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 the author. To learn more about the Open Gaming License and the d20 system license, please 
  visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, 
  Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. © 2004 Wizards of the Coast ALL 
  RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without 
  approval of the RPGA Network. 
   
  COR4-10 
   
   
   
   
  RIDDLE OF THE DUST 
   
  A One-Round D&D® LIVING GREYHAWK™ 
  Core Adventure 
  Version 1 
   
  by Paul Looby 
   
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
  Special thanks: Creighton Broadhurst; the staff of Pokhara Joe's, Pokhara, Nepal 
   
  The Stonelands—all that remains of the proud Duchy of Tenh. A mystery haunts these 
  barrens, one that promises rebirth for a fallen people. 
  Part 2 of the Children of the Dust Trilogy 
  A LIVING GREYHAWK Core adventure for APLs 2-10 
   
   
  
  COR4-10 Riddle of the Dust 
   
  Page 3 
   
  INTRODUCTION 
  This is an RPGA® Network scenario for the Dungeons 
  & Dragons® game. A five-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that 
  you know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Website, and 
  then have any players without a character create on. 
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  PREPARATION 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at 
  least one d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA scoring packet, and your sense of fun. 
  It is also a good idea to have a way to track movement 
  during combat. This can be as simple as a pad of graph 
  paper and a pencil, as handy as a vinyl grid map and 
  chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. 
  The tag should have the player’s name at the bottom, and 
  the character’s name, race, and gender at the top. This 
  makes it easier for the players (and the DM) to keep 
  track of who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  SCORING 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM score the game. Complete the RPGA 
  scoring grid with names and RPGA numbers only, and 
  the event information at the top. RPGA no longer uses 
  voting for any reported results. Give the Scoring Packet 
  to your event coordinator along with any event tickets.  
   
  LIVING GREYHAWK  
  LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
   
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the 
  sum 
  above. 
  Add 
  each 
  character’s 
  animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  
  COR4-10 Riddle of the Dust 
   
  Page 4 
   
  # 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 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience points 
  awarded for the adventure. This simulates the face that 
  either your character was not as challenged as normal, 
  or relied on help by higher-level characters to reach the 
  objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Four, or sometimes 
  even five 1st-level characters may find difficulty with 
  the challenges in a LIVING GREYHAWK adventure. 
  If your group is APL 1 there are two things that you can 
  do to help even the score. 
   
  1. Attempt to create a table of six 1st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a DC 10 Handle 
  Animal or Charisma check. Failure indicates that 
  the animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Stonelands of Tenh. All characters pay two Time Units. 
  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. 
   
  ADVENTURE BACKGROUND 
  Since the Greyhawk Wars, the land of Tenh has been 
  fought over by the Empire of Iuz, the hordes of 
  Stonefist, the Pholtine armies of the Pale (aided by 
  their Tenha allies—the Faithful Flan) and forces loyal 
  to the deposed Duke Ehyeh III. For a decade, the war 
  raged on, yet despite considerable bloodshed, no 
  faction was able to gain the upper hand in the struggle.  
   
  Then, in 593 CY, the face of the war and the very 
  land itself was changed utterly. A horde of creatures 
  from the Ethereal Plane invaded Tenh, consuming 
  every living thing in their path—man, beast, and tree. 
  In their wake they left Tenh a barren desert known 
  now as the Stonelands, for only sterile stone remains of 
  a land once renowned as one of the most fertile in the 
  Flanaess. 
   
  Surviving Tenhas were scattered between the few 
  redoubts that held back the Horde—Atherstone in the 
  east and Redspan in the west—and a rash of wretched 
  refugee camps in the Phostwood. 
   
  In early 594 CY, Duke Ehyeh III, recognizing that 
  his people stood on the edge of extinction and required 
  strong leadership, decided to return home from exile in 
  the County of Urnst. Through the stalwart efforts of 
  brave adventurers, Ehyeh survived several attempts on 
  his life by both the minions of the Old One and the 
  fanatics of the Faithful Flan and returned to a hero’s 
  welcome in Redspan. 
   
  Having re-established his court, Ehyeh was forced 
  to deal with the plight of his people first hand. The 
  people of Redspan rely on a tenuous trickle of food 
  supplies from Urnst. Often the supplies are inadequate 
  and starvation and disease are rife in the city. To ease 
  the plight of his people, Ehyeh ordered his forces to 
  raid south of the Artonsamay to capture both food and 
  land. Though these raids gained the Tenhas a 
  hinterland of some 10 leagues south of the river, it also 
  attracted the ire of the Free Lords of the Bandit Lands. 
  Skirmishes increase in frequency and bloodiness. 
  Meanwhile to the east, Ehyeh’s red-cloaked Tenha 
  Host has clashed with fanatics of the Faithful Flan, 
  ranging east across the Stonelands from their 
  stronghold at Atherstone. 
   
  Thus, despite the duke’s best efforts, his people are 
  on the brink of starvation and surrounded on all side 
  by implacable foes. Many have begun to lose faith in 
  the man they saw as their savior only months before. 
  The most significant of these is a group of influential 
  young nobles and army officers led by Baron Turanalh 
  who, looking for an alternative to Ehyeh, wish to make 
  the illustrious and venerable Marshal Laba the new 
  leader of the Tenha people. Alone among Tenh’s 
  
  COR4-10 Riddle of the Dust 
   
  Page 5 
   
  surviving military commanders, Laba acquitted himself 
  well during the desperate days of the duchy’s fall. Many 
  of the rebels have served under Laba thus idolize him 
  for his leadership and military acumen—two qualities 
  the rebels find distinctly lacking in Ehyeh. What 
  makes the rebels truly significant is their backing by 
  the Keepers of the Flan, a group of powerful 
  lorekeepers, mages, and mystics whose goal appears to 
  be the preservation of the Tenha people. The rebels 
  have made their base at Iarvaladhyr, one of the ruined 
  Gleaming Spire keeps close to the eves of the 
  Phostwood. Slowly they have begun to siphon off 
  sympathetic warriors of the Tenha Host in the hope of 
  eventually mustering enough strength to overthrow 
  Ehyeh and place Laba on the throne.  
   
  The only problem is that Laba is unaware of the 
  plot and, being a loyal servant of the duke, would be 
  horrified if he were. The marshal is currently more 
  concerned by the numbers of his men vanishing while 
  on patrol in the Stonelands. Of course the men are not 
  simply disappearing—they are defecting in his name to 
  the rebels—but ironically, Laba does not know this. 
  Instead, he has directed his son Labahlah to employ a 
  band of skilled adventurers to uncover the apparent 
  riddle written in the dust of Tenh.  
   
  ADVENTURE SUMMARY 
  Player’s Introduction 
  Depending on the PCs’ background and past actions, 
  they are employed either by Labahlah in Redspan to 
  discover the fate of the vanished patrols, or, if the PCs 
  are Palish or devout followers of Pholtus, by Pholtarin, 
  a senior leader of the Faithful Flan in Atherstone. 
  Pholtarin wishes to discover what is behind strange 
  movements by the Ehyeh Loyalist Tenhas around 
  Stroun and the fringes of the Phostwood of late. 
   
  Encounter 1: The Fading 
  Setting out from either Redspan or Atherstone, the PCs 
  travel through the Stonelands, experiencing some of 
  the strange phenomena that haunt the wastes. They 
  also encounter a warband of orcs in the service of Iuz—
  who have been strangely altered by the Stonelands.  
   
  Encounter 2: The Declaimer 
  The PCs reach the city of Stroun, where amid the ruins, 
  they meet one of the enigmatic Declaimers—a sect of 
  ascetic prophets who vanished before the fall of Tenh. 
  The Declaimer, in the midst of many cryptic 
  prophecies, direct the PCs to the rebel Tenha base.  
   
  Encounter 3: Riders of the Dust 
  While making their way south towards the Gleaming 
  Spire of Iarvaladhyr (yar-VAL-a-deer), the PCs are 
  intercepted by a patrol of rebel Tenha cavalry. 
  Depending on the PCs and their actions, the encounter 
  is peaceful or degenerates into combat. 
   
  Encounter 4: The Gleaming Spire 
  Depending on the outcome of the previous encounter, 
  the PCs are either escorted by the rebels to their 
  leaders in Iarvaladhyr, with whom they may interact; 
  or follow the tracks of the slain Tenha patrol back to 
  Iarvaladhyr, where they can observe the comings and 
  goings of the rebel base. In either case, the PCs 
  encounter a mortally wounded Keeper of the Flan. 
  That keeper spends his last strength to teleport to the 
  Gleaming Spire; bring news of a ruin in the Phostwood, 
  which may contain the secret to the salvation of Tenh.  
   
  Encounter 5: Ruins beneath the Trees 
  Following a map taken from the keeper, the PCs can 
  find the ruins in the Phostwood of which the mage 
  spoke. They find evidence of a battle between a band of 
  Faithful Flan and the Keepers and their rebel Tenha 
  guards. Entering the ruins, they have to overcome a 
  series of obstacles, including a magical trap to gain the 
  inner sanctum of the ruins.  
   
  Encounter 6: The Chamber of the Mirror Pool 
  Inside the inner sanctum, the PCs must defeat ancient 
  magical guardians before they can claim the treasures 
  of the ruins, the most valuable of which is a set of 
  copper scrolls embossed with ancient lore that holds 
  the secret of how to heal the lands of Tenh of their 
  terrible hurt.  
   
  Encounter 7: Standoff 
  If the PCs avoided combat in Encounter 3, then they 
  emerge from the ruins facing either a band of rebel 
  Tenhas or a group of Faithful Flan (depending on who 
  the PCs are working for) bent on recovering the 
  Copper Scrolls for their respective faction, by force if 
  needs be. 
   
  Conclusion 
  Depending on the PCs’ employers, they can return the 
  scrolls and their lore to Iarvaladhyr, Redspan, or 
  Atherstone, receiving suitable rewards for their actions. 
   
  PLAYER INTRODUCTION 
  How the scenario opens depends on the PCs’ 
  background and past actions. 
   
  If the PCs have received an honor from Duke Ehyeh: 
  If the PCs have played the LIVING GREYHAWK Core 
  scenario COR 4-06 Duke of the Dust and had bestowed on 
  them any honors from Duke Ehyeh, the PCs receive a 
  request for their help from Labahlah, son of Marshal 
  Laba, in Redspan. 
   
  Read aloud or paraphrase the following: 
   
  The tumbledown walls of Redspan are a familiar sight as 
  your barge draws close to the city’s quays. The gold and red 
  banners of the Duchy of Tenh drift listlessly on a cold breeze 
  from the north laced with fine dust from the Stonelands. 
  
  COR4-10 Riddle of the Dust 
   
  Page 6 
   
  These bleak barrens stretch away endlessly to the horizon—
  an open wound on the face of the Oerth. 
   
  The sight of the Arms of Tenh is identical to the waxen 
  seal upon the summons you received not a month ago, 
  requesting, in the name of Duke Ehyeh III, your presence in 
  the city of Redspan. The summons bore a familiar name—
  that of Labahlah, the son of Marshal Laba and an 
  acquaintance of yours.  
   
  Allow the PCs to react and interact, then read aloud or 
  paraphrase the following: 
   
  Your barge draws up to a quay crammed with people. A line 
  of red-cloaked Tenha warriors forms a cordon, holding back a 
  throng of pinch-faced and hungry commoners. At the sight of 
  the first basket of provisions being unloaded from the barge, 
  the crowd surges forward, begging for food, arms outstretched. 
  For a moment, the line buckles and breaks, and a score of 
  ragged people fall upon a basket of cabbages, tearing it apart 
  as the starved fight among themselves for possession of the few 
  scraps they can lay hands on. The warriors swiftly reform, 
  beating the looters with the flats of their blades, and re-
  establish the cordon.  
   
  One warrior, bearing an ornate brooch marking him out 
  as a junior officer of the Tenha Host, approaches you, raising 
  his open hand to this chest in a salute. 
   
  “Saighden, you are expected at the citadel. If you will 
  please follow me?” 
   
  Saighden means Honored Warrior in Flan 
  The officer, Hambaladh, is a taciturn, bronze-
  skinned man in his late twenties. He leads the PCs 
  through the crowded and chaotic streets of Redspan. 
  There are hungry people everywhere, many of whom 
  beg the PCs for scraps of food or a few coppers. The 
  bodies of the dead lie here and there in gutters or in 
  small side alleys, pitiful bundles of bones wrapped in 
  dry, stretched skin. It’s obvious that only a trickle of 
  food is getting through to Redspan. Hambaladh does 
  not comment on this fact, except to say that the Host 
  does what it can to distribute food to the citizenry.  
   
  Read aloud or paraphrase the following: 
   
  Redspan’s citadel is an imposing complex of curtain walls and 
  characteristically Flan round towers, with a high-walled 
  donjon of ancient construction sitting at its heart. It looms 
  over the roofs of the oldest part of the city. A series of gates and 
  courtyards girth the citadel—including one where a large 
  wagon filled with provisions is being unloaded. You are 
  shown to a small antechamber high on the northeast tower of 
  the donjon. 
   
  Go to Interview with Labahlah, below.  
   
  (B): If the PCs have not received honors from Duke 
  Ehyeh 
  If the PCs have not played Living Greyhawk Core 
  scenario COR 4-06—Duke of the Dust or have but failed 
  to have bestowed on them any honors from Duke 
  Ehyeh, then they come to Redspan for their own 
  reasons, and being doughty adventurers, are offered the 
  chance to investigate the mystery of the vanishing 
  patrols. 
   
  Read aloud or paraphrase the following: 
   
  The quays of Redspan are a welcome sight after several weeks 
  of barge-bound boredom. The gold and red banners of the 
  Duchy of Tenh drift listlessly on a cold breeze from the north 
  laced with fine dust from the Stonelands. These bleak barrens 
  stretch away endlessly to the horizon—an open wound on the 
  face of the Oerth. 
   
  Your barge draws up to a quay crammed with people. A 
  line of red-cloaked Tenha warriors forms a cordon, holding 
  back a throng of pinch-faced and hungry commoners. At the 
  sight of provisions being unloaded from the barge, the crowd 
  surges forward, begging for food, arms outstretched. For a 
  moment, the line buckles and breaks, and a score of ragged 
  people fall upon a basket of cabbages, tearing it apart and 
  fighting among themselves for possession of the few scraps 
  they can lay hands on. The warriors swiftly reform, beating 
  the looters with the flats of their blades, and re-establish the 
  cordon.  
   
  As you disembark, a man, bearing an ornate brooch 
  marking him out as a junior officer of the Tenha Host, 
  approaches you, raising his open hand to this chest in a salute. 
   
  “Good sirs, welcome to the Duchy of Tenh. I would ask 
  that you follow me,” he says in a tone, which though polite, 
  seems to brook no argument. 
   
  The officer, Hambaladh, is a taciturn, bronze-skinned 
  man in his late twenties. His superior, Labahlah, has 
  ordered him to find adventurers to investigate the 
  vanishing patrols. If the PCs ask why they should go 
  with him, Hambaladh curtly tells them that his 
  commander, a man of some importance in the duchy, 
  wishes to discuss with them a matter that may be to the 
  benefit of all concerned. He reveals nothing more 
  about the mission at this point. If the PCs refuse to 
  accompany him, he shrugs, bows, and bids them good 
  day.  
   
  If the PCs agree to go with Hambaladh, he leads 
  them through the crowded, chaotic streets of Redspan. 
  There are hungry people everywhere, many of whom 
  beg the PCs for scraps of food or a few coppers. Bodies 
  lie here and there in gutters or in small side alleys; 
  pitiful bundles of bones wrapped in dry, stretched skin. 
  It’s clear that the trickle of food getting through to 
  Redspan is not enough to stave off starvation. 
  Hambaladh does not comment on this fact except to 
  say that the Host does what it can to distribute food to 
  the citizenry.  
   
  Read aloud or paraphrase the following: 
   
  Redspan’s citadel is an imposing complex of curtain walls and 
  characteristically Flan-style round towers, with a high-walled 
  donjon of ancient construction sitting at its heart, looming 
  over the roofs of the oldest part of the city. A series of gates and 
  courtyards girth the citadel—including one where a large 
  wagon of provisions is being unloaded. You are shown to a 
  small antechamber high on the northeast tower of the donjon 
  
  COR4-10 Riddle of the Dust 
   
  Page 7 
   
   
  Go to Interview with Labahlah, below. 
  Troubleshooting: If the PCs refuse to go with 
  Hambaladh, the adventure is not necessarily over. 
  Allow the PCs to wander the streets of Redspan for a 
  while, getting a flavor of the widespread starvation and 
  desperation of the people. Let them hear rumors of the 
  Tenha Host vanishing around the ruined city of Stroun 
  in the Stonelands from a drunken soldier in a 
  keghouse. The PCs can then either approach the 
  authorities and offer help (in which case go to 
  Interview with Labahlah) or investigate on their own 
  (in which case go to Encounter 1).  
   
  Interview with Labahlah 
   
  A few minutes later, a short but powerfully built man in his 
  early thirties enters. He is dressed in the crimson of the Tenha 
  Host and bears the golden broach of a senior officer. 
   
  Those PCs who have played COR 4-06—Duke of the 
  Dust, instantly recognize him as Labahlah. He warmly 
  greets each PC known to him, shaking their hands in 
  the traditional two-handed Tenha handclasp, asking 
  them how they are and what they have been doing 
  since they last met. He greets PCs he has not met 
  before with reserve, politely asking them their names 
  and from which land they hail.  
  �Labahlah AoLaba, son of Marshal Laba, officer of 
  the Tenha Host 
   
  Appearance: Labahlah is a short, but powerfully built 
  man in his early thirties. His skin is a deep coppery 
  bronze, while his wavy hair and deep-set eyes are black 
  as ebony. He is dressed in the red-cloak of the Tenha 
  Host and wears the golden broach of a senior officer. 
   
  Character: Labahlah is a devoted servant of Duke 
  Ehyeh. He loves his homeland dearly. As a young 
  solider in the Tenha Host, he fought at Redspan during 
  the Fall of Tenh. His experiences then and a decade of 
  bitter exile have made him stern and grim of character. 
  While his land suffers, he can have no joy in his life. 
  His father is the venerable Marshal Laba, the most 
  senior of Duke Ehyeh's generals and the only one to 
  survive the Greyhawk Wars with his reputation intact. 
  Labahlah loves his father dearly and seeks always to 
  honor him with worthy deeds.  
   
  Labahlah stares out the window, towards the vast expanse of 
  the Stonelands and his expression grows grim.  
   
  “As you have seen, we are beset by many problems here. 
  Some among the religious believed that the duke’s return 
  would bring an improvement in our fortunes, but alas, belief 
  alone cannot fill a city of empty bellies. 
   
   “We are ringed by foes. To the west lie the Old One and 
  his bandit scum, to the east the Palish and their fanatical 
  puppets. The Host holds the line, but our means are too scarce 
  and our numbers too few. Only through a supreme effort of 
  strength and will do we hold what we hold.  
   
  “That is why the matter I put before you is so troubling. 
  We are losing patrols out in the Stonelands. We send men out 
  and they do not return. We can find no trace of them—no 
  bodies, no signs of battle, no tracks that might tell us where 
  they may have gone—nothing. They simply vanish into thin 
  air. A patrol disappears one week, where another passed 
  unharmed the previous week. Something strange is 
  happening out in the Dust.  
   
  “I would ask you to discover what it is and what is 
  happening to our warriors.”  
   
  The PCs are free to accept or reject Labahlah’s request. 
  If they reject it, Labahlah smiles sadly and, thanking 
  them for their time, have them shown from the citadel. 
  Unless the PCs want to investigate the mystery on 
  their own (in which case, go to Encounter 1), the 
  adventure is over.  
   
  It is likely that the PCs will have a number of 
  questions for Labahlah. The most likely and relevant 
  are listed below along with Labahlah’s replies: 
   
  Q: What do you want us to do? 
  “Simply this—discover what is happening to our patrols and 
  our warriors. If they are alive, tell me where they are, if you 
  cannot retrieve them yourselves. If they are dead, tell us what 
  foe we face, if you cannot overcome it.” 
   
  Q: Where have the missing patrols vanished? 
   “The problem appears to be confined to the Stonelands—we 
  haven’t lost any men patrolling outside the margins of the 
  Dust. Most patrols have been lost in the direction of Stroun. 
  Having said that, some patrols nowhere near Stroun have 
  also vanished. I led a force to sweep the ruins of the city, but 
  found nothing there to explain the losses. Whatever it is 
  appears to be able to strike anywhere in the Stonelands.”  
   
  Q: What size or nature of patrols is being affected? 
   “Before the vanishings began, you standard patrol was a 
  dozen of riders. Since then, we’ve doubled that number. Far 
  fewer of the reinforced companies have gone missing, but 
  some have. All the lost patrols were lead by experienced 
  commanders—many of them veterans of the Wars. Do not 
  think that we have been sending farmboys out there. These 
  are some of my best warriors.”  
   
  Q: When did the vanishing begin and when did the last 
  patrol disappear? 
   “The first patrol vanished about three months ago. Since then 
  we’ve lost perhaps one or two every fortnight—nearly 300 
  warriors in all. The most recent was this week. A patrol sent 
  in the direction of Stroun has failed to return and is now four 
  days overdue.”  
   
  Q: Has any trace of the vanished patrols been found? 
   “None—not a thing, no bodies, no tracks, no signs of a fight, 
  no traces of sorcery. Nothing. That is the most troubling and 
  vexing thing. We have no idea where they have gone or what 
  has become of them. I am a warrior, but how can I fight 
  when I do not know the nature of my foe? That is why I ask 
  you to help me.”  
   
  Q: What’s in it for us? 
  
  COR4-10 Riddle of the Dust 
   
  Page 8 
   
   “The duke will remunerate you handsomely for your efforts 
  on his behalf, if you come to the bottom of this mystery. 
  Moreover, Tenhas do not quickly forget their friends—be 
  assured of that.”  
   
  Q: What aid or equipment can you provide us with? 
   “As you have seen, our resources are slender. We can spare 
  water and provisions as well as maps of the Stonelands, but 
  little else.”  
   
  Q: What about the food being stockpiled in the citadel? 
  A: Labahlah looks grim. “Some is required to feed the Host 
  and the garrison. Some to act stockpiles in case of 
  siege…Some—much— is for the use of the court.” 
   
  If there are no further questions, Labahlah wishes the 
  PCs the favor of the Oerth Mother in their travels and 
  the wisdom of Rao in uncovering the answer to the 
  riddle facing them. He then excuses himself and 
  departs. Hambaladh deals with any requests or needs 
  that the PCs might have in his usual quiet, taciturn 
  way. For the map of the Stonelands that Hambaladh 
  can provide the PCs (see Player Handout 1). 
   
  If there is nothing else, go to Encounter 1. 
   
  (C): If the PCs are natives of the Theocracy of the Pale 
  and/or devout followers of the Palish (LN) Church of 
  Pholtus.   
   
  About three leagues from Atherstone on the road north from 
  the Fords of the Yol, you first catch sight of the town’s white 
  buildings gleaming in the sun. It was at this bastion of faith 
  that the infernal ethereal onslaught was turned back—as the 
  Theocrat himself said—a clear sign of the strength of the 
  devout, when empowered by the Blinding Light of Pholtus.   
   
  The Sun and Crescent of the Pale flutters from atop the 
  ramparts that ring the town. Work-gangs of heretics and 
  criminals swarm over construction sites just inside the 
  outworks, earning some measure of salvation for themselves 
  with their hard labor. Alongside the colors of the Pale stands 
  the banner of the Faithful Flan, sunlight glittering on the 
  silver Sun and Moons – the symbols of Pholtus. The arms call 
  to mind the seal upon the summons you received not a 
  fortnight ago, requesting your presence in this outpost of the 
  Theocracy. 
   
  Allow the PCs to react to this and interact among 
  themselves, before proceeding to read aloud or 
  paraphrasing the following:  
   
  The streets of Atherstone bustle with life—militias of the 
  Faithful Flan, Palish soldiers and Pholtan missionaries 
  bringing the salvation of the Blinding Light to the benighted 
  Tenha people. As an outward symbol of their salvation by the 
  forces of the Blinding Light, the locals have whitewashed over 
  the gaudy murals of the old Tenha villas. A large tent town 
  surrounds the core of the old Tenha settlement: part army 
  cantonment, part refugee camp. Building is underway 
  throughout the town, from the new temple to Pholtus beside 
  the old market square, to the defensive works around its 
  perimeter. In a large encampment on the west side fo the 
  town, soldiers of the Prelatial Army and the Knights-
  Valourous drill the volunteers of the Faithful Flan for battle 
  against the heretical hosts of the apostate Duke Ehyeh, 
  recently returned to Redspan.  
   
  The directions given in the letter lead you to one of many 
  Faithful Flan hostels—formerly a temple to the false god 
  Pelor—where a young Tenha convert enthusiastically greets 
  you. You are led through to a pristine prayer room, dominated 
  by a large tapestry depicting the victory of the Blinding Light 
  of the darkness of the false gods. 
   
  After a short time, a tall, handsome, bronze-skinned 
  Tenha man enters, dressed in the white robes of the Church of 
  Pholtus.  
   
  “The blessings of the Blinding Light be upon you”, he says. 
  “Thank you for answering our plea for help. We have a favor 
  to ask of you, that will, if successful, further the interests of the 
  Holy Theocracy and the salvation of our people.” 
   
  The man is Pholtarin (or—as he was known before his 
  conversion—Agharan), a senior leader in the Faithful 
  Flan. Those PCs who have played COR 4-06 Duke of the 
  Dust, will recall a striking resemblance between 
  Pholtarin and Saranadh, the priestess of the Faithful 
  Flan they encountered in the Phostwood. The 
  resemblance is hardly surprising given they are 
  siblings.  
  �Pholtarin (Agharan), senior member of the 
  Faithful Flan 
   
  Appearance: Pholtarin is a tall but heavy-set man in 
  his late thirties. His handsome features are typically 
  Tenha: black-eyed, with curly dark-brown hair. He is 
  clad in gleaming white robes, and wears a large silver 
  broach bearing the holy symbol of Pholtus.   
   
  Character: Pholtarin is a very charismatic, but 
  utterly fanatical follower of the One True Path of 
  Pholtus. With the typically extreme belief of the late 
  convert, Pholtarin is as conservative a Pholtine as it’s 
  possible to get. Even the most devout Knights-Militant 
  in Atherstone finds his single-minded faith unsettling. 
  He believes it is his mission to save the Tenha people 
  from the damnation that they are suffering—due of 
  course to their deluded belief in false gods. The 
  disasters of the past years were a sign of Pholtus’ wrath, 
  but also a test of faith. Having been thrown down 
  through their heretical hubris, the Tenha people can 
  only rise again by following the One True Path to 
  Pholtus and salvation. Pholtarin’s charismatic manner 
  and persuasive style of firebrand preaching has 
  converted many Faithful Flan to his point of view and 
  he is among the most influential leaders of the 
  movement.  
   
  As a devout Pholtine—Pholtarin will view both 
  mages and priests of other faiths with extreme 
  suspicion and may ask that they leave the room while 
  he speaks to the rest of the faithful. He views non-
  humans with some suspicion (given their heretical 
  habit of following their own false gods), unless they 
  wear the symbol of Pholtus, showing that they have 
  been enlightened and are thus trustworthy.   
   
  
  COR4-10 Riddle of the Dust 
   
  Page 9 
   
  “My friends, as you know, we are engaged in a war for the 
  very soul of the Tenha people. Aided by the holy legions of the 
  Theocracy, we do righteous battle with the fiend-loving 
  heretics among my people who still cling to the false gods that 
  brought us to ruin and to that arch-apostate, Ehyeh—may 
  Pholtus smite him.  
   
  “Their iniquity has made them cunning and though 
  their feign weakness we fear they plan some foul stroke 
  against our glorious armies. Our scouts have noticed much 
  activity around the ruins of Stroun, yet we have not been able 
  to divine a shape to the enemy’s plans there. We would ask 
  you to go there, and being strong with the faith of Pholtus, 
  uncover what deceitful plots the apostates are planning there.  
   
  “Will you not help us?” 
   
  It is likely that the PCs will have some questions for 
  Pholtarin.  
   
  Q: What do you want us to do? 
   “To go to Stroun and discover the plans of the apostates. They 
  are planning some stroke against us, we are sure. Find out 
  their plans and their strengths and bring tidings of it to us 
  here.” 
   
  Q: What sort of activity have you noticed around 
  Stroun? 
   “The foe have made many patrols around there and shown 
  much interest in its ruins. Only a few months ago, a large 
  force of the fiend-lovers briefly occupied the city, before 
  withdrawing back to their lair in Redspan. Though we can 
  see no form to their actions, there must be some substance to it. 
  We pray to Pholtus to cast some light on this mystery, yet, by 
  his will no revelation has yet come to us. The Blinding Light 
  sends such things to try us and make us stronger by 
  overcoming them.” 
   
  Q: What aid can you give us? 
   “Though the theocrat is most generous, the needs of our war 
  stretch even these resources. We can give food and water and 
  maps to guide you over the desolation. Beyond that, we must 
  ask that you live on your own resources.” 
   
  Q: What’s in it for us? 
  A: “The favor of the Blinding Light, the salvation of the 
  Tenha people and the knowledge that your feet are firmly on 
  the One True Path. If you need more material rewards, then 
  we will look to what we can spare from our coffers—but 
  remember that the wealth of this world is as naught when 
  compared to the riches that await us in the eternal light of 
  Pholtus.” 
   
  If there are not further questions, Pholtarin asks the 
  PCs to join him in a prayer to the Blinding Light to 
  ensure their success in the trails ahead. He will then 
  bless them and depart, leaving the somewhat nervous 
  young acolyte, Jeradh, to cater to the PCs requests and 
  needs. If the PCs ask for a map of the Stonelands, give 
  them Player’s Handout 1. 
   
  When the PCs are ready to depart—go to 
  Encounter 1. 
   
  ENCOUNTER 1: THE FADING 
  Whether the PCs are setting out from Redspan or 
  Atherstone, the landscape, strange phenomena, and 
  foes they encounter are the same. Have the PCs work 
  out a marching order for the day and a watch rotation 
  for the nighttime camps. 
   
  Read aloud or paraphrase the following:  
   
  Beyond the gates lie the sterile wastes of the Stonelands. The 
  desert is well named, for as far as the eye can see there is only 
  bare bedrock, hills and plains of loose gravel or low wind-
  blown dunes of coarse-grained sand and dust. Nothing lives 
  here. Even in the most arid deserts you have seen, there has 
  always been some sign of life, clinging on tenaciously. Here, 
  there is nothing but a heavy silence, broken only by the soft 
  whispering of dust upon the wind, like the murmuring of a 
  multitude of lost souls.  
   
  THE STONELANDS 
  When the Ethereal Horde scoured Tenh, they stripped 
  every piece of organic matter from the land—leaving 
  only sterile rock and dust behind. The resulting 
  wasteland is devoid of life. Yet, the ethers left more 
  subtle and strange scars upon the land. The weather 
  patterns in Tenh have been strangely altered. Rain falls 
  less frequently than it once did and water is scarce—
  with what falls often draining away beneath the porous 
  gravel. It is also much colder—with the nighttime 
  temperatures often falling to freezing and below.  
   
  However, the most striking effects of the 
  Stonelands are on magic and non-humans. Magic, both 
  arcane and divine, often fails in the Stonelands. Each 
  day, when it is first used, a magic item must succeed a 
  Fortitude save DC 10 +1/day spend in the Stonelands. 
  A magic item’s saving throw equals 2 + one-half its 
  caster level (round down). If the item fails, it 
  temporarily loses its magic for the remainder of that 
  day. If the item is moved out of the Stonelands before 
  the day is up, it functions normally, but does not 
  function if brought back into the Stonelands on the 
  same day.  
   
  Spells and spell-like abilities suffer similar 
  disruptions. Any spell or spell-like ability used in the 
  Stonelands has a chance of going awry. The caster must 
  succeed at a level check (DC 15 + the level of the spell 
  or effect) for the spell to function normally. For spell-
  like abilities use the level or Hit Dice of the creature 
  employing the ability for the caster level check and the 
  level of the spell-like ability to set the DC for the caster 
  level check.  
   
  Failure on this check means that something may 
  happen; roll d% and consult Stonelands Spell Result 
  Table, below. 
   
   
  
  COR4-10 Riddle of the Dust 
   
  Page 10 
   
   
  The strange environment also strangely affects non-
  humans (including half—elves and half-orcs, or other 
  half-human races). After their first night in the 
  Stonelands, they feel weak, and begin to fade out of the 
  Material Plane into a strange parallel version of Tenh. 
  They are often plagued by visions of Tenh as it was 
  before the wars—though the landscape appears ghostly 
  and insubstantial. At other times, the visions show 
  scenes from the fall of Tenh, with hordes of ghostly 
  Fists and the armies of Iuz on the rampage, burning, 
  looting, and destroying. Occasionally the visions are of 
  the civil war between the Faithful Flan and the 
  Loyalists. None of these visions can harm the PCs.  
  After their first night in the Stonelands, non-
  human PCs have a 5% miss chance both to hit foes and 
  to be hit by foes. PCs with ghost touch items or spells (or 
  any other spells and items that can effect ethereal 
  creatures) are exempt from this miss chance, provided 
  the item or spell is functioning correctly (see above). 
  Such faded creatures can affect other faded creatures 
  normally. The percentage of the fading is not a factor. 
  This percentage miss chance increases by 5% per night 
  spent in the Stonelands. When the miss chance reaches 
  100%, the PC fades completely into the parallel Tenh 
  and is lost for a time from the Material Plane (and the 
  LIVING GREYHAWK campaign). If a semi-faded PC 
  leaves the Stonelands, they immediately become fully 
  corporeal again.  
  Fully faded PCs may find their way back to the 
  Oerth with some difficulty. This process will cost the 
  PC 4 TU, but will otherwise leave him and his 
  possessions unharmed. See the Adventure Record for 
  more details.  
   
  The Faded Ones 
  The journey to Stroun (assuming the PCs head that 
  direction), takes 7 days on foot from Redspan (3 by 
  horse) and 16 days from Atherstone (7 by horse). It will 
  be largely uneventful, aside from the visions and the 
  fading effects plaguing non-human PCs. Nonetheless, 
  keep the PCs on their toes by making them post 
  watches and rolling random Spot and Listen checks, 
  even if there is nothing to spot or hear. 
   
  On the second night on the road however, the PCs 
  run into a warband of orcs in the service of Iuz. They 
  have been wandering the Stonelands for many days 
  and, like all other non-humans have begun to fade out 
  of the Material Plane. As a result they have a 50% miss 
  chance against non-faded creature and a similar chance 
  miss chance against them from attacks from non-faded 
  creatures. As usual, ghost touch items and any other 
  magical effects that effect ethereal creatures can affect 
  the orcs, assuming the items or spells function properly 
  in the first place.  
   
  APL 2 (EL 3) 
  �Orc Warriors (2): hp 5, 5; see Monster Manual. 
  �Orc Shaman (1): male orc Clr1; hp 9; see 
  Appendix 1. 
   
  APL 4 (EL 5) 
  �Orc Warriors (5): mix male and female orc Bbn1; 
  hp 14, 14, 14, 14, 14; see Appendix 1. 
  �Orc Shaman (1): male orc Clr1; hp 9; see 
  Appendix 1. 
   
  APL 6 (EL 7) 
  �Orc Warriors (4): mix male and female orc Bbn2; 
  hp 23, 23, 23, 23; see Appendix 1. 
  �Orc Shaman (1): male orc Clr2; hp 15; see 
  Appendix 1. 
   
  APL 8 (EL 8) 
  �Orc Warriors (5): mix male and female orc Bbn3; 
  hp 32, 32, 32, 32, 32; see Appendix 1. 
  �Orc Shaman (1): male orc Clr3; hp 21; see 
  Appendix 1. 
   
  APL 10 (EL 10) 
  �Orc warriors (5): mix male and female orc Bbn5, 
  hp 50, 50, 50, 50 50; see Appendix 1. 
  �Orc Shaman (1): male orc Bbn1/Clr4; hp 37 see 
  Appendix 1. 
    
  Tactics: The orc warriors are too stupid to realize 
  what is happening and do not modify their usual 
  tactics. They attempt to use the cover of darkness, and 
  their darkvision to their advantage in sneaking up on 
  the PCs, especially any night-blind humans. In keeping 
  with this, the orcs try to eliminate any light sources. 
  Sentries are targeted with missile attacks, as are any 
  obvious spell casters.  
   
  The shaman however, does realize that something 
  strange is going on, as his spells have fizzled in past 
  days. He tries to buff himself as much as possible—and 
  close with the PCs, hoping to use his faded status to 
  avoid their attacks.  
   
  Treasure: If the PCs defeat the orcs, their 
  possessions are the PCs to claim. 
  APL 2: Loot: 50 gp; Magic: potion of cure light wounds 
  (4 gp) 
  Stonelands Spell Results Table 
  Roll 1d100 
  01-25 
  The spell or spell-like ability fails entirely, 
  and the effect is spent, as if it were disrupted. 
  26-50 
  The spell functions, but affects a random 
  individual or area within the normal range 
  and parameters of the spell.  
  51-75 
  The spell functions, but its effects are 
  reversed (cure spells deal damage, damaging 
  spells heal their targets, spells enhancing 
  Armor Class decrease Armor Class and so 
  on). If there is no obvious reverse effect, the 
  spell fails entirely, as if the roll was 01-20.  
  76-00 
  The spell functions—but all numerical 
  parameters 
  (damage/healing, 
  range, 
  duration, area of effect and so on) with the 
  exception of casting time are halved.  
  
  COR4-10 Riddle of the Dust 
   
  Page 11 
   
  APL 4: Loot: 107 gp; Magic: 6 potions of cure light 
  wounds (6 x 4 gp):  
  APL 6: Loot: 107 gp; Magic: 6 potions of cure moderate 
  wounds (6 x 25 gp); 5 potions of bull’s strength (5 x 25 gp); 
  potion of owl’s wisdom (25 gp) 
  APL 8: Loot: 1 gp; Magic: +1 spear (191 gp); +1 
  chainmail (108 gp); 5 +1 falchions (5 x 198 gp); 5 +1 chain 
  shirts (5 x 104 gp); 5 potions of cure serious wounds (5 x 62 
  gp); 5 potions of bull’s strength (5 x 25 gp); 5 potions of 
  heroism (5 x 62 gp); potion of owl’s wisdom (25 gp) 
  APL 10: Loot: 245 gp gp; Magic: +1 spear (191 gp); 5 
  +1 falchions (5 x 198 gp); 5 +1 chain shirts (5 x 104 gp); 6 
  potions of cure serious wounds (5 x 62 gp); 5 potions of bull’s 
  strength (5 x 25 gp); 5 potions of heroism (5 62 gp); potion of 
  owl’s wisdom (25 gp); potion of haste (62 gp) 
     
  Development: Assuming the PCs defeat the orcs, 
  they are free to pass onto Stroun. Go to Encounter 2 
   
  Troubleshooting: Some PCs may have magical 
  means to fly over or teleport to Stroun. Make them 
  aware that magical flight will be affected by the anti-
  magic effect of the Stonelands, while Labahlah will 
  inform them that the Archmage Nystul recently lost an 
  apprentice 
  attempting 
  to 
  teleport 
  through 
  the 
  Stonelands. Apply the Stonelands Spell Results table to 
  any teleportation or any other travel spell. If the PCs do 
  successfully get to Stroun by some means other than 
  overland, have the orcs attack them in the ruins of the 
  city.  
   
  ENCOUNTER 2: DECLAIMER 
  Read aloud or paraphrase the following:  
   
  After several days travel across the barren monotony of the 
  Stonelands, the gutted ruins of Stroun come into view. It is 
  still early in the morning and the slanting rays of the sun cast 
  the tumbled ruins into sharp contrasts of red light and long 
  shadow. The broken walls, gaping like a gap-toothed smile, 
  girdle a dead city. Everywhere there are the gutted shells of 
  houses, temples, villas, and palaces—all in various states of 
  collapse. Shattered towers totter at unsafe angles. Once proud 
  domes have sagged and cracked like broken eggs. The streets, 
  once bustling with life and mundane cares are silent, thick 
  with dust and wind-blown sand.  
   
  Have the PCs make a DC 12 Spot check to notice that 
  there is a set of humanoid footprints in the sand on one 
  of the main streets of the city. A DC 5 Survival check 
  allows the PCs to identify them as being those of a bare-
  foot human, made in the last 4 days or so. It will be no 
  trouble for the PCs to follow the tracks to a large 
  domed building near the heart of the city, which 
  appears to have been a temple to Rao before war, 
  desecration, and the ethers all but destroyed it. 
   
  Read aloud or paraphrase the following: 
   
  The curving facade of the building rises thirty to forty feet 
  above you to a cracked and half-collapsed stone dome. A 
  gaping archway leads into a huge, echoing circular space—
  the sanctum of the temple, if indeed a temple it was. Sunlight 
  streams in dusty beams down from the gaping cracks in the 
  dome, illuminating the thin frame of an old man, white-
  bearded and clothed in grey rags. He sits cross-legged in the 
  dust, his eyes closed, apparently sleeping.  
   
  If the PCs enter the sanctum, without opening his eyes, 
  the man will speak: 
   
  "The footsteps approach and the crossroads are reached. They 
  come searching, but shall find something other than they 
  seek." 
   
  The man is one of the famed Declaimers of Stroun, a 
  sect of ascetic prophets who dwelt in the city before 
  the Greyhawk Wars. A DC 20 Knowledge (history) or 
  Knowledge (religion) check allows the PCs to recall 
  that in the years before the Wars, the Declaimers 
  prophesied the fall of Tenh. The Tenhas, haughty then 
  in their might, ignored the prophesy as the ravings of 
  madmen. The words of the Declaimers were only 
  recalled when the cities of Tenh were aflame and the 
  hordes of Stonefist ravaged the lands. However, by 
  then it was too late to seek further wisdom from the 
  prophets. On the eve of the Fall of Nevond Nevnend 
  the Declaimers vanished without a trace and have not 
  been seen since—Until now. 
  �The Declaimer 
  Appearance: The Declaimer is an elderly Tenha 
  man, whose bronze-complexion has been tanned 
  almost black by the sun. His white hair and beard are 
  wild and unkempt. His bright, lively black eyes gleam 
  out from an age-lined and leathery face, and appear to 
  look through those he speaks to, darting and moving, 
  as though following some unseen movement or dance. 
  He is dressed in a ragged gray robe, threadbare and 
  tattered. 
   
  Character: Typically for one of his order, the 
  Declaimer appears quite distant, as though his 
  attention is being distracted by events in a world that 
  only he can see. He answers only the questions he 
  chooses to answer, pretending not to hear other 
  queries. The Declaimer does not react to any violent or 
  threatening behavior nor will he defend himself if 
  attacked by the PCs (though to kill him in cold blood 
  would be an evil act). He will rarely answer a question 
  directly if there is a cryptic response he can give 
  instead.  
  This is a roleplaying encounter and as such is quite 
  fluid. The Declaimer will speak in cryptic phrases and 
  riddles, and the PCs will have a hard time finding out 
  who he is or what he is doing. Nonetheless, the 
  Declaimer will be able to point them towards the south, 
  towards the rebel stronghold at the Gleaming Spire.  
   
  Below is a list of likely questions that the PCs will 
  ask and the Declaimer's less than straightforward 
  responses.  
   
  Q: Who are you? 
  A: "A man, a vessel, a handful of dust flung skywards in the 
  sunlight".  
  
  COR4-10 Riddle of the Dust 
   
  Page 12 
   
   
  Q: A vessel for what? 
  A: "A ship upon the seas of fate. A water jar that accepts the 
  rain when it falls."  
   
  Q: What is your name? 
  A: "Many things are lost. Some are worthless, some are 
  precious, some are both." 
   
  Q: What are you doing here? 
  A: "Slaying time, and spending time and passing time that 
  would pass anyway. Waiting, waiting, waiting".  
   
  Q: What are you waiting for? 
  A: "For all things and none, for the shrinking of the shadow 
  and for you to come. For the numbering of the sands, the 
  counting of the stars and the rebirth of hope. Of all these 
  things the last is closest now, if only the feet can find the road. 
  For that the land holds its breath and the world waits like a 
  trembling swain for his heart's love to but give a sign".  
   
  Q: How did you know we would come here? 
  A: "Sands and strands and the shifting of shadows. Much 
  may be seen when you close your eyes and look". 
   
  Q: Why are you waiting for us to come? 
  A: "How will the sail deny the storm? How will the tinder 
  refuse the flame? The stone that the hand lets fall will find the 
  water at the bottom of the well".  
    
  Q: Why are you talking in riddles? 
  A: "Ask the sky why it is gold in the morning, blue at the 
  noon and bloody at dusk and you will know the why".  
   
  Q: Do you know anything about missing patrols/Tenha 
  warriors in Stroun? 
  A: "That which is hidden may seem lost when it does not 
  wish to be found".  
   
  Q: Why don't the warriors wish to be found? 
  A: "Ambitions and suspicions and the gleaming of a spire, 
  blood against blood and the lighting of a pyre".  
   
  Q: Where are the warriors? 
  A: "When the shadow sleeps, the sun is a gleaming spire that 
  points the way".  
   
  The Declaimer has little else to say and will fall silent 
  after a time. He does not move from where he is sitting, 
  nor does he accept food or water from the PCs. Once 
  he has played his part in the fate of the land, he is 
  content to mediate and be silent.  
   
  Though cryptic, the PCs may be able to guess that 
  the missing Tenha warriors may be to the south (which 
  is where the sun is in the sky at noon, when the 
  shadows are at their shortest), in the direction of the 
  Gleaming Spire keeps (which are helpfully marked on 
  the maps that they received at the start of their quest).  
   
  If the PCs don't get the hint, then they may scour 
  the ruins of Stroun for clues. There is little to find 
  however, and what clues there are remain well hidden. 
  If the PCs take an entire day, a DC 25 Search check 
  allows them to find the very carefully concealed 
  remains of a campsite, in the shattered cylinder of one 
  of the guard towers of the old city walls. Scratched into 
  one of the walls is a faint outline map (see Player 
  Handout 2), which if the PCs line the array of dots up 
  with the cities in Tenh will give a strong hint to go in 
  the direction of the Gleaming Spire.  
   
  If/when the PCs do decide to head south, go to 
  Encounter 3. 
   
  ENCOUNTER 3:  RIDERS OF 
  THE DUST 
  If the PCs head south from Stroun they face another 
  two days of travel on foot (1 day if mounted) across the 
  barren Stonelands, before they encounter a patrol of 
  rebel Tenha riders, ranging north from the Gleaming 
  Spire keep of Iarvaladhyr. As before, enforce marching 
  orders, watch rota’s and Spot or Listen checks to keep 
  the PCs alert and on their toes.  
   
  Read aloud or paraphrase the following:  
   
  The utter silence of the monotonous desolation becomes 
  oppressive after several days, without even a single bird to 
  break it. Nothing green grows here, and the eves of the 
  Phostwood are yet far off to the south.  
   
  Have the PCs on point (or if there are no PC scouts 
  ranging forward, then all of the PCs) roll a DC 15 Spot 
  check to spot a slight haze of dust rising up from 
  behind a rock ridge on the PC's right flank. A glance to 
  the left reveals a similar haze behind a long gravel hill. 
  Allow those PCs making the check to take a single full 
  round action before the Tenha cavalry lurking behind 
  the rises springs its trap.  
   
  Read aloud or paraphrase the following: 
   
  Suddenly a horn blast rings out over the barrens. To left and 
  right, red-cloaked horsemen burst over the ridges and come 
  galloping towards you—the sun glinting from their mail and 
  the keen points of their lowered lances. As they draw closer, 
  they slow their charge and pull up, encircling you in a wide 
  ring of steel lance heads.  
   
  What happens in this encounter is entirely up to the 
  PCs. If they attack the horsemen at any point, then an 
  all out battle will break out (see Coming to Blows, 
  below). If the PCs remain calm and make no aggressive 
  actions, it is possible that the situation may be resolved 
  without bloodshed (see Parley, below). 
   
  PARLEY 
  The riders are a patrol of rebel Tenhas ranging north 
  from Iarvaladhyr with orders to intercept any travelers 
  getting too close to the keep. They are led by a female 
  officer 
  called 
  Aradha, 
  a 
  skilled 
  warrior 
  and 
  
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  horsewoman. It is with her that the PCs will have to 
  parley.  
  �Aradha, rebel Tenha officer 
  Appearance: Aradha is a young Tenha woman in her 
  late 20s. She wears her straight black hair cut in a bob, 
  and tied beneath her high peaked helm. Clad in mail 
  and the characteristic red-cloak of the Tenha Host, she 
  gives the impression of being a seasoned warrior.  
   
  Character: Aradha has been a warrior since her late 
  teens, fighting first in the Greyhawk Wars (under the 
  command of Marshal Laba) and then in the long bitter 
  wars that followed. She is a canny tactical commander 
  and a skilled horsewoman. She is under orders to 
  detain any travelers approaching the Gleaming Spires 
  and bring them before her commanding officer at the 
  keep. Aradha has a fierce hatred of the Faithful Flan 
  and the Palish, and Palish PCs will have to be very 
  persuasive to convince her not to attack them. 
  However, she idolizes Marshal Laba and is well 
  disposed towards anyone in his, or his son Labahlah's 
  service.  
  Aradha demands to know who the PCs are, who 
  they serve, where they are going, and what their 
  business is. She refuses to reveal anything about herself 
  or her troops until she has received this information.  
   
  The PCs are likely to have questions for Aradha, 
  and her answers are listed below.  
   
  Q: Who are you? 
  "Aradha of the Tenha Host". 
   
  Q: What are you doing here? 
  "Patrolling." 
   
  Q: What do you know about missing patrols? 
  "They are missing. That's all I know".  
   
  A successful opposed Sense Motive check versus 
  Aradha's Bluff reveals this to be a lie, as do truth 
  divining magic, though obvious spellcasting causes 
  Aradha and her men to threaten the spellcaster with 
  attack if s/he continues.  
   
  Q: Why are you lying/What are you hiding? 
  "That isn't important, what is important is what you are 
  doing here." 
   
  If the PCs have come from Redspan or are in the 
  service of Labahlah and admit to such, Aradha tells 
  them that they have to accompany her and her banner. 
  She allows them to keep their weapons—provided 
  they are sheathed and peace-tied, but warns them that 
  any acts of aggression meets with a lethal response. PCs 
  from Atherstone, who do not make their allegiance or 
  mission obvious, are offered similar terms.  
   
  Provided the PCs don't act aggressively, Aradha's 
  banner escorts them unharmed to Iarvaladhyr. Go to 
  Encounter 4.  
  If they do act in an aggressive manner, then 
  Aradha orders her banner to attack. Go to Coming to 
  Blows. 
   
  If the PCs are obviously Palish, overt Pholtus 
  worshippers or admit to being in the service of the 
  Faithful Flan, then Aradha will coldly order her men to 
  attack. Go to Coming to Blows. 
   
  COMING TO BLOWS 
  It is very possible that the PCs get into combat with the 
  riders. Their statistics and tactics are described below. 
  If at any time the PCs choose to surrender, the Tenhas 
  accept, ordering the PCs to throw away their weapons 
  and allow themselves to be bound, gagged, and 
  blindfolded. 
     
  APL 2 (EL 4) 
  �Aradha: female human Ftr2; hp 20; see Appendix 
  1. 
  �Rebel Tenha Cavalry (2): mix male and female 
  human War1; hp 9, 9; see Appendix 1. 
  �Light Warhorse (2): hp 22, 22; see Monster 
  Manual. 
   
  APL 4 (EL 6) 
  �Aradha: female human Ftr4; hp 36; see Appendix 
  1. 
  �Rebel Tenha cavalry (3): mixed female and male 
  human Ftr1; hp 12, 12, 12; see Appendix 1. 
  �Light Warhorse (3): hp 22, 22, 22; see Monster 
  Manual. 
   
  APL 6 (EL 8) 
  �Aradha: female human Ftr6; hp 46; see Appendix 
  1. 
  �Rebel Tenha Cavalry (3): mix male and female 
  human Ftr1; hp 12, 12, 12; see Appendix 1. 
  �Light Warhorse (3): hp 22, 22, 22; see Monster 
  Manual. 
   
  APL 8 (EL 10) 
  �Aradha: female human Ftr8; hp 60; see Appendix 
  1 
  �Rebel Tenha Cavalry (3): mix female and male 
  Ftr2; hp 20, 20, 20; see Appendix 1 
  �Light Warhorse (3): hp 22, 22, 22; see Monster 
  Manual. 
   
  APL 10 (EL 12) 
  �Aradha: female human Ftr10; hp 84; see 
  Appendix 1. 
  �Rebel Tenha Cavalry (4): mix male and female 
  human Ftr6; hp 52, 52, 52, 25; see Appendix 1. 
  �Light Warhorse (4): hp 22, 22, 22, 22; see Monster 
  Manual. 
   
  
  COR4-10 Riddle of the Dust 
   
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   Tactics: The Tenhas initially try to trample the PCs, 
  using the reach of their lances and the mobility of their 
  horses to good effect. They then move off to regroup 
  for a massed lance charge, while a warrior, trained in 
  horse archery, holds his action to disrupt any spell 
  casting with his bowfire. In close combat, the Tenhas 
  use their mobility and the reach of their weapons to try 
  to keep the PCs wrong-footed. If Aradha is slain, the 
  remaining warriors withdraw, using bows to harry the 
  PCs if they pursue. Fleeing riders make straight for the 
  Gleaming Spire keep, where they raise the alarm. The 
  trained Tenha warhorses fight to protect their rider’s 
  bodies until slain or otherwise overcome (for example, 
  by druidic magic). 
   
  Treasure: If the PCs defeat the Tenhas, their 
  possessions are the PCs to claim (reduce the loot total 
  by 12 gp for each light war horse killed). 
  APL 2: Loot: 104 gp; Magic: potion of cure light wounds 
  (4 gp) 
  APL 4: Loot: 216 gp; Magic: 3 potions of cure light 
  wounds (3 x 4 gp); potion of cure moderate wounds (25 gp); 
  APL 6: Loot: 203 gp; Magic: 3 potions of cure moderate 
  wounds (3 x 4 gp); potion of cure serious wounds (62 gp); +1 
  lance (191 gp); +1 chainmail (108 gp) 
  APL 8: Loot: 164 gp; Magic: +2 lance (691 gp); +1 
  chainmail (108 gp); +1 longsword (198 gp); 3  potions of 
  cure moderate wounds (3 x 25 gp); potion of bull’s strength 
  (25 gp); potion of cure serious wounds (62 gp); 
  APL 10: Loot: 210 gp; Magic: +2 lance (691 gp); +2 
  chainmail (358 gp); +1 longsword (198 gp); 6 potions of cure 
  serious wounds (6 x 62 gp); potion of bull’s strength (25 gp);  
   
  Development: If the PCs take the Tenhas prisoner, 
  they can attempt to question them. Aradha and her 
  warriors refuse to speak and do not willing reveal their 
  allegiance or the location of their stronghold. However, 
  magical compulsion may get them to reveal that they 
  are supporters of Marshal Laba who wish to depose 
  Duke Ehyeh, and that their main stronghold is in 
  Iarvaladhyr, the closest Gleaming Spire keep.  
   
  If the PCs are not able to extract this information, 
  they can attempt to track the riders back to their base, 
  following their outward tracks back to their origin. 
  This requires a DC 20 Survival check. If successful, the 
  tracks lead first west, then south and then southeast 
  leading eventually to Iarvaladhyr. Go to Encounter 4. 
   
  PCs on the verge of fading out of the Oerth be glad 
  to know that the edge of the Stonelands is a day’s hard 
  ride from the site of the encounter with the Tenhas. 
  Thus a nearly faded PC can prevent himself from 
  fading out completely by leaving the Stonelands, 
  instantly becoming entirely corporeal again.  
   
  Troubleshooting: It is possible that Palish PCs may 
  be able to avoid fighting the Tenhas here, if they 
  conceal their allegiances and origins. In this case—
  assume that they are taken to the Spire to meet Baron 
  Turanalh in Encounter 4 below. They will have to bluff 
  their way through this encounter, because they will be 
  arrested if the Tenhas discover the PCs are Palish or are 
  working for the Faithful Flan.  
  If the PCs are arrested, the adventure is over for 
  them. The Tenha rebels hold captured PCs hostage for 
  4 TUs, releasing them on payment of a ransom of 10% 
  of the PC’s gold piece total (as per the last Adventure 
  Record). 
   
  ENCOUNTER 4: GLEAMING 
  SPIRE 
  How this encounter plays out depends in large part on 
  the manner of the PCs arrival.  
   
  (A): If the PCs are being escorted to the keep by 
  Aradha. 
   
  In this case the PCs, especially if they have 
  admitted to be in the service of Labahlah, are treated 
  well by both Aradha and her warriors and by the rebel 
  commander Turanalh.  
   
  Read aloud or paraphrase the following: 
   
  Aradha and her men snake their way south through 
  badlands of bare bedrock, interspersed with small, sterile 
  ponds and lakes. Cresting a rugged stony ridge, you see a 
  white stone spire rising out of the desolation ahead of you.  
   
  The tower is part of a formidable fortress built of white 
  granite—almost certainly one of the famed Gleaming Spire 
  keeps that once warded the Duchy of Tenh's southern borders 
  from the depredations of the creatures of the Phostwood and 
  the danger of surprise Palish attack through the forest.  
   
  A single gate pieces the thick circular outer curtain wall 
  via a long passage barred by several gates and peppered with 
  arrowloops and murder-holes. Beyond lies a broad outer 
  bailey, bustling with activity. Red-cloaked warriors are 
  putting what look like peasant militias through their paces, 
  while others direct repairs to the defenses, inflicted over the 
  years by hordes of Fists and ethers alike, no doubt. Through 
  an inner wall and gatehouse lies the foot of the central round 
  tower which looms over you like a vast white finger. 
   
  Aradha ushers you up a spiral stair to a chamber on the 
  third floor of the tower, whose narrow windows overlook the 
  orderly drill formations of the militia. Wine, bread and 
  smoked sausage meat is brought to you. A few minutes pass 
  before a dashing man in a red cloak pinned with a gold 
  broach enters, followed by an elderly, white-haired man 
  dressed in a dark-green velvet doublet and tight-fitting 
  trousers.  
   
  "Greetings!" the officer exclaims. "And welcome to the 
  heart of the new Tenh." 
   
  The officer introduces himself as the Lord Baron 
  Turanalh, commander of Iarvaladhyr. The older man 
  remains silent, observing the PCs closely. He is 
  Kereledh, a mage and member of the Keepers of the 
  Flan. 
  �Baron Turanalh, commander of the rebel 
  Tenhas, 
   
  Appearance: Turanalh is a dashing young Tenha 
  noble in his mid thirties. His handsome bronze 
  features are framed by flowing brown locks, flecked 
  with golden highlights. He is dressed in a fine set of 
  
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  banded mail and the red-cloak of the Tenha Host. Like 
  all Tenha nobles, Turanalh wears an ornately decorated 
  kukri at his hip, as well as a fine bastard sword.  
   
  Character: As his appearance suggests, Turanalh is 
  something of a cavalier; charismatic, enthusiastic and 
  brave to a fault. He is a very forceful character, rarely 
  speaking below a parade ground bawl, but is in 
  generally quite jovial by nature. For all this, Turanalh is 
  an able commander in the field, having learned his 
  trade from Marshal Laba before and during the 
  Greyhawk Wars. However, he has no grasp of the 
  politics of the court. Turanalh is a romantic idealist and 
  has failed to grasp that though Marshal Laba might be a 
  more able leader than Ehyeh, the general is firmly of 
  the old school, which puts loyalty to one's liege before 
  all else. Hence, Turanalh is at the head of a rebellion 
  against Ehyeh in the name of a man who is utterly loyal 
  to the duke.  
  �Kereledh, member of the Keepers of the Flan.  
   
  Appearance: Kereledh is an elderly Tenha of three 
  score years and more. His narrow face and slight 
  squint, give him the appearance of being eternally 
  suspicious. He generally avoids the traditional 
  trappings of the mage—wearing fine doublets and 
  tight-fitting trousers rather than robes and, despite his 
  age, refusing to carry a staff. He does have a number of 
  magical rings on his fingers though, as well as a 
  number of other magical items secreted about his 
  person.  
   
  Character: Kereledh is a quiet, but very shrewd and 
  observant man, whose motto is "say less than you know 
  and see more than you let on to". Like many of his 
  fellows, he has delved deep into the history and lore of 
  Tenh and the Flannae peoples. Nonetheless he is no 
  foolish sage, being a perceptive and shrewd judge of 
  character. Kereledh admires Turanalh for his military 
  acumen and leadership skills, but is well aware of his 
  shortcomings when it comes to political matters, and 
  will try hard to prevent him putting his foot in his 
  mouth.  
   
  The roleplaying encounter between the PCs and the 
  NPCs is fairly free flowing. However, some guidelines 
  for how it may go are given below. 
   
  If Turanalh is aware that the PCs are working for 
  Labahlah, he will assume that they are emissaries from 
  Laba, sent to make contact with the rebellion. He will 
  therefore greet them warmly and ask how Labahlah 
  and his father are and what tidings they have brought 
  from the marshal (thinking that Laba is sending some 
  sort of signal of support to his cause) 
   
  Turanalh will be surprised when there are none, 
  and will be about to ask another question, when 
  Kereledh will interrupt to ask the PCs what orders 
  Labahlah gave them. 
   
  If the PCs tell the truth—that they've been sent to 
  find out the fate of the vanishing patrols—then 
  Turanalh looks very disappointed.  
   
  If the PCs lie—have them make an opposed Bluff 
  check against Kereledh's Sense Motive check (the 
  mage's Sense Motive score is 14). If the lie is 
  uncovered, Kereledh demands that the PCs tell the 
  truth.  
  If the PCs give the appearance of being messengers 
  from Laba sent to make contact with Turanalh, then 
  the officer speaks enthusiastically about the army 
  almost being ready for a coup against Eyheh that will 
  put the marshal on the throne, despite warning glances 
  from Kereledh.  
   
  It is likely also that the PCs will have questions for 
  the two men: 
   
  Q: What are you doing here? 
  Turanalh: "Mustering an army..."  
    Kereledh <cutting in>: "For the defense of Tenh." 
   
  Q: Who are you? (directed at Kereledh) 
  "I am a scholar, and the lord baron's sometime advisor."    
   
  Q: Do you know what's happening to the vanished 
  patrols? 
  Turanalh and Kereledh exchange a look.  
  Then Kereledh replies: "Yes, you might say that. Be assured 
  that those who appear to have vanished are safe and well 
  here. Any more we cannot say, except that it is for the greater 
  good of Tenh and its people." 
   
  A DC 10 Sense Motive check reveals that Kereledh 
  sincerely believes this to be the truth. 
   
  Q: Can we meet some of those who have vanished? 
  Turanalh: "Most certainly. There are none here who are not 
  here of their own free will." 
   
  Q: What will the army be used for? 
  Turanalh: "To ensure that the Tenha people have the kind of 
  leadership they deserve." 
   
  Q: By leadership—do you mean Duke Ehyeh? 
  A: Turanalh and Kereledh look at each other, but say 
  nothing. 
   
  Q: Why are you planning a coup against the duke? 
  Turanalh: “The duke cannot lead the Tenha people. He failed 
  us in the Wars, he failed us for a decade in Urnst, wining and 
  dining at the countess’ pleasure, while his people fought and 
  died here to reclaim what is theirs. Now he fails us again.”  
   
  Q: And you’re the one to replace him? 
  Turanalh: “I wish I were so worthy! It is not base ambition 
  that motivates me, but the good of my people. I would have a 
  man on the throne that has shown himself in the past to be 
  an exemplary leader. I am not that man, but there is one 
  among the nobility that can be our salvation.”  
   
  Q: You mean Marshal Laba? 
  Turanalh and Kereledh look at each other, but say nothing. 
   
  Once the PCs have got the impression that the army is 
  an anti-Ehyeh rebel force and before the PCs get to talk 
  
  COR4-10 Riddle of the Dust 
   
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  to any of the "vanished" soldiers, proceed to The 
  Keeper below.  
   
  The Keeper—Inside the Spire 
  Read aloud or paraphrase the following:  
   
  Suddenly there is a commotion in the courtyard outside. A 
  horn blast is sounded but is cut off. Raised voices and the 
  sound of running feet can be heard from the inner bailey 
  below.  
   
  A warrior bursts through the door and, saluting says: 
  "M'lord, come quickly! One of the Keepers has returned. He is 
  dying!"  
   
  If the PCs follow Turanalh and Kereledh down to the 
  courtyard, read aloud or paraphrase the following: 
   
  A large group of red-cloaked warriors are gathered around 
  something lying in the middle of courtyard. A trickle of bright 
  red blood flows along cracks in the flagstones. As the warriors 
  part, you can see the body of a man, his robes saturated with 
  blood, with a pair of arbalest (heavy crossbow) quarrels 
  protruding from his chest, which rises and falls in rapid 
  ragged breaths.  
   
  Even at a glance, a DC 5 Heal check confirms that it is 
  remarkable the man is still alive. The dying man is 
  Ileonadh, a Keeper of the Flan. He was part of a 
  company of Keepers and rebel warriors who were sent 
  to investigate a ruin in the Phostwood, where the 
  Keepers believe scrolls of ancient lore lie hidden; 
  scrolls that might allow the healing of the land of Tenh 
  and the reclamation of the Stonelands. The company 
  entered the ruins, but was attacked by a band of 
  Faithful Flan, sent by their leader Pholtarin to recover 
  the same scrolls of lore. Ileonadh was critically 
  wounded in the battle, but managed to teleport back to 
  the Gleaming Spire to bring news of the attack. He is 
  currently on -5 hit points and dies unless the PCs can 
  heal him in 5 rounds.  
   
  Note: Iarvaladhyr is still within the margins of the 
  Stonelands and so—all the Stonelands effects on magic 
  and non-humans are still in effect here.  
   
  If the PCs manage to revive him, read aloud or 
  paraphrase the following: 
   
  As life flows back into the Keeper's body, his eyes flick open 
  and he jerks up with a start: 
   
  "White-cloaks! The white-cloaks are coming!" he shouts, 
  opening his clenched fist to reveal a blood stained scrap of 
  white cloth, embroidered with the sun and moons of Pholtus. 
   
  It takes some coaxing by the PCs to calm Ileonadh 
  down, but if they do, he is able to answer questions 
  coherently: 
   
  Q: Who are the White-Cloaks? 
  A: "Palish or their Faithful Flan, I couldn't see which. They 
  attacked us just as we got to the Inner Door." 
   
  Q: How many were there? 
  A: "A score or more—I couldn't really see—but they were 
  everywhere!" 
   
  Q: What's the Inner Door? 
  A: "The last portal before the Chamber of the Mirror Pool, 
  where the scrolls are." 
   
  Q: What scrolls? 
  A: "The scrolls of the Land's Heart, of course!" 
   
  Q: The Land's Heart? 
  A: "Yes—the Land's Heart—the link between the Oerth 
  Mother and the ruler of the land. Look—there's no time for 
  questions—you have to go there and stop the White-Cloaks 
  getting the scrolls!" 
   
  At this point, Turanalh orders Ileonadh to be taken 
  away so he can be bathed and rest. The baron and 
  Kereledh ask the PCs to return to the privacy of the 
  chamber in the tower. 
   
  Read aloud or paraphrase the following: 
   
  Turanalh and Kereledh look grave, the sage staring out the 
  window toward the south to where the green band of the 
  Phostwood can be seen on the horizon, while the baron paces 
  uneasily.  
  Turanalh stops and gives you a worried look.  
   
  "This is grave news. Much of our hopes were place on the 
  recovery of the scrolls—the lore that they contain might be 
  the salvation of Tenh," he says.  
   
  Kereledh continues: "You heard my colleague speak of the 
  Land's Heart. In ancient times, the chieftains of our ancestors 
  were crowned while standing on this stone, which is said to 
  have formed a link between the ruler and the land that he 
  ruled. It was said to have been invested with great powers 
  over water and earth.  
   
  "However, the Land's Heart has been lost for over a 
  thousand years—since the Oerids and Suel poured into the 
  Flanaess. In the destruction that followed, much that was 
  good was lost and much that was powerful was forgotten.  
   
  "It was the Archmage Nystul who proposed the idea 
  first—that in the hands of the true ruler of Tenh—it might 
  be used to reverse the hurts that the Ethers inflicted on the 
  land. Nystul discovered that a record of the powers of the 
  Land's Heart and of its fate was hidden in a ruin in the 
  Phostwood, a relic of lost kingdoms of the Flannae before the 
  Invasions. So we sent a company to recover it—but it seems 
  that our Palish foes have eyes and ears everywhere. We 
  cannot allow that lore to fall into their hands." 
   
  Turanalh speaks: "You are only recently arrived here and 
  we have had scant time to weigh your worth and your 
  faith—but you seem dour-handed fellows. Though I guess 
  that we may not quite of the same mind about the rulership 
  of this realm, you must see that if the Theocrat gains the use of 
  the Land's Heart, that he will use it to enslave our people and 
  our land forever. Will you not help us? Will you not recover 
  these scrolls for the good of Tenh, whoever might be duke?" 
   
  
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  If the PCs refuse, the men look downcast, but accept 
  the PCs’ decision. The adventure is effectively over. Go 
  to Conclusion.  
   
  If the PCs accept, Turanalh claps each PC heartily 
  on the back and thanks them profusely. Kereledh then 
  shares what lore and maps he has on the location of the 
  ruins and the scrolls (see Player Handout 3).  
  Turanalh can lend the PCs horses (though they 
  will have to be returned) and provisions for the 
  journey. He cannot, however, spare any troops to escort 
  the PCs, as he fears Faithful Flan spies among his own 
  troops. How otherwise would the Faithful Flan have 
  come to know about the Keepers and their mission to 
  the ruins? 
   
  When the PCs are ready to depart, go to Encounter 
  5.  
   
  (B): If the PCs have made their way to the keep on their 
  own 
  Read aloud or paraphrase the following:  
   
  Your path passes through badlands of bare bedrock, 
  interspersed with small, sterile ponds and lakes. As you crest a 
  rugged stony ridge, a white stone spire rises out of the 
  desolation ahead of you. Drawing closer, you can see that it is 
  the tower of a formidable fortress built of white granite—
  almost certainly one of the famed Gleaming Spire keeps that 
  once warded the Duchy of Tenh's southern borders from the 
  depredations of the creatures of the Phostwood and the danger 
  of a surprise Palish attack through the forest. A single gate 
  pierces the thick circular outer curtain wall, above which 
  flutters the arms of the Duchy of Tenh. Red-cloaked Tenha 
  warriors ward the gates and patrol the walls.  
   
  The PCs are able to get to within about 300 yards of the 
  walls of the keep without being observed by the 
  sentries. PCs getting any closer they must make 
  opposed Hide checks against the guards' Spot (use the 
  stats for the Tenha warriors in Encounter 3).  
  If the PCs are spotted, the guards raise a cry and a 
  mounted patrol identical to the one in Encounter 3 is 
  dispatched to track down the PCs. The PCs can either 
  parley with this patrol (they act identically to Aradha’s 
  patrol) or, if they are Palish or Faithful Flan, evade it. 
  Engaging the Tenhas in combat so close to their base is 
  suicidal, as they can bring overwhelming force to bear 
  on the PCs, who are subdued and captured (see below) 
  unless they flee. Make this plain to them and 
  encourage them to withdraw. Once they have given 
  the pursuing forces the slip, go to The Keeper Outside 
  the Spire below.  
   
  If they remain undetected, PCs using magical 
  concealment (remembering the effects of the 
  Stonelands on magic) may be able to sneak into the 
  outer bailey, in which case, read aloud or paraphrase 
  the following: 
   
  A single gate pieces the thick circular outer curtain wall via a 
  long passage barred by several gates and peppered with 
  arrowloops and murder-holes. Beyond lies a broad outer 
  bailey, bustling with activity. Red-cloaked warriors are 
  putting what look like peasant militias through their paces, 
  while others direct repairs to the defenses, inflicted over the 
  years by hordes of Fists and ethers alike, no doubt. Ahead the 
  gates to the inner bailey are firmly shut, warded by a 
  company of Tenha soldiers.  
   
  A careful investigation reveals that there are in the 
  region of 300-500 warriors of the Tenha Host at the 
  keep, as well as a body of another 400-500 Tenha 
  peasant militia.  
  If PCs are discovered sneaking around the keep, a 
  cry similar to the one described above will be raised. 
  For simplicity's sake, assume that any PC sneaking 
  inside the keep can make it outside before the pursuit 
  begins. Any PC refusing to flee are overwhelmed by 
  the garrison of the Keep and captured.  
  The Tenha rebels hold captured PCs hostage for 4 
  TUs, releasing them on payment of a ransom of 10% of 
  the PC’s gold piece total (as per the last Adventure 
  Record). Needless to say the adventure is over for 
  them.  
   
  The Keeper Outside the Spire 
  While the PCs are investigating the keep, or are 
  deciding what to do next, read aloud or paraphrase the 
  following:  
   
  There is a sudden flash of magical energy a few yards behind 
  you. As the afterimages of the coruscating magical fire fades, 
  you can see a the body of a man lying on the ground, his robes 
  saturated with blood, with a pair of arbalest (heavy crossbow) 
  quarrels protruding from his chest, which rises and falls in 
  rapid, ragged breaths.  
   
  Even at a glance, a DC 5 Heal check confirms that it is 
  remarkable the man is still alive. The dying man is 
  Ileonadh, a Keeper of the Flan. He was part of a 
  company of Keepers and rebel warriors who were sent 
  to investigate a ruin in the Phostwood, where the 
  Keepers believe scrolls of ancient lore lie hidden, 
  scrolls that might allow the healing of the land of Tenh 
  and the reclamation of the Stonelands. The company 
  entered the ruins, but was attacked by a band of 
  Faithful Flan, sent by their leader Pholtarin, to recover 
  the same scrolls of lore. Ileonadh was critically 
  wounded in the battle, but managed to teleport back to 
  Iarvaladhyr to bring news of the attack. However, due 
  to the Stonelands effect, his spell has gone slightly 
  awry, depositing him some distance from the keep, but 
  (as luck would have it) close to the PCs. He is currently 
  on -5 hit points and will die unless the PCs can heal 
  him in 5 rounds.  
   
  Note: Iarvaladhyr is still within the margins of the 
  Stonelands and so—all the Stonelands effects on magic 
  and non-humans are still in effect here.  
   
  If the PCs manage to revive him, read aloud or 
  paraphrase the following: 
   
  
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  As life flows back into the man's body, his eyes flick open and 
  he jerks up with a start. 
  "White-cloaks! The white-cloaks are coming!" he shouts, 
  opening his clenched fist to reveal a blood stained scrap of 
  white cloth, embroidered with the sun and moons of Pholtus. 
   
  It takes some coaxing by the PCs to calm Ileonadh 
  down. If they do, he is able to answer questions 
  coherently, even though in his state of shock—he is 
  not be able to tell whether the PCs are Palish, Tenha or 
  any other race or nationality: 
   
  Q: Who are the White-Cloaks? 
  A: "Palish or their Faithful Flan, I couldn't see which. They 
  attacked us just as we got to the Inner Door. They slew many 
  of the warriors, but we managed to seal the White Cloaks out, 
  luckily!" 
   
  Q: How many were there? 
  A: "A score or more—I couldn't really see—but they were 
  everywhere!" 
   
  Q: What's the Inner Door? 
  A: "The last portal before the Chamber of the Mirror Pool, 
  where the scrolls are." 
   
  Q: What scrolls? 
  A: "The scrolls of the Land's Heart, of course!" 
   
  Q: The Land's Heart? 
  A: "Yes—the Land's Heart—the link between the Oerth 
  Mother and the ruler of the land. Look—there's no time for 
  questions—you have to send more warriors to ruins and stop 
  the White-Cloaks getting the scrolls!" 
   
  Q: Where are these ruins? 
  A: "In the forest! The map…" he says, fumbling weakly in his 
  robes. The effort, however, is too much for him and he passes 
  out.  
   
  A simple search of the Keeper's robes turns up Player 
  Handout 3, a map showing the location of both 
  Iarvaladhyr and the ruins in the forest. Have the PCs 
  decide what they want to do with the now 
  unconscious, but hopefully stabilized Keeper.  
   
  Once they've resolved this, assuming they wish to 
  head to the forest and investigate the ruins, go to 
  Encounter 5.  
   
  If the PCs wish to return to Atherstone to report, 
  then go to Conclusion. 
   
   
  ENCOUNTER 5: RUINS 
  BENEATH THE TREES 
  Irrespective of which faction the PCs are working for 
  and what their motives are, the journey to the ruins is 
  the same.  
   
  Read aloud or paraphrase the following: 
   
  Your path takes you south, towards the Phostwood. The green 
  band of the forest grows rapidly in front of you, until a 
  phalanx of trees stands across your path. The border between 
  the Stonelands and the forest is abrupt. One moment there is 
  barren desolation, the next grass and shrubs thriving beneath 
  the branches of the first rank of trees,  as though the Ethereal 
  Horde, for all their terrible destructive power, did not dare to 
  pass beneath the eves of the forest.  
   
  Passing into the shade of the trees, the reason for the 
  Ethers’ reluctance becomes more obvious. The forest is hushed 
  and still and the sound of your passing seems unbearably 
  loud. The heavy canopy blots out the bright sun. In the deep 
  shadows, the eerie phosphorescent glow of the rotting wood of 
  the phost trees can be clearly seen. 
   
  The journey to the ruins takes two days. The trip is 
  uneventful, but keep the PCs on their toes with 
  marching orders, watch rotations, and so on. On the 
  evening of the second day, they will draw near the 
  ruins (see DM's Map 1). 
   
  Read aloud or paraphrase the following: 
   
  The sun is low over the forest canopy by the time you fist catch 
  sight of your destination. The forest rises in a broad swell to 
  the south-east, crowned by a low, forested hill. Something 
  glints atop the hill in the slanting evening light.  
   
  The hill is an almost perfectly circular mound, girdled by 
  a low, overgrown round earthen ditch. Among the trees, near 
  the top of the mound, is a ring of shattered stones. A horde of 
  black crows, and a few carrion kites perch in the trees on the 
  southern side of the mound, their raucous cawing, and 
  flapping echoing loudly through the darkening forest. A 
  heavy, sickly sweet smell hangs thick in the air—the familiar 
  smell of death.  
   
  If the PCs investigate the southern side of the mound, 
  they will find the following scene of carnage.  
  Read aloud or paraphrase the following:  
   
  You look upon to the remains of what was once a campsite. A 
  huddle of charred and flattened tents fills the space between 
  the ditch and the base of the mound. Bodies lie scattered across 
  the area—mainly those of red-cloaked warriors, but also a 
  number of men in robes. The carrion eaters have been feasting 
  and most of the bodies are in an advanced state of decay. A 
  portion of the side of the mound has been excavated, and a 
  passage propped with timbers disappears off into the earthen 
  flanks of the hill.  
   
  What has Gone Before: This was the site of the 
  Keeper's camp. The sages and their escort of rebel 
  Tenha warriors began excavation of the mound, in 
  order to get into the chambers buried beneath. They 
  managed to dig a tunnel through to a stairway what 
  once descended from the ruined tower on top of the 
  mound to the underground chambers beneath and 
  from there got access to the chambers themselves.  
  Just as they were about to enter the inner 
  chambers, a band of Faithful Flan, dispatched by 
  
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  Pholtarin, attacked the camp, killing the Tenhas there. 
  Some of the Faithful managed to get into the inner 
  chambers, before one of the mortally wounded Keepers 
  managed to collapse the entry tunnel, burying himself 
  and a number of Faithful alive, and trapping his 
  surviving colleagues and Faithful inside the mound.  
   
  THE SURFACE RUINS 
  1: The Shattered Tower: If the PCs investigate the ring 
  of shattered stone atop the mound, they find that it is 
  perhaps 30 feet in diameter and made from fused stone. 
  The stone appears melted and glassy and a DC 15 Craft 
  (stonemason) check reveals that the stone has been 
  subjected to intense heat that has transformed it to 
  reflective glass (from which the rays of the setting sun 
  glint). The only magical flame and dragonfire are 
  intense enough to cause such a transformation from 
  stone to glass. As the grass and trees around the stones 
  seemed unscorched, it is a safe assumption that the 
  vitrification of the rock occurred in the distant past. 
   
  2: The Earthen Ditch: The ditch is about 8 feet high 
  and 200 feet in diameter. It is extensively overgrown by 
  the forest and trees are scattered all over it and indeed 
  the main mound. If the PCs bother to excavate the 
  ditch, they find that it has the foundations of a fortified 
  stone wall buried beneath it. Many of the stones of this 
  wall have suffered the same intense heat as the stones 
  of the tower atop the mound. Others look pitted, as 
  though by acid or shattered as though stuck by 
  lightning.  
   
  3: The Keeper Camp: There are the remains of 
  about a dozen tents here, all emblazoned with the arms 
  of the quartermaster of the Tenha Host. Several have 
  been burnt, others slashed, while others have simply 
  collapsed. The bodies of about 24 Tenha warriors lie 
  strewn around, along with four bodies in sagely robes. 
  A DC 10 Heal check determines that many of the dead 
  bear wounds from heavy crossbows, others bear sword 
  and spear wounds. The bodies have been stripped of 
  anything of value.  
  Succeeding a DC 15 Intelligence check allows a PC 
  to reconstruct the rough events of the attack. The 
  Tenhas were clearly taken by surprise by several 
  murderous 
  volleys 
  of 
  arbalest 
  fire 
  from 
  the 
  surrounding forest. The survivors where then engaged 
  in melee by a superior number of foes. The red-cloaks 
  tried to fall back to the tunnel and defend it, but were 
  overwhelmed.  
   
  Observant PCs are struck by the lack of enemy 
  bodies. A DC 15 Search check or a DC 10 Survival 
  check reveals a series of drag trails, leading off into the 
  forest. These end some 50 yards away in a fire-
  blackened clearing, with what looks like the remains of 
  a makeshift funeral pyre. A DC 15 Heal check reveals 
  the charred remains of perhaps a half-dozen humans. 
  Palish or Pholtine PCs automatically know and other 
  PCs can discover on a successful DC 15 Knowledge 
  (religion) check, that devout Pholtines, including many 
  Palish and the Faithful Flan, cremate their dead rather 
  than bury them. They believe that the bodies are 
  purified in the flames and that the spirits are set free to 
  join Pholtus in the heavens, if they are worthy. A DC 
  25 Survival check shows that the tracks of less than 
  four humans lead away from the pyre, heading north 
  and east—in the general direction of Atherstone and 
  the Pale. 
   
  THE UNDERGROUND RUINS 
  (See DM's Map 2) 
  1: The Entrance Tunnel: The Keepers opened a 5-foot 
  high by 5-foot wide tunnel into the side of the earthen 
  mound. Its full length is 20 feet. However, when the 
  Faithful Flan attacked, one of the Keepers, despite 
  being mortally wounded, managed to collapse the 
  tunnel—caving in the inner 15 feet, leaving only the 5-
  foot section nearest the entrance intact. To gain access 
  to the inner passages and chambers, the PCs have to re-
  excavate the buried 15 feet of the tunnel. This should 
  not present much of a problem—requiring either 
  clever spell use or just some old-fashioned elbow 
  grease. In the process, the PCs will disinter the bodies 
  of the Keeper, a Tenha warrior and four Flannae men, 
  clad in mail and bearing the symbol of the Faithful 
  Flan—the arms of the Duchy of Tenh surmounted by 
  the Sun and Moons of Pholtus. While the Keeper and 
  the Tenha warrior bear sword wounds, the Faithful 
  Flan appear to have suffocated when the tunnel 
  collapsed.  
   
  Treasure: The PCs may strip the dead of their 
  possessions if they so wish 
  All APLs: Loot: 100 gp; 
   
  2: The Spiraling Stair and the Outer Door: Once the 
  PCs dig their way through the cave in, they break into 
  the ancient Spiraling Stair that once linked the tower 
  atop the mound to the chambers beneath.  
  Read aloud or paraphrase the following:  
   
  Suddenly the wall of earth ahead falls away, leaving a dark 
  space behind. A set of stone stairs climbs up to the left and 
  curves gently down into the darkness on the right.  
   
  The Spiraling Stair is 8 feet high and 5 feet wide. The 
  stairs are made of earth, paved with limestone 
  flagstones, many of which are worn smooth by the 
  passage of ancient feet. If the PCs follow the stairs 
  upwards, it curves in an ever-tightening spiral until in 
  reaches an earth and rubble choked cave near the top of 
  the mound, from which there are no other exits. If they 
  follow the stairs down, it curves gently around almost 
  an entire circuit of the mound until it reaches a small 
  circular antechamber. 
   
  Read aloud or paraphrase the following:  
   
  The stairs end in a small circular chamber—10 feet in 
  diameter, with a domed roof arching 20 feet from floor to 
  apex. On your right as you enter, stands a large door hewn 
  from a single block of black stone. The walls of the chamber 
  are decorated by badly faded murals, running in lines from 
  floor to close to the apex of the domed roof. The apex itself 
  
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  bears the faint depictions of a sun, a mask and a spiral set in a 
  circle. Two bodies lie here—one dressed in robes lies near the 
  base of the stairs. The other clad in mail bearing the blazon of 
  the Faithful Flan is sprawled close to the black stone door, 
  blood clotted thickly around its ears and nose.  
   
  What has Gone Before: The Faithful Flan stormed into 
  this chamber, killing one of the Keepers, but not before 
  one of their number was slain by a sonic orb spell from 
  one of the surviving Keepers, who retreated farther 
  into the ruins. 
   
  A DC 15 Heal check reveals that the Keeper died of 
  sword wounds. A DC 25 Heal check determines that 
  the Faithful Flan's eardrums are shattered. This may 
  make the PCs think the door ahead is trapped, but this 
  is not the case. Be sure to feed their paranoia, though.    
   
  A DC 10 Religion check identifies the three 
  symbols 
  as 
  those 
  of 
  Pelor, 
  Rao 
  and 
  Beory 
  respectively—though the style and iconography is 
  extremely archaic and strange. A close examination of 
  the murals will reveal little other than the fact they are 
  very badly decayed and almost impossible to decipher, 
  though it is clear that they depict some sort of tale or 
  legend. The few details that do stand out is that most of 
  the figures depicted seem to be a race of bronze-
  skinned humans and that the narrative involves a god-
  like figure wreathed in flames, which a DC 25 
  Knowledge (religion) check identifies it as a very 
  ancient depiction of Pelor.  
   
  The Outer Door itself is currently sealed. On 
  activation of a pressure plate, concealed among the 
  murals to the right of the door, the Door pivots 90 
  degrees about its vertical axis, allowing access to the 
  corridor beyond. A DC 20 Search check is required to 
  find the pressure plate. Allow the PCs to check the 
  plate for traps, though they'll find none. 
   
  Treasure: The PCs may strip the dead of their 
  possessions if they so wish. 
  All APLs: Loot: 20 gp; 
   
  3: The Inner Door: If the PCs manage to open the 
  Outer Door, read aloud or paraphrase the following:  
   
  The huge black stone pivots silently, until it stands edge on to 
  you, revealing a long straight corridor, 5 ft. wide and 10 feet 
  high, leading off into the darkness. The walls and roof are 
  each painted a different color—the left wall brown, the roof 
  green, the right wall gold. The floor of the corridor is pure 
  white marble. A strong smell of death wafts out over you. 
  Ahead you can dimly make out what look like bodies lying on 
  the milky flagstones ahead.  
   
  What has Gone Before: At the far end of this corridor, 
  the Keepers had just managed to open the Inner Door, 
  successful circumventing (though not dispelling) the 
  magical trap there, when the Faithful Flan burst in. A 
  short pitched battle was fought here, before the 
  Faithful Flan pushed the Keepers back into the inner 
  chambers. A Keeper and two Tenha warriors were 
  killed along with five Faithful Flan—mostly falling to a 
  hail of magic missiles deployed from a wand by a Keeper. 
  The Faithful pursued the Keepers into the inner 
  chambers, but were then trapped when the door 
  automatically shut itself behind them, resetting the 
  magical trap.  
   
  A DC 10 Heal check reveals that the Tenhas and 
  Keeper died of more mundane crossbow and sword 
  wounds, while the Faithful died from some kind of 
  magical wounds.  
   
  Treasure: The PCs may strip the dead of their 
  possessions if they so wish 
  All APLs: Loot: 140 gp; 
   
  Once the PCs get to the far end of the corridor, read 
  aloud or paraphrase the following:  
   
  The corridor ends in another door; this time composed of a 
  single, shaped piece of pure white quartz, now stained by 
  black, dried blood.  
   
  The Inner Door is warded by a magical trap, the nature 
  of which depends on the APL. The trigger, however, is 
  the same regardless of APL. Like the previous door, it is 
  opened by a pressure plate, concealed in the right-hand 
  wall, which a DC 15 Search check uncovers. However, 
  unless the person pressing the plate is wearing either 
  the Sapphire Amulet of the Phostwood (from COR 4-06 
  Duke of the Dust) or an amulet made from the same pure 
  white quartz as the door, the magical trap is triggered 
  instead. This is via a locate object spell, which will set off 
  the trap if it fails to locate either the quartz or the 
  Sapphire Amulet.  
   
  By a stroke of remarkable good fortune, one such 
  quartz amulet is hanging around the neck of the slain 
  Keeper lying a few feet from the door. If the person 
  pressing the plate is holding or wearing this amulet, 
  the door pivots open, giving the PCs access to the inner 
  chambers. Go to Encounter 6. 
   
  APL 2 (EL 3) 
  �Melf's acid arrow trap: CR 3; magic device; 
  proximity trigger (locate object); automatic reset; Atk +2 
  ranged touch; spell effect (acid arrow, 3rd-level wizard, 
  2d4 acid/round for 2 rounds); Search DC 27; Disable 
  Device DC 27. 
   
  APL 4 (EL 4) 
  �Lightning bolt trap: CR 4; magic device; 
  proximity trigger (locate object); automatic reset; spell 
  effect (lightning bolt, 5th-level wizard, 5d6 electricity, 
  DC 14 Reflex save half damage); Search DC 28; Disable 
  Device DC 28.  
   
  APL 6 (EL 6) 
  �Lightning bolt trap; CR 6; magic device; 
  proximity trigger (locate object); automatic reset; spell 
  effect (lightning bolt, 10th-level wizard, 10d6 electricity, 
  DC 14 Reflex save half damage); Search DC 28; Disable 
  Device DC 28. 
  
  COR4-10 Riddle of the Dust 
   
  Page 21 
   
   
  APL 8 (EL 8) 
  �Chain lightning trap; CR 7; magic device; 
  proximity trigger (locate object); automatic reset; spell 
  effect 
  (chain 
  lightning, 
  11th-level wizard, 11d6 
  electricity to target nearest centre of trigger area plus 
  5d6 electricity to each of up to eleven secondary 
  targets, DC 19 Reflex save half damage); Search DC 31; 
  Disable Device DC 31. 
   
  APL 10 (EL 10) 
  �Incendiary cloud trap; magic device; proximity 
  trigger (locate object); automatic reset; spell effect 
  (incendiary cloud, 15th-level wizard, 4d6/round for 15 
  rounds, DC 22 Reflex save half damage); Search DC 33; 
  Disable Device DC 33. 
   
  Troubleshooting: It is possible that the PCs may 
  try speak with dead on some of the corpses. The bodies 
  of the Faithful Flan on the surface are far too badly 
  burnt to be of use. However, other bodies can be 
  questioned. 
  Improvise 
  answers 
  based 
  on 
  the 
  background information given, but remember to keep 
  the answers short and cryptic.  
   
  ENCOUNTER 6: CHAMBER 
  OF THE MIRROR POOL 
  The PCs now have access to the inner chambers of the 
  ruins. Read aloud or paraphrase the following.  
   
  The white quartz door pivots open, revealing a large circular 
  chamber beyond. The majority of the chamber is taken up by 
  a pool of still, silvery water, which reflects perfectly the walls 
  and the domed stone roof of the chamber with their swirling, 
  spiral mural of brown, green, and gold. Three stairways lead 
  up from the chamber, one directly ahead and one each to your 
  left and right. The center of these stairs is cut by a channel 
  down which three streams of water flow into the central pool. 
   
  However, the apparent tranquility of the pool is belied by 
  the carnage strewn about its edges. Torn and shattered bodies, 
  clan in either robes, red-cloaks and white tabards litter the 
  chamber.  
   
  What has Gone Before: The Keepers and the last of 
  their guards retreated into this chamber, intent on 
  barring themselves in. However, their plan was foiled 
  by the intervention of the three guardian constructs 
  tasked in ancient days to ward the chambers and their 
  treasures against intruders. While the Faithful Flan 
  stormed into the pool chamber from one side, the 
  guardians attacked from the three side chambers, 
  sealing the Inner Door. All trapped inside were 
  slaughtered, though not before some of the guardians 
  were themselves destroyed. The number remaining, 
  like the nature of the guardians, depends on the APL. 
   
  Now that the PCs have invaded the Chamber of the 
  Mirror Pool, the surviving guardians activate once 
  more. Their first action is to slam the Inner Door shut 
  via the trigger. Nothing short of the destruction of the 
  door itself can prevent this, and anything caught in the 
  door is crushed (5d10 damage for any PC foolish 
  enough to throw him or herself into the closing gap). 
  Next the guardians  simultaneously emerge from the 
  side chambers and attack the PCs.  
   
  There is a slight groan of stone behind you and with a speed 
  that belies its mass, the white quartz door swings shut behind 
  you. Then, from the stairs come the sounds of rapidly 
  descending footsteps… 
   
  APL 2 (EL 3) 
  �Dread Guard (1): hp 47; see Appendix 1. 
    
  What appears to be a warrior clad in archaic armor and 
  armed with a strangely old-fashioned weapon appears at the 
  bottom of the right-hand stairs. Red fires burn in the shadows 
  of its helm’s eye slits. The warrior bears the sigils of a spiral on 
  his armor and the device of a golden sun on its shield. It 
  advances menacingly toward you  
   
  Tactics: The dread guard attacks the PCs with a 
  seeming zealous vigor. It fights ably until either it or 
  the PCs are destroyed.  
   
  APL 4 (EL 6) 
  �Flesh Golem (1): hp 79; see Monster Manual. 
   
  What appears to be an unarmed Flan warrior appears at the 
  bottom of the left-hand stairs. His body is strangely scarred 
  and mutilated, yet he appears to suffer no ill effects from his 
  terrible disfigurements. Cut into his belly is the device of a 
  spiral. Without uttering a word, he advances menacingly 
  toward you.  
   
  Tactics: The flesh golem charges at the PCs, mindlessly 
  bent on their destruction. It fights until destroyed. 
   
  APL 6 (EL 8) 
  �Rogue Eidolon (1): hp 79; see Appendix 1. 
   
  Use read-aloud text and tactics for APL 8.  
   
  APL 8 (EL 10) 
  �Advanced Rogue Eidolon (1): hp 97; see 
  Appendix 1. 
    
  A strange humanoid creature appears at the bottom of the 
  right-hand stairs. Its face is carved with a sigil of a spiral. It 
  advances menacingly toward you.  
   
  Tactics: The rogue eidolon immediately attacks the 
  nearest PC, using its blood spray ability to sow 
  confusion and discord among the PCs, which it can 
  then exploit. It fights until either it or the PCs are 
  destroyed.  
   
  APL 10 (EL 12) 
  
  COR4-10 Riddle of the Dust 
   
  Page 22 
   
  �Advanced Rogue Eidolon (2): hp 97; see 
  Appendix 1. 
    
  Two strange humanoid creatures appear at the bottom of the 
  left- and right- hand stairs. The face of each is carved with 
  sigils—the creature warrior on the left bears the sigils of a 
  spiral, the creature on the right a golden sun. Both advance 
  menacingly on you  
   
  Tactics: The rogue eidolons immediately attack the 
  nearest PC, advancing from both left and right flanks, 
  to catch the PCs between them. They first use their 
  blood spray ability to sew confusion and discord among 
  the PCs, which they can then exploit. They fight until 
  either they or the PCs are destroyed. 
   
  Treasure: The PCs may strip the dead of their 
  possessions if they so wish 
  All APLs: Loot: 280 gp; 
   
  THE MIRROR POOL 
  The Mirror Pool is 20 feet deep, so PCs have to make a 
  DC 5 Swim check to remain afloat if they fall in. The 
  walkway around the Pool is 10 feet wide, while the roof 
  of the Chamber rises 20 feet above the silvery surface of 
  the water.  
   
  The Mirror Pool was used in ancient times by Flan 
  mystics to divine past, future, and possible events. 
  Much of the Pool’s power has drained away over the 
  long centuries. Nonetheless, some power yet lingers. If 
  any of the PCs fall into or touch the waters of the pool, 
  have them roll 1d8 to see which of the below visions 
  that PC experiences: 
   
   
  1d8 result 
  1-2 
   Before you is a beautiful city of palaces and 
  graceful marble towers roofed in sapphire. As you 
  watch it burns in an inferno of magefire and 
  wyrmflame. Huge winged shapes, black against 
  the lurid, broiling palls of smoke-wrack, ride the 
  thermals of the city's destruction. The Oerth 
  shudders and convulses and, with a scream that 
  rends the sky, is torn open. The beautiful city of 
  marble and sapphire vanishes into the chasm in a 
  deluge of fire and stone.  
  3-4 
   You soar high over a chain of snow peaks. Below 
  you a city floats serenely above a sea of cloud. 
  Green terraces march down into the white of the 
  clouds, while stepped pyramids rise into a sky so 
  blue, it brings tears to your eyes. Then as you look 
  on, the green fields wither to dust and the city 
  becomes beset by snow and ice. A fountain of blood 
  pours forth from the summits of each pyramid, 
  falling in cascades down their steps, running in 
  torrents through the streets, staining crimson the 
  snow, clouds and sky. 
  5-6 
   You stand atop a tall mountain. The sun is 
  swallowed by broiling storm clouds, flickering 
  with fire and lightning, and flinging bloody hail 
  onto the suffering Oerth, below. In the hellish 
  half-light you behold two armies spread as far as 
  the eye can see upon the plains below. One army 
  stands in serried ranks, proud and fair, the dying 
  sunlight glimmering on the refulgent armor of 
  proud knights, steadfast yeomen and noble lords. 
  In the canopy of heraldry that floats above them, 
  you can make out the arms of the White Swan, 
  the Triple Crowns, the Sun and Nightingale and 
  the Lion Rampant. Facing them is a terrible 
  swarming horde of orcs, fiends, and other 
  abominations. In their midst stands a horrific 
  temple of fused skulls, where blood-soaked priests 
  sacrifice innocents upon blazing pyres fueled by 
  human flesh, belching forth noisome palls of 
  smoke into the hellish sky. Triumphant upon a 
  palanquin of bone, a wizened old man with a 
  black staff across his knees, sits surveying the field 
  with eyes of fire. 
  7-8 
   The PC receives no vision.  
   
  THE SPRINGS 
  Each of the three chambers leading off from the central 
  Chamber of the Mirror Pool contains a spring 
  dedicated to (from west to east) Beory, Rao, and Pelor 
  respectively. The layout of the Spring Chambers is 
  identical, with a circular pool (20 feet deep) containing 
  the spring itself, surrounded by a 5-foot wide walkway. 
  Water overflows from the spring and runs down a 
  carved channel in the stairs to the Mirror Pool below. 
  The roofs of the spring chambers are domed and are 20 
  feet from the surface of the water at its apex. A central 
  pedestal rises 5 feet above the surface of the pool. 
  Before their destruction the guardians of the springs 
  used to stand watch here. The walls of the chambers are 
  adorned with murals relating to their respective gods 
  (see below) Directly opposite the entrance stairs, a 
  hidden Tabernacle contains an item scared to each of 
  the gods (see below). A DC 20 + APL Search check is 
  required to uncover each of these Tabernacles.  
   
  Each of the chambers also has some individual 
  features. 
   
   
  1: Spring of Beory 
  The waters of the spring here are black and murky with 
  a heavy black suspension of silt, which fills the 
  chamber with a strong scent of earth and wet clay. PCs 
  drinking from the spring receive the equivalent of a 
  bless spell for 1d4 rounds. Priests of Beory receive a bless 
  for 1d8 rounds. Any PC suffering temporary 
  Constitution or Wisdom drain may regain one point of 
  either Constitution or Wisdom. Note that this effect 
  only works if the water is drunk directly from the 
  spring and works only once for each PC.  
   
  The murals here depict a series of twelve stylized 
  female figures, ranging from an innocent young girl to 
  a beautiful flower-decked maiden, a woman heavy with 
  child, through to a wintry crone. Though it is obvious 
  that these depict the months of the year, a DC 15 
  Knowledge (religion) check (DC 10 for clerics and of 
  Beory and druids revering her) is required to recognize 
  
  COR4-10 Riddle of the Dust 
   
  Page 23 
   
  this as a very ancient Flan style of depicting Beory, 
  found only in the most ancient texts and traditions of 
  the Old Faith and the church of the Oerth Mother. The 
  apex of the dome is adorned with a spiral motif, which 
  a DC 20 Knowledge (religion) check also identifies as a 
  very archaic icon representing Beory. The pedestal in 
  the middle of the spring pool is similarly adorned with 
  spirals.  
   
  The tabernacle contains the sickle of the Oerth 
  mother: +2 sickle. On command as a standard action it 
  casts plant growth 3/day, and call lightning 1/day (as a 5th-
  level caster). The wielder may use the plant growth and 
  call lightning powers while in wildshape. The blade must 
  be buried to the hilt in earth for the sickle's power to be 
  recharged. However, the sickle may not be recharged 
  more than once per day.  
   
  The sickle is forged from magically hardened 
  bronze, which has the same strength as normal steel. 
  Spiral motifs are engraved into the blade, while the hilt 
  is made from turned oak, polished to a deep brown 
  color—the grain of the wood forming spirals and 
  whorls. The pommel is carved in the form of a holy 
  symbol of Beory.  
   
  Treasure:  
  All APLs: Magic: Sickle of the Oerth Mother; +2 sickle.  
   
  2: Spring of Rao 
  The waters here are cold and absolutely crystal clear 
  and the air in the chamber is cool and refreshing to the 
  mind and body. PCs drinking from the spring receive 
  the equivalent of a comprehend languages spell for 1d4 
  rounds (2d4 rounds for clerics of Rao). Any PC 
  suffering temporary Dexterity or Intelligence drain 
  may regain one point of either Dexterity or 
  Intelligence. Note that this effect only works if the 
  water is drunk directly from the spring and works only 
  once for each PC. Water collected and drunk later has 
  no beneficial effects. Equally, PCs drinking a second 
  time from the spring receive no benefits. 
   
  The walls of the chamber are covered in small 
  niches, each of which is filled with the dust: the 
  crumbling remains of scrolls of lore. None of the 
  scrolls are magical and they crumble away at the 
  slightest breeze or touch. The apex of the dome is 
  adorned with a serene mask motif, which a DC 10 
  Knowledge (religion) check identifies as the symbol of 
  Rao (clerics of Rao automatically recognize this, of 
  course). The pedestal in the middle of the spring pool is 
  similarly adorned with masks in circular bands.  
   
  If the PCs manage to find the tabernacle, read aloud 
  or paraphrase the following: 
   
  The secret panel slides back, revealing a small spherical space 
  beyond, perhaps 3 feet in diameter. Cupped in the bottom of 
  the sphere is a rolled sheet of gleaming copper, perhaps 1 foot 
  long and 6 inches thick. Looking carefully you can see that the 
  sheet is embossed with thousands of tiny runes. 
   
  This is the scroll of lore that the Keepers of the Flan are 
  seeking. If the PCs examine the scroll more closely 
  discover it unravels quite easily, the copper proving to 
  be very pliant and supple despite its age. The runes are 
  an archaic form of Flan, which PCs who know Flan can 
  decipher with some difficulty. Magical means of 
  reading languages also suffice.  
   
  Most of the text contain very tedious annals of a 
  long line of ancient Flan kings and chieftains, who 
  appeared to rule what is now the lands of Tenh—a land 
  which the annals call Aeh'Tenhedhdyrealor (Atan-ad-
  DEER-a-Lore)—or literally: The Land Watered by the 
  Tears of our Lamentations. The last portion of the 
  scrolls takes up the tale of something called the 
  Taladhcrioch (Tal-a-CREE-ock) or literally the Land's 
  Heart.  
   
  The full tale is given in Player's Handout 4, but in 
  summary, it tells of how the chieftains or Riadh (REE-
  ad; 
  literally: 
  Husband 
  of 
  the 
  Land) 
  of 
  Aeh'Tenhedhdyrealor were crowned upon the Land's 
  Heart, which formed their link to the land and to the 
  Oerth Mother. The chief was considered the consort of 
  the Oerth Mother, whom he symbolically married in 
  the act of his coronation. If the Riadh's reign was 
  prosperous, he was said to be blessed with the favor of 
  Beory. If his reign was marred by pestilence, famine, 
  defeat in war or other misfortunes, this was taken as a 
  sign of the disfavor of the Oerth Mother. A Riadh in 
  disfavor could be challenged by the wise of the realm 
  to prove his worth, by anointing the Land's Heart with 
  a cup of his blood. If the stone drank the blood, it was a 
  sign that the Riadh still had Beory's favor. If instead the 
  stone rejected the blood and let out a scream, the 
  Riadh's reign was over and a new chieftain would be 
  chosen to be the Consort of the Oerth Mother.   
   
  The tale goes on to tell how Aeh'Tenhedhdyrealor 
  was assailed by strangers out of the west—great 
  horsemen and warriors, wielding mighty magic. Many 
  of Ah'Tanadhdyralor's warriors were slain and the 
  works of the realm thrown down. While some stayed to 
  fight the invaders on the plains, many others fled to a 
  fastness hidden high in the mountains to the east 
  named in the text as Tostaenceadh. They took the 
  Land's Heart with them to keep it from the greedy 
  hands of the western hordes. The account ends with an 
  exhortation against the ravening westerners and a 
  prayer to the Dawn Bringer (Pelor) for victory.  
   
  A successful DC 20 Bardic Knowledge check calls 
  to mind the tale of a Frunzii adventurer who, before 
  the Greyhawk Wars, claimed to have found a lost Flan 
  city in the heart of the Griff Mountains, which he 
  called Skraelingshald. Whether this is the same as 
  Tostaenceadh is not certain.  
   
  3: The Spring of Pelor  
  The waters of the spring here are warm and seem to 
  sparkle with flickers of golden light. The atmosphere 
  here is warm and pleasant and calls to mind warm sun 
  on a summer's afternoon. PCs drinking from the spring 
  are healed of 1d4 points of damage (1d8 for priests or 
  
  COR4-10 Riddle of the Dust 
   
  Page 24 
   
  paladins of Pelor). Any PC suffering temporary 
  Strength or Charisma drain may regain one point of 
  either Strength or Charisma. Note that this effect only 
  works if the water is drunk directly from the spring 
  and works only once for each PC. Water collected and 
  drunk later has no beneficial effects. Equally, PCs 
  drinking a second time from the spring receive no 
  benefits. 
   
  The murals here depict a series of twelve stylized 
  male figures, ranging from a boy with golden eyes, to a 
  young warrior girthed for war, to a king enthroned 
  upon a throne of eagles, with a burning sun atop a 
  sceptre and the Oerth as his orb, through to a bent and 
  crippled old man, grey and pallid with the weight of his 
  years. Though it is obvious that these depict the 
  months of the year, a DC 15 Knowledge (religion) 
  check (DC 10 for priests of Pelor) is required to 
  recognize this as a very ancient Flan style of depicting 
  Pelor, found only in the most ancient texts and 
  traditions of church of the Dawn Bringer. The apex of 
  the dome is adorned with a blazing sun. The pedestal in 
  the middle of the spring pool is similarly adorned with 
  suns.  
   
  The tabernacle contains the shield of the sky father: +2 
  heavy steel shield; on command; casts daylight 3/day; 
  searing light 1/day (as a 5th-level caster). The shield 
  requires exposure to sunlight for its power to be 
  recharged. However, the shield may not be recharged 
  more than once per day.  
   
  The shield is a round disc of steel, its outer surface 
  overlaid with magically hardened gold leaf. The outer 
  face of the shield is embossed with the holy symbol of 
  Pelor. The following inscription is embossed in 
  Flannae runes around the rim of the shield: 
    
  “Sky Father, who sheds light in dark places, who brings the 
  dawn’s hope to dispel night’s despair.”  
   
  Treasure:  
  All APLs: Magic: Shield of the Sky Father +2 heavy steel 
  shield.  
  Development: Assuming the PCs manage to defeat 
  the guardians and find the scrolls and the other 
  treasures of inner chambers, they can exit the tunnels 
  without further difficulty.  
   
  If the PCs have not fought the Tenhas in Encounter 
  3 or 4, then go to Encounter 7. 
   
  If the PCs have fought the Tenhas in Encounter 3 
  or 4, then go to Conclusion.  
   
  ENCOUNTER 7: STANDOFF 
  Note: Only play this encounter if the PCs have not 
  fought the Tenhas in Encounter 3 and 4. 
    
  When the PCs emerge from the tunnels, they will 
  find a hostile band of warriors waiting for them 
  outside, bent on recovering the scrolls for their faction. 
  The identity of the warriors depends on where the PCs 
  set out from and who they are working for.  
   
  (A): If the PCs set out from Redspan 
  In this case, the PCs find a band of Faithful Flan 
  waiting for them, led by one of their senior leaders, 
  Pholtarin.  
   
  The daylight is dazzlingly bright after the gloom of the 
  underground.  
   
  Suddenly a voice speaks from behind: 
   
  "Our congratulations. You have survived where a score of 
  our finest men perished" 
   
  A bronze-skinned man in the gleaming armor and a 
  white tabard emblazoned with the Sun and Moons of Pholtus 
  stands above you on the slope of the mound.  
   
  "Anything is possible when Pholtus wills it", he 
  continues. "The Blinding Light has delivered you through the 
  darkness, so that you might bring to us that which we seek. 
  Surrender the scrolls and we will let you have our oath that 
  you will leave here alive. Refuse and by the same oath, you 
  will die."  
   
  The man is Pholtarin (or—as he was known before his 
  conversion—Agharan), a senior leader in the Faithful 
  Flan. Those PCs who have played COR 4-06 Duke of the 
  Dust, recall a striking resemblance between Pholtarin 
  and Saranadh, the priestess of the Faithful Flan they 
  encountered in the Phostwood. The resemblance is 
  hardly surprising given they are siblings.  
      
  APL 2 (EL 4) 
  �Pholtarin: male human Clr2; hp 21; see 
  Appendix 1. 
  �Faithful Flan (6): mix male and female human 
  War1; hp 7, 7, 7, 7, 7, 7; see Appendix 1. 
   
  APL 4 (EL 7) 
  �Pholtarin: male human Clr4; hp 31; see 
  Appendix 1. 
  �Faithful Flan Warriors (5): mix female and male 
  human Ftr1; hp 9, 9, 9, 9, 9; see Appendix 1. 
  �Faithful Flan Priest (1): male human Clr1; hp 10; 
  see Appendix 1 
   
  APL 6 (EL 8) 
  �Pholtarin: male human Clr6; hp 45; see 
  Appendix 1. 
  �Faithful Flan (5): mix male and female human 
  Ftr2; hp 20, 20, 20, 20, 20; see Appendix 1. 
  �Faithful Flan Priest (1): male human Clr2; hp 17; 
  see Appendix 1. 
   
  APL 8 (EL 10) 
  �Pholtarin: male human Clr8; hp 59; see 
  Appendix 1. 
  �Faithful Flan (5): mix male and female human 
  Ftr3; hp 28, 28, 28, 28, 28; see Appendix 1. 
  �Faithful Flan Priest (1): male human Clr3; hp 24; 
  see Appendix 1.  
   
  
  COR4-10 Riddle of the Dust 
   
  Page 25 
   
  APL 10 (EL 12) 
  �Pholtarin: male human Clr10; hp 73; see 
  Appendix 1. 
  �Faithful Flan (5): mix female and male human 
  Ftr6, hp 52, 52, 52, 52, 52; see Appendix 1. 
  �Faithful Flan Priest (1): mix male human Clr6; 
  hp 45; see Appendix 1 
   
  Tactics: The Faithful Flan are deployed as shown 
  on DM's Map 1 and have received all the blessings and 
  enhancement spells they can from the two priests 
  before the start of the combat. Their first actions are to 
  release a volley of heavy crossbow bolts into the PCs. In 
  the following round, they rush forward, attacking the 
  PCs from all sides. The junior priest tries to support his 
  fellows with cure spells, while staying out of combat 
  for as long as possible and moving about bolstering his 
  men. Pholtarin similarly try to stay aloof from the 
  fighting, using his spells to best effect against the 
  infidels. Where applicable, he uses silence to try to 
  suppress PC spell casters and heat metal to discomfit 
  heavily armored PCs. At higher APLs, Pholtarin uses 
  dispel magic to negate any magical enhancing spells cast 
  on the PCs or to bring PCs using fly to earth. At APL 8+ 
  Pholtarin summons 1d3 small fire elementals to attack 
  the PCs from the rear, if possible.  
  Pholtarin and his men neither ask for nor give 
  quarter and, like true fanatics, fight to the death.  
  Treasure: If the PCs defeat the Faithful Flan, their 
  possessions are the PCs to claim: 
  APL 2: Loot: 165 gp; Magic: +1 quarterstaff (191 gp) 
  APL 4: Loot: 160 gp; Magic: +1 quarterstaff (191 gp); 5 
  potions of cure light wounds (5 x 4 gp); 
  APL 6: Loot: 235 gp; Magic: +1 quarterstaff (191 gp); 5 
  potions of cure moderate wounds (5 x 25 gp); 
  APL 8: Loot: 236 gp; Magic: +1 flaming quarterstaff 
  (691 gp); +1 full plate (220 gp); 5 potions of cure serious 
  wounds (5 x 62 gp); 5 potions of bull’s strength (5 x 62 gp); 
  APL 10: Loot: 192 gp; Magic: +1 flaming quarterstaff 
  (691 gp); +1 full plate (220 gp); 5 x +1 longsword (5 x 198 
  gp); 5 x potions of cure serious wounds (5 x 62 gp); 5 potions 
  of bull’s strength (5 x 62 gp); 
   
  Development: If the PCs defeat the Faithful Flan, they 
  are free to return to either Iarvaladhyr or directly 
  Redspan. Go to Conclusion. 
   
  (B): If the PCs set out from Atherstone 
   
  In this case the PCs find a band of Tenha warriors 
  waiting for them. As soon as the last of the PCs emerge 
  from the tunnel, the warriors let loose a volley of bow 
  fire. Have the PCs make an opposed Spot check against 
  the warriors’ Hide check. Those PCs spotting the 
  Tenhas can act on their initiative in the surprise round.   
   
  To those PCs spotting the Tenhas, read aloud or 
  paraphrase the following: 
   
  You emerge blinking into the daylight, dazzlingly bright after 
  the gloom of the underground. However, your sharp eyes pick 
  out a glint of metal in the trees off to the right. Turning, you 
  see a man aiming a longbow directly at you! 
   
  APL 2 (EL 4) 
  �Keeper of the Flan: male human Wiz2; hp 11; 
  see Appendix 1. 
  �Rebel Tenha Warriors (6): mix male and female 
  human War1; hp 9; see Appendix 1. 
   
  APL 4 (EL 6) 
  �Keeper of the Flan: male human Wiz4; hp 21; 
  see Appendix 1. 
  �Rebel Tenha Warriors (6): mix female and male 
  human Ftr1; hp 12; see Appendix 1. 
   
  APL 6 (EL 8) 
  �Keeper of the Flan: male human Wiz6; hp 31; 
  see Appendix 1. 
  �Rebel Tenha Warriors (6): mix male and female 
  human Ftr2; hp 20; see Appendix 1. 
   
  APL 8 (EL 10) 
  �Keeper of the Flan: male human Wiz8; hp 41; 
  see Appendix 1. 
  �Rebel Tenha Warriors (6): mix female and male 
  human Ftr4; hp 36; see Appendix 1. 
   
  APL 10 (EL 12) 
  �Keeper of the Flan: male human Wiz10; hp 51; 
  see Appendix 1. 
  �Rebel Tenha Warriors (6): mix male and female 
  human Ftr6; hp 52; see Appendix 1. 
   
  Tactics: The Tenhas are deployed as shown on 
  DM's Map 1. Their first actions is to release a volley of 
  bow fire into the PCs, targeting obvious spell casters. 
  Meanwhile, the Keeper of the Flan launches his most 
  devastating or disabling attack on the PCs, hoping to 
  catch them while flat-footed. Where applicable, he tries 
  to disable the PCs with spells such as sleep and web and 
  then follows up with a devastating area-of-effect spell 
  such as fireball. Dangerous warriors are singled out for 
  special attention with spells such as ray of enfeeblement, 
  ray of exhaustion and scorching ray (depending on APL). 
  PC spellcasters are targeted with feeblemind (at APL 10). 
  The warriors try to keep out of the PCs’ reach and 
  allow their mage to soften them up before moving in 
  for the kill. The mage tries to remain hidden, sniping 
  with spells from concealment. The Keeper has pre-cast 
  protective spells. If the PCs try to attack him, the 
  warriors move to defend him. The fight to the death, 
  given what is at stake. 
  If the PCs defeat the Tenhas, their possessions are 
  the PCs to claim: 
  APL 2: Loot: 149 gp; Magic: scroll of magic missile (2 
  gp); scroll of sleep (2 gp) 
  
  COR4-10 Riddle of the Dust 
   
  Page 26 
   
  APL 4: Loot: 365 gp; Magic: 7 potions of cure light 
  wounds (7 x 4 gp) scroll of magic missile (2 gp); scroll of sleep 
  (2 gp); bracers of armor +1 (83 gp) 
  APL 6: Loot: 411 gp; Magic: 6 potions of cure moderate 
  wounds (6 x 25 gp); potion of cure light wounds (4 gp) scroll 
  of magic missile (2 gp); scroll of sleep (2 gp); bracers of armor 
  +1 (83 gp); amulet of natural armor +1 (165 gp); wand of 
  slow [3 charges] (675 gp) 
  APL 8: Loot: 471 gp; Magic: 6 potions of cure serious 
  wounds (6 x 62 gp); 6 potions of cat’s grace (6 x 62 gp); 
  potion of cure light wounds (4 gp) scroll of magic missile (2 
  gp); scroll of sleep (2 gp); bracers of armor +1 (83 gp); amulet 
  of natural armor +1 (165 gp); wand of slow [3 charges] 
  (675 gp); ring of protection +2 (667 gp); cloak of resistance 
  +1 (83 gp);  
  APL 10: Loot: 438 gp; Magic: 6  +1 longswords (6 x 198 
  gp); 6  +1 suits of chainmail (6 x 108 gp) 6  potions of cure 
  serious wounds (6 x 62 gp); 6 potions of cat’s grace (6 x 62 
  gp); potion of cure light wounds (4 gp) scroll of magic missile 
  (2 gp); scroll of sleep (2 gp); bracers of armor +1 (83 gp); 
  amulet of natural armor +1 (165 gp); wand of slow [3 
  charges] (675 gp); ring of protection +2 (667 gp); cloak of 
  resistance +1 (83 gp); 
   
  Development: If the PCs defeat the Tenhas, they are 
  free to return to Atherstone. Go to Conclusion. 
   
  CONCLUSION 
  The PCs now have the choice of which faction they 
  wish to deliver the scrolls to: the Loyalists in Redspan, 
  the rebels in Iarvaladhyr or the Faithful Flan in 
  Atherstone.  
   
  (A): If the PCs return to Redspan 
   
  You leave the ruins and the Phostwood behind, striking once 
  more across the desolation of the Stonelands toward the safety 
  of Redspan. The walls and towers of the city are a welcome 
  sight, as they appear on the horizon and draw steadily closer. 
  You are met at a gate by a detachment of red-cloaked 
  warriors, who convey you rapidly through the over-crowded 
  squalor of the streets to the citadel.  
   
  There, in the same chamber high on the northeast tower, 
  you find Labahlah pacing the floor, waiting expectantly for 
  your arrival.  
   
  "The Dawn Greeter be praised, you have returned, my 
  friends! What have you learned?" he asks.  
   
  What happens next depends on how much the PCs tell 
  Labahlah. If they tell him everything about the rebel 
  encampment, the Keepers of the Flan and the Scrolls, 
  he becomes extremely alarmed, especially if the PCs 
  tell him that the rebels are acting in the name of 
  Marshal Laba. Like his father, Labahlah genuinely has 
  no idea about the rebels or their plans. He questions 
  the PCs closely as to the rebel's strength, leaders, and 
  plans.  
   
  If the PCs give him the scrolls and/or pass on what 
  they portend, Labahlah has them taken to the best 
  sages in the city—namely the Archmage Nystul 
  (unless the PCs have revealed that the Keepers and 
  Nystul are in league with the rebels) to discover the 
  location of the lost city of Tostaenceadh and the Land's 
  Heart.  
   
  Once the PCs have finished their tale, Labahlah 
  will pay them whatever reward they have agreed (see 
  below). He then reports everything he has learned to a 
  conclave including his father, Duke Ehyeh and his 
  advisors.  
  There are several outcomes to this meeting. The 
  first is the issuing of arrest warrants for Baron 
  Turanalh, Kereledh the sage, and any Tenha found to 
  be in league with them. The Keepers of the Flan are 
  declared a seditious organization and its members are 
  either arrested, or in the case of the Archmage Nystul, 
  banished from the city of Redspan. The city's garrison 
  is mustered for a strike on the rebel stronghold at 
  Iarvaladhyr. 
   
  As you leave the citadel, you hear the blowing of horns and 
  the mustering of the red-cloaked warriors of the Tenha Host 
  for war, not against the orcs of the Old One or the fanatics of 
  the Faithful Flan, but against their own.  
   
  So begins the War of the Dust.  
   
  Treasure:   
   
  APL 2: Coin:   50 gp 
   
  APL 4: Coin:  100 gp. 
   
  APL 6: Coin:  200 gp. 
   
  APL 8: Coin:  300 gp. 
   
  APL 10: Coin: 400 gp. 
   
  If the PCs mention only the scrolls and say nothing of 
  the rebels, Labahlah has them sent to the best sages in 
  the city—namely the Archmage Nystul—for further 
  study.  
  However, 
  Labahlah 
  expects 
  some 
  sort 
  of 
  explanation as to the fate of the missing patrol. If the 
  PCs lie, have them make an opposed Bluff check 
  against Labahlah's Sense Motive check. If he suspects 
  that they are lying, Labahlah will demand to know the 
  truth and refuse to pay them any reward. If the PCs 
  continue to hold out, he dismisses them in disgust and 
  they will leave the citadel empty-handed. 
   
  Unless the PCs choose to go to either Iarvaladhyr 
  or Atherstone with what they know, here ends Riddle of 
  the Dust. To be concluded in War of the Dust 
   
  (B): If the PCs return to the Gleaming Spire 
   
  You leave the ruins and the Phostwood behind, striking once 
  more across the desolation of the Stonelands towards the 
  safety of Iarvaladhyr. The walls and towers of the fortress are 
  a welcome sight, as they draw steadily closer. You are met at a 
  gate by a detachment of red-cloaked warriors, who convey you 
  rapidly to the central tower. 
   
  There, in the same chamber overlooking the keep, you 
  find Turanalh and Kereledh expectantly awaiting your 
  arrival; the baron pacing the floor while the sage sits staring 
  out over the Stonelands.  
  
  COR4-10 Riddle of the Dust 
   
  Page 27 
   
   
  "The Dawn Greeter be praised, you have returned, my 
  friends!" Turanalh exclaims. "Did you find them?"  
   
  If the PCs show them the scrolls, Kereledh pours 
  eagerly over them, growing more and more excited as 
  he reads, until he is almost skipping around the room 
  with uncharacteristically boyish delight. 
   
  Read aloud or paraphrase the following: 
   
  "This is absolutely remarkable!" Kereledh enthuses. "If we can 
  but find the city of Tostaenceadh, then we have the location of 
  the Taladhcrioch. And once we have that, we can establish 
  who the rightful ruler of Tenh is and begin the process of 
  healing the land! 
  Turanalh nods: "If what you and the learned sage says is 
  true, then, according to the ancient traditions of our people, 
  Ehyeh has lost the favor of the Oerth Mother. His reign has 
  brought nothing but disaster upon the land of Tenh and our 
  people. Now more than ever, I am convinced for the 
  righteousness of our cause. Ehyeh must be deposed! The fate of 
  the Tenha people depends on it!" 
   
  The baron pays the PCs a small reward for their service, 
  thanking them in the name of the free people of Tenh. 
  He asks them to swear an oath on what they hold 
  sacred not to reveal to the Loyalists anything about the 
  rebels or their plans. Good aligned clerics and paladins 
  should be bound by this oath, though of course other 
  characters may be less trustworthy.  
   
  Treasure:   
  APL 2: Coin:   50 gp 
   
  APL 4: Coin:  100 gp. 
   
  APL 6: Coin:  200 gp. 
   
  APL 8: Coin:  300 gp. 
   
  APL 10: Coin: 400 gp. 
   
  Note: Remember that no PC can earn more than the 
  treasure cap for the adventure. 
   
  Once the oaths are sworn, the PCs are free to go on 
  their way. Unless they wish to go to either Redspan or 
  Atherstone, here ends the Riddle of the Dust. To be 
  concluded in War of the Dust 
   
  (C): If the PCs return to Atherstone 
   
  You leave the ruins behind, cutting north and east through 
  the forest, using the trees as cover to avoid Tenha patrols. You 
  break out of the Phostwood southwest of Atherstone and 
  striking once more across the desolation of the Stonelands. 
  The white walls and towers of the city are a welcome sight. 
  You are met at a gate by a detachment of white-tabarded 
  Faithful Flan that conveys you rapidly to Pholtarin's 
  quarters. 
   
  There, in the same pristine prayer chamber, you find 
  Pholtarin deep in prayer and silent contemplation. 
   
  As you enter, he opens his eyes.  
   
  "Praise be to the Blinding Light!" he says raising his 
  hands to the skies in thanks. "We have prayed long for your 
  return, and the Lord Pholtus has seen fit to grant our humble 
  supplications! What tidings do you bring to us?"  
   
  If the PCs tell him of the Tenha garrison in 
  Iarvaladhyr, Pholtarin listens with interest, questioning 
  them closely as to the Tenha's strength, leaders and 
  dispositions.  
   
  If the PCs show or tell him of the scrolls, read aloud 
  or paraphrase the following: 
   
  Seeing the scrolls, Pholtarin exclaims: "The might of Shining 
  One knows no bounds! I have prayed for many boons and 
  here two are delivered in one! My spies have long told me that 
  the sages of the Heretics have sought these iniquitous texts and 
  now we know why. They seek some relic of ancient heresies, 
  but they will seek in vain! For if there is power in this Land's 
  Heart, it comes not from the false Beory, but from the One 
  True Path. We will seek out this Tostaencedh, reclaim for 
  Pholtus that which is his and save our people from the night 
  of suffering that they endure." 
   
  Pholtarin pays the PCs a small reward for their service, 
  thanking and blessing them in the name of the 
  Blinding Light.  
   
  Treasure:   
  APL 2: Coin:   50 gp 
   
  APL 4: Coin:  100 gp. 
   
  APL 6: Coin:  200 gp. 
   
  APL 8: Coin:  300 gp. 
   
  APL 10: Coin: 400 gp. 
   
  Note: Remember that no PC can earn more than the 
  treasure cap for the adventure. 
   
  Once the oaths are sworn, the PCs are free to go on 
  their way. Unless they wish to go to either Redspan or 
  Iarvaladhyr, here ends the Riddle of the Dust. To be 
  concluded in War of the Dust 
   
  
  COR4-10 Riddle of the Dust 
   
  Page 28 
   
  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: The Fading  
  Defeat the orcs 
  APL2  
    
   
   
  60 XP  
  APL4  
   
   
   
  120 XP  
  APL6  
   
   
   
  180 XP  
  APL8  
   
   
   
  240 XP 
  APL10   
   
   
  270 XP 
   
  Encounter 3: Raiders of the Dust 
  Defeat the Tenhas 
  APL2    
   
  120 XP  
  APL4  
   
   
   
  180 XP  
  APL6  
   
   
   
  240 XP  
  APL8  
   
   
   
  300 XP 
  APL10   
   
   
  360 XP 
   
  OR 
   
  Encounter 7: Standoff 
  Defeat the Tenhas or Faithful Flan 
  APL2    
   
  120 XP  
  APL4  
   
   
   
  180 XP  
  APL6  
   
   
   
  240 XP  
  APL8  
   
   
   
  300 XP 
  APL10   
   
   
  360 XP 
   
  Encounter 5: Ruins Beneath the Trees 
  Overcome the trap on the Inner Door 
  APL2  
   
    
   
  60 XP  
  APL4  
   
   
   
  120 XP  
  APL6  
   
   
   
  180 XP  
  APL8  
   
   
   
  240 XP 
  APL10   
   
   
  300 XP 
   
  Encounter 6: The Chamber of the Mirror Pool 
  Defeat the guardian(s) 
  APL2    
   
   
  120 XP  
  APL4  
   
   
   
  180 XP  
  APL6  
   
   
   
  240 XP  
  APL8  
   
   
   
  300 XP 
  APL10   
   
   
  360 XP 
   
  Conclusion 
  The PCs deliver the Scrolls to one or other Tenha 
  faction 
  APL2     
   
   
  70 XP  
  APL4  
   
    
   
  60 XP  
  APL6  
   
    
   
  40 XP  
  APL8  
   
    
   
  25 XP 
  APL10    
   
   
  70 XP 
   
  Discretionary roleplaying award 
  APL2  
   
   
   
  20 XP  
  APL4  
   
   
   
  20 XP  
  APL6  
   
   
   
  30 XP  
  APL8  
   
   
   
  20 XP 
  APL10   
   
   
  20 XP 
   
  Total possible experience:   
  APL2  
   
   
   
  450 XP  
  APL4  
   
   
   
  675 XP  
  APL6  
   
   
   
  900 XP 
  APL8  
   
   
   
  1,125 XP 
  APL10   
   
   
  1,350 XP 
  
  COR4-10 Riddle of the Dust 
   
  Page 29 
   
  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 Equipment. 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 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 character’s total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. 
  Because this is a Regional scenario, characters may 
  spend additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  Loot = Looted gear from enemy (calculated at 50% 
  of book price); Coin = Coin, Gems, Jewelry, and other 
  valuables (calculated at 100% of value); Magic = Magic 
  Items (calculated at 75% of book price). 
   
  ENCOUNTER 1: THE FADING 
  Defeat the orcs 
   
  APL 2: Loot: 50 gp; Magic: potion of cure light wounds (4 
  gp) 
  APL 4: Loot: 107 gp; Magic: 6 potions of cure light 
  wounds (6 x 4 gp):  
  APL 6: Loot: 107 gp; Magic: 6 potions of cure moderate 
  wounds (6 x 25 gp); 5 potions of bull’s strength (5 x 25 gp); 
  potion of owl’s wisdom (25 gp) 
  APL 8: Loot: 1 gp; Magic: +1 spear (191 gp); +1 
  chainmail (108 gp); 5 +1 falchions (5 x 198 gp); 5 +1 chain 
  shirts (5 x 104 gp); 5 potions of cure serious wounds (5 x 62 
  gp); 5 potions of bull’s strength (5 x 25 gp); 5 potions of 
  heroism (5 x 62 gp); potion of owl’s wisdom (25 gp) 
  APL 10: Loot: 245 gp gp; Magic: +1 spear (191 gp); 5  
  +1 falchions (5 x 198 gp); 5  +1 chain shirts (5 x 104 gp); 6  
  potions of cure serious wounds (5 x 62 gp); 5 potions of bull’s 
  strength (5 x 25 gp); 5 potions of heroism (5 x 62 gp); potion 
  of owl’s wisdom (25 gp); potion of haste (62 gp) 
     
  Encounter 3: Riders of the Dust 
  Defeat the Tenhas 
   
  APL 2: Loot: 104 gp; Magic: potion of cure light wounds (4 
  gp) 
  APL 4: Loot: 216 gp; Magic: 3 potions of cure light 
  wounds (3 x 4 gp); potion of cure moderate wounds (25 gp); 
  APL 6: Loot: 203 gp; Magic: 3 potions of cure moderate 
  wounds (3 x 4 gp); potion of cure serious wounds (62 gp); +1 
  lance (191 gp); +1 chainmail (108 gp) 
  APL 8: Loot: 164 gp; Magic: +2 lance (691 gp); +1 
  chainmail (108 gp); +1 longsword (198 gp); 3 potions of cure 
  moderate wounds (3 x 25 gp); potion of bull’s strength (25 
  gp); potion of cure serious wounds (62 gp); 
  APL 10: Loot: 210 gp; Magic: +2 lance (691 gp); +2 
  chainmail (358 gp); +1 longsword (198 gp); 6 potions of cure 
  serious wounds (6 x 62 gp); potion of bull’s strength (25 gp);  
   
  Encounter 5: Ruins beneath the Trees 
  Loot the bodies in the Entrance Tunnel 
  All APLs: Loot: 100 gp; 
   
  Loot the bodies outside the Outer Door 
  All APLs: Loot: 20 gp; 
   
  Loot the bodies between the Outer and Inner Doors 
  All APLs: Loot: 140 gp; 
   
  Loot the bodies in the Chamber of the Mirror Pool 
  All APLs: Loot: 280 gp; 
   
  Find the sickle of the Oerth Mother 
  All APLs: Magic: Sickle of the Oerth Mother; +2 sickle. 
  On command it casts plant growth 3/day, and call 
  lightning 1/day (as a 5th level caster). The wielder may 
  use the plant growth and call lightning powers while in 
  wildshape. The blade must be buried to the hilt in earth 
  for the sickle's power to be recharged. However, the 
  sickle may not be recharged more than once per day.  
   
  The sickle is forged from magically hardened 
  bronze, which has the same strength as normal steel. 
  Spiral motifs are engraved into the blade, while the hilt 
  is made from turned oak, polished to a deep brown 
  color—the grain of the wood forming spirals and 
  
  COR4-10 Riddle of the Dust 
   
  Page 30 
   
  whorls. The pommel is carved in the form of a holy 
  symbol of Beory.  
   
  Find the shield of the Sky Father 
  All APLs: Magic: Shield of the Sky Father +2 heavy 
  steel shield; on command; casts daylight 3/day; searing 
  light 1/day (as a 5th level caster). The shield requires 
  exposure to sunlight for its power to be recharged. 
  However, the shield may not be recharged more than 
  once per day.  
   
  The shield is a round disc of steel, its outer surface 
  overlaid with magically hardened gold leaf. The outer 
  face of the shield is embossed with the holy symbol of 
  Pelor. The following inscription is embossed in 
  Flannae runes around the rim of the shield: 
    
  “Sky Father, who sheds light in dark places who brings 
  the dawn’s hope to dispel night’s despair.”  
   
  Encounter 7: Standoff 
  Defeat the Faithful  
  (NOTE—only to be played if the PCS have NOT 
  fought the Tenhas in Encounter 3) 
  APL 2: Loot: 165 gp; Magic: +1 quarterstaff (191 gp) 
  APL 4: Loot: 160 gp; Magic: +1 quarterstaff (191 gp); 5 
  potions of cure light wounds (5 x 4 gp); 
  APL 6: Loot: 235 gp; Magic: +1 quarterstaff (191 gp); 5 
  potions of cure moderate wounds (5 x 25 gp); 
  APL 8: Loot: 236 gp; Magic: +1 flaming quarterstaff 
  (691 gp); +1 full plate (220 gp); 5 potions of cure serious 
  wounds (5 x 62 gp); 5 potions of bull’s strength (5 x 62 gp); 
  APL 10: Loot: 192 gp; Magic: +1 flaming quarterstaff 
  (691 gp); +1 full plate (220 gp); 5 +1 longswords (5 x 198 
  gp); 5 potions of cure serious wounds (5 x 62 gp); 5 potions of 
  bull’s strength (5 x 62 gp); 
   
  OR 
   
  Defeat the Tenhs  
  (Note: only to be played if the PCs have not fought the 
  Tenhas in Encounter 3) 
  APL 2: Loot: 149 gp; Magic: scroll of magic missile (2 
  gp); scroll of sleep (2 gp) 
  APL 4: Loot: 365 gp; Magic: 7 potions of cure light 
  wounds (7 x 4 gp) scroll of magic missile (2 gp); scroll of sleep 
  (2 gp); bracers of armor +1 (83 gp) 
  APL 6: Loot: 411 gp; Magic: 6 potions of cure moderate 
  wounds (6 x 25 gp); potion of cure light wounds (4 gp) scroll 
  of magic missile (2 gp); scroll of sleep (2 gp); bracers of armor 
  +1 (83 gp); amulet of natural armor +1 (165 gp); wand of 
  slow [3 charges] (675 gp) 
  APL 8: Loot: 471 gp; Magic: 6 potions of cure serious 
  wounds (6 x 62 gp); 6 potions of cat’s grace (6 x 62 gp); 
  potion of cure light wounds (4 gp) scroll of magic missile (2 
  gp); scroll of sleep (2 gp); bracers of armor +1 (83 gp); amulet 
  of natural armor +1 (165 gp); wand of slow [3 charges] 
  (675 gp); ring of protection +2 (667 gp); cloak of resistance 
  +1 (83 gp);  
  APL 10: Loot: 438 gp; Magic: 6 +1 longswords (6 x 198 
  gp); 6 suits of +1 chainmail (6 x 108 gp) 6 potions of cure 
  serious wounds (6 x 62 gp); 6 x potion of cat’s grace (6 x 62 
  gp); potion of cure light wounds (4 gp) scroll of magic missile 
  (2 gp); scroll of sleep (2 gp); bracers of armor +1 (83 gp); 
  amulet of natural armor +1 (165 gp); wand of slow [3 
  charges] (675 gp); ring of protection +2 (667 gp); cloak of 
  resistance +1 (83 gp); 
   
  Conclusion 
   
  Treasure: 
  Deliver the Scrolls to one of the factions 
   
  Treasure:   
  APL 2: Coin:   50 gp 
   
  APL 4: Coin:  100 gp. 
   
  APL 6: Coin:  200 gp. 
   
  APL 8: Coin:  300 gp. 
   
  APL 10: Coin: 400 gp. 
   
  Total Possible Treasure 
  APL 2: L: 150 gp; C: 150 gp; M: 140 gp—Total: 450 gp 
  APL 4: L: 150 gp; C: 300 gp; M: 200 gp  —Total: 650 gp 
  APL 6: L: 100 gp; C: 600 gp; M: 200 gp  —Total: 900 gp 
  APL 8: L: 200 gp; C: 900 gp; M: 200 gp—Total: 1,300 gp 
  APL 10: L: 500 gp; C: 1200 gp; M: 600 gp—Total: 2,300 
  gp 
   
  Special 
  The shield of the Sky Father: +2 heavy steel shield; on 
  command casts daylight 3/day; searing light 1/day (as a 
  5th level caster). The shield requires exposure to 
  sunlight for its power to be recharged. However, the 
  shield may not be recharged more than once per day.  
   
  The shield is a round disc of steel, its outer surface 
  overlaid with magically hardened gold leaf. The outer 
  face of the shield is embossed with the holy symbol of 
  Pelor. The following inscription is embossed in 
  Flannae runes around the rim of the shield: 
    
  “Sky Father, who sheds light in dark places who brings 
  the dawn’s hope to dispel night’s despair.” 
  Faint Evocation; CL 5th; Craft Magic Arms and 
  Armor, daylight, searing light; Price 21,688 gp.  
   
  The sickle of the Oerth Mother: +2 sickle. On command it 
  casts plant growth 3/day, and call lightning 1/day (as a 5th 
  level caster). The wielder may use the plant growth and 
  call lightning powers while in wildshape. The blade must 
  be buried to the hilt in earth for the sickle's power to be 
  recharged. However, the sickle may not be recharged 
  more than once per day.  
   
  The sickle is forged from magically hardened 
  bronze, which has the same strength as normal steel. 
  Spiral motifs are engraved into the blade, while the hilt 
  is made from turned oak, polished to a deep brown 
  color—the grain of the wood forming spirals and 
  whorls. The pommel is carved in the form of a holy 
  symbol of Beory.  
  Faint Transmutation and Evocation; CL 5th; 
  Craft Magic Arms and Armor, plant growth, call 
  lightning; Price 23,688 gp.  
   
  
  COR4-10 Riddle of the Dust 
   
  Page 31 
   
  ITEM ACCESS 
  Note: PCs only get access to items they encounter. As 
  this adventure involves random encounters, the PCs 
  will not encounter all of the items listed below for each 
  APL.  
   
  APL 2 
  Traveling spellbook (Adventure, see above, 350 gp) 
   
  APL 4 
  Traveling spellbook (Adventure, see above, 700 gp) 
   
  APL 6 
  Wand of slow [3 chgs] (Adventure; CL 5th; DMG, 675 
  gp) 
  Traveling spellbook (Adventure, see above, 1,250 gp) 
   
  APL 8 
  Traveling spellbook (Adventure, see above, 2,000 gp) 
  Ring of protection +2 (Adventure CL 5th; DMG). 
  +2 lance (Adventure; 8,310 gp); 
   +1 flaming quarterstaff (Adventure; 8300 gp) 
   
  APL 10 
  Traveling spellbook (Adventure, see above, 2,520 gp) 
  Ring of protection +2 (Adventure CL 5th; DMG). 
  +2 lance (Adventure; 8,310 gp); 
  +1 flaming quarterstaff (Adventure; 8300 gp) 
  +2 chainmail (Adventure; 4,300gp) 
   
  All APLs: Sickle of the Oerth Mother; +2 sickle (Core; 
  21,688 gp).  
   
  All APLs: Shield of the Sky Father +2 heavy steel shield 
  (Core; 23,688 gp) 
   
  Items for the Adventure Record 
  �Lost among the Faded Ones: The PC has become lost 
  among the Faded Ones of Tenh. They may return to 
  the Oerth after 4 TU of wandering. The PC and his 
  possessions are otherwise unharmed. 
   
  �Prisoner of the Tenhas: The bearer has been 
  captured by Tenha rebels. They will be held in the 
  dungeons of Iarvaladhyr Keep for 4 TU and will be 
  released on payment of a ransom by the PC of 10% of 
  their gold piece total as per the previous Adventure 
  Record.  
   
  � Shield of the Sky Father: +2 heavy steel shield; on 
  command casts daylight 3/day; searing light 1/day (as a 
  5th level caster). The shield requires exposure to 
  sunlight for its power to be recharged; may not be 
  recharged more than once per day.  
   
  The shield is a round disc of steel, its outer surface 
  overlaid with magically hardened gold leaf. The outer 
  face of the shield is embossed with the holy symbol of 
  Pelor. The following inscription is embossed in 
  Flannae runes around the rim of the shield: 
    
  “Sky Father, who sheds light in dark places who brings 
  the dawn’s hope to dispel night’s despair.” 
  Faint Evocation; CL 5th; Craft Magic Arms and 
  Armor, daylight, searing light; Price 21,688 gp.  
   
  � Sickle of the Oerth Mother: +2 sickle. On command 
  it casts plant growth 3/day, and call lightning 1/day (as a 
  5th level caster). The wielder may use the plant growth 
  and call lightning powers while in wildshape. The blade 
  must be buried to the hilt in earth for the sickle's 
  power to be recharged; may not be recharged more 
  than once per day.  
   
  The sickle is forged from magically hardened 
  bronze, which has the same strength as normal steel. 
  Spiral motifs are engraved into the blade, while the hilt 
  is made from turned oak, polished to a deep brown 
  color—the grain of the wood forming spirals and 
  whorls. The pommel is carved in the form of a holy 
  symbol of Beory.  
  Faint Transmutation and Evocation; CL 5th; Craft 
  Magic Arms and Armor, plant growth, call lightning; 
  Price 23,688 gp.  
   
  � Spellbook: This book contains the following spells: 
  APL 2: 0- detect magic, flare, ray of frost, resistance; 1st- 
  mage armor, magic missile, sleep. 
  APL 4: As above plus 1st- ray of enfeeblement; 2nd 
  glitterdust, resist energy, scorching ray. 
   
  APL 6: As above plus 2nd web; 3rd-blink, fireball, ray of 
  exhaustion. 
   
  APL 8: As above plus 3rd- dispel magic; 4th- lesser globe 
  of invulnerability, enervation, phantasmal killer. 
  APL 10: 5th- As above plus cone of cold, feeblemind. 
   
   
   
   
   
  
  COR4-10 Riddle of the Dust 
   
  Page 32 
   
  APPENDIX 1: NPC S AND MONSTERS
  APL 2 
  Encounter 1: The Fading 
  �Orc Shaman: male orc Clr1; CR 1; Medium 
  humanoid (orc); HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 
  15, touch 11, flat-footed 14; Base Atk +0; Grp +2; Atk +2 
  melee (1d8+1, shortspear); Full Atk +2 melee (1d8+1, 
  shortspear); SQ Light sensitivity, darkvision; AL CE; 
  SV Fort +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 
  10, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +5, Spellcraft +4; 
  Combat Casting, Weapon Focusb (shortspear). 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Spells Prepared (3/2; base DC = 13 + spell level): 0—
  guidance, resistance, virtue; 1—cause fear, enthropic shield, 
  magic weapon * 
  *Domain Spell; Deity: Gruumsh; Domains: War 
  (free Weapon Focus) and Strength (+1 enhancement 
  bonus to Strength as a free action, for 1 round, 1/day). 
  Possessions: Shortspear, chain shirt, potion of cure 
  light wounds. 
  Power-Up Suite: Attackers suffer a 50% miss 
  chance due to the effects of prolonged stay within the 
  Stoneland.  
   
  Encounter 3: Riders of the Dust 
  �Aradha: female human Ftr2: CR 2; Medium 
  humanoid (human); HD 2d10+4; hp 20; Init +2; Spd 20 
  ft.; AC 17, touch 12, flat-footed 15; Base Atk +2; Grp +5; 
  Atk +6 melee (1d8+4/x3, lance) or +5 melee (1d8+3/19-
  20, longsword) or +5 melee (1d4+3/18-20, kukri); Full 
  Atk +6 melee (1d8+5/x3, lance) or +5 melee (1d8+3/19-
  20, longsword) or +5 melee (1d4+3/18-20, kukri); AL 
  NG; SV Fort +5, Ref +2, Will +1; Str 16, Dex 14, Con 14, 
  Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Ride +5, Jump +0, Spot +3; Mounted 
  Combat, Ride-by Attack, Trample, Weapon Focus 
  (lance). 
   
  Possessions: Lance, longsword, kukri chainmail, light 
  warhorse, military saddle, bit and bridle, potion of cure 
  light wounds. 
   
  �Rebel Tenha Cavalry: mix female and male human 
  War1; CR 1/2; Medium humanoid (human); HD 
  1d8+1; hp 9 each; Init +2; Spd 30 ft.; AC 17, flat-footed 
  15, touch 12; Base Atk +1; Grp +4; Atk +5 melee 
  (1d8+4/x3, lance) +4 melee (1d8+3/19-20, longsword) 
  or +3 ranged (1d8/x3, composite longbow); Full Atk +5 
  melee (1d8+5/x3, lance) +4 melee (1d8+3/19-20, 
  longsword) or +3 ranged (1d8/x3, composite longbow); 
  AL NG; SV Fort +3, Ref +2, Will +1; Str 16, Dex 14, Con 
  12, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Ride +5, Intimidate +4; Spot +3; 
  Mounted Combat, Weapon Focus (lance). 
   
  Possessions: Chainmail, lance, longsword, composite 
  longbow, 20 arrows, light warhorse, military saddle, bit 
  and bridle.  
   
  Encounter 6: The Chamber of the Mirror Pool 
  �Dread Guard (1): CR 3; Medium construct; HD 
  5d10+20; hp 47; Init +0; Spd 20 ft. (can’t run); AC 17, 
  flat-footed 17, touch 10; Base Atk +3; Grp +3; Atk +6 
  melee (1d8+3/19-20), longsword; Full Atk +6 melee 
  (1d8+3/19-20), longsword; SQ Cold resistance 10, 
  construct traits, fire resistance 10; AL N; SV Fort +1, 
  Ref +1, Will +2; Str 17, Dex 11, Con -, Int 6, Wis 13, Cha 
  2. 
   
  Skills and Feats: Spot +9; Cleave, Power Attack. 
  Construct Traits: A dread guard is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A dread guard has 
  darkvision (60-foot range). 
   
  Encounter 7: Standoff 
  �Pholtarin: male human Clr2; CR 2; Medium 
  humanoid (human); HD 2d8+4; hp 21; Init +5; Spd 30 
  ft.; AC 18, flatfooted 17, touch 11; Base Atk +1; Grp +3: 
  Atk +4 melee (1d6+3, +1 quarterstaff); Full Atk +4 melee 
  (1d6+3, +1 quarterstaff); SA Spontaneous casting, turn 
  undead; AL: LN; SV: Fort +5, Ref +1, Will +6; Str 14, 
  Dex 12, Con 14, Int 10, Wis 17, Cha 8. 
   
  Skills and Feats: Concentration +7, Heal +8; 
  Improved Initiative Weapon Focus (quarterstaff) 
   
  Spells prepared: (4/2+1; base DC = 13 + spell level) 
  0—guidance (2), resistance, virtue; 1—bless, command, 
  protection from chaos*,  
  *Domain spell; Deity: Pholtus; Domains: Law (cast 
  law spells at +1 caster level) and Sun (greater turning 
  against undead 1/day; undead that would be turned are 
  destroyed).  
   
  Possessions: +1 quarterstaff, half-plate armor, holy 
  symbol of Pholtus.  
   
  �Faithful Flan: mix female and male human War1; CR 
  1/2; Medium humanoid (human); HD 1d8+1; hp 9 
  each; Init +6; Spd 30 ft.; AC 19, flat-footed 17, touch 12; 
  Base Atk +1; Grp +4; Atk +5 melee (1d8+3/19-20, 
  longsword) or +3 ranged (1d10/19-20, heavy crossbow); 
  Full Atk +5 melee (1d8+3/19-20, longsword) or +3 
  ranged (1d10/19-20, heavy crossbow); AL LN; SV Fort 
  +3, Ref +2, Will +1; Str 16, Dex 14, Con 12, Int 10, Wis 
  12, Cha 10. 
   
  Skills and Feats: Climb -2, Intimidate +4; Spot +3; 
  Improved Initiative, Weapon Focus (longsword). 
   
  Possessions: 
  Chainmail, 
  heavy 
  steel 
  shield, 
  longsword, heavy crossbow, 20 bolts, holy symbol of 
  Pholtus. 
   
  �Keeper of the Flan: male human Wiz2; CR 2; 
  Medium humanoid (human); HD 2d4+4; hp 11; Init +6; 
  
  COR4-10 Riddle of the Dust 
   
  Page 33 
   
  Spd 30 ft., AC 12, flat-footed 10, touch 12; Base Atk +1, 
  Grp +1, Atk +1 melee (1d4/19-20, dagger) or +3 ranged 
  (1d4/19-20, dagger); SQ Summon familiar AL NG; SV 
  Fort +2, Ref +2, Will +3; Str 10, Dex 14, Con 14, Int 16, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (arcana) +7, Hide +4, Move Silently +4, Spellcraft +7; 
  Combat Casting, Improved Initiative, Scribe Scroll. 
   
  Spells Prepared: (4/3; base DC = 13 + spell level); 0—
  detect magic, flare, ray of frost, resistance; 1st— mage armor, 
  magic missile, sleep. 
   
  Spellbook: 0—detect magic, flare, ray of frost, resistance; 
  1st—mage armor, magic missile, sleep 
   
  Possessions: scroll of magic missile and sleep, robes, 
  dagger, spell component pouch, spellbook. 
   
  �Rebel Tenha Warriors, male human War1; CR 1/2; 
  Medium humanoid (human); HD 1d8+1; hp 9; Init +6; 
  Spd 30 ft.; AC 17, flat-footed 15, touch 12; Base Atk +1; 
  Grp +3; Atk +5 melee (1d8+3/19-20, longsword) or +3 
  ranged (1d8/x3, longbow); Full Atk +5 melee 
  (1d8+3/19-20, longsword) or +3 ranged (1d8/x3, 
  longbow); AL NG; SV Fort +3, Ref +2, Will +1; Str 16, 
  Dex 14, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +0, Intimidate +4; Spot +3; 
  Improved Initiative, Weapon Focus (longsword). 
   
  Possessions: Chainmail, longsword, longbow, 20 
  arrows. 
   
   
  
  COR4-10 Riddle of the Dust 
   
  Page 34 
   
  APL 4 
  Encounter 1: The Fading 
  �Orc Berserker: male orc Bbn1; CR 1; Medium 
  humanoid (orc); HD 1d12+2; hp 14; Init +3; Spd 40 ft.; 
  AC 17, touch 13, flat-footed 14; Base Atk +1; Grp +5; 
  Atk +6 melee (2d4+6/18-20, falchion) or +5 melee 
  (1d6+4/x3, hand axe) or +5 ranged (1d6+4, throwing 
  axe); Full Atk 6 melee (2d4+6/18-20, falchion) or +5 
  melee (1d6+4/x3, hand axe) or +5 ranged (1d6+4, 
  throwing axe,); SQ Light sensitivity, darkvision, rage 
  1/day, fast movement; AL CE; SV Fort +4, Ref +3, Will 
  +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +6, Hide +5, Jump +6; 
  Weapon Focus (falchion).  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Rage (Ex): 1/day—hp 16; AC 15, touch 11, flat-
  footed 12; Grp +7; Atk +8 melee (2d4+9/18-20, falchion) 
  or +7 melee (1d6+6/x3, hand axe) or +5 ranged (1d6+6, 
  throwing axe); Full Atk +8 melee (2d4+9/18-20, 
  falchion) or +7 melee (1d6+6/x3, hand axe) or +5 
  ranged (1d6+6, throwing axe); Fort +6, Will +2; Str 22, 
  Con 18; Climb +8, Jump +8. Rage lasts for 7 rounds 
  then fatigued.  
   
  Possessions: Falchion, hand axe, throwing axe, chain 
  shirt, potion of cure light wounds. 
  Power-Up Suite: Attackers suffer a 50% miss 
  chance due to the effects of prolonged stay within the 
  Stoneland.  
   
  �Orc Shaman: male orc Clr2; CR 2; Medium 
  humanoid (orc); HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 
  15, touch 11, flat-footed 14; Base Atk +0; Grp +2; Atk +2 
  melee (1d8+1, shortspear); Full Atk +2 melee (1d8+1, 
  shortspear); SQ Light sensitivity, darkvision; AL CE; 
  SV Fort +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 
  10, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +5, Spellcraft +4; 
  Combat Casting, Weapon Focusb (shortspear). 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Spells Prepared (3/2; base DC = 13 + spell level): 0—
  guidance, resistance, virtue; 1—cause fear, enthropic shield, 
  magic weapon * 
  *Domain Spell; Deity: Gruumsh; Domains: War 
  (free Weapon Focus) and Strength (+1 enhancement 
  bonus to Strength as a free action, for 1 round, 1/day). 
  Possessions: Shortspear, chain shirt, potion of cure 
  light wounds. 
  Power-Up Suite: Attackers suffer a 50% miss 
  chance due to the effects of prolonged stay within the 
  Stoneland.  
   
  Encounter 3: Riders of the Dust 
  �Aradha: female human Ftr4; Medium humanoid 
  (human); HD 4d10+8; hp 36; Init +2; Spd 30 ft.; AC 17, 
  flat-footed 15, touch 13; Base Atk +4; Grp +7; Atk +8 
  melee (1d8+6/x3, lance) or +7 melee (1d8+3/19-20, 
  longsword) or +7 melee (1d4+3/18-20, kukri); Full Atk 
  +8 melee (1d8+6/x3, lance) or +7 melee (1d8+3/19-20, 
  longsword) or +7 melee (1d4+3/18-20, kukri); 
  Space/Reach 5 ft./5 ft.; AL NG; SV Fort +6, Ref +4, Will 
  +2; Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 12. 
  Skills and Feats: Climb +5, Handle Animal +8, Ride 
  +9. Mounted Combat, Ride-by Attack, Spirited Charge, 
  Trample, 
  Weapon 
  Focus 
  (lance), 
  Weapon 
  Specialization (lance). 
  Possessions: Lance, longsword, kukri chainmail, 
  light war horse, military saddle, bit and bridle, potion of 
  cure moderate wounds.  
   
  �Rebel Tenha Cavalry: mix male and female human 
  Ftr1; CR 1; Medium humanoid (human); HD 1d10+2; 
  hp 12; Init +2; Spd 30 ft.; AC 17, touch 12, flat-footed 
  15; Base Atk +1; Grp +4; Atk +5 melee (1d8+4/x3, lance) 
  or +4 melee (1d8+3/19-20, longsword) or +3 ranged 
  (1d8+3/x3, longbow); Full Atk +5 melee (1d8+4/x3, 
  lance) or +4 melee (1d8+3/19-20, longsword) or +3 
  ranged 
  (1d8+3/x3, 
  composite 
  longbow 
  +3); 
  Space/Reach 5 ft./ 5 ft.; AL NG; SV Fort +4, Ref +2, Will 
  +1; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Spot +3, Ride +6; Mounted Archery, 
  Mounted Combat, Weapon Focus (lance). 
   
  Possessions: 
  Longsword, 
  lance, 
  composite 
  longbow +3, 20 arrows, chainmail, light war horse, 
  military saddle, bit and bridle, potion of cure light 
  wounds 
   
  Encounter 7: Standoff 
  �Pholtarin: male human Clr4; CR 4; Medium 
  humanoid (orc); HD 4d8+8; hp 31; Init +5; Spd 30 ft.; 
  AC 18, touch 11, flat-footed 17; Base Atk +3; Grp +5: 
  Atk +6 melee (1d6+3, +1 quarterstaff); Full Atk +6 melee 
  (1d6+3, +1 quarterstaff); SA Spontaneous casting, turn 
  undead; AL: LN; SV: Fort +6, Ref +2, Will +7; Str 14, 
  Dex 12, Con 14, Int 10, Wis 17, Cha 8. 
   
  Skills and Feats: Concentration +9, Heal +10; Combat 
  Casting, 
  Improved 
  Initiative 
  Weapon 
  Focus 
  (quarterstaff) 
   
  Spells prepared: (5/4+1/3+1; base DC = 13 + spell 
  level) 0—guidance (2), resistance, virtue (2); 1—bless, 
  command, protection from chaos*, shield of faith; 2—bull's 
  strength, heat metal*, silence, spiritual weapon 
   
  *Domain Spell; Deity: Pholtus; Domains: Law (cast 
  law spells at +1 caster level). Sun (greater turning 
  against undead 1/day; undead that would be turned are 
  destroyed).  
   
  Possessions: +1 quarterstaff, half-plate armor, holy 
  symbol of Pholtus.  
   
  �Faithful Flan Warriors: mix male and female human 
  Ftr1; CR 1; Medium humanoid (human); HD 1d10+2; 
  hp 12; Init +6; Spd 30 ft.; AC 19, touch 12, flat-footed 
  17; Base Atk +1; Grp +4; Atk +5 melee (1d8+3/19-20, 
  longsword) or +4 melee (1d4+3/19-20, dagger) or +3 
  ranged (1d10/19-20, heavy crossbow); Full Atk +5 
  melee 
  (1d8+3/19-20, 
  longsword) 
  or 
  +4 
  melee 
  (1d4+3/19-20, dagger) or +3 ranged (1d10/19-20, heavy 
  
  COR4-10 Riddle of the Dust 
   
  Page 35 
   
  crossbow); AL LN; SV Fort +4, Ref +2, Will +1; Str 16, 
  Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +5*, Jump -1; Improved 
  Initiative, Power Attack, Weapon Focus (longsword). 
   
  Possessions: Longsword, dagger, heavy crossbow, 
  crossbow bolts, chainmail, heavy steel shield, potion of 
  cure light wounds, potion of invisibility*. 
   
  �Faithful Flan Priest: male human Clr1; CR 1; 
  Medium humanoid (human); HD 1d8+2; hp 10; Init +5; 
  Spd 30 ft.; AC 16, touch 11, flat-footed; Base Atk +0; Grp 
  +2: Atk +2 melee (1d6+2, quarterstaff); Full Atk +2 
  melee (1d6+2, quarterstaff); SA Spontaneous casting, 
  turn undead; AL: LN; SV: Fort +4, Ref +1, Will +5; Str 
  14, Dex 12, Con 14, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +6, Heal +7; Hide 
  +6*; Combat Casting, Improved Initiative 
   
  Spells prepared: (4/2+1; base DC = 13 + spell level) 
  0—guidance (2), resistance, virtue; 1—cause fear, protection 
  from chaos*; shield of faith 
   
  *Domain Spell; Deity: Pholtus; Domains: Law (cast 
  law spells at +1 caster level). Sun (greater turning 
  against undead 1/day; undead that would be turned are 
  destroyed).  
   
  Possessions: Quarterstaff, chainmail, holy symbol of 
  Pholtus, potion of invisibility*. 
   
  Power-Up Suite: bonus from potion of invisibility 
  already added 
   
  �Keeper of the Flan: male human Wiz4; CR 4; 
  Medium humanoid (human); HD 4d4+8; hp 21; Init +6; 
  Spd 30 ft., AC 13, flat-footed 10, touch 13; Base Atk +2, 
  Grp +2, Atk +3 melee (1d4/19-20, masterwork dagger) 
  or +5 ranged (1d4/19-20, masterwork dagger); SQ 
  Summon familiar AL NG; SV Fort +3, Ref +5, Will +4; 
  Str 10, Dex 14, Con 14, Int 17, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +12, Decipher Script 
  +4, Knowledge (arcana) +9, Hide +4, Move Silently +4, 
  Spellcraft +9; Combat Casting, Improved Initiative, 
  Lightning Reflexes, Scribe Scroll.  
   
  Spells Prepared: (4/4/3; base DC = 13 + spell level); 
  0—detect magic, flare, ray of frost, resistance; 1st—mage 
  armor, magic missile, ray of enfeeblement, sleep; 2nd—
  glitterdust, resist energy, scorching ray. 
   
  Spellbook: 0—detect magic, flare, ray of frost, resistance; 
  1st—mage armor, magic missile, ray of enfeeblement, sleep; 
  2nd glitterdust, resist energy, scorching ray 
   
  Possessions: scroll of magic missile and sleep, potion of 
  cure light wounds, potion of invisibility, bracers of armor +1, 
  robes, masterwork dagger, spell component pouch, 
  spellbook  
   
  �Rebel Tenha Warriors: male human Ftr1; CR 1; 
  Medium humanoid (human); HD 1d10+2; hp 12; Init 
  +6; Spd 30 ft.; AC 17, touch 12, flat-footed 15; Base Atk 
  +1; Grp +4; Atk +5 melee (1d8+3/19-20, longsword) or 
  +3 ranged (1d8+3/x3, composite longbow +3); Full Atk 
  +5 melee (1d8+3/19-20, longsword) or +3 ranged 
  (1d8+3/x3, composite longbow +3); AL NG; SV Fort +4, 
  Ref +2, Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Hide +7*, Jump +1; Improved 
  Initiative, 
  Point-Blank 
  Shot, 
  Weapon 
  Focus 
  (longsword). 
   
  Possessions: Longsword, composite longbow +3, 20 
  arrows, chainmail, potion of cure light wounds, potion of 
  invisibility* 
  Power-Up Suite: bonus from potion of invisibility 
  already added 
  
  COR4-10 Riddle of the Dust 
   
  Page 36 
   
  APL6 
  Encounter 1: The Fading 
  �Orc Berserker: mix male and female orc Bbn2; CR 2; 
  Medium humanoid (orc); HD 2d12+4; hp 23; Init +3; 
  Spd 40 ft.; AC 17, flat-footed 14, touch 13; Base Atk +2; 
  Grp +6; Atk +7 melee (2d4+6/18-20, falchion) or +6 
  melee (1d6+4/x3, hand axe) or +6 ranged (1d6+4, 
  throwing axe); Full Atk +7 melee (2d4+6/18-20, 
  falchion) or +6 melee (1d6+4/x3, hand axe) or +6 
  ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; 
  SQ Light sensitivity, darkvision, rage 1/day, fast 
  movement, uncanny dodge; AL CE; SV Fort +5, Ref +3, 
  Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +7, Hide +5, Jump +7; 
  Weapon Focus (falchion). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Rage (Ex): 1/day—hp 27; AC 15, touch 11, flat-
  footed 12; Grp +8; Atk +9 melee (2d4+9/18-20, falchion) 
  or +8 melee (1d6+6/x3, hand axe) or +5 ranged (1d6+6, 
  throwing axe); Full Atk +9 melee (2d4+9/18-20, 
  falchion) or +8 melee (1d6+6/x3, hand axe) or +5 
  ranged (1d6+6, throwing axe); Fort +7, Will +2; Str 22, 
  Con 18; Climb +9, Jump +9. Rage lasts for 7 rounds 
  then fatigued.  
   
  Possessions: Falchion, hand axe, throwing axe, chain 
  shirt, potion of cure moderate wounds, potion of bull's 
  strength. 
   
  Power-Up Suite: Attackers suffer a 50% miss chance 
  due to the effects of prolonged stay within the 
  Stoneland; (With potion of bull’s strength)— Grp +8; Atk 
  +9 melee (2d4+9/18-20, falchion) or +8 melee 
  (1d6+6/x3, hand axe) or +5 ranged (1d6+6, throwing 
  axe); Full Atk +9 melee (2d4+9/18-20, falchion) or +8 
  melee (1d6+6/x3, hand axe) or +5 ranged (1d6+6, 
  throwing axe); Str 22; Climb +9, Jump +9; (With rage 
  and potion of bull’s strength)— Grp +10; Atk +11 melee 
  (2d4+12/18-20, falchion) or +8 melee (1d6+8/x3, hand 
  axe) or +5 ranged (1d6+8, throwing axe); Full Atk +9 
  melee (2d4+12/18-20, falchion) or +8 melee (1d6+8/x3, 
  hand axe) or +5 ranged (1d6+8, throwing axe); Str 24, 
  Con 18; Climb +11, Jump +11. 
   
  �Orc Shaman: male orc Clr2: CR 2; Medium 
  humanoid (orc); HD 2d8+2; hp 15; Init +1; Spd 30 ft.; 
  AC 15, touch 11, flat-footed 14; Base Atk +1; Grp +2; 
  Atk +3 melee (1d8+1, shortspear); Full Atk +3 melee 
  (1d8+1, shortspear); SQ light sensitivity, darkvision; AL 
  CE; SV Fort +4, Ref +1, Will +6; Str 12, Dex 12, Con 12, 
  Int 10, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +6, Spellcraft +5; 
  Combat 
  Casting, 
  Martial 
  Weapon 
  Proficiency 
  (longspear), Weapon Focus (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Spells Prepared (4/3; base DC = 13 + spell level): 0—
  detect magic, guidance, resistance, virtue; 1st—bless, 
  enthropic shield, protection from good, magic weapon* 
  *Domain Spell. Deity: Gruumsh; Domains: War 
  (free Weapon Focus) and Strength (+2 enhancement 
  bonus to Strength as a free action, for 1 round, 1/day). 
  Possessions: Shortspear, chain shirt, potion of cure 
  moderate wounds, potion of owl's wisdom. 
   
  Encounter 3: Riders of the Dust 
  �Aradha: female human Ftr6; Medium humanoid 
  (human); HD 6d10+6; hp 46; Init +6; Spd 30 ft.; AC 18, 
  flat-footed 16, touch 12; Base Atk +6/+1; Grp +9; Atk 
  +11 melee (1d8+7/x3, +1 lance) or +10 melee (1d8+3/19-
  20, longsword) or +9 melee (1d4+3/18-20, kukri); Full 
  Atk +11/+6 melee (1d8+7/x3, +1 lance) or +10/+5 melee 
  1d8+3/19-20, longsword) or +9/+4 melee (1d4+3/18-20, 
  kukri); AL NG; SV Fort +6, Ref +4, Will +3; Str 16, Dex 
  14, Con 12, Int 12, Wis 12, Cha 14. 
  Skills and feats: Climb +8, Handle Animal +11, Ride 
  +12; Improved Initiative, Mounted Combat, Ride-by 
  Attack, Spirited Charge, Trample, Weapon Focus 
  (lance), 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (lance). 
  Possessions: +1 lance, longsword, kukri, +1 chainmail, 
  light warhorse, military saddle, bit and bridle, potion of 
  cure serious wounds 
   
  �Rebel Tenha Cavalry: male human Ftr1; CR 1; 
  Medium humanoid (human); HD 1d10+2; hp 12; Init 
  +2; Spd 30 ft.; AC 17, touch 12, flat-footed 15; Base Atk 
  +1; Grp +4; Atk +5 melee (1d8+4/x3, lance) or +4 melee 
  (1d8+3/19-20, longsword) or +3 ranged (1d8+3/x3, 
  longbow); Full Atk +5 melee (1d8+4/x3, lance) or +4 
  melee (1d8+3/19-20, longsword) or +3 ranged 
  (1d8+3/x3, composite longbow +3); Space/Reach 5 ft./ 
  5 ft.; AL NG; SV Fort +4, Ref +2, Will +1; Str 16, Dex 14, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Spot +3, Ride +6; Mounted Archery, 
  Mounted Combat, Weapon Focus (lance). 
   
  Possessions: Longsword, lance, composite longbow 
  +3, 20 arrows, chainmail, light warhorse, military 
  saddle, bit and bridle, potion of cure light wounds 
   
  Encounter 6: The Chamber of the Mirror Pool 
  �Rogue Eidolon: CR 9; Large construct; HD 9d10+30; 
  hp 79; Init +0; Spd 30 ft. (can’t run); AC 21, touch 9, flat-
  footed 21; Base Atk +5; Grp +13; Atk +10 melee (2d6+5, 
  slam); Full Atk +10 melee (2d6+5, 2 slams); 
  Space/Reach 10 ft./10 ft.; SA blood spray, confusion; SQ 
  Construct traits, DR 10/adamantine, SR 19; AL NE; SV 
  Fort +3; Ref +3; Will +1; Str 21, Dex 11, Con -, Int 2, Wis 
  6, Cha 13. 
   
  Skills and Feats: Jump +17; Cleave, Improved Bull 
  Rush, Improved Sunder, Power Attack. 
   
  Blood Spray (Su): As a free action, an eidolon can 
  spew a gout of thick blood from the seeping symbols in 
  its face at a single target within 30 feet. Any creature 
  struck by this blood must make a DC 15 Will save or be 
  afflicted with a terrible madness that causes it to see all 
  its friends as hated enemies. An affected creature 
  immediately attacks its closest ally, using the best 
  tactics and items at its disposal. This murderous frenzy 
  
  COR4-10 Riddle of the Dust 
   
  Page 37 
   
  prevents spell casting but not the activation of magic 
  items that require spell completion, and it lasts for 3d6 
  rounds. Once an eidolon has used its blood spray it 
  must wait 1d4 rounds before it can do so again. 
   
  Confusion (Sp): Any creature struck by an eidolon 
  must make a DC 15 Will save or become confused. This 
  condition is permanent, only a greater restoration, limited 
  wish, miracle or wish spell can restore the subject to 
  normal. The effect is otherwise identical with that of a 
  confusion spell (cast level 10th). 
   
  Construct Traits: An eidolon is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drain, or death from massive damage. It cannot heal 
  itself but it can be healed through repair. It cannot be 
  raised or resurrected. An eidolon has darkvision (60-
  foot range). 
   
  Encounter 7: Standoff 
  �Pholtarin: male human Clr6; CR 6; Medium 
  humanoid (human); HD 6d8+12; hp 45; Init +5; Spd 30 
  ft.; AC 19, flatfooted 18, touch 11; Base Atk +4; Grp +6: 
  Atk +8 melee (1d6+3, +1 quarterstaff); Full Atk +8 melee 
  (1d6+3, +1 quarterstaff); SA Spontaneous casting, turn 
  undead; AL: LN; SV: Fort +7, Ref +3, Will +8; Str 14, 
  Dex 12, Con 14, Int 10, Wis 17, Cha 8 
   
  Skills and Feats: Concentration +10, Heal +11; 
  Combat Casting, Endurance, Improved Initiative 
  Weapon Focus (quarterstaff) 
  Spells prepared: (5/4+1/4+1/3+1; base DC = 13 + 
  spell level) 0—guidance (2), resistance, virtue (2); 1st—
  bless, command, protection from chaos*, shield of faith; 2nd—
  aid, bull's strength, heat metal*, silence, spiritual weapon; 
  3rd—bestow curse, dispel magic, searing light (2)*  
   
  *Domain Spell; Deity: Pholtus; Domains: Law (Cast 
  law spells at +1 caster level) and Sun (greater turning 
  against undead 1/day; undead that would be turned are 
  destroyed). 
   
  Possessions: +1 quarterstaff, full plate, holy symbol of 
  Pholtus. 
   
  �Faithful Flan Warriors: male human Ftr2; CR 2; 
  Medium humanoid (human); HD 2d10+4; hp 20; Init 
  +6; Spd 30 ft.; AC 19, touch 12, flat-footed 17; Base Atk 
  +2; Grp +5; Atk +6 melee (1d8+3/19-20, longsword) or 
  +5 melee (1d4+3/19-20, dagger) or +4 ranged (1d10/19-
  20, heavy crossbow); Full Atk +6 melee (1d8+3/19-20, 
  longsword) or +5 melee (1d4+3/19-20, dagger) or +4 
  ranged (1d10/19-20, heavy crossbow); AL LN; SV Fort 
  +5, Ref +2, Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 
  12, Cha 8. 
   
  Skills and Feats: Climb –1, Hide +8*, Jump -1; 
  Improved Initiative, Point-Blank Shot, Precise Shot, 
  Weapon Focus (longsword). 
  Possessions: Longsword, dagger, heavy crossbow, 20 
  bolts, chain mail, heavy steel shield, potion of cure 
  moderate wounds, potion of invisibility. 
  Power-Up Suite: bonus from potion of invisibility 
  already added 
   
  �Faithful Flan Priest: male human Clr2; CR 2; 
  Medium humanoid (human); HD 2d8+4; hp 17; Init +5; 
  Spd 30 ft.; AC 16, touch 11, flat-footed 15; Base Atk +1; 
  Grp +3: Atk +3 melee (1d6+2, quarterstaff); Full Atk +3 
  melee (1d6+2, quarterstaff); SA spontaneous casting, 
  turn undead; AL: LN; SV: Fort +5, Ref +1, Will +6; Str 
  14, Dex 12, Con 14, Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +7, Heal +8; Combat 
  Casting, Improved Initiative. 
   
  Spells prepared: (4/3+1; base DC = 13 + spell level) 
  0—guidance (2), resistance, virtue; 1st—bless, command, 
  protection from chaos*; shield of faith. 
   
  *Domain Spells; Deity: Pholtus; Domains: Law (cast 
  law spells at +1 caster level) and Sun (greater turning 
  against undead 1/day; undead that would be turned are 
  destroyed). 
   
  Possessions: Quarterstaff, chainmail, symbol of 
  Pholtus. 
   
  �Keeper of the Flan: male human Wiz6: CR 6; 
  Medium humanoid (human); HD 6d4+12; hp 31; Init 
  +6; Spd 30 ft., AC 14, touch 14, flat-footed 11; Base Atk 
  +3, Grp +3, Atk +4 melee (1d4/19-20, masterwork 
  dagger) or +6 ranged (1d4/19-20, masterwork dagger); 
  SQ summon familiar AL NG; SV Fort +4, Ref +6, Will 
  +7; Str 10, Dex 14, Con 14, Int 17, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +14, Decipher Script 
  +4, Knowledge (arcana) +11, Hide +5, Move Silently +5, 
  Spellcraft +11; Combat Casting, Improved Initiative, 
  Iron Will, Lightning Reflexes, Scribe Scroll.  
   
  Spells Prepared: (4/4/4/3; base DC = 13 + spell level); 
  0—detect magic, flare, ray of frost, resistance; 1st—mage 
  armor, magic missile, ray of enfeeblement (2); 2nd—
  glitterdust, resist energy, scorching ray, web; 3rd—blink, 
  fireball, ray of exhaustion. 
   
  Spellbook: 0—detect magic, flare, ray of frost, resistance; 
  1st—mage armor, magic missile, ray of enfeeblement, sleep; 
  2nd—glitterdust, resist energy, scorching ray, web; 3rd—blink, 
  fireball, ray of exhaustion. 
   
  Possessions: Scroll of magic missile and sleep, potion of 
  cure light wounds, potion of invisibility, bracers of armor +1, 
  amulet of natural armor +1, wand of slow (3 charges), 
  robes, masterwork dagger, spell component pouch, 
  spellbook. 
   
  �Rebel Tenha Warriors: male human Ftr2; CR 2; 
  Medium humanoid (human); HD 2d10+4; hp 20; Init 
  +6; Spd 30 ft.; AC 17, touch 12, flat-footed 15; Base Atk 
  +2; Grp +5; Atk +6 melee (1d8+3/19-20, longsword) or 
  +4 ranged (1d8+3/x3, composite longbow +3); Full Atk 
  +6 melee (1d8+3/19-20, longsword) or +4 ranged 
  (1d8+3/x3, composite longbow+3); Space/Reach 5 ft./ 5 
  ft.; AL LN; SV Fort +5, Ref +2, Will +1; Str 16, Dex 14, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +7*, Jump +2; Improved 
  Initiative, Point-Blank Shot, Precise Shot, Weapon 
  Focus (longsword). 
  
  COR4-10 Riddle of the Dust 
   
  Page 38 
   
   
  Possessions: Longsword, composite longbow +3, 20 
  arrows, chainmail, potion of cure light wounds, potion of 
  invisibility. 
   
  Power-Up Suite: bonus from potion of invisibility 
  already added 
  
  COR4-10 Riddle of the Dust 
   
  Page 39 
   
  APL 8 
  Encounter 1: The Fading 
  �Orc berserkers: mix male and female orc Bbn3; CR 3; 
  Medium humanoid (orc); HD 3d12+6; hp 32; Init +6; 
  Spd 40 ft.; AC 17, touch 12, flatfooted 15; Base Atk +3; 
  Grp +8; Atk +10 melee (2d4+8/18-20, +1 falchion) or +5 
  ranged (1d8+4/x3, composite longbow +4); Full Atk 
  +10 melee (2d4+8/18-20, +1 falchion) or +5 ranged 
  (1d8+4/x3, composite longbow +4); SA: rage 1/day; SQ 
  Light sensitivity; fast movement, illiteracy; uncanny 
  doge trap sense; darkvision; AL CE; SV Fort +5, Ref +3, 
  Will +2; Str 20, Dex 14, Con 14, Int 6, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +7, Spot +4; Improved 
  Initiative, Weapon Focus (falchion). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Rage (Ex): 1/day—hp 38; AC 15, touch 11, flat-
  footed 12; Grp +10; Atk +12 melee (2d4+10/18-20, 
  falchion); Full Atk +12 melee (2d4+10/18-20, +1 
  falchion); Fort +7, Will +4; Str 24, Con 18. Rage lasts for 
  7 rounds then fatigued. 
   
  Possessions: +1 falchion, hand axe, throwing axe, chain 
  shirt +1, potion of cure serious wounds, potion of bull's 
  strength, potion of heroism. 
   
  Power-Up Suite: Attackers suffer a 50% miss chance 
  due to the effects of prolonged stay within the 
  Stoneland; (With potion of bull’s strength)— Grp +10; Atk 
  +12 melee (2d4+10/18-20, falchion); Full Atk +12 melee 
  (2d4+10/18-20, +1 falchion); Fort +7, Will +4; Str 24. 
  (With rage and potion of bull’s strength)—Grp +12; Atk 
  +14 melee (2d4+13/18-20, falchion); Full Atk +14 melee 
  (2d4+13/18-20, +1 falchion); Fort +7, Will +4; Str 28, Con 
  18. (With rage, potion of bull’s strength, and potion of 
  heroism)—Grp +12; Atk +16 melee (2d4+13/18-20, 
  falchion); Full Atk +16 melee (2d4+13/18-20, +1 
  falchion); Fort +9, Ref +5, Will +6; Str 28, Con 18; Listen 
  +9, Spot +6. 
   
  �Orc Shaman: male orc Clr3; CR 3; Medium 
  humanoid (orc); HD 3d8+3; hp 21; Init +5; Spd 30 ft.; 
  AC 17, touch 11, flatfooted 16; Base Atk +2; Grp +4; Atk 
  +6 melee (1d8+3, +1 shortspear) or +3 ranged (1d8/19-20, 
  light crossbow); Full Atk +6 melee (1d8+3, +1 shortspear) 
  or +3 ranged (1d8/19-20, light crossbow); SQ light 
  sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will 
  +6;  Str 14, Dex 12, Con 12, Int 8, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +7; Combat Casting, 
  Improved Initiative, Weapon Focus (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Cleric Spells Prepared (4/3+1/2+1; save DC 13 + spell 
  level): 0—detect magic, guidance, resistance, virtue; 1st—
  bless, divine favor, enthropic shield, enlarge person*; 2nd—
  bull’s strength*, silence, spiritual weapon;  
  *Domain Spell. Deity: Gruumsh; Domains: War 
  (free Weapon Focus) and Strength (+3 enhancement 
  bonus to Strength as a free action, for 1 round, 1/day). 
  Possessions: +1 shortspear, +1 chainmail, potion of cure 
  serious wounds, potion of owl's wisdom, potion of haste.  
  Power-Up Suite (potion of owl’s wisdom)—Will +8; 
  Wis 20; save DC 15 + caster level; (potion of owl’s 
  wisdom and potion of haste)— Spd 60 ft.; AC 18, touch 
  12; Atk +7 melee (1d8+3, +1 shortspear) or +4 ranged 
  (1d8/19-20, light crossbow); Full Atk +7 melee (1d8+3, 
  +1 shortspear) or +4 ranged (1d8/19-20, light crossbow); 
  Will +8; Wis 20; save DC 15 + caster level.  
   
  Encounter 3: Riders of the Dust 
  �Aradha: female human Ftr8; Medium humanoid 
  (human); HD 8d10+8; hp 60; Init +2; Spd 30 ft; AC 18, 
  flat-footed 16, touch 12; Base Atk +8/+3; Grp +12; Atk 
  +16 melee (1d8+10/x3, +2 lance) or +14 melee 
  (1d6+5/19-20, +1 longsword) or +12 melee (1d4/18-20, 
  kukri); Full Atk +16/+11 melee (1d8+10/x3, +2 lance) or 
  +14/+9 melee (1d6+5/19-20, +1 longsword) or +12/+7 
  melee (1d4/18-20, kukri); AL NG; SV Fort +7, Ref +4, 
  Will +3; Str 18, Dex 14, Con 12, Int 12, Wis 12, Cha 14. 
  Skills and feats: Climb +10, Handle Animal +13, 
  Ride +14; Greater Weapon Focus (lance), Improved 
  Initiative, Mounted Combat, Ride-by Attack, Spirited 
  Charge, Trample, Weapon Focus (lance), Weapon 
  Focus (longsword), Weapon Specialization (lance). 
   
  Possessions: +2 lance, +1 longsword, kukri, +1 chainmail, 
  light warhorse, military saddle, bit and bridle, potion of 
  cure serious wounds, potion of bull’s strength. 
   
  Power-Up Suite (potion of bull’s strength)—Grp +14; 
  Atk +18 melee (1d8+14/x3, +2 lance) or +14 melee 
  (1d6+6/19-20, +1 longsword) or +12 melee (1d4+6/18-20, 
  kukri); Full Atk +16/+11 melee (1d8+14/x3, +2 lance) or 
  +14/+9 melee (1d6+6/19-20, +1 longsword) or +12/+7 
  melee (1d4+6/18-20, kukri); Str 22; Climb +12.  
   
  �Rebel Tenha Cavalry: mix female and male human 
  Ftr2; CR 2; Medium humanoid (human); HD 2d10+4; 
  hp 20; Init +6; Spd 30 ft.; AC 15, touch 12, flat-footed 
  13; Base Atk +2; Grp +5; Atk +6 melee (1d8+4/x3, lance) 
  or +5 melee (1d8+3/19-20, longsword) or +4 ranged 
  (1d8+3/x3, composite longbow +3); Full Atk +6 melee 
  (1d8+4/x3, 
  lance) 
  or 
  +5 
  melee 
  (1d8+3/19-20, 
  longsword) or +4 ranged (1d8+3/x3, composite 
  longbow +3); AL NG; SV Fort +5, Ref +2, Will +1; Str 
  16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +3, Ride +7, Spot +4; 
  Mounted Archery, Mounted Combat, Ride-by Attack, 
  Weapon Focus (lance). 
   
  Possessions: Longsword, lance, composite longbow 
  +3, 20 arrows, chainmail, light war horse, military 
  saddle, bit and bridle, potion of cure moderate wounds 
   
  Encounter 6: The Chamber of the Mirror Pool 
  �Advanced Rogue Eidolon: CR 10; Large construct; 
  HD 13d10+30; hp 97; Init +0; Spd 30 ft. (can’t run); AC 
  21, touch 9, flat-footed 21; Base Atk +6/+1; Grp +14; Atk 
  +11 melee (2d6+5, slam); Full Atk +11/+6 melee (2d6+5, 
  2 slams); Space/Reach 10 ft./10 ft.; SA Blood spray, 
  confusion; SQ Construct traits, DR 10/adamantine, SR 
  19; AL NE; SV Fort +3; Ref +3; Will +2; Str 21, Dex 11, 
  Con -, Int 2, Wis 6, Cha 13. 
  
  COR4-10 Riddle of the Dust 
   
  Page 40 
   
   
  Skills and Feats: Jump +21; Cleave, Improved Bull 
  Rush, Improved Sunder, Power Attack. 
   
  Blood Spray (Su): As a free action, an eidolon can 
  spew a gout of thick blood from the seeping symbols in 
  its face at a single target within 30 feet. Any creature 
  struck by this blood must make a DC 17 Will save or be 
  afflicted with a terrible madness that causes it to see all 
  its friends as hated enemies. An affected creature 
  immediately attacks its closest ally, using the best 
  tactics and items at its disposal. This murderous frenzy 
  prevents spell-casting but not the activation of magic 
  items that require spell completion, and it lasts for 3d6 
  rounds. Once an eidolon has used its blood spray it 
  must wait 1d4 rounds before it can do so again. 
   
  Confusion (Sp): Any creature struck by an eidolon 
  must make a DC 17 Will save or become confused. This 
  condition is permanent, only a greater restoration, limited 
  wish, miracle or wish spell can restore the subject to 
  normal. The effect is otherwise identical with that of a 
  confusion spell (cast level 10th). 
   
  Construct Traits: An eidolon is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drain, or death from massive damage. It cannot heal 
  itself but it can be healed through repair. It cannot be 
  raised or resurrected. An eidolon has darkvision (60-
  foot range). 
   
  Encounter 7: Standoff 
  �Pholtarin: male human Clr8; CR 8; Medium 
  humanoid (human); HD 8d8+16; hp 59; Init +5; Spd 30 
  ft.; AC 20, flatfooted 19, touch 11; Base Atk +6/+1; Grp 
  +8: Atk +11 melee (1d6+3 + 1d6 fire, +1 flaming 
  quarterstaff); Full Atk +11/+6 melee (1d6+3 + 1d6 fire, +1 
  flaming quarterstaff); SA spontaneous casting, turn 
  undead; AL: LN; SV: Fort +8, Ref +3, Will +10; Str 14, 
  Dex 12, Con 14, Int 10, Wis 18, Cha 8. 
   
  Skills and Feats: Concentration +12, Heal +13; 
  Combat Casting, Improved Initiative, Silent Spell, 
  Weapon Focus (quarterstaff). 
  Spells prepared: (6/5+1/4+1/4+1/3+1; base DC = 14 + 
  spell level) 0—guidance (2), resistance (2), virtue (2); 1st—
  bless, command (2), divine favor, protection from chaos*, 
  shield of faith; 2nd—aid, bull's strength, heat metal*, spiritual 
  weapon, silence; 3- bestow curse, dispel magic, magic 
  vestment, searing light* (2); 4th—divine power, silent dispel 
  magic, fire shield*, summon monster IV 
   
  *Domain Spells; Deity: Pholtus; Domains: Law (cast 
  law spells at +1 caster level) and Sun (greater turning 
  against undead 1/day; undead that would be turned are 
  destroyed).  
   
  Possessions: +2 quarterstaff, +1 full plate, holy symbol of 
  Pholtus. 
   
  �Faithful Flan Warriors: male human Ftr3; CR 3; 
  Medium humanoid (human); HD 3d10+6; hp 28; Init 
  +6; Spd 30 ft.; AC 19, touch 12, flat-footed 17; Base Atk 
  +3; Grp +6; Atk +8 melee (1d8+3/19-20, masterwork 
  longsword) or +6 melee (1d4+3/19-20, dagger) or +5 
  ranged (1d10/19-20, heavy crossbow); Full Atk +8 
  melee (1d8+3/19-20, masterwork longsword) or +6 
  melee (1d4+3/19-20, dagger) or +5 ranged (1d10/19-20, 
  heavy crossbow); AL LN; SV Fort +5, Ref +3, Will +2; 
  Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +7*, Jump -2; Improved 
  Initiative, Point-Blank Shot, Precise Shot, Rapid 
  Reload, Weapon Focus (longsword). 
   
  Possessions: Masterwork longsword, dagger, heavy 
  crossbow, crossbow bolts, chainmail, heavy steel shield, 
  potion of bull’s strength, potion of cure serious wounds, potion 
  of invisibility. 
  Power-Up Suite—bonus from potion of invisibility 
  already added. (Potion of bull’s strength)—Grp +8; Atk 
  +10 melee (1d8+5/19-20, masterwork longsword) or +8 
  melee (1d4+5/19-20, dagger); Full Atk +10 melee 
  (1d8+5/19-20, masterwork longsword) or +8 melee 
  (1d4+5/19-20, dagger); Str 20; Jump +0.  
   
  �Faithful Flan Priest: male human Clr3; CR 3; 
  Medium humanoid (human); HD 3d8+6; hp 24; Init +5; 
  Spd 30 ft.; AC 16, touch 11, flatfooted 15; Base Atk +2; 
  Grp +4: Atk +5 melee (1d6+2, quarterstaff); Full Atk +5 
  melee (1d6+2, quarterstaff); SA Spontaneous casting, 
  turn undead; AL: LN; SV: Fort +5, Ref +2, Will +6; Str 
  14, Dex 12, Con 14, Int 10, Wis 16, Cha 8 
   
  Skills and Feats: Concentration +8, Heal +9, Hide 
  +6*; Combat Casting, Improved Initiative Weapon 
  Focus (quarterstaff) 
   
  Spells prepared: (4/3+1/2+1; base DC = 13 + spell 
  level) 0—guidance (2), resistance, virtue; 1st—bless, 
  command, protection from chaos*, shield of faith; 2n— bull's 
  strength, heat metal*, hold person.  
   
  *Domain Spell; Deity: Pholtus; Domains: Law (cast 
  law spells at +1 caster level). Sun (greater turning 
  against undead 1/day; undead that would be turned are 
  destroyed).  
   
  Possessions: Quarterstaff, chainmail, holy symbol of 
  Pholtus 
   
  �Keeper of the Flan: male human Wiz8: CR 8; 
  Medium humanoid (human); HD 8d4+16; hp 41; Init 
  +6; Spd 30 ft., AC 16, flat-footed 13, touch 16; Base Atk 
  +4, Grp +4, Atk +5 melee (1d4/19-20, masterwork 
  dagger) or +7 ranged (1d4/19-20, masterwork dagger); 
  SQ summon familiar; AL NG; SV Fort +5, Ref +7, Will 
  +9; Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +16, Decipher Script 
  +6, Knowledge (arcana) +15, Hide +6, Move Silently +6, 
  Spellcraft +15; Combat Casting, Improved Initiative, 
  Iron Will, Lightning Reflexes, Scribe Scrollb.  
   
  Spells Prepared: (4/5/4/4/3; base DC = 13 + spell 
  level); 0—detect magic, flare, ray of frost, resistance; 1st—
  mage armor, magic missile (2), ray of enfeeblement (2); 2nd—
  glitterdust, resist energy, scorching ray, web; 3rd—blink, dispel 
  magic, fireball, ray of exhaustion; 4th—lesser globe if 
  invulnerability, enervation, phantasmal killer. 
  
  COR4-10 Riddle of the Dust 
   
  Page 41 
   
   
  Spellbook: 0—detect magic, flare, ray of frost, resistance; 
  1st—mage armor, magic missile, ray of enfeeblement, sleep; 
  2nd—glitterdust, resist energy, scorching ray, web; 3rd—blink, 
  dispel magic, fireball, ray of exhaustion; 4th- lesser globe if 
  invulnerability, enervation, phantasmal killer 
   
  Possessions Scroll of magic missile and sleep, potion of 
  cure light wounds, potion of invisibility, bracers of armor +1, 
  amulet of natural armor +1, wand of slow (3 charges), ring 
  of protection +2, cloak of resistance +1, robes, masterwork 
  dagger, spell component pouch, spellbook. 
   
  �Rebel Tenha Warriors: male human Ftr4: Medium 
  humanoid (human); HD 4d10+8; hp 36; Init +6; Spd 30 
  ft.; AC 17, flat-footed 15, touch 13; Base Atk +4; Grp +7; 
  Atk +8 melee (1d8+5/19-20, longsword) or +6 ranged 
  (1d8+3/x3, composite longbow +3); Full Atk +8 melee 
  (1d8+5/19-20, longsword) or +6 ranged (1d8+3/x3, 
  composite longbow +3); AL NG; SV Fort +6, Ref +4, 
  Will +2; Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 12. 
   
  Skills and Feats: Hide +7*, Handle Animal +8, Ride 
  +9. Improved Initiative, Point-Blank Shot, Power 
  Attack, Precise Shot, Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Possessions: Longsword, composite longbow +3, 
  chainmail, potion of cure moderate wounds, potion of cat’s 
  grace, potion of invisibility* 
  Power-Up Suite—bonus from potion of invisibility 
  already added; (Potion of cat’s grace)—AC 19, touch 17; 
  Atk +8 ranged (1d8+3/x3 composite longbow +3); Full 
  Atk +8 ranged (1d8+3/x3 composite longbow +3); Ref 
  +6; Dex 18; Hide +9.  
  
  COR4-10 Riddle of the Dust 
   
  Page 42 
   
  APL 10 
  Encounter 1: The Fading 
  �Orc Berserker: mix male and female orc Bbn5: CR 5; 
  Medium humanoid (orc); HD 5d12+10; hp 50; Init +6; 
  Spd 40 ft.; AC 16, touch 12, flatfooted 14; Base Atk +5; 
  Grp +10; Atk +12 melee (2d4+8/18-20, +1 falchion) or +7 
  ranged (1d8+4/x3, composite longbow +4); Full Atk 
  Atk +12 melee (2d4+8/18-20, +1 falchion) or +7 ranged 
  (1d8+4/x3, composite longbow +4); SQ rage 2/day, fast 
  movement, improved uncanny dodge, trap sense +1, 
  light sensitivity, darkvision; AL CE; SV Fort +6, Ref +3, 
  Will +2; Str 21, Dex 14, Con 14, Int 6, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +9, Spot +5; Improved 
  Initiative, Weapon Focus (falchion) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  
   
  Rage (Ex):2/day—hp 60; AC 14, touch 10, flat-
  footed 12; Grp +12; Atk +14 melee (2d4+10/18-20, 
  falchion); Full Atk +14 melee (2d4+10/18-20, +1 
  falchion); Fort +7, Will +4; Str 25, Con 18. Rage lasts for 
  7 rounds then fatigued. 
   
  Possessions: +1 falchion, composite longbow +4, chain 
  shirt, potion of bull's strength, potion of cure serious wounds, 
  potion of heroism. 
   
   Power-Up Suite: Attackers suffer a 50% miss 
  chance due to the effects of prolonged stay within the 
  Stoneland; (With potion of bull’s strength)—Grp +12; Atk 
  +14 melee (2d4+10/18-20, falchion); Full Atk +14 melee 
  (2d4+10/18-20, +1 falchion); Str 25. (With rage and 
  potion of bull’s strength)—Grp +14; Atk +16 melee 
  (2d4+13/18-20, 
  falchion); 
  Full 
  Atk 
  +16 
  melee 
  (2d4+13/18-20, +1 falchion); Str 29. (With rage, potion of 
  bull’s strength, and potion of heroism)—Grp +14; Atk +18 
  melee (2d4+13/18-20, falchion); Full Atk +16 melee 
  (2d4+13/18-20, +1 falchion); Fort +10, Ref +5, Will +6; 
  Str 28, Con 18; Listen +11, Spot +7. 
   
  �Orc Shaman: male orc Clr4/Bbn1: CR 5; Medium 
  humanoid (orc); HD 4d8+4 plus 1d12+1; hp 37; Init +5; 
  Spd 40 ft.; AC 16, touch 11, flat-footed 15; Base Atk +4; 
  Grp +5; Atk +7 melee (1d8+2, +1 shortspear); Full Atk +7 
  melee (1d8+2, +1 shortspear); SQ: light sensitivity, 
  darkvision, rage 1/day, fast movement; AL CE; SV Fort 
  +7, Ref +2, Will +7; Str 12, Dex 12, Con 12, Int 10, Wis 
  17, Cha 6. 
   
  Skills and Feats: Concentration +9, Spellcraft +6; 
  Combat Casting, Improved Initiative, Weapon Focus 
  (shortspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  
   
  Rage (Ex): Grp +7; Atk +9 melee (1d8+4, +1 
  shortspear); Full Atk +9 melee (1d8+4, +1 shortspear); SV 
  Fort +9, Will +9; Str 16, Con 16. Rage lasts for 6 rounds 
  then fatigued.  
   
  Spells Prepared (5/4/3; Base DC = 13 + spell level): 
  0—detect magic, guidance (2), resistance, virtue; 1st—bless, 
  entropic shield magic weapon*, protection from good; 2nd—
  bear's endurance, bull's strength, silence, spiritual weapon* 
   
  *Domain Spell. Deity: Gruumsh Domains: War (free 
  Weapon Focus) and Strength (+4 enhancement bonus 
  to Strength as a free action, for 1 round, 1/day). 
   
  Possessions: +1 shortspear, chain mail, potion of cure 
  serious wounds, potion of owl's wisdom, potion of haste. 
   
  Encounter 3: Riders of the Dust 
  �Aradha: female human Ftr10; CR 10; Medium 
  humanoid (human); HD 10d10+20; hp 84; Init +6; Spd 
  20 ft.; AC 18, touch 12, flat-footed 16; Base Atk +10/+5; 
  Grp +14; Atk +18 melee (1d8+10/x3, +2 lance) or +16 
  melee (1d8+5/19-20, +1 longsword) or + 14 melee 
  (1d4+4/18-20, kukri); Full Atk +18/+13 melee 
  (1d8+10/x3, +2 lance) or +16/+12 melee (1d8+5/19-20, 
  +1 longsword) or + 14/+9 melee (1d4+4/18-20, kukri); AL 
  NG; SV Fort +9, Ref +5, Will +3; Str 18, Dex 14, Con 14, 
  Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +12, Handle Animal +13, 
  Ride +15; Cleave, Greater Weapon Focus (lance), 
  Improved Initiative, Mounted Combat, Power Attack, 
  Ride-by Attack, Spirited Charge, Weapon Focus 
  (lance), 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (lance).  
   
  Possessions: +2 lance, + 1 longsword, kukri, +2 
  chainmail, two potion of cure serious wounds, potion of bull’s 
  strength, light warhorse, bit and bridle, military saddle. 
   
  Power-Up Suite (potion of bull’s strength)—Grp +16, 
  Atk +20 melee (1d8+12/x3, +2 lance) or +18 melee 
  (1d8+7/19-20, +1 longsword) or +16 melee (1d4+6/18-20, 
  kukri); Full Atk +20/+15 melee (1d8+12/x3, +2 lance) or 
  +18/+14 melee (1d8+7/19-20, +1 longsword) or + 16/+11 
  melee (1d4+6/18-20, kukri); Str 24; Climb +14.  
   
  �Rebel Tenha Cavalry: male human Ftr6; CR 6; 
  Medium humanoid (human); HD 6d10+12; hp 52; Init 
  +6; Spd 20 ft.; AC 17, touch 12, flat-footed 15; Base Atk 
  +6/+1; Grp +9; Atk +11 melee (1d8+7/x3, +1 lance) or +9 
  melee 
  (1d6+3/19-20, 
  longsword) 
  or 
  +9 
  melee 
  (1d4+3/18-20, 
  kukri) 
  or 
  +8 
  ranged 
  (1d8+3/x3, 
  composite longbow +3); Full Atk +11/+6 melee 
  (1d8+7/x3, +1 lance) or +9/+4 melee (1d6+3/19-20, 
  longsword) or +8/+3 ranged (1d8+3/x3, composite 
  longbow +3); Space/Reach 5 ft./ 5 ft.; AL NG; SV Fort 
  +7, Ref +4, Will +2; Str 17, Dex 14, Con 14, Int 13, Wis 
  10, Cha 8. 
   
  Skills and Feats: Handle Animal +9, Jump +4 Ride 
  +11; Mounted Archery, Mounted Combat, Improved 
  Initiative, Ride-by Attack, Spirited Charge, Trample, 
  Weapon Focus (lance), Weapon Specialization (lance) 
   
  Possessions: +1 lance, longsword, composite longbow 
  +3, +1 chainmail, light war horse, military saddle, bit 
  and bridle, potion of cure serious wounds. 
   
  Encounter 6: The Chamber of the Mirror Pool 
  �Advanced Rogue Eidolon: CR 10; Large construct; 
  HD 13d10+30; hp 97; Init +0; Spd 30 ft. (can’t run); AC 
  21, touch 9, flat-footed 21; Base Atk +6/+1; Grp +14; Atk 
  +11 melee (2d6+5, slam); Full Atk +11/+6 melee (2d6+5, 
  slam x2); Space/Reach 10 ft./10 ft.; SA blood spray, 
  confusion; SQ construct traits, DR 10/adamantine, SR 
  
  COR4-10 Riddle of the Dust 
   
  Page 43 
   
  19; AL NE; SV Fort +3; Ref +3; Will +2; Str 21, Dex 11, 
  Con -, Int 2, Wis 6, Cha 13. 
   
  Skills and Feats: Jump +21; Cleave, Improved Bull 
  Rush, Improved Sunder, Power Attack. 
   
  Blood Spray (Su): As a free action, an eidolon can 
  spew a gout of thick blood from the seeping symbols in 
  its face at a single target within 30 feet. Any creature 
  struck by this blood must make a DC 17 Will save or be 
  afflicted with a terrible madness that causes it to see all 
  its friends as hated enemies. An affected creature 
  immediately attacks its closest ally, using the best 
  tactics and items at its disposal. This murderous frenzy 
  prevents spell-casting but not the activation of magic 
  items that require spell completion, and it lasts for 3d6 
  rounds. Once an eidolon has used its blood spray it 
  must wait 1d4 rounds before it can do so again. 
   
  Confusion (Sp): Any creature struck by an eidolon 
  must make a DC 17 Will save or become confused. This 
  condition is permanent, only a greater restoration, limited 
  wish, miracle or wish spell can restore the subject to 
  normal. The effect is otherwise identical with that of a 
  confusion spell (cast level 10th). 
   
  Construct Traits: An eidolon is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drain, or death from massive damage. It cannot heal 
  itself but it can be healed through repair. It cannot be 
  raised or resurrected. An eidolon has dark vision (60-
  foot range). 
   
  Encounter 7: Standoff 
  �Pholtarin: male human Clr10; CR 10; Medium 
  humanoid (human); HD 10d8+20; hp 73; Init +5; Spd 
  30 ft.; AC 20, touch 11, flat-footed 19; Base Atk +7/+2; 
  Grp +9: Atk +12 melee (1d6+3 plus 1d6 fire, +1 flaming 
  quarterstaff); Full Atk +12/+7 melee (1d6+3 plus 1d6 fire, 
  +1 flaming quarterstaff); SA spontaneous casting, turn 
  undead; AL: LN; SV: Fort +9, Ref +4, Will +11; Str 14, 
  Dex 12, Con 14, Int 10, Wis 18, Cha 8. 
   
  Skills and Feats: Concentration +14, Heal +15; 
  Combat Casting, Endurance, Improved Initiative, 
  Silent Spell, Weapon Focus (quarterstaff) 
  Spells prepared: (6/5+1/5+1/4+1/4+1/ 2+1; base DC = 
  14 + spell level) 0—guidance (2), resistance (2), virtue (2); 
  1st—bless, command (2), divine favor, protection from chaos*, 
  shield of faith; 2nd—aid, bull's strength, heat metal*, resist 
  energy, spiritual weapon, silence; 3rd—bestow curse, dispel 
  magic, magic vestment, searing light* (2); 4th—divine power, 
  greater magic weapon, silent dispel magic, fire shield*, 
  summon monster IV; 5th—flame strike*, righteous might, 
  wall of stone.  
   
  *Domain Spell; Deity: Pholtus; Domains: Law (cast 
  law spells at +1 caster level) and Sun (greater turning 
  against undead 1/day; undead that would be turned are 
  destroyed). 
   
  Possessions: +1 flaming quarterstaff, +1 full plate, holy 
  symbol of Pholtus.  
   
  �Faithful Flan: male human Ftr6; CR 6; Medium 
  humanoid (human); HD 6d10+12; hp 52; Init +6; Spd 
  20 ft.; AC 21, touch 12, flat-footed 19; Base Atk +6/+1; 
  Grp +9; Atk +11 melee (1d10+6/19-20, +1 longsword) or 
  +9 melee (1d4+3/19-20, dagger) or +8 ranged (1d10/19-
  20, heavy crossbow); Full Atk +11/+6 melee 
  (1d10+6/19-20, +1 longsword) or +9/+4 melee (1d4+3/19-
  20, dagger) or +8 ranged (1d10/19-20, heavy crossbow); 
  AL LN; SV Fort +7, Ref +4, Will +2; Str 17, Dex 14, Con 
  14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +2, Hide +3*, Jump +2; 
  Diehard, Endurance, Improved Initiative, Point-Blank 
  Shot, Precise Shot, Rapid Reload, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
  Possessions: +1 longsword, dagger, heavy crossbow, 
  crossbow bolts, half-plate, heavy steel shield, potion of 
  bull’s strength, potion of cure serious wounds, potion of 
  invisibility*. 
  Power-Up Suite—bonus from potion of invisibility 
  already added. (Potion of bull’s strength)— Grp +11; 
  Atk +13 melee (1d10+8/19-20, +1 longsword) or +11 
  melee (1d4+5/19-20, dagger); Full Atk +13/+8 melee 
  (1d10+8/19-20, 
  +1 
  longsword) 
  or 
  +11/+6 
  melee 
  (1d4+5/19-20, dagger); Str 21; Climb +4, Jump +4.  
   
   
  �Faithful Flan priest male human Clr6—Pholtus; CR 
  6; Medium Humanoid; HD 6d8+12; hp 45; Init +5; Spd 
  30 ft.; AC 16, flatfooted 15, touch 11; Base Atk +4; Grp 
  +6: Atk +7 melee (1d6+2, quarterstaff); Full Atk +7 
  melee (1d6+2, quarterstaff); SA Spontaneous casting, 
  turn undead; AL: LN; SV: Fort +7, Ref +5, Will +8; Str 
  14, Dex 12, Con 14, Int 10, Wis 16, Cha 8 
   
  Skills and Feats: Concentration +11, Heal +11, Hide 
  +6*, Spellcraft +3; Combat Casting, Improved Initiative, 
  Lightning Reflexes, Weapon Focus (quarterstaff). 
   
  Spells prepared: (5/4+1/4+1/3+1; base DC = 13 + spell 
  level) 0—guidance (2), light, resistance, virtue; 1st—bless, 
  command, obscuring mist, protection from chaos*, shield of 
  faith; 2nd—bull's strength, heat metal*, hold person, silence, 
  spiritual weapon; 3rd—dispel magic, prayer, searing light*.  
   
  *Domains; Deity: Pholtus; Domains: Law (cast law 
  spells at +1 caster level); Sun (greater turning against 
  undead 1/day; undead that would be turned are 
  destroyed).  
   
  Possessions: Quarterstaff, chainmail, holy symbol of 
  Pholtus 
   
  �Keeper of the Flan: male human Wiz10; CR 10; 
  Medium humanoid (human); HD 10d4+20; hp 51; Init 
  +6; Spd 30 ft., AC 16, flat-footed 13, touch 16; Base Atk 
  +5, Grp +5, Atk +6 melee (1d4/19-20, masterwork 
  dagger) or +8 ranged (1d4/19-20, masterwork dagger); 
  SQ summon familiar AL NG; SV Fort +8, Ref +8, Will 
  +10; Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +18, Decipher Script 
  +10, Knowledge (arcana) +17, Hide +7, Move Silently 
  +6, Spellcraft +17; Combat Casting, Great Fortitude, 
  
  COR4-10 Riddle of the Dust 
   
  Page 44 
   
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Scribe Scroll.  
   
  Spells Prepared: (4/5/5/4/4/2; base DC = 13 + spell 
  level); 0—detect magic, flare, ray of frost, resistance; 1st—
  mage armor, magic missile (2), ray of enfeeblement (2); 2nd—
  glitterdust, resist energy, scorching ray (2), web; 3rd—blink, 
  dispel magic, fireball, ray of exhaustion; 4th—lesser globe of 
  invulnerability, enervation, phantasmal killer (2); 5th—cone 
  of cold, feeblemind. 
   
  Spellbook: 0—detect magic, flare, ray of frost, resistance; 
  1st—mage armor, magic missile, ray of enfeeblement, sleep; 
  2nd—glitterdust, resist energy, scorching ray, web; 3rd—blink, 
  dispel magic, fireball, ray of exhaustion; 4th—lesser globe of 
  invulnerability, enervation, phantasmal killer; 5th—cone of 
  cold, feeblemind 
  Possessions Scroll of magic missile and sleep, potion of 
  cure light wounds, potion of invisibility, bracers of armor +1, 
  amulet of natural armor +1, wand of slow [3 chgs], ring of 
  protection +2, cloak of resistance +1, robes, masterwork 
  dagger, spell component pouch, spellbook. 
   
  �Rebel Tenha Warriors: male human Ftr6; CR 6; 
  Medium humanoid; HD 6d10+12; hp 52; Init +6; Spd 
  20 ft.; AC 17, touch 12, flat-footed 15; Base Atk +6/+1; 
  Grp +9; Atk +11 melee (1d8+6/19-20, +1 longsword) or +9 
  melee (1d4+3/18-20, kukri) or +9 ranged (1d8+7/x3, 
  composite longbow +3); Full Atk +11/+6 melee 
  (1d8+6/19-20, +1 longsword) or +9/+4 melee (1d4+3/18-
  20, kukri) or +9/+4 ranged (1d8+7/x3, composite 
  longbow +3); Space/Reach 5 ft./ 5 ft.; AL LN; SV Fort 
  +7, Ref +4, Will +2; Str 17, Dex 14, Con 14, Int 13, Wis 
  10, Cha 8. 
   
  Skills and Feats: Climb +4, Hide +5*, Jump +4; 
  Improved Initiative, Point-Blank Shot, Power Attack, 
  Precise Shot, Weapon Focus (longsword), Weapon 
  Focus (longbow), Weapon Specialization (longsword), 
  Weapon Specialization (longbow).  
   
  Possessions: +1 longsword, composite longbow +3, 
  kukri, +1 chainmail, potion of cure serious wounds, potion of 
  cat’s grace, potion of invisibility. 
  Power-Up Suite—bonus from potion of invisibility 
  already added. (Potion of cat’s grace)—AC 19, touch 12; 
  Atk +11 ranged (1d8+7/x3, composite longbow +3); 
  Full Atk +11/+6 ranged (1d8+7/x3, composite longbow 
  +3); 
  Ref 
  +6; 
  Hide 
  +7. 
  
  COR4-10 Riddle of the Dust 
   
  Page 45 
   
  APPENDIX 2: NEW RULES 
   
  DREAD GUARD 
  As presented in Monster Manual II pages 87-88 and 
  modified as detailed by the D&D v.3.5 Accessory Update 
  pamphlet page 32. 
   
  Medium Construct 
  Hit Dice: 5d10+20 (47 hp) 
  Initiative: +0 
  Speed: 20 ft. (can't run) 
  AC: 17 (+6 masterwork banded mail, +1 masterwork 
  small steel shield), touch 10, flat-footed 17  
  Attacks: Longsword +6 melee  
  Damage: Longsword 1d8+3/19-20  
  Special Qualities: Cold resistance 10, construct traits, 
  fire resistance 10 
  Saves: Fort +1, Ref +1, Will +2  
  Abilities: Str 17, Dex 11, Con -, Int 6, Wis 13, Cha 2 
  Skills: Spot +9 
  Feats: Cleave, Power Attack 
   
  Climate/Terrain: Any land and underground  
  Organization: Solitary, pair, or company (3-5) 
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 6-10 HD (Medium-size); 11-15 HD 
  (Large) 
   
  A dread guard appears to be an armored undead, still 
  bearing the weapons and shield it carried in life. In 
  fact, it is an animated suit of armor, little different from 
  a golem. Those who create dread guards usually do so 
  to obtain guardians for their strongholds—guardians 
  that can never be bribed and rarely fooled. 
  A dread guard obeys simple commands from 
  its creator, but these are limited to one or two 
  rudimentary concepts. Typical orders include "Stay in 
  this room and attack anyone but me who enters," and 
  "Kill each person who opens this chest until I tell you 
  otherwise." 
  A 
  dread 
  guard 
  never 
  speaks, 
  but 
  it 
  understands commands in its creator's language. 
   
  Combat 
  Dread guards attack mindlessly with their weapons. 
  They are unsubtle and straightforward in combat. 
   
  Construct Traits: A dread guard is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effect that requires a Fortitude save unless it also works 
  on objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drain, or death from massive damage. It cannot heal 
  itself but can be healed through repair. It cannot be 
  raised or resurrected. A dread guard has darkvision (60-
  foot range). 
   
  Construction 
  A dread guard may be constructed from any suit of 
  masterwork heavy armor and a Medium-size one may 
  wield any Medium-size or Large martial weapon. A 
  large dread guard may wield any Large or Huge martial 
  weapon. 
   
  The cost of creating a dread guard is 3,059 gp. This 
  amount includes the cost of a masterwork suit of heavy 
  armor 
  and, 
  if 
  desired, 
  a 
  masterwork 
  shield. 
  Construction requires a martial weapon, but it need not 
  be a masterwork weapon. Assembling the body 
  requires a successful DC 25 Craft (armorsmithing) 
  check. 
   
  CL 5th; Prerequisites: Craft Construct, fabricate, 
  geas/quest and polymorph any object; Market Price: 
  5,000 gp; Cost to Create: 3,059 gp (included 
  masterwork banded mail and masterwork light steel 
  shield) + 178 XP 
   
    
   
  ROGUE EIDOLON 
  Monster Manual II 
   
  Large Construct 
  Hit Dice: 9d10 (49 hp) 
  Initiative: +0 
  Speed: 30 ft. (can’t run) 
  AC: 21 (-1 size, +12 natural), touch 9, flat-footed 21 
  Attacks: 2 slams, +10 melee 
  Damage: Slam 2d6+5 
  Face/Reach: 5 ft. by 5 ft./10 ft. 
  Special Attacks: Blood spray, confusion 
  Special 
  Qualities: 
  Construct 
  traits, 
  DR 
  10/adamaantium, SR 19 
  Saves: Fort +3, Ref +3, Will +1 
  Abilities: Str 21, Dex 11, Con -, Int 2, Wis 6, Cha 13 
   
  Climate/Terrain: Any 
  Organization: Solitary 
  Challenge Rating: 9 
  Treasure: None 
  Alignment: Usually Chaotic Neutral (though the one 
  in this adventure is Neutral Evil) 
  Advancement: 10-18 HD (Large); 19-27 HD (Huge) 
   
  An eidolon is a statue of an image of a leader of a 
  particularly dark cult whose face has been left blank, 
  except for symbols related to the dark religion. The 
  tiniest shred of the power of the dark deity is 
  sometimes sent to infuse the cult’s statue, granting it 
  minimal sentience. While many of these constructs 
  have gone insane (becoming the Rogue Eidolon 
  described in Monster Manual II) the ones featured in 
  this adventure have not, they have simply lain dormant 
  within the Headlands until found. 
   
   
  Blood Spray (Su): As a free action, an eidolon can 
  spew a goat of thick blood from the seeping symbols in 
  
  COR4-10 Riddle of the Dust 
   
  Page 46 
   
  its face at a single target within 30 feet. Any creature 
  struck by this blood must make a Will save (DC 15) or 
  be afflicted with a terrible madness that causes it to see 
  all its friends as hated enemies. An affected creature 
  immediately attacks its closest ally, using the best 
  tactics and items at its disposal. This murderous frenzy 
  prevents spell-casting but not the activation of magic 
  items that require spell completion, and it lasts for 3d6 
  rounds. Once an eidolon has used its blood spray it 
  must wait 1d4 rounds before it can do so again. 
   
  Confusion (Sp): Any creature struck by an eidolon 
  must make a Will save (DC 15) or become confused. 
  This condition is permanent, only a greater restoration, 
  limited wish, miracle or wish spell can restore the 
  subject to normal. The effect is otherwise identical 
  with that of a confusion spell (cast level 10th). 
   
  Construct Traits: An eidolon is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drains or death from massive damage. It cannot heal 
  itself but it can be healed through repair. It cannot be 
  raised or resurrected. An eidolon has dark vision (60-
  foot range). 
   
  
  COR4-10 Riddle of the Dust 
   
  Page 47 
   
  APPENDIX 3: DM MAPS 
  MAP 1: RUINS BENEATH THE TREES: SURFACE LEVEL 
   
   
   
   
  Outer ditch 
   
  Circle of vitrified stone 
  Mound 
  Excavation shaft 
  Ruined 
  Tenha 
  camp 
   = Tree 
  = Pholtarin or Keeper of the Flan 
   
  = Faithful Flan or Tenha warrior 
   
  = FF priest  
   
  
  COR4-10 Riddle of the Dust 
   
  Page 48 
   
  MAP 2: RUINS BENEATH THE TREES: SUBTERRANEAN LEVEL 
   
   
   
   
   
   
  The Spiralling Stair (up) 
  Antechamber 
  The Outer Door 
  The Inner Door 
  The Mirror Pool 
  Spring of Rao 
  Spring of Pelor 
  Spring of Beory 
   
  Guardian 
  Pedestal 
  Tabernacle 
  (concealed behind secret 
  door) 
  
  COR4-10 Riddle of the Dust 
   
  Page 49 
   
  APPENDIX 4: PLAYER HANDOUTS 
  PLAYER'S HANDOUT 1: MAP OF THE STONELANDS  
   
   
  
  COR4-10 Riddle of the Dust 
   
  Page 50 
   
  PLAYER’S HANDOUT 2: STROUN STONE SKETCH 
   
  
  COR4-10 Riddle of the Dust 
   
  Page 51 
   
  Player’s Handout 3: The Keeper’s Map 
   
   
  Iarvaladhyr 
  Phostwood
  Ruins 
  (atop man-made hill)
  Fast-flowing stream
  Stonelands 
  (Duchy of Tenh) 
  N 
  1 league
  
  COR4-10 Riddle in the Dust 
   
  Page 52 
   
  Player’s Handout 4:  
  The Scrolls 
   
  Excerpt from the Copper Scrolls: 
   
  "…and the reign of Guthanaladh was marked by a great drought. The crops withered in the fields, the bellies of the children 
  were swollen with hunger and pestilence carried off young and old alike.  
   
  The wise of Aeh'Tenhedhdyrealor [literally: The Land Watered by the Tears of our Lamentations], gathered on the Great Hill 
  of Neveondaer and called upon Guthanaladh Riadh [Riadh—literally: Husband of the Land] to be put the trial of the 
  Taladhcrioch [literally: Land's Heart]. Ever prideful since his youth, when peerless in the fray no foe could withstand him, 
  Guthaneladh came forth from his palace and, arrayed in his regalia, strode to the crown of Neveondaer. There he opened his 
  veins into the ceremonial chalice and gave his blood to the Taladhcrioch.  
   
  And Lo! to his dismay, the stone rejected him and the blood ran from it to stain the green grass of the hill. The Taladhcrioch 
  let out a horrific scream that echoed over the plains of the land and was heard in every corner of Aeh'Tenhedhdyrealor, to 
  the dismay of all. All then knew what the Wise had suspected—that the Oerth Mother had rejected Guthanaladh as her 
  consort. They stripped him of his regalia, and in disgrace and shame, he departed and came no more into the great tales of 
  the land. 
   
  The other great men of Aeh'Tenhedhdyrealor came then to Neveondaer, that they might court the Oerth Mother and be put 
  to the trial of the Taladhcrioch. Many opened their veins but all were rejected until Caerethirech, son of Cathanyah came 
  forth. He gave his blood to the Taladhcrioch and the white stone drank his blood thirstily. The Wise declared him to be the 
  Chosen of the Oerth Mother, and the warriors of the Court of Neveondaer bore him aloft on their shoulders, into the 
  precincts of the palace, where he was bathed and anointed and joined with the Oerth Mother, before the nobles of the realm, 
  who declared him Caerethirech Riadh, Consort of Beory, seven and twentieth king of Aeh'Tenhedhdyrealor …" 
   
  "…In the reign of Cinnelyeh Riadh, Aeh'Tenhedhdyrealor first knew the scourge of the Capallanach [literally: Horselords], 
  who, like a plague of locusts, came out of the West as a trial upon the Children of the Oerth Mother. They hold nothing 
  sacred and consider all the world beneath the Sky Father's gaze to be theirs to steal and despoil. Like a plains fire that burns 
  all before it when the wind enrages it with its taunts, the Capallanach consumed the lands of Aeh'Tenhedhdyrealor until the 
  tides of their devastation washed about the very walls of Neveondaer. Cinnelyeh Riadh, a valiant man and farsighted, sent 
  his wife and all his sons save his eldest, Calladhan, and all the women and children of the city away east to the mountains, to 
  seek the road to the great fastness of Tostaenceadh—eyrie of the Sky Father. With them, he sent the Taladhcrioch, with an 
  honour guard of the Wise, so that should the day be lost, the great treasure and learning of Ah'Tanadhdyralor might not be 
  die with it.  
   
  Farsighted indeed he was, for the Capallanach, with their terrible sorcery carried the walls of the city. There, valiant 
  Cinnelyeh Riadh fell beneath the blades of the foes, defending the gates to the end. The King's Men bore up his body and 
  took it in haste to the Hall of the King in the Palace itself.  
   
  Calladhan, who had fought in the thick of the fray, was proclaimed as Riadh. The young king mustered what strength was 
  left to him, and, seeing that the Capallanach were in disarray, having turned from pursuit of their foe to the looting of the 
  city, sallied forth. The wrath of Calladhan burned like white fire and it consumed the Capallanach. None among them could 
  withstand the fury of the Riadh and none who looked upon his face in that hour of vengeance lived to tell of it. The 
  Capallanach were driven from the city and sent in dismayed flight back across the ravaged plains. 
   
  Though the day was won, Aeh'Tenhedhdyrealor is yet troubled by war and strife. Many flee to the mountains and their 
  fastnesses. Calladhan Riadh has sworn that not until the last Capallanach is slain, shall the Taladhcrioch be returned to 
  Neveondaer. And so the struggle goes on—for the survival of our people and our land. With the Oerth Mother, the Sky 
  Father and the Son of Reason to guide us surely we will not fail.” 
   
   
  
  COR4-10 Riddle in the Dust 
   
  Page 53 
   
  CRITICAL EVENT SUMMARY 
   
  Riddle of the Dust—Critical Event Summary 
   
  Please e-mail the answers to the following questions to 
  woesinger@hotmail.com 
   
  1: How many character (if any) died during the running of 
  this event? 
   
  2: Did the PCs recover the scrolls? 
   
  3: To whom the PCs give the scrolls? 
   
  4: Did Labahlah learn of the rebel stronghold at the 
  Gleaming Spires? 
   
  5: Did Pholtarin survive?  
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR4-10 Riddle of the Dust (3E).pdf