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 product uses updated material from the v.3.5 revision.  
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
   
  COR5-06 
   
   
  BLOOD ON BRIGHT SANDS 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Core Adventure 
  Version 1.0 
   
  by Creighton Broadhurst 
  Circle Reviewers: Paul Looby and Stephen Radney-MacFarland 
  Additional Material: Stuart Kerrigan 
  Resources: Sandstorm: Mastering the Perils of Fire and Sand by Bruce R. Cordell, Jennifer Clarke Wilkes, and JD 
  Wiker; Manual of the Planes by Jeff Grubb, Bruce R. Cordell, and David Noonan; Living Greyhawk Gazetteer by Gary 
  Holian, Erik Mona, Sean K Reynolds, and Fredrick Weining; Rary the Traitor by Anthony Pryor; Greyhawk: The 
  Adventure Begins by Roger E. Moore;  “More Regional Feats of Oerth” from Dragon issue 319 by Erik Mona; “Into the 
  Bright Desert” from Dungeon issue 98 and “Denizens of the Bright Desert” from Dungeon issue 103; and “Enchiridion 
  of the Fiend-Save (Third Report)” from Living Greyhawk Journal issue 3 by Sean K Reynolds.  
   
   
  War rages across the Bright Sands.  Scouting the wastes at the behest of the paladin Karistyne the PCs are caught up in a 
  battle between forces loyal to Rary and nomads yet free from his insidious influence.  They must win free to reach their 
  goal, the mysterious and dragon-infested pinnacle of Dagger Rock. The first adventure for the "Blight on Bright Sands" 
  adventure arc. Only newly created characters for this adventure arc may be played in this adventure. 
     
  
  COR5-06 Blood on 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 FURTHER 
  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.  
   
  ADVENTURE SUMMARY 
  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 nonplayer 
  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.  
   
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  
  COR5-06 Blood on Bright Sands 
   
  Page 3 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
    
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Bright Desert.  Characters native to the Bright Desert pay 
  one Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who 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 
  The Bright Desert has long witnessed conflict. The 
  conflicts wracking the region today have in part their 
  roots in the older  
   
  The Rise and Fall of Sulm 
  Two millennia ago, several Flan civilizations rose from 
  barbarism in the arid grasslands that once carpeted the 
  region. The greatest of these nations was Sulm.  
   
  At first a force for good, the Sulmites delved into 
  ancient lore and declined as a people, embracing evil and 
  conquest. One by one, the other kingdoms fell before 
  Sulm’s might until her last rival, Itar, was defeated in a 
  cataclysmic battle. 
   
  In turn, Sulm fell, though not by the force of an 
  external adversary but through the folly of its rulers. 
  Sulm’s last ruler, Shattados, called upon his dark gods to 
  grant him a gift to combat the rising tide of civil unrest 
  sweeping Sulm’s conquered dominions. Within a day, 
  Sulm had fallen. Shattados’ gift had come with a terrible 
  curse that transformed his subjects into hideously 
  deformed creatures sharing the characteristics of 
  scorpions and humans. 
   
  Empire of the Bright Lands 
  Since the Greyhawk Wars, the Bright Lands have 
  languished in the grip of Rary the Traitor and his 
  infamous companion, Lord Robilar. Both gained almost 
  unrivaled infamy when Rary sought to sabotage the Day 
  of Great Signing by slaying the assembled ambassadors 
  gathered to sign the Pact of Greyhawk. The Archmagi 
  Tenser and Otiluke discovered their former friend’s 
  treachery and were slain. Simultaneously, Lord Robilar 
  struck at their towers, destroying their clones and looting 
  their treasures. However, the planned attack on the 
  signatories of the Pact of Greyhawk had failed. Realizing 
  that their plans were foiled, the pair fled to the Bright 
  Desert. 
   
  Over the next several years, Rary and Robilar 
  brought the majority of the Bright Desert under their 
  control. By 595 CY, only a few tribes of nomads and the 
  stubbornly independent desert centaurs still resist Rary’s 
  rule. 
   
  Karistyne 
  Karistyne is a powerful paladin who, along with her 
  adventuring companions, defends a fortress deep within 
  the rugged hills of the Abbor-Alz. Karistyne is renowned 
  for her hatred of evil dragons and is known to have slain 
  several in her career.  
   
  She has learnt that a powerful ancient blue dragon 
  named Voltarmarun (or Volintakulus in Geoff and 
  Sterich legends) had been lairing atop a local landmark 
  named Dagger Rock. Recent rumors also tell that this 
  dragon was slain by Lord Robilar in 590 CY.  
   
  Since then Karistyne has dispatched several groups 
  of adventurers to ascertain the truth of these rumors. 
  None have returned.  
   
  Karistyne therefore determined that a local 
  inhabitant was best suited to the task of penetrating the 
  desert interior and scouting Dagger Rock. Thus, she 
  sought out such a person. Only one man, a nomad of Suel 
  descent named Firron, was brave enough to accept her 
  task. He was dispatched some time ago to observe the 
  forlorn rock stack and to ascertain if any draconic 
  creatures yet dwell atop it.  
   
  Travel across the desert however is dangerous, even 
  for one born and bred there. Thus, as part of the 
  agreement Karistyne undertook to provide Firron with 
  
  COR5-06 Blood on Bright Sands 
   
  Page 4 
  an escort for the return journey. This is the task that has 
  fallen to the PCs. (The escorts hired to travel with Firron 
  to Dagger Rock never returned). 
   
  The adventure opens as a battle between two factions 
  of desert dwellers comes to an end. To avoid the conflict 
  the PCs have hidden in a small valley created by several 
  steep-sided dunes and have taken no part in the battle. 
   
  ADVENTURE SUMMARY 
  Prior to beginning play, you, the DM, should randomly 
  determine the order in which the encounters occur. 
  Obviously, play always begins at the Introduction and 
  finishes with Encounter 9: Karistyne’s Castle. The means 
  of randomly determining the course of the adventure is 
  detailed below in “Encounter Order.” 
   
  This adventure begins as a battle between forces 
  loyal to Rary and the remaining free nomads draws to a 
  close. 
   
  Introduction: In this encounter, the PCs emerge 
  from their hiding place and survey the scene of the 
  battle. Dead lie heaped about but in the distance the PCs 
  can still hear the sporadic sounds of combat. 
   
  Encounter 1—Detritus of War: Leaving their hiding 
  place, the PCs begin their journey back to their employer. 
  Dead lie sprawled everywhere. The PCs have the 
  opportunity to scavenge some equipment and supplies. 
   
  Encounter 2—Evil Dead: Here the PCs come across 
  a fallen yugoloth and his slain enemies. His presence is 
  positive proof of Rary’s trafficking with otherworldly 
  creatures. 
   
  Encounter 3—Scavengers of the Wastes: In this 
  encounter, the PCs come across several nomad warriors 
  loyal to Rary. They are scavenging among the dead, 
  attempting to gather loot. None of them speaks 
  Common. 
   
  Encounter 4—Minions of the Traitor: Traveling 
  across the desert sands, the PCs encounter a small band 
  of norkers, who they may parley or fight with.  
   
  Encounter 5—Shrine of the Calm God: In this 
  encounter, the PCs come across a ruin, partly covered by 
  the shifting sands. Shelter is to be had within the ruins. 
  PCs who explore the ruins also come across a spellbook 
  containing several new spells and will likely face an 
  ashen husk. 
   
  Encounter 6—Dagger Rock: The PCs finally reach 
  their goal and meet up with Karistyne’s contact. Once 
  contact is made the individual, Firron insists that the PCs 
  take him to Karistyne. 
   
  Encounter 7—Tunnels of the Ancients: In this 
  encounter the PCs discover a rubble-filled passageway at 
  the base of Dagger Rock. Exploring further they discover 
  strange wall carvings and paintings and may even 
  encounter a few strangely colored kobolds. Further 
  progress however is barred by another cave-in. 
   
  Encounter 8—Amid the Broken Peaks: Passing 
  through the rocky and barren hills of the Abbor-Alz, the 
  PCs are attacked by a hunting hippogriff. The beast 
  attempts to slay the smallest PC present, or a packhorse 
  or other animal before making off with its victim’s 
  corpse. 
   
  Encounter 9—Karistyne Castle: Finally the PCs 
  reach their employer, the paladin Karistyne.  Arriving at 
  her imposing castle, the PCs meet the lady herself and 
  must report on all they have seen.  
   
  Conclusion: The PCs are honored with a feast. 
  During the feast they receive a rousing speech from 
  Karistyne exhorting them to stay true to the cause of 
  good. They may also meet some of Karistyne’s comrades 
  and hirelings and interact with them. 
   
  Encounter Order 
  Many of the encounters in this adventure happen in a 
  random order. The adventure has three basic parts: 
  1. 
  Travel to Dagger Rock 
  2. 
  Dagger Rock 
  3. 
  Return to Karistyne Keep 
  Each of the three basic parts has several encounters that 
  must take place during that leg of the journey. Several of 
  the other encounters however can take place either on 
  the way to, or the way back from Dagger Rock. The 
  timing of these encounters should be determined in a 
  random fashion using the method detailed below. 
   
  Travel to Dagger Rock 
  The following encounters must take place during this leg 
  of the journey: 
  � Introduction 
  � Encounter 1: The Detritus of War 
  � Encounter 2: The Evil Dead 
   
  Dagger Rock 
  The following encounters must take place during the 
  time the PCs spend in the environs of Dagger Rock. 
  � Encounter 6: Dagger Rock 
  � Encounter 7: Tunnels of the Ancients* 
   
  Return to Karistyne Keep 
  The following encounters must take place during this leg 
  of the journey: 
  � Encounter 8: Amid the Broken Peaks 
  � Encounter 9: Karistyne Keep 
   
  Random Encounters 
  The following encounters can take place during travel to 
  Dagger Rock or on the return journey to Karistyne 
  Castle. They cannot take place however while the PCs are 
  at Dagger Rock. 
  � Encounter 3: Scavengers of the Wastes 
  � Encounter 4: Minions of the Traitor 
  � Encounter 5: Shrine of the Calm God* 
   
  *If the PCs complete “Encounter 5: Shrine of the Calm 
  God” before “Encounter 7: Tunnels of the Ancients” they 
  don’t encounter any creatures in the tunnels beneath 
  Dagger Rock. Similarly if they complete “Encounter 7: 
  Tunnels of the Ancients” before “Encounter 5: Shrine of 
  
  COR5-06 Blood on Bright Sands 
   
  Page 5 
  the Calm God” the shrine is empty—the PCs encounter 
  an abandoned building. 
   
  Encounter Timing 
  Before play commences randomly determine the order 
  and timing of the three random encounters detailed 
  above using the following procedure: 
  1. 
  Determine the group’s base speed (the speed of 
  the slowest PC). 
  2. 
  Determine, using the charts in “Traveling in the 
  Bright Lands,” how long each leg of the journey 
  is and the overall journey time. 
  3. 
  Select a die with a number of sides greater than 
  the numbers of journey days the PCs spend 
  inside the Bright Desert. 
  4. 
  Randomly determine by rolling the die on what 
  day each of the encounters takes place. 
  Encounters don’t take place on any complete 
  day the PCs spend lost. No more than one 
  encounter may take place per day. 
   
  Example 
  The PCs have base speed of 30 feet. Thus it takes three 
  days to reach Dagger Rock from their start point. The 
  return journey takes roughly four days to reach the 
  Abbor-Alz hills and another two-and-a-half days to reach 
  Karistyne Castle.  
   
  The PCs are therefore spending a total of seven days 
  traveling in the Bright Desert, assuming they don’t get 
  lost.   
   
  Rolling a d8, you get the following results:  3, 5, and 
  6.These are the days that the three random encounters 
  take place. Thus:  
  � “Encounter 3: Scavengers of the Wastes” takes 
  place on day 3.  
  � “Encounter 4: Minions of the Traitor” takes 
  place on day 5. 
  � “Encounter 5: Shrine of the Calm God” takes 
  place on day 6.  
  This means that the PCs encounter nothing within the 
  shrine if they investigated the tunnels beneath Dagger 
  Rock. If they didn’t investigate these tunnels then they 
  face the ashen hulk and the scorpions lairing within the 
  shrine. 
   
  TRAVELING IN THE BRIGHT 
  LANDS 
  Travel in the Bright Lands is perilous. Chief among those 
  perils are the harsh landscape and unforgiving climate. 
   
  Full rules for travel in the Bright Desert are included 
  in the Sandstorm accessory. However, to facilitate play 
  the basics rules are presented in Appendix 3.  
   
  PREPARATION FOR PLAY 
  COR5-06 Blood on Bright Sands is the first part of the 
  Blight on Bright Sands campaign arc. The arc heavily 
  utilizes the Sandstorm supplement. This adventure serves 
  as the introduction to the campaign. To play in this 
  adventure, you must bring in a newly created 1st-level 
  character. This character can be one created using the 
  normal LIVING GREYHAWK campaign rules, or it can be 
  one using the special rules Blight on Bright Sands 
  Character Creation Supplement found either in the same 
  zip as this adventure, or on the RPGA website 
  (www.rpga.com). Characters made with the special rules 
  in that document must play this adventure first before 
  they can play any other LIVING GREYHAWK adventure.  
   
  We’ve also created six fastplay characters for this and 
  other “Blight on Bright Sands” adventures. Players who 
  sit down at the session without a character can use these 
  as their starting character. These characters were also 
  included in the adventure zip file.  
   
  INTRODUCTION 
  After player introductions, have each PCs roll a Spot 
  check. Insert the name of the PC with the highest check 
  in the appropriate spaces among the following read-aloud 
  text.  
   
  It is now twilight and the battle has raged for hours. 
  Hundreds lie dead, scattered about the sands, deposited 
  by the tides of war.  
   
  It is testimony to your skill and prudence that you 
  were not caught in the conflict. [PC with the highest 
  Spot check] noticed the approach of the two armies 
  upon spotting approaching dust clouds on the horizon. 
  Mindful of your mission, you sought to avoid the clash. 
   
  From your vantage point in a small valley between 
  several steep-sided dunes it’s impossible to tell which 
  side prevailed. The fighting surged back and forth across 
  the sands for many hours and you can’t count the fallen. 
  Most combatants were mounted making the battle a 
  very fluid affair. 
   
  The clamor of battle has faded and only isolated 
  skirmishes continue in the distance--evidently some 
  combatants do not yet tire of the contest.  
   
  No doubt the PCs will have many questions.  
   
  What is our mission?  
   
  You were hired by Karistyne, a paladin of 
  Heironeous dwelling in the Abbor-Alz, to spy upon the 
  environs of Dagger Rock. Local rumor says a dragon may 
  be using the rock pinnacle as its lair. Karistyne had 
  arranged for you to meet a local contact—a nomad 
  named 
  Firron—who’s 
  hiding 
  in 
  the 
  badlands 
  surrounding Dagger Rock. 
   
  Why were we picked? 
   
  Firron was escorted to Dagger Rock but his escorts 
  never returned to Karistyne Castle. Their fate remains 
  unknown, as does that of Firron himself. Assuming he 
  reached his goal, Karistyne has persuaded you to travel to 
  Dagger Rock to ensure his safe return. Karistyne said she 
  picked you because you are of good heart, but it is more 
  likely she was rushed in her need to support Firron, and 
  you could be mobilized quickly.  
   
  How do we recognize Firron?  
  
  COR5-06 Blood on Bright Sands 
   
  Page 6 
   
  Karistyne has given you a pass phrase that the 
  nomad will recognize. He’s been instructed to say 
  “Danger must be faced with certainty and calm” to 
  strangers he meets. You must reply with the following 
  phrase: “Glory is the reward for defeating evil.” 
   
  Who is Karistyne?  
   
  Karistyne is a powerful paladin who holds sway over 
  Karistyne Castle.  She’s a famous dragon slayer. Along 
  with her adventuring companions, she is credited with 
  killing at least seven dragons!  
   
  Where are we?  
   
  You are to the north of Dagger Rock in the northern 
  reaches of the Bright Desert. This area is part of the 
  Empire of the Bright Lands, ruled over by the archmage 
  Rary also known as “The Traitor.”  Karistyne has provided 
  you with a map. For details of this map refer to “Appendix 
  5:  Maps.” 
   
  What is Dagger Rock? 
   
  Dagger Rock is a famous landmark of the northern 
  Bright Desert. It is a single deformed pinnacle of cracked 
  granite rising from the middle of a shattered landscape 
  littered with boulders. Most shun this place, as travel 
  here is very hard and dangerous. 
   
  Who fought the battle that we just witnessed? 
   
  The battle was fought between forces loyal to the 
  Emperor of the Bright Lands and nomads who opposed 
  him. It is unclear who won.  
   
  Who won the battle?  
   
  Unknown, though many nomads from each sides 
  have fallen. One side had allies of obvious fiendish 
  nature. 
  These 
  four-armed 
  black-hued 
  insectoid 
  monstrosities wielded great tridents with devastating 
  effect.  
   
  This describes the mezzoloth Rary binds to his cause. 
  The PCs encounter the corpse of one such creature in 
  Encounter 2. A successful Knowledge (the Planes) check 
  DC 20 recognizes the creature as a powerful fiend from 
  the Bleak Eternity of Gehenna.  
   
  Where are we going?  
   
  Currently you are roughly sixty miles north of 
  Dagger Rock. You estimate that it will take you [number 
  of days based on their movement scores] to reach the 
  rock. You can either continue on your way to Dagger 
  Rock or return to Karistyne Castle with news of the 
  battle. 
   
  Have we been given any special equipment? 
   
  Yes, each of you has been given a desert outfit, which 
  you may keep after the adventure finishes. In addition 
  Karistyne has provided you each with 2 weeks of food 
  and water. She has also lent you four two-man tents and a 
  packhorse (with bit, bridle and saddlebags). These must 
  be returned when the PCs return to the Karistyne Castle. 
   
  The Desert outfit is detailed in “Appendix 2: New 
  Rules.” 
   
  When the PCs ask about the area they are in read of 
  paraphrase the following: 
   
  The movement of the sands has created your hiding 
  place. Several steep and high dunes have converged on 
  this place to form a deep, narrow valley. Getting into or 
  out of the valley is difficult as the sand underfoot 
  impedes movement on the steep slopes.  
   
  The valley itself is about 100 feet in length. To the 
  east it ends in the flank of one of the dunes. To the west 
  the winding course of the valley gradually reduces in 
  height until it merges imperceptibly with the desert. 
   
  Once the PCs have asked any questions they wish to read 
  or paraphrase the following: 
   
  You have two basic options. You can continue in the 
  direction you were traveling before your journey was 
  interrupted or you can turn around and return to 
  Karistyne Castle with intelligence of this conflict. 
   
  Whichever course you take, the going will be 
  difficult.  
   
  Development: The PCs have two basic options. They can 
  either set off now and attempt to travel through the 
  night, or they can wait for dawn. Point out to the PCs that 
  travel across the desert in the hours around midday is 
  almost impossible; the temperature being unbearable hot 
  for those not acclimatized to the region.  
   
  When the PCs indicate that they wish to leave their 
  hiding place proceed to “Encounter 1: The Detritus of 
  War.” 
   
  Troubleshooting: It’s possible that the PCs might 
  have second thoughts regarding the mission and elect to 
  leave the Bright Lands. There’s no reason why they 
  cannot do this, so don’t dissuade them from such a 
  decision. Determine the order of the random encounters 
  as normal running any indicated as normal. Do not 
  however run all the random encounters for the PCs—
  fleeing from the desert does not award all the possible XP 
  and gp awards from this adventure. 
    
  ENCOUNTER 1:  DETRITUS OF 
  WAR 
  When the PCs indicate that they wish to leave their 
  valley hiding place, read the following: 
   
  Everywhere you look corpses lie entwined in death. 
  Many of the nomads’ horses have also fallen and lie with 
  their masters among the dunes of the Bright Lands.  
   
  If the PCs investigate the corpses, read or paraphrase the 
  following: 
   
  The warring nomads are of two basic types.  
   
  The first are nomads of obvious Flan lineage.  
  Without exception, they are deeply tanned and of stocky 
  build. Their hair is long, lank and brown or black in 
  color. Their faces are daubed with a number of 
  significant symbols. They are dressed in dark-colored 
  lightweight robes, many of which are soaked in blood. 
  Beneath the robes, their clothing is primarily of 
  buckskin. 
   
  More numerous among the dead are nomads of Suel 
  descent, their red-hair and deeply tanned (and in some 
  
  COR5-06 Blood on Bright Sands 
   
  Page 7 
  cases sun burnt) skin proclaiming this lineage. They are 
  dressed in a fashion similar to their foes, save they favor 
  hooded robes and their faces are unadorned by symbols.  
   
  Almost no salvageable equipment remains on the 
  battlefield; it seems that the victors pillaged the bodies 
  of the fallen before leaving.  
   
  Here and there the corpses of small reddish-brown 
  goblinoids lie scattered among the rest.  Unarmored, 
  these strange creatures have a very tough hide and three-
  inch long canine teeth. They are clad only with a simple 
  loincloth. Broken and shattered clubs, snapped javelins, 
  and the occasional ruined short bow, provide evidence 
  of the simplicity of their arms during the battle.  
   
  All told, you estimate that at least 500 men and 
  goblinoids lie dead among the dunes. 
   
   
  PCs attempting to identify this strange variety of goblin 
  must succeed a DC 11 (local – Core) check to realize that 
  they are norkers, a particularly crude but hearty offshoot 
  of the goblinoid race. A higher success yields more 
  information: 
  Check 
   
  Information 
  16  
   
  Norkers enjoy swarm tactics. While 
  they fight with crude weapons, they 
  can also attack with their vicious bite. 
  21  
   
  A norker’s skin is as tough as half-plate 
  armor.  
   
  Treasure: Any treasure the PCs discover here is that 
  scavenged from the battlefield. 
   
  APL 2: Loot 50 gp. 
   
  Any PC searching among the dead will notice that 
  both the Flan and Suel nomads of the Bright Lands seem 
  to favor ornamentation. Read or paraphrase the 
  following: 
   
  Searching through the slain for items of worth you 
  realize that the different races of nomads prize different 
  kinds of ornamentation. The Flan almost without 
  exceptions wear bone or brass headbands decorated with 
  colored beads. In contrast, slain Suel wear cunningly 
  crafted brass armbands inlaid with mottled blue and 
  black ornamental stones. 
   
   
  Development: The PCs have two basic choices. They 
  can head south, deeper into the desert and try to reach 
  Dagger Rock, or they can turn around and return to 
  Karistyne Castle with news of the battle they witnessed. 
   
  From this point on the remainder of the Bright 
  Desert encounters can happen in any order. The 
  exception is “Encounter 2: The Evil Dead,” which must 
  take place before the PCs leave the battlefield.  
   
  “Encounter 3: Scavengers,” “Encounter 4: Norkers” 
  and “Encounter 5: Shrine of the Calm God” can take place 
  in any order before or after the PCs reach Dagger Rock. If 
  the PCs head north out of the desert then these 
  encounters all take place before they reach the Abbor-
  Alz. 
   
  ENCOUNTER 2: EVIL DEAD 
  This encounter takes place as the PCs begin to move 
  through the battleground. 
   
  If a PC has already succeeded its Knowledge (the 
  Planes) check to recognize the mezzoloth, change the 
  following information to better suite the PC’s knowledge 
  on the subject.  
   
  The faint stench of brimstone hangs in the air as you 
  approach an area that has obviously witnessed much 
  combat. The corpses of many nomadic warriors litter the 
  sands; all seemingly slain by some kind of weapon 
  capable of delivering massive puncture wounds. 
   
  At the center of this circle of death lies a very 
  strange beast, the likes of which you have never seen 
  before. Its large, red, lifeless eyes stare blankly up into 
  the desert sky. It is some kind of four-armed, insectoid 
  creature; its body being completely covered in dull black 
  scales. These scales are scored, battered and dented; 
  wounds (many of them minor) crisscross its body.  
   
  This creature is definitely not native to the Oerth 
  and is unlike any you have seen before.  
   
  It still clutches a large black-hafted trident in two of 
  its claws. The upper half of the weapon’s haft, along with 
  its three evil-looking barbs, is covered in a thick layer of 
  dried blood. 
   
  Warriors who faced the yugoloth lie dead on the sands 
  about it. All appear to have been normal nomad warriors 
  and as such probably stood little chance against this 
  extra-planar creature. In addition, all were slain by a 
  three-pronged weapon. 
   
  It is likely that in the course of investigating this 
  area, the PCs will wish to learn more about this strange 
  combatant.  
   
  A DC 18 Knowledge (local – Core) check reveals that 
  Rary is known to traffic with otherworldly creatures, 
  many of which are said to serve in his armies. A 
  subsequent DC 20 Knowledge (the Planes) check reveals 
  these creatures to be mezzoloths—the common foot 
  soldiers of yugoloth armies. Yugoloths are greedy selfish 
  fiends from the Bleak Eternity of Gehenna, and serve as 
  mercenaries for demons, devils, and other planar or even 
  temporal powers who are able to pay their evil price. 
  They delight in battle, misery, carnage and torture.  
   
  Treasure: The PCs can recover the following 
  treasures from this area.  
   
  APL 2: Magic: +1 trident (193 gp). 
   
  Detect 
  Magic 
  Results: 
  +1 
  trident 
  (Faint 
  Transmutation). 
   
  Yugoloth Trident: This large black-hafted trident is a 
  fearsome and obviously otherworldly weapon. The top 
  half of the weapon’s haft, along with its three prongs, is 
  covered in a thick layer of dried blood. This blood resists 
  all attempts to remove it. 
   
  Obviously a weapon once wielded by one of Rary’s 
  extra-planar servants, nomads still free of Rary’s rule will 
  view the wielder with distrust and fear. 
  
  COR5-06 Blood on Bright Sands 
   
  Page 8 
   
  This weapon functions as a +1 trident. It may have 
  other abilities, but these remain unknown. 
   
  Faint Transmutation; CL 5th; Craft Magic Arms and 
  Armor, yugoloth heritage; 2,315 gp. 
   
  Development: All here are dead and most are of Suel 
  heritage. Once the PCs have investigated the mezzoloth’s 
  corpse, they may loot any treasure they wish from the 
  surrounding dead.  Once they have done this and carried 
  out any investigations they deem relevant, there is 
  nothing else to do here. 
   
  ENCOUNTER 3: SCAVENGERS 
  OF THE WASTES 
  This encounter can take place before or after the PCs 
  have ventured to Dagger Rock. 
   
  In this encounter the PC come across a group of 
  nomads in the service of Rary. They have lingered here 
  after the bulk of their fellows have moved off in the 
  pursuit of the fleeing enemies. Their plan is to loot as 
  many of the fallen as possible before returning before 
  they are missed. 
   
  If this encounter takes place after the PCs have gone 
  to Dagger Rock, it’s possible that they will not travel back 
  through the site of the battle. In this case, the encounter 
  occurs at the site of a small ancillary skirmish fought as 
  Suel nomads fled the battlefield. 
   
  The maximum range at which a Spot check can be 
  successful is 6d6 X 10 feet. Beyond this range sand dunes 
  and heat distortions make successful Spot checks 
  impossible. In practice it more likely that this encounter 
  will begin when the PCs are relatively close to the 
  nomads. Before the nomads are aware of the PCs treat 
  them as distracted, as they are searching for loot among 
  the dead. This bestows upon them a -5 circumstance 
  penalty to their initial Spot checks in addition to the 
  normal penalty of -1 for every 10 feet of distance between 
  the two groups. 
   
  Unless the PCs are immediately hostile, the desert 
  warriors do not attack on sight. They are wary however of 
  the PCs as they are obviously outsiders and they could be 
  aligned against Rary.  If they spot the PCs they knock 
  arrows and mount horses.  
   
  If the PCs spot the nomads first, read or paraphrase 
  the following.  
   
  In the distance, the sands of the desert are stained red 
  with the blood of the fallen. Strewn over an area perhaps 
  40 square feet lie the bodies of at least a dozen nomads 
  and their mounts. Moving purposely among the dead, 
  looting as they go, come three nomads. They are 
  swathed in the traditional dress of the desert dweller 
  and carry bows. Their horses follow behind, untroubled 
  by the stink of death.   
   
  If the nomads spot the PCs before they are spotted read 
  the following: 
   
  In the distance, the sands of the desert are stained red 
  with the blood of the fallen. Strewn over an area perhaps 
  40 square feet lie the bodies of at least a dozen nomads 
  and their mounts. In the midst of the carnage stand 
  three mounted riders. From this distance you can only 
  make out that they are human and wear the traditional 
  garb of the desert. They are obviously aware of you. In 
  addition, you notice two of them hold drawn bows, 
  although these are not aimed directly at you. The third (a 
  woman) strands slightly behind the first two and is 
  watching you intently. One of the bow-wielders holds 
  up a hand and shouts something in a harsh-sounding 
  language. 
   
  These nomads are of Flan descent. None of them speaks 
  Common, knowing only their tribal language (Flan). 
  Thus, meaningful communication may be difficult.  
   
  If the PCs do manage to speak meaningfully with 
  the nomads they discover that they are surly, honor-
  driven and prone to violent outbursts. 
   
  APL 2 (EL 3) 
   
  �Bright Desert Nomad Warriors (2): human (Flan) 
  male Bbn1: hp 13, 10; see Appendix 1. 
   
  �Ianna: human (Flan) female Drd1: hp 8; see 
  Appendix 1. 
   
  �Vulture Animal Companion: hp 7; see Appendix 
  1. 
   
  �Light horse (3): hp 19, 19, 19; see Monster Manual 
  page 273. 
   
   
  Tactics: The nomads are scions of a brave warrior 
  tradition. However, they would prefer to flee this 
  encounter instead of risking death for little gain. If the 
  PCs look particularly weak or seem generally uncertain 
  however they will risk combat in the hopes of gaining 
  more loot. 
   
  Important Rules: While the nomads’ horses are a 
  stout and desert hardened, these particular ones are breed 
  more for speed than combat (hence they are not 
  warhorses).  For the Flan nomads to control their mounts 
  in combat, they must succeed a DC 20 Ride check a move 
  action. Failure means they can do nothing else for that 
  round.  
   
  Treasure: If the PCs slay or drive off the Flan nomads 
  they can loot the bodies lying among the dunes. 
  However, much of the equipment is damaged or broken.  
   
  Like their brethren, these Flan nomads wear bone or 
  brass headbands decorated with gaudy colored beads. 
  Similarly the slain Suel wear brass armbands inlaid with 
  mottled blue and black ornamental stones. 
   
  APL 2: Loot 150 gp; Magic scroll of waste strider (2 
  gp), scroll of cloak of shade (2 gp), scroll of sunstroke (13 
  gp). 
   
  Detect Magic Results: scroll of waste strider (faint 
  transmutation), scroll of cloak of shade (faint abjuration), 
  scroll of sunstroke (faint necromancy). 
   
  
  COR5-06 Blood on Bright Sands 
   
  Page 9 
  ENCOUNTER 4: MINIONS OF 
  THE TRAITOR 
  This encounter can take place before or after the PCs 
  have ventured to Dagger Rock. 
   
  In this encounter the PCs come across a band of six 
  norkers loyal to Rary. They have fought hard during the 
  recent battle but recognize that the PCs are obviously not 
  part of Rary’s forces. Subsequently, they attack in the 
  desire to expand their kills and loot.  
   
   
   
   
  APL 2 (EL 2) 
   
  �Norkers (5): hp 10, 9, 9, 6, 3; see Appendix 2. 
   
  �Voouk: male norker adept 1; hp 6; see Appendix 1. 
   
   
  Tactics: Norkers prefer to swarm their enemy, 
  overwhelming them through sheer weight of numbers. 
  Thus, the norker warriors first attempt to flank and kill 
  any obvious warriors among the PCs. Voouk, an adept of 
  Maglubiyet, uses first his spells and then his shortbow to 
  engage spellcasters seeking to aid their companions. 
   
  Treasure: The norkers carry little in the way of 
  treasure but have scavenged some equipment from the 
  battlefield. 
   
  APL 2:  Loot 105 gp. 
   
  Development: Norkers are greedy. If the PCs offer a 
  bribe of at least 20 gp in coin, gems, or jewelry for free 
  passage, the norkers accept.  Keep in mind the norkers 
  only speak Goblin, so such negotiations must be done in 
  that language, or successfully pantomimed.  
   
  ENCOUNTER 5: SHRINE OF 
  THE CALM GOD 
  In this encounter the PCs come across a ruined building 
  partially submerged beneath the ever-shifting sands of 
  the Bright Desert. Once a small shrine set on one of 
  Sulm’s trade routes, it is now all but buried in the shifting 
  desert sands.  
   
  Ahead of you, partially buried on the reverse slope of a 
  dune, stands what could be the remains of a building 
  jutting forlornly above the sands. 
   
  A shattered colonnade of pillars marches toward the 
  dune, ending in a partially visible wall and entranceway. 
  From this vantage point, you cannot make out anything 
  of the interior.  
   
  No doubt this ruin would offer welcome relief from 
  the merciless sun, but nameless terrors may lurk 
  within…. 
   
  Until the PCs move closer, they are unable to make out 
  nothing else about this structure.  
   
  This structure was a small shrine dedicated to Rao, 
  once honored throughout Sulm before that nation’s slide 
  to evil. Since the fall of that foul realm, it has been 
  periodically covered and uncovered by the shifting sands 
  of the desert. The shrine was originally built onto a 
  hillside and so that major chambers are actually located 
  beneath the entranceway. 
   
  Recently, another traveler sought refuge from the 
  sun and heat within is shade. But the traveler died of 
  thirst when his water ran out. He rose as an ashen husk; 
  an undead monstrosity that seeks to slake its eternal 
  thirst with the blood of the living. He waits within the 
  ruined temple hoping for others to make the same 
  mistake he did.  
   
  The colonnade of pillars is a shattered remnant of what 
  it once was. None of the pillars now stand higher than 
  four foot but the broken masonry at your feet indicates 
  that they once stood much higher. 
   
  The entranceway to this ruin stands at the head of 
  the colonnade. Barely five feet wide a series of sand 
  covered steps lead inside. Within, darkness reigns. 
   
  To individuals with darkvision add: 
   
  Immediately beyond the entranceway, a small room, its 
  floor covered in sand, is visible. 
   
  Area 1. The Antechamber 
  This is the first part of the shrine that the PCs encounter. 
   
  This small chamber appears empty except for the sand 
  that lies heaped about the portion of the room closest to 
  the doorway. Opposite the entranceway, a staircase 
  disappears down into darkness. 
   
   
  Creatures: When the PCs enter this area a pair of 
  monstrous scorpions who use this area as their lair 
  become aware of them and move to attack. 
   
  APL 2 (EL 1) 
   
  �Small Monstrous Scorpions (2): hp 8, 4; See 
  Monster Manual page 287.  
   
  Area 2. Stairs Down 
  These steps lead from the Antechamber to “Area 3: The 
  Chapel of Rao.” 
   
  This stairway is narrow, barely five feet in width. The 
  ceiling however is high, at least eight feet above the 
  stairs themselves. The stairs are obviously very old as 
  they are worn and pitted. The desert has penetrated this 
  area, depositing a thin layer of sand over the stairs. 
   
  Above the stairway and carved into the lintel, you 
  can just make out some faint carvings. Centuries of 
  accumulated sand and dust however make them 
  unreadable. 
   
  In addition once the lintel is cleared off the PCs will 
  automatically spot a symbol carved into the rock.  
   
  Read or paraphrase the following: 
   
  
  COR5-06 Blood on Bright Sands 
   
  Page 10 
  Now the sand and dust are cleared away from above the 
  door you can make out a line of text carved into the 
  lintel. Below that you can just make out a small carving 
  of a heart-shaped mask depicted with a calm expression. 
   
  To fully make out the inscription the lintel must be 
  cleaned off. The inscription is written in Flan. Only 
  individuals able to read that language, or who possess 
  other magical or mundane means that allow them to read 
  languages can understand it.  
   
  A comprehend languages spell, a DC 20 Decipher 
  Script check or a speaker of Flan can reveal that the 
  inscription reads:  
   
   
  “Bear no blade and bring no evil to the Hall of Serenity.” 
   
  The symbol below the text (the heart-shaped mask set in 
  an expression of calm) is that of Rao, the lawful good 
  greater Flan god of Peace, Reason and Serenity. A DC 10 
  Knowledge (religion) check reveals this fact. Any 
  follower of Rao automatically knows this information. 
   
  PCs using a detect magic on the carvings discover s 
  that they radiate a faint enchantment aura. The carvings 
  are an integral part of the calm emotions trap detailed in 
  “Area 3: The Chapel of Rao.” If the PCs which to detect 
  and disable this trap refer to that section for more 
  information. 
   
  Area 3. The Chapel of Rao (EL 3) 
  This area can only be reached via the stairs in area 2. This 
  is the area where the devoted came to pray to the Calm 
  God. 
   
  Read or paraphrase the following: 
   
  After a descent of about thirty feet, the stairs open into a 
  larger area. The room beyond is dark. Sand shifts 
  beneath your feet and you are suddenly acutely 
  conscious of the tons of sand and rock above your heads. 
   
  Once PCs get to the bottom of the stairs, add: 
   
  There is indeed a room at the end of the stairs; roughly 
  twenty-five feet square, its vaulted ceiling reaches a 
  height of twenty feet above the room’s very center. 
   
  Shattered and petrified pews lie broken along the 
  walls of this chamber. Affixed to the far wall and directly 
  opposite your position stands a large burnished metal 
  sculpture in the shape of a heart. Flecks of white paint 
  still cling to its surface but it has obviously been beaten 
  out of shape. 
   
  Movement to your right catches your eye. Rising 
  from among a scattered pile of burnt-out torches, 
  sunken water skins and other mundane equipment, a 
  desiccated, almost skeletal human male staggers to its 
  feet. Still dressed in tattered clothes, it moves toward 
  you, a dry rasping sound issuing from its throat. About it 
  the air shimmers as if the infernal heat of the desert 
  surrounds it. 
   
   This shrine is very old and the magic that wards it has 
  faded with passing centuries. Followers of Rao (or those 
  who succeed a DC 15 Knowledge [religion] check) 
  recognize this place as an ancient temple to the Calm 
  God. They know that it is a sin to draw a weapon in such a 
  place with the intent of harming another creature. 
   
  Despite its age the shrine is still protected by the 
  wards of Rao. Any living creature that attacks with the 
  intent to deal lethal damage or who casts an attacking 
  spell whilst in the chapel is targeted by a modified calm 
  emotions spell cast as a 3rd-level wizard. The ashen husk is 
  immune to this ward as it’s undead. Note that PCs subject 
  to this affect may still defend themselves. Leaving the 
  chapel area terminates this affect immediately. 
   
  The calm emotions spell has been modified so that it 
  only affects an individual; it does not have an area of 
  affect like the normal version of the spell. 
   
  �Calm Emotions Ward: CR –; magic device; 
  circumstantial trigger; automatic reset; spell effect 
  (modified calm emotions, 3rd-level wizard, DC 13 Will 
  negates); Search 27; Disable Device 27. 
   
  APL 2 (EL 3) 
   
  �Ashen husk: hp 19; See Appendix 2. 
   
   
  Important Rules: Before this combat starts, 
  familiarize yourself with the rules for dehydration, which 
  can be found in “Appendix 3: Weather Hazards of the 
  Bright Lands.” 
   
  Tactics: The Ashen husk moves toward the largest 
  visible concentration of foes and attacks. Once it has slain 
  at least one person, it allows the others to flee without 
  hindrance. It cares only for the sustenance a freshly slain 
  foe can provide it. 
   
  Treasure: While the ashen hulk has not collected 
  any treasure, it did have some items of value when it died. 
  Scattered about the floor are the remains of this 
  unfortunate’s equipment, including a darkwood buckler. 
  A pouch holds a couple of coins. 
   
  APL 2: Coin: 5 gp; Loot: 6 gp; Magic: Spellbook (17 
  gp), darkwood buckler (17 gp). 
   
  Spellbook: The pages of this book are protected by 
  covers crafted from the skin of a horned lizard. The book 
  has 96 empty pages and contains the following spells: 
   
  1st—locate water, parching touch; 2nd—scimitar of 
  sand. 
       Development: The PCs can rest here, nothing else 
  will beset them; most desert dwellers shun such ruins, 
  believing them cursed. 
   
  ENCOUNTER 6: DAGGER 
  ROCK 
  In this encounter the PCs reach the environs of Dagger 
  Rock and meet their contact. Although the PCs may 
  initially wish to push on to the rock itself, the DM should 
  discourage them from doing so. More information on 
  this is contained within the “Troubleshooting” section 
  below. 
  
  COR5-06 Blood on Bright Sands 
   
  Page 11 
   
  For some time, the shattered spire of Dagger Rock has 
  risen over the horizon as you slowly toil across the 
  seemingly endless sea of dunes.  
   
  This deformed pinnacle is ugly and jarringly sharp. 
  Rising out of the ubiquitous heat haze of the desert like 
  some lost giant from an elder time it is a strangely 
  disconcerting sight. The top of the spire has an 
  indefinable wrongness about it. It is particularly broken 
  and pitted; from this distance it almost looks like a 
  network of towers, battlements and other buildings dot 
  its peak. 
   
  As you draw closer, the tumbled and shattered 
  landscape that surrounds the lonely granite tower rises 
  out of the heat haze. At the outer boundaries of the 
  devastation, the rocks are little more than shards or 
  pebbles. Closer in however, the rocks grow dramatically 
  in size and quantity. Boulders and a great mass of rock 
  fragments likely make the footing treacherous.  
   
  If the PCs enter the boulder field, read or paraphrase the 
  following: 
   
  Once you enter the boulder field proper, your visibility 
  is drastically reduced. Boulders and great chunks of rock 
  tower up out of desert sands creating a confusing 
  labyrinth of pathways. Smaller rocks litter these 
  thoroughfares. 
   
  If the PCs approach this area during the day, Firron 
  marks their approach across the sands and moves to 
  intercept the PCs. He assumes for the moment that the 
  PCs have been sent from Karistyne, but seeks some proof 
  or token of this before revealing himself. 
   
  If the PCs approach at night, Firron sees their 
  torches and move to intercept. As above, he attempts to 
  observe them in the hope of finding evidence that the 
  PCs come from Karistyne. 
   
  At first, he is loath to reveal himself to the PCs, 
  preferring to parley with them either from the darkness 
  or from cover. When he is certain that the PCs are not a 
  band of nomads he challenges them with the pass phrase 
  given to him by Karistyne. The PCs must reply with the 
  second part of the code. If they do not, he flees. 
   
  Firron: “Danger must be faced with certainty and 
  calm.” 
   
  PC: “Glory is the reward for defeating evil.” 
   
  Once he is assured of the PCs’ intentions, he joins them. 
   
  Karistyne’s Contact 
  Karistyne’s contact is a brave, but unsavory Suel nomad 
  named Firron. Firron is one of the only people brave (or 
  stupid) enough to seek the secrets of Dagger Rock.  
   
  Firron has camped in the rock-strewn wilderness 
  surrounding Dagger Rock for almost a month now. 
  During that time, he has seen almost no one.  
   
  �Firron: human male (Suel) Bbn1/Rog1: hp 17; see 
  Appendix 1. 
   
  Appearance: Desert-worn but unbowed, Firron is an 
  imposing sight. He stands 6 feet tall and has a proud and 
  cruel mien. His skin is deeply tanned and his red hair is 
  closely cropped. Gray eyes stare out from a face 
  crisscrossed with wrinkles and scars.  
   
  Personality: A born survivor and child of the wastes, 
  Firron is an unsavory individual who has few friends and 
  trusts fewer still. He is a man of few words. Firron cares 
  only for his own vendetta and his promised pay. He is 
  extremely reluctant to aid the PCs in defeating any of the 
  denizens of the desert they face on their return journey; 
  it is their job after all, not his. 
   
  Background: A member of a tribe recently all but 
  wiped out by forced led by Lord Robilar, Firron has 
  nothing to lose. He lives to wreak vengeance on the 
  erstwhile Lord of Greyhawk.  
   
  What Firron Knows: He has been here for about 
  three weeks. His escorts left him here and they have not 
  returned. He has seen practically no one in that time. He 
  has however, witnessed another group of travelers enter 
  this area. Shortly afterward they disappeared. He has not 
  seen them again and assumes that they must have found 
  one of the secret tunnels said to riddle the pinnacle’s 
  interior. He has also found a small rubble-choked cave at 
  the base of Dagger Rock 
   
  He has also observed no activity at the crest of 
  Dagger Rock. His one attempt to climb the rock ended in 
  failure (and a nasty fall). He has not reattempted the 
  climb. He believes now that the dragon is dead and that 
  lingering here longer would be a waste of time. He is 
  anxious to return to Karistyne to make his report (and to 
  receive his pay). 
   
  Troubleshooting: It is possible that the PCs may 
  seek to explore the surrounding area in more detail, or 
  they may seek to explore Dagger Rock itself.   
   
  If this is the case, point out through Firron that it is 
  rumored that a thousand-year-old dragon lurks at the top 
  of the spire; only extremely skilled individuals like 
  Karistyne should even contemplate confronting such a 
  creature in its lair. And while Firron thinks the dragon is 
  dead, who would really want to chance such a meeting?  
   
  If this doesn’t deter them, describe to them the long 
  climb that would be needed to reach the summit. The 
  spire is over 800 feet high. The condition of the rock and 
  the steepness of its sides mean that a DC 25 Climb check 
  is required to make any progress whatsoever. Firron talks 
  about his own spill from Dagger Rock, using hyperbole 
  to punctuate his warning—after all he is a skilled 
  climber. Climbing Dagger Rock would therefore be an 
  extremely slow and dangerous process, and would likely 
  get the PCs killed.  
   
  Development: Once the PCs have made contact with 
  Firron, they have little to do here but return to Karistyne. 
  In this instance, run any of the desert-based encounters 
  not yet run before the PCs reach the foothills of the 
  Abbor-Alz. 
   
  The PCs may however wish to explore the area 
  before they begin their return journey. In this case Firron 
  tells them of a small cave entrance he discovered several 
  days ago. The entrance is choked with rubble and he 
  
  COR5-06 Blood on Bright Sands 
   
  Page 12 
  dared not clear enough away to crawl inside. He can 
  direct the PCs to this entrance but will not go inside. He 
  believes nomadic superstitions of nameless horrors 
  lurking within.  
   
  Dagger Rock stands almost exactly due south of 
  Karistyne Castle. If the PCs travel in a straight line from 
  Dagger Rock to the castle, they need to cross roughly 45 
  miles of desert before gaining the shelter of the Abbor-
  Alz. From there, the PCs must travel 30 miles through 
  the arid hills to reach their final goal. 
   
   
   
   
   
   
   
   
  ENCOUNTER 7: TUNNELS OF 
  THE ANCIENTS 
  If the PCs take the opportunity to explore their 
  surroundings this encounter takes place after “Encounter 
  6: Dagger Rock.” If PCs do not explore the base of Dagger 
  Rock ignore this encounter.  
   
  If the PCs have already explored the Shrine of the 
  Clam God in Encounter 5 they do not encounter any 
  creatures in this set of encounters. Allow them to explore 
  the tunnels and discover signs of inhabitation but not to 
  actually fight any of the occupants. 
   
  Moving through the shattered landscape surrounding 
  Dagger Rock you can easily understand why few choose 
  to tread these paths. Going is extremely difficult, your 
  progress continually hampered by boulders, rocks and 
  areas of dangerously shifting scree.  
   
  Dagger Rock itself is a beautiful, yet disturbing 
  sight. Rising from the desert floor its unbroken surface 
  reaches hundreds of feet into the desert sky.  While 
  wide at its base the pinnacle swiftly narrows as it reaches 
  its distant zenith. In several places far up the broken, 
  shattered spire you can make out what appear to be cave 
  mouths. All are far out of reach.   
   
  If Firron is leading them, the PCs swiftly find the cave 
  entrance. He refuses, however, to explore the interior. 
   
  If they are investigating on their own then it takes 
  several hours of searching to discover the cave. Read or 
  paraphrase the following: 
   
  Ahead of you, at the base of the spire and almost 
  completely obscured by fallen rocks, is a cave entrance. 
  A tight path between large stones of the slide is the only 
  passage into the deeper cave.  
   
  The rock-obscured entrance is the only cave mouth that 
  the PCs find in the area.  
   
  The rockslide makes entrance into the cave difficult 
  and movement in the crawl space beyond difficult. The 
  movement difficulty is based on the size of the 
  characters, and the type of armor they are wearing. 
   
  Size Medium Characters 
   
  Escape Artist DC 
   
  No Armor 
   
   
  DC 5 
   
  Light Armor  
   
  DC 10 
   
  Medium Armor 
   
  DC 15 
   
  Heavy Armor  
   
  DC 20 
   
  Size Small Characters 
   
  Escape Artist DC 
   
  No Armor 
   
   
  DC 0 
   
  Light Armor  
   
  DC 5 
   
  Medium Armor 
   
  DC 10 
   
  Heavy Armor  
  DC 15 
   
  Succeeding a check allows a character to crawl at one half 
  speed down the winding crawl space. Failure indicates 
  the PC can move no farther that round. Failure by 4 or 
  more indicates that the PC is stuck, and must free 
  themselves with a DC 15 Strength or DC 20 Escape Artist 
  check before moving.  
   
  Any dwarf or other PCs who succeeds at a DC 10 
  Knowledge (dungeoneering) check can tell that 
  forcefully trying to widen the crawlspace may trigger a 
  collapse.  
   
  PCs ignorant of the tunnel’s instability, or those 
  gutsy enough to chance it, can spend 10 minutes per 5-
  foot section widening the crawlspace. Successfully 
  widening the crawl space allows all Medium and Small 
  creatures to crawl through the area with no need for 
  Escape Artist checks.  
   
  To determine if the PCs successfully widen the area, 
  have the primary digger PC make a Wisdom check. A DC 
  10 success indicates there is no collapse—the PCs had 
  the good sense to avoid unstable spots. A failure brings 
  down enough rocks to do 2d6 points of damage (Reflex 
  DC 15 for half) on the primary digger (the one in that 5-
  foot section), and shunting that PC (if still alive) to the 
  closest square in the cave entrance’s direction. It also 
  makes the entrance into the deeper Tunnels of Ancients 
  impassible without 20 minutes of digging with a similar 
  chance of further cave-in. PCs with ranks in Knowledge 
  (dungeoneering) or Profession (miner) can make the 
  checks using one of those skills instead of Wisdom.  
   
  Eventually the area widens to a place where the PCs 
  can stand or slouch, and walk normally.  
   
  Crawling over the rubble you gradually enter the cave 
  beyond. Beyond the tunnel’s mouth you discover a 
  narrow, low passageway barely five feet high and five 
  feet wide. A scattering of small rocks lies strewn across 
  the uneven floor. Ahead of you the passageway leads off 
  into the darkness. 
   
  A PC with the Track feat may, with a successful DC 15 
  Survival check, discover a few tracks leading off up the 
  passageway. They appear to have been made by Small, 
  barefooted, reptilian creatures. A character with 
  Knowledge (local) who examines the tracks, can 
  determine that they are kobold tracks with a DC 15 
  
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  Page 13 
  check. The number of tracks present indicates that at 
  least three such creatures were present. The tracks are 
  relatively fresh, and were made in recent days. 
   
  The Dreaming  
  Characters with levels of sorcerer that enter the tunnels 
  honeycombing Dagger Rock suffer a strange effect. Such 
  individuals suffer a very mild form of claustrophobia. In 
  addition they will be certain that something or someone 
  is watching them, although no amount of Search or Spot 
  checks uncover any hidden watchers. As they explore 
  deeper into the cave complex such individuals will start 
  to hear a low chanting emanating from somewhere deep 
  below their feet. No amount of disbelief can vanquish the 
  glamer.  
  If the PC has the Draconic Heritage feat from 
  Complete 
  Arcane 
  these 
  effects 
  are 
  particularly 
  pronounced. The claustrophobia is so bad, that they must 
  succeed a Will saving throw DC 12 every minute or 
  suffer the effects of being squeezed (see Player’s 
  Handbook page 148), as the PC feels like the walls and 
  ceiling are bearing down upon him or her.   
   
  Area 1: The Passageway (EL 1) 
  The passageway burrows deeper into the heart of Dagger 
  Rock. Twisting and turning as it progresses into an 
  obviously natural space. Imperceptibly to all but 
  dwarves at first, the passageway begins to climb.  After 
  one hundred feet or so the passageway is broken by a 
  series of natural downward steps. By the time it takes to 
  reach the bottom step even the tallest among you can 
  stand upright without hitting your head on the ceiling.  
   
  At the base of the step, the passageway opens into 
  an even larger space, perhaps twenty feet long and 10 
  feet wide. To your right another passageway pierces the 
  rock wall of the cavern. 
   
  When the PCs enter the chamber, read or paraphrase the 
  following: 
   
  This chamber is obviously of natural origin, although at 
  some point in the past some attempt has been made to 
  level the floor somewhat. Of an irregular size and shape 
  the chamber is the largest place yet encountered within 
  Dagger Rock. 
   
  Strange carvings and hieroglyphs have been carved 
  into the wall and although much faded can still be made 
  out.  
   
  The carvings seem to tell a story. The first carving 
  closest to you shows a stylized boat with several robed 
  occupants. They are beset by terrible storms and are 
  represented praying.  
   
  The next picture shows the same group of men 
  walking through grasslands. Two of their number carries 
  a pallet above their heads atop which something 
  indistinct, but which is depicted as radiating light, rests. 
   
  The third picture shows a battle between the men 
  and a group of strangers. The strangers are losing, cut 
  down by the spells of the original group who strike with 
  their arms wide as if bestowing an unholy benediction. 
   
  The final picture shows the travelers depleted in 
  number approaching a single spire of rock. 
   
  Individuals closely 
  studying 
  the 
  pictures may be 
  able to make out a 
  few details all but 
  obscured by the 
  passing of ages. 
   
  It’s 
  obvious 
  that the rock in the 
  final 
  picture 
  is 
  Dagger Rock. 
   
  A 
  DC 
  15 
  Knowledge (local or history) check gleans that the 
  travelers depicted in the pictures are probably of Flan 
  origin. 
   
  A DC 18 Search check indicates that the PC has 
  noted a symbol carved into the rock above the 
  representations of the object carried by the travelers. A 
  subsequent DC 18 Knowledge (arcana or religion) check 
  indicates that this symbol means “holy.” 
   
  Allow the PCs a moment to study these pictures if 
  they so wish. Their presence however has disturbed a pair 
  of monstrous scorpions who lair in this chamber.  
   
  The kobolds bypass this area by throwing the 
  creatures small scraps of meat. If the PCs do not do so, 
  the scorpions attack.  
   
  APL 2 (EL 1) 
   
  �Small Monstrous Scorpions (2): hp 9, 5; see 
  Monster Manual page 287 
   
  Area 2: Creatures of the Dark (EL 3) 
  In this encounter the PCs run into a small patrol of 
  kobolds. The kobolds are coming down the passageway 
  on a short patrol to make certain no creatures have 
  entered their layer.  
   
  Their scouts have made them aware of the presence 
  of a human (Firron) in the surrounding area and so they 
  are slightly more alert than normal. They are not 
  however, expecting to be attacked this deep into their 
  lair, so determine surprise as normal. If they become 
  aware of the PCs first they attempt to strike from 
  ambush, using a natural bend in the passageway to their 
  advantage. Having struck the lead character, they will 
  immediately retreat to the next bend and so on. If they 
  are forced back to the cave-in detailed in area 3, they 
  attempt to hold the PCs off while calling for 
  reinforcements, but do so in vain, as no heed their call.   
   
  When the PCs first encounter the kobolds read or 
  paraphrase the following. Modify the following text if the 
  PCs ambush the kobolds. 
   
  As you round the corner a small, blue-colored humanoid 
  stabs a small spear at you. The creature is barely the size 
  of a gnome or halfling and has a blue-tinged scaly hide. 
  A small tail protrudes from its rear and it has a doglike 
  head with two small horns. 
  
  COR5-06 Blood on Bright Sands 
   
  Page 14 
   
  Behind it several other similar creatures are making 
  ready to fire their slings at you. 
   
   
  Creatures: A DC 10 Knowledge (local) check, 
  recognized the creatures as kobolds, but also recognizes 
  that these creatures usually have rusty brown to rusty 
  black scaly skin. The spawn of the ancient blue dragon 
  Voltarmarun, that once made Dagger Rock its domicile, 
  these kobolds have picked the dragon’s coloration.   
  APL 2 (EL 3) 
   
  �Kobolds (4): hp 8, 7, 3, 2; see Monster Manual page 
  161.  
   
  � Volt-zuul: male kobold War4: hp 30; see 
  Appendix 1. 
   
   
  Treasure: The bulk of the treasure here is found on 
  Volt-zuul. Although not a spellcaster he has discovered a 
  small spellbook and kept it for himself. 
   
  APL 2: Loot: 23 gp; Magic: Spellbook (17 gp). 
   
  Spellbook: The pages of this book are protected by 
  covers crafted from the skin of a horned lizard. The book 
  has 96 empty pages and contains the following spells: 
   
  1st—locate water, parching touch; 2nd—scimitar of 
  sand. 
   
  Area 3: Cave-in 
  Ahead of you the passageway finally ends. A massive 
  rockslide has all but sealed the way forward.  
   
  PCs investigating the rockslide discover that the 
  passageway is not totally blocked. An unarmored size 
  Small individual would be able to squeeze through near 
  the top. If the PCs start to consider this make a DC 5 
  Listen check for each PC present. When a PC succeeds at 
  the check read the following: 
   
  What was that? Beyond the rockslide you start to make 
  out the not-so stealthy movements of several creatures. 
   
  It should be plain to the PCs that proceeding beyond the 
  rockslide would be dangerous in the extreme. If they 
  persist the kobolds beyond (ineffectually) hurl several 
  sling bullets at anyone trying to climb through.  
   
  PCs persisting in fighting here should be informed 
  that they suffer a -8 penalty on all attack rolls and AC 
  while fighting in the area of the rock fall. In addition 
  they will be able to move at a maximum speed of half 
  their normal movement. 
   
  Once the PCs have exhausted all the possibilities of 
  these tunnels they have nothing to do but return to the 
  surface. 
   
  ENCOUNTER 8: AMID 
  BROKEN PEAKS 
  In this encounter, the PCs finally reached the arid 
  foothills and comparative safety of the Abbor-Alz and are 
  nearing the conclusion of their trek. 
   
  The Abbor-Alz lies in a great horseshoe of rugged 
  hills that buttress the margins of the Bright Desert. In 
  the main, this range consists of rocky and craggy hills. 
  However, in the west the hills rise to form a small 
  mountain range that links the Abbor-Alz to the Cairn 
  Hills to the north. In many places the hills are so broken 
  and rough that mounted travel or the movement of large 
  bodies of men is impossible. 
   
  Portions of the range are claimed by several powers, 
  most notably the Duchy of Urnst and the Domain of 
  Greyhawk. Small enclaves of dwarves and gnomes also 
  dwell among the rocky peaks, as do wild human hillmen 
  who drive off outsiders with little mercy. 
   
  While traveling through the Abbor-Alz, the PCs are 
  unfortunate enough to catch the attention of a hunting 
  hippogriff. Its lair is nearby and it has young to feed. 
  Thus, it attacks the PCs without provocation in search of 
  food. 
   
  When the PCs first enter the hills read or paraphrase 
  the following:  
   
  Your first sight of the Abbor-Alz is glimpsed as this 
  rocky and craggy range of sun-blasted hills juts on the 
  horizon. The hills are famed for the harshness with 
  which they treat travelers. In many places the terrain is 
  so broken that mounted travel is impossible. Many 
  monsters as well as bandits, groups of humanoids,  and 
  mountain men dwell among its peaks.  
   
  Entering the range is a blessed relief. Here, the 
  shade protects you from the worst effects of the sun and 
  you are protected from the incessant winds of the Bright 
  Desert.  
   
  Although you are still two days or so from your goal, 
  Karistyne’s castle is nevertheless now almost within 
  reach. 
   
  Allow the PCs to make any additional preparations for 
  traveling through the Abbor-Alz. During the second day 
  of travel the PCs are attacked by a hippogriff. 
   
  The powerful cry of what sounds like an eagle suddenly 
  shatters the laden silence of the hills. High above in the 
  sky and diving directly toward you is what you first 
  identify as a huge bird.  
   
  As it plummets down toward you at breakneck 
  speed it quickly becomes obvious that this is no eagle! 
  The creature has the body and hindquarters of a horse 
  but the forelegs, wings and head of a giant eagle. Its 
  large beaked mouth opens in a shriek and it extends its 
  wickedly clawed forelegs toward you as it remorselessly 
  bears down upon you. 
   
  APL 2 (EL 1) 
   
  �Hippogriff (1): hp 25; see Monster Manual page 
  152. 
   
  Resolve the PCs’ surprise normally. The hippogriff has 
  spotted the party but particularly swift thinking PCs may 
  get to act before it makes its first attack. 
  
  COR5-06 Blood on Bright Sands 
   
  Page 15 
   
  Tactics: The hippogriff has no interest in killing the 
  entire party; it requires only food for its young. Thus it 
  attempts to attack and kill the smallest individual in the 
  group.  It repeatedly dived at its target, slashing with its 
  powerful, clawed forelegs until its target is incapacitated. 
   
  Once it has slain its target, it tries to carry its prey to 
  its lair. If the PCs have with them any animals larger than 
  a dog, the hippogriff may attack that in preference. 
   
  The hippogriff is a powerful and aggressive predator 
  that is not easily driven off. If however it suffers more 
  than 20 hit points of damage it attempts to flee.  
   
  Development: Once the PCs have either slain the 
  hippogriff or beaten it off they have nothing to do but 
  continue on their way.  
   
  When the PCs finally approach Karistyne Castle 
  read or paraphrase the following: 
   
  Several miles ahead of you and at least half a day’s travel 
  distant stands Karistyne Castle. Set atop a great plateau 
  the castle has a commanding view of the surrounding 
  area. Behind the castle rise some of the highest peaks in 
  the Abbor-Alz. 
   
  At this distance you can make out little more detail 
  however. 
   
  A pathway cut into the rock itself snakes up the 
  flank of the plateau. 
   
  ENCOUNTER 9: KARISTYNE 
  CASTLE 
  This is the final encounter. Once the PCs have reached 
  this stage little remains to do but to report to Karistyne. 
  Once the PCs come within sight of Karistyne Castle read 
  or paraphrase the following: 
   
  Eventually after several hours of hard climbing you crest 
  the plateau. The pathway you followed up the plateau 
  was rough in places and barely wide enough for a cart. 
  To your right the pathway ends abruptly as the side of 
  the plateau falls away. Straying off the pathway would 
  undoubtedly spell instant death or at the least severe 
  injury. To your left towers the rock of the plateau itself. 
  Little vegetation grows here apart from some sturdy 
  varieties of grass and moss; only they seem to be able to 
  withstand the baking heat and winds of the hills. 
   
   
  Ahead of you now stands Karistyne Castle. Sun 
  glints off the armor of patrolling men-at-arms manning 
  the walls and several pennants hang limply from the 
  castle’s towers. 
   
  At your approach the gates begin to slowly open, 
  driven by some machinery hidden within the gatehouse. 
   
  Once the PCs enter the castle they enter the central 
  courtyard of the place. Karistyne herself, who was 
  warned of the PCs approach by her soldiers, meets them. 
   
  “Greetings!” calls Karistyne as she strides toward you 
  “my servants have warned me of your approach.  
   
  Karistyne is a well-built woman of obvious Oeridian 
  descent. Well into her thirties she is deeply tanned with 
  shoulder-length blond hair. 
   
  If Firron is with the PCs she continues with the 
  following: 
   “I see you have been successful.”  
   
  As she finishes speaking she comes to a halt in front 
  of you and waits expectantly for a reply. 
   
  If Firron is not with them.  
  “Where is Firron?” 
   
  As she finishes speaking she comes to a halt in front 
  of you and waits expectantly for a reply. 
   
  At this stage the direction the encounter takes depends to 
  a great extent on the PC’s actions. Karistyne is eager for 
  news of Dagger Rock and its inhabitants (if any). She is 
  also very interested in any stories the PCs might have 
  regarding their adventures in the Bright Lands. She is 
  particularly interested in stories involving Rary’s minions 
  and discusses these and what they could mean for the 
  region at great length.  
   
  If the PCs have performed well and have brought 
  Firron to her, Karistyne bestows her favor upon them. In 
  this case each PC gains the “Hospitality of Karistyne 
  Castle” listed on the AR.  
   
  If PCs didn’t bother to meet Firron, slew him, or 
  otherwise catastrophically failed the mission, then they 
  do not receive this award. In addition, any PC who acts in 
  an 
  evil 
  fashion, 
  worships 
  Hextor, 
  blasphemes 
  Heironeous, threatens Karistyne or her retainer does not 
  receive this favor. 
   
  �Hospitality of Karistyne Castle: This PC has 
  served Karistyne and has earned her favor. In subsequent 
  adventures in which the PC works for Karistyne she will 
  bestow upon the PC a gift. At the start of each adventure 
  the PC may choose from one of the following: 
   
  Free Standard Upkeep: The PCs equips himself from 
  Karistyne Castle’s stores. 
   
  One scroll of endure elements: She does not expect 
  this to be returned if it is not used.  
   
  Desert Equipment: Karistyne provides the PC with 
  non-magical equipment up to the value of 25 gp. This 
  equipment can be drawn from that allowable listed in the 
  Player’s Handbook and Sandstorm. She does not expect 
  this equipment returned. 
   
  Assuming that Firron is with the PCs, at some point 
  Karistyne directs a man-at-arms to escort the PCs to 
  visitor quarters so that they might recover from their 
  ordeal. She debriefs Firron in private.  
   
  Before the PCs are lead away however she says the 
  following: 
   
  “My thanks once again brave comrades for entering the 
  Bright Lands on my behalf. In your honor I have 
  ordered a feast prepared for this evening; I trust you will 
  attend? 
   
  
  COR5-06 Blood on Bright Sands 
   
  Page 16 
  Assuming the PCs agree continue: 
   
  “Good. I may have need of your services again. I suspect 
  that there is more to Dagger Rock than is first apparent 
  even if Voltarmarun is indeed dead. I sense that this 
  place plays some part in The Traitor’s schemes to 
  dominate the region. As such we must do all we can to 
  deflect his schemes! 
   
   
  �Karistyne: human female Pal15 - Heironeous; hp 
  129. 
   
   
  Development: Once the PCs have finished their 
  report to Karistyne proceed to the conclusion. 
   
   
   
   
   
   
   
  CONCLUSION 
  Once the PCs have finished giving their report read 
  aloud or paraphrase the following: 
   
  The trials of the Bright Lands and the Abbor-Alz are 
  behind you. After reporting to Karistyne, you are shown 
  to chambers and allowed to the wash the cloying dust of 
  the desert from your sun burnt skin.  
   
  That evening, Karistyne holds a feast in your honor. 
  The feast is held in the Great Hall and you are accorded a 
  place of honor. 
   
  The hall in which you sit is particularly impressive. 
  Easily one hundred feet long and forty feet wide, three 
  great stained glass windows dominate it, reaching 
  almost from the floor to the ceiling forty feet above. In 
  the center of the opposite wall stands a ten-foot wide 
  fireplace within which is set a roaring fire. 
   
  Banners hang from the ceiling and the walls are 
  decked with trophies from Karistyne’s many campaigns 
  in the service of good. Most imposing, however, is the 
  collection of severed heads set into the wall behind the 
  top table. Manticores, wyverns hippogriffs and other 
  more mundane animals are all represented there. Chief 
  among this display of martial prowess are two blue and 
  one red dragon heads!  Rumors have often said that 
  Karistyne and her band have slain seven dragons but 
  until now you discounted these whispers as little more 
  than tavern gossip. 
   
  You are seated on the table nearest Karistyne’s own. 
  Piled high with food and drink, there is enough here for 
  even those with the greatest appetite. The centerpiece of 
  the banquet is roasted goat washed down with vast 
  quantities of a very strong wine made from a local berry 
  that grows in profusion among the hills. 
   
  Five other individuals are seated on the table with the 
  PCs. Four of these are normal men-at-arms who have 
  been given places of honor close to Karistyne. Without 
  exception they are extremely loyal to Karistyne. They can 
  provide any information found in Appendix 4: Castle 
  Karistyne at a Glance. 
   
  The fifth individual at the table is one of Karistyne’s 
  comrades: Helena Stanmaer a follower of Fharlanghn. A 
  born wanderer she has seated herself with the PCs 
  ostensibly to learn more of the Bright Desert and its 
  inhabitants. Of course, she is also here at the behest of 
  Karistyne to learn more about the PCs and to determine 
  if they can be truly trusted. 
   
  All APLs 
   
  �Helena Stanmaer, female human Clr12 – 
  Fharlanghn. 
   
  �Karlann, Maranefel, Barlen, Quiral; male human 
  men-at-arms. 
   
  �Helena Stanmaer, female human Clr12 – 
  Fharlanghn. 
   
  Appearance: Helena Stanmaer is a short, unassuming 
  Oeridian woman with olive colored hair and a weathered 
  countenance. She favors green and grey clothing and a 
  quarterstaff. Her face expresses little emotion and to 
  some she can seem like a gruff individual. 
   
  Character: Helena is taken with the wanderlust that 
  grips so many of her faith. She uses Karistyne’s castle as a 
  base of operation for her exploration of the Abbor-Alz 
  and the Bright Desert. Helena and a small cadre of her 
  brethren tend a small shrine within Karistyne. She 
  believes Karistyne to be an unwitting servant of the 
  Dweller on the Horizon.  
   
  Helena is somewhat fascinated by the Bright Desert, 
  viewing its harsh treatment of travelers as an 
  encouragement to explore its sands rather than a 
  deterrent. She detests Rary the Traitor due solely to the 
  fact that his dervishes and norkers have made the desert 
  even more inhospitable than it once was. 
   
  Once the PCs have interacted with the other people at 
  their table (or have indicated that they do not wish to do 
  so) read or paraphrase the following: 
   
  At the feast’s climax, Karistyne stands and bids the 
  entire company toast your deeds. With a roar the other 
  revelers, leap to their feet and shout your names before 
  quaffing deeply of the wine they seem to love so much. 
  Your host holds her hand up for quiet and gradually the 
  room falls silent. 
   
  “My friends,” she shouts, “today you have done a 
  great service to me and the cause of good which I serve. 
  Today we know more of the one known as the Traitor 
  and his plans to dominate the Bright Lands. One such as 
  him, so perfidious, so steeped in evil and darkness, must 
  not be allowed to continue without challenge. I charge 
  you all to stand ready to meet this challenge for a day of 
  reckoning is coming and on that day I will need brave 
  companions to stand beside me. What say you?” 
   
  Allow the PCs to voice their assent or dissent to this 
  before continuing. 
   
  
  COR5-06 Blood on Bright Sands 
   
  Page 17 
  “It gladdens my heart deeply to see that all/so many of 
  you are dedicated to the ideals of good. To those unsure 
  of themselves I say this: know you that Rary tried to 
  assassinate all who attended the Day of Great Signing. If 
  he had succeeded, there would have been no peace. The 
  Flanaess would have been plunged into many more 
  years of war, death and suffering. Countless thousands 
  would have lost their lives. Still more would be 
  mutilated, driven mad by their ordeals or forced to flee 
  from their homes. Were it not for the brave sacrifices 
  made upon that day his legacy to the kingdoms of the 
  Flanaess would be their utter ruination. For those of you 
  undecided, think long and hard on this matter, for in 
  your hands could rest the future of civilization itself!” 
   
  The hall is abuzz after Karistyne’s rousing speech. 
  Many of those you eat with seem almost frenzied in 
  their devotion to their mistress. Her comrades, those 
  honored enough to sit with her at the top table, seem 
  particularly vocal in her support. Several times during 
  the feast, one or more of them calls for a toast in her 
  honor. 
   
  Eventually the feast ends and you stumble to your 
  bed, satisfied but “exhausted.” Falling asleep, the horrors 
  of the desert fade from your mind; perhaps entering that 
  forsaken place again would not be so bad…. 
   
  The End 
   
  Blight on Bright Sands continues in  
  COR5-09 Gateway to Bright Sands 
   
  CAMPAIGN CONSEQUENCES 
  COR5-06 Blood on Bright Sands is the first part in the 
  Blight on Bright Sands campaign arc. As such events 
  within this adventure will directly relate to subsequent 
  adventures. Please email the answers to the below 
  questions to creighton@greyworks.fsworld.co.uk. 
  1. 
  Did Firron survive the adventure? 
  2. 
  Did any of the PCs gain the Hospitality of 
  Karistyne Castle? 
  3. 
  Did any of the PCs fail to gain the Hospitality of 
  Karistyne Castle? 
  4. 
  Were any of the PCs targeted by the calm 
  emotions ward in the shrine of Rao? 
  5. 
  Did the PCs discover the hieroglyphs in the 
  Dagger Rock tunnels? Did they describe these 
  to Karistyne? 
   
  
  COR5-06 Blood on Bright Sands 
   
  Page 18 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 3: Scavengers of the Wastes 
  Slaying the nomads 
  APL2  
  90 XP 
   
  Encounter 4: Minions of the Traitor 
  Slaying the norkers 
  APL2  
  90 XP 
   
  Encounter 5: Shrine of the Calm One 
   
  Area 1: The Antechamber 
  Slaying the scorpions 
  APL2  
  30 XP 
   
  Area 3: The Chapel of Rao 
  Destroying the ashen hulk 
  APL2  
  90 XP 
   
  Encounter 7: Tunnels of the Ancients 
  Area 1: The Passageway 
  Slaying the scorpions 
  APL2  
  30 XP 
   
  Area 2: Creatures of the Dark 
  Slaying the kolbolds 
  APL2  
  90 XP 
   
  Encounter 8: Amid Broken Peaks 
  Slaying or driving off the hippogriff 
  APL2  
  60 XP 
   
  Discretionary role-playing award 
  APL2  
  90 XP 
   
  Total possible experience: 
  APL2  
  450 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. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
   
  Encounter 1: Detritus of War   
   
  APL 2: Loot 50 gp. 
   
  Encounter 2: Evil Dead   
  APL 2: Magic: +1 trident (193 gp). 
   
  Detect 
  Magic 
  Results: 
  +1 
  trident 
  (Faint 
  Transmutation). 
   
  �Yugoloth Trident: This large black-hafted trident is a 
  fearsome and obviously otherworldly weapon. The top 
  half of the weapon’s haft, along with its three prongs, is 
  covered in a thick layer of dried blood. This blood resists 
  all attempts to remove it. 
   
  Obviously a weapon once wielded by one of Rary’s 
  extraplanar servants, nomads still free of Rary’s rule will 
  view the wielder with distrust and fear. 
   
  This weapon functions as a +1 trident. It may have 
  other abilities, but these remain unknown. 
   
  Faint Transmutation; CL 5th; Craft Magic Arms and 
  Armor, yugoloth heritage; 2,315 gp. 
   
  Encounter 3: Scavengers of the Wastes   
  APL 2: Loot 150 gp; Divine scroll of waste strider (2 gp), 
  divine scroll of cloak of shade (2 gp), divine scroll of 
  sunstroke (13 gp). 
  
  COR5-06 Blood on Bright Sands 
   
  Page 19 
   
  Detect Magic Results: scroll of waste strider (faint 
  transmutation), scroll of cloak of shade (faint abjuration), 
  scroll of sunstroke (faint necromancy). 
   
   
  Encounter 4: Minions of the Traitor   
  APL 2:  Loot 105 gp. 
   
  Encounter 5: Shrine of the Calm One 
  Area 3: The Chapel of Rao 
  APL 2: Coin: 5 gp; Loot: 6 gp; Magic: Spellbook (17 gp), 
  darkwood buckler (17 gp). 
   
  �Spellbook: The pages of this book are protected by 
  covers crafted from the skin of a horned lizard. The book 
  has 96 empty pages and contains the following spells: 
   
  1st—locate water, parching touch; 2nd—scimitar of 
  sand. 
   
  Encounter 7: Tunnels of the Ancients 
  APL 2: Loot: 23 gp; Magic: Spellbook (17 gp). 
   
  �Spellbook: The pages of this book are protected by 
  covers crafted from the skin of a horned lizard. The book 
  has 96 empty pages and contains the following spells: 
   
  1st—locate water, parching touch; 2nd—scimitar of 
  sand. 
   
  Total Possible Treasure 
  APL 2: Loot: 331 gp; Coin: 5 gp; Magic: 144 gp - Total: 560 
  gp 
   
  Special 
  �Yugoloth Trident: This large black-hafted trident is a 
  fearsome and obviously otherworldly weapon. The top 
  half of the weapon’s haft, along with its three prongs, is 
  covered in a thick layer of dried blood. This blood resists 
  all attempts to remove it. 
   
  Obviously a weapon once wielded by one of Rary’s 
  extra-planar servants, nomads still free of Rary’s rule will 
  view the wielder with distrust and fear. 
   
  This weapon functions as a +1 trident. It may have 
  other abilities, but these remain unknown. 
   
  Faint Transmutation; CL 5th; Craft Magic Arms and 
  Armor, yugoloth heritage; 2,315 gp. 
   
  �Hospitality of Karistyne Castle: This PC has served 
  Karistyne and has earned her favor. In subsequent 
  adventures in which the PC works for Karistyne she will 
  bestow upon the PC a gift. At the start of each adventure 
  the PC may choose from one of the following: 
   
  Free Standard Upkeep: The PCs equips himself from 
  Karistyne Castle’s stores. 
   
  One scroll of endure elements: She does not expect 
  this to be returned if it is not used.  
   
  Desert Equipment: Karistyne provides the PC with 
  non-magical equipment up to the value of 25 gp. This 
  equipment can be drawn from allowable items listed in 
  the Player’s Handbook and Sandstorm. She does not 
  expect this equipment returned. 
   
  �Spellbook: The pages of this book are protected by 
  covers crafted from the skin of a horned lizard. The book 
  has 96 empty pages and contains the following spells: 
   
  1st- locate water, parching touch; 2nd- scimitar of 
  sand. 
   
  �The Dreaming: This individual has fallen prey to the 
  Dreaming. Email creighton@greyworks.fsworld.co.uk for 
  more information. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 2: 
  � 
  Darkwood buckler (Adventure; 205 gp; DMG). 
  � 
  Spellbook (Any; 40 gp; see above). 
  � 
  Yugoloth Trident (Any; CL 5th; 2315 gp; see above). 
  � 
  Scroll of waste strider (Any; CL 1st; 25 gp; S). 
  � 
  Scroll of cloak of shade (Any; CL 1st; 25 gp; S). 
  � 
  Scroll of sunstroke (Any; CL 1st; 25 gp; S). 
  
  COR5-06 Blood on Bright Sands 
   
  Page 20 
  APPENDIX 1: NPC AND MONSTER STATISTICS 
  APL 2
  Encounter 3: Scavengers 
  � Bright Desert Nomad Warriors: human (Flan) male 
  Bbn1: CR 1; Medium humanoid (human); HD 1d12+2; 
  hp 13, 10; Init +2; Spd 40 ft.; AC 18, touch 14, flat-
  footed 14; Base Atk +1; Grp +2; Atk and Full Atk +2 
  melee (1d6+1/18-20, scimitar) or +2 melee (1d8+1/x3, 
  lance); +3 ranged (1d8/x3, composite shortbow); SA 
  rage; SQ fast movement; AL CN; SV Fort +4, Ref +2, 
  Will +0; Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +3, Intimidate +3, 
  Listen +4, Ride +6, Spot +2, Survival +4; Desert 
  Fighter†, Mounted Combat. 
   
  Languages: Flan. 
   
  Rage (Ex): 1/day—hp 15, 12; AC 16, touch 12, flat-
  footed 12; Grp +4; Atk and Full Atk +4 melee 
  (1d6+3/18-20, scimitar) or +4 melee (1d8+4/x3, lance); 
  +3 ranged (1d8/x3, composite shortbow); SV Fort +6, 
  Will +2; Str 17, Con 18; Lasts 7 rounds an then 
  fatigued.  
   
  Possessions: Desert outfit, studded leather armor, 
  light wooden shield, scimitar, lance, composite 
  shortbow, 20 arrows. 
   
  †This feat is a Greyhawk regional feat from Dragon 
  issue 319; it grants a +2 dodge bonus to AC when 
  fighting in desert terrain, which is already reflected in 
  the above statistic block.  
   
  � Ianna: human (Flan) female Drd1: CR 1; Medium 
  humanoid (human); HD 1d8+1; hp 9; Init +2; Spd 30 ft.; 
  AC 17, touch 14, flat-footed 13; Base Ark +0, Grp +0;  
  Atk and Full Atk +0 melee (1d6/18-20, scimitar) or +2 
  ranged (1d4, sling); SA spells, spontaneously cast 
  nature’s ally spells; SQ animal companion, nature 
  sense, spells, wild empathy; AL CN; SV Fort +3, Ref +0, 
  Will +4; Str 10, Dex 14, Con 13, Int 12, Wis 15, Cha 8. 
   
  Skills and Feats: Concentration +5, Knowledge 
  (nature) +5, Handle Animal +2, Ride +6, Survival +6; 
  Desert Fighter†, Heat Endurance‡. 
   
  Languages: Flan. 
   
  Druid Spells Prepared: (3/2; base DC = 12 + spell 
  level): 0—create water, cure minor wounds, resistance; 
  1st—cure light wounds, sunstroke. 
   
  Possessions: Leather armor, light wooden shield, 
  scimitar, sling, 15 bullets, desert outfit, divine scroll of 
  waste strider, divine scroll of cloak of shade, divine 
  scroll of sunstroke. 
   
  †This feat is a Greyhawk regional feat from Dragon 
  issue 319; it grants a +2 dodge bonus to AC when 
  fighting in desert terrain, which is already reflected in 
  the above statistic block. 
   
  ‡This feat is from Sandstorm; it grants a level of 
  temperature protection, and a +2 bonus on saving 
  throws against fire effects.  
   
  � Vulture Animal Companion: CR –; Small animal; 
  HD 1d8+3; hp 7; Init +2; Spd 10 ft., fly 60 ft (average); 
  AC 15, touch 13, flat-footed 13; Base Atk +0; Grp -5; Atk 
  and Full Atk +0 melee (1d4-1, bite); SQ low-light 
  vision, resistance to disease, scent, link, share spells, 
  tricks (attack, defend, seek, down); AL SV Fort +5, Ref 
  4, Will +2; Str 8, Dex 15, Con 17, Int 2, Wis 14, Cha 4. 
   
  Skills and Feats: Spot +6, Survival +10; Track. 
   
  Encounter 4: Minions of the Traitor 
  � Voouk: male norker adept 1; CR ½; Small humanoid 
  (goblinoid); HD 1d6; hp 7; Init +2; Spd 20 ft.; AC 20 
  touch 13, flat-footed 18; Base Atk +0; Grp -5; Atk and 
  Full Atk -1 melee (1d6, club) or +3 ranged (1d6/x3, 
  shortbow); SQ darkvision 60 ft.; AL CE; SV Fort +1, Ref 
  +2, Will +4; Str 8, Dex 14, Con 13, Int 12, Wis 15, Cha 
  10.  
   
  Skills and Feats: Concentration +5, Heal +6, Listen 
  +2, Spot +4, Survival +6; Alertness. 
   
  Languages: Goblin. 
   
  Adept Spells Prepared (3/2; base DC = 12 + spell 
  level): 0—ghost sound, purify food and water, touch of 
  fatigue; 1st—bless, sleep. 
   
  Possessions: club, shortbow, wooden holy symbol 
  of Maglubiyet, 20 arrows 
   
  Encounter 6: Dagger Rock 
  � Firron: human (Suel) male Bbn1/Rog1: CR 2; 
  Medium humanoid (human); HD 1d12+1d6+4; hp 19; 
  Init +2; Spd 40 ft.; AC 18, touch 14, flat-footed 14; Base 
  Atk +1; Grp +2; Atk and Full Atk +2 melee (1d6+1/18-
  20, scimitar) or +3 ranged (1d8/x3, composite 
  shortbow); SA rage, sneak attack +1d6; SQ fast 
  movement, trapfinding; AL CN; SV Fort +4, Ref +4, 
  Will +0; Str 13, Dex 15, Con 14, Int 12, Wis 8, Cha 10. 
   
  Feats and Skills: Climb +3, Handle Animal +4, 
  Hide +7, Intimidate +4,  Jump +3, Move Silently +6, 
  Ride +6, Spot +0, Survival +4; Desert Fighter†, 
  Endurance. 
   
  Languages: Ancient Suel, Common. 
   
  Rage (Ex): 1/day—hp 24; AC 16, touch 12, flat-
  footed 12; Grp +4; Atk and Full Atk +4 melee 
  (1d6+3/18-20, scimitar) or +3 ranged (1d8/x3, 
  composite shortbow); SV Fort +6, Will +2; Str 17, Con 
  18; Climb +5, Jump +5; Lasts 7 rounds an then fatigued. 
   
  Possessions: Desert outfit, studded leather armor, 
  light wooden shield, scimitar, composite shortbow, 20 
  arrows, 1 week rations and water, 50 ft. rope, sleeping 
  furs. 
   
  †This feat is a Greyhawk regional feat from Dragon 
  issue 319; it grants a +2 dodge bonus to AC when 
  fighting in desert terrain, which is already reflected in 
  the above statistic block. 
   
  Encounter 7: Tunnels of the Ancients 
  � Volt-zuul: male kobold War4: CR 2; Small 
  humanoid (reptilian); HD 4d8+8; hp 30; Init +2; Spd 30 
  ft.; AC 16, touch 13, flat-footed 14; Base Atk +4; Grp +1; 
  
  COR5-06 Blood on Bright Sands 
   
  Page 21 
  Atk and Full Atk +6 melee (1d6+1/x3, spear) or +7 
  ranged (1d3+1, sling); SQ darkvision 60 ft., light 
  sensitivity; AL LE; SV Fort +6, Ref +3, Will +1; Str 13, 
  Dex 15, Con 14, Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Craft (trapmaking) +3, Climb +5, 
  Handle Animal +5, Intimidate +5, Jump +4, Listen +2, 
  Profession (miner) +2, Search +3, Spot +2; Alertness, 
  Dodge. 
   
  Languages: Draconic. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight spell.  
   
  Possessions: Leather armor, darkwood buckler, 
  spear, sling, 10 sling bullets, spellbook, darkwood 
  buckler. 
  
  COR5-06 Blood on Bright Sands 
   
  Page 22 
  APPENDIX 2:  NEW RULES
   
  New Spells 
  All of the following spells are from the Sandstorm 
  supplement. 
   
  Cloak of Shade 
  Abjuration 
  Level: Cleric 1, druid 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  The subject is wrapped in an envelope of perfect shade. 
  Inside the cloak, the temperature is one band lower 
  than the actual temperature (see Heat Dangers) but the 
  spell has no effect on unearthly or hotter heat, nor does 
  it offer any protection against fire damage. The target is 
  treated as though it is in shade, thereby protected from 
  sunburn, able to begin recovering from sun glare, and 
  able to begin healing nonlethal damage taken from 
  exposure to heat. Cloak of shade has no effect on light, 
  daylight, sunburst, and similar magical light effects, 
  and it offers no protection from damage that creatures 
  vulnerable to sunlight might take from the sun. 
   
  Locate Water 
  Divination 
  Level: Cleric 1, druid 1, ranger 1, sorcerer/wizard 1 
  Components: V, S, F/DF 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: Cone-shaped emanation 
  Duration: Concentration, up to 10 min./level 
  Saving Throw: None 
  Spell Resistance: No 
   
  You sense the direction of a substantial body of water. 
  The amount of information revealed depends on how 
  long you search a particular area. 
   
  1st Round: Presence or absence of water. 
   
  2nd Round: Number of water sources in the area 
  and the rough size of the largest one present. 
   
  3rd Round: The size and location of each source 
  of water; see below. If the water source is outside your 
  line of sight, then you discern its direction but not its 
  exact location. 
   
  Size: For purposes of this spell, the size categories 
  of water bodies are as follows: 
   
  Small: A small pond or pool (200 cubic feet or 
  fewer) or a brook (5 feet across or smaller). 
   
  Medium: A large pond or small lake (up to 20,000 
  cubic feet) or a good-sized stream (up to 30 feet across). 
   
  Large: A large lake (up to 10 million cubic feet) or 
  a broad river. 
   
  Vast: An ocean or inland sea. 
   
  Creatures cannot be found by this spell. The spell 
  ignores small quantities of water, such as filled bottles 
  and skins. The spell reveals nothing about the quality 
  of the water or how easy it is to reach. 
   
  The presence of fire or magma within the spell’s 
  area blocks it. 
   
  Arcane Focus: A forked hazel wand. 
   
  Parching Touch 
  Necromancy 
  Level: Sorcerer/wizard 1, Thirst 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature or creatures touched (up to 
  one/level) 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
  Your hand glows with a dull, ruby light, and your 
  touch drains moisture from the body of a living 
  creature, dealing 1d6 points of dehydration damage. A 
  plant or elemental of the water subtype instead takes 
  1d8 points of dehydration damage. The touched 
  creature also takes 1 point of Constitution damage and 
  is dehydrated unless it makes a successful Fortitude 
  saving throw. You can use this melee touch attack up to 
  once per caster level. 
   
  Scimitar of Sand 
  Evocation [Earth] 
  Level: Druid 2, sorcerer/wizard 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: 0 ft. 
  Effect: Scimitar of grinding sand 
  Duration: 1 min./level (D) 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
   
  A curved, 3-foot-long blade of sand springs forth from 
  your hand, screaming and churning like a caged 
  sandstorm. Attacks with the scimitar of sand are melee 
  touch attacks. The blade deals 1d6 points of damage +1 
  
  COR5-06 Blood on Bright Sands 
   
  Page 23 
  point per two caster levels (maximum +10). The blade 
  is not solid, so your Strength modifier does not apply 
  to the damage. You can use the scimitar of sand 
  without penalty even if you lack proficiency with a 
  normal scimitar. In addition to being dealt damage, a 
  creature struck by your weapon must succeed on a 
  Fortitude save or become dehydrated. 
   
  Arcane Material Component: A pinch of sand, 
  salt, and iron filings. 
   
  Sunstroke 
  Necromancy 
  Level: Druid 1, sorcerer/wizard 1, Summer 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
  You cause a living creature to experience the effects of 
  heat stroke. The target takes 2d6 points of nonlethal 
  damage. If the subject fails a Fortitude save, it 
  immediately becomes fatigued, or exhausted if already 
  fatigued. Since this spell causes heat stroke, the 
  damage and fatigue dealt can only be healed after that 
  condition is treated properly (see “Treating Heat 
  Stroke” in the Sandstorm supplement). 
   
  Waste Strider 
  Transmutation 
  Level: Druid 1, ranger 1, Sand 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: One touched creature/level 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject can move through desert environments 
  without hindrance, ignoring movement penalties and 
  penalties on skill checks for all types of desert and 
  waste terrain. This spell does not grant a subject 
  immunity to other ill effects of waste environments, 
  such as heat and sun. 
   
  New Equipment 
  The following equipment is from the Sandstorm 
  supplement.  
   
  Desert Outfit 
  This outfit consists of loose, billowy clothing to keep 
  the wearer cool and protected from the sun while in 
  hot, dry desert terrain. It includes a caftan, turban, 
  scarf, loose pantaloons, and sandals or high cloth boots. 
  This outfit counts as light clothing and offers limited 
  protections against some waste hazards. The protection 
  it offers against heat is negated if the wearer also dons 
  armor. 
   
  New Monsters 
  The Norker is from the article “Into the Bright Desert” 
  from Dungeon issue 98. The ashen husk is from the 
  Sandstorm supplement.  
   
  Norkers 
  Small Humanoid (Goblinoid) 
  Hit Dice: 1d8+2 (6 hp) 
  Initiative: +1 
  Speed: 20 ft. 
  AC: 19 (+1 size, +1 Dex, +7 natural), touch 12, flat-
  footed 18 
  Base Attack/Grapple: +2/-2 
  Attack: +2 melee (1d6, club), +2 melee (1d4, bite) or +3 
  ranged (1d6, javelin) 
  Full Attack: +2 melee (1d6, club) and -3 melee (1d4, 
  bite) or +3 ranged (1d6, javelin) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: None 
  Special Qualities: Darkvision 60 ft. 
  Saves: Fort +4, Ref +1, Will -1 
  Abilities: Str 10, Dex 13, Con 14, Int 9, Wis 9, Cha 8 
  Skills: Listen +3, Move Silently +5, Spot +3 
  Feats: Alertness 
   
  Climate/Terrain: Temperate and warm land and 
  underground 
  Organization: Gang (4-9) or band (10-40 plus 50% 
  noncombatants plus 1 3rd-level boss per 20 adults and 
  one leader of 4th -6th level. 
  Challenge Rating: ½ 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
   
  Norkers are related to goblins and hobgoblins. They 
  forsake armor because their hide is incredibly tough. 
  They are unreliable troops and tend to quarrel with 
  each other, which keeps their numbers low compared 
  to goblins. 
   
  Norkers resemble goblins, except that they have 
  three-inch long canine teeth and no hair. Their skin 
  ranges from reddish brown to dark gray. A norker 
  usually wears only a loincloth and belt, tying it favorite 
  possessions and trophies on its belt. 
   
  Norkers speak a dialect of Goblin. Those with 
  Intelligence scores of 12 or above also speak Orc. 
   
  Most norkers encountered outside their homes 
  are warriors; the information in the statistics block is 
  for one of 1st level. (See page 39 in the Dungeon 
  Master’s Guide for more about the warrior class). 
   
  
  COR5-06 Blood on Bright Sands 
   
  Page 24 
  Combat 
  Norkers enjoy swarming tactics. Their weapons are 
  simple and crudely made, but they are not adverse to 
  taking better weapons from their fallen foes. When 
  bullied into submission by hobgoblins, they can use 
  basic military tactics, but they lapse into their old ways 
  when not supervised. 
   
  Norker Society 
  Norkers are tribal, although the leader’s influence only 
  extends about as far as his reach. This means their 
  tribes are much smaller than a typical goblin tribe. 
  They raid and steal from other humanoid, as they are 
  too busy to do their own hunting. 
   
  Their lairs are usually caves, old ruins or villages 
  taken by conquest. They can’t cooperate well enough to 
  build anything more than a fence around their lair, 
  perhaps with a gate and a narrow walkway. A lair has 
  one and a half times as many females as males and 
  twice as many young as males. 
   
  Different tribes of norkers rarely meet, but when 
  they do the conflict often becomes bloody, with the 
  victors taking the fangs of the losers as trophies. These 
  conflicts rarely result in the complete loss of males on 
  one side, as they occur to establish who is the 
  dominant leader. 
   
  When powerful groups of hobgoblins command 
  norkers, they often equip their lesser cousins with 
  scale mail and shields. In these situations the norkers 
  are used as shock troops, absorbing the brunt of enemy 
  attacks while the hobgoblins use their superior 
  intelligence, tactics, and equipment to break up the 
  enemy forces. 
   
  Norkers worship Maglubiyet, the god of goblins 
  and hobgoblins. 
   
  Norker Characters 
  A norker’s favored class is rogue, but norker leaders 
  tend to be fighters. Norker clerics worship Maglubiyet 
  and can choose two of the following domains: Chaos, 
  Evil and Trickery. 
   
  Ashen Husk 
  Medium Undead 
  Hit Dice: 2d12+7 (20 hp) 
  Initiative: –1 
  Speed: 30 ft. (6 squares; can’t run) 
  Armor Class: 11 (–1 Dex, +2 natural), touch 9, flat-
  footed 11 
  Base Attack/Grapple: +1/+5 
  Attack: Slam +5 melee (1d6+6) 
  Full Attack: Slam +5 melee (1d6+6) 
  Space/Reach: 5 ft./5 ft 
  Special Attacks: Create spawn, dehydrating aura 
  Special Qualities: Damage reduction 5/slashing, 
  darkvision 60 ft., undead traits, unholy toughness 
  Saves: Fort +0, Ref –1, Will +3 
  Abilities: Str 18, Dex 8, Con —, Int —, Wis 10, Cha 15 
  Skills: — 
  Feats: Toughness 
  Environment: Any warm 
  Organization: Single, pair, or caravan (3–18) 
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Always neutral evil 
  Advancement: 3–6 HD (Medium) 
  Level Adjustment: — 
   
  This animated corpse is bone dry, its flesh so 
  desiccated that it appears nearly skeletal. The air 
  around it wavers with a dry, sucking heat, as if the 
  corpse brings with it the soul of the waterless desert. 
   
  Ashen husks lost their lives to unquenchable thirst. 
  The evidence of their dry death is obvious as a 
  supernatural deliquescent aura. 
   Ashen husks stand just shy of 6 feet tall, but in their 
  dehydrated state, weigh only about 140 pounds. 
   Many ashen husks died of exposure in the open 
  desert when they became lost without water. 
  Sometimes entire caravans go lost, and many of these 
  unfortunate creatures might be seen years later as 
  stumbling corpses with a thirst born in hellish heat. 
   
  Combat 
  Ashen husks slam their foes with bone-hard limbs, but 
  they expose their real threat against living creatures 
  caught in their dehydrating aura. 
   
  Dehydrating Aura (Su): An ashen husk gives off a 
  10-foot-radius emanation of dehydrating heat, a deadly 
  threat for creatures that must drink to survive. A living 
  creature within 10 feet of the ashen husk takes 1d4 
  points of nonlethal damage from heat each round 
  unless it has at least heat protection level 1 (see page 
  xx), and must make a DC 13 Fortitude save or be 
  dehydrated (see the dehydrated condition on page xx). 
  A creature that makes its save gains immunity to that 
  ashen husk’s dehydrating aura ability for 24 hours, 
  although it might still take the nonlethal damage from 
  other sources of heat. The nonlethal damage from heat 
  becomes lethal damage for a creature that is 
  dehydrated. The save DC is Charisma-based. 
   
  Create Spawn (Su): Creatures killed by an ashen 
  husk’s dehydrating aura rise after 1d4 days as free-
  roaming ashen husks. They do not possess any of the 
  abilities they had in life. 
   
  Unholy Toughness (Ex): The ashen husk gains a 
  bonus to its hit points equal to its Charisma modifier 
  times its Hit Dice (already figured). 
   
   
  
  COR5-06 Blood on Bright Sands 
   
  Page 25 
  APPENDIX 3:  WEATHER HAZARDS OF THE BRIGHT LANDS 
   
  During a typical day the desert goes through a 
  radical series of temperature changes.  
   
  During daylight hours the temperature in the 
  desert is generally in the “hot temperature” band. 
  Around midday, however, and for two hours afterward, 
  the temperature climbs into the “severe heat” 
  temperature band. At night, the temperatures swiftly 
  plunge into the “cold” temperature band. Thus, 
  travelers must be ready to combat a number of 
  temperature-challenges. 
   
  Most intelligent beings avoid traveling around 
  midday and the two hours directly afterward, breaking 
  their journey to get into some shade. 
   
  Distances and Travel Times 
  Travel through the sandy wastes of the Bright Desert is 
  slow; the PCs’ speed is cut in half Even when the PCs 
  leave the Bright Desert and enter the Abbor-Alz they 
  are unable to travel any faster. This means that the PCs 
  inevitably spend several days traveling through the 
  region. 
   
  The following tables list the modified movement 
  rates of individuals and their mounts moving through 
  the Bright Desert and the Abbor-Alz. 
   
  Outward Journey: When the adventure starts, the PCs 
  are half way to their destination. They are sheltering in 
  a valley roughly 10 miles inside the bounds of the 
  Bright Lands. To reach Dagger Rock they must traverse 
  another 35 miles of desert. 
   
  Example: A party whose base unmodified 
  movement is 30 ft. per round will tale almost three 
  days to reach Dagger Rock from their start point. 
   
  PC and NPC Movement Rates 
   
  Speed 
   
  20 ft. 
  30 ft. 
  40 ft. 
  One Round 
   
   
   
  Walk 
  10 ft. 
  15 ft. 
  20 ft. 
  Hustle 
  20 ft. 
  30 ft. 
  40 ft. 
  Run (x3) 
  30 ft. 
  45 ft. 
  60 ft. 
  Run (x4) 
  40 ft. 
  60 ft. 
  80 ft. 
   
   
   
   
  One Minute 
   
   
   
  Walk 
  100 ft. 
  150 ft. 
  200 ft. 
  Hustle 
  200 ft. 
  300 ft. 
  400 ft. 
  Run (x3) 
  300 ft. 
  450 ft. 
  600 ft. 
  Run (x4) 
  400 ft. 
  600 ft. 
  800 ft. 
   
   
   
   
  One Hour 
   
   
   
  Walk 
  1 miles 
  1 ½ miles 
  2 miles 
  Hustle 
  2 miles 
  3 miles 
  4 miles 
   
   
   
   
  One Day 
   
   
   
  Walk 
  8 miles 
  12 miles 
  16 miles 
   
   
   
   
   
   
  Mount Movement Rates 
   
  Speed 
   
  30 ft.1 
  40 ft.2 
  50 ft.3 
  60 ft.4 
  One Round 
   
   
   
   
  Walk 
  15 ft. 
  20 ft. 
  25 ft. 
  30 ft. 
  Hustle 
  30 ft. 
  40 ft. 
  50 ft. 
  60 ft. 
  Run (x3) 
  45 ft. 
  60 ft. 
  75 ft. 
  90 ft. 
  Run (x4) 
  60 ft. 
  80 ft. 
  100 ft. 
  120 ft. 
   
   
   
   
   
  One Minute 
   
   
   
   
  Walk 
  150 ft. 
  200 ft. 
  250 ft. 
  300 ft. 
  Hustle 
  300 ft. 
  400 ft. 
  500 ft. 
  600 ft. 
  Run (x3) 
  450 ft. 
  600 ft. 
  750 ft. 
  900 ft. 
  Run (x4) 
  600 ft. 
  800 ft. 
  1,000 ft. 
  1,200 ft. 
   
   
   
   
   
  One Hour 
   
   
   
   
  Walk 
  1 ½ miles 
  2 miles 
  2 ½  mile 
  3 miles 
  Hustle 
  3  miles 
  4 miles 
  5 miles 
  6 miles 
   
   
   
   
   
  One Day 
   
   
   
   
  Walk 
  12 miles 
  16 miles 
  20 miles 
  24  miles 
   
  1: Donkey, mule 
  2: Riding dog, pony, war pony 
  3: Heavy horse, heavy warhorse 
  4: Light Horse, light warhorse 
   
    
  Homeward Bound: Dagger Rocks stands almost 
  exactly due south of Karistyne Castle. If the PCs travel 
  in a straight line from Dagger Rock to the castle they 
  will need to cross roughly 45 miles of desert before 
  gaining the shelter of the Abbor Alz. From there the 
  PCs must travel 30 miles through the arid hills to reach 
  their final goal. 
   
  Example: A party whose base unmodified 
  movement is 30 ft. per round will take almost six and 
  one half days to travel from Dagger Rock to Karistyne 
  Castle. Four of these will be spent in the Bright Desert 
  and another two and a half will be spent traveling 
  through the Abbor-Alz.  
   
  Getting Lost 
  Traveling through the trackless wastes of the desert is a 
  challenging proposition. Not only do the PCs have to 
  contend with the severe temperatures but they must 
  also guard against getting lost. 
   
  The chances of PCs getting lost is covered in detail 
  in chapter 3 in the Dungeon Master’s Guide. However, 
  in brief: 
   
  Poor Visibility: If the PCs can see less than 60 ft. 
  due to poor visibility (such as darkness, a sandstorm 
  etc.) then they must make a successful DC 14 Survival 
  check to avoid getting lost. A character with at least 5 
  ranks in Knowledge (geography) or Knowledge (local 
  – Core) gain s a +2 bonus to this check. 
   
  Check Frequency: Make a check every hour or 
  portion thereof. 
   
  Effect of Being Lost: Characters lost move in a 
  randomly determined direction. Check for the 
  direction they move every hour. This continues until 
  
  COR5-06 Blood on Bright Sands 
   
  Page 26 
  the PCs either realize they are lost or blunder into an 
  unmistakable landmark. 
   
  Recognizing Being Lost: Once per hour of travel 
  each character may make a DC 20 Survival check to 
  realize they are lost. The DC of this check increases by 
  1 for every hour of random travel. Obviously, some 
  circumstance may obviate this check, such as seeing a 
  prominent landmark. 
   
  Setting A New Course: Each character may make 
  a DC 15 +2 per hour of random travel, Survival check 
  to determine the correct direction. Of course, 
  characters several characters could disagree on the 
  right direction. 
   
  Heat Dangers 
  For game purposes, air temperature falls into one of 
  nine following temperature bands. Temperatures 
  relevant to play in the Bright Desert are listed below. 
   
  Temperature Bands 
  –20º F to 0º F 
  Severe cold* 
  1º F to 40º F 
  Cold 
  41º F to 60º F 
  Moderate 
  61º F to 90º F 
  Warm 
  91º F to 110º F 
  Hot 
  111º F to 140º F 
  Severe heat 
   
  *Extremely rare temperature, not dealt with in detail 
  here. 
   
  Temperatures in the hot band (or hotter) can be 
  hazardous to unprepared characters. Characters can 
  take damage from such extreme heat, a condition 
  generally referred to as heatstroke. At lower 
  temperatures, this starts off as nonlethal damage while 
  the character is still conscious, but it becomes lethal 
  damage to those already knocked unconscious by 
  heatstroke (with no saving throw allowed). A character 
  who takes any nonlethal damage from heatstroke is 
  considered fatigued. 
   
  A character with the Survival skill can receive a 
  bonus on saving throws against heat and dehydration 
  damage, and can apply this bonus to other characters as 
  well. See the skill description on page 83 of the Player’s 
  Handbook. 
   
  The levels of protection described here refer to a 
  character’s protective measures against heat (see 
  Protection Against Heat below). The relevant heat 
  bands are also described below. 
   
  Cold: 
  Unprotected 
  characters 
  must 
  make 
  successful Fortitude saving throws each hour (DC 15, 
  +1 for each previous check) or take 1d6 points of 
  nonlethal damage. Characters wearing furs, or other 
  warm clothing or protected by an endure elements 
  spell are considered protected against this level of cold. 
   
  Hot: 
  Unprotected 
  characters 
  must 
  make 
  successful Fortitude saving throws each hour (DC 15, 
  +1 for each previous check) or take 1d4 points of 
  nonlethal damage. Characters wearing heavy clothing 
  or any kind of armor take –4 penalties on their saves. 
   
  Characters whose protection against heat is at 
  least level 1 or higher (such as with the Heat 
  Endurance feat or carrying a parasol) are safe at this 
  temperature range and need not make the save. 
   
  Severe Heat: Unprotected characters must make 
  successful Fortitude saving throws once every 10 
  minutes (DC 15, +1 for each previous check) or take 
  1d4 points of nonlethal damage. Characters wearing 
  heavy clothing or any kind of armor take –4 penalties 
  on their saves. 
   
  In addition, those wearing metal armor or 
  coming into contact with very hot metal are affected as 
  if by a heat metal spell (which lasts as long as the 
  character remains in the area of extreme heat). 
   
  A character must have protection level 3 or 
  higher to be protected against extreme heat. Level 2 is 
  considered partial protection, and such characters take 
  damage and make saving throws once per hour instead 
  of once per 10 minutes. Level 1 provides no protection. 
   
  Protection Against Heat 
  Few people venture into the waste without some form 
  of protection against heat. Most travelers dress 
  appropriately in flowing, light clothing or staying near 
  shade and water. In addition Magical protection 
  further improves the chance to survive hot, dry 
  climates and other special devices and alchemical 
  concoctions can aid desert travel. 
   
  A character’s protection against heat dangers is 
  described by level of protection, which ranges from 1 
  to 5 or more. Such levels of protection do not confer 
  any special fire resistance—a red dragon’s breath still 
  does the same damage. However, equipment that 
  provides a bonus on saving throws against heat dangers 
  contributes its bonus whether it is complete, partial, or 
  ineffective protection against that degree of heat. Thus, 
  even though keepcool salve is not sufficient to offer 
  even partial protection against extreme heat, a 
  character with keepcool salve (described in Sandstorm) 
  still adds the item’s +1 circumstance bonus on saves 
  against nonlethal damage dealt by an extremely hot 
  environment. 
   
  To determine your protection level, begin with 
  your base protection level as determined on the table 
  below and then add any applicable equipment 
  modifiers from the second table.  
   
   
  
  COR5-06 Blood on Bright Sands 
   
  Page 27 
   
   
   
  Base Protection Level Against Heat 
  0 
  Creature with no heat adaptations 
  1 
  Creature with Heat Endurance feat  
  1 
  Nondesert cold-blooded animal or vermin 
  1 
  Monsters native to hot climates 
  2 
  Desert animal or vermin 
  2 
  Monsters native to waste terrain 
  3 
  Creatures with endure elements spell or effect 
   
  Heat Endurance Feat: Creatures with the Heat 
  Endurance feat. 
   
  Nondesert Cold-Blooded Animal or Vermin: 
  Creatures native to temperate or warm climates with a 
  variable body temperature that lets them function well 
  in heat approaching that of human body temperature 
  (such as insects, lizards, snakes, tortoises, and toads). 
   
  Monsters Native to Hot Climates: Creatures 
  whose Environment entry includes a warm terrain. 
   
  Desert Animal or Vermin: Animals with variable 
  body temperatures or special adaptation to hot 
  environments, such as heat dissipation or water 
  conservation (camels, scorpions, sidewinder snakes, 
  and so on). 
   
  Monsters Native to Waste Terrain: Monsters 
  normally found in regions of extreme heat (including 
  natives of fire-dominant planes) belong in this group. 
   
  Endure Elements: Creatures currently protected 
  by an endure elements spell or similar effect. 
   
  Equipment Modifier to Base Heat Protection 
  0 
  No special equipment 
  +1 
  Armorbright 
  +1 
  Desert outfit 
  +1 
  Keepcool salve 
  +2 
  Hydration suit 
  +3 
  Improvised shelter 
   
  Armorbright: A special alchemical item described in 
  Sandstorm. 
   
  Desert Outfit: A special clothing item described 
  in Sandstorm. 
   
  Keepcool Salve: A special alchemical item 
  described in Sandstorm. 
   
  Hydration suit: A special clothing item described 
  in Sandstorm. 
   
  Improvised Shelter: This bonus applies to 
  characters who are not attempting to travel, but instead 
  stop and seek shelter by digging into the sand, erecting 
  a tent or windbreak, tapping water from desert 
  vegetation, or the like. 
   
  Resistance to Fire: A character with a spell or 
  effect granting resistance to fire applies this resistance 
  to both lethal and nonlethal damage from hot 
  temperatures. For example, a creature with resistance 
  to fire 5 subtracts 5 from the 1d6 points of lethal 
  damage dealt per 10 minutes by extreme heat (and 
  therefore might take 1 point of heat damage, if a 6 is 
  rolled) and 5 from the 1d4 points of nonlethal damage 
  dealt.  
   
  Treating Heatstroke 
  Nonlethal damage from heatstroke (including the 
  accompanying fatigue) cannot be recovered until the 
  character gets cooled off—by reaching shade, 
  surviving until nightfall, getting doused in water, 
  being targeted by endure elements, or the equivalent. 
  Once the character is cooled or reaches a cooler 
  environment (a temperature band of fewer than 90 
  degrees), the character responds normally to healing 
  that removes nonlethal damage. When the character 
  recovers the nonlethal damage taken from heatstroke, 
  the fatigue penalties also end. 
   
  Dehydration 
  As noted on page 304 of the Dungeon Master’s Guide, a 
  character must consume 1 gallon of water per day to 
  avoid dehydration. In particularly hot environments 
  (those above 90º F), characters need more water, 
  requiring double the normal amount. The amount of 
  water required to avoid dehydration increases by 1 
  gallon per heat band above hot (so 3 gallons in severe 
  heat, 4 in extreme heat, and so on). Characters can go 
  without water for 1 day + a number of hours equal to 
  their Constitution scores. After this time, a character 
  must make a successful Constitution check each hour 
  (DC 10, +1 for each previous check) or take 1d6 points 
  of nonlethal damage. In particularly hot environments 
  (those above 90º F), the time a character can go without 
  water before making Constitution checks is reduced, as 
  described on the table below. 
   
  Dehydration Times 
  Temperature (Band) 
  Time Before First Con Check 
  91–110 (hot) 
  12 + Con hours 
  111–140 (severe heat) 
  6 + Con hours 
   
  Being Dehydrated 
  A lack of sufficient water introduces a new 
  condition—dehydrated. 
   
  Dehydrated: 
  Characters 
  who 
  have 
  taken 
  nonlethal damage from lack of water are considered 
  dehydrated and become fatigued. In addition, if a 
  dehydrated character would take nonlethal damage 
  from hot conditions (such as those described in this 
  book or on page 303 of the Dungeon Master’s Guide), 
  that damage instead becomes lethal damage. 
   
  A character who falls unconscious from nonlethal 
  damage due to thirst begins to take the same amount of 
  lethal damage instead. Damage from thirst, whether 
  
  COR5-06 Blood on Bright Sands 
   
  Page 28 
  lethal or nonlethal, cannot be recovered until the 
  character has been treated (see below); not even magic 
  that restores hit points heals this damage. 
   
  Treating Dehydration: A character who has taken 
  nonlethal damage from lack of water must be treated 
  with long-term care (see the Heal skill description on 
  page 75 of the Player’s Handbook) to recover. This 
  requires 24 hours of care and double the normal 
  amount of water required per day for the conditions 
  (for instance, 2 gallons of water for normal conditions). 
  If the character has also taken lethal damage from lack 
  of water or from a hot environment, add +5 to the Heal 
  DC and double the time required to recover (to 48 
  hours). Once this Heal check has succeeded, the 
  damage taken by the character can be restored through 
  the normal means. 
   
  Alternatively, certain spells can be used to 
  rehydrate a character in place of the recovery time, 
  water, and Heal check. The hydrate spell (see 
  Sandstorm) accomplishes this function, as does the 
  heal spell. 
   
   
  Bright Blindness 
  Bright Blindness is a condition that afflicts those 
  traveling the white sands of the Bright Desert without 
  adequate eye protection during the day. At first the 
  vision of those afflicted becomes indistinct, with 
  colored flashes and shapes appearing in their field of 
  vision. Their eyes then begin to ache, becoming red 
  and inflamed before finally the individual loses his 
  vision for a number of days. Prolonged exposure can 
  lead to permanent blindness. 
   
  Anyone traveling the white sands without 
  protection must make a DC 15Constitution check 
  every four hours of travel. The DC of subsequent 
  checks in a days travel increases by one. Failure means 
  the character is temporarily blinded for 1d4 days.  
   
  Characters suffering from Bright Blindness 
  should also make these additional checks unless they 
  have been completely blindfolded. If a character 
  suffering from Bright Blindness fails a subsequent 
  Constitution check their eyes are damaged beyond 
  repair and they are permanently blinded. 
   
  A successful DC 15 Heal check and the complete 
  blindfolding of the afflicted character’s eyes halves the 
  duration of the temporary blindness. Remove 
  blindness will remove both temporary and permanent 
  Bright Blindness instantly. 
  
  COR5-06 Blood on Bright Sands 
   
  Page 29 
  APPENDIX 4:  KARISTYNE CASTLE AT A GLANCE 
  �Karistyne Castle (small castle): Conventional; AL 
  LG; 200 gp; Assets 1,740 gp; Population Mixed (human 
  78, half-elf 7, elf 2.) 
   
  Authority Figures: Karistyne (LG human female 
  Pal15 – Heironeous). 
   
  Important Characters: Aaron Marander (LG 
  human male Ftr13 Caralin Arvendis (LG half-elf male 
  Ftr3/Clr7– Labelas Enoreth); Helena Stanmaer (LG 
  human 
  female 
  Clr12–Fharlanghn); 
  Shianne 
  Stormhanded (LG female human Wiz(E)15; Gasharin 
  Hefloranis (LG elf male Ftr9; Ambara (LG human 
  female). 
   
  Faiths: Fharlanghn, Heironeous, Labelas Enoreth. 
   
  Karistyne’s Castle sits upon a great plateau nestled 
  below some of the highest peaks of the Abbor Alz. This 
  well-fortified and defended five-towered castle is home 
  to the paladin Karistyne and her loyal companions.  
   
  In addition to the plethora of highly skilled 
  adventurers who make the castle their home, the castle 
  is well defended. Forty well-equipped and motivated 
  men-at-arms are to be found here along with almost 
  two-dozen specialists.  
   
  Karistyne herself is an extremely devout follower 
  of Heironeous. She believes it is her duty to root out 
  and destroy any and all evil creatures lairing in the 
  Abbor-Alz. In this she has generally been very 
  successful. No fewer than seven dragons have fallen 
  before the combined might of Karistyne and her 
  comrades. As a result, they are generally considered to 
  be incredibly wealthy and extremely well equipped.  
   
  Rulership and Law: Karistyne rules her castle and 
  the territory within a 10-mile radius of it. Technically, 
  this part of the Abbor-Alz falls into that territory 
  claimed by the Free City of Greyhawk. However, a tacit 
  agreement exists between the paladin and the 
  Mountaineer Militia granting the lands to her, in 
  return for her aid against the denizens of the Abbor 
  Alz. 
   
  Trade and Commerce: The folk of Karistyne’s 
  Castle do not partake in any industry; they are too busy 
  defending their home and slaying evil creatures. Much 
  trade is carried on with the hillmen of Marstefel. From 
  them, the garrison gets fresh meat and a powerful local 
  wine made from bitter berries. Most other trade goods 
  come here by way of the Duchy of Urnst or the 
  Domain of Greyhawk. Historically, no trade is carried 
  out with the denizens of the Bright Desert; with the 
  rise to power of Rary the Traitor this is doubly true.  
   
  Rumors and Whispers: Generally the inhabitants 
  of Karistyne Castle are well disciplined and do not 
  engage in idle gossiping. However, several of the 
  guards claim to have seen a great winged beast flying 
  high above the citadel on moonless nights. A few 
  others (if sufficiently in their cups) may speak of 
  seeing a mysterious cloaked stranger in earnest 
  conversation with Karistyne. No one has seen this 
  person enter or leave the castle; magic is suspected. 
  Rumors also circulate among the garrison of alliance 
  with Hardby. 
   
  NPC Spellcasting: Although Karistyne is a 
  relatively small settlement, PCs can call upon spell 
  casting services not normally found in a place of this 
  size. The PCs can call upon Caralin Arvendis, Helena 
  Stanmaer or Shianne Stormhanded to cast spells on 
  their behalf. In these instances all applicable normal 
  rules from the LIVING GREYHAWK Campaign 
  Sourcebook and the Player’s Handbook apply. 
   
   
  
  COR5-06 Blood on Bright Sands 
   
  Page 30 
  APPENDIX 5: DM’S MAPS 
  The Bright Lands 
  Wide Area Map: originally presented in Dungeon issue 120. Artwork by Robert Lazzaretti. 
   
  Dagger Rock/Karistyne Castle Environs map first presented in Dungeon issue 98. Artwork by Craig Zipse 
  Karistyne Castle
  50 miles 
  PC’s Start Point 
  
  COR5-06 Blood on Bright Sands 
   
  Page 31 
  Encounter 6: Dagger Rock 
  Original map presented in The Adventure Begins. Artwork by Sam Wood 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Encounter 7: Tunnels of the Ancients 
   
   
   
   
   
   
   
   
  Encounter 5: Shrine of the Calm God 
   
   
   
  Collapsed 
  Cavern
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/595/COR5-06 Blood on Bright Sands (APL 2)/COR5-06 Blood on Bright Sands.pdf