TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
  Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
  under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  COR5-17 
   
   
  TIME’S TIDE ON 
  BRIGHT SANDS 
   
  A One-Round D&D ® LIVING GREYHAWK  
  Core Adventure 
  Version 1.0 
  by Bruce Paris and James Dempsey 
   
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
  Playtesters: Theron Martin, Greg Dreher, Ken Segall, Bent Sims, and Bill Capodagli; James Dempsey, Adrian 
  Gillmore, Jon Naughton, Justin McGuire, Katrin Hingee, Leanne Dempsey. 
   
   
   
   
  Time is running out, and gathering what you need to change the future, may only be found by looking to the past. This 
  adventure is Part 5 in the “Blight on Bright Sands” series for APLs 2-16. 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM. 
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your Living Greyhawk 
  character. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS visit 
  the RPGA website at www.rpga.com. 
   
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on 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. 
  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. 
   
  # 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 
   
  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. 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 2 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. 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 
  Hardby. Characters native to Hardby and The Bright 
  Lands pay one Time Unit per round, all others pay two 
  Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit. Rich Upkeep costs 50gp per Time Unit. Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the LIVING GREYHAWK Campaign Sourcebook. 
   
  ADVENTURE 
  BACKGROUND 
  It is two thousand years before the present time. The 
  place: the ancient city of Utaa—capital of the mighty 
  Sulm Empire—now buried under the dust of the Bright 
  Desert. In less than five hours, King Shattados will 
  complete the black ceremony that allows him to take 
  final possession of the dreaded Scorpion Crown. He has 
  already sacrificed his dutiful wife—her hollow husk fed 
  to the god of entropy in return for purification, and the 
  power of eternal life.  
        Shattados’s daughter, Ulma, is imprisoned below in 
  the palace dungeons. Her attempt to prevent her father 
  from accepting the crown from his Dark Master, 
  Tharizdun, has failed. The rebellion she began will 
  ultimately fail—and those who might have brought about 
  the downfall of their despicable ruler, will soon become 
  victims of a terrible apocalypse. 
        High in her tower, the powerful Sulm wizardress, 
  Shemaya, looks deep into her pool of divinations. 
  Looking deep within the turgid waters, Shemaya sees the 
  future of her beloved Princess, King Shattados, the city - 
  the Empire. She shudders. Then she receives word that 
  Ulma has been imprisoned. Shemaya does not know it, 
  but there is one last act of love: a flower given to Ulma by 
  her mother as she was taken from her cell for sacrifice. In 
  her pool, Shemaya sees the old Flan symbols representing 
  “last” then “flower”. There is something about this 
  something that is unimportant now, but maybe in the 
  future. 
        Shemaya, again, looks deep into the waters. The waters 
  show her a path. On that path are some adventurers. She 
  knows she must survive the coming apocalypse to speak 
  with those adventurers. Only they can travel back to 
  Ancient Sulm, find the “last flower”, and bring it back to 
  the future.  
        For it is then, and only then, that the Scorpion Crown 
  might be unmade; and hope can be at last restored to a 
  shattered kingdom. 
        But first the adventurers must be found, and there are 
  many from which to choose … 
   
  ADVENTURE OBJECTIVES 
  In this adventure, the PCs need to find the "Last Flower 
  of Sulm"—one of the items Rary needs in order to 
  unmake the Scorpion Crown. To do this, the PCs travel 
  back in time to Ancient Utaa. When they get there they 
  realize that they have only hours before Shattados 
  completes his Purification Ritual. As soon as this is done, 
  he dons the Scorpion Crown—thereby destroying the 
  Sulm Empire forever.  
        In the first twist, the PCs learn that Princess Ulma, 
  daughter to Shattados, has been discovered fomenting 
  rebellion against her own father in the Temple of 
  Humanities. 
  She 
  has 
  been 
  imprisoned 
  beneath 
  Shattados's Palace. She is known across Sulm as the 
  "Flower of Sulm". This title might cause PCs to believe 
  that she is the "last flower" - but she is not. The actual "last 
  flower" is the one she currently wears in her hair. It was 
  given to her by her mother 24 hours ago -before her 
  mother was taken to the sacrificial chamber where 
  Shattados drained her entrails and used her dead husk in 
  his black ritual which purifies him for the final donning 
  of the Scorpion Crown. The flower is special because it is 
  the last thing tainted with "love" in an empire completely 
  overrun with hatred and despotism. 
        The second twist comes when the PCs need to decide 
  whether to leave Ulma behind in Utaa—to become a 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 3 
  twisted man-scorpion (once the ritual finishes)—or take 
  her with them back through the time portal. The hitch is 
  that if they do this, one PC must stay behind, so that she 
  can take his/her place in the time-sphere continuum 
  (which would otherwise become unbalanced). 
   
  PREPARATION FOR PLAY 
  At this point you should decide whether you are running 
  this adventure as a Home Play game or for a 
  Convention/Game Day. If you run it as a Home Play 
  game, it will take you about 6-8 hours (but gives your 
  players the opportunity to really savor the flavor of the 
  Ancient Sulm Empire—and the events which ultimately 
  led to its doom). If you run it as a Convention/Game Day 
  game, it will take you about 4 hours. This game cuts to the 
  chase fairly quickly, and is more linear in design. Once 
  you’ve made your decision, simply follow the directions 
  in the adventure. Have fun. 
   
  ADVENTURE SUMMARY 
  Introduction 
  The PCs learn that a strange tower has appeared to a 
  desert centaur in the middle of the Bright Desert. The 
  tower has called for the PCs to come to it. The tower may 
  have some link to the last days of the Ancient Sulm 
  Empire and possibly the making (or unmaking) of the 
  Scorpion Crown. 
   
  Encounter 1: The Tower Of Sleep 
  The PCs discover that the tower belongs to Shemaya—
  the last human survivor of Sulm. She was able to escape 
  the cataclysm at the last moment, though the act has 
  cursed her to be trapped in a vortex of time. Shemaya 
  quests the PCs to travel back in time to get for her “The 
  Last Flower of Sulm”. Shemaya believes that this item 
  may help unmake the Scorpion Crown. The PCs get 
  ready, and then jump into Shemaya’s pool. In an instant 
  they are transported back in time to the last hours of 
  Ancient Sulm—to the capital city ofUtaa. 
   
  Encounter 2: The Ancient City Of Utaa 
  The PCs discover that there is a small rebellion about to 
  take place in Utaa. The rebels have gathered at some 
  barricades on the plain north of the city. They are angry 
  because one of their number—the Princess Ulma (King 
  Shattados’ss daughter)—was kidnapped yesterday and 
  taken to the prison cells beneath the palace. The people of 
  Sulm call Ulma “The Last Flower”, and this information 
  should lead the PCs to want to find her. They can do this 
  by joining either the Royal Guard (and crushing the 
  Rebels), or by joining the rebels (and fighting the Royal 
  Guards).  
   
  Encounter 3: The Palace of Shattados 
  The PCs get inside the King’s Palace. Below, Shattados is 
  reciting the final verses of the purification ritual that 
  allow him to finally don the Scorpion Crown. The PCs 
  can explore the upper palace—but ultimately they must 
  find a way to get below to the prison cells (and rescue 
  Ulma). 
   
  Encounter 4: Beneath The Palace … 
  Regardless, the PCs should be made aware that it is now 
  less than half an hour until Shattados dons the crown and 
  destroys the palace—and, ultimately, the Empire of Sulm. 
  Going downstairs, the PCs must make their way through 
  the various dungeons below in order to find Ulma. The 
  dungeons are guarded by some cunning devils that have 
  been enslaved as guardians.  
        Once the PCs get past the encounter with the devils, 
  they find the dungeon cell containing Ulma. The PCs get 
  to talk to Ulma, and notice the lovely flower (a rose with 
  no thorns), which she is wearing in her hair. The PCs 
  now have a choice: take Ulma with them; or just take the 
  flower from her hair and leave her locked in the 
  dungeon.  
   
  Encounter 5: Escape From The Palace 
  This is a very cinematic sequence as the PCs have to make 
  their way out of Shattados’s palace as it crumbles under 
  the impact of a sonic blast (caused by Shattados donning 
  the Scorpion Crown). The PCs will not have time to draw 
  a teleportation circle inside the crumbling palace. They 
  must exit via the palace front doors, and find somewhere 
  safer. The PCs need to dodge fleeing crowds, as well as 
  avoid falling stonework, and stop themselves from falling 
  into a pit that has opened up—leading directly down into 
  the Underdark. Once outside the palace, they are free to 
  teleport back to Utaa. 
   
  Encounter 6: The End Of All Things Grand 
  Back in Utaa, the PCs see that the whole city is overrun 
  with scorpions of all shapes and sizes (many devouring 
  citizens). The PCs have a choice: they can fight through 
  an angry battalion of mad scorpions; or they can take a 
  short cut through the Temple Of Humanities. 
        When the PCs enter the Temple of Humanities, they 
  will see that many people have been injured and that the 
  temple is only just holding up considering the ensuing 
  chaos wracking the city. The PCs are greeted and the 
  head priest asks the PCs to help heal and bind the 
  wounds of his people. No matter what the PCs do next, 
  the Royal Guard suddenly seals off all the exits. 
        The Royal Guard enters the Temple of Humanities. 
  They have come to arrest (and kill) the members of the 
  rebellion. However, as they enter, they all start to change 
  shape and appearance the Royal Guard all turn into 
  manscorpions—followed by the members of the 
  rebellion, who begin to transform into asherati. They 
  then start to battle each other. The PCs must fight their 
  way through the carnage to the exit. If Ulma is with the 
  PCs, she urges them on. 
   
  Encounter 7: Big Decisions 
  Back at the bathhouse, the PCs must make a decision: do 
  they take Ulma back to the future with them? Or do they 
  only take the flower from her hair? If they take her, then 
  one PC must stay behind.  
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 4 
  Conclusion 
  Regardless, if the PCs survive, they now have the Last 
  Flower of Sulm. They return to Shemaya’s Tower, and 
  then bid her goodbye. If they have Ulma with them, you, 
  the DM, must indicate that as part of a Critical Events 
  Summary. As the rightful heir to the Sulm Empire, Ulma 
  may yet play a part in the lands of the Bright Sands. 
   
  INTRODUCTION 
  For Players New To The Bright Sands Series: 
  After a short break in Hardby, you find 
  yourselves earning a meager week’s wage 
  helping Lady Karistyne clear bandits from the 
  hills surrounding Karistyne Castle. This is an 
  easy task, and almost beneath you. Having 
  finished, you now find yourselves enjoying the 
  hospitality of your paladin employer in the 
  peace and quiet of her Abbor Alz fortress. 
   
  For Continuing Players Of The Bright Sands 
  Series: 
  After a short break in Hardby, you find 
  yourselves earning a meager week’s wage 
  helping Lady Karistyne clear bandits from the 
  hills surrounding Karistyne Castle. This is an 
  easy task, and almost beneath you. Having 
  finished, you now find yourselves enjoying the 
  hospitality of your paladin employer in the 
  peace and quiet of her Abbor-Alz fortress. But 
  that’s all you wanted: another opportunity to 
  visit Karistyne, and hopefully get another 
  chance to visit the Bright Desert—and find 
  some answers to the many riddles posed so far 
  about this forbidding land … 
   
  For conventions and game days, hand to players Player 
  Handout 1 which is found in the Appendix. Let them 
  introduce their characters to each other and then proceed 
  directly to Encounter 1.  
        For home play games, read this to the players after 
  they have introduced themselves as their characters, and 
  when they are ready to continue: 
   
  Continue For All Players In Home Games: 
  Now, from the relative security of a balcony in 
  Karistyne Castle, you close your eyes and 
  picture the vast waste that is the Bright Desert. 
  It is a place where great storms wrack distant 
  dunes, and fierce winds toss inhabitants like 
  tumbleweed. 
  It 
  is 
  harsh, 
  unrelenting, 
  depressing, desolate, and hopelessly lost. It is a 
  place torn apart by itself.  
        “But it was not always that way …” says a 
  calm, cool, female voice who appears to finish 
  your thoughts. It is Lady Karistyne. She, too, 
  has come to the balcony. Her hands grip the 
  rails. She says that she has been remembering a 
  sad story her mother once told her. A tear 
  comes to her eye … 
   
  The PCs may ask what is making Lady Karistyne sad, or 
  ask her what she means by her remark. If they ask, go to 
  Lady Karistyne’s Story below. If the PCs do not ask, 
  proceed directly to An Unexpected Visitor. 
   
  LADY KARISTYNE’S STORY 
  The PCs need to either ask pertinent questions, or make 
  Gather Information checks in order to get this 
  information. It hurts Lady Karistyne to remember these 
  stories. She does not give the information freely (or 
  flippantly). PCs with the Gana Spirit Tattoo (from 
  Gateway To The Bright Sands) automatically know that 
  what Karistyne says here is true. 
      k Karistyne: female human Pal 15; hp 129. 
   
  DC 10: “Over 1,500 years ago this desert was 
  home to a mighty empire known as Sulm. The 
  land was arid, but bountiful for grazing many 
  thousand flocks of wooly-white sheep and herds 
  of fat cattle. Many who lived there thought it a 
  veritable paradise. But the people became cruel 
  and greedy. They were not satisfied with what 
  they had. They wanted more. Their last ruler, 
  Shattados, made a bargain with the dark god—
  Tharizdun. Tharizdun gave Shattados a new 
  crown of power: The Scorpion Crown. But with 
  newfound power came a price: when he put on 
  the Crown, Shattados was transformed into a 
  huge manscorpion, along with many of his 
  people. The great Empire of Sulm fell to ruin. 
  The desert claimed the grazing lands, and 
  starved the wretched beasts that lived there. 
  Thousands adapted, or perished. All that was, 
  was lost.” 
   
  DC 15: “It is rumored that the only way to 
  reclaim the desert, and return it to its former 
  state, is to un-make the Scorpion Crown. How 
  this might be done, is still an unraveling 
  mystery …” 
   
  DC 20: “Legend tells us that Shattados had a 
  daughter whom he cherished. Her name was 
  Ulma. But Ulma was no fool, and she was pure 
  of heart. She could see her father slipping 
  deeper into depravity, and she was saddened. 
  She joined a resistance movement centered on 
  the Temple of Humanities—in the capital city: 
  Utaa. Shattados discovered his daughter’s deceit 
  and had her imprisoned in the dungeon beneath 
  his palace. He blamed his wife for his daughter’s 
  betrayal. Shattados took his wife to sacrifice as 
  part of the purification ceremony leading up to 
  the donning of the Crown. Her insides were 
  slowly sucked from her body, so that all that was 
  left of her was a shriveled, lifeless husk.” 
   
  DC 25: “Nobody knows what happened to 
  Ulma—but it is said that she was the last to fall 
  to the Scorpion Curse. All we know is that “the 
  last flower of Sulm” is linked to her. It is this 
  “flower” which has the legendary power to help 
  to unmake the Scorpion Crown itself. But logic 
  tells us that this flower would have long since 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 5 
  shriveled in the sands of time. Utaa is swallowed 
  by the desert. Ulma is long dead. The quest is 
  impossible to complete.” 
   
  After Lady Karistyne finishes answering as best she can, 
  read: 
   
  Lady Karistyne suddenly looks pale and sleepy. 
  “Such remembrances take much out of me. 
  Please, excuse me for a while. I must rest.” 
   
  AN UNEXPECTED VISITOR 
  Not long after she goes, you hear the voice of a 
  guard call out from below the fortress: 
   
  “Alarm. Someone, or some thing, is fast 
  approaching the fortress. All hands to the Great 
  Hall. All hands to the …” 
   
  And then you hear a massive “thud” as the 
  doors to the Great Hall are breached. 
   
  Ask the PCs what they are doing. Some PCs might stay on 
  the balcony. If they do, eventually Lady Karistyne sends 
  for them. Alter the following read-aloud text should this 
  occur. Otherwise, continue once the PCs elect to 
  investigate the ruckus below: 
   
  TheGreat Hall of Karistyne Castle is in an 
  uproar. The doors have been breached, and it 
  appears that Shianne Stormhand—a compatriot 
  of Karistyne—delivered a massive burning 
  hands to the intruder when he failed to stop, or 
  introduce himself. A crowd has gathered 
  around the intruder and, by the sound of it, he 
  is close to death. Clearly Lady Karistyne has 
  not yet heard the ruckus.  
   
  Give the PCs an opportunity to intervene here. A simple 
  cure minor wounds or a DC 15 Heal check stabilizes the 
  intruder. As they go to investigate who the intruder is, or 
  heal him, read: 
   
  As you push your way through the gathered 
  crowd, you soon discover that the unconscious 
  intruder is a desert centaur. Apart from the rare 
  adventuring centaur, it is uncommon to see one 
  of these local tribal creatures leave the security 
  of their homeland.  
   
  If any PC asks Shianne why she acted so hastily, she 
  replies in a surly voice: 
   
  “Humph. Two legs good, four legs bad. That’s 
  what my father taught me. Never served me 
  wrong has it, Gasharin?” 
        She looks glaringly at her bodyguard and 
  lover. 
        “It 
  has 
  never 
  served 
  you 
  wrong, 
  my 
  dearest.” he replies cautiously.  
   
  Of course, some PCs might be centaurs, themselves. The 
  DM can have some fun here if time permits. Shianne and 
  Gasharin are fairly chaotic personalities (and somewhat 
  bigoted). They work for Karistyne because she brings an 
  sense of order to their lives. She keeps them around 
  because she hopes they will eventually convert. But they 
  are not evil. Shianne was just doing what she thought was 
  right—protecting her Lady’s castle at any cost. 
   
  k Shianne Stormhand: female elf evoker 15; hp 
  60. 
   
  k Gasharin Helfloranis: male elf fighter 9: hp 
  50. 
   
  As soon as the intruder is stable, above zero hit points, 
  and able to speak, let the PCs take the lead in questioning 
  him. If they sit back, let Karistyne ask him who he is and 
  what he is doing running at full speed toward a heavily 
  guarded fortress. The centaur is frightened of Karistyne 
  (now that her compatriots have taken a shot at him). He 
  much prefers to speak to the adventurers, perfering other 
  centaur PCs in particular. 
        Even then, the PCs must make Gather. Centaur PCs 
  get a +4 circumstance bonus to this check. 
   
  k  Hasbolos: male desert centaur; hp 24. 
   
  Hasbolos is frightened, but he has risked great 
  danger to get his message to Karistyne Castle. He slowly 
  and surely says what he has to say. How much he says 
  depends on Gather Information checks made by the PCs: 
   
  DC 8: “My name is Hasbolos. I am of the 
  Keiray’ia Tribe. We are nomadic wanderers of 
  the bright sands southeast of Fort Whiterock. It 
  is rare for us to venture so far, and risk so much 
  peril—but we heard that forces of good were 
  seeking word of any visions that might lead to 
  the destruction of he who those call “Traitor”. I 
  did not stop because I was certain I was being 
  pursued. I felt it was better to risk storming your 
  fortress, and delivering my message, than 
  pausing and being consumed by whatever it 
  …was …” 
   
  DC 12: “Four days ago, I was foraging for food 
  in the wastelands when I came across a terrible 
  sight. Directly in front of me appeared a huge 
  tower. Just right out there in the middle of the 
  desert. Out of thin air. The tower was a single 
  blue-roofed white spire surrounded by a 
  flickering, silvery glow. I was about to move 
  closer, and investigate further, when a strange 
  apparition appeared in front of me. It was an 
  aerial servant of some kind. It spoke, haltingly, 
  to 
  me: 
  It 
  said—“Karistyne 
  Castle. 
  The 
  adventurers I seek are there. They are the ones. 
  They must come. Go now, or forfeit your life.” 
  And so, I went. And here I am—fortunately still 
  alive …” 
   
  DC 20: “I have heard stories about such a tower 
  as this from the human nomads. They tell tales 
  of a tall, white tower that appears—then 
  mysteriously disappears—in desolate areas of 
  the desert. They call this tower “The Tower Of 
  
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  Page 6 
  Sleep”. It is so named because anyone who 
  approaches is said to lapse into a deep sleep, 
  which lasts until the tower has vanished.” 
   
  DC 25: “Theories, legends, and tales abound as 
  to the identity of the tower’s occupant. Some 
  claim that a fiend, or evil god, chained by the 
  forces of good, seeks to escape from the tower. 
  Other stories tell of a grim, undead wizard who 
  moves the tower from place to place to steal the 
  dreams of sleeping victims. Others suggest that 
  it belongs to a beautiful sorceress who uses the 
  tower to travel between worlds—only returning 
  to the Bright Desert between journeys.” 
   
  Whatever the PCs make of what Hasbolos has to say, it is 
  clear that they are “the ones” and that they have been 
  summoned to go to the “Tower of Sleep”. Neither 
  Karistyne (when she finally wakes and arrives on the 
  scene), nor her compatriots, have ever heard of this tower 
  beyond perhaps a few unsubstantiated rumors. The PCs 
  must now decide whether to go with Hasbolos, or not. If 
  they do not go, the adventure is over. If they do decide to 
  go, they now need only to find a way of getting there. 
   
  Getting To The Tower Of Sleep 
  The PCs have three ways to get to the last known location 
  of the Tower: 
  ∞ 
  At lower APLs, the PCs can travel back through the 
  desert with Hasbolos. This is a four-day journey, but 
  it is uneventful. Eventually they all reach the last 
  known location of the tower. The DM should, 
  however, make the PCs feel uneasy during the 
  journey. Tell them that they constantly think they 
  are being watched and/or followed. Get them to 
  make Spot checks and, if you’ve got time, say in a 
  Home Game, keep them on edge day after day—
  night watch after night watch. It should be noted 
  that nobody from Karistyne Castle travels with the 
  PCs. 
  ∞ 
  At lower and mid APLs, the PCs might convince 
  Shianne to teleport them all to the last known 
  location of the tower. This requires a DC 25 
  Diplomacy check (at –4 for any centaur PCs, or any 
  PCs who chastised her earlier). Shianne has to read 
  the mind (detect thoughts) of Hasbolos in order to 
  ascertain the exact location. She grimaces when she 
  has to do this. When she’s ready she teleports 
  everyone. This might require two or three teleport 
  spells (which she has). It should be noted that 
  nobody from Karistyne Castle travels with the PCs. 
  ∞ 
  At higher APLs the PCs may have multiple access to 
  the teleport spell themselves. If so, let them travel 
  there under their own steam (after a successful 
  detect thoughts on Hasbolos in order to ascertain the 
  exact location). It should be noted that nobody from 
  Karistyne Castle travels with the PCs. 
  ∞ 
  Flying is probably too dangerous. Even Karistyne’s 
  griffon riders won’t ride that far into dangerous 
  territory. The Lady herself confirms this. Any PC 
  who insists on flying sights Chargrinastopeilios—an 
  old blue dragon scouring the skies above Fort 
  Whiterock (see Monster Manual page 73). Allow the 
  PCs ample time to flee this encounter. If they persist 
  have Chargrinastopeilios spot them but allow the 
  PCs to drive him off. If they survive this encounter, 
  then the PCs arrive safely at the location of the 
  tower. 
   
  As soon as the PCs are ready to leave, and you have 
  described the effects associated with their mode of travel, 
  move the PCs directly to the next encounter. 
   
  ENCOUNTER 1: THE 
  TOWER OF SLEEP 
  When the PCs arrive at the last known location of the 
  tower, read or paraphrase the following: 
   
  As your journey comes to an end, you find 
  yourselves standing in the last known location 
  of the strange tower, first seen by Hasbolos the 
  centaur. All around you, the desert sand blows 
  wildly—stretching on for an eternity. The sand 
  gets in your mouth, your hair, your armor, and 
  even 
  under 
  your 
  armor 
  in 
  the 
  most 
  uncomfortable of locations. Every step you 
  take, you chafe; it’s a wonder anybody—or 
  anything—could 
  live 
  in 
  such 
  a 
  blasted 
  environment. 
   
  If Hasbolos has traveled with the PCs, he points and says: 
   
  “I was walking in that direction…” Hasbolos 
  says, pointing southwards. “I suggest you do 
  the same.” 
   
  If Hasbolos is not present, then the PCs need to walk 
  south in order to have Shemaya’s Tower appear to them. 
  Ask them which direction they are traveling. A desert 
  storm has erased all tracks since Hasbolos was last here.    
    
  As soon as PCs start to walk south, describe the 
  following fairly quickly: 
   
  When you start walking south, the sandstorm 
  clears. Suddenly, a strange vision assaults your 
  senses. No more than 150 yards—directly in 
  front of you—there appears a wondrous white 
  tower, with a blue roof, at least seven stories 
  high. All around, it is bathed in a silvery glow. 
  It is pulsating. It is flickering. It beckons you. 
   
  Nothing happens if the PCs stay where they are. 
  Hasbolos refuses to walk any closer, and bids the PCs 
  farewell as soon as they start walking toward the tower. 
  As soon as any PC starts to walk toward the tower, ask 
  them—and all the PCs—if they are taking any particular 
  precautionary measures. Once they have done what they 
  wish, let them move forward. When any PC gets to 
  within 100 yards of the Tower, describe the following: 
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 7 
  Out of nowhere, a bright flash hurts your eyes 
  and makes you feel extremely unsettled … 
   
  The PC must now make a DC 25 Will save. Shemaya has 
  created a magical sleep effect around the perimeter of her 
  tower. Those PCs who sleep are eventually teleported 
  inside Shemaya’s Tower. Those PCs who resist must make 
  a new save every time they move a further 15 feet toward 
  the tower. Those creatures immune to sleep effects do not 
  actually sleep, but find themselves suddenly standing in 
  the same spot—but somewhere within another plane of 
  existence surrounded by deep blue-black mist. A DC 15 
  Knowledge (planes) reveals they are on the Astral Plane. 
  Those PCs who never fail their saves just don’t go inside 
  the tower (until they allow themselves to fail—which is 
  possible). As soon as a few PCs are either asleep, or 
  standing on the Astral Plane, describe the following: 
   
  Now you dream—or think you dream—or think 
  you see dreams, or move within dreams against 
  your will. Suddenly, all around you is black. 
  Thick black. Black as black. And you appear to 
  be falling: falling into a chasm of unrelenting 
  darkness. 
  Not 
  fast, 
  but 
  carefully. 
  Not 
  erratically, but in a planned and methodical 
  manner; as if somebody were keeping you safe, 
  so that you might eventually land on a feather 
  pillow at the bottom of a deep and dangerous 
  ravine. 
  The 
  ride, 
  depending 
  on 
  your 
  disposition, 
  might 
  be 
  described 
  as 
  both 
  frightening and/or strangely exhilarating. 
   
  It is important to now ask if any PC is resisting the effects 
  of the tower. If they do, then give them a DC 5 
  Intelligence check to realize that they might be somehow 
  left behind. The DM should tell resisting players: 
   
  You seem to be falling behind everyone else. 
  Soon, you will lose your friends and may find 
  yourself left alone to fend for yourself in the 
  desert. Do you continue to resist? 
   
  If any PC continues to refuse the effects, then the 
  adventure is now over for that PC. Hasbolos finds the PC 
  and lead him/her back to Karistyne’s Castle, and safety. 
        Continue with Inside Shemaya’s Tower when all PCs, 
  who are going, are ready. 
   
  INSIDE SHEMAYA’S TOWER 
  Read or paraphrase the following: 
   
  And so then you awake. How long you’ve been 
  asleep—or 
  falling, 
  or 
  flailing 
  through 
  darkness—nobody knows. Under your heads 
  are feather pillows, and the low beds upon 
  which you lie are made of only the softest 
  down. As you gather your senses you realize 
  that you are now all in a large, round chamber. 
  To your east, a set of stairs wind downwards. To 
  your west, a set of stairs wind upwards. You 
  appear to be unharmed, and in possession of all 
  your equipment. But then you hear a noise. It is 
  footsteps. Coming down the stairs. 
   
  Ask the PCs what they are doing. The creature coming 
  down the stairs is one of Shemaya’s Ulma Dolls. These are 
  automatons that she has built over the centuries in the 
  likeness of her one obsession: Princess Ulma. When she 
  wrested her tower out of reality (and into the Astral 
  Plane) during the creation of the Scorpion Crown, 
  Shemaya felt great guilt at not being able to save Ulma, 
  her beloved pupil. When she saw what must be done in 
  her Pool of Divinity, Shemaya became obsessed with 
  Ulma, and finding a way to bring the Last Flower back to 
  the future. Each Ulma Doll is individualistic, but slightly 
  scary. A single blow from any weapon can smash a doll 
  completely. Depending on what PCs do, read or 
  paraphrase the following. The emphasis for the DM here 
  is to present this situation as really, really creepy. 
   
  As the footsteps approach, you soon see that 
  they belong to a very strange figure indeed. It 
  is a doll: an animated doll. An automaton. 
  Standing 5 feet high, the doll is dressed in the 
  robes of a royal princess. Her arms move in a 
  jerky, spooky fashion, and her head lolls from 
  side to side. Her dead, black eyes stained with 
  weeping mascara stare chillingly toward you, as 
  her painted mouth opens and speaks in a voice 
  like the grave: 
        “My mistress is expecting you—upstairs. 
  You are the Dewis-Un. There have been many. 
  But you are …” 
        The mouth shuts. As if told to. The eyes 
  stare. Waiting … 
   
  Any PC with the Gana Spirit Tattoo instantly recognizes 
  this doll as being a life-like representation of Princess 
  Ulma, the last Princess of Sulm. Any PC who speaks (or 
  understands) the Flan language knows that “Dewis-Un” 
  means “chosen ones”. The Ulma Doll answers no 
  questions from the PCs. It just stares. As the PCs go 
  upstairs, read: 
   
  As you begin to ascend the stairs, you notice 
  the head of the doll move. It turns, and it eerily 
  follows your progress upwards. The head turns 
  all the way around and faces backwards. And 
  those eyes always staring following you … 
   
  If any PCs decide to go downstairs, or anywhere else, they 
  will actually find themselves back in the room in which 
  they started. Shemaya won’t let them go anywhere she 
  doesn’t want them. This is the Astral Plane, after all. 
   
  When the PCs get to the top of the stairs, describe 
  the following: 
   
  What you see at the top of the stairs is almost 
  beyond comprehension. The round tower you 
  came from has been replaced by a huge, 
  elongated assembly hall, some 80 feet wide, and 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 8 
  200 feet long. You are standing at one end. 
  Another figure is seated, cross-legged at the 
  other. All along the sides of the hall are more 
  automatons—all of them variations of the doll 
  which first greeted you. She seems to be a 
  princess of some kind, with long black hair and 
  porcelain 
  features. 
  Each 
  doll 
  is 
  doing 
  something based on a theme. Some are sewing; 
  some are braiding their hair. Others are 
  stroking automaton dogs, while some are 
  reading scrolls and giggling eerily. The figure 
  at the far end raises a hand. It beckons you 
  come forward … 
   
  As PCs move closer, read the following—keeping in 
  mind that we want to portray Shemaya as spooky and 
  unsettling for the players.  
   
  As you move toward the far end of the assembly 
  hall, you notice that it is covered in cobwebs, 
  dust, and other things crawling occasionally 
  underfoot. On the walls are hundreds—no, 
  thousands—of clocks. Every clock is different. 
  Every clock is set to a different time. And each 
  automaton is moving in time with a clock. In 
  time. In time. Staring. The eyes watch you as 
  you move forward. And as you do, one doll 
  suddenly speaks in a dead, staccato voice: “They 
  are the Dewis-Un.” While another doll grins 
  and says: “There have been many …”, and 
  another finishes, ”but they are the Dewis-Un 
  …” “Yes. They are the Dewis-Un.” “They will 
  bring it back.” “They are …” But then they just 
  stop. And stare. 
        Soon, you can see what the cross-legged 
  figure looks like. She is clearly human, and of 
  Flannish descent. She appears middle-aged and 
  wears her short, curly hair swept back from her 
  face. She is portly, and slightly overweight. Her 
  skin is deeply tanned and her careworn face is 
  wreathed in wrinkles. Her eyes, however, seem 
  to radiate intelligence and understanding, and 
  are amber in hue. She is dressed in robes, 
  which are not of this current world—or time. 
   
  A DC 20 Knowledge (history) check recalls that her robes 
  are similar to those found on people in frescos from the 
  time of Ancient Sulm. Nobody has dressed this way in 
  over a thousand years. A DC 25 Knowledge (nobility and 
  royalty) check reveals that the dolls are wearing clothes 
  associated with royalty from the time of Ancient Sulm. 
   
  “So, you have come to me.” the woman says as 
  you get near. “How can you impress me? How 
  can I be sure you are the Dewis-Un?” 
   
  Shemaya simply wants the PCs to tell her what they 
  know about what is happening in the region at present. 
  How much they tell her may depend on how many other 
  adventures in this series they have played, whether they 
  remember, and how much they are prepared to tell her. A 
  DC 12 Sense Motive will determine that she is not 
  attempting to bluff the PCs in any way. She definitely 
  does not radiate evil (she’s chaotic good in alignment). 
        After the PCs have done what they can to put her at 
  ease, they may have some questions for her. Some typical 
  questions and answers are listed below: 
   
   
  Who are you? “I am Shemaya. I am the last 
  human survivor of the Ancient Sulm Empire. I 
  am a wizard. I specialize in knowledge about the 
  Planes.” 
   
  Where are we? “You are in my tower—which 
  is located partly on the Astral Plane. Because of 
  this, I am able to wrench my tower in and out of 
  reality. I can never leave the tower—though my 
  aerial servants can, at times of great need. When 
  Shattados donned the Scorpion Crown a 
  supernatural energy wave rippled out from the 
  palace. To survive I managed to shift my tower 
  completely out of reality. Now we wander the 
  land we once loved, like ghosts …” 
   
  Why have you brought us here? “I have an 
  overriding desire to reverse the effects of the 
  Scorpion Crown curse, and to restore the land I 
  once loved to its original state. I once saw a 
  prophecy in my Pool of Divination. The 
  prophecy foretold that YOU would one day 
  begin the search to unmake the Crown—and 
  that our two paths would cross. You are to DO 
  the deed—while I provide the means and 
  information.” 
   
  What would you have us do? “You must 
  travel back in time. You must travel back to the 
  last few hours of Sulm’s existence—to the 
  ancient city of Utaa. The prophecy says that you 
  must find an object that can help unmake the 
  Scorpion Crown: the Last Flower of Sulm. Once 
  you have the Last Flower, you must return with 
  it to the future. Once it has returned, you can 
  begin to unmake the Crown. You can begin to 
  return the land I once loved to its former 
  beauty.” 
   
  How will we know what the flower 
  looks like? “You won’t. Even I do not know. 
  The prophecy is unclear on this. All I know is 
  that you will know it when you find it. And you 
  must find it before Shattados dons the crown. 
  After that, all will be lost. You will have only 
  three hours—then you must get out as quickly 
  as you can.” 
   
  What if we refuse? “Then I will send you on 
  your way. You will remember nothing. And I 
  will search for others—who may never come.” 
   
  How do we travel back in time? “You will 
  travel via my Pool of Divination. It is attuned to 
  accepting 
  those 
  who 
  would 
  fulfill 
  “the 
  prophecy”. That is why I cannot do it myself—
  and why only you, the Dewis-Un, may do it. The 
  portal leads to a bathhouse in the Humanities 
  district of Utaa City. It is a private room, so you 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 9 
  will have time to dry yourselves and put on your 
  clothes—for you must be completely naked 
  when you travel through. I will wrap your 
  backpacks and clothes in a special material, and 
  give you some for the return journey. Your 
  things will be kept dry.” 
   
  How do we get back? “You simply dive back 
  into the same pool in the bath house. The portal 
  will recognize you and return you. You must, 
  however, remember one thing. The pool 
  remembers who has used it. If six living, 
  intelligent creatures go through, then no more 
  than six living, intelligent creatures can return. 
  For this purpose, your animals and familiars are 
  not counted (no matter how intelligent they 
  might be). Nor is any creature you might 
  summon, nor any plants (such as the flower). 
  Remember this, for if you break this rule, then 
  you will all surely perish.” 
   
  The DM should emphasize that the pool will not be 
  “tricked”. To do so is to try and trick fate herself. 
  Therefore, PCs cannot “summon” extra creatures to make 
  space for later on (or do something similar). Should they 
  broach this option with Shemaya, she tells the PCs that 
  fate cannot be tricked, and that they do so at their own 
  peril. If a PC dies, then his/her body can be returned to 
  the future, but does not count as “living” in terms of 
  numbers in the pool. Shemaya is happy to explain this. 
   
  Can you give us anything to help us? “I 
  can give you a Map of Utaa City [see Player 
  Handout 1]. This may help you gather 
  information as quickly as possible. [And at APLs 
  2-8 only:] I also need you to survive this journey, 
  so I will give you my last supplies of curative 
  and tongues potions. If you do not use them, I 
  would like them back, please. (See Treasure 
  Note below).” 
   
  Who is the lady represented in every 
  doll? “That is the beautiful Princess Ulma—the 
  last Princess of the Sulm Empire. Daughter to 
  King Shattados. She was my pupil. She was my 
  friend. Losing her at the end of the Sulm 
  Empire gave me centuries of grief. I overcame 
  my grief by making the little dolls you see here. 
  I wanted to replace the living Ulma with not 
  just one automaton, but hundreds—for it takes a 
  thousand to make up for the loss of one of her. If 
  you should see her tell her.” Shemaya cannot say 
  any more. A single tear rolls down her cheek . 
   
  What happened to Ulma? “Her father 
  believed that she was involved in fomenting 
  rebellion against him. He locked her deep 
  within his dungeon beneath his palace, while he 
  performed the purification ritual with the 
  Scorpion Crown. The waters of the pool are 
  unclear, but I am certain I heard a final scream 
  for help it was her voice changing eventually 
  into the throaty, gurgled husk of a manscorpion. 
  At least, as far as I know, she was the last to 
  transform.” 
   
  How do we communicate with these 
  people? “If you can speak the Flan language 
  you will be able to communicate satisfactorily. 
  Others of you may be able to use magic of some 
  kind, or magic devices. I can give you a few 
  potions of the tongues spell if you are desperate. 
  Otherwise, you will need to speak slowly, and 
  listen for phonetic clues. Their language is 
  simply an elder form of Flan called Ancient 
  Flan.” 
   
  How will we blend in? “One of the effects 
  of time travel through the pool, is that when you 
  go back you actually take on the illusory 
  appearance of somebody from that time—but 
  nobody in particular. Your armor will look like 
  roughshod clothing; your weapons will appear 
  as walking staffs. But be careful—skilled 
  wizards may be able to see through your 
  disguise. Stay clear of them.” 
   
  Can we change history? “You can only 
  change that which the fates allow you to change. 
  Our destinies are mapped. That which you are 
  meant to change, will change. That which you 
  are not, simply will not happen—regardless of 
  how much you fight against your fate.” 
   
  Did everybody in the Sulm Empire 
  transform or die? No. Most of those who 
  were 
  loyal 
  to 
  Shattados 
  turned 
  into 
  manscorpions. Most of those who opposed the 
  underlying evil of the Empire turned into 
  asherati. Some miraculously survived and did 
  not transform at all. We do not know why. They 
  went on to either die in the desert, or survived 
  to form bandit or racial enclaves. One thing is 
  for certain: when the Scorpion Crown was 
  activated, not all was lost. It seems some had a 
  chance to survive. 
   
  Treasure: Shemaya will give these items to the PCs. 
  They cannot be sold and, if not used during this 
  adventure, must be given back to Shemaya upon return. 
  It is not included in the treasure tally at the end of this 
  adventure. All cure potions are created at maximum value 
  (eg. the potion of cure light wounds heals 1d8+5 damage). 
   
  APL 2: Loot—0 gp, Coin—0 gp, Magic—potion of 
  cure light wounds x 6; potion of tongues x6. 
   
  APL 4: Loot—0 gp, Coin—0 gp, Magic—potion of 
  moderate wounds x 5; potion of tongues x5. 
   
   
  APL 6: Loot—0 gp, Coin—0 gp, Magic—potion of 
  cure serious wounds x 4; potion of tongues x4. 
   
  APL 8: Loot—0 gp, Coin—0 gp, Magic—potion of 
  cure serious wounds x 3; potion of tongues x3. 
        APL 10-16: Nothing offered. 
   
   Other Questions? The PCs may have other questions 
  for Shemaya. She answers as best she can. The DM should 
  do his/her best here—but please do not give away any 
  critical information. If the PCs ask for translations of 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 10 
  words on the map, Shemaya says she has no time to do so, 
  and that they will pick it all up as they go along. 
        When the PCs are ready to dive into the pool, and go 
  through the portal, proceed to Encounter 2. 
   
  ENCOUNTER 2: THE 
  ANCIENT CITY OF UTAA 
  This encounter can either be played as a short version (for 
  conventions and game days); or as a long version (for 
  home games). The short version simply has the PCs arrive 
  at the bathhouse, then go directly outside and 
  immediately run into Marsiandiwr (the merchant). In the 
  long version, the DM should let the PCs wander around 
  ancient Utaa. After they’ve explored for a while, have 
  them (eventually) run into Marsiandiwr. The DM should 
  adjust the flow of this encounter to suit his/her specific 
  demands. 
   
  ARRIVING AT THE BATHHOUSE 
  Read or paraphrase the following as soon as all PCs have 
  jumped into the Pool of Divination: 
   
  As you dive into Shemaya’s pool, the first 
  sensation you notice is that you are extremely 
  cold, and wet. This is quickly followed by the 
  realization that you are being dragged, twisted, 
  and thrust through a watery concourse with 
  great force. Every time you try to open your 
  eyes, all you see are quickly shifting colors—
  and then the pressure against your face closes 
  them. Perhaps you don’t really want to see … 
        But this is suddenly followed by a new 
  sensation. It is one that has you floating. No 
  pressure. No force. You are just adrift in a sea 
  of 
  nothingness. 
  Opening 
  your 
  eyes, 
  you 
  discover 
  that 
  you 
  are 
  literally 
  floating 
  backwards through time. At first, you see you 
  and your fellow adventurers on previous quests. 
  Then you glimpse aspects of your youth—then 
  childhood. The vision gets faster. Past you, and 
  through you, flashes of ages lost unveil 
  themselves like they were your own memories.  
        You see a fire in the Thieves’ Quarter of 
  Greyhawk, then dignitaries from many nations 
  gathered for a great signing. Another vision 
  conjures the destruction of the once-great 
  nation of Almor. You see Mayaheine’s avatar 
  appear for the first time, and the fall of so 
  many nations under the demonic armies of Old 
  Iuz. Somewhere in there you also see the 
  formation of The Magnificent Talking Goat 
  Party. What on Oerth was THAT? You see the 
  infiltration of the Horned Society into Bandit 
  Kingdoms—then the vision gets faster … 
        Past you glide flashes of reptile gods, 
  Furyondian Princes, Iuz freed, drow allies, 
  slave lords, Wizard Murq, Circle formed, Azak-
  Zil. Old One imprisoned, Greyhawk freed, 
  Iggwilv conquers Perrenland, Volte terrorizes, 
  Iron League founded, Zagig builds, Thrommel 
  builds, the Overking builds, Old Aerdy is 
  founded. 
        Then, suddenly, you are engulfed in fire, 
  and the smell of millions of burnt and charred 
  bodies overwhelm your senses. It is the 
  Invoked Devastation and the Rain of Colorless 
  Fire. When the cacophony clears you see white 
  skinned Suel mages in far off kingdoms—
  where now there is only an endless Sea Of 
  Dust.  
        And then the scene shifts toward your 
  destination. Into view come the Bright Lands. 
  There is endless desert. Scorpions. Scorpion 
  men. Chaos. Crumbling buildings, crumbling 
  temples. 
  Death 
  and 
  destruction. 
  Temples. 
  Ziggurats. Colors. Life. Thriving civilization. 
  Self-satisfaction. Arrogance. Pride. Decadence.  
        Water. Water. Can’t breathe. Drowning … 
        And then you take your first breath in a 
  millennia. 
   
  Pause for a moment. Let the PCs ask where they are, then 
  describe the following.  
   
  If you have young players at the table, it is strongly 
  suggested that you tone down the descriptions of 
  promiscuous activity—both here and in or around Utaa. 
  Use your own best judgment. 
   
  You are in a large, warm, bubbling private spa 
  bath, inside what appears to be an ancient 
  bathhouse. The walls are made of clay bricks, 
  and they are painted with colorful, somewhat 
  saucy, pictures featuring dozens of people 
  taking part in lascivious acts inside the very 
  bath in which you now sit. Outside the room, 
  you hear some faint voices—laughing, calling, 
  talking, massaging, splashing, and crying out in 
  lingering moments of pleasure. There is one 
  door. It is currently closed. 
   
  Let the PCs all climb out of the bath. There are warm 
  towels on racks so that they may dry themselves. Let 
  them get dressed, and then arrange their equipment. 
  They may also wish to cast some spells. Let them. When 
  they open the door, continue … 
   
  The bathhouse is alive with dozens of people—
  all of them enjoying themselves in any number 
  of 
  interesting 
  ways 
  (few 
  of 
  which 
  have 
  anything to do with bathing). It appears that 
  the society of Ancient Sulm grew extremely 
  licentious in its final days; and the walls here 
  also depict depravities of a kind that would 
  make even hardened adventurers blush. That 
  aside, and perhaps because of it, nobody seems 
  to have taken any notice of you. You appear to 
  be free to leave the bathhouse whenever you 
  choose. 
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 11 
  Nobody in the bathhouse is in a position (literally) to talk 
  to the PCs. The PCs will need to look around the city for 
  any leads as to where they might find “the last flower” 
  and/or a way to reach Princess Ulma. 
   
  OUTSIDE THE BATHHOUSE 
  As soon as the PCs go outside, read or paraphrase the 
  following: 
   
  Now, before you, sprawls the ancient city of 
  Utaa—capital 
  of the Sulm Empire. Huge 
  ziggurats 
  rise 
  upwards 
  and 
  tower 
  over 
  everything. Color is splashed everywhere, and 
  even the cobblestones 
  on the 
  street are 
  individually painted by what must have been a 
  powerful, yet extremely artistic and sensitive 
  society at its zenith.  But that was long ago. 
  Now, you know, that this is a city in its final 
  hours. 
  Driven 
  by 
  decadence, 
  corruption, 
  violence, and rebellion; the people of Sulm are 
  presently concerned with only one thing: 
  themselves.  
        The streets are bustling with people, shops 
  are open, and there are hawkers outside every 
  temple ziggurat—attempting to coax passers-by 
  into stopping to worship (and while they’re at 
  it, give a donation). 
   
  The players now have the opportunity to explore Utaa—
  but only if they are playing a Home Game (or you, as DM, 
  feel they have the time to do it). After they have been to a 
  few places, and gathered a few rumors, then have them 
  run into Marsiandiwr (the merchant) so that the story can 
  progress forward. If you are DMing at a convention or 
  game day, then have the PCs meet Marsiandiwr right 
  now. 
   
  EXPLORING UTAA - RUMORS 
  Only play this section if you are certain the players have 
  enough time to do so (and still finish the adventure on 
  time). 
        As the PCs visit a new building or part of town, they 
  may attempt a DC 15 Gather Information check 
  (depending on what questions they ask). Also, PCs with 
  the Gana Spirit Tattoo automatically knows 1d6 of these 
  rumors (in the order they are written below): 
   
   
  “The Empire of Sulm is mighty. No other nation 
  dares oppose us. Why? Because we bring peace 
  to troubled places. Because we liberate those 
  who have been oppressed.” 
   
  “Everybody in Sulm is free to do as they wish—
  so long as they do not oppose the edicts of the 
  King, Great Shattados. This means we have 
  freedom of worship, as well as freedom of choice 
  in terms of life and periodic partners. We have 
  mercantile freedom, as well as freedom to 
  pursue a better lot in life for ourselves if we 
  should be born as slaves, or one of the destitute. 
  Mostly, the people of Sulm live for Oerthly 
  pleasures—believing that in ecstasy there is 
  only nirvana.” 
   
  “We are at peace with most other nations—
  though 
  they 
  are 
  all 
  insignificant 
  when 
  compared to our own. Some nations, however, 
  do not want to be free, so they find ways to fund 
  insurgencies, or to terrorize innocent civilians. 
  These troublemakers mostly come from the 
  Kingdom of Itar—some 100 miles to the 
  southeast. 
  We 
  helped 
  to 
  liberate 
  that 
  impoverished nation from the rule of a 
  tyrannical despot—and how do they repay us? 
  They want us gone. But that is not possible, as 
  we need their sheltered ports for trade, and 
  without trade, Utaa would crumble to dust.” 
   
  “Life is good in Utaa. We have security, we have 
  happiness, and that is all because King Shattados 
  cares for us like his own.” 
   
  “The people of Sulm are restless. It is not 
  enough to have everything. They want more. 
  That is the eternal conundrum. When you don’t 
  have something, you want it; and when you’ve 
  got it, you want something else. Many Sulmites 
  are now seeking what they want in dangerous 
  places—for it is only there that they find some 
  quenching of their thirst for experiencing “the 
  original” or “the first ecstasy”. Many people are 
  joining the Eglwysig Am Annwn. Rumor has it 
  that Father Corryn has succeeded in building 
  the first stairway—down into the Nine Hells of 
  Baator itself. It is here that Eglwysig Am Annwn 
  promises that our people will find a truly unique 
  experience …” 
   
  “King Shattados is getting older. But he yearns 
  for even more power. It feeds him. It nourishes 
  him. But he is going to die—unless he finds 
  some way to live longer. Some say that he is 
  making something which will help him achieve 
  this—deep under his palace. Some have the 
  audacity to secretly whisper that they hope, in 
  their hearts, that he does not succeed …” 
   
  “Not everybody here is as happy as the 
  government would make us seem. Thousands of 
  families have lost loved ones in the ongoing 
  occupation of the Kingdom of Itar. Trade has 
  not been as lucrative as originally promised. 
  Hundreds of merchants are now reduced to 
  hawking their wares on foot—roaming from 
  corner to corner, place to place. Many do not 
  own their own homes, or plots of land. They are 
  forced to rent from those who made the first 
  (and only) profit way back when Itar was first 
  occupied. But that was decades ago.” 
   
  “A group of citizens, disaffected with current life 
  in Sulm, began meeting at the Eglwysig Am 
  Dyno. 
  They 
  called 
  themselves 
  “The 
  Cyfnewidiad” (Those Who Seek Change). Last 
  week, the Cyfnewidiad decided to make a stand. 
  They constructed a makeshift barricade about 1 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 12 
  mile north of the city. The barricade blocks 
  caravans coming and going from the city. It has 
  been very effective, and the purpose is mostly to 
  politically agitate, and to try and affect change 
  through non-violence. They are, however, 
  wasting their time. Eventually, they will be 
  rounded up and imprisoned for causing dissent. 
  They will be branded as “insurgents”—and that 
  means indefinite incarceration without a trial.” 
   
  “Rumor has it that King Shattados’s own 
  daughter, Ulma, joined a group of rebels who 
  have constructed a barricade just north of the 
  city. The rebels called her “The Last Flower”—
  because she is the only thing living in the dry, 
  dead garden that is the Palace of Shattados. 
  Apparently, however, Ulma was arrested very 
  quickly, and has been imprisoned beneath 
  Shattados’s Palace. There is rumor that the 
  rebels are planning a rescue, but they lack 
  experience in such a venture.” 
   
  EXPLORING UTAA - PLACES 
  The DM (and PCs) should refer to the Map of Ancient 
  Utaa, which can be found in the appendix of this 
  adventure. PCs with the Gana Spirit Tattoo automatically 
  knows their way around Utaa, as well as what is generally 
  in each building (and what its purpose is). 
        1. The North Road. This road eventually leads to 
  the barricades set up by The Cyfnewidiad—the group of 
  rebels who are making a stand against the Sulm 
  government. The PCs will need to come here at some 
  point—but when they do, it is very important that the 
  DM has already had the PCs meet Marsiandiwr (the 
  merchent)—see below. 
        2. Gatehouse.  This is a large guard post, occupied 
  by a garrison of the Brenhinol Gwarchodwr (Royal 
  Guard), led by Captain Angau. They are the same 
  Brenhinol Gwarchodwr, which is dispatched to put down 
  the rebellion later in this encounter. If the PCs kill the 
  Brenhinol Gwarchodwr at the gatehouse, then double 
  the number will arrive to dispatch the rebels later on.  
        3. Temple of Light.  This ziggurat is notable, as the 
  top half is made entirely of glass. This allows the sun to 
  reflect down upon those who worship inside—and bathe 
  them in a myriad of colors and shades that dazzle and give 
  solace to those in places of personal darkness. The priest 
  here is Father Gwydredd. He is a kind old gentleman who 
  welcomes 
  visitors. 
  He 
  believes 
  the 
  rebels 
  are 
  troublemakers, and that they are blocking food from 
  reaching the city. A few poor children have already 
  starved due to their actions. 
        4. Diod Tafarn (Refreshment House—named 
  “Kamwyls”). No meals are served here. It is just a 
  meeting place for locals to gather to drink wine, ale, and 
  other beverages. It is one of the best places in town to 
  hear gossip. This establishment tends to be more pro-
  rebel in its sympathies. 
        5. Diod a Bwyd Tafarn (Refreshment and 
  Dinner House—named “Dre’nelis”). This place is 
  more aligned with what we know as an exclusive eatery. 
  It is more up-market and aimed squarely at those in 
  government jobs (or positions of wealth). Needless to say, 
  they are anti-rebel.  
        6. Office of the City Consul. This is where the 
  government of Utaa meets to do business, overseen by 
  one of Shattados’s Consuls, Sherryn Tweys (human 
  female). There is no way she will see the PCs under any 
  circumstances. Her secretary, Madam Klegg, is very curt 
  with PCs, and send them away. 
        7. Temple of the Sky.  This temple is devoted to 
  all that which travels through the air, day and night. Cool, 
  calmative, magical breezes blow continually inside this 
  ziggurat. On the roof can be seen an ever-changing 
  diorama which fades from day to night, from clear to 
  cloudy skies—all without ever having to go outside. It is a 
  marvel, indeed. The priest of this temple is Father Wyf. 
  He is a liberal, middle-aged man who believes strongly in 
  the “winds of change”. He has predicted, “great change is 
  going to come to Utaa and the degenerate Sulm Empire.” 
  He thinks The Cyfnewidiad (the rebels) will be the 
  catalyst. How wrong history will prove him … 
        8. Temple of Humanities.  This temple is devoted 
  to the Arts. This includes: music, drama, poetry, dance, 
  oration and philosophy. It was in this temple that The 
  Cyfnewidiad (the rebels) first gathered. A priest called 
  Father Eordfyden oversees the temple. He is very 
  colorful, and quite gregarious. He will be the only person 
  in Utaa who suspects that the PCs may not be from 
  Oerth—or from the current time period. He will not 
  press the PCs, but will often grin and wink and nod to 
  them like “he understands”. He openly sympathizes with 
  the rebels, and his temple supplies The Cyfnewidiad with 
  what they need for their vigil at the barricade. He can 
  confirm rumors that Ulma had joined the barricade, but 
  was somehow transported to Shattados’s Palace. One of 
  the rebels, Feor Wijs, thinks he knows how they did this 
  (and can possibly effect a rescue.). He is currently 
  manning the blockade out of town (along the North 
  Road). 
        9. Temple of That Which Is Below.  This 
  temple is the site to a newly created stairway into the 
  Nine Hells. There are many worshippers at this church. 
  All of them are depraved. The PCs won’t get far in here. 
  They are stopped by the temple priest, Father Corryn. He 
  is pro-government. 
        10. Marketplace.  This is normally thriving, but 
  caravans have been delayed getting through due to the 
  blockade caused by the rebel’s barricade. Needless to say, 
  people around this place do not support the rebel cause. 
  If PCs want to buy anything, then all they find is (rotten) 
  food and a few souvenirs. Nothing else—except a bit of 
  gossip if they look for it. 
        11. Temple of Darkness.  Even during the day, it 
  is completely dark inside this temple. Any attempt to 
  cause “light” of any kind will flicker, flash, and diminish. 
  People move in, around, and through this church 
  extremely quietly. They speak in whispers. Sometimes, a 
  PC will feel someone brush up against them. They won’t 
  know who (or what) it was—but it will send shivers 
  down their spine. If they are game, they will eventually 
  get to speak with Father Menwyn. His voice travels—like 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 13 
  he is in one place once second—then another—and 
  another. His voice is low and somber. He is pro-
  government (and a devout worshipper of Tharizdun.). 
        12. Public Bathhouse. Already described. It is 
  government sponsored, so most folks in here are pro-
  government. 
   
  MARSIANDIWR THE MERCHANT 
  During convention play, or game days, the PCs quickly 
  meet Marsiandiwr as soon as they start wandering around 
  Utaa. In home play, the PCs meet Marsiandiwr as soon as 
  the DM thinks they are ready to move forward with the 
  adventure. Remind the players that their characters need 
  to have some way of conversing intelligently with 
  Marsiandiwr before this conversation begins. 
        Marsiandiwr sells pots, pans, ladles, and general 
  cooking and kitchen utensils of various kinds. 
   
  Out of the blue, you see a tall, well-built man of 
  Flannish stock come striding toward you. He is 
  covered, from head to toe, with goods and 
  articles of varying kinds. He is literally a 
  “walking shop”. As he clanks and shuffles up to 
  you, you notice that he is trying to do so 
  surreptitiously—without much success. 
        “Shhhh. You must be quiet.” he says trying 
  to whisper. A large pot falls from his belt and 
  bangs loudly on the cobblestone pavement. 
  “You are not from here, I can tell. If you do not 
  go quietly, you will be branded insurgents. You 
  will be rounded up with all the rebels at the 
  barricade and imprisoned with dear Princess 
  Ulma. You will never see the Temple of Light 
  again.” 
   
  The PCs will most probably now want to ask this fellow 
  some questions. Consult the section below. 
   
  Marsiandiwr - Questions And Answers 
   
  Who are you? I am Marsiandiwr, a merchant. 
  Though I have no shop, I am myself a shop, and 
  by being such I sell my wares from place to 
  place, and make what little profit I can in these 
  dark times. 
   
  How do you know we are not from 
  around here? Being the traveling merchant 
  that I am, I see all kinds of people—meet them, 
  greet them, follow them, watch them, learn 
  what 
  they 
  want, 
  what 
  they 
  need 
  you 
  understand? From the moment I saw you step 
  from the Bath House I’ve followed you. You are 
  not from here. You are too wide-eyed—and that, 
  my friends, is a give-away. So, where are you 
  from? 
   
  Insurgents? What do you mean? Ever 
  since the Sulm Empire occupied the Kingdom 
  of Itar—over forty years ago—there has been 
  growing insurgency both there, and here. The 
  people of Sulm have become so introspective, 
  that they have lost sight of the very things that 
  they liberated Itar from. Today, the insurgents 
  mostly target innocent civilians. They cause 
  havoc any way they can. They want Sulm out of 
  Itar and they want Shattados off the throne. 
   
  Rebels? Barricade? The rebels are mostly 
  harmless. They are a group of artists from the 
  Temple of Humanities. They have constructed a 
  makeshift barricade on the plain about a mile 
  north of the city. They are obstructing trade 
  caravans so that they can raise awareness of their 
  concerns. They think that Sulmites have 
  become decadent and egocentric. They are 
  worried that Shattados has too much power, and 
  may be looking for more in the wrong places. 
   
  Rounded Up? Yes. I have just heard that 
  Captain Angau of the Royal Guard is about to 
  lead a contingent out to the rebel barricade. He 
  intends to destroy the barricade—and that 
  includes any rebels who get in his way. If you 
  hurry, you can join them. Helping the Royal 
  Guard to crush the rebels would get you an 
  invitation to the King’s Palace—and a royal 
  decoration. 
   
  Princess Ulma Imprisoned? Don’t you 
  know? The King’s own daughter, Princess Ulma, 
  is a rebel sympathizer. She is known locally as 
  “the last flower of Sulm”—due to the fact that 
  she is the last beautiful thing growing in the 
  King’s rotten garden. Yesterday, however, she 
  was teleported against her will from the 
  barricade—and imprisoned beneath Shattados’s 
  Palace. Apparently, one of the rebels was 
  working for the Royal Guard. He betrayed her 
  by leading her into a magic teleport circle. 
  Fortunately, he left some of his equipment 
  behind, and the rebels are currently arguing 
  how to use it so as to affect a rescue. 
   
  Where is the Palace Of Shattados? 
  Nobody knows. The location of the palace is a 
  well-kept secret. But we do know that it is far 
  from this city. Great magic protects the Palace, 
  and deters those who might try to infiltrate it. 
  The Royal Guard, and those closely associated 
  with Shattados, get to and from the city using 
  special teleporters. Only those people have 
  access to such wondrous magic. 
   
  PCs with the Gana Spirit Tattoo automatically know that 
  Marsiandiwr is telling the truth. 
        The PCs may also ask some other questions, which 
  Marsiandiwr 
  may 
  choose 
  to 
  answer 
  (based 
  on 
  information already given in the Rumors And Places 
  section of this encounter). The DM should feel free to 
  expand this conversation as he/she deems fit. Whatever 
  the case, Marsiandiwr does not go with the PCs, and has 
  never been inside Shattados’s Palace. He can describe 
  what Princess Ulma looks like—if asked. Ulma has fair—
  almost porcelain—skin and jet black hair. She has a 
  colorful tattoo on the right side of her face (which is 
  typical of noble Flan houses). She is about 5 feet, 2 inches 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 14 
  in height, and weighs about 135 lbs. She is very pretty, 
  and usually quite perky and talkative.  
        Now the PCs must decide what to do: join the Royal 
  Guard and go fight the rebels; or sneak past the Royal 
  Guard and go join the rebels (to fight against the Royal 
  Guard). Either way, their allegiance will get them into the 
  Palace of Shattados (and closer to their objective—
  finding Ulma and “the last flower”). 
        Those PCs who have the Gana Spirit Tattoo feels 
  “uneasy” about joining the rebels. Gana thought that the 
  rebels were “wrong” in their attempts to undermine the 
  good order of the Empire. Gana feels much happier if the 
  PC (and his/her party) joined the Royal Guard. However, 
  the choice is ultimately up to the PC.  
   
  JOINING THE ROYAL GUARD 
  Joining the Royal Guard is easy. As most of the Royal 
  Military Forces are currently subjugating far away places, 
  the Royal Guard is happy to hire on adventurers to help 
  curb rebel incursions. The pay is 60 gp each, per day 
  (quite generous.). If the expedition against the rebels is 
  successful, then Captain Angau promises the PCs a 
  decoration ceremony in the Palace of Shattados.  
        If the PCs ask where the palace is situated, Captain 
  Angau just laughs and says:  
   
  “Don’t you know anything, mercenary? The 
  King keeps the location a secret, and employs 
  powerful guards and wards. Such great magic 
  deters those who might try to infiltrate. We get 
  to and from the city using special teleporters. 
  We will give you one should the need arise.” 
   
  Continue reading once the PCs are ready to leave the city. 
  They may take the opportunity before they leave to seek 
  out minor ordinary and magic items (the kind generally 
  allowable under the current version of the Living 
  Greyhawk Campaign Sourcebook). 
   
  As you leave the City Of Utaa, and travel down 
  the North Road, you are quickly overcome with 
  just how beautiful and inspiring the landscape 
  of Sulm once was—before the desert sands 
  swept it all away. The city itself stands atop a 
  great, high plateau that majestically lords over 
  the surrounding terrain. At first, the North 
  Road winds its way down the rocky slope of the 
  Utaa Plateau. You need to be careful here, as 
  one slip could see you and your party plummet 
  over 1,000 feet onto red-hard rock. 
        Once below, it is not long before you 
  traverse the arid plain and come across a 
  makeshift barricade, stretching across the road 
  up ahead. Behind the barricade you see a few 
  ragtag rebels lined up behind some scraps of 
  debris—mostly pilfered from deserted houses, 
  and other structures no longer in use. When 
  you get to within thirty feet of the barricade, 
  Captain Angau yells: 
        “In 
  the 
  name 
  of 
  his 
  majesty, 
  King 
  Shattados, I order you to surrender and desert 
  this illegal structure immediately. If you do 
  not, then you will die.” 
        “Bugger off.” comes a voice from behind the 
  barricade. 
   
  At this point, place all miniatures in position on the battle 
  grid. Ask the players where their characters are standing. 
   
        Captain Angau looks at you all, and then 
  says quietly, “Get ready. No prisoners …” 
        “CHARGE.” 
   
  And with that, Captain Angau and his men 
  rush forward toward the barricade. Roll for 
  initiative. 
   
  APL 2 (EL 3) 
   
  d Eirin: Male human druid 1; hp 10; see Appendix 
  1. 
   
  d Eirin's Animal Companion, Luin: Female 
  wolf; hp 13; see Appendix 1 
   
  d Filean: Male human bard 1; hp 7; see Appendix 
  1. 
   
  d Claid: Male human barbarian 1; hp 15; see 
  Appendix 1. 
   
  APL 4 (EL 5) 
   
  d Eirin: Male human druid 2; hp 17; see Appendix 
  1. 
   
  d Eirin's Animal Companion, Luin: Female 
  wolf; hp 13; see Appendix 1. 
   
  d Filean: Male human bard 2; hp 12; see Appendix 
  1. 
   
  d Claid: Male human  barbarian 2; hp 25; see 
  Appendix 1. 
   
  APL 6 (EL 7) 
   
  d Eirin: Male human druid 3; hp 27; see Appendix 
  1. 
   
  d Eirin's Animal Companion, Luin: Female 
  wolf; hp 26; see Appendix 1. 
   
  d Filean: Male human bard 3; hp 17; see Appendix 
  1. 
   
  d Claid: Male human barbarian 3; hp 35; see 
  Appendix 1.. 
   
  APL 8 (EL 9) 
   
  d Eirin: Male human druid 5; hp 43; see Appendix 
  1. 
   
  d Eirin's Animal Companion, Luin: Female 
  leopard; hp 19; see Appendix 1. 
   
  d Filean: Male human bard5; hp 27; see Appendix 
  1. 
   
  d Claid: Male human barbarian 5; hp 55; see 
  Appendix 1. 
   
  APL 10 (EL 11) 
   
  d Eirin: Male human druid 7/beastmaster 1; hp 76; 
  see Appendix 1. 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 15 
   
  d Eirin's Animal Companion, Luin: Female 
  dire lion; hp 60; see Appendix 1. 
   
  d Filean: Male human  bard 8; hp 42; see Appendix 
  1. 
   
  d Claid: Male human barbarian 8; hp 85; see 
  Appendix 1. 
   
  APL 12 (EL 13) 
   
  d Eirin: Male human druid 9/beastmaster 1; hp 94; 
  see Appendix 1. 
   
  d Eirin's Animal Companion, Luin: Female 
  elephant; hp 115; see Appendix 1. 
   
  d Filean: Male human bard 10; hp 52; see 
  Appendix 1. 
   
  d Claid: Male human barbarian 10; hp 105; see 
  Appendix 1. 
   
  APL 14 (EL 15) 
   
  d Eirin: Male human druid11/beastmaster1; hp 
  112; see Appendix 1. 
   
  d Eirin's Animal Companion, Luin: Female 
  elephant; hp 123; see Appendix 1. 
   
  d Filean: Male human bard 12; hp 62; see 
  Appendix 1. 
   
  d Claid: Male human barbarian 12; hp 125; see 
  Appendix 1. 
   
  APL 16 (EL 17) 
   
  d Eirin: Male human druid 13/beastmaster 1; hp 
  130; see Appendix 1. 
   
  d Eirin's Animal Companion, Luin: Female 
  dire tiger; hp 136; see Appendix 1. 
   
  d Filean: Male human bard 14; hp 72; see 
  Appendix 1. 
   
   
  d Claid: Male human barbarian 14; hp 159; see 
  Appendix 1. 
   
   
  Tactics: At APL 2 the bard starts by inspiring 
  courage and then will use ranged attacks to support the 
  barbarian and the wolf. The barbarian rages in the first 
  round and then moves forward to engage the enemy’s 
  front ranks, using Power Attack. The wolf attacks the 
  same target as the barbarian wherever possible. The druid 
  casts sunstroke on another target to the one the barbarian 
  is targeting and then moves to cure the wolf or barbarian 
  if injured. 
   
  At APL 4, the bard starts by inspiring courage, then 
  casts sleep on any group of characters not in melee, or 
  cause fear on individuals who are using flanking tactics 
  and then uses ranged attacks to support the barbarian and 
  the wolf. The barbarian rages in the first round and then 
  move forward to engage the enemy’s front ranks, using 
  Power Attack. The wolf attacks the same target as the 
  barbarian wherever possible. The druid casts sunstroke 
  on another target to the one the barbarian is targeting and 
  then moves to cure the wolf or barbarian if injured. 
   
  At APL 6, the bard starts by casting haste from a 
  scroll, then inspiring courage, then use Tasha’s hideous 
  laughter on individuals who are using flanking tactics 
  and then uses ranged attacks to support the barbarian and 
  the wolf. The barbarian rages in the first round and then 
  moves forward to engage the enemy’s front ranks, using 
  Power Attack. The wolf attacks the same target as the 
  barbarian wherever possible. The druid buffs others the 
  first round, then casts sunstroke on another target to the 
  one the barbarian is targeting and then moves to cure the 
  wolf or barbarian if injured. 
   
  At APL 8, the bard starts by casting haste from a 
  scroll, then inspiring courage, then use silence on groups 
  with casters, or suggestion on individuals who are using 
  flanking tactics and then will use ranged attacks to 
  support the barbarian and the leopard. The barbarian 
  rages in the first round and then move forward to engage 
  the enemy’s front ranks, using Power Attack. The leopard 
  attacks the same target as the barbarian wherever 
  possible. The druid buffs others the first round, then casts 
  sleet storm on any groups hanging back, then casts 
  sunstroke on another target to the one the barbarian is 
  targeting and then moves to cure the leopard or barbarian 
  if injured. If physically threatened, Eirin wild shapes into 
  a wolverine and rages. 
   
  At APL 10, the bard starts by casting haste, and then 
  inspiring courage. After he casts confusion on groups or 
  cast suggestion on individuals who are using flanking 
  tactics. He uses other spells as appropriate. The barbarian 
  rages in the first round, and engages the enemy’s front 
  ranks, using Power Attack. The lion will attacks the same 
  target as the barbarian wherever possible, pouncing 
  initially. The druid buffs others the first round, then wild 
  shape into an eagle and flies up to cast from range. He 
  attempts to disables any groups hanging back using sleet 
  storm, and spontaneously summoning if possible. When 
  appropriate, he lands and wild shape into a wolverine and 
  move to cure the lion or barbarian. If physically 
  threatened, he wild shapes into a wolverine and rages. 
   
  At APL 12, the bard starts by casting haste, and then 
  inspiring courage. After he inspires greatness in the 
  barbarian before casting greater invisibility on himself. 
  He then uses confusion on groups or tormenting thirst 
  on individuals who are using flanking tactics. He uses 
  other spells as appropriate. The barbarian rages in the first 
  round and engages the front ranks, using Power Attack. 
  The elephant attacks the same target as the barbarian 
  wherever possible, pouncing initially. The druid buffs 
  others the first round, then wild shape into an eagle and 
  flies up to cast from range. He casts animal growth on the 
  elephant and try to disable any groups hanging back 
  using sleet storm, and spontaneously summoning if 
  possible. When appropriate, he lands and wild shapes 
  into a brown bear and move to cure and support the 
  elephant or barbarian. 
   
  At APL 14, the bard starts by casting haste, then 
  inspiring courage, before casting greater invisibility on 
  himself, and using confusion on groups or dominate 
  person or tormenting thirst on individuals who are using 
  flanking tactics. He uses other spells as appropriate. The 
  barbarian rages in the first round and charges and jumps 
  the barricade to engage the enemy’s front ranks, using 
  Leap Attack. The elephant attacks the same target as the 
  barbarian wherever possible. The druid buffs the 
  elephant with nature’s favor in the first round, then wild 
  shapes into an eagle and flies up to cast from range. He 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 16 
  will cast animal growth on the elephant, and mass bear’s 
  endurance before trying to disable any groups hanging 
  back using sleet storm, and spontaneously summoning. 
  When appropriate, he lands and wild shapes into a dire 
  bear and move to cure and support the elephant or 
  barbarian. 
   
  At APL 16, the bard starts by casting haste, then 
  inspiring courage,. He then inspires greatness in the 
  barbarian before casting greater invisibility on himself. 
  He then uses song of discord and confusion on groups or 
  casts dominate person or tormenting thirst on individuals 
  who are using flanking tactics. He uses other spells as 
  appropriate. The barbarian rages in the first round and 
  engages the enemy’s front ranks, using Power Attack. The 
  dire tiger attacks the same target as the barbarian 
  wherever possible, pouncing initially. The druid buffs the 
  dire tiger with nature’s favor in the first round, then wild 
  shape into an eagle and fly up to cast from range. He casts 
  animal growth on the dire tiger, and mass bear’s 
  endurance and tries to disable any groups hanging back 
  using sleet storm, and spontaneously summoning if 
  possible. When appropriate, he lands and wild shapes 
  into a rhinoceros and move to cure and support the dire 
  tiger or barbarian. 
   
  Treasure: 
   
  APL 2: Loot—113 gp, Coin—0 gp, Magic—wand of 
  cure light wounds (62 gp each), oil of iron silence (25 gp 
  each), potion of cure light wounds (4 gp each), scroll of 
  color spray (2 gp each), arcane scroll of cure light wounds 
  (4 gp each). 
   
  APL 4: Loot—175 gp, Coin—0 gp, Magic—scroll of 
  obscuring mist (2 gp each), wand of cure moderate 
  wounds (375 gp each), arcane scroll of glitterdust (13 gp 
  each), potion of cure light wounds (4 gp each); arcane 
  scroll of cure moderate wounds (17 gp each), oil of magic 
  weapon (4 gp each), oil of iron silence (25 gp each). 
   
  APL 6: Loot—150 gp, Coin—0 gp, Magic—cloak of 
  resistance +1 (83 gp each), wand of cure moderate 
  wounds (375 gp each), oil of magic weapon (4 gp each), 
  oil of iron silence (25 gp each), 2x potion of cure light 
  wounds (4 gp each), scroll of haste (31 gp each), vest of 
  resistance +1 (83 gp each). 
   
  APL 8: Loot—71 gp, Coin—0 gp, Magic—+1 hide 
  (97 gp each); wand of cure moderate wounds (375 gp 
  each), +1 greataxe (193 gp each); oil of iron silence (25 gp 
  each), +1 studded leather (98 gp each), potion of cure 
  light wounds (4 gp each); scroll of haste (31 gp each); vest 
  of resistance +1 (83 gp each). 
   
  APL 10: Loot—112 gp, Coin—0 gp, Magic—amulet 
  of health +2 (333 gp each); wand of cure serious wounds 
  (937 gp each), 2x cloak of resistance +1 (83 gp each), +1 
  breastplate (112 gp each), amulet of natural armor +1 (167 
  gp each), +1 greataxe (193 gp each), oil of iron silence (25 
  gp each), +1 studded leather (98 gp each), potion of cure 
  light wounds (4 gp each), arcane scroll of cure moderate 
  wounds (17 gp each), scroll of haste (31 gp each), vest of 
  resistance +1 (167 gp each); +1 composite shortbow (198 
  gp each). 
   
  APL 12: Loot—76 gp, Coin—0 gp, Magic—+1 
  scimitar (193 gp each), amulet of health +2 (333 gp each), 
  cloak of resistance +2 (333 gp each), wand of cure serious 
  wounds (937 gp each); 2x ring of protection +1 (167 gp 
  each), +1 studded leather (98 gp each), potion of cure 
  light wounds (4 gp each), cloak of charisma +2 (333 gp 
  each), arcane scroll of cure moderate wounds (17 gp 
  each), vest of resistance +2 (333 gp each), +1 composite 
  shortbow (198 gp each), +1 breastplate (112 gp each), 
  amulet of natural armor +1 (167 gp each), cloak of 
  resistance +1 (83 gp each), +1 greataxe (193 gp each), 
  gauntlets of ogre power (333 gp each), potion of cure 
  moderate wounds (25 gp each), oil of iron silence (25 gp 
  each),  
   
  APL 14: Loot—89 gp, Coin—0 gp, Magic—+1 
  beastskin dragonhide breastplate (808 gp each); wand of 
  cure critical wounds (1750 gp each); amulet of health +2 
  (333 gp each); cloak of resistance +2 (333 gp each), +1 
  breastplate (112 gp each), amulet of natural armor +1 (167 
  gp each), +1 frost greataxe (693 gp each), cloak of 
  resistance +1 (83 gp each), gauntlets of ogre power (333 
  gp each), ring of protection +1 (167 gp each), oil of iron 
  silence (25 gp each), +1 studded leather (98 gp each), 
  cloak of charisma +2 (333 gp each), potion of cure light 
  wounds (4 gp each); scroll of bear's endurance (12 gp 
  each); arcane scroll of cure moderate wounds (17 gp 
  each), vest of resistance +2 (333 gp each), +1 frost 
  composite shortbow (698 gp each). 
   
  APL 16: Loot—89 gp, Coin—0 gp, Magic—+1 
  beastskin dragonhide breastplate (808 gp each), wand of 
  cure critical wounds (1750 gp each), amulet of health +2 
  (333 gp each), cloak of resistance +4 (1333 gp each), +1 
  breastplate (112 gp each), +1 frost greataxe (693 gp each), 
  amulet of health +2 (333 gp each), belt of giant strength 
  +4 (1333 gp each), cloak of resistance +2 (333 gp each), 
  ring of protection +1 (167 gp each); oil of iron silence (25 
  gp each), potion of cure light wounds (4 gp each), +1 
  studded leather (98 gp each), cloak of charisma +4 (1333 
  gp each); arcane scroll of cure moderate wounds (17 gp 
  each); vest of resistance +2 (333 gp each), +1 frost 
  composite shortbow (698 gp each) 
   
  Detect Magic Results: +1 beastskin dragonhide 
  breastplate (strong transmutation), +1 breastplate (faint 
  transmutation), 
  +1 
  composite 
  shortbow 
  (faint 
  transmutation), +1 frost composite shortbow (moderate 
  evocation), +1 frost greataxe (moderate evocation), +1 
  greataxe 
  (faint 
  transmutation), 
  +1 
  hide 
  (faint 
  transmutation), +1 scimitar (faint transmutation), +1 
  studded leather (faint transmutation), amulet of health +2 
  (moderate transmutation), amulet of natural armor +1 
  (faint transmutation), arcane scroll of cure light wounds 
  (faint conjuration)., arcane scroll of cure moderate 
  wounds (faint conjuration), arcane scroll of glitterdust 
  (faint conjuration), belt of giant strength +4 (moderate 
  transmutation), 
  cloak 
  of 
  charisma 
  +2 
  (moderate 
  transmutation), 
  cloak 
  of 
  charisma 
  +4 
  (moderate 
  transmutation), cloak of resistance +1 (faint abjuration), 
  cloak of resistance +2 (faint abjuration), cloak of 
  resistance +4 (moderate abjuration), gauntlets of ogre 
  power (faint transmutation), oil of iron silence (faint 
  transmutation), 
  oil 
  of 
  magic 
  weapon 
  (faint 
  transmutation), potion of cure light wounds (faint 
  conjuration), potion of cure moderate wounds (faint 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 17 
  conjuration), ring of protection +1 (faint abjuration), 
  scroll of bear's endurance (faint transmutation), scroll of 
  color spray (faint illusion), scroll of haste (faint 
  transmutation), 
  scroll 
  of 
  obscuring 
  mist 
  (faint 
  transmutation), vest of resistance +1 (faint abjuration), 
  vest of resistance +2 (faint abjuration), wand of cure 
  critical wounds (moderate conjuration), wand of cure 
  light wounds (faint conjuration), wand of cure moderate 
  wounds (faint conjuration), wand of cure serious wounds 
  (faint conjuration). 
   
  AFTER THE BATTLE 
  Read or paraphrase the following: 
   
  There is no doubt that your helping the Royal 
  Guard truly secured their victory. Without your 
  help, the rebels may have won the day. Captain 
  Angau saunters over to you. He has taken the 
  head of Feor Wijs, the leader of the rebel scum.  
        “A fine prize.” he smiles. “Such a head will 
  honor my family, and sit well above my 
  fireplace. Feel free to take a few yourselves.” 
   
  Some PCs might need a moment to respond to this. If 
  they ask why he takes heads, then Angau simply looks 
  perplexed and says:  
   
  “Why should we not? It is our custom. Is it not 
  yours?” 
   
  Continue when ready … 
   
  Soon, the Royal Guard takes you all back to 
  Utaa. 
  You 
  do 
  not 
  exactly 
  get 
  a 
  hero’s 
  welcome—though 
  a 
  few 
  locals 
  with 
  the 
  marking of Darkness and Underdark greet you 
  and smile like corpses as you pass them. Back 
  in the Gatehouse, Captain Angau addresses you 
  and says: 
        “Here is your payment”. Angau pays each of 
  you 60 gp. “My friend, Pro-Consul Vrevred 
  would like to meet you. He has arranged a 
  decoration ceremony at the Palace of King 
  Shattados. We must leave very soon. Are you 
  ready?” 
   
  Once again, the PCs may ask to stop by suitable places in 
  the city in order to purchase any minor ordinary and 
  magic items (the kind generally allowable under the 
  current version of the Living Greyhawk Campaign 
  Sourcebook). The PCs may opt to spend their 60 gold 
  pieces on a potion or scroll if they so desire.  
        If the PCs decline to go with the Royal Guard, then 
  their adventure is effectively, over. 
        Once the PCs are ready to go with the Royal Guard, 
  read: 
   
  Captain Angau takes a number of small golden 
  leaves from his pocket. He also takes out a 
  piece of black chalk. 
        “These leaves are magic. They attune to the 
  pentagram, which I will now draw on the 
  ground. The pentagram takes one minute to 
  activate the teleportation magic imbued within 
  the leaf. So long as you are standing in the 
  pentagram, and holding one of these leaves, 
  you will be transported to a Waiting Area in the 
  King’s Palace. You return by drawing another 
  pentagram, and doing the same. You return 
  directly to this place.  
        “Do not be frightened. Such a journey 
  cannot hurt you—even though you may feel 
  engulfed in darkness, and watched by a strange 
  entity. The entity is simply Tharizdun, the 
  wonderful god who watches over our King, and 
  all of us.” 
   
  A DC 10 Knowledge (religion) or Knowledge (history) 
  check identifies Tharizdun as the god of darkness and 
  entropy. See the Living Greyhawk Gazetteer for more 
  information on this god. 
        Once the PCs agree to proceed, continue.  
   
  Captain Angau then gives each of you a golden 
  leaf. He takes his chalk, and draws a pentagram 
  on the cobblestone of the Gate House. He then 
  invites all of you to step inside and, as you do, 
  the magic begins to take effect. After a minute, 
  everything goes dark --- oh no, not again --- and 
  you get the strange sensations Angau described, 
  however, things go as planned, and you all soon 
  arrive at your destination: The Palace of King 
  Shattados. 
        You find yourselves now standing in a room 
  with bright red marble walls, and carefully 
  rendered sandstone floors. It appears to be a 
  waiting 
  room 
  of 
  some 
  kind. 
  There 
  are 
  comfortable chairs and a single door leading 
  out into a hallway. To the west, the hallway 
  appears to exit the palace (you see sunlight); to 
  the east, the hallway appears to go deeper into 
  the palace building. There is also a closed door, 
  painted green, across the hallway from the 
  room you are standing in. 
        “Make yourselves comfortable,” Angau says. 
  “I must seek out the Pro-Consul. It seems he is 
  upstairs, engaged in his midday rapture.” And 
  with this, Angau bows to you and leaves, 
  heading westwards down the hallway. 
   
  Go directly to Encounter 3. 
   
  JOINING THE REBELS 
  Joining the Rebels is easy. As the PCs pass through the 
  city Gate House, it appears that the Royal Guard are too 
  busy getting ready for a military operation to notice any 
  of the PCs. If the PCs want to spy on the Royal Guard (to 
  ascertain strength and equipment), then let them. Have 
  the PC doing the spying make two checks: the first is a 
  Hide check against a guard’s Spot check (see stats in 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 18 
  Appendix 1). If the PC hides effectively, then make a 
  second check, which is a Spot check against a guard’s 
  Hide (again, see stats in Appendix 1). The guards are 
  making every effort to be as covert as they can. If the PC 
  succeeds both checks, then tell that PC the general details 
  of the Royal Guard (numbers, obvious professions, etc). If 
  any PC is spotted, a Guard will shout at the PC: “Get out 
  of here. Mind your business.” If the PCs do not 
  move along, the guards attack the PCs. If battle ensues 
  here, wing it. The PCs eventually meet up with the rebels, 
  hopefully, and be thanked for dispensing with the Royal 
  Guard. 
        As the PCs leave the city, read: 
   
  As you leave the City Of Utaa, and travel down 
  the North Road, you are quickly overcome with 
  just how beautiful and inspiring the landscape 
  of Sulm once was—before the desert sands 
  swept it all away. The city itself stands atop a 
  great, high plateau that majestically lords over 
  the surrounding terrain. At first, the North 
  Road winds its way down the rocky slope of the 
  Utaa Plateau. You need to be careful here, as 
  one slip could see you and your party plummet 
  over 1,000 feet onto red-hard rock. 
        Once below, it is not long before you 
  traverse the arid plain and come across a 
  makeshift barricade, stretching across the road 
  up ahead. Behind the barricade you see a few 
  ragtag rebels lined up behind some scraps of 
  debris—mostly pilfered from deserted houses, 
  and other structures no longer in use. When 
  you get to within thirty feet of the barricade, a 
  Rebel sticks his head up and yells: “Halt. 
  Strangers. Your faces are not known to us. You 
  are not Royal Guards, yet nor do you appear 
  harmless. Account for yourselves.” 
   
  Let the PCs introduce themselves and make friendly 
  contact. When the rebels are certain that the PCs are here 
  to help, they push aside a piece of scrap metal and let the 
  PCs in behind the barricade. At an appropriate moment, 
  read: 
   
  A tall man with fair hair and a solid build 
  strides up to you. He offers you his hand. “I am 
  Feor Wijs. I am the leader of this rebellion,” he 
  grins. He clearly likes the sound of that.  
   
  “We know that what we do here is 
  dangerous. We know that we might die for 
  standing up for what we believe in, but 
  somebody has to. There are men and women 
  from 
  every 
  clan 
  represented 
  inside 
  this 
  barricade. They are the best of their people. 
  The rest—mostly women and children—have 
  been sent away. Our seers saw that a great 
  cataclysm was going to come to us all. We 
  offered some of our folk a chance to escape. 
  They have already crossed the Abbor Alz by 
  now. They are heading northwest. They are 
  looking for a promised land. We hope they find 
  it.” 
   
  If the PCs ask, the clan names are: Wijs, Hanned, 
  Cordedd, Vran-Mel, Aerdoch, and Bleddyn. 
   
  Feor Wijs asks the PCs why they have come to help. 
  Let the PCs explain further. Feor tells the PCs: 
   
  “Make a stand with us, and help us, and I will 
  give you my word that I will get you inside the 
  Palace of Shattados. We want our Princess back 
  as much as you, but we lack the resources, and 
  none of us can leave the barricade. We have 
  acquired a number of magic golden leaves. The 
  clansman who betrayed us and took the 
  Princess left them behind in his pack. By 
  drawing a pentagram, and standing within it 
  (holding a leaf), you are supposed to be 
  instantly teleported to the Palace. Where, we 
  do not know.” 
        “I give you my word fight …” 
        But then Feor is interrupted. 
        “Clansman.” one of the rebels yells down to 
  Feor. “Royal Guards approaching. And what 
  pretty heads they have for mounting on our 
  mantelpieces. Ha.” 
        Feor looks sternly at you all. “Are you with 
  us?” 
   
  Let the PCs respond. Even if they choose not to help, or 
  fight, their very presence inspires the rebels to win. At 
  this point, the DM should ask for miniatures to be placed 
  in position on the battle grid. 
   
  “Clansman,” a rebel yells down to Feor, “The 
  good captain is asking us to surrender and 
  desert this illegal structure immediately. If we 
  do not, then we will die. What should I answer 
  the good captain?” 
        Feor smiles. “Tell him to bugger off …” 
        “Bugger off.” the rebel yells in return. 
        “Charge!” comes the command from the 
  captain of the royal guard. 
        Feor shoots you all a look. “Here we go, and 
  may the Old Faith protect us.” 
         
  APL 2 (EL 3) 
   
  d Royal Guards (3): Male human fighter 1; hp 
  12, 12, 12; see Appendix 1. 
   
  APL 4 (EL 5) 
   
  d Royal Guards (2): Male human fighter 1; hp 
  12, 12; see Appendix 1. 
   
  d Royal Guard Sergeant: Male human fighter 4; 
  hp 40; see Appendix 1. 
   
  APL 6 (EL 7) 
   
  d Royal Guards (2): Male human fighter 2; hp 
  22, 22; see Appendix 1. 
   
  d Royal Guard Sergeant: Male human fighter 6; 
  hp 58; see Appendix 1. 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 19 
   
  APL 8 (EL 9) 
   
  d Royal Guards (2): Male human fighter 4; hp 
  40, 40; see Appendix 1. 
   
  d Royal Guard Sergeant: Male human fighter 8; 
  hp 76; see Appendix 1. 
   
  APL 10 (EL 11) 
   
  d Royal Guards (2): Male human fighter 6; hp 
  58, 58; see Appendix 1. 
   
  d Royal Guard Sergeant: Male human fighter 
  10; hp 94; see Appendix 1. 
   
  APL 12 (EL 13) 
   
  d Royal Guards (2): Male human fighter 8; hp 
  76, 76; see Appendix 1. 
   
  d Royal Guard Sergeant: Male human fighter 
  12; hp 112; see Appendix 1. 
   
  APL 14 (EL 15) 
   
  d Royal Guards (2): Male human fighter 10; hp 
  94, 94; see Appendix 1. 
   
  d Royal Guard Sergeant: Male human fighter 
  14; hp 130; see Appendix 1. 
   
  APL 16 (EL 17) 
   
  d Royal Guards (2): Male human fighter 12; hp 
  112, 112; see Appendix 1. 
   
  d Royal Guard Sergeant: Male human fighter 
  16; hp 164; see Appendix 1. 
   
  Tactics: At all APLs, the guards charge into the attack, 
  with one (one of the two lower level guards where 
  present) clearing the barricade while the others providing 
  covering fire. They then all move into melee, using Power 
  Attack and attempting to flank. The lower-level guards 
  protect the sergeant if at all possible. Where available, the 
  bonus for the Dodge feat is applied to the most 
  threatening melee character (either highest last damage, 
  or by appearance). Additional tactics are listed for each 
  APL as relevant. 
   
  At APL 8, the sergeant is happy to tumble through a 
  threatened space to get a flank opportunity. 
   
  At APL 10, in addition to getting into flank 
  positions, the sergeant is happy to be flanked and applies 
  his bonus for the Dodge feat to that attacker so as to take 
  advantage of his diverting defense and negate Power 
  Attack abilities. 
   
  At APL 12, in addition to getting into flank 
  positions, the sergeant is happy to be flanked and applies 
  his bonus from the Dodge feat so as to take advantage of 
  his Diverting Defense and Negate Power Attack abilities. 
  The lower-level guards risk tumbling to assist in setting 
  up flanking opportunities. 
   
  At APL 14 and APL 16, in addition to getting into 
  flank positions, the sergeant is happy to be flanked and 
  applies his bonus from the Dodge feat so as to take 
  advantage of his Diverting Defense and Negate Power 
  Attack abilities.. He also positions himself so that enemy 
  melee fighters move to him and surround him so he can 
  use his Whirlwind Attack. The lower-level guards risk 
  tumbling to assist in setting up flanking opportunities, 
  and also position themselves to use their diverting 
  defense and negate Power Attack abilities. 
   
  Treasure: 
  Due to the fact that the rebels later offer to sell them 
  some of their equipment, the PCs also get access to (but 
  not the value of) the items listed in “Joining the royal 
  guard” section above against the rebel team at the table’s 
  APL. 
   
  APL 2: Loot—203 gp, Coin—0 gp, Magic None. 
   
  APL 4: Loot—251 gp, Coin—0 gp, Magic—+1 
  falchion (198 gp each), cloak of resistance +1 (83 gp each), 
  potion of cure moderate wounds (25 gp each) 
   
  APL 6: Loot—176 gp, Coin—0 gp, Magic—3x +1 
  breastplate (113 gp each), 3x potion of cure moderate 
  wounds (25 gp each), +1 falchion (198 gp each), cloak of 
  resistance +1 (83 gp each). 
   
  APL 8: Loot—357 gp, Coin—0 gp, Magic—3x +1 
  falchion (198 gp each), 3x cloak of resistance +1 (83 gp 
  each), 3x potion of cure moderate wounds (25 gp each), 
  +1 breastplate (112 gp each); 2x potion of barkskin +3 (50 
  gp each), ring of protection +1 (167 gp each). 
   
  APL 10: Loot—163 gp, Coin—0 gp, Magic—3x +1 
  breastplate (112 gp each), 2x +1 falchion (198 gp each), 3x 
  cloak of resistance +1 (83 gp each), 3x potion of cure 
  moderate wounds (25 gp each), +1 frost falchion (698 gp 
  each), amulet of natural armor +1 (167 gp each), ring of 
  protection +1 (167 gp each) 
   
  APL 12: Loot—176 gp, Coin—0 gp, Magic—2x +1 
  breastplate (112 gp each); 2x +1 falchion (198 gp each), 2x 
  cloak of resistance +1 (83 gp each), 4x potion of barkskin 
  +3 (50 gp each), 3x potion of cure moderate wounds (25 
  gp each); 3x ring of protection +1 (167 gp each), +1 frost 
  falchion (698 gp each), +2 breastplate (363 gp each); 
  amulet of natural armor +1 (167 gp each), cloak of 
  resistance +2 (333 gp each), potion of barkskin +5 (100 gp 
  each); potion of heroism (62 gp each); potion of neutralize 
  poison (62 gp each) 
   
  APL 14: Loot—188 gp, Coin—0 gp, Magic—2x +1 
  breastplate (112 gp each); 3x +1 frost falchion (698 gp 
  each); 3x amulet of natural armor +1 (167 gp each), 2x 
  cloak of resistance +1 (83 gp each), 3x potion of cure 
  moderate wounds (25 gp each), 3x ring of protection +1 
  (167 gp each), +3 breastplate (779 gp each), cloak of 
  resistance +4 (1333 gp each), gauntlets of ogre power (333 
  gp each); potion of barkskin +5 (100 gp each); potion of 
  heroism (62 gp each) 
   
  APL 16: Loot—188 gp, Coin—0 gp, Magic—2x +1 
  frost falchion (698 gp each), 2x +2 breastplate (363 gp 
  each); 2x amulet of natural armor +1 (167 gp each); 2x 
  cloak of resistance +2 (333 gp each); 2x potion of barkskin 
  +5 (100 gp each); 4x potion of cure moderate wounds (25 
  gp each); 3x potion of heroism (62 gp each); 2x potion of 
  neutralize poison (62 gp each); 3x ring of protection +1 
  (167 gp each), +1 keen frost falchion (1531 gp each), +3 
  breastplate (779 gp each); amulet of health +2 (333 gp 
  each), belt of giant strength +4 (1333 gp each), cloak of 
  resistance +4 (1333 gp each), gloves of dexterity +2 (333 
  gp each); ioun stone (dusty rose) (417 gp each) 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 20 
   
  Detect Magic Results: +1 breastplate (faint 
  transmutation), +1 falchion (faint transmutation), +1 frost 
  falchion (moderate evocation), +1 keen frost falchion 
  (moderate evocation and transmutation), +2 breastplate 
  (moderate transmutation), +3 breastplate (moderate 
  transmutation), 
  amulet 
  of 
  health 
  +2 
  (moderate 
  transmutation), amulet of natural armor +1 (faint 
  transmutation), belt of giant strength +4 (moderate 
  transmutation), cloak of resistance +1 (faint abjuration), 
  cloak of resistance +2 (faint abjuration), cloak of 
  resistance +4 (faint abjuration), gauntlets of ogre power 
  (faint transmutation), gloves of dexterity +2 (moderate 
  transmutation), ioun stone (dusty rose) (moderate 
  divination), 
  potion 
  of 
  barkskin 
  +3 
  (moderate 
  transmutation), 
  potion 
  of 
  barkskin 
  +5 
  (strong 
  transmutation), potion of cure moderate wounds (faint 
  conjuration), potion of heroism (faint enchantment), 
  potion of neutralize poison (moderate conjuration), ring 
  of protection +1 (faint abjuration). 
   
  AFTER THE BATTLE 
  After the battle, there is great rejoicing on the part of the 
  rebels.  
   
  “Here,” says Feor Wijs, coming over to each of 
  you. “Take this small monetary reward for your 
  heroic efforts here today.” 
        He hands each of you a small pouch with 60 
  gp in it. 
        “It is not much. But it is all we can spare.” 
   
  You also notice that Captain Angau and a 
  few of his officers have been captured by the 
  rebels. They are escorted to a makeshift cell in 
  the rear of the barricade. They are looking 
  fairly humiliated, sore, and dejected.  
   
  Tell the PCs that they see quite a few of the clansmen 
  taking heads of their royal guard enemies. If any PC asks 
  why they are doing this, Feor replies: 
   
  “Why should I not? It is a fine prize. Such a 
  head honors my family, and sit well above my 
  fireplace. Feel free to take a few yourselves …” 
   
  Soon, Feor asks the PCs if they are ready to teleport inside 
  the Palace of Shattados. Before they leave, the PCs have 
  the opportunity to purchase some items from the rebels 
  (they can’t afford to give them away). They have stocked 
  up on a few things over the last couple of weeks. This may 
  mean handing back some of the money they just 
  earned—but this means a lot at the lower APLs. The PCs 
  may purchase any minor ordinary and magic items (the 
  kind generally allowable under the current version of the 
  Living Greyhawk Campaign Sourcebook). They may also 
  purchase any gear that the rebels are equipped with at the 
  table’s APL. 
   
  Feor Wijs then gives each of you a golden leaf. 
  He hands you chalk and asks you to draw a 
  pentagram on a hastily cobblestoned area of the 
  barricade. He then tells all of you to step inside 
  and, as you do, the magic begins to take effect.  
        “You return by drawing another pentagram, 
  and doing the same,” says Feor. “You will return 
  directly to the barricade. May you stay safe in 
  the bosom of the Old Faith. Bring her back to 
  us. Tell her tell her …” A tear comes to Feor’s 
  eye. It is clear he loves Princess Ulma, but is 
  too proud to admit it. 
        After a minute, everything goes dark and 
  you get the strange sensation that some dark 
  entity is watching you. However, things go as 
  planned, and you all soon arrive at your 
  destination: The Palace of King Shattados. 
        You find yourselves now standing in a room 
  with bright red marble walls, and carefully 
  rendered sandstone floors. It appears to be a 
  waiting 
  room 
  of 
  some 
  kind. 
  There 
  are 
  comfortable chairs and a single door leading 
  out into a hallway. To the west, the hallway 
  appears to exit the palace (you see sunlight); to 
  the east, the hallway appears to go deeper into 
  the palace building. There is also a closed door, 
  painted green, across the hallway from the 
  room you are standing in. 
        The palace is extremely busy. There are 
  many, 
  many 
  courtiers 
  and 
  other 
  royal 
  personages running about all over the place. 
  While this is nothing out of the ordinary for a 
  Royal Palace, everybody appears very nervous 
  and pre-occupied, and not in the least bit 
  interested in any of you  
   
  Proceed directly to Encounter 3. 
   
  ENCOUNTER 3: THE 
  PALACE OF SHATTADOS 
  In a home play game, the characters can spend some time 
  exploring the ground level of Shattados’s Palace. Once 
  the PCs have explored most of the rooms on this level, 
  and found the secret door in Area 9, the DM should move 
  on to A Terrible Shuddering: Home Play. In convention 
  or game day play, as soon as the PCs leave the red marble 
  room, cut straight to A Terrible Shuddering: Convention 
  Play.  
   
  EXPLORING THE PALACE—HOME 
  PLAY ONLY 
  Those PCs who have the Gana Spirit Tattoo know their 
  way around the palace, and have an idea of what is in each 
  room (including know what the room is used for). Gana 
  has, however, never been to the dungeon or the palace, 
  and does not know anything about the ritual of the 
  Scorpion Crown (except that it is some kind of 
  “Purification Ritual”). 
        Area 1: Beautiful alabaster double doors greet all 
  those who come to the Palace of Shattados. They are 
  always open as no real threat is ever expected. Four palace 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 21 
  guards stand in the doorway—more for show than for 
  protection. They have the same statistics as the royal 
  guards from Encounter 2 
   
  Area 2: The hallway of the ground floor of this 
  palace is made of pure white cobblestone. Inlaid within 
  each stone is an intricate original pattern. The patterns 
  are each carved to represent a heroic aspect of the king. 
  The hallway is not guarded. These people appear to be 
  quite arrogant about their invulnerability. The hallway is, 
  however, quite crowded with courtiers coming and going 
  from various rooms (and levels of the palace, except 
  below). None of them are particularly interested in the 
  PCs. If stopped, they are polite, but excuse themselves, as 
  they have other more pressing business. Everybody 
  seems on edge. If the PCs ask "What's going on?" then the 
  NPCs simply replies: "What do you think? Our king dons 
  the crown today. We must prepare to celebrate. Please do 
  not waste any more of our time asking ridiculous 
  questions. Make yourselves useful." 
   
  Area 3: This is the room that the PCs find 
  themselves in at the start of the encounter. It is a waiting 
  room of some kind—possibly used for visitors who might 
  be waiting to see the Pro-Consul or the King. 
   
  Area 4: The Scorpion Room. This room is 
  completely painted in a ghastly orange color. On the 
  walls are scrawled large yellow designs of huge 
  scorpions—all of them fighting and tearing each other 
  apart. The room contains hundreds of jars filled with 
  scorpions of all shapes and sizes. Some are alive, but most 
  are dead. It appears as if their various body parts have 
  been used in some kind of ongoing experimentation. 
  There is nobody attending this room. The PCs are free to 
  destroy the scorpions if they feel moved to do so. If they 
  do so, many of the scorpions escape the room by crawling 
  up through cracks in the walls and ceiling. 
   
  Area 5: This is a strange room. It is painted 
  completely blue. In the room are ten comfortable seats. 
  Above each seat is a very strange apparatus. It looks like a 
  small crown in the shape of a scorpion's pincers. The 
  crowns are attached by a thread to a magical series of 
  runes inscribed on a jet-black tablet. A DC 25 Knowledge 
  (arcana) check recalls that these contraptions are used to 
  brainwash palace courtiers and to keep them compliant. 
  There is even a chair set aside for visitors. 
        Area 6: Temple of Tharizdun. This chamber is 
  completely green. Huge malachite carvings decorate the 
  walls and floor. The carvings depict faceless shapes: some 
  human, but most are aberrations of the most terrible 
  kind. The forms are depicted in the process of devouring 
  humans (mostly children) or tearing off heads and other 
  limbs in rituals previously unheard of.  
        Those with ranks can make DC 25 Knowledge 
  (religion) checks to realize that it is Tharizdun the dark 
  god who is worshipped here; and the sculptures are not of 
  creatures native to Oerth. There are no priests in this 
  temple. They appear to be occupied elsewhere. 
   
  Area 7: This room contains marble of the purest 
  white. Walls, floor, everything, is absolutely white. In the 
  center of the room is a single white pedestal. Upon the 
  pedestal, at waist height, sits a large white book with pure 
  white pages. The book is opened about halfway. A DC 15 
  Search or Intelligence check determines that the book 
  has, in fact, been written in but the ink itself is as white as 
  everything else in this room. The ink is simply a mixture 
  of lemon juice and another local fruit. Applying the heat 
  from an open torch, or some other source of intense (but 
  not destructive) fire causes the writing in the book to 
  appear. The pages contain lists of names of priests—along 
  with lists of good deeds for which they ask forgiveness 
  (for example “Please forgive me. I helped a small village 
  find water. I know now that I should have let them die 
  most horrible deaths.”). 
        As DM, you should know that this book is for those 
  who have dedicated themselves to the priesthood of 
  Tharizdun. Before they are allowed into the Secret Vault 
  below, the priests must absolve themselves of all the good 
  that they have ever done. They are then ready to be 
  absolved from all saintly acts committed on Oerth. 
   
  Area 8: This gray chamber is the demesne of Father 
  Hegred Theosofwyn, High Priest of Tharizdun. He is 
  completely insane. He has no arms and no legs. He sits 
  atop a gray pedestal in the middle of the southern wall. 
  He has deep, sunken eyes that stare into oblivion until 
  someone enters the room. Then, he slowly turns his head 
  and says: 
   
  "Are you well prepared? Are you absolved?" 
   
  The answer is simply, yes. He answers no other questions, 
  except to say, as the last PC passes through: 
   
  "She whom you seek is below. I loved her too, 
  and this was my reward." The poor creature 
  indicates toward his lost limbs. "Hurry. You do 
  not have long. There is a secret door in the 
  black chamber." A tear falls down his wretched, 
  contorted face. Then he goes back to staring 
  into oblivion as if none of you ever existed. 
   
  Area 9: Any PC with the Gana Spirit Tattoo knows 
  exactly what this room is, including the book (and its 
  effects).  
        Huge slabs of jet-black marble hang from the walls of 
  this chamber. On every slab is carved an ancient, 
  exquisite rune. The runes are clearly magical, but the 
  nature of the magic is beyond the comprehension of the 
  PCs (though let them try). Paladins and anyone else using 
  detect evil in here finds it in abundance (as in 
  overwhelming evil, see Player’s Handbook page 218). In 
  the center of the room is a large black book on top of a 
  black pedestal. The book is open. Inside the book are 
  written the names of all those who had dedicated 
  themselves to Tharizdun. Next to each name is a 
  descriptive list of disgusting, evil deeds perpetrated by 
  each of these fiends in order that they gain admittance to 
  the Black Vault below. 
   
  Any non-evil creature touching this book of 
  darkness starts to feel terribly strange (first round), then 
  feels an oncoming sense of doom and dread (second 
  round), followed by a feeling that that terrible harm will 
  come to them should they continue to hold or possess the 
  book (third round). If the PC then continues to take the 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 22 
  book, then the PC takes the following damage - no saving 
  throw. The PC takes this damage continuously (per 
  minute) that they keep the book in their possession. It is 
  clearly “something which is best left untouched.” 
   
  APL 2: 1d8 
   
  APL 4: 2d8 
   
  APL 6: 3d8 
   
  APL 8: 4d8 
   
  APL 10: 5d8 
   
  APL 12: 6d8 
   
  APL 14: 7d8 
   
  APL 16: 8d8 
   
  The secret door can be found on a DC 10 Search check. 
  Once the PCs have found the secret door, proceed to A 
  Terrible Shuddering - Home Play below. 
   
  Area 10: Stairs up to the second level. Any PC 
  venturing up these stairs arrives in the equivalent of a 
  private bordello. Room after room is filled with courtiers 
  involved in any number of lascivious acts. Please be 
  careful how you describe this place to younger gamers. 
  Use your discretion. No matter what, there is no 
  information to be gained from any lengthy investigation 
  up here. 
   
  A TERRIBLE SHUDDERING - HOME 
  PLAY 
  As soon as the PCs have found (and opened) the secret 
  door in Area 9, read or paraphrase the following: 
   
  Suddenly, a huge shuddering shakes the very 
  foundations of the Palace of Shattados. Pieces 
  of masonry and slate fall from the great walls, 
  doorways buckle, and the once-stable floor 
  shifts like quicksand under your feet. A sonic 
  BOOM echoes all around. And then, as quickly 
  as it came, it stops.  
   
  A DC 10 Intelligence check tells the PCs that this was not 
  a natural occurrence. A DC 15 Knowledge (arcana) 
  checks determines that the shuddering and sound was 
  caused by some kind of magical rift opening up. Such 
  rifts sometimes occur when great magical items are used - 
  particularly artifacts. A DC 20 Knowledge (history) check 
  reveals that, according to legend, the entire Palace of 
  Shattados shook violently about 30 minutes before 
  Shattados took possession of the Scorpion Crown and the 
  Kingdom Of Sulm was lost for all eternity. 
        When the PCs are ready to go downstairs to the 
  dungeons, proceed to Encounter 4. 
   
  A TERRIBLE SHUDDERING - 
  CONVENTION PLAY 
  As soon as the PCs leave the red marble room, read or 
  paraphrase the following: 
   
  As soon as you leave the red room, you 
  immediately notice that the entire palace is in 
  some kind of pre-occupied, organized turmoil. 
  Nobody seems to care who you are or what 
  you're doing here. There is only one thing on 
  your mind, and that is finding a way to get 
  down to the dungeons so that you may rescue 
  Princess Ulma (and find the last flower.). 
        As you explore, you discover a number of 
  interesting rooms (none of which you have any 
  time to investigate further). They include: 
   
  A yellow chamber filled with hundreds 
  of scorpions of all sizes in various jars. 
   
  A blue chamber with ten chairs (each 
  linked to a bizarre scorpion-shaped 
  helm). 
   
  A green chamber, which might be a 
  temple, dedicated to the dark god 
  worshipped by King Shattados. 
   
  A chamber completely bathed in white, 
  with a white pedestal, and a white book 
  and white pages with nothing written 
  on them. 
   
  A gray chamber, overseen by a harmless 
  priest with no arms or legs. He tells you 
  that he lost his limbs because he dared 
  to love Princess Ulma. As tears roll 
  down his face, he repents his wicked 
  ways and tells you that the secret door 
  to the dungeons can be found in the 
  Black Chamber - just next door. 
   
  Area 9 - The Black Chamber: Any PC with the Gana 
  Spirit Tattoo knows exactly what this room is, including 
  the book (and its effects).  
        Huge slabs of jet-black marble hang from the walls of 
  this chamber. On every slab is carved an ancient, 
  exquisite rune. The runes are clearly magical, but the 
  nature of the magic is beyond the comprehension of the 
  PCs (though let them try). Paladins, and anyone else 
  using detect evil in here will find it in abundance (as in 
  overwhelming evil, see Player’s Handbook page 218). In 
  the center of the room is a large black book on top of a 
  black pedestal. The book is open. Inside the book are 
  written the names of all those who had dedicated 
  themselves to Tharizdun. A DC 15 Knowledge (religion) 
  check determines that this is actually Tharizdun, the 
  Dark God. Next to each name is a descriptive list of 
  disgusting, evil deeds perpetrated by each of these fiends 
  in order that they gain admittance to the Black Vault 
  below. 
        Any non-evil creature touching this book of darkness 
  starts to feel terribly strange (first round), then feels an 
  oncoming sense of doom and dread (second round), 
  followed by a feeling that that terrible harm will come to 
  them should they continue to hold or possess the book 
  (third round). If the PC then continues to possess the 
  book, then the PC takes the following damage - no saving 
  throw. The PC takes this damage continuously (per 
  minute) that they keep the book in their possession. It is 
  clearly “something which is best left untouched.” 
   
  APL 2: 1d8 
   
  APL 4: 2d8 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 23 
   
  APL 6: 3d8 
   
  APL 8: 4d8 
   
  APL 10: 5d8 
   
  APL 12: 6d8 
   
  APL 14: 7d8 
   
  APL 16: 8d8 
  The secret door can be found on a DC 10 Search check. 
  Once the PCs have found the secret door, read the 
  following: 
   
  Suddenly, a huge shuddering shakes the very 
  foundations of the Palace of Shattados. Pieces 
  of masonry and slate fall from the great walls, 
  doorways buckle, and the once-stable floor 
  shifts like quicksand under your feet. A sonic 
  BOOM echoes all around. And then, as quickly 
  as it came - it stops.  
   
  A DC 10 Intelligence check tells the PCs that this was not 
  a natural occurrence. A DC 15 Knowledge (arcana) 
  checks determines that the shuddering and sound was 
  caused by some kind of magical rift opening up. Such 
  rifts occur when great magical items are used - 
  particularly artifacts. A DC 20 Knowledge (history) check 
  reveals that, according to legend, the entire Palace of 
  Shattados shook violently about 30 minutes before 
  Shattados ultimately donned the Scorpion Crown—at 
  this point and the Kingdom Of Sulm was lost for all 
  eternity. 
        When the PCs are ready to go downstairs to the 
  dungeons, proceed to Encounter 4. 
   
  ENCOUNTER 4: BENEATH 
  THE PALACE … 
  The early part of this encounter is a fairly standard 
  dungeon crawl. The DM should refer to the DM Map 
  (Palace Dungeons) in the appendix. As soon as the PCs 
  arrive in the dungeons, they are observed by one or two 
  devils that serve Shattados. They have been placed here to 
  prevent any priests from changing their minds and 
  fleeing from the ceremony of the crown. But now that 
  the PCs have arrived, the nasty devils can have some fun 
  as well. 
   
  DUNGEONS AND DEVILS 
  As soon as the PCs go down the stairs (about 50 feet 
  below ground), they arrive in Area 1 of the DM’s Map. 
  This whole area appears rather bland. The walls are made 
  of simple brick masonry (typical in most dungeons made 
  for fancy purposes). The PCs should, however, 
  automatically feel the presence of overwhelming evil (see 
  Player’s Handbook page 218). 
        There do not appear to be any exits from this large, 
  empty chamber. 
        After the PCs have all come into the room, give the 
  PCs a DC 10 Listen check (but don’t tell them the DC). If 
  any PC makes the check, read the following text to the 
  party: 
   
  You hear the faint sound of a female human 
  sobbing softly to herself. The sound appears to 
  be coming from the southeast end of this large 
  chamber. 
   
  Of course, the PCs have definitely heard Princess Ulma 
  sobbing, but it is the sound coming through the walls 
  from her prison cell to this chamber. Her cell can pretty 
  much only be accessed by finding the secret door (Area 3) 
  and going through to her (unless a PC has dimension 
  door or teleport or another such spell—which is entirely 
  feasible).  
        As soon as any PC goes to investigate the sound of 
  Ulma’s sobbing, and goes within 5 feet of the spot marked 
  Area 4, one or two devils appears and attack the PCs. If no 
  PC goes to investigate the sound, the devils attack as soon 
  as the PCs start searching for secret doors. 
   
  Creatures: 
  APL 2 (EL 4) 
   
  D Lemures (6): hp 10, 10, 9, 9, 8, 8; see Monster 
  Manual page 57.  
   
  APL 4 (EL 6) 
   
  d Chain Devil: hp 52; see Monster Manual page 
  53. 
   
  APL 6 (EL 8) 
   
  d Chain Devils (2): hp 52, 52; see Monster 
  Manual page 53. 
   
  APL 8 (EL 10) 
   
  d Erinyes (2): hp 85, 85; see Monster Manual 
  page 54. 
   
  APL 10 (EL 12) 
   
  d Bone Devils (3): hp 98, 95, 93; see Monster 
  Manual page 52. 
   
  APL 12 (EL 14) 
   
  d Barbed Devils (3): hp 126, 126, 126; see 
  Monster Manual page 51. 
   
  APL 14 (EL 16) 
   
  d Horned Devils: hp 172; see Monster Manual 
  page 55. 
   
  APL 16 (EL 18) 
   
  d Horned Devils (2): hp 172, 172; see Monster 
  Manual page 55. 
   
  Tactics: At APL 2, the lemurs surge forth toward 
  the PCs in a mindless rush. 
   
  At APL 4 and APL 6, the chain devils make use of 
  some chains behind area 4, along with as many spiked 
  chains that PCs might be using, to assault the PCs. 
   
  At APL 8, the erinyes attack from range, including 
  using Shot On The Run to get a Point Black Shot and 
  then fly back out of single move range. If pressed, one 
  will move into melee to give the other the opportunity to 
  continue ranged attacks. 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 24 
   
  At APL 10, the bone devils initially use walls of ice to 
  isolate one PC and then will close to use melee attacks on 
  that PC. Where possible this tactic is repeated for each 
  PC. When only one is left it teleports back to the area 
  behind the secret door at area 5 to report to the pit fiends. 
   
  At APL 12, one barbed devil will cast hold person on 
  the closest PC (who is not a centaur, which hold person 
  does not affect), while the other two will cast unholy 
  blight on as many PCs as possible. The two who cast 
  unholy blight then moves in to attack the group, ignoring 
  the held person, while the other hangs back and cast 
  spells as appropriate. 
   
  At APL 14 and 16, the horned devils open with a 
  fireball or lightning bolt as appropriate and then close for 
  melee (stopping 15 feet from their target). They each take 
  a target and attempt to stun and eliminate it. As all PCs 
  appear unarmored, the devils will initially use full Power 
  Attack, but may reduce this to only +5 if it fails. 
   
  Area 2: This secret door leads to the Priests’ Quarters 
  and Shattados’s private sanctum. PCs find the door on a 
  DC 20 Search check. The door just can’t be opened, and a 
  successful DC 20 Disable Device check ascertains that a 
  code is needed in order to pass through this door. As the 
  PCs do not have the code, they can’t get through. Even if 
  they try to dimension door, they just get “bumped” back 
  due to a high-level spell effect in place (a higher level 
  Sulmite version of guards and wards—now lost in the 
  rubble of the empire). 
   
  Area 3:  This secret door is much easier to find (only 
  requiring a DC 15 Search check—not trapped). It seems 
  that it, too, has the same “code” required for the other 
  doors—but a DC 10 Intelligence check ascertains that 
  somebody possibly forgot to set the code (and the 
  ward)—perhaps negligently—perhaps on purpose? The 
  door pivots open to reveal cells for Shattados’s prisoners 
  and, eventually, a nasty torture chamber (Area 7). When 
  PCs go through this door and look for Ulma, go to the 
  section titled Finding Princess Ulma. 
   
  Area 4: As soon as any PC goes to investigate the sound 
  of Ulma’s sobbing, and moves within 5 feet of the spot 
  marked Area 4, one or two devils appear and attack the 
  PCs. If no PC goes to investigate the sound, the devils 
  attack as soon as the PCs start searching for secret doors. 
  See the information on the devils mentioned earlier in 
  this encounter. 
   
  Area 5:  This secret door leads to the Black Vault where 
  the ceremony of purification is nearly complete. PCs find 
  the door on a DC 20 Search check. The door just can’t be 
  opened, and a successful DC 20 Disable Device check 
  ascertains that a code is needed in order to pass through 
  this door.  As the PCs do not have the code, they can’t get 
  through. Even if they try to dimension door, they just get 
  “bumped” back due to a high-level spell effect in place (a 
  higher level Sulmite version of guards and wards—now 
  lost in the rubble of the Empire). 
       A DC 10 Listen check has the PCs hear disturbing 
  chanting inside the room behind the wall. PCs should be 
  given a DC 5 Intelligence check to remember that it is 
  not their mission to prevent the ceremony—only to 
  rescue Ulma and (hopefully) find the last flower of Sulm.  
         
  Area 6:  This is the cell where Ulma is being held 
  prisoner. The prison lock can be picked (DC 15 Open 
  Lock), or the door broken open with a DC 25 Strength 
  check. The other cells in the block are empty. 
    
  Area 7:  This is a horrible torture chamber used to 
  extract information from Shattados’s prisoners. It is also 
  the place 
  where Shattados had 
  his own wife 
  dismembered before her husk was used in the Scorpion 
  Crown ceremony. A DC 15 Search check uncovers bits of 
  remaining body parts. A DC 15 Heal check reveals they 
  are from an older female. The room is empty. The torturer 
  is currently upstairs in the palace enjoying himself. 
   
  FINDING PRINCESS ULMA 
  The PCs cannot see Ulma through the prison cell door, 
  but they may speak with her if they wish (although Ulma 
  is reluctant to say much because she is wary that her 
  father may have set another trap for her). As soon as the 
  PCs have opened the cell door, read or paraphrase the 
  following: 
   
  Sitting in the cold dark cell is a young woman, 
  no more than 20 years old. Her porcelain skin 
  and jet-black hair look very familiar. A colorful 
  tattoo decorates the right side of her face 
  (which is common among Flan nobility).  
   
  In spite of the conditions in which she has 
  been kept she looks remarkably fresh and 
  healthy, and even manages an uncertain smile 
  when she sees you. In her hair there is a deep 
  red, thornless rose attached with an ornate pin. 
  The rose is surprisingly fresh. It looks as if it 
  has just been picked. This woman is a flesh-
  and-blood version of the dolls you saw in 
  Shemaya's Tower. This is Ulma, the last 
  Princess of Sulm. 
   
  Any PC with the Gana Spirit Tattoo instantly recognizes 
  the girl as Ulma. The PCs are now free to talk to Ulma 
  and gain some information. Ulma is overjoyed at being 
  released, and considers the PCs her personal heroes. The 
  DM should take note of any male character who conforts 
  Ulma. Ulma is drawn to this PC and from this point on 
  speaks mostly to this chosen PC (at least more “lovingly” 
  than the others).  
   
  Talking With Ulma—Questions & Answers 
   
  Who are you? “I am Princess Ulma, daughter 
  to King Shattados—ruler of the Sulm Empire. 
  Who are you? And why are you here?” 
   
  How did you get put in this prison cell? 
  “My father has grown progressively insane and 
  hungry for power. Recently, he has been dealing 
  with devils and dark gods—mostly so that he 
  can secure his grip on Sulm for all eternity. I 
  
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  saw wickedness in my father and knew that he 
  must be stopped. So I joined a small resistance 
  movement in the city. The rebels operated from 
  the 
  Temple 
  of 
  Humanities. 
  They 
  were 
  idealists—artists, 
  dancers, 
  dramatists—not 
  fighters. But I knew that we could never affect 
  my father using force, so we decided to 
  construct a barricade that forced traders to stop 
  and listen to our cause. We were also able to 
  convince many of them to take their goods and 
  trade elsewhere. But my father found out and he 
  had me kidnapped from the barricade and 
  brought here to this cell. I now await my own 
  execution.” 
   
  Do you want to be rescued? “Of course. 
  Have you ever heard of a beautiful princess who 
  didn’t want to be rescued?” 
   
  Where did you get that flower in your 
  hair? “My mother gave it to me a few hours ago. 
  She too was in this dungeon. My father had her 
  tortured and taken away to be used in some 
  ghastly purification ceremony. Before she died, 
  she gave this flower to me. She told me that this 
  flower was special. She told me that it would be 
  the last flower she would ever give and the last 
  that I, or anyone else, would ever receive. I 
  believe that it is somehow symbolic, but that 
  time is running out and I shall never know.” 
   
  Can we stop the ceremony? “No. My father 
  is guarded by devils and the power of his dark 
  god, Tharizdun. Although I can see that you are 
  brave heroes, you are in no position at this point 
  to stop my father, or deal with his minions. 
  Perhaps at a later time …” 
   
  We are travelers from the future. We 
  know Shemaya. Do you want to come 
  back with us? Princess Ulma begs the PCs—
  and the one she likes most—to take her with 
  them back to the future. The DM should use 
  his/her very best pleading (but not pathetic) 
  voice. You should really tug at the heartstrings 
  of your players. Ulma is overjoyed to hear that 
  her teacher is still alive. She wants to know what 
  happens to Sulm (and the PCs can be as truthful 
  as they like). The DM should have Ulma act 
  appropriately. She sobs if she is told the truth 
  about what happens to Sulm and her people. But 
  this news makes her more determined to go 
  with the PCs to the future so that she can help 
  return Sulm to its former state. 
   
  Can we have your flower? “Get me out of 
  here, and safely back to the Temple of 
  Humanities in Utaa, and I will gladly give you 
  anything you want …” 
  There may be other questions that PCs might ask, and the 
  DM should answer (as Ulma) as best he/she can (based 
  on what she would know). If the PCs want to take Ulma 
  with them she will be relieved. She will be very pleased—
  just to get out of prison. 
        It is also possible that some PCs might snatch the 
  flower from Ulma and lock her back in her cell. Let them. 
  Ulma screams out how she has been betrayed—again. 
  She says she hopes her father’s pit fiends eat them all. 
  Nothing changes in the encounters that follow if Ulma 
  does not go with the PCs. They still have to take a 
  shortcut through the Temple of Humanities (in order to 
  get to the Bath House). The PCs just won’t have any 
  dilemma at the end; or hear Shattados call Ulma’s name. 
  Nor do they receive the Favor of Shemaya (for rescuing 
  her beloved pupil as well). 
        As soon as the PCs are ready to leave the prison cell 
  area (with or without Ulma), read the following: 
   
  “Booooom.” 
   
  A wave of solid energy suddenly blasts 
  outwards from the Black Vault where Shattados 
  is conducting his ceremony. It is complete. You 
  have run out of time. A loud rumbling and 
  shuddering ensues, and you realize that the 
  sonic wave has caused the very foundations of 
  the palace to become unstable. It is collapsing. 
  To make matters worse, a distinct sulfurous 
  smell has suddenly filled the air, as if the Nine 
  Hells, themselves, have opened up nearby. 
   
  In this instant, a few things have happened: 
  1. 
  The purification ceremony surrounding the 
  Scorpion Crown is complete, and King 
  Shattados puts the Scorpion Crown on his head. 
  A sonic wave of magical and anti-magic energy 
  blasts outwards from the Scorpion Crown. It 
  does not kill anybody, but it shakes the palace 
  foundations and the whole place now starts to 
  crumble. The PCs realize pretty quickly (DC 5 
  Intelligence 
  check) 
  that 
  they 
  need 
  to 
  immediately run for their lives. 
  2. 
  The wave of energy is laced with anti-magic. The 
  residue of the wave lasts for 2 minutes. This 
  means that no magic spells or supernatural 
  abilities (including teleport) works during that 
  time. The PCs realize on a DC 5 Intelligence 
  check that if they stay around inside the palace, 
  they will certainly die. They need to get outside, 
  and out of the effects of the anti-magic effect, in 
  order to teleport back to Utaa. 
  3. 
  While the anti-magic is in effect, Shattados 
  gloats at the true power he has now achieved. 
  With the Scorpion Crown on his head, he struts 
  like a demented peacock around the Black 
  Vault, cheered on by sycophantic priests and 
  devilish minions. Little does he know what will 
  happen as soon as the wave of anti-magic 
  dissipates . 
   
  As soon as the PCs start to run for their lives, proceed 
  directly to Encounter 5. 
   
  
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  Page 26 
  ENCOUNTER 5: ESCAPE 
  FROM THE PALACE 
  As the PCs leave the prison cells and return to Area 1 of 
  the Palace Dungeons, read: 
   
  As you pivot the secret door in order to leave 
  the area housing the prison cells, a ghastly 
  sight greets your eyes. A large crack has opened 
  up across the centre of the room, and the 
  southern end of the area has completely 
  collapsed. Fire and brimstone bubbles up from 
  the crack. This is, indeed, an entrance to Hell 
  itself. And now, you must jump over it in order 
  to reach the stairs going up to the Ground 
  Level of the Palace. You must jump over it or 
  die. 
   
  The crack is 10 feet wide, and runs directly down the 
  middle of Area 1 (from north to south). There is a 5-foot 
  ledge on either side.  
   
  CROSSING THE CHASM (EL ½) 
  Due to the intense heat caused by all the fire and 
  brimstone bubbling up from below, the PCs must each 
  immediately make a Fortitude save in order to avoid the 
  effects. The minions of Hell know that the PCs are here, 
  and want to make it tough for them to escape. At higher 
  APLs, the devils send more fire and brimstone than at 
  lower APLs—that is why the saving throw (and the jump 
  across) is higher at different APLs. 
        Don’t forget to include Ulma (if she is present) in 
  these rolls. Her stats can be found in the Appendix under 
  Encounter Four. 
   
  All APLs 
   
  k Princess Ulma: Female Human (Flan) Ari10; 
  hp 63; see Appendix 1. 
       
  Those PCs who fail their saving throw are immediately 
  sickened by the stench for the remainder of this 
  encounter (as per the Dungeon Master’s Guide). Those 
  who fail their Jump check fall briefly into the fiery 
  brimstone, and must claw their way back out (if they can) 
  after taking damage (1 hp x APL at which this adventure 
  is played). 
   
  APL 2: DC 8 Fort Save; DC 8 Jump check 
   
  APL 4: DC 10 Fort Save; DC 8; Jump check 
   
  APL 6: DC 12 Fort Save; DC 10 Jump check  
   
  APL 8: DC 14 Fort Save; DC 10 Jump check 
    
  APL 10: DC 16 Fort Save; DC 12 Jump check 
   
  APL 12: DC 18 Fort Save; DC 14 Jump check 
   
  APL 14: DC 20 Fort Save; DC 16 Jump check 
   
  APL 16: DC 22 Fort Save; DC 16 Jump check 
   
  It is possible for other PCs to jump across and lend a 
  helping hand to pull up those who stumble and fall. 
  Nobody actually falls down into the depths of Hell, but 
  the DM should make the PCs worry that they might. The 
  task is not supposed to be very difficult—just worry the 
  PCs and lend and air of cinematic excitement to their 
  escape. 
   
  RUNNING UP THE STAIRS (EL ½) 
  When the PCs get to the other side of the chasm, they 
  need to run back up the stairs to the next level. If anyone 
  needs healing (or restoration), they can quickly get one 
  round’s worth and then proceed. Read this when they 
  start to run up the stairs: 
   
  As you run swiftly up the stairs, your escape is 
  hampered by crumbling steps and falling 
  masonry. You must dodge and weave so that 
  you don’t get crushed. 
   
  The escape is more difficult as higher APLs due to the fact 
  that the influence of the dark god, Tharizdun, is 
  attempting to stop anyone escaping. A DC 30 Sense 
  Motive reveals this to any PC who might feel he or shem 
  is being watched.  
        While ascending the stairs to the next level, each PC 
  must make a Reflex save and then a Balance check (in 
  order to avoid falling over from a crumbling step, or 
  getting squashed by falling bricks). A successful Reflex 
  save does not require a Balance check (and the PC makes 
  it to the next level safely). Both a failed Reflex and 
  Balance check deals 1hp x APL damage to the unlucky 
  PC.  
        Don’t forget to include Ulma (if she is present) in 
  these rolls. 
   
  APL 2: DC 8 Ref Save; DC 8 Balance check  
   
  APL 4: DC 10 Ref Save; DC 8 Balance check  
   
  APL 6: DC 12 Ref Save; DC 10 Balance check  
   
  APL 8: DC 14 Ref Save; DC 12 Balance check 
   
  APL 10: DC 16 Ref Save; DC 12 Balance check  
   
  APL 12: DC 18 Ref Save; DC 14 Balance check 
   
  APL 14: DC 20 Ref Save; DC 16 Balance check 
   
  APL 16: DC 22 Ref Save; DC 16 Balance check  
       
  Once again, this task is not difficult—but should be 
  somewhat worrying for the PCs (and hopefully exciting 
  and cinematic.). 
   
  GROUND LEVEL CHAOS (EL ½) 
  When the PCs reach the rooms upstairs (and the hallway 
  which leads out the front doors of the palace), read the 
  following: 
   
  As you reach the top of the stairs, and run 
  through the ground floor rooms toward the 
  exit, you suddenly realize that your way is 
  blocked by a seething mass of humanity—
  dozens upon dozens of royal guards and 
  courtiers, are all swarming to escape the palace 
  through a single entrance (whose double doors 
  have already been wrenched off their hinges). 
  It seems that the only way to get through 
  without being trampled is to either use 
  diplomacy or intimidation. Of course, you 
  
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  might just “hack” your way through. That 
  would be a dastardly, but convenient, thing to 
  do. 
   
  Each PC must now choose whether they are going to use 
  their Diplomacy skill (and say, “Excuse me, please may I 
  pass”, or their Intimidate skill (and say, “Get out of my 
  way.”). The higher the APL, the more people there are 
  (and the more stubborn they can be.). The DM should 
  warn PCs who choose the “hack” method that they are 
  committing an evil act should they openly hack into 
  civilians, and if they continue, such action should be 
  noted in the Play Notes section of the Adventure Record. 
  “Hackers” do, however, avoid having to make any checks, 
  as the civilians either die or flee from that particular PC. 
        Those PCs who make their appropriate check get 
  outside of the palace unharmed. Those PCs who fail their 
  check get pummeled and trampled as they escape the 
  palace. They take 1 hp x APL points of damage. Don’t 
  forget to include Ulma (if she is present) in these rolls. 
   
  APL 2: DC 10 Diplomacy or Intimidate check 
   
  APL 4: DC 12 Diplomacy or Intimidate check 
   
   
  APL 6: DC 14 Diplomacy or Intimidate check 
   
  APL 8: DC 16 Diplomacy or Intimidate check 
   
  APL 10: DC 18 Diplomacy or Intimidate check  
   
  APL 12: DC 20 Diplomacy or Intimidate check 
   
  APL 14: DC 22Diplomacy or Intimidate check 
   
  APL 16: DC 24 Diplomacy or Intimidate check 
        
  Once again, this task is not difficult, but should be 
  somewhat worrying for the PCs and hopefully exciting 
  and cinematic. 
   
  OUTSIDE THE PALACE 
  Once outside the palace, the PCs are relatively safe (and 
  free from the effects of the anti-magic). Some PCs will use 
  their own spells to teleport themselves and the others 
  back to Utaa. Other PCs need to spend one minute 
  preparing the pentagram and the teleport leaves provided 
  by either the Royal Guard or the Rebels. Either way, the 
  PCs will get away safely. As they leave, read or paraphrase 
  the following: 
   
  As you leave the grounds of the Palace of 
  Shattados, you see the beginnings of an empire 
  about to crumble. Hundreds of people are 
  fleeing, chaos is rife, and the palace has already 
  lost its high minarets—as well as the second 
  and third stories. All of it crumbles until all 
  that remains is the ground floor and a gaping 
  entrance staring like a hollow eye at the world 
  that used to be. 
        Then, just as you are about to go, you hear 
  an unearthly scream of horror rise from the 
  depths beneath the palace. Palace guards and 
  courtiers start clasping their hands to their 
  heads. They, too, scream in agony and begin 
  writhing around on the ground. Then they 
  begin to … 
   
  In a home play game, read the following text 
   
  And suddenly you find yourselves back in the 
  place from which you previously teleported. 
   
  Proceed to ecounter 6a or 6b, 
   
  At a convention or a home game, read the following.  
   
  And suddenly you find yourself back in Utaa. 
   
  Go straight to Encounter 6: Utaa—Chaos In The Streets. 
   
  ENCOUNTER 6: THE END 
  OF ALL THINGS GRAND 
  At this point the DM needs to recall the PCs method of 
  transport to the Palace of Shattados. If they got there via 
  the royal guard, then the PCs arrive back at the Royal 
  Guard Gate House. If they got there via the rebels, then 
  the PCs will return to the barricades. If the PCs decide to 
  teleport back to Utaa under their own steam, they arrive 
  back just inside the Utaa Gate House (no matter where 
  they said they wanted to go). Play the section Utaa—
  Chaos In The Streets. A DC 10 Spellcraft check 
  determines that everything has gone slightly screwy 
  since the ritual of the Scorpion Crown was quite 
  obviously completed. It is this same effect which 
  prevents the PCs simply teleporting or using dimension 
  door to directly transport themselves back to the Bath 
  House (either before they arrive back in Utaa, or after).  
        The same effect is also preventing them from flying or 
  levitating. A DC 10 Spot check has the PCs see hundreds 
  of dead birds—all dropped to the ground, all around the 
  streets and environs of Utaa. This is the beginning of the 
  famine and thirst that would prevent the inhabitants 
  from leaving, and hastily destroy the Empire of Sulm. 
   
  6A. RETURN TO ROYAL GUARD 
  GATE HOUSE 
  The DM should only play this if the PCs exited from here 
  in the first place: 
   
  It is deathly silent. The gatehouse where the 
  royal guard once worked is deserted. The only 
  thing that particularly catches your attention is 
  that the gatehouse is in ruins. Every single 
  piece of furniture has been smashed to pieces, 
  as if twenty thousand madmen picked up every 
  piece and personally broke it into thirty 
  smaller pieces. 
        Just silence and the distant sound of 
  scuttling like the sound of a million scorpions 
  all headed your way … 
   
  Ask the PCs if they are staying inside the gatehouse, or 
  getting outside. If they choose to stay inside, then all they 
  continue to hear is the eerie scuttling sounds. This gives 
  them the hint to go out and investigate. Once they have 
  
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  gone out into the street, proceed to the section titled 
  Utaa—Chaos In The Streets. 
   
  6B. RETURN TO THE BARRICADES 
  The DM should only play this if the PCs exited from here 
  in the first place: 
   
  It is deathly silent. The barricades where the 
  rebels made their stand are deserted. The only 
  thing that particularly catches your attention is 
  that the lock up which housed the captured 
  Captain Angau has been smashed open. He and 
  the other prisoners have escaped. Every single 
  piece of furniture on the barricade has been 
  smashed to pieces, as if twenty thousand 
  madmen picked up every piece and personally 
  broke it into thirty smaller pieces. There is no 
  sign of anybody. It seems that the Rebels made 
  the decision to leave in a hurry. Either that, or 
  they were consumed whole by something big. 
   
  Let the PCs search around if they wish. They find no 
  clues. It seems the only thing to do now is to go back to 
  the Bath House in Utaa City—and go home. Proceed to 
  Utaa—Chaos In The Streets. 
   
  UTAA—CHAOS IN THE STREETS 
  At an appropriate moment, read or paraphrase the 
  following description to the players: 
   
  The streets of ancient Utaa are in chaos. Some 
  residents 
  are 
  running 
  from 
  building 
  to 
  building. They are being mercilessly chased, 
  grabbed, and eaten whole by dozens of terrible 
  scorpions. 
  Other 
  residents 
  appear 
  to 
  be 
  standing and watching the carnage, strangely 
  amused. Still others are lying on the blood-
  soaked ground. Obviously murdered not by 
  scorpions, but by their own friends, neighbors, 
  or comrades. 
   
  If Princess Ulma is with the PCs, read the following. 
  Otherwise, paraphrase so that the PCs realize themselves: 
   
  “Look.” says Princess Ulma alarmingly. “There 
  are scorpions blocking our path. We can either 
  fight to get through them, or we can take a 
  short cut through the Temple of Humanities. I 
  have friends there who may be able to help us, 
  I’m sure.” 
   
  The PCs now have to make a big decision—quickly. Keep 
  up the cinematic feel of this section of the adventure. 
  Taking on the scorpions is pretty foolish (considering 
  Ulma’s offer) and this is reflected in the scorpion 
  encounter being slightly tougher as a combat (with 
  higher than normal EL to APL ratio). Once the players 
  have made a choice, proceed to either Fighting The 
  Scorpions or The Temple of Humanities. 
   
  FIGHTING THE SCORPIONS 
  Depending on which way the players choose to run to the 
  Bathhouse, use the DM Map: Ancient City Of Utaa to set 
  up a battlefield. The scorpions round a corner of a 
  building and be first visible to the PCs at a range of 40 
  feet.  
        Note: At no stage does any enemy creature target 
  Ulma. It is almost as if she is being protected. 
  APL 2 (EL 5) 
   
  d Medium Scorpions (5): hp 13, 13, 13, 13, 13; 
  see Monster Manual page 287. 
   
  APL 4 (EL 7) 
   
  d Medium Scorpions (9): hp 13, 13, 13, 13, 13, 
  13, 13, 13, 13; see Monster Manual page 287. 
   
  APL 6 (EL 9) 
   
  d Large Scorpions (8): hp 32, 32, 32, 32, 32, 32, 
  32, 32; see Monster Manual page 287. 
   
  APL 8 (EL 11) 
   
  d  Huge Scorpions (4): hp 75, 75, 75, 75; see 
  Monster Manual page 287. 
   
  APL 10 (EL 13) 
   
  d Gargantuan Scorpions (3): hp 150, 150, 150; 
  see Monster Manual p.288. 
   
  APL 12 (EL 15) 
   
  D Gargantuan Scorpions (6): hp 150, 150, 150, 
  150, 150, 150; see Monster Manual page 287. 
   
  APL 14 (EL 17) 
   
  d Colossal Scorpions (6): hp 300, 300, 300, 300, 
  300, 300; see Monster Manual page 288. 
   
  APL 16 (EL 19) 
   
  d  Colossal Scorpions (12): hp 300, 300, 300, 
  300, 300, 300, 300, 300, 300, 300, 300, 300; see Monster 
  Manual page 288. 
   
  Tactics: These scorpions have a malicious streak. They 
  certainly flank in order to catch their prey, as well as take 
  attacks of opportunity when appropriate. At higher APLs, 
  the bigger scorpions simply crush whole buildings. 
  Describe this to the PCs.  
   
  After this battle, proceed directly to Encounter 7. 
   
  THE TEMPLE OF HUMANITIES 
  As you enter the Temple of Humanities, the 
  massive numbers of people who appear to have 
  taken shelter here overwhelms you. The head 
  priest, Father Eordfyden, greets you. Normally, 
  he is known for his artistic fervor and dry 
  humor—but today his eyes are filled with tears. 
        “Can you please help us?” he says. “I am 
  alone trying to heal dozens of badly wounded 
  and dying and….” he breaks down and sobs 
  uncontrollably.  
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 29 
  Father Eordfyden tells the PCs that all hell broke loose in 
  the city about five minutes ago. In that short space of 
  time, dozens of residents have been attacked and eaten by 
  hundreds of huge scorpions that just “appeared out of no-
  where.” Residents of Utaa are now fleeing for their lives, 
  taking cover, or lying dead in the streets. 
        If the PCs stay to help heal, then let them do so. There 
  are 53 people in this temple who are still badly wounded 
  (–1 hit point and unconscious). The wounds have mostly 
  been caused from deep gouges by scorpion pincers. (This 
  is revealed with a DC 10 Heal check).) Let the PCs treat 
  one or two victims each (if they are able). A DC 15 Heal 
  check stabilizes those who can’t get curative spells.  
        If the PCs decline to help, then they can leave via the 
  back exit and will miss the final battle with XP associated 
  with this encounter. Proceed directly to Encounter 7. 
        After the PCs have helped a number of victims, read or 
  paraphrase the following: 
   
  One of the victims, himself having lost an arm, 
  comes over to you all.  
        “I am Reton Wijs, brother to Feor Wijs—he 
  who led the rebels. I was an artist and too much 
  of a coward to join my brother on the 
  barricades. And now I am punished for my lack 
  of faith. Do you know what their fate is? The 
  rebels? We have heard nothing, and they have 
  not returned …” 
   
  Let the PCs answer him. They may or may not know—or 
  may be embarrassed—depending on the part they played 
  earlier. If they admit to fighting on the side of the Royal 
  Guard, then Reton says:  
   
  “Do not be ashamed. We all make choices 
  believing that they are the best at the time. If 
  only we could see into the future …” 
   
  Then, at an appropriate moment, this happens … 
   
  As you speak with Reton Wijs, you soon notice 
  a large group of men and women have gathered 
  around him—and you. They are all injured, but 
  not dying. In fact, they have each grabbed a 
  makeshift weapon of some kind, and there is 
  fire in their eyes … 
        “Clansman Reton will you join us? We are 
  going outside to make a stand against the 
  scorpions. They will not take this city from us.” 
       “Oh yes they will.” comes a deep, resonating 
  voice at the entrance door of the temple. It is 
  Captain Angau. He has arrived with a battalion 
  of Royal Guard. “Our great King Shattados has 
  been truly blessed. Even now, new fire burns in 
  our blood. Those of us loyal to the King will be 
  born again with the scorpions. And they are our 
  brothers.” 
        Reton Wijs steps forward. “And what are 
  we?” 
        “Our slaves!” Angau shouts. 
        “We will not be your slaves!” the gathered 
  crowd replies almost in unison. 
        “Then, you will die. Kill them.” 
        And with that, the Royal Guard advances 
  upon Wijs and the temple fighters.? 
   
  The PCs have one free round to act before actual combat 
  begins.  
   
  At this point the PCs can run away out the back exit 
  (toward the Bathhouse). If they do, they meet the 
  scorpion creatures mentioned earlier (between the 
  Temple and the Bath House). If the PCs decide to stay 
  and help fight Angau, then read The Fight Against The 
  Royal Guard. Either way, the PCs fight something before 
  they get home safely. 
        Some PCs might decide to rejoin the Royal Guard 
  (heavens forbid) and fight the temple defenders. If they 
  do this, cut straight to the transformation sequence. After 
  the transformation, the royal guards see that the PCs have 
  not turned into manscorpions. At this point, the royal 
  guard turns on the PCs and fight them without prejudice. 
  If the PCs survive this, then they are free to continue to 
  the bathhouse unhindered. Ulma, however, does not go 
  with such heartless turncoats (in her eyes), and the PCs 
  must to take the flower from her by force. 
         
  THE FIGHT AGAINST THE ROYAL 
  GUARD 
  When the PCs have indicated that they are stopping to 
  fight the royal guard (and defend the temple folk), read 
  the following: 
   
  As Captain Angau and the royal guard advance 
  upon the gathered crowd, something entirely 
  strange, and unearthly wicked, begins to 
  transpire. 
  Captain 
  Angau 
  and 
  his 
  guard 
  suddenly begin to jerk and twist unnaturally, as 
  if being manipulated by a force outside of their 
  control. They scream in agony, as their skin 
  cracks, stretches, and bursts open—spraying a 
  mixture of red blood and burst entrails on 
  everybody in the temple. As you wipe the slime 
  from your eyes, you see that the guards have 
  shed their old skin, and have transformed into 
  terrible creatures—half man, half scorpion. 
  Their upper bodies have broadened somewhat, 
  but still retain the general shape of humans; 
  while their lower bodies have twisted into the 
  misshapen form of a great scorpion—complete 
  with pincers and stinging tail.  
        At almost the same moment, Reton Wijs 
  and his temple defenders all transform into 
  creatures 
  of 
  another 
  kind. 
  Though 
  the 
  transformation is not as violent, it is still 
  beyond the control of the poor victims. This 
  new form is vaguely humanoid. Its skin is a 
  dull red, and it seems as if a light shines behind 
  it. Their eyes are ivory white, and their tunics 
  have transformed into extremely tight fitting 
  leather armor (as if it is designed to be a 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 30 
  permanent part of their bodies). The temple 
  defenders 
  scream 
  in 
  agony 
  at 
  their 
  transformation, 
  but 
  before 
  they 
  can 
  do 
  anything, they melt and sink into the sand on 
  the floor of the Temple. 
        You also notice that some of the priests, 
  including Father Eordfyden, and some of the 
  wounded residents, have not transformed at all. 
  They are, however, extremely distressed, and 
  fearful for their lives. 
           “Well, so what ‘ave we ‘ere?” says the 
  manscorpion, Angau. It seems that he has now 
  focused on you. And you are all that’s left to 
  offer any resistance. With this, he screams 
  violently and launches a massive attack in your 
  direction.  
   
  The lower EL here is due to the PCs being earlier given a 
  whole free round to act. 
        A DC 10 Knowledge (Core) check reveals the royal 
  guard to be manscorpions, and the temple defenders to 
  be asherati. Of course, if there are any asherati in the 
  party, 
  then 
  they 
  recognize 
  their 
  own 
  species 
  immediately. 
        Remember, at no stage do enemy creature target 
  Ulma. It is almost as if she is being “protected”. 
   
  APL 2 (EL 3) 
   
  d  Manscorpion Royal Guard (2): Male 
  manscorpion (adult); hp 19, 19; see Appendix 1. 
   
  APL 4 (EL 5) 
   
  d  Manscorpion Royal Guard Fighter (3): 
  Male manscorpion (adult) fighter 1; hp 35, 35, 35; see 
  Appendix 1. 
   
  APL 6 (EL 7) 
   
  d  Manscorpion Royal Guard Fighter (2): 
  Male manscorpion (adult) fighter 3; hp 61, 61; see 
  Appendix 1. 
   
  d Manscorpion Royal Guard Warmage: Male 
  manscorpion (adult) warmage 4; hp 50; see Appendix 1. 
   
  APL 8 (EL 9) 
   
  d  Manscorpion Royal Guard Fighter (2): 
  Male manscorpion fighter 3; hp 81, 81; see Appendix 1. 
   
  d Manscorpion Royal Guard Warmage: Male 
  manscorpion warmage 6; hp 87; see Appendix 1. 
   
  APL 10 (EL 11) 
   
  d  Manscorpion Royal Guard Fighter (2): 
  Male manscorpion fighter 5; hp 101, 101; see Appendix 1. 
   
  d Manscorpion Royal Guard Warmage: Male 
  manscorpion warmage8; hp 101 see Appendix 1. 
   
  APL 12 (EL 13) 
   
  d  Captain Angau: Male manscorpion fighter 7; 
  hp 134; see Appendix 1. 
   
  d  Manscorpion Royal Guard Fighter: Male 
  manscorpion fighter 7; hp 134; see Appendix 1. 
   
  d Manscorpion Royal Guard Warmage: Male 
  manscorpion warmage 10; hp 112; see Appendix 1. 
  APL 14 (EL 15) 
   
  d Captain Angau: Male manscorpion fighter 7 / 
  blackguard 3; hp 167; see Appendix 1. 
   
  d  Manscorpion Royal Guard Fighter: Male 
  manscorpion fighter 8; hp 145; see Appendix 1. 
   
  d Manscorpion Royal Guard Warmage: Male 
  manscorpion warmage 11; hp 130; see Appendix 1. 
   
  APL 16 (EL 17) 
   
  d Captain Angau: Male manscorpion fighter 7 / 
  blackguard 5; hp 189; see Appendix 1. 
   
  d Fiendish Servant Salik: Male fiendish dire rat 
   animal 6; hp 38; see Appendix 1. 
   
  d  Manscorpion Royal Guard Fighter: Male 
  manscorpion fighter 10; hp 183; see Appendix 1. 
   
  d Manscorpion Royal Guard Warmage: Male 
  Manscorpion warmage 13; hp 136; see Appendix 1. 
   
  Tactics: At all APLs the PCs get a single round of 
  preparation while the guards are transforming into 
  manscorpions. 
   
  At APLs 2 to 10, Angau orders his troops to deal 
  with the PCs while leaving to deal with more important 
  things. At APLs 12 to 16 he takes a personal interest. 
   
  At APLs 2 and 4, the guards charge the PCs and 
  engage in melee as quickly as possible. They attack the 
  closest person, attempting to flank if it would not result 
  in being flanked themselves. 
   
  At APL 6, the two fighter guards charge the PCs and 
  engage in melee as quickly as possible. They attack the 
  closest person, attempting to flank if it would not result 
  in being flanked themselves. The warmage moves to 25 
  feet away from the PCs and then use magic missile, 
  scorching ray and lesser orb of electricity against 
  opponents not engaged in melee. If physically threatened 
  he casts fireburst or fist of stone depending on how many 
  opponents threaten him. If possible he casts blades of fire 
  and whirling blade to cast his sickle at a number of 
  opponents. 
   
  At APL 8, the two fighter guards charge the PCs and 
  engage in melee as quickly as possible. They attack the 
  closest person, attempting to flank if it would not result 
  in being flanked themselves. They Power Attack for full 
  initially as all PCs appear unarmored. The warmage first 
  attempts to isolate the front ranks casters using sleet 
  storm or stinking cloud and then attacks the fighter’s 
  targets with ranged touch spells. If physically threatened 
  he casts fireburst or fist of stone depending on how many 
  opponents threaten him. 
   
  At APL 10, the two fighter guards charge the PCs 
  and engage in melee as quickly as possible. They will 
  attack the closest person, attempting to flank if it would 
  not result in being flanked themselves. They Power 
  Attack for full initially as all PCs appear unarmored. The 
  warmage will first attempt to isolate the front ranks using 
  Evard's black tentacles or stinking cloud on the ranks 
  behind them and then will attack the fighter’s targets 
  with ranged touch spells, or phantasmal killer for anyone 
  using sneak attacks. If physically threatened he will cast 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 31 
  fireburst or fist of stone depending on how many 
  opponents threaten him. 
   
  At APL 12, Angau and the fighter guard charge the 
  PCs and engage in melee as quickly as possible. Angau 
  orders the other fighter into flank position, even if that 
  exposes the fighter to flank attacks themselves. They 
  Power Attack for full initially as all PCs appear 
  unarmored. The warmage first attempts to isolate the 
  front ranks by using Evard's black tentacles and cloudkill, 
  or stinking cloud on those behind them and then attack 
  Angau’s targets with arc of lightning or ranged touch 
  spells such as orb of acid, or use phantasmal killer on 
  anyone using sneak attacks. If physically threatened he 
  will cast fireburst or fist of stone depending on how many 
  opponents threaten him. 
   
  At APL 14, Angau has pre-applied one dose of Large 
  scorpion venom to his main falchion. He and the fighter 
  guard charge the PCs and engage in melee as quickly as 
  possible. Angau orders the other fighter into flank 
  position, even if that exposes the fighter to flank attacks 
  themselves. They Power Attack for full initially as all PCs 
  appear unarmored. The warmage first attempts to isolate 
  the front ranks by using Evard's black tentacles and 
  cloudkill, or stinking cloud or wall of force on those 
  behind them and then attacks Angau’s targets with arc of 
  lightning or ranged touch spells such as orb of acid, or 
  uses phantasmal killer on anyone using sneak attacks. If 
  physically threatened he casts fireburst or fist of stone 
  depending on how many opponents threaten him. 
   
  At APL 16, Angau has pre-applied one dose of Large 
  scorpion venom to his main falchion. He and the fighter 
  guard charges the PCs and engage in melee as quickly as 
  possible. Angau orders the other fighter into flank 
  position, even if that exposes the fighter to flank attacks 
  themselves. They Power Attack for full initially as all PCs 
  appear unarmored. Salik, the fiendish servant attacks the 
  same opponent as Angau and avoids being flanked. The 
  warmage first attempts to isolate the front ranks by using 
  acid fog, Evard's black tentacles and blade barrier on 
  those behind them and then attacks Angau’s targets with 
  arc of lightning or ranged touch spells such as orb of acid, 
  or will use phantasmal killer on anyone using sneak 
  attacks. If physically threatened he casts fireburst or fist 
  of stone depending on how many opponents threaten 
  him. 
   
  Treasure: 
   
  APL 2: Loot—164 gp, Coin—23 gp, Magic—None. 
   
  APL 4: Loot—269 gp, Coin—0 gp, Magic—None. 
   
  APL 6: Loot—208 gp, Coin—0 gp, Magic—2x +1 
  falchion (198 gp each), +1 studded leather (98 gp each), 
  cloak of resistance +1 (83 gp each). 
   
  APL 8: Loot—721 gp, Coin—0 gp, Magic—2x +1 
  large falchion (229 gp each), 2x gauntlets of ogre power 
  (333 gp each), +1 large studded leather (100 gp each), vest 
  of resistance +2 (333 gp each), cloak of charisma +2 (333 
  gp each). 
   
  APL 10: Loot—779 gp, Coin—0 gp, Magic—2x +1 
  large falchion (229 gp each), 2x belt of giant strength +4 
  (1333 gp each), +1 large breastplate (129 gp each), cloak of 
  charisma +4 (1333 gp each), ring of protection +2 (667 gp 
  each), amulet of natural armor +1 (167 gp each). 
   
  APL 12: Loot—279 gp, Coin—0 gp, Magic—2x +1 
  large breastplate (129 gp each), 2x +1 large falchion (229 
  gp each), 2x belt of giant strength +4 (1333 gp each), cloak 
  of resistance +2 (333 gp each), 2x potion of cure moderate 
  wounds (25 gp each), 2x ring of protection +1 (167 gp 
  each), +1 large full plate (346 gp each), cloak of resistance 
  +1 (83 gp each), amulet of natural armor +1 (167 gp each), 
  cloak of charisma +4 (1333 gp each), headband of intellect 
  +2 (333 gp each), ring of protection +2 (667 gp each) 
   
  APL 14: Loot—313 gp, Coin—0 gp, Magic –2x +1 
  large breastplate (129 gp each), 2x belt of giant strength 
  +4 (1333 gp each), +1 shocking large falchion (729 gp 
  each), 3x amulet of natural armor +1 (167 gp each), 2x 
  cloak of resistance +2 (333 gp each), 2x ring of protection 
  +2 (667 gp each), +1 large falchion (229 gp each), +1 large 
  full plate (346 gp each), potion of cure moderate wounds 
  (25 gp each), ring of protection +1 (167 gp each), vest of 
  resistance +3 (750 gp each); cloak of charisma +4 (1333 gp 
  each), headband of intellect +2 (333 gp each). 
   
  APL 16: Loot—250 gp, Coin—0 gp, Magic—3x +1 
  large breastplate (129 gp each), 2x ring of protection +2 
  (667 gp each), +1 shocking large falchion (729 gp each), 
  belt of giant strength +6 (3000 gp each), cloak of 
  resistance +2 (333 gp each), +1 large falchion (229 gp 
  each), amulet of health +2 (333 gp each), belt of giant 
  strength +4 (1333 gp each), cloak of resistance +3 (750 gp 
  each), potion of cure moderate wounds (25 gp each), ring 
  of protection +1 (167 gp each), amulet of natural armor +1 
  (167 gp each), cloak of charisma +6 (3000 gp each), 
  headband of intellect +2 (333 gp each), vest of resistance 
  +3 (750 gp each) 
   
  Detect 
  Magic 
  Results: +1 falchion (faint 
  transmutation), +1 large breastplate (faint transmutation), 
  +1 large falchion (faint transmutation), +1 large full plate 
  (faint transmutation), +1 large studded leather (faint 
  transmutation), +1 shocking large falchion (moderate 
  evocation), +1 studded leather (faint transmutation), 
  amulet of health +2 (moderate transmutation), amulet of 
  natural armor +1 (faint transmutation), belt of giant 
  strength +4 (moderate transmutation), belt of giant 
  strength +6 (moderate transmutation), cloak of charisma 
  +2 (moderate transmutation)., cloak of charisma +4 
  (moderate 
  transmutation), 
  cloak 
  of 
  charisma 
  +6 
  (moderate transmutation), cloak of resistance +1 (faint 
  abjuration), cloak of resistance +2 (faint abjuration), cloak 
  of resistance +3 (faint abjuration), gauntlets of ogre power 
  (faint transmutation), headband of intellect +2 (moderate 
  transmutation), potion of cure moderate wounds (faint 
  conjuration), ring of protection +1 (faint abjuration), ring 
  of protection +2 (faint abjuration), vest of resistance +2 
  (faint abjuration), vest of resistance +3 (faint abjuration). 
   
  AFTER THE BATTLE 
  Assuming the PCs win the battle against the 
  manscorpions, read or paraphrase this at an appropriate 
  moment: 
   
  Father Eordfyden comes slowly over to you. 
  His face is grim and white with fear.   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 32 
        “Get out of here now! I can feel the change 
  coming upon me. I do not know what I will 
  become. Flee while you still can. And take 
  Princess Ulma with you. She could be next. You 
  could be next!” 
        “Come.” Ulma says to you all, “I’ll take you 
  to the Bathhouse, but beware, the power of the 
  flower in my hair to protect you appears to be 
  waning. If we stay longer, you may be subject 
  to the transformations.” 
        And, with that, Princess Ulma strides 
  toward the Temple exit. 
   
  Once the PCs follow Ulma, proceed directly to 
  Encounter 7. If they do not follow immediately, describe 
  Father Eordfyden and the other temple residents turning 
  into a mixture of asherati and manscorpions. They start to 
  battle each other. If the PCs still don’t leave, then the 
  building crumbles around them and they are attacked by 
  the same scorpions they might have avoided by going 
  through the temple. See the statistics mentioned earlier. 
   
  ENCOUNTER 7: BIG 
  DECISIONS 
  Running toward the bathhouse, you realize that 
  something beyond terrible is happening all 
  around you in the streets of Utaa. Everywhere, 
  residents are either contorting into horrible 
  creatures—half-human, half-scorpion. Or they 
  are transforming into sandlike creatures and 
  sinking, screaming, into the ground. A few 
  others appear unaffected, but seem to have 
  gone completely insane. These people are 
  grabbing whatever looks like it is worth 
  something and are escaping at full speed from 
  the 
  city. 
  Those 
  who 
  have 
  turned 
  into 
  manscorpions are now attacking each other, as 
  well as those escaping or caught off guard. You 
  realize that Ulma’s flower cannot protect you, 
  or her, forever. 
   
  BACK AT THE BATH HOUSE 
  Back at the bathhouse, the PCs are sheltered somewhat. 
  But suddenly, the building shakes and stonework starts to 
  collapse around them. Through the openings to the 
  outside, the PCs see an awesome sight: it is King 
  Shattados. Now a Huge manscorpion. He is calling for 
  Ulma. He wants her to join him and rule as his bride.  
              Ulma (if present) begs the PCs to take her with 
  them. If she is left behind, she will be brutalized by her 
  father and become a manscorpion herself. 
        The PCs must now make another choice: leave Ulma 
  behind (but take her flower); or leave one of their own 
  behind and take Ulma through the portal back to the 
  future.  
        The most obvious way that Ulma can be brought back 
  is if one PC stays behind in Utaa. The DM should 
  emphasize (DC 5 Int check) that the pool will not be 
  “tricked”. To do so is to try and trick fate itself. 
        If a PC is already dead, then his or her body can be 
  returned to the future, but does not count as “living” in 
  terms of numbers in the pool. This would leave a space 
  for Ulma. One PC might offer to commit suicide (and 
  then be resurrected later). If this is suggested, PCs should 
  be reminded that the act of suicide is frowned upon in 
  the LIVING GREYHAWK campaign. Killing another PC 
  (even with their consent) is also frowned upon. If any PC 
  does any of this, then that PC do not get Shemaya’s favor. 
        Under no circumstances does Ulma kill herself. If any 
  PC kills Ulma, then Ulma opts not to return to life (even 
  if offered raise dead or resurrection). This angers 
  Shemaya, and she does not give the party her favor. 
        If the PCs decide to take Ulma (and nobody is dead), 
  the PC left behind eventually finds another portal in a 
  desert oasis which takes him/her back to the future—but 
  it costs him/her 20 TU (though the PC receives a nice 
  reward on his/her AR for this) under the Chosen 
  heading.  
              Once the players decide what to do, read the 
  appropriate conclusion to them: 
   
  CONCLUSION 
  Be aware that there is a Conclusion for most players, then 
  a separate box text conclusion that should be read aloud if 
  one PC stayed behind in Sulm. 
   
  BRINGING BACK ULMA + FLOWER 
  As you return forward in time, it is not long 
  before you find yourselves wet and spluttering 
  at the other end of the journey—back safely in 
  Shemaya’s Tower.  
        When Shemaya sees young Ulma, tears 
  come to her eyes. They both embrace, and 
  Shemaya turns to you all and says: 
        “What you have done is truly heroic—but to 
  sacrifice one of your own to return my beloved 
  pupil and friend is beyond the call of duty. For 
  this, you will receive my special favor.” 
   
  The PCs are given the Favor of Shemaya as outlined on 
  the AR. 
   
   Then Shemaya says: “I now release you all. 
  Ulma shall stay here with me for a short while. 
  Tell Karistyne that she shall come to her when 
  the time is right. I will be in contact …” 
        Then Shemaya pauses for a moment, and 
  says, “The flower it has the power to unmake 
  the horror of this blighted land. There is a 
  powerful wizard who has made this place his 
  home. I have had contact with him. His name is 
  Rary. If you wish to leave the flower with me, I 
  shall see that he gets it. I think he has found a 
  way of returning the Bright Lands to their 
  former glory.”  
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 33 
        Shemaya holds out her hand. Do you give 
  her the flower? Or do you want to hold on to it 
  for some other purpose? 
   
  Let the players discuss this. You should make it clear that 
  Shemaya will not be angry if they choose to take the 
  flower with them (for now). Shemaya says that she 
  respects the party’s decision, and that perhaps there will 
  be another opportunity in the future. When the PCs 
  decide, read: 
         
  Shemaya bids you goodbye, and you find 
  yourselves standing, strangely, back on the 
  balcony of Karistyne’s Castle. As you look out 
  over the peaks of the Abbor-Alz, you cannot 
  help but wonder how this will all end. 
   
  The End 
   
  BRINGING BACK FLOWER (BUT 
  NOT ULMA) 
  As you return forward in time, it is not long 
  before you find yourselves wet and spluttering 
  at the other end of the journey—back safely in 
  Shemaya’s Tower. 
        Shemaya tells you: “What you have done 
  here is truly heroic. Tell Karistyne that I shall 
  contact her some time in the future. Be 
  prepared.” 
        Then Shemaya pauses for a moment, and 
  says, “The flower it has the power to unmake 
  the horror of this blighted land. There is a 
  powerful wizard who has made this place his 
  home. I have had contact with him. His name is 
  Rary. If you wish to leave the flower with me, I 
  shall see that he gets it. I think he has found a 
  way of returning the Bright Lands to their 
  former glory.”  
        Shemaya holds out her hand. Do you give 
  her the flower? Or do you want to hold on to it 
  for some other purpose?  
   
  Let the players discuss this. You should make it clear that 
  Shemaya will not be angry if they choose to take the 
  flower with them (for now). Shemaya says that she 
  respects the party’s decision, and that perhaps there will 
  be another opportunity in the future. When the PCs 
  decide, read: 
        
  Shemaya bids you goodbye, and you find 
  yourselves standing, strangely, back on the 
  balcony of Karistyne’s Castle. As you look out 
  over the peaks of the Abbor-Alz, you cannot 
  help but wonder how this will all end. 
   
  The End 
   
  BRINGING BACK NEITHER ULMA 
  OR THE FLOWER 
  As you return forward in time, it is not long 
  before you find yourselves wet and spluttering 
  at the other end of the journey—back safely in 
  Shemaya’s Tower. 
        Shemaya tells you: “You’ve failed to rescue 
  both the Princess and the Last Flower. Things 
  will be bad. Perhaps other adventurers will 
  succeed where you have failed? Who knows?” 
        And with that you find yourselves standing, 
  strangely, back on the balcony of Karistyne’s 
  Castle. As you look out over the peaks of the 
  Abbor-Alz, you cannot help but wonder how all 
  this will end. But all you know is that you are 
  ashamed, and that Karistyne will not be pleased 
  with your news. 
   
  The End 
   
  STAYED BEHIND 
  Your selfless act turned quickly to agony, as 
  you realized that you must quickly escape Utaa 
  City—or 
  be 
  consumed. 
  After 
  dodging 
  manscorpions, huge scorpions, and insane 
  residents bent on looting and murder, you 
  eventually find a way to escape the city plateau, 
  and strike out across the Utaa Plain in search of 
  some way—somewhere—to get yourself back to 
  the future. 
        After wandering for 20 weeks in the ever-
  encroaching desert, you come across an oasis 
  with a beautiful blue pool of water in the 
  centre. Standing by the oasis is a man dressed 
  in wizardly robes. He introduces himself as 
  Keshar, and he tells you that it was he who 
  originally gave Shemaya the water for her pool 
  of divination. It also seems that the oasis pool 
  acts as a conduit, which sends those who have 
  come via the water, back to whence they came. 
  Overjoyed, you bid Keshar farewell, as you leap 
  into the pool. You soon find yourself back in 
  Shemaya’s tower, and she thanks you for your 
  selfless actions in helping return her beloved 
  pupil.  
   
  Shemaya will then reward the PC accordingly with her 
  favor, and send the PC back to Karistyne Castle. Be sure 
  to remind the PC that this excursion cost him/her 20 TU 
  (though the PC receives a nice reward on his/her AR 
  under the Chosen heading). 
   
  The End 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 34 
  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 2 
  Defeat EITHER the Rebels OR the Royal Guard 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
  APL 14  
  420 XP 
  APL 16  
  510 XP 
   
  Encounter 4 
  Defeat the devils in Shattados’s Palace 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  240 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  450 XP 
  APL 16  
  540 XP 
   
  Encounter 6 
  Defeat EITHER the Scorpions OR the Manscorpions 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  240 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  450 XP 
  APL 16  
  540 XP 
   
  Story Award 
  Bringing both Ulma AND the Last Flower Of Sulm back 
  to the present time 
  APL 2  
  30 XP 
  APL 4  
  30 XP 
  APL 6  
  30 XP 
  APL 8  
  150 XP 
  APL 10  
  30 XP 
  APL 12  
  30 XP 
  APL 14  
  120 XP 
  APL 16  
  30 XP 
  Discretionary roleplaying award 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
  APL 16  
  405 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
  APL 16  
  2,025 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. 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 35 
   
  Encounter 2: Joining the Royal Guard 
   
  APL 2: Loot—113 gp, Coin—0 gp, Magic—wand of 
  cure light wounds (62 gp each), oil of iron silence (25 gp 
  each), potion of cure light wounds (4 gp each), scroll of 
  color spray (2 gp each), arcane scroll of cure light wounds 
  (4 gp each). 
   
  APL 4: Loot—175 gp, Coin—0 gp, Magic—scroll of 
  obscuring mist (2 gp each), wand of cure moderate 
  wounds (375 gp each), arcane scroll of glitterdust (13 gp 
  each), potion of cure light wounds (4 gp each); arcane 
  scroll of cure moderate wounds (17 gp each), oil of magic 
  weapon (4 gp each), oil of iron silence (25 gp each). 
   
  APL 6: Loot—150 gp, Coin—0 gp, Magic—cloak of 
  resistance +1 (83 gp each), wand of cure moderate 
  wounds (375 gp each), oil of magic weapon (4 gp each), 
  oil of iron silence (25 gp each), 2x potion of cure light 
  wounds (4 gp each), scroll of haste (31 gp each), vest of 
  resistance +1 (83 gp each). 
   
  APL 8: Loot—71 gp, Coin—0 gp, Magic—+1 hide 
  (97 gp each); wand of cure moderate wounds (375 gp 
  each), +1 greataxe (193 gp each); oil of iron silence (25 gp 
  each), +1 studded leather (98 gp each), potion of cure 
  light wounds (4 gp each); scroll of haste (31 gp each); vest 
  of resistance +1 (83 gp each). 
   
  APL 10: Loot—112 gp, Coin—0 gp, Magic—amulet 
  of health +2 (333 gp each); wand of cure serious wounds 
  (937 gp each), 2x cloak of resistance +1 (83 gp each), +1 
  breastplate (112 gp each), amulet of natural armor +1 (167 
  gp each), +1 greataxe (193 gp each), oil of iron silence (25 
  gp each), +1 studded leather (98 gp each), potion of cure 
  light wounds (4 gp each), arcane scroll of cure moderate 
  wounds (17 gp each), scroll of haste (31 gp each), vest of 
  resistance +1 (167 gp each); +1 composite shortbow (198 
  gp each). 
   
  APL 12: Loot—76 gp, Coin—0 gp, Magic—+1 
  scimitar (193 gp each), amulet of health +2 (333 gp each), 
  cloak of resistance +2 (333 gp each), wand of cure serious 
  wounds (937 gp each); 2x ring of protection +1 (167 gp 
  each), +1 studded leather (98 gp each), potion of cure 
  light wounds (4 gp each), cloak of charisma +2 (333 gp 
  each), arcane scroll of cure moderate wounds (17 gp 
  each), vest of resistance +2 (333 gp each), +1 composite 
  shortbow (198 gp each), +1 breastplate (112 gp each), 
  amulet of natural armor +1 (167 gp each), cloak of 
  resistance +1 (83 gp each), +1 greataxe (193 gp each), 
  gauntlets of ogre power (333 gp each), potion of cure 
  moderate wounds (25 gp each), oil of iron silence (25 gp 
  each),  
   
  APL 14: Loot—89 gp, Coin—0 gp, Magic—+1 
  beastskin dragonhide breastplate (808 gp each); wand of 
  cure critical wounds (1750 gp each); amulet of health +2 
  (333 gp each); cloak of resistance +2 (333 gp each), +1 
  breastplate (112 gp each), amulet of natural armor +1 (167 
  gp each), +1 frost greataxe (693 gp each), cloak of 
  resistance +1 (83 gp each), gauntlets of ogre power (333 
  gp each), ring of protection +1 (167 gp each), oil of iron 
  silence (25 gp each), +1 studded leather (98 gp each), 
  cloak of charisma +2 (333 gp each), potion of cure light 
  wounds (4 gp each); scroll of bear's endurance (12 gp 
  each); arcane scroll of cure moderate wounds (17 gp 
  each), vest of resistance +2 (333 gp each), +1 frost 
  composite shortbow (698 gp each). 
   
  APL 16: Loot—89 gp, Coin—0 gp, Magic—+1 
  beastskin dragonhide breastplate (808 gp each), wand of 
  cure critical wounds (1750 gp each), amulet of health +2 
  (333 gp each), cloak of resistance +4 (1333 gp each), +1 
  breastplate (112 gp each), +1 frost greataxe (693 gp each), 
  amulet of health +2 (333 gp each), belt of giant strength 
  +4 (1333 gp each), cloak of resistance +2 (333 gp each), 
  ring of protection +1 (167 gp each); oil of iron silence (25 
  gp each), potion of cure light wounds (4 gp each), +1 
  studded leather (98 gp each), cloak of charisma +4 (1333 
  gp each); arcane scroll of cure moderate wounds (17 gp 
  each); vest of resistance +2 (333 gp each), +1 frost 
  composite shortbow (698 gp each) 
   
  Encounter 2: Joining the Rebels 
   
  APL 2: Loot—203 gp, Coin—60 gp, Magic None. 
   
  APL 4: Loot—251 gp, Coin—60 gp, Magic—+1 
  falchion (198 gp each), cloak of resistance +1 (83 gp each), 
  potion of cure moderate wounds (25 gp each) 
   
  APL 6: Loot—176 gp, Coin—60 gp, Magic—3x +1 
  breastplate (113 gp each), 3x potion of cure moderate 
  wounds (25 gp each), +1 falchion (198 gp each), cloak of 
  resistance +1 (83 gp each). 
   
  APL 8: Loot—357 gp, Coin—60 gp, Magic—3x +1 
  falchion (198 gp each), 3x cloak of resistance +1 (83 gp 
  each), 3x potion of cure moderate wounds (25 gp each), 
  +1 breastplate (112 gp each); 2x potion of barkskin +3 (50 
  gp each), ring of protection +1 (167 gp each). 
   
  APL 10: Loot—163 gp, Coin—60 gp, Magic—3x +1 
  breastplate (112 gp each), 2x +1 falchion (198 gp each), 3x 
  cloak of resistance +1 (83 gp each), 3x potion of cure 
  moderate wounds (25 gp each), +1 frost falchion (698 gp 
  each), amulet of natural armor +1 (167 gp each), ring of 
  protection +1 (167 gp each) 
   
  APL 12: Loot—176 gp, Coin—60 gp, Magic—2x +1 
  breastplate (112 gp each); 2x +1 falchion (198 gp each), 2x 
  cloak of resistance +1 (83 gp each), 4x potion of barkskin 
  +3 (50 gp each), 3x potion of cure moderate wounds (25 
  gp each); 3x ring of protection +1 (167 gp each), +1 frost 
  falchion (698 gp each), +2 breastplate (363 gp each); 
  amulet of natural armor +1 (167 gp each), cloak of 
  resistance +2 (333 gp each), potion of barkskin +5 (100 gp 
  each); potion of heroism (62 gp each); potion of neutralize 
  poison (62 gp each) 
   
  APL 14: Loot—188 gp, Coin—60 gp, Magic—2x +1 
  breastplate (112 gp each); 3x +1 frost falchion (698 gp 
  each); 3x amulet of natural armor +1 (167 gp each), 2x 
  cloak of resistance +1 (83 gp each), 3x potion of cure 
  moderate wounds (25 gp each), 3x ring of protection +1 
  (167 gp each), +3 breastplate (779 gp each), cloak of 
  resistance +4 (1333 gp each), gauntlets of ogre power (333 
  gp each); potion of barkskin +5 (100 gp each); potion of 
  heroism (62 gp each) 
   
  APL 16: Loot—188 gp, Coin—60 gp, Magic—2x +1 
  frost falchion (698 gp each), 2x +2 breastplate (363 gp 
  each); 2x amulet of natural armor +1 (167 gp each); 2x 
  cloak of resistance +2 (333 gp each); 2x potion of barkskin 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 36 
  +5 (100 gp each); 4x potion of cure moderate wounds (25 
  gp each); 3x potion of heroism (62 gp each); 2x potion of 
  neutralize poison (62 gp each); 3x ring of protection +1 
  (167 gp each), +1 keen frost falchion (1531 gp each), +3 
  breastplate (779 gp each); amulet of health +2 (333 gp 
  each), belt of giant strength +4 (1333 gp each), cloak of 
  resistance +4 (1333 gp each), gloves of dexterity +2 (333 
  gp each); ioun stone (dusty rose) (417 gp each) 
   
  Encounter 4: Beneath the Palace 
   
  All APLs: None 
   
  Encounter 6: Fighting the Scorpions 
   
  All APLs: None 
   
  Encounter 6: The Fight Against the Royal 
  Guard 
   
  APL 2: Loot—164 gp, Coin—23 gp, Magic—None. 
   
  APL 4: Loot—269 gp, Coin—0 gp, Magic—None. 
   
  APL 6: Loot—208 gp, Coin—0 gp, Magic—2x +1 
  falchion (198 gp each), +1 studded leather (98 gp each), 
  cloak of resistance +1 (83 gp each). 
   
  APL 8: Loot—721 gp, Coin—0 gp, Magic—2x +1 
  large falchion (229 gp each), 2x gauntlets of ogre power 
  (333 gp each), +1 large studded leather (100 gp each), vest 
  of resistance +2 (333 gp each), cloak of charisma +2 (333 
  gp each). 
   
  APL 10: Loot—779 gp, Coin—0 gp, Magic—2x +1 
  large falchion (229 gp each), 2x belt of giant strength +4 
  (1333 gp each), +1 large breastplate (129 gp each), cloak of 
  charisma +4 (1333 gp each), ring of protection +2 (667 gp 
  each), amulet of natural armor +1 (167 gp each). 
   
  APL 12: Loot—279 gp, Coin—0 gp, Magic—2x +1 
  large breastplate (129 gp each), 2x +1 large falchion (229 
  gp each), 2x belt of giant strength +4 (1333 gp each), cloak 
  of resistance +2 (333 gp each), 2x potion of cure moderate 
  wounds (25 gp each), 2x ring of protection +1 (167 gp 
  each), +1 large full plate (346 gp each), cloak of resistance 
  +1 (83 gp each), amulet of natural armor +1 (167 gp each), 
  cloak of charisma +4 (1333 gp each), headband of intellect 
  +2 (333 gp each), ring of protection +2 (667 gp each) 
   
  APL 14: Loot—313 gp, Coin—0 gp, Magic –2x +1 
  large breastplate (129 gp each), 2x belt of giant strength 
  +4 (1333 gp each), +1 shocking large falchion (729 gp 
  each), 3x amulet of natural armor +1 (167 gp each), 2x 
  cloak of resistance +2 (333 gp each), 2x ring of protection 
  +2 (667 gp each), +1 large falchion (229 gp each), +1 large 
  full plate (346 gp each), potion of cure moderate wounds 
  (25 gp each), ring of protection +1 (167 gp each), vest of 
  resistance +3 (750 gp each); cloak of charisma +4 (1333 gp 
  each), headband of intellect +2 (333 gp each). 
   
  APL 16: Loot—250 gp, Coin—0 gp, Magic—3x +1 
  large breastplate (129 gp each), 2x ring of protection +2 
  (667 gp each), +1 shocking large falchion (729 gp each), 
  belt of giant strength +6 (3000 gp each), cloak of 
  resistance +2 (333 gp each), +1 large falchion (229 gp 
  each), amulet of health +2 (333 gp each), belt of giant 
  strength +4 (1333 gp each), cloak of resistance +3 (750 gp 
  each), potion of cure moderate wounds (25 gp each), ring 
  of protection +1 (167 gp each), amulet of natural armor +1 
  (167 gp each), cloak of charisma +6 (3000 gp each), 
  headband of intellect +2 (333 gp each), vest of resistance 
  +3 (750 gp each) 
   
  Total Possible Treasure 
  Note: These figures assume that the PCs sided with the 
  rebels and then fought the royal guard in encounter 6. 
  The totals will be less for those that sided with the empire 
  guards in encounter 2, or who either attacked the 
  scorpions or avoided any combat in encounter 6. 
   
  APL 2: Loot: 367 gp; Coin: 83 gp; Magic: 0 gp  - Total: 
  450 gp (max 450 gp) 
   
  APL 4: Loot: 520 gp; Coin: 60 gp; Magic: 306 gp  - 
  Total: 886 gp (max 650 gp) 
   
  APL 6: Loot: 383 gp; Coin: 60 gp; Magic: 1270 gp  - 
  Total: 1714 gp (max 900 gp) 
   
  APL 8: Loot: 1078 gp; Coin: 60 gp; Magic: 3189 gp  - 
  Total: 4327 gp (max 1,300 gp) 
   
  APL 10: Loot: 942 gp; Coin: 60 gp; Magic: 7510 gp  - 
  Total: 8512 gp (max 2,300 gp) 
   
  APL 12: Loot: 455 gp; Coin: 60 gp; Magic: 10406 gp  
  - Total: 10921 gp (max 3,300 gp) 
   
  APL 14: Loot: 500 gp; Coin: 60 gp; Magic: 15518 gp  
  - Total: 16079 gp (max 6,600 gp) 
   
  APL 16: Loot: 438 gp; Coin: 60 gp; Magic: 23247 gp  
  - Total: 23746 gp (max 9,900 gp) 
   
  Special 
  �Favor of Shemaya: As a result of gaining her 
  gratitude, you may “Call on Shemaya” to grant you the use 
  of the spell-like ability: time stop. The favor can only be 
  called once, and the favor operates exactly like the wizard 
  spell, time stop, which can be found on page 294 of the 
  Player’s Handbook. To use this ability, the PC simply has 
  to clasp his/her fingers together to form a solid fist. Then, 
  raising your hands forward in the air, you shout: “I call on 
  the Power of Shemaya to help me in my plight.” This is a 
  standard action that provokes an attack of opportunity. If 
  the PC cannot speak, or is under silence or some other 
  effect that prevents such magic from happening, then 
  this favor may not be possible. Such results are left to the 
  DM to adjudicate. 
   
  �Chosen: This PC endured a number of special trials in 
  the Sulm Empire. Apart from the loss of 20 TU, the PC 
  gains the following special abilities: 
   
  +4 competence bonus to Knowledge (history) 
   
  +4 
  competence 
  bonus 
  to 
  Knowledge 
  (geography) 
   
  +4 competence bonus in Survival 
   
  +1 competence bonus to attack and damage 
  when fighting in desert terrain  
   
  +1 dodge bonus to AC when fighting in desert 
  terrain  
   
  In addition this favour may have other affects in later 
  adventures in the Blight on Bright Sands series. 
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 37 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Item Access 
  APL 2 
   
  Wand of cure light wounds (Adventure; DMG; 
  750 gp) 
   
  Oil of iron silence (Adventure; CV; 300 gp) 
   
  APL 4 (all of APL 2 plus the following): 
   
  Wand of cure moderate wounds (Adventure; 
  DMG; 4500 gp) 
   
  APL 6 (all of APL 2-4 plus the following): 
   
  Vest of resistance +1 (Adventure; CA; 1000 gp) 
   
  APL 8 (all of APLs 2-6 plus the following): 
   
  Vest of resistance +2 (Adventure; CA; 4000 gp) 
   
  APL 10-12 (all of APLs 2-8 plus the following): 
   
  +1 Frost Falchion (Adventure; DMG; 8375 gp) 
   
  Wand of cure serious wounds (Adventure; 
  DMG; 11250 gp) 
   
  Cloak of resistance +2 (Adventure; DMG; 4000 
  gp) 
   
  Belt of giant strength +4 (Adventure; DMG; 
  16000 gp) 
   
  Cloak of charisma +4 (Adventure; DMG; 16000 
  gp) 
   
  Ring of protection +2 (Adventure; DMG; 8000 
  gp) 
   
  APL 14 (all of APLs 2-12 plus the following): 
   
  +1 
  Beastskin 
  Dragonhide 
  Breastplate 
  (Adventure; DMG; 9700 gp) 
   
  +1 Shocking Large Falchion (Adventure; DMG; 
  8750 gp) 
   
  +3 Breastplate (Adventure; DMG; 9350 gp) 
   
  Wand of cure critical wounds (Adventure; 
  DMG; 21000 gp) 
   
  Vest of resistance +3 (Adventure; CA; 8000 gp) 
   
  APL 16 (all of APLs 2-14 plus the following): 
   
  +1 Keen Frost Falchion (Adventure; DMG; 
  18375 gp) 
   
  Cloak of resistance +4 (Adventure; DMG; 16000 
  gp) 
   
  Belt of giant strength +6 (Adventure; DMG; 
  36000 gp) 
   
  Cloak of charisma +6 (Adventure; DMG; 36000 
  gp) 
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 38 
  APPENDIX 1: NPCS AND MONSTERS 
  ALL APLS 
  ENCOUNTER 4 
   
   
   
   
  k Princess Ulma: Female human (Flan) aristocrat 
  10; CR 9; Medium humanoid (human); HD 10d8+10; 
  hp 63; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 
  10; Base Atk +7; Grp +7; Atk +7 (1d3 nonlethal, 
  unarmed); Full Atk +7/+2 (1d3 nonlethal, unarmed); 
  AL NG; SV Fort +3, Ref +5, Will +9; Str 10, Dex 10, Con 
  10, Int 14, Wis 14, Cha 18 . 
   
  Skills and Feats: Balance +1, Diplomacy +23, 
  Gather Information +7, Handle Animal +7, Jump +1, 
  Knowledge (History) +7, Knowledge (Local - Core) +7, 
  Knowledge (Nobility and Royalty) +18, Knowledge 
  (Religion) +7, Listen +9, Perform (Sing) +9, Ride +4, 
  Sense Motive +17, Spot +17; Alertness, Improved 
  Toughness*, Lightning Reflexes, Negotiator, Skill 
  Focus (Knowledge [nobility and royalty]). 
   
  Possessions: noble’s outfit.  
   
  *Complete Warrior page 101 or Appendix 2.  
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 39 
  APL 2
  ENCOUNTER 2 
   
   
   
   
  Joining the Royal Guard 
  d Eirin: Male human (Flan) druid 1 ; CR 1; Medium 
  humanoid (human); HD 1d8+2; hp 10; Init +2; Spd 30 
  ft.; AC 14, touch 12, flat-footed 12; Base Atk +0; Grp +0; 
  Atk +2 ranged (1d6/x3, shortspear) or +1 melee 
  (1d6/x3, masterwork shortspear); Full Atk +2 ranged 
  (1d6/x3, shortspear) or +1 melee (1d6/x3, masterwork 
  shortspear); SA spontaneously cast summon nature’s 
  ally spells; SQ animal companion,  nature sense, wild 
  empathy+1; AL NG; SV Fort +4, Ref +2, Will +5; Str 10, 
  Dex 14, Con 14, Int 10, Wis 16, Cha 10 . 
   
  Skills and Feats: Concentration +6 (+10 cast def), 
  Handle Animal +7, Heal +7, Knowledge (nature) +3, 
  Spellcraft +3, Spot +7, Survival +5; Combat Casting, 
  Skill Focus (Handle Animal). 
   
  Druid Spells Prepared (3/2 DC 13 + spell level) 0—
  cure minor wounds (2), flare; 1st—obscuring mist, 
  sunstroke*. 
   
  Possessions: heavy wooden shield, masterwork 
  shortspear, 2 shortspears, wand of cure light wounds 
  (CL 1; 50 charges), explorer’s outfit.  
   
  * Sandstorm page 123 or Appendix 2. 
   
  d Eirin's Animal Companion Luin: Female wolf 
  ; CR –; Medium animal; HD 2d8+4; hp 13; Init +2; Spd 
  50 ft.; AC 14, touch 12, flat-footed 12; Base Atk +1; Grp 
  +2; Atk +3 melee (1d6+1, bite); Full Atk +3 melee 
  (1d6+1, bite); SA trip; SQ: link , scent, share spells, low-
  light vision; AL N; SV Fort +5, Ref +5, Will +1; Str 13, 
  Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +9, Listen +3, Move Silently 
  +3, Spot +3; Track, Weapon Focus (Bite). 
   
  Tricks: Attack, Come, Defend, Down, Fetch, Stay, 
  Track.  
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf.  
   
  dFilean: Male human bard 1; CR 1; Medium 
  humanoid (human); HD 1d6+1; hp 7; Init +2; Spd 30 ft.; 
  AC 14, touch 12, flat-footed 12; Base Atk +0; Grp +0; 
  Atk +0 melee (1d8/19-20, longsword) or +3 ranged 
  (1d6/x3, masterwork composite shortbow); Full Atk +0 
  melee (1d8/19-20, longsword) or +3 ranged (1d6/x3, 
  masterwork 
  composite 
  shortbow); 
  SQ 
  bardic 
  knowledge (+2), bardic music 1/day, countersong, 
  fascinate, inspire courage; AL NG; SV Fort +1, Ref +4, 
  Will +2; Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Concentration +5, Diplomacy +7, 
  Gather Information +7, Hide +3, Move Silently +3, 
  Perform (sing) +7, Sense Motive +4, Spellcraft +3, 
  Tumble +6, Use Magic Device +7; Point Blank Shot, 
  Precise Shot. 
   
  Fascinate (Sp): Can affect 1 creature for up to 1 
  round. 
   
  Inspire Courage (Su): +1 to saves against 
  charm or fear effects and +1 morale bonus on attack 
  and damage rolls. 
   
  Bard Spell Known (2; base DC = 13 + spell level): 
  0—detect magic, light, message, prestidigitation.  
   
  Possessions: 
  leather 
  armor, 
  longsword, 
  masterwork composite shortbow, 50 arrows, potion of 
  cure light wounds (CL 1), arcane scroll of color spray 
  (CL 1), arcane scroll of cure light wounds (CL 2), 
  explorer’s outfit.  
   
  d Claid: Male human (Flan) barbarian 1 ; CR 1; 
  Medium humanoid (human); HD 1d12+3; hp 15; Init 
  +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk 
  +1; Grp +4; Atk +3 ranged (1d8+3/x3, composite 
  longbow [+3]) or +6 melee (1d12+4/x3, masterwork 
  greataxe); Full Atk +3 ranged (1d8+3/x3, composite 
  longbow [+3]) or +6 melee (1d12+4/x3, masterwork 
  greataxe); SA rage (1/day); SQ: illiteracy; AL NG; SV 
  Fort +5, Ref +2, Will +0; Str 16, Dex 14, Con 16, Int 8, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Climb +1, Intimidate +1, Jump +4, 
  Listen +2, Spot +1, Survival +4, Swim -2; Power Attack, 
  Weapon Focus (greataxe). 
   
  Rage (Ex): 1/day—hp 17; AC 14, touch 10, flat-
  footed 12; Grp +6; Atk +8 melee (1d12+7/x3, 
  masterwork greataxe); Full Atk +8 melee (1d12+7/x3, 
  masterwork greataxe); SV Fort +7, Will +2; Str 20, Con 
  20; Climb +3, Jump +6, Swim +0; lasts 8 rounds and 
  then fatigued.  
   
  Possessions: masterwork scale mail, masterwork 
  great axe, composite longbow [+3], 50 arrows, oil of 
  iron silence* (CL 3), explorer’s outfit.  
   
  * Complete Adventurer page 153 or Appendix 2.  
   
  Joining the Rebels 
  d Royal Guard: Male human (Flan) fighter 1 ; CR 1; 
  Medium humanoid (human); HD 1d10+2; hp 12; Init 
  +2; Spd 20 ft.; AC 18, touch 10, flat-footed 18; Base Atk 
  +1; Grp +4; Atk +3 ranged (1d6+3/x3, composite 
  shortbow [+3]) or +6 melee (1d6+3/x3, masterwork 
  shortspear); Full Atk +3 ranged (1d6+3/x3, composite 
  shortbow [+3]) or +6 melee (1d6+3/x3, masterwork 
  shortspear ); AL LN; SV Fort +4, Ref +2, Will -1; Str 16, 
  Dex 14, Con 14, Int 13, Wis 9, Cha 8.  
   
  Skills and Feats: Climb +-2, Handle Animal +0, 
  Intimidate +3, Jump +-10, Ride +3, Survival +1; Power 
  Attack, 
  Scorpion's 
  Resolve*, 
  Weapon 
  Focus 
  (shortspear). 
   
  Possessions: splint mail, heavy wooden shield, 
  masterwork shortspear, composite shortbow [+3], 50 
  arrows, traveler’s outfit.  
   
  * Sandstorm page 53 or Appendix 2.  
   
  ENCOUNTER 6 
   
   
   
   
  d 
  Manscorpion 
  Royal 
  Guard: Male adult 
  manscorpion; CR 2; Medium monstrous humanoid; 
  HD 3d8+6; hp 19; Init +0; Spd 40 ft.; AC 19, touch 10, 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 40 
  flat-footed 19; Base Atk +2; Grp +3; Atk +4 melee 
  (1d6+1/x3, masterwork shortspear) or +1 ranged 
  (1d8/19-20, light crossbow); Full Atk +4 melee 
  (1d6+1/x3, masterwork shortspear) and -3 melee (1d4 
  plus poison, sting); or +1 ranged (1d8/19-20, light 
  crossbow); 
  SA 
  poison; 
  SQ 
  darkvision 
  60 
  ft., 
  tremorsense 60 ft.; AL CE; SV Fort +5, Ref +0, Will +0; 
  Str 13, Dex 10, Con 14, Int 10, Wis 10, Cha 10  
   
  Skills and Feats: Climb +4, Hide +3, Jump +4, Spot 
  +4; Endurance, Weapon Focus (shortspear).  
   
  Poison (Ex): An adult manscorpion has a 
  poisonous sting—Injury, Fortitude DC 13, initial and 
  secondary 1d3 Con. The save DCs are Constitution-
  based. 
   
  Possessions: 
   
  Masterwork 
  studded 
  leather, 
  masterwork 
  heavy 
  metal 
  shield, 
  masterwork 
  shortspear, light crossbow, 20 bolts, belt pouch, 70 gp.  
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 41 
  APL 4
  ENCOUNTER 2 
   
   
   
   
  Joining the Royal Guard 
  d Eirin: Male human (Flan) druid 2 ; CR 2; Medium 
  humanoid (human); HD 2d8+4; hp 17; Init +1; Spd 30 
  ft.; AC 13, touch 11, flat-footed 12; Base Atk +1; Grp +2; 
  Atk +2 ranged (1d6/x3, shortspear) or +3 melee 
  (1d6+1/x3, masterwork short sword); Full Atk +2 
  ranged (1d6/x3, shortspear) or +3 melee (1d6+1/x3, 
  masterwork short spear); SA spontaneously cast 
  summon natures ally spells; SQ animal companion, 
  nature sense, wild empathy +4, woodland stride; AL 
  NG; SV Fort +5, Ref +1, Will +6; Str 12, Dex 12, Con 14, 
  Int 10, Wis 16, Cha 10  
   
  Skills and Feats: Concentration +7 (+11 cast def), 
  Handle Animal +8, Heal +7, Knowledge (nature) +3, 
  Ride +3, Spellcraft +5, Spot +8, Survival +5; Combat 
  Casting, Skill Focus (Handle Animal). 
   
  Druid Spells Prepared (4/3 DC 13+spell level) 0— 
  create water (2), flare, resistance; 1st—cure light 
  wounds, sunstroke* (2). 
   
  Possessions: heavy wooden shield, masterwork 
  shortspear, 2 shortspears, wand of cure light wounds 
  (CL 1; 50 charges), divine scroll of obscuring mist (CL 
  1), explorer’s outfit.  
   
  ** Sandstorm page 123 or Appendix 2. 
   
  d Eirin's Animal Companion Luin: Female 
  Wolf ; CR –; Medium animal; HD 2d8+4; hp 13; Init +2; 
  Spd 50 ft.; AC 14, touch 12, flat-footed 12; Base Atk +1; 
  Grp +2; Atk +3 melee (1d6+1, bite); Full Atk +3 melee 
  (1d6+1, bite); SA trip; SQ link, scent, share spells, low-
  light vision; AL N; SV Fort +5, Ref +5, Will +1; Str 13, 
  Dex 15, Con 15, Int 2, Wis 12, Cha 6  
   
  Skills and Feats: Jump +9, Listen +3, Move Silently 
  +3, Spot +3; Track, Weapon Focus (bite). 
   
  Tricks: Attack, Come, Defend, Down, Fetch, Stay, 
  Track. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
   
  d Filean: Male human bard 2; CR 2; Medium 
  humanoid (human); HD 2d6+2; hp 12; Init +2; Spd 30 
  ft.; AC 14, touch 12, flat-footed 12; Base Atk +1; Grp +1; 
  Atk +2 melee (1d8/19-20, masterwork longsword ) or 
  +4 ranged (1d6/x3, masterwork composite shortbow); 
  Full Atk +2 melee (1d8/19-20, masterwork longsword ) 
  or 
  +4 
  ranged 
  (1d6/x3, 
  masterwork 
  composite 
  shortbow); SQ: bardic knowledge (+3), bardic music 
  2/day, countersong, fascinate, inspire courage; AL NG; 
  SV Fort +1, Ref +5, Will +3; Str 10, Dex 14, Con 12, Int 
  12, Wis 10, Cha 16  
   
  Skills and Feats: Balance +4, Concentration +6, 
  Diplomacy +10, Gather Information +8, Hide +3, Jump 
  +2, Move Silently +3, Perform (Sing) +8, Sense Motive 
  +5, Speak Language +1, Spellcraft +3, Tumble +7, Use 
  Magic Device +8; Point Blank Shot, Precise Shot.  
   
  Fascinate (Sp): Can affect 1 creature for up to 2 
  rounds. 
   
  Inspire Courage (Su): +1 to saves against 
  charm or fear effects and +1 morale bonus on attack 
  and damage rolls. 
   
  Bard Spells Known (3/1; base DC = 13 + spell 
  level): 0—detect magic, light, mage hand, message, 
  prestidigitation; 1st—cause fear, sleep.  
   
  Possessions: 
  leather 
  armor, 
  masterwork 
  longsword, masterwork composite longbow, 50 arrows, 
  potion of cure light wounds (CL 1), arcane scroll of 
  glitterdust (CL 3), arcane scroll of cure moderate 
  wounds (CL 3), explorer’s outfit.  
   
    
  d Claid: Male human (Flan) barbarian 2; CR 2; 
  Medium humanoid (human); HD 2d12+6; hp 25; Init 
  +2; Spd 30 ft.; AC 17, touch 12, flat-footed 17; Base Atk 
  +2; Grp +5; Atk +4 ranged (1d8+3/x3, composite 
  longbow [+3]) or +7 melee (1d12+4/x3, masterwork 
  greataxe); Full Atk +4 ranged (1d8+3/x3, composite 
  longbow [+3]) or +7 melee (1d12+4/x3, masterwork 
  greataxe); SA rage 1/day; SQ illiteracy, uncanny dodge; 
  AL NG; SV Fort +6, Ref +2, Will +0; Str 16, Dex 14, Con 
  16, Int 8, Wis 10, Cha 8  
   
  Skills and Feats: Climb +1, Intimidate +1, Jump +5, 
  Listen +2, Spot +2, Survival +5, Swim +-2; Power Attack, 
  Weapon Focus (greataxe). 
   
  Rage (Ex): 1/day—hp 29; AC 15, touch 10, flat-
  footed 15; Grp +7; Atk +9 melee (1d12+7/x3, 
  masterwork greataxe); Full Atk +9 melee (1d12+7/x3, 
  masterwork greataxe); SV Fort +8, Will +2; Str 20, Con 
  20; Climb +3, Jump +6, Swim +0; lasts 8 rounds and 
  then fatigued.  
   
  Possessions: masterwork scale mail, masterwork 
  great axe, composite longbow [+3], 50 arrows, oil of 
  iron silence* (CL 3), oil of magic weapon (CL 1), 
  explorer’s outfit.  
   
  * Complete Adventurer page 153 or Appendix 2.  
   
  Joining the Rebels 
  d Royal Guard: Male human (Flan) fighter 1 ; CR 1; 
  Medium humanoid (human); HD 1d10+2; hp 12; Init 
  +2; Spd 20 ft.; AC 18, touch 10, flat-footed 18; Base Atk 
  +1; Grp +4; Atk +3 ranged (1d6+3/x3, composite 
  shortbow [+3]) or +6 melee (1d6+3/x3, masterwork 
  shortspear); Full Atk +3 ranged (1d6+3/x3, composite 
  shortbow [+3]) or +6 melee (1d6+3/x3, masterwork 
  shortspear ); AL LN; SV Fort +4, Ref +2, Will -1; Str 16, 
  Dex 14, Con 14, Int 13, Wis 9, Cha 8.  
   
  Skills and Feats: Climb +-2, Handle Animal +0, 
  Intimidate +3, Jump +-10, Ride +3, Survival +1; Power 
  Attack, 
  Scorpion's 
  Resolve*, 
  Weapon 
  Focus 
  (shortspear). 
   
  Possessions: splint mail, heavy wooden shield, 
  masterwork shortspear, composite shortbow [+3], 50 
  arrows, traveler’s outfit.  
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 42 
   
  * Sandstorm page 153 or Appendix 2.  
   
  d Royal Guard Sergeant: Male human (Flan) 
  fighter 4 ; CR 4; Medium humanoid (human); HD 
  4d10+12; hp 40; Init +2; Spd 20 ft.; AC 19, touch 11, flat-
  footed 18; Base Atk +4; Grp +7; Atk +9 melee (2d4+7/18-
  20, +1 falchion) or +6 ranged (1d6+3/x3, composite 
  shortbow [+3]); Full Atk +9 melee (2d4+7/18-20, +1 
  falchion) or +6 ranged (1d6+3/x3, composite shortbow 
  [+3]); AL LN; SV Fort +7, Ref +4, Will +1; Str 17, Dex 14, 
  Con 14, Int 13, Wis 9, Cha 8.  
   
  Skills and Feats: Climb +4, Handle Animal +0, 
  Intimidate +6, Jump +-5, Ride +3, Survival +2, Use Rope 
  +3; Dodge, Improved Toughness*, Power Attack, 
  Scorpion's Resolve**, Weapon Focus (Falchion), 
  Weapon Specialization (Falchion). 
   
  Possessions: full plate, +1 falchion, composite 
  shortbow [+3], 50 arrows, cloak of resistance +1, potion 
  of cure moderate wounds (CL 3).  
   
  *Complete Warrior page 101 or Appendix 2. 
   
  ** Sandstorm page 53 or Appendix 2.  
   
  ENCOUNTER 6 
   
   
   
   
  d Manscorpion Royal Guard Fighter: Male 
  adult manscorpion fighter 1; CR 3; Medium monstrous 
  humanoid; HD 3d8 plus 1d10+16; hp 35; Init +2; Spd 30 
  ft.; AC 20, touch 10, flat-footed 20; Base Atk +3; Grp +7; 
  Atk +9 melee (2d4+6/18-20, masterwork falchion) or +5 
  ranged (1d8+4/x3, composite longbow [+4]); Full Atk 
  +9 melee (2d4+6/18-20, masterwork falchion) and +2 
  melee (1d4+2 plus poison, sting); or +5 ranged 
  (1d8+4/x3, composite longbow [+4]); SA poison; SQ: 
  darkvision 60 ft., tremorsense 60 ft.; AL CE; SV Fort +9, 
  Ref +2, Will +1; Str 18, Dex 14, Con 18, Int 10, Wis 12, 
  Cha 8 
   
  Skills and Feats: Spot +5; Endurance, Power 
  Attack, Weapon Focus (Falchion). 
   
  Poison (Ex): An adult Manscorpion has a 
  poisonous sting—Injury, Fortitude DC 15, initial and 
  secondary 1d3 Con. The save DCs are Constitution-
  based. 
   
  Possessions: splint mail, masterwork falchion, 
  composite longbow [+4], 50 arrows.  
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 43 
   
  APL 6 
  ENCOUNTER 2 
   
   
   
   
  Joining the Royal Guard 
  d Eirin: Male human (Flan) druid 3 ; CR 3; Medium 
  humanoid (humanoid); HD 3d8+9; hp 27; Init +2; Spd 
  30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +2; Grp 
  +2; Atk +4 ranged (1d6/x3, shortspear) or +3 melee 
  (1d6/x3, masterwork shortspear); Full Atk +4 ranged 
  (1d6/x3, shortspear) or +3 melee (1d6/x3, masterwork 
  shortspear); SA spontaneously cast summon nature’s 
  ally spells; SQ animal companion, nature sense, 
  trackless step, wild empathy +5, woodland stride; AL 
  NG; SV Fort +6, Ref +4, Will +7; Str 10, Dex 14, Con 14, 
  Int 10, Wis 16, Cha 10  
   
  Skills and Feats: Concentration +8 (+12 cast def), 
  Handle Animal +8, Heal +7, Knowledge (nature) +7, 
  Ride +4, Spellcraft +5, Spot +8, Survival +5; Combat 
  Casting, Improved Toughness*, Skill Focus (Handle 
  Animal). 
   
  Spells Prepared (4/3/2 DC 13 + spell level) 0—
  create water (2), cure minor wounds, resistance; 1st– 
  cure light wounds, sunstroke** (2); 2nd—bear's 
  endurance, bull's strength. 
   
  Possessions: heavy wooden shield, masterwork 
  shortspear, 2 shortspears, cloak of resistance +1, wand 
  of cure moderate wounds (CL  3, 50 charges), explorer’s 
  outfit.  
   
  * Complete Warrior page 101 or Appendix 2 
   
  ** Sandstorm page 123 or Appendix 2.  
   
  d Eirin's Animal Companion Luin: Female wolf; 
  CR – ; Medium animal; HD 2d8 and 2d8+4; hp 26; Init 
  +3; Spd 50 ft.; AC 17, touch 13, flat-footed 14; Base Atk 
  +2; Grp +4; Atk +5 (1d6+3, bite); Full Atk +5 (1d6+3, 
  bite); SA trip; SQ evasion, link, scent, share spells, low-
  light vision; AL N; SV Fort +8, Ref +9, Will +1; Str 14, 
  Dex 16, Con 15, Int 2, Wis 12, Cha 6  
   
  Skills and Feats: Jump +10, Listen +3, Move 
  Silently +4, Spot +3; Track, Weapon Focus (bite). 
   
  Tricks: Attack (2), Come, Defend, Down, Fetch, 
  Stay, Track. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
   
  d Fielan: Male human bard 3; CR 3; Medium 
  humanoid (human); HD 3d6+3; hp 17; Init +2; Spd 30 
  ft.; AC 14, touch 12, flat-footed 12; Base Atk +2; Grp +2; 
  Atk +3 melee (1d8/19-20, masterwork longsword) or +5 
  ranged (1d6/x3, masterwork composite shortbow); Full 
  Atk +2 melee (1d8/19-20, longsword ) or +5 ranged 
  (1d6/x3, masterwork composite shortbow), or +3/+3 
  ranged (1d6/x3, masterwork composite shortbow) SQ 
  bardic 
  knowledge 
  (+4), 
  bardic 
  music 
  3/day, 
  countersong, fascinate, inspire competence, inspire 
  courage; AL NG; SV Fort +3, Ref +6, Will +4; Str 10, Dex 
  14, Con 12, Int 12, Wis 10, Cha 16  
   
  Skills and Feats: Balance +4, Concentration +7, 
  Diplomacy +11, Gather Information +9, Hide +3, Jump 
  +2, Move Silently +3, Perform (sing) +9, Sense Motive 
  +6, Speak Language +1, Spellcraft +4, Tumble +8, Use 
  Magic Device +9; Point Blank Shot, Precise Shot, Rapid 
  Shot.  
   
  Fascinate (Sp): Can affect 1 creature for up to 3 
  rounds. 
   
  Inspire Competence (Su): +2 to skill checks 
  for up to 2 minutes 
   
  Inspire Courage (Su): +1 to saves against 
  charm or fear effects and +1 morale bonus on attack 
  and damage rolls. 
   
  Spells Known Bard (3/2; base DC = 13 + spell 
  level): 0—daze, detect magic, light, mage hand, 
  message, prestidigitation; 1st—cause fear, sleep, Tasha’s 
  hideous laughter.  
   
  Possessions: 
  leather 
  armor, 
  masterwork 
  longsword, masterwork composite shortbow, 50 
  arrows, vest of resistance* +1, 2 potions of cure light 
  wounds (CL 1), arcane scroll of haste (CL 5).  
   
  * Complete Arcane page 150 or Appendix 2.  
   
  d Claid: Male human (Flan) barbarian 3; CR 3; 
  Medium humanoid (human); HD 3d12+9; hp 35; Init 
  +2; Spd 30 ft.; AC 17, touch 12, flat-footed 17; Base Atk 
  +3; Grp +6; Atk +6 ranged (1d8+3/x3, masterwork 
  composite longbow [+3]) or +8 melee (1d12+4/x3, 
  masterwork greataxe); Full +6 ranged (1d8+3/x3, 
  masterwork composite longbow [+3]) or +8 melee 
  (1d12+4/x3, masterwork greataxe); SA rage 1/day; SQ 
  illiteracy, trap sense +1, uncanny dodge; AL NG; SV 
  Fort +6, Ref +3, Will +3; Str 16, Dex 14, Con 16, Int 8, 
  Wis 10, Cha 8  
   
  Skills and Feats: Climb +1, Intimidate +1, Jump +6, 
  Listen +4, Spot +2, Survival +6, Swim -2; Iron Will, 
  Power Attack, Weapon Focus (Greataxe). 
   
  Rage (Ex): 1/day—hp 41; AC 15, touch 10, flat-
  footed 15; Grp +8; Atk +10 melee (1d12+7/x3, 
  masterwork greataxe); Full Atk +10 melee (1d12+7/x3, 
  masterwork greataxe); SV Fort +8, Will +5; Str 20, Con 
  20; Climb +3, Jump +6, Swim +0; lasts 8 rounds and 
  then fatigued. 
   
  Possessions: masterwork breastplate, masterwork 
  greataxe, masterwork composite longbow [+3], 50 
  arrows, oil of magic weapon (CL 1), oil of iron silence* 
  (CL 3).  
   
  *Complete Adventurer page 153 or Appendix 2.   
   
  Joining the Rebels 
  d Royal Guard: Male human (Flan) fighter 2 ; CR 2; 
  Medium humanoid (human); HD 2d10+6; hp 22; Init 
  +2; Spd 20 ft.; AC 18, touch 12, flat-footed 16; Base Atk 
  +2; Grp +5; Atk +7 melee (2d4+4/18-20, masterwork 
  falchion) or +4 ranged (1d6+3/x3, composite shortbow 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 44 
  [+3]); Full Atk +7 melee (2d4+4/18-20, masterwork 
  falchion) or +4 ranged (1d6+3/x3, composite shortbow 
  [+3]); AL LN; SV Fort +5, Ref +2, Will -1; Str 16, Dex 14, 
  Con 14, Int 13, Wis 9, Cha 8  
   
  Skills and Feats: Climb +4, Handle Animal +0, 
  Intimidate +3, Jump +-4, Ride +3, Survival +1, Tumble 
  +1; 
  Improved 
  Toughness*, 
  Martial 
  Weapon 
  Proficiency, Power Attack, Scorpion's Resolve**, 
  Weapon Focus (Falchion). 
   
  Possessions: +1 breastplate, masterwork falchion, 
  composite shortbow [+3], 50 arrows, potion of cure 
  moderate wounds (CL 3).  
   
  * Complete Warrior page 101 or Appendix 2.  
   
  ** Sandstorm page 53 or Appendix 2.  
   
  d Royal Guard Sergeant: Male human (Flan) 
  fighter 6 ; CR 6; Medium humanoid (human); HD 
  6d10+18; hp 58; Init +2; Spd 30 ft.; AC 20, touch 12, flat-
  footed 18; Base Atk +6; Grp +9; Atk +11 melee 
  (2d4+7/18-20, +1 falchion) or +9 ranged (1d6+3/x3, 
  masterwork composite shortbow [+3]); Full Atk +11/+6 
  melee (2d4+7/18-20, +1 falchion) or +9/+4 ranged 
  (1d6+3/x3, masterwork composite shortbow [+3]); AL 
  LN; SV Fort +8, Ref +5, Will +4; Str 17, Dex 14, Con 14, 
  Int 13, Wis 9, Cha 8  
   
  Skills and Feats: Climb +10, Handle Animal +0, 
  Intimidate +6, Jump +7, Ride +3, Survival +2, Tumble 
  +6, Use Rope +3; Dodge, Improved Toughness*, Iron 
  Will, Mobility, Power Attack, Scorpion's Resolve**, 
  Weapon Focus (falchion), Weapon Specialization 
  (falchion). 
   
  Possessions: full plate, +1 falchion, masterwork 
  composite shortbow [+3], 50 arrows, cloak of resistance 
  +1, potion of cure moderate wounds (CL 3).  
   
  * Complete Warrior page 101 or Appendix 2.  
   
  ** Sandstorm page 53 or Appendix 2.  
   
   
   ENCOUNTER 6  
   
   
   
  d Manscorpion Royal Guard Fighter : Male 
  adult manscorpion fighter 3 ; CR 5; Medium monstrous 
  humanoid; HD 3d8 plus 3d10+30; hp 61; Init +2; Spd 30 
  ft.; AC 20, touch 10, flat-footed 20; Base Atk +5; Grp +9; 
  Atk +11 melee (2d4+7/18-20, +1 falchion) or +7 ranged 
  (1d8+4/x3, composite longbow [+4]); Full Atk +11 
  melee (2d4+7/18-20, +1 falchion) and  +4 melee (1d4+2 
  plus poison, sting) or +7 ranged (1d8+4/x3, composite 
  longbow [+4]; SA poison (Ex); SQ darkvision 60 ft., 
  tremorsense 60 ft.; AL CE; SV Fort +10, Ref +3, Will +2; 
  Str 18, Dex 14, Con 18, Int 10, Wis 12, Cha 8  
   
  Skills and Feats: Spot +5; Endurance, Improved 
  Toughness*, Power Attack, Weapon Focus (Falchion). 
   
  Poison (Ex): An adult Manscorpion has a 
  poisonous sting—Injury, Fortitude DC 15, initial and 
  secondary 1d3 Con. The save DCs are Constitution-
  based. 
   
  Possessions: splint mail, +1 falchion, composite 
  longbow [+4], 50 arrows.  
   
  * Complete Warrior page 101 or Appendix 2.  
   
  d Manscorpion Royal Guard Warmage: Male 
  adult manscorpion warmage* 4 ; CR 5; Medium 
  monstrous humanoid; HD 3d8 plus 4d6+21; hp 50; Init 
  +1; Spd 40 ft.; AC 19, touch 11, flat-footed 18; Base Atk 
  +4; Grp +4; Atk +5 melee (1d8, masterwork 
  morningstar) or +5 melee (1d6, masterwork sickle) or 
  +6 ranged (1d8/19-20, masterwork light crossbow); Full 
  Atk +5 melee (1d8, masterwork morningstar) and -1 
  (1d4, sting) or +5 melee (1d6, masterwork sickle) and -1 
  (1d4 plus poison, *sting) or +6 ranged (1d8/19-20, 
  masterwork light crossbow); SA poison; SQ: armored 
  mage (light), warmage edge, darkvision 60 ft., 
  tremorsense 60 ft.; AL CE; SV Fort +8, Ref +3, Will +5; 
  Str 11, Dex 13, Con 16, Int 14, Wis 10, Cha 16 
   
  Skills and Feats: Climb +4, Hide +5, Jump +4, Spot 
  +4; Armor Proficiency (light), Endurance, Shield 
  Proficiency, Simple Weapon Proficiency, Spell Focus 
  (evocation). 
   
  Advanced Learning (Ex): At 3rd, 6th, 11th, 
  and 16th level, a warmage can add a new spell to his 
  list, representing the result of personal study and 
  experimentation. The spell must be a wizard spell of 
  the evocation school, and of a level no higher than that 
  of the highest-level spell the warmage already knows. 
  Once a new spell is selected, it is forever added to that 
  warmage's spell list and call be cast just like any other 
  spell on the warmage's list. At 3rd-level this warmage 
  has chosen shatter.  
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with a spellcaster’s gestures, which can 
  cause spells to fail (if those spells have somatic 
  components). 
  A 
  warmage’s 
  limited 
  focus 
  and 
  specialized training, however, allows him to avoid 
  arcane spell failure as long as he sticks to light armor 
  and light shields. This training does not extend to 
  medium or heavier armors, nor to heavy shields. Nor 
  does this ability apply to spells gained from a different 
  spellcasting class.  
   
  At 8th level, a warmage learns to use medium 
  armor with no chance of arcane spell failure.  
   
  Poison (Ex): An adult Manscorpion has a 
  poisonous sting.—Injury, Fortitude DC 14, initial and 
  secondary 1d3 Con. The save DCs are Constitution-
  based. 
   
  Warmage Edge (Ex): A warmage is specialized 
  in dealing damage with his spells. Whenever a 
  warmage cast a spell that deals hit point damage, he 
  adds his Intelligence bonus (+2) to the damage dealt.  
   
  Warmage Spells Known (6/7/4; base DC = 13 + 
  spell level): 0—acid splash, disrupt undead, light, ray of 
  frost; 1st—accuracy†, burning hands, chill touch, fist of 
  stone†, hail of stone†, magic missile, lesser orb of acid†, 
  lesser orb of cold†, lesser orb of electricity†, lesser orb of 
  fire†, lesser orb of sound†, shocking grasp, Tenser’s 
  floating disk, true strike; 2nd—Melf's acid arrow, blades 
  of fire†, continual flame, fire trap, fireburst†, flaming 
  sphere, ice knife†, pyrotechnics, scorching ray, shatter, 
  whirling blade†. 
   
  Possessions: +1 studded leather; masterwork 
  morningstar, masterwork sickle, masterwork light 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 45 
  crossbow, 50 bolits, vest of resistance** +1, 2 pieces of 
  jade (each worth 5 gp). 
   
  *Complete Arcane page 10 or Appendix 2; 
  furthermore those spells on the warmage’s spell list 
  marked with a superscript “†” are found in Chapter 4 of 
  Complete Arcane or in Appendix 2 of this adventure.  
   
  **Complete Arcane page 150 or Appendix 2.  
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 46 
  APL 8 
  ENCOUNTER 2 
   
   
   
   
  Joining the Royal Guard 
  d Eirin: Male human (Flan) druid 5 ; CR 5; Medium 
  humanoid (human); HD 5d8+15; hp 43; Init +2; Spd 20 
  ft.; AC 18, touch 12, flat-footed 16; Base Atk +3; Grp +3; 
  Atk +4 melee (1d6/x3, masterwork shortspear) or +6 
  ranged (1d6/x3, masterwork shortspear); Full Atk +4 
  melee (1d6/x3, masterwork shortspear) or +6 ranged 
  (1d6/x3, 
  masterwork 
  shortspear); 
  SQ 
  animal 
  companion, nature sense, resist nature's lure, trackless 
  step, wild empathy +7, wild shape 1/day, woodland 
  stride; AL NG; SV Fort +7, Ref +4, Will +8; Str 10, Dex 
  14, Con 14, Int 10, Wis 17, Cha 10 . 
   
  Skills and Feats: Concentration +10 (+14 cast def), 
  Handle Animal +9, Heal +7, Knowledge (nature) +9, 
  Ride +4, Spellcraft +8, Spot +10, Survival +5; Combat 
  Casting, Improved Toughness*, Skill Focus (Handle 
  Animal). 
   
  Prepared Spells (5/4/3/2; DC 13 + spell level) 0—
  create water (2), flare, resistance; 1st–cure light wounds 
  (2), sunstroke** (2); 2nd—bear's endurance, bull's 
  strength, fog cloud; 3rd—nature's favor, sleet storm. 
   
  Possessions: +1 hide armor, heavy wooden shield, 
  3 masterwork shortspears, cloak of resistance +1, wand 
  of cure moderate wounds (CL 3; 50 charges), explorer’s 
  outfit.  
   
  * Complete Warrior page 101 or Appendix 2.  
   
  ** Sandstorm page 123 or Appendix 2.  
   
  d Eirin's Animal Companion Luin: Female 
  leopard ; CR – ; Medium animal; HD 3d8+6; hp 19; Init 
  +4; Spd 40 ft., climb 20 ft.; AC 15, touch 14, flat-footed 
  11; Base Atk +2; Grp +5; Atk +5 melee (1d6+3, bite) or 
  +0 melee (1d3+1, claw); Full Atk +6 melee (1d6+3, bite) 
  or +1 melee (1d3+1, 2 claws); SA improved grab, 
  pounce, rake; SQ low-light, scent; AL N; SV Fort +5, 
  Ref +7, Will +2; Str 16, Dex 19, Con 15, Int 2, Wis 12, 
  Cha 6 . 
   
  Skills and Feats: Balance +12, Climb +11, Hide +8, 
  Jump +15, Listen +6, Move Silently +8, Spot +6; 
  Alertness, Weapon Finesse. 
   
  Tricks: Attack (2), Come, Defend, Down, Fetch, 
  Stay, Track. 
   
  Improved Grab (Ex): To use this ability, a 
  leopard must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking and attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake.  
   
  Pounce (Ex): If a leopard charges a foe, it can 
  make a full attack including two rake attacks.  
   
  Rake (Ex): Attack bonus +6 melee, damage 
  1d3+1.  
   
  d Filean: Male human bard 5; CR 5; Medium 
  humanoid (human); HD 5d6+5; hp 27; Init +2; Spd 30 
  ft.; AC 16, touch 12, flat-footed 14; Base Atk +3; Grp +3; 
  Atk +4 melee (1d8/19-20, masterwork longsword), or 
  +6 ranged (1d6/x3, masterwork composite shortbow); 
  Full Atk +4 melee (1d8/19-20, masterwork longsword), 
  or 
  +6 
  ranged 
  (1d6/x3, 
  masterwork 
  composite 
  shortbow), or +4/+4 ranged (1d6/x3, masterwork 
  composite shortbow; SQ bardic knowledge (+6), bardic 
  music 
  5/day, 
  countersong, 
  fascinate, 
  inspire 
  competence, inspire courage; AL NG; SV Fort +3, Ref 
  +7, Will +5; Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 
  17 
   
  Skills and Feats: Balance +4, Concentration +9, 
  Diplomacy +13, Gather Information +11, Hide +3, 
  Jump +2, Move Silently +3, Perform (sing) +11, Sense 
  Motive +8, Speak Language +1, Spellcraft +6, Tumble 
  +10, Use Magic Device +11; Point Blank Shot, Precise 
  Shot, Rapid Shot. 
   
  Fascinate (Sp): Can affect 2 creatures for up to 5 
  rounds. 
   
  Inspire Competence (Su): +2 to skill checks 
  for up to 2 minutes 
   
  Inspire Courage (Su): +1 to saves against 
  charm or fear effects and +1 morale bonus on attack 
  and damage rolls. 
   
  Spells Known Bard (3/4/2; base DC = 13 + spell 
  level): 0—daze, detect magic, light, mage hand, 
  message, prestidigitation; 1st—cause fear, grease, 
  Tasha’s hideous laughter, sleep; 2nd—glitterdust, 
  silence, suggestion.  
   
  Possessions: +1 studded leather; masterwork 
  longsword, masterwork composite shortbow, 50 
  arrows, vest of resistance +1*, potion of cure light 
  wounds (CL 1), arcane scroll of haste (CL 5), explorer’s 
  outfit.  
   
  * Complete Arcane page 150 or Appendix 2.  
   
  d Claid: Male human (Flan) barbarian 5; CR 5; 
  Medium humanoid; HD 5d12+15; hp 55; Init +2; Spd 
  30 ft.; AC 17, touch 12, flat-footed 17; Base Atk +5; Grp 
  +8; Atk +10 melee (1d12+5/x3, +1 greataxe) or +7 
  ranged (1d8+3/x3, composite longbow [+3]); Full Atk 
  +10 melee (1d12+5/x3, +1 greataxe) or +7 ranged 
  (1d8+3/x3, composite longbow [+3]);SA rage 2/day; SQ 
  illiteracy, improved uncanny dodge, trap sense +1; AL 
  NG; SV Fort +7, Ref +3, Will +3; Str 17, Dex 14, Con 16, 
  Int 8, Wis 10, Cha 8 .  
   
  Skills and Feats: Climb +3, Intimidate +1, Jump +8, 
  Listen +5, Spot +3, Survival +8; Iron Will, Power Attack, 
  Weapon Focus (greataxe).  
   
  Rage (Ex): 2/day—hp 65; AC 15, touch 10, flat-
  footed 15; Grp +10; Atk +12 melee (1d12+7/x3, +1 
  greataxe); Full Atk +12 melee (1d12+7/x3, +1 greataxe); 
  SV Fort +9, Will +5; Str 21, Con 20; Climb +3, Jump +10; 
  lasts 8 rounds and then fatigued. 
   
  Possessions: masterwork breastplate, +1 greataxe, 
  composite longbow [+3], 50 arrows, oil of iron silence* 
  (CL 3), explorer’s outfit.  
   
  * Complete Adventurer page 153 or Appendix 2.  
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 47 
  Joining the Rebels 
  d Royal Guard: Male human (Flan) fighter 4 ; CR 4; 
  Medium humanoid (human); HD 4d10+12; hp 40; Init 
  +2; Spd 20 ft.; AC 19, touch 11, flat-footed 18; Base Atk 
  +4; Grp +7; Atk +9 melee (2d4+7/18-20, +1 falchion) or 
  +6 ranged (1d6+3/x3, composite shortbow [+3]); Full 
  Atk +9 melee (2d4+7/18-20, +1 falchion) or +6 ranged 
  (1d6+3/x3, composite shortbow [+3]); AL LN; SV Fort 
  +7, Ref +4, Will +1; Str 17, Dex 14, Con 14, Int 13, Wis 
  9, Cha 8.  
   
  Skills and Feats: Climb +4, Handle Animal +0, 
  Intimidate +6, Jump +-5, Ride +3, Survival +2, Use Rope 
  +3; Dodge, Improved Toughness*, Power Attack, 
  Scorpion's Resolve**, Weapon 
  Focus (falchion), 
  Weapon Specialization (falchion). 
   
  Possessions: full plate, +1 falchion, composite 
  shortbow [+3], 50 arrows, cloak of resistance +1, potion 
  of cure moderate wounds (CL 3), traveler’s outfit.  
   
  * Complete Warrior page 101 or Appendix 2. 
   
  ** Sandstorm page 53 or Appendix 2.  
   
  d Royal Guard Sergeant: Male human (Flan) 
  fighter 8 ; CR 8; Medium humanoid (human); HD 
  8d10+24; hp 76; Init +2; Spd 20 ft.; AC 19, touch 13, flat-
  footed 17; Base Atk +8; Grp +12; Atk +14 melee 
  (2d4+9/18-20, +1 falchion) or +11 ranged (1d6+4/x3, 
  masterwork composite shortbow [+4]); Full Atk +14/+9 
  melee (2d4+9/18-20, +1 falchion) or +11/+6 ranged 
  (1d6+4/x3, masterwork composite shortbow [+4]); AL 
  LN; SV Fort +9, Ref +5, Will +4; Str 18, Dex 14, Con 14, 
  Int 13, Wis 9, Cha 8.  
   
  Skills and Feats: Climb +9, Handle Animal +0, 
  Intimidate +10, Jump +2, Ride +3, Survival +2, Tumble 
  +6, Use Rope +3; Combat Expertise, Dodge, Improved 
  Toughness*, Iron Will, Mobility, Power Attack, 
  Scorpion's Resolve**, Weapon 
  Focus (falchion), 
  Weapon Specialization (falchion). 
   
  Possessions: 
  +1 
  breastplate, 
  +1 
  falchion, 
  masterwork composite shortbow [+4], 50 arrows, ring 
  of protection +1, potion of cure moderate wounds (CL 
  3), 2 potions of barkskin (CL 5), traveler’s outfit.   
   
  * Complete Warrior page 101 or Appendix 2. 
   
  ** Sandstorm page 53 or Appendix 2.  
   
   
  ENCOUNTER 6 
   
   
   
   
  d Manscorpion Royal Guard Fighter: Male 
  Adult manscorpion fighter 3; CR 7; Large monstrous 
  humanoid; HD 6d8+3d10+36; hp 81; Init +2; Spd 35 ft.; 
  AC 25, touch 10, flat-footed 24; Base Atk +8; Grp +20; 
  Atk +18 melee (2d6+13/18-20, +1 Large falchion ) or +9 
  ranged (2d6+4/x3, Large composite longbow [+4]); Full 
  Atk +17/+12 melee (2d6+13/18-20, +1 large falchion) 
  and +10 (1d6+4 plus poison, sting) or +9/+4 ranged 
  (2d6+4/x3, Large composite longbow [+4]); SA poison; 
  SQ darkvision 60 ft., tremorsense 60 ft.; AL CE; SV Fort 
  +11, Ref +3, Will +2; Str 26, Dex 14, Con 18, Int 10, Wis 
  12, Cha 8.  
   
  Skills and Feats: Jump +6, Spot +9; Diehard, 
  Endurance, 
  Power 
  Attack, 
  Scorpion's 
  Resolve*, 
  Weapon Focus (Falchion). 
   
  Poison (Ex): A manscorpion has a poisonous 
  sting— Injury, Fortitude DC 17, initial and secondary 
  1d4 Con. The save DCs are Constitution-based. 
   
  Possessions: Large full plate, +1 Large falchion, 
  Large composite longbow [+4], 50 Large arrows, 
  gauntlets of ogre power.  
   
  * Sandstorm page 53 or Appendix 2.  
   
  d Royal Guard Warmage: Male manscorpion 
  warmage* 6; CR 7; Large monstrous humanoid; HD 
  6d8 plus 6d6+36; hp 87; Init +2; Spd 50 ft.; AC 22, touch 
  11, flat-footed 20; Base Atk +8; Grp +15; Atk +8 ranged 
  (2d6/19-20, Large masterwork light crossbow) or +8 
  melee (2d6+3, Large morningstar); Full Atk +8/+3 
  melee (2d6+3, Large morningstar) and +5 (1d6+1 plus 
  poison, sting); or +8/+3 ranged (2d6/19-20, Large 
  masterwork light crossbow); SA poison, warmage edge; 
  SQ: darkvision 60 ft., tremorsense 60 ft.; AL CE; SV 
  Fort +11, Ref +6, Will +7; Str 17, Dex 14, Con 16, Int 14, 
  Wis 10, Cha 18  
   
  Skills and Feats: Climb +7, Concentration +24, 
  Jump +11, Spellcraft +5, Spot +4; Diehard, Endurance, 
  Point Blank Shot, Precise Shot.  
   
  Advanced Learning (Ex): At 3rd, 6th, 11th, 
  and 16th level, a warmage can add a new spell to his 
  list, representing the result of personal study and 
  experimentation. The spell must be a wizard spell of 
  the evocation school, and of a level no higher than that 
  of the highest-level spell the warmage already knows. 
  Once a new spell is selected, it is forever added to that 
  warmage's spell list and call be cast just like any other 
  spell on the warmage's list. At 3rd-level this warmage 
  has chosen shatter; at 6th-level he’s chosen wind wall.  
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with a spellcaster’s gestures, which can 
  cause spells to fail (if those spells have somatic 
  components). 
  A 
  warmage’s 
  limited 
  focus 
  and 
  specialized training, however, allows him to avoid 
  arcane spell failure as long as he sticks to light armor 
  and light shields. This training does not extend to 
  medium or heavier armors, nor to heavy shields. Nor 
  does this ability apply to spells gained from a different 
  spellcasting class.  
   
  At 8th level, a warmage learns to use medium 
  armor with no chance of arcane spell failure.  
   
  Poison (Ex): A manscorpion has a poisonous 
  sting. Injury—Fortitude DC 16, initial and secondary 
  1d4 Con. The save DCs are Constitution-based. 
   
  Warmage Edge (Ex): A warmage is specialized 
  in dealing damage with his spells. Whenever a 
  warmage cast a spell that deals hit point damage, he 
  adds his Intelligence bonus (+2) to the damage dealt.  
   
  Warmage Spells Known (6/7/6/4; base DC = 14 + 
  spell level): 0—acid splash, disrupt undead, light, ray of 
  frost; 1st—accuracy†, burning hands, chill touch, fist of 
  stone†, hail of stone†, magic missile, lesser orb of acid†, 
  lesser orb of cold†, lesser orb of electricity†, lesser orb of 
  fire†, lesser orb of sound†, shatter, shocking grasp, true 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 48 
  strike; 2nd—Melf's acid arrow, blades of fire†, continual 
  flame, fire trap, fireburst†, flaming sphere, ice knife†, 
  pyrotechnics, scorching ray, shatter, whirling blade†; 
  3rd—fire shield, fireball, flame arrow, gust of wind, ice 
  storm, lightning bolt, poison, ring of blades†, sleet 
  storm, stinking cloud, wind wall.  
   
  Possessions: +1 Large studded leather, Large 
  morningstar, Large masterwork light crossbow, 50 
  Large crossbow bolts, vest of resistance +2**, 2 pieces of 
  jade (each worth 5 gp).  
   
  *Complete Arcane page 10 or Appendix 2; 
  furthermore those spells on the warmage’s spell list 
  marked with a superscript “†” are found in Chapter 4 of 
  Complete Arcane or in Appendix 2 of this adventure. 
   
  ** Complete Arcane page 150 or Appendix 2. 
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 49 
  APL 10  
  ENCOUNTER 2 
   
   
   
   
  Joining the Royal Guard 
  d Eirin: Male human (Flan) druid 7 / Beastmaster 1; 
  CR 8; Medium humanoid (human); HD 7d8 plus 
  1d10+32; hp 76; Init +2; Spd 30 ft.; AC 14, touch 12, flat-
  footed 12; Base Atk +6; Grp +6; Atk +7 melee (1d6/x3, 
  masterwork shortspear) or +9 ranged (1d6/x3, 
  masterwork shortspear); Full Atk +7/+2 melee (1d6/x3, 
  masterwork shortspear) or +9/+4 ranged (1d6/x3, 
  masterwork 
  shortspear); 
  SA 
  spontaneously 
  cast 
  summon nature’s ally spells; SQ animal companion, 
  nature sense, resist nature's lure, trackless step, wild 
  empathy +10, wild shape 3/day, woodland stride; AL 
  NG; SV Fort +11, Ref +7, Will +10; Str 10, Dex 14, Con 
  16, Int 10, Wis 18, Cha 10.  
   
  Skills and Feats: Concentration +14 (+18 cast def), 
  Handle Animal +10, Heal +8, Knowledge (nature) +12, 
  Listen +6, Ride +4, Spellcraft +10, Spot +16, Survival 
  +11; Alertness, Combat Casting, Improved Toughness*, 
  Natural Spell, Skill Focus (Handle Animal). 
   
  Prepared Spells (6/5/4/3/2 DC 14 + spell level) 
  0—cure minor wounds (2), flare, resistance; 1st–cure 
  light wounds (2), faerie fire, sunstroke** (2); 2nd– 
  bear's endurance, bull's strength, fog cloud, owl's 
  wisdom; 3rd—dominate animal, nature's favor, sleet 
  storm ; 4th—arc of lightning***, flame strike. 
   
  Possessions:  heavy wooden shield, 3 masterwork 
  short spears, cloak of resistance +1, amulet of health +2, 
  wand of cure serious wounds (CL 5, 50 charges), 
  explorer’s outfit.  
   
  * Complete Warrior page 101 or Appendix 2. 
   
  ** Sandstorm page 123 or Appendix 2.  
   
  *** Complete Arcane page 97 or Appendix 2.  
   
  d Eirin's Animal Companion Luin: Female dire 
  lion ; CR –; Large animal; HD 8d8+24; hp 60; Init +2; 
  Spd 40 ft.; AC 15, touch 11, flat-footed 13; Base Atk +6; 
  Grp +17; Atk +13 (1d6+7, claw ); Full Atk +13 (1d6+7, 2 
  claws) and +7 (1d8+3, bite); SA improved grab, pounce, 
  rake; SQ: link, scent, share spells, low-light vision; AL 
  N; SV Fort +9, Ref +8, Will +7; Str 25, Dex 15, Con 17, 
  Int 2, Wis 12, Cha 10 . 
   
  Skills and Feats: Jump +11, Listen +7, Move 
  Silently +6, Spot +7; Alertness, Run, Weapon Focus 
  (claw). 
   
  Tricks: Attack (2), Come, Defend, Down, Fetch, 
  Stay, Track. 
   
  Improved Grab (Ex): To use this ability, a dire 
  lion must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake.  
   
  Pounce (Ex): If a dire lion charges, it can make a 
  full attack including two rake attacks.  
   
  Rake (Ex): Attack bonus +12 melee, damage 
  1d6+3.  
   
   
   
  d Filean: Male human bard 8; CR 8; Medium 
  humanoid; HD 8d6+8; hp 42; Init +2; Spd 20 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk +6; Grp +6; Atk +9 
  ranged (1d6+1/x3, +1 composite shortbow) or +7 melee 
  (1d8/19-20, masterwork longsword); Full Atk +9/+4 
  ranged (1d6+1/x3, +1 composite shortbow) or +7/+2/+7 
  ranged (1d6+1/x3, +1 composite shortbow), or +7/+2 
  melee (1d8/19-20, masterwork longsword); SQ: bardic 
  knowledge (+9), bardic music 8/day, countersong, 
  fascinate, 
  inspire 
  competence, 
  inspire 
  courage, 
  suggestion; AL NG; SV Fort +4, Ref +9, Will +7; Str 10, 
  Dex 14, Con 12, Int 12, Wis 10, Cha 18  
   
  Skills and Feats: Concentration +12, Diplomacy 
  +15, Gather Information +12, Hide +1, Move Silently 
  +1, Perform (sing) +15, Sense Motive +11, Speak 
  Language +1, Spellcraft +12, Tumble +10, Use Magic 
  Device +15; Lingering Song*, Point Blank Shot, Precise 
  Shot, Rapid Shot. 
   
  Fascinate (Sp): Can affect 3 creatures for up to 8 
  rounds. 
   
  Inspire Competence (Su): +2 to skill checks 
  for up to 2 minutes 
   
  Inspire Courage (Su): +2 to saves against 
  charm or fear effects and +2 morale bonus on attack 
  and damage rolls. 
   
  Suggestion (Sp): Will DC 18 negates - does not 
  count against bardic music uses 
   
  Bard Spells Known (3/4/4/2; base DC = 14 + spell 
  level): 0—daze, detect magic, light, mage hand, 
  message, prestidigitation; 1st—cause fear, grease, 
  Tasha’s hideous laughter, sleep; 2nd—alter self, 
  glitterdust, silence, suggestion; 3rd—confusion, dispel 
  magic, haste.  
   
  Possessions: +1 studded leather armor, masterwork 
  longbow, +1 composite short bow, 50 arrows, vest of 
  resistance +1**, potion of cure light wounds (CL 1), 
  arcane scroll of haste (CL 5), arcane scroll of cure 
  moderate wounds (CL 4).  
   
  * Complete Adventurer page 111 or Appendix 2.  
   
  ** Complete Arcane page 150 or Appendix 2.  
   
  d Claid: Male human (Flan) barbarian 8 ; CR 8; 
  Medium humanoid (human); HD 8d12+32; hp 93; Init 
  +2; Spd 30 ft.; AC 19, touch 12, flat-footed 19; Base Atk 
  +8; Grp +12; Atk +14 melee (1d12+7/x3, +1 greataxe) 
  +11 ranged (1d8+3/x3, masterwork composite longbow 
  [+3]); Full Atk +14/+9 melee (1d12+7/x3, +1 greataxe) 
  or +11/+6 ranged (1d8+3/x3, masterwork composite 
  longbow [+3]); SA rage 2/day; SQ illiteracy, improved 
  uncanny dodge, trap sense +2; AL NG; SV Fort +10, Ref 
  +5, Will +5; Str 18, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Intimidate +2, Jump 
  +12, Listen +5, Spot +5, Survival +11; Improved 
  Toughness*, Iron Will, Power Attack, Weapon Focus 
  (greataxe). 
   
  Rage (Ex): 2/day—hp 109; AC 17, touch 10, flat-
  footed 17; Grp +14; Atk +16 melee (1d12+10/x3, +1 
  greataxe); Full Atk +16/+11 melee (1d12+10/x3, +1 
  greataxe); SV Fort +12, Will +7; Str 22, Con 20; Climb 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 50 
  +6, Jump +14; lasts 8 rounds and then fatigued.
   
  Possessions: 
  +1 
  breastplate, 
  +1 
  greataxe, 
  masterwork composite longbow [+3], 50 arrows, cloak 
  of resistance +1, oil of iron silence* (CL 3), explorer’s 
  outfit.  
   
  Joining the Rebels 
  d Royal Guard: Male human (Flan) fighter 6 ; CR 6; 
  Medium humanoid (human); HD 6d10+18; hp 58; Init 
  +2; Spd 30 ft.; AC 18, touch 12, flat-footed 16; Base Atk 
  +6; Grp +9; Atk +11 melee (2d4+7/18-20, +1 falchion) or 
  +9 ranged (1d6+3/x3, masterwork composite shortbow 
  [+3]); Full Atk +11/+6 melee (2d4+7/18-20, +1 falchion) 
  or +9/+4 ranged (1d6+3/x3, masterwork composite 
  shortbow [+3]); AL LN; SV Fort +8, Ref +5, Will +4; Str 
  17, Dex 14, Con 14, Int 13, Wis 9, Cha 8. 
   
  Skills and Feats: Climb +7, Handle Animal +0, 
  Intimidate +6, Jump +-2, Ride +3, Survival +2, Tumble 
  +3, Use Rope +3; Dodge, Improved Toughness*, Iron 
  Will, Mobility, Power Attack, Scorpion's Resolve**, 
  Weapon Focus (falchion), Weapon Specialization 
  (falchion). 
   
  Possessions: +1 breastplate, +1 falchion, composite 
  shortbow [+3], 50 arrows, cloak of resistance +1, potion 
  of cure moderate wounds (CL 3).  
   
  * Complete Warrior page 101 or Appendix 2. 
   
  ** Sandstorm page 53 or Appendix 2.  
   
  d Royal Guard Sergeant: Male human (Flan) 
  fighter 10; CR 10; Medium humanoid (human); HD 
  10d10+30; hp 94; Init +2; Spd 20 ft.; AC 20, touch 13, 
  flat-footed 18; Base Atk +10; Grp +14; Atk +17 melee 
  (2d4+9 plus 1d6 cold/18-20, +1 frost falchion) or +13 
  ranged (1d6+4/x3, masterwork composite shortbow 
  [+4]); Full Atk +17/+12 melee (2d4+9 plus 1d6 cold/18-
  20, +1 frost falchion ) or +13/+8 ranged (1d6+4/x3, 
  masterwork composite shortbow [+4]); AL LN; SV Fort 
  +10, Ref +6, Will +5; Str 18, Dex 14, Con 14, Int 13, Wis 
  9, Cha 8  
   
  Skills and Feats: Climb +11, Handle Animal +0, 
  Intimidate +12, Jump +0, Ride +3, Survival +4, Tumble 
  +5, Use Rope +3; Combat Expertise, Dodge, Elusive 
  Target*, Greater Weapon Focus (falchion), Improved 
  Toughness**, Iron Will, Mobility, Power Attack, 
  Scorpion's Resolve***, Weapon Focus (falchion), 
  Weapon Specialization (falchion). 
   
  Possessions: +1 breastplate, +1 frost falchion, 
  masterwork composite shortbow [+2], 50 arrows, ring 
  of protection +1, amulet of natural armor +1, cloak of 
  resistance +1, potion of cure moderate wounds (CL 3), 
  traveler’s outfit.  
   
  * Complete Warrior page 110 or Appendix 2. 
   
  ** Complete Warrior page 101 or Appendix 2. 
   
  *** Sandstorm page 53 or Appendix 2.  
   
  ENCOUNTER 6 
   
   
   
   
  d Manscorpion Royal Guard Fighter: Male 
  manscorpion fighter 5; CR 9; Large monstrous 
  humanoid; HD 6d8 plus 5d10+44; hp 101; Init +2; Spd 
  35 ft.; AC 25, touch 10, flat-footed 24; Base Atk +10; Grp 
  +23; Atk +20 melee (2d6+14/18-20, +1 Large falchion) 
  or +12 ranged (1d8+4/x3, Large masterwork composite 
  shortbow [+4]); Full Atk +20/+15 melee (2d6+14/18-20, 
  +1 Large falchion) and +13 (1d6+4 plus poison, sting ); 
  or +12/+7 ranged (1d8+4/x3, Large masterwork 
  composite shortbow [+2]); SA poison; SQ darkvision 60 
  ft., tremorsense 60 ft.; AL CE; SV Fort +12, Ref +3, Will 
  +2; Str 28, Dex 14, Con 18, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Intimidate +1, Jump +7, Spot +11; 
  Cleave, Diehard, Endurance, Power Attack, Scorpion's 
  Resolve*, Weapon Focus (Falchion). 
   
  Poison (Ex): A manscorpion has a poisonous 
  sting—Injury, Fortitude DC 17, initial and secondary 
  1d4 Con. The save DCs are Constitution-based. 
   
  Possessions: Large full plate, +1 Large falchion, 
  Large masterwork composite shortbow [+4], 50 Large 
  arrows, belt of giants strength +4.  
   
  * Sandstorm page 53 or Appendix 2.  
   
  d Manscorpion Royal Guard Warmage: Male 
  manscorpion warmage* 8; CR 9; Large monstrous 
  humanoid; HD 6d8 plus 8d6+42; hp 101; Init +2; Spd 35 
  ft.; AC 26, touch 13, flat-footed 24; Base Atk +9; Grp +16; 
  Atk +9 melee (2d6+3, Large morningstar) or +9 ranged 
  (2d6/19-20, Large masterwork light crossbow); Full Atk 
  +9/+4 melee (2d6+3, Large morningstar) and +6 (1d6+1 
  plus poison, sting); or +9/+4 ranged (2d6/19-20, Large 
  masterwork light crossbow); SA poison, warmage edge; 
  SQ: armored mage (medium), darkvision 60 ft., 
  tremorsense 60 ft.; AL CE; SV Fort +9, Ref +4, Will +6; 
  Str 17, Dex 14, Con 16, Int 14, Wis 10, Cha 20  
   
  Skills and Feats: Climb +4, Concentration +26, 
  Spellcraft +11, Spot +4; Diehard, Endurance, Point 
  Blank Shot, Precise Shot, Sudden EmpowerB**. 
   
  Advanced Learning (Ex): At 3rd, 6th, 11th, 
  and 16th level, a warmage can add a new spell to his 
  list, representing the result of personal study and 
  experimentation. The spell must be a wizard spell of 
  the evocation school, and of a level no higher than that 
  of the highest-level spell the warmage already knows. 
  Once a new spell is selected, it is forever added to that 
  warmage's spell list and call be cast just like any other 
  spell on the warmage's list. At 3rd-level this warmage 
  has chosen shatter; at 6th-level he’s chosen wind wall.  
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with a spellcaster’s gestures, which can 
  cause spells to fail (if those spells have somatic 
  components). 
  A 
  warmage’s 
  limited 
  focus 
  and 
  specialized training, however, allows him to avoid 
  arcane spell failure as long as he sticks to light armor 
  and light shields. This training does not extend to 
  medium or heavier armors, nor to heavy shields. Nor 
  does this ability apply to spells gained from a different 
  spellcasting class.  
   
  Poison (Ex): A manscorpion has a poisonous 
  sting—Injury, Fortitude DC 16, initial and secondary 
  1d4 Con. The save DCs are Constitution-based. 
   
  Warmage Edge (Ex): A warmage is specialized 
  in dealing damage with his spells. Whenever a 
  warmage cast a spell that deals hit point damage, he 
  adds his Intelligence bonus (+2) to the damage dealt.  
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 51 
   
  Warmage Spells Known (6/8/7/6/4; base DC = 15 
  + spell level): acid splash, disrupt undead, light, ray of 
  frost; 1st—accuracy†, burning hands, chill touch, fist of 
  stone†, hail of stone†, magic missile, lesser orb of acid†, 
  lesser orb of cold†, lesser orb of electricity†, lesser orb of 
  fire†, lesser orb of sound†, shatter, shocking grasp, true 
  strike; 2nd—Melf's acid arrow, blades of fire†, continual 
  flame, fire trap, fireburst†, flaming sphere, ice knife†, 
  pyrotechnics, scorching ray, shatter, whirling blade†; 
  3rd—fire shield, fireball, flame arrow, gust of wind, ice 
  storm, lightning bolt, poison, ring of blades†, sleet 
  storm, stinking cloud, wind wall;  4th—Evard's black 
  tentacles, blast of flame†, contagion, orb of acid†, orb of 
  cold†, orb of electricity†, orb of fire†, orb of force†, orb of 
  sound†, phantasmal killer, shout, wall of fire. 
   
  Possessions: 
  +1 
  Large 
  breastplate, 
  Large 
  morningstar, Large masterwork light crossbow, 50 
  Large bolts, cloak of charisma +4, ring of protection +2, 
  amulet of natural armor +1, 2 pieces of jade (each worth 
  5 gp).  
   
  *Complete Arcane page 10 or Appendix 2; 
  furthermore those spells on the warmage’s spell list 
  marked with a superscript “†” are found in Chapter 4 of 
  Complete Arcane or in Appendix 2 of this adventure. 
   
  ** Complete Arcane page 83 or Appendix 2.
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 52 
  APL 12 
  ENCOUNTER 2 
   
   
   
   
  Joining the Royal Guard 
  d Eirin: Male human (Flan) druid 9 / beastmaster1; 
  CR 10; Medium humanoid (human); HD 9d8 plus 
  1d10+40; hp 94; Init +2; Spd 20 ft.; AC 17, touch 12, flat-
  footed 15; Base Atk +7; Grp +7; Atk +8 melee (1d6+1/18-
  20, +1 scimitar) or +8 melee (1d6/x3, masterwork 
  shortspear) or +10 ranged (1d6/x3, masterwork 
  shortspear); Full Atk +8/+3 melee (1d6+1/18-20, +1 
  scimitar) or +8/+3 melee (1d6/x3, masterwork 
  shortspear) or +10/+5 ranged (1d6/x3, masterwork 
  shortspear); SA spontaneously cast summon nature’s 
  ally spells; SQ animal companion, nature sense, resist 
  nature's lure, trackless step, venom immunity, wild 
  empathy +12, wild shape 3/day, woodland stride; AL 
  NG; SV Fort +13, Ref +9, Will +12; Str 10, Dex 14, Con 
  16, Int 10, Wis 18, Cha 10.  
   
  Skills and Feats: Concentration +16 (+20 cast def), 
  Handle Animal +8, Heal +8, Knowledge (nature) +15, 
  Listen +9, Ride +4, Spellcraft +12, Spot +18, Survival 
  +11; Alertness, Combat Casting, Fast Wildshape*, 
  Improved Toughness**, Natural Spell, Skill Focus 
  (Handle Animal). 
   
  Druid Spells Prepared (6/5/5/4/3/1; DC 14 + spell 
  level) 0th—create water (2), cure minor wounds (2), 
  flare, resistance; 1st—cure light wounds (3), faerie fire, 
  sunstroke***; 2nd—bear's endurance (2), bull's strength 
  (2), owl's wisdom; 3rd—cure moderate wounds, 
  dominate animal, sleet storm, vigor, mass lesser****; 
  4th—air walk, dispel magic, flame strike; 5th—animal 
  growth. 
   
  Possessions: Masterwork hide armor, heavy 
  wooden shield, +1 scimitar, 2 masterwork shortspears, 
  amulet of health +2, cloak of resistance +2, wand of cure 
  serious wounds (CL 5; 50 charges), explorer’s outfit.  
   
  * Complete Divine page 81 or Appendix 2.  
   
  ** Complete Warrior page 101 or Appendix 2. 
   
  *** Sandstorm page 123 or Appendix 2. 
   
  **** Complete Divine page 186 or Appendix 2. 
   
  d Eirin's Animal Companion Luin: Female 
  elephant; CR –; Huge animal; HD 11d8+55; hp 115; Init 
  +0; Spd 40 ft.; AC 15, touch 8, flat-footed 15; Base Atk 
  +8; Grp +26; Atk +16 (2d8+15, gore); Full Atk +16 
  (2d6+10, slam) and +11 (2d6+5, 2 stamps) or +16 
  (2d8+15, gore); SA trample 2d8+15; SQ link, low-light 
  vision, scent, share spells; AL N; SV Fort +12, Ref +7, 
  Will +8; Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7.  
   
  Skills and Feats: Jump +14, Listen +15, Spot +10; 
  Alertness, Endurance, Iron Will, Skill Focus (Listen). 
   
  Tricks: Attack (2), Come, Defend, Down, Fetch, 
  Stay, Track. 
   
  Trample (Ex): Reflex half DC 25. The save DC is 
  Strength-based.  
   
  d Filean: Male human bard 10 ; CR 10; Medium 
  humanoid (human); HD 10d6+10; hp 52; Init +2; Spd 
  30 ft.; AC 17, touch 13, flat-footed 15; Base Atk +7; Grp 
  +7; Atk +11 ranged (1d6+1/x3, +1 composite shortbow) 
  or +8 melee (1d8+1/19-20, +1 longsword) or +8 melee 
  (1d8, morningstar); Full Atk +11/+6 ranged (1d6+1/x3, 
  +1 
  composite 
  shortbow), 
  or 
  +9/+5/+9 
  ranged 
  (1d6+1/x3, +1 composite shortbow), or +8/+3 melee 
  (1d8+1/19-20, +1 longsword) or +7/+2 melee (1d8, 
  morningstar); SQ bardic knowledge (+11), bardic music 
  10/day, countersong, fascinate, inspire competence, 
  inspire courage, inspire greatness, suggestion; AL NG; 
  SV Fort +6, Ref +11, Will +9; Str 10, Dex 14, Con 12, Int 
  12, Wis 10, Cha 20.  
   
  Skills and Feats: Balance +9, Concentration +14, 
  Diplomacy +16, Gather Information +13, Hide +4, 
  Jump +2, Move Silently +4, Perform (sing) +18, Sense 
  Motive +13, Speak Language +1, Spellcraft +14, Tumble 
  +14, Use Magic Device +18; Lingering Song*, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (Shortbow). 
   
  Fascinate (Sp): Can affect 3 creatures for up to 8 
  rounds. 
   
  Inspire Competence (Su): +2 to skill checks 
  for up to 2 minutes 
   
  Inspire Courage (Su): +2 to saves against 
  charm or fear effects and +2 morale bonus on attack 
  and damage rolls. 
   
  Inspire Greatness (Su): Character or 1 willing 
  ally gains 2 bonus HD (2d10 + 2*Con Hp), +2 
  competence bonus on attack rolls, and +1 competence 
  bonus on Fortitude saves. 
   
  Suggestion (Sp): Will DC 20 negates - does not 
  count against bardic music uses 
   
  Bard Spells Known (3/5/4/3/1; base DC = 15 + 
  spell level): 0—daze, detect magic, light, mage hand, 
  message, prestidigitation; 1st—cause fear, grease, 
  Tasha’s hideous laughter, sleep; 2nd—alter self, 
  glitterdust, silence, suggestion;  3rd—confusion, dispel 
  magic, haste, tormenting thirst**;  4th—dimension 
  door, greater invisibility.   
   
  Possessions: +1 studded leather, +1 longsword, 
  morningstar, +1 composite shortbow, 50 arrows, cloak 
  of charisma +2, vest of resistance +2*, arcane scroll of 
  cure moderate wounds (CL 4), explorer’s outfit.  
   
  * Complete Adventurer page 111 or Appendix 2. 
   
  ** Sandstorm page 124 or Appendix 2.  
   
  *** Complete Arcane page 150 or Appendix 2.  
   
  d Claid: Male human (Flan) barbarian 10 ; CR 10; 
  Medium humanoid (human); HD 10d12+40; hp 115; 
  Init +2; Spd 30 ft.; AC 20, touch 13, flat-footed 20; Base 
  Atk +10; Grp +15; Atk +17 melee (1d12+8/19-20/x3, +1 
  greataxe) or +13 ranged (1d8+3/x3, masterwork 
  composite longbow [+3]); Full Atk +17/+12 melee 
  (1d12+8/19-20/x3, +1 greataxe) or +13/+8 ranged 
  (1d8+3/x3, masterwork composite longbow [+3]); SA 
  rage; SQ illiteracy, improved uncanny dodge, trap 
  sense+3; AL NG; SV Fort +11, Ref +6, Will +6; Str 20, 
  Dex 14, Con 16, Int 8, Wis 10, Cha 8.  
   
  Skills and Feats: Climb +5, Intimidate +2, Jump 
  +15, Listen +8, Spot +6, Survival +13; Improved Critical 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 53 
  (greataxe), Improved Toughness*, Iron Will, Martial 
  Weapon Proficiency, Power Attack, Weapon Focus 
  (greataxe).  
   
  Rage (Ex): 3/day—hp 135; AC 18, touch 11, flat-
  footed 18; Grp +17; Atk +19 melee (1d12+11/19-20/x3, 
  +1 greataxe); Full Atk +16/+11 melee (1d12+11/19-
  20/x3, +1 greataxe); SV Fort +13, Will +8; Str 24, Con 
  20; Climb +7, Jump +17; lasts 8 rounds and then 
  fatigued. Possessions: +1 breastplate, +1 greataxe, 
  masterwork composite longbow [+3], 50 arrows, cloak 
  of resistance +1, gauntlets of ogre power, potion of cure 
  moderate wounds (CL 3), oil of iron silence** (CL 3), 
  explorer’s outfit.  
   
  * Complete Warrior page 101 or Appendix 2.  
   
  ** Complete Adventurer page 153 or Appendix 2.  
   
  Joining the Rebels 
  d Royal Guard: Male human (Flan) fighter 8; CR 8; 
  Medium humanoid (human); HD 8d10+24; hp 76; Init 
  +2; Spd 20 ft.; AC 19, touch 13, flat-footed 17; Base Atk 
  +8; Grp +12; Atk +14 melee (2d4+9/18-20, +1 falchion) 
  or +11 ranged (1d6+4/x3, masterwork composite 
  shortbow [+4]); Full Atk +14/+9 melee (2d4+9/18-20, +1 
  falchion) or +11/+6 ranged (1d6+4/x3, masterwork 
  composite shortbow [+4]); AL LN; SV Fort +9, Ref +5, 
  Will +4; Str 18, Dex 14, Con 14, Int 13, Wis 9, Cha 8.  
   
  Skills and Feats: Climb +9, Handle Animal +0, 
  Intimidate +10, Jump +2, Ride +3, Survival +2, Tumble 
  +6, Use Rope +3; Combat Expertise, Dodge, Improved 
  Toughness, Iron Will, Mobility, Power Attack, 
  Scorpion's 
  Resolve*, 
  Weapon 
  Focus 
  (falchion), 
  Weapon Specialization (falchion). 
   
  Possessions: 
  +1 
  breastplate, 
  +1 
  falchion, 
  masterwork composite shortbow [+4], 50 arrows, ring 
  of protection +1, cloak of resistance +3, 2 potions of 
  barkskin (CL 5), potion of cure moderate wounds (CL 
  3), traveler’s outfit. 
   
  * Sandstorm page 53 or Appendix 2.  
   
  d Royal Guard Sergeant: Male human (Flan) 
  fighter 12 ; CR 12; Medium humanoid (human); HD 
  12d10+36; hp 112; Init +2; Spd 20 ft.; AC 21, touch 13, 
  flat-footed 19; Base Atk +12; Grp +16; Atk +19 melee 
  (2d4+11 plus 1d6 frost/18-20, +1 frost falchion) or +15 
  ranged (1d6+4/x3, masterwork composite shortbow 
  [+4]); Full Atk +19/+14/+9 melee (2d4+11 plus 1d6 
  cold/18-20, +1 frost falchion) or +15/+10/+5 ranged 
  (1d6+4/x3, masterwork composite shortbow [+4]); AL 
  LN; SV Fort +12, Ref +8, Will +7; Str 19, Dex 14, Con 
  14, Int 13, Wis 9, Cha 8.  
   
  Skills and Feats: Climb +12, Handle Animal +0, 
  Intimidate +14, Jump +1, Ride +3, Survival +5, Tumble 
  +6, Use Rope +3; Combat Expertise, Dodge, Elusive 
  Target*, Greater Weapon Focus (falchion), Greater 
  Weapon 
  Specialization 
  (falchion), 
  Improved 
  Toughness**, Iron Will, Mobility, Power Attack, 
  Scorpion's Resolve***, Spring Attack, Weapon Focus 
  (falchion), Weapon Specialization (falchion). 
   
  Possessions:  +2 breastplate, +1 frost falchion, 
  masterwork composite shortbow [+4], 50 arrows, cloak 
  of resistance +2, ring of protection +1, potion of 
  barkskin (CL 9), potion of cure moderate wounds (CL 
  3), potion of heroism (CL 5), potion of neutralize 
  poison (CL 5), traveler’s outfit.  
   
  * Complete Warrior page 110 or Appendix 2. 
   
  ** Complete Warrior page 101 or Appendix 2. 
   
  *** Sandstorm page 53 or Appendix 2.  
   
  ENCOUNTER 6 
   
   
   
   
  d Captain Angau: Male manscorpion fighter 7; CR 
  11; Large monstrous humanoid; HD 6d8 plus 7d10+65; 
  hp 134; Init -1; Spd 35 ft.; AC 22, touch 9, flat-footed 22; 
  Base Atk +12; Grp +25; Atk +22 melee (2d6+14/18-20, 
  +1 Large falchion) or +11 ranged (1d8+4/x3, Large 
  masterwork composite shortbow [+4]); Full Atk 
  +22/+17/+12 melee (2d6+14/18-20, +1 Large falchion) 
  and +15 (1d4+4 plus poison, sting); or +11/+6/+1 
  ranged (1d8+4/x3, Large masterwork composite 
  shortbow [+4]); SA poison; SQ darkvision 60 ft., 
  tremorsense 60 ft.; AL CE; SV Fort +15, Ref +3, Will +6; 
  Str 29, Dex 8, Con 18, Int 10, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +10, Hide +-1, Knowledge 
  (Religion) +2, Spot +6; Cleave, Diehard, Endurance, 
  Improved Sunder, Improved Toughness*, Power 
  Attack, Scorpion's Resolve**, Weapon focus (Falchion). 
   
  Poison (Ex): A manscorpion has a poisonous 
  sting—Injury, Fortitude DC 17, initial and secondary 
  1d4 Con. The save DCs are Constitution-based. 
   
  Possessions: +1 Large breastplate, +1 Large 
  falchion, Large masterwork composite shortbow [+4], 
  50 Large arrows, ring of protection +1, cloak of 
  resistance +2, potion of cure moderate wounds (CL 3).  
   
  * Complete Warrior page 101 or Appendix 2. 
   
  ** Sandstorm page 53 or Appendix 2.  
   
  d Manscorpion Royal Guard Fighter: Male 
  manscorpion fighter 7; CR 11; Large monstrous 
  humanoid; HD 6d8 plus 7d10+65; hp 134; Init +2; Spd 
  35 ft.; AC 27, touch 11, flat-footed 26; Base Atk +12; Grp 
  +25; Atk +22 melee (2d6+14/18-20, +1 Large falchion) 
  or +14 ranged (1d8+4/x3, Large masterwork composite 
  shortbow 
  [+4]); 
  Full 
  Atk 
  +22/+17/+12 
  melee 
  (2d6+14/18-20, +1 Large falchion) and +15 (1d6+4 plus 
  poison, sting); or +14/+9/+4 ranged (1d8+4/x3, Large 
  masterwork composite shortbow [+4]); SA poison; SQ: 
  darkvision 60 ft., tremorsense 60 ft.; AL CE; SV Fort 
  +14, Ref +5, Will +4; Str 29, Dex 14, Con 18, Int 10, Wis 
  12, Cha 8 .  
   
  Skills and Feats: Intimidate +4, Jump +8, Spot +12; 
  Cleave, 
  Diehard, Endurance, Improved 
  Sunder, 
  Improved Toughness*, Scorpion's Resolve**, Weapon 
  Focus (Falchion). 
   
  Poison (Ex): A manscorpion has a poisonous 
  sting—Injury, Fortitude DC 17, initial and secondary 
  1d4 Con. The save DCs are Constitution-based. 
   
  Possessions: Large full plate, +1 Large falchion, 
  Large masterwork composite shortbow [+4], 50 Large 
  arrows, ring of protection +1, cloak of resistance +2, 
  potion of cure moderate wounds (CL 3).  
   
  * Complete Warrior page 101 or Appendix 2. 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 54 
   
  ** Sandstorm page 53 or Appendix 2.  
   
  d Manscorpion Royal Guard Warmage: Male 
  manscorpion warmage* 10; CR 11; Large monstrous 
  humanoid; HD 6d8 plus 10d6+48; hp 115; Init +2; Spd 
  35 ft.; AC 26, touch 13, flat-footed 24; Base Atk +10; Grp 
  +17; Atk +10 ranged (2d6/19-20, Large masterwork 
  light 
  crossbow) 
  or 
  +10 
  melee 
  (2d6+3, 
  Large 
  morningstar); Full Atk +10/+5 melee (2d6+3, Large 
  morningstar) and +7 (1d6+1 plus poison, sting); or 
  +10/+5 ranged (1d8/19-20, Large masterwork light 
  crossbow); SA poison; SQ armored mage (medium), 
  darkvision 60 ft., tremorsense 60 ft., warmage edge, 
  tremorsense; AL CE; SV Fort +10, Ref +5, Will +7; Str 
  17, Dex 14, Con 16, Int 16, Wis 10, Cha 21.  
   
  Skills and Feats: Climb +4, Concentration +28, 
  Spellcraft +18, Spot +4; Diehard, Endurance, Point 
  Blank Shot, Precise Shot, Sudden EmpowerB**, Sudden 
  EnlargeB***, Weapon Focus (ray).  
   
  Advanced Learning (Ex): At 3rd, 6th, 11th, 
  and 16th level, a warmage can add a new spell to his 
  list, representing the result of personal study and 
  experimentation. The spell must be a wizard spell of 
  the evocation school, and of a level no higher than that 
  of the highest-level spell the warmage already knows. 
  Once a new spell is selected, it is forever added to that 
  warmage's spell list and call be cast just like any other 
  spell on the warmage's list. At 3rd-level this warmage 
  has chosen shatter; at 6th-level he’s chosen wind wall; at 
  11th-level he’s chosen wall of force. 
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with a spellcaster’s gestures, which can 
  cause spells to fail (if those spells have somatic 
  components). 
  A 
  warmage’s 
  limited 
  focus 
  and 
  specialized training, however, allows him to avoid 
  arcane spell failure as long as he sticks to light armor 
  and light shields. This training does not extend to 
  medium or heavier armors, nor to heavy shields. Nor 
  does this ability apply to spells gained from a different 
  spellcasting class.  
   
  Poison (Ex): A manscorpion has a poisonous 
  sting—Injury, Fortitude DC 16, initial and secondary 
  1d4 Con. The save DCs are Constitution-based. 
   
  Warmage Edge (Ex): A warmage is specialized 
  in dealing damage with his spells. Whenever a 
  warmage cast a spell that deals hit point damage, he 
  adds his Intelligence bonus (+3) to the damage dealt.  
   
  Warmage Spells Known (6/8/7/7/6/4; base DC = 
  15 + spell level): 0—accuracy†, burning hands, chill 
  touch, fist of stone†, hail of stone†, magic missile, lesser 
  orb of acid†, lesser orb of cold†, lesser orb of electricity†, 
  lesser orb of fire†, lesser orb of sound†, shatter, shocking 
  grasp, true strike; 2nd—Melf's acid arrow, blades of fire†, 
  continual flame, fire trap, fireburst†, flaming sphere, ice 
  knife†, pyrotechnics, scorching ray, shatter, whirling 
  blade†; 3rd—fire shield, fireball, flame arrow, gust of 
  wind, ice storm, lightning bolt, poison, ring of blades†, 
  sleet storm, stinking cloud, wind wall;  4th—Evard's 
  black tentacles, blast of flame†, contagion, orb of acid†, 
  orb of cold†, orb of electricity†, orb of fire†, orb of force†, 
  orb of sound†, phantasmal killer, shout, wall of fire; 
  5th—arc of lightning†, cloudkill, cone of cold, mass fire 
  shield†, greater fireburst†, flame strike, prismatic ray†, 
  wall of force. 
   
  Possessions: 
  +1 
  Large 
  breastplate, 
  Large 
  morningstar, Large masterwork light crossbow, 50 
  Large bolts, cloak of charisma +4, headband of intellect 
  +2, ring of protection +2, 2 pieces of jade (each worth 5 
  gp).  
   
  *Complete Arcane page 10 or Appendix 2; 
  furthermore those spells on the warmage’s spell list 
  marked with a superscript “†” are found in Chapter 4 of 
  Complete Arcane or in Appendix 2 of this adventure.
   
  ** Complete Arcane page 83 or Appendix 2. 
   
  *** Miniatures Handbook page 28 or Appendix 2.  
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 55 
  APL 14 
  ENCOUNTER 2 
   
   
   
   
  Joining the Royal Guard 
  d Eirin: Male human (Flan) druid 11 / beastmaster1; 
  CR 12; Medium humanoid (human); HD 11d8 plus 
  1d10+48; hp 112; Init +2; Spd 20 ft.; AC 20, touch 12, 
  flat-footed 18; Base Atk +9; Grp +9; Atk +10 melee 
  (1d6+1/18-20, +1 scimitar) or +10 melee (1d6/x3, 
  masterwork shortspear) or +12 ranged (1d6/x3, 
  masterwork shortspear); Full Atk +10/+5 melee 
  (1d6+1/18-20, +1 scimitar) or +10/+5 melee (1d6/x3, 
  masterwork shortspear) or +12/+7 ranged (1d6/x3, 
  maserwork 
  shortspear); 
  SA 
  spontaneously 
  cast 
  summon nature’s ally spells; SQ animal companion, 
  nature sense, resist nature's lure, trackless step, venom 
  immunity, wild empathy +14, wild shape, woodland 
  stride; AL NG; SV Fort +14, Ref +9, Will +13; Str 10, 
  Dex 14, Con 16, Int 10, Wis 19, Cha 10.  
   
  Skills and Feats: Concentration +21 (+25 cast def), 
  Handle Animal +11, Heal +8, Knowledge (nature) +18, 
  Listen +6, Ride +4, Spellcraft +15, Spot +20, Survival 
  +11; Alertness, Combat Casting, Fast Wildshape*, 
  Improved Toughness**, Natural Spell, Skill Focus 
  (Concentration), Skill Focus (Handle Animal).  
   
  Druid Spells Prepared (6/6/5/5/4/2/1; DC 14 + 
  spell level) 0—cure minor wounds (2), detect magic, 
  guidance, know direction, light; 1st—cure light wounds 
  (3), faerie fire, sunstroke*** (2); 2nd—bull's strength (2), 
  cat's grace, fog cloud, summon swarm; 3rd—cure 
  moderate wounds (2), dominate animal, nature's 
  favor****, mass lesser vigor*****; 4th—air walk, arc of 
  lightning*****, flame strike (2); 5th—animal growth, 
  baleful polymorph ; 6th– mass bear's endurance. 
   
  Possessions: +1 beastskin dragonhide breastplate; 
  heavy wooden shield, +1 scimitar, 2 masterwork 
  shortspears, amulet of health +2, cloak of resistance +2, 
  wand of cure critical wounds (CL 5; 50 charges), 
  explorer’s outfit.  
   
  * Complete Divine page 81 or Appendix 2.  
   
  ** Complete Warrior page 101 or Appendix 2. 
   
  *** Sandstorm page 123 or Appendix 2. 
   
  **** Complete Divine page 170 (Errata) or 
  Appendix 2.  
   
  ***** Complete Divine page 186 or Appendix 2. 
   
  ****** Complete Arcane page 97.  
   
  d Eirin's Animal Companion Luin: Female 
  elephant; CR – ; Huge animal; HD 11d8 plus 2d8+55; 
  hp 123; Init +0; Spd 40 ft.; AC 17, touch 8, flat-footed 17; 
  Base Atk +9; Grp +27; Atk +17 (2d6+10, slam); Full Atk 
  +17 (2d6+10, slam) and +12 (2d6+5, 2 stamps); or +17 
  (2d8+15, gore); SA trample 2d8+15; SQ: evasion, link, 
  low-light vision, scent, share spells; AL N; SV Fort +15, 
  Ref +10, Will +8; Str 31, Dex 11, Con 21, Int 2, Wis 13, 
  Cha 7  
   
  Skills and Feats: Jump +14, Listen +15, Spot +10; 
  Alertness, Endurance, Iron Will, Skill Focus (Listen). 
   
  Trample (Ex): Reflex half DC 26. The save DC is 
  Strength-based.  
   
  d Filean: Male human  bard 12 ; CR 12; Medium 
  humanoid (human); HD 12d6+12; hp 62; Init +2; Spd 
  20 ft.; AC 16, touch 12, flat-footed 14; Base Atk +9; Grp 
  +9; Atk +13 ranged (1d6+1 plus 1d6 cold/x3, +1 frost 
  composite shortbow) or +10 melee (1d8+1/19-20, +1 
  longsword) or +9 melee (1d8, morningstar); Full Atk 
  +13/+8 ranged (1d6+1 plus 1d6 cold/x3, +1 frost 
  composite shortbow) or +11/+6/+11 ranged (1d6+1 plus 
  1d6 cold/x3, +1 frost composite shortbow), or +9/+4 
  melee (1d8+1/19-20, +1 longsword) or +9/+4 melee 
  (1d8, morningstar); SQ bardic knowledge (+13), bardic 
  music 
  12/day, 
  countersong, 
  fascinate, 
  inspire 
  competence, 
  inspire 
  courage, 
  inspire 
  greatness, 
  suggestion; AL NG; SV Fort +7, Ref +12, Will +10; Str 
  10, Dex 14, Con 12, Int 12, Wis 10, Cha 21 . 
   
  Skills and Feats: Balance +6, Concentration +14, 
  Diplomacy +16, Gather Information +13, Hide +1, 
  Move Silently +1, Perform (sing) +18, Sense Motive 
  +13, Speak Language +1, Spellcraft +14, Tumble +11, 
  Use Magic Device +18; Lingering Song*, Point Blank 
  Shot, 
  Precise 
  Shot, 
  Rapid 
  Shot, 
  Spell 
  Focus 
  (enchantment), Weapon Focus (shortbow). 
   
  Fascinate (Sp): Can affect 4 creatures for up to 
  12 rounds. 
   
  Inspire Competence (Su): +2 to skill checks 
  for up to 2 minutes 
   
  Inspire Courage (Su): +2 to saves against 
  charm or fear effects and +2 morale bonus on attack 
  and damage rolls. 
   
  Inspire Greatness (Su): Character or 2 willing 
  allies gains 2 bonus HD (2d10 + 2*Con Hp), +2 
  competence bonus on attack rolls, and +1 competence 
  bonus on Fortitude saves. 
   
  Suggestion (Sp): Will DC 21 negates - does not 
  count against Bardic Music uses 
   
  Bard Spells Known (3/5/4/4/3/; base DC = 15 + 
  spell level): 0th—daze, detect magic, light, mage hand, 
  message, prestidigitation; 1st—cause fear, grease, sleep, 
  Tasha’s hideous laughter; 2nd—alter self, glitterdust, 
  silence, suggestion;  3rd—confusion, dispel magic, 
  haste, tormenting thirst**;  4th—dimension door, 
  dominate person, greater invisibility.   
   
  Possessions: +1 studded leather armor, +1 
  longsword, morningstar, +1 frost composite shortbow, 
  50 arrows, cloak of charisma +2, vest of resistance +2***, 
  potion of cure light wounds (CL 1), arcane scroll of 
  cure moderate wounds (CL 4), arcane scroll of bear’s 
  endurance (CL 3), explorer’s outfit.  
   
  * Complete Adventurer page 111 or Appendix 2. 
   
  ** Sandstorm page 124 or Appendix 2.  
   
  **** Complete Arcane page 150 or Appendix 2.  
    
  d Claid: Male human (Flan) barbarian 12; CR 12; 
  Medium humanoid (human); HD 12d12+48; hp 137; 
  Init +2; Spd 30 ft.; AC 20, touch 13, flat-footed 20; Base 
  Atk +12; Grp +17; Atk +19 melee (1d12+8 plus 1d6 
  cold/19-20/x3, +1 frost greataxe ) or +15 ranged 
  (1d8+3/x3, masterwork composite longbow [+3]); Full 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 56 
  Atk +19/+14/+9 melee (1d12+8 plus 1d6 cold/19-20/x3, 
  +1 frost greataxe) or +15/+10/+5 ranged (1d8+3/x3, 
  masterwork composite longbow [+3]); SA greater rage; 
  SQ: illiteracy, improved uncanny dodge, trap sense +4; 
  AL NG; SV Fort +12, Ref +7, Will +7; Str 21, Dex 14, 
  Con 16, Int 8, Wis 10, Cha 8.   
   
  Skills and Feats: Climb +5, Intimidate +2, Jump 
  +17, Listen +10, Spot +7, Survival +15; Combat Reflexes, 
  Improved Critical (greataxe), Improved Toughness*, 
  Iron Will, Power Attack, Weapon Focus (greataxe).  
   
  Greater Rage (Ex): 4/day—hp 175; AC 18, 
  touch 11, flat-footed 18; Grp +20; Atk +22 melee 
  (1d12+13 plus 1d6 cold/19-20/x3, +1 frost greataxe); 
  Full Atk +22/+17/+12 melee (1d12+13 plus 1d6 
  cold/19-20/x3, +1 frost greataxe); SV Fort +15, Will +10; 
  Str 27, Con 22; Climb +8, Jump +20; lasts 9 rounds and 
  then fatigued. 
   
  Possessions: +1 breastplate, +1 frost greataxe, 
  masterwork comosite longbow [+3], 50 arrows, amulet 
  of natural armor +1, cloak of resistance +1, gauntlets of 
  ogre power, ring of protection +1, oil of iron silence**, 
  explorer’s outfit.  
   
  * Complete Warrior page 101 or Appendix 2.  
   
  ** Complete Adventurer page 153 or Appendix 2.  
   
  Joining the Rebels 
  d Royal Guard: Male human (Flan) fighter 10 ; CR 
  10; Medium humanoid (human); HD 10d10+30; hp 94; 
  Init +2; Spd 20 ft.; AC 20, touch 13, flat-footed 18; Base 
  Atk +10; Grp +14; Atk +17 melee (2d4+9 plus 1d6 
  cold/18-20, +1 frost falchion) or +13 ranged (1d6+4/x3, 
  masterwork composite shortbow [+4]); Full Atk 
  +17/+12 melee (2d4+9 plus 1d6 cold/18-20, +1 frost 
  falchion) or +13/+8 ranged (1d6+4/x3, masterwork 
  composite shortbow [+4]); AL LN; SV Fort +10, Ref +6, 
  Will +5; Str 18, Dex 14, Con 14, Int 13, Wis 9, Cha 8.   
   
  Skills and Feats: Climb +11, Handle Animal +0, 
  Intimidate +12, Jump +0, Ride +3, Survival +4, Tumble 
  +5, Use Rope +3; Combat Expertise, Dodge, Elusive 
  Target*, Greater Weapon Focus (falchion), Improved 
  Toughness**, Iron Will, Mobility, Power Attack, 
  Scorpion's Resolve***, Weapon Focus (falchion), 
  Weapon Specialization (falchion). 
   
  Possessions: +1 breastplate, +1 frost falchion, 
  masterwork composite shortbow [+4], 50 arrows, cloak 
  of resistance +1, ring of protection +1, potion of cure 
  moderate wounds (CL 3), traveler’s outfit.  
   
  * Complete Warrior page 110 or Appendix 2. 
   
  ** Complete Warrior page 101 or Appendix 2. 
   
  *** Sandstorm page 53 or Appendix 2.  
   
  d Royal Guard Sergeant: Male human (Flan) 
  fighter 14 ; CR 14; Medium humanoid (human); HD 
  14d10+42; hp 130; Init +2; Spd 20 ft.; AC 22, touch 13, 
  flat-footed 20; Base Atk +14; Grp +19; Atk +22 melee 
  (2d4+12 plus 1d6 cold/18-20, +1 frost falchion) or +17 
  ranged (1d6+4/x3, masterwork composite shortbow 
  [+4]); Full Atk +22/+17/+12 melee (2d4+12 plus 1d6 
  cold/18-20, +1 frost falchion) or +17/+12/+7 ranged 
  (1d6+4/x3, masterwork composite shortbow [+4]); AL 
  LN; SV Fort +15, Ref +10, Will +9; Str 21, Dex 14, Con 
  14, Int 13, Wis 9, Cha 8.   
   
  Skills and Feats: Climb +15, Handle Animal +0, 
  Intimidate +16, Jump +2, Ride +3, Survival +6, Tumble 
  +7, Use Rope +3; Combat Expertise, Dodge, Elusive 
  Target*, Greater Weapon Focus (falchion), Greater 
  Weapon 
  Specialization 
  (falchion), 
  Improved 
  Toughness**, Iron Will, Mobility, Power Attack, 
  Scorpion's Resolve***, Spring Attack, Weapon Focus 
  (falchion), 
  Weapon 
  Specialization 
  (falchion), 
  Whirlwind Attack. 
   
  Possessions: +3 breastplate, +1 frost falchion, 
  masterwork composite shortbow [+4], 50 arrows, cloak 
  of resistance +4, gauntlets of ogre power, ring of 
  protection +1, potion of barkskin (CL 12), potion of 
  cure moderate wounds (CL 3), potion of heroism (CL 
  5), traveler’s outfit.  
   
  * Complete Warrior page 110 or Appendix 2. 
   
  ** Complete Warrior page 101 or Appendix 2. 
   
  *** Sandstorm page 53 or Appendix 2.  
   
  ENCOUNTER 6 
   
   
   
   
  d Captain Angau: Male manscorpion fighter 7 / 
  blackguard 3; CR 14; Large monstrous humanoid; HD 
  6d8 plus 7d10 plus 3d10+80; hp 167; Init +0; Spd 35 ft.; 
  AC 24, touch 11, flat-footed 24; Base Atk +15; Grp +29; 
  Atk +25 melee (2d6+16 plus 1d6 electric/18-20, +1 
  Large shock falchion) or +15 ranged (1d8+4/x3, Large 
  masterwork composite shortbow [+4]); Full Atk 
  +25/+20/+15 melee (2d6+16 plus 1d6 electric/18-20, +1 
  Large shock falchion) and +19 (1d6+5 plus poison, 
  sting); or +15/+10/+5 ranged (1d8+4/x3, Large 
  masterwork composite shortbow [+4]); SA command 
  undead, poison, smite good 1/day; SQ aura of despair, 
  aura of evil, dark blessing, darkvision 60 ft., detect 
  good, tremorsense 60 ft.; AL CE; SV Fort +19, Ref +8, 
  Will +8; Str 30, Dex 10, Con 18, Int 8, Wis 14, Cha 12  
   
  Skills and Feats: Climb +11, Concentration +7, 
  Hide +0, Knowledge (religion) +1, Spot +6; Cleave, 
  Diehard, Endurance, Improved Sunder, Improved 
  Toughness*, 
  Lightning 
  Reflexes, 
  Power 
  Attack, 
  Scorpion's Resolve**, Weapon Focus (falchion). 
   
  Poison (Ex): A manscorpion has a poisonous 
  sting—Injury, Fortitude DC 16, initial and secondary 
  1d4 Con. The save DCs are Constitution-based. 
   
  Aura of Evil (Ex): The power of a blackguard’s 
  aura of evil (see the detect evil spell) is equal to his class 
  level plus his cleric level, if any.  
   
  Detect Good (Sp): At will, a blackguard can use 
  detect good as a spell-like ability.  
   
  Poison (Ex): A manscorpion has a poisonous 
  sting—Injury, Fortitude DC 17, initial and secondary 
  1d4 Con. The save DCs are Constitution-based. 
   
  Poison (Ex): Captain Angau has two doses of 
  Large monstrous scorpion venom to coat on his 
  weapons—Injury, Fortitude DC 14, initial and 
  secondary 1d4 Con.  
   
  Poison Use: Blackguards are skilled in the use of 
  poison 
  and 
  never 
  risk 
  accidentally 
  poisoning 
  themselves when applying poison to a blade.  
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 57 
   
  Dark Blessing (Su): A blackguard applies his 
  Charisma bonus (if any) as a bonus on all saving 
  throws.  
   
  Smite Good (Su): Once a day, a blackguard of 
  3rd level or higher may attempt to smite good with one 
  normal melee attack. Captain Angau gains a +1 to 
  attack and a +3 to damage with his smite attack.  
   
  Aura of Despair (Su): Starting at 3rd level, the 
  blackguard radiates a malign aura that cause enemies 
  within 10 feet of him to take a -2 penalty on all saving 
  throws.  
   
  Command Undead (Su): When a blackguard 
  reaches 3rd level, he gains the supernatural ability to 
  command and rebuke undead (see Player’s Handbook, 
  page 159). Captain Angau commands undead as a 1st-
  level cleric.   
   
  Blackguard Spells Known (2/1; base DC = 12 + 
  spell level): 1st—death knell.  
   
  Possessions: +1 Large breastplate, +1 Large shock 
  falchion, Large masterwork composite shortbow [+2], 
  50 Large arrows, amulet of natural armor +1, belt of 
  giant strength +4, cloak of resistance +2, ring of 
  protection +2, 2 doses of Large monstrous scorpion 
  venom.  
   
  * Complete Warrior page 101 or Appendix 2. 
   
  ** Sandstorm page 53 or Appendix 2.  
   
  d Manscorpion Royal Guard Fighter: Male 
  manscorpion fighter 8; CR 12; Large monstrous 
  humanoid; HD 6d8 plus 8d10+70; hp 145; Init +2; Spd 
  35 ft.; AC 27, touch 11, flat-footed 26; Base Atk +13; Grp 
  +26; Atk +23 melee (2d6+16/18-20, +1 Large falchion) 
  or +15 ranged (1d8+4/x3, Large masterwork composite 
  shortbow[+4]); 
  Full 
  Atk 
  +23/+18/+13 
  melee 
  (2d6+16/18-20, +1 Large falchion) and or +16 (1d6+4 
  plus poison, sting); or +15/+10/+5 ranged (1d8+4/x3, 
  Large masterwork composite shortbow [+4]); SA 
  poison; SQ: darkvision 60 ft., tremorsense 60 ft.; AL CE; 
  SV Fort +16, Ref +6, Will +5; Str 29, Dex 14, Con 18, Int 
  10, Wis 12, Cha 8.  
   
  Skills and Feats: Intimidate +6, Jump +8, Spot +12; 
  Cleave, 
  Diehard, Endurance, Improved 
  Sunder, 
  Improved Toughness*, Power Attack, Scorpion's 
  Resolve**, 
  Weapon 
  Focus 
  (falchion), 
  Weapon 
  Specialization (falchion). 
   
  Poison (Ex): A manscorpion has a poisonous 
  sting—Injury, Fortitude DC 17, initial and secondary 
  1d4 Con. The save DCs are Constitution-based. 
   
  Possessions: +1 Large full plate, +1 Large falchion, 
  Large masterwork composite shortbow, 50 Large 
  arrows, amulet of natural armor +1, belt of giant 
  strength +4, cloak of resistance +2, ring of protection 
  +2, potion of cure moderate wounds (CL 3).  
   
  * Complete Warrior page 101 or Appendix 2. 
   
  ** Sandstorm page 53 or Appendix 2.  
   
  d Manscorpion Royal Guard Warmage: Male 
  manscorpion warmage* 11; CR 12; Large monstrous 
  humanoid; HD 6d8 plus 11d6+51; hp 122; Init +2; Spd 
  35 ft.; AC 26, touch 13, flat-footed 24; Base Atk +10; Grp 
  +17; Atk +10 melee (2d6+3, Large morningstar) or +10 
  ranged (2d6/19-20, Large masterwork light crossbow); 
  Full Atk +10/+5 melee (2d6+3, Large morningstar) and 
  +7 (1d6+1 plus poison, sting); or +10/+5 ranged 
  (2d6/19-20, Large masterwork light crossbow); SA 
  poison; SQ: armored mage (medium), darkvision 60 ft., 
  tremorsense 60 ft., warmage edge; AL CE; SV Fort +13, 
  Ref +8, Will +10; Str 17, Dex 14, Con 16, Int 16, Wis 10, 
  Cha 21.   
   
  Skills and Feats: Climb +4, Concentration +29, 
  Spellcraft +21, Spot +4; Diehard, Endurance, Point 
  Blank Shot, Precise, Sudden EmpowerB**, Sudden 
  EnlargeB***, Weapon Focus (ray). 
   
   
  Advanced Learning (Ex): At 3rd, 6th, 
  11th, and 16th level, a warmage can add a new spell to 
  his list, representing the result of personal study and 
  experimentation. The spell must be a wizard spell of 
  the evocation school, and of a level no higher than that 
  of the highest-level spell the warmage already knows. 
  Once a new spell is selected, it is forever added to that 
  warmage's spell list and call be cast just like any other 
  spell on the warmage's list. At 3rd-level this warmage 
  has chosen shatter; at 6th-level he’s chosen wind wall; at 
  11th-level he’s chosen wall of force. 
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with a spellcaster’s gestures, which can 
  cause spells to fail (if those spells have somatic 
  components). 
  A 
  warmage’s 
  limited 
  focus 
  and 
  specialized training, however, allows him to avoid 
  arcane spell failure as long as he sticks to light armor 
  and light shields. This training does not extend to 
  medium or heavier armors, nor to heavy shields. Nor 
  does this ability apply to spells gained from a different 
  spellcasting class.  
   
  Poison (Ex): A manscorpion has a poisonous 
  sting—Injury, Fortitude DC 16, initial and secondary 
  1d4 Con. The save DCs are Constitution-based. 
   
  Warmage Edge (Ex): A warmage is specialized 
  in dealing damage with his spells. Whenever a 
  warmage cast a spell that deals hit point damage, he 
  adds his Intelligence bonus (+3) to the damage dealt.  
   
  Warmage Spells Known (6/8/7/7/7/5; base DC = 
  15 + spell level): 0—0—accuracy†, burning hands, chill 
  touch, fist of stone†, hail of stone†, magic missile, lesser 
  orb of acid†, lesser orb of cold†, lesser orb of electricity†, 
  lesser orb of fire†, lesser orb of sound†, shatter, shocking 
  grasp, true strike; 2nd—Melf's acid arrow, blades of fire†, 
  continual flame, fire trap, fireburst†, flaming sphere, ice 
  knife†, pyrotechnics, scorching ray, shatter, whirling 
  blade†; 3rd—fire shield, fireball, flame arrow, gust of 
  wind, ice storm, lightning bolt, poison, ring of blades†, 
  sleet storm, stinking cloud, wind wall;  4th—Evard's 
  black tentacles, blast of flame†, contagion, orb of acid†, 
  orb of cold†, orb of electricity†, orb of fire†, orb of force†, 
  orb of sound†, phantasmal killer, shout, wall of fire; 
  5th—arc of lightning†, cloudkill, cone of cold, mass fire 
  shield†, greater fireburst†, flame strike, prismatic ray†, 
  wall of force. 
   
  Possessions: 
  +1 
  Large 
  breastplate, 
  Large 
  morningstar, Large masterwork light crossbow, 50 
  Large bolts, amulet of natural armor +1, cloak of 
  charisma +4, headband of intellect +2, ring of 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 58 
  protection +2, vest of resistance +3****, 2 pieces of jade 
  (each worth 5 gp).  
   
  *Complete Arcane page 10 or Appendix 2; 
  furthermore those spells on the warmage’s spell list 
  marked with a superscript “†” are found in Chapter 4 of 
  Complete Arcane or in Appendix 2 of this adventure.
   
  ** Complete Arcane page 83 or Appendix 2. 
   
  *** Miniatures Handbook page 28 or Appendix 2.  
   
  **** Complete Arcane page 150 or Appendix 2.  
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 59 
  APL 16 
  ENCOUNTER 2 
   
   
   
   
  Joining the Royal Guard 
  d Eirin: Male human (Flan) druid 13 / beastmaster 1; 
  CR 14; Medium humanoid (human); HD 13d8 plus 
  1d10+56; hp 130; Init +2; Spd 20 ft.; AC 20, touch 12, 
  flat-footed 18; Base Atk +10; Grp +10; Atk +11 melee 
  (1d6/18-20, +1 scimitar) or +11 melee (1d6/x3, 
  masterwork shortspear) or +13 ranged (1d6/x3, 
  mastwerwork shortspear) or ; Full Atk +10/+5 melee 
  (1d6/18-20, +1 scimitar) or +11/+6 melee (1d6/x3, 
  masterwork shortspear) or +13/+8 ranged (1d6/x3, 
  masterwork 
  shortspear) 
  SA 
  spontaneously 
  cast 
  summon nature’s ally spells; SQ a thousand faces, 
  animal companion, nature sense, resist nature's lure, 
  trackless step, venom immunity, wild empathy +16, 
  wild shape (su) 4/day, woodland stride; AL NG; SV Fort 
  +17, Ref +12, Will +16; Str 10, Dex 14, Con 16, Int 10, 
  Wis 19, Cha 10. 
   
  Skills and Feats: Concentration +23 (+27 cast def), 
  Handle Animal +11, Heal +8, Knowledge (nature) +21, 
  Listen +6, Ride +4, Spellcraft +17, Spot +23, Survival 
  +11; Alertness, Combat Casting, Fast Wildshape*, 
  Improved Toughness**, Natural Spell, Skill Focus 
  (Concentration), Skill Focus (Handle Animal).  
   
  Prepared Spells (6/6/6/5/5/3/2/1; DC 14 + spell 
  level) 0—cure minor wounds (2), detect magic, 
  guidance, know direction, light; 1st—cure light wounds 
  (3), faerie fire, sunstroke***(2); 2nd—bull's strength (2), 
  cat's grace, fog cloud, summon swarm; 3rd—cure 
  moderate wounds (2), dominate animal, nature's 
  favor****, mass lesser vigor*****; 4th—air walk, arc of 
  lightning******, cure serious wounds, flame strike (2) ; 
  5th—animal growth, baleful polymorph, wall of thorns ; 
  6th—greater dispel magic, mass bear’s endurance; 7th– 
  fire storm. 
   
  Possessions: +1 beastskin dragonhide breastplate, 
  heavy wooden shield, +1 scimitar, 2 masterwork 
  shortspears, amulet of health +2, cloak of resistance +4, 
  wand of cure critical wounds (CL 5; 50 charges), 
  explorer’s outfit.  
   
  * Complete Divine page 81 or Appendix 2.  
   
  ** Complete Warrior page 101 or Appendix 2. 
   
  *** Sandstorm page 123 or Appendix 2. 
   
  **** Complete Divine page 170 (Errata) or 
  Appendix 2. 
   
  ***** Complete Divine page 186 or Appendix 2. 
   
  ****** Complete Arcane page 97.  
   
  d Eirin's Animal Companion Luin: Female dire 
  tiger ; CR –; Large animal; HD 16d8+48; hp 136; Init +2; 
  Spd 40 ft.; AC 17, touch 11, flat-footed 15; Base Atk +12; 
  Grp +24; Atk +20 (1d8+8, claw) or +14 (2d6+4, bite); Full 
  Atk +20/+20 (1d8+8, 2 claws) and +14 (2d6+4, bite); SA 
  improved grab, pounce, rake, share spells; SQ: low-
  light, normal, scent, link; AL N; SV Fort +13, Ref +12, 
  Will +11; Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10.   
   
  Skills and Feats: Hide +7, Jump +18, Listen +6, 
  Move Silently +11, Spot +7, Swim +10; Alertness, 
  Improved Natural Attack (bite), Improved Natural 
  Attack (claw), Run, Stealthy, Weapon Focus (claw). 
   
  Improved Grab (Ex): To use this ability, a dire 
  tiger must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
   
  Pounce (Ex): If a dire tiger charges, it can make 
  a full attack, including two rake attacks.  
   
  Rake (Ex): Attack bonus +18, damage 2d4+4.  
   
  d Filean: Male human bard 14 ; CR 14; Medium 
  humanoid (human); HD 14d6+14; hp 72; Init +2; Spd 
  20 ft.; AC 16, touch 12, flat-footed 14; Base Atk +10; Grp 
  +10; Atk +14 ranged (1d6+1 plus 1d6 cold/x3, +1 frost 
  composite shortbow) or +11 melee (1d8+1/19-20, +1 
  longsword) or +10 melee (1d8, morningstar); Full Atk 
  +14/+9 ranged (1d6+1 plus 1d6 cold/x3, +1 frost 
  composite shortbow) or +12/+7/+12 ranged (1d6+1 plus 
  1d6 cold/x3, +1 frost composite shortbow) or +11/+6 
  melee (1d8+1/19-20, +1 longsword) or +10/+5 melee 
  (1d8, morningstar); SQ: bardic knowledge (+17), bardic 
  music 
  14/day, 
  countersong, 
  fascinate, 
  inspire 
  competence, inspire courage, inspire greatness, song of 
  freedom, suggestion; AL NG; SV Fort +7, Ref +13, Will 
  +11; Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 23.  
   
  Skills and Feats: Concentration +18, Diplomacy 
  +17, Gather Information +14, Hide +2, Jump +-2, 
  Knowledge (history) +6, Move Silently +2, Perform 
  (sing) +23, Sense Motive +17, Speak Language +1, 
  Spellcraft +18, Tumble +18, Use Magic Device +23; 
  Lingering Song*, Point Blank Shot, Precise Shot, Rapid 
  Shot, Spell Focus (enchantment), Weapon Focus 
  (shortbow). 
   
  Fascinate (Sp): Can affect 5 creatures for up to 
  14 rounds. 
   
  Inspire Competence (Su): +2 to skill checks 
  for up to 2 minutes 
   
  Inspire Courage (Su): +3 to saves against 
  charm or fear effects and +3 morale bonus on attack 
  and damage rolls. 
   
  Inspire Greatness (Su): Character or 1 willing 
  ally gains 2 bonus HD (2d10 + 2*Con Hp), +2 
  competence bonus on attack rolls, and +1 competence 
  bonus on Fortitude saves. 
   
  Song of Freedom (Su): Break Enchantment 
  (caster level 14) after 1 minute of uninterrupted music 
  and concentration  
   
  Suggestion (Sp): Will DC 20 negates - does not 
  count against bardic music uses 
   
  Bard Spells Known (4/5/5/4/4/2; base DC = 16 + 
  spell level): 0—daze, detect magic, light, mage hand, 
  message, prestidigitation; 1st—cause fear, grease, 
  Tasha’s hideous laughter, sleep; 2nd—alter self, 
  glitterdust, silence, suggestion; 3rd—confusion, dispel 
  magic, haste, tormenting thirst**; 4th—cure critical 
  wounds, dimension door, dominate person, greater 
  invisibility; 5th—greater dispel magic, greater heroism, 
  song of discord.  
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 60 
   
  Possessions: +1 studded leather armor, +1 
  longsword, morningstar, +1 frost composite shortbow, 
  50 arrows, cloak of charisma +4, vest of reistance +2***, 
  arcane scroll of cure moderate wounds (CL 4), 
  explorer’s outfit.  
   
  * Complete Adventurer page 111 or Appendix 2. 
   
  ** Sandstorm page 124 or Appendix 2.  
   
  *** Complete Arcane page 150 or Appendix 2.  
   
  d Claid: Male human (Flan) barbarian 14; CR 14; 
  Medium humanoid (human); HD 14d12+70; hp 173; 
  Init +2; Spd 30 ft.; AC 19, touch 13, flat-footed 19; Base 
  Atk +14; Grp +20; Atk +22 melee (1d12+10/19-20/x3, +1 
  frost greataxe) or +17 ranged (1d8+3/x3, masterwork 
  composite longbow [+3]); Full Atk +22/+17/+12 melee 
  (1d12+10/19-20/x3, +1 frost greataxe) or +17/+12/+7 
  ranged (1d8+3/x3, masterwork composite longbow 
  [+3]) SA greater rage; SQ  illiteracy, improved uncanny 
  dodge, indomitable will, trap sense +4; AL NG; SV Fort 
  +15, Ref +8, Will +8; Str 23, Dex 14, Con 18, Int 8, Wis 
  10, Cha 8.   
   
  Skills and Feats: Climb +7, Intimidate +2, Jump 
  +20, Listen +11, Spot +8, Survival +17; Combat Reflexes, 
  Improved Critical (greataxe), Improved Toughness*, 
  Iron Will, Power Attack, Weapon Focus (greataxe). 
   
  Greater Rage (Ex): 4/day—hp 219; AC 17, 
  touch 11, flat-footed 17; Grp +23; Atk +25 melee 
  (1d12+15 plus 1d6 cold/19-20/x3, +1 frost greataxe); 
  Full Atk +25/+20/+15 melee (1d12+15 plus 1d6 
  cold/19-20/x3, +1 frost greataxe); SV Fort +18, Will +11; 
  Str 27, Con 22; Climb +10, Jump +23; lasts 9 rounds and 
  then fatigued. 
   
  Possessions: +1 breastplate, +1 frost greataxe, 
  masterwork composite longbow [+3], 50 arrows, ring of 
  protection +1, amulet of health +2, belt of giant 
  strength +4, cloak of resistance +2, oil of iron silence** 
  (CL 3), explorer’s outfit.  
   
  * Complete Warrior page 101 or Appendix 2.  
   
  ** Complete Adventurer page 153 or Appendix 2.  
   
   Joining the Rebels 
  d Royal Guard: Male human (Flan) fighter 12; CR 
  12; Medium humanoid (human); HD 12d10+36; hp 
  112; Init +2; Spd 20 ft.; AC 21, touch 13, flat-footed 19; 
  Base Atk +12; Grp +16; Atk +19 melee (2d4+11 plus 1d6 
  cold/18-20, +1 frost falchion) or +15 ranged (1d6+4/x3, 
  masterwork composite shortbow [+4]); Full Atk 
  +19/+14/+9 melee (2d4+11 plus 1d6 cold/18-20, +1 
  frost falchion) or +15/+10/+5 ranged (1d6+4/x3, 
  masterwork composite shortbow [+4]); AL LN; SV Fort 
  +12, Ref +8, Will +7; Str 19, Dex 14, Con 14, Int 13, Wis 
  9, Cha 8.   
   
  Skills and Feats: Climb +12, Handle Animal +0, 
  Intimidate +14, Jump +1, Ride +3, Survival +5, Tumble 
  +6, Use Rope +3; Combat Expertise, Dodge, Elusive 
  Target*, Greater Weapon Focus (falchion), Greater 
  Weapon 
  Specialization 
  (Ffalchion), 
  Improved 
  Toughness**, Iron Will, Mobility, Power Attack, 
  Scorpion's Resolve***, Spring Attack, Weapon Focus 
  (falchion), Weapon Specialization (falchion). 
   
  Possessions: +2 breastplate, +1 frost falchion, 
  masterwork composite shortbow [+4], 5 arrows, cloak 
  of resistance +2, ring of protection +1, potion of 
  barkskin (CL 12), potion of cure moderate wounds (CL 
  3), potion of heroism (CL 5), potion of neutralize 
  poison (CL 5), traveler’s outfit.  
   
  * Complete Warrior page 110 or Appendix 2. 
   
  ** Complete Warrior page 101 or Appendix 2. 
   
  *** Sandstorm page 53 or Appendix 2.  
   
  d Royal Guard Sergeant: Male human (Flan) 
  fighter 16 ; CR 16; Medium humanoid (human); HD 
  16d10+64; hp 164; Init +3; Spd 20 ft.; AC 23, touch 15, 
  flat-footed 20; Base Atk +16; Grp +23; Atk +26 melee 
  (2d4+15 plus 1d6 cold/15-20, +1 keen frost falchion) or 
  +20 
  ranged 
  (1d6+4/x3, 
  masterwork 
  composite 
  shortbow [+4]); Full Atk +26/+21/+16/+11 melee 
  (2d4+15 plus 1d6 cold/15-20, +1 keen frost falchion) or 
  +20/+15/+10/+5 
  ranged 
  (1d6+4/x3, 
  masterwork 
  composite shortbow [+4]); AL LN; SV Fort +17, Ref +12, 
  Will +10; Str 24, Dex 16, Con 16, Int 13, Wis 9, Cha 8.   
   
  Skills and Feats: Climb +17, Handle Animal +1, 
  Intimidate +18, Jump +6, Ride +5, Survival +6, Tumble 
  +11, Use Rope +4; Cleave, Combat Expertise, Dodge, 
  Elusive Target*, Greater Weapon Focus (falchion), 
  Greater Weapon Specialization (falchion), Improved 
  Toughness**, Iron Will, Mobility, Power Attack, 
  Scorpion's Resolve***, Scorpion's Sense****, Spring 
  Attack, 
  Weapon 
  Focus 
  (falchion), 
  Weapon 
  Specialization (falchion), Whirlwind Attack. 
   
  Possessions: +3 breastplate, +1 keen frost falchion, 
  masterwork composite shortbow [+4], 50 arrows, 
  amulet of health +2, belt of giant strength +4, cloak of 
  resistance +4, gloves of dexterity +2, dusty rose prism 
  ioun stone, ring of protection +1, 2 potions of cure 
  moderate wounds (CL 3), potion of heroism (CL 5), 
  traveler’s outfit.  
   
  * Complete Warrior page 110 or Appendix 2. 
   
  ** Complete Warrior page 101 or Appendix 2. 
   
  *** Sandstorm page 53 or Appendix 2.  
   
  **** Sandstorm page 53 or Appendix 2.  
   
  ENCOUNTER 6 
   
   
   
   
  d Captain Angau: Male manscorpion fighter 7 / 
  blackguard 5; CR 16; Large monstrous humanoid; HD 
  6d8 plus 7d10 plus 5d10)+90; hp 189; Init +0; Spd 35 ft.; 
  AC 24, touch 11, flat-footed 24; Base Atk +17; Grp +32; 
  Atk +29 melee (2d6+19 + 1d6 electric/18-20, +1 Large 
  shock falchion) or +17 ranged (1d8+4/x3, Large 
  masterwork large composite shortbow [+4]); Full Atk 
  +29/+24/+19/+14 melee (2d6+19 plus 1d6 electic/18-
  20, *+1 Large shock falchion) and +22 (1d6+5 plus 
  poison, sting); or +17/+12/+7/+2 ranged (1d8+4/x3, 
  Large masterwork composite shortbow [+4]); SA: 
  command undead, poison, smite good 2/day, sneak 
  attack +1d6; SQ aura of despair, aura of evil, dark 
  blessing, darkvision 60 ft., detect good, fiendish 
  servant, poison use, tremorsense 60 ft. AL CE; SV Fort 
  +20, Ref +8, Will +8; Str 32, Dex 10, Con 18, Int 8, Wis 
  14, Cha 12.   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 61 
      Skills and Feats: Climb +12, Concentration +9, Hide 
  +0, Knowledge (religion) +1, Spot +6; Cleave, Diehard, 
  Endurance, Improved Sunder, Improved Toughness*, 
  Lightning 
  Reflexes, 
  Power 
  Attack, 
  Scorpion's 
  Resolve**, 
  Weapon 
  Focus 
  (falchion), 
  Weapon 
  Specialization (falchion). 
   
  Aura of Evil (Ex): The power of a blackguard’s 
  aura of evil (see the detect evil spell) is equal to his class 
  level plus his cleric level, if any.  
   
  Detect Good (Sp): At will, a blackguard can use 
  detect good as a spell-like ability.  
   
  Poison (Ex): A manscorpion has a poisonous 
  sting—Injury, Fortitude DC 17, initial and secondary 
  1d4 Con. The save DCs are Constitution-based. 
   
  Poison (Ex): Captain Angau has two doses of 
  Large monstrous scorpion venom to coat on his 
  weapons—Injury, Fortitude DC 14, initial and 
  secondary 1d4 Con. 
   
  Poison Use: Blackguards are skilled in the use of 
  poison 
  and 
  never 
  risk 
  accidentally 
  poisoning 
  themselves when applying poison to a blade.  
   
  Dark Blessing (Su): A blackguard applies his 
  Charisma bonus (if any) as a bonus on all saving 
  throws.  
   
  Smite Good (Su): Once a day, a blackguard of 
  3rd level or higher may attempt to smite good with one 
  normal melee attack. Captain Angau gains a +1 to 
  attack and a +5 to damage with his smite attack.  
   
  Aura of Despair (Su): Starting at 3rd level, the 
  blackguard radiates a malign aura that cause enemies 
  within 10 feet of him to take a -2 penalty on all saving 
  throws.  
   
  Command Undead (Su): When a blackguard 
  reaches 3rd level, he gains the supernatural ability to 
  command and rebuke undead (see Player’s Handbook, 
  page 159). Captain Angau commands undead as a 3rd-
  level cleric.   
   
  Blackguard Spells Known (2/2; base DC = 12 + 
  spell level): 1st—doom, inflict light wounds; 2nd— 
  darkness, death knell. 
   
  Possessions: +1 Large breastplate, +1 Large shock 
  falchion, Large masterwork composite shortbow [+4], 
  50 Large arrows, belt of giant strength +6, cloak of 
  resistance +2, ring of protection +2, 2 doses of Large 
  monstrous scorpion venom.  
   
  d Fiendish Servant Salik: Male fiendish dire rat; 
  CR –; Small magical beast (augmented animal); HD 1d8 
  plus 6d8+1; hp 38; Init +3; Spd 40 ft., Climb 20 ft.; AC 
  20, touch 14, flat-footed 17; Base Atk +4; Grp +1; Atk +9 
  (1d4+1, bite); Full Atk +9 (1d4+1, bite); SA disease, 
  smite good (su) 1/day; SQ blood bond, darkvision 60 ft., 
  empathic link, energy resistance cold/fire 10, improved 
  evasion, low-light vision, scent, share saving throws, 
  share spells, speak with blackguard; AL CE; SV Fort +8, 
  Ref +10, Will +5; Str 13, Dex 17, Con 12, Int 8, Wis 12, 
  Cha 4.  
   
  Skills and Feats: Climb +12, Hide +14, Jump +5, 
  Listen +4, Move Silently +4, Spot +4, Swim +12; 
  Alertness, Run, Weapon Finesse, Weapon Focus (bite). 
   
  Disease (Ex): Filth fever—bite, Fortitude DC 11, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  d Manscorpion Royal Guard Fighter: Male 
  manscorpion fighter 10; CR 14; Large monstrous 
  humanoid; HD 6d8 plus 10d10+96; hp 183; Init +6; Spd 
  35 ft.; AC 25, touch 12, flat-footed 23; Base Atk +15; Grp 
  +29; Atk +26 melee (2d6+18/16-20, +1 Large falchion) 
  or +16 ranged (2d6+4/x3, Large composite longbow 
  [+4]); Full Atk +26/+21/+16 melee (2d6+18/16-20, +1 
  Large falchion) and +19 (1d6+5 plus poison, sting ; or 
  +16/+11/+6 
  ranged 
  (2d6+4/x3, Large composite 
  longbow [+4]); SA poison; SQ darkvision 60 ft., 
  tremorsense 60 ft.; AL CE; SV Fort +19, Ref +8, Will +7; 
  Str 30, Dex 14, Con 20, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +11, Intimidate +8, Jump 
  +11, Spot +14; Cleave, Diehard, Endurance, Improved 
  Critical (falchion), Improved Initiative, Improved 
  Sunder, 
  Improved 
  Toughness*, 
  Power 
  Attack, 
  Scorpion's Resolve**, Weapon 
  Focus (falchion), 
  Weapon Specialization (falchion). 
   
  Poison (Ex): A manscorpion has a poisonous 
  sting. Injury, Fortitude DC 17, initial and secondary 
  1d4 Con. The save DCs are Constitution-based. 
   
  Possessions: +1 Large breastplate, +1 Large 
  falchion, Large composite shortbow [+4], 50 Large 
  arrows, amulet of health +2, belt of giant strength +4, 
  cloak of resistance +3, ring of protection +1, potion of 
  cure moderate wounds (CL 3).  
   
  * Complete Warrior page 101 or Appendix 2.  
   
  ** Sandstorm page 53 or Appendix 2.  
   
  d Manscorpion Royal Guard Warmage: Male 
  manscorpion warmage* 13 ; CR 14; Large monstrous 
  humanoid; HD 6d8 plus 13d6+57; hp 136; Init +6; Spd 
  35 ft.; AC 26, touch 13, flat-footed 24; Base Atk +11; Grp 
  +18; Atk +11 melee (2d6+3, Large morningstar) or +11 
  ranged (2d6/19-20, Large masterwork light crossbow); 
  Full Atk +11/+6/+1 melee (2d6+3, Large morningstar) 
  and +8 (1d6+1 plus poison, sting); or +11/+6/+1 ranged 
  (2d6/19-20, Large masterwork light crossbow); SA 
  poison; SQ armored mage (medium), darkvision 60 ft., 
  warmage edge, tremorsense 60 ft.; AL CE; SV Fort +14, 
  Ref +9, Will +11; Str 17, Dex 14, Con 16, Int 16, Wis 10, 
  Cha 23. 
   
  Skills and Feats: Climb +4, Concentration +31, 
  Knowledge (arcana) +5, Spellcraft +25, Spot +4; 
  Diehard, Endurance, Improved Initiative, Point Blank 
  Shot, Precise Shot, Shield Proficiency, Simple Weapon 
  Proficiency, Sudden EmpowerB**, Sudden EnlargeB***, 
  Weapon Focus (ray). 
   
  Advanced Learning (Ex): At 3rd, 6th, 11th, 
  and 16th level, a warmage can add a new spell to his 
  list, representing the result of personal study and 
  experimentation. The spell must be a wizard spell of 
  the evocation school, and of a level no higher than that 
  of the highest-level spell the warmage already knows. 
  Once a new spell is selected, it is forever added to that 
  warmage's spell list and call be cast just like any other 
  spell on the warmage's list. At 3rd-level this warmage 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 62 
  has chosen shatter; at 6th-level he’s chosen wind wall; at 
  11th-level he’s chosen wall of force. 
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with a spellcaster’s gestures, which can 
  cause spells to fail (if those spells have somatic 
  components). 
  A 
  warmage’s 
  limited 
  focus 
  and 
  specialized training, however, allows him to avoid 
  arcane spell failure as long as he sticks to light armor 
  and light shields. This training does not extend to 
  medium or heavier armors, nor to heavy shields. Nor 
  does this ability apply to spells gained from a different 
  spellcasting class.  
   
  Poison (Ex): A manscorpion has a poisonous 
  sting—Injury, Fortitude DC 16, initial and secondary 
  1d4 Con. The save DCs are Constitution-based. 
   
  Warmage Edge (Ex): A warmage is specialized 
  in dealing damage with his spells. Whenever a 
  warmage cast a spell that deals hit point damage, he 
  adds his Intelligence bonus (+3) to the damage dealt.  
   
  Spells Known Warmage (6/8/8/7/7/7/5; base DC 
  = 16 + spell level): 0—accuracy†, burning hands, chill 
  touch, fist of stone†, hail of stone†, magic missile, lesser 
  orb of acid†, lesser orb of cold†, lesser orb of electricity†, 
  lesser orb of fire†, lesser orb of sound†, shatter, shocking 
  grasp, true strike; 2nd—Melf's acid arrow, blades of fire†, 
  continual flame, fire trap, fireburst†, flaming sphere, ice 
  knife†, pyrotechnics, scorching ray, shatter, whirling 
  blade†; 3rd—fire shield, fireball, flame arrow, gust of 
  wind, ice storm, lightning bolt, poison, ring of blades†, 
  sleet storm, stinking cloud, wind wall;  4th—Evard's 
  black tentacles, blast of flame†, contagion, orb of acid†, 
  orb of cold†, orb of electricity†, orb of fire†, orb of force†, 
  orb of sound†, phantasmal killer, shout, wall of fire; 
  5th—arc of lightning†, cloudkill, cone of cold, mass fire 
  shield†, greater fireburst†, flame strike, prismatic ray†, 
  wall of force.  6th—acid fog, blade barrier, chain 
  lightning, circle of death, disintegrate, fire seeds, 
  Otiluke's freezing sphere, Tenser's transformation. 
   
  Possessions: 
  +1 
  Large 
  breastplate, 
  Large 
  morningstar, Large masterwork light crossbow, 50 
  bolts, cloak of charisma +6, headband of intellect +2, 
  ring of protection +2, vest of resistance +3****, 2 pieces 
  of jade (each worth 5 gp). 
   
  *Complete Arcane page 10 or Appendix 2; 
  furthermore those spells on the warmage’s spell list 
  marked with a superscript “†” are found in Chapter 4 of 
  Complete Arcane or in Appendix 2 of this adventure. 
   
  ** Complete Arcane page 83 or Appendix 2. 
   
  *** Miniatures Handbook page 28 or Appendix 2.  
   
  **** Complete Arcane page 150 or Appendix 2.  
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 63 
   
  APPENDIX 2: NEW RULES ITEMS 
  New Class: Warmage 
   
  Complete Arcane page 10.  
   
  Some spellcasters care for only one thing: war. 
  They dream of steel and mighty blasts of devastating 
  magic, the march of troops, and the unleashed 
  destruction 
  found 
  on 
  battlefields 
  everywhere. 
  Graduates of special arcane war colleges, those known 
  as warmages are drilled only and utterly in the casting 
  of spells most useful for laying down destruction, 
  confusing an enemy, or screening an allied action. The 
  utilitarian spells used by wizards and sorcerers have 
  little importance to a warmage's way of thinking. What 
  are support casters for, after all? A warmage cares only 
  fm success on the battlefield, or, in some cases, in the 
  series of smaller campaigns favored by adventuring 
  companies.  
   
  Adventures: Warmages sign up for stints with 
  adventuring companies that require straightforward, 
  military-style blasting magic. Warmages hone and 
  develop their arts through action rather than study, so 
  without prolonged use of their powers in combat they 
  cannot reach the pinnacle of their profession. Good-
  aligned warmages are concerned with rebuffing the 
  movements of warlike groups-who better to blast into 
  smoking ruin than those who have it coming? Evil-
  aligned warmages feel no constraints on who might 
  become the targets of their spells. They adventure to 
  gain destructive power.  
   
  Characteristics: Warmages access their magic 
  peculiarly, at least compared to the way wizards, 
  sorcerers, and clerics do. A warmage selects his spells 
  from a limited pool of knowledge that rarely changes. 
  Early in their difficult training, warmage instill deep 
  within themselves the knowledge of all the spells they 
  will ever need. Warmages know fewer spells than 
  wizards and even sorcerers, but the spells they do know 
  are enhanced.  
   
  Warmages do not need to study spellbooks, but 
  they do need to prepare their spells each day by 
  spending time to call up the knowledge from their 
  unconscious minds. Warmages do not specialize in 
  schools of magic the way wizards can. In their training, 
  warmages also learn a few mundane warlike skills. 
  They develop proficiency with some weapons and 
  armor, learning to use such items without incurring a 
  risk of arcane spell failure.  
   
  Alignment: Because all alignments must be 
  prepared to fight for their causes, warmages might be 
  found among virtually any army that use spellcasting as 
  artillery on the battlefield.  
   
  Religion: Some warmages favor Boccob (deity of 
  magic), while others follow Wee Jas (deity of death and 
  magic). Many warmages revere no deity at all.  
   
  Background: Warmages are chosen (or apply) to 
  attend special arcane war colleges. Such colleges are 
  not for the weak of spirit. The rigors of both body and 
  mind bear little resemblance to the apprenticeship 
  undergone by regular wizards, or the self-taught 
  fumbling of sorcerers. Warmage colleges are more 
  similar to boot camp sponsored by large nation-states. 
  Throughout their training, warmages are forced to 
  wear ponderous garments (meant to familiarize their 
  bodies with the limitations of movement in armor) 
  while drilling constantly with spells, most of which are 
  too high in level to be cast by the student. This vigor-
  ous drilling instills the spells in a warmage's 
  unconscious mind, 0 that as he grow in power Later in 
  life, those spells become available for his use without 
  his needing a spellbook.  
   
  After their training, warmages share a deep feeling 
  of camaraderie with their fellow students and continue 
  to feel a slight affection for any well-run military outfit.  
   
  Races: Most warmages are humans or half-elves. 
  But the toughness of spirit needed to survive a term at 
  an arcane war college can manifest itself in any of the 
  common races. It is rare for savage humanoids to be 
  accepted into a war college, though some of the more 
  organized societies might set up their own war colleges 
  for arcane spellcasters.  
   
  Other classes: Warmages and they have little in 
  common with sorcerers and wizards, who learn their 
  craft without the rigors or discipline of a warmage's 
  apprenticeship. In fact, warmages are likely to be more 
  TABLE 1-2:  
  THE WARMAGE  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Base 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Attack 
  Fort 
  Ref Will 
   
   
   
   
   
  Spells per Day 
   
   
   
  Level 
  Bonus 
  Save Save Save 
  Special 
  0th 
  1st 
   
  3rd 
  4th 
  5th 6th 7th 8th 9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Armored mage (light). 
  5 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
  warmage edge 
   
   
   
   
   
   
   
   
   
   
  2nd 
  +1 
  +0 
  +0 
  +3 
   
  6 
  4 
   
   
   
   
   
   
   
   
  3rd 
  +1 
  +1 
  +1 
  +3 
  Advanced learning 
  6 
  5 
   
   
   
   
   
   
   
   
  4th 
  +2 
  +1 
  +1 
  +4 
   
  6 
  6 
  3 
   
   
   
   
   
   
   
  5th 
  +2 
  +1 
  +1 
  +4 
   
  6 
  6 
  4 
   
   
   
   
   
   
   
  6th 
  +3 
  +2 
  +2 
  +5 
  Advanced learning 
  6 
  6 
  5 
  3 
   
   
   
   
   
   
  7th 
  +3 
  +2 
  +2 
  +5 
  Sudden Empower 
  6 
  6 
  6 
  4 
   
   
   
   
   
   
  8th 
  +4 
  +2 
  +2 
  +6 
  Armored mage (medium) 
  6 
  6 
  6 
  5 
  3 
   
   
   
   
   
  9th 
  +4 
  +3 
  +3 
  +6 
   
  6 
  6 
  6 
  6 
  4 
   
   
   
   
   
  10th 
  +5 
  +3 
  +3 
  +7 
  Sudden Enlarge 
  6 
  6 
  6 
  6 
  5 
  3 
   
   
   
   
  11th 
  +5 
  +3 
  +3 
  +7 
  Advanced learning 
  6 
  6 
  6 
  6 
  6 
  4 
   
   
   
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 64 
  comfortable with the regimented classes—those that 
  appreciate military training—such as paladins, monks, 
  and fighters.  
   
  Role: The warmage's spell selection is already 
  determined. He is the ranged magical artillery that 
  military troops rely on, or the center of a smaller 
  adventuring 
  company's 
  offensive 
  power. 
  An 
  adventuring company with a warmage should strongly 
  consider including a second spellcaster, such as a bard, 
  cleric, druid, or even a wizard, to complement the 
  warmages 
  offensive 
  focus 
  with 
  defensive 
  and 
  utilitarian abilities.  
   
  GAME RULE INFORMATION  
   
  Warmages have the following game statistics.  
   
  Abilities: Charisma determines how powerful a 
  spell a warmage can cast, how many spells a warm age 
  can cast per day, and how hard those spells are to resist 
  (see Spells, below). A warmage's Intelligence bonus is 
  added to damage dealt by spells through his warmage 
  edge ability. Like a sorcerer or wizard, a warmage 
  benefits from high Dexterity and Constitution scores.  
   
  Alignment: Any.  
   
  Hit Die: d6.  
   
  Class Skills  
   
  The warmage's class skills (and the key ability for 
  each skill) are Concentration (Can), Craft (1m), 
  Intimidate 
  (Cha), 
  Knowledge 
  (arcana) 
  (Int), 
  Knowledge (history) (Int), Profession (Wis), and 
  Spellcraft (Int).  
   
  Skill Points at 1st Level: (2 + 1m modifier) x 4.  
   
  Skill Points at Each Additional Level: 2 + Int 
  modifier.  
   
  Class Features  
   
  All the following are class features of the warmage.  
   
  Weapon and Armor Proficiency: Warmages 
  are proficient with all simple weapons, light armor, and 
  light shields. At 8th level, a warmage gains proficiency 
  with medium armor (see Armored Mage, below).  
   
  Spells: A warmage casts arcane spells (the same 
  type of spells available to sorcerers and wizards), which 
  are drawn from the warmage spell list, given below. He 
  can cast any spell he knows without preparing it ahead 
  of time the way a cleric or wizard must. When a 
  warmage gains access to a new level of spells, he 
  automatically knows all the spells for that level listed 
  on the warmage's spell list. Essentially, his spell list is 
  the same as his spells known list. Warmages also have 
  the option of adding to their existing spell list through 
  their advanced learning ability as they increase in level 
  (see below).  
   
  To cast a spell, a warmage must have a Charisma 
  score of 10 + the spell's level (Cha 10 for 0-level spells, 
  Cha 11 for 1st level spells, and so forth). The Difficulty 
  Class for a saving throw against a warmage's spell is 10 
  + the spell's level + the warmage's Charisma modifier. 
  Like other spellcasters, a warmage can cast only a 
  certain number of spells of each spell level per day. His 
  base daily spell allotment is given on Table 1-1: The 
  Warmage. In addition, he receives bonus spells for a 
  high Charisma score (see Table 1-1, page 8 of the 
  Player's Handbook).  
   
  Unlike a cleric or a wizard, a warmage need not 
  prepare his spells in advance. He can cast any spell he 
  knows at any time, assuming he has not yet used up his 
  spells per day for that spell level.  
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with an arcane spel1caster's gestures, 
  which can cause his spells to fail (if those spells have 
  somatic components). A warmage's limited focus and 
  specialized training, however, allows him to avoid 
  arcane spell failure as long as he sticks to light armor 
  and light shields. This training does not extend to 
  medium or heavier armors, nor to heavy shields. Nor 
  does this ability apply to spells gained from a different 
  spell casting class.  
   
  At 8th level, a warmage learns to use medium 
  armor with no chance of arcane spell failure.  
   
  Warmage Edge (Ex): A warmage is specialized 
  in dealing damage with his spells. Whenever a 
  warmage casts a spell that deals hit point damage, he 
  adds his Intelligence bonus (if any) to the amount of 
  damage dealt. For instance, if a 1st-level warmage with 
  17 Intelligence casts magic missile, he deals 1d4+1 
  points of damage normally, plus an extra 3 points of 
  damage due to his Intelligence bonus. The bonus from 
  the warmage edge special ability applies only to spells 
  that he casts as a warmage, not to those he might have 
  by virtue of levels in another class.  
   
  A single spell can never gain this extra damage 
  more than once per casting. For instance, a fireball 
  deals the extra damage to all creatures in the area it 
  affects. However, if a 3rd-level warmage casts magic 
  missile and produces two missiles, only one of them (of 
  the warmage's choice) gains the extra damage, even if 
  both missiles are directed at the same target. If a spell 
  deals damage for more than 1 round, it deals this extra 
  damage in each round.  
   
  Scrolls scribed by a warmage do not gain in any 
  benefit from warmage edge. Scrolls activated by a 
  warmage also gain no benefit from warmage edge. The 
  same is true for most other magic items, such as wands 
  and potions. However, staffs activated by a warmage 
  use not only the warmage's caster level but also gain 
  the benefits of the warmage edge, if applicable.  
   
  Advanced Learning (Ex): At 3d, 6th, 11th, and 
  16th level, a warmage can add a new spell to his list, 
  representing the result of personal study and 
  experimentation. The spell must be a wizard spell of 
  the evocation school, and of a level no higher than that 
  of the highest-level spell the warmage already knows. 
  Once a new spell is selected, it is forever added to that 
  warmage's spell list and call be cast just like any other 
  spell on the warmage's list.  
   
  Sudden Empower: At 7th level, a warmage 
  gains Sudden Empower (described below) as a bonus 
  feat. If he already has the feat, he can choose a different 
  metamagic feat.  
   
  Sudden Enlarge: At 10th level, a warm age 
  gains Sudden Enlarge (described below) as a bonus 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 65 
  feat. If he already has the feat, he can choose a different 
  metamagic feat.  
   
  Warmage Spell List 
  Spells marked with the superscript “†” are from 
  Chapter 4 of Complete Arcane and are reprinted for 
  your convenience later in this appendix.  
   
  0-Level Spells (Cantrips)  
  Acid splash, disrupt undead, light, ray of frost. 
   
  1 st-Level Warmage Spells 
  Accuracy†, chill touch, fist of stone†, hail of 
  stone†,magic missile, lesser orb of acid†, lesser orb of 
  cold†, lesser orb of electricity†, lesser orb of fire†,  lesser 
  orb of sound†, shocking grasp, true strike.  
   
  2 nd-Level Warmage Spells 
  Blades of fire†, continual flame, fire trap, fireburst†, 
  flaming sphere, ice knife†, Melf's acid arrow, 
  pyrotechnics, scorching ray, shatter, whirling blade†.  
   
  3 rd-Level Warmage Spells 
  Fire shield, fireball, gust of wind, ice storm, lightning 
  bolt, poison, ring of blades†, sleet storm, stinking cloud. 
   
  4 th-Level Warmage Spells 
  Blast of flame†, Evard's black tentacles, orb of acid†, orb 
  of cold†, orb of electricity†, orb of fire†, orb of force†, orb 
  of sound†, phantasmal killer, shout, wall of fire. 
   
  5 th-Level Warmage Spells 
  Arc of lightning†, cloudkill, cone of cold, mass fire 
  shield†, greater fireburst†, flame strike, prismatic ray†. 
   
  6 th-Level Warmage Spells 
  Acid fog, blade barrier, circle of death, disintegrate, fire 
  seeds, 
  Otiluke's 
  freezing 
  sphere, 
  Tenser's 
  transformation.  
   
  New Feats  
  ELUSIVE TARGET [TACTICAL] 
  Complete Warrior page 110. 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack 
  bonus +6. 
   
  Benefit: The Elusive Target feat enables the use 
  of three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foe gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you 
  must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat. 
  The first attack of the round from the designated 
  attacker automatically misses you and may strike the 
  other flanking foe instead; the attacking creature 
  makes an attack roll normally, and its ally is considered 
  flatfooted. If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally.  
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
   
  FAST WILD SHAPE [WILD] 
  Complete Divine page 81.  
  You assume your wild shape faster and more easily 
  than you otherwise could.  
   
  Prerequisite: Dex 13, ability to use wild shape.  
   
  Benefit: You gain the ability to use wild shape as 
  a move action.  
   
  Normal: A druid uses wild shape as a standard 
  action. 
   
  IMPROVED TOUGHNESS [GENERAL] 
  Complete Warrior page 101. 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as on of his fighter bonus feats. 
   
  LINGERING SONG 
  Complete Adventurer page 11. 
  Your inspirational bardic music stays with the listeners 
  long after the last note has die away.  
   
  Prerequisite: Bardic music. 
   
  Benefit: If you use bardic music to inspire 
  courage, inspire greatness, or inspire heroics, the effect 
  lasts for 1 minute after an inspired ally stops hearing 
  you play. 
   
  Normal: Inspire courage, inspire greatness, and 
  inspire heroics last as long as an ally hears the bard sing 
  plus an additional 5 rounds thereafter.  
   
  SCORPION'S RESOLVE 
  Sandstorm page 53.  
  Like the scorpion, you are not easily distracted. 
   
  Benefit: You gain +4 bonus on saving throws 
  against mind-affecting spells and abilities. 
   
  SCORPION’S SENSE 
  Sandstorm page 53 
  Like the scorpion, you sense other creatures simply by 
  perceiving their contact with the sand. 
   
  Prerequisite: Scorpion’s Resolve.  
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 66 
   
  Benefit: You are sensitive to vibrations in the 
  ground and can automatically pinpoint the location of 
  anything that is moving and in contact with the 
  ground so long as it is within 10 feet. The range 
  expands to 20 feet if you are in an area covered in a 
  layer of at least 1 inch of ash, dust, loose earth, or sand. 
  This ability only tells you what square the creature is 
  in, so you still have the normal miss chance from 
  concealment if you cannot see the creature.  
   
  SUDDEN EMPOWER [METAMAGIC]  
  Complete Arcane page 83. 
  You can cast a spell to greater effect without special 
  preparation.  
   
  Prerequisite: Any metamagic feat.  
   
  Benefit: Once per day, you can apply the effect of 
  the Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use the Empower Spell 
  normally if you have it.  
   
  SUDDEN ENLARGE [METAMAGIC] 
  Miniatures Handbook page 28.  
  You may cast one spell per day with a greater range 
  than normal without special preparation. 
   
  Benefit: Once per day, you may apply the 
  Enlarge Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You may still se the Enlarge Spell feat 
  normally, if you have it.  
   
  New Spells 
  The following spells are found in Chapter 4 of 
  Complete Arcane unless otherwise noted.  
   
  ACCURACY  
  Transmutation  
  Level: Warmage 1, Wu Jen 1  
  Components: V,S,M  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: One thrown weapon/level touched or one 
  projectile weapon touched  
  Duration: 10 min./level  
  Saving Throw: Will negates (harmless, object)  
  Spell Resistance: Yes (harmless object)  
   
  When you cast this spell, you enhance one or more 
  thrown weapons or one projectile weapon to improve 
  its chance of hitting distant targets. For the duration of 
  the spell, the range increment for the affected weapon 
  or weapons is doubled.  
   
  Material Component: Ink used to scribe a mystical 
  character on each weapon affected by the spell. 
   
  ARC OF LIGHTNING  
  Conjuration (Creation) [Electricity]  
  Level: Druid 4, sorcerer/wizard 5, Warmage 5, wu jen 
  5  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./21evels)  
  Area: A line between two creatures  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: No  
   
  You create natural conductivity between two creatures, 
  and a bolt of electricity arcs between them. This bolt 
  deals ld6 points of electricity damage per caster level 
  (maximum 15d6) to both creatures and to anything in 
  the line between them.  
   
  Both creatures must be in range, and you must be 
  able to target them (as if this spell had them as its 
  targets). Draw the line from any corner in one 
  creature's space to any corner in the other's space.  
    
  Arcane Material Component: Two small iron rods.  
   
  BLADES OF FIRE  
  Conjuration (Creation) [Fire]  
  Level: Ranger 2, sorcerer/wizard 2, warmage 2  
  Components: V  
  Casting Time: 1 swift action  
  Range: Touch  
  Targets: Up to two melee weapons you are wielding  
  Duration: 1 round  
  Saving Throw: None  
  Spell Resistance: No 
   
  Flames sheathe your melee weapons, harming neither 
  you nor the weapons possibly burning your opponents. 
  Your melee weapons each deal an extra 1d6 points of 
  fire damage. This damage stacks with any energy 
  damage your weapons already deal.  
   
  BLAST OF FLAME  
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S, M  
  Casting Time: 1 Standard action  
  Range: 60 ft.  
  Area: Cone-shaped burst  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: No  
   
  Flames fill the area, dealing 1d6 points of fire damage 
  per caster level (maximum 10d6) to any creature in the 
  area that fails its saving throw.  
   
  Material Component: A bit of wick soaked in oil.  
   
  FIRE SHIELD, MASS  
  Evocation [Fire or Cold]  
  Level: Sorcerer/wizard 5, warmage 5  
  Components: V, S, M  
  Casting Time: 1 standard action  
  
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  Page 67 
  Range: Close (25 ft. + 5 ft./21evels) Targets: One or 
  more allied creatures, no two of which can be more 
  than 30 ft. apart  
  Duration: 1 round/level (D)  
  Save: Will negates (harmless)  
  Spell Resistance: Yes (harmless)  
   
  This spell functions like fire shield (see page 230 of the 
  Player's Handbook), except as noted above. 
   
  FIREBURST  
  Evocation [Fire]  
  Level: Sorcerer/wizard 2, warmage2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 5 ft.  
  Effect: Burst of fire extending 5 ft. from you  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes  
   
  Fireburst causes a powerful explosion of flame to burst 
  from you, damaging anyone within 5 feet of you. All 
  creatures and objects within that area, except for you 
  and any creatures or objects that share your space, take 
  1d8 points of fire damage per caster level (maximum 
  5d8).  
   
  Material Component: A bit of sulfur. 
   
  FIREBURST, GREATER  
  Evocation [Fire]  
  Level: Sorcerer/Wizard 5, warmage 5  
  Effect: Burst of fire extending 10 ft. from you  
   
  This spell functions like fireburst, except that it affects 
  creatures within 10 feet of you and deals a maximum of 
  15d8 points of damage to each one.  
   
  FIST OF STONE  
  Transmutation [Earth]  
  Level: Sorcerer/wizard 1, warmage 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 minute  
   
  You transform one of your hands into a mighty fist of 
  living stone, gaining a +6 enhancement bonus to 
  Strength for purposes of attacks, grapple checks, or 
  breaking and crushing items. In addition, you gain the 
  ability to make one natural slam attack as a standard 
  action, dealing 1d6 points of damage plus your new 
  Strength bonus (or 1-1/2 times your Strength bonus if 
  you make no other attacks that round). You can make 
  the slam attack as a natural secondary attack with the 
  normal -5 penalty (or -2 penalty if you have the Multi-
  attack feat; See page 304 of the Monster Manual) as part 
  of a full attack action. However, you cannot gain more 
  than one slam attack per round with this spell due to a 
  high base attack bonus (+6 or higher).  
   
  Your fist undergoes no change in size or form, 
  remaining as flexible and responsive as it would 
  normally be while under the spell's effect.  
   
  Material Component: A pebble inscribed with a 
  stylized fist design.  
   
  HAIL OF STONE 
  Conjuration (Creation) [Earth] 
  Level: Wu jen 1 (earth), warmage 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Cylinder (5-ft. radius, 40 ft. high) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: None 
   
  You create a rain of stones that deal 1d4 points of 
  damage per caster level (maximum 5d4) to creature and 
  objects within the area.  
   
  Material Component: A piece of jade worth 5 gp.  
   
  ICE KNIFE  
  Conjuration (Creation) [Cold]  
  Level: Assassin 2, Wu Jen 2 (water), Warmage 2  
  Components: S, M  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Effect: One icy missile  
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: Yes  
   
  A magical shard of ice blasts from your hand and 
  speeds to its target. You must succeed on a normal 
  ranged attack to hit (with a +2 bonus on the attack roll 
  for every two caster levels).  If it hits, an ice knife deal 
  2d8 points of cold damage plus 2 points of Dexterity 
  damage (no Dexterity damage on a successful Fortitude 
  save). Creatures that have immunity to cold damage 
  also take no Dexterity damage automatically.  
   
  A knife that misses creates a shower of ice crystals 
  in a 10-foot-radius burst (see Missing with a Thrown 
  Weapon, page 158 of the Player's Handbook, to 
  determine where the shard hits). The icy burst deals 
  ld8 points of cold damage to all creatures within the 
  area of the effect (Reflex half).  
   
  Material Component: A drop of water or piece of 
  ice.  
   
  IRON SILENCE 
  Complete Adventurer page 153.  
  Transmutation 
  Level: Assassin 2, bard 2, cleric 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One suit of armor touched per three levels 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 68 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
   
  While this spell is in effect, the armor check penalty 
  from the affected suit or suits of armor does not apply 
  on Hide and Move Silently checks. Only wearers 
  proficient in the armor’s use get this benefit when 
  wearing the affected armor. The armor check penalty 
  still applies to other skill checks as normal. 
   
  NATURE’S FAVOR 
  Complete Divine page 170 (modified by errata) 
  Evocation 
  Level: Druid 3, ranger 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Animal touched 
  Duration: 1 min/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  By calling on the power of nature, you grant the target 
  animal a +1 luck bonus on attack and damage rolls for 
  every three caster levels you possess (maximum +3).  
   
  ORB OF ACID  
  Conjuration (Creation) [Acid]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One orb of acid  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: No 
   
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing 1d6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target.  
   
  A creature struck by the orb takes damage and 
  becomes sickened by the acid's noxious fumes for 1 
  round. A successful Fortitude save negates the 
  sickened effect but does not reduce the damage.  
   
  ORB OF ACID, LESSER  
  Conjuration (Creation) [Acid]  
  Level: Sorcerer/wizard 1, warmage 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2Ievels)  
  Effect: One orb of acid  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
   
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target.  
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher.  
   
  ORB OF COLD  
  Conjuration (Creation) [Cold]  
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One orb of cold  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: No 
   
  This spell functions like orb of acid, except that it deals 
  cold damage. In addition, a creature struck by an orb of 
  cold must make a Fortitude save or be blinded for 1 
  round instead of being sickened.  
   
  ORB OF COLD, LESSER  
  Conjuration (Creation) [Cold]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of cold  
   
  This spell functions like lesser orb of acid, except that it 
  deals cold damage.  
   
  ORB OF ELECTRICITY  
  Conjuration (Creation) [Electricity]  
  Level: Sorcerer/wizard 4, warmage4  
  Components: V, S 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One orb of electricity  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: No  
   
  This spell functions like orb of acid, except that it deals 
  electricity damage. In addition, a creature wearing 
  metal armor struck by an orb of electricity must make a 
  Fortitude save or be entangled for 1 round instead of 
  being sickened.  
   
  ORB OF ELECTRICITY, LESSER  
  Conjuration (Creation) [Electricity]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of electricity  
   
  This spell functions like lesser orb of acid, except that it 
  deals electricity damage.  
   
  ORB Of FIRE  
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 4, warmage 4  
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 69 
  Components: V, S 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 level ) 
  Effect: One orb of fire  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: No  
   
  This spell functions like orb of acid, except that it deals 
  fire damage. In addition, a creature struck by an orb of 
  fire must make a Fortitude save or be dazed for 1 round 
  instead of being sickened.  
   
  ORB OF FIRE, LESSER  
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of fire  
   
  This spell functions like lesser orb of acid, except it 
  deals fire damage.  
   
  ORB OF FORCE  
  Conjuration (Creation) [Force]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: One orb of force  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
   
  You create a globe of force 3 inches across, which 
  streaks from your palm toward your target. You must 
  succeed on a ranged touch attack to hit the target. The 
  orb deals a total of 1d6 points of damage per caster level 
  (maximum 10d6).  
   
  ORB OF SOUND  
  Conjuration (Creation) [Sonic]  
  Level: Sorcerer/wizard 4, warmage4  
  Components: V, S 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels  
  Effect: One orb of sonic energy  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: No  
   
  This spell functions like orb of acid, except that it deals 
  1d4 points of sonic damage per level (maximum 15d4). 
  In addition, a creature struck by an orb of sound must 
  make a Fortitude save or be deafened for 1 round 
  instead of being sickened.  
   
  ORB OF SOUND, LESSER  
  Conjuration (Creation) [Sonic]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of sonic energy  
   
  This spell functions like lesser orb of acid, except it 
  deals 1d6 points of sonic damage, plus an additional ld6 
  points of damage per two caster levels beyond 1st: 2d6 
  at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the 
  maximum of 5d6 at 9th level or higher.  
   
  PRISMATIC RAY  
  Evocation  
  Level: Sorcerer/wizard 5, warmage 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Ray  
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: Yes  
   
  A single beam of brilliantly colored light shoots from 
  your outstretched hand. On a successful ranged touch 
  attack, creatures with 6 Hit Dice or fewer are blinded 
  for 2d4 rounds by the prismatic ray in addition to 
  suffering a randomly determined effect (see the 
  accompanying table).  
   
  PRISMATIC RAY 
  1d6 
  Color of 
  Beam 
  Effect 
  1 
  Red  
  20 points fire damage (Reflex 
  half)  
  2 
  Orange  
  40 
  points 
  acid 
  damage 
  (Reflex half) 
  3 
  Yellow 
  80 points electricity damage 
  (Reflex half) 
  4  
  Green  
  Poison 
  (Kills; 
  Fortitude 
  partial, take 1d6 Con damage 
  instead) 
  5  
  Blue  
  Turned to stone (Fortitude 
  negates) 
  6  
  Indigo  
  Insane, as insanity spell (Will 
  negates)   
   
  RING OF BLADES  
  Conjuration (Creation)  
  Level: Cleric 3, warmage 3  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 min./level  
   
  This spell conjures a horizontal ring of swirling metal 
  blades around you. The ring extends 5 feet from you, 
  into any squares adjacent to your space, and it moves 
  with you as you move. Each round on your turn, 
  starting when you cast the spell, the blades deal 1d6 
  points of damage +1 point per caster level (maximum 
  +10) to all creatures in the affected area.  
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 70 
   
  The blades conjured by a lawful aligned cleric are 
  cold iron, those conjured by a chaotic-aligned cleric are 
  silver, and those conjured by a cleric who is neither 
  lawful nor chaotic are steel.  
   
  Material Component: A small dagger.  
   
  TORMENTING THIRST 
  Sandstorm page 124 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 3, sorcerer/wizard 3, Thirst 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  This spell fills the subject with a terrible sense of thirst. 
  Desperate and unable to focus on any other goal, it 
  must drink as deeply as it can. The affected creature 
  runs to the nearest body of water in sight, grabs and 
  empties the closest container of water or liquor (even 
  those carried by allies), or runs toward the nearest 
  known source of water. No matter how much the 
  subject drinks, the sensation of thirst is not quenched.  
   
  If denied the opportunity to quench its thirst, an 
  affected creature flies into a rage similar to the 
  barbarian class feature (see page 25 of the Player’s 
  Handbook). The subject attacks friend and foe alike in 
  its quest to find water, though not necessarily with 
  lethal force.  
   
  VIGOR, MASS LESSER 
  Complete Divine page 186 
  Conjuration (Healing) 
  Level: Cleric 3, druid 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Target: One creature/two levels, no two of which can 
  be more than 30 ft. apart 
  Duration: 10 rounds +1 round/level (max 25 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You invoke healing energy over a group of creatures, 
  granting each the fast healing ability for the duration of 
  the spell. Each subject heals 1 hit point per round of 
  such damage until the spell ands and is automatically 
  stabilized if he or she begins dying from hit point loss 
  during that time. Mass lesser vigor does not restore hit 
  points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow or attach lost body 
  parts.  
   
  The effects of multiple vigor spells do not stack; 
  only the highest-level effect applies. Applying a second 
  vigor spell of equal level extends the first spell’s 
  duration by the full duration of the second spell.  
   
  WHIRLING BLADE  
  Transmutation  
  Level: Bard 2, sorcerer/wizard 2, warmage 2  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Effect: 60-ft. line  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
   
  As you cast this spell, you hurl a single slashing weapon 
  at your foes, magically striking at all enemies along a 
  line to the extent of the spell's range. You make a 
  normal melee attack, just as if you attacked with the 
  weapon in melee, against each foe in the weapon's path, 
  but you can choose to substitute your Intelligence or 
  Charisma modifier (as appropriate for your spellcasting 
  class) for your Strength modifier on the weapon's 
  attack rolls and damage rolls. Even if your base attack 
  bonus would normally give you multiple attack rolls, a 
  whirling blade gets only one attack (at your best attack 
  bonus) against each target. The weapon deals damage 
  just as if you had swung it in melee, including any 
  bonuses you might have from ability scores or feats.  
   
  No matter how many targets your weapon hits or 
  misses, it instantly and unerringly returns to your hand 
  after attempting the last of its attacks.  
   
  Focus: A slashing melee weapon that the caster 
  hurls.  
   
  New Magic Items 
  Beastskin Armor Special Ability 
  Complete Adventurer page 127.  
  First created by powerful druids, armor with this 
  special ability is particularly useful to characters of that 
  sort. Whenever you use the wild shape class feature 
  while wearing a suit of armor with the beastskin 
  property, you can expend an additional daily use of 
  your wild shape ability to cause the armor to be 
  transformed with you. When used in this manner, the 
  beastskin armor becomes a suit of armor fitted to your 
  new form rather than simply merging with your body. 
  The armor continues to grant its armor bonus, apply 
  the appropriate armor check penalty, slowing your 
  movement rate and otherwise functioning as a suit of 
  armor fitted to the new form. The armor’s weight 
  increases or decreases to match your new size (and 
  shape, if you assume a quadruped form) and therefore 
  might affect your carrying capacity differently than it 
  does in your natural form. 
   
  If in your natural form you are proficient with the 
  type of armor to which the beastskin quality has been 
  applied, then you are proficient with the beastskin 
  armor when you are transformed, regardless of what 
  shape you take. 
   
  This ability can only be applied to armor, not to 
  shields. 
   
  Strong transmutation; CL 13th; Craft Magic Arms 
  and Armor; ironwood; Price: +2 bonus. 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 71 
   
  Vest of Resistance (Complete Arcane page 
  150): These garments offer magic protections in the 
  form of a +1 to +5 resistance bonus on all saving 
  throws.  
   
  Faint abjuration; CL 5th; Craft Wondrous Item, 
  resistance, creators caster level must be at least three 
  times the vest’s bonus; Price 1,000 gp (+1), 4,000 gp 
  (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); 
  Weight 1 lb.  
   
   
   
   
   
   
   
   
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 72 
  DM AID: THE ANCIENT CITY OF UTAA 
   
   
   
  MAP KEY (1 square = 20 feet) 
  1. Yr Gog Ffordd (The North Road) 
  2. Yr Clwyd Annedd (The Gatehouse) (Guarded by the Royal Guard) 
  3. Yr Eglwysig Am Golau (Temple of Light) 
  4. Diod Tafarn (Refreshment House—named “Kamwyls”) 
  5. Diod a Bwyd Tafarn (Refreshment and Dinner House—named “Dre’nelis”) 
  6. Caer Arweinydd (Office of City Consul) 
  7.  Yr Eglwysig Am Awyr (Temple of the Sky) 
  8. Yr Eglwysig Am Dynol (Temple of Humanities) 
  9. Yr Eglwysig Am Annwn (Temple of That Which Is Below) 
  10. Yr Marchnadd (Enclosed Marketplace) 
  11. Yr Eglwysig Am Cadugg (Temple of Darkness) 
  12. Coedd Badd Annedd (Public Bath House) 
  The other small squares represent various local businesses and home. Most are two-story. 
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 73 
  DM’S AID: MAP OF THE BARRICADES 
   
   
   
   
  MAP KEY : 1 square = 5 feet 
  1.  This is the position Captain Angau first greets the Rebels (and charges from). 
  2.  This is the makeshift barricade doorway. It is easily destroyed and broken through during the first round of combat. 
  3.  These are the positions where rebel archers are stationed. It is from the western position closest to the door that the 
  clansman yells: “Bugger off.” 
  4.  This is the position where Feor Wijs makes his stand. When the battle starts, the PCs will either be within 5 feet of 
  him, or within 5 feet of Captain Angau (if they’re on his side). 
  The barricade is climbable (DC 10). It is 10 feet high and it takes one round to climb to the top, and one round to climb 
  down (or jump). 
   
   
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 74 
  DM’S MAP: PALACE OF SHATTADOS—GROUND LEVEL 
   
   
   
  MAP KEY : (1 square = 10 feet) 
  As no combat takes place on this level, the DM is encouraged not to make too much of a deal out of exact dimensions of 
  the the sturcutre. But point out to PCs that 1 square equals 10 feet. It is more important that PCs remember the overall 
  layout of the palace—as they may very well return here again in the future. 
  1. Entry Gates. 
  2. Entry Hall. 
  3. The Red Chamber. This is the room which the PCs arrive in when they first teleport to the palace. 
  4. The Yellow Chamber. 
  5. The Blue Chamber. 
  6. The Green Chamber. 
  7. The White Chamber. 
  8. The Gray Chamber. 
  9. The Black Chamber. 
  10. Stairs Up. The PCs just don’t have time to explore the upper levels of this expansive palace. 
  S = Secret Door : Leads to stairs down to dungeon level. 
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 75 
  DM’S MAP: PALACE DUNGEONS 
   
   
   
  MAP KEY (1 square = 10 feet) 
  1. Portal to the Underdark (see encounter for more details) 
  2. Secret Door: Leads to priests quarters And Shattados’s private quarters (DC 20 Search check, then DC 20 Disable 
  Device to realize that there is a code needed to activate this door. No code means certain death—see text). 
  3. Secret Door: leads to prisoner cells and torture chamber (DC 15 Search. Not trapped). 
  4. When any PC moves to within 5 feet of this spot, the devil (or devils) outlined in the encounter appear and flank the 
  PCs, if possible. 
  5. Secret Door: Leads to the Black Vault where the ceremony which creates the Scorpion Crown is conducted (DC 20 
  Search check, then DC 20 Disable Device to realize that there is a code needed to activate this door. No code means 
  certain death—see text). 
  6. Entrance to prison cell containing Princess Ulma (DC 15 Open Lock) 
  7. Torture Chamber (Empty) 
   
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 76 
  DM’S MAP: TEMPLE OF HUMANITIES—MANSCORPION 
  BATTLE 
   
   
   
  MAP KEY (1 square = 5 feet) 
  1. Northern Entrance to Temple 
  2. Southern Exit—leads to bathhouse 
  3. Captain Angau in position 3—surrounded by his royal guard manscorpions. 
  4. Reton Wijs and the temple fighters (before they all turn into asherati and disappear). 
  5. This is where the PCs are standing when the battle begins. Ask the players to place their miniatures anywhere in this 
  circle. 
  6. This is where the priest and the injured are hiding during the battle. 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 77 
  PLAYER’S HANDOUT 1: INTRODUCTION 
  (CONVENTION OR GAME DAY ONLY) 
   
  Now, from the relative security of a balcony in Karistyne Castle, you close your eyes and picture the vast waste that is the 
  Bright Desert. It is a place where great storms wrack distant dunes, and fierce winds toss inhabitants like tumbleweed. It 
  is harsh, unrelenting, depressing, desolate, and hopelessly lost. It is a place torn apart by itself.  
        “But it was not always that way …” says a calm, cool, female voice who appears to finish your thoughts. It is Lady 
  Karistyne. She too has come to the balcony. Her hands grip the rails. She remembers the stories her mother told her. A 
  tear comes to her eye, then she starts to softly, and slowly tell you the sad story that she knows: 
   
  “Over 1,500 years ago, this desert was home to a mighty empire known as Sulm. The land was arid, but bountiful for 
  grazing many thousand flocks of wooly-white sheep and herds of fat cattle. Many who lived there thought it a veritable 
  paradise. But the people became cruel and greedy. They were not satisfied with what they had. They wanted more. Their 
  last ruler, Shattados, made a bargain with the dark god, Tharizdun. Tharizdun gave Shattados a new crown of power: the 
  Scorpion Crown. But with newfound power came a price: when he put on the crown, Shattados was transformed into a 
  huge manscorpion, along with many of his people. The great Empire of Sulm fell to ruin. The desert claimed the grazing 
  lands, and starved the wretched beasts that lived there. Thousands adapted, or perished. All that was, was lost. 
  “It is rumored that the only way to reclaim the desert, and return it to its former state, is to unmake the 
  Scorpion Crown. How this might be done, is still an unraveling mystery . 
  “Legend tells us that Shattados had a daughter whom he cherished. Her name was Ulma. But Ulma was no 
  fool, and she was pure of heart. She could see her father slipping deeper into depravity, and she was saddened. She 
  joined a resistance movement centered on the Temple of Humanities—in the capital city: Utaa. Shattados discovered 
  his daughter’s deceit and had her imprisoned in the dungeon beneath his palace. He blamed his wife for his daughter’s 
  betrayal. Shattados took his wife to sacrifice as part of the purification ceremony leading up to the donning of the crown. 
  Her insides were slowly sucked from her body, so that all that was left of her was a shriveled, lifeless husk. 
   
  “Nobody knows what happened to Ulma—but it is said that she was the last to fall to the Scorpion Curse. All we 
  know is that “the last flower of Sulm” is linked to her. It is this “flower” which has the legendary power to help to 
  unmake the Scorpion Crown itself. But logic tells us that this flower would have long since shriveled in the sands of 
  time. Utaa is swallowed by the desert. Ulma is long dead. The quest is impossible to complete. “ 
   
  “There is, however, one hope. A desert centaur named Hasbolos has been spoken to by a vision of a tower that 
  appears and reappears in the desert near Fort Whiterock. The tower is known locally as The Tower of Sleep. It is thought 
  to be one of the last, if not the last, surviving structure from Ancient Sulm. I’m guessing, but I believe that whoever lives 
  inside that tower also knows how to find “the last flower”. And that person, whoever they are, has asked for you. The 
  centaur arrived here this morning. When you are ready, we can teleport you all to near where he saw the tower. He will 
  lead you through the desert to the exact spot.” 
   
  Of course, you thought about it for a moment, and accepted. The beautiful and charismatic Lady Karistyne is difficult to 
  refuse.  
   
  And so you gather together with your party of adventurers. There is barely time to introduce, or to reintroduce 
  yourselves, before you are teleported deep into the inhospitable belly of a sandblown beast: to the last known location of 
  the ancient Tower of Sleep. 
   
  Let the adventure begin … 
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 78 
  CHWARAEWR ALLGOFNODI II: YR HYNAFOL CAER AM 
  UTAA 
   
   
   
  MAP AGORIAND (1 pedrogl = 20 pystylad) 
  1. Yr Gog Ffordd 
  3. Yr Clwyd Annedd  
  3. Yr Eglwysig Am Golau 
  4. Diod Tafarn - “Kamwyls” 
  5. Diod a Bwyd Tafarn - “Dre’nelis” 
  6. Caer Arweinydd  
  7.  Yr Eglwysig Am Awyr  
  8. Yr Eglwysig Am Dynol  
  9. Yr Eglwysig Am Annwn  
  10. Yr Marchnadd  
  11. Yr Eglwysig Am Cadugg  
  12. Coedd Badd Annedd  
   
   
   
   
   
   
   
   
  
  COR5-17 Time’s Tide On Bright Sands 
   
  Page 79 
  CRITICAL EVENTS SUMMARY 
   
  The DM should answer this events summary after the adventure, and then please send the results to: 
  Creighton Broadhurst creighton@greyworks.co.uk  
   
  1.  Did the party bring back Ulma to the present day?        YES?          NO? 
   
  2.  Did any party member have to sacrifice themselves to do this? Please give name, class, race, level, and other details: 
   
  3. Did the party give the flower to Shemaya?    YES          NO? 
   
  4. Anything else you’d like to report? 
   
   
  Thank you. 
  ------------------------------------------------------------------------------------------------------------------------------------------- 
   
  CRITICAL EVENTS SUMMARY 
   
  The DM should answer this events summary after the adventure, and then please send the results to: 
  Creighton Broadhurst creighton@greyworks.co.uk  
   
  1.  Did the party bring back Ulma to the present day?        YES?          NO? 
   
  2.  Did any party member have to sacrifice themselves to do this? Please give name, class, race, level, and other details: 
   
  3. Did the party give the flower to Shemaya?       YES          NO? 
   
  4. Anything else you’d like to report? 
   
   
  Thank you. 
  ------------------------------------------------------------------------------------------------------------------------------------------- 
  CRITICAL EVENTS SUMMARY 
   
  The DM should answer this events summary after the adventure, and then please send the results to: 
  Creighton Broadhurst creighton@greyworks.co.uk  
   
  1.  Did the party bring back Ulma to the present day?        YES?          NO? 
   
  2.  Did any party member have to sacrifice themselves to do this? Please give name, class, race, level, and other details: 
   
  3. Did the party give the flower to Shemaya?      YES          NO? 
   
  4. Anything else you’d like to report? 
   
   
  Thank you. 
   
  
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