TEXT: CORS6-02 The Pits of Azak Zil – High Level Adventure (APLs 10-16) 
  Clarification Errata 
   
  Posted by the author: Bruce Paris 
   
  Time Of Arrival 
   
  There are contradictory times as to the PC’s arrival at the mesa overlooking the mines. The DM 
  should make it clear to the players that their PCs arrive at the mesa overlooking the mines at 
  midday (12 noon). The journey was tougher than expected due to a sudden sandstorm (such as 
  the one encountered in Phantoms on Bright Sands).  
   
  Unless the PCs specifically state that they are teleporting (or flying, etc.) down off the mesa, then 
  it takes the PCs a further 1 hour to trek down off the mesa to the ground-level of the mine area. 
  Then, unless the whole party teleports down into the crater pit, it takes them a further 1 hour to 
  get to the bottom of the crater pit (where the entrances are to the Upper Deep Mines). 
   
  To summarise, most parties should arrive at the entrance to the Upper Deep Mines at 2pm. This 
  gives them only 3 hours to explore the Upper Mines before dark. The Upper Deep Mines are 
  extremely difficult to traverse. There are fallen beams, and obvious unsafe stonework and 
  woodwork. The PCs need to move very slowly through this entire complex, and that is why it 
  takes 3 hours to uncover only 3 areas (before dark). Darkness falls at 5pm. The DM is 
  welcome to describe this obvious danger to the PCs. Those PCs who still determine to rush (thus 
  ignoring common sense), will need to make a DC 10 Dexterity check in every Area beyond the 
  third in order to avoid smacking an unstable beam – thus bringing the whole Upper Mines 
  crashing down. The PCs will be able to crawl out through the rubble and escape, but their 
  adventure will be over. 
   
  PCs who teleport or fly down off the mesa, or into the crater pit, may gain 1 or 2 hours of 
  exploration time. This will give them an extra 1 or 2 areas of the Upper Mines to explore before 
  dark. 
   
  Effects Of The Thinaun On PCs 
   
  The effects of the thinaun affect PCs at all APLs (ie. From APLs 2-16) – not just APLs 2-10 as 
  stated in the adventure. 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/596/CORS6-02 Pits of Azak Zil/CORS6-02 Pits of Azak Zil Errata.pdf