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 
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  please visit www.wizards.com/d20 
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  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, 
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  events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
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  COR5-09 
   
   
  GATEWAY TO THE BRIGHT 
  SANDS 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Core Adventure 
  Version 1 
  By Theron Martin 
  Circle Reviewer: Creighton Broadhurst and Stephen Radney-MacFarland 
  Playtesters: Greg Dreher, Rex Joiner, Mike Durant, Brighten Miller, John Olszewski 
   
   
  Hardby, City of the Scorned, was for centuries a bastion of independence and female rule, but that changed when it fell 
  under Greyhawk’s control in 582 CY. Now the word is out that Despotrix Ilena, the city’s nominal leader, is 
  dying. Many factions—both within and without—have begun to vie for the right to fill her influential position. Surely 
  a city so fraught with intrigue is a fertile ground for adventure. . . An event set in Hardby for APLs 2-8. Part 2 of the 
  “Blight on Bright Sands” series. 
   
   
   
   
  
  COR5-09 Gateway to the Bright Sands 
   
  Page 2 
   
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK™ campaign—a 
  worldwide, ongoing D&D campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information on 
  non-player characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Full 
  information on NPCs and monsters are given in 
  Appendix 1.  
   
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK Adventure Record 
  (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  
  COR5-09 Gateway to the Bright Sands 
   
  Page 3 
   
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure set in the 
  Domain of Greyhawk.  All characters pay two Time 
  Units for this adventure. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a 
  Survival check (DC 20), the character will heal 
  temporary ability damage as if he or she paid for 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or 
  bolts if the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  If you have access to the article “Hardby: City of the 
  Scorned” in the Polyhedron section of Dungeon #92 
  then reading it prior to running this adventure is 
  recommended, especially if this is being run as a home 
  game and you want to flesh out the city a bit more. 
  Appendix 4 details and updates some of this material. A 
  listing of important NPCs and factions is included after 
  the “Recent Events” section below. 
   
  The basic history of Hardby is known to PCs on a 
  DC 15 Knowledge (history) check. Details about the 
  way Hardby’s governance and social structure are set 
  up require a DC 15 Knowledge (local - core) check. 
  Consult Appendix 3 for details on these.  
   
  A BRIEF EXPLANATION OF COMMON 
  TERMS 
  In this adventure gynarch refers to a member of the 
  ruling body of women in Hardby, which is called the 
  Gynarchy. When used as a title, gynarch refers to the 
  original title for the leader of Hardby, which was later 
  replaced with despotrix. Didatrix refers to a woman 
  who serves as a personal secretary, annalist, and herald 
  to a gynarch, a job that commonly serves as a stepping-
  stone to becoming a gynarch. 
   
  WHAT HAS GONE BEFORE 
  This scenario is part two of the Blight on Bright Sands 
  series. Previously, the paladin Karistayne has sent 
  adventurers out to escort back to her castle an agent 
  who was exploring rumors of an old dragon inhabiting 
  Dagger Rock, a rock formation deep in the Bright 
  Desert. During that mission the adventurers ran across 
  a battle between Rary’s minions and unconquered 
  nomads. 
   
  It is not necessary to have played part one of the 
  series as alternate introductions are provided to cover 
  both eventualities. 
   
  SPECIAL NOTE 
  Any PC who claims the Bright Lands as his home 
  region gains a +2 circumstance bonus on all 
  Knowledge (history) and bardic knowledge checks in 
  this adventure concerning ancient Sulm. A desert 
  centaur PC gains an additional +2 bonus. 
   
  RECENT EVENTS IN HARDBY 
  Current Despotrix Ilena Norbelos, who has held the 
  title since 566 CY, is deeply displeased with Hardby 
  being under the thumb of Greyhawk. She is also dying, 
  but seeks to hold out for a few more years while her 
  staunchly anti-Greyhawk granddaughter Aleeta (her 
  preferred successor) gains experience and wisdom. 
  Because of this she has made a secret pact with Rary 
  the Traitor. In exchange for his assistance in staying 
  alive and opposing Greyhawk, Ilena has agreed to 
  channel valuable information and occasional resources 
  to Rary. She is not aware of Rary’s true agenda, nor 
  does she care, for her concerns do not extend beyond 
  the affairs of Hardby. 
   
  Recently the Despotrix’s agents have learned that 
  a local tattoo artist named Danigar, who was formerly 
  an apprentice to the brother of Chief Justicar Deidre 
  Longland, has made some intriguing discoveries in his 
  research into magical tattoos and ancient Flan ritual 
  markings. Rary had told her to keep an eye out for any 
  developments concerning ancient Flan magic and 
  rituals, so Ilena reported on Danigar’s findings to Rary. 
  He quickly became convinced that Danigar had 
  unwittingly made a major breakthrough that would 
  provide answers to some vexing questions about both 
  an important ceremony and how to gain access to some 
  of the crucial components needed for the ceremony. 
  What he realized, but Danigar himself has not yet 
  realized, is that certain magical Flannae tattoos could 
  serve as keys for entering ancient Flannae sites, while 
  others could be used to channel power or mimic 
  certain necessary traits for performing ceremonies. 
   
  Intrigued by Danigar’s research, Rary asked the 
  Despotrix to arrange for Danigar to meet directly with 
  one of his agents and explain what he had discovered. 
  
  COR5-09 Gateway to the Bright Sands 
   
  Page 4 
   
  Ilena has long been aware that Messalina, the Throne 
  Knight who secretly serves as her magical advisor, is a 
  servant of Rary, so she planned to covertly arrange for 
  Danigar to meet with Messalina. She is aware that 
  other factions in town are monitoring the activities of 
  her known servants, though, and is also aware that 
  even her loyal didatrix, Javka Gerneskir, is also an ally 
  of Tenser, so she cannot go through normal channels 
  to arrange such a meeting. This is where the PCs will 
  come into the picture. 
   
  Danigar’s discoveries are, indeed, important, but 
  they have not come without problems. His use of Flan 
  ritual 
  markings 
  for 
  new 
  tattoo 
  designs 
  has 
  inadvertently released two potentially detrimental 
  effects. One is the spirit of a long-dead Sulmite wizard 
  named Gana. He attached his essence to a particular 
  design in a desperate attempt to avoid the activation of 
  the Scorpion Crown, an artifact that ruined the ancient 
  Flannae kingdom of Sulm, transformed its lands into 
  the Bright Desert, and turned most of his countrymen 
  into manscorpions. His spirit remained dormant until 
  Danigar tattooed the design onto the arm of a sailor. 
  Soon afterwards the spirit possessed the sailor and 
  started causing trouble down in the dock district 
  because it was confused about what had happened to it 
  and where it was now. 
   
  Danigar has been frustrated in his efforts to deal 
  with the possessed sailor, but his bigger concern right 
  now is that his combining of ancient designs 
  accidentally caused a living spell (an artificial creature 
  type which Sulmite wizards had been experimenting 
  with before the downfall of their nation) to manifest 
  and wreak havoc in his workshop. Now it prevents him 
  from getting to his spellbooks, a matter that has 
  depressed Danigar so much that he has been driven to 
  drink more excessively than usual. By the time the PCs 
  get on the scene his drunkenness has induced him to 
  pick a fight in a dockside inn, which has landed him in 
  jail. 
   
  Danigar’s problems are not the PCs’ only concerns, 
  however. Some parties suspect that the Despotrix has 
  been in communication with Rary, while others (most 
  notably Retep Mandel, secretary to the Military 
  Governor) are concerned about her opposition to 
  Greyhawk’s authority. Both elements are going to take 
  a keen interest in what the PCs are doing. 
   
  Just as important is the failing health of the 
  Despotrix. Ilena has been in ill health since 
  participating in the Striking of the Crook of Rao in 586 
  CY, and for the last two years only complex spells 
  arranged by Rary have been keeping her alive. The 
  effects of even such strong magical treatments are now 
  failing, however, and it is now clear to everyone that 
  Ilena has, at most, only a few months left. Speculation 
  has begun to run rampant about who her replacement 
  might be, and amongst the gynarchs three distinct 
  factions have formed; these are detailed in the “Hardby 
  Factions” section, below. Many outside powers, who 
  have a stake in determining who next takes up the 
  technically powerless but very influential post of 
  Despotrix, have been secretly active in supporting their 
  preferred candidates for some time now, but now some 
  of them are starting to make their moves. The PCs may 
  get caught up in this as well. 
   
  IMPORTANT INDIVIDUALS 
   
  �Ilena Norbelos (NG female human Wiz13): 
  Current Despotrix. 
   
  �Aleeta Nobelos (NE female human Wiz7): 26-
  year-old granddaughter of the Despotrix and a leading 
  candidate to succeed her grandmother, Aleeta has very 
  strong anti-Greyhawk sentiments. She is being trained 
  in magic by Messalina. 
   
  �Messalina (LN female human Wiz15): The 
  secret magical advisor to the Despotrix and a devoted 
  ally of Rary, Messalina is currently training Aleeta in 
  magic. 
   
  �Deirdre 
  Longland 
  (LG 
  female 
  human 
  Ftr8/Cav4): The Justicar of Hardby, Judge of the Law 
  Courts, and a leading candidate to succeed the current 
  Despotrix, 35-year-old Deidre is a devoted follower of 
  Mayaheine. She favors working with Greyhawk to 
  oppose threats from the Pomarj and the Bright Lands, 
  although she also fiercely advocates retaining Hardby’s 
  long-standing criminal code rather than adopting 
  Greyhawk’s. 
   
  �Bridara Nobelos (N female human Wiz9): The 
  oldest living gynarch, she has spent her life assiduously 
  avoiding politics, although politics have not always 
  assiduously avoided her. 
   
  �Javka 
  Gerneskir 
  (NG 
  female 
  human 
  Rog3/Clr3—Lirr): Javka is the Didatrix to Ilena and 
  the current real power behind the Throne of Wood. 
  She is loyal to Ilena and has no political ambitions, but 
  she is also an ally of Tenser.  
   
  �Wilbren Carister (LN male human Ftr 9): The 
  Greyhawk-appointed Military Governor of Hardby, 
  Wilbren is a former Trade Council member who 
  betrayed them to gain his new position. He leaves the 
  day-to-day business to Retep Mandel so he can 
  concentrate more on military escapades. 
   
  �Retep Mandel (LE male human Rog5/Asn4): 
  Although nominally the secretary to Wilbren, he is a 
  Greyhawk Assassin's Guild agent and the man who 
  really runs things in Hardby. 
   
  �Mirlan Rinshad (LN male human Rog10): The 
  local Factor of the Royal Guild of Merchants of Aerdy, 
  he also seeks to sow strife with Greyhawk. 
   
  �Perav Hulvir (LN male human Exp8): A former 
  longshoreman made good who is the head of the 
  Merchant’s Alliance and a drinking partner of Mirlan. 
   
  �Harvan Lhoral (N male human Exp9): The 
  Guildmaster of the Shipwright's Guild, he is so 
  strongly anti-Greyhawk that he is willing to set up 
  conflict against Greyhawk’s Directing Oligarchy. He 
  seeks to strengthen the Merchant's Alliance and is 
  looking to relocate his Guild’s activities out of the city. 
   
  
  COR5-09 Gateway to the Bright Sands 
   
  Page 5 
   
  IMPORTANT FACTIONS 
  Longland Faction: These are supporters of Deirdre 
  Longland. Although she has the advantage of age, title, 
  and experience, she lacks the magical ability 
  traditionally expected of a Despotrix. She has earned 
  the respect of Wilbren Carister for her military 
  acumen and is the preferred candidate of the Ruling 
  Oligarchy, which means that she also has the covert (if 
  not necessarily welcomed) support of Retep Mandel. 
  She has the support of the faithful of Mayaheine and 
  some elements of the Church of Pelor. 
   
  Norbelos Faction: These are supporters of Aleeta 
  Norbelos. She is Despotrix Ilena’s preferred choice 
  because of her staunchly anti-Greyhawk stance, though 
  Ilena feels that, at age 26, she is still too young and 
  unseasoned. Rary (and thus Messalina) favor her, as do 
  the Slave Lords, with whom she has secretly made a 
  pact. She also has the open support of the Church of 
  Wee Jas and Mirlan Rinshad. Unbeknownst to Aleeta, 
  her Slave Lord allies are arranging an assassination of 
  Deidre Longland. 
   
  Compromise Faction:  This group is composed 
  primarily of a small number of gynarchs who seek a 
  compromise candidate who has both age and arcane 
  ability and can work with Greyhawk without being too 
  friendly or accommodating. Although this faction has 
  pursued Bridara Norbelos as a candidate in the past, 
  they are now looking for a new choice given Bridara’s 
  refusal to get involved in politics. 
   
  Merchant Alliance Faction: Led by Perav Hulvir 
  and Harvan Lhoral and comprised primarily of Trade 
  Council members, this group would just as soon see 
  the Gynarchy collapse and eliminate the position of 
  Despotrix. They are an anti-Greyhawk group but are 
  not allied with the Norbelos Faction. 
   
  ADVENTURE SUMMARY  
  This scenario is not entirely linear, so some encounters 
  may not happen in order (or at all) depending on what 
  the PCs do. 
   
  In Encounter 1 the PCs meet with Despotrix Ilena 
  and are given both their mission and a chance to 
  question her, while Encounter 2 gives them a chance 
  to gather information on various topics. Encounter 3 
  concerns an agent of Tenser speaking anonymously to 
  one of the PCs at night about finding out what the 
  Despotrix is up to. Encounter 4 takes the PCs to 
  Danigar’s Pen, where they meet his assistant Gormadoc 
  and learn that Danigar isn’t home, and so go to find 
  him at the Spotted Cow Inn in Encounter 5. There 
  they meet up with his wife Hlozapatan (pronounced 
  LOTZ-a-pa-tan) and find out that Danigar was arrested 
  earlier, so they must go to the Law Courts in 
  Encounter 6 to bail him out and talk to him, at which 
  time they learn about his troubles. 
   
  In Encounter 7 the PCs go back to Danigar’s Pen, 
  this time with Danigar and his wife, and deal with the 
  living spell running rampant in his workshop, while in 
  Encounter 8 they must track down the possessed 
  sailor—an encounter which can be talked out or 
  fought out depending on how the PCs approach it. 
  With both of those matters resolved, Danigar agrees to 
  go with the PCs to meet Messalina and talk about his 
  research. In Encounter 9, though, the PCs find out that 
  the path there is not a safe one, as they have been 
  targeted by a Slave Lords strike force who believes they 
  and Danigar could interfere with their plans. 
   
  QUESTIONS? COMMENTS? 
  Contact the writer at theronm4@comcast.net. 
   
  PLAYER INTRODUCTION 
  PCs that have played COR5-06 Blood on Bright Sands 
  get Introduction 1; all other PCs get Introduction 2. 
   
  Introduction 1 
  Following the advice of the paladin Karistayne, you 
  have traveled to Hardby, City of the Scorned, a port 
  city on the Woolly Bay. She suggested that here you 
  might pick up some information about how groups 
  outside of the Bright Lands regard what is going on in 
  the Bright Lands and what they intend to do about it. 
  Karistayne also pointed out that since Hardby is the 
  nearest major port to the Bright Lands, it has strategic 
  significance to those who both oppose and support 
  Rary the Traitor, so knowing what is going on there 
  could also be valuable. 
   
  Introduction 2 
  Your travels about the Flanaess have once again led 
  you to Hardby, City of the Scorned. For some of you 
  this was to be just a layover on a trip to other 
  destinations, while others came seeking a path to 
  adventure or news about the happenings in the Bright 
  Lands. Many are the interesting stories that abound 
  from sailors and other travelers. 
   
  At this point have all PCs make a DC 10 Gather 
  Information check. Those who succeed get one of the 
  rumors given in Player’s Handout 1a-h. Anyone who 
  beats the DC by 5 or more gets an additional rumor for 
  every 5 points over 10 on the check. Assign rumors at 
  random, but make sure that rumors E, F, and H are 
  amongst those given out if not all are used. Some of 
  these rumors concern recent events in Hardby, while 
  others are preludes to later adventures in the Blight on 
  Bright Sands series, so encourage players to record and 
  keep them.  
   
  Regardless of your reasons for being here, after a day 
  or so each of you finds occasion to be of assistance to a 
  young woman in distress. In one case it’s chasing 
  down a pickpocket who stole her purse, in others it’s 
  assisting her in dealing with a sailor who’s gotten a 
  little too friendly or helping out with a carriage which 
  broke down in the middle of the street. In each case 
  the well-dressed woman invites you to join her for 
  
  COR5-09 Gateway to the Bright Sands 
   
  Page 6 
   
  dinner at the Mistress of the Coach Inn at her 
  expense. She indicates that formal attire will be 
  required and armaments are not allowed, but that 
  those agreeing to meet her will receive an offer that 
  may be “well worth your while to hear.” 
   
  Find out which PCs plan to attend and how they plan 
  to be attired. Anyone who opts not to attend is done for 
  the scenario unless the PC normally travels with 
  another who will be attending. Those who do not have 
  formal attire but wish to purchase such clothing can do 
  so for 30 gp—although they are also advised that they 
  should also wear jewelry with it if they do not already 
  have some. Magic rings, brooches, necklaces, amulets, 
  and so on count, otherwise a minimum of 50 gp must 
  be spent if the PC wants to be fully “decked out.” 
   
  Once any necessary clothing purchases have been 
  made, go on to Encounter 1. 
   
  ENCOUNTER 1: AT THE 
  MISTRESS OF THE COACH 
  The inn the woman specified is an extravagent 
  building located outside the city wall in one of the 
  more pleasant and well-paved parts of the city. Two 
  burly men in formal uniforms stand at the door, each 
  armed with a longsword. 
   
  These men bar entry to anyone who wears armor, 
  carries obvious weapons, has animals with them, 
  and/or is not formally attired. Those who have 
  obviously not bathed or show other signs of having 
  “lived off the wild” are also denied admittance. Desert 
  centaur PCs are also denied admittance. In this 
  situation treat the maitre’d as unfriendly. Thus a DC 25 
  Diplomacy check is required to make him friendly 
  towards the PCs. If the maitre’d becomes friendly to 
  the PCs he will allow a centaur PC access to the inn as 
  long as he is well dressed. Those who are properly 
  attired are allowed entrance without question. 
   
  Upon giving your names to the maitre d’ you are led 
  to a private parlor where the short, solidly built 
  woman with dark, wavy hair awaits. She wears a 
  stylish, elegant gown that accentuates a modest figure 
  and features that, while attractive, are not especially 
  remarkable. Most prominent amongst her jewelry is a 
  medallion that bears the symbol of an illustrated book. 
   
  Any worshiper of Lirr or a PC who makes a DC 10 
  Knowledge (religion) check can identify the medallion 
  as a holy symbol of Lirr, Oeridian goddess of poetry, 
  literature, and art. 
   
  The woman introduces herself as Javka Gerneskir and 
  settles down to join you for a sumptuous meal. She 
  engages only in small talk during the meal, casually 
  deflecting any questions about why she asked you 
  here. Once the meal is complete and the plates have 
  been cleared away by servants she cocks her head as if 
  listening to something, then stands and curtsies to all 
  of you. 
   
  “My apology for this deception,” she says 
  pleasantly, “but my mistress is the one you are really 
  here to meet. She wishes, for various reasons, to keep 
  this meeting a secret, thus the arrangements which 
  have been made. She will arrive momentarily, so I will 
  take my leave now.” With that she turns and exits the 
  room. 
   
  Allow the PCs a round to react if they wish, then 
  continue: 
   
  A moment later an old woman suddenly appears in 
  one of the room’s fine padded chairs. She has long, 
  straight white hair, piercing blue eyes, and a charming 
  smile that suggests that she might have been quite the 
  head-turner back in her youth. Now, though, she 
  looks so thin and frail that you doubt she could stand 
  up without assistance. Though dressed simply 
  compared to the other woman, the circlet about her 
  forehead sparkles, lending her an air of magnetism 
  and command. 
   
  “Greetings,” she says in a soft, thready voice, “I am 
  Ilena Norbelos, Despotrix of Hardby. I have arranged 
  for this meeting because I have a task to request of 
  you, which may entail an adventurer’s strength and 
  skill. Now that you know who you will really be 
  working for, are you willing to proceed further under 
  a promise of confidentiality?” 
   
  That the Despotrix is the nominal leader of Hardby is 
  known to any PC on a Knowledge (local - core) or 
  Intelligence DC 10 check. Once the PCs agree, Ilena 
  continues. If any PC does not agree, that PC is 
  dismissed, curtly so if the PC is male. 
   
  “The task I have for you is one that seems simple on 
  the surface but may entail some risks,” the Despotrix 
  continues. “There is a wizard living and working in 
  the Dock District, a tattoo artist by the name of 
  Danigar who operates a business called Danigar’s Pen. 
  He is also a wizard, but uses his trade to support 
  himself while he does research. Recently my agents 
  have learned that he has made an important 
  breakthrough in his research that may be of particular 
  interest to an associate of mine. 
   
  “I would like you to contact this man Danigar, 
  convince him to meet with my associate, and then 
  safely escort him to the wizard Messalina, who resides 
  in a castle a few miles into the hills to the east of town. 
  Above all, I need this done discreetly. No one but 
  Danigar himself—not even my didatrix Javka—needs 
  to know that you are working for me in this task.” 
   
  Ilena entertains questions from the PCs about specific 
  details. Use the following as a guideline for her 
  responses; her answers do not have to be read 
  verbatim. While roleplaying Ilena keep in mind that 
  
  COR5-09 Gateway to the Bright Sands 
   
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  she is very intelligent and has a wicked, sardonic wit, 
  so she is quick on the uptake and not above being a 
  little colorful in her choice of words. She is also a 
  militant feminist, so she speaks down to male PCs as if 
  they are children (unless the male PC is extremely 
  flattering, say, on the level of a DC 25 Diplomacy 
  check) but treats female PCs as adults. 
   
  Why did you pick us for this task? 
  “I didn’t pick you; Javka did. She does her best to keep 
  track of which adventurers are passing through town 
  and what their reputations are. One never knows when 
  a few might come in handy.” 
   
  Why not use your own people for this task/Why the 
  need for such discretion? 
  “This city is becoming factionalized, especially since 
  word that I am in ill health has leaked out to the 
  public. There are also outsiders with interests in the 
  well being of my city. Because of that, I have reason to 
  believe that all my normal agents are being monitored, 
  and I’d rather that this business with Danigar be kept 
  from prying eyes and ears. Also, some muscle may 
  need to be applied if someone else has gotten to 
  Danigar first. Adventurers are quite handy for that.” If 
  burly male PCs are present, she adds, “that’s one of the 
  few things men are good for.” 
   
  And we are disposable and give you deniability. 
  Ilena chuckles and slaps her thigh. “But of course! 
  That’s the best way to handle sensitive business, isn’t 
  it?” 
   
  What factions should we be concerned about? 
  “There are two main factions. One supports my 
  granddaughter Aleeta to succeed me, while the other 
  supports the Chief Justicar, Deirdre Longland. Either 
  side might seek to use Danigar’s discoveries to their 
  own end if they find out about it. There may also be 
  Circle of Eight spies or those from Greyhawk’s leaders 
  tramping about.” She makes a distasteful face as she 
  mentions the last two. “I don’t want anyone besides 
  myself and Messalina having access to Danigar’s 
  discoveries, though.” This is not an entirely truthful 
  statement if the PCs are using Sense Motive or some 
  form of magical lie detection. 
   
  What about Javka/your Didatrix? 
  “I don’t want her involved in this. Though she has been 
  intensely loyal to me, I think someone outside Hardby 
  may hold her heart.” 
   
  What has Danigar discovered? 
  “I don’t know, exactly, but according to my agents he’s 
  been crowing lately about having come to some kind of 
  breakthrough in his research into ancient ritual body 
  markings. He’s had a reputation the last couple of years 
  for being able to produce magical tattoos, so likely it 
  has something to do with that.” 
   
  What threats can we expect? 
  “Honestly I have no idea. That’s another reason why I 
  want to employ adventurers for this.” 
   
  How will we be compensated for our efforts? 
  “There will be a significant fee paid for completing this 
  task. I also tend to be generous in bestowing favors 
  upon those who work well for me.” She sighs. “I may 
  not get around much anymore, but I still have a lot of 
  influence. (If there are clear wizards amongst the PCs, 
  add “and access to a substantial library of spells.”) If the 
  PCs insist on knowing totals, they will receive 100 gp 
  at APL 2, 150 gp at APL 4, 200 gp at APL 6, and 250 gp 
  at APL 8. 
   
  We need directions to Danigar’s place. 
  “I don’t know where he lives. His place of business 
  should be easy enough to find if you just ask around a 
  little.” 
   
  How long do we have? 
  “There is no set time limit, but I would prefer if this 
  matter were to be taken care of as soon as possible.” 
   
  Why are you in such poor health? 
  “My health has been in decline ever since I 
  participated in the striking of the crook of Rao. No one 
  is sure why, but the condition seems to be incurable.” 
   
  Is there anything we can do to help? 
  “Beyond what I have asked of you, no.” 
   
  What is your relationship with Rary? 
  “Whether or not I have a relationship with Rary is 
  none of your business.” 
   
  Ilena only tolerates a few minutes of questioning 
  before cutting the discussion short. Once things are 
  settled, Ilena informs the PCs that they should not try 
  to contact her about this unless an insurmountable 
  problem comes up, but in such cases they can reach 
  Javka (who can reach her) by leaving a message at the 
  Palace of the Gynarchs; in this situation though the 
  PCs should give as little information as possible to 
  Javka.  
   
  Once business is concluded Ilena teleports away. 
   
  It is about 8 p.m. in the evening when the PCs 
  finish their meal and meeting with Ilena. They have 
  several options at this point: 
   
  When the PCs decide to gather information, go to 
  Encounter 2. 
   
  When the PCs decide to visit Danigar’s, go to 
  Encounter 4. 
   
  When the PCs decide to retire for the evening, go 
  to Encounter 3. 
   
  ALL APLS: 
   
  �Ilena Nobelos, Despotrix of Hardby: Female 
  human Wiz13. 
  
  COR5-09 Gateway to the Bright Sands 
   
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  �Javka 
  Gerneskir: Female human Clr3 -
  Lirr/Rog3. 
   
  ENCOUNTER 2: GATHERING 
  INFORMATION 
  This encounter may happen more than once and at any 
  time during the adventure, depending on what exactly 
  the PCs do. Each independent Gather Information 
  check attempted here takes 2 hours and costs 2d4 gp. 
  PCs can “take 20” on these checks, but that requires 8 
  hours and costs 8d4 gp. Multiple checks by the same 
  person are possible, but each must be done in a 
  different part of the city (Northend, Dock District, 
  Fishtown, Tradetown, Ebbfields). Certain locations 
  have modifiers to the DCs depending on the subject. 
   
  Each Gather Information check beyond the first 
  about the same topic has a 25% cumulative chance of 
  attracting unwanted attention; “take 20” checks 
  automatically attract unwanted attention. Should this 
  happen, all PCs get the Attracted Attention notation on 
  their ARs. 
   
  Danigar 
  If PCs ask around about Danigar in Northend or 
  Tradetown, increase the DCs on the Gather 
  Information check by 5. If they do it in the Ebbfields, 
  increase the DCs by 10.  
   
  What the PCs can learn from a Gather 
  Information check depends on the DC achieved: 
  • 
  DC 10: “Yeah, that Danigar fellow operates a 
  tattoo parlor down in the Dock District called 
  Danigar’s Pen.” (Gives directions to Danigar’s 
  Pen.) 
  • 
  DC 12: “Danigar’s a wizard as well as a tattoo 
  artist. Even seen him cast spells myself.” 
  • 
  DC 15: “Danigar isn’t the best tattoo artist in 
  town, but he uses designs no one else does 
  and has got some spell that can get rid of 
  tattoos you don’t like. He can even do magical 
  tattoos, what can allow a person to use a spell. 
  Kind of pricey, though.” 
  • 
  DC 18: “Danigar’s a bit of a boozer. Seen him a 
  lot at the Spotted Cow Inn.” 
  • 
  DC 20: “Danigar’s got an Olman wife he 
  brought back with him after some expedition 
  to the far south a couple o’ years back. She’s 
  the one what actually does them magical 
  tattoos.” 
  • 
  DC 25: “Heard Danigar got himself into some 
  kind of trouble there earlier today/yesterday 
  (the former if the PCs are asking at night, the 
  latter in the morning). Some ruckus with 
  some sailor who must have been an unhappy 
  customer. Think he might have been 
  arrested.” 
  • 
  DC 30: “Yeah, Danigar got hauled off to jail 
  for starting a fight with that sailor in the 
  Spotted Cow. The sailor slipped away when 
  the Guard tried to arrest him, too, though.” 
  Also: “You know, Danigar was the apprentice 
  to the brother of the Chief Justicar, so he 
  might get off easy.” 
  • 
  DC 35: “That sailor? Yeah, he was a short, 
  burly Oeridian guy with this strange tattoo on 
  one side of his face. Looked like a ghostly 
  hawk or eagle. Last I heard, he was seen 
  wandering around in Fishtown. Think his 
  name is Corval.” 
   
  Corval 
  PCs can only learn about Corval by asking around in 
  Fishtown or the Dock District. 
  • 
  DC 10: “Corval? Yeah, he’s an expert 
  helmsman with a reputation for knowing all 
  the tricks of Woolly Bay. Something of an 
  independent contractor, I hear, seeing as how 
  he’s done jobs for the military and merchant 
  ships.” 
  • 
  DC 15: “He’s been in town for a week or so 
  now on layover. Shacks up with this floozy 
  barmaid named Genestra who works at the 
  Sign of the Tarnished Idol in the Dock 
  District.” 
  • 
  DC 20: “You know, Corval’s been acting odd 
  the last 3 or 4 days, ever since he got that new 
  tattoo. (If this check happens during the day, 
  add: “Saw him wandering around in the 
  Bonded Barrel Ghetto just a little while ago, 
  mumbling to himself.”) 
   
  ENCOUNTER 3: THE AGENT 
  This encounter takes place when the PCs retire for the 
  evening. 
  Scorimongishaz 
  (Scor 
  for 
  shot), 
  the 
  pseudodragon familiar of one of Tenser’s apprentices, 
  pays a visit to one or more of the PCs. Tenser has long 
  suspected that Despotrix Ilena has had dealings with 
  Rary, so when Javka reported to him the secretive 
  nature of Ilena’s meeting with the PCs (Ilena doesn’t 
  normally keep secrets from her, or so Javka thought) 
  Tenser became suspicious and asked one of his acolytes 
  to look into the matter further. 
   
  Choose the good-aligned PC who is closest to 
  lawful god in alignment and take that player aside. If 
  there is more than one lawful good PC, preference is 
  given to arcane spellcasters, with any addition ties 
  broken by random determination. If there are no good-
  aligned PCs then this encounter does not happen. 
   
  If the PC in question has a familiar or animal 
  companion in the room with her then the familiar/ 
  companion wakes the PC when Scor enters the room. 
  If the PC in question is keeping watch, then Scor 
  enters when that PC is on watch and completely 
  ignores any other PC on watch. Otherwise Scor wakes 
  up the PC by nudging her with his snout. 
   
  Adjust the following description accordingly if the 
  PC was already awake: 
  
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  Upon being awoken from your pleasant sleep/reverie 
  you find that one aspect of your recent dream was not 
  just a figment of your imagination: you really are 
  looking at a tiny reddish dragon, one about the size of 
  a house cat. It wears a gem-studded blue collar. 
   
  “Hello,” a voice says in Common in your head as 
  the little dragon gestures with its wing. “Been sent to 
  talk to you by my master. He’d like to find out what 
  the Despotrix asked you to do that even her didatrix 
  can’t be trusted to know.” 
   
  On a DC 12 Knowledge (arcana) check the PC 
  identifies Scor as a pseudodragon and knows that such 
  creatures are sometimes familiars to powerful wizards 
  and sorcerers. On a DC 17 check the PC knows that a 
  pseudodragon only serves a good-aligned master. 
   
  Scor is a laid-back, good-natured critter; playing 
  him as a hippie would not be out of line. He is here to 
  find out what the PCs were asked to do by the 
  Despotrix. If the PC is not forthcoming, he tries to 
  convince the PC by promising that he and his master 
  aren’t here to hurt anyone; they’re just concerned that 
  the Despotrix might be dealing with something—and 
  someone—who is dangerous and, well, evil. Neither he 
  nor his master is going to spread around anything that 
  he’s told. He won’t reveal who exactly he’s working for 
  other than to say he’s a “good man” who “works for 
  another individual who’s very interested in protecting 
  the peace and security of the land.” If asked about the 
  “evil” that the Despotrix might be dealing with, he only 
  says that it’s someone who might be trying to influence 
  the Despotrix for his own selfish ends. If the name 
  Rary is brought up, Scor neither confirms nor denies 
  this suspicion—officially, of course. 
   
  If the PC tells Scor what they’re up to, whether the 
  PC is truthful about it or not, Scor appears thoughtful 
  (actually he knows his master is scrying him and he’s 
  waiting for a reply). He soon after replies: 
   
  “Hmmm. My master thinks it’s entirely possible that 
  what the Despotrix is up to is innocent, but he kind of 
  doubts it. We’d very much like to know what you 
  learn on this matter once it is done, so my master can 
  determine whether or not evil is afoot which must be 
  confronted.” 
   
  The little dragon deposits a small blue stone in 
  your hand. “Put that little thing in your mouth and 
  speak your report and me and my master will hear it. 
   
  “Now I must be off. Good evening!” 
   
  If the PC refuses to tell Scor anything, he sighs and 
  gives the PC the blue stone anyway, telling the PC to 
  contact him using the stone (by placing it in her mouth 
  and calling for him) should she have a change of heart. 
  He then departs. 
   
  If any mention of a reward for this service is made, 
  Scor looks offended but promises that the PC will be 
  rewarded for her efforts in this matter. If the stone is 
  checked out, it detects as strong evocation magic (it is 
  imbued with a sending spell cast at 13th level which 
  activates when the stone in placed in a person’s 
  mouth). The stone dissolves into a minty-tasting 
  powder once used. 
   
  If Scor is treated hostilely at any point, he uses an 
  ability to dimension door once per day (gained from a 
  wish spell given to him by Tenser) to depart. 
   
  Should a PC use the stone to call on Scor at any 
  point prior to the Conclusion, Scor shows up an hour 
  later to take the PC’s report. He takes in all of the 
  details offered and then informs the PC(s) that he has 
  spoken to before that they will be contacted again in 
  the future. If the PCs simply make a report, the one 
  doing so gets a mental message back a moment later 
  informing her that the message was received. The 
  PC(s) involved get the “Worked With Scor” 
  designation on their ARs. 
   
  ALL APLS 
   
  �Scorimongishaz, pseudodragon familiar: hp 23; 
  see Appendix 1. 
   
  ENCOUNTER 4: DANIGAR’S 
  PEN 
  Danigar’s Pen is located on one of the main streets 
  heading east from the docks (location 8 on The City of 
  Hardby map). It is housed in a small two-story wood 
  structure whose upper floor serves as living quarters 
  for Danigar and his wife, while two basement rooms 
  serve as his workshop and lab. A shingle hanging on 
  the outside, which is illuminated by a magical light in 
  the evening, bears the name of the shop and the slogan, 
  “Exotic Tattoos Are Our Specialty!” 
   
  If the PCs come here in the evening after meeting 
  Ilena, they find the shop closed up for the evening 
  with a “Closed” sign hung on the door. No lights can be 
  seen in the windows of the room above, as Danigar is 
  in jail right now and his wife Hlozapatan is either at 
  the Spotted Cow Inn (if it is before 1 a.m.) or asleep 
  upstairs (after 1 a.m.). The window to the store on the 
  main floor is shuttered and barred on the inside. If the 
  PCs insist on breaking in, the front door is a Strong 
  door (DC 23 break) with a Good lock (DC 30 Open 
  Locks); there is no back door. This is a well-traveled 
  and well-patrolled area, though, so the PCs will have to 
  resort to extraordinary measures to break in 
  undiscovered. If they still persist and don’t get caught 
  at it then refer to the “Danigar’s Pen Locations” 
  subsection, below. 
   
  If the PCs come here during the day, read the 
  following: 
   
  On the inside Danigar’s Pen consists of a ten by fifteen 
  foot room with a curtained doorway directly opposite 
  the entrance. To the right are a few chairs and a small 
  table on which rests a large, heavy book. To the left is 
  a short counter behind which a very fat halfling with 
  heavily tattooed arms reclines on a high chair, 
  
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  snacking on some pastries. On the wall to the 
  immediate left of the curtained doorway a flaming 
  torch is set in a sconce, while to the right is a plaque 
  bearing prices for various kinds of tattoos ranging 
  from 1 to 50 gp depending on size and complexity; the 
  entry “Magical Tattoos—ask about price” catches your 
  attention in particular. The rest of the walls are 
  scattered with an assortment of colorful pictures, 
  some of them of a very exotic style which resembles 
  nothing commonly found in the central Flanaess. 
   
  “Greetings!?” says the halfling in a gravelly voice. 
  “Can I help you with something?” 
   
  The exotic paintings are of Olman design, which is 
  obvious to any Olman PC or any other PC who makes 
  an Appraise DC 20 check. The torch is a continual 
  flame torch. The pastries are somewhat sticky and very 
  tasty. 
   
  The halfling is Gormadoc, Danigar’s assistant and a 
  double agent for both the Slavelords of the Pomarj and 
  the Thieves’ Guild of Greyhawk (though he obviously 
  won’t let on to the PCs about that). He is very 
  streetwise and has a distinct “street” accent in a voice 
  lower-pitched than normal for a halfling. Use the 
  following responses as guidelines for the PCs dealing 
  with Gormadoc. 
   
  Are you Danigar? 
  The halfling laughs. “Nah, he’d be my boss. I’m 
  Gormadoc, his assistant.” 
   
  We’re here to see Danigar. 
  “Sorry, he and his missus are both out right now. I can 
  do you if you want a simple design, but anything 
  complicated and you’ll have to wait until they get back. 
   
  We’re here to get a tattoo. 
  “Well, just take a gander through that book over there 
  and pick out something you like.” Gormadoc points to 
  the book mentioned in the boxed text, which (if 
  glanced through) contains dozens of tattoo designs 
  ranging from simple to very complex. “If you want 
  something complicated, you’ll have to wait until the 
  master gets back, but I can do the simple ones myself.” 
   
  We want to get a magical tattoo. 
  “Ah, heh, well, only the master’s missus can do them, 
  and she isn’t around right now. Have to come back 
  later.” 
   
  When will Danigar/his wife be back? 
  “No telling on the master, ‘cause he’s out on one of his 
  drinking binges and they can last all day.” He looks at 
  the PCs shrewdly. “If it’s something important I can 
  take a message for him.” 
   
  Where can we find Danigar? It’s important. 
  “Well, now, I don’t know if it’s rightfully my place to 
  be revealing my master’s private business. What do you 
  need to see him for so badly?” 
   
  Has he had any problems lately—like a fight with a 
  customer? 
  “Oh, heh, you heard about that, did you? Well, yeah, he 
  had a big problem with a customer a couple of days ago 
  and it got kind of ugly, I hear. Probably be out of jail in 
  a day or two.” 
   
  If Gormadoc would reasonably get the sense that the 
  PCs want to see Danigar about something other than 
  getting a tattoo (you can have him make a Sense 
  Motive check), he tries to ply the PCs to find out what 
  they want Danigar for. If bribed with good food or at 
  least 5xAPL gp (he hits up wealthier-looking PCs for 
  more money) or intimidated on a DC 22 Intimidate 
  check, he’ll tell the PCs that Danigar normally does his 
  drinking down at the Spotted Cow Inn and that his 
  wife was with him last he knew. Only if the PCs 
  specifically bring up the issue of Danigar getting into 
  trouble does he mention that Danigar is probably still 
  in jail from that fight since his wife didn’t bail him out 
  this time. 
   
  If the PCs should, for some reason, decide to 
  attack Gormadoc then he touches the tattoo of a ghost 
  on one arm, activating an invisibility spell at 10th level 
  and attempting to flee. If that doesn’t work then he 
  fights back to the best of his ability. Remember, 
  though, that he hasn’t done anything illegal at this 
  point, so the Guard is more likely to arrest the PCs for 
  assault than Gormadoc if they try to “bring him to 
  justice.” 
   
  ALL APLS 
   
  �Gormadoc: male halfling Rog9; hp 50; see 
  Appendix 1. 
   
  Development: If Gormadoc does get some idea that the 
  PCs want to speak to Danigar about his research then 
  he promptly reports this to both his Thieves’ Guild 
  buddies and his Slave Lord buddies. This qualifies for 
  the PCs getting the Attracted Attention entry on the 
  ARs.  
   
  Danigar’s Pen Locations 
  Back Room: This room has the staircase to the second 
  floor, a trapdoor (currently latched, locked, and partly 
  covered with a heavy box) down to Danigar’s lab, a 
  reclining chair which looks something like a dentist’s 
  chair, and an assortment of inks, needles, and other 
  supplies associated with tattoo-making on various 
  shelves. A second continual flame torch (the one in the 
  front room also is one) lights this area. 
   
  Danigar’s Apartment: This three-room apartment 
  has a main/dining room, a bedroom, and a small 
  kitchen. Most furnishings are basic and utilitarian, 
  with the only noteworthy features being a collection of 
  books on art and ancient history and an armoire 
  containing clothes of a very exotic fashion; a PC who is 
  Olman or makes an Appraise DC 20 check can identify 
  them as being of traditional Olman design. Hidden 
  
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  away in the armoire (DC 25 Search check) is a secret 
  compartment containing a pouch of coins totaling 100 
  gp—but taking this would be stealing. 
   
  Danigar’s Lab: See Encounter 7 for details on this 
  location. 
   
  Danigar’s Workshop: Here Danigar keeps his 
  spellbooks and sketchbooks as well as various 
  reference books and scrolls on ancient Flannae ritual 
  markings. This room is also lit by a continual flame 
  torch. A PC who takes at least two hours to study the 
  books and papers and makes a DC 20 Knowledge 
  (history) or bardic knowledge check can determine 
  that Danigar was very deep into a study of the way 
  ancient Flannae tribes used ritual markings for a 
  variety of purposes. If the reviewer also makes a DC 25 
  Knowledge (arcane) check then he can determine that 
  some of these ritual markings mentioned in the notes, 
  if imbued properly with magic, would be of great 
  benefit to the completion of certain ceremonies and/or 
  might be used to gain access to certain locations from 
  which an unmarked person might be barred. A PC who 
  makes both checks also realizes that some of those 
  markings could be used to summon creatures, possess 
  creatures, or create other magical effects if used 
  correctly. If only the Knowledge (arcane) check was 
  made then the PC only understands that Danigar was 
  delving into how certain symbols were a key part of 
  magical ceremonies for the ancient Flan. 
   
  ENCOUNTER 5: SPOTTED 
  COW 
  The description of the Spotted Cow Inn remains the 
  same regardless of whether the PCs get here at day or 
  night: 
   
  The bovine-shaped cow skin sign clearly marks the 
  location of the Spotted Cow Inn, situated right off the 
  docks near Fishtown. The inside looks like any 
  ordinary dockside inn, except that this one is packed 
  with sailors, longshoremen, and fishermen, including 
  a good number of half-orcs. The place is so crowded 
  that a person in heavy armor would have difficulty 
  moving around in here; you have to admire the skill of 
  the two waitresses as they expertly slip through tight 
  spaces without spilling their trays of drinks and food. 
   
  Although most of the people in the inn’s dining 
  room are a generic-looking lot, one does stick out, 
  both because she’s obviously Olman and because she’s 
  sitting alone at a corner table in this otherwise-
  crowded place. 
   
  A PC in heavy armor is going to have a tough time 
  maneuvering through the crowd, but it can be done at 
  1/3 normal speed. Large-sized desert centaur PCs can 
  only move through the inn at 5 ft. per round due to the 
  crush. Other PCs can move at half normal speed in this 
  place should they need to move quickly. Tumbling 
  checks are at a -5 penalty due to the lack of space. The 
  food and drinks, if ordered, are all better-than-average 
  quality, though not tremendously so. 
   
  If the PCs ask around about Danigar in the inn, 
  have them make a Gather Information check. They can 
  also learn any of the following by just going up to 
  Oremal Thelk, the bartender, and either sweet-talking 
  him with a DC 15 Diplomacy check by a female PC or 
  by spending at least 5 gp on drinks (he’s rather busy 
  and doesn’t have time to deal with non-paying 
  customers): 
  • 
  DC 10: “You mean the wizard tattoo artist? 
  Yeah, he’s a regular here but he’s not here 
  now—but that’s his wife over there in the 
  corner.” 
  • 
  DC 15: “He hasn’t been around since getting 
  hauled off to jail for being involved in that 
  brawl with a sailor yesterday. Got the 
  impression his missus was so disgusted with 
  him that she hasn’t bothered to bail him out 
  yet.” 
  • 
  DC 15 and PCs specifically ask about 
  Danigar’s wife: “Yeah, her name’s Haloza or 
  something like that. One of them southern 
  jungle-dwellers that Danigar brought back 
  home with him a couple of years ago. Doesn’t 
  speak Common well, but she knows some 
  kind of magic and has a special way with 
  tattoos. Not a lady I’d want mad at me; it’s said 
  she can hex people.” 
  • 
  DC 20: “Danigar really got into it with Corval, 
  this helmsman that sometimes hangs out 
  here between jobs. Think it might have been 
  over a bad tattoo job. Corval had been acting 
  kind of funny right before that, though, and 
  he did get away.” 
  • 
  DC 25—“Yeah, last I heard Corval was 
  wandering around the Bonded Barrel Ghetto 
  mumbling to himself. Or you might try 
  talking to Genestra over at the Sign of the 
  Tarnished Idol. That’s his lady.” 
   
  At some point the PCs are likely to go over and talk to 
  Hlozapatan, Danigar’s wife. She is a sturdily built 
  woman who looks to be in her early 20s and is mildly 
  attractive by the standards of her people. She is 
  drinking alone right now and in a foul mood because 
  she’s thoroughly upset over the mess Danigar has 
  caused lately. Because of this, a Diplomacy check of DC 
  15 at APLs 2-4 or DC 18 at APLs 6-8 is required to get 
  much of anything out of her. Offering to buy her a 
  drink earns a +2 circumstance bonus on the check, 
  while an Olman PC also gets a +2 circumstance bonus. 
  Speaking to her in Olman (she only partly understands 
  Common, although Danigar has been teaching her) 
  earns an additional +4 circumstance bonus on the 
  check. If the PCs do convince her to talk to them and 
  did not speak in Olman when doing so, Hlozapatan 
  reaches into a pouch at her belt and flicks a bit of salt 
  and soot at the PC while tapping the speaker on the 
  
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  forehead and speaking an arcane word—an action 
  which can be recognized as casting a comprehend 
  languages spell on a DC 16 Spellcraft check. “There,” 
  she then says, “can understand you now.”   
   
  Unless the PCs have made it clear that they can 
  understand Olman, Hlozapatan speaks only in halting, 
  broken, and thickly accented Common and does not 
  recognize any fancy words. Either way her disgust for 
  her husband should be evident in her tone and her 
  manner of speaking should suggest a very spiritual 
  outlook. Depending on what the PCs talk to her about, 
  she can tell them any of the following: 
  • 
  She was a wise woman of her tribe (despite her 
  relative youth for such a position) before coming 
  here to live with Danigar. 
  • 
  She met Danigar three years ago when he visited 
  her homeland in the Amedio Jungle. 
  • 
  Even though he could also work magic, she wasn’t 
  especially impressed with Danigar at first. She had 
  received a prophetic vision shortly before his 
  arrival indicating that she would find her True 
  Purpose in civilized northern lands, though, so 
  joining Danigar as his wife seemed the most 
  convenient path. And who is she to deny the will 
  of the spirits? 
  • 
  Danigar’s been okay as a husband, she supposes, 
  and she really doesn’t mind the tattoo work since 
  that was her specialty in her tribe anyway. And she 
  has gotten used to city life, though that took a 
  while. 
  • 
  Does she love him? She can usually tolerate him, 
  and let’s leave it at that. 
  • 
  Danigar’s been a heavy drinker as long as she’s 
  known him, but it’s been much worse the last 
  couple of days because of some problems he’s had. 
  • 
  There’s been two major incidents the last couple of 
  days. In one of them he gave this sailor a “spirit 
  tattoo” design even though she warned him not to. 
  Sure enough, the sailor became possessed by some 
  evil spirit not long after that. He got into a big 
  fight with the sailor when the sailor confronted 
  him while they were drinking here yesterday and 
  got arrested. 
  • 
  The other incident? Oh, he wasn’t being careful 
  enough while working with some new designs in 
  his underground workshop and released some 
  kind of nasty otherworldly spirit-creature (she 
  isn’t sure how to describe it) which has since been 
  tearing up his workshop. It’s contained for now 
  but he can’t get to his books while it’s down there, 
  which is why he was here drinking yesterday. 
  • 
  Before all that happened Danigar seemed quite 
  happy about some discovery he’d made about the 
  kind of body markings used by ancestors of a 
  people he called the Flan. He used the name 
  “Sulmite” but she didn’t understand what he 
  meant. (On a DC 20 Knowledge (history) or bardic 
  lore check a PC can identify “Sulmite” as a 
  reference to the kingdom of Sulm, a Flannae 
  nation which existed a thousand years ago in the 
  area now known as the Bright Desert. Their nation 
  was obliterated in the catastrophe that created the 
  Bright Desert. With a DC 25 Knowledge (history) 
  check the PC also knows that an artifact known as 
  the Scorpion Crown was allegedly responsible for 
  the catastrophe and the creation of the 
  manscorpions which now plagues that land.) 
  • 
  Danigar’s been sentenced to two days in jail and a 
  fine, though she could get him out a day early if 
  she were willing to pay an extra fine. She decided 
  to let Danigar sit in jail for the extra day because of 
  how annoyed she is about his recent behavior and 
  carelessness. The PCs are welcome to get him out 
  today if they need to talk to him, though. 
  • 
  Yes, she can make magical tattoos which can, 
  when used, allow a person to understand other 
  languages, protect them from evil influences, 
  make them stronger or more durable, cure them of 
  injury, even hide them from sight. She is willing 
  to make them for PCs if they help solve Danigar’s 
  problems. 
   
  Development: If the PCs do agree to free Danigar, 
  Hlozapatan tells them to bring him back to the shop 
  and she’ll meet them there. Go to Encounter 6. 
   
  ALL APLS 
   
  �Hlozapatan: female human Adp10; hp 45; see 
  Appendix 1. 
   
  ENCOUNTER 6: RETRIEVING 
  DANIGAR 
  To get Danigar out of jail the PCs must go to the Law 
  Courts, where Danigar is being held on charges of 
  Brawling and Disturbing the Peace. The punishment 
  for these charges for Danigar (fines in Hardby are 
  dependent on the convict’s estimated net worth) is two 
  nights in jail and a 50 gp fine, though the second night 
  will be waived in lieu of a doubled fine since Danigar 
  has a connection to the High Justicar. 
   
  Long Version:  If this event is being run as a home 
  game or has run quickly so far (remember, the combats 
  are still to come), feel free to act out the whole scene, 
  which plays like this: 
  1. 
  The PCs go into the Law Courts and declare 
  to a clerk that they want to bail out Danigar. 
  2. 
  Danigar is brought before a female magistrate 
  in the Sundries court and formally charged. 
  3. 
  The magistrate asks if any present are willing 
  to pay the man’s fine. This is the time for the 
  PCs to step forward. 
  4. 
  Once the fine is paid, Danigar is released into 
  the PCs’ custody. 
   
  Short Version: The PCs go into the Law Courts, say 
  that they want to bail out Danigar, and he is released 
  into their custody after a 100 gp total fine is paid. 
  
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  The PCs Are Cheapskates: If the PCs aren’t willing 
  to pay the doubled fine then they must wait until 
  tomorrow to get him out or speak to him. No 
  exceptions. 
   
  Once Danigar has been released, continue with the 
  following. Danigar’s speech patterns should suggest 
  that he is well educated but in a foul mood. 
   
  The man brought to you is a short, scruffy-looking 
  man of mixed Oeridian-Flan heritage who definitely 
  looks like he’s seen his better days. His clothing is 
  stained and torn in places and he has a few distinct 
  bruises about his face and neck. A belt of what looks 
  like spell component pouches, a wand, and a 
  quarterstaff are returned to him upon his release. 
   
  “I suppose I have you to thank for getting me out 
  of there,” he says somewhat grumpily. “Hloz has some 
  explaining to do about leaving me in there.” 
   
  If the PCs make comments about Hlozapatan 
  deliberately leaving him in there, Danigar makes some 
  remark about “that damned temperamental woman” 
  before progressing on to business. He’s very curious 
  about who the PCs are and why the got him out since 
  he doesn’t know any of them, so he insists that they 
  introduce themselves before conducting any business. 
  Once that’s out of the way, he listens to what the PCs 
  have to say. 
   
  Take careful note of exactly what the PCs say and 
  where/how they are saying it. If they are not taking 
  precautions and have previously done something to 
  “Attract Attention” then a roguish human is listening 
  in. He’s blending into the crowd, so a DC 20+½ APL 
  Spot check is required to notice him and a DC 20 Sense 
  Motive check is required to figure out what he’s doing. 
  If noticed and approached the young man darts off 
  through the crowd/out of the building and around a 
  corner.  
   
  Unless PCs can stop him immediately with a spell 
  with a range of at least 60 feet, he gets away, as he 
  knows the city much better than the PCs. If he is 
  somehow stopped and question, he admits only that he 
  works for the Thieves Guild and was assigned to keep 
  track of the PCs—he doesn’t know why. No amount of 
  coercion will allow PCs to determine that the young 
  man actually works for Retep Mandel, though a detect 
  thoughts spell might reveal that fact. 
   
  Danigar is very flattered that the Despotrix has 
  taken an interest in his work (even though he admits 
  to having political differences with her—he’s a 
  member of the Longland Faction) and would be happy 
  to discuss what he’s learned with Messalina, who has 
  quite the reputation in the magical community as a 
  Throne Knight and former member of the Greyhawk 
  University of Magical Arts. But: 
   
  “I don’t know what all Hloz might have told you about 
  my recent problems,” Danigar says, “but I have two 
  matters which have to be dealt with before I can do 
  this, and I need your help with both. One problem is 
  this strange creature that somehow got released when 
  I was experimenting with some new designs in my lab 
  a couple of nights ago. I managed to confine it to my 
  lab, but my workshop is off my lab and that’s where 
  my spellbooks and research notes are, so I am sure you 
  can see my dilemma there.  
   
  “The other problem is this sailor named Corval, 
  who came in a few days ago asking for some kind of 
  really unique tattoo design. I gave him a really striking 
  design I had discovered in an old book, and he seemed 
  happy with it at first, but he came back a couple of 
  days later spouting off about how he’d been having 
  weird dreams ever since he got the tattoo, so he 
  wanted it taken off. I tried to remove it with a 
  modified erase spell, which is how I normally remove 
  tattoos, but it didn’t work and he stormed off in a fit. 
  Then just yesterday we cross paths in the Spotted Cow 
  Inn and he starts spouting off at me about how I’d 
  been stupid enough put the picture on such a lunkard, 
  only now he’s doing it in Ancient Flan! Fortunately I 
  know Ancient Flan, but I wasn’t in a mood to be 
  accused, what with the creature in my lab and all, so 
  we kind of got into a fight.” Danigar shakes his head 
  and rubs his jaw. “One of these days I have to 
  remember that I don’t know how to fight too well. 
   
  “Anyway, I think that sailor may be possessed. If 
  he is, then it’s my fault so I need to deal with it. He’s a 
  pretty tough guy, though, and I have never been 
  much of a combat mage, so I need a strong party to 
  rein him in so I can work out how to get rid of the 
  problem.” 
   
  If the PCs ask for specifics about the creature, Danigar 
  tells them that it’s a creature of pure magic, which acts 
  like some spell that’s come alive. He’s never seen or 
  even heard of anything like it before, but given the 
  symbols and designs he was working with when it 
  manifested, it must be a creation of ancient Sulm 
  wizards. PCs who make a DC 30 Knowledge (arcana) or 
  bardic knowledge check knows that the theoretical 
  possibility of creating a “living spell” was raised in 
  ancient texts but the idea was thought to have never 
  been seriously pursued. If the PCs ask what it looks 
  like, refer to the descriptions for the appropriate APL 
  in Encounter 7. At APL 2 and 4 he and his wife can 
  provide some assistance to the PCs towards fighting 
  this creature, while at APL 6 and 8 neither he nor his 
  wife have appropriate spells ready to help the PCs. 
   
  If the PCs bring up the issue that Hlozapatan had 
  warned Danigar about using the “spirit tattoo,” Danigar 
  flatly denies having heard her say that, although a DC 
  20 Sense Motive check reveals that he isn’t too 
  confident in his denial. (He was actually ignoring her 
  at that point over a minor tiff they’d had that morning.) 
  If the PCs want to know what the tattoo looks like, 
  Danigar tells them that it looks like a ghostly bird of 
  prey ascending with a miniature person in its claws. 
  He insists that the PCs don’t do anything worse to 
  Corval than knock him out and then bring him back to 
  
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  the shop, or maybe one of the local temples—but then, 
  of course, they’d have to pay to get him exorcised. 
   
  If asked about the nature of his discovery or 
  breakthrough, Danigar’s response depends on whether 
  or not there is an obvious wizard or scholarly-looking 
  PC in the party. If there isn’t, Danigar insists (in an 
  elitist tone) that it’s rather complicated and would 
  probably go over the PCs’ heads. If there is an apparent 
  wizard or scholar, Danigar expounds at great length 
  over the technical aspects of his discovery that certain 
  types of ancient Flan ritual markings could be used to 
  channel magical power and grant the bearer special 
  kinds of affinities necessary for certain ceremonies. A 
  PC who listens to his explanations and makes a DC 25 
  Knowledge (arcana) check (this is pretty advanced 
  theory) understands that a spellcaster with the proper 
  markings could tremendously augment her power or 
  duplicate traits that she does not normally have, such 
  as allowing a human to pass for an elf in cases of 
  magical items or effects being specifically attuned to 
  elven blood. A PC who fails the check or has no ranks 
  in Knowledge (arcana) can’t make any sense of it all. 
   
  Development: If the PCs want to go after Corval 
  right away, go to Encounter 8. If they want to confront 
  the living spell first, go to Encounter 7. 
   
  ALL APLS 
   
  �Danigar: Human male Wiz7; hp 10 currently 
  and no spells beyond erase and minor creation 
  prepared; otherwise see Appendix 1. 
   
  �Agent: Human male Rog2; hp 8; Will +1. 
   
  ENCOUNTER 7: THE LIVING 
  SPELL 
  Hlozapatan is waiting for the PCs and Danigar when 
  they get back to Danigar’s Pen. Gormadoc is not 
  around, regardless of the time of day and whether he 
  was treated roughly or not; he is out on dinner break if 
  Hlozapatan is asked about it. Though clearly still angry 
  at Danigar, she fusses over him and heals him with 
  cure serious wounds if he has not already been healed 
  by PCs. 
   
  If the PCs wish to get a peek at what they’re facing 
  before they actually fight it, Danigar uncovers and 
  unlocks the trap door long enough for the PCs to take a 
  look. He can tell the PCs that the creature generates a 
  sonic effect (at APL 2), a fire effect (at APL 4), a 
  grappling effect (at APL 6), or a slashing damage effect 
  (at APL 8) on contact. At APLs 2 and 4 Danigar and his 
  wife are willing to lend the PCs their +1 quarterstaff 
  and +1 dagger if it seems like the PCs have no magic 
  weapons or magic weapon spells available to them, or 
  one of them if the PCs have at least one such item/spell 
  amongst them, since he is reasonably sure that magic 
  weapons are going to be required to harm it. If the 
  party seems weak for their APL, Hlozapatan offers 
  resist energy at APL 4 and a bull’s strength at all other 
  APLs. (If the party is obviously strong for the APL then 
  no spell assistance is offered.) Hlozapatan can also cast 
  cure serious wounds on a PC seriously wounded 
  during the fight if she did not have to use it on 
  Danigar. 
   
  If the PCs want to rest the night and change spells 
  before tackling the living spell, that’s fine with 
  Danigar, though he suggests going after Corval first (if 
  they haven’t already) in that case. 
   
  When the PCs look into the lab below, read the 
  following. (The description assumes that the PCs are 
  shining a light source down into the lab, as the living 
  spell has consumed the continual flame torch that was 
  down there. If they are not, edit the description 
  accordingly.) 
   
  The room below is a 15-foot by 25-foot chamber with 
  one closed door off the left-hand wall. (At APL 2 add: 
  “and a narrow wooden staircase leading down from 
  the trap door.”) The chamber is a mess of wood scraps 
  and parchments (add “scorched” at APL 4), no doubt 
  caused by the strange creature on the opposite side of 
  the room: 
   
  APL 2 (EL 4) 
   
  �Bard burst: hp 46; see Appendix 2. 
   
  . . . A thick, vibrating translucent mist which crawls 
  across the ground towards you. 
   
  APL 4 (EL 6) 
   
  �Glitterfire: hp 54; see Appendix 2. 
   
  . . .A low cloud of bright, crackling motes of light 
  which moves along the floor, causing tiny explosions 
  in its wake. 
  This one is visible even if no light source is present. 
   
  APL 6 (EL 8) 
   
  �Black tentacles: hp 76; see Appendix 2. 
   
  . . .A writhing mass of black, rubbery tentacles which 
  uses them to pull itself across the ground towards you. 
   
  APL 8 (EL 11) 
   
  �Living blades: hp 118; see Appendix 2. 
   
  . . .  A whirling mass of blades of energy, which drifts 
  across the ground towards you. 
   
  Note 1: The wooden staircase marked on the map is 
  only present at APL 2; at higher APLs it has been 
  destroyed by the living spell, but its debris lies in the 
  indicated squares. Treat the drop down to the lab floor 
  as a 10-foot drop.  
   
  Note 2: The EL of this encounter has been 
  lowered by one to reflect the fact that the PCs have full 
  opportunity to prepare specifically for this fight and 
  know (more or less) what exactly they’re facing. 
  
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  Tactics: Living spells are unintelligent creatures, 
  so their tactics are straightforward and brutal. At APL 2 
  and 4 they try slamming attacks first, then trying to 
  engulf if that doesn’t work. At APLs 6 and 8 they lead 
  with slam attacks if faced with one foe but try to engulf 
  if they could get two or more PCs at the same time. At 
  all APLs they relentlessly fight until their destruction 
  or all foes are dead. 
   
  Close Quarters Fighting against Engulf Attacks: 
  Because an engulf attempt already allows an attack of 
  opportunity, the Close Quarters Fighting feat is 
  redundant. A successful attack of opportunity by 
  someone with this feat does not affect the living spell’s 
  ability to automatically grapple a PC on a successful 
  engulf because it is not actually a grapple attack. 
   
  Development: Once the living spell is defeated, 
  Danigar can get into his workshop, relearn his spells, 
  and collect his notes. If Corval has already been dealt 
  with in Encounter 8 then Danigar is willing to go with 
  the PCs to Messalina’s castle first thing the next 
  morning. Go to Encounter 9 in such a case. Otherwise 
  he encourages the PCs to go track him down before he 
  can cause too much mischief. 
   
  ENCOUNTER 8: CORVAL 
  AND THE SPIRIT TATTOO 
  If the PCs decide to gather information on Corval, 
  refer to Encounter 2. If they decide to go to the Sign of 
  the Tarnished Idol to speak to Genestra or go directly 
  to the Bonded Barrel Ghetto to look for Corval, refer to 
  the appropriate section below. 
   
  SIGN OF THE TARNISHED IDOL 
  This seedy, run-down keg house is located on a back 
  alley close to the waterfront. The floor is littered with 
  rotting straw, while makeshift tables and chairs spot 
  the main room and the pungent smells of pipe weed, 
  beer, and unwashed bodies fills the air. All-in-all it 
  looks like any of a number of dives you’ve seen in 
  various cities, with one exception: a tarnished green 
  idol of a batlike creature sits above what passes for a 
  bar. 
   
  Only Poor meals and cheap beer are available here, as 
  this place caters to the low-end denizens of Hardby. A 
  PC who looks closely at the idol and makes a DC 25 
  Knowledge (religion) check can identify it as an idol to 
  Camazotz, the evil lesser bat-god of the Olman 
  underworld. Rughra, the uncouth female half-orc 
  proprietor, is actually a cleric of “Zotz” (as she calls 
  him) but does not make this common knowledge nor 
  does she wear an obvious holy symbol—though she 
  does make her customers pay homage to the idol at 
  midnight. The PCs are not here to deal with her, 
  though, and she has not technically done anything 
  illegal (at least that anyone knows about), so the PCs 
  have no legal grounds to deal with her in this 
  adventure even if they do figure out her affiliation. 
   
  If the PCs ask for Genestra, they are told to have a 
  table and she’ll get to them. When she meets the PCs 
  she looks like a stereotypical human serving wench 
  (long, curly brown hair, very low-cut dress, etc.). She 
  isn’t the brightest of people, but if asked about Corval 
  she can tell the PCs the following: 
  • 
  Yes, Corval rooms with her whenever he’s in 
  town—but he didn’t come back to her place last 
  night. 
  • 
  He has been acting very strange the last few days. 
  He talks in his sleep in some language Genestra 
  can’t understand and walks around like he’s in a 
  daze. Sometimes he seems to be carrying on a 
  conversation with someone he calls Gana, even 
  though no one else is around. 
  • 
  Last she heard, some squatters said they saw him 
  wandering around in the Bonded Barrel Ghetto. 
  She can give the PCs directions, but warns them 
  that it can be a dangerous place for strangers. 
   
  ALL APLS: 
  �Rughra: Female half-orc Clr5-Camazotz; hp 
  23; AL CE. 
  �Genestra: Female human Com1; hp 4. 
   
  BONDED BARREL GHETTO 
  A map is not provided for this encounter. Should one 
  be needed for a combat, draw a random mazelike 
  pattern with 5-foot wide walls. 
   
  The directions given to you have led you to a warren 
  of warehouses located in the heart of Fishtown, near 
  the city wall. The insides of the warehouses are 
  crammed with tiny huts and shanties; some stacked 
  precariously on top of one another, which creates a 
  teeming indoor slum riddled with narrow, twisting 
  crawl spaces and perilous gantries and bridges. 
   
  PCs cannot move more than single-file anywhere in 
  this ghetto, although you can allow PCs who get 
  creative with Climb and Tumble checks a bit more 
  freedom of movement at your discretion. Any area 
  effect spells used here which do more than 5 points of 
  fire damage have a chance to set things on fire; spells 
  which strike only a 5 foot radius have a 25% chance, 
  those which strike a 10 foot radius (or 15 foot cone) 
  have a 50% chance, and spells which strike a 20 ft or 
  larger radius or a cone longer than 15 feet have a 100% 
  chance. (There is an equal chance that innocent 
  bystanders will be caught in any area effect spell, 
  whether fire or not.) Any fire so started quickly spreads 
  throughout the ghetto unless PCs immediately take 
  substantial actions to put it out. You can have any PC 
  spellcaster 
  sporting 
  fire-based 
  spells 
  make 
  an 
  Intelligence DC 10 check to realize the risk factors 
  involved here. 
   
  PCs who ask around in the ghetto and make a 
  Gather Information DC 15 check can track down 
  Corval after only an hour of searching; if the PCs fail 
  
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  the check or don’t ask around, it takes them three 
  hours of searching to find Corval. He is wandering 
  around near the back of one of the ghettos, mumbling 
  to himself with a glazed look on his face, when the PCs 
  find him. 
   
  Corval is partly possessed by the spirit of Gana, a 
  Sulmite wizard whose essence is tied to the “spirit 
  tattoo” Corval received from Danigar. Gana has been 
  dormant so long that he does not have the strength to 
  outright control Corval, but he can influence Corval’s 
  actions and has been trying to get him to do some 
  research for him so he can find out where—and 
  when—he is and what ultimately happened to his 
  people. Gana is getting frustrated because Corval is not 
  compatible; he’s not Flan, or an arcane spellcaster, or 
  even a scholarly type. Corval, meanwhile, does not 
  understand what’s going on, so he thinks the tattoo is 
  driving him insane. This has made him rather irritable. 
   
  If the PCs decide to subdue Corval, refer to the 
  Tactics section below on how he responds. If the PCs 
  try to talk to him instead, his responses sound like 
  those of an angry, belligerent drunk. He rambles on 
  about the voice in his head that won’t give him any 
  peace and gets irate with the PCs if they mention 
  Danigar’s name. If the PCs can’t calm him down (a 
  calm emotions spell would do it, as would soothing 
  words and a Diplomacy check DC 15 at APLs 2-4 or DC 
  18 at APLs 6-8), he warns them to back off and leave 
  him alone. If they don’t do so he starts a fight. Even if 
  the PCs can keep him from starting a fight, it requires a 
  Diplomacy check of DC 25 at APL 2-4 or DC 28 at APL 
  6-8 to convince him that the PCs can help get rid of his 
  problem and that he should go with them. 
   
  The PCs do have other options here, however. A 
  protection from (alignment) spell cast on Corval, or 
  bringing him into the area of effect of any magic circle 
  against (alignment) neutralizes Gana’s ability to 
  influence Corval, which makes him fully lucid. While 
  in this state he’ll actually listen to the PCs and only a 
  DC 15 at APL 2-4, DC 18 at APL 6-8 Diplomacy check is 
  required to get him to return to Danigar with the PCs. 
   
  The PCs can also try to appeal to Gana’s spirit. Any 
  attempt to do so cause Corval to suddenly go rigid and 
  start talking in Ancient Flan. (If it is clear that the PCs 
  cannot understand Flan, Gana resorts to pantomime 
  and a few scattered Common words to try to get his 
  point across.) Gana speaks through Corval in a very 
  cultured tone and focuses his attention on an obvious 
  wizard or scholarly-looking PC - preferably a Flan PC, 
  but he’s no longer too picky. He tries to relay the 
  following points: 
  • 
  He doesn’t know where he is or when it is, but his 
  name is Gana. 
  • 
  He’s stuck in the body of this “lout” and would 
  rather not be. 
  • 
  Since he doesn’t have a body anymore, he needs to 
  share a body with someone—but preferably 
  someone who actually knows the ways of magic 
  and spells. 
  • 
  Any assistance the PC he’s speaking to could lend 
  him would be greatly appreciated. And their help 
  would mean he wouldn’t be bothering this fool 
  anymore. . . 
   
  If the PCs explain that Gana is in Hardby, he does not 
  recognize the name, nor does he recognize Greyhawk, 
  as both were founded well after his time. If the PCs ask 
  Gana directly about who he is, he explains that he was 
  one of the leading research wizards of the kingdom of 
  Sulm. If the PCs do not recognize this name (see 
  Encounter 5 for the appropriate checks), Gana explains 
  that his nation comprised the Abbor-Alz hills and the 
  lands south of it until the sea. A PC can identify this 
  area as now being the Bright Desert on a DC 10 
  Knowledge (geography) check. Gana is alarmed if told 
  this, and asks what the current date is. He does not 
  recognize a “CY” date, so he asks for the date by the 
  Flannae or Suloise calendar, which a PC who makes a 
  Knowledge (history) or bardic knowledge DC 15 check 
  can give. Should he be informed of both the Bright 
  Desert’s existence and the date: 
   
  The sailor’s expression darkens. “A thousand years,” he 
  mutters, “all that time has past and still the calamity 
  brought about by that idiot Shattados lingers. Damn 
  him for going through with it.”  
   
  A PC who makes a Knowledge (history) or bardic lore 
  DC 20 check recognizes the name Shattados as the last 
  king of the long-dead Sulm kingdom. If the Scorpion 
  Crown has already come up, that check also allows the 
  PC to know that Shattados was the one responsible for 
  using the Scorpion Crown to cause the calamity. 
   
  If the PCs ask Gana to explain: 
   
  “Shattados was the sorcerer-king of Sulm in my day,” 
  the sailor says. “Our kingdom was wracked by civil 
  unrest in conquered territories, so he called upon a 
  powerful evil deity to grant him a boon to help deal 
  with the problem. That “boon” was the dread Scorpion 
  Crown.  
   
  I begged Shattados not to use it, but when it 
  seemed like he would not listen to my advice I 
  decided to take measures to protect myself. I created a 
  special marking to which my spirit would be anchored 
  should my body be corrupted.” He looks thoughtful. 
  “Apparently my body was corrupted if I am here now. 
  I wonder what happened to my countrymen.” 
   
  A PC who made the previous Knowledge or bardic lore 
  check knows that Gana’s countrymen were turned into 
  manscorpions. 
   
  Gana believes that his essence can be transferred 
  to someone else by repeating the “spirit tattoo” on 
  another person and then erasing it from Corval. He 
  offers to be cooperative with the PCs if one of them (a 
  wizard or scholarly type, with a Flan preferred over a 
  non-Flan) will take on his tattoo and agree to help him 
  research what exactly happened to his people and what 
  
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  has gone on in the world since that time—he is a 
  scholar, after all. In exchange, he agrees to assist the 
  bearer of his mark in whatever manner he can. 
   
  APL 2 (EL 3) 
   
  �Corval: Male human Swashbuckler3; hp 24; see 
  Appendix 1. 
   
  APL 4 (EL 5) 
   
  �Corval: Male human Swashbuckler5; hp 40; see 
  Appendix 1. 
   
  APL 6 (EL 7) 
   
  �Corval: Male human Swashbuckler7; hp 56; see 
  Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Corval: Male human Swashbuckler7/Ftr1; hp 
  64; see Appendix 1. 
   
  Tactics: Corval is very familiar with fighting in 
  cramped places, so he positions himself so that only 
  one PC can easily attack him at a time. If he must face 
  more than two PCs in melee, and is not clearly stronger 
  than them, then he retreats, tumbling as necessary. He 
  always uses a two-weapon fighting style but does not 
  do anything more than render PCs unconscious; he is a 
  brawler, not a killer. 
   
  Development: if PCs carry a subdued Corval back 
  to Danigar the City Guard questions them unless they 
  somehow do it inconspicuously. 
   
  When Corval is brought back to Danigar’s Pen, 
  Danigar soon realizes that he can remove the spirit 
  tattoo using his erase spell while a protection from evil 
  is cast upon Corval. If the PCs explain about Gana and 
  his situation, Danigar is fascinated. He offers to take 
  the spirit tattoo onto himself if none of the PCs are 
  amenable. If one of them is, then he imprints the spirit 
  tattoo on the side of the PC’s neck and face, a process 
  which takes an hour. Otherwise he has Hlozapatan do 
  the tattoo on himself. Should one of the PCs take the 
  spirit tattoo, that PC gets the Spirit Tattoo entry on the 
  AR. Only one PC may get this AR entry.  
   
  If Corval is brought back while still conscious and 
  the PCs have not spoken to Gana, Danigar suggests that 
  it might be interesting to find out about the spirit that 
  possesses Corval first. If the PCs agree, play this out as 
  described above, with Danigar offering to translate if 
  none of the PCs understand Ancient Flan. 
   
  If Corval was convinced to come back and have 
  the tattoo removed, he is grateful for the assistance in 
  ridding him of the tattoo. PCs get access to the ring of 
  swimming (and at higher APLs the improved ring of 
  swimming) on the AR in this case. If he was taken by 
  force, he stalks off in a huff after waking up, with a 
  threat to both the PCs and Danigar that there will be 
  trouble if their paths ever cross again. 
   
  If the problem with the living spell in Encounter 
  7 has not already been dealt with at this point, then go 
  to Encounter 7. Otherwise go on to Encounter 9. 
   
  ENCOUNTER 9: PARTISAN 
  POLITICS 
  Danigar is satisfied to wait until the next morning to 
  head out to Minaryn Castle, where Messalina can be 
  found, if the PCs want to rest and recover spells. (This 
  also gives him a chance to study up on his spells.) He 
  can tell the PCs that the journey would be a half-day’s 
  travel by horseback or nearly a full day by foot. If all of 
  the PCs are going to be mounted then he prepares and 
  uses two mount spells for himself and his wife instead 
  of his two erase spells. He also changes out his minor 
  creation for a summon monster IV but otherwise 
  prepares his standard spell list. Hlozapatan also 
  prepares a standard spell list except that she takes 
  lightning bolt in place of bestow curse. 
   
  By one means or another, the PCs’ actions have 
  attracted attention. Agents of the Slave Lords have 
  been plotting an assassination attempt on Chief 
  Justicar Deirdre Longland in an effort to shape Hardby 
  politics in the favor of Aleeta. Since Danigar once was 
  the apprentice of Deirdre’s brother, they have come to 
  the mistaken impression that Danigar’s recent 
  discoveries have something to do with them, an 
  impression further reinforced by adventurers asking 
  around about him and bailing him out of jail. When 
  they get wind that Danigar is being escorted out of 
  town, they decided not to take any chances and send a 
  strike team out to kill Danigar before he can tell 
  anyone of import something threatening to them. 
   
  The circumstances described below assume that 
  the PCs set out with Danigar and his wife first thing in 
  the morning. If they headed out the same day instead, 
  then adjust the description accordingly and keep in 
  mind that Danigar has no spells prepared. 
   
  THE ATTACK 
  The Slave Lords strike squad catches up to the PCs at 
  some point prior to them entering the Abbor-Alz hills, 
  unless the PCs are moving faster than a 60 base speed. 
   
  To determine the encounter distance, have all the 
  PCs make Spot or Listen checks (whichever is better) 
  and compare the best one to the chart below. PCs or 
  familiars with at least 50 feet of elevation have a +4 
  circumstance modifier to this check. 
   
  Spot/Listen DC 
  Encounter Distance 
  30+ 
  1,200 feet 
  25 
  1,000 feet 
  20 
  800 feet 
  15 or lower 
  600 feet 
   
  Travel down the dirt road towards Minaryn Castle has, 
  so far, been uneventful on this pleasantly warm, 
  overcast day. But now the most sharp-eyed and sharp-
  
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  eared amongst you detect the approach of several 
  riders from the southwest. 
   
  The riders wear no heraldry and Khergoz (if present) 
  wears a helmet, so their exact nature cannot be 
  identified until they come within 300 feet. Should the 
  PCs wait for them, the riders approach at a speed of 240 
  feet per round (full gallop) until they reach less than 
  300 foot distance, at which point they slow to 120 feet 
  per round (double-move). If the PCs decide to make a 
  run for it, keep in mind that the riders can eventually 
  catch them unless the slowest PC has a speed of at least 
  60 feet. Unless the PCs act hostilely at a greater range, 
  the riders do not attack until they reach a range of 110 
  feet (within one range increment for the archers). 
   
  Notes 
  About 
  Mounted 
  Combat: 
  Mounted 
  combatants can make a ranged attack at a -4 penalty 
  while the mount is double moving and at a -8 penalty 
  while the mount is running. (Combatants possessing 
  the Mounted Archery feat, as the horse archers here 
  do, instead take a -2 and -4 penalty, respectively.) A full 
  attack with a ranged weapon can be made while the 
  mount is moving, and all shots while double moving or 
  running happen at the middle of the move. If a 
  combatant casts a spell in the middle of a mount’s 
  double move then a Concentration check at DC 10 + 
  spell level must be made; in the middle of a run the 
  check is DC 15+spell level. Moving only before or after 
  casting the spell does not require a Concentration 
  check. 
   
  APL 2 
   
  �Horse archers (3): Male half-orc Ftr2; hp 18 
  each; see Appendix 1. 
   
  �Varemut: Male human Brd4; hp 21; see 
  Appendix 1. 
   
  �Light War Horses (4): hp 22 each, see Monster 
  Manual page 273. 
   
  APL 4 (EL 7) 
   
  �Horse archers (3): Male half-orc Ftr3; hp 27 
  each; see Appendix 3. 
   
  �Varemut: Male human Brd4; hp 21; see 
  Appendix 3. 
   
  �Khergoz: Male orc Clr4 (Gruumsh); hp 27; see 
  Appendix 1. 
   
  �Light War Horses (5): hp 22 each, see Monster 
  Manual page 273. 
   
  APL 6 (EL 9) 
   
  �Horse archers (4): Male half-orc Ftr5; hp 45 
  each; see Appendix 1. 
   
  �Varemut: Male human Brd5; hp 26; see 
  Appendix 1. 
   
  �Khergoz: Male orc Clr5 (Gruumsh); hp 33; see 
  Appendix 1 
   
  �Light War Horses (5): hp 22 each, see Monster 
  Manual page 273. 
   
  APL 8 (EL 11) 
   
  �Horse archers (4): Male half-orc Ftr7; hp 63 
  each; see Appendix 1. 
   
  �Varemut: Male human Brd7; hp 36; see 
  Appendix 1. 
   
  �Khergoz: Male orc Clr7 (Gruumsh); hp 46; see 
  Appendix 1. 
   
  �Light War Horses (5): hp 22 each, see Monster 
  Manual page 273. 
   
  Various circumstance modifiers have been figured in 
  here, including the help of friendly NPCs and a setting 
  favoring the enemy NPCs, resulting in a net EL 
  reduction of 2 (at APLs 2 and 4) or 1 (at APLs 6 and 8).  
   
  Tactics-Friendly NPCs: Danigar and his wife 
  always cast protection spells on themselves first (mage 
  armor 
  for 
  Danigar, 
  protection 
  from 
  evil 
  for 
  Hlozapatan) before assisting PCs with offensive spells, 
  buffing spells, and Danigar’s wand of magic missiles. 
  How much they get involved depends on how weak or 
  strong the party is for their APL (less if the party is 
  strong, more if the party is weak) but they should 
  never dominate the fight. 
   
  Tactics-Unfriendly NPCs: The half-orcs take 
  advantage of their mobility by spreading out and 
  always taking shots while double-moving past PCs and 
  never finishing a move closer than 60 feet to the PCs if 
  they can avoid it. They are archers first and foremost, 
  so they only resort to melee if disarmed or continuing 
  archery is not feasible. In melee they draw sword and 
  shield and auto-make the DC 10 Ride check to be able 
  to fight while mounted. They do not hesitate to target 
  Danigar and Hlozapatan if they are viable targets. They 
  do not flee unless they have taken substantial 
  casualties, both Khergoz and Varemut have been 
  struck down, and they haven’t been able to strike down 
  an equal number of PCs. 
   
  Varemut, the leader of the strike team, always 
  begins with singing to inspire courage (+1 morale 
  bonus on attack, damage rolls, and Will saves, or +2 
  each at APL 8 with use of his wand), which due to his 
  Lingering Song feat lasts for 1 minute after he stops. 
  After that he uses spells to hamper PCs as best as 
  possible, though he won’t use cause fear or daze above 
  APL 4. If PCs get in close he draws his whip and uses it 
  to disarm them, but otherwise he avoids melee if 
  possible. He does not try to get his horse to attack in 
  melee. If severely pressed, he either flees (if still 
  mounted) or surrenders (if not). 
   
  Prior to the combat starting Khergoz has cast 
  magic weapon on his spear (assume 2 minutes have 
  passed since he cast it) and magic vestment on his 
  armor; these have been figured into his stat block. He 
  burns all of his ranged spells before closing and always 
  casts buff-up spells before striding into melee. His 
  Divine Metamagic (once at APLs 4 and 6, twice at APL 
  8) is usually used on a spiritual weapon spell. (If you 
  don’t want to do the math, treat it as a 1d12+2 attack at 
  
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  APLs 4 and 6 and 1d12+3 at APL 8.) He, like Varemut, 
  is not good at attacking while his horse does, so he 
  doesn’t try to have his horse attack. 
   
  Development: Those taken alive only talk under 
  magical compulsion or duress (DC 12+HD Intimidate). 
  The archers and Khergoz all know that they are doing a 
  job for someone under orders from Turrosh Mak, 
  despot of the Pomarj, but don’t know who. They also 
  know that they had orders to incapacitate or kill 
  everyone and take survivors back to be sold as slaves. 
  Only Varemut knows that the strike team is actually in 
  the employ of the Slave Lords. If convinced to talk, he 
  can tell the PCs that Danigar’s death was ordered 
  because of concern that he was taking actions that 
  would interfere with their plans to influence the 
  selection of the next Despotrix. He does not know who 
  the Slave Lords are supporting, or why, but he does 
  know that Danigar was believed to be part of the 
  faction the Slave Lords opposed. Danigar, if 
  questioned, professes to not be involved in local 
  politics. The only thing he can think of is that his 
  former magical tutor is the brother of the Chief 
  Justicar. 
   
  If one or more of the enemy combatants escape, 
  the PCs earn the Attracted Attention designation on 
  their ARs.  
   
  Once this encounter has been resolved, regardless 
  of how it turns out, go to the Conclusion. 
   
  Treasure: 
   
  APL 2: Loot 171 gp; Coin: 0 gp; Magic: +1 vest of 
  resistance (1,000 gp, 83 gp per PC), wand of grease (1st 
  level; 750 gp, 63 gp per PC). 
   
  APL 4: Loot 204 gp; Coin: 0 gp; Magic: +1 vest of 
  resistance (1,000 gp, 83 gp per PC), wand of grease (1st 
  level; 750 gp, 63 gp per PC), brooch of shielding (1,500 
  gp, 125 per PC). 
   
  APL 6: Loot 305 gp; Coin: 0 gp; Magic: +1 vest of 
  resistance (1,000 gp, 83 gp per PC), wand of grease (1st 
  level; 750 gp, 63 gp per PC), brooch of shielding (1,500 
  gp, 125 per PC), tunic of steady spellcasting (2,500 gp, 
  208 per PC). 
   
  APL 8: Loot 338 gp; Coin: 0 gp; Magic: +2 vest of 
  resistance (4,000 gp, 333 gp per PC), wand of grease (1st 
  level; 750 gp, 63 gp per PC), brooch of shielding (1,500 
  gp, 125 gp per PC), tunic of steady spellcasting (2,500 
  gp, 208 gp per PC), wand of inspirational boost (750 gp, 
  63 gp per PC). 
   
  Detect Magic Results: Vest of resistance (Faint 
  Abjuration), wand of grease (Faint Conjuration), 
  brooch of shielding (Faint Abjuration), tunic of steady 
  spellcasting 
  (Faint 
  Transmutation), 
  wand 
  of 
  inspirational boost (Faint Enchantment) 
   
   
  CONCLUSION 
  PCs Captured By Slavers 
  Should the PCs not win through Encounter 9, any that 
  are not killed are sold into slavery. In this case 
  surviving PCs earn the Captured by Slavers 
  designation on their ARs. Danigar and Hlozopatan are 
  killed. 
   
  PCs Get Danigar to Messalina Alive 
  The description below assumes the PCs were riding to 
  Minaryn Castle. If they were walking instead, adjust 
  the time factors accordingly. 
   
  The rest of the trip to Minaryn Castle is uneventful. 
  Upon your arrival you are admitted immediately by 
  guardsmen and conducted to rooms where you have 
  an opportunity to refresh yourselves. A short while 
  later you are greeted by a medium-height, dark-haired 
  woman in her mid to late 40s whose robes bear an 
  emblem resembling a wooden throne. 
   
  “Welcome to my home,” she says with a smile. “I 
  am Messalina.” She turns to Danigar. “I am pleased to 
  see that you and your wife were conducted here safely. 
  I am eager to hear about your discoveries.” 
   
  Danigar must have been eager to talk about them, 
  for he is sequestered with Messalina until late in the 
  evening. Just as you are thinking about retiring, 
  Messalina emerges from the back rooms. 
   
  “Danigar’s discoveries are fascinating,” she says 
  enthusiastically. “It will take a while to sort out all the 
  implications, but I think they will prove quite 
  valuable indeed. 
   
  “I will pay all of you the sum designated by the 
  Despotrix plus an additional bonus. It is also quite 
  possible that I may need to call on you in the future to 
  pursue some related matters. Can I count on you 
  should the occasion arise?” 
   
  Any PCs who say “yes” receive the Favor of the 
  Despotrix on the AR. 
   
  Two other issues must be resolved. If any PC(s) 
  agreed to work with Scorimongishaz and has not 
  already contacted him, ask those PCs if they contact 
  and report to Scor at some point. If they do, then those 
  PCs get the Worked for Scor designation on their ARs. 
  (If knowledge of Scor was shared with the party and 
  the party as a whole agrees to share information with 
  Scor, then all PCs get that designation.) 
   
  Before the PCs depart, Danigar thanks them for 
  helping him bring his research to an interested party 
  and cleaning up the mess he created. PCs get access to 
  the magical tattoos designated on the AR. In addition, 
  Danigar offers to give each of them, free of charge, a 
  special non-magical design he recently discovered. The 
  design looks somewhat like a stylized scorpion, and 
  Danigar is convinced that it has something to do with 
  holy sites in ancient Sulm. If his research is right, it 
  could be of some value in the future should the PCs 
  decide to go adventuring in the Bright Desert. Any PC 
  who accepts this tattoo gets the Sulm Tattoo 
  designation on the AR. The PC must specify exactly 
  where they are getting the tattoo done, though! If one 
  of the PCs accepted the spirit tattoo, then that PC 
  recognizes the scorpion tattoo design as being a sort of 
  key, though to what Gana cannot recall at this time. 
  
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  PCs Get Danigar to Messalina Dead 
  Messalina is displeased with the PCs but says she can 
  arrange to have Danigar raised. This ending earns the 
  PCs their originally agreed-upon pay but they lose the 
  Favor of the Despotrix, access to the Sulm tattoo, and 
  access to all magical tattoos. 
   
  PCs Attracted Attention 
  If the PCs earned this designation at any point during 
  the scenario then they get the Attracted Attention 
  designation on their ARs. 
   
  PCs Were Diplomatic With Corval 
  As described in Encounter 8, they get access to the 
  magical rings on the AR. Otherwise cross off this 
  access. 
   
   
   
   
  
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  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 role-playing) to each character. 
   
  Encounter 7: The Living Spell 
  Defeated the living spell 
   
  APL 2  
  120 XP  
  APL 4  
  180 XP  
  APL 6  
  240 XP  
  APL 8  
  330 XP 
   
  Encounter 8: Corval and the Spirit Tattoo 
  Subdued Corval 
  OR 
  Convinced Corval to return peaceably 
  (give only ½ x.p. if Corval is slain) 
  APL 2  
    90 XP  
  APL 4  
  150 XP  
  APL 6  
  210 XP  
  APL 8  
  240 XP 
   
  Encounter 9: Partisan Politics 
  Defeated Slave Lord agents 
  APL 2  
  150 XP  
  APL 4  
  210 XP  
  APL 6  
  270 XP  
  APL 8  
  330 XP 
   
  Story Award 
  Danigar reaches Messalina alive and well 
  APL 2  
    45 XP  
  APL 4  
    60 XP  
  APL 6  
    75 XP  
  APL 8  
    90 XP 
   
  Discretionary Award 
  PCs made a significant effort to use skills and role-
  playing, rather than just brute force, to complete their 
  mission. 
  APL 2  
   45 XP  
  APL 4   
   75 XP  
  APL 6  
  105 XP  
  APL 8  
  135 XP 
   
  Total Possible Experience:  
   
  APL 2  
  450 XP  
  APL 4  
  675 XP  
  APL 6  
  900 XP  
  APL 8  
  1,125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not gain 
  this gold. If you feel it is reasonable that characters can 
  go back to loot the bodies, and those bodies are there 
  (i.e., not carted off by dungeon scavengers, removed 
  from the scene by the local watch, and so on), characters 
  may return to retrieve loot. If the characters do not loot 
  the body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. 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; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 9: Partisan Politics 
  APL 2: Loot: 171 gp; Coin: 0 gp; Magic: 146 gp  
   
  APL 4: Loot: 204 gp; Coin: 0 gp; Magic: +1 vest of 
  resistance (1,000 gp, 83 gp per PC), wand of grease (1st 
  level; 750 gp, 63 gp per PC), brooch of shielding (1,500 
  gp, 125 per PC). 
   
  APL 6: Loot: 305 gp; Coin: 0 gp; Magic: +1 vest of 
  resistance (1,000 gp, 83 gp per PC), wand of grease (1st 
  level; 750 gp, 63 gp per PC), brooch of shielding (1,500 
  gp, 125 per PC), tunic of steady spellcasting (2,500 gp, 
  208 per PC). 
   
  APL 8: Loot: 338 gp; Coin: 0 gp; Magic: +2 vest of 
  resistance (4,000 gp, 333 gp per PC), wand of grease (1st 
  level; 750 gp, 63 gp per PC), brooch of shielding (1,500 
  gp, 125 gp per PC), tunic of steady spellcasting (2,500 
  gp, 208 gp per PC), wand of inspirational boost (750 gp, 
  63 gp per PC). 
  
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  Conclusion—Danigar is alive 
  APL 2: Loot: 0 gp; Coin: 150 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp 
   
  Conclusion—Danigar is dead 
  APL 2: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 150 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp 
   
  Total Possible Treasure 
  APL 2: Loot: 171 gp; Coin: 150 gp; Magic: 146 gp - Total: 
  450 gp 
   
  APL 4: Loot: 204 gp; Coin: 200 gp; Magic: 271 gp - 
  Total: 650 gp 
   
  APL 6: Loot: 305 gp; Coin: 250 gp; Magic: 479 gp - 
  Total: 900 gp 
   
  APL 8: Loot: 338 gp; Coin: 300 gp; Magic: 792 gp - 
  Total: 1,300 gp 
   
  Special 
  �Favor of Despotrix Ilena: Any male PC can use this 
  favor once for a +1 enhancement upgrade to any 
  weapon, shield, armor, cloak of resistance or ring of 
  protection (maximum of +3) OR the imprinting of two 
  spells from any Core source of up to 4th level in a 
  wizard’s spell book. The PC is still responsible for all 
  normal costs. Indicate below when this favor is used. 
  Female PCs may use this favor twice. 
   
  Favor used AR #_______ and AR #__________. 
   
  �Sulm Tattoo: The PC has been given a special 
  scorpion-like tattoo by Danigar. It is not magical. 
   
  �Attracted Attention: The PC has been noticed by 
  certain parties in Hardby. This may come into play in 
  future adventures. 
   
  �Worked for Scor: The PC helped out Scor, a 
  pseudodragon, who may call again in the future. . . 
   
  �Magical Tattoo: The PC can purchase magical tattoos 
  from Hlozapatan at a discount rate. These tattoos are 
  activated by touch, which requires a standard action 
  and does not provoke an attack of opportunity. Each is 
  usable once to generate the indicated spell effect at 10th 
  level, though the tattoo remains after the magic is 
  expended. The tattoo takes up a magic item slot 
  appropriate to the part of the body on which it is 
  placed, which must be indicated when the tattoo is 
  chosen. The exact design is left up to the PC. 
   
  �Spirit Tattoo: This special tattoo depicts a ghostly 
  bird of prey on one side of the PC’s face. A PC bearing 
  this tattoo is imbued with the spirit of Gana, an ancient 
  Sulmite wizard. The PC must spend one extra TU on 
  any Blight on Bright Sands adventure (including this 
  one) doing research for Gana but gains the following 
  benefits: 
  • +2 insight bonus on all Spellcraft, Knowledge: 
  Arcana, and Knowledge: Planes checks. 
  • +2 insight bonus on Knowledge: History and bardic 
  knowledge checks regarding ancient history. 
  (Increase the bonus to +6 if the check concerns the 
  Sulm Empire). The Knowledge: History checks can 
  be made untrained, but only in these cases. 
  • Immunity to possession. 
  The PC and the tattoo both radiate strong (16th level) 
  necromancy magic. Only one PC per table may take 
  this tattoo. 
   
  �Captured by Slavers: Captured by slavers, this PC 
  was transported to, and imprisoned in, Highport for a 
  time. While incarcerated the PC was often whipped 
  and as a consequence his back is criss-crossed with a 
  web of scars. During his capture the PC lost all his 
  equipment and possessions. During this escape 
  however he managed to accumulate wealth equal to 
  half his pre-captured wealth total. 
   
  ITEM ACCESS 
  APL 2 
  +1 vest of resistance (Adventure, CL 5th, CV) 
  wand of grease (Adventure, CL 1st) 
  ring of swimming (Core, CL 2nd, 2,500 gp, DMG) 
  comprehend languages tattoo (Adventure, CL 10th, 250 
  gp, see above) 
  protection from evil tattoo (Adventure, CL 10th, 250 gp, 
  see above) 
   
  APL 4 (All of APL 2 plus the following) 
  brooch of shielding (Adventure, CL 1st, 1,000 gp, 
  DMG) 
  bull’s strength tattoo (Adventure, CL 10th, 500 gp, see 
  above) 
  invisibility tattoo (Adventure, CL 10th, 500 gp, see 
  above) 
  resist energy tattoo (Adventure, CL 10th, 500 gp, see 
  above)  
   
  APL 6 (All of APLs 2-4 plus the following) 
  tunic of steady spellcasting (Adventure, CL 3rd, CV) 
  cure serious wounds tattoo (Adventure, CL 10th, 750 
  gp, see above) 
  neutralize poison tattoo (Adventure, CL 10th, 750 gp, 
  see above) 
   
  APL 8 (All of APLs 2-6 plus the following) 
  +2 vest of resistance (Adventure, CL 6th, 4,000 gp, CV) 
  wand of inspirational boost (Adventure, CL 1st, 750 gp, 
  CV) 
  improved ring of swimming (Core, CL 7th, 10,000 gp, 
  DMG) 
  
  COR5-09 Gateway to the Bright Sands 
   
  Page 23 
   
   
   
  APPENDIX 1: NPCS AND MONSTERS 
  All APLs 
  �Scorimongishaz, pseudodragon familiar: Tiny dragon; 
  HD 13d12+13; hp 23; Init +2; Spd 15 ft., fly 60 ft. (good); 
  AC 25, touch 14, flat-footed 16; Base Atk +6; Grp -4; Atk 
  +10 melee (1d3-2 + poison, sting); Full Atk +10 melee 
  (1d3-2 + poison, sting) and +5 melee (, bite) Space/Reach 
  2.5 ft./0 ft. (5 ft. with tail); SA  poison; SQ blindsense 60 
  ft., darkvision 60 ft., immunity to sleep and paralysis, low-
  light vision, telepathy 60 ft., improved evasion, empathic 
  link with master, deliver touch spells with master, share 
  spells with master (not applicable here), dimension door 
  1/day at 23rd level; SR 19; AL NG;; SV Fort +5, Ref +7, 
  Will +9; Str 6, Dex 15, Con 13, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Diplomacy +2, Hide +20 (+28 in 
  forests or overgrown areas), Listen +7, Search +6, Sense 
  Motive +7, Spot +7, Survival +1 (+3 following tracks); 
  Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 14, initial damage 
  sleep for 1 minute, secondary damage sleep for 1d3 
  hours. The save DC is Constitution-based and includes a 
  +2 racial bonus. 
   
  Blindsense (Ex): A pseudodragon can locate 
  creatures within 60 feet by nonvisual means. Opponents 
  the pseudodragon can’t actually see still have total 
  concealment against the pseudodragon. 
   
  Telepathy (Su): Pseudodragons can communicate 
  telepathically with any creature within 60 feet who 
  speaks Common or Sylvan. 
   
  Improved Evasion (Ex): Take only half damage from 
  spells with a Reflex save, or none if the save is successful. 
   
  �Gormadoc: male halfling Rog9; Small humanoid 
  (halfling); HD 9d6+18; hp 50; Init +3; Spd 20 ft; AC 16, 
  touch 16, flat-footed 16; Base Atk +6; Grp +3; Atk +11 
  melee (1d4+2/18-20, +1 rapier); Full Atk +9/+9 melee 
  (1d4+2/18-20, +1 rapier] and +4 melee (1d3+1/19-20, +1 
  dagger); SA sneak attack +5d6, +1 on attack rolls with 
  slings and thrown weapons; SQ evasion, improved 
  uncanny dodge, trapfinding, trap sense +3, +2 morale 
  bonus on saves against fear; AL N; SV Fort +6, Ref +10, 
  Will +5; Str 12, Dex 16, Con 14, Int 12, Wis 12, Cha 10.  
   
  Skills and Feats: Appraise +13, Bluff +12, Craft 
  (tattoo) +7, Diplomacy +6, Gather Information +6, 
  Knowledge (local – core) +7, Hide +15, Listen +9, Move 
  Silently +15, Sense Motive +13, Spot +7, Tumble +15; 
  Endurance, 
  Two-Weapon 
  Fighting, 
  Two-Weapon 
  Defense, Weapon Finesse. 
   
  Evasion (Ex): Takes no damage on successful Reflex 
  saves. 
   
  Improved Uncanny Dodge (Ex): Can only be 
  flanked by a 13th level or higher rogue, retains Dex bonus 
  to AC if caught flat-footed or struck by an invisible 
  opponent. 
   
  Trapfinding: Can find and disable traps that are 
  magical or have a DC higher than 20. 
   
  Trap Sense (Ex): +3 dodge bonus to AC and +3 
  Reflex save vs. traps 
   
  Possessions: +1 rapier, +1 dagger, +1 ring of 
  protection, tattoo of invisibility (one-shot, as spell at 10th 
  level) 
   
  �Hlozapatan: Female human (Olman) Adp10; Medium 
  humanoid (human); HD 10d6+10; hp 45; Init +1; Spd 30 
  ft.; AC 13, touch 11, flat-footed 10; Base Atk +5, Grp  +5; 
  Atk and Full Atk +6 melee (1d4+1/19-20, +1 dagger); SA 
  spells; SQ spells; AL N; SV Fort +4, Ref +4, Will +10; Str 
  10, Dex 12, Con 12, Int 12, Wis 17, Cha 12.  
   
  Skills and Feats: Concentration + 14, Craft (painting) 
  +14, Heal +12, Knowledge (local – Amedio Jungle) +6, 
  Knowledge: Nature +6, Spellcraft +6, Survival +8; Brew 
  Potion, Eschew Materials, Skill Focus (Craft: painting) 
  Tattoo Magic*, Track 
   
   Spells Prepared (3/4/3/2; base DC = 13 + spell level): 
  0 level-light, purify food and drink, mending; 1st-burning 
  hands, comprehend languages, cause fear, protection 
  from evil; 2nd-bull’s strength, invisibility, resist energy; 
  3rd-bestow curse, cure serious wounds 
   
  Possessions: 
  +1 
  dagger, 
  holy 
  symbol, 
  spell 
  components  
   
  Description: Hlozapatan is a 25-year-old Olman 
  woman who stands 5 feet 5 inches tall and weighs 140 
  pounds. She has dark brown skin, dark eyes, and straight 
  black hair currently bound in braids. She has a high, 
  sloping forehead that would be considered beautiful 
  amongst her people but is less appealing by the standards 
  of northern lands. 
   
  �Danigar: Male half-elf Wiz7; Medium humanoid (elf); 
  HD 7d4+7; hp 25; Init +1; Spd 30 ft.; AC 13, touch 13, flat-
  footed 12; Base Atk +3; Grp +3; Atk and Full Atk +4 melee 
  (1d6+1, +1 quarterstaff) or +4 ranged (ray); SA  spells; SQ  
  low-light vision, immunity to sleep and similar effects, +2 
  racial bonus vs. enchantments; AL N; SV Fort +3, Ref +3, 
  Will +6; Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 12. 
  Height 5 ft. 6 in. Weight 145 lb. 
   
  Skills and Feats: Concentration +11, Craft (tattoo) 
  +16, Decipher Script +9, Knowledge: Arcane +11, 
  Knowledge: History +11, Speak Languages (Ancient 
  Flan), Spellcraft +9; Craft Wondrous Item, Eschew 
  Materials, Scribe Scroll, Skill Focus: Craft (Tattoo), Spell 
  Mastery (erase, locate object, expeditious retreat). 
   
  Spells Prepared (4/5/4/3/1; base DC = 13 + spell 
  level): 0—detect magic, mage hand, prestidigitation, read 
  magic; 1st—erase (2) or mount (2; see text), mage armor, 
  expeditious retreat, Tenser’s floating disk; 2nd—resist 
  energy, locate object, scorching ray, levitate; 3rd—arcane 
  sight, dispel magic, clairvoyance; 4th—minor creation or 
  summon monster IV (see text) 
   
  Possessions: +2 ring of protection, +1 quarterstaff, 
  wand of magic missiles (3rd level), spell components 
  
  COR5-09 Gateway to the Bright Sands 
   
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  APL 2
  ENCOUNTER 8 
  �Corval: male human Swashbuckler 3; CR 3; Medium 
  humanoid (human); HD 3d10+3; hp 24; Init +1; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13; Base Atk +3; Grp +5; 
  Atk +6 melee (1d6+3/18-20, rapier); Full Atk +4 melee 
  (1d6+3/18-20, rapier) and +3 melee (1d6+2 nonlethal, 
  sap); SA insightful strike; SQ grace +1 (included in saving 
  throws); AL  CN; SV Fort +4, Ref +4, Will +2; Str 14, Dex 
  15, Con 12, Int 12, Wis 12, Cha 10.  
   
  Skills and Feats: Balance +6, Climb +7, Jump +6, 
  Knowledge: Geography +2, Profession (sailor) +7, Swim 
  +8, Tumble +7, Use Rope +7; Two-Weapon Fighting, 
  Two-Weapon Defense, Weapon Finesse, Weapon Focus 
  (rapier). 
   
  Insightful Strike (Ex): Intelligence bonus is applied 
  as a bonus on damage rolls with light weapons and any 
  other weapon that can be used with Weapon Finesse 
  (included above). Targets immune to sneak attacks or 
  critical hits are immune to the swashbuckler’s insightful 
  strike. 
   
  Possessions: masterwork studded leather armor, 
  rapier, sap. 
   
  ENCOUNTER 9 
  �Horse Archers: Male half-orc Ftr2; CR 2; Medium 
  humanoid (orc); HD 2d10+4; hp 18 each; Init +3; Spd 30 
  ft., 60 ft while mounted; AC 16 or 17, touch 13, flat-footed 
  13 or 14; Base Atk +2; Grp +4; Atk or Full Atk +4 melee 
  (longsword, 1d8+2/19-20, longsword) or +6 ranged 
  (1d8+2/x3, composite longbow); SA +1 on attacks and 
  damage with bows when at 30 feet or less range; SQ 60 ft 
  darkvision; AL NE; SV Fort +5, Ref +3, Will +0; Str 14, 
  Dex 16, Con 14, Int 10, Wis 10, Cha 8.  
   
  Skills and Feats: Handle Animal +4, Ride +9; 
  Mounted Combat, Mounted Archery, Point-Blank Shot. 
   
  Possessions: Studded leather armor, composite 
  longbow (+2), light wooden shield, quiver with 20 
  masterwork arrows, longsword. 
   
  �Varemut: Male human Brd4; CR 4; Medium humanoid 
  (human); HD 4d6+4; hp 21; Init +1; Spd 30 ft.; AC 15, 
  touch 11, flat-footed 14; Base Atk +3; Grp +3; Atk or Full 
  Atk +3 melee (1d6/18-20. rapier) or +10 ranged (disarm, 
  whip); SA fascinate; SQ spells, bardic knowledge, 
  countersong, inspire courage +1, inspire competence; AL 
   NE; SV Fort +3, Ref +6, Will +5; Str 10, Dex 13, Con 12, 
  Int 13, Wis 10, Cha 17.  
   
  Skills and Feats: Bluff +8, Concentrate +8, Diplomacy 
  +10, Disguise +10 (+12), Gather Information +10, 
  Knowledge: Local (core) +6, Perform (sing) +10, Ride +1, 
  Sleight of Hand +10, Tumble +9; Combat Expertise, 
  Improved Disarm, Lingering Song* 
   
  Inspire Courage(Su): +1 morale bonus on attack and 
  damage rolls and saves vs. charm and fear effects. 
   
  Spells Known (3/3/1; base DC = 13+ spell level): 0—
  daze, light, mage hand, message, prestidigitation, read 
  magic; 1st—cause fear, grease, Tasha’s hideous laughter; 
  2nd—silence, suggestion 
   
  Possessions: masterwork whip, rapier, masterwork 
  chain shirt, +1 vest of resistance, wand of grease (1st level, 
  50 charges) 
   
   
  
  COR5-09 Gateway to the Bright Sands 
   
  Page 25 
   
  APL 4 
    
  ENCOUNTER 8 
  �Corval: male human Swashbuckler 5; CR 5; Medium 
  humanoid (human); HD 5d10+5; hp 40; Init +2; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13; Base Atk +5; Grp +7; 
  Atk +9 melee (1d6+3/18-20, masterwork rapier); Full Atk 
  +7 melee (1d6+3/18-20, masterwork rapier) and +6 melee 
  (1d6+2 nonlethal, sap); SA insightful strike; SQ grace +1 
  (included in saving throws), Dodge bonus +1; AL  CN; SV 
  Fort +5, Ref +4, Will +2; Str 14, Dex 15, Con 12, Int 13, 
  Wis 12, Cha 10.  
   
  Skills and Feats: Balance +8, Climb +10, Jump +9, 
  Knowledge: Geography +2; Profession: Sailor +9, Swim 
  +8, Tumble +10, Use Rope +8; Two-Weapon Fighting, 
  Two-Weapon Defense, Weapon Finesse, Weapon Focus 
  (rapier). 
   
  Insightful Strike (Ex): Int bonus is applied as a 
  bonus on damage rolls with light weapons and any other 
  weapon that can be used with Weapon Finesse (included 
  above). Targets immune to sneak attacks or critical hits 
  are immune to the swashbuckler’s insightful strike. 
   
  Dodge Bonus (Ex): As per Dodge feat. 
   
  Possessions: masterwork studded leather armor, 
  masterwork rapier, sap, 20 gp. 
   
  ENCOUNTER 9 
  �Horse Archers: Male half-orc Ftr3; CR 3; Medium 
  humanoid (orc); HD 3d10+6; hp 27 each; Init +3; Spd 30 
  ft., 60 ft while mounted; AC 16 or 17, touch 13, flat-footed 
  13 or 14; Base Atk +3; Grp +5; Atk +5 melee (1d8+2/19-20, 
  longsword) or +7 ranged (1d8+2/x3, composite longbow); 
  Full Atk +5 melee (1d8+2/19-20, longsword) or +5/+5 
  ranged (1d8+2/x3, composite longbow); SA +1 on attacks 
  and damage with bows when at 30 feet or less range; SQ 
  60 ft darkvision; AL  NE; SV Fort +5, Ref +4, Will +1; Str 
  14, Dex 16, Con 14, Int 10, Wis 10, Cha 8.  
   
  Skills and Feats: Handle Animal +5, Ride +10; 
  Mounted Combat, Mounted Archery, Point-Blank Shot, 
  Rapid Shot. 
   
  Possessions: Studded leather armor, composite 
  longbow (+2 Str), light wooden shield, quiver with 20 
  masterwork arrows, sap, longsword. 
   
  �Varemut: Male human Brd4; CR 4; Medium humanoid 
  (human); HD 4d6+4; hp 21; Init +1; Spd 30 ft.; AC 15, 
  touch 13, flat-footed 13; Base Atk +3; Grp +3; Atk and Full 
  Atk +3 melee (1d6/18-20, rapier) or +10 ranged (whip, 
  disarm); SA fascinate; SQ spells, bardic knowledge, 
  countersong, inspire courage +1, inspire competence; AL 
  NE; SV Fort +3, Ref +6, Will +5; Str 10, Dex 13, Con 12, 
  Int 13, Wis 10, Cha 17.  
   
  Skills and Feats: Bluff +8, Concentrate +8, Diplomacy 
  +10, Disguise +10 (+12), Gather Information +10, 
  Knowledge: Local (core) +6, Perform (sing) +10, Ride +1, 
  Sleight of Hand +10, Tumble +9; Combat Expertise, 
  Improved Disarm, Lingering Song* 
   
  Spells Available (3/3/1; base DC = 13+ spell level): 
  0—daze, light, mage hand, message, prestidigitation, read 
  magic; 1st—cause fear, grease, Tasha’s hideous laughter; 
  2nd—silence, suggestion 
   
  Possessions: masterwork whip, rapier, chain shirt, +1 
  vest of resistance, wand of grease (1st level, 50 charges) 
   
  �Khergoz: Male orc Clr4 (Gruumsh); CR 4; Medium 
  humanoid (orc); HD 4d8+4; hp 27; Init +1; Spd 20 ft., 60 
  ft. mounted; AC 15, touch 11, flat-footed 14; Base Atk +3; 
  Grp +5; Atk and Full Atk +7 melee (1d8+4/x3, spear) or +5 
  ranged (1d8+1/x3, spiritual weapons); SA rebuke undead; 
  SQ spells, spontaneous casting, 60 ft. darkvision, light 
  sensitivity; AL NE; SV Fort +5, Ref +2, Will +6; Str 14, 
  Dex 12, Con 12, Int 10, Wis 15, Cha 10.  
   
  Skills and Feats: Concentration +8, Heal +4, 
  Knowledge: Religion +5, Ride +1; Empower Spell, Divine 
  Metamagic (Empower Spell)*; Weapon Focus (spear)  
   
  Rebuke Undead (Su): Can rebuke or command 
  2d6+3 HD of undead 3/day. 
   
  Spontaneous Casting: Can convert any spell to an 
  inflict spell of the same level. 
   
  Feat of Strength (Su): Once per day as a free action 
  gain a +4 enhancement bonus to Strength for 1 round. 
   
  Light Sensitivity (Ex): Dazzled in sunlight or the 
  area of effect of a daylight spell. 
   
  Spells Known (5/4+1/3+1; base DC = 12 + spell 
  level): 0 lvl—create water, detect magic, detect poison, 
  guidance, resistance; 1st—command, cure light wounds, 
  divine favor, enlarge person**, magic weapon; 2nd lvl—
  sound burst, shatter, spiritual weapon (2)** 
   
   
  Possessions: masterwork spear with magic weapon, 
  chain shirt, holy symbol of Gruumsh, brooch of shielding 
  
  COR5-09 Gateway to the Bright Sands 
   
  Page 26 
   
  APL 6
  ENCOUNTER 8 
  �Corval: male human Swashbuckler 7; CR 7; Medium 
  humanoid (human); HD 7d10+7; hp 56; Init +2; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13; Base Atk +7; Grp +9; 
  Atk +11 melee (1d6+4/18-20, rapier); Full Atk +9/+4 
  melee (1d6+4/18-20, rapier) and +8 melee (1d6+2 
  nonlethal, sap); SA insightful strike, acrobatic charge; SQ 
  grace +1 (included in saving throws), Dodge bonus +1; AL 
   CN; SV Fort +6, Ref +5, Will +3; Str 14, Dex 15, Con 12, 
  Int 13, Wis 12, Cha 10.  
   
  Skills and Feats: Balance +10, Climb +10, Jump +11, 
  Knowledge: Geography +3; Profession: Sailor +11, Swim 
  +8, Tumble +12, Use Rope +10; Close-Quarters Fighting*, 
  Two-Weapon Fighting, Two-Weapon Defense, Weapon 
  Finesse, Weapon Focus (rapier). 
   
  Insightful Strike (Ex): Int bonus is applied as a 
  bonus on damage rolls with light weapons and any other 
  weapon that can be used with Weapon Finesse (included 
  above). Targets immune to sneak attacks or critical hits 
  are immune to the swashbuckler’s insightful strike. 
   
  Dodge Bonus (Ex): As per the Dodge feat. 
   
  Acrobatic Charge (Ex): Can charge over difficult 
  terrain that normally slows movement or allies blocking 
  his path. 
   
  Possessions: masterwork studded leather armor, +1 
  rapier, sap. 
   
  ENCOUNTER 9 
  �Horse Archers: Male half-orc Ftr5; CR 5; Medium 
  humanoid (orc); HD 5d10+10; hp 45 each; Init +3; Spd 30 
  ft., 60 ft while mounted; AC 17 or 18, touch 13, flat-footed 
  14 or 15; Base Atk +5; Grp +7; Atk +7 melee (1d8+2/19-20, 
  longsword) or +9 ranged (1d8+2/x3, composite longbow); 
  Full Atk +7 melee (1d8+2/19-20, longsword) or +7/+7 
  ranged (1d8+2/x3, composite longbow); SA +1 on attacks 
  and damage with bows when at 30 feet or less range; SQ 
  60 ft darkvision; AL NE; SV Fort +5, Ref +4, Will +1; Str 
  14, Dex 17, Con 14, Int 10, Wis 10, Cha 8.  
   
  Skills and Feats: Handle Animal +5, Jump +4, Ride 
  +12; Mounted Combat, Mounted Archery, Point-Blank 
  Shot, Rapid Shot, Precise Shot. 
   
  Possessions: masterwork chain shirt, composite long 
  bow (+2 Str), light wooden shield, quiver with 20 
  masterwork arrows, long sword 
    
  �Varemut: Male human Brd5; Medium humanoid (orc); 
  HD 5d6+5; hp 26; Init +1; Spd 30 ft.; AC 16, touch 13, flat-
  footed 15; Base Atk +3; Grp +3; Atk/Full Atk +3 melee 
  (1d6/18-20, rapier) or +9 ranged ( disarm, whip); SA 
  fascinate; SQ spells, bardic knowledge, countersong, 
  inspire courage +1, inspire competence; AL  NE; SV Fort 
  +3, Ref +6, Will +5; Str 10, Dex 13, Con 12, Int 13, Wis 10, 
  Cha 17.  
   
  Skills and Feats: Bluff +11, Concentrate +9, 
  Diplomacy +11, Disguise +10 (+12), Gather Information 
  +11, Knowledge: Local (core) +6, Perform (sing) +11, Ride 
  +2, Sleight of Hand +9, Tumble +9; Combat Expertise, 
  Improved Disarm, Lingering Song* 
   
  Spells Known (3/4/2; base DC = 13+ spell level): 0—
  daze, light, mage hand, message, prestidigitation, read 
  magic; 1st—cause fear, charm person, grease, Tasha’s 
  hideous laughter; 2nd—silence, suggestion, glitterdust 
   
  Possessions: masterwork whip, rapier, +1 chain shirt, 
  vest of resistance +1, wand of grease (1st level)  
   
  �Khergoz: Male orc Clr5 (Gruumsh); CR 5; Medium 
  (orc); HD 5d8+5; hp 33; Init +1; Spd 20 ft., 60 ft. mounted; 
  AC 17, touch 11, flat-footed 16; Base Atk +3; Grapple +5; 
  Atk and Full Atk +7 melee (1d8+4/x3, spear) or +5 ranged 
  (1d8+1/x3, spiritual weapon) or +6 ranged touch (searing 
  light); SA rebuke undead; SQ spells, spontaneous casting, 
  60 ft. darkvision, light sensitivity; AL NE; SV Fort +5, Ref 
  +2, Will +6; Str 14, Dex 12, Con 12, Int 10, Wis 15, Cha 
  10.  
   
  Skills and Feats: Concentration +14, Heal +5, 
  Knowledge: Religion +5, Ride +1; Empower Spell, Divine 
  Metamagic (Empower Spell)*; Weapon Focus (spear)  
   
  Rebuke Undead (Su): Can rebuke or command 
  2d6+3 HD of undead 3/day. 
   
  Spontaneous Casting: Can convert any spell to an 
  inflict spell of the same level. 
   
  Feat of Strength (Su): Once per day as a free action 
  gain a +5 enhancement bonus to Strength for 1 round. 
   
  Light Sensitivity (Ex): Dazzled in sunlight or the 
  area of effect of a daylight spell. 
   
  Spells Available (5/4+1/3+1/1+1; base DC = 12+ spell 
  level): 0 lvl—create water, detect magic, detect poison, 
  guidance, resistance; 1st—command, cure light wounds, 
  divine favor, enlarge person**, magic weapon; 2nd—
  sound burst, shatter, spiritual weapon(x2)**; 3rd—searing 
  light, magic vestment** (on armor) 
   
  Possessions: holy symbol of Gruumsh, masterwork 
  spear (with magic weapon), masterwork breastplate (with 
  magic vestments), brooch of shielding, tunic of steady 
  spellcasting (+5 competency bonus on Concentration 
  checks) 
   
  
  COR5-09 Gateway to the Bright Sands 
   
  Page 27 
   
  APL 8
  ENCOUNTER 8 
  �Corval: male human Ftr1/Swashbuckler 7; CR 7; 
  Medium humanoid (human); HD 8d10+8; hp 64; Init +3; 
  Spd 30 ft.; AC 18, touch 14, flat-footed 14; Base Atk +8; 
  Grp +10; Atk +13 melee (1d6+4/18-20, +1 rapier); Full Atk 
  +11/+6 melee (1d6+4/18-20, +1 rapier) and +10 melee 
  (1d6+2 nonlethal, sap); SA insightful strike, acrobatic 
  charge; SQ grace +1 (included in saving throws), dodge 
  bonus +1; AL  CN; SV Fort +7, Ref +5, Will +3; Str 14, Dex 
  16, Con 12, Int 13, Wis 12, Cha 10.  
   
  Skills and Feats: Balance +10, Climb +10, Jump +9, 
  Knowledge: Geography +3; Profession: Sailor +10, Swim 
  +9, Tumble +12, Use Rope +10; Close-Quarters Fighting*, 
  Combat Reflexes, Two-Weapon Fighting, Two-Weapon 
  Defense, Weapon Finesse, Weapon Focus (rapier). 
   
  Insightful Strike (Ex): Int bonus is applied as a 
  bonus on damage rolls with light weapons and any other 
  weapon that can be used with Weapon Finesse (included 
  above). Targets immune to sneak attacks or critical hits 
  are immune to the swashbuckler’s insightful strike. 
   
  Dodge Bonus (Ex): As per the Dodge feat. 
   
  Acrobatic Charge (Ex): Can charge over difficult 
  terrain that normally slows movement or allies blocking 
  his path. 
   
  Possessions: +1 studded leather armor, +1 rapier, sap, 
  20 gp. 
   
  ENCOUNTER 9 
  �Horse Archers: Male half-orc Ftr7; CR 7; Medium 
  humanoid (orc); HD 7d10+14; hp 63 each; Init +3; Spd 20 
  ft., 60 ft while mounted; AC 18 or 19, touch 13, flat-footed 
  15 or 16; Base Atk +7; Grp +9; Atk +9 melee (1d8+2/19-20, 
  longsword) or +12 ranged (1d8+2/x3, composite 
  longbow); Full Atk +9/+4 melee (longsword, 1d8+2/19-
  20, longsword) or +10/+10/+5 ranged (1d8+4/x3, 
  longbow); SA +1 on attacks and damage with bows when 
  at 30 feet or less range; SQ 60 ft darkvision; AL  NE; SV 
  Fort +7, Ref +5, Will +2; Str 14, Dex 17, Con 14, Int 10, 
  Wis 10, Cha 8.  
   
  Skills and Feats: Handle Animal +5, Jump +6, Ride 
  +14; Mounted Combat, Mounted Archery, Point-Blank 
  Shot, Rapid Shot, Precise Shot, Weapon Focus (long 
  bow), Weapon Specialization (longbow) 
   
  Possessions: masterwork breastplate, longsword, 
  composite long bow (+2 Str), light wooden shield, quiver 
  with 20 masterwork arrows 
   
  �Varemut: Male human Brd7; CR 7; Medium humanoid 
  (human); HD 7d6+7; hp 36; Init +1; Spd 30 ft.; AC 15, 
  touch 11, flat-footed 14; Base Atk +5; Grp +5; Atk and Full 
  Atk +5 melee (1d6/18-20, rapier) or +11 ranged (disarm, 
  whip); SA fascinate; SQ spells, bardic knowledge, 
  countersong, inspire courage +1, inspire competence; AL 
   NE; SV Fort +5, Ref +9, Will +7; Str 10, Dex 13, Con 12, 
  Int 13, Wis 10, Cha 17.  
   
  Skills and Feats: Bluff +12, Concentrate +11, 
  Diplomacy +12, Disguise +12 (+14), Gather Information 
  +12, Knowledge: Local (core) +7, Perform (sing) +13, Ride 
  +3, Sleight of Hand +11, Tumble +11; Combat Expertise, 
  Improved Disarm, Lingering Song*, Spell Focus 
  (Enchantment) 
   
  Spells Available (3/4/3/1; base DC = 13+ spell level 
  or 14+ spell level for enchantments): 0 lvl-daze, light, 
  mage hand, message, prestidigitation, read magic; 1st 
  level-cause fear, charm person, grease, Tasha’s hideous 
  laughter; 2nd lvl-silence, suggestion, glitterdust, mirror 
  image; 3rd lvl-confusion, slow 
   
  Possessions: masterwork whip, rapier, +1 chain shirt, 
  +2 vest of resistance, wand of grease (1st level, 50 charges), 
  wand of inspirational boost (1st level, 50 charges)  
   
  �Khergoz: Male orc Clr7 (Gruumsh); CR 7; Medium 
  humanoid (orc); HD 7d8+7; hp 46; Init +1; Spd 20 ft., 60 
  ft. mounted; AC 17, touch 11, flat-footed 16; Base Atk +5; 
  Grp +7; Atk and Full Atk +9 melee (1d8+4/x3, spear) or +7 
  ranged (1d12+3/x3, empowered spiritual weapon) or +6 
  ranged touch (searing light); SA rebuke undead; SQ 
  spells, spontaneous casting, 60 ft. darkvision, light 
  sensitivity; AL  NE; SV Fort +7, Ref +3, Will +8; Str 14, 
  Dex 12, Con 12, Int 10, Wis 15, Cha 10.  
   
  Skills and Feats: Concentration +16, Heal +5, 
  Knowledge: Religion +5, Ride +2; Divine Metamagic 
  (Empower Spell)*, Empower Spell, Extra Turning, 
  Weapon Focus (spear) 
   
  Rebuke Undead (Su): Can rebuke or command 
  2d6+3 HD of undead 6/day. 
   
  Spontaneous Casting: Can convert any spell to an 
  inflict spell of the same level. 
   
  Feat of Strength (Su): Once per day as a free action 
  gain a +5 enhancement bonus to Strength for 1 round. 
   
  Light Sensitivity (Ex): Dazzled in sunlight or the 
  area of effect of a daylight spell 
   
  Spells Prepared (5/5+1/4+1/2+1/1+1; base DC = 12+ 
  spell level): 0—create water, detect magic, detect poison, 
  guidance, resistance; 1st—command, cure light wounds, 
  divine favor, enlarge person**, magic weapon, shield of 
  faith; 2nd—bull’s strength, sound burst, shatter, spiritual 
  weapon (2)**; 3rd—searing light (2), magic vestment** 
  (on armor); 4th—air walk, divine power** 
   
   
  Possessions: holy symbol of Gruumsh, masterwork 
  spear (with magic weapon), masterwork breastplate (with 
  magic vestments), brooch of shielding, tunic of steady 
  spellcasting (+5 competency bonus on Concentration 
  checks) 
  
  COR5-09 Gateway to the Bright Sands 
   
  Page 28 
   
  APPENDIX 2: NEW RULES 
  LIVING SPELL 
  [Paraphrased from Monster Manual III page 91] 
   
  A living spell appears similar to a normal spell effect 
  except that—even in the case of an instantaneous spell, 
  such as fireball—the magical energy lingers, writhing 
  and moving with definite purpose. They haunt places 
  blasted by magic, apparently subsisting on ambient 
  magical energy. They seem to kill only for pleasure, not 
  out of any need to feed. 
   
  CREATING A LIVING SPELL 
  “Living spell” is an unusual template, in that it is applied 
  to an arcane or divine spell effect (or in some cases, a 
  group of spell effects) and not a creature. The 
  characteristics of a living spell are determined by the 
  nature of the spell(s), including the caster level of the 
  spells. The template can be applied to any spell that 
  creates an area or effect (not targeted spells), but not a 
  spell whose effect is already a creature (such as a summon 
  monster spell). 
   
  A living spell composed of more than one spell uses 
  the caster level of its highest-level spell for all its spell 
  effects. 
   
  Size and Type: A living spell’s size depends on its 
  caster level: 1st-6th is Medium, 7th-12th is Large, 13th or 
  higher is Huge. Its type is ooze. 
   
  Hit Dice: A living spell has Hit Dice equal to its 
  caster level. Its Hit Dice are D10s. 
   
  Speed: A living spell’s speed depends on the spell’s 
  range: A spell with a range of Close has a speed of 20 feet, 
  a spell with a range of Medium has a speed of 40 feet, and 
  a spell with a range of Long has a speed of 60 feet. A spell 
  with any other range has a speed of 20 feet. If two spells 
  with different ranges combine to make a living spell, the 
  living spell’s speed is based on the range of the slower of 
  the two parent spells. 
   
  Armor Class: A living spell has a deflection bonus to 
  its AC equal to its spell level. 
   
  Attack: A living spell gains a slam attack it can use 
  once per round. The slam attack deals damaged based on 
  the living spell’s size (see below), plus its Strength bonus 
  x1.5, A successful slam attack also affects the target as 
  though it were within the spell effect or area (see Special 
  Attacks, below). 
   
  Living Spell Size 
  Slam Damage 
  Medium 
  1d4 
  Large 
  1d6 
  Huge 
  1d8 
   
   
  Special Attacks: A living spell has two special 
  attacks. 
   
  Spell Effect (Su): A creature hit by a living spell’s 
  slam attack is subjected to the normal effect of the spell 
  or spells making up the creature, as if it were within the 
  area or effect of the spell itself. Saves apply as normal for 
  the spell; the DC is 10 + spell level + Cha modifier. 
   
  Engulf (Ex): A living spell can flow around creatures 
  that fit within its space as a standard action. It cannot 
  make a slam attack during a round in which it engulfs. 
  The living spell merely has to move over the opponents, 
  affecting as many as it can cover. Opponents can make 
  attacks of opportunity against the living spell, but if they 
  do so they are not entitled to a saving throw. Those who 
  do not attempt attacks of opportunity must succeed on a 
  Reflex save (DC 10 + spell level + Cha modifier) or be 
  engulfed; on a success, they are pushed back or aside 
  (opponent’s choice) as the spell moves forward. Engulfed 
  creatures are subject to the full normal effects of the 
  spell(s) each round on the living spell’s turn, and are 
  considered to be grappled. 
   
  Special Qualities: A living spell has ooze traits, 
  damage reduction 10/magic, and spell resistance equal to 
  10 + its caster level. 
   
  Saves: A living spell has normal saves for a creature 
  of the ooze type (no good saves). It gains a resistance 
  bonus on all saves equal to the spell level of the highest-
  level spell upon which it is based. 
   
  Abilities: A living spell has Strength, Constitution, 
  and Charisma scores equal to 10 + its spell level. Its 
  Dexterity and Wisdom scores are equal to 7 + its spell 
  level. It is mindless, and has no Intelligence score. 
   
  Skills and Feats: Living spells, being mindless, have 
  no skills or feats. 
   
  Environment: Any land. Living spells are found in 
  areas blasted by magic. 
   
  Organization: Solitary. 
   
  Challenge Rating: A living spell’s Challenge Rating 
  is equal to the spell level of the highest-level spell upon 
  which it is based, plus one-half its caster level, rounded 
  down (minimum CR 1). If the living spell is based on 
  multiple spells, increase the CR by one-half the sum of 
  the additional spell levels (minimum increase +1). 
   
  Treasure: None. 
   
  Alignment: Always neutral. If the original spell had 
  an alignment, the living spell adds that alignment to its 
  neutral alignment. 
   
  Advancement: -- 
   
  Level Adjustment: -- 
   
  BARD BURST  
  Medium Ooze (6th level caster) 
   
  Hit Dice: 6d10+6 (46 hp) 
  Initiative:  -1 
  Speed: 20 ft 
  Armor Class: 11 (-1 Dex, +2 deflection), touch 11, flat-
  footed 11 
  Base Attack/Grapple: +4/+5  
  Attack: slam +5 melee (1d4+1 and spell effect) 
  Full Attack: slam +5 melee (1d4+1 and spell effect) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Sound burst, engulf 
  
  COR5-09 Gateway to the Bright Sands 
   
  Page 29 
   
  Special Qualities: Blindsight 60 feet, damage reduction 
  10/magic, ooze traits, spell resistance 14 
  Saves:  
   Fort +5, Ref +3, Will +3 
  Abilities:  Str 12; Dex 9; Con 12; Int --; Wis 9; Chr 12. 
  Skills: -- 
  Feats: -- 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 5 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: -- 
  Level Adjustment: -- 
   
   
  A thick, vibrating translucent mist crawls across the 
  ground towards you. 
   
  Bard burst is the lingering resonance of a bard’s magical 
  attack from an age long past. It crawls across the ground 
  and other flat surfaces, seeking new victims to 
  incapacitate with its stunning resonance. 
   
  Combat 
  A bard burst attacks by slamming into prey with its body 
  or engulfing foes. 
   
  Engulf (Ex): A bard burst can flow around creatures 
  that fit within its space as a standard action. It cannot 
  make 
  a 
  slam 
  attack 
  during 
  a 
  round in which it engulfs. A bard burst merely needs to 
  move over the opponents, affecting as many as it can 
  cover. 
  Opponents 
  can 
  make 
  attacks of opportunity against the bard burst, but if they 
  do so they are not entitled to a saving throw. Those who 
  do not attempt attacks of opportunity must succeed on a 
  DC 13 Reflex save or be engulfed; on a success, they are 
  pushed back or aside (opponent's choice) as the bard 
  burst moves forward. Engulfed creatures are subject to 
  the full normal effect of the sound burst effects each 
  round on the bard burst's turn, and are considered to be 
  grappled. 
   
  Sound Burst (Su): A creature hit by a bard burst's 
  slam attack or engulfed by it takes 1d8 sonic damage and 
  must make a DC 13 Fortitude save or be stunned for one 
  round. A silence spell prevents both effects. 
   
  GLITTERFIRE 
  [modified from Monster Manual III page 92] 
  Medium Ooze (7th level caster) 
   
  Hit Dice: 7d10+7 (54 hp) 
  Initiative:  +0 
  Speed: 40 ft 
  Armor Class: 13 (+3 deflection), touch 13, flat-footed 13 
  Base Attack/Grapple: +5/+7  
  Attack: slam +6 melee (1d4+1 plus 5d6 fire and 
  glitterdust) 
  Full Attack: slam +6 melee (1d4+1 plus 5d6 fire and 
  glitterdust) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Engulf, fireball, glitterdust 
  Special Qualities: Blindsight 60 feet, damage reduction 
  10/magic, ooze traits, spell resistance 15 
  Saves:  
   Fort +6, Ref +5, Will +5 
  Abilities:  Str 13; Dex 10; Con 13; Int --; Wis 10; Cha 13. 
  Skills: -- 
  Feats: -- 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 7 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: -- 
  Level Adjustment: -- 
   
  A low cloud of bright, crackling motes of light moves 
  along the ground, causing tiny explosions in its wake. 
   
  Glitterfire is a living combination of two spells 
  commonly employed in ancient battles—glitterdust and 
  fireball. These two energies merged into a single 
  dangerous form that seeks out creatures and annihilates 
  them in a gout of flame 
   
  Glitterfire floats a few inches above the ground, 
  much like a fog. 
   
  Combat 
  Being unintelligent, a glitterfire simply approaches any 
  living creature, lighting it up and blinding it with 
  glitterdust while erupting in tiny, but dangerous, 
  explosions. 
   
  Engulf (Ex): A glitterfire can flow around creatures 
  that fit within its space as a standard action. It cannot 
  make 
  a 
  slam 
  attack 
  during 
  a 
  round in which it engulfs. A glitterfire merely needs to 
  move over the opponents, affecting as many as it can 
  cover. 
  Opponents 
  can 
  make 
  attacks of opportunity against the bard burst, but if they 
  do so they are not entitled to a saving throw. Those who 
  do not attempt attacks of opportunity must succeed on a 
  DC 14 Reflex save or be engulfed; on a success, they are 
  pushed back or aside (opponent's choice) as the glitterfire 
  moves forward. Engulfed creatures are subject to the full 
  normal effect of the fireball and glitterdust  effects each 
  round on the glitterdust's turn, and are considered to be 
  grappled. 
   
  Fireball (Su): A creature hit by a glitterfire’s slam 
  attack or engulfed by it takes 5d6 points of fire damage 
  (Reflex save DC 14 for half damage). This spell effect is at 
  5th level for purposes of SR checks.  
   
  Glitterdust (Su): A creature hit by a glitterfire’s slam 
  attack or engulf by it is blinded (Will save DC 13 negates) 
  and covered in dust for 5 rounds, rendering it visible (if 
  invisible) and applying a -40 penalty on Hide checks. 
  This spell effect is at 7th level for purposes of SR and 
  dispel checks. 
   
  BLACK TENTACLES  
  Large Ooze (9th level caster) 
   
  Hit Dice: 9d10+18 (76 hp) 
  
  COR5-09 Gateway to the Bright Sands 
   
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  Initiative:  +0 
  Speed: 40 ft 
  Armor Class: 13 (-1 Size, +4 deflection), touch 13, flat-
  footed 13 
  Base Attack/Grapple: +6/+16  
  Attack: slam +10 melee (1d6+4 and spell effect) 
  Full Attack: slam +10 melee (1d6+4 and spell effect) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: engulf, ray of enfeeblement, Evard’s 
  black tentacles 
  Special Qualities: Blindsight 60 feet, damage reduction 
  10/magic, ooze traits, spell resistance 17 
  Saves:  
   Fort +9, Ref +7, Will +7 
  Abilities:  Str 19; Dex 11; Con 14; Int --; Wis 11; Chr 14. 
  Skills: -- 
  Feats: -- 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 9 
  Treasure: none 
  Alignment: always neutral 
  Advancement: -- 
  Level Adjustment: -- 
   
   
  A writhing mass of black, rubbery tentacles pulls 
  itself across the ground towards you. 
   
  Black tentacles is a mass of Evard’s black tentacles which 
  combined with a ray of enfeeblement to form a new 
  creature. It crawls along on some of its tentacles, seeking 
  living creatures to wrap up and crush to death. 
   
  Combat 
  A black tentacles attacks by slamming into prey with its 
  body or engulfing foes. 
   
  Engulf (Ex): A bard burst can flow around creatures 
  that fit within its space as a standard action. It cannot 
  make 
  a 
  slam 
  attack 
  during 
  a 
  round in which it engulfs. A bard burst merely needs to 
  move over the opponents, affecting as many as it can 
  cover. 
  Opponents 
  can 
  make 
  attacks of opportunity against the bard burst, but if they 
  do so they are not entitled to a saving throw. Those who 
  do not attempt attacks of opportunity must succeed on a 
  DC 16 Reflex save or be engulfed; on a success, they are 
  pushed back or aside (opponent's choice) as the black 
  tentacles moves forward. Engulfed creatures are 
  considered to be grappled by a tentacle and are subject to 
  the ray of enfeeblement effect. 
   
  Ray of Enfeeblement (Su): A creature hit by a black 
  tentacle’s slam attack or engulfed by it takes 1d6 Strength 
  damage for 1 minute. Multiple hits are not cumulative 
  and a subject’s strength may never drop below 1. 
   
  Evard’s Black Tentacles (Su):  A black tentacles 
  initiates a grapple attack anytime it engulfs an opponent 
  or hits with its slam attack; this does not provoke an 
  attack of opportunity. It can grapple up to four Medium-
  sized or smaller opponents or one Large-sized or larger 
  opponent at a time without penalty and does not lose its 
  Dexterity bonus or ability to threaten surrounding 
  squares while grappling. Each round that it successfully 
  grapples an opponent it inflicts 1d4+4 damage. 
   
  LIVING BLADES 
  Large Ooze (13th level caster) 
   
  Hit Dice: 13d10+39 (118 hp) 
  Initiative:  +1 
  Speed: 40 ft 
  Armor Class: 16 (-1 Size, +1 Dex, +6 deflection), touch 16, 
  flat-footed 15 
  Base Attack/Grapple: +9/+12  
  Attack: slam +12 melee (1d6+3 and spell effect) 
  Full Attack: slam +12 melee (1d6+3 and spell effect) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: engulf, blade barrier 
  Special Qualities: Blindsight 60 feet, damage reduction 
  10/magic, ooze traits, spell resistance 21 
  Saves:  
   Fort +13, Ref +11, Will +11 
  Abilities:  Str 16; Dex 13; Con 16; Int --; Wis 13; Chr 16. 
  Skills: -- 
  Feats: -- 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 12 
  Treasure: none 
  Alignment: always neutral 
  Advancement: -- 
  Level Adjustment: -- 
   
   
  A whirling mass of blades of energy drifts across the 
  ground towards you. 
   
  Living blades is a blade barrier spell from an age long past 
  which has achieved a form of life. It whirls around 
  vertically, always seeking to chop up living creatures. 
   
  Combat 
  A living blades attacks by slamming against an opponent 
  or attempting to engulf foes with its body. 
   
  Engulf (Ex): A living blades can flow around 
  creatures that fit within its space as a standard action. It 
  cannot make a slam attack during a round in which it 
  engulfs. A living blades merely needs to move over the 
  opponents, affecting as many as it can cover. Opponents 
  can make attacks of opportunity against the living blades, 
  but if they do so they are not entitled to a saving throw. 
  Those who do not attempt attacks of opportunity must 
  succeed on a DC 19 Reflex save or be engulfed; on a 
  success, they are pushed back or aside (opponent's 
  choice) as the living blades moves forward. Engulfed 
  creatures are subject to the full normal effect of the blade 
  barrier each round on the living blades' turn, and are 
  considered to be grappled. 
   
  Blade Barrier (Su): A living blades’ slam and engulf 
  attacks subject the victim to 13d6 damage (Reflex save 
  DC 19 for half damage) from the living blades’ force 
  blades. 
  
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  TATTOO MAGIC [Item Creation] 
  (As originally appeared in Forgotten Realms: Lords of 
  Darkness and reprinted in “Hardby: City of the Scorned” 
  in Dungeon #92) 
  You can create tattoos that store spells. 
   
  Prerequisite: Craft (calligraphy) or Craft (painting) 
  skill, spellcaster level 3rd+. 
   
  Benefit: You can create single-use magical tattoos of 
  any spell of 3rd level or lower that you know and that 
  targets a creature or creatures. Creating a tattoo takes 1 
  hour, and it must be inked onto a creature with a 
  corporeal body. When you create a tattoo, you set the 
  caster level, which must be sufficient to cast the spell in 
  question and no higher than your own level. The base 
  price of a tattoo is the spell level x its caster level x 50 gp. 
  To create a tattoo, you must spend 1/25 of this base price 
  in XP and use up raw materials costing half of this base 
  price. Any tattoo that stores a spell with a costly material 
  component or an XP cost also carries a commensurate 
  cost which must be paid in addition to the base price 
  when creating the tattoo. 
   
  When you create a tattoo, you make any choices that 
  you would normally make when casting the spell. The 
  bearer of the tattoo is the only one who can activate it and 
  is always the target of the spell. Activating a tattoo is a 
  standard action which does not draw an attack of 
  opportunity and requires the creature to touch the tattoo 
  with either hand (which need not be empty). 
   
  Normally a magic tattoo uses a magic item space on 
  the creature’s body. For example, a creature with a tattoo 
  on one of its hands could not gain the benefits from a 
  magical glove on that hand. In effect, the magical tattoo is 
  always the first item “worn” on that part of the body, 
  negating the effects of all other items. A tattoo can be 
  created which does not take up a magic item space, but 
  the base price of such a tattoo is double the normal value. 
   
  A magical tattoo can be erased with an erase spell as 
  if it were magical writing. Failing to erase the tattoo does 
  not activate it. 
   
  LINGERING SONG [General] 
  (As presented in Complete Adventurer) 
  Your inspirational bardic music stays with listeners long 
  after the last note has died away. 
   
  Prerequisite: Bardic music. 
   
  Benefit: If you use your bardic music to inspire 
  courage, inspire greatness, or inspire heroics, the effect 
  lasts for 1 minute after an inspired ally stops hearing you 
  play. 
   
  Normal: Inspire courage, inspire greatness, and 
  inspire heroics last as long as an ally hears the bard sing 
  plus an additional 5 rounds. 
   
  DIVINE METAMAGIC [DIVINE] 
  (As presented in Complete Divine, including errata) 
  You channel energy into some of your divine spells to 
  make them more powerful 
   
  Prerequisite: Ability to turn or rebuke undead, 
  metamagic feat 
   
  Benefit: When you take this feat, choose a 
  metamagic feat that you already possess. This feat applies 
  only to that metamagic feat. As a free action, you can take 
  the energy from turning or rebuking undead and use it to 
  apply a metamagic feat to spells that you know. You must 
  spend one turn or rebuke attempt, plus an additional 
  attempt for each level increase in the metamagic feat 
  you’re using. For example, Jozan the cleric could sacrifice 
  three turn attempts to empower a holy smite he’s casting. 
  Because you’re using positive or negative energy to 
  augment your spells, the spell slot for the spell doesn’t 
  change. 
   
  Special: This feat may be taken multiple times. Each 
  time you take this feat, choose a different metamagic feat 
  to which to apply it. 
   
  CLOSE-QUARTERS FIGHTING[General] 
  (As presented in Complete Warrior) 
  You are skilled at fighting at close range and resisting 
  grapple attempts 
   
  Prerequisites: Base attack bonus +3. 
   
  Benefit: You gain an attack of opportunity whenever 
  an enemy attempts to grapple you, even if the enemy has 
  a feat or special ability that would normally bypass the 
  attack. If you deal damage with this attack, the enemy 
  fails to start the grapple unless it has the Improved 
  Grapple feat or a special ability such as improved grab. If 
  the enemy has such an ability, you may add the damage 
  you deal as a bonus on your opposed check to resist being 
  grappled. This feat does not give you extra attacks of 
  opportunity during a round or allow you to make an 
  attack of opportunity when you would be denied one for 
  being surprised, helpless, or in a similar situation. 
   
  Normal: 
  Creatures 
  with 
  Improved 
  Grapple, 
  improved grab, or similar feats or special abilities do not 
  provoke attacks of opportunity when they attempt to 
  start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
   
  INSPIRATIONAL BOOST 
  (As presented in Complete Adventurer) 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Targets: You 
  Duration: 1 round or special; see text 
   
  When you play your instrument, sing your song, recite 
  your epic poem, or speak your words of encouragement, 
  you fill your allies with greater confidence than normal. 
  While this spell is in effect, the morale bonus granted by 
  your inspire courage bardic music increases by 1. 
  
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  The effect lasts until your inspire courage effect 
  ends. If you don’t begin to use your inspire courage 
  ability before the beginning of your next turn, the spell’s 
  effect ends. 
   
                                           SWASHBUCKLER 
  (As presented in Complete Warrior; only material 
  relevant to this adventure is listed) 
  The swashbuckler embodies the concepts of daring and 
  panache. Favoring agility and wit over brute force, the 
  swashbuckler excels both in combat situations and social 
  interactions, making her a versatile character indeed. 
   
  GAME RULE INFORMATION 
  Swashbucklers have the following game statistics. 
   
  Abilities: The lightly armored swashbuckler depends 
  on high Dexterity for her Armor Class, as well as for 
  many class skills. High Intelligence and Charisma scores 
  are also hallmarks of a successful swashbuckler. Strength 
  is not as important for a swashbuckler as it is for other 
  classes. 
   
  Alignment: Any. 
   
  Hit Dice: d10. 
   
  Class Skills 
  The swashbuckler’s class skills (and the key ability for 
  each skill) are Balance (Dex), Bluff (Cha), Climb (Str), 
  Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump 
  (Str), Profession (Wis), Sense Motive (Wis), Swim (Str), 
  Tumble (Dex), and Use Rope (Dex). See Chapter 4 in the 
  Player’s Handbook for skill descriptions. 
  Skill Points at 1st level: (4 + Int modifier) x4 
  Skill Points at Each Additional Level: 4 + Int modifier 
   
  Table 1-4: The Swashbuckler 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Weapon 
  Finesse 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Grace +1 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Insightful 
  strike 
  4th 
  +4 
  +4 
  +1 
  +1 
   
  5th 
  +5 
  +4 
  +1 
  +1 
  Dodge +1 
  6th 
  +6/+1 
  +5 
  +2 
  +2 
   
  7th 
  +7/+2 
  +5 
  +2 
  +2 
  Acrobatic 
  charge 
   
  Class Features 
  All of the following are class features of the 
  swashbuckler. 
   
  Weapon and Armor Proficiency: Swashbucklers are 
  proficient with all simple and martial weapons, and with 
  light armor. Some of the swashbuckler’s class features, as 
  noted below, rely on her being no more than lightly 
  armored and unencumbered. 
   
  Weapon Finesse (Ex): A swashbuckler gains 
  Weapon Finesse as a bonus feat at 1st level even if she 
  does not qualify for the feat. 
   
  Grace (Ex): A swashbuckler gains a +1 competence 
  bonus on Reflex saves at 2nd level. A swashbuckler loses 
  this bonus when wearing medium or heavy armor or 
  when carrying a medium or heavy load. 
   
  Insightful Strike (Ex): At 3rd level, a swashbuckler 
  becomes able to place her finesse attacks where they deal 
  greater damage. She applies her Intelligence bonus (if 
  any) as a bonus on damage rolls (in addition to any 
  Strength bonus she may have) with any light weapon, as 
  well as any other weapon that can be used with Weapon 
  Finesse, such as a rapier, whip, or spiked chain. Targets 
  immune to sneak attacks or critical hits are immune to 
  the swashbuckler’s insightful strike. A swashbuckler 
  cannot use this ability when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
   
  Dodge Bonus (Ex): A swashbuckler is trained at 
  focusing her defense on a single opponent in melee. 
  During her action, she may designate an opponent and 
  receive a +1 dodge bonus to Armor Class against melee 
  attacks from that opponent. She can select a new 
  opponent on any action. This bonus increases by +1 every 
  5 levels after 5th. A swashbuckler loses this bonus when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
   
  If the swashbuckler also has the Dodge feat, she 
  need not designate the same target for this ability as for 
  the Dodge feat. (If she designates the same target, the 
  bonuses stack.) 
   
  Acrobatic Charge (Ex): A swashbuckler of 7th level 
  or higher can charge in situations where others cannot. 
  She may charge over difficult terrain that normally slows 
  movement or allies blocking her path. The ability enables 
  her to run down steep stairs, leap down from a balcony, 
  or tumble over tables to get to her targets. Depending on 
  circumstances, she may still need to make appropriate 
  checks (Jump or Tumble checks, in particular) to 
  successfully move over the terrain. 
  
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  APPENDIX 3: THE CITY OF HARDBY
  Much of this material is adapted from the “Hardby: City 
  of the Scorned” article by Paul Looby in Dungeon #92. 
   
  Hardby (small city): Conventional; AL LN; 15,000 gp; 
  Assets 3,825,000 gp; Population 5,100 mixed (human 72%, 
  half-orc 22%, halfling 2%, dwarf 1%, gnome 1%, half-elf 
  1%, elf 1%). 
   
  Temples: Ehlonna (forests, woodlands), Joramy (fire, 
  volcanoes, wrath), Lirr (literature, art), Mayaheine 
  (protection, justice, valor), Myhriss (love, beauty), 
  Norebo (luck, gambling), Osprem (sea, voyages, sailors), 
  Pelor (sun, light, healing, protection), Procan (seas, 
  navigation), St. Cuthbert (common sense, wisdom, 
  discipline), Wee Jas (magic, death, vanity), Xerbo 
  (seaborne trade), Zilchus (power, money). 
   
  A BRIEF SOCIAL HISTORY OF HARDBY 
  The settlement that would become the city of Hardby 
  was founded in -278 CY by the Suel mage Ena Norbe on 
  the northeastern coast of the Woolly Bay. Believing that 
  it was the folly of men that led to the fall of the Suel 
  Imperium, Ena declared herself as Gynarch and 
  established that only women would rule Hardby. Her 
  daughters became the progenitors of the Six Great 
  Families of Hardby and the core of the Gynarchy, from 
  which future leaders and officials would be chosen. With 
  one exception, Hardby remained under the rule of 
  women until 517 CY, when the Merchant’s Alliance in 
  Hardby seized power in a bloodless coup. Marriage with 
  Trade Council members and behind-the-scenes actions 
  allowed effective rule of Hardby to remain in the hands 
  of the Gynarchy during this period, however. Even after 
  Greyhawk took control of the city during the Greyhawk 
  Wars and established a Military Governor to rule the city, 
  the Despotrix continued to maintain considerable 
  influence—a reality that still greatly concerns the 
  Directing Oligarchy of Greyhawk. 
   
  Unlike Greyhawk and most other areas of the 
  central Flanaess, Hardby has a sizable half-orc population 
  that is not only tolerated but welcomed. Some half-orc 
  families, who primarily live in the Dock District and 
  Fishtown, have been in the city for generations now, and 
  half-orc sailors, soldiers, and dockworkers are regulars 
  amongst dockside taverns and businesses. Prejudice 
  against 
  half-orcs 
  is 
  widely 
  frowned 
  upon 
  and 
  discouraged. 
   
  MERCHANT’S ALLIANCE 
  The Hardby Merchant’s Alliance was formed by refugees 
  from the Pomarj who found themselves excluded from 
  governance 
  and 
  belittled 
  by 
  Hardby’s 
  famously 
  independent-minded women. The Alliance created a 
  Trade Council of six merchants and six “rivermen” (dock 
  workers, pilots or military officers, and one judge), all of 
  whom were elected at regular intervals. Although the 
  Trade Council officially governed Hardby, it generally 
  ended up answering to the wishes of the Despotrix. Since 
  Greyhawk took control, though, the rivermen councilors 
  have been military officers loyal to the Directing 
  Oligarchy. The Council is now subordinate to the 
  Military Governor and confined strictly to discussion of 
  commercial matters. Naturally the Merchant’s Alliance is 
  unhappy with this current state of affairs. 
   
  DISTRICTS OF HARDBY 
  Northend—A crowded district on the north side of the 
  docks which includes the Palace of the Gynarchs, the 
  Law Courts, and the city’s primary military and naval 
  barracks. The High Chapel, a prominent temple to Pelor, 
  can also be found here. 
  Dock District—A cobbled quay which runs the length of 
  the waterfront, it is a warren of boisterous taverns, inns, 
  hostels, and other less reputable places. The streets are 
  narrow and back alleys are dangerous after dark, while 
  drunken brawls are not uncommon. 
  Fish Town—This area of warehouses and business 
  related to fishing and sailing reeks of fish and is 
  populated by hordes of cats (which are considered lucky) 
  and seagulls (which are not). It is also the poorest section 
  of Hardby, though it is not as bad as the slums in most 
  other major cities. 
  Tradetown—Located outside the Great Wall, this 
  crowded and bustling quarter is the heart of commerce in 
  the city and home to most of its merchants and artisans. 
  Exotic items from the four corners of the Flanaess can be 
  found here. 
  The Ebbfields—Originally the upper-class section of 
  town, it now houses Hardby’s middle class and a spill-
  over of its poorer elements. Older parts are pleasant with 
  broad, well-paved, leafy streets. 
  
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  PLAYER’S HANDOUT 1A 
   
  Rumor has it that the dreaded Slave Lords have arisen again and are working with Turrosh Mak, Despot of the 
  Pomarj. Some say they’re spreading their influence throughout the cities of the Wild Coast and maybe even as far as 
  Hardby herself! 
   
   
  PLAYER’S HANDOUT 1B 
   
  By all accounts the leading candidates to replace the Despotrix when she kicks the bucket are her granddaughter 
  Aleeta and Deidre Longland, the Chief Justicar. Even money right now on who it’ll be, but their supporters are already 
  jockeying for position. 
   
   
  PLAYER’S HANDOUT 1C 
  The Despotrix is dying because of that business in Veluna with the Crook of Rao that banished the fiends. Supposedly, 
  the Velunite priests that took part are dropping like flies from strange and similarly incurable ailments. 
   
   
  PLAYER’S HANDOUT 1D 
   
  Rary the Traitor wants to take over Hardby to use as a shield against the vengeance of the Circle of Eight. His 
  agents are everywhere, snooping around in town, looking for weaknesses they can exploit. 
   
   
  PLAYER’S HANDOUT 1E 
   
  Rary the Traitor is up to something out in the Bright Lands, that’s for sure. He’s got the manscorpions all stirred up, 
  and the nomads say he’s looking for something and paying big money to any who find it for him. A dangerous place to 
  be right now, even compared to normal, unless you’re looking to cut a deal with The Traitor. 
   
   
  PLAYER’S HANDOUT 1F 
   
  There’s a big, old dragon who lairs in Dagger Rock, out in the Bright Lands. He’s worshiped by kobolds, who 
  protect that area quite tenaciously. 
   
   
  PLAYER’S HANDOUT 1G 
   
  Although that traitor Wilbrem Carister is the Military Governor appointed by Greyhawk, rumor has it that his 
  flunky Retep Mandel is the one really running the show. He’s not a man to cross. Said to have Guild connections too if 
  you take my meaning. Might explain why so many Greyhawker Thieves have been skulking around town lately. 
   
   
  PLAYER’S HANDOUT 1H 
   
  For the past couple of months vessels bearing no identifiable flags or markings have been moored on a particularly 
  desolate stretch of the Bright Land's coast. Crumbling ruins dot the steep cliffs there. Divers have been observed 
  amongst 
  the 
  breakers 
  close 
  to 
  the 
  cliffs. 
  Who 
  is 
  searching 
  and 
  for 
  what 
  is 
  unknown.
  
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  DM’S MAPS 
   
   
   
  HARDBY HINTERLANDS 
   
   
   
   
   
  
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  HARDBY 
  
  COR5-09 Gateway to the Bright Sands 
   
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  GATEWAY TO THE BRIGHT SANDS 
  CRITICAL EVENT SUMMARY—ORIGINS 2005 USE ONLY 
   
  Please return this page to the marshal or RPGA HQ once you have completed your last DMing assignment for 
  this adventure. 
   
  DM’s Name:______________________ 
   
  Total # Of Tables Judged For This Event:________ 
   
  # Of Tables Where PCs Reported to Scorimongishaz:_________ 
   
  # Of Tables Where PCs Attracted Attention:_________ 
   
  # Of Tables Where A PC Took The Spirit Tattoo:________ 
   
  # Of Tables Where Danigar Was Killed:________ 
   
  Total # of PC Deaths:________ 
   
  Anything Unusual Happen? (e.g. PCs were taken as slaves, set fire to the Bonded Barrel Ghetto, assaulted 
  Rughra or Gormadoc, etc) 
   
   
   
   
   
   
   
   
  OTHER COMMENTS: 
   
   
  
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