients 
  to Aleeta.  
   
  If the PCs ask about the Despotrix’s likely death if 
  she does not receive the elixir, Karistyne explains that 
  those that consort with evil become evil themselves and 
  should not be aided. Besides, there is no proof that 
  Robilar’s potion would save her. This attitude should 
  leave good-aligned PCs who do not have a code against 
  associating with evil persons very uncomfortable. 
   
  Once the PCs have had their questions answered, 
  Aleeta arranges for the Despotrix’s coach to take them to 
  the Mistress of the Coach Inn in the Ebbfields (proceed 
  to Encounter 6). 
    
  ENCOUNTER 6: MISTRESS 
  OF THE COACH 
  Ths encounter assumes that the PCs are spending the 
  night in the Mistress of the Coach Inn. If this is not the 
  case, the DM should adjust this text accordingly. As long 
  as the PCs stay in Hardby or the surrounding lands, the 
  interested parties listed below contact the PCs. PCs 
  immediately leaving for the cairn (provided they uncover 
  its location somehow) do not have this encounter. 
   
  A DC 15 Knowledge (local - core) check brings to 
  mind some details about the famed Mistress of the Coach 
  Inn. It is known as the best inn in all of Hardby, with 
  luxurious rooms, exotic fare, and a wine cellar without 
  compare. As rooms here are generally reserved for the 
  richest and most aristocratic of clientele, formal dress is 
  required to enter. 
   
  For this encounter it is necessary to reference the AR 
  entries from previous adventures mentioned in the 
  “Preparations for Play” section at the beginning of the 
  adventure. The DM should use this information to 
  determine which factions PCs know, and which PC seem 
  likely allies for each of the approaching factions. 
   
  The coach pulls up a lit driveway, past old trees 
  and a manicured lawn, to a four-sided villa with 
  an interior courtyard. Couples in fancy dress 
  can be seen making there way past a large, 
  armed doorman.  
   
  The PCs must be generally clean and wearing fine clothes 
  (at least a courtier’s outfit or better) in order to enter the 
  inn. While the doorman (or any of the several hired 
  mercenaries patrolling the grounds) allows weapons and 
  armor to be brought inside, nothing larger than a dagger 
  may be worn openly. All other weapons and armor must 
  be stored. The inn provides lockable (DC 20 Open Locks 
  check to open) trunks if required. PCs not following 
  these guidelines are asked to leave. 
   
  In addition, medium-sized centaurs draw a great 
  many stares, and the coldest of service inside. Anyone so 
  rude as to make a scene will be asked to leave, or arrested 
  by the marines. Large-sized centaurs are not under any 
  circumstances allowed inside the inn, though a place in 
  the well-guarded stables can be made available to them 
  along with food, wine, and comfortable blankets. 
   
  Anyone causing a scene the DM deems to be 
  extreme such as initiating combat or causing significant 
  property damage is arrested by Hardby marines. Such 
  individuals spend the night in jail until they are released 
  on the authority of a very displeased Despotrix. Jailed PCs 
  are fined 5 gp x APL for disturbing the peace, unless they 
  killed an innocent. (Deliberately killing an innocent is an 
  evil act).  
   
  In all cases the PC is sentenced to be hung. Powerful 
  people though work behind the scenes to keep the PC 
  from the hangman’s noose (assuming that the PC has not 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 12 
  been removed from the campaign for committing an evil 
  act). Instead of death the PC languishes in prison and 
  must pay a fine of 1000 gp x APL. Additionally he loses 15 
  TU and the DM should note the evil act on the PC’s AR. 
  For that PC, this adventure is over. 
   
  Each PC has been reserved a single room and there 
  are no adjoining suites available, though PCs may choose 
  to sleep more than one to a room if the desire. Young 
  boys in smart uniforms bring all of their baggage to their 
  rooms. Each room has a large single bed, a dresser with 
  washbasin and pitcher, a trunk filled with linens, a 
  standing mirror, two comfortable chairs, and a small 
  table. In addition to the door, there are multiple windows 
  that overlook the central courtyard. All have simple locks.  
   
  During the night the PCs have a series of mini-
  encounters. Representatives of several factions approach 
  them trying to discover their plans and motivations. If 
  possible they seek to sway the PCs toward the NPC’s 
  goals. Each NPC approaches and behaves in a different 
  matter and are presented separately below.  
   
  It is up to the DM to control the pacing of this 
  encounter and the PCs’ time in the inn based upon the 
  temperament of the players. If necessary the DM may 
  pull players away from the table to ensure secrecy as they 
  work against each other. 
   
  Messalina (Bright Lands Faction) 
  Rary is well aware that many do not consider his emissary 
  Robilar a trustworthy man. As such he has instructed his 
  other operative in Hardby to contact the PCs. Messalina, 
  a Throne Knight and magical advisor to the Despotrix, 
  was an adventuring companion of Rary’s twenty years 
  ago, and now serves as a tutor to Aleeta. This encounter 
  happens as the PCs arrive at their rooms, Messalina, who 
  was watching the building remotely, teleports into the 
  inn and approaches the PCs asking to speak with all of 
  them. 
   
  A brief flash of light can be seen from the room 
  across the hall from yours just seconds before 
  the door opens. A woman of medium height 
  with dark-haired in her mid to late forties 
  wearing robes with an emblem resembling a 
  wooden 
  throne 
  greets 
  you. 
  “Welcome 
  adventures, I have been waiting for you. You 
  may call me Messalina.” 
   
  PCs that have played COR5-09 Gateway to Bright Sands 
  recognize Messalina as one of the Despotrix’s advisers 
  and a Throne Knight. Those who have not played COR5-
  09 Gateway to Bright Sands, but succeed at a DC 15 
  Knowledge (local - core) know that Messalina is the 
  advisor to the Despotrix in arcane matters and lives a half 
  day outside of Hardby in Minaryn Castle. 
   
   
  k Messalina: LN female (Suel) human wizard 15. 
   
  Messalina is an intelligent woman given to lively debate. 
  She asks to speak privately with the PCs about a matter 
  concerning Hardby. Prior to arriving she has consumed a 
  potion of glibness and donned her ring of mind shielding 
  to limit the chances of her story being questioned. If the 
  PCs refuse, she returns to her castle and reports her 
  failure to Rary. If the PCs invite her into one of the 
  rooms, she imparts the following (some of which is far 
  from the truth): 
   
  Messalina is concerned about the recent goings 
  on in Hardby. She knows that Ilena receives a 
  potion with increasing regularly from Rary that 
  is supposed to extend her life. She even believes 
  that she could replicate it if she had the 
  ingredients.  
   
  She wishes to acquire the ingredients, inspect 
  them and then brew the potion in order to limit 
  the chance that Rary is attempting to control 
  Ilena in some manner. Although Aleeta is likely 
  trustworthy, Messalina is concerned Robilar’s 
  presence in her manor compromises her. 
   
  She claims to have found a book from the Bright 
  Lands that details a similar elixir, which she 
  could use as a resource to replicate Rary’s elixir. 
  If she fails in this task she would allow the PCs 
  to give the leftover ingredients to Aleeta and 
  Robilar. 
   
  Messalina explains it is her duty as a Throne 
  Knight to protect the Gynarchy and thinks this 
  is the best course of action.  
   
  Messalina asks that the PCs keep silent about 
  her involvement. If she is noticed, the many 
  competing factions will prevent her from 
  protecting Hardby and its rulers. 
   
  If the PCs agree to side with her, she asks that 
  they journey to her home at Minaryn Castle 
  after they return from the cairn. She will give 
  them their reward on their arrival. 
   
  Mirlan Rinshad (Norbelos Faction) 
  Shortly after Messalina leaves, Mirlan orders food sent up 
  to the PCs’ room. As the food arrives, Mirlan asks to join 
  the PCs. 
   
  Just moments after Messalina disappears in a 
  flash of light there comes a knock at the door 
  to the room in which you have gathered. In the 
  hall, two serving girls bare large platters of 
  food and several bottles of wine. Behind them 
  is an Oeridian man with curly black hair 
  dressed in cloth of gold. He smiles at you and 
  says “I thought you could use some food,” as he 
  enters the room. “Your meal is courtesy of 
  Mirlan 
  Rinshad 
  and 
  the 
  Royal 
  Guild 
  of 
  Merchants of Aerdy.” 
   
  Mirlan is a handsome, friendly man of great ambitions. 
  He drinks freely, with much back slapping of fellow men 
  and flirting with attractive women. He claims to be a 
  merchant from Kalstrand in Ahlissa interested in sharing 
  a meal with fellow foreigners. He neglects to inform the 
  PCs his position as Factor of the Guild’s mission to 
  Hardby.  
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 13 
   
  A successful DC 25 Knowledge (local - core) check or 
  DC 20 Gather Information check reveals that Mirlan 
  Rinshad is the local Factor of the Royal Guild of 
  Merchants of Aerdy and is known as a flamboyant 
  playboy and sot. 
   
   
  k Mirlan Rinshad: LN male human (Oeridian) 
  rogue 10; Bluff +16, Sense Motive +16, Slippery Mind. 
   
  Mirlan has noticed the arrival of the out-of-place PCs in 
  one of the Gynarchy’s coaches. He has realized that they 
  are likely on some mission and assumes it is something to 
  do with this morning’s battle. Through his contacts in the 
  Norbelos faction, he is also well aware that a crucial secret 
  vote nears that may herald Hardby’s split with Greyhawk; 
  something he must support if the guild is to increase its 
  dominance over trade in this area. Mirlan hopes that 
  friendly conversation and fine food and drink will loosen 
  the tongues of the PCs and that they might give him 
  some useful information. He suggests that he knows 
  much more than he does and that he might be willing to 
  help the PCs, if it seems likely to motivate them to talk. 
   
  If the PCs tell him nothing, he thanks them for 
  sharing a meal with them and goes his own way. 
  However, if the PCs tell them anything regards their 
  mission, his demeanor changes, and while he offers no 
  direct intervention in the PCs’ affairs, he does have 
  several bits of (self-serving) advice: 
   
  He knows that many of the factions active in 
  Hardby 
  want 
  the 
  Despotrix 
  and 
  her 
  granddaughter dead in order to strengthen ties 
  to Greyhawk. Greyhawk seeks only to further 
  enslave the people of Hardby. Whatever the PCs 
  have been asked to do, he would trust the 
  Despotrix and Aleeta over others. They have the 
  true interests of the people at heart. He admits 
  that coincidentally they both also support free 
  trade, which would benefit him. 
   
  He warns the PCs to beware secret messengers 
  and the like, as they could be working for 
  anyone or seeking to lead the party astray. Such 
  wheels within wheels are common in Hardby, 
  and betrayal can be found everywhere. 
   
  Mirlan never admits to being a member of the 
  Norbelos faction supporting Aleeta; but rather 
  tries to portray himself as a neutral observer.  
   
  If the PCs find themselves in danger while on 
  this mission in Hardby, he offers them the 
  safety of the Royal Guild of Merchants of Aerdy 
  Office in Tradetown. In addition to guards, the 
  Office possesses some measure of diplomatic 
  protection. The Guild can always use talented 
  adventurers so Mirlan says he is only too happy 
  to help. He says he has some small pull with the 
  local Factor who is in charge.  
   
  Retep Mandel (Longland Faction) 
  After the PCs have retired to their separate rooms, one of 
  them discovers he is not alone. A disguised Retep Mandel 
  has been waiting for them. Choose a PC that seems the 
  most morally flexible; particularly if they have rogue 
  levels and have few or none of the AR notes listed in the 
  “Preparation for Play” section. 
   
  You are dozing when you notice how much 
  your clothing hung over the chair reminds you 
  of a person sitting upon it. Then the puff of a 
  pipe leaves your sleep-addled mind clear that it 
  is no pile of clothes that watches you. “Sit up 
  and listen,” the form whispers in an ambiguous 
  voice. 
   
  The Gynarchy is up to something and Retep Mandel 
  intends to uncover it for the Directing Oligarchy of 
  Greyhawk. He, or his spies, have noticed the comings and 
  goings of the PCs and their conversation with Mirlan, 
  and so it is only proper that he involves himself. Retep is 
  a short, narrow, nondescript man officially working for 
  the Military Governor. In truth he is a minion of the 
  Directing Oligarchy and the Greyhawk Assassin’s Guild. 
  For this meeting he is dressed entirely in black and wears 
  a mask. He is cold and calculating, without feeling or 
  mercy. He uses magic to disguise his voice and calls 
  himself Geven. 
   
   
  k Retep Mandel: LE (detects as N) male human 
  rogue 5/assassin 4; Bluff +14, Sense Motive +5, 
  undetectable alignment. 
   
   
  “Geven” thanks the PC for taking the time to 
  speak with him, and then asks their business in 
  Hardby. Retep knows that they have met with 
  the Despotrix, as well as her granddaughter 
  Aleeta. He also knows they have met Factor 
  Mirlan Rinshad and he wants to know why they 
  have been meeting with these seditious 
  individuals.  
   
  “Geven” suggests that he may be in law 
  enforcement, 
  without ever saying which 
  organization he belongs too.  
   
  He suggests that the Despotrix has gone over to 
  the forces of darkness and may in fact be a 
  minion of such evils as Rary; or worse. Working 
  against the Despotrix is a good deed; one that his 
  powerful friends will greatly reward. 
   
  “Geven” suggests that he might be willing to pay 
  for information. If the PC seems willing to sell 
  out his compatriots, he sweetens the deal, and 
  says the reward will be bigger if the PC is 
  willing to do something for him as well. He 
  gives the PC a magical ring if the PC agrees to 
  recover whatever it is the Despotrix is sending 
  them after and delivers it to him Bonded Barrel 
  Ghetto in the district of Fishtown.  
   
  If they reach an agreement he gives the PC 
  “Geven’s ring” as per the AR. He tells the PC to 
  wear it; saying it will mark him as a friend, in 
  case anyone dangerous crosses their paths. He 
  warns the PCs that the ring will loose its 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 14 
  enchantment if the ingredients are not returned 
  to him within a week. 
   
  “Geven” explains he needs all of whatever it is 
  that the PCs are being sent after. If he feels he’s 
  been double-crossed, he will not be pleased, and 
  the ring will loose its enchantment. 
   
  If the PC does not wish to deal, “Geven” is 
  displeased and says they have made a powerful 
  enemy before using a magical item to 
  dimension door away. He also uses his cape of 
  the mountebank if threatened or targeted with a 
  spell. Once their business transaction is 
  completed, he also leaves in the same manner. 
   
  Treasure: If the PC agrees to work for “Geven” they 
  receive Geven’s ring on their AR and add it directly to 
  their MIL at no cost. This is a plot item. 
   
  All APLs: Magic – Geven’s ring - 0 gp. 
   
  Scorimongishaz (Tenser’s Faction) 
  This encounter occurs in the dead of night when all of 
  the PCs have settled in for the evening. Scorimongishaz 
  (Scor for shot), a pseudodragon familiar of one of Tenser’s 
  apprentices, sneaks into the rooms of any PC with the 
  “Worked for Scor” notation from COR5-09 Gateway to 
  Bright Sands. If there is more than one such PC, he tries 
  to get them to meet with him as a group. If no one has 
  this designation, choose the good-aligned PC who is 
  closest to Lawful Good and take that player aside. If there 
  is more than one Lawful Good PC, preference is given to 
  arcane spellcasters. If there are no good-aligned PCs or no 
  one has the “Worked for Scor” notation this encounter 
  does not happen.  
   
  Scor tries to avoid speaking with other PCs using his 
  invisibility and telepathy abilities to remain unseen and 
  guide the chosen PC(s) to him. 
   
   
  k Scorimongishaz: NG male pseudodragon 
  familiar. 
   
  Tenser has long suspected that Despotrix Ilena has had 
  dealings with Rary. When Javka reported to him the 
  nature of Ilena’s meeting with the PCs, some of whom 
  she may have had secret dealings with previously, Tenser 
  became suspicious and asked one of his acolytes to look 
  into the matter further. To this end Scor has been 
  dispatched to get more information about what the PCs 
  were asked to do by the Despotrix and what it has to do 
  with the appearance of Robilar in Hardby.  
   
  Adjust the following description accordingly if the 
  PC was already awake when Scor contacts him: 
   
  Upon 
  being 
  awoken 
  from 
  your 
  pleasant 
  sleep/reverie you find that one aspect of your 
  recent dream was not just a figment of your 
  imagination: you really are looking at a tiny 
  reddish dragon, one about the size of a house 
  cat. It wears a gem-studded blue collar. 
   
  “Hello again,” a voice in your head says as 
  the little dragon gestures with its wing. “I’ve 
  been sent to talk to you by my master. He’d like 
  to find out what the Despotrix asked you to do 
  that even her Didatrix can’t be trusted to 
  know.” 
   
  A DC 12 Knowledge (arcana) check identifies Scor 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 a laid-back, good-natured creature. Use the 
  following to assist in roleplaying this encounter: 
   
  If the PC is not forthcoming, Scor tries to 
  convince the PC by promising that he and his 
  master aren’t here to hurt anyone; they’re just 
  concerned that the Despotrix might be dealing 
  with someone (Robilar) who is dangerous and 
  evil. 
   
  He won’t reveal whom exactly he’s working for 
  other than to say he’s a “good man” who “works 
  for another man who’s very interested in 
  protecting the peace and security of the land.”  
   
  If the PC has previously worked with Scor, he 
  admits that Helena Stanmaer was also working 
  with his master in this action.  
   
  If asked about the “evil” that the Despotrix 
  might be dealing with, Scor says that his master 
  and the man he works for are concerned that 
  Rary and Robilar are attempting to take over 
  Hardby using some sort of mind control potion. 
  Regardless, Ilena has been consorting with evil 
  men like Robilar, and that is more than cause for 
  concern. 
   
  If the PC won’t tell him what is going on, Scor 
  thanks him for his time and leaves. 
   
  If the PC truthfully explains the quest they were 
  asked to undertake, he offers the PC a blue gem 
  from his collar and tells the PC: “When you 
  return from your quest, put that little 
  thing in your mouth and speak your 
  report and me and my master will hear 
  it. I and some of my master’s friends 
  will meet with you then if we should 
  take the elixir ingredients.” If the stone is 
  checked for magic, it radiates strong evocation 
  magic. It is imbued with a sending spell cast at 
  13th-level. It activates when the stone in placed 
  in a person’s mouth. The stone dissolves into a 
  minty-tasting powder once used. 
   
  If any mention of a reward for this service is 
  made, Scor looks offended but promises that the 
  PC will be rewarded for her efforts. 
   
  If Scor is treated in a hostile fashion at any 
  point, he use dimension door to flee. (This 
  ability is usable once per day and was gained 
  from a wish spell). 
   
  If the stone is used, go to Encounter 9. 
   
  Once the PCs are ready to travel to the Cairn of Reflected 
  Souls, continue to Encounter 7. 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 15 
   
  ENCOUNTER 7: A POLE IN 
  ONE 
  This encounter details the research of, travel to, and 
  exploration of the Cairn of Reflected Souls.  
   
  Researching to the Cairn 
  Prior to leaving Hardby, there are several ways the PC 
  might research the Cairn of Reflected Souls and the 
  ingredients they have been sent to recover. 
   
  Hardby Resources: The party might wish to avail 
  themselves of the same researchers at the High Chapel 
  used by Karistyne. In this case they are granted an 
  audience with Mother Storanna. Mother Storanna 
  informs them that it would take several days to perform 
  any mundane research, but she is capable of casting one 
  commune and one divination spell today. She charges 
  normal rates as listed in the Player’s Handbook. 
   
  It is also possible to seek out the naturalist Gynarch 
  Rotanna Maynem who the PCs met earlier in order to 
  learn more about the ingredients on Robilar’s list. 
  Rotanna knows nothing of the cairn, but if shown the list 
  of ingredients, she relates all the information listed below 
  gained by a DC 20 Knowledge (nature) check. 
   
  Anyone attempting a Knowledge check receives all 
  of the information equal to their check, and that gained 
  by lesser results. 
   
  Bardic Knowledge (Cairn of Reflected Souls)  
   
  DC 15: There are many cairns in the Abbor-Alz, 
  but this one is thought lost. Stories say that great 
  pains where taken to hide it so what or 
  whomever was buried there would never be 
  found by grave robbers.  
   
  DC 20: Legends claim that the cairn reflects 
  not the souls of those who visit it, but those that 
  are buried there. 
   
  DC 25: An obscure tale by bard Almesco 
  Delveran claims that there were once three 
  brothers in ancient Sulm that worshipped the 
  cycle of life in its three forms: birth, death, 
  rebirth. The tale claims the brother who 
  represented rebirth was laid to rest in a place 
  called the Cairn of Reflected Souls, and his 
  remains where purified. 
   
  Knowledge (history) (Cairn of Reflected Souls)  
   
  DC 20: Many of the cairns in the hills and 
  mountains surrounding the Bright Desert were 
  built by the Flan before the creation of the 
  desert 
   
  DC 25: Several different bands of workers 
  where corrupted by the strange unknown 
  religion of the being that lies in the cairn. The 
  ruins of their work camp still mark the 
  entrances. 
   
  DC 30: An obscure tale by bard Almesco 
  Delveran claims that there were once three 
  brothers in ancient Sulm that worshipped the 
  cycle of life in its three forms: birth, death, 
  rebirth. The tale claims the brother who 
  represented rebirth was laid to rest in a place 
  called the Cairn of Reflected Souls. 
   
  Bardic Knowledge (Elixir Ingredients) 
   
  DC 20: Legends often speak of using the 
  remains of powerful spellcasters in elixirs to 
  prolong life. Often these tales involve dark 
  arcane rituals or supplications to evil gods. 
   
  DC 25: Many strange mushrooms are used in 
  elixirs. The ones described here sound like those 
  described in a tale of miners that ventured deep 
  underground and found a strange mushroom 
  forest. Each mushroom has a different property. 
   
  Knowledge (arcana) (Elixir Ingredients)  
   
  DC 15: Mushrooms are sometimes used in 
  potions and elixirs, although more commonly in 
  poisons. 
   
  DC 20: The mushrooms described as smelling 
  of the air after a lightning strike suggests they 
  may have some planar tie; possibly not actually 
  originating from the Material Plane. 
   
  DC 25: It is likely that the description of the 
  water refers to magical water that radiates an 
  aura of illusion magic, rather than that of 
  divination.  
   
  Knowledge (nature) (Elixir Ingredients)  
   
  DC 15: The gray mushrooms are sometimes 
  called “Sweet Stone Mushrooms” and are rare in 
  this part of the world. A tasteless brew made 
  from them is said to ease joints swollen with 
  age. 
   
  DC 20: The shiny black stone streaked with 
  white, sounds like it may be volcanic glass, or 
  obsidian, but with some impurity causing the 
  white lines. 
   
  DC 30: The red mushrooms do not sound like 
  mushrooms from this area at all. Most red plants 
  or fungi are extremely poisonous. Some may be 
  administered over several months and cause a 
  painful death. 
   
  Traveling to the Cairn 
  PCs ready to leave for the cairn, must return to the woods 
  just outside Aleeta’s manor, unless they plan to travel to 
  the cairn without the aid of her teleportation circle.  
   
  At this point they have four days to get the 
  ingredients and return. 
   
  Aleeta’s coach arrives just before dawn, and you 
  quickly make your way from the Mistress of the 
  Coach to Aleeta’s manor. The quiet driver 
  dropped you near the edge of a small wood and 
  pointed toward its middle with steady hand 
  before driving off.  
  
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  Following the path, you come across a 
  clearing where a cauldron bubbles next to a 
  circle inscribed upon the ground.  
   
  While Robilar stands guard nearby, Aleeta 
  puts the finishing touches on the circle. She 
  looks very tired, and her dress is stained with 
  the dirt and leaves of the forest floor. She grins 
  as you approach, “This circle should take you to 
  the cairn. Good luck. Hurry friends, time is of 
  the essence.” 
   
  Aleeta has inscribed a teleportation circle from the scroll 
  she has acquired. Any PC succeeding on a DC 24 
  Spellcraft check notes the spell and realizes that Aleeta is 
  not of sufficient power to successfully cast the spell 
  automatically. Once the PCs step into the circle they 
  arrive at the cairn, and may freely explore. 
   
   
  Arriving at the Cairn 
  You stand in an arid mountain glen. A sparse 
  thicket of brush and scrub pine surrounds you. 
  The high altitude glen is ringed with sloping 
  mountainsides. Numerous caves of various sizes 
  and shapes can be seen in all directions. To the 
  east, a thick black pole rises from the rocks. 
  Some sort of stone structure seems to be built 
  around it. 
   
  The PCs are in the Abbor-Alz Mountains. If they were to 
  travel south down out of the mountains, they would end 
  up in the Bright Desert near the Tulwar Oasis. This 
  locates the cairn closer to Karistyne’s castle than to 
  Hardby. 
   
  This 400 ft. in diameter mountain glade is remote 
  and relatively undisturbed. Not far above this altitude, the 
  snow line is clearly visible.  
   
  This glen is where the followers of the third brother 
  of Sulm built his cairn. 
  The black pole on the eastern 
  edge of the glen is a marking device. The stone poll has 
  many holes drilled through it at different heights and 
  angles. When looked through, each one lines up with a 
  cave or a fake excavation.  
   
  The fake excavations are there to fool would-be tomb 
  robbers into thinking the builders started digging here, 
  but gave up and moved on to some site somewhere else. 
   
  The many natural caves are meant to confuse or 
  frustrate tomb robbers. The real cairn started out as one 
  such cave but was extensively modified. 
   
  As the PCs approach the pole, the details of the stone 
  structure become clear. 
   
  The 3 ft. wide black stone pole rises ten feet 
  into the air with sunlight shining through 
  numerous holes drilled through it at various 
  angles and directions.  
   
  Around the base of the poll is a crude stone 
  staircase zigzagging about half way up the 
  eastern side of the pole. The ruins of individual 
  stone buildings ring the pole’s base. 
   
  There is a stirring below the half fallen 
  stones and a loud resounding snort. 
   
  Before the PCs can fully investigate the pole and its 
  secrets, they need to evict the squatters that have taken 
  up residence in the remains of the builder’s housing.  
   
  Creatures: These creatures know nothing of the cairn 
  or of the hidden meaning of the black pole. At the most, 
  they know that the surrounding hills have many caves of 
  different sizes, but when it comes to looking for food, 
  they always travel to lower altitudes and then return here 
  for safety. As well, the creatures know that no other 
  creatures of significance live within 1,000 ft. of here 
  (basically within the glade).  
   
  The creatures exhibit no advanced tactics other than 
  the desire to protect their home, and territory (and cubs if 
  present).  
   
  At lower APLs, the animals are wary, and do not 
  immediately attack; thus combat need not be the only 
  solution here. For instance, the animals could be 
  befriended and then allow the PCs to share their den. If 
  cubs are present the PCs have to be extra careful not to 
  antagonize the parents as they don’t want humanoids so 
  close to their young. Any PC befriending the animals, 
  using animal empathy or extremely good roleplaying, 
  needs to arrange for the removal of the cubs (either 
  personally, or luring them out with food or what not). 
  PCs who have not personally befriended the parents and 
  who attempt to interact with, or enter the den when the 
  cubs are present, are attacked until the parents can be 
  calmed down again. 
   
  The more hostile but intelligent creatures (the 
  displacer beast pack lords), may be reasoned with, and 
  would gladly settle for a large portion of food and trade 
  goods to share their home.  
   
  APL 2 (EL 2) 
   
  d Wolverine: hp 28; Monster Manual 283. 
   
  d Wolverine Cubs (4): hp 2 each; as cat, 
  Monster Manual 270.  
   
  APL 4 (EL 4) 
   
  d Wolverine (2): hp 28 each; Monster Manual 
  283. 
   
  d Wolverine Cubs (4): hp 2 each; as cat; 
  Monster Manual 270. 
    
  APL 6 (EL 6) 
   
  d Dire Wolverine: hp 45; Monster Manual 66. 
   
  d Dire Wolverine Cubs (2): hp 28 each; as dire 
  badger; Monster Manual 62. 
   
  APL 8 (EL 8) 
   
  d Dire Wolverine (2): hp 45 each; Monster 
  Manual page 66. 
   
  d Dire Wolverine Cubs (4): hp 28 each; as dire 
  badger; Monster Manual 62. 
   
  
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  Page 17 
  APL 10 (EL 10) 
   
  d Dire Tiger (mountain) (2): hp 120 each; 
  Monster Manual 66. 
   
  d Dire Tiger Cubs (4): hp 2 each; as cat; see 
  Monster Manual page 270. 
   
  APL 12 (EL 12) 
   
  d Displacer Beast Pack Lord: hp 203; Monster 
  Manual 66. 
   
   
  APL 14 (EL 14) 
   
  d Displacer Beast Pack Lord (2): hp 203 each; 
  Monster Manual 66. 
   
  APL 16 (EL 16) 
   
  d Displacer Beast Pack Lord (4): hp 203 each; 
  Monster Manual 66. 
   
  The Black Pole 
  A long time ago, short but sturdy stone buildings were 
  built around the black pole and the crude stairs that lead 
  up the eastern side. The buildings were the work camp of 
  the sect that built the cairn.  
   
  Little remains of their presence here, except for what 
  they deliberately left behind. Most of the buildings have 
  collapsed or fallen into one another. This has created 
  several stone lean-tos in which the monster in this 
  encounter lair.  
   
  An exhaustive search of the stone ruins (other than 
  the pole) reveals Flan markings and graffiti made by the 
  three different work gangs that constructed the cairn.  
   
  The work crews have left messages boasting to one 
  another and to future readers, which team was more 
  productive and so on. 
   
  A DC 20 Search check (and one hour’s searching) 
  reveals the following intact messages written in Flan: 
   
  “The day is done by the Muck Movers!” 
   
  “Once again, the Engineering Ochre’s have 
  bested all and completed our assigned tasks 
  before sunset.” 
   
  “Though last each day, we Slippery Sliders have 
  shown the way to rebirth and our true 
  devotion.”  
   
  A successful DC 15 Knowledge (architecture and 
  engineering) check reveals that structures like these are 
  typical of archaic constructions sites, such as tombs. The 
  workers needed somewhere to live, and work gangs need 
  to be organized. Gangs often named themselves after the 
  motif of their masters and a sense of friendly competition 
  usually spurred on building. 
   
  Each work gang (as well as the entire sect) had a 
  motif that went along with their belief in the third 
  brother. This third brother was shunned from Sulm 
  society because he was a master of oozes. Yet like his 
  brothers, he had an uncanny insight into the cycle of 
  birth, death and rebirth.  
   
  For this sect, rebirth comes out of the decaying muck 
  one would find oozes in. Thus is the secret to the black 
  pole.  
   
  The black pole has a Flan rune marking one side of 
  each hole. All the holes can be looked through by a 
  normal-sized human standing on various steps of the 
  stairs. All the holes line up with a natural cave or a fake 
  excavation, but only the correct selection reveals the 
  entrance to the Cairn of Reflected Souls. 
   
  The following is a list of holes (from highest to 
  lowest), the accompanying rune (in Flan), and what they 
  lead to. 
   
  Nurture; natural cave 
   
  Revenge; fake excavation 
   
  Repulsive; Cairn of Reflected Souls 
   
  Death; natural cave 
   
  Birth; natural cave 
   
  Joy; fake excavation 
   
  Extravagance; nature cave 
   
  Fire; natural cave 
   
  Sky; natural cave 
   
  Acceptance; fake excavation 
   
  To properly explore each dead end takes 1d3 hours 
  (1d3+1 hours if done during night-time). The natural 
  caves are uninhabited and range in size and depth. The 
  fake excavations show signs of construction working, but 
  such works peters out after ten feet or so. These fakes are 
  meant to draw attention and distract looters from the real 
  tomb.  
   
  The DM should try to balance the time spent letting 
  the players explore these dead ends (to realize that’s what 
  they might be), against allowing a summarized search. 
  Eventually, the PCs pick the right sight hole on the black 
  pole and find the Cairn of Reflected Souls. 
   
  Keep track of the time it takes the PCs to find the 
  cairn. Time is against the PCs as they need to get back to 
  Hardby with the ingredients.  
   
  As well, depending on when the PCs arrive (assume 
  10 am if nothing unusually happened), it could very well 
  be dark or even dawn again, by the time the PCs find the 
  right cave. Keep this in mind when determining if the 
  PCs become fatigued or not (consider this time spent 
  searching as ‘travel’). 
   
  ENCOUNTER 8: THE 
  CAIRN OF REFLECTED 
  SOULS 
  Once the PCs have found the correct cave and started 
  exploring inside, they gain a clue that they’re on the right 
  track.  
   
  This clue comes in the form of a trap in the tunnel 
  leading from the cave mouth to the main chamber of the 
  upper cairn.  
   
  There is no light in the cairn unless otherwise noted. 
   
  
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  Page 18 
  Trap: A pit trap blocks the passage through the 10 ft. 
  wide natural cavern. At those APLs where an elemental is 
  summoned, the bottom of the pit is wider than the shaft 
  and can accommodate fallen PCs and the elemental. At 
  APL 16, the horrid wilting effect targets those within 30-
  ft. of the hole, every round.  The elemental is not targeted 
  by the horrid wilting.   
   
  APL 2 (EL 2) 
   
  a Spiked Pit Trap: CR 2; mechanical; touch 
  trigger; automatic reset; DC 20 Reflect save avoids; 20 ft. 
  deep (2d6, fall); Multiple targets (first target in each of 
  two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 
  spikes per target for 1d4+2 per spike); Search DC 18; 
  Disable Device DC 15.  
   
  APL 4 (EL 4) 
   
  a Spiked Pit Trap: CR 4; mechanical; touch 
  trigger; automatic reset; DC 20 Reflect save avoids; 60 ft. 
  deep (6d6, fall); Multiple targets (first target in each of 
  two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 
  spikes per target for 1d4+5 per spike); Search DC 20; 
  Disable Device DC 20. 
   
  APL 6 (EL 5) 
   
  a Spiked Pit Trap: CR 5; mechanical; touch 
  trigger; automatic reset; DC 25 Reflect save avoids; 40 ft. 
  deep (4d6, fall); Multiple targets (first target in each of 
  two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 
  spikes per target for 1d4+4 per spike); Search DC 21; 
  Disable Device DC 20. 
   
  APL 8 (EL 6) 
   
  a Spiked Pit Trap: CR 6; mechanical; touch 
  trigger; automatic reset; DC 20 Reflect save avoids; 100 ft. 
  deep (10d6, fall); Multiple targets (first target in each of 
  two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 
  spikes per target for 1d4+4 per spike); Search DC 20; 
  Disable Device DC 20. 
   
  APL 10 (EL 8) 
   
  a 
  Well-Camouflaged 
  Pit 
  Trap: CR 8; 
  mechanical; location trigger; repair reset; DC 20 Reflect 
  save avoids; 100 ft. deep (10d6, fall); Search DC 27; 
  Disable Device DC 18. 
   
  APL 12 (EL 9) 
   
  a Wide-Mouth Pit Trap: CR 9; mechanical; 
  location trigger; manual reset; DC 25 Reflect save avoids; 
  100 ft. deep (10d6, fall); Multiple targets (all targets in a 10 
  by 10 ft. area) Search DC 25; Disable Device DC 25. 
   
  APL 14 (EL 11) 
   
  a Wide-Mouth Pit Trap: CR 9; mechanical; 
  location trigger; manual reset; DC 25 Reflect save avoids; 
  100 ft. deep (10d6, fall); Multiple targets (all targets in a 10 
  by 10 ft. area) Search DC 25; Disable Device DC 25. 
   
  a Summon Monster VIII Trap: CR 9; magic 
  device; proximity trigger (the trapped pit squares); no 
  reset; spell effect (summon monster VIII, greater fire 
  elemental, 15th-level wizard) Search DC 33; Disable 
  Device DC 33. 
   
  APL 16 (EL 12) 
   
  a Wide-Mouth Pit Trap: CR 9; mechanical; 
  location trigger; manual reset; DC 25 Reflect save avoids; 
  100 ft. deep (10d6, fall); Multiple targets (all targets in a 10 
  by 10 ft. area) Search DC 25; Disable Device DC 25. 
   
  a Horrid Wilting Trap: CR 9; magic device; 
  proximity trigger (the trapped pit squares); automatic 
  reset (immediate); spell effect (horrid wilting spell, 15d6 
  to all within 30 ft., 15th-level wizard) Search DC 33; 
  Disable Device DC 33. 
   
  a Summon Monster VIII Trap: CR 9; magic 
  device; proximity trigger (the trapped pit squares); no 
  reset; spell effect (summon monster VIII, greater fire 
  elemental, 15th-level wizard) Search DC 33; Disable 
  Device DC 33. 
   
  Once past the trapped entrance, the passageway leads 
  into a larger chamber. The walls of this chamber are of 
  worked stone and the area has obviously been expanded.  
   
  The natural cave tunnel opens up into a stone 
  worked chamber with two more passages 
  leading off to the left and right. Near the 
  center of the chamber is a fountain with 
  shimmering water flowing from one raised 
  basin 
  to 
  another 
  lower 
  basin 
  before 
  disappearing through a drain. A large arcane 
  pattern is marked on the floor before the 
  fountain. 
   
  THE TELEPORT CIRCLE 
  This is the large arcane pattern on the floor. It is a device 
  triggered through successful use of the fountain (see 
  below). It radiates strong conjuration magic.  
   
  The circle leads to the otherwise inaccessible lower 
  cairn. 
   
  THE FOUNTAIN 
  Upon closer inspection, the shimmering of the 
  fountain is actually caused by moving images 
  within the cascading water. Within the water, 
  tiny people move around a rustic and archaic-
  looking village built into the side of a hill.  
   
  The fountain itself is of stone with a 
  waterspout at the top shaped like a decorative 
  mushroom with water cascading over the sides 
  of the cap. There are two obvious curved 
  recesses in the mushroom. 
   
  The fountain has two functions.  
   
  The first is that it allows for the activation of the 
  teleportation circle. This is done by inserting the two 
  tokens (each earned from the two side passage 
  encounters) into the areas provided on the sculptured 
  mushroom. 
   
  The second function of the fountain is more 
  complicated. Using illusion magic (moderate strength) 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 19 
  enchantments cast on the fountain depicts daily events, 
  life lessons, and the dogma of the life and times of the 
  brother entombed here. 
   
  Watching and studying these events gives the PCs 
  some insight into what needs to be done to pass the tests 
  of the Cairn of Reflected Souls and enter the lower cairn 
  where the ingredients are located.  
   
  As each Flan brother represents part of the Old Faith 
  style circle of life; birth, death and rebirth, each cairn had 
  tests and traps set to the cycle of the brother entombed 
  there. This tomb is dedicated to the notion of rebirth, but 
  also pays tributes to the importance of the other aspects. 
   
  The show is just illusionary and the images cannot 
  be interacted with, only watched. Hampering the flow of 
  the water interferes with the viewing, but it returns to 
  normal with the return of the water flow. Drinking the 
  water has no abnormal effects. 
   
   The following are the highlights the PCs can 
  observe. The images repeat every hour. 
   
  The village is densely populated with humans of 
  Flan decent. One centaur is present in the 
  village, buying trade goods, but eventually 
  leaves.  
   
  A busy market sells all manners of goods. The 
  equipment and technology seems primitive to 
  the current standard in the Flanaess. A DC 25 
  Knowledge (history) check reveals this to be a 
  rendition of a Sulmite village. 
   
  Three flowing fountains are present in the 
  village. One has a mushroom top like this one, 
  but the other two have a nut (tree seed) and a 
  raven, respectively.  
   
  Mothers wash their babies in the fountain with 
  the nut, and the old and infirm regularly take 
  drinks and hand wash from the fountain with 
  the raven before walking of with a look of ease 
  on their faces. 
   
  The mushroom fountain is farther removed 
  from the rest of the village. People come out of 
  their homes and dump buckets of sloppy liquids 
  into the mushroom fountain. 
   
  A procession of mounted and armored men 
  arrives at the village. A DC 15 Knowledge 
  (nobility and royalty) check reveals these to be a 
  royal procession led by a Flan king. Most react 
  in fear to the mounted warriors, but three men 
  come forth. 
   
  The first man is dressed in green, the second 
  dressed in black and the third is dressed in 
  tattered and stained brown clothes.  
   
  The king figure parlays from horseback with the 
  three men, until each leads the mounted leader 
  to one of the fountains. 
   
  The green dressed man gives forth a drink from 
  the nut-decorated fountain and the leader 
  accepts and responds positively. 
   
  The black dressed man offers a drink from the 
  fountain but the rider refuses and instead pours 
  the water into a flask, which he then pockets. 
   
  The brown dressed man offers the mounted 
  man a drink from the mushroom-capped 
  fountain. At first the rider hesitates, but the 
  brown man seems to reassure him, and the rider 
  then drinks. 
   
  After drinking from the mushroom fountain, 
  the rider spits out the drink and becomes angry. 
  He draws his sword and waves it around, yet he 
  does not strike at the unarmed brown clothed 
  man. The rider shouts some more and rejoins 
  his main procession. The riders then leave the 
  village in a hurry, trampling several commoners 
  on the way out.  
   
  The injured and dying commoners are taken to 
  the three men, whom all stand on a rune-
  marked circle (similar to the one on the floor in 
  this room) and suddenly they all disappear. 
   
  The images then restart from the beginning. 
   
  Development: There are two carved passageways 
  leading to Encounters 9 and 10. It is in these encounters 
  that the knowledge of the fountains can be used to earn 
  the tokens needed to operate the teleport circle. 
   
  If the PCs have received the two tokens from 
  Encounters 9 and 10, they have simply to insert them 
  into the available spots on the fountains stone mushroom 
  cap. Using the tokens in this manner transports all those 
  standing within the teleportation circle to the lower 
  cairn. Once the circle is completed, the two tokens can be 
  reused for up to 24 hours before they dissolve. 
   
  ENCOUNTER 9: THE 
  DREGS  
  The chamber before you has ten pedestals 
  prominently placed about it. On each pedestal 
  is an open wooden case each with a different 
  word engraved upon it. In each case, carefully 
  laid out on black silk, is a drinking flask with a 
  clear liquid in it. 
   
  A voice echoes through the chambers (read 
  this only if a PC understands Flan). “To each his own, 
  the brothers did agree, for there could not be 
  one without all three. One leads to another, but 
  drink the flask this brother thinks key.” 
   
  After the voice speaks, the chamber is 
  silent.  
   
  All ten pedestals and their contents are trapped; all 
  radiate strong necromantic magic. 
   
  Each time the PCs enter the room, the voice repeats 
  the riddle. 
   
  This room represents the Death aspect of the three 
  flan brothers.  
   
  To receive the token the PCs must drink from the 
  correct vial. Each time they touch or interact with an 
  incorrect potion, case or pedestal, they set off the trap.  
   
  Once a PC has drunk the correct dreg, the case that 
  held the bottle closes then reopens on it’s own, and a little 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 20 
  stone mushroom appears (that fits into the fountain’s 
  slot).  In addition, the PC who drank the correct dreg 
  immediately receives a restoration spell cast at 7th-level. 
   
  The case labels are as follows, each in Flan:  
   
  Joy 
   
  Birth 
   
  Extravagance 
   
  Fire 
   
  Acceptance 
   
  Sky 
   
  Rebirth  
   
  Solidarity 
   
  Death 
   
  Storm 
   
  The correct answer is Death. 
   
  Development: Should something unforeseen happen 
  to the Death bottle (such as it being destroying), this 
  entire encounter resets every 8 hours. 
   
  Should the PCs attempt to drink any of the incorrect 
  flasks outside the room (for example if they rope the 
  bottle from a distance, then drag it out of the room), the 
  bottle becomes nonmagical and tastes only of water. The 
  bottle must be brought back into the room, whereupon it 
  is magical again, in order for there to be an effect whether 
  it is success or failure.   
   
  Trap: Tampering with the wrong box, vial, or pedestal 
  targets the offender (and possibly others nearby) with a 
  spell effect. 
   
   
  APL 2 (EL 4) 
   
  a Ray of Exhaustion Trap: CR 4; magical 
  device; touch trigger; automatic reset; spell effect (ray of 
  exhaustion, 5th-level wizard, Atk +10 ranged touch, 
  exhaustion or just fatigue if pass DC 13 Fort save); Search 
  DC 28; Disable Device DC 28. 
   
  APL 4 (EL 5) 
   
  a Enervation Trap: CR 5; magical device; touch 
  trigger; automatic reset; spell effect (enervation, 7th-level 
  wizard, Atk +10 ranged touch, 1d4 negative levels); 
  Search DC 29; Disable Device DC 29. 
   
  APL 6 (EL 7) 
   
  a Enervation Trap (2): CR 5; magical device; 
  touch trigger; automatic reset; spell effect (enervation, 
  7th-level wizard, Atk +10 ranged touch, 1d4 negative 
  levels); Search DC 29; Disable Device DC 29. 
   
  Note: Rays affect separate targets (if multiple targets 
  are in range). 
   
  APL 8 (EL 8) 
   
  a Enervation Trap (3): CR 5; magical device; 
  touch trigger; automatic reset; spell effect (enervation, 
  7th-level wizard, Atk +10 ranged touch, 1d4 negative 
  levels); Search DC 29; Disable Device DC 29. 
   
  Note: Rays affect separate targets (if multiple targets 
  are in range). 
   
  APL 10 (EL 9) 
   
  a Enervation Trap (4): CR 5; magical device; 
  touch trigger; automatic reset; spell effect (enervation, 
  7th-level wizard, Atk +10 ranged touch, 1d4 negative 
  levels); Search DC 29; Disable Device DC 29. 
   
  Note: Rays affect separate targets (if multiple targets 
  are in range). 
   
  APL 12 (EL 10) 
   
  a Energy Drain Trap: CR 10; magical device; 
  touch trigger; automatic reset; spell effect (energy drain, 
  17th-level wizard, Atk +15 ranged touch, 2d4 negative 
  levels); Search DC 34; Disable Device DC 34. 
   
  APL 14 (EL 11) 
   
  a Enervation Trap (3): CR 8; magical device; 
  touch trigger; automatic reset; spell effect (enervation, 
  7th-level wizard, Atk +10 ranged touch, 1d4 negative 
  levels); Search DC 29; Disable Device DC 29; Market 
  value 36,000 gp. 
   
  a Energy Drain Trap: CR 10; magical device; 
  touch trigger; automatic reset; spell effect (energy drain, 
  17th-level wizard, Atk +15 ranged touch, 2d4 negative 
  levels); Search DC 34; Disable Device DC 34. 
   
  Note: Rays affect separate targets (if multiple targets 
  are in range). 
   
  APL 16 (EL 12) 
   
  a Energy Drain Trap (2): CR 10; magical 
  device; touch trigger; automatic reset; spell effect (energy 
  drain, 17th-level wizard, Atk +15 ranged touch, 2d4 
  negative levels); Search DC 34; Disable Device DC 34. 
   
  Note: The energy drains affect separate targets (if 
  multiple targets are in range). 
   
  Development: With token in hand (a small stone 
  mushroom), the PCs can either attempt Encounter 10 or 
  they can try to activate the teleport circle. 
   
  ENCOUNTER 10: SOY IT 
  AIN’T SOW! 
  The high vaulted chamber before you is thick 
  with green vines despite the lack of light. On 
  these vines grow melons the size of a man’s 
  head.  
   
  The vines stretch across the floor from a 
  soil covered area against the far wall. A table 
  resting on the dirt holds a single clay pot and a 
  small spade.  
   
  This is a simple encounter. The PCs need only pick a 
  melon, break it open, remove a seed and plant it in the 
  pot.  
   
  Once planted, a new vine starts to grow rapidly, but 
  as the vine pushes out, a little stone mushroom comes out 
  with it (the token needed). 
   
  There is one small obstacle for the PCs. The room has 
  a fire-summoning trap protecting the room.  
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 21 
   
  This room represents the ‘birth’ aspect of the three 
  Flan brothers.  
   
  Trap: Once the first melon is touched, the trap is 
  activated. Once the trap is activated all the melons and 
  their seeds are destroyed within four rounds (including 
  their seeds, as the melon’s burst). 
   
  To gain the stone token from this area the PCs must 
  plant the seed in the pot. To do so, they must continue to 
  pick a melon and save it from destruction in the fires. If 
  the PCs fail to collect a seed and plant it, the room resets 8 
  hours after the PCs activated it. 
   
   
  APL 2 (EL 3) 
   
  a Fire Summoning Trap: CR 3; magical and 
  mechanical device; location/touch trigger; automatic 
  reset (8 hours); alchemical effect (1d6 fire, 20-foot radius 
  for 10 rounds, DC 12 Reflex half) and spell effect 
  (summon small fire elemental after 1 round, stays for 3 
  rounds); Search DC 28; Disable Device DC 28. 
   
  APL 4 (EL 4) 
   
  a Fire Summoning Trap: CR 4; magical and 
  mechanical device; location/touch trigger; automatic 
  reset (8 hours); alchemical effect (3d6 fire, 20-foot radius 
  for 10 rounds, DC 12 Reflex half) and spell effect 
  (summon Small fire elemental after 1 round, stays for 4 
  rounds); Search DC 28; Disable Device DC 28. 
   
  APL 6 (EL 5) 
   
  a Fire Summoning Trap: CR 5; magical and 
  mechanical device; location/touch trigger; automatic 
  reset (8 hours); alchemical effect (5d6 fire, 20-foot radius 
  for 10 rounds, DC 14 Reflex half) and spell effect 
  (summon Small fire elemental after 1 round, stays for 5 
  rounds); Search DC 28; Disable Device DC 28. 
   
  APL 8 (EL 7) 
   
  a Fire Summoning Trap: CR 7; magical and 
  mechanical device; location/touch trigger; automatic 
  reset (8 hours); alchemical effect (8d6 fire, 20-foot radius 
  for 10 rounds, DC 15 Reflex half) and spell effect 
  (summon Medium fire elemental after 1 round, stays for 
  9 rounds); Search DC 30; Disable Device DC 30. 
   
  APL 10 (EL 8) 
   
  a Fire Summoning Trap: CR 8; magical and 
  mechanical device; location/touch trigger; automatic 
  reset (8 hours); alchemical effect (8d6 fire, 20-foot radius 
  for 10 rounds, DC 15 Reflex half) and spell effect 
  (summon 1d3 Medium fire elemental after 1 round, stays 
  for 11 rounds); Search DC 31; Disable Device DC 31. 
   
  APL 12 (EL 10) 
   
  a Fire Summoning Trap: CR 10; magical and 
  mechanical device; location/touch trigger; automatic 
  reset (8 hours); alchemical effect (11d6 fire, 20-foot radius 
  for 10 rounds, DC 16 Reflex half) and spell effect 
  (summon 1d3 Large fire elemental after 1 round, stays for 
  13 rounds); Search DC 32; Disable Device DC 32. 
   
  APL 14 (EL 11) 
   
  a Fire Summoning Trap: CR 11; magical and 
  mechanical device; location/touch trigger; automatic 
  reset (8 hours); alchemical effect (13d6 fire, 20-foot radius 
  for 10 rounds, DC 17 Reflex half) and spell effect 
  (summon 1 Huge fire elemental after 1 round, stays for 13 
  rounds); Search DC 33; Disable Device DC 33. 
   
  APL 16 (EL 13) 
   
  a Fire Summoning Trap: CR 13; magical and 
  mechanical device; location/touch trigger; automatic 
  reset (8 hours); alchemical effect (15d6 fire, 20-foot radius 
  for 10 rounds, DC 18 Reflex half) and spell effect 
  (summon 1 Greater fire elemental after 1 round, stays for 
  17 rounds); Search DC 35; Disable Device DC 35. 
   
  Development: With token in hand (a small stone 
  mushroom), the PCs can either attempt Encounter 9 or 
  they can try to activate the teleport circle. 
   
  ENCOUNTER 11: THE 
  LOWER CAIRN 
  Once the PCs have activated the teleportation circle by 
  using the two mushroom charms, read allowed the 
  following: 
   
  You appear in a huge chamber, softly lit by 
  glowing lichen. The air is rank with decay.  
   
  In the middle of the chamber is a 10 ft. 
  high stone ziggurat made of black stone shot 
  through with white streaks. Other than the 
  rune-covered stone circle you are standing on, 
  the rest of the chamber is covered in a thick 
  covering of mushrooms ranging in height from 
  1 ft. to 4 ft.  
   
  This is the final resting place of the third brother of Sulm, 
  the master of oozes, dedicated to rebirth. His followers 
  built this cairn hoping he would be reborn after a time, 
  perhaps even rising as a more powerful being. This has 
  not yet come to pass. 
   
  The chamber is 40 ft. in height and shows signs of 
  magical excavation. There are no other exits other than 
  the teleportation circle. The PCs are 200 ft. under the 
  upper level, below the solid rock of the mountain. 
   
  The air is hot and moist. The ground beneath the 
  mushroom forest is mucky and filled with the remains of 
  rotting plant matter. (It qualifies as a wet and muddy 
  place for the mephit’s fast healing). 
   
  The PCs must collect two different types of 
  mushrooms, and some ooze from the remains of the 
  corpse (as per Robilar’s instructions in Player Handout 1). 
  The ziggurat is made of the black stone with white streaks 
  that the PCs require. 
   
  The two different kinds of mushrooms are rare 
  among the small forest of other types, perhaps accounting 
  for only one in every hundred. The base time it to search 
  the chamber is four hours. A DC 15 Search check locates 
  the required mushrooms. For every five points the party 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 22 
  exceeds the check, deduct one hour from the time 
  required. The party may take ten, but not twenty, on this 
  check. 
   
  The small ziggurat in the middle of the chamber 
  holds the remains of the third brother in a sarcophagus. 
  To gain access to his body, the stone lid of the ziggurat 
  must be slipped off. This requires a DC 18 Strength 
  check. The lid is not locked or trapped. 
   
  The outside of the ziggurat has several receptacles 
  that hold the few treasures of the brother entombed here. 
  A bowl of mushroom-shaped charms is also present. 
   
  Inside the sarcophagus, the brother’s body has body 
  has turned to a viscous paste, similar in consistency to an 
  ooze. He has no bones or such left, so the PCs need only 
  to scoop some of him up. 
   
   
  This chamber has a planar convergence with the 
  para-elemental plane of ooze. It is one of the reasons it 
  was chosen for the brother’s final rest. The third brother 
  and his radical fringe sect believed that ooze, decay, 
  fungus, and so on were the key to rebirth and renewed 
  life. They felt that if their body was broken down, 
  consumed, and reformed, they could take shape again.  
   
  A side effect of this belief was a penchant for smelly 
  and disgusting practices, which caused the Sulmite 
  master of oozes to run afoul of the government. 
   
  The over-sized mushrooms in this chamber are more 
  than what they seem. They survive off the ooze dripping 
  from the mephitis who in turn eat the mushrooms, in an 
  endless cycle.   
   
  These mephits (and some centipedes at higher APLs) 
  are the only remaining guardians of the tomb. While the 
  mephits are not evil, they are hostile to intruders. This is 
  their territory and it is their’s to guard.  
   
  Creatures: The mephits (and centipedes) begin the 
  encounter hidden below the mushrooms caps. Once the 
  PCs approach within 50 ft. of the ziggurat, the mephits 
  burst from cover and attack.  
   
  It is possible to reason with the mephits. They care 
  for little besides their way of life, but if the PCs show 
  these mephits that they have learned (and value) the ways 
  of the third brother, the mephits are willing to help (or at 
  least not attack). 
   
  If the PCs befriend the mephits, and promise to 
  spread the message of rebirth through decay, they allow 
  the PCs to remain in the chamber for up to an hour and 
  to search for what they require. This requires no Search 
  checks and the PCs automatically find the ingredients 
  they need. The mephits also allow the PCs to take the 
  burial treasures as they have no need of them.   
   
  If the PCs instead choose to fight, the sorcerer and 
  any individually noted mephits fight to the death. Those 
  in a mob however flee and hide if the mob falls apart. The 
  centipedes are the pets of the mephits and fight to the 
  death. 
   
  APL 2 (EL 5) 
   
  d Ooze Mephit (2): hp 19; Monster Manual 183. 
   
   
  APL 4 (EL 7) 
   
  d Ooze Mephit (4): hp 19; Monster Manual 183. 
    
  APL 6 (EL 9) 
   
  d Ooze Mephit Mob: hp 168; Appendix 1. 
   
  d Ooze Mephit Sorcerer: male ooze mephit 
  sorcerer 3; hp 29; Appendix 1. 
   
  APL 8 (EL 11) 
   
  d Ooze Mephit Mob (2): hp 168 each; 
  Appendix 1. 
   
  d Ooze Mephit Sorcerer: male ooze mephit 
  sorcerer 5; hp 37; Appendix 1. 
   
  APL 10 (EL 13) 
   
  d Ooze Mephit Mob (4): hp 168 each; 
  Appendix 1. 
   
  d Ooze Mephit Sorcerer: male ooze mephit 
  sorcerer 7; hp 46; Appendix 1. 
   
  APL 12 (EL 15) 
   
  d Ooze Mephit Mob (4): hp 168 each; 
  Appendix 1. 
   
  d Ooze Mephit Sorcerer: male ooze mephit 
  sorcerer 7; hp 46; Appendix 1. 
   
  d Advanced 40 HD Colossal Monstrous 
  Centipede: hp 260; Appendix 1. 
   
  APL 14 (EL 17) 
   
  d Ooze Mephit Mob (4): hp 168 each; 
  Appendix 1. 
   
  d Ooze Mephit sorcerer: male ooze mephit 
  sorcerer 9; hp 70; Appendix 1. 
   
  d Advanced 48 HD Colossal Monstrous 
  Centipede: hp 360; see Appendix 1. 
   
  APL 16 (EL 19) 
   
  d Ooze Mephit Mob (6): hp 168 each; 
  Appendix 1. 
   
  d Ooze Mephit Sorcerer: male ooze mephit 
  sorcerer 12; hp 84; Appendix 1. 
   
  d Advanced 48 HD Colossal Monstrous 
  Centipedes (3): hp 360 each; Appendix 1. 
   
  Terrain: The majority of this large cavern is filled with 
  one- to four-foot high mushrooms. These fungi are not 
  very sturdy and can be forced out of the way or stepped 
  on. These mushroom growths affect the PCs movement 
  through the cavern. 
   
  If a PC moves carefully through the mushrooms, 
  trying to avoid damaging them treat the mushrooms as 
  heavy undergrowth (Dungeon Master’s Guide 87). 
   
  If a PC ignores the possibility of damage to the 
  mushrooms treat the mushrooms as light undergrowth 
  (Dungeon Master’s Guide 87). Additionally at the 
  beginning of each PC’s movement, roll 1d6 and consult 
  the chart below.  The effect is due to spores being 
  released by the mushrooms as a defense mechanism.  
  Movement by the mephitis, being part of the 
  mushrooms, does not trigger the release of these spores.  
  The DC for all spells is 10+APL. 
   
  1: Nothing 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 23 
  2: Doom (as per spell, CL=APL,). 
  3: Cure light wounds (as per spell, CL=APL) 
  4: Calm emotions (single PC only, CL=APL) 
  5: Lesser restoration (as per spell, CL=APL) 
  6 (At APL 2-8) blindness (as per spell, CL=APL) 
  6 (At APL 10-16) insect plague (swarms start around PC 
  then extra’s radiate out as DM desires, CL=APL). 
   
  This effect happens instantly, after which the PC can 
  continue his movement.  
   
  Treasure: Items may be taken from the mephits as well 
  as the burial treasure arrayed around the sarcophagus. 
   
  APL 2: Magic – dust of dryness (67 gp), hand of the 
  mage (75 gp), slashing sand (167 gp). 
   
  APL 4: Magic – dust of dryness (67 gp), hand of the 
  mage (75 gp), slashing sand (167 gp). 
   
  APL 6: Magic – armbands of might (342 gp), bracers 
  of armor +1 (83 gp), brooch of shielding (125 gp), cloak of 
  charisma +2 (333 gp), dust of dryness (67 gp), hand of the 
  mage (75 gp), slashing sand (167 gp). 
   
  APL 8: Magic – armbands of might (342 gp), bracers 
  of armor +1 (83 gp), brooch of shielding (125 gp), cloak of 
  charisma +2 (333 gp), dust of dryness (67 gp), hand of the 
  mage (75 gp), ring of protection +1 (167 gp), slashing sand 
  (167 gp). 
   
  APL 10: Magic – armbands of might (342 gp), 
  bracers of armor +2 (333 gp), brooch of shielding (125 gp), 
  cloak of charisma +2 (333 gp), dust of dryness (67 gp), 
  hand of the mage (75 gp), lesser silent metamagic rod 
  (250 gp), ring of protection +1 (167 gp), slashing sand 
  (167 gp). 
   
  APL 12: Magic – armbands of might (342 gp), 
  bracers of armor +2 (333 gp), brooch of shielding (125 gp), 
  cloak of charisma +2 (333 gp), dust of dryness (67 gp), 
  figurine of wondrous power: ivory camel (708 gp), hand 
  of the mage (75 gp), lesser silent metamagic rod (250 gp), 
  ring of protection +1 (167 gp), slashing sand (167 gp). 
   
  APL 14: Magic – amulet of natural armor +1 (167 
  gp), armbands of might (342 gp), Boccob’s blessed book 
  (1042 gp), bracers of armor +2 (333 gp), brooch of 
  shielding (125 gp), cloak of charisma +2 (333 gp), dust of 
  dryness (67 gp), figurine of wondrous power: ivory camel 
  (708 gp), gloves of dexterity +2 (333 gp), hand of the mage 
  (75 gp), lesser silent metamagic rod (250 gp), pearl of 
  power 2nd-level (333 gp), ring of protection +2 (667 gp), 
  slashing sand (167 gp). 
   
  APL 16: Magic – amulet of natural armor +1 (167 
  gp), armbands of might (342 gp), Boccob’s blessed book 
  (1042 gp), bracers of armor +2 (333 gp), brooch of 
  shielding (125 gp), cloak of charisma +4 (1333 gp), dust of 
  dryness (67 gp), figurine of wondrous power: ivory camel 
  (708 gp), gloves of dexterity +2 (333 gp), hand of the mage 
  (75 gp), lesser quicken metamagic rod (2917 gp), lesser 
  silent metamagic rod (250 gp), pearl of power 2nd-level 
  (333 gp), ring of protection +2 (667 gp), slashing sand 
  (167 gp). 
   
  THE TELEPORTATION CIRCLE 
  REDUX 
  This circle has slots for two more tiny stone mushrooms. 
  These are required to operate it. These charms can be 
  found in a bowl amongst the burial treasures on top of the 
  ziggurat.  
   
  Development: Once the PCs leave the cairn and begin 
  their return to Hardby, proceed to Encounter 12. 
   
  ENCOUNTER 12: 
  JOURNEY HOME 
  The section “Getting There” discusses the distance that 
  must be traveled and the time it takes, while the section 
  “Delaying Action” deals with an encounter the PCs have 
  on their back. 
   
  GETTING THERE 
  Determine the speed at which the party moves, based 
  upon the slowest PC using the rules in the Player’s 
  Handbook (pages 162-164). The cairn is 12 miles of 
  trackless mountain from the nearest road. The road then 
  passes through the mountains for another 12 miles before 
  heading on to Hardby through farmland (plains) for 6 
  miles. This is a total of 30 miles. 
   
  Example: If all the PCs have a base speed of 30, they 
  normally move 24 miles per day. However, this distance 
  is halved in the trackless mountains and is only three 
  quarters of normal on the mountain road. It therefore 
  takes 1 day to reach the road to Hardby and a second day 
  to follow the road to Hardby assuming they never 
  encounter the horses offered by Logrian Klirz in 
  “Delaying Action.”  
   
  Treating the time spent searching for the cairn as 
  travel, if the PCs have not rested before setting out they 
  likely suffer significant penalties for the trip home 
  (Player’s Handbook page 164). 
   
  As well, it is possible that one or more PCs may have 
  betrayed the party, stolen the ingredients and fled during 
  the night. Such fleeing PCs avoid the village encounter 
  and carries on directly to Hardby.  
   
  DELAYING ACTION 
  The PCs encounter minions of two factions that have 
  decided a more direct approach might be necessary to 
  affect the outcome of the party’s quest. They have 
  dispatched operatives to aid, or slow the journey home. 
   
  Development: This encounter assumes that the 
  PCs are traveling using mundane means to Hardby 
  (likely to the small wood near Aleeta’s manor).  
   
  If the PCs are not using mundane travel methods, 
  the DM should adapt this encounter accordingly to 
  provide a plausible placement for this attack. For example 
  the PCs could be attacked on the road to Hardby, near the 
  farms and woods that surrounds Aleeta’s manor, or in the 
  streets of Hardby, as appropriate.  If the PCs are using 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 24 
  entirely normal travel methods, the village is on the 
  mountain road near where the PCs first pick it up. 
   
  If the PCs travel instantly and unnoticed to their 
  final meeting in Encounter 9 without stopping anywhere 
  between the cairn and the exact location of Aleeta, skip 
  this encounter entirely.  
   
  Up ahead the road passes through a small 
  collection of thatched houses, one of which 
  smolders from a recently doused fire.  
   
  A man shouts at the assembled crowd, “I 
  seen ‘em I did. A band of strangers lit Kinen’s 
  house on fire they did, with all his little ones 
  inside. They were just here, a motley gang of 
  adventurers. Look! There they are now. Git 
  ‘em!” The mob of angry villagers turns toward 
  you, murder in their eyes. 
   
  Retep Mandel and the pro-Greyhawk members of the 
  Longland faction are not willing to trust their agent(s) to 
  betray the other PCs and thus Retep has sent some of his 
  underlings from the Greyhawk Assassin’s Guild to slow 
  the advance of the PCs; possibly stealing whatever it is 
  they carry in the process.  
   
  However, the minions of the Assassin’s Guild are not 
  the only ones looking for the party. Mirlan Rinshad has 
  spread information to other members of the Norbelos 
  Faction that the PCs are likely allies working for Aleeta. 
  As such an agent of the Slavelords of Highport operating 
  in the area has taken upon himself to aid the PCs in 
  hurrying back to Hardby. Both groups encounter the PCs 
  here, in a small unnamed village on the road to Hardby.  
   
  Creatures: The operatives of the Assassin’s Guild have 
  mingled with the crowd disguised as other peasants, 
  having been told that the PCs would be passing through. 
  One of their number arranged a deadly act of arson, 
  which they are now blaming on the PCs in order to stir 
  up the crowd.  
   
  Logrian Klirz, the Slavelords agent, witnesses 
  competing operatives setting the fire and thus stayed to 
  watch and determine their plan. At lower APLs, Logrian 
  shouts out that the PCs were not the culprits and the 
  crowd is not sufficiently motivated toward violence, 
  forcing the Assassin’s Guild agents to fight on their own. 
  While Logrian is the PCs ally, it is important that this 
  fight focuses on the PCs, and he remains only a minor 
  supporting character for those PCs getting into trouble. If 
  a PC is knocked out of the fight (or left the group due to 
  betrayal), the DM is encouraged to allow that player to 
  run Logrian. 
   
  At all APLs, the NPCs have precast all the spells 
  listed in their power-up suites. 
   
  General Tactics: APL-specific tactics follow below. 
  However at all APLs the following individuals act in the 
  following ways: 
   
  Logrian moves into a flanking position before 
  revealing himself as an ally, and then uses his spiked 
  chain.  
   
  The guildsmen avoid attacking anyone wearing 
  Geven’s ring knowing that PC to be an ally. They however 
  preferentially target anyone with “Wrath of the 
  Greyhawk Assassin’s Guild” from COR3-13 Traitor’s 
  Road. 
   
  At APLs where one or more mobs are present the 
  DM should remember that the mob is not evil, its 
  members are simply caught up in the moment. Using 
  lethal force against good-aligned peasants should be 
  considered an evil act.  
   
  APL 2 (EL 4) 
   
  d Jesdin Mertell: male half-orc fighter 1/rogue 1; 
  hp 16; Appendix 1. 
   
  d Senoumon: female human sorcerer 2; hp 9; 
  Appendix 1. 
   
  d Thugs (2): Male half-orc fighter 1; hp 9; 
  Appendix 1.  
   
  k Logrian Klirz: male human rogue 1; hp 5; see 
  Appendix 1. 
   
  Tactics: Jesdin fails to stir up the mob due to Logrian’s 
  interference, so he is forced to take matters into his own 
  hands. He and the two thugs attempt to get the drop on 
  the PCs by flanking and focusing on one opponent.  
   
  Senoumon makes liberal use of her color spray spell, 
  and is willing to catch commoners in the area of affect if 
  she can incapacitate a PC. The commoners panic and 
  scatter after the first round.  
   
   
  APL 4 (EL 6) 
   
  d Jesdin Mertell: male half-orc fighter 2/ rogue 
  2; hp 30; Appendix 1. 
   
  d Senoumon: female human sorcerer 4; hp 27; 
  Appendix 1. 
   
  d Thugs (2): male half-orc fighter 2; hp 22; 
  Appendix 1. 
   
  k Logrian Klirz: male human fighter 1/ rogue 2; 
  hp 19; Appendix 1. 
   
  Tactics: Jesdin fails to stir up a mob due to Logrian’s 
  interference, so he is forced to take matters into his own 
  hands. He and the two thugs attempt to get the drop on 
  the PCs by flanking and focusing on one opponent.  
   
  Senoumon makes liberal use of her color spray spell, 
  and is willing to catch commoners in the area of affect if 
  she can incapacitate a PC. (She also uses her Sudden 
  Widened color spray to surprise PCs thinking they are 
  out of the area of affect. The commoners panic and scatter 
  after the first round.  
   
   
  APL 6 (EL 8) 
   
  d Angry Mob: male and female human mob; hp 
  135; Appendix 1. 
   
  d Jesdin Mertell: male half-orc fighter 2/ rogue 
  2; hp 30; Appendix 1. 
   
  d Senoumon: female human sorcerer 4; hp 27; 
  Appendix 1. 
   
  k Logrian Klirz: male human fighter 2/ rogue 3; 
  hp 31; see Appendix 1. 
   
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 25 
  Tactics: Jesdin has stirred up a mob despite Logrian’s 
  interference. The peasants begin to riot and swarm over 
  the PCs. 
   
  Jesdin uses his hide in plain sight ability to hide in 
  the crowd. He then studies a PC with a likely low 
  Fortitude saving throw (someone using sneak attacks or 
  casting arcane spells for example) for three rounds so that 
  he can use his death attack ability. 
   
  Senoumon makes liberal use of her color spray spell, 
  and is willing to catch commoners in the area of affect if 
  she can incapacitate a PC. (She also uses her Sudden 
  Widened color spray to surprise PCs thinking they are 
  out of the area of affect. 
   
   
  APL 8 (EL 10) 
   
  d Angry Mob: male and female human mob; hp 
  135; Appendix 1. 
   
  d Jesdin Mertell: male half-orc fighter 2/ rogue 
  3/ assassin 2/ shadowdancer 1; hp 55; Appendix 1. 
   
  d Senoumon: female erinyes; hp 85; Monster 
  Manual 54. 
   
  k Logrian Klirz: male human fighter 3/ rogue 4; 
  hp 43; Appendix 1. 
   
  Tactics: Jesdin has stirred up a mob despite Logrian’s 
  interference. The peasants begin to riot and swarm over 
  the PCs.  
   
  Jesdin uses his hide in plain sight ability to hide in 
  the crowd. He then studies a PC with a likely low 
  Fortitude saving throw (someone using sneak attacks or 
  casting arcane spells for example) for three rounds so that 
  he can use his death attack ability. He uses critical strike 
  whenever possible.  
   
  Senoumon begins the combat also disguised, but 
  quickly sheds the look of a peasant and takes to the air. 
  She uses her rope to entangle flying foes and uses her 
  minor image spell to make the mob appear much larger 
  and making it hard for PCs to determine which squares 
  are safe. She then resorts to using her bow, focusing on 
  invisible foes.  
   
   
  APL 10 (EL 12) 
   
  d Angry Mob (2): male and female human mob; 
  hp 135; Appendix 1. 
   
  d Jesdin Mertell: male half-orc fighter 2/ rogue 
  3/ assassin 4/ shadowdancer 1; hp 65; Appendix 1. 
   
  d Senoumon: Female erinyes sorcerer 2; hp 109; 
  Appendix 1. 
   
  k Logrian Klirz: male human fighter 3/ rogue 4/ 
  exotic weapon master 2; hp 57; Appendix 1. 
   
  Tactics: Jesdin has stirred up two mobs despite Logrian’s 
  interference. The peasants begin to riot and swarm over 
  the PCs. 
   
  Jesdin uses his hide in plain sight ability to hide in 
  the crowd. He then studies a PC with a likely low 
  Fortitude saving throw (someone using sneak attacks or 
  casting arcane spells for example) for three rounds so that 
  he can use his death attack ability. He uses critical strike 
  whenever possible, and swift invisibility if he needs to in 
  order to move and hide.  
   
  Senoumon begins the combat also disguised, but 
  quickly sheds the look of a peasant and takes to the air 
  casting arrow mind. She uses her rope to entangle flying 
  foes and her minor image spell to make the mob appear 
  much larger and making it hard for PCs to determine 
  which squares are safe. She then resorts to using her bow, 
  against invisible opponents.  
   
   
  APL 12 (EL 14) 
   
  d Angry Mob (2): male and female human mob; 
  hp 135; Appendix 1. 
   
  d Jesdin Mertell: male half-orc fighter 2/ rogue 
  3/ assassin 4/ shadowdancer 1; hp 65; Appendix 1. 
   
  d Senoumon: female erinyes sorcerer 4; hp 135; 
  Appendix 1. 
   
  k  Logrian Klirz: male human fighter 4/ rogue 4/ 
  exotic weapon master 3; hp 71; Appendix 1. 
   
  Tactics: Jesdin has stirred up two mobs despite Logrian’s 
  interference. The peasants begin to riot and swarm over 
  the PCs. 
   
  Jesdin uses his hide in plain sight ability to hide in 
  the crowd. He then studies a PC with a likely low 
  Fortitude saving throw (someone using sneak attacks or 
  casting arcane spells for example) for three rounds so that 
  he can use his death attack ability. Jesdin uses critical 
  strike whenever possible, and uses swift invisibility if he 
  needs to in order to move and hide again.  
   
  Senoumon begins the combat also disguised, but 
  quickly sheds the look of a peasant and takes to the air 
  casting arrow mind. She uses her rope to entangle flying 
  foes and then resorts to using her bow, against invisible 
  foes.  
   
   
  APL 14 (EL 16) 
   
  d Angry Mob (2): male and female human mob; 
  hp 135; Appendix 1. 
   
  d Barbed Devil: hp 126; Monster Manual 51. 
   
  d Immin: male half-orc fighter 2/ rogue 3/ 
  assassin 4/ shadowdancer 1; hp 65; Appendix 1. 
   
  d Jesdin Mertell: male half-orc fighter 4/ rogue 
  3/ assassin 6/ shadowdancer 1; hp 99; Appendix 1. 
   
  d Senoumon: female erinyes sorcerer 6; hp 153; 
  Appendix 1. 
   
  k Logrian Klirz: male human barbarian 2/ fighter 
  4/ rogue 4/ exotic weapon master 3; hp 87; Appendix 1. 
   
  Tactics: Jesdin has stirred up two mobs despite Logrian’s 
  interference. The peasants begin to riot and swarm over 
  the PCs.  
   
  Jesdin and Immin use their hide in plain sight ability 
  to hide in the crowd. They then study a PC with a likely 
  low Fortitude saving throw (someone using sneak attacks 
  or casting arcane spells for example) for three rounds so 
  that they can use their death attack ability. When they do 
  this they try and flank their target. They use critical strike 
  whenever possible, and Jesdin uses swift invisibility if he 
  needs to in order to move and hide.  
   
  The barbed devil begins the combat standing inside a 
  major image of a peasant, but quickly moves to combat 
  
  COR6-02 Rallying Point for the Bright Sands 
   
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  the PCs directly. He provides flanks for Jesdin and 
  Immin whenever possible.  
   
  Senoumon begins the combat also disguised, but 
  quickly sheds the look of a peasant and takes to the air 
  casting arrow mind. She uses her bands of steel or web 
  anchored to nearby trees or homes to entangle flying or 
  troublesome foes and then resorts to using her bow, 
  focusing on invisible opponents. She temporarily 
  teleports away to cast protection from good and renew 
  her false life if she is hard pressed.  
   
   
  APL 16 (EL 18) 
   
  d Advanced Ice Devil (2): hp 185; Appendix 1. 
   
  d Angry Mob (2): male and female human mob; 
  hp 135; Appendix 1. 
   
  d Jesdin Mertell: male half-orc barbarian 1/ 
  fighter 4/ rogue 3/ assassin 7/ shadowdancer 1; hp 150; 
  Appendix 1. 
   
  d Immin: Male half-orc fighter 2/ rogue 3/ assassin 
  4/ shadowdancer 1; hp 65; Appendix 1. 
   
  d Senoumon: female erinyes sorcerer 7; hp 176; 
  Appendix 1. 
   
  k Logrian Klirz (Ally): male human barbarian 2/ 
  fighter 4/ ranger 2/ rogue 4/ exotic weapon master 3; hp 
  99; Appendix 1. 
   
  Tactics: Jesdin has stirred up two mobs despite Logrian’s 
  interference. The peasants begin to riot and swarm over 
  the PCs.  
   
  Jesdin and Immin use their hide in plain sight ability 
  to hide in the crowd. They then study a PC with a likely 
  low Fortitude saving throw (someone using sneak attacks 
  or casting arcane spells for example) for three rounds so 
  that they can use their death attack ability. When they do 
  this they try and flank their target. They use critical strike 
  whenever possible, and Jesdin uses swift invisibility if he 
  needs to in order to move and hide.  
   
  The ice devils begin the combat standing inside a 
  persistent image of several peasants, but quickly move to 
  combat the PCs directly using melee or spell-like abilities 
  as appropriate. They provide flanks for Jesdin and Immin 
  whenever possible.  
   
  Senoumon begins the combat also disguised, but 
  quickly sheds the look of a peasant and takes to the air 
  casting arrow mind. She uses her bands of steel or web (if 
  possible) to entangle flying or troublesome foes and then 
  resorts to using her bow, focusing on invisible opponents. 
  She temporarily teleports away to cast protection from 
  good, displacement, and renew her false life if she is hard 
  pressed.  
   
   
  Treasure: The PCs may claim the Assassin’s Guild 
  members’ gear should they defeat them. 
   
  APL 2: Loot – 123 gp; Magic – oil of sonic weapon 
  (25 gp), scroll of instant locksmith (2 gp). 
   
  APL 4: Loot – 125 gp; Magic – armbands of might 
  (342 gp), oil of sonic weapon (25 gp), scroll of instant 
  locksmith (2 gp), wand of charm person (63 gp). 
   
  APL 6: Loot – 95 gp; Magic – oil of sonic weapon (25 
  gp), scroll of instant locksmith (2 gp), wand of charm 
  person (63 gp). 
   
  APL 8: Loot – 90 gp, Magic – cloak of elvenkind 
  (208 gp), headband of intellect +2 (333 gp), necklace of 
  fireballs – type I (138 gp), oil of sonic weapon (25 gp), 
  scroll of instant locksmith (2 gp), wand of charm person 
  (63 gp). 
   
  APL 10: Loot – 117 gp, Magic – adamantine arrows 
  (203 gp), bracers of armor +4 (1333 gp), cloak of 
  elvenkind (208 gp), +1 flaming composite longbow [+5 
  Str] (742 gp), headband of intellect +2 (333 gp), necklace 
  of fireballs – type I (138 gp), oil of sonic weapon (25 gp), 
  scroll of instant locksmith (2 gp), wand of charm person 
  (63 gp). 
   
  APL 12: Loot – 117 gp, Magic – adamantine arrows 
  (203 gp), bracers of armor +4 (1333 gp), cloak of 
  elvenkind (208 gp), +1 flaming composite longbow [+5 
  Str] (742 gp), headband of intellect +2 (333 gp), +1 keen 
  falchion (698 gp), necklace of fireballs – type I (138 gp), 
  oil of sonic weapon (25 gp), ring of counterspells (333 gp), 
  scroll of instant locksmith (2 gp), wand of charm person 
  (63 gp), wand of darkness (375 gp). 
   
  APL 14: Loot – 206 gp, Magic – adamantine arrows 
  (203 gp), bracers of armor +4 (1333 gp), cloak of 
  elvenkind (416 gp, 208 gp ea.), dust of disappearance (292 
  gp), +1 flaming composite longbow [+5 Str] (742 gp), 
  headband of intellect +2 (666 gp, 333 gp ea.), +1 keen 
  falchion (698 gp), necklace of fireballs – type I (138 gp), 
  oil of sonic weapon (25 gp), ring of counterspells (333 gp), 
  ring of freedom of movement (3333 gp), scroll of instant 
  locksmith (2 gp), wand of charm person – (63 gp), wand 
  of darkness (375 gp). 
   
  APL 16: 206 gp, Magic – adamantine arrows – (203 
  gp), amulet of health +4 (1333 gp), bracers of armor +4 
  (1333 gp), cloak of elvenkind (416 gp, 208 gp ea.), dust of 
  disappearance (292 gp), +1 flaming composite longbow 
  [+5 Str] (742 gp), headband of intellect +2 (666 gp, 333 gp 
  ea.), +1 keen falchion (698 gp), necklace of fireballs – type 
  I (138 gp), oil of sonic weapon (25 gp), ring of 
  counterspells (333 gp), ring of freedom of movement 
  (3333 gp), scroll of instant locksmith – (2 gp), scroll of 
  wall of force (94 gp), vest of resistance +4 (1333 gp), wand 
  of charm person (63 gp), wand of darkness (375 gp). 
   
  Questioning Captives 
  It is possible that the PCs capture some of their attackers 
  and question them. With the exception of Logrian, none 
  of the NPCs are especially cooperative but can be 
  compelled to speak with magic or significant threats.  
   
  None of the commoners know anything 
  relevant beyond the recent fire and the deaths 
  resulting from it. They are sheepish about 
  rioting over the incident. They simply were 
  carried away by Jesdin’s words. 
   
  If present, the barbed devil and ice devils were 
  simply doing a service for an unknown 
  spellcaster; having been summoned to aid the 
  assassins. They have no useful information for 
  the PCs. 
   
  If present, the thugs know they are just starting 
  an apprenticeship to the Greyhawk Assassin’s 
  Guild and threaten the PCs to let them go or 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 27 
  suffer the wrath of the Guild. They know Jesdin 
  Mertell was their handler but don’t know the 
  details of their mission beyond delaying the 
  PCs. They can be made to admit to setting the 
  fire.  
   
  If 
  present, 
  Immin 
  is 
  Jesdin’s 
  one-time 
  apprentice and often works on his own. Since 
  he was in the area, his master asked for his 
  assistance. Immin does his best not to implicate 
  the guild if possible, knowing that a permanent 
  punishment would be forthcoming. Immin 
  does not know who hired Jesdin or what they 
  were to do after the attack. He does know they 
  were to kill or delay the party, and were to be on 
  the lookout for some potion or ingredients of 
  some kind. 
   
  Both Jesdin Mertell and Senoumon are full 
  members of the Greyhawk Assassin’s Guild and 
  know what is going on; but have different tacks 
  for dealing with the PCs. Jesdin becomes very 
  quiet and says little. He refuses to speak short of 
  magical compulsion. Senoumon on the other 
  hand is witty and talkative, taunting the PCs 
  playfully and avoiding the topic of the party’s 
  questions. She however, is vulnerable to 
  significant applications of force in addition to 
  magical compulsion. Both of them know that a 
  superior member of the Guild working in 
  Hardby hired them. That guild member, who 
  sometimes uses the false name Geven, ordered 
  them to kill or delay the PCs and recover any 
  possible potion ingredients. While they don’t 
  reveal it unless specifically asked, they were to 
  avoid harming anyone wearing Geven’s ring. 
   
  Logrian Klirz freely talks with the PCs, claiming 
  to be an admirer of Gynarch Aleeta. He claims to 
  have heard the PCs were on a mission for her 
  where speed was of the essence. He was 
  bringing them riding horses (one each, which 
  he has hidden nearby) when he noticed some 
  odd behavior and decided to insinuate himself 
  into the crowd. He happily offers the PCs the 
  horses regardless of whether they ask for them 
  or not. Short of magical compulsion, he will not 
  reveal that he works for the Slavelords of 
  Highport and that they are helping Aleeta in 
  these events without her knowledge. Logrian 
  knows of any PC who has the “Attracted 
  Attention” notation from COR5-09 Gateway to 
  Bright Sands and uses what he knows of that 
  PCs reputation to seem more sympathetic.   
   
  Development: If the PCs lose this fight, none of the 
  PCs work for Geven, and Logrian is unconscious, the 
  ingredients are stolen and the townsfolk nurse living PCs 
  back to consciousness an hour later. The elixir 
  ingredients, all alchemical items, and all spell component 
  pouches are gone (the rogues don’t know exactly what 
  they are looking for). The PCs are too late to save Ilena.  
   
  If the PCs lose this fight, Logrian is unconscious, and 
  any of the PCs work for Geven, all of the PCs are taken 
  into the custody of the Assassin’s Guild Agents and 
  brought to Geven (See Encounter 13). 
   
  If the PCs lose this fight, and Logrian is conscious 
  and can win the fight, he brings their unconscious bodies 
  to Aleeta in Encounter 9 where Robilar administers 
  curative potions to make them conscious. 
   
  ENCOUNTER 13: 
  DIFFICULT DECISIONS 
  Time Limit: From the time the PCs arrived in Hardby 
  in the Introduction, Ilena’s time to live had already 
  dwindled to nearly nothing. She has six days when the 
  PCs arrived, but by now, she is even closer to death.  
   
  Once the PCs return to Hardby, they face the 
  difficult decision of what to do with the ingredients. This 
  is further complicated by PCs that might attempt to 
  betray the party to other factions. More than other 
  encounters, this one requires the DM to adapt the 
  adventure to the actions of individual PCs. It is up to the 
  DM to adjudicate any attempts by a PC to rob or lie to 
  other PCs, but any use of physical lethal force (lethal 
  damage, poison that does Con damage, and the like) is 
  defined as an evil act by the Living Greyhawk Campaign 
  Sourcebook and results in said PC being removed from 
  play. While Greyhawk is a world of grays and conflict; 
  players should resolve their conflicts through diplomacy 
  or guile while avoiding brute force. 
   
  Presented here is what each of the respective NPCs 
  does in response to being contacted by the PCs. It is also 
  possible that some of the PCs may choose to give the 
  research contracted by Lady Karistyne to someone else as 
  well. Where appropriate, the outcome of this action is 
  also listed. 
   
  Despotrix Ilena Norbelos 
  If the PCs seek out Despotrix Ilena Norbelos directly; 
  distrustful of her granddaughter and her association with 
  Lord Robilar, they are quickly ushered into her 
  bedchamber. There they meet with her and Didatrix 
  Javka Gerneskir. Alter the following text dependant on 
  how long the PCs took to reach this point of the 
  adventure. 
   
  A nervous servant and several guards quickly 
  lead you directly into the bedchamber where 
  you first saw the Despotrix several days ago. 
  She looks extremely frail, and the small light of 
  vitality previously betrayed in her eyes has 
  fled. It is clear that she will die soon without 
  aid. She tries to raise a hand in greeting but can 
  barely move it from the bed. Her Didatrix Javka 
  speaks, “Say your piece quickly adventurers; my 
  mistress is not well.” 
   
  In all cases Javka speaks for the Despotrix, occasionally 
  leaning close so that her mistress can whisper into her 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 28 
  ear. She repeats her mistress’s words faithfully, and Ilena 
  nods feebly if the PCs question whether Javka is truthful. 
   
  Ilena admits that she has only survived this long 
  due to the elixirs given to her by Rary. Rary has 
  asked nothing of her for this boon beyond fair 
  trade practices with the Empire of the Bright 
  Lands. 
   
  Ilena has had Messalina and others inspect the 
  elixir. It has no mind control properties that she 
  is aware of.  
   
  Ilena wishes the PCs to hand the ingredients 
  over to her granddaughter Aleeta, that she 
  might prolong Ilena’s life long enough for the 
  upcoming vote. 
   
  The upcoming vote concerns whether Hardby 
  should declare its independence from the male 
  oppressors of Greyhawk. If the vote passes, 
  Hardby immediately sends diplomats to all 
  surrounding nations seeking to be recognized as 
  an independent state before Greyhawk can 
  mobilize for an attack. If most major courts 
  recognize them, Hardby might be able to claim 
  the protections outlined in the Treaty of 
  Greyhawk granted to all independent states. The 
  Treaty of Greyhawk was the treaty enacted on 
  the Day of Great Signing that ended the 
  Greyhawk Wars.  Greyhawk would be hard-
  pressed to violate that treaty. 
   
  The outcome of the vote remains in doubt, but 
  the Despotrix’s vote is critical and without it, the 
  proposal will certain fail and Hardby will 
  continue in slavery to Greyhawk. The vote must 
  occur before Ilena dies, as her successor is not 
  certain and some choices, such as Deirdre 
  Longland, are too close to Greyhawk’s Military 
  Governor for the Despotrix’s liking. 
   
  Should the PCs mention the research Lady 
  Karistyne had the PCs acquire, Ilena is not 
  interested, being far more concerned with living 
  long enough for the vote. 
   
  Ilena can answer few questions before she falls 
  unconscious. Once this occurs, Javka demands 
  that the PCs deliver the ingredients to save her 
  mistress. The PCs are free to heroically flee with 
  the ingredients of course, while Javka screams 
  for the guards to seize them. 
   
  Factor Mirlan Rinshad 
  The PCs may go to the office of the Royal Guild of 
  Merchants of Aerdy in order to find a neutral party, or to 
  seek shelter from more attacks while they figure out how 
  to proceed.  
   
  The office of the Royal Guild of Merchants of 
  Aerdy is an expensive building in the district 
  of Tradetown. In short order your band is 
  brought before Mirlan Rinshad in an opulent 
  office filled with a wide selection of fine wines 
  and brandies. Mirlan stands quickly as you 
  enter, “Friends, are you well? I have heard 
  there are those that seek you ill.” 
   
  Mirlan is generally worried about the PCs; worried that 
  they will fall into the wrong hands where he cannot 
  profit. He is pleased that they have come to seek his aid. 
  He offers any of the following as appropriate: 
   
  Mirlan offers the PCs the protection of the 
  Royal Guild of Merchants of Aerdy for as long as 
  they need; though he worries if their mission 
  might be somewhat time sensitive. 
   
  Mirlan urges the PCs to seek the aid of any NPC 
  listed in Conclusion A that the PCs seem 
  sympathetic to. With a drink in his hand and an 
  offer of aid, Mirlan cuts a very friendly 
  compassionate figure. 
   
  If the PCs insist, he takes possession of the 
  ingredients. In this case he immediately takes 
  them to Aleeta; reminding her that the Guild is 
  a friend of the rightful rulers of Hardby. 
   
  If the PCs offer Mirlan Lady Karistyne’s 
  research from the temple of Pelor, he is curious 
  to look at it and bypasses the trap, but he can 
  find no use for it and returns it to the PCs. 
   
  If needed, Mirlan sends for a cleric. He is 
  willing to pay for any healing needed to make all 
  the PCs conscious.  
   
  Geven (Retep Mandel) 
  If one of the PCs steals the ingredients for Geven, or 
  convinces a mercenary party to betray the rulers of 
  Hardby, they may seek out Geven (Retep Mandel) in the 
  Bonded Barrel Ghetto of the Fishtown district.  
   
  This 
  encounter 
  also 
  happens 
  (with 
  some 
  modifications) if the PCs are captured by the Agents of 
  Greyhawk Assassin’s Guild. 
   
  A few quiet words in the Bonded Barrel Ghetto 
  and you are quickly directed to a dark back 
  alley corner where a cloaked and masked man 
  awaits you. “You have what I want?” 
   
  Retep, in the guise of Geven, expects this to go like a 
  simple transaction; whether it is between himself and a 
  PC, or between himself and members of the Assassin’s 
  Guild. If spells or steel are exposed, he flees using magic. 
   
  Retep takes possession of the ingredients in 
  exchange for allowing the PC to keep the ring, 
  and ensuring that it retains its enchantment.  
   
  He strongly discourages the PCs from given any 
  ingredients to, or discussing their transaction 
  with, anyone else. 
   
  If any of the PCs are captives of agents of the 
  Assassin’s Guild, he offers to free them, but this 
  takes a week to arrange. This prevents the PCs 
  from interfering in the events surrounding the 
  vote and Ilena’s death. If any of the PCs betrayed 
  others to the guild, and the guild members 
  believe the PC acting on their side, Retep frees 
  that PC immediately. 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 29 
   
  If the PCs offer him Lady Karistyne’s research, 
  he takes it immediately. He has no use for it, but 
  having information others do not is always 
  helpful. In this case, the PCs receive “Geven’s 
  Favor” on the AR. 
   
  Gynarch Aleeta Norbelos and Lord Robilar 
  If the PCs have accepted Aleeta’s quest, or have agreed to 
  return the ingredients here based upon Ilena or Mirlan’s 
  advice, they arrive at Aleeta’s manor.  
   
  This encounter also occurs if there are no conscious 
  PCs at the end of Encounter 12 but Logrian Klirz, the 
  agent of the Slavelords, still lives to bring them the rest of 
  the way. 
   
  The woods outside Aleeta’s manor are well 
  tended. In short order you find you way to the 
  agreed upon clearing where Aleeta stirs a great 
  cauldron under Robilar’s guard. She looks up 
  expectantly, “Did you succeed? Have you saved 
  my grandmother?” 
   
  If the PCs are not willing to immediately handover the 
  ingredients, Aleeta demands they explain their reticence. 
   
  Aleeta wishes only to save her grandmother. 
  Only fiends would condemn her to death; 
  especially with her important work in Hardby 
  unfinished. 
   
  She wishes the PCs no harm, but says they will 
  be branded outlaws in Hardby if they do not 
  cooperate.  
   
  Assuming the PCs have brought the ingredients 
  and handed them over, Aleeta is overjoyed and 
  Robilar congratulates the PCs on a job well 
  done. Aleeta throws herself into brewing the 
  elixir and within a few hours she and Robilar 
  rush off to save Aleeta. 
   
  Lady Karistyne 
  Some parties, particularly those with access to high-level 
  magic, may chose to travel to Karistyne Castle to seek 
  council with the paladin. Unless they travel or 
  communicate with nearly no loss of time, they will be too 
  late to prevent Ilena from dying. 
   
  The banners and pennants of Castle Karistyne 
  snap briskly in the warm winds from the south 
  as you are brought before the paladin of 
  Heironeous. Lady Karistyne smiles at your 
  approach. “You have returned with my research 
  from the temple of Pelor?” she questions. 
   
  Karistyne is happy to offer her advice to those she sees as 
  her agents. After hearing the PCs’ story, she urges them 
  to turn the elixir ingredients and the Pelorite research 
  over to her.  
   
  She is greatly concerned about the apparent 
  influence of Rary in Hardby and will look into 
  it.  
   
  In addition she will have friends inspect the 
  ingredients and if they produce no harmful 
  effect, she will have them returned to the 
  Despotrix. This will take several days, but if she 
  is worthy in the eyes of Heironeous, he will 
  make certain she holds on that long. If she dies, 
  it will be clear that she had turned to darkness. 
   
  Assuming the PCs turn over the Pelorite 
  research, and have not drastically offended her, 
  she shares it with them (See Player Handout 2). 
   
  Messalina the Throne Knight 
  If the PCs do not trust Aleeta and instead return to 
  Minaryn Castle, they are quickly brought before 
  Messalina. 
   
  Servants quickly bring you before the Throne 
  Knight Messalina in the great hall of Minaryn 
  Castle. “Good adventurers, what have you 
  brought me?” 
   
  Messalina is pleased to see the PCs, and attempts to 
  quickly determine the success of the mission. She is 
  aware that time is critically of the essence. 
   
  Messalina wishes to take possession of the 
  ingredients as quickly as possible.  
   
  Once she has the ingredients, she excuses 
  herself and transports herself directly to Aleeta 
  to deliver them.  
   
  If the PCs question her about the Pelorite 
  research, she is keenly interested and, with the 
  permission of the PCs, dispel the magical trap 
  and peruse the information. In this case she 
  either asks to keep it, or tries to memorize as 
  much of it as possible. In either case, Rary will 
  be informed of its contents. 
   
  Treasure: Parties that have dealt fairly with Messalina 
  are rewarded just as she promised with a ring of 
  sustenance. 
   
  All APLs: Magic – ring of sustenance (208 gp). 
   
  Scorimongishaz 
  If one of the PCs uses the blue gem provided by Scor, the 
  party will quickly get the attention of Scor and Helena 
  Stanmaer.  
   
  After placing the gem in your mouth and 
  speaking your report you hear a response in 
  Scor’s mellow voice. “I’ll be right there friend,” 
  and seconds later Scor and a woman wearing 
  the vestments of a cleric of Fharlanghn appear 
  in a flash of light. “You have done well,” she 
  smiles. 
   
  The agents of Tenser are expecting to find their pawn 
  alone and in possession of the ingredients. If this is not 
  the case, they will be far more wary and the DM may have 
  to adjust the encounter appropriately.  
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 30 
   
  Helena expects the PC to turn the ingredients 
  over to her. If they do not have them, she 
  instructs the PC to get them and meet her again. 
  If this is not possible, she settles for a very 
  complete accounting of why the PC does not 
  have them. 
   
  If the PCs had the ingredients, but one of their 
  own stole them during a betrayal, Helena 
  accepts instructions from the PCs on how to 
  reach the cairn. She then teleports away to 
  collect the ingredients herself. Under these 
  particular conditions, this satisfies her and she 
  rewards the PCs.  
   
  She does not negotiate or barter for the elixir 
  ingredients and begins to question if reticent 
  PCs might be agents of the Traitor sent to delay 
  her. 
   
  If the PC offers her the Pelorite research, she 
  directs them to deliver it to Lady Karistyne as 
  planned. 
   
  At no point do Scor or Helena admit to working 
  for Tenser. 
   
  Treasure: Parties dealing fairly with Scor are rewarded 
  with a ring of sustenance. 
   
  All APLs: Magic – ring of sustenance (208 gp). 
   
  Read aloud the appropriate conclusion based on the PCs’ 
  actions.  
   
  Regardless of the conclusion used, the PCs may still 
  return to Karistyne Castle. To handle this refer to 
  Encounter 13. If the PCs give her the information she 
  requires they receive the “Karistyne’s Favor” AR entry. 
   
  CONCLUSION 
  Conclusion A 
  If the potion ingredients end up with the Despotrix, 
  Didatrix Javka Gerneskir, Aleeta, Lord Robilar, Messalina, 
  Factor Mirlan Rinshad or Logrian Klirz prior to the 
  Despotrix’s death use this conclusion.  
   
  It doesn’t take long after delivering the 
  ingredients for news to spread throughout 
  Hardby. The members of the Gynarchy have 
  met 
  in 
  secret 
  without 
  the 
  approval 
  of 
  Greyhawk’s Military Governor Wilbren Carister 
  and voted to secede from the Domain of 
  Greyhawk.  
   
  Within minutes of that declaration, the 
  Empire of the Bright lands recognized Hardby 
  as a sovereign state protected under the rights 
  granted in the Treaty of Greyhawk. Anyone 
  threatening 
  Hardby 
  is 
  declared 
  to 
  be 
  threatening the Bright Lands.  
   
  This news of political upheaval comes with 
  sadness however. Three days after proclaiming 
  Hardby’s 
  sovereignty 
  the 
  Despotrix 
  Ilena 
  Norbelos died peacefully in her sleep. Her 
  granddaughter Aleeta is the likely successor to 
  the Throne of Wood. 
   
  Conclusion B 
  If the potion ingredients end up with Scorimongishaz, 
  Lady Karistyne, Helena Stanmaer, Geven (Retep 
  Mandel), or the agents of Greyhawk Assassin’s Guild, or 
  the party arrives too late use this conclusion 
   
  It doesn’t take long after delivering the 
  ingredients for news to spread throughout 
  Hardby: the Despotrix Ilena Norbelos has died.  
   
  Over the cries of her granddaughter Aleeta 
  and her allies, Deirdre Longland and other pro-
  Greyhawk members of the Gynarchy moved for 
  a resolution to tie Hardby even closer to the 
  Gem of the Flanaess.   
   
  As the resolution passed, several members 
  of the Gynarchy stormed from the Palace of the 
  Gynarchs. With the approval of Greyhawk’s 
  Military Governor, Wilbren Carister, Deirdre 
  Longland is the likely successor to the Throne 
  of Wood. 
   
  In other news, rumors say that Rary is not 
  pleased. His troops have begun deploying along 
  his northern border fearing military action by 
  the Domain of Greyhawk.  
   
  Lord Robilar was last seen riding his metal 
  steed hard, out of the Hardby’s east gate not 
  more than a few minutes after the death of the 
  Despotrix. 
   
  CAMPAIGN 
  CONSEQUENCES 
  The actions of the party and the alliances they have made 
  have a profound effect on the Domain of Greyhawk and 
  the Empire of the Bright Lands. If this event is played 
  during February, March or April 2006, it is important that 
  the DM notifies the Bright Sands writing team which 
  conclusion 
  was 
  reached. 
  Email 
  creighton@greyworks.co.uk with the subject line “COR6-
  02 Results.” Convention coordinators may consolidate all 
  tables into one email if preferred. 
   
  Help keep the campaign living and dynamic, report 
  your results! 
   
  The End 
   
   
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 31 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1 
  Defeat the rampaging menagerie 
   
  APL 2:  
  120 XP 
   
  APL 4:  
  180 XP 
   
  APL 6:  
  240 XP 
   
  APL 8:  
  300 XP 
   
  APL 10:  
  360 XP 
   
  APL 12:  
  420 XP 
   
  APL 14:  
  480 XP 
   
  APL 16:  
  540 XP 
   
  Encounter 7 
  Acquire passage past the animals by combat or 
  negotiation 
   
  APL 2:  
  60 XP 
   
  APL 4:  
  120 XP 
   
  APL 6:  
  180 XP 
   
  APL 8:  
  240 XP 
   
  APL 10: 
  300 XP 
   
  APL 12:  
  360 XP 
   
  APL 14:  
  420 XP 
   
  APL 16:  
  480 XP 
   
  Encounter 8 
  Encounter the trap 
   
  APL 2:  
  60 XP 
   
  APL 4:  
  120 XP 
   
  APL 6:  
  150 XP 
   
  APL 8:  
  180 XP 
   
  APL 10:  
  240 XP 
   
  APL 12:  
  270 XP 
   
  APL 14:  
  330 XP 
   
  APL 16:  
  360 XP 
   
  Encounter 9 
  Encounter the trap 
   
  APL 2:  
  120 XP 
   
  APL 4:  
  180 XP 
   
  APL 6:  
  240 XP 
   
  APL 8:  
  300 XP 
   
  APL 10:  
  360 XP 
   
  APL 12:  
  420 XP 
   
  APL 14:  
  480 XP 
   
  APL 16:  
  540 XP 
  Encounter 10 
  Encounter the trap 
   
  APL 2:  
  90 XP 
   
  APL 4:  
  120 XP 
   
  APL 6:  
  150 XP 
   
  APL 8:  
  210 XP 
   
  APL 10:  
  240 XP 
   
  APL 12:  
  300 XP 
   
  APL 14:  
  330 XP 
   
  APL 16:  
  390 XP 
   
  Encounter 12 
  Defeat the Mephits 
   
  APL 2:  
  150 XP 
   
  APL 4:  
  210 XP 
   
  APL 6:  
  270 XP 
   
  APL 8:  
  330 XP 
   
  APL 10:  
  390 XP 
   
  APL 12:  
  450 XP 
   
  APL 14: 
  510 XP 
   
  APL 16:  
  570 XP 
   
  Encounter 12 
  Defeat the Assassin’s Guild Agents 
   
  APL 2:  
  120 XP 
   
  APL 4:  
  180 XP 
   
  APL 6:  
  240 XP 
   
  APL 8:  
  300 XP 
   
  APL 10:  
  360 XP 
   
  APL 12:  
  420 XP 
   
  APL 14:  
  480 XP 
   
  APL 16:  
  540 XP 
   
  Story Award 
  Returning to Hardby before the Despotrix dies. (The PCs 
  need not choose to save her to gain this reward, but only 
  need return in time to have the option). 
   
  APL 2:  
  90 XP 
   
  APL 4:  
  135 XP 
   
  APL 6:  
  180 XP 
   
  APL 8:  
  225 XP 
   
  APL 10:  
  270 XP 
   
  APL 12:  
  315 XP 
   
  APL 14:  
  360 XP 
   
  APL 16:  
  405 XP 
   
  Discretionary role-playing award 
   
  APL 2:  
  90 XP 
   
  APL 4:  
  135 XP 
   
  APL 6:  
  180 XP 
   
  APL 8:  
  225 XP 
   
  APL 10:  
  270 XP 
   
  APL 12:  
  315 XP 
   
  APL 14:  
  360 XP 
   
  APL 16:  
  405 XP 
   
  Total possible experience 
   
  APL 2:  
  900 XP 
   
  APL 4:  
  1,350 XP 
   
  APL 6:  
  1,800 XP 
   
  APL 8:  
  2,250 XP 
   
  APL 10:  
  2,700 XP 
   
  APL 12:  
  3,150 XP 
   
  APL 14:  
  3,600 XP 
   
  APL 16:  
  4,050 XP 
   
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 32 
  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 1 
  Receive Rotanna’s reward 
   
  APL 2: Magic: Rotanna’s sizing collar - 400 gp 
   
  APL 4: Magic: Rotanna’s sizing collar - 400 gp 
   
  APL 6: Magic: Rotanna’s sizing collar - 400 gp 
   
  APL 8: Magic: Rotanna’s sizing collar - 400 gp 
   
  APL 10: Magic: Rotanna’s sizing collar - 400 gp 
   
  APL 12: Magic: Rotanna’s sizing collar - 400 gp 
   
  APL 14: Magic: Rotanna’s sizing collar - 400 gp 
   
  APL 16: Magic: Rotanna’s sizing collar - 400 gp 
   
  Encounter 11 
  Defeat the mephits 
   
  APL 2: Magic – dust of dryness (67 gp), hand of the 
  mage (75 gp), slashing sand (167 gp). 
   
  APL 4: Magic – dust of dryness (67 gp), hand of the 
  mage (75 gp), slashing sand (167 gp). 
   
  APL 6: Magic – armbands of might (342 gp), bracers 
  of armor +1 (83 gp), brooch of shielding (125 gp), cloak of 
  charisma +2 (333 gp), dust of dryness (67 gp), hand of the 
  mage (75 gp), slashing sand (167 gp). 
   
  APL 8: Magic – armbands of might (342 gp), bracers 
  of armor +1 (83 gp), brooch of shielding (125 gp), cloak of 
  charisma +2 (333 gp), dust of dryness (67 gp), hand of the 
  mage (75 gp), ring of protection +1 (167 gp), slashing sand 
  (167 gp). 
   
  APL 10: Magic – armbands of might (342 gp), bracers 
  of armor +2 (333 gp), brooch of shielding (125 gp), cloak 
  of charisma +2 (333 gp), dust of dryness (67 gp), hand of 
  the mage (75 gp), lesser silent metamagic rod (250 gp), 
  ring of protection +1 (167 gp), slashing sand (167 gp). 
   
  APL 12: Magic – armbands of might (342 gp), bracers 
  of armor +2 (333 gp), brooch of shielding (125 gp), cloak 
  of charisma +2 (333 gp), dust of dryness (67 gp), figurine 
  of wondrous power: ivory camel (708 gp), hand of the 
  mage (75 gp), lesser silent metamagic rod (250 gp), ring of 
  protection +1 (167 gp), slashing sand (167 gp). 
   
  APL 14: Magic – amulet of natural armor +1 (167 gp), 
  armbands of might (342 gp), Boccob’s blessed book (1042 
  gp), bracers of armor +2 (333 gp), brooch of shielding (125 
  gp), cloak of charisma +2 (333 gp), dust of dryness (67 gp), 
  figurine of wondrous power: ivory camel (708 gp), gloves 
  of dexterity +2 (333 gp), hand of the mage (75 gp), lesser 
  silent metamagic rod (250 gp), pearl of power 2nd-level 
  (333 gp), ring of protection +2 (667 gp), slashing sand 
  (167 gp). 
   
  APL 16: Magic – amulet of natural armor +1 (167 gp), 
  armbands of might (342 gp), Boccob’s blessed book (1042 
  gp), bracers of armor +2 (333 gp), brooch of shielding (125 
  gp), cloak of charisma +4 (1333 gp), dust of dryness (67 
  gp), figurine of wondrous power: ivory camel (708 gp), 
  gloves of dexterity +2 (333 gp), hand of the mage (75 gp), 
  lesser quicken metamagic rod (2917 gp), lesser silent 
  metamagic rod (250 gp), pearl of power 2nd-level (333 gp), 
  ring of protection +2 (667 gp), slashing sand (167 gp). 
   
  Encounter 12 
  Defeat the assassin’s guild members 
   
  APL 2: Loot – 123 gp; Magic – oil of sonic weapon 
  (25 gp), scroll of instant locksmith (2 gp). 
   
  APL 4: Loot – 125 gp; Magic – armbands of might 
  (342 gp), oil of sonic weapon (25 gp), scroll of instant 
  locksmith (2 gp), wand of charm person (63 gp). 
   
  APL 6: Loot – 95 gp; Magic – oil of sonic weapon (25 
  gp), scroll of instant locksmith (2 gp), wand of charm 
  person (63 gp). 
   
  APL 8: Loot – 90 gp, Magic – cloak of elvenkind (208 
  gp), headband of intellect +2 (333 gp), necklace of 
  fireballs – type I (138 gp), oil of sonic weapon (25 gp), 
  scroll of instant locksmith (2 gp), wand of charm person 
  (63 gp). 
   
  APL 10: Loot – 117 gp, Magic – adamantine arrows 
  (203 gp), bracers of armor +4 (1333 gp), cloak of 
  elvenkind (208 gp), +1 flaming composite longbow [+5 
  Str] (742 gp), headband of intellect +2 (333 gp), necklace 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 33 
  of fireballs – type I (138 gp), oil of sonic weapon (25 gp), 
  scroll of instant locksmith (2 gp), wand of charm person 
  (63 gp). 
   
  APL 12: Loot – 117 gp, Magic – adamantine arrows 
  (203 gp), bracers of armor +4 (1333 gp), cloak of 
  elvenkind (208 gp), +1 flaming composite longbow [+5 
  Str] (742 gp), headband of intellect +2 (333 gp), +1 keen 
  falchion (698 gp), necklace of fireballs – type I (138 gp), 
  oil of sonic weapon (25 gp), ring of counterspells (333 gp), 
  scroll of instant locksmith (2 gp), wand of charm person 
  (63 gp), wand of darkness (375 gp). 
   
  APL 14: Loot – 206 gp, Magic – adamantine arrows 
  (203 gp), bracers of armor +4 (1333 gp), cloak of 
  elvenkind (416 gp, 208 gp ea.), dust of disappearance (292 
  gp), +1 flaming composite longbow [+5 Str] (742 gp), 
  headband of intellect +2 (666 gp, 333 gp ea.), +1 keen 
  falchion (698 gp), necklace of fireballs – type I (138 gp), 
  oil of sonic weapon (25 gp), ring of counterspells (333 gp), 
  ring of freedom of movement (3333 gp), scroll of instant 
  locksmith (2 gp), wand of charm person – (63 gp), wand 
  of darkness (375 gp). 
   
  APL 16: 206 gp, Magic – adamantine arrows – (203 
  gp), amulet of health +4 (1333 gp), bracers of armor +4 
  (1333 gp), cloak of elvenkind (416 gp, 208 gp ea.), dust of 
  disappearance (292 gp), +1 flaming composite longbow 
  [+5 Str] (742 gp), headband of intellect +2 (666 gp, 333 gp 
  ea.), +1 keen falchion (698 gp), necklace of fireballs – type 
  I (138 gp), oil of sonic weapon (25 gp), ring of 
  counterspells (333 gp), ring of freedom of movement 
  (3333 gp), scroll of instant locksmith – (2 gp), scroll of 
  wall of force (94 gp), vest of resistance +4 (1333 gp), wand 
  of charm person (63 gp), wand of darkness (375 gp). 
   
  Encounter 13 
  Receive reward from Messalina or Scorimongishaz 
   
  APL 2: Magic: ring of sustenance - 208 gp 
   
  APL 4: Magic: ring of sustenance - 208 gp 
   
  APL 6: Magic: ring of sustenance - 208 gp 
   
  APL 8: Magic: ring of sustenance - 208 gp 
   
  APL 10: Magic: ring of sustenance - 208 gp 
   
  APL 12: Magic: ring of sustenance - 208 gp 
   
  APL 14: Magic: ring of sustenance - 208 gp 
   
  APL 16: Magic: ring of sustenance - 208 gp 
   
  Total Possible Treasure 
   
  APL 2: L: 123 gp; C: 0 gp; M: 944 gp - Total: 900 gp 
  (Actual Total: 1067 gp) 
   
  APL 4: L: 125 gp; C: 0 gp; M: 1349 gp - Total: 1300 gp 
  (Actual Total: 1474 gp) 
   
  APL 6: L: 95 gp; C: 0 gp; M: 1890 gp - Total: 1800 gp 
  (Actual Total: 1985 gp) 
   
  APL 8: L: 90 gp; C: 0 gp; M: 2736 gp - Total: 2600 gp 
  (Actual Total: 2826 gp) 
   
  APL 10: L: 117 gp; C: 0 gp; M: 5514 gp - Total: 4600 gp 
  (Actual Total: 5631 gp) 
   
  APL 12: L: 117 gp; C: 0 gp; M: 7628 gp - Total: 6600 gp 
  (Actual Total: 7745 gp) 
   
  APL 14: L: 206 gp; C: 0 gp; M: 14169 gp - Total: 13200 
  gp (Actual Total: 14375 gp) 
   
  APL 16: L: 206 gp; C: 0 gp; M: 20846 gp - Total: 19800 
  gp (Actual Total: 21052 gp) 
   
  Special 
  w Favor of Karistyne/Geven/Robilar (circle 
  one): You have delivered the Sulmite research to one of 
  the above. Your patron offers to arrange your purchase of 
  any of the following items from Sandstorm: goggles of 
  the desert, lamp of stars, portable shade, replenishing 
  skin, sandals of shifting sands. You pay normal price and 
  may purchase them as often as you like following any 
  adventure set in Hardby or the Bright Lands. 
   
  w Favor of Rotanna’s Menagerie: For capturing 
  some of her specimens alive, Rotanna is willing to treat 
  any one animal companion, familiar, special mount, or 
  regular animal with alchemical mixtures and a rigorous 
  training regimen.  The treated animal gains +2 inherent 
  bonus to Constitution and increases the animal’s natural 
  armor by +1. This costs 2 TUs.  
   
  s Geven’s Ring: Add this to your MIL at no cost. 
  While wearing this ring, you are surrounded in shadow. 
  This gives you a +3 competence bonus to Hide checks. In 
  addition, once per day may be affected by a cloak of shade 
  spell (Sandstorm, p. 112) cast at 3rd-level. This ring might 
  upgrade later. While wearing this ring you suffer a -3 
  penalty to all Charisma-based skill checks. 
   
  Faint abjuration; CL 3rd; Craft Ring, cloak of shade; 
  Price: 1,980 gp; Weight: -. 
   
  w Robilar’s Approval: Seeking no reward, you offered 
  to return Robilar’s lost standard. Robilar gives you a 
  banner of law (Heroes of Battle 133) in exchange. You 
  lose Robilar’s banner and add the banner of law to your 
  MIL at no cost. The banner of law is proudly emblazoned 
  with the heraldry of the Empire of the Bright Lands. 
   
  s Rotanna’s Sizing Collar: Any animal wearing this 
  collar can be affected by a reduce animal spell twice per 
  day. The effect ends if the collar is removed.  
   
  Faint transmutation; CL 3rd; Craft Wondrous Item, 
  reduce animal; Price: 4,800 gp; Weight: -. 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
   
  Item Access 
  APL 2: 
   
  Dust of dryness (Adventure; DMG; 800 gp) 
   
  Hand of the mage (Adventure; DMG; 900 gp) 
   
  Oil of sonic weapon (Adventure; CV; 300 gp) 
   
  Ring of sustenance (Adventure; DMG; 2,500 gp) 
   
  Rotanna’s sizing collar (Adventure; see above, 
  4,800 gp) 
   
  Scroll of instant locksmith (Adventure; CV; 25 
  gp) 
   
  Slashing sand (Adventure; Sandstorm, 2,000 gp) 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 34 
   
  APL 4 (all of APL 2 plus the following): 
   
  Armbands of might (Adventure; CV; 4,100 gp) 
   
  Wand of charm person (Adventure; DMG; 750 
  gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
   
  Brooch of shielding (Adventure; DMG; 1,500 
  gp) 
   
  APL 8 (all of APLs 2-6 plus the following): 
   
  Cloak of elvenkind (Adventure; DMG; 2,500 gp) 
   
  Necklace of fireballs – type I (Adventure; DMG; 
  1,650 gp) 
   
   
  APL 10 (all of APLs 2-8 plus the following):  
   
  Adamantine arrows (Adventure; DMG; 61 gp 
  ea.) 
   
  Bracers of armor +2 (Adventure; DMG; 4,000 gp) 
   
  Bracers of armor +4 (Adventure; DMG; 16,000 
  gp) 
   
  +1 flaming composite longbow [+5 Str] 
  (Adventure; DMG; 8,900 gp) 
   
  Lesser silent metamagic rod (Adventure; DMG; 
  3,000 gp) 
   
  APL 12 (all of APLs 2-10 plus the following):  
   
  Figurine of wondrous power - Ivory Camel 
  (Adventure; Sandstorm, 8,500 gp) 
   
  +1 keen falchion (Adventure; DMG; 8,375 gp) 
   
  Ring of counterspells (Adventure; DMG; 4,000 
  gp) 
   
  Wand of darkness (Adventure; DMG; 4,500 gp) 
   
  APL 14 (all of APLs 2-12 plus the following):  
   
  Boccob’s blessed book (Adventure; DMG; 12,500 
  gp) 
   
  Dust of disappearance (Adventure; DMG; 3,500 
  gp) 
   
  Pearl of power - 2nd-level (Adventure; DMG; 
  4,000 gp) 
   
  Ring of freedom of movement (Adventure; 
  DMG; 40,000 gp) 
   
  Ring of protection +2 (Adventure; DMG; 8,000 
  gp) 
   
  APL 16 (all of APLs 2-14 plus the following):  
   
  Amulet of health +4 (Adventure; DMG; 16,000 
  gp) 
   
  Cloak of Charisma +4 (Adventure; DMG; 16,000 
  gp) 
   
  Lesser quicken metamagic rod (Adventure; 
  DMG; 35,000 gp) 
   
  Scroll of wall of force (Adventure; DMG; 1,125 
  gp) 
   
  Vest of resistance +4 (Adventure; CA; 16,000 gp) 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 35 
  APPENDIX 1: APL 2 
  ENCOUNTER 12  
   
   
   
  d Jesdin Mertell: male half-orc fighter 1/ rogue1; 
  CR 2; Medium humanoid (orc); HD 1d10+2 plus 1d6+2; 
  hp 16 Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; 
  Base Atk +1; Grp +4; Atk +6 melee (2d4+4/18-20, 
  masterwork falchion) or +4 ranged (1d8+3/x3, mighty 
  composite longbow [+3 Str bonus]); Full Atk +6 melee 
  (2d4+4/18-20, masterwork falchion) or +4 ranged 
  (1d8+3/x3, mighty composite longbow [+3 Str bonus]); 
  SA sneak attack +1d6; SQ trapfinding; AL NE; SV Fort 
  +4, Ref +4, Will +2; Str 17, Dex 14, Con 14, Int 12, Wis 
  10, Cha 6.  
   
  Skills and Feats: Bluff +2, Climb +4, Disguise +4, 
  Hide +6, Listen +4, Move Silently +6, Perform (dance) 
  +3, Sense Motive +4, Spot +4, Tumble +6; Iron Will, 
  Weapon Focus (falchion).  
   
  Languages: Common, Infernal, Orc. 
   
  Possessions: Chain shirt, masterwork falchion, 
  mighty composite longbow [+3 Str bonus], 20 
  masterwork arrows, large cloak, disguise kit, peasant 
  outfit, oil of sonic weapon. 
   
  Physical Description: Jesdin has predominantly 
  human features that he has distorted with a make-up 
  and peasant clothing. 
   
  k Logrian Klirz: male human rogue 1; CR 1; 
  Medium humanoid (human); HD 1d6+1; hp 5; Init +2; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +0; 
  Grp +4; Atk: +5 melee (2d4+6, spiked chain) or +2 
  ranged (1d6/x3, short bow); Full Atk: +5 melee (2d4+6, 
  spiked chain) or +2 ranged (1d6/x3, short bow); 
  Space/Reach 5 ft./ 5 ft. (10 ft. with spiked chain); SA 
  sneak attack +1d6; SQ trapfinding; AL CE; SV Fort +1, 
  Ref +4, Will +0; Str 18, Dex 14, Con 12, Int 8, Wis 10, 
  Cha 8.  
   
  Skills and Feats: Hide +6, Listen +4, Move Silently 
  +6, Sense Motive +4, Spot +4, Tumble +6, Use Magic 
  Device +3, Use Rope +6; Exotic Weapon Proficiency 
  (spiked chain), Weapon Focus (spiked chain). 
   
  Languages: Common. 
   
  Possessions: Chain shirt, spiked chain, short bow, 
  20 arrows. 
   
  Physical Description: A pleasant-looking burly 
  man with a thin mustache dress in black. 
   
  Senoumon: female human sorcerer 2; CR 2; 
  Medium humanoid (human); HD 2d4+2; hp 8; Init +1; 
  Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +1; 
  Grp +0; Atk +0 melee (1d4-1/19-20, dagger) or +2 
  ranged (1d8/19-20, light crossbow); Full Atk +0 melee 
  (1d4-1/19-20, dagger) or +2 ranged (1d8/19-20, light 
  crossbow); AL CE; SV Fort +3, Ref +1, Will +3; Str 8, 
  Dex 12, Con 12, Int 8, Wis 10, Cha 18.  
   
  Skills and Feats: Concentration +6 (+10 casting 
  defensively), Spellcraft +4; Combat Casting, Sudden 
  Widen. 
   
  Languages: Common. 
   
  Spells Known (6/5; base DC = 14 + spell level): 0– 
  acid splash, daze, detect magic, mage hand, read magic; 
  1st– color spray, mage armor. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch (2), rat familiar (“Lust”), scroll of 
  instant locksmith. 
   
  Power-Up Suite (mage armor): AC 15 (+4 
  armor, +1 Dex), touch 11, flat-footed 14. 
   
  Physical Description: An extremely attractive 
  woman in risqué black leather clothing and a 
  vermillion feathered cloak. 
   
  d Lust: rat familiar; CR -; Tiny magical beast; HD 2d8; 
  hp 4; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 15 
  (+1 natural, +2 size, +2 Dex), touch 14, flat-footed 13; 
  Base Atk +1; Grp -11; Atk +5 melee (1d3-4, bite); Full 
  Atk +5 melee (1d3-4, bite); SQ empathic link, improved 
  evasion, share spells; AL CE; SV Fort +2, Ref +4, Will 
  +3; Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2.  
   
  Skills and Feats: Balance +10, Climb +12, 
  Concentration +5, Hide +16, Move Silently +12, 
  Spellcraft +3, Swim +10; Stealthy, Weapon Finesse. 
   
  Languages: Common. 
   
  Power-Up Suite (mage armor): AC 19 (+4 
  armor, +1 natural, +2 size, +2 Dex), touch 14, flat-footed 
  17. 
   
  d Thugs (2): male half-orc fighter 1; CR 1; Medium 
  humanoid (orc); HD 1d10+3; hp 10; Init +2; Spd 30 ft.; 
  AC 16, touch 12, flat-footed 14; Base Atk +1; Grp +5; 
  Atk: +6 melee (2d4+6/18-20, falchion) or +3 ranged 
  (1d6+4, javelin); Full Atk +6 melee (2d4+6/18-20, 
  falchion) or +3 ranged (1d6+4, javelin); SQ half-orc 
  traits; AL CN; SV Fort +5, Ref +2, Will +0; Str 18, Dex 
  14, Con 16, Int 7, Wis 10, Cha 6.  
   
  Skills and Feats: Jump +6; Power Attack, Weapon 
  Focus (falchion). 
   
  Languages: Common, Orc. 
   
  Possessions: Chain shirt, falchion, 5 javelins, large 
  cloak. 
   
  Physical Description: A heavily browed half-orc 
  wearing large dirty, baggy clothing. 
   
  
  COR6-02 Rallying Point for the Bright Sands 
   
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  APL 4 
  ENCOUNTER 12  
   
   
   
  d Jesdin Mertell: male half-orc fighter 2/ rogue 2; 
  CR 4; Medium humanoid (orc); HD 2d10+4 plus 2d6+4; 
  hp 32; Init +6; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), 
  touch 12, flat-footed 14; Base Atk +4; Grp +7; Atk +9 
  melee (2d4+6/18-20, masterwork falchion) or +6 
  ranged (1d8+3/x3, mighty composite longbow [+3 Str 
  bonus]); Full Atk +9 melee (2d4+6/18-20, masterwork 
  falchion) or +6 ranged (1d8+3/x3, mighty composite 
  longbow [+3 Str bonus]); SA sneak attack +1d6; SQ 
  evasion, trapfinding; AL NE; SV Fort +5, Ref +5, Will 
  +2 (+6 vs. mind-affecting); Str 18, Dex 14, Con 14, Int 
  12, Wis 10, Cha 6.  
   
  Skills and Feats: Bluff +2, Climb +5, Disguise +4, 
  Hide +9, Listen +4, Move Silently +9, Perform (dance) 
  +3, Ride +5, Sense Motive +4, Spot +4, Tumble +9; 
  Improved Initiative, Iron Will, Scorpion’s Resolve, 
  Weapon Focus (falchion).  
   
  Languages: Common, Infernal, Orc. 
   
  Possessions: Chain shirt, masterwork falchion, 
  rapier, mighty composite longbow [+3 Str bonus], 20 
  masterwork arrows, large cloak, disguise kit, peasant 
  outfit, oil of sonic weapon. 
   
  Physical Description: Jesdin has predominantly 
  human features that he has distorted with a make-up 
  and peasant clothing. 
   
  d Logrian Klirz: male human fighter 1/ rogue 2; 
  CR 3; Medium humanoid (human); HD 1d10+1 plus 
  2d6+2; hp 19; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 
  armor), touch 12, flat-footed 14; Base Atk +2; Grp +6; 
  Atk +7 melee (2d4+6, spiked chain) or +4 ranged 
  (1d6/x3, short bow); Full Atk +7 melee (2d4+6, spiked 
  chain) or +4 ranged (1d6/x3, short bow); Space/Reach 5 
  ft./ 5 ft. (10 ft. with spiked chain); SA sneak attack +1d6; 
  SQ evasion, trapfinding; AL CE; SV Fort +3, Ref +3, 
  Will +0; Str 18, Dex 14, Con 12, Int 8, Wis 10, Cha 8.  
   
  Skills and Feats: Craft (weaponsmithing) +1, Hide 
  +7, Listen +5, Move Silently +7, Sense Motive +5, Spot 
  +5, Tumble +7, Use Magic Device +4, Use Rope +7; 
  Combat Reflexes, Exotic Weapon Proficiency (spiked 
  chain), Power Attack, Weapon Focus (spiked chain). 
   
  Languages: Common. 
   
  Possessions: Chain shirt, spiked chain, short bow, 
  20 arrows. 
   
  Physical Description: A pleasant-looking burly 
  man with a thin mustache dress in black. 
   
  d Senoumon: female human sorcerer 4; CR 4; 
  Medium humanoid (human); HD 4d4+4; hp 16; Init +1; 
  Spd 30 ft.; AC 11 (+1 Dex), touch 11, flat-footed 10; Base 
  Atk +2; Grp +1; Atk +1 melee (1d4-1/19-20, dagger) or 
  +3 ranged (1d8/19-20, light crossbow); Full Atk +1 
  melee (1d4-1/19-20, dagger) or +3 ranged (1d8/19-20, 
  light crossbow); AL CE; SV Fort +4, Ref +2, Will +4; Str 
  9, Dex 12, Con 12, Int 8, Wis 10, Cha 18.  
   
  Skills and Feats: Concentration +8 (+12 casting 
  defensively), Spellcraft +6; Combat Casting, Sudden 
  Still, Sudden Widen. 
   
  Languages: Common. 
   
  Spells Known (6/7/4; base DC = 14 + spell level): 
  0– acid splash, daze, detect magic, ghost sound, mage 
  hand, read magic; 1st– color spray, mage armor, magic 
  missile; 2nd– false life. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch (2), rat familiar (“Lust”), scroll of 
  instant locksmith, wand of charm person. 
   
  Power-Up Suite (false life, mage armor): 
  hp 27; AC 15 (+4 armor, +1 Dex), touch 11, flat-footed 
  14. 
   
  Physical Description: An extremely attractive 
  woman in risqué black leather clothing and a 
  vermillion feathered cloak. 
   
   
  d Lust: rat familiar; CR -; Tiny magical beast; HD 4d8; 
  hp 8; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 16 
  (+2 natural, +2 size, +2 Dex), touch 14, flat-footed 14; 
  Base Atk +2; Grp -10; Atk +6 melee (1d3-4, bite); Full 
  Atk +6 melee (1d3-4, bite); SQ deliver touch spells, 
  empathic link, improved evasion, share spells; AL CE; 
  SV Fort +2, Ref +4, Will +5; Str 2, Dex 15, Con 10, Int 7, 
  Wis 12, Cha 2.  
   
  Skills and Feats: Balance +10, Climb +12, 
  Concentration +7, Hide +16, Move Silently +12, 
  Spellcraft +5, Swim +10; Stealthy, Weapon Finesse. 
   
  Languages: Common. 
   
  Power-Up Suite (false life, mage armor): 
  hp 19, AC 20 (+4 armor, +2 natural, +2 size, +2 Dex), 
  touch 14, flat-footed 18. 
   
  d Thugs (2): female half-orc fighter 2; CR 2; 
  Medium humanoid (orc); HD 2d10+6; hp 21; Init +2; 
  Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-
  footed 14; Base Atk +2; Grp +6; Atk +7 melee 
  (2d4+6/18-20, falchion) or +4 ranged (1d6+4, javelin); 
  Full Atk +7 melee (2d4+6/18-20, falchion) or +4 ranged 
  (1d6+4, javelin); SQ half-orc traits; AL CN; SV Fort +6, 
  Ref +2, Will +0 (+4 vs. mind-affecting); Str 18, Dex 14, 
  Con 16, Int 7, Wis 10, Cha 6.  
   
  Skills and Feats: Jump +7; Power Attack, Scorpion’s 
  Resolve, Weapon Focus (falchion). 
   
  Languages: Common, Orc. 
   
  Possessions: Chain shirt, falchion, 5 javelins, large 
  cloak, armbands of might (one thug only). 
   
  Physical Description: A heavily browed half-orc 
  wearing large dirty, baggy clothing. 
  
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  APL 6 
  ENCOUNTER 11  
   
   
   
  d Ooze Mephit Mob; CR 8; Gargantuan outsider 
  (mob of small outsiders, Extraplanar, Water); HD 
  30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average), 
  Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30, 
  Grp +44, Atk mob 5d6; Full Atk mob 5d6; Space/Reach 
  20 ft./0 ft.; SA expert grappler, trample; SQ DR 
  5/magic, darkvision 60 ft., fast healing 2, mob anatomy; 
  AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10, 
  Con 13, Int 6, Wis 10, Cha 10. 
  Skills and Feats: Bluff +6, Diplomacy +2, Disguise 
  +0 (+2 acting), Escape Artist +6, Hide +10, Listen +6, 
  Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 
  with bindings); Power Attack, Toughness, Improved 
  Bull Rush, Improved Overrun. 
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a -20 penalty on grapple checks).  A 
  mob is never considered flat-footed while grappling. 
  Trample (Ex):  A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature.  A trampled creature takes 2d6+3 points of 
  damage.  The victim can either make an attack of 
  opportunity against the mob or make a DC 27 Reflex 
  save to take half damage. 
  Mob Anatomy (Ex):  A mob has no clear front 
  or back and no discernible anatomy, so it is not subject 
  to critical hits or sneak attacks.  A mob cannot be 
  flanked, tripped, grappled, or bull rushed.  Unlike 
  standard swarms, mobs are made up of relatively small 
  numbers of individual creatures, so spells or effects 
  that target specific numbers of creatures can have an 
  effect on a mob.  Each specific creature that is slain, 
  disabled, or otherwise incapacitated by spells or effects 
  that target specific creatures bestows two negative 
  levels on the mob.  A mob that gains negative levels 
  equal to its Hit Dice breaks up as if reduced to 0 hit 
  points.  Negative levels gained in this manner are not 
  the result of negative energy (and thus cannot be 
  blocked by death ward or removed by restoration), but 
  never result in permanent level loss.  A mob takes half 
  again as much damage (+50%) from spells or effects that 
  affect an area, such as splash weapons and evocation 
  spells.  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the fate of 
  a specific individual caught up in the mob.  If a mob is 
  dispersed by nonlethal attacks, there are no casualties.  
  If the mob is dispersed by lethal attacks, assume that 
  30% of its number are slain and 30% are reduced to 0 hit 
  points.  To determine a specific individual’s fate, simply 
  roll d%: a result of 01-30 indicates death, 31-60 indicates 
  the victim is reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  d Ooze Mephit Sorcerer: male mephit sorcerer 3; 
  CR 6; Small outsider (Extraplanar, Water); HD 3d8+3 
  plus 3d4+6; hp 36; Init +0; Spd 30 ft., Fly 40 (average), 
  Swim 30; AC 17, touch 11, flat-footed 17; Base Atk +4, 
  Grp +2, Atk +7 melee (1d3+2, claw); Full Atk +7/+7 
  melee (1d3+2, 2 claws); Space/Reach 5 ft./5 ft.; SA 
  breath weapon, spell-like abilities, summon mephit; SQ 
  DR 5/magic, darkvision 60 ft., fast healing 2; AL N; SV 
  Fort +5, Ref +4, Will +6; Str 14, Dex 10, Con 13, Int 6, 
  Wis 11, Cha 18. 
  Skills and Feats: Bluff +13, Concentration +4, 
  Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +6, 
  Hide +10, Listen +6, Move Silently +6, Spellcraft +2, 
  Spot +6, Swim +10, Use Rope +0 (+2 with bindings); 
  Power Attack, Toughness, Practiced Spellcaster. 
  Breath Weapon (Su): 10-foot cone of caustic 
  liquid, damage 1d4 acid.  Reflex DC 13 half.  Living 
  creatures that fail their saves are tormented by itching 
  skin and burning eyes unless they have immunity to 
  acid or are otherwise protected.  This effect imposes a -
  4 penalty to AC and a -2 penalty on attack rolls for 3 
  rounds.  The save DC is Constitution based and 
  includes a +1 racial bonus. 
  Spell-Like Abilities:  Once per hour an ooze 
  mephit can hurl an acidic blob that functions like 
  Melf’s acid arrow (caster level 3rd).  Once per day it can 
  create a mass of smelly fog that duplicates the effect of 
  stinking cloud (DC 17, caster level 6th).  The save DC is 
  Charisma based. 
  Summon Mephit (Sp):  Once per day, a mephit 
  can attempt to summon another mephit of the same 
  variety, much as though casting a summon monster 
  spell, but with only a 25% chance of success.  Roll d%: 
  On a failure no creature answers the summons that 
  day.  A mephit that has just been summoned cannot 
  use it’s summon ability for 1 hour.  This ability is the 
  equivalent of a 2nd level spell. 
  Fast Healing (Ex):  An ooze mephit heals only 
  if in a wet or muddy environment. 
   
  Spells Known: (6/6; base DC = 14 + spell level); 
  0— acid splash, daze, ghost sound, ray of frost, 
  resistance; 1st— mage armor, magic missile, ray of 
  enfeeblement. 
   
  Possessions: bracers of armor +1, cloak of charisma 
  +2, armbands of might, brooch of shielding. 
   
  Power-Up Suite (mage armor): AC 20, touch 
  11, flat-footed 20. 
   
  ENCOUNTER 12  
   
   
   
  d Human Commoner Mob: CR 8; Gargantuan 
  humanoid (mob of medium humans); HD 30d8; hp 
  180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base 
  Atk +22; Grp +34; Atk mob 5d6; Full Atk mob 5d6; 
  Space/Reach 20 ft./0 ft.; SA expert grappler, trample; 
  SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will 
  +17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10. 
  Skills and Feats: Listen +4, Spot +4; Improved 
  Initiative, Great Fortitude, Power Attack, Toughness, 
  Improved Bull Rush, Improved Overrun. 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 38 
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a -20 penalty on grapple checks).  A 
  mob is never considered flat-footed while grappling. 
  Trample (Ex):  A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature.  A trampled creature takes 2d6 points of 
  damage.  The victim can either make an attack of 
  opportunity against the mob or make a DC 25 Reflex 
  save to take half damage. 
  Mob Anatomy (Ex):  A mob has no clear front 
  or back and no discernible anatomy, so it is not subject 
  to critical hits or sneak attacks.  A mob cannot be 
  flanked, tripped, grappled, or bull rushed.  Unlike 
  standard swarms, mobs are made up of relatively small 
  numbers of individual creatures, so spells or effects 
  that target specific numbers of creatures can have an 
  effect on a mob.  Each specific creature that is slain, 
  disabled, or otherwise incapacitated by spells or effects 
  that target specific creatures bestows two negative 
  levels on the mob.  A mob that gains negative levels 
  equal to its Hit Dice breaks up as if reduced to 0 hit 
  points.  Negative levels gained in this manner are not 
  the result of negative energy (and thus cannot be 
  blocked by death ward or removed by restoration), but 
  never result in permanent level loss.  A mob takes half 
  again as much damage (+50%) from spells or effects that 
  affect an area, such as splash weapons and evocation 
  spells.  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the fate of 
  a specific individual caught up in the mob.  If a mob is 
  dispersed by nonlethal attacks, there are no casualties.  
  If the mob is dispersed by lethal attacks, assume that 
  30% of its number are slain and 30% are reduced to 0 hit 
  points.  To determine a specific individual’s fate, simply 
  roll d%: a result of 01-30 indicates death, 31-60 indicates 
  the victim is reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  d Jesdin Mertell: male half-orc fighter 2/ rogue 2; 
  CR 4; Medium humanoid (orc); HD 2d10+4 plus 2d6+4; 
  hp 32; Init +6; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), 
  touch 12, flat-footed 14; Base Atk+3; Grp +7; Atk +9 
  melee (2d4+6/18-20, masterwork falchion) or +6 
  ranged (1d8+3/x3, mighty composite longbow [+3 Str 
  bonus]); Full Atk +9 melee (2d4+6/18-20, masterwork 
  falchion) or +6 ranged (1d8+3/x3, mighty composite 
  longbow [+3 Str bonus]); SA sneak attack +1d6; SQ 
  evasion, trapfinding; AL NE; SV Fort +5, Ref +5, Will 
  +2 (+6 vs. mind-affecting); Str 18, Dex 14, Con 14, Int 
  12, Wis 10, Cha 6.  
   
  Skills and Feats: Bluff +2, Climb +5, Disguise +4, 
  Hide +9, Listen +4, Move Silently +9, Perform (dance) 
  +3, Ride +5, Sense Motive +4, Spot +4, Tumble +9; 
  Improved Initiative, Iron Will, Scorpion’s Resolve, 
  Weapon Focus (falchion).  
   
  Languages: Common, Infernal, Orc. 
   
  Possessions: Chain shirt, masterwork falchion, 
  rapier, mighty composite longbow [+3 Str bonus], 20 
  masterwork arrows, large cloak, disguise kit, peasant 
  outfit, oil of sonic weapon. 
   
  Physical Description: Jesdin has predominantly 
  human features that he has distorted with a make-up 
  and peasant clothing. 
   
  k Logrian Klirz: male human fighter 2/ rogue 3; CR 
  5; Medium humanoid (human); HD 2d10+2 plus 
  3d6+3; hp 33; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 
  armor), touch 12, flat-footed 14; Base Atk+4; Grp +8; 
  Atk +9 melee (2d4+6, spiked chain) or +6 ranged 
  (1d6/x3, short bow); Full Atk +9 melee (2d4+6, spiked 
  chain) or +6 ranged (1d6/x3, short bow); Space/Reach 5 
  ft./ 5 ft. (10 ft. with spiked chain); SA sneak attack +2d6; 
  SQ evasion, trapfinding, trap sense +1; AL CE; SV Fort 
  +5, Ref +3, Will +1; Str 19, Dex 14, Con 12, Int 8, Wis 
  10, Cha 8.  
   
  Skills and Feats: Craft (weaponsmithing) +2, Hide 
  +8, Listen +6, Move Silently +8, Ride +3, Sense Motive 
  +6, Spot +6, Tumble +8, Use Magic Device +5, Use 
  Rope +8; Combat Reflexes, Exotic Weapon Proficiency 
  (spiked chain), Power Attack, Weapon Focus (spiked 
  chain). 
   
  Languages: Common. 
   
  Possessions: Chain shirt, spiked chain, short bow, 
  20 arrows. 
   
  Physical Description: A pleasant-looking burly 
  man with a thin mustache dress in black. 
   
  d Senoumon: female human sorcerer 4; CR 4; 
  Medium humanoid (human); HD 4d4+4; hp 16; Init +1; 
  Spd 30 ft.; AC 11 (+1 Dex), touch 11, flat-footed 10; Base 
  Atk +2; Grp +1; Atk +1 melee (1d4-1/19-20, dagger) or 
  +3 ranged (1d8/19-20, light crossbow); Full Atk +1 
  melee (1d4-1/19-20, dagger) or +3 ranged (1d8/19-20, 
  light crossbow); AL CE; SV Fort +4, Ref +2, Will +4; Str 
  9, Dex 12, Con 12, Int 8, Wis 10, Cha 18.  
   
  Skills and Feats: Concentration +8 (+12 casting 
  defensively), Spellcraft +6; Combat Casting, Sudden 
  Still, Sudden Widen. 
   
  Languages: Common. 
   
  Spells Known (6/7/4; base DC = 14 + spell level): 
  0– acid splash, daze, detect magic, ghost sound, mage 
  hand, read magic; 1st– color spray, mage armor, magic 
  missile; 2nd– false life. 
   
  Possessions: Dagger, light crossbow, 10 bolts, spell 
  component pouch (2), rat familiar (“Lust”), scroll of 
  instant locksmith, wand of charm person. 
   
  Power-Up Suite (false life, mage armor): 
  hp 30; AC 15 (+4 armor, +1 Dex), touch 11, flat-footed 
  14. 
   
  Physical Description: An extremely attractive 
  woman in risqué black leather clothing and a 
  vermillion feathered cloak. 
   
  d Lust: rat familiar; CR -; Tiny magical beast; HD 4d8; 
  hp 8; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 16 
  (+2 natural, +2 size, +2 Dex), touch 14, flat-footed 14; 
  Base Atk +2; Grp -10; Atk +6 melee (1d3-4, bite); Full 
  Atk +6 melee (1d3-4, bite); SQ deliver touch spells, 
  empathic link, improved evasion, share spells; AL CE; 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 39 
  SV Fort +2, Ref +4, Will +5; Str 2, Dex 15, Con 10, Int 7, 
  Wis 12, Cha 2.  
   
  Skills and Feats: Balance +10, Climb +12, 
  Concentration +7, Hide +16, Move Silently +12, 
  Spellcraft +5, Swim +10; Stealthy, Weapon Finesse. 
   
  Languages: Common. 
   
  Power-Up Suite (false life, mage armor): 
  hp 19, AC 20 (+4 armor, +2 natural, +2 size, +2 Dex), 
  touch 14, flat-footed 18. 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 40 
  APL 8 
   
  ENCOUNTER 11  
   
   
   
  d Ooze Mephit Mob: CR 8; Gargantuan outsider 
  (mob of small outsiders, Extraplanar, Water); HD 
  30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average), 
  Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30, 
  Grp +44, Atk mob 5d6; Full Atk mob 5d6; Space/Reach 
  20 ft./0 ft.; SA expert grappler, trample; SQ DR 
  5/magic, darkvision 60 ft., fast healing 2, mob anatomy; 
  AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10, 
  Con 13, Int 6, Wis 10, Cha 10. 
  Skills and Feats: Bluff +6, Diplomacy +2, Disguise 
  +0 (+2 acting), Escape Artist +6, Hide +10, Listen +6, 
  Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 
  with bindings); Power Attack, Toughness, Improved 
  Bull Rush, Improved Overrun. 
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a -20 penalty on grapple checks).  A 
  mob is never considered flat-footed while grappling. 
  Trample (Ex):  A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature.  A trampled creature takes 2d6+3 points of 
  damage.  The victim can either make an attack of 
  opportunity against the mob or make a DC 27 Reflex 
  save to take half damage. 
  Mob Anatomy (Ex):  A mob has no clear front 
  or back and no discernible anatomy, so it is not subject 
  to critical hits or sneak attacks.  A mob cannot be 
  flanked, tripped, grappled, or bull rushed.  Unlike 
  standard swarms, mobs are made up of relatively small 
  numbers of individual creatures, so spells or effects 
  that target specific numbers of creatures can have an 
  effect on a mob.  Each specific creature that is slain, 
  disabled, or otherwise incapacitated by spells or effects 
  that target specific creatures bestows two negative 
  levels on the mob.  A mob that gains negative levels 
  equal to its Hit Dice breaks up as if reduced to 0 hit 
  points.  Negative levels gained in this manner are not 
  the result of negative energy (and thus cannot be 
  blocked by death ward or removed by restoration), but 
  never result in permanent level loss.  A mob takes half 
  again as much damage (+50%) from spells or effects that 
  affect an area, such as splash weapons and evocation 
  spells.  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the fate of 
  a specific individual caught up in the mob.  If a mob is 
  dispersed by nonlethal attacks, there are no casualties.  
  If the mob is dispersed by lethal attacks, assume that 
  30% of its number are slain and 30% are reduced to 0 hit 
  points.  To determine a specific individual’s fate, simply 
  roll d%: a result of 01-30 indicates death, 31-60 indicates 
  the victim is reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  Ooze Mephit Sorcerer: male mephit sorcerer 5; 
  CR 8; Small outsider (Extra Planar, Water); HD 3d8+6 
  plus 5d4+13; hp 52; Init +0; Spd 30 ft., Fly 40 (average), 
  Swim 30; AC 18, touch 12, flat-footed 18; Base Atk +5, 
  Grp +3, Atk +8 melee (1d3+2, claw); Full Atk +8/+8 
  melee (1d3+2, 2 claws); Space/Reach 5 ft./5 ft.; SA 
  breath weapon, spell-like abilities, summon mephit; SQ 
  DR 5/magic, darkvision 60 ft., fast healing 2; AL N; SV 
  Fort +6, Ref +4, Will +7; Str 14, Dex 10, Con 14, Int 6, 
  Wis 11, Cha 18. 
  Skills and Feats: Bluff +13, Concentration +11, 
  Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +6, 
  Hide +10, Listen +6, Move Silently +6, Spellcraft +2, 
  Spot +6, Swim +10, Use Rope +0 (+2 with bindings); 
  Power Attack, Toughness, Practiced Spellcaster. 
  Breath Weapon (Su): 10-foot cone of caustic 
  liquid, damage 1d4 acid.  Reflex DC 14 half.  Living 
  creatures that fail their saves are tormented by itching 
  skin and burning eyes unless they have immunity to 
  acid or are otherwise protected.  This effect imposes a -
  4 penalty to AC and a -2 penalty on attack rolls for 3 
  rounds.  The save DC is Constitution based and 
  includes a +1 racial bonus. 
  Spell-Like Abilities:  Once per hour an ooze 
  mephit can hurl an acidic blob that functions like 
  Melf’s acid arrow (caster level 3rd).  Once per day it can 
  create a mass of smelly fog that duplicates the effect of 
  stinking cloud (DC 17, caster level 6th).  The save DC is 
  Charisma based. 
  Summon Mephit (Sp):  Once per day, a mephit 
  can attempt to summon another mephit of the same 
  variety, much as though casting a summon monster 
  spell, but with only a 25% chance of success.  Roll d%: 
  On a failure no creature answers the summons that 
  day.  A mephit that has just been summoned cannot 
  use it’s summon ability for 1 hour.  This ability is the 
  equivalent of a 2nd level spell. 
  Fast Healing (Ex):  An ooze mephit heals only 
  if in a wet or muddy environment. 
   
  Spells Known: (6/7/5; base DC = 14 + spell level); 
  0— acid splash, daze, ghost sound, ray of frost, read 
  magic, resistance; 1st— mage armor, magic missile, ray 
  of enfeeblement, shield; 2nd— glitterdust, Tasha’s 
  hideous laughter. 
   
  Possessions: bracers of armor +1, cloak of charisma 
  +2, ring of protection +1, armbands of might, brooch of 
  shielding. 
   
  Power-Up Suite (mage armor): AC 21, touch 
  12, flat-footed 21. 
   
  ENCOUNTER 12  
   
   
   
  d Human Commoner Mob: CR 8; Gargantuan 
  humanoid (mob of medium humans); HD 30d8; hp 
  180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base 
  Atk +22, Grp +34, Atk mob 5d6; Full Atk mob 5d6; 
  Space/Reach 20 ft./0 ft.; SA expert grappler, trample; 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 41 
  SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will 
  +17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10. 
  Skills and Feats: Listen +4, Spot +4; Improved 
  Initiative, Great Fortitude, Power Attack, Toughness, 
  Improved Bull Rush, Improved Overrun. 
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a -20 penalty on grapple checks).  A 
  mob is never considered flat-footed while grappling. 
  Trample (Ex):  A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature.  A trampled creature takes 2d6 points of 
  damage.  The victim can either make an attack of 
  opportunity against the mob or make a DC 25 Reflex 
  save to take half damage. 
   
  Mob Anatomy (Ex):  A mob has no clear front 
  or back and no discernible anatomy, so it is not subject 
  to critical hits or sneak attacks.  A mob cannot be 
  flanked, tripped, grappled, or bull rushed.  Unlike 
  standard swarms, mobs are made up of relatively small 
  numbers of individual creatures, so spells or effects 
  that target specific numbers of creatures can have an 
  effect on a mob.  Each specific creature that is slain, 
  disabled, or otherwise incapacitated by spells or effects 
  that target specific creatures bestows two negative 
  levels on the mob.  A mob that gains negative levels 
  equal to its Hit Dice breaks up as if reduced to 0 hit 
  points.  Negative levels gained in this manner are not 
  the result of negative energy (and thus cannot be 
  blocked by death ward or removed by restoration), but 
  never result in permanent level loss.  A mob takes half 
  again as much damage (+50%) from spells or effects that 
  affect an area, such as splash weapons and evocation 
  spells.  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the fate of 
  a specific individual caught up in the mob.  If a mob is 
  dispersed by nonlethal attacks, there are no casualties.  
  If the mob is dispersed by lethal attacks, assume that 
  30% of its number are slain and 30% are reduced to 0 hit 
  points.  To determine a specific individual’s fate, simply 
  roll d%: a result of 01-30 indicates death, 31-60 indicates 
  the victim is reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  d Jesdin Mertell: male half-orc fighter 2 /rogue 3/ 
  assassin 2/ shadow dancer 1; CR 8; Medium humanoid 
  (orc); HD 2d10+4 plus 1d8+2 plus 5d6+10; hp 59; Init 
  +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-
  footed 14; Base Atk +5; Grp+9; Atk +11 melee 
  (2d4+6/18-20, masterwork falchion) or +8 ranged 
  (1d8+3/x3, mighty composite longbow [+3 Str bonus]); 
  Full Atk +11 melee (2d4+6/18-20, masterwork falchion) 
  or +8 ranged (1d8+3/x3, mighty composite longbow [+3 
  Str bonus]); SA death attack (Fort DC 14 negates), 
  sneak attack +3d6; SQ evasion, hide in plain sight, 
  poison use, trapfinding, trap sense +1, uncanny dodge; 
  AL NE; SV Fort +6 (+7 vs. poison), Ref +10, Will +1 (+5 
  vs. mind-affecting); Str 19, Dex 14, Con 14, Int 12 [14], 
  Wis 10, Cha 6.  
   
  Skills and Feats: Bluff +6, Climb +5, Disguise +7 
  (+9 acting), Hide +18, Listen +4, Move Silently +13, 
  Perform (dance) +3, Ride +5, Sense Motive +4, Spot 
  +11, Tumble +13; Combat Reflexes, Dodge, Mobility, 
  Scorpion’s Resolve, Weapon Focus (falchion).  
   
  Languages: Common, Infernal, Orc. 
   
  Spells Known (1; base DC = 12 + spell level): 1st– 
  critical strike, disguise self. 
   
  Possessions: Chain shirt, masterwork falchion, 
  rapier, mighty composite longbow [+3 Str bonus], 20 
  master arrows, cloak of elvenkind, headband of 
  intellect +2, disguise kit, peasant outfit, oil of sonic 
  weapon, scroll of instant locksmith, wand of charm 
  person, necklace of fireballs – type I. 
   
  Physical Description: Jesdin has predominantly 
  human features that he has distorted with a make-up 
  and peasant clothing. 
   
   
  d Logrian Klirz: male human fighter 3/ rogue 4; 
  CR 7; Medium humanoid (human); HD 3d10+3 plus 
  4d6+4; hp 47; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 
  armor), touch 12, flat-footed 14; Base Atk +6; Grp +10; 
  Atk +11 melee (2d4+6, spiked chain) or +8 ranged 
  (1d6/x3, short bow); Full Atk +11/+6 melee (2d4+6, 
  spiked chain) or +8/+3 ranged (1d6/x3, short bow); 
  Space/Reach 5 ft./ 5 ft. (10 ft. with spiked chain); SA 
  sneak attack +2d6; SQ evasion, uncanny dodge, 
  trapfinding, trap sense +1; AL CE; SV Fort +5, Ref +5, 
  Will +2; Str 19, Dex 14, Con 12, Int 8, Wis 10, Cha 8.  
   
  Skills and Feats: Craft (weaponsmithing) +3, Hide 
  +9, Listen +7, Move Silently +9, Ride +4, Sense Motive 
  +7, Spot +7, Tumble +9, Use Magic Device +6, Use 
  Rope +9; Blind-fight, Combat Reflexes, Exotic Weapon 
  Proficiency (spiked chain), Power Attack, Weapon 
  Focus (spiked chain). 
   
  Languages: Common. 
   
  Possessions: Chain shirt, spiked chain, short bow, 
  20 arrows. 
   
  Physical Description: A pleasant-looking burly 
  man with a thin mustache dress in black. 
  
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  APL 10 
  ENCOUNTER 11  
   
   
   
  d Ooze Mephit Mob: CR 8; Gargantuan outsider 
  (mob of small outsiders, Extraplanar, Water); HD 
  30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average), 
  Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30, 
  Grp +44, Atk mob 5d6; Full Atk mob 5d6; Space/Reach 
  20 ft./0 ft.; SA expert grappler, trample; SQ DR 
  5/magic, darkvision 60 ft., fast healing 2, mob anatomy; 
  AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10, 
  Con 13, Int 6, Wis 10, Cha 10. 
  Skills and Feats: Bluff +6, Diplomacy +2, Disguise 
  +0 (+2 acting), Escape Artist +6, Hide +10, Listen +6, 
  Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 
  with bindings); Power Attack, Toughness, Improved 
  Bull Rush, Improved Overrun. 
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a -20 penalty on grapple checks).  A 
  mob is never considered flat-footed while grappling. 
  Trample (Ex):  A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature.  A trampled creature takes 2d6+3 points of 
  damage.  The victim can either make an attack of 
  opportunity against the mob or make a DC 27 Reflex 
  save to take half damage. 
  Mob Anatomy (Ex):  A mob has no clear front 
  or back and no discernible anatomy, so it is not subject 
  to critical hits or sneak attacks.  A mob cannot be 
  flanked, tripped, grappled, or bull rushed.  Unlike 
  standard swarms, mobs are made up of relatively small 
  numbers of individual creatures, so spells or effects 
  that target specific numbers of creatures can have an 
  effect on a mob.  Each specific creature that is slain, 
  disabled, or otherwise incapacitated by spells or effects 
  that target specific creatures bestows two negative 
  levels on the mob.  A mob that gains negative levels 
  equal to its Hit Dice breaks up as if reduced to 0 hit 
  points.  Negative levels gained in this manner are not 
  the result of negative energy (and thus cannot be 
  blocked by death ward or removed by restoration), but 
  never result in permanent level loss.  A mob takes half 
  again as much damage (+50%) from spells or effects that 
  affect an area, such as splash weapons and evocation 
  spells.  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the fate of 
  a specific individual caught up in the mob.  If a mob is 
  dispersed by nonlethal attacks, there are no casualties.  
  If the mob is dispersed by lethal attacks, assume that 
  30% of its number are slain and 30% are reduced to 0 hit 
  points.  To determine a specific individual’s fate, simply 
  roll d%: a result of 01-30 indicates death, 31-60 indicates 
  the victim is reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  d Ooze Mephit Sorcerer: male mephit Sorcerer 7; 
  CR 10; Small outsider (Extraplanar, Water); HD 3d8+6 
  plus 7d4+17; hp 62; Init +0; Spd 30 ft., Fly 40 (average), 
  Swim 30; AC 19, touch 12, flat-footed 19; Base Atk +6; 
  Grp +4; Atk +9 melee (1d3+2, claw); Full Atk +9/+9/+4 
  melee (1d3+2, 3 claws); Space/Reach 5 ft./5 ft.; SA 
  breath weapon, spell-like abilities, summon mephit; SQ 
  DR 5/magic, darkvision 60 ft., fast healing 2; AL N; SV 
  Fort +7, Ref +5, Will +8; Str 14, Dex 10, Con 14, Int 6, 
  Wis 11, Cha 18. 
  Skills and Feats: Bluff +15, Concentration +15, 
  Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +6, 
  Hide +10, Listen +6, Move Silently +6, Spellcraft +2, 
  Spot +6, Swim +10, Use Rope +0 (+2 with bindings); 
  Power Attack, Toughness, Practiced Spellcaster, Spell 
  Focus (enchantment). 
  Breath Weapon (Su): 10-foot cone of caustic 
  liquid, damage 1d4 acid.  Reflex DC 14 half.  Living 
  creatures that fail their saves are tormented by itching 
  skin and burning eyes unless they have immunity to 
  acid or are otherwise protected.  This effect imposes a -
  4 penalty to AC and a -2 penalty on attack rolls for 3 
  rounds.  The save DC is Constitution based and 
  includes a +1 racial bonus. 
  Spell-Like Abilities:  Once per hour an ooze 
  mephit can hurl an acidic blob that functions like 
  Melf’s acid arrow (caster level 3rd).  Once per day it can 
  create a mass of smelly fog that duplicates the effect of 
  stinking cloud (DC 17, caster level 6th).  The save DC is 
  Charisma based. 
  Summon Mephit (Sp):  Once per day, a mephit 
  can attempt to summon another mephit of the same 
  variety, much as though casting a summon monster 
  spell, but with only a 25% chance of success.  Roll d%: 
  On a failure no creature answers the summons that 
  day.  A mephit that has just been summoned cannot 
  use it’s summon ability for 1 hour.  This ability is the 
  equivalent of a 2nd level spell. 
  Fast Healing (Ex):  An ooze mephit heals only 
  if in a wet or muddy environment. 
   
  Spells Known: (6/7/7/5; base DC = 14 + spell level; 
  enchantment: DC 15 + spell level); 0— acid splash, 
  daze, detect magic, ghost sound, ray of frost, read 
  magic, resistance; 1st— mage armor, magic missile, orb 
  of acid lesser, ray of enfeeblement, shield; 2nd— false 
  life, glitterdust, Tasha’s hideous laughter; 3rd— hold 
  person, slow. 
   
  Possessions: bracers of armor +2, cloak of charisma 
  +2, ring of protection +1, lesser metamagic rod of silent, 
  armbands of might, brooch of shielding. 
   
  Power-Up Suite (mage armor): AC 21, touch 
  12, flat-footed 21. 
   
  ENCOUNTER 12  
   
   
   
  d Human Commoner Mob; CR 8; Gargantuan 
  humanoid (mob of medium humans); HD 30d8; hp 
  180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base 
  Atk +22; Grp +34; Atk mob 5d6; Full Atk mob 5d6; 
  Space/Reach 20 ft./0 ft.; SA expert grappler, trample; 
  
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  Page 43 
  SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will 
  +17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10. 
  Skills and Feats: Listen +4, Spot +4; Improved 
  Initiative, Great Fortitude, Power Attack, Toughness, 
  Improved Bull Rush, Improved Overrun. 
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a -20 penalty on grapple checks).  A 
  mob is never considered flat-footed while grappling. 
  Trample (Ex):  A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature.  A trampled creature takes 2d6 points of 
  damage.  The victim can either make an attack of 
  opportunity against the mob or make a DC 25 Reflex 
  save to take half damage. 
   
  Mob Anatomy (Ex):  A mob has no clear front 
  or back and no discernible anatomy, so it is not subject 
  to critical hits or sneak attacks.  A mob cannot be 
  flanked, tripped, grappled, or bull rushed.  Unlike 
  standard swarms, mobs are made up of relatively small 
  numbers of individual creatures, so spells or effects 
  that target specific numbers of creatures can have an 
  effect on a mob.  Each specific creature that is slain, 
  disabled, or otherwise incapacitated by spells or effects 
  that target specific creatures bestows two negative 
  levels on the mob.  A mob that gains negative levels 
  equal to its Hit Dice breaks up as if reduced to 0 hit 
  points.  Negative levels gained in this manner are not 
  the result of negative energy (and thus cannot be 
  blocked by death ward or removed by restoration), but 
  never result in permanent level loss.  A mob takes half 
  again as much damage (+50%) from spells or effects that 
  affect an area, such as splash weapons and evocation 
  spells.  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the fate of 
  a specific individual caught up in the mob.  If a mob is 
  dispersed by nonlethal attacks, there are no casualties.  
  If the mob is dispersed by lethal attacks, assume that 
  30% of its number are slain and 30% are reduced to 0 hit 
  points.  To determine a specific individual’s fate, simply 
  roll d%: a result of 01-30 indicates death, 31-60 indicates 
  the victim is reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  d Jesdin Mertell: male half-orc fighter 2/rogue 3/ 
  assassin 4/ shadow dancer 1; CR 10; Medium 
  humanoid (orc); HD 2d10+4 plus 1d8+2 plus 7d6+14; 
  hp 72; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), 
  touch 12, flat-footed 14; Base Atk+7; Grp +11; Atk +13 
  melee (2d4+6/18-20, masterwork falchion) or +10 
  ranged (1d8+3/x3, mighty composite longbow [+3 Str 
  bonus]); Full 
  Atk +13/+8 melee (2d4+6/18-20, 
  masterwork falchion) or +10/+5 ranged (1d8+3/x3, 
  mighty composite longbow [+3 Str bonus]); SA death 
  attack (Fort DC 16 negates), sneak attack +4d6; SQ 
  evasion, hide in plain sight, poison use, trapfinding, 
  trap sense +1, uncanny dodge; AL NE; SV Fort +7 (+9 
  vs. poison), Ref +11, Will +4 (+8 vs. mind-affecting); Str 
  19, Dex 14, Con 14, Int 12 [14], Wis 10, Cha 6.  
   
  Skills and Feats: Bluff +6, Climb +5, Disguise +7 
  (+9 acting), Hide +20, Listen +6, Move Silently +15, 
  Perform (dance) +3, Ride +5, Sense Motive +4, Spot 
  +13, Tumble +15; Combat Reflexes, Dodge, Iron Will, 
  Mobility, Scorpion’s Resolve, Weapon Focus (falchion).  
   
  Languages: Common, Infernal, Orc. 
   
  Spells Known (4/2; base DC = 12 + spell level): 1st 
  – critical strike, disguise self, distract assailant, true 
  strike; 2nd – pass without trace, spider climb, swift 
  invisibility. 
   
  Possessions: Chain shirt, masterwork falchion, 
  rapier, mighty composite longbow [+3 Str bonus], 20 
  masterwork arrows, cloak of elvenkind, headband of 
  intellect +2, disguise kit, peasant outfit, oil of sonic 
  weapon, scroll of instant locksmith, necklace of 
  fireballs – type I. 
   
  Physical Description: Jesdin has predominantly 
  human features that he has distorted with a make-up 
  and peasant clothing. 
   
  Power-Up Suite (pass without trace). 
   
  k Logrian Klirz: male human fighter 3/ rogue 4/ 
  exotic weapon master 2; CR 9; Medium humanoid 
  (human); HD 5d10+5 plus 4d6+4; hp 64; Init +2; Spd 30 
  ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; 
  Base Atk +8; Grp +13; Atk +14 melee (2d4+10/19-20, 
  spiked chain) or +10 ranged (1d6/x3, short bow); Full 
  Atk +14/+9 melee (2d4+10/19-20, spiked chain) or 
  +10/+5 ranged (1d6/x3, short bow); Space/Reach 5 ft./ 
  5 ft. (10 ft. with spiked chain); SA exotic reach, sneak 
  attack +2d6, uncanny blow; SQ evasion, uncanny 
  dodge, trapfinding, trap sense +1; AL CE; SV Fort +8, 
  Ref +5, Will +2; Str 20, Dex 14, Con 12, Int 8, Wis 10, 
  Cha 8.  
   
  Skills and Feats: Craft (weaponsmithing) +3, Hide 
  +9, Intimidate +1, Listen +7, Move Silently +9, Ride +4, 
  Sense Motive +7, Spot +7, Tumble +9, Use Magic 
  Device +6, Use Rope +9; Blind-fight, Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), Improved 
  Critical (spiked chain), Power Attack, Weapon Focus 
  (spiked chain). 
   
  Exotic Reach: When wielding an exotic weapon 
  with reach, Logrian may make an attack of opportunity 
  against a foe that provokes such an attack even if the 
  foe has cover (but not total cover). 
   
  Uncanny Blow: When wielding a one-handed 
  exotic melee weapon in two hands, Logrian can focus 
  the power of his attack so that he deals extra damage 
  equal to this Strength bonus x2 instead of his Strength 
  bonus x1-1/2. If he has the Power Attack feat, he treats 
  the weapon as two-handed for purposes of determining 
  his bonus damage on rolls. 
   
  Languages: Common. 
   
  Possessions: Chain shirt, spiked chain, short bow, 
  20 arrows. 
   
  Physical Description: A pleasant-looking burly 
  man with a thin mustache dress in black. 
   
  d Senoumon: female erinyes sorcerer 2; CR 10; 
  Medium outsider (Evil, Extraplanar, Lawful); HD 
  9d8+45 plus 2d4+10; hp 115; Init +5; Spd 30 ft., fly 50 ft. 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 44 
  (good); AC 27, touch 15, flat-footed 22 [+5 Dex, +4 
  armor, +8 natural]; Base Atk +10; Grp +15; Atk +16 
  melee (1d8+5/19-20, longsword) or +16 ranged 
  (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 
  Str bonus]) or +15 ranged (entangle, rope); Full Atk 
  +16/+11/+6 
  melee 
  (1d8+5/19-20, 
  longsword) 
  or 
  +16/+11/+6 
  ranged 
  or 
  +14/+14/+9/+4 
  ranged 
  (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 
  Str bonus]) or +16 ranged (entangle, rope); SA entangle, 
  spell-like abilities, summon devil; SQ DR 5/good, 
  darkvision 60 ft., immunity to fire and poison, 
  resistance to acid 10 and cold 10, see in darkness, SR 20, 
  telepathy 100 ft., true seeing; AL LE; SV Fort +14, Ref 
  +12, Will +11; Str 21, Dex 21, Con 21, Int 14, Wis 18, 
  Cha 20. 
   
  Skills and Feats: Concentration +19, Diplomacy +7, 
  Escape Artist +17, Hide +17, Knowledge (arcana) +14, 
  Knowledge (religion) +14, Listen +18, Move Silently 
  +17, Search +14, Sense Motive +16, Spellcraft +8, Spot 
  +18, Survival +4 (+6 following tracks), Use Rope +5 (+7 
  with bindings); Alertness, Dodge, Mobility, Point 
  Blank Shot, Precise Shot, Rapid Shot, Shot on the Run. 
   
  Languages: Celestial, Draconic, and Infernal. 
   
  Entangle (Ex): Senoumon carries a stout rope 
  some 50 feet long that entangles opponents of any size 
  as an animate rope spell (caster level 16th). She can 
  hurl the rope 30 feet with no range penalty. Typically, 
  Senoumon entangles a foe, lifts it into the air, and 
  drops it from a great height. 
   
  Spell-Like Abilities: Caster level 12th. The 
  save DCs are Charisma-based.  At will - greater teleport 
  (self plus 50 pounds of objects only), charm monster 
  (DC 19), minor image (DC 17), unholy blight (DC 19).  
   
  Summon Devil (Sp): Once per day Senoumon 
  can attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. This ability is the 
  equivalent of a 3rd-level spell. 
   
  True Seeing (Su): Senoumon continuously use 
  true seeing, as the spell (caster level 14th). 
   
  Spells Known (6/6; base DC = 15 + spell level): 0– 
  detect magic, mage hand, mending, prestidigitation, 
  read magic; 1st– arrow mind, magic missile. 
   
  Possessions: Rat familiar (“Lust”), masterwork 
  longsword, +1 flaming composite longbow [+5 Str 
  bonus], 40 adamantine arrows, 50’ silk rope, bracers of 
  armor +4, wand of charm person. 
   
  Physical Description: An extremely attractive 
  woman in risqué black leather clothing with vermillion 
  feathered wings. 
   
  Lust: rat familiar; CR -; Tiny magical beast; HD 9d8; 
  hp 57; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 15 
  (+1 natural, +2 size, +2 Dex), touch 14, flat-footed 13; 
  Base Atk +10; Grp -2; Atk +14 melee (1d3-4, bite); Full 
  Atk +14 melee (1d3-4, bite); SQ empathic link, 
  improved evasion, share spells; AL CE; SV Fort +9, Ref 
  +9, Will +8; Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2.  
   
  Skills and Feats: Balance +10, Climb +12, 
  Concentration +14, Diplomacy -2, Escape Artist +22, 
  Hide +22, Knowledge (arcana) +10, Knowledge 
  (religion) +10, Listen +13, Move Silently +14, Search 
  +10, Sense Motive +13, Spellcraft +4, Spot +13, Survival 
  +1 (+3 following tracks), Swim +10 and Use Rope +2 
  (+4 with bindings); Stealthy, Weapon Finesse. 
   
  Languages: Common. 
   
   
   
  
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  Page 45 
  APL 12 
  ENCOUNTER 11  
   
   
   
  d Ooze Mephit Mob: CR 8; Gargantuan outsider 
  (mob of small outsiders, Extraplanar, Water); HD 
  30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average), 
  Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30, 
  Grp +44, Atk mob 5d6; Full Atk mob 5d6; Space/Reach 
  20 ft./0 ft.; SA expert grappler, trample; SQ DR 
  5/magic, darkvision 60 ft., fast healing 2, mob anatomy; 
  AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10, 
  Con 13, Int 6, Wis 10, Cha 10. 
  Skills and Feats: Bluff +6, Diplomacy +2, Disguise 
  +0 (+2 acting), Escape Artist +6, Hide +10, Listen +6, 
  Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 
  with bindings); Power Attack, Toughness, Improved 
  Bull Rush, Improved Overrun. 
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a -20 penalty on grapple checks).  A 
  mob is never considered flat-footed while grappling. 
  Trample (Ex):  A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature.  A trampled creature takes 2d6+3 points of 
  damage.  The victim can either make an attack of 
  opportunity against the mob or make a DC 27 Reflex 
  save to take half damage. 
  Mob Anatomy (Ex):  A mob has no clear front 
  or back and no discernible anatomy, so it is not subject 
  to critical hits or sneak attacks.  A mob cannot be 
  flanked, tripped, grappled, or bull rushed.  Unlike 
  standard swarms, mobs are made up of relatively small 
  numbers of individual creatures, so spells or effects 
  that target specific numbers of creatures can have an 
  effect on a mob.  Each specific creature that is slain, 
  disabled, or otherwise incapacitated by spells or effects 
  that target specific creatures bestows two negative 
  levels on the mob.  A mob that gains negative levels 
  equal to its Hit Dice breaks up as if reduced to 0 hit 
  points.  Negative levels gained in this manner are not 
  the result of negative energy (and thus cannot be 
  blocked by death ward or removed by restoration), but 
  never result in permanent level loss.  A mob takes half 
  again as much damage (+50%) from spells or effects that 
  affect an area, such as splash weapons and evocation 
  spells.  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the fate of 
  a specific individual caught up in the mob.  If a mob is 
  dispersed by nonlethal attacks, there are no casualties.  
  If the mob is dispersed by lethal attacks, assume that 
  30% of its number are slain and 30% are reduced to 0 hit 
  points.  To determine a specific individual’s fate, simply 
  roll d%: a result of 01-30 indicates death, 31-60 indicates 
  the victim is reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  d Ooze Mephit Sorcerer: male sorcerer 7; CR 10; 
  Small outsider (Extraplanar, Water); HD 3d8+6 plus 
  7d4+17; hp 62; Init +0; Spd 30 ft., Fly 40 (average), 
  Swim 30; AC 19, touch 12, flat-footed 19; Base Atk +6, 
  Grp +4, Atk +9 melee (1d3+2, claw); Full Atk +9/+9/+4 
  melee (1d3+2, 3 claws); Space/Reach 5 ft./5 ft.; SA 
  breath weapon, spell-like abilities, summon mephit; SQ 
  DR 5/magic, darkvision 60 ft., fast healing 2; AL N; SV 
  Fort +7, Ref +5, Will +8; Str 14, Dex 10, Con 14, Int 6, 
  Wis 11, Cha 18. 
  Skills and Feats: Bluff +15, Concentration +15, 
  Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +6, 
  Hide +10, Listen +6, Move Silently +6, Spellcraft +2, 
  Spot +6, Swim +10, Use Rope +0 (+2 with bindings); 
  Power Attack, Toughness, Practiced Spellcaster, Spell 
  Focus (enchantment). 
  Breath Weapon (Su): 10-foot cone of caustic 
  liquid, damage 1d4 acid.  Reflex DC 14 half.  Living 
  creatures that fail their saves are tormented by itching 
  skin and burning eyes unless they have immunity to 
  acid or are otherwise protected.  This effect imposes a -
  4 penalty to AC and a -2 penalty on attack rolls for 3 
  rounds.  The save DC is Constitution based and 
  includes a +1 racial bonus. 
  Spell-Like Abilities:  Once per hour an ooze 
  mephit can hurl an acidic blob that functions like 
  Melf’s acid arrow (caster level 3rd).  Once per day it can 
  create a mass of smelly fog that duplicates the effect of 
  stinking cloud (DC 17, caster level 6th).  The save DC is 
  Charisma based. 
  Summon Mephit (Sp):  Once per day, a mephit 
  can attempt to summon another mephit of the same 
  variety, much as though casting a summon monster 
  spell, but with only a 25% chance of success.  Roll d%: 
  On a failure no creature answers the summons that 
  day.  A mephit that has just been summoned cannot 
  use it’s summon ability for 1 hour.  This ability is the 
  equivalent of a 2nd level spell. 
  Fast Healing (Ex):  An ooze mephit heals only 
  if in a wet or muddy environment. 
   
  Spells Known: (6/7/7/5; base DC = 14 + spell level; 
  enchantment: DC 15 + spell level); 0—acid splash, 
  daze, detect magic, ghost sound, ray of frost, read 
  magic, resistance; 1st—mage armor, magic missile, orb 
  of acid lesser, ray of enfeeblement, shield; 2nd—false 
  life, glitterdust, Tasha’s hideous laughter; 3rd—hold 
  person, slow. 
   
  Possessions: bracers of armor +2, cloak of charisma 
  +2, ring of protection +1, lesser metamagic rod of silent, 
  armbands of might, brooch of shielding. 
   
  Power-Up Suite (mage armor): AC 21, touch 
  12, flat-footed 21. 
   
  d Monstrous Centipede, Advanced: CR 13 
  Colossal vermin; HD 40d8+80; hp 320; Init +2; Spd 40 
  ft.; AC 20, touch 4, flat-footed 18; Base Atk +30; Grp 
  +55; Atk +39 melee (4d6+13 plus poison, bite); Full Atk 
  +39 melee (4d6+12 plus poison, bite); Space/Reach 30 
  ft./20 ft.; SA poison; SQ darkvision 60 ft., vermin traits; 
  AL N; SV Fort +25 Ref +15 Will +13; Str 28 Dex 14 Con 
  14 Int – Wis 10 Cha 2. 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 46 
   
  Skills and Feats: Climb +16, Hide -7, Spot +4. 
   
  Poison (Ex):  A monstrous centipede has a 
  poisonous bite. A colossal centipede’s bite has a Fort 
  DC 24, damage 2d6 Dex. The save DC is Constitution-
  based. The indicated damage is both initial and 
  secondary damage. 
   
  ENCOUNTER 12  
   
   
   
  d Human Commoner Mob: CR 8; Gargantuan 
  humanoid (mob of medium humans); HD 30d8; hp 
  180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base 
  Atk +22; Grp +34, Atk mob 5d6; Full Atk mob 5d6; 
  Space/Reach 20 ft./0 ft.; SA expert grappler, trample; 
  SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will 
  +17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10. 
  Skills and Feats: Listen +4, Spot +4; Improved 
  Initiative, Great Fortitude, Power Attack, Toughness, 
  Improved Bull Rush, Improved Overrun. 
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a -20 penalty on grapple checks).  A 
  mob is never considered flat-footed while grappling. 
  Trample (Ex):  A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature.  A trampled creature takes 2d6 points of 
  damage.  The victim can either make an attack of 
  opportunity against the mob or make a DC 25 Reflex 
  save to take half damage. 
   
  Mob Anatomy (Ex):  A mob has no clear front 
  or back and no discernible anatomy, so it is not subject 
  to critical hits or sneak attacks.  A mob cannot be 
  flanked, tripped, grappled, or bull rushed.  Unlike 
  standard swarms, mobs are made up of relatively small 
  numbers of individual creatures, so spells or effects 
  that target specific numbers of creatures can have an 
  effect on a mob.  Each specific creature that is slain, 
  disabled, or otherwise incapacitated by spells or effects 
  that target specific creatures bestows two negative 
  levels on the mob.  A mob that gains negative levels 
  equal to its Hit Dice breaks up as if reduced to 0 hit 
  points.  Negative levels gained in this manner are not 
  the result of negative energy (and thus cannot be 
  blocked by death ward or removed by restoration), but 
  never result in permanent level loss.  A mob takes half 
  again as much damage (+50%) from spells or effects that 
  affect an area, such as splash weapons and evocation 
  spells.  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the fate of 
  a specific individual caught up in the mob.  If a mob is 
  dispersed by nonlethal attacks, there are no casualties.  
  If the mob is dispersed by lethal attacks, assume that 
  30% of its number are slain and 30% are reduced to 0 hit 
  points.  To determine a specific individual’s fate, simply 
  roll d%: a result of 01-30 indicates death, 31-60 indicates 
  the victim is reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  Jesdin Mertell: male half-orc fighter 2/ rogue 3/ 
  assassin 4/ shadow dancer 1; CR 10; Medium 
  humanoid (orc); HD 2d10+4 plus 1d8+2 plus 7d6+14; 
  hp 72; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), 
  touch 12, flat-footed 14; Base Atk +7; Grp +11; Atk +13 
  melee (2d4+7/15-20, +1 keen falchion) or +10 ranged 
  (1d8+3/x3, mighty composite longbow [+3 Str bonus]); 
  Full Atk +13/+8 melee (2d4+7/15-20, +1 keen falchion) 
  or +10/+5 ranged (1d8+3/x3, mighty composite 
  longbow [+3 Str bonus]); SA death attack (Fort DC 16 
  negates), sneak attack +4d6; SQ evasion, hide in plain 
  sight, poison use, trapfinding, trap sense +1, uncanny 
  dodge; AL NE; SV Fort +7 (+9 vs. poison), Ref +11, Will 
  +4 (+8 vs. mind-affecting); Str 19, Dex 14, Con 14, Int 
  12 [14], Wis 10, Cha 6.  
   
  Skills and Feats: Bluff +6, Climb +5, Disguise +7 
  (+9 acting), Hide +20, Listen +6, Move Silently +15, 
  Perform (dance) +3, Ride +5, Sense Motive +4, Spot 
  +13, Tumble +15; Combat Reflexes, Dodge, Iron Will, 
  Mobility, Scorpion’s Resolve, Weapon Focus (falchion).  
   
  Languages Common, Infernal, Orc. 
   
  Spells Known (4/2; base DC = 12 + spell level): 1st 
  – critical strike, disguise self, distract assailant, true 
  strike; 2nd – pass without trace, spider climb, swift 
  invisibility. 
   
  Possessions: Chain shirt, masterwork falchion, 
  rapier, mighty composite longbow [+3 Str bonus], 20 
  masterwork arrows, cloak of elvenkind, headband of 
  intellect +2, disguise kit, peasant outfit, oil of sonic 
  weapon, scroll of instant locksmith, necklace of 
  fireballs – type I, +1 keen falchion. 
   
  Physical Description: Jesdin has predominantly 
  human features that he has distorted with a make-up 
  and peasant clothing. 
   
  Power-Up Suite (pass without trace). 
   
  k Logrian Klirz: male human fighter 4/ rogue 4/ 
  exotic weapon master 3; CR 11; Medium humanoid 
  (human); HD 7d10+7 plus 4d6+4; hp 81; Init +2; Spd 30 
  ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; 
  Base Atk  +10; Grp +15; Atk +16 melee (2d4+12/19-20, 
  spiked chain) or +12 ranged (1d6/x3, short bow); Full 
  Atk +16/+11 melee (2d4+12/19-20, spiked chain) or 
  +14/+14/+9 melee (2d4+12/19-20, spiked chain) or 
  +12/+7 ranged (1d6/x3, short bow); Space/Reach 5 ft./ 
  5 ft. (10 ft. with spiked chain); SA exotic reach, sneak 
  attack +2d6, uncanny blow; SQ evasion, uncanny 
  dodge, trapfinding, trap sense +1; AL CE; SV Fort +9, 
  Ref +6, Will +3; Str 20, Dex 14, Con 12, Int 8, Wis 10, 
  Cha 8.  
   
  Skills and Feats: Craft (weaponsmithing) +3, Hide 
  +9, Intimidate +2, Listen +7, Move Silently +9, Ride +6, 
  Sense Motive +7, Spot +7, Tumble +9, Use Magic 
  Device +6, Use Rope +9; Blind-fight, Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), Improved 
  Critical (spiked chain), Power Attack, Weapon Focus 
  (spiked chain), Weapon Specialization (spiked chain). 
   
  Exotic Reach: When wielding an exotic weapon 
  with reach, Logrian may make an attack of opportunity 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 47 
  against a foe that provokes such an attack even if the 
  foe has cover (but not total cover). 
   
  Flurry of Strikes: When wielding an exotic 
  double weapon or a spiked chain with both hands, 
  Logrian can elect to use a full attack action to make a 
  flurry of strikes. When doing so, he may make one 
  extra attack in the round at his full base attack bonus, 
  but this attack takes a –2 penalty, as does each other 
  attack made in that round and until the exotic weapon 
  master’s next turn. The extra attack may be with either 
  end of the double weapon. 
   
  Uncanny Blow: When wielding a one-handed 
  exotic melee weapon in two hands, Logrian can focus 
  the power of his attack so that he deals extra damage 
  equal to this Strength bonus x2 instead of his Strength 
  bonus x1-1/2. If he has the Power Attack feat, he treats 
  the weapon as two-handed for purposes of determining 
  his bonus damage on rolls. 
   
  Languages: Common. 
   
  Possessions: Chain shirt, spiked chain, short bow, 
  20 arrows. 
   
  Physical Description: A pleasant-looking burly 
  man with a thin mustache dress in black. 
   
  d Senoumon: female erinyes sorcerer 4; CR 12; 
  Medium outsider (Evil, Extraplanar, Lawful); HD 
  9d8+45 plus 4d4+20; hp 131; Init +6; Spd 30 ft., fly 50 ft. 
  (good); AC 28, touch 16, flat-footed 22 [+6 Dex, +4 
  armor, +8 natural]; Base Atk +11; Grp +16; Atk +17 
  melee (1d8+5/19-20, longsword) or +18 ranged 
  (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 
  Str bonus]) or +17 ranged (entangle, rope); Full Atk 
  +17/+12/+7 
  melee 
  (1d8+5/19-20, 
  longsword) 
  or 
  +18/+13/+8 
  ranged 
  or 
  +16/+16/+11/+6 
  ranged 
  (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 
  Str bonus]) or +17 ranged (entangle, rope); SA entangle, 
  spell-like abilities, summon devil; SQ DR 5/good, 
  darkvision 60 ft., immunity to fire and poison, 
  resistance to acid 10 and cold 10, see in darkness, SR 20, 
  telepathy 100 ft., true seeing; AL LE; SV Fort +14, Ref 
  +13, Will +14; Str 21, Dex 22, Con 21, Int 14, Wis 18, 
  Cha 20. 
   
  Skills and Feats: Concentration +21, Diplomacy +7, 
  Escape Artist +18, Hide +18, Knowledge (arcana) +14, 
  Knowledge (religion) +14, Listen +18, Move Silently 
  +18, Search +14, Sense Motive +16, Spellcraft +14, Spot 
  +18, Survival +4 (+6 following tracks), Use Rope +6 (+8 
  with bindings); Alertness, Dodge, Manyshot, Mobility, 
  Point Blank Shot, Precise Shot, Rapid Shot, Shot on the 
  Run. 
   
  Languages: Celestial, Draconic, and Infernal. 
   
  Entangle (Ex): Senoumon carries a stout rope 
  some 50 feet long that entangles opponents of any size 
  as an animate rope spell (caster level 16th). She can 
  hurl its rope 30 feet with no range penalty. Typically, 
  Senoumon entangles a foe, lifts it into the air, and 
  drops it from a great height. 
   
  Spell-Like Abilities: Caster level 12th. The 
  save DCs are Charisma-based.  At will - greater teleport 
  (self plus 50 pounds of objects only), charm monster 
  (DC 19), minor image (DC 17), unholy blight (DC 19).  
   
  Summon Devil (Sp): Once per day Senoumon 
  can attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. This ability is the 
  equivalent of a 3rd-level spell. 
   
  True Seeing (Su): Erinyes continuously use 
  true seeing, as the spell (caster level 14th). 
   
  Spells Known (6/8/4; base DC = 15 + spell level): 
  0– arcane mark, detect magic, mage hand, mending, 
  prestidigitation, read magic; 1st– arrow mind, magic 
  missile, protection from good; 2nd– false life. 
   
  Possessions: Rat familiar (“Lust”), masterwork 
  longsword, +1 flaming composite longbow [+5 Str 
  bonus], 40 adamantine arrows, 50’ silk rope, bracers of 
  armor +4, wand of charm person, ring of counterspells 
  (dispel magic), wand of darkness. 
   
  Power-Up Suite (false life): hp 146. 
   
  Physical Description: An extremely attractive 
  woman in risqué black leather clothing with vermillion 
  feathered wings. 
   
  d Lust: rat familiar; CR -; Tiny magical beast; HD 
  13d8; hp 65; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; 
  AC 16 (+2 natural, +2 size, +2 Dex), touch 14, flat-footed 
  14; Base Atk +11; Grp -1; Atk +15 melee (1d3-4, bite); 
  Full Atk +15 melee (1d3-4, bite); SQ deliver touch 
  spells, empathic link, improved evasion, share spells; 
  AL CE; SV Fort +9, Ref +10, Will +11; Str 2, Dex 15, 
  Con 10, Int 7, Wis 12, Cha 2.  
   
  Skills and Feats: Balance +10, Climb +12, 
  Concentration +16, Diplomacy -2, Escape Artist +22, 
  Hide +22, Knowledge (arcana) +10, Knowledge 
  (religion) +10, Listen +13, Move Silently +14, Search 
  +10, Sense Motive +13, Spellcraft +10, Spot +13, 
  Survival +1 (+3 following tracks), Swim +10 and Use 
  Rope +2 (+4 with bindings); Stealthy, Weapon Finesse. 
   
  Languages: Common. 
   
  Power-Up 
  Suite 
  (false 
  life): 
  hp 
  80.
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 48 
  APL 14 
  ENCOUNTER 1 
   
   
   
   
  d Advanced Crocosphinx: CR 14; Large magical 
  beast; HD 21d10+147; hp 304; Init -1; Spd 40 ft., fly 60 
  ft. (poor), swim 40 ft.; AC 23 (-1 size, -1 Dex, +15 
  natural), touch 8, flat-footed 23; Base Atk +21; Grp +33; 
  Atk Bite +28 melee (2d6+8) or tail slap +28 melee 
  (1d12+12); Full Atk Bite +28 melee (2d6+8) and 2 claws 
  +23 melee (2d4+4) and 1 claw +18 melee (2d4+4); or tail 
  slap +28 melee (1d12+12) and 2 claws +23 melee 
  (2d4+4) and 1 claw +18 melee (2d4+4); 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 +11, Will +9; Str 26, Dex 9, Con 24, Int 
  13, Wis 14, Cha 15.  
   
  Skills and Feats: Hide +8 (+22 in water), Intimidate 
  +17, Listen +28, Spot +28, Swim +8; Alertness, 
  Awesome 
  Blow, 
  Cleave, 
  Flyby 
  Attack, 
  Hover, 
  Improved Bull Rush, Power Attack, Rapid Strike 
  (claw). 
   
  Hold Breath (Ex): A crocosphinx can hold its 
  breath for a number minutes of rounds equal to 4 x 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 and drags it into deep water, 
  attempting to pin it to the bottom. 
   
  Rake (Ex): Attack bonus +23, damage 2d4+4. 
   
  ENCOUNTER 11  
   
   
   
  d Ooze Mephit Mob; CR 8; Gargantuan outsider 
  (mob of small outsiders, Extraplanar, Water); HD 
  30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average), 
  Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30, 
  Grp +44, Atk mob 5d6; Full Atk mob 5d6; Space/Reach 
  20 ft./0 ft.; SA expert grappler, trample; SQ DR 
  5/magic, darkvision 60 ft., fast healing 2, mob anatomy; 
  AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10, 
  Con 13, Int 6, Wis 10, Cha 10. 
  Skills and Feats: Bluff +6, Diplomacy +2, Disguise 
  +0 (+2 acting), Escape Artist +6, Hide +10, Listen +6, 
  Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 
  with bindings); Power Attack, Toughness, Improved 
  Bull Rush, Improved Overrun. 
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a -20 penalty on grapple checks).  A 
  mob is never considered flat-footed while grappling. 
  Trample (Ex):  A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature.  A trampled creature takes 2d6+3 points of 
  damage.  The victim can either make an attack of 
  opportunity against the mob or make a DC 27 Reflex 
  save to take half damage. 
  Mob Anatomy (Ex):  A mob has no clear front 
  or back and no discernible anatomy, so it is not subject 
  to critical hits or sneak attacks.  A mob cannot be 
  flanked, tripped, grappled, or bull rushed.  Unlike 
  standard swarms, mobs are made up of relatively small 
  numbers of individual creatures, so spells or effects 
  that target specific numbers of creatures can have an 
  effect on a mob.  Each specific creature that is slain, 
  disabled, or otherwise incapacitated by spells or effects 
  that target specific creatures bestows two negative 
  levels on the mob.  A mob that gains negative levels 
  equal to its Hit Dice breaks up as if reduced to 0 hit 
  points.  Negative levels gained in this manner are not 
  the result of negative energy (and thus cannot be 
  blocked by death ward or removed by restoration), but 
  never result in permanent level loss.  A mob takes half 
  again as much damage (+50%) from spells or effects that 
  affect an area, such as splash weapons and evocation 
  spells.  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the fate of 
  a specific individual caught up in the mob.  If a mob is 
  dispersed by nonlethal attacks, there are no casualties.  
  If the mob is dispersed by lethal attacks, assume that 
  30% of its number are slain and 30% are reduced to 0 hit 
  points.  To determine a specific individual’s fate, simply 
  roll d%: a result of 01-30 indicates death, 31-60 indicates 
  the victim is reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  d Ooze Mephit Sorcerer: male sorcerer 9; CR 12; 
  Small outsider (Extraplanar, Water); HD 3d8+6 plus 
  9d4+21; hp 72; Init +5; Spd 30 ft., Fly 40 (average), 
  Swim 30; AC 22, touch 14, flat-footed 21; Base Atk +7; 
  Grp +5; Atk +10 melee (1d3+2, claw); Full Atk +10/+10 
  melee (1d3+2, claws); Space/Reach 5 ft./5 ft.; SA breath 
  weapon, spell-like abilities, summon mephit; SQ DR 
  5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort 
  +8, Ref +7, Will +10; Str 14, Dex 12, Con 14, Int 6, Wis 
  12, Cha 18. 
  Skills and Feats: Bluff +15, Concentration +17, 
  Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +7, 
  Hide +11, Listen +7, Move Silently +7, Spellcraft +6, 
  Spot +7, Swim +10, Use Rope +1 (+3 with bindings); 
  Power Attack, Toughness, Practiced Spellcaster, Spell 
  Focus (enchantment), Improved Initiative. 
  Breath Weapon (Su): 10-foot cone of caustic 
  liquid, damage 1d4 acid.  Reflex DC 14 half.  Living 
  creatures that fail their saves are tormented by itching 
  skin and burning eyes unless they have immunity to 
  acid or are otherwise protected.  This effect imposes a -
  4 penalty to AC and a -2 penalty on attack rolls for 3 
  rounds.  The save DC is Constitution based and 
  includes a +1 racial bonus. 
  Spell-Like Abilities:  Once per hour an ooze 
  mephit can hurl an acidic blob that functions like 
  Melf’s acid arrow (caster level 3rd).  Once per day it can 
  create a mass of smelly fog that duplicates the effect of 
  stinking cloud (DC 17, caster level 6th).  The save DC is 
  Charisma based. 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 49 
  Summon Mephit (Sp):  Once per day, a mephit 
  can attempt to summon another mephit of the same 
  variety, much as though casting a summon monster 
  spell, but with only a 25% chance of success.  Roll d%: 
  On a failure no creature answers the summons that 
  day.  A mephit that has just been summoned cannot 
  use it’s summon ability for 1 hour.  This ability is the 
  equivalent of a 2nd level spell. 
  Fast Healing (Ex):  An ooze mephit heals only 
  if in a wet or muddy environment. 
   
  Spells Known: (6/7/7/7/5; base DC = 14 + spell 
  level; enchantment: DC 15 + spell level); 0— acid 
  splash, daze, detect magic, ghost sound, ray of frost, 
  read magic, resistance, open/close; 1st— mage armor, 
  magic missile, orb of acid lesser, ray of enfeeblement, 
  shield; 2nd— false life, glitterdust, see invisible, Tasha’s 
  hideous laughter; 3rd— hold person, slow, stinking 
  cloud; 4th— confusion, greater invisibility. 
   
  Possessions: bracers of armor +2, cloak of charisma 
  +2, ring of protection +2, amulet of natural armor +1, 
  gloves of dexterity +2, lesser metamagic rod of silent, 
  armbands of might, brooch of shielding. 
   
  Power-Up Suite (false life, mage armor): 
  hp 83; AC 21, touch 12, flat-footed 21. 
   
  d Monstrous Centipede, Advanced: CR 15 
  Colossal vermin; HD 48d8+144; hp 432; Init +2; Spd 40 
  ft.; AC 20, touch 4, flat-footed 18; Base Atk +36; Grp 
  +61; Atk +45 melee (4d6+13 plus poison, bite); Full Atk 
  +45 melee (4d6+12 plus poison, bite); Space/Reach 30 
  ft./20 ft.; SA poison; SQ darkvision 60 ft., vermin traits; 
  AL N; SV Fort +29 Ref +18 Will +16; Str 28 Dex 14 Con 
  16 Int – Wis 10 Cha 2. 
   
  Skills and Feats: Climb +16, Hide -7, Spot +4. 
   
  Poison (Ex):  A monstrous centipede has a 
  poisonous bite. A colossal centipede’s bite has a Fort 
  DC 25, damage 2d6 Dex. The save DC is Constitution-
  based. The indicated damage is both initial and 
  secondary damage. 
   
  ENCOUNTER 12  
   
   
   
  d Human Commoner Mob: CR 8; Gargantuan 
  humanoid (mob of medium humans); HD 30d8; hp 
  180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base 
  Atk +22, Grp +34, Atk mob 5d6; Full Atk mob 5d6; 
  Space/Reach 20 ft./0 ft.; SA expert grappler, trample; 
  SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will 
  +17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10. 
  Skills and Feats: Listen +4, Spot +4; Improved 
  Initiative, Great Fortitude, Power Attack, Toughness, 
  Improved Bull Rush, Improved Overrun. 
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a -20 penalty on grapple checks).  A 
  mob is never considered flat-footed while grappling. 
  Trample (Ex):  A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature.  A trampled creature takes 2d6 points of 
  damage.  The victim can either make an attack of 
  opportunity against the mob or make a DC 25 Reflex 
  save to take half damage. 
   
  Mob Anatomy (Ex):  A mob has no clear front 
  or back and no discernible anatomy, so it is not subject 
  to critical hits or sneak attacks.  A mob cannot be 
  flanked, tripped, grappled, or bull rushed.  Unlike 
  standard swarms, mobs are made up of relatively small 
  numbers of individual creatures, so spells or effects 
  that target specific numbers of creatures can have an 
  effect on a mob.  Each specific creature that is slain, 
  disabled, or otherwise incapacitated by spells or effects 
  that target specific creatures bestows two negative 
  levels on the mob.  A mob that gains negative levels 
  equal to its Hit Dice breaks up as if reduced to 0 hit 
  points.  Negative levels gained in this manner are not 
  the result of negative energy (and thus cannot be 
  blocked by death ward or removed by restoration), but 
  never result in permanent level loss.  A mob takes half 
  again as much damage (+50%) from spells or effects that 
  affect an area, such as splash weapons and evocation 
  spells.  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the fate of 
  a specific individual caught up in the mob.  If a mob is 
  dispersed by nonlethal attacks, there are no casualties.  
  If the mob is dispersed by lethal attacks, assume that 
  30% of its number are slain and 30% are reduced to 0 hit 
  points.  To determine a specific individual’s fate, simply 
  roll d%: a result of 01-30 indicates death, 31-60 indicates 
  the victim is reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  d Jesdin Mertell: male half-orc fighter 4/ rogue 3/ 
  assassin 6/ shadow dancer 1; CR 14; Medium 
  humanoid (orc); HD 4d10+8 plus 1d8+2 plus 9d6+18; 
  hp 98; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), 
  touch 12, flat-footed 14; Base Atk +10; Grp +15; Atk +17 
  melee (2d4+9/15-20, masterwork falchion) or +13 
  ranged (1d8+3/x3, mighty composite longbow [+3 Str 
  bonus]); Full Atk +17/+12 melee (2d4+9/15-20, 
  masterwork falchion) or +13/+8 ranged (1d8+3/x3, 
  mighty composite longbow [+3 Str bonus]); SA death 
  attack (Fort DC 18 negates), sneak attack +5d6; SQ 
  evasion, improved uncanny dodge, hide in plain sight, 
  poison use, trapfinding, trap sense +1, uncanny dodge; 
  AL NE; SV Fort +9 (+12 vs. poison), Ref +13, Will +6 
  (+10 vs. mind-affecting); Str 20, Dex 14, Con 14, Int 12 
  [14], Wis 10, Cha 6.  
   
  Skills and Feats: Bluff +6, Climb +9, Disguise +7 
  (+9 acting), Hide +22, Listen +8, Move Silently +17, 
  Perform (dance) +3, Ride +8, Sense Motive +4, Spot 
  +15, Tumble +17; Combat Reflexes, Dodge, Improved 
  Critical  (falchion), Iron Will, Mobility, Scorpion’s 
  Resolve, 
  Weapon 
  Focus 
  (falchion), 
  Weapon 
  Specialization (falchion).  
   
  Languages: Common, Infernal, Orc. 
   
  Spells Known (4/4/1; base DC = 12 + spell level): 
  1st– critical strike, disguise self, distract assailant, true 
  strike; 2nd– pass without trace, spider climb, swift 
  invisibility, undetectable alignment; 3rd – false life, 
  misdirection, nondetection. 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 50 
   
  Possessions: Chain shirt, masterwork falchion, 
  rapier, mighty composite longbow [+3 Str bonus], 20 
  masterwork arrows, cloak of elvenkind, headband of 
  intellect +2, disguise kit, peasant outfit, oil of sonic 
  weapon, 
  scroll 
  of 
  instant 
  locksmith, 
  dust 
  of 
  disappearance. 
   
  Power-Up Suite (false life, pass without 
  trace): hp 112. 
   
  Physical Description: Jesdin has predominantly 
  human features that he has distorted with a make-up 
  and peasant clothing. 
   
  d Immin: male half-orc fighter 2/ rogue 3/ assassin 
  4/ shadow dancer 1; CR 10; Medium humanoid (orc); 
  HD 2d10+4 plus 1d8+2 plus 7d6+14; hp 72; Init +2; Spd 
  30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 
  14; Base Atk +7; Grp +11; Atk +13 melee (2d4+7/15-20, 
  +1 keen falchion) or +10 ranged (1d8+3/x3, mighty 
  composite longbow [+3 Str bonus]); Full Atk +13/+8 
  melee (2d4+7/15-20, +1 keen falchion) or +10/+5 
  ranged (1d8+3/x3, mighty composite longbow [+3 Str 
  bonus]); SA death attack (Fort DC 16 negates), sneak 
  attack +4d6; SQ evasion, hide in plain sight, poison use, 
  trapfinding, trap sense +1, uncanny dodge; AL NE; SV 
  Fort +7 (+9 vs. poison), Ref +11, Will +4 (+8 vs. mind-
  affecting); Str 19, Dex 14, Con 14, Int 12 [14], Wis 10, 
  Cha 6.  
   
  Skills and Feats: Bluff +6, Climb +5, Disguise +7 
  (+9 acting), Hide +20, Listen +6, Move Silently +15, 
  Perform (dance) +3, Ride +5, Sense Motive +4, Spot 
  +13, Tumble +15; Combat Reflexes, Dodge, Iron Will, 
  Mobility, Scorpion’s Resolve, Weapon Focus (falchion).  
   
  Languages: Common, Infernal, Orc. 
   
  Spells Known (4/2; base DC = 12 + spell level): 1st– 
  critical strike, disguise self, distract assailant, true 
  strike; 2nd– pass without trace, spider climb, swift 
  invisibility. 
   
  Possessions: Chain shirt, masterwork falchion, 
  rapier, mighty composite longbow [+3 Str bonus], 20 
  masterwork arrows, cloak of elvenkind, headband of 
  intellect +2, disguise kit, peasant outfit, necklace of 
  fireballs – type I, +1 keen falchion. 
   
  Physical Description: Immin is a small boy dressed 
  in peasant clothing. 
   
  Power-Up Suite (pass without trace). 
   
  k Logrian Klirz: male human barbarian 2 /fighter 
  4/ rogue 4/ exotic weapon master 3; CR 13; Medium 
  humanoid (human); HD 2d12+4 plus 7d10+14 plus 
  4d6+8; hp 114; Init +2; Spd 40 ft.; AC 16 (+2 Dex, +4 
  armor), touch 12, flat-footed 14; Base Atk +12; Grp +17; 
  Atk +18 melee (2d4+12/19-20, spiked chain) or +14 
  ranged (1d6/x3, short bow); Full Atk +18/+13 melee 
  (2d4+12/19-20, spiked chain) or +16/+16/+11 melee 
  (2d4+12/19-20, spiked chain) or +14/+9 ranged 
  (1d6/x3, short bow); Space/Reach 5 ft./ 5 ft. (10 ft. with 
  spiked chain); SA exotic reach, rage 1/day, sneak attack 
  +2d6, uncanny blow; SQ evasion, uncanny dodge, 
  trapfinding, trap sense +1; AL CE; SV Fort +12, Ref +6, 
  Will +3; Str 21, Dex 14, Con 12, Int 8, Wis 10, Cha 8.  
   
  Skills and Feats: Craft (weaponsmithing) +3, Hide 
  +9, Intimidate +2, Listen +13, Move Silently +9, Ride 
  +6, Sense Motive +7, Spot +7, Tumble +9, Use Magic 
  Device +6, Use Rope +9; Blind-fight, Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), Improved 
  Critical (spiked chain), Power Attack, Power Critical, 
  Weapon Focus (spiked chain), Weapon Specialization 
  (spiked chain). 
   
  Exotic Reach: When wielding an exotic weapon 
  with reach, Logrian may make an attack of opportunity 
  against a foe that provokes such an attack even if the 
  foe has cover (but not total cover). 
   
  Flurry of Strikes: When wielding an exotic 
  double weapon or a spiked chain with both hands, 
  Logrian can elect to use a full attack action to make a 
  flurry of strikes. When doing so, he may make one 
  extra attack in the round at his full base attack bonus, 
  but this attack takes a –2 penalty, as does each other 
  attack made in that round and until the exotic weapon 
  master’s next turn. The extra attack may be with either 
  end of the double weapon. 
   
  Uncanny Blow: When wielding a one-handed 
  exotic melee weapon in two hands, Logrian can focus 
  the power of his attack so that he deals extra damage 
  equal to this Strength bonus x2 instead of his Strength 
  bonus x1-1/2. If he has the Power Attack feat, he treats 
  the weapon as two-handed for purposes of determining 
  his bonus damage on rolls. 
   
  Languages: Common. 
   
  Possessions: Chain shirt, spiked chain, short bow, 
  20 arrows. 
   
  Physical Description: A pleasant-looking burly 
  man with a thin mustache dress in black. 
   
  d Senoumon: female erinyes sorcerer 6; CR 14; 
  Medium outsider (Evil, Extraplanar, Lawful); HD 
  9d8+45 plus 6d4+30; hp 147; Init +6; Spd 30 ft., fly 50 ft. 
  (good); AC 28, touch 16, flat-footed 22 [+6 Dex, +4 
  armor, +8 natural]; Base Atk +12; Grp +17; Atk +18 
  melee (1d8+5/19-20, longsword) or +20 ranged 
  (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 
  Str bonus]) or +18 ranged (entangle, rope); Full Atk 
  +18/+13/+6 
  melee 
  (1d8+5/19-20, 
  longsword) 
  or 
  +20/+15/+10 
  ranged 
  or 
  +18/+18/+13/+8 
  ranged 
  (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 
  Str bonus]) or +18 ranged (entangle, rope); SA entangle, 
  spell-like abilities, summon devil; SQ DR 5/good, 
  darkvision 60 ft., immunity to fire and poison, 
  resistance to acid 10 and cold 10, see in darkness, SR 20, 
  telepathy 100 ft., true seeing; AL LE; SV Fort +15, Ref 
  +14, Will +15; Str 21, Dex 22, Con 21, Int 14, Wis 18, 
  Cha 20. 
   
  Skills and Feats: Concentration +23, Diplomacy +7, 
  Escape Artist +18, Hide +18, Knowledge (arcana) +14, 
  Knowledge (religion) +14, Listen +18, Move Silently 
  +18, Search +14, Sense Motive +16, Spellcraft +20, Spot 
  +18, Survival +4 (+6 following tracks), Use Rope +6 (+8 
  with bindings); Alertness, Dodge, Manyshot, Mobility, 
  Point Blank Shot, Precise Shot, Rapid Shot, Shot on the 
  Run, Weapon Focus (composite longbow). 
   
  Languages: Celestial, Draconic, and Infernal. 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 51 
   
  Entangle (Ex): Senoumon carries a stout rope 
  some 50 feet long that entangles opponents of any size 
  as an animate rope spell (caster level 16th). She can 
  hurl its rope 30 feet with no range penalty. Typically, 
  Senoumon entangles a foe, lifts it into the air, and 
  drops it from a great height. 
   
  Spell-Like Abilities: Caster level 12th. The 
  save DCs are Charisma-based.  At will - greater teleport 
  (self plus 50 pounds of objects only), charm monster 
  (DC 19), minor image (DC 17), unholy blight (DC 19).  
   
  Summon Devil (Sp): Once per day Senoumon 
  can attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. This ability is the 
  equivalent of a 3rd-level spell. 
   
  True Seeing (Su): Senoumon continuously uses 
  true seeing, as the spell (caster level 14th). 
   
  Spells Known (6/8/5/4; base DC = 15 + spell level): 
  0– arcane mark, detect magic, mage hand, mending, 
  prestidigitation, read magic; 
  1st– 
  arrow mind, 
  comprehend languages, magic missile, protection from 
  good; 2nd– false life, web; 3rd– bands of steel. 
   
  Possessions: Rat familiar (“Lust”), masterwork 
  longsword, +1 flaming composite longbow [+5 Str 
  bonus], 40 adamantine arrows, 50’ silk rope, bracers of 
  armor +4, wand of charm person, ring of counterspells 
  (greater dispel magic), wand of darkness, ring of 
  freedom of movement. 
   
  Power-Up Suite (false life): hp 160. 
   
  Physical Description: An extremely attractive 
  woman in risqué black leather clothing with vermillion 
  feathered wings. 
   
  d Lust: rat familiar; CR -; Tiny magical beast; HD 
  15d8; hp 73; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; 
  AC 17 (+3 natural, +2 size, +2 Dex), touch 14, flat-footed 
  15; Base Atk +12; Grp +0; Atk +16 melee (1d3-4, bite); 
  Full Atk +16 melee (1d3-4, bite); SQ deliver touch 
  spells, empathic link, improved evasion, share spells, 
  speak with master; AL CE; SV Fort +10, Ref +11, Will 
  +12; Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2.  
   
  Skills and Feats: Balance +10, Climb +12, 
  Concentration +18, Diplomacy -2, Escape Artist +22, 
  Hide +22, Knowledge (arcana) +11, Knowledge 
  (religion) +11, Listen +13, Move Silently +14, Search 
  +11, Sense Motive +13, Spellcraft +17, Spot +13, 
  Survival +1 (+3 following tracks), Swim +10 and Use 
  Rope +2 (+4 with bindings); Stealthy, Weapon Finesse. 
   
  Languages: Common. 
   
  Power-Up Suite (false life): hp 86.  
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 52 
  APL 16 
  ENCOUNTER 1 
   
   
   
   
  d Advanced Crocosphinx: CR 14; Large magical 
  beast; HD 21d10+147; hp 304; Init -1; Spd 40 ft., fly 60 
  ft. (poor), swim 40 ft.; AC 23 (-1 size, -1 Dex, +15 
  natural), touch 8, flat-footed 23; Base Atk +21; Grp +33; 
  Atk Bite +28 melee (2d6+8) or tail slap +28 melee 
  (1d12+12); Full Atk Bite +28 melee (2d6+8) and 2 claws 
  +23 melee (2d4+4) and 1 claw +18 melee (2d4+4); or tail 
  slap +28 melee (1d12+12) and 2 claws +23 melee 
  (2d4+4) and 1 claw +18 melee (2d4+4); 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 +11, Will +9; Str 26, Dex 9, Con 24, Int 
  13, Wis 14, Cha 15.  
   
  Skills and Feats: Hide +8 (+22 in water), Intimidate 
  +17, Listen +28, Spot +28, Swim +8; Alertness, 
  Awesome 
  Blow, 
  Cleave, 
  Flyby 
  Attack, 
  Hover, 
  Improved Bull Rush, Power Attack, Rapid Strike 
  (claw). 
   
  Hold Breath (Ex): A crocosphinx can hold its 
  breath for a number minutes of rounds equal to 4 x 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 and drags it into deep water, 
  attempting to pin it to the bottom. 
   
  Rake (Ex): Attack bonus +23, damage 2d4+4. 
   
  ENCOUNTER 11  
   
   
   
  d Ooze Mephit Mob: CR 8; Gargantuan outsider 
  (mob of small outsiders, (Extraplanar, Water)); HD 
  30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average), 
  Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30; 
  Grp +44; Atk mob 5d6; Full Atk mob 5d6; Space/Reach 
  20 ft./0 ft.; SA expert grappler, trample; SQ DR 
  5/magic, darkvision 60 ft., fast healing 2, mob anatomy; 
  AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10, 
  Con 13, Int 6, Wis 10, Cha 10. 
  Skills and Feats: Bluff +6, Diplomacy +2, Disguise 
  +0 (+2 acting), Escape Artist +6, Hide +10, Listen +6, 
  Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 
  with bindings); Power Attack, Toughness, Improved 
  Bull Rush, Improved Overrun. 
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a -20 penalty on grapple checks).  A 
  mob is never considered flat-footed while grappling. 
  Trample (Ex):  A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature.  A trampled creature takes 2d6+3 points of 
  damage.  The victim can either make an attack of 
  opportunity against the mob or make a DC 27 Reflex 
  save to take half damage. 
  Mob Anatomy (Ex):  A mob has no clear front 
  or back and no discernible anatomy, so it is not subject 
  to critical hits or sneak attacks.  A mob cannot be 
  flanked, tripped, grappled, or bull rushed.  Unlike 
  standard swarms, mobs are made up of relatively small 
  numbers of individual creatures, so spells or effects 
  that target specific numbers of creatures can have an 
  effect on a mob.  Each specific creature that is slain, 
  disabled, or otherwise incapacitated by spells or effects 
  that target specific creatures bestows two negative 
  levels on the mob.  A mob that gains negative levels 
  equal to its Hit Dice breaks up as if reduced to 0 hit 
  points.  Negative levels gained in this manner are not 
  the result of negative energy (and thus cannot be 
  blocked by death ward or removed by restoration), but 
  never result in permanent level loss.  A mob takes half 
  again as much damage (+50%) from spells or effects that 
  affect an area, such as splash weapons and evocation 
  spells.  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the fate of 
  a specific individual caught up in the mob.  If a mob is 
  dispersed by nonlethal attacks, there are no casualties.  
  If the mob is dispersed by lethal attacks, assume that 
  30% of its number are slain and 30% are reduced to 0 hit 
  points.  To determine a specific individual’s fate, simply 
  roll d%: a result of 01-30 indicates death, 31-60 indicates 
  the victim is reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  d Ooze Mephit Sorcerer: male mephit sorcerer 
  12; CR 15; Small outsider (Extraplanar, Water); HD 
  3d8+6 plus 12d4+20; hp 80; Init +5; Spd 30 ft., Fly 40 
  (average), Swim 30; AC 23, touch 14, flat-footed 22; 
  Base Atk +9; Grp +7; Atk +12 melee (1d3+2, claw); Full 
  Atk +12/+12 melee (1d3+2, claws); Space/Reach 5 ft./5 
  ft.; SA breath weapon, spell-like abilities, summon 
  mephit; SQ DR 5/magic, darkvision 60 ft., fast healing 
  2; AL N; SV Fort +9, Ref +8, Will +12; Str 14, Dex 12, 
  Con 14, Int 6, Wis 12, Cha 20. 
  Skills and Feats: Bluff +22, Concentration +20, 
  Diplomacy +7, Disguise +5 (+7 acting), Escape Artist +7, 
  Hide +11, Listen +7, Move Silently +7, Spellcraft +6, 
  Spot +7, Swim +10, Use Rope +1 (+3 with bindings); 
  Power Attack, Toughness, Practiced Spellcaster, Spell 
  Focus (enchantment), Improved Initiative, Greater 
  Spell Focus (enchantment). 
  Breath Weapon (Su): 10-foot cone of caustic 
  liquid, damage 1d4 acid.  Reflex DC 14 half.  Living 
  creatures that fail their saves are tormented by itching 
  skin and burning eyes unless they have immunity to 
  acid or are otherwise protected.  This effect imposes a -
  4 penalty to AC and a -2 penalty on attack rolls for 3 
  rounds.  The save DC is Constitution based and 
  includes a +1 racial bonus. 
  Spell-Like Abilities:  Once per hour an ooze 
  mephit can hurl an acidic blob that functions like 
  Melf’s acid arrow (caster level 3rd).  Once per day it can 
  create a mass of smelly fog that duplicates the effect of 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 53 
  stinking cloud (DC 18, caster level 6th).  The save DC is 
  Charisma based. 
  Summon Mephit (Sp):  Once per day, a mephit 
  can attempt to summon another mephit of the same 
  variety, much as though casting a summon monster 
  spell, but with only a 25% chance of success.  Roll d%: 
  On a failure no creature answers the summons that 
  day.  A mephit that has just been summoned cannot 
  use it’s summon ability for 1 hour.  This ability is the 
  equivalent of a 2nd level spell. 
  Fast Healing (Ex):  An ooze mephit heals only 
  if in a wet or muddy environment. 
  Spells Known: (6/8/7/7/7/6/3; base DC = 15 + 
  spell level; enchantment: DC 17 + spell level); 0— acid 
  splash, daze, detect magic, flare, ghost sound, ray of 
  frost, read magic, resistance, open/close; 1st— mage 
  armor, magic missile, orb of acid lesser, ray of 
  enfeeblement, shield; 2nd— false life, glitterdust, see 
  invisible, Tasha’s hideous laughter, web; 3rd— 
  lightning bolt, hold person, slow, stinking cloud; 4th— 
  confusion, greater invisibility, orb of acid; 5th— hold 
  monster, mind fog; 6th—chain lightning. 
  Possessions: bracers of armor +3, cloak of charisma 
  +4, ring of protection +2, amulet of natural armor +1, 
  gloves of dexterity +2, lesser metamagic rod of quicken, 
  lesser metamagic rod of silent, armbands of might, 
  brooch of shielding. 
   
  Power-Up Suite (false life, mage armor): 
  hp 95; AC 21, touch 12, flat-footed 21. 
   
  d Monstrous Centipede, Advanced: CR 15 
  Colossal vermin; HD 48d8+144; hp 432; Init +2; Spd 40 
  ft.; AC 20, touch 4, flat-footed 18; Base Atk +36; Grp 
  +61; Atk +45 melee (4d6+13 plus poison, bite); Full Atk 
  +45 melee (4d6+12 plus poison, bite); Space/Reach 30 
  ft./20 ft.; SA poison; SQ darkvision 60 ft., vermin traits; 
  AL N; SV Fort +29 Ref +18 Will +16; Str 28 Dex 14 Con 
  16 Int – Wis 10 Cha 2. 
   
  Skills and Feats: Climb +16, Hide -7, Spot +4. 
   
  Poison (Ex):  A monstrous centipede has a 
  poisonous bite. A colossal centipede’s bite has a Fort 
  DC 25, damage 2d6 Dex. The save DC is Constitution-
  based. The indicated damage is both initial and 
  secondary damage. 
   
  ENCOUNTER 12  
   
   
   
  d Human Commoner Mob: CR 8; Gargantuan 
  humanoid (mob of medium humans); HD 30d8; hp 
  180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base 
  Atk +22; Grp +34; Atk mob 5d6; Full Atk mob 5d6; 
  Space/Reach 20 ft./0 ft.; SA expert grappler, trample; 
  SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will 
  +17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10. 
  Skills and Feats: Listen +4, Spot +4; Improved 
  Initiative, Great Fortitude, Power Attack, Toughness, 
  Improved Bull Rush, Improved Overrun. 
  Expert Grappler (Ex): A mob can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a -20 penalty on grapple checks).  A 
  mob is never considered flat-footed while grappling. 
  Trample (Ex):  A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one of its occupied squares can trample the 
  creature.  A trampled creature takes 2d6 points of 
  damage.  The victim can either make an attack of 
  opportunity against the mob or make a DC 25 Reflex 
  save to take half damage. 
   
  Mob Anatomy (Ex):  A mob has no clear front 
  or back and no discernible anatomy, so it is not subject 
  to critical hits or sneak attacks.  A mob cannot be 
  flanked, tripped, grappled, or bull rushed.  Unlike 
  standard swarms, mobs are made up of relatively small 
  numbers of individual creatures, so spells or effects 
  that target specific numbers of creatures can have an 
  effect on a mob.  Each specific creature that is slain, 
  disabled, or otherwise incapacitated by spells or effects 
  that target specific creatures bestows two negative 
  levels on the mob.  A mob that gains negative levels 
  equal to its Hit Dice breaks up as if reduced to 0 hit 
  points.  Negative levels gained in this manner are not 
  the result of negative energy (and thus cannot be 
  blocked by death ward or removed by restoration), but 
  never result in permanent level loss.  A mob takes half 
  again as much damage (+50%) from spells or effects that 
  affect an area, such as splash weapons and evocation 
  spells.  Although mobs are treated as one creature, it 
  sometimes becomes necessary to determine the fate of 
  a specific individual caught up in the mob.  If a mob is 
  dispersed by nonlethal attacks, there are no casualties.  
  If the mob is dispersed by lethal attacks, assume that 
  30% of its number are slain and 30% are reduced to 0 hit 
  points.  To determine a specific individual’s fate, simply 
  roll d%: a result of 01-30 indicates death, 31-60 indicates 
  the victim is reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  d Advanced Ice Devil (2): CR 14; Large outsider 
  (evil, extraplanar, lawful); HD 16d8+112; hp 208; Init 
  +5; Spd 40 ft.; AC 32 [–1 size, +5 Dex, +18 natural], 
  touch 14, flat-footed 27; Base Atk +16; Grp +26; Atk +22 
  melee (2d6+9/x3 plus slow, spear) or +21 melee 
  (1d10+6, claw); Full Atk +22/+17/+12/+7 melee 
  (2d6+9/x3 plus slow, spear) and +16 melee (2d6+3, bite) 
  and +16 melee (3d6+3 plus slow, tail); or +21 melee 
  (1d10+6, 2 claws) and +16 melee (2d6+3, bite) and +16 
  melee (3d6+3 plus slow, tail); Space/Reach 10 ft./10 ft.; 
  SA fear aura, slow, spell-like abilities, summon devil; 
  SQ damage reduction 10/good, darkvision 60 ft., 
  immunity to fire and poison, resistance to acid 10 and 
  cold 10, regeneration 5, see in darkness, spell resistance 
  25, telepathy 100 ft.; AL LE; SV Fort +17, Ref +15, Will 
  +16; Str 23, Dex 21, Con 24, Int 22, Wis 22, Cha 20.  
   
  Skills 
  and 
  Feats: 
  Bluff 
  +24, 
  Climb 
  +25, 
  Concentration +26, Diplomacy +9, Disguise +7 (+9 
  acting), Intimidate +26, Jump +29, Knowledge (arcana) 
  +25, Knowledge (the planes) +25, Knowledge (religion) 
  +25, Listen +25, Move Silently +24, Search +25, Sense 
  Motive +25, Spellcraft +25, Spot +27, Survival +6 (+8 
  following tracks); Alertness, Cleave, Combat Reflexes, 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 54 
  Empower Spell-like Ability (ice storm), Power Attack, 
  Weapon Focus (spear). 
   
  Fear Aura (Su): An ice devil can radiate a 10-
  foot-radius fear aura as a free action. A creature in the 
  area must succeed on a DC 22 Will save or be affected 
  as though by a fear spell (caster level 13th). A creature 
  that successfully saves cannot be affected again by the 
  same ice devil’s aura for 24 hours. Other devils are 
  immune to the aura. The save DC is Charisma-based. 
   
  Slow (Su): A hit from an ice devil’s tail or spear 
  induces numbing cold. The opponent must succeed on 
  a DC 23 Fortitude save or be affected as though by a 
  slow spell for 1d6 rounds. The save DC is Constitution-
  based. 
   
  Spell-Like Abilities: Caster level 13th. The 
  save DCs are Charisma-based.  At will - cone of cold 
  (DC 20), fly, ice storm (DC 19), greater teleport (self 
  plus 50 pounds of objects only), persistent image (DC 
  20), unholy aura (DC 23), wall of ice (DC 19).  
   
  Summon Devil (Sp): Once per day an ice devil 
  can attempt to summon 2d10 lemures or 1d6 bearded 
  devils, 2d4 bone devils with a 50% chance of success, or 
  another ice devil with a 20% chance of success. This 
  ability is the equivalent of a 4th-level spell. 
   
  Regeneration (Ex): An ice devil takes normal 
  damage from good-aligned weapons and from spells or 
  effects with the good descriptor. 
   
  Power-Up Suite (fly, unholy aura): Spd 40 
  ft., fly 60 ft. [Good]; AC 36 [+4 deflection, –1 size, +5 
  Dex, +18 natural], touch 18, flat-footed 31; SV Fort +21, 
  Ref +19, Will +20. 
   
  d Jesdin Mertell: male half-orc barbarian 1/ fighter 
  4/ rogue 3/ assassin 7/ shadow dancer 1; CR 16; 
  Medium humanoid (orc); HD 1d12+4 plus 4d10+16 
  plus 1d8+4 plus 10d6+40; hp 154; Init +2; Spd 40 ft.; AC 
  16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk 
  +12; Grp +17; Atk +19 melee (2d4+9/15-20, masterwork 
  falchion) or +15 ranged (1d8+3/x3, mighty composite 
  longbow [+3 Str bonus]); Full Atk +19/+14/+9 melee 
  (2d4+9/15-20, masterwork falchion) or +15/+10/+5 
  ranged (1d8+3/x3, mighty composite longbow [+3 Str 
  bonus]); SA death attack (Fort DC 19 negates), rage 
  1/day, sneak attack +6d6; SQ evasion, improved 
  uncanny dodge, hide in plain sight, poison use, 
  trapfinding, trap sense +1, uncanny dodge; AL NE; SV 
  Fort +17 (+20 vs. poison), Ref +17, Will +10 (+14 vs. 
  mind-affecting); Str 21, Dex 14, Con 14 [18], Int 12 [14], 
  Wis 10, Cha 6.  
   
  Skills and Feats: Bluff +6, Climb +9, Disguise +7 
  (+9 acting), Hide +24, Listen +13, Move Silently +19, 
  Perform (dance) +3, Ride +8, Sense Motive +4, Spot 
  +15, Tumble +18; Combat Reflexes, Dodge, Improved 
  Critical  (falchion), Improved Toughness, Iron Will, 
  Mobility, Scorpion’s Resolve, Weapon Focus (falchion), 
  Weapon Specialization (falchion).  
   
  Languages: Common, Infernal, Orc. 
   
  Spells Known (4/4/2; base DC = 12 + spell level): 
  1st– critical strike, disguise self, distract assailant, true 
  strike; 2nd– pass without trace, spider climb, swift 
  invisibility, undetectable alignment; 3rd– false life, 
  misdirection, nondetection. 
   
  Possessions: Chain shirt, masterwork falchion, 
  rapier, mighty composite longbow [+3 Str bonus], 20 
  masterwork arrows, cloak of elvenkind, headband of 
  intellect +2, disguise kit, peasant outfit, oil of sonic 
  weapon, 
  scroll 
  of 
  instant 
  locksmith, 
  dust 
  of 
  disappearance, amulet of health +4, vest of resistance 
  +4. 
   
  Power-Up Suite (false life, nondetection, 
  pass without trace): hp 179. 
   
  Physical Description: Jesdin has predominantly 
  human features that he has distorted with a make-up 
  and peasant clothing. 
   
   
  d Immin: Male half-orc fighter 2/ rogue 3/ assassin 
  4/ shadow dancer 1; CR 10; Medium humanoid (orc); 
  HD 2d10+4 plus 1d8+2 plus 7d6+14; hp 72; Init +2; Spd 
  30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 
  14; Base Atk +7; Grp +11; Atk +13 melee (2d4+7/15-20, 
  +1 keen falchion) or +10 ranged (1d8+3/x3, mighty 
  composite longbow [+3 Str bonus]); Full Atk +13/+8 
  melee (2d4+7/15-20, +1 keen falchion) or +10/+5 
  ranged (1d8+3/x3, mighty composite longbow [+3 Str 
  bonus]); SA death attack (Fort DC 16 negates), sneak 
  attack +4d6; SQ evasion, hide in plain sight, poison use, 
  trapfinding, trap sense +1, uncanny dodge; AL NE; SV 
  Fort +7 (+9 vs. poison), Ref +11, Will +4 (+8 vs. mind-
  affecting); Str 19, Dex 14, Con 14, Int 12 [14], Wis 10, 
  Cha 6.  
   
  Skills and Feats: Bluff +6, Climb +5, Disguise +7 
  (+9 acting), Hide +20, Listen +6, Move Silently +15, 
  Perform (dance) +3, Ride +5, Sense Motive +4, Spot 
  +13, Tumble +15; Combat Reflexes, Dodge, Iron Will, 
  Mobility, Scorpion’s Resolve, Weapon Focus (falchion).  
   
  Languages: Common, Infernal, Orc. 
   
  Spells Known (4/2; base DC = 12 + spell level): 1st 
  – critical strike, disguise self, distract assailant, true 
  strike; 2nd – pass without trace, spider climb, swift 
  invisibility. 
   
  Possessions: Chain shirt, masterwork falchion, 
  rapier, mighty composite longbow [+3 Str bonus], 20 
  masterwork arrows, cloak of elvenkind, headband of 
  intellect +2, disguise kit, peasant outfit, necklace of 
  fireballs – type I, +1 keen falchion. 
   
  Power-Up Suite (pass without trace). 
   
  Physical Description: Immin is a small boy dressed 
  in peasant clothing. 
   
   
  Logrian Klirz: male human barbarian 2/ fighter 4/ 
  ranger 2/ rogue 4/ exotic weapon master 3; CR 15; 
  Medium humanoid (human); HD 2d12+ 2 plus 7d10+ 
  14 plus 2d8+16 plus 4d6+8; hp 140; Init +2; Spd 40 ft.; 
  AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base 
  Atk +14; Atk +19; Atk +20 melee (2d4+12/19-20, spiked 
  chain) or +16 ranged (1d6/x3, short bow); Full Atk 
  +20/+15 melee (2d4+12/19-20, spiked chain) or 
  +18/+18/+13 melee (2d4+12/19-20, spiked chain) or 
  +16/+11 ranged (1d6/x3, short bow); Space/Reach 5 ft./ 
  5 ft. (10 ft. with spiked chain); SA exotic reach, favored 
  
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  Page 55 
  enemy +2 (human), rage 1/day, sneak attack +2d6, 
  uncanny 
  blow; 
  SQ 
  evasion, 
  uncanny 
  dodge, 
  trapfinding, trap sense +1, wild empathy; AL CE; SV 
  Fort +15, Ref +8, Will +5; Str 21, Dex 14, Con 12, Int 8, 
  Wis 10, Cha 8.  
   
  Skills and Feats: Craft (weaponsmithing) +3, Hide 
  +9, Intimidate +2, Listen +13, Move Silently +9, Ride 
  +6, Sense Motive +7, Spot +17, Tumble +9, Use Magic 
  Device +6, Use Rope +9; Blind-fight, Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), Improved 
  Critical (spiked chain), Iron Will, Power Attack, Power 
  Critical, Rapid Shot, Track, Weapon Focus (spiked 
  chain), Weapon Specialization (spiked chain). 
   
  Exotic Reach: When wielding an exotic weapon 
  with reach, Logrian may make an attack of opportunity 
  against a foe that provokes such an attack even if the 
  foe has cover (but not total cover). 
   
  Flurry of Strikes: When wielding an exotic 
  double weapon or a spiked chain with both hands, 
  Logrian can elect to use a full attack action to make a 
  flurry of strikes. When doing so, he may make one 
  extra attack in the round at his full base attack bonus, 
  but this attack takes a –2 penalty, as does each other 
  attack made in that round and until the exotic weapon 
  master’s next turn. The extra attack may be with either 
  end of the double weapon. 
   
  Uncanny Blow: When wielding a one-handed 
  exotic melee weapon in two hands, Logrian can focus 
  the power of his attack so that he deals extra damage 
  equal to this Strength bonus x2 instead of his Strength 
  bonus x1-1/2. If he has the Power Attack feat, he treats 
  the weapon as two-handed for purposes of determining 
  his bonus damage on rolls. 
   
  Languages: Common. 
   
  Possessions: Chain shirt, spiked chain, short bow, 
  20 arrows. 
   
  Physical Description: A pleasant-looking burly 
  man with a thin mustache dress in black. 
   
  d Senoumon: female erinyes sorcerer 7; CR 15; 
  Medium outsider (Evil, Extraplanar, Lawful); HD 
  9d8+45 plus 7d4+35; hp 155; Init +6; Spd 30 ft., fly 50 ft. 
  (good); AC 28, touch 16, flat-footed 22 [+6 Dex, +4 
  armor, +8 natural]; Base Atk +12; Grp +17; Atk +18 
  melee (1d8+5/19-20, longsword) or +20 ranged 
  (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 
  Str bonus]) or +18 ranged (entangle, rope); Full Atk 
  +18/+13/+6 
  melee 
  (1d8+5/19-20, 
  longsword) 
  or 
  +20/+15/+10 
  ranged 
  or 
  +18/+18/+13/+8 
  ranged 
  (1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5 
  Str bonus]) or +18 ranged (entangle, rope); SA entangle, 
  spell-like abilities, summon devil; SQ DR 5/good, 
  darkvision 60 ft., immunity to fire and poison, 
  resistance to acid 10 and cold 10, see in darkness, SR 20, 
  telepathy 100 ft., true seeing; AL LE; SV Fort +16, Ref 
  +14, Will +15; Str 21, Dex 22, Con 22, Int 14, Wis 18, 
  Cha 20. 
   
  Skills and Feats: Concentration +23, Diplomacy +7, 
  Escape Artist +18, Hide +18, Knowledge (arcana) +14, 
  Knowledge (religion) +14, Listen +18, Move Silently 
  +18, Search +14, Sense Motive +16, Spellcraft +21, Spot 
  +19, Survival +4 (+6 following tracks), Use Rope +6 (+8 
  with bindings); Alertness, Dodge, Manyshot, Mobility, 
  Point Blank Shot, Precise Shot, Rapid Shot, Shot on the 
  Run, Weapon Focus (composite longbow). 
   
  Languages: Celestial, Draconic, and Infernal. 
   
  Entangle (Ex): Senoumon carries a stout rope 
  some 50 feet long that entangles opponents of any size 
  as an animate rope spell (caster level 16th). Senoumon 
  can hurl its rope 30 feet with no range penalty. 
  Typically, she entangles a foe, lifts it into the air, and 
  drops it from a great height. 
   
  Spell-Like Abilities: Caster level 12th. The 
  save DCs are Charisma-based.  At will - greater teleport 
  (self plus 50 pounds of objects only), charm monster 
  (DC 19), minor image (DC 17), unholy blight (DC 19).  
   
  Summon Devil (Sp): Once per day Senoumon 
  can attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. This ability is the 
  equivalent of a 3rd-level spell. 
   
  True Seeing (Su): Senoumon continuously uses 
  true seeing, as the spell (caster level 14th). 
   
  Spells Known (6/8/6/5; base DC = 15 + spell level): 
  0– arcane mark, detect magic, mage hand, mending, 
  prestidigitation, read magic; 
  1st– 
  arrow mind, 
  comprehend languages, magic missile, obscuring mist, 
  protection from good; 2nd– false life, mirror image, 
  web; 3rd– bands of steel, displacement. 
   
  Possessions: Rat familiar (“Lust”), masterwork 
  longsword, +1 flaming composite longbow [+5 Str 
  bonus], 40 adamantine arrows, 50’ silk rope, bracers of 
  armor +4, wand of charm person, ring of counterspells 
  (greater dispel magic), wand of darkness, ring of 
  freedom of movement, scroll of wall of force. 
   
  Power-Up Suite (false life): hp 168. 
   
  Physical Description: An extremely attractive 
  woman in risqué black leather clothing with vermillion 
  feathered wings. 
   
  d Lust: rat familiar; CR -; Tiny magical beast; HD 
  16d8; hp 77; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; 
  AC 18 (+4 natural, +2 size, +2 Dex), touch 14, flat-footed 
  16; Base Atk +12; Grp +0; Atk +16 melee (1d3-4, bite); 
  Full Atk +16 melee (1d3-4, bite); SQ deliver touch 
  spells, empathic link, improved evasion, share spells, 
  speak with master, speak with rats; AL CE; SV Fort +10, 
  Ref +11, Will +12; Str 2, Dex 15, Con 10, Int 9, Wis 12, 
  Cha 2.  
   
  Skills and Feats: Balance +10, Climb +12, 
  Concentration +18, Diplomacy -2, Escape Artist +22, 
  Hide +22, Knowledge (arcana) +11, Knowledge 
  (religion) +11, Listen +13, Move Silently +14, Search 
  +11, Sense Motive +13, Spellcraft +18, Spot +13, 
  Survival +1 (+3 following tracks), Swim +10 and Use 
  Rope +2 (+4 with bindings); Stealthy, Weapon Finesse. 
   
  Languages: Common. 
   
  Power-Up Suite (false life): hp 90. 
   
   
   
   
  
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  Page 56 
  APPENDIX 2: NEW RULES 
  NEW CREATURES 
  Crocosphinx 
  Sandstorm 187 
   
  Large Magical Beast 
  Hit Dice: 15d10+90 (172 hp) 
  Initiative: -1 
  Speed: 40 ft. (6 squares), fly 60 ft. (poor), swim 40 ft. 
  AC: 23 (-1 size, -1 Dex, +15 natural), touch 8, flat-footed 
  23 
  Base Attack/Grapple: +15/+27 
  Attack: Bite +22 melee (2d6+8) or tail slap +22 melee 
  (1d12+12) 
  Full Attack: Bite +22 melee (2d6+8) and 2 claws +17 
  melee (2d4+4); or tail slap +22 melee (1d12+12) 
  and 2 claws +17 melee (2d4+4) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Improved grab, pounce, rake 2d4+4 
  Special Qualities: Darkvision 60 ft., hold breath, 
  low-light vision 
  Saves: Fort +15, Ref +8, Will +7 
  Abilities: Str 26, Dex 8, Con 23, Int 13, Wis 14, Cha 
  15 
  Skills: Hide +8*, Intimidate +11, Listen +22, Spot +22, 
  Swim +8 
  Feats: Alertness, Awesome Blow, Cleave, Flyby 
  Attack, Improved Bull Rush, Power Attack 
  Climate/Terrain: Warm deserts 
  Organization: Solitary 
  Challenge Rating: 12 
  Treasure: Standard 
  Alignment: Always chaotic evil 
  Advancement: 16-22 HD (Large); 23-45 HD (Huge) 
  Level Adjustment: +8 (cohort) 
   
  Crocosphinxes are among the most aggressive of the 
  sphinxes. They lair on the banks of rivers that cut 
  through the waste, often amid colonies of crocodiles 
  with which they freely interbreed. When hunting, they 
  slip into the water and lie mostly submerged, leaving 
  only their eyes and nostrils above the surface. They 
  then swim slowly closer to their prey. They appear 
  almost to drift until the victim is within reach; then 
  they pounce in a sudden, deadly attack. 
   
  Despite having wings, crocosphinxes rarely feel 
  the need to fly, and cannot do so immediately out of t 
  he water, in any case. A crocosphinx that has been 
  submerged must for 1 minute before it can fly; its 
  wings must dry out before it can take to the air. 
   
  Combat 
  A crocosphinx pounces on its opponent from beneath 
  the water, then drags it in and attempts to drown the 
  victim. 
   
  Hold Breath (Ex): A crocosphinx can hold its 
  breath for a number minutes of rounds equal to 4 x 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 and drags it into deep water, attempting 
  to pin it to the bottom. 
   
  Rake (Ex): Attack bonus +17, damage 2d4+4. 
   
  Skills (Ex): A crocosphinx has a +8 racial bonus 
  on any Swim check to perform some special action to 
  avoid a hazard. It can always choose to take 10 on a 
  Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it swims 
  in a straight line. 
   
  *A crocosphinx gains a +4 racial bonus on Hide 
  checks when in the water. Further, a crocosphinx can 
  lie in the water with only its eyes and nostrils showing, 
  gaining a +10 circumstance bonus on Hide checks. 
   
  Dire Tortoise 
  Sandstorm 151 
   
  Huge Animal 
  Hit Dice: 14d8+107 (170 hp) 
  Initiative: -2 
  Speed: 20 ft. (4 squares), burrow 20 ft. 
  AC: 25 (-2 size, -2 Dex, +19 natural), touch 6, flat-footed 
  25 
  Base Attack/Grapple: +10/+26 
  Attack: Bite +16 melee (1d8+12) 
  Full Attack: Bite +16 melee (1d8+12) 
  Space/Reach: 15 ft./10 ft. 
  Special Attacks: Lightning strike, trample 4d8+12 
  Special Qualities: Low-light vision 
  Saves: Fort +16, Ref +7, Will +9 
  Abilities: Str 26, Dex 6, Con 25, Int 2, Wis 10, Cha 6 
  Skills: Hide -1*, Listen +6, Spot +6 
  Feats: Alertness, Endurance, Toughness (x3) 
  Climate/Terrain: Warm deserts 
  Organization: Solitary or pair 
  Challenge Rating: 8 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 15-28 HD (Huge); 29-42 HD 
  (Gargantuan) 
  Level Adjustment: -- 
   
  A dire tortoise moves slowly about the waste, 
  consuming cactuses, mesquite shrubs, and tough desert 
  grasses. It is an ill-tempered beast and quick to lash out 
  at intruders. 
   
  A dire tortoise is 20 to 30 feet long and can weigh 
  12,000 pounds or more. 
   
  Combat 
  Dire tortoises rely on their camouflage and protection. 
  If approached, they lunge suddenly at any creature 
  within reach of their powerful jaws. 
  
  COR6-02 Rallying Point for the Bright Sands 
   
  Page 57 
   
  Lightning Strike (Ex): A dire tortoise can lash 
  out very rapidly. On the first round of combat, it gets a 
  surprise round regardless of whether it has been 
  noticed. A creature that notices the dire tortoise is still 
  treated as flat-footed during this round. 
   
  Trample (Ex): Reflex half DC 25. The save is 
  Strength-based. 
   
  Skills (Ex): *A dire tortoise has a +12 racial 
  bonus on Hide checks in rocky terrain. 
   
  Mobs [Template] 
  Dungeon Master’s Guide II  59 
   
  An angry mob represents the most dangerous form of 
  crowd. An angry mob might or might not be enraged at 
  the PCs, but as a general rule, the mob mentality 
  overrides the desires and goals of an individual in a 
  mob, and PCs who happen to get in the way could find 
  themselves the focus of the mob’s rage. 
   
  A mob is treated as a single entity similar to a 
  swarm, except that it is made of larger creatures. A mob 
  can be composed of Small, Medium, or Large creatures, 
  but all individual creatures must be of the same type. A 
  mob that incorporates a crowd of goblins and a crowd 
  of chokers is best modeled by two separate mobs. You 
  can use the following template to create specific types 
  of mobs. 
   
  “Mob” is an acquired template that can be added to 
  any Small, Medium, or Large creature. Generally, mobs 
  are transitory, after forming, a mob lasts for, at most, 
  1d4+1 hours before breaking up. Most mobs break up 
  naturally far sooner, once the condition that caused 
  their formation is no longer a factor. A mob uses all the 
  base creature’s statistics and special abilities except as 
  noted here. 
   
  Size and Type: A mob is a gargantuan creature 
  composed of either forty-eight Small or Medium 
  creatures or twelve Large creatures. The mob’s type 
  remains unchanged from the base creature.  
   
  Hit Dice: A mob has a single pool of Hit Dice 
  and hit points. All mobs have 30 Hit Dice; this number 
  represents the mob’s mentality and physical mass 
  rather than its race or class, since the individual 
  members of a mob don’t use their own abilities or 
  experience to aid the whole. The type of Hit Dice 
  rolled is set by the mob’s racial Hit Dice, not any class 
  levels the mob might have. Thus, a mob of commoners 
  would roll d8s for hit points, not d4s. 
   
  Reducing a mob to 0 hit points or lower causes it 
  to break up, though damage taken until that point does 
  not degraded its ability to attack or resist attack. Mobs 
  are never staggered or reduced to a dying date by 
  damage. 
   
  Initiative: A mob’s initiative modifier is always 
  +0. 
   
  Speed: A mob’s speed is 10 feet slower than that 
  of the base creature. 
   
  Armor Class: As the base creature, modified by 
  –4 for the mob’s Gargantuan size. 
   
  Base Attack: Since all mobs have 30 Hit Dice, 
  their base attack bonuses are set depending upon their 
  type. Fey or undead +15; Aberration, animal, construct, 
  elemental, giant, humanoid, ooze, plant or vermin +22; 
  Dragon, magical beast, monstrous humanoid or 
  outsider +30. 
   
  Grapple: As base attack bonus, modified by +12 
  for its size, and as appropriate for its Strength modifier. 
   
  Attack/Full Attack: Mobs don’t make standard 
  attacks. Rather, they are treated similar to swarms in 
  combat. A mo deals 5d6 points of bludgeoning damage 
  to any creature whose space it occupies at the end of its 
  move, with no attack roll needed. Mob attacks ignore 
  concealment and cover. Mob’s attacks are non-magical, 
  unless the base creature’s attacks are considered 
  magical. Damage reduction applies to mob attacks. 
   
  Space/Reach: A mob occupies a square 20 feet 
  on a side, but its reach is 0 feet. In order to attack, it 
  moves into an opponent’s space, which provokes an 
  attack of opportunity. It can occupy the same space as a 
  creature, since it tramples over and moves around its 
  victim. A mob can move through squares occupied by 
  enemies, and vice versa, without impediment, although 
  a mob provokes an attack of opportunity if it does so. A 
  mob can move through openings large enough for its 
  component creatures. 
   
  Larger mobs are represented by multiples of single 
  mobs. The area occupied by larger mobs is completely 
  shapeable, though the mob usually remains in 
  contiguous squares. 
   
  Attack Options: A mob’s mentality is fueled by 
  emotion; as a result, the individual creatures that make 
  up the mob are unable to use any attack options that 
  require actions, such as breath weapons, spell-like 
  abilities, and the like. If the base creature has attack 
  options that affect the damage it deals (such as poison, 
  energy drain, ability damage, improved grab, constrict, 
  rend, or swallow whole), those special function 
  normally on any creatures damaged by the mob. Attack 
  options such as gaze weapons that function constantly 
  continue to function normally. The save DCs for any of 
  these attacks should be recalculated based on the mob’s 
  30 Hit Dice. 
   
  In addition, mobs gain one or both of the 
  following attack options. 
   
  Expert Grappler (Ex): A mod can maintain a 
  grapple without penalty and still make attacks against 
  other targets (normally, attacking other targets while 
  grappling imposes a =20 penalty on grapple checks). A 
  mob is never considered flat-footed while grappling. 
   
  Trample (Ex): A mob that simply moves over a 
  creature and doesn’t end its movement with that 
  creature in one its occupied squares can trample the 
  creature. A trampled creature takes damage equal to 
  2d6 points +1.5 times the mob’s Strength modifier. The 
  victim can make an attack of opportunity against the 
  mob or make a Reflex save (DC 25 _ the mob’s Str 
  modifier) to take half damage.  
   
  Special Qualities: A mob retains all the special 
  qualities of the base creature. In addition, it gains the 
  following special quality.  
  
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  Mob Anatomy (Ex): A mob has no clear front or 
  back and no discernible anatomy, so it is not subject to 
  critical hits or sneak attacks. A mob cannot be flanked, 
  tripped, grappled, or bull rushed. Unlike standard 
  swarms, mobs are made up of relatively small numbers 
  of individual creatures, so spells or effects that target 
  specific numbers of creatures can have an effect on a 
  mob. Each specific creature that is slain, disabled, or 
  otherwise incapacitated by spells or effects that target 
  specific creatures bestows two negative levels on the 
  mob. A mob that gains negative levels equal to its Hit 
  Dice breaks up as if reduced to 0 hit points. Negative 
  levels gained in this manner are not the result of 
  negative energy (and thus cannot be blocked by death 
  ward or removed by restoration), but never result in 
  permanent level loss. A mob takes half again as much 
  damage (+50%) from spells or effects that affect an area, 
  such as splash weapons and evocation spells. Although 
  mobs are treated as one creature, it sometimes becomes 
  necessary to determine the fate of a specific individual 
  caught up in the mob. If a mob is dispersed by 
  nonlethal attacks, there are no casualties. If the mob is 
  dispersed by lethal attacks, assume that 30% of its 
  number are slain and 30% are reduced to 0 hit points. 
  To determine a specific individual’s fate, simply roll d%: 
  a result of 01-30 indicates death, 31-60 indicates the 
  victim is reduced to 0 hit points, and a roll of 61-100 
  indicates the victim escapes relatively unscathed. 
   
  Saves: A mob’s saving throws are calculated as for 
  a 30 HD creature of its type. A mob’s base good save is 
  +17, and its base bad save is +9.  
   
  Abilities: A mob’s abilities are the same as the 
  base creature, except that its Intelligence, Wisdom, and 
  Charisma scores drop to 10. If the base creature’s 
  Intelligence, Wisdom, or Charisma scores are already 
  lower than 10, they do not change. 
   
  Skills: Same as the base creature; do not 
  recalculate based on the mob’s 30 Hit Dice. The mob’s 
  new Intelligence, Wisdom, or Charisma scores might 
  grand some skills different modifiers.  
   
  Feats: Same as the base creature; all mobs gain 
  Improved Bull Rush and Improved Overrun as bonus 
  feats. 
   
  Organization: Solitary, pair, or gang (3-12 
  mobs). 
   
  Challenge Rating: 9, or +2 if the base creature’s 
  CR is 7 or higher. 
   
  Advancement: --- 
   
  Level Adjustment: --- 
   
  NEW FEATS 
  Power Critical [General] 
  Complete Warrior 103 
   
  Choose one weapon, such as a longsword or a greataxe. 
  With that weapon, you know how to hit where it hurts. 
   
  Prerequisites: Weapon focus with weapon, base 
  attack bonus +4. 
   
  Benefits: When using the weapon you selected, 
  you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as 
  one of his fighter bonus feats. You can gain the Power 
  Critical multiple times. Each time you take the feat, it 
  may be with a different weapon or the same weapon. If 
  you take it with the same weapon, the effects of the 
  feats stack. 
   
  Practiced Spellcaster [General]  
  Complete Arcane 82 
   
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
   
  Prerequisites: Spellcraft 4 ranks 
   
  Benefits: Your caster level for the chosen 
  spellcasting class increases by 4. This benefit can’t 
  increase your caster level to higher than your Hit Dice. 
  However, even if you can’t gain from the full bonus 
  immediately, if you later gain Hit Dice in levels of 
  nonspellcasting classes, you might be able to apply the 
  rest of the bonus. 
  For example, a human 5th-level sorcerer/3rd-level 
  fighter who selects this feat would increase his sorcerer 
  caster level from 5th to 8th (since he has 8 Hit Dice). If 
  he later gained a fighter level he would gain the 
  remainder of the bonus and his sorcerer caster level 
  would become 9th (since he now has 9 Hit Dice). 
   
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger/druid) must choose 
  which class gains the feat’s effect. 
   
  This feat does not affect your spells per day or 
  spells known. It increases your caster level only, which 
  would help you penetrate spell resistance and increase 
  the duration and other effects of your spells. 
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a 
  different spellcasting class. For instance, a 4th-level 
  cleric/5th-level wizard who had selected this feat twice 
  would cast cleric spells as an 8th-level caster and wizard 
  spells as a 9th-level caster. 
   
  Rapidstrike [Monstrous]  
  Draconomicon 73 
   
  You can attack more than once with a natural weapon. 
   
  Prerequisites: Dex 9, one or more pairs of 
  natural 
  weapons, aberration, dragon, elemental, 
  magical beast, or plant type, base attack bonus +10. 
   
  Benefits: If you have a pair of natural weapons, 
  such as two claws, two wings, or two slams, you can 
  make one extra attack with one of those weapons at a -5 
  penalty. A creature with multiple limbs qualifies for 
  this feat as well, such as a creature with three arms and 
  three claw attacks. 
   
  Normal: Without this feat, you attack once with 
  each natural weapon. 
   
  Special: You can take this feat once for each pair 
  of natural weapons you have. For example, a Large 
  dragon has one bite, two claws, two wings, and one tail 
  attacks. The dragon can take this feat twice, once for its 
  claws and once for its wings. 
  
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  Scorpion’s Resolve  
  Sandstorm 53  
   
  Like the scorpion, you are not easily distracted. 
   
  Benefits: You gain a +4 bonus on saving throws 
  against mind-affecting spells and abilities. 
   
  Sudden Still [Metamagic]  
  Complete Arcane 83 
   
  Once per day you may cast a spell stilled without 
  special preparation. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefits: Once per day, you may apply the Still 
  Spell feat to any spell you cast, without increasing the 
  level of the spell or specially preparing it ahead of time. 
  You may still use the Still Spell feat normally, if you 
  have it. 
   
  Sudden Widen [Metamagic]  
  Complete Arcane 83 
   
  You can increase a spell's area without special 
  preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Widen Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Widen Spell normally if 
  you have it. 
   
  NEW ITEMS 
  Armbands of Might 
  Complete Adventurer 132 
   
  These bronze armbands grant their wearer a +2 bonus 
  on Strength checks and Strength-based skill checks. If 
  the wearer has the Power Attack feat, he gains a +2 
  bonus on melee damage rolls on any attack which he 
  uses the Power Attack feat and takes a penalty of at 
  least –2 on his attack roll. 
   
  Armbands occupy the space on the body as a 
  pair of bracers or bracelets. 
   
  Faint transmutation; CL 3rd; Craft Wondrous 
  Item, bull’s strength; Price: 4,100 gp; Weight: -. 
   
  Figurine 
  of 
  Wondrous 
  Power: 
  Ivory 
  Camel  
  Sandstorm 133 
   
  When commanded, this statuette changes into a 
  creature with the same properties as a dromedary 
  camel (see page 192), except that it has that it has an 
  Intelligence of 8, can communicate in Common, and is 
  exceptionally heat-tolerant. It has a +4 bonus on saves 
  to resist heat and dehydration, and it is unaffected by 
  sun glare. The item cab be used for 12 hours per week, 
  but the duration need not be continuous.  
   
  Moderate transmutation; CL 11th; Craft 
  Wondrous Item, animate objects; Price: 8,500 gp; 
  Weight: -. 
   
  Geven’s Ring 
  A New Item 
   
  While wearing this ring, you are surrounded in 
  shadow. This gives you a +3 competence bonus to Hide 
  checks. In addition, once per day may be affected by a 
  cloak of shade spell (Sandstorm, p. 112) cast at 3rd-level. 
  This ring might upgrade later. While wearing this ring 
  you suffer a -3 penalty to all Charisma-based skill 
  checks. 
   
  Faint abjuration; CL 3rd; Craft Ring, cloak of 
  shade; Price: 1,980 gp; Weight: -. 
   
  Rotanna’s Sizing Collar 
  A New Item 
   
  By affixing the collar, any animal wearing this collar is 
  affected by a reduce animal spell as though cast by a 3rd-
  level druid. The effect ends if the collar is removed. 
  The collar may be used twice per day. 
   
  Faint transmutation; CL 3rd; Craft Wondrous 
  Item, reduce animal; Price: 4,800 gp; Weight: -. 
   
  Slashing Sand 
  Sandstorm 135 
   
  This handful of glittering dark sand is typically stored 
  in a small sack. When flung on the ground, it covers an 
  area of up to 200 square feet with razor-sharp obsidian 
  shards that produces a spike stones effect that lasts for 
  10 hours.  
   
  Moderate transmutation; CL 10th; Craft 
  Wondrous Item, spike stones; Price: 2,000 gp; Weight: . 
   
  Vest of Resistance 
  Complete Arcane 150 
   
  These garments offer magic protection in the form of a 
  +1 to +5 resistance bonus on all saving throws. 
   
  Faint abjuration; CL 5th; Craft Wondrous Item, 
  resistance, caster level must be three times that of vest’s 
  bonus; Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 
  16,000 gp (+4), 25,000 gp (+5). 
   
  NEW SPELLS 
  Arrow Mind 
  Complete Arcane 143 
   
  Divination 
  Level: Ranger 1, Sorcerer/Wizard 1 
  Components: V, S, M 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
   
  
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  You sharpen your senses and focus your mind on the 
  use of a bow. While this spell is in effect and you are 
  wielding a longbow, shortbow, greatbow, composite 
  greatbow, composite shortbow, or composite longbow, 
  you threaten all squares within your normal melee 
  reach (5 feet if Small or Medium, or 10 feet if Large) 
  with your bow, allowing you to make attacks of 
  opportunity with arrows shot from the bow. In 
  addition, you do no provoke attacks of opportunity 
  when you shoot a bow while you are in another 
  creature’s threatened square. 
   
  Material Component: A flint arrowhead. 
   
  Bands of Steel 
  Complete Arcane 98 
   
  Conjuration (Creation) 
  Level: Sor/Wiz 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Reflex partial 
  Spell Resistance: No 
   
  You conjure a number of shining metallic bands out of 
  thin air, encircling a medium or smaller creature. The 
  victim must succeed on a Reflex save or be 
  immobilized (helpless). If the saving throw succeeds, 
  the victim is only partially trapped by the bands (treat 
  as entangled). 
   
  A creature immobilized by the bands can attempt 
  escape as a full-round action, either by bursting free 
  (Strength DC 18) or wriggling out (Escape Artist DC 
  18). An entangled creature can use a full-round action 
  to break or disentangle itself with a DC 13 Strength 
  check or a DC 13 Escape Artist check. Large or larger 
  creatures are too big to be captured or impeded by the 
  bonds. 
   
  Material Component: Three small silver hoops, 
  interlocked. 
   
  Critical Strike  
  Complete Adventurer 145 
   
  Divination 
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  While this spell is in effect, your melee attacks are 
  more likely to strike a foe’s vital areas. Whenever you 
  make a melee attack against a flanked foe or against a 
  foe denied its Dexterity bonus, you deal an extra 1d6 
  points of damage, your weapon’s threat range is 
  doubled (as if under the effects of keen edge), and you 
  gain a +4 insight bonus on rolls made to confirm 
  critical hits. The increased threat range granted by this 
  spell doesn’t stack with any other effect that increases 
  your weapon’s threat range. Creatures immune to 
  sneak attack are immune to the extra damage dealt by 
  your attacks. 
   
  Distract Assailant 
  Complete Adventurer 146 
   
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  The subject of this spell is distracted, flinching at blows 
  that seem to come from the shadows. A creature 
  affected by this spell is flat-footed until the beginning 
  of its next turn. 
   
  Material Component: The dried wing of a fly. 
   
  Instant Locksmith 
  Complete Adventurer 153 
   
  Divination 
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  You can make one Disable Device check or one Open 
  Lock check in this round as a free action. You gain a +2 
  insight bonus on the check. 
   
  Invisibility, Swift  
  Complete Adventurer 153 
   
  Illusion (Glamour) 
  Level: Assassin 2, bard 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  This spell functions like invisibility (see page 245 of the 
  Player’s Handbook), except as noted above. 
   
  Orb of Acid  
  Complete Arcane 115 
   
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4, warmage 4 
  
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  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
   
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing ld6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
   
  A creature struck by the orb take damage and 
  becomes sickened by the acid's noxious fumes for 1 
  round. A successful Fortitude save negates the 
  sickened effect bur does not reduce the damage. 
   
  Orb of Acid, Lesser  
  Complete Arcane 115 
   
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2Ievels) 
   Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing ld8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target. 
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher. 
   
  Sonic Weapon 
  Complete Adventurer 157 
  Transmutation [Sonic] 
  Level: Bard 2, sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 minute/level (D) 
   
  This spell temporarily sheathes a weapon in sonic 
  energy. While the spell is in effect, the affected weapon 
  deals an extra 1d6 points of sonic damage with each 
  successful attack. The sonic energy does not harm the 
  wielder. Bows, crossbows, and slings that are affected 
  by this spell bestow the sonic energy upon their 
  ammunition.  
   
  NEW PRESTIGE CLASS 
  Exotic Weapon Master 
  Complete Warrior 30 
   
  Characters of any race or background can become 
  exotic weapon masters; the only real requirement is 
  commitment and perseverance. Nevertheless, most 
  exotic weapon masters are human, because members of 
  that race have the most exposure to new cultures and 
  thus the most opportunity to take up exotic weapons. 
   
  NPC 
  exotic 
  weapon 
  masters 
  often open training 
  arenas or schools for 
  those interested in 
  learning 
  to 
  fight 
  with 
  unusual 
  weapons or tactics. 
  They often take levels in other prestige classes and can 
  be found as champions or leaders among bands of 
  warriors. 
   
  Hit Die: d10. 
   
  Requirements 
  To qualify to become an exotic weapon master, a 
  character must fulfill all the following criteria. 
   
  Base Attack Bonus: +6. 
   
  Skills: Craft (weaponsmithing) 3 ranks. 
   
  Feats: Exotic Weapon Proficiency (any exotic 
  weapon), Weapon Focus (any exotic weapon). 
   
  Special: Races that have familiarity with an 
  exotic weapon (such as the dwarf’s familiarity with the 
  dwarven waraxe and the dwarven urgosh) are 
  considered to have the Exotic Weapon Proficiency feat 
  for the purpose of meeting the requirements of this 
  class. 
   
  Class Skills 
  The exotic weapon master’s class skills (and the key 
  ability for each skill) are Craft (Int), Intimidate (Cha), 
  and Profession (Wis). 
   
  Skill Points at Each Level: 2 + Int Modifier. 
  Class Features 
  All of the following are class features of the exotic 
  weapon master prestige class. 
   
  Weapon and Armor Proficiency: Exotic 
  weapon masters gain no proficiency with any weapon 
  or armor. 
   
  Exotic Weapon Stunt (Ex): At each level, an 
  exotic weapon master learns a special trick that he can 
  use with any exotic weapon for which he has the 
  Weapon Focus feat. He must select the trick learned 
  when he gains the level, and once selected, the choice 
  cannot later be changed. He can’t select the same stunt 
  more than once. 
  Weapon Master 
  Level 
  Base Attack Bonus 
  Fort 
  Save 
  Ref Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Exotic weapon stunt 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Exotic weapon stunt 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Exotic weapon stunt 
  
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  Close-Quarters Ranged Combat: A character who 
  knows this stunt doesn’t provoke an attack of 
  opportunity when using an exotic ranged weapon. 
   
  Double Weapon Defense: When wielding an 
  exotic double weapon with both hands, the character 
  gains a +1 shield bonus to AC. 
   
  Exotic Reach: When wielding an exotic weapon 
  with reach, the character may make an attack of 
  opportunity against a foe that provokes such an attack 
  even if the foe has cover (but not total cover). 
   
  Exotic Sunder: When wielding a one-handed or 
  two-handed exotic weapon, the character deals an extra 
  1d6 points of damage on any successful sunder. 
   
  Flurry of Strikes: When wielding an exotic double 
  weapon or a spiked chain with both hands, the 
  character can elect to use a full attack action to make a 
  flurry of strikes. When doing so, he may make one 
  extra attack in the round at his full base attack bonus, 
  but this attack takes a –2 penalty, as does each other 
  attack made in that round and until the exotic weapon 
  master’s next turn. The extra attack may be with either 
  end of the double weapon. 
   
  Ranged Disarm: The character can make a disarm 
  attempt even on a ranged attack. Such an attack 
  provokes no attack of opportunity (except as normal for 
  using a ranged weapon). For the purpose of this disarm 
  attempt, treat the character’s ranged weapon as a light 
  weapon. If the character fails this disarm attempt, the 
  defender can’t attempt to disarm him. 
   
  Show Off: As a standard action, the character can 
  display his mastery with an exotic weapon and 
  confound his opponent. The character may make an 
  Intimidate check against a single opponent within 30 
  feet that can see him, adding his base attack bonus to 
  the result. If the result exceeds the opponent’s 
  modified level check (see the skill description on page 
  76 of the Player’s Handbook), the opponent becomes 
  shaken (-2 penalty on attack rolls, ability checks, and 
  saving throws) for 1 round per class level of the exotic 
  weapon master. 
   
  Stunning Blow: If the character has the Stunning 
  Fist feat, he can utilize the feat while wielding an exotic 
  melee weapon. 
   
  Throw Exotic Weapon: The character can throw 
  an exotic weapon with no penalty on the attack roll, 
  even if it isn’t designed to be thrown (such as an orc 
  double axe or a spiked chain). When he throws a 
  double weapon, only one end of the weapon 
  (character’s choice) can strike the target. Exotic 
  weapons thrown in this way have a range increment of 
  10 feet. 
   
  Twin Exotic Weapon Fighting: When wielding 
  the same light exotic weapon in each hand, the 
  character is treated as having the Two-Weapon 
  Fighting feat. If he already has the feat, the penalties on 
  attack rolls are lessened to –1 for both the primary 
  hand and the off hand when fighting in this manner. 
   
  Trip Attack: The character can use a one-handed or 
  two-handed exotic weapon to make a trip attack. If he 
  is tripped during his own trip attempt, he can drop the 
  weapon to avoid being tripped. If the exotic weapon 
  already allows its wielder to make trip attacks, the 
  character instead adds a +2 bonus on any trip attempt. 
   
  Uncanny Blow: When wielding a one-handed 
  exotic melee weapon in two hands, the character can 
  focus the power of his attack so that he deals extra 
  damage equal to this Strength bonus x2 instead of his 
  Strength bonus x1-1/2. If he has the Power Attack feat, 
  he treats the weapon as two-handed for purposes of 
  determining his bonus damage on rolls. 
   
  
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  APPENDIX 3: DM MAPS 
    
   
   
  
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  PLAYER HANDOUT 1: ELIXIR INGREDIENTS 
   
  Robilar’s handwritten list of ingredients: 
   
  1. A vial of pure magically enchanted water that sees what is not there. 
  2. Three whole mushrooms of gray colored skin, with red blotches and an odor of overripe 
  apples. 
  3. One whole mushroom of red colored skin, with blue-green blotches and an odor of the air 
  after a lightning strike. 
  4. An ink well’s worth of residue of the third brother (his bones, or ashes, or what ever is left of 
  him). 
  5. A few flecks of a shiny black stone, streaked with white. 
   
   
   
   
   
   
  PLAYER HANDOUT 2: RESEARCH PERFORMED BY THE 
  HIGH CHAPEL 
  A summary of the research performed by the High Chapel of Pelor in Hardby. 
   
  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. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/596/COR6-02 Rallying Point for the Bright Sands (APL 2-16)/COR6-02 Rallying Point for the Bright Sands.pdf