TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  GEO3-02 
   
   
   
   
   
   
  Mourning of a Risen Sun 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Geoff Regional Adventure 
  Version 1.0 
   
  by Jesse Willis, Eric Menge, and Marc Yudson 
   
   
   
  The Ranger Lord Darlon Lea has turned his back on the powers of Geoff and pledged himself to the sylvan elves of the 
  Dim Forest.  The Army of Retribution and the Knights of the Watch wish to see justice done and his execution carried 
  out, while Grand Duke Owen wants him to bend knee in fealty.  But the outlaw lord hides in the Dim Forest, where 
  powerful forces are at work.  The Fades are spreading from Derelion and a mysterious falling star plunged into the Javan 
  River last year.  The key to Darlon’s past and the forest’s future resides with himself, the elusive Darlon Lea.  A Geoff 
  regional adventure for APLs 4-10 and Verse Three of the Song of Fading Shadows. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  GEO3-02 Mourning of a Risen Sun 
   
  Page 2 
  
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  # 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 
  This is a LIVING 
  GREYHAWK 
  Adventure.  As a 
  LIVING adventure it 
  is 
  expected 
  that 
  players bring their 
  own characters with 
  them.  If players do 
  not have a LIVING 
  GREYHAWK 
  character generated, 
  get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character generation 
  guidelines, 
  and 
  a 
  character sheet from 
  your 
  convention 
  coordinator or the 
  RPGA Web site, ant then have any players without a 
  character create on.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
  By following these four steps, you will have 
  determined the APL. Throughout this 
  adventure, APLs categorize the level of 
  challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before 
  the adventure begins whether they would like 
  to play a harder or easier adventure. Based on 
  their choice, use either the higher or the lower 
  adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more 
  either higher or lower than the APL this 
  adventure is being played at, that character will 
  receive only half of the experience points 
  awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  Time Units and Upkeep 
   
   
   
  This is a one-round Regional adventure, set in Geoff.  
  Characters native to Geoff 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. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 3 
  
  Is It a Full Moon?  
  Since the hazards of lycanthropy are a current part of the 
  LIVING GREYHAWK campaign, it may be necessary to 
  determine if this adventure takes place during a full 
  moon.  For game purposes, the full moon lasts three days 
  of each month. For a given scenario that does not state 
  the phase of the moon, roll 1d10 before play begins. On a 
  result of 1, the first day of the scenario is a night of the 
  full moon (roll 1d3 to determine where in the sequence 
  of three nights it falls). 
  Adventure Background 
  This adventure is set in the late spring of CY 593.  At this 
  time, Grand Duke Owen and his aligned armies are 
  planning the assault on Gorna, the former capital of 
  Geoff.  Grand Duke Owen resides in Hochoch where he 
  is consolidating his power over his nobles. 
  In this adventure, the PCs determine the future of the 
  Dim Forest.  They continue to unravel the mystery 
  surrounding the Fallen Star.  At the same time they must 
  confront the past of Darlon Lea, an outlawed ranger lord. 
  Four years ago, in CY 589, Darlon Lea was the highest-
  ranking Gyric noble in Geoff.  He worked with the Gran 
  March military, in particular Knight Field Marshal 
  Dispatcher Alicia Helanasdotter, to rebuild Hochoch 
  after the giant occupation, but disagreed with many of 
  their methods.  In particular, he strongly disapproved of 
  the timbering in the Oytwood and Dim Forest to build 
  the border keeps. 
  At the time, the giants bribed an unseelie faerie to 
  enchant the provisional governor of Hochoch.  The faerie 
  dominated Karl Neumann, the provisional governor, and 
  forced him to issue a series of decries that were intended 
  to cause dissent and distrust between the Marchers and 
  the native Gyri. 
  Darlon Lea proved an obstacle to the faerie’s plan, so he 
  framed Darlon for treason.  The faerie organized a group 
  of saboteurs to cause accidents.  It then helped the 
  Oytwood elves ambush logging parties in the Oytwood.  
  The faerie left enough evidence to incriminate Darlon 
  Lea. 
  Darlon Lea was arrested by Helanasdotter for treason and 
  cast into the dungeon under Caer Dwr Gwyldy to await 
  trial.  There, Neumann, under the control of the faerie, 
  met with Darlon Lea and convinced him to flee. 
  Helanasdotter held the trial in his absence.  Without 
  Darlon there to defend himself and with the added 
  evidence of his flight, he was pronounced guilty and 
  sentenced to die by beheading.  An enormous bounty was 
  placed on his head.  Darlon Lea has remained in the Dim 
  Forest ever since. 
  Two years ago in CY 591, a shooting star arced across the 
  heavens above Geoff.  The star plunged into the Javan 
  River many miles deep into the Dim Forest.  A strange 
  vortex of positive energy formed where it landed.  Forces 
  of evil and shadow have tried to corrupt the vortex once, 
  but heroes fended off the attempt.  Since then the sylvan 
  elves have keep a careful watch on the vortex. 
  Last year in CY 592, several tribes of sylvan elves accepted 
  Darlon Lea as the Kánotaurë (kah-no-taur-eh, tr. forest 
  commander) of the Dim Forest because of his long 
  experience fighting the giants and his acceptance of the 
  ways of the wood elves.  Since their unification under his 
  leadership, the elves have beaten back the giants from 
  their villages. 
  In addition, Darlon Lea has learned of the straffern plant, 
  which produces spores that are deadly to giants.  Darlon 
  has spread seedlings of the plants throughout the Dim 
  Forest.  The plant dies in direct sunlight so its growth is 
  limited to the shadowy gloom of the Dim Forest. 
  A few weeks before this adventure begins, Lorindoriel, an 
  elven cleric of Ehlenestra, has a vision from her goddess 
  that the remains of Alexander Stonehouse have returned 
  to Oerth (they’ve appeared in his ancestral tomb) and that 
  the remains are crucial to the future of the Dim Forest.  
  Alexander Stonehouse was a powerful elven druid and 
  prince who was in Derelion when the Shadow Rift 
  opened.  He fought the Shadow Dragon and he and 
  several companions entered the Shadow Rift to stem the 
  tide of creatures flowing through. 
  Stonehouse and his companions were lost in Shadow and 
  were slain one by one.  Stonehouse himself finally 
  perished and his remains returned to his family tomb.  
  This was due to a powerful spell that returns the mortal 
  remains of all Stonehouses to a specially prepared tomb. 
  The Stonehouses are fire genasi and the blood of the 
  efreet flow through their veins.  Because of their 
  ancestry, they could not live in the tree houses of the 
  elves.  Instead, they had to live in buildings made of 
  stone, hence their name.  For the same reason, they could 
  not be safely buried in the Dim Forest.  Therefore, they 
  constructed a tomb on the Elemental Plane of Fire to 
  house their mortal remains.   
  Lorindoriel told Darlon Lea about her vision and he 
  agreed to go to Tir-en-Mortem, where the Stonehouse 
  tomb is located.  Unfortunately, the elven city has been 
  overrun by shadows and the way is perilous.  After 
  Darlon leaves, divinations show that he is in grave 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 4 
  
  danger.  Lorindoriel begins to look for some way to help 
  Darlon. 
  At the same time, both Vilina Lea and Cuthalion Cuern 
  are looking for messengers to find Darlon Lea.  Vilina Lea 
  is a cousin of Darlon and a Knight of the Watch.  She is 
  attempting to clear his name or see that justice is done.  
  She wishes to meet with Darlon and learn his side of the 
  story. 
  Cuthalion Cuern is the High Seneschal of Geoff.  Owen 
  has asked Cuthalion to summon Darlon to the court so 
  that Darlon can swear fealty.  Three times, Cuthalion has 
  attempted to summon Darlon, but each time the ranger 
  lord has eluded him. 
  Adventure Summary 
  Introduction 
  The PCs are brought into the adventure in one of two 
  ways. 
  PCs who are not tied to the Knights of the Watch or 
  Army of Retribution are hired by Cuthalion Cuern to 
  deliver a message to Darlon Lea in the Dim Forest.  The 
  message is a summons from Owen to Darlon.  He is 
  commanded to come to Caer Dwr Gwyldy.  Cuthalion 
  suggests that they start at Fort Resolve. 
  PCs who are tied to the Knights of the Watch or Army of 
  Retribution are hired by Vilina Lea to find the location of 
  Darlon Lea and deliver a message.  She wants to meet 
  with him and talk.  She has learned some new 
  information about what happened two years ago.  The 
  message is proposing a meeting place and time.  She is 
  not out to arrest Darlon.  Vilina suggests that they start at 
  Fort Resolve. 
  Encounter One:  On the Trail of an Outlaw Lord 
  In this encounter, the PCs travel to Fort Resolve and 
  meet with Gerwyn ap Henig to see if he knows where 
  Darlon Lea is.  After some persuasion, Gerwyn agrees to 
  help them.  He likes both Vilina Lea and Cuthalion 
  Cuern. 
  Encounter Two:  The Sylvan Village of Fuinorna 
  Gerwyn leads the PCs into the Dim Forest to a 
  Gyric/Wood Elf village.  At the village, the PCs check 
  around and find out that Darlon was at this village, but 
  left in a hurry not long ago.  Eventually, the PCs will 
  meet with the elven cleric of Ehlenestra who knows 
  where Darlon has gone. 
  The cleric tells the PCs that Darlon Lea has gone to the 
  north, seeking the body of Alexander Stonehouse in a set 
  of elven ruins some distance from Derelion.  Auguries 
  have since turned ugly and they ask that the PCs go to aid 
  Darlon Lea and help him return the body of Alexander 
  Stonehouse to them. 
  Encounter Three:  Journey through Shadow 
  Kinkaid guides the PCs through the forest, but only if 
  they promise that they will not arrest Darlon or cause 
  him any harm. 
  Along the way, the PCs run into followers of Arbrozzar, 
  the frost giant wizard. 
  Encounter Four:  Death of the Kánotaurë 
  Kinkaid leads the PCs to the elven ruins where they find 
  Darlon Lea fighting off a fade blackguard.  The PCs join 
  the battle, but Darlon is slain and the leader of the 
  blackguard carries off Darlon's head.  The remaining 
  shadows are weak enough for the PCs to defeat them.  
  When the PCs are done fighting off the fades, they are 
  able to retrieve Darlon's body.  Without a head, he cannot 
  be raised.  He must be resurrected. 
  Encounter Five: Where a Prince Rests in State 
  The PCs can explore the ruins and find the entrance to 
  the tomb of the Stonehouses.  The tomb is actually on the 
  Elemental Plane of Fire, near the edge with the Positive 
  Energy Plane.  The PCs must overcome traps and figure 
  out which tomb is Alexander's.  When they open the 
  right crypt they find that the body of Alexander 
  Stonehouse has changed into a large crystal formation. 
  Encounter Six:  Leaving Tir-en-Mortum 
  PCs encounter a dangerous bridge.  They must avoid the 
  bridge, fix the bridge, or survive a chaotic tumble down 
  the waterfall. 
  The PCs have found Darlon's body and have choices of 
  what to do with Darlon's body.  He cannot be raised, 
  because he has no head. Kinkaid does not want him 
  reincarnated, because of the dangers that he might come 
  back as something else.  The elves do not have any priests 
  that can cast resurrection.  Therefore, the PCs must take 
  Darlon's body back to Hochoch. 
  Or the PCs can leave Darlon's body at the ruins.  If they 
  take that option, Kinkaid is furious with the PCs.  She 
  personally carries her uncle back to the elven village and 
  leaves the PCs in the lurch.  If she gets back to the village 
  before the PCs, the PCs face a cool reception there as 
  well. 
  Encounter Seven:  In Pursuit of a Miracle 
  When the PCs return the body to Hochoch, they must be 
  careful about how they do so.  The Knights of the Watch 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 5 
  
  and the Army of Retribution both want Darlon for 
  treason.  The PCs must sneak Darlon through the gates, 
  across, town and up to the temple of Pelor.  If the PCs get 
  Darlon to the temple, Rhodri Morningmist resurrects 
  Darlon. 
  Encounter Eight:  The Fate of Darlon Lea 
  A 
  junior 
  priest 
  of 
  Pelor 
  with 
  Army 
  of 
  Retribution/Knights of the Watch loyalties reports 
  Darlon's presence to Gundar Kevitz, who brings a bunch 
  of the Knights of the Watch to the temple.  He has the 
  temple surrounded by Knights and enters to arrest 
  Darlon.  The priests of Pelor claim that this place is a 
  place of sanctuary and refuse to hand over Darlon.  Kevitz 
  then stations guards at each of the doors out of the 
  temple. 
  The PCs have many options.  They can give Darlon to the 
  Knights of the Watch, try to help him escape yet again or 
  they can try to reason their way out using diplomacy. 
  Conclusion 
  Either Kinkaid or Gerwyn lead the PCs to the vortex 
  where they cast Alexander Stonehouse's body into it.  
  This leads to good things in the future. 
  Introduction 
  This adventure has two different introductions based 
  upon party composition.  If any member of the group is a 
  member of the Knights of the Watch or the Army of 
  Retribution, then use Introduction A.  If none of the 
  party members have this connection, use Introduction B. 
  Introduction A 
  The adventure begins in the town of Hochoch.  Have 
  each of the PCs explain what has brought them to the 
  town.  Once they have done so, read the following: 
  Each of you receives a summons by Watcher Vilina 
  Lea, Ever Alert Wolverine.  It gives the location of 
  Northkeep and requests your presence an hour past 
  noon on the next day. 
  Vilina Lea is a member of Knights of the Watch.  Vilina 
  Lea has obtained the rank of Creature of the Earth, which 
  is a low ranking officer in the Knights of the Watch.  
  Northkeep is the massive Knights of the Watch fortress 
  located just north of Hochoch. 
  You arrive at the castle of the Knights of the Watch. 
  A massive keep sits on the top of the hill and two 
  concentric walls guard an approach.  Higher towers 
  cover the lower towers and the walls are high and 
  thick.  The castle is an impressive bastion o defense, 
  even though work continues on the outer wall
   
   f 
  . 
  t
   
  Shortly after your arrival at Northkeep, Watcher 
  Vilina Lea meets you.  She is a solidly built woman 
  who has lost some of her femininity to long hours of 
  martial training, but the force of her personality is 
  palpable. 
  She starts speaking without preamble.  “I need a 
  message delivered to my cousin Darlon Lea.  Before I 
  go further I ask each one of you to look into your 
  hearts and determine if you can do this task with 
  honor.  If you cannot do this task with honor there is 
  no shame in leaving now and reporting back to your 
  assigned duties in your unit.” 
  The PCs are likely to ask what this means.  Vilina tells 
  them that they must conduct themselves as if they were 
  following the precepts of the Knights of the Watch.  She 
  will not explain the precepts to non-members.  Instead, 
  she instructs them that they must keep their word, fight 
  with honor, show bravery and valor in the face of danger, 
  and seek to protect the innocent.  Vilina Lea is paladin of 
  Mayaheine as well as a Knight of the Watch. 
  After a few moments of quiet reflection Watcher 
  Vilina Lea continues. “I have asked my superiors to 
  allow me to be an advocate in the defense of my 
  cousin Darlon Lea.  Although he was tried in absen ia 
  and found guilty, I have found some new information
  of what happened three years ago.  As such I need a 
  message delivered to Darlon Lea that proposes a 
  meeting place and time between my cousin and 
  myself.  You are not under orders to arrest Darlon Lea 
  at this time.  In fact, I am discouraging any such 
  attempts." 
  If the PCs are unfamiliar with the recent history of 
  Darlon Lea, Vilina gives them a quick summary.  The 
  information that Vilina knows is identical to the Alicia 
  Helanasdotter's 
  Background 
  Knowledge 
  in 
  the 
  Important NPCs section of Encounter Eight.   
  If the PCs ask why she summoned them, she says that 
  Darlon has been avoiding her messages and attempts to 
  contact him.  As an unknown third party, the PCs have a 
  chance.  Vilina will not offer any reward until the PCs 
  deliver the message.  Once delivered, she is willing to 
  instruct the PC or provide some support in the future.  
  See the Treasure Summary for more details. 
  Vilina Lea does not know exactly where her cousin is.  
  He has been hiding in the Dim Forest for the past several 
  years.  She suggests that they go to Fort Resolve, which is 
  a border keep on the southern edge of the Dim Forest.  
  She has a friend who lives there whose name is Gerwyn 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 6 
  
  ap Henig.  He is a priest of Pelor and has contacts inside 
  the Dim Forest. 
  If the PCs open the letter (which requires them to break 
  the seal), they find it to be a letter from Vilina to Darlon.  
  The letter proposes meeting to discuss the crimes alleged 
  against him.  She promises safe conduct throughout the 
  meeting and is willing to meet with him at a place of his 
  choosing. 
  � Watcher Vilina Lea: female human Pal7. 
  The PCs may want to gather information about Darlon 
  Lea, Gerwyn, and the Dim Forest.  If they do, go to the 
  Looking into Things in Hochoch section below.  If the 
  PCs head straight to Fort Resolve, go to Encounter One. 
  Introduction B 
  The adventure begins in the town of Hochoch.  Have 
  each of the PCs explain what has brought them to the 
  town.  Once they have done so, read the following. 
  Each of you receives a summons from Cuthalion 
  Cuern, High Seneschal of the Brenin.  It requests 
  your presence an hour past noon on the next day at 
  Caer Dwr Gwyldy (kigh-er door gwill-dee), the Grand 
  Duke's castle in Hochoch. 
  Caer Dwr Gwyldy sits on the top of the hill on which 
  Hochoch is built.  It's extremely easy to find.  PCs that 
  enter the castle must surrender any weapons of medium 
  size or larger. 
  Shortly after your arrival at Caer Dwr Gwyldy, 
  Cuthalion Cuern meets with you.  After a few 
  minutes of small talk, he states why he summoned 
  you.  “I require a group of heroes that are capable of 
  completing a task for the good of my liege.  
  Specifically, I need you to deliver a message from 
  Owen the Brenin to an old friend of mine.  You may 
  have heard of him – his name is Darlon Lea.  
  Unfortunately, he has been out of touch for a while 
  and I don't quite know where he is."   
  If the PCs are unfamiliar with the recent history of 
  Darlon Lea, Cuthalion gives them a quick summary.  The 
  information that Cuthalion knows is identical to the 
  Alicia Helanasdotter's Background Knowledge in the 
  Important NPCs section of Encounter Eight. 
  If the PCs ask why he summoned them, Cuthalion says 
  that Darlon has been avoiding his messages and attempts 
  to contact him.  As an unknown third party, the PCs have 
  a chance.  Cuthalion will not offer any reward until the 
  PCs deliver the message.  Once the message is delivered, 
  Cuthalion can make weapon upgrades available or 
  provide support to the PC at some future time.  See the 
  Treasure Summary for more details. 
  Cuthalion Cuern does not know where Darlon is.  He has 
  been hiding in the Dim Forest for the past several years.  
  Cuthalion suggests that they go to Fort Resolve, which is 
  a border keep on the southern edge of the Dim Forest.  
  Cuthalion has a friend who lives at Fort Resolve, whose 
  name is Gerwyn ap Henig.  He is a priest of Pelor and has 
  contacts inside the Dim Forest. 
  If the PCs open the letter (which requires breaking the 
  seal), they find it to be a summons addressed to Darlon 
  Lea from Owen the Brenin.  It commands him to appear 
  before Owen at his castle in Hochoch. 
  � High Seneschal Cuthalion Cuern: male half-elf 
  Ftr4/Rng1/Clr9 of Ehlonna. 
  The PCs may want to gather information about Darlon 
  Lea, Gerwyn, and the Dim Forest.  If they do, go to the 
  Looking into Things in Hochoch section below.  If the 
  PCs head straight to Fort Resolve, go to Encounter One. 
  Looking into Things in Hochoch. 
  If the PCs decide to check things out in Hochoch, they 
  can learn a few bits of background information.   
  If the PCs ask about the Dim Forest, they learn the 
  following with a successful Gather Information, 
  Knowledge (local – Geoff), or Bardic Knowledge check: 
  • 
  DC 10: While the sylvan elves have long called 
  the Dim Forest home, the forest is being 
  overrun by Fades.  The Fades are controlled or 
  led by an ancient shadow dragon. 
  • 
  DC 12: Fades are horrible creatures that have 
  spread from the Dark Heart of the Wood that 
  used to be the elven city of Derelion.  No one 
  goes near that cursed place.  The elves now live 
  in small villages in the southern parts of the 
  Dim Forest. 
  • 
  DC 14: The Fades have the ability to fade in the 
  light and blend with shadows.  Weapons must 
  be blessed or magical to strike them. 
  • 
  DC 16: The Fades first appeared through a rift 
  to another plane.  The rift appeared when 
  Derelion fell to the giants.  The fades attacked 
  both the giants and the elves. 
  If the PCs ask about Darlon Lea, they learn the following 
  with a successful Gather Information, Knowledge (local – 
  Geoff), or Bardic Knowledge check: 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 7 
  
  • 
  DC 10: Darlon Lea was once a Gyric noble and 
  head of the rangers.  But now he is an outlaw. 
  Encounter One: 
  On the Trail of an Outlaw Lord 
  • 
  DC 12: Darlon Lea now lives in the Dim Forest. 
   He moves about constantly, battling giants and 
  Fades. 
  You travel through the cantrev of Arweth, heading 
  north and east toward Fort Resolve.  The rolling 
  countryside rises from the Anniben Dwr (on-eh-ben 
  door) and is dotted with small farms.  Freshly plowed 
  fields are everywhere and the trail twists and winds 
  its way between them.  With the exception of a brief 
  rain shower, the trip is uneventful. 
  • 
  DC 14: There is a significant reward offered by 
  the Army of Retribution and the Knights of the 
  Watch for capturing Darlon Lea.  Word has it 
  that the reward has risen to 5,000 gp for each 
  person involved in his capture. 
  Fort Resolve is a full day's walk or a half-day's ride north 
  northeast of Hochoch.   
  • 
  DC 16: Many of the wood elves follow Darlon 
  Lea in battle against the giants and fades. 
  Fort Resolve sits on a hill overlooking the 
  countryside around it.  The walls are actually earthen 
  ramparts with tree trunks set into the earth to provide 
  a protective skin.  Giant boulders would make short 
  work of thin stonewalls, but these walls canno  be 
  broken down so easily.  The banner of Gran March 
  flaps in the spring breeze.  
  • 
  DC 20: Darlon Lea betrayed the Army of 
  Retribution by passing sensitive information to 
  the Oytwood elves, sabotaging the border keeps, 
  and helping the elves set up ambushes of 
  loggers and Army of Retribution patrols. 
  t
  f
  f
  If the PCs ask about Gerwyn ap Henig, they learn the 
  following with a successful Gather Information, 
  Knowledge (local – Geoff), or Bardic Knowledge check: 
  At the foot o  the hill from Fort Resolve is a small 
  thorp.  The tiny village consists o  a dozen or so 
  buildings grouped around the road that leads to the 
  gates. 
  • 
  DC 10: Gerwyn is an older man and a priest of 
  Pelor. 
  The thorp is unnamed and exists solely to provide 
  services to the soldiers at the fort.  There is an unnamed 
  tavern, a blacksmith, a mercer, an open farmer's market 
  and a chapter house for the Shining Beacons.  The rest 
  are the homes of the villagers, who are mostly farmers or 
  shepherds. 
  • 
  DC 12: Gerwyn is a member of the Order of the 
  Shining Beacons.  They strive to fight against 
  the fades in the Dim Forest. 
  • 
  DC 14: The Shining Beacons have a chapter 
  house inside of Fort Resolve.  Gerwyn often 
  stays there. 
  The PCs can ask around the village to find out 
  information about the Dim Forest, Darlon Lea, or 
  Gerwyn ap Henig.  The soldiers in the tavern prefer to be 
  left alone so that they can drink.  The best place to find 
  information is the farmer's market.  The villagers love to 
  gossip and talk.  
  If the PCs ask about the Shining Beacons, they learn the 
  following with a successful Gather Information, 
  Knowledge (local – Geoff), or Bardic Knowledge check: 
  • 
  DC 10: The Order of the Shining Beacons is a 
  recent addition to Geoff.  They are a multi-faith 
  organization created to combat the invasion of 
  undead and shadow creatures in the Dim Forest.  
  The PCs can gain the same information as was listed in 
  the Introduction.  If the PCs are willing to share news 
  from Hochoch or further away, give a +2 circumstance 
  bonus to any Gather Information checks.   
  • 
  DC 12: The main sponsors of this organization 
  are the Churches of Pelor and Ehlonna.  
  In addition, if the PCs ask the villagers or the soldiers 
  where they can find Gerwyn, they quickly learn that he is 
  at the chapter house.  The chapter house is not named.  
  Instead there is a banner hanging outside with a 
  unicorn's horn imposed on a golden sunburst. 
  • 
  DC 14: The Shining Beacons have chapter 
  houses inside and outside the Dim Forest.   
  • 
  DC 16: The symbol of the Shining Beacons is 
  unicorn's horn imposed on a golden sunburst. 
  The PCs may go directly to the chapter house or stop 
  elsewhere in the village and learn that Gerwyn ap Henig 
  is at the chapter house of the Order of the Shining 
  Beacons. 
  When the PCs head to Fort Resolve, go to Encounter 
  One.  A map of the Arweth cantrev is provided (DM Aid: 
  Map #1). 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 8 
  
  You find Gerwyn ap Henig at a chapter house on the 
  road through the thorp leading to Fort Resolve.  The 
  chapter house is tiny and only a single room.  The far 
  wall is painted with a unicorn's horn imposed on a 
  golden sunburst. 
  Gerwyn is a middle-aged man with large bushy 
  eyebrows.  Both his hair and beard are a mixture of 
  brown and gray.  Gerwyn carries himself like a man 
  accustomed to danger.  His dark eyes have obviously 
  seen much horror, but they still shine with the fires 
  of hope. 
  Gerwyn greets the PCs and makes small talk with them 
  for a while.  After some time (which he spends sizing the 
  PCs up) he asks them what brings them to see him. 
  Assuming that the PCs tell him that they are looking for 
  Darlon Lea, he first pleads that he has no knowledge of 
  where the Outlaw Lord is.  The PCs must convince 
  Gerwyn to trust them.  In particular, the PCs must assure 
  Gerwyn that they do not seek to harm Darlon Lea.  If the 
  PCs mention that they have a letter for him from 
  Cuthalion Cuern or are looking for him on behalf of 
  Vilina Lea, this goes a long way to assuage Gerwyn. 
  Role-play out this encounter.  Gerwyn is an experienced 
  veteran and is not easily cowed.  Attempts to intimidate 
  him are met with requests that the PCs leave the Chapter 
  House.  The best strategy for the PCs is to be honest with 
  Shining Beacon and assure him that they mean Darlon 
  no harm. 
  Assuming that the PCs convince Gerwyn to help them, 
  read the following. 
  “As to where Darlon is at this time I honestly do not 
  know.  I will offer my help.  However, know this.  
  When Darlon tells you that he will not come back 
  you must give me your word that you will accept this 
  and leave him be.  You will have to tell who sen you 
  that Darlon chooses not to come back." 
   
  t 
  f
   
   
  Gerwyn refuses to help the players unless they make this 
  promise.  In Gerwyn’s mind this is to prevent harm on 
  the PCs, as the elves will have great enmity for any who 
  would harm their leader. 
  "Darlon moves constantly through the Dim Forest, 
  fighting incursions by the fades and the giants.  He 
  rarely sleeps in the same place two nights in a row to 
  prevent bounty hunters from learning his location 
  and bringing harm to the elves and Gyri who live 
  there." 
  "I suppose we can try the village o  Fuinorna.  It's as 
  good a place to begin as any.  Find sleeping 
  arrangements in the thorp or here in the fort.  We'll 
  head into the Dim tomorrow." 
  There are no inns in the thorp.  The PCs must find a place 
  to sleep with one of the families in town.  With a 
  Diplomacy check (DC 10), a villager gives the PCs a spare 
  bed or a space on the floor of one of the houses.  Half-orcs 
  are made to sleep in the barn.  Knights of the Watch or 
  members of the Army of Retribution can spend the night 
  in the barracks in the fort. 
  � Gerwyn ap Henig: male human Rgr1/Clr5 of Pelor. 
  When the PCs enter the Dim Forest, go to Encounter 2.  
  A map of the Dim Forest is provided (DM Aid: Map #2). 
  Encounter Two: 
  The Sylvan Village of Fuinorna 
  Gerwyn leads you into the Dim Forest.  The trees of 
  this ancient wood are massive and the canopy is so 
  thick that it blocks the sun, leaving the forest floor 
  forever cloaked in shadow.   
  The lack of sunlight has prevented shrubs or ground 
  growth, leaving nothing but a blanket of leaves that 
  stretches in every direction.  Gerwyn obviously 
  knows the way as he leads you through the cathedral 
  of great trees.   
  Have the PCs make Spot Checks (DC 20 + the APL), if 
  any of them make it, they notice that they are being 
  watched from a distance by unknown humans or elves.  
  If the PCs ask Gerwyn about the figures, he says that they 
  are either rangers or wood elves and that as long as the 
  PCs are with him, they are safe. 
  After several days, you reach the village of Fuinorna. 
  The village is built on two levels.  The Gyri live in 
  wooden houses on the forest floor, while the elves 
  live on flets in the trees overhead.  Stairways curl 
  around tree trunks, linking the Gyric village with the 
  elven one. 
  At this point, have the PCs make Spot checks (DC 15).  If 
  they succeed, the PCs notice, that there are many freshly 
  planted ferns all over the place.    PCs who have played A 
  Flower for a Giant's Grave recognize the plants as 
  strafferns. 
  Not a Warm Welcome 
  Use this portion of the encounter of Fuinorna if either of 
  the below apply: 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 9 
  
  • 
  The party has no wood elves, half-elves, Olwythi 
  gan Gyruff, prydythi, Old Faith druids, or 
  members of related organizations. 
  If the PCs seek out a store, they can find a small trading 
  post.  The trading post has all equipment from Table 7-7 
  on page 108 of the PH that costs less than 50 gp, all 
  simple and martial weapons from Table 7-4, and all light 
  armor from table 7-5.  The trading post prefers to work on 
  the barter system.  If the PCs have something to trade, 
  the store gives them full value for it.  If the PCs pay in 
  coin, the costs double. 
  • 
  The party has one or more Knights of the Watch 
  or member of the Gran March military, 
  regardless of whether the party has elves, 
  rangers, druids, or other people listed above. 
  If neither of the above apply, use the Warmer Welcome 
  section below. 
  If the PCs enter Eben's place, read the following: 
  Eben's place is a dark and smoky taproom.  The floor 
  is packed dirt and the entire building is made out of 
  timber.  Straw has been tossed on the floor to soak 
  spilled drinks. 
  Gerwyn guides you through the worn paths of 
  Fuinorna.  Many of the woodsmen watch you 
  carefully as you go by, studying you carefully, as if not 
  quite sure what to make of you. 
  There is no bar in the place.  Instead, there are tables 
  and chairs spaced out about the room.  Some of the 
  patron's look up at you as you enter.  They glower for 
  a second and return to their drinks. 
  Eventually, Gerwyn leads you to a larger building 
  near the center of the village.  It seems to be a tavern
  of some sort, but it has no sign or other marking.  
  "Wait here at Eben's," Gerwyn, says.  "I need to make 
  a few inquires and it may take a while.  No one will 
  mess with you too much if you stay here." Gerywn 
  then heads up a stairway on a tree opposite Eben's 
  place. 
   
   
  A lanky bearded man with a bit of a limp comes over 
  to you.  "I'm Eben.  You must be the outsiders who 
  came in with Gerwyn.  Yes, word gets around pretty 
  quick.  Have a seat and I'll getcha somethin' to drink." 
  There are half a dozen patrons in the inn.  They are all 
  Gyric woodsmen who live in the village.  The initial 
  attitude of the other patrons of the bar to the PCs is 
  Unfriendly.  They refuse to talk with the PCs and ignore 
  attempts to bring them into conversation until their 
  reaction is improved.  Please see the DMG (pg. 149) for 
  rules on improving NPC reactions. 
  The PCs can follow Gerwyn, wander off on there own, or 
  go to Eben's. 
  If the PCs follow Gerywn and he spots them, he tells 
  them to go back to Eben's and wait for him there.  Under 
  no circumstances does he allow the PCs to accompany 
  them.  He explains that he must speak with some 
  sensitive contacts that will not be forthcoming if the PCs 
  are present. 
  If there are any bards in the party, they can offer to 
  entertain the patrons.  A superb performance (Perform 
  DC 20) causes the reaction of the patrons to improve by 
  one step. 
  If the PCs follow Gerwyn and he does not spot them, 
  they watch him visit several different houses and talk to 
  people.  Eventually, he meets with Kinkaid, a young 
  wood elf ranger.  They talk for a bit and the two go to the 
  temple of Ehlenestra.  There, they meet with a cleric of 
  Ehlenestra for a while before heading back to Eben's.   
  If any of the PCs have Influence with Darlon Lea, they 
  may use this influence to improve the reactions of the 
  patrons by one step.  Multiple uses of Influence with 
  Darlon Lea have no effect. 
  The PCs are not able to get close enough to hear 
  conversations without being spotted.  If a PC has ranks in 
  Read Lips and can make a DC 20 check (or has magical 
  means of listening), they can learn that Gerwyn is asking 
  about Darlon Lea and that some trustworthy individuals 
  have a message for him.  Kinkaid tells Gerwyn that he 
  needs to talk to the cleric of Ehlenestra, who knows 
  where Darlon is.  The cleric is worried about Darlon and 
  fears that he is in danger.  He asks Gerwyn to bring the 
  PCs to him. 
  If the PCs can improve the patron's reactions to Friendly 
  and the PCs make a successful Gather Information check 
  (DC 20), the patrons tell the PCs that Darlon was in the 
  village not too long ago.  If they want to find him, they 
  should talk to his niece Kinkaid.   
  If the PCs cannot improve the patron's reaction to 
  Friendly, one of the patrons slips out and warns Kinkaid 
  that people are asking about Darlon.  
  Eventually, Gerwyn returns.  Go to the Getting the News 
  section below. 
  If the PCs wander off on their own, they can wander 
  around the village.  It is small and rustic.  People look at 
  them with suspicion and not a little bit of fear.  They will 
  not really come across anything of interest. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 10 
  
  Warmer Welcome 
  Gerwyn guides you through the worn paths of 
  Fuinorna.  Many of the woodsmen nod to you as you 
  go by.  The village has a rustic charm to it, 
  accentuated by the influence of the elves living 
  above. 
  Eventually, Gerwyn leads you to a larger building 
  near the center of the village.  It seems to be a tavern
  of some sort, but it has no sign or other marking.  
  "Wait here at Eben's," Gerwyn, says.  "I need to make 
  a few inquires and it may take a while.  While I'm 
  gone, you can get a drink and off your feet." Gerwyn 
  then heads up a stairway on a tree opposite Eben's 
  place. 
   
   
   
   
  The PCs can follow Gerwyn, wander off on there own, or 
  go to Eben's.  If the PCs follow Gerwyn or wander off on 
  there own, the same events unfold as described in the 
  Not a Warm Welcome section above. 
  If the PCs enter Eben's place, read the following: 
  Eben's place is a dark and smoky taproom.  The floor 
  is packed dirt and the entire building is made out of 
  timber.  Straw has been tossed on the floor to soak 
  spilled drinks. 
  There is no bar in the place.  Instead, there are tables 
  and chairs spaced out about the room.  Some of the 
  patron's look up at you as you enter.  They nod in 
  acknowledgement and return to their drinks. 
  A lanky bearded man with a bit of a limp comes over 
  to you. "I'm Eben.  You must be the ones who came 
  in with Gerwyn.  Yes, word gets around pretty quick. 
  Have a seat and I'll getcha somethin' to drink." 
  There are half a dozen patrons in the inn.  They are all 
  Gyric woodsmen who live in the village.  The initial 
  attitude of the other patrons of the bar to the PCs is 
  Indifferent.  They refuse to talk with the PCs and ignore 
  attempts to bring them into conversation until their 
  reaction is improved.  Please see the DMG (pg. 149) for 
  rules on improving NPC reactions. 
  If there are any bards in the party, they can offer to 
  entertain the patrons.  A superb performance (Perform 
  DC 20) causes the reaction of the patrons to improve by 
  one step. 
  If any of the PCs have Influence with Darlon Lea, they 
  may use this influence to improve the reactions of the 
  patrons by one step.  Multiple uses of Influence with 
  Darlon Lea have no effect. 
  If the PCs can improve the patron's reactions to Friendly 
  and the PCs make a successful Gather Information check 
  (DC 20), the patrons tell the PCs that Darlon was in the 
  village not too long ago.  If they want to find him, they 
  should talk to his niece Kinkaid.   
  If the PCs cannot improve the patron's reaction to 
  Friendly, one of the patrons slips out and warns Kinkaid 
  that people are asking about Darlon.  
  Eventually, Gerwyn returns.  Go to the Getting the News 
  section below. 
  Getting the News 
  Gerwyn steps through the open door into the 
  taproom.  He sees you and heads over your way.  
  Behind him is a female wood elf.  She has long 
  curling dark hair and bright green eyes.  She walks 
  with a spry step and is incredibly graceful in her 
  movements. 
  If the PCs have played A Flower for a Giant's Grave, 
  they recognize the elf as Kinkaid.  If not Gerwyn 
  introduces her to the party. 
  "Well, we're in luck," Gerwyn says.  "Darlon was here 
  not too long ago, but he left in a big hurry yesterday 
  on some errand to the north." 
  Kinkaid says, "But something has developed since 
  then.  The Huntress of Ehlenestra wishes to speak 
  with you at once.  Please, would you come with me?" 
  If the party says no, this effectively ends the adventure.  
  They are unable to meet with Darlon and deliver their 
  message. 
  If the party says yes, go to the Meeting with Lorindoriel 
  section below. 
  Meeting with Lorindoriel 
  You climb the stairs to the elven part of Fuinorna.  
  The grace and beauty of the elven woodworking is 
  astounding. Kinkaid leads you across bridges that arc 
  between the flets and homes of the elves to a 
  beautiful structure that is built in the one of the 
  largest trees in the village.  
   
   
  The temple to Ehlenestra is series of flets built on 
  different 
  levels 
  and 
  overlapping 
  each 
  other.  
  Sweeping stairs connect the levels, and tall slender 
  arches support a sharply sloping roof. 
  The interior of the temple is open and airy. Statues of 
  elven maidens hold bowls in which silver flames 
  flicker and dance.  Birds cluster in the eaves over your 
  head.  Unicorns are worked throughout the 
  decorations. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 11 
  
  • 
  How many people are with Darlon Lea? 
  At the heart of the temple is a statue of the goddess 
  herself.  She is depicted as a golden-haired princess, 
  clad in light green.  The statue is balanced on a 
  promontory that juts out from an upper flet and 
  seems to soar over the lower flet of the temple. 
  He took three of his trusted companions. They 
  were two rangers – an elf and a human – and a 
  cleric of Ehlonna. 
  • 
  What is Tir-en-Mortum? 
  Standing at the foot of a curving set of stairs near the 
  statue is a beautiful elven cleric.  She must be high 
  elven, because she has honey blonde hair instead of 
  the dark brown of the wood elves. 
  Kinkaid and Gerwyn lead the PCs to the elven cleric.  
  They introduce her as Lorindoriel, the huntress of 
  Ehlenestra.  She is the keeper of the temple in Fuinorna.  
  Gerwyn then suggests that the PCs introduce themselves. 
   Once the PCs have done so, Lorindoriel says the 
  following: 
  "Gerwyn has explained to me that you are seeking the 
  Kánotaurë.  As Gerwyn has no doubt passed on, he is 
  not here.  He has traveled north with a few of his best 
  to Tir-en-Mortum to complete an important task for 
  the future of the Dim Forest. " 
  "The divinations have darkened since the Kánotaurë 
  has left our village.  They portend great danger and 
  evil.  I fear for the life o  our war leader." 
  f
   
   
  l
  -
  -
  . 
  Tir-en Mortum was a wood elven village.  It 
  means "Watcher of the Dark Valley".   It guards 
  the entrance to the tombs of the elven houses of 
  the Dim Forest.  It was overrun by fades not long 
  after Derelion fell. 
  • 
  Where is Tir-en-Mortum? 
  It is about 40 miles north and west of here, on the 
  other side of the Taura Ridge. 
  • 
  Where is the tomb?  
  The tomb is located along with many others to 
  the northeast of the village.  There is a trail that 
  will lead you to it. 
  • 
  How do we know which tomb is his? 
  The entrance to the tombs only appears when the 
  moon shines upon it.  Look for a symbol of a 
  flame wrapped around a tree sitting inside a 
  decorated semicircle. 
  "I ask that you go north to the aid of our Kánotaurë. 
  We have no one to send to his aid.  Our warriors and 
  scouts are needed here to combat the fades and giant 
  thralls that threaten us.  Also, the Dim Forest is not a 
  tame forest.  There are many dangers here other than 
  giant or fade." 
  • 
  How do we open the tomb? 
  You need only speak the name of his family in 
  elven – Gondibar. 
  • 
  Will the tomb be trapped? 
  "I also ask that you help the Kánotaurë complete his 
  mission in Tir-en-Mortum.   His task was the recovery 
  of the body of a Prince of the Dim Forest.  It has come 
  to our attention that recently that our Prince’s body 
  has returned back to his family's resting p ace from 
  the land of shadow." 
  Most certainly.  You must overcome them and 
  gain entrance.  I caution you to not disturb any 
  bodies but Alexander Stonehouse.  Elven curses 
  are terrible things, and I will not be able to 
  protect you from them.  Alexander's body should 
  not be warded by curses, as he was never set to 
  rest with an appropriate ceremony. 
  "Ehlenestra has seen fit to reveal to me that the body 
  of our Prince will aid us in our fight against the fades 
  and the shadow dragon that dwells at the Dark Heart 
  of the Forest." 
  • 
  Who is the Prince? 
  Alexander Stonehouse.  He was a blood relative 
  of the High Lord of the Dim Forest who once 
  lived at Derelion
  "If you would do these things, you will be able to 
  deliver your message to the Kánotaurë and strike a 
  blow against the fades that threaten the Dim Forest." 
  • 
  Where has the Prince been? 
  The PCs likely have questions for Lorindoriel.  The most 
  common questions are listed below with their answers.  
  If the PCs ask a question not on the list, extrapolate as 
  best you can. 
  He entered the rift to the Shadow Plane during 
  the Fall of Derelion.  He has not been seen since. 
   We believe that he has wandered the elsewhere. 
  • 
  Why is the Prince's body special? 
  • 
  How long ago did Darlon Lea leave? 
  The Stonehouse family has long been defenders 
  of the Dim Forest.  They are genasi.  The blood of 
  He left yesterday. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 12 
  
  a genie from the Plane of Fire flows through their 
  veins.  Beyond that, Ehlenestra has not revealed 
  its importance to me. 
  The amount of time it takes to get to Tir-en-Mortum 
  depends on the PCs speed and whether or not they 
  forced marched. 
  • 
  Will we get paid for this? 
  Speed 
   
  Normal Walk 
  Forced March 
  20 ft. 
   
  5 days 
   
  3 1/3 days 
  Aid the Kánotaurë, bring back the body of 
  Alexander Stonehouse, and the Forest Maiden 
  will grant you her benefice. 
  30 ft. 
   
  3 1/3 days 
  2 1/4 days 
  40 ft. 
   
  2 1/2 days 
  1 2/3 days 
  50 ft. 
   
  2 days 
   
  1 1/3 days 
  � Lorindoriel: female high elf Clr7 of Ehlenestra. 
  The PCs are welcome to think of other ways to increase 
  their speed to get to Tir-en-Mortum.  Speed is important 
  because the combat in Encounter Four happens on day 
  three.  If the PCs arrive after day three, then they miss 
  the combat and are left to pick up the pieces. 
  If the players accept the quest, Kinkaid offers to guide 
  them to Tir-en-Mortum.  She knows the Dim Forest well 
  and can get them to the ruined village.   
  For Kinkaid's stats, see Appendix I. 
  Flying is problematic, as the thick tree cover prevents 
  easy navigation.  If the PCs fly, they must make a 
  Knowledge (geography) check (DC 25) or a Wilderness 
  Lore check (DC 25) to find the town.  A PC who makes a 
  successful Intuit Direction check (DC 15) or has a Stone 
  of Ehlonna gets a +2 synergy bonus to the Knowledge or 
  Wilderness Lore check to find Tir-en-Mortum. 
  Gerwyn takes his leave of the party at this point and 
  wishes them well on their question.  He does have a final 
  piece of advice. 
  The Dim Forest is a dangerous place, my friends – 
  especially where you are going.  It’s overrun with 
  fades that have been creeping out of Derelion ever 
  since the Shadow Rift opened.  These fades are nasty 
  creatures, but they aren’t undead.  So don’t bother 
  trying to turn them.  Unfortunately, they are infused 
  with shadow stuff so you will need enchanted 
  weapons to strike them. Fire and acid and things like 
  that work well too.  They are not incorporeal. 
  If the PCs are flying, they miss the encounter with the 
  non-flying ogres described below.  The flying ogres, 
  however, do attack the PCs. 
  The PCs may also decide to teleport.  Kinkaid warns them 
  against this.  She says that the planar energies are too 
  unstable in the area because of the Shadow Rift.  If the 
  PCs teleport anyway, they are caught in the maelstrom of 
  the planar rift and end up on the Plane of Shadow.  They 
  can try to work their way back to the Flanaess.  If they 
  arrive at Tir-en-Mortum more than three days after their 
  meeting with Lorindoriel, they miss the combat in 
  Encounter 4. 
   
  With that, Gerwyn heads back to Fort Resolve.  When 
  the PCs head north toward Tir-en-Mortum, go to 
  Encounter Three. 
  Encounter Three: 
  Journey Through Shadow 
  Also, the PCs entrance into the woods may be noticed by 
  several other interested entities.  The PCs may have the 
  Wrath of Dorindel, Attention of the Shadow, or the 
  Enmity of Arbrozzar.  For each PC and each antagonist, 
  there is a 50% chance that the antagonist scrys on the PCs 
  while they are in the forest.  Roll separately for each PC 
  and for each antagonist. 
  Tir-en-Mortum is about 40 miles north, northwest of 
  Fuinorna.  Like most of the Dim Forest, the land in 
  between is trackless wood.  The speed of all movement 
  through the Dim Forest is halved. 
  Kinkaid is eager to catch up with her uncle and pushes 
  the PCs to walk 12 hours a day.  She says that the 
  divinations reveal great danger, and they need to catch up 
  to him as quickly as possible. 
  Arbrozzar has received divinations from Thyrm, so he has 
  dispatched his minions to intercept the PCs separate 
  from his scrying attempts. 
  A forced march of 12 hours increases the amount of 
  distance covered in a day by 50 percent but will do 
  subdual damage to the PCs if they do not make their 
  Constitution checks.   
  Giant's Attack 
  Just after the PCs begin their day's march between 
  Fuinorna and Tir-en-Mortum, ogre servants of Arbrozzar 
  the Frost Giant wizard attack them.   Arbrozzar has sent 
  these ogres to inflict a little punishment on those who 
  killed his familiar if any of the PCs have the Enmity of 
  The PCs can also hustle, but hustling for days on end is 
  even more dangerous than a forced march.  See page 143 
  of the PH for information on forced march and hustling 
  for extended periods. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 13 
  
  � Ogre Flyer: hp 51; see Appendix II. 
  Arbrozzar.  If none of the PCs have the Enmity, the ogres 
  attempt to capture PCs to fill Arbrozzar's larder.  Bread 
  tastes better with fresh adventurer bones added to the 
  flour.  
  � Spider Eater Mount: hp 45; see Monster Manual. 
  � Ogre Mage: hp 52; see Appendix II. 
  The ogres focus their attacks on any PCs with the Enmity 
  of Arbrozzar.  The ogres attempt to subdue the PCs first 
  so that they can carry them back to Arbrozzar for proper 
  torture and execution. 
  APL 10 (EL 12) 
  � Ogre Hunters (4): hp 73 each; see Appendix II. 
  � Ogre Flyers (2): hp 51 each; see Appendix II. 
  The PCs can make Listen checks (DC 12 + the APL) to 
  hear the ogres coming.  If they succeed, they hear the 
  buzzing of the wings of the spider eaters and can warn 
  their fellows. Roll initiative normally.  If all the PCs fail 
  their listen checks, they are surprised. 
  � Spider Eater Mounts (2): hp 45 each; see Monster 
  Manual. 
  � Ogre Mages (2): hp 52 each; see Appendix II. 
  If any of the PCs have the Wrath of Dorindel, the animals 
  finally catch up with the PCs the same night that the 
  ogres attack.  In fact, they launch their attack at the top of 
  the third round of combat with the ogres.  
  The trees are approximately 5 feet in diameter and spaced 
  10 to 20 feet apart.  The lowest branches are 20 feet up the 
  tree, but the canopy does not interfere with the flying 
  ogres until 40 feet above the ground. 
  Treasure: If the PCs defeat the ogres, they may gather 
  their gear as spoils of battle. 
  Tactics: Any ogres in the encounter have already 
  consumed their potions of blur before they attack the 
  PCs (and any ogre mages are invisible and have 
  consumed their potions of endurance).  On the first 
  round of combat, any ogres in the encounter drink their 
  potions of haste and close with the party as fast as they 
  can.  Any ogre mages drink their potions of haste and 
  circle the party by flying invisibly. 
  APL 4: L: 102 gp; C: 0 gp; M: 0 gp. 
  APL 6: L: 50 gp; C: 0 gp; M: +1 huge glaive (194 gp), +1 
  large chain shirt (113 gp), cloak of resistance +1 (83 gp), 
  potion of haste (63 gp). 
  APL 8: L: 360 gp; C: 0 gp; M: +1 huge glaive (194 gp), +1 
  large chain shirt (113 gp), cloak of resistance +1 (83 gp), 
  3 potions of haste (63 gp each), 2 potions of cure 
  moderate wounds (25 gp each). 
  Ogre flyers will fly over the PCs and attempt to attack 
  spellcasters with their long spears while their spider 
  eaters attempt to sting the spellcasters.  Ogre hunters will 
  charge any archers to draw them into melee.  An ogre 
  mage will uses its cone of cold ability to catch as many of 
  the PCs at once as possible.  It particularly aims for 
  heavily armored warriors who likely have poor Reflex 
  saves. 
  APL 10: L: 720 gp; C: 0 gp; M: 2 +1 huge glaives (194 gp 
  each), 2 +1 large chain shirts (113 gp each), 2 cloaks of 
  resistance +1 (83 gp each), 6 potions of haste (63 gp 
  each), 4 potions of cure moderate wounds (25 gp each). 
  Encounter Four: 
  Death of the Kánotaurë 
  If any of the PCs have Arbrozzar's Enmity, the ogres 
  attempt to finish that PC off with subdual damage, after 
  using regular attacks to weaken the PC. 
  This encounter depends upon whether or not the party 
  arrives after the third day since they talked to 
  Lorindoriel.  If the PCs arrive within three days, they see 
  the combat unfold before them.  Go to the Arriving Just 
  in Time section.   If the PCs arrive later than that, the 
  battle is already over.  Go to the Arriving a Bit Late 
  section. 
  Note:  The statistics for the barbarians in this encounter 
  include the rage adjustments. 
  APL 4 (EL 6) 
  � Ogre Flyer: hp 51; see Appendix II. 
  Arriving Just in Time 
  � Spider Eater Mount: hp 45; see Monster Manual. 
  If the PCs have made the journey to Tir-en-Mortum in 
  less than three days, then they arrive in time to join the 
  battle between Darlon Lea's coterie and a group of fades 
  (and possibly a young shadow dragon). 
  APL 6 (EL 8) 
  � Ogre Mage: hp 52; see Appendix II. 
  APL 8 (EL 10) 
  After several days of travel, you reach the outskirts of 
  Tir-en-Mortum.  The forest has a darker feel to it here 
  � Ogre Hunters (2): hp 73 each; see Appendix II. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 14 
  
  and gloom lurks and gathers in the folds of hills and 
  around the base of the trees.  The shadows are thick 
  and long.  What little sunlight creeps through the 
  forest canopy is weak and feeble.  
   
  l
  f
   
  l
  l
  i
  Across the far side of the plaza on the stairway 
  leading to the overlook, you can see Darlon Lea.  He 
  is fighting with his sword and axe against a fade 
  knight in full plate, wielding a massive two-handed 
  sword.  The fade knight is forcing the ranger lord 
  backwards 
  up 
  the 
  stairs 
  to 
  the 
  promontory 
  overlooking the falls. 
  Tir-en-Mortum is in not built in the trees like 
  Fuinorna.  Instead, the elves built the village on the 
  side of an entrance of a steep valley.  The homes are 
  perched on promontories overlooking the vale.  
  Galleries and arcades connect the buildings.   
  (Only read the next two paragraphs if the party is APL 6 
  or higher.) 
  At one time, the graceful walkways must have been 
  p easant.  Now, all that is left is ruins.  The hollow 
  emptiness of the place is palatable. The fine 
  woodsmanship is rapidly falling into disrepair.  
  Several o  the buildings have collapsed or have fallen 
  down the steep hillside. 
  And above it al , a dragon, seemingly made of gloom 
  and darkness, crouches on the rooftop a large 
  building overlooking the plaza.  It inhales and 
  breathes a cloud of billowing smoky shadows. 
  Both of the rangers are caught in the cloud and ook 
  weak and sick.  The fades converge on them, 
  obviously intending to end the combat quickly. 
  Have the PCs make Listen checks.  If they make DC 15, 
  they hear the sound of battle coming from the heart of 
  the village.  If the PCs fail the Listen check, they make 
  another check at DC 10, when they get closer.   
  The locations of the combatants are marked on the map 
  provided (DM Aid: Map #3).  The dragon is perched on 
  the roof of a building, so PCs need someway to fly or 
  climb up there to engage it in combat.  Also, there is no 
  direct path between the rocky outcropping where Darlon 
  Lea is and the plaza.  PCs must run down the far path 
  from where they enter, cross the bridge and come back 
  up to the outcropping.  From the time the PC leaves the 
  edge of Map #3, it takes two rounds of hustling at speed 
  30 ft. to reach the rocky outcropping. 
  If the PCs make the first Listen check, they can prepare 
  for battle as long as they please.  If they make the second 
  Listen check, they can prepare for one round before the 
  battle envelopes them.  If they fail both Listen checks, 
  they enter the battle without any time to prepare. 
  If the PCs have someone or something scouting ahead, 
  they can be warned about the battle and prepare 
  accordingly.  However, that person or creature (likely a 
  familiar or animal friend) is caught up in the battle while 
  the other PCs prepare. 
  Assuming that the PCs join in the fight, they enter the 
  combat at the top of the initiative sequence.  Kinkaid 
  joins the fight alongside the PCs. 
  When the PCs reach the village plaza of Tir-en-Mortum, 
  read the following: 
  The two surviving rangers are both down to less than 10 
  hit points.  The fade scouts continue concentrating on 
  finishing them off before turning on the PCs.  The fades 
  kill one of the rangers a round.  If the PCs really hammer 
  the fades when they join the combat in the first round, 
  have both of the rangers drop in the first round so that 
  the scouts move against the PCs. 
  You emerge on the edge of a small plaza that 
  overlooks a spectacular view of the valley.  A stream 
  tumbles down the hill on the far side where a 
  stairway climbs out over the waterfall to a rocky 
  overlook.  Porticos bound the plaza, which is dotted 
  with pillars draped with vines.  An empty marble 
  fountain sits at the center of it all. 
  On the second round (or first if the PCs are moving 
  quickly and threatening the blackguard) after the PCs 
  join the fight, the blackguard crits with his vorpal 
  greatsword and cuts off Darlon's head. 
  The stillness of the ruins is broken by the raging 
  combat that fills this plaza.  A pair of rangers (one 
  Gyric and one elven) fights against a half dozen fades. 
  The rangers seem to be losing the battle, as several of 
  their animal companions lie dead and a fade wolf is 
  gnawing on the body of a cleric of Ehlonna.   
  Your attention is drawn away from the fight for your 
  lives against the fades.  In a massively powerful 
  swing, the greatsword of the faded knight slices 
  cleanly through the Ranger Lord’s neck.  Lea’s eyes 
  blink once in astonishment and then his head slides 
  from h s neck and bounces down the steps like an ill-
  formed fruit.  Darlon Lea’s body slumps lifeless to the 
  ground. 
  The rangers have made the fades pay dearly for their 
  kills.  Many bodies of fade elves are strewn about the 
  plaza.  They are gradually dissolving away into dark 
  inky mist.   
  GEO3-02 Mourning of a Risen Sun 
   
  Page 15 
  
  Dire Wolf – magic fang. 
  Darlon's head lands at the blackguard's feet.  It picks the 
  head up as his move action.  The next round the 
  blackguard fades into the Shadow Plane on its action. 
  APL 10 
  Dragon – expeditious retreat, mage armor, protection 
  from good, scroll of bull's strength, scroll of eagle's 
  splendor. 
  Important Note:  Darlon Lea must die in this encounter. 
   Allow the PCs to fight their way across the battle, but 
  before they can rescue the Ranger Lord, the blackguard 
  uses his vorpal sword to decapitate Darlon Lea. Make sure 
  the blackguard escapes the encounter no matter what the 
  PCs do. 
  Druid – barkskin, protection from elements (acid), speak 
  with animals, spikes, scroll of protection from elements 
  (fire), potion of endurance. 
  Archer – barkskin, potion of cat's grace. 
  If the PCs are closing in on the blackguard in the first 
  round, he crits in that round.  If the PCs manage to get 
  some sort of obstacle between the blackguard and Darlon 
  (like a wall of force) the blackguard uses a cape of the 
  mountebank and dimension doors next to Darlon.  He 
  crits the following round.  If all else fails, a fade assassin 
  emerges behind Darlon and death attacks him and 
  Darlon fails the save.  The fades then cut off his head and 
  carry it off as described above. 
  Scouts – barkskin, potion of bull's strength. 
  Dire Panther – greater magic fang, magic fang (2). 
  If the shadow dragon is present, it has just breathed on 
  the rangers, so it must wait 1d4 rounds to breathe again.  
  On the first round, the dragon uses its spell-like ability to 
  mirror image itself.  It then spring attacks the PC it 
  determines to be the greatest threat.  It uses its enormous 
  movement to leap from the rooftop, attack the PC and 
  then retreat back to the rooftop.  The shadow dragon uses 
  its breath weapon as often as possible, without regard to 
  the fades because fades are immune to its negative 
  energy.  If it proves advantageous, the dragon uses its 
  wand of magic missiles.  The dragon flees if all the fades 
  are slain or it takes more than half its hit points in 
  damage. 
  None of the villains fighting Darlon attack the PCs.  They 
  concentrate entirely on the ranger lord. 
  � Fade Human Blackguard: Ftr5/Blk7, Init +5, AC 42, 
  hp 136. 
  Tactics: When the PCs join the battle, the fades and the 
  shadow dragon have the following spells, potions, or 
  scrolls affecting them: 
  Important Note:  Dragons are highly intelligent 
  creatures with a strong sense of self-preservation.  They 
  can usually sense when a combat is going against them 
  and will not risk their lives if there is nothing to be 
  gained by it.  
  APL 4 
  Druid – barkskin, speak with animals, spikes, scroll of 
  protection from elements (fire), potion of endurance. 
  Archer – potion of cat's grace. 
  On the first round, the druid drinks her potion of haste.  
  She then summons an animal with either a spell or her 
  wand.  Each round, she summons another animal and 
  casts one offensive spell.  If she has live oak as one of her 
  prayers, the druid casts that on one of the big trees in the 
  plaza and turns it into a treant. She attempts to dominate 
  any of the PCs animals if they have them, or at least calm 
  them.  The druid's goal is to get as many animals and 
  obstacles between her and the party as possible. 
  Scout – potion of bull's strength, barkskin. 
  Dire Wolf – magic fang. 
  APL 6 
  Dragon – expeditious retreat, mage armor, scroll of bull's 
  strength, scroll of eagle's splendor. 
  Druid – barkskin, speak with animals, spikes, scroll of 
  protection from elements (fire), potion of endurance. 
  Archer – potion of cat's grace. 
  The archer concentrates its fire on any spellcasters, in an 
  attempt to bring them down quickly.  The scout(s) flanks 
  PCs who charge it and attempts to make as many sneak 
  attacks as possible.  If necessary, it will spend a round 
  fading to shadow and hiding.  It then sneak attacks a PC 
  the next round. 
  Scout – potion of bull's strength, barkskin. 
  Dire Wolf – magic fang. 
  APL 8 
  Dragon – expeditious retreat, mage armor, protection 
  from good, scroll of bull's strength, scroll of eagle's 
  splendor. 
  Note:  The base EL has been reduced because Kinkaid 
  fights with the PCs, the rangers distract the fade scout(s) 
  for a round or two, and the dragon flies away if it is 
  reduced to half hit points or all the fades are dead. 
  Druid – barkskin, scroll of speak with animals, spikes, 
  scroll of protection from elements (fire), potion of 
  endurance. 
  Archer – potion of cat's grace. 
  Scouts – barkskin, potion of bull's strength. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 16 
  
  The shadowed battlefield of Tir-en-Mortum negates the 
  advantage of the PCs joining the fight in progress and 
  thus starting at the top of the initiative order.  In 
  addition, the blackguard attacking Darlon is not 
  considered in the EL, as he does not attack the PCs. 
  APL 4 (EL 7) 
  � Fade Druid: hp 47; see Appendix II. 
  � Fade Archer: hp 27; see Appendix II. 
  � Fade Scout: hp 22; see Appendix II. 
  � Fade Dire Wolf: hp 50; see Appendix II. 
  APL 6 (EL 9) 
  � Shadow Dragon: hp 137; see Appendix II. 
  � Fade Druid: hp 47; see Appendix II. 
  � Fade Archer: hp 45; see Appendix II. 
  � Fade Scout: hp 22; see Appendix II. 
  � Fade Dire Wolf: hp 50; see Appendix II. 
  APL 8 (EL 11) 
  � Shadow Dragon: hp 184; see Appendix II. 
  � Fade Druid: hp 53; see Appendix II. 
  � Fade Archer: hp 45; see Appendix II. 
  � Fade Scouts (2): hp 33 each; see Appendix II. 
  � Fade Dire Wolf: hp 50; see Appendix II. 
  APL 10 (EL 13) 
  � Shadow Dragon: hp 233; see Appendix II. 
  � Fade Druid: hp 97; see Appendix II. 
  � Fade Archer: hp 63; see Appendix II. 
  � Fade Scouts (2): hp 33 each; see Appendix II. 
  � Fade Dire Panther: hp 66; see Appendix II. 
  When the fades have been dispatched, go to the Picking 
  up the Pieces section below. 
  Treasure: If the PCs defeat the fades, they may gather 
  their gear as spoils of battle.  All non-magical gear 
  evaporates along with the fade, when it is slain.  Magical 
  gear remains behind, however.  If the PCs are lucky 
  enough to slay the dragon before it flees, they may collect 
  its gear as treasure as well. 
  APL 4: L: 0 gp; C: 0 gp; M: +1 hide armor (97 gp), potion 
  of haste (63 gp), scroll of cure serious wounds (31 gp), 
  scroll of flaming sphere (13 gp), scroll of obscuring 
  mist (2 gp), scroll of warp wood (13 gp), Quaal’s feather 
  token (tree) (8 gp), wand of summon nature’s ally I (3
  rd 
  level caster) (188 gp), +1 chain shirt (104 gp), potion of 
  sneaking (13 gp), potion of hiding (13 gp), potion of 
  cure serious wounds (63 gp), 2 potions of invisibility 
  (25 gp each). 
  APL 6: L: 0 gp; C: 0 gp; M: bag of holding (bag 1) (208 gp), 
  2 potions of cure serious wounds (63 gp each), wand of 
  magic missile (3
  rd level caster) (188 gp), +1 hide armor 
  (97 gp), potion of haste (63 gp), scroll of cure serious 
  wounds (31 gp), scroll of flaming sphere (13 gp), scroll 
  of obscuring mist (2 gp), scroll of warp wood (13 gp), 
  Quaal’s feather token (tree) (8 gp), wand of summon 
  nature’s ally I (3
  rd level caster) (188 gp), +1 mighty 
  composite longbow (+3 Str bonus) (225 gp), +1 chain 
  shirt (104 gp), potion of sneaking (13 gp), potion of 
  hiding (13 gp), 2 potions of invisibility (25 gp each). 
  APL 8: L: 0 gp; C: 0 gp; M: bag of holding (bag 1) (208 gp), 
  bracers of health +2 (333 gp), 2 potions of cure serious 
  wounds (63 gp each), wand of magic missile (5
  th level 
  caster) (313 gp), +1 hide armor (97 gp), potion of haste 
  (63 gp), scroll of cure serious wounds (31 gp), scroll of 
  flaming sphere (13 gp), scroll of obscuring mist (2 gp), 
  scroll of warp wood (13 gp), Quaal’s feather token 
  (tree) (8 gp), wand of summon nature’s ally I (3
  rd level 
  caster) (188 gp), +1 mighty composite longbow (+3 Str 
  bonus) (225 gp), +1 chain shirt (104 gp), potion of 
  sneaking (13 gp), potion of hiding (13 gp), 4 potions of 
  invisibility (25 gp each), 2 cloaks of elvenkind (167 gp 
  each). 
  APL 10: L: 0 gp; C: 0 gp; M: bag of holding (bag 1) (208 
  gp), ioun stone (dusty rose prism) (333 gp), bracers of 
  health +2 (333 gp), potion of cure serious wounds (63 
  gp), wand of magic missile (7
  th level caster) (438 gp), +1 
  large wooden shield (96 gp), +1 hide armor (97 gp), 
  periapt of wisdom +2 (333 gp), potion of haste (63 gp), 
  potion of fly (63 gp), 2 scrolls of cure serious wounds 
  (31 gp each), scroll of flaming sphere (13 gp), scroll of 
  obscuring mist (2 gp), scroll of summon nature’s ally 
  III (31 gp), scroll of warp wood (13 gp), 2 Quaal’s 
  feather tokens (tree) (8 gp each), wand of summon 
  nature’s ally II (3
  rd level caster) (375 gp), +1 mighty 
  composite longbow (+3 Str bonus) (225 gp), +1 chain 
  shirt (104 gp), +1 cloak of resistance (83 gp), potion of 
  sneaking (13 gp), potion of hiding (13 gp), 2 potions of 
  cure light wounds (4 gp each), 4 potions of invisibility 
  (25 gp each), 2 cloaks of elvenkind (167 gp each). 
  Arriving a Bit Late 
  If the PCs have made the journey to Tir-en-Mortum in 
  more than three days, then they arrive too late to 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 17 
  
  If the PCs arrived in time to drive away all of the fades, 
  Darlon Lea and the rangers have all of their equipment.   
  In particular, Darlon Lea has some very nice equipment.  
  While the PCs could profit from this, there are some 
  drawbacks to looting his body. 
  participate in the battle.  Darlon Lea and his friends are 
  dead and their equipment has been stripped. 
  After several days of travel, you reach the outskirts of 
  Tir-en-Mortum.  The forest has a darker feel to it and 
  gloom lurks and gathers in the folds of hills and 
  around the base of the trees.  The shadows are thick 
  and long here.  What ttle sunlight creeps through 
  the forest canopy is weak and feeble.  
  Should the PCs start to loot the bodies, Kinkaid asks 
  them to stop.  She says that she knows these people and 
  they are good folk and deserve better than to have their 
  bodies pillaged.  There is little that she can do to stop the 
  PCs, but Kinkaid asks kindly and then begs and pleads 
  with them not to loot the bodies. 
  li
  l
  f
  l
   
   
  Tir-en-Mortum is in not built in the trees like elven 
  part of Fuinorna.  Instead, the elves built the village 
  on the side of an entrance of a steep valley.  The 
  homes are perched on promontories overlooking the 
  valley.  Galleries and arcades connect the buildings.   
  If the PCs say they are going to "hold onto the good stuff 
  for a while", Kinkaid reluctantly relents.  She makes sure 
  she knows who has what items so that it can be returned. 
   She refuses to allow the PCs to take armor, as it would 
  involve actually stripping the body.  The PCs are free to 
  ignore her, but she is extremely upset with them. 
  At one time, the graceful walkways must have been 
  p easant.  Now, all that is left is ruins.  The hollow 
  emptiness of the place is palatable. The fine 
  woodsman ship is rapidly falling into disrepair.  
  Several o  the buildings have collapsed or have fallen 
  down the steep hillside. 
  Should the PCs take the gear and not return it to the 
  rangers when the PC return to Fuinorna in Encounter 
  Seven, Kinkaid warns the rangers and the wood elves 
  about the PCs lack of respect for the dead.  The PCs 
  receive the Scorn of the Dim Forest Elves (see Treasure 
  Summary).  In no case do the PCs receive any reward in 
  the Treasure Summary for keeping the gear of Darlon Lea 
  and his rangers (and so no details are provided on what 
  they carry; the judge is free to improvise these details). 
  Have the PCs make a Spot Check (DC 10).  If successful, 
  they see vultures circling over the center of the village.  
  When they get there, read the following. 
  You emerge on the edge of a small plaza that 
  overlooks a spectacular view of the Valley.  A stream 
  tumbles down the hill on the far side where a 
  stairway climbs out over the waterfall to a rocky 
  overlook.  Porticos bound the plaza, and portions of 
  the p aza are covered with a trellis draped with vines. 
   An empty marble fountain sits at the center of it all. 
  Kinkaid does not care if the PCs take the possessions of 
  the fades.   
  What to do with the bodies of the fallen is covered in 
  Encounter Six. 
  The stillness of the ruins is broken by the beatings of
  vulture wings as the bird fly way as you approach.  
  Dead bodies litter the ground.  They appear to be 
  Gyric and wood elven rangers.  One has the 
  vestments of a cleric of Ehlonna.  On the steps to the 
  rocky overlook is a decapitated corpse. 
  The PCs still have the quest from Lorindoriel to retrieve 
  the body of Alexander Stonehouse.  When the PCs start 
  looking for the tomb, go to Encounter Five. 
  Encounter Five: 
  Where a Prince Rests in State 
  When the PCs start searching the plaza, go to the Picking 
  up the Pieces section below. 
  Kinkaid knows that the elven tombs are kept to the 
  northeast of town, along the walls of the valley.  PCs can 
  know this same information with a successful 
  Knowledge (local – Dim Forest) check (DC 10), a 
  successful Knowledge (local – Geoff) check (DC 15), a 
  successful Knowledge (local) check (DC 20), or a 
  successful Bardic Knowledge check (DC 15). 
  Picking up the Pieces 
  Once the fades have been dispatched (or once the PCs 
  arrive too late), the PCs can search the plaza.  There are 
  three bodies of the companions of Darlon Lea as well as 
  the Kánotaurë himself. 
  If the PCs have arrived after the battle, Kinkaid is able to 
  identify the decapitated body as Darlon Lea.   All of the 
  magical equipment from Darlon Lea and the rangers has 
  been taken by the fades. 
  There is a path that leads northeast of town to the tombs.  
  The PCs can find the path without problems.  The path 
  causes the PCs to use the bridge across the waterfall.  
  Nothing happens when the PCs cross this time, but 
  when the PCs come back from the tomb, they will 
  encounter difficulty as described in Encounter Six. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 18 
  
  As you step through the shimmering curtain, you 
  find yourself at the end of a long corridor that opens 
  up into a larger room some distance away.   
  As Lorindoriel told the party, the entrances to the tombs 
  are only available when the moonlight shines on them.  
  The PCs must wait until after dark to gain entrance to the 
  tombs.  When the time is right, read the following: 
   
  i
  Ogee arches support the corridor.  The tops of the 
  arches are engraved with clouds and moons, which 
  the p ers are carved to resemble pillars of fire.  Several 
  niches are placed in regular staggered intervals on 
  both walls.  In the niches, are statues of elves holding 
  carved representations of flames. 
  Through a break in the clouds, the moonlight shines 
  down on the valley.  The silver light washes across the 
  rocky slopes.  The stones respond and faintly glowing 
  blue tracery appears on the rock.  Here and there, 
  throughout the valley, the tracery grows stronger as 
  the moon shines brightly on them, revealing the 
  doors to the tombs of elves. 
  As the PCs might imagine, the corridor is trapped.  The 
  elves have enspelled the second arch down from the 
  curtain of flames to release a spell targeted on any person 
  bearing a weapon or any one of orcish blood passing 
  underneath of it.  The exact spell depends upon the APL 
  and is listed below.   
  The PCs can easily find the tomb with the symbol of a 
  stylized flame wrapped around a tree over a decorated 
  semi-circle.  When the PCs say the word Gondibar, read 
  the following: 
  The rock face with the glowing blue tracery splits 
  open and with the rumbl ng of stone on stone pulls 
  apart to reveal a perfectly rippling curtain of red and 
  yellow sparks about 10 feet down a worked stone hall. 
  The spell resets automatically so each time a target that 
  meets the criteria steps through the arch, the spell is 
  released.  It is possible to slide weapons through first and 
  then step under the arch and pick up the weapons.  Those 
  of orcish blood are just out of luck. 
  i
  The curtain is not hot to the touch and does not harm the 
  PCs.  However, it is a portal to the Plane of Fire.  The 
  portal leads to the tomb of the Stonehouses.  A successful 
  Knowledge (arcana) check (DC 20) reveals that the 
  curtain is a planar portal.  A successful Knowledge (the 
  Planes) check (DC 15) reveals that the portal leads to the 
  Plane of Elemental Fire.  A successful Bardic Knowledge 
  check (DC 25) reveals the same information. 
  The elves set the trigger to weapons and orcish blood 
  because it is against elven custom to bring weapons into a 
  tomb and orcs are the ancestral enemies of the elves.   
  Note:  Half-orcs are of orcish blood and always set off the 
  trap. 
  APL 4 (EL 3) 
  Before passing through the curtain, Kinkaid takes all of 
  her weapons and leaves them outside the door.  She tells 
  the party that it is the custom of the Dim Forest elves not 
  to bring weapons into a tomb.  Any elves from the Dim 
  Forest are aware of this custom.  Kinkaid does not know 
  about the trap inside the tomb. 
  � Inflict Moderate Wounds Trap: CR 3; magic device; 
  proximity trigger (alarm covering the corridor), 
  automatic reset; spell effect (inflict moderate wounds, 3
  rd 
  level cleric, Will save [DC 13] half damage, 2d8+3 
  damage; Search (DC 27); Disable Device (DC 27). 
  Other PCs, not from the Dim Forest, may know of this 
  custom with a successful Knowledge (local – Dim Forest) 
  check (DC 10), a successful Knowledge (local – Geoff) 
  check (DC 15), a successful Knowledge (local) check (DC 
  20), or a successful Bardic Knowledge check (DC 15). 
  APL 6 (EL 4) 
  � Inflict Serious Wounds Trap: CR 4; magic device; 
  proximity trigger (alarm covering the corridor), 
  automatic reset; spell effect (inflict serious wounds, 5
  th 
  level cleric, Will save [DC 14] half damage, 3d8+5 
  damage; Search (DC 28); Disable Device (DC 28). 
  Inside the Tomb of the Stonehouses 
  A map of the tomb is provided (DM Aid: Map #4). Once 
  the PCs step through the curtain, they are in a protected 
  pocket in the Plane of Elemental Fire, near the edge with 
  the Plane of Positive Energy.  As long as the PCs stay 
  within the tomb, they are safe from the heat effects of 
  being on the Plane of Elemental Fire.  If they should 
  leave the tomb while they are still on the Plane of 
  Elemental Fire, the PCs immediately begin taking 3d10 
  points of fire damage each round. 
  APL 8 (EL 5) 
  � Phantasmal Killer Trap: CR 5; magic device; 
  proximity trigger (alarm covering the corridor); 
  automatic reset; spell effect (phantasmal killer, 7
  th level 
  wizard, Will save [DC 16] for disbelief and Fortitude save 
  [DC 16] partial); Search (DC 29); Disable Device (DC 29). 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 19 
  
  APL 10 (EL 6) 
  � Slay Living Trap: CR 6; magic device; proximity 
  trigger (alarm covering the corridor); automatic reset; 
  spell effect (slay living, 9
  th level cleric, Fort save [DC 17] 
  for partial); Search (DC 30); Disable Device (DC 30). 
  Once past the arch, the PCs can walk down the corridor 
  unimpeded. 
  The hall ends in a large oval chamber.  The far wall is 
  a series of rounded arches overlooking a sea of flame 
  and lava.  Spurts of fire erupt for the rolling sea, 
  shooting hundreds of feet into the air.  The air 
  shimmers with heat and blends into radiance in the 
  distance. 
  Statues line the walls.  Two of them that flank the 
  hallway from which you entered catch your eye.  The 
  first is a k nd ooking gen e, completely bald and with
  horns.  The other is a comely elven woman whose 
  hair seems to be nothing but flames. The bases of 
  both of the statues have script engraved into it. 
  i
  -l
  i
   
  l
  In addition to the two statues, there are nearly twenty 
  sarcophagi around the room.  The sarcophagi are 
  made out of basalt and are elaborately carved on the 
  sides with scenes of the life of the occupant.  Looking 
  down over each sarcophagus is a statue of the 
  occupant in life.  Someone cares greatly for this 
  fami y and has honored them in their death.   
  A successful Knowledge (arcana) check (DC 20), a 
  success successful Knowledge (the Planes) check (DC 
  15), or a successful Bardic Knowledge check (DC 25) 
  reveals that the genie is an efreeti.  A separate roll at the 
  same DC reveals that the woman is a genasi.  Close study 
  of the statues reveals that she has some of the same 
  features as the efreeti. 
  The script is written in Ignan.  The inscription at the base 
  of the efreeti's statue reads "Radwan the Gracious".  The 
  base of the woman's statue reads "Narfiniel Stonehouse".  
  If the PCs cannot read Ignan and do not have access to 
  comprehend languages or similar magic, Kinkaid has a 
  scroll. 
  The PCs can also read the inscriptions on the other 18 
  sarcophagi.  Everything is written in Ignan.  All of the 
  sarcophagi are named except for one.  None of the names 
  is Alexander. 
  Every other sarcophagus except for Alexander's are 
  warded.  The wards prevent the PCs from opening them, 
  regardless of the methods used. 
  The one unnamed sarcophagi has no decoration at all and 
  there is no statue looking down on this burial pier.  This 
  is Alexander's resting place.  His body returned here 
  though magic.  As a consequence, his sarcophagus is not 
  decorated and is not warded. 
  If the PCs open the sarcophagi, they find an odd 
  formation of crystal about three feet long and a foot wide. 
   The crystal shines as if there is a fire deep inside of it.  
  Druids are unable to identify it, as it is not a natural rock. 
   This is the physical remains of Stonehouse and what the 
  PCs must bring back to Lorindoriel.  The crystal 
  formation weighs about 50 pounds.  It is warm to the 
  touch and prolonged contact will start to burn flesh.  It 
  can be wrapped in cloth safely. 
  Should the PCs intentionally defile the tomb (this 
  includes intentionally opening additional sarcophagi 
  once they’ve found Alexander’s or causing unnecessary 
  damage to the tomb), Kinkaid warns the wood elves 
  about the PCs lack of respect for the dead.  The PCs 
  receive the Scorn of the Dim Forest Elves (see Treasure 
  Summary).  
  When the PCs decide that it is time to leave the tomb, go 
  to Encounter Six. 
  Encounter Six: 
  Leaving Tir-en-Mortum 
  The PCs can leave the tomb without incident, assuming 
  they can avoid the trapped arch.  When they are all out of 
  the tomb, the moon passes behind a cloud and the doors 
  close behind them.    
  The PCs need to backtrack down the path to the plaza in 
  Tir-en-Mortum.  The path leads back over the waterfall 
  near the plaza.  Unfortunately, the recent combat and the 
  presence of so many fades has weakened the bridge and it 
  is now on the point of collapsing, which it will do when 
  the PCs walk across it.  
  There is a chance that the PCs notice the weakened state 
  of the bridge.  The PCs notice that something is odd with 
  the bridge with a successful Spot check (DC 16 + the 
  APL).  PCs with ranks in Craft (carpentry) or Knowledge 
  (architecture and engineering) get a +2 circumstance 
  bonus to their Spot checks. 
  Once the PCs have notice something is odd with the 
  bridge, they can make Search checks to find out exactly 
  what.  With a successful Search check (DC 16 + the APL) 
  they learn that the wooden supports are rotting badly and 
  are likely to break when weight is put on them.  PCs with 
  ranks in Craft (carpentry) or Knowledge (architecture 
  and engineering) get a +2 circumstance bonus to their 
  Search rolls as well. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 20 
  
  Finally, pieces of wood from the bridge start landing on 
  PCs in the pool.  For every round a PC is in the pool, 
  there is a chance that a large piece of wood hits him (see 
  below).  This continues each round until the PC escapes 
  the pool or three rounds pass. 
  PCs can fix the bridge with a few hours of work and a 
  successful Craft (carpentry) roll (DC 15).  If the PC has 
  Knowledge (architecture and engineering) she gets a +2 
  circumstance bonus to the repair checks.  A Craft 
  (carpentry) check can be made untrained. 
  If the PCs try to cross the bridge without fixing it, the 
  bridge collapses when all of the PCs are on the bridge.  
  The bridge is about 50 feet long but only 5 feet wide.  As 
  the PCs are crossing the bridge get the party marching 
  order.  All of the PCs are on the bridge, including 
  Kinkaid, unless they said they were scouting ahead or 
  behind. 
  APL 4 (EL 3) 
  � Collapsing Bridge and Waterfall Trap: CR 3; 
  natural; location trigger; Reflex save (DC 16) avoids or 
  halves; 40 ft fall (4d6, fall); Atk +10 ranged (2d6, large 
  chunk of wood); Search (DC 20); Disable Device (DC 22). 
  APL 6 (EL 4) 
  The waterfall beneath the bridge is not vertical.  Rather, 
  the water is flowing down a steep angle (about 75 
  degrees) of slippery rock. 
  � Collapsing Bridge and Waterfall Trap: CR 4; 
  natural; location trigger; Reflex save (DC 18) avoids or 
  halves; 60 ft fall (6d6, fall); Atk +12 ranged (2d6, large 
  chunk of wood); Search (DC 22); Disable Device (DC 22). 
  You hear the cracking of wood and the bridge 
  violently sinks down and to the side.  You are 
  suddenly aware of the steepness of the waterfall 
  beneath you and the long slide to the bottom.  There 
  is another crack of wood splitting and the bridge 
  gives way. 
  APL 8 (EL 5) 
  � Collapsing Bridge and Waterfall Trap: CR 5; 
  natural; location trigger; Reflex save (DC 20) avoids or 
  halves; 80 ft fall (8d6, fall); Atk +14 ranged (2d6, large 
  chunk of wood); Search (DC 24); Disable Device (DC 24). 
  All the PCs must make a Reflex Save (DC 12 + the APL).  
  Those at the front and back of the party can jump off the 
  bridge as it gives way.  Those who make their save can 
  jump off the bridge onto the slick rock of the waterfall.  
  There, they have to make a Balance check (DC 22 – 
  severely slippery slope with 2-6 inch wide protrusions) or 
  a Climb check (DC 30 – very slippery uneven surface) to 
  cling to the surface.  Otherwise, they slide down the 
  waterfall too. 
  APL 10 (EL 6) 
  � Collapsing Bridge and Waterfall Trap: CR 6; 
  natural; location trigger; Reflex save (DC 22) avoids or 
  halves; 80 ft fall (8d6, fall); Atk +14 melee (2d6, large 
  chunk of wood); Search (DC 26); Disable Device (DC 24). 
  Even after the PCs are out of danger of the collapsing 
  bridge, they still need to get across the waterfall.  A PC 
  can cross the waterfall if he makes two Balance checks 
  (DC 22 – severely slippery slope with 2-6 inch wide 
  protrusions) or Climb checks (DC 30 – very slippery 
  uneven surface) to cling to the surface.  Otherwise, he 
  slides down the waterfall and takes damage as above. 
  PCs who have feather fall or can fly avoid the damage 
  from the fall.  The water is moving too quickly for spider 
  climb to function. 
  PCs that fail their Reflex save take damage from tumbling 
  head over heels down the waterfall.  Those that make 
  their Reflex save but failed the Climb or Balance check 
  slide the same distance down the waterfall but damage 
  from the fall is halved.   
  The waterfall is about 40 feet wide (the bridge was a little 
  longer than the width of the water).  Probably the easiest 
  way to get around the waterfall is to climb up or down 
  the hillside.  The climb up or down is DC 10 and the PCs 
  may take 10.  Eventually, they either get to the top of the 
  hill or to the bottom.  Then they can cross the stream 
  easily. 
  PCs who reach the bottom of the waterfall plunge into a 
  deep pool.  The water is extremely cold.  If the PCs do not 
  get out of the water and warm themselves within 10 
  minutes, they start to take subdual damage from cold 
  exposure, as listed on p. 86 of the DMG. 
  In addition, PCs must make Swim checks.  The pool is 
  considered rough water (DC 15) because of the 
  disturbance from the waterfall.  PCs with heavy gear or 
  armor have armor check penalties to their Swim checks.  
  PCs who fail their swim checks may hold their breath as 
  per the rules on p. 85 in the DMG.  Because of the rough 
  waters, PCs cannot walk along the bottom. 
  Returning Darlon Lea to Life 
  The PCs are now faced with a choice as to what to do with 
  the bodies of Darlon Lea and his rangers.  In particular, 
  the PCs may wish to consider getting Darlon Lea 
  returned to life.  If the PCs do not think of it themselves, 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 21 
  
  Kinkaid suggests that they take the rangers’ bodies back 
  to Fuinorna and look into having Darlon Lea restored to 
  life.  Darlon is missing his head, so a raise dead is 
  ineffective at restoring him to life. 
  The PCs have the following choices: 
  • 
  They can leave Darlon's body at the ruins.  If they 
  take that option, Kinkaid is furious with the PCs.  
  She personally carries her uncle back to Fuinorna 
  and leaves the PCs in the lurch.  If she gets back to 
  Fuinorna before the PCs, the PCs face a cool 
  reception there. 
  • 
  The PCs can take Darlon Lea to one of the druids in 
  Endéryn or Fuinorna and try to have him 
  reincarnated.  Kinkaid is strongly opposed to this, as 
  it could result in Darlon coming back as an animal.  
  If the PCs do this over her objections, the druids 
  refuse to cast reincarnate because of that danger as 
  well, which means the PCs have to choose another 
  option.  If the PCs can cast reincarnate, Darlon 
  refuses the spell, as he does not know the PCs. 
  • 
  The PCs may consider taking Darlon Lea to 
  Gwenllian the Eglantine and have her cast true 
  reincarnation cast on him.  This will involve a 
  perilous journey across the giant-held lands.  
  Kinkaid does not suggest nor does she recommend 
  this path.  She believes that the journey will be too 
  dangerous.  She is right.  If the PCs attempt to do 
  this, throw as many giants as you need at them to 
  drive them back into the Dim Forest. 
  • 
  The PCs can take Darlon Lea to Rhodri Morningmist 
  in Hochoch and have him cast resurrection.  Kinkaid 
  believes that this is the safest route and strongly 
  encourages the PCs to take this route.  However, 
  there is the small matter that Darlon Lea is wanted 
  for treason and has a death sentence on his head.  
  But the PCs should be able to sneak him into town.  
  As Kinkaid points out, it is hard to identify him 
  without his head.  No other priest in Geoff is capable 
  of casting resurrection.  This includes Lorindoriel in 
  Fuinorna. 
  The PCs are not attacked on the way back from Tir-en-
  Mortum.  They can return to Fuinorna at their leisure.  
  When the PCs return, they can meet with Lorindoriel.  
  She takes Stonehouse's remains and rewards the PCs 
  with her Favor (see Treasure Summary).  She also can 
  take the bodies of the rangers and see that they are 
  returned to their kin. Lorindoriel urges the PCs to take 
  Darlon Lea to Hochoch so that he can be resurrected.  
  Kinkaid takes her leave of the party at Fuinorna.  
  Although she has many misgivings about leaving her 
  uncle's body, she is afraid that she may be recognized in 
  town, which would jeopardize the mission.  Before the 
  PCs depart, she makes them promise not to turn the body 
  over to the Knights of the Watch. 
  If the PCs borrowed any equipment from Darlon Lea and 
  his rangers, Kinkaid asks that they return it before they 
  leave.  The party has no encounters on the way to 
  Hochoch from Fuinorna.  
  If the PCs decide to take Darlon Lea to Hochoch to get 
  raised, go to Encounter Seven.  Otherwise, go to the 
  Conclusion A. 
  Encounter Seven: 
  In Pursuit of a Miracle 
  When the PCs approach Hochoch, they PCs have many 
  options:  (1) they can take the body openly to the 
  commanders of the Knights of the Watch, (2) they can 
  take the body covertly to Vilina Lea, (3) they can take the 
  body to Grand Duke Owen’s castle, or (4) they can take 
  the body directly to the Temple of Pelor. 
  All of these options have their advantages and 
  disadvantages.  Both the Knights of the Watch and the 
  Army of Retribution want Darlon for treason.  If the PCs 
  are not careful, Darlon Lea’s body will be seized and 
  buried if he is still dead, or he will be arrested and 
  executed if he has been returned to life. 
  Taking Darlon’s Body to the Watch 
  If the PCs decide to take Darlon Lea’s body to the 
  commanders of the Knights of the Watch, they need to 
  take his body to Northkeep just north of Hochoch.  
  If any of the PCs are members of the Knights of the 
  Watch, they are waved through the gates without 
  question.  The dead body does not provoke much 
  questioning.  Geoff is at war and dead bodies being 
  brought back to the keep for proper burial is not 
  uncommon. 
  A PC Knight can get all the way to the great keep before 
  they need to ask for assistance.  If the PC knight tells the 
  other knights that they have Darlon Lea’s body, they are 
  quickly shown to a small room where the commander of 
  the Knights of the Watch sees them shortly. 
  Non-knight PCs are stopped at the gates by a sentry and 
  asked their business.  Assuming that the PCs inform the 
  Knights that they have the body of Darlon Lea, they are 
  taken to the keep at the top of the hill and shown to a 
  small room where the commander of the Knights of the 
  Watch seems them shortly. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 22 
  
  When Vilina Lea finds out that the PCs have Darlon Lea's 
  body with them, she tries to keep the news quiet and 
  away from the other knights.  She explains her thoughts 
  to the PCs as follows: 
  The current commander of the Knights of the Watch is 
  Unrelenting Sphinx Gundar Kevitz.  Kevitz’s stats can be 
  found in Appendix I.   
  When Kevitz sees the PCs, he brings with him a cleric of 
  Heironeous.  Kevitz talks to the PCs about where they 
  found Darlon Lea and the circumstances of his death.  
  The cleric casts some divinations over the body to ensure 
  that it is Darlon Lea.  When this is done, read the 
  following. 
  "The best thing in the interests of Darlon and for 
  justice would be to take him to the Temple of Pelor, 
  as it is doubtful that Darlon will return to life for a 
  priest that he does not know.  Once he is resurrected, 
  he can explain his actions and he can either clear his 
  name or suffer the penalties for his deeds.  
  “Fine work,” Gundar Kevitz says. “You have brought 
  the traitor to justice.  We’ve been trying to catch him 
  for years, but he kept sl pping through our fingers.  
  The Knigh s o  the Watch will remember your 
  service.  As you are no doubt aware, there was a 
  sizeable reward for him, dead or alive.” 
  But I want him to answer the charges against him.  
  Many o  my fellow knights believe that he has 
  admitted to all the charges when he fled Hochoch.  
  They believe that the martial tribunal ruled correctly 
  by finding him gui y and sentencing him to death.  I 
  would have an explanation from my cousin rather 
  than assume guilt. 
  f
  lt
  i
  t
  f
  Treasure: Kevitz gives each PC enough gold to reach the 
  maximum gp reward allowed for their APL (if they 
  haven’t already reached it; otherwise he gives them each a 
  pouch of gold whose amount is unimportant since the 
  PCs have already reached the maximum gp reward) and 
  his Favor as well (see the Treasure Summary). However, 
  the PCs also receive the Scorn of the Dim Forest Elves 
  (see the Treasure Summary) for their actions. 
  Come, we should go to the temple now before there is 
  a chance the identity of my cousin's body is somehow 
  discovered.” 
  If the PCs go with Vilina to the temple of Pelor, go to the 
  Taking Darlon's Body to the Temple section below. 
  If the PCs let any other knight besides Vilina Lea Know 
  about Darlon's body, go to the Taking Darlon's Body to 
  the Watch section above. 
  Darlon Lea’s body is then taken and burned according to 
  Flan burial rites.  Resurrection is impossible.  The 
  Knights of the Watch confiscate all of Darlon Lea’s gear.  
  The Knights are inflexible on this point.  The body of the 
  traitor must be surrendered to them and his gear 
  forfeited. 
  Taking Darlon’s Body to Owen’s Castle 
  The PCs may decide to take Darlon Lea’s body to Caer 
  Dwr Gwyldy – Grand Duke Owen's castle.  There are 
  many important persons here that would cause the PCs 
  to decide on this course of action. 
  After the PCs receive their reward, go to Conclusion A. 
  Taking Darlon’s Body to Vilina Lea 
  The castle is on top of the hill on the south side of 
  Hochoch.  The PCs have no trouble reaching the castle.  
  The dead body does not provoke much questioning at the 
  gates of Hochoch.  Geoff is at war and dead bodies being 
  brought back to the various temples for proper burial or 
  for raising is not uncommon. 
  If the PCs decide to take Darlon Lea’s body to Vilina Lea, 
  they need to take his body to Northkeep just north of 
  Hochoch. 
  If any of the PCs are members of the Knights of the 
  Watch, they are waved through the gates without 
  question. The dead body does not provoke much 
  questioning.  Geoff is at war and dead bodies being 
  brought back to the keep for proper burial is not 
  uncommon.  Knightly PCs can get all the way to the 
  keep, where they can ask for Vilina Lea.  After a while 
  Vilina comes down to the bailey and meets the PCs. 
  The guards stop the PCs at the gatehouse of Caer Dwr 
  Gwyldy.  Security at the castle has tightened since the 
  events in Return of the Grand Duke.  In order to get 
  past this point, the PCs must either use an Influence 
  Point with one of the members of the High Court of 
  Gyruff or give the guards specific reasons for entry.  
  Non-knight PCs are stopped at the gates by a sentry and 
  asked their business.  Assuming that the PCs inform the 
  knights that they are looking for Vilina Lea, they are 
  escorted to the inner bailey in front of the keep.  After a 
  while Vilina comes down to the bailey and meets the 
  PCs. 
  If a PC spends an Influence Point, the party is permitted 
  into the castle after they surrender their weapons at the 
  gate.  If no PC is willing to spend an Influence Point but 
  they give the guards specific reasons for entry (such as, 
  we need to speak with Cuthalion Cuern about the 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 23 
  
  mission he sent us on), the guards send runners inside to 
  get instructions from higher authorities. 
  The most likely person that the PCs ask to speak to is 
  Cuthalion Cuern, since he may have sent the PCs on the 
  mission.  If the PCs send word with them, Cuthalion 
  meets with them immediately.  Upon seeing the state of 
  Darlon Lea, he asks the PCs to take the body to the 
  Temple of Pelor as quickly as possible.  Cuthalion then 
  goes and attempts to reach Owen the Brenin.  
  If the PCs ask to see Owen the Brenin, they quickly learn 
  that he is not in the castle.  He is in Preston with 
  Cadofyth Parn preparing for the campaign to retake 
  Gorna. 
  The PCs may ask to speak with Grand Duchess Calisse.  
  She is in the final stages of her pregnancy and not really 
  inclined to meet with the PCs.  The only way they are 
  able to meet with Calisse is if they spend an Influence 
  Point with her.  The meeting is very short and the PCs 
  get the impression that she does not want to be there.  
  She is unaware of the history of Darlon Lea.  If given the 
  facts, she instinctively sides with the Knights of the 
  Watch.  She recommends that the PCs take his body to 
  them and claim the reward.  . 
  The PCs may ask to speak with Briallen the 
  Heatherdown.  Briallen is willing to meet with them.  
  She recommends that the PCs take Darlon’s body to the 
  Temple of Pelor.  She suggests that they keep his 
  presence very secret from both the Knights of the Watch 
  and the other members of the Brenin’s High Court. 
  Taking Darlon’s Body to the Temple 
  If the PCs take Darlon’s body to the Temple of Pelor in 
  Hochoch, they need to enter Hochoch and got to the 
  Hilltop, which is on the southside of the town.   
  It is possible that the PCs send a messenger into the 
  temple and ask for Rhodri to come to them outside of the 
  city.  Rhodri is very old and would rather not leave the 
  temple.  The PCs must bring the body to the temple if he 
  is to perform the resurrection.   
  The PCs have no trouble reaching the temple.  The dead 
  body does not provoke much questioning at the gates of 
  Hochoch.  Geoff is at war and dead bodies being brought 
  back to the various temples for proper burial or for 
  raising is not uncommon 
  If the PCs get Darlon to the temple, Rhodri Morningmist 
  resurrects Darlon Lea.   
  You reach the Temple of Pelor with the body of 
  Darlon Lea.  The temple is built on the east side of 
  Old Oak Square, where the Old Oak itself still grows. 
   The temple is a large round domed structure with 
  four short transepts at each of the cardinal directions. 
  You pass through the smaller pass doors in the larger 
  ceremonial doors.  The interior of the temple radiates 
  holiness and serenity.  The decorations of the temple 
  are subdued and understated, but the lines of the 
  temple draw ones eyes upward to the mosaic interior 
  of the dome. 
   
  t
   
  Aisles from each of the transepts lead down and meet 
  at the altar under the middle of the dome.  The altar is 
  built on a raised dais and is bathed in sunligh  that 
  pours down from a hole at the center of the dome.  
  A priest of Pelor named Cador Lanternlight meets the 
  PCs.  If the PCs show him Darlon’s body, he looks over 
  the body and informs the PCs that a raise dead is 
  impossible and to return this person to life requires a 
  resurrection.  The Pelorites only perform resurrections in 
  the most extreme of circumstances.  The priest suggests 
  that the PCs allow the deceased to enjoy their eternal 
  reward. 
  The PCs can either tell Cador who Darlon is or try to 
  convince him that a resurrection is necessary.  If the PCs 
  tell the priest who Darlon is, he immediately agrees to 
  speak with Rhodri.  Rhodri agrees to resurrect Darlon Lea 
  without charge to the PCs. 
  If the PCs do not inform Cador who Darlon really is, a 
  successful Diplomacy check (DC 15 + the APL) convinces 
  him to ask Rhodri to perform the resurrection.  Rhodri 
  performs the resurrection if Cador is satisfied.   
  Cador Lanternlight asks for a donation to the temple to 
  cover the cost of the resurrection.  If one of the PCs is a 
  member of the Church of Pelor, the recommended 
  donation is the price listed in the PH.  If no PC is a 
  member of the Church of Pelor, increase the donation 
  requested by 50 percent.   
  If the PCs quibble about the cost, the priest informs them 
  that the Temple of Pelor asks for donations according to a 
  person’s affluence.  Obviously wealthy people, like the 
  PCs, are asked to donate more to cover the costs of those 
  who are poor.  The priest is more than willing to explain 
  all the good works that the Temple of Pelor does (and 
  they are extensive). 
  Acolytes carry the body to a small chamber off the 
  main sanctuary of the temple.  There, they bathe the 
  body, anoint it with oil, and prepare it for 
  resurrection.   
  Shortly after they are done, Rhodri Morningmist 
  arrives. He is an old man and leans heavily on a staff. 
  GEO3-02 Mourning of a Risen Sun 
   
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   His hair is whispy white, and he is so thin that a 
  strong wind could blow him away. 
  Kevitz immediately sends a messenger to Alicia 
  Helanasdotter that Darlon Lea is in Hochoch.  
  Helanasdotter is at Fort Diligence.  The rider reaches the 
  fort after two hours of hard riding.  Alicia Helanasdotter 
  immediately rides for Hochoch.  It takes her three hours 
  to return to Hochoch.  She arrives in the town seven 
  hours after Rhodri resurrects Darlon Lea. 
  You are shown out of the room so that Father 
  Morningmist can perform his miracle without 
  distraction. 
  Long minutes pass before Morningmist emerges from 
  the room. “It is done,” he says in a soft, fragile voice. 
  “He is disoriented and weak, but he has returned to 
  us.  You may see him briefly, but he must rest.” 
   
   
  i
   
  i
  Meanwhile, Kevitz gathers a few of his most trusted 
  knights and heads for the Temple of Pelor to bring 
  Darlon Lea into custody.  He arrives at the Temple three 
  hours after Rhodri resurrects Darlon Lea.  When he 
  arrives, go to Encounter Eight. 
  If the PCs go into the chamber, they find Darlon still 
  lying down on the table.  His head has been restored and 
  his wounds healed.  He looks weak and pale and falls 
  asleep easily.  He is not in a condition to sit up, walk, or 
  even have a conversation.  Attempts to communicate 
  with him are met with his lips moving and his eye’s 
  blinking faster.  PCs who have been restored to life know 
  that this is not the common state of a person after a 
  resurrection, but Darlon was missing his head, and that 
  probably played a factor. 
  Encounter Eight: 
  The Fate of Darlon Lea 
  The western pass door opens and three Knights of the 
  Watch step through.  They start walking down the 
  aisle toward the altar.  Cador Lanternl ght walks over 
  to them. 
  Ordinarily, a resurrection restores a person to full health 
  and vigor immediately.  However, Darlon's head was 
  chopped off and he is not a young man.  It takes Darlon 
  Lea two hours of bed rest to recover enough to speak.  He 
  is “disabled” as per the PH and is unwilling to move from 
  his bed.  He can talk at a slow rate. 
  PCs can recognize the leader of the three knights as 
  Gundar Kevitz with a successful Knowledge (local – 
  Geoff) check (DC 10), a successful Knowledge (local) 
  check (DC 15), or a successful Bardic Knowledge check 
  (DC 10). 
  The PCs can wander over and listen to the conversation.  
  Neither side is trying to remain unheard.  Have the PCs 
  make a Listen check (DC 10) or a Read Lips check (DC 
  15).  If they succeed, they can overhear the conversation 
  without being obvious about it.  If they fail, they must 
  either move closer (and be noticed by the participants) or 
  not hear the conversation.  The conversation is as follows: 
  After four hours of bed rest, he can sit up and move about 
  slowly.  He is “exhausted” as per the PH with the 
  following exceptions.  He can carry on a conversation at a 
  normal rate, but he moves at half speed and cannot hustle 
  or run. 
  After six hours of bed rest, he recovers enough to be 
  “fatigued” as per the PH.  If he gets eight hours of 
  consecutive bed rest, he fully recovers and can act 
  normally.  Light activity (as listed in the Heal skill) 
  doubles the amount of time needed.  Strenuous activity 
  prevents any sort of recovery. 
  Kevitz:  "I understand that you have a wanted 
  criminal here.  I've come to take him into custody." 
  Cador:  "This is a place of healing and sanctuary. We 
  cannot permit any arrests within the Temple." 
  Kevitz:  "So Darlon Lea is here then?" 
  After Darlon is resurrected, one of the acolytes 
  recognizes him.  The acolyte has strong Knights of the 
  Watch leanings, as his brother is a squire.  The acolyte 
  slips out of the temple and goes to the Knights of the 
  Watch’s chapter house in the Old City of Hochoch.  The 
  chapter house is not the same place as Northkeep outside 
  of town.  The chapter house is the old headquarters for 
  the Knights, before they built Northkeep. 
  Cador:  "Yes, he is recovering.  He has undergone 
  some harsh travails and needs to rest." 
  Kevitz:  "I have this writ for his arrest.  As you can see, 
  he is a convicted traitor."  Kevitz holds out a piece of 
  parchment covered in writing and signed and sealed 
  at the bottom. 
  Cador:  "I can still not allow him to be arrested inside 
  the temple." 
  Once the acolyte’s brother learns that Darlon Lea is at the 
  Temple of Pelor, he passes this information to his 
  superiors.  It quickly reaches Gundar Kevitz.  It takes two 
  hours after Rhodri resurrects Darlon Lea for the 
  information to reach Kevitz. 
  Kev tz:  "Then I ask that you escort him to the door 
  and let me take him into custody.  Do not let a 
  convict hide behind the shield of sanctuary." 
  GEO3-02 Mourning of a Risen Sun 
   
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  Cador:  "In five hours, he will be sufficiently 
  recovered to leave our care.  We will see that he 
  leaves the temple at that time." 
  In CY 589, a rash of accidents plagued the construction of 
  the border keeps and the elves began ambushing the 
  loggers on the edges of the Oytwood.  Investigation 
  revealed that it was the work of saboteurs and that 
  information on the loggers was being passed to the elves. 
   Helanasdotter began an investigation to root out the 
  traitors. 
  Kevitz is satisfied with this answer.  He leaves the temple 
  with the other two knights.  However, he does not trust 
  Darlon Lea not to run away.  He summons more knights 
  and has them keep watch around the temple.  The details 
  of the Watcher's vigilance are discussed below under the 
  Helping Darlon Lea Escape section. 
  In CY 590, after months of following clues and leads, the 
  investigators found that the saboteurs were part of a 
  larger group, whose goal was to force the Gran March to 
  stop timbering the forests and to stop construction of the 
  border keeps.  The investigators raided the saboteur's 
  headquarters and found documents that showed that 
  Darlon Lea had a major role in orchestrating the 
  organization. 
  The PCs can break into this conversation at any point in 
  time.  Kevitz is happy to talk with the PCs about his 
  purpose here.  Refer to the Important NPCs section 
  below for Kevitz's take on the situation. 
  If the PCs ask to see the warrant for Darlon Lea, Kevitz 
  shows it to them.  He does not allow them to keep it. 
  Upon receiving word of this information, Helanasdotter 
  had Darlon arrested and cast into the dungeon under 
  Caer Dwr Gwyldy to await trial.  The next day, Lea's cell 
  was empty, and he was gone.  Several people spotted him 
  on a horse, riding east toward the Dim Forest.   
  Once Kevitz leaves, the PCs are faced with a choice.  They 
  can either (1) allow Cador to hand Darlon Lea over to the 
  Knights of the Watch, (2) help Darlon escape, (3) call 
  upon Owen for aid, or (4) try to find a legal solution.  The 
  details of each of these options are discussed in the 
  Choices section below. 
  Helanasdotter held the trial in his absence.  Without 
  Darlon there to defend himself, the evidence was very 
  convincing.  He was pronounced guilty and sentence to 
  die by beheading. 
  There are a good number of NPCs that can have a role to 
  play in this encounter, depending upon what the PCs do. 
   Information about each of the NPCs is discussed in the 
  Important NPCs section below. 
  Cador Lanternlight  
  Motivation:  Like Rhodri Morningmist, Cador wishes to 
  keep the peace inside the temple and maintain its 
  sanctuary.  He refers all major questions of temple policy 
  to Father Morningmist.  Cador believes that Darlon Lea 
  was a traitor.  He fled, didn't he?  That just proves his 
  guilt. 
  Important NPCs 
  In order to resolve the situation at the temple, the PCs 
  must deal with a number of NPCs.  Each of these PCs has 
  different motivations and perspectives, which are 
  described in alphabetical order below. 
  Background Knowledge:  Cador knows that Darlon Lea 
  is a Gyric noble and the former First Ward of the Olwythi 
  gan Gyruff.  He was accused of treason against the Gran 
  March army and he fled to the Dim Forest.  
  Alicia Helanasdotter 
  Motivation:  Alicia Helanasdotter is furious with Darlon 
  Lea.  She liked and respected him, and then he sold lives 
  of her soldiers to the elves.  When he was caught, he fled, 
  which to Helanasdotter was an admission of guilt.  She is 
  the one who signed his death warrant.  If she can be 
  convinced of Darlon’s innocence, she reverses her 
  position and becomes his advocate.  See the Choices 
  section on how the PCs can convince Helanasdotter. 
  Darlon Lea 
  Motivation:  Darlon Lea wants to get out of Hochoch 
  and return to the Dim Forest.  He was never very 
  comfortable in towns and his recent experiences in 
  Hochoch have not been pleasant.  See Darlon's 
  description in Appendix I for more information about 
  him. 
  Background Knowledge:  Helanasdotter was the 
  commander of the Army of Retribution when Darlon Lea 
  was the highest-ranking Gyric noble in Geoff, four years 
  ago.  He worked with her to rebuild Hochoch after the 
  giant occupation.  He strongly disagreed with the 
  timbering in the Oytwood and Dim Forest to build the 
  border keeps. 
  Background Knowledge:  Darlon Lea was never part of 
  the plots of which he is accused.  Karl Neumann, who 
  was under the control of an Unseelie Puck, manipulated 
  him.  He is not aware of the ghost's story that Vilina Lea 
  and Owen the Brenin know.  For more information about 
  what Darlon knows, see his description in the Finding a 
  Legal Solution section below. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 26 
  
  Gundar Kevitz 
  Motivation:  Gundar Kevitz wants to see justice done.  
  He believes that Darlon Lea is guilty of treason and must 
  face proper punishment for his actions.  He does not have 
  any personal vendetta against Darlon Lea.  However, 
  because Darlon fled, Kevitz is convinced of his guilt.  He 
  disregards any further evidence. 
  Background Knowledge:  Kevitz was in Geoff since 
  Hochoch was freed.  He knows all the same information 
  as Helanasdotter. 
  Owen the Brenin 
  Motivation: Owen wants either Darlon Lea as one of his 
  nobles helping the liberation or Darlon’s lands so that he 
  can distribute it to heroes from this war. 
  Background Knowledge:  Owen was not in Geoff 
  during CY 589 and 590, but he does have an extensive spy 
  network.  Therefore, assume that he has all of the same 
  information as Helanasdotter.  In addition, he has heard 
  the same tale about the ghost as Vilina Lea, so he has that 
  information as well. 
  Rhodri Morningmist 
  Motivation:  Rhodri Morningmist wishes to keep the 
  peace inside the temple and maintain its sanctuary.  He 
  dislikes getting involved in politics and will carefully stay 
  neutral in this encounter. 
  Background Knowledge:  Father Morningmist has 
  living in Hochoch most of his life.  He returned to the 
  town shortly after the Knights of the Watch freed it from 
  the giants in CY 586.  He saw most of the troubles 
  through the late 580s so he knows of the accusations 
  against Darlon, his flight, and the trial without him.  
  Beyond that, Morningmist has little to add.   
  Vilina Lea 
  Motivation:  Vilina Lea wants to know the true about her 
  cousin and find out what happened four years ago that 
  made him flee.  If he is truly guilty, then he must answer 
  for his crimes.  In particular, Vilina Lea wants to verify a 
  story that she heard from adventurers last year. 
  Background Knowledge:  Vilina Lea was in Geoff since 
  Hochoch was freed.  She knows all the same information 
  as Helanasdotter.  In addition, she has gained additional 
  knowledge.  Last year, several heroes encountered the 
  ghost of the jailor at Caer Dwr Gwyldy.  The ghost told 
  them a tale that Karl Neumann, the provisional governor 
  of Hochoch, met with Darlon Lea when he was 
  imprisoned and encouraged him to flee and gave him the 
  means to do so.  The governor's halfling scribe saw the 
  jailer and killed her later that night.  He hid her body in a 
  hedgerow outside of town. 
  Choices  
  The choices of the PCs determine how this encounter 
  unfolds.  As a consequence, the encounter can go in 
  many different directions.  We have attempted to cover 
  each of the possible solutions that the PCs come up with 
  below.  If the PCs react in a way that is not covered, 
  extrapolate from the information given here. 
  Also, it is possible that the PCs attempt multiple choices 
  at once.  For example, they might call upon Owen the 
  Brenin, while they try to work through the legal solution. 
   This is perfectly acceptable as long as it is feasible.  For 
  example, if the PCs helped Darlon Lea escape, it is 
  difficult for them to have him meet with Grand Duke 
  Owen. 
  Handing Darlon Lea over to the Knights 
  If the PCs decide to do nothing and allow events to 
  unfold around them, time passes without incident and 
  Darlon Lea eventually recovers.  Seven hours after his 
  resurrection, Alicia Helanasdotter arrives at the temple.  
  If the PCs continue to do nothing, she gets into an 
  argument with Darlon Lea and leaves the temple.  After 
  eight hours, the clerics escort Darlon from the temple.  
  He is taken by the Knights to Northkeep and executed.  
  His body is burned and the ashes strew into the 
  Realstream in accordance with Flan tradition. 
  The PCs may take an active role in encouraging the 
  clerics to make Darlon Lea leave the temple early or 
  release Darlon Lea into their custody.  If the PCs decide 
  to do this, they must make a Diplomacy check (DC 15).  
  If successful, the priests give Darlon over to the PCs' care. 
  The PCs can easily take Darlon Lea out of the temple and 
  give him to the Knights.  Darlon feebly protests and asks 
  them not to do this.  But he is so weak that he cannot stop 
  them.  
  The Knights gladly accept Darlon Lea from the PCs.  
  They summon Gundar Kevitz who says the following. 
  “Fine work,” Gundar Kevitz says.  “You have brought 
  the traitor to justice.  We’ve been trying to catch him 
  for years, but he kept sl pping through our fingers.  
  The Knigh s o  the Watch will remember your 
  service.  As you are no doubt aware, there was a 
  sizeable reward for him, dead or alive.” 
  i
  t
  f
  Kevitz gives each PC enough gold to reach the maximum 
  gp reward allowed for their APL (if they haven’t already 
  reached it; otherwise he gives them each a pouch of gold 
  whose amount is unimportant since the PCs have already 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 27 
  
  The PCs' best bet is climb to the second floor and out 
  onto one of the balconies.  They can then scramble down 
  over the side and away from the temple.  To determine if 
  a patrol is in sight when the PCs first come out, roll a die. 
   On an even number, a wandering patrol is within sight. 
  reached the maximum gp reward) and his Favor as well 
  (see the Treasure Summary). However, the PCs also 
  receive the Scorn of the Dim Forest Elves (see the 
  Treasure Summary) for their actions. 
  The Knights take Darlon back to Northkeep where they 
  will execute him at dawn.  His body is then taken and 
  burned according to Flan burial rites.  Resurrection is 
  impossible.  The Knights of the Watch confiscate all of 
  Darlon Lea’s gear.  The Knights are inflexible on these 
  points.  The body of the traitor must be surrendered to 
  them and his gear forfeited. 
  Tactics: The Knights attempt to capture and detain the 
  PCs and Darlon Lea.  They strike to subdue and use 
  immobilizing spells.  One of the knights always shouts 
  for assistance on the first round, bringing another patrol 
  in 4 rounds.  Another patrol arrives every four rounds 
  after that, until all six patrols are present.  If the PCs are 
  fighting these six patrols to a standstill, Watcher Kevitz 
  arrives with a seventh patrol.  Kevitz's stats are in 
  Appendix I. 
  After the PCs receive their reward, go to Conclusion A. 
  Helping Darlon Lea Escape 
  The PCs can attempt to sneak Darlon Lea out of the 
  temple and avoid the Knights of the Watch.  This has the 
  advantage of getting Darlon out without fighting the 
  Knights of the Watch.  However, it leaves Darlon a 
  wanted criminal, and if the PCs can be identified, they 
  share become criminals as well. 
  All APLs (EL 12) 
  � Watch Patrol Leader: Pal9, hp 76, use standard NPC 
  paladin stats from p. 54 of the DMG. 
  � Watch Patrol Cleric: Clr5, hp 38, use standard NPC 
  cleric stats from p. 51 of the DMG. 
  It best for the PCs to leave after six hours.  Darlon has 
  recovered enough to walk and the PCs still have two 
  hours.  Also, it will be late at night, which makes it easier 
  for the PCs to sneak away.  If the PCs do not think of this, 
  then Darlon suggests it to them. 
  � Watch Patrol Knights (2): Ftr6, hp 52 each, use 
  standard NPC fighter stats from p. 53 of the DMG. 
  Any PC who resists arrest and is captured by the Knights 
  of the Watch is tried and convicted of aiding and abetting 
  a traitor.    The character is sentence to life imprisonment 
  and hard labor.  The character is retired from play. 
  There are many doors from the temple.  The complex is 
  quite large.  The layout of the temple is provided (DM 
  Aid: Map #6).  Please note that the entire temple is 
  protected by a hallow spell with a dimensional anchor 
  spell tied to it (caster level 17
  th).  This prevents all 
  methods of teleportation in and out of the temple. 
  Once the PCs have managed to escape the Knight's 
  encirclement of the temple, they have to get Darlon Lea 
  out of Hochoch.  Traveling through the streets of 
  Hochoch is not a problem if the PCs disguise or hide 
  Darlon's features.   A map of Hochoch is provided (DM 
  Aid: Map #5). 
  There are quite a few priests and lay members here, but 
  this is not a fortress.  The doors are not guarded.  Any 
  reasonable attempts to leave the temple will succeed.  
  Possible plans to sneak Darlon Lea out include disguising 
  Darlon, creating a distraction, or using stealth to slip past 
  any clergy. 
  If the PCs make no effort to disguise or hide Darlon’s 
  features, some of the commoners recognize him.  They 
  are excited to have Darlon Lea back in town and shout to 
  their friends.  Soon a large crowd full of commoners 
  gathers around the PCs and Darlon, wanting see the 
  outlaw ranger lord.  If the PCs do not duck the mob 
  quickly, a Watcher patrol is drawn by the commotion and 
  come over.  If they find Darlon Lea, they arrest him and 
  the players. 
  Once out of the temple, the PCs must contend with the 
  watch that the Knights are keeping on the temple.  
  Gundar Kevitz has no intention of allowing Darlon Lea to 
  slip away again.  There is a patrol of knights at each of the 
  doors to the temple.  This includes the main doors and 
  the two side doors. 
  The Town Watch of Hochoch respects the Knights of the 
  Watch.  Watchmen assist the Knights and give them any 
  authority needed. 
  In addition, there are two roaming patrols that move 
  slowly in a circle around the outside of the temple.  They 
  are watching the roof and second story of the temple, as 
  well as the surrounding streets.  The wandering patrols 
  are moving at a standard move.  They pass any particular 
  point every two minutes. 
  By the time the PCs can sneak Darlon out of the temple, 
  night has fallen.  The gates of Hochoch close at sunset 
  and are only opened for good reason.  The PC can either 
  climb the walls, fly over the wall, convince a guard that 
  the PCs should be allowed out, bribe the guards, or fight 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 28 
  
  all the guards and open the gates themselves.  There are 
  no sewers in Hochoch so the PCs cannot sneak out that 
  way. 
  The town wall is about 20 feet tall.  The towers are 
  another 10 feet taller.  There are two guards at each of the 
  towers.  In addition, there are patrols that walk the top of 
  the wall.  A patrol passes every two minutes.  The walls 
  count as a vertical rough surface (DC 25 to climb). 
  The PCs can attempt to convince the guards to allow 
  them out of town through a small postern gate door.  The 
  PCs can get the guards to let them out.  A successful 
  Diplomacy check (DC 25) talks the guards into letting 
  the PCs and Darlon out.  The PCs can also use bluff, but 
  the story had better be good.  A successful opposed Bluff 
  check (the guards have +5 to their Sense Motive checks, 
  and they get a +5 circumstance bonus because the guards 
  a not supposed to do this) gets them out.  
  The PCs can bribe their way out.  The cost to bribe the 
  guards is 100 gp times the APL. 
  Each of the gates has four guards awake throughout the 
  night.  There are another 16 guards asleep in the barracks 
  within the gatehouses.   If the PCs attack the guards, they 
  attempt to sound the alarm and rouse their fellows.  A 
  patrol of the Knights of the Watch arrives two rounds 
  after the alarm is sounded.  Additional patrols arrive 
  every two rounds after that until there are 5 patrols at the 
  gate. 
  All of the soldiers guarding the walls and the gates are 
  members of the Army of Liberation. 
  � Gate and Wall Guards: War2. 
  If the PCs get away, but the Knights of the Watch can 
  identify them as helping Darlon Lea escape, the Knights 
  spread word the that PCs are accomplices to a traitor.  
  The PCs each receive Outlaw! (see the Treasure 
  Summary). 
  The Knights are able to identify the PCs as helping 
  Darlon Lea if any knight sees the PCs in the act of 
  helping Darlon Lea escape or if the Kevitz noticed the 
  PCs in the presence of Darlon Lea at the temple and they 
  disappear from the temple at the same time the ranger 
  lord does. 
  If the PCs get Darlon out, go to Conclusion B. 
  Calling Upon Owen for Aid 
  The PCs can use their influence with Grand Duke Owen 
  and bring him into the adventure.  Alternatively, the PCs 
  may try to use Cuthalion Cuern to bring Owen to the 
  temple.  Cuthalion attempts to do this anyway if he finds 
  out that the PCs have brought Darlon Lea back to town, 
  but let the PCs' desires determine whether or not he is 
  successful.  If the PCs want Owen to come, then 
  Cuthalion can locate him.  Otherwise, he cannot be 
  found until after the 8 hours deadline expires. 
  If Cuthalion is successful, Owen arrives six hours after 
  Darlon is resurrected. 
  The western pass door opens and two of the Griffon 
  Guard enter.  They step to each side and Owen the 
  Brenin walks into the temple.  His chain mail and 
  surcoat are dirty and his boots are caked in mud. 
  Since it is the PCs who brought this matter to his 
  attention, Owen talks with them first and meets with 
  Darlon Lea only after he speaks with the PCs. 
  If the PCs ask Owen why he never pardoned Darlon Lea, 
  he says that he would gladly do so if Darlon had answered 
  any of his summonses to the court in Hochoch.  He 
  wanted to speak with Darlon and get answers as to what 
  happened four years ago.  
  If the PCs ask Darlon why he never answered the 
  summons, he says that his experiences in Hochoch were 
  not good.  It was not his place.  His place was in the 
  forest.  He then adds that he heard that Owen was 
  requiring Oaths of Fealty.  Darlon says that he cannot 
  take that oath as he has accepted the role as Kánotaurë of 
  the sylvan elves of the Dim Forest. 
  Any meeting between Darlon and Owen is strained with 
  many uncomfortable pauses.  Owen starts off by asking 
  how Darlon is feeling and wishing him a quick recovery.  
  He then launches into the matter at hand.   
  Owen   “You have ignored my summons, Darlon.  I’ve 
  repeatedly called you to my court and you never 
  appeared.”
  :
   
   
  . 
   
   
   
  Darlon:  "I knew what you wanted.  And I wasn't 
  prepared to give it.  If I came, I would have to give 
  you an answer.  I was hoping that in time I'd find 
  some sort of fix to the situation   But it didn't work 
  out that way." 
  Owen:  "I still mean to have your Oath of Fealty. You 
  can either do that, or you can abdicate." 
  Darlon: "I can't swear.  I'm the Kánotaurë now.  If I 
  swear an oath to you, the sylvan elves will think that 
  I've betrayed them." 
  Owen:  “Then choose.  Which is it going to be?  Are 
  you a noble of Gyruff or a sylvan elf prince.  You 
  cannot be both.” 
  Darlon doesn't answer.  Instead, he closes his eyes 
  and sinks back into the bed. 
  GEO3-02 Mourning of a Risen Sun 
   
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  Owen:  "Until you swear this oath, you are a rogue 
  baron and I will not protect you from the sentence on
  your head.  I will not pardon a noble who defies my 
  authority.  So you can swear and live, abdicate and 
  live, or do neither and die." 
  The PCs can begin work on finding a legal solution right 
  away.  Darlon recovers enough to provide information 
  after the second hour.   
   
   
  Darlon’s Story 
  Darlon insists that he is innocent of the crimes of which 
  he is accused.  Unfortunately, he has no proof or alibi.  
  He is willing to swear under oath, a zone of truthfulness, 
  or a discern lies spell. 
  The meeting quickly ends after this.  Owen leaves 
  Cuthalion Cuern and two writs at the temple.  One is an 
  Oath of Fealty to Owen.  The other is an abdication of 
  Darlon's lands and titles for himself and all of his heirs.  
  Cuthalion takes a seat in the main sanctuary and awaits 
  Darlon's response.  
  If the PCs ask for his side of the story he relates the 
  following.  Try to break this up into a conversation.  
  Darlon's narrative jumps around as the PCs ask questions. 
  If Darlon signs either one of the writs, Cuthalion 
  presents a pardon for Darlon.  The pardon negates the 
  death sentence on the ranger lord's head and he is free to 
  leave.  Once the Knights have seen the pardon, they 
  disperse and return to helping keep the peace and law.  
  Cuthalion does not tell Darlon or the PCs that he has the 
  pardon before Darlon signs a writ. 
  “I didn't give secrets to the elves, and I didn't 
  organize saboteurs.  The first I knew about the whole 
  thing was when the Knights of the Watch arrested 
  me.  They read the charges against me and then 
  escorted me to the dungeons.  And there I sat 
  awaiting trial by a Gran March magistrate.   
  The PCs can talk to Darlon about the choice.  He is 
  uncertain what to do, and the PCs can influence his 
  decisions.  Darlon refuses to swear fealty, as his wife is a 
  sylvan elf.  He feels strongly that she and her elven kin 
  would consider this a betrayal. 
  On the second night there, Neumann came and told 
  me that I would stand before a military tribunal the 
  next day.  I told him that I was a Gyric lord and that I 
  did not have to stand trial in front o  a military 
  tribunal like a commoner.  He chuckled at that.  I 
  suppose he knew that I was naïve.  The tribunal can 
  and did try me, but I wasn't around to see it. 
  f
  t
   
  If the PCs argue strongly for abdication, Darlon asks 
  them what about his children?  He is essentially 
  disinheriting them from their birthright.  If the PCs can 
  come up with a good answer for this, Darlon abdicates. 
  Anyway, Neumann said that the evidence against me 
  was damning.  They had letters to me from the 
  saboteurs, witnesses that saw me with them, and 
  letters 
  in 
  my 
  own 
  handwriting 
  confirming 
  everything. 
  If the PCs argue strongly for signing neither, Darlon asks 
  the PCs if some things are worth dying for.  He then asks 
  them what they would die for.  If the PCs come up with 
  good answers, Darlon agrees to sign neither writ and go 
  to his death. 
  I told him that these were lies and that I would swear 
  under oath and spell.  He said that courts would find 
  the oath of a suspected traitor to be meaningless and 
  spells can be fooled. 
  If Darlon decides to do neither, after 8 hours he is 
  escorted to the gates of the temple by the clerics.  Just as 
  he is about to be turned over, Cuthalion Cuern interrupts 
  and presents Darlon Lea with a full pardon.  Once the 
  Knights have seen the pardon, they disperse and return 
  to helping keep the peace and law. 
  Neumann offered to help me, but he needed time to 
  put a defense together.  He gave me a potion of 
  gaseous form to leave the jail and suggested that I 
  ride to the Dim Forest until he could straigh en 
  things out.   
  Ultimately, Grand Duke Owen is unwilling to send 
  Darlon Lea to his death regardless of whether he swears 
  fealty or not.  Go to Conclusion B. 
  I did so. Damn stupidest mistake I ever made.  That 
  liar never sent word.  Instead, I was tried without 
  even being there, and Neumann was one of the chief 
  advocates against me.  Helanasdotter sentenced me to 
  die. 
  Finding a Legal Solution 
  The PCs can try to work a legal solution to get the 
  conviction overturned.  The PCs have more information 
  than the earlier trial.  They have Darlon Lea and his side 
  of the story. 
  So I've stayed in the Dim Forest and done what I 
  could against the fades and the giants.  I had no desire 
  to die for something I didn't do.  If I was going to die, 
  it was going to be with a sword in my hand defending 
  the forest and my family.” 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 30 
  
  The Trial Record 
  However, Alicia Helanasdotter and Gundar Kevitz know 
  that the unseelie puck dominated Neumann.  They do 
  not tell the PCs the story, as it is embarrassing to the 
  provisional government.  When Neumann was freed 
  from his enchantment, he did not mention the role he 
  played in Darlon's downfall.  In addition, Neumann did 
  not know that the evidence against Darlon Lea was faked. 
   His part of the plan was only to get Darlon to leave town. 
   Therefore, Helanasdotter and Kevitz both believe that 
  the forged letters are real.   
  The Knights of the Watch have kept records of the trial at 
  their Chapter House in the Old City.  It is a short 15-
  minute walk there.  The PCs must have an influence 
  point with the Knights of the Watch, be a member of the 
  Knights, or have Vilina Lea with them to gain access to 
  the records. 
  After four hours of searching and a successful Search 
  check (DC 14 + the APL), the PCs are able to find the 
  following: 
  Convincing Helanasdotter  
  • 
  The amount of evidence against Darlon Lea is 
  compelling.  There are dozens of letters in Darlon's 
  hand, directing the saboteurs to destroy certain 
  buildings, recruiting new agents, and getting 
  supplies to support the operation.  A successful 
  Forgery check (DC 20 + the APL) reveals that these 
  notes are forgeries. 
  When Helanasdotter arrives after the seventh hour, the 
  PCs can meet with her and try to convince her that 
  Darlon is innocent.  She issued the sentence so she has 
  the authority to rescind it. 
  The PCs can convince Helanasdotter of Darlon's 
  innocence if they can accomplish three of the following 
  five criteria. 
  • 
  The Knights also have messages from Darlon to the 
  Oytwood elves that they intercepted.  These tell the 
  elves where the loggers would be and to kill all the 
  "Peacocks".  A successful Forgery check (DC 20 + the 
  APL) reveals that these notes are forgeries. 
  1. 
  Darlon swears he is innocent under oath and 
  spell. 
  2. 
  PCs can show that the letters in the evidence 
  against Darlon are forgeries. 
  • 
  Also, the Knights have all the evidence from a search 
  of Darlon's quarters at the time.  The search turned 
  up numerous notes from the saboteurs as well as 
  several magical elven arrows with a note saying that 
  this was from the Oytwood elves as a thank you. 
  3. 
  PCs tell Helanasdotter the story about the ghost 
  of the jailor. 
  4. 
  PCs explain that Neumann was under the 
  control of an Unseelie Puck and his actions at 
  the dungeon showed that this was a set-up. 
  • 
  Saboteurs testified that Darlon Lea worked with 
  them and met with them.  The saboteurs have all 
  been exiled so they are not available for the PCs to 
  check their stories. 
  5. 
  PCs make a passionate legal argument on 
  Darlon's behalf (Diplomacy check – DC 20 + the 
  APL). 
  If the PCs succeed, Helanasdotter is convinced that 
  Darlon Lea is innocent and rescinds the sentence.  The 
  Knights disperse and return to helping keep the peace 
  and law.  Go to Conclusion B. 
  Priests of Allitur and PCs with Knowledge (law) or 
  similar skills can tell that the evidence is extremely 
  convincing.  Without Darlon there to defend himself, 
  Helanasdotter had no choice but to find him guilty. 
  Conclusion 
  Collaborating Evidence 
  Once the PCs have resolved matters with Darlon Lea, 
  either Gerwyn or Kinkaid approaches them.  If Darlon 
  Lea was executed or was not resurrected, use Conclusion 
  A.  If Darlon Lea was resurrected and either pardoned or 
  escaped, use Conclusion B. 
  The PCs can find other sources of collaborating evidence.  
  Both Grand Duke Owen and Vilina Lea know the story of 
  the jailor's ghost as described under Vilina's entry in the 
  Important NPCs section above.  If the PCs have played 
  the mini-mission "The Tale Untold," then they know it 
  too.  The testimony of ghosts is extremely suspect, but it 
  does collaborate Darlon's story. 
  Conclusion A 
  The day is coated in a wet, chilly rain, when Gerwyn 
  finds you.  He asks you to come with him again to 
  Fuinorna.  Lorindoriel has received guidance from 
  Ehlenestra and wishes your presence. 
  If the PCs have played The Return of the Grand Duke, 
  they know that an unseelie puck dominated Karl 
  Neumann.  His actions for the last three years of his 
  governorship were completely dictated by the faerie.  
  Neumann has returned to the Gran March and is not 
  reachable by the PCs.   
  Gerwyn guides the PCs to Fuinorna.  There, they meet 
  with Lorindoriel.  Ehlenestra has directed her to cast the 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 31 
  
  crystal formation that is the remains of Alexander 
  Stonehouse into the vortex in the Javan River.  
  Lorindoriel does not know what will result from this, but 
  she is sure that this is the will of Ehlenestra.  She has 
  asked the PCs to come, as they may have an interest in 
  what transpires. 
  Gerwyn, Lorindoriel and several other wood elves and 
  Gyric rangers walk with you through the Dim Forest.  
  Near the elven village of Endéryn, you cross the Javan 
  River in canoes.  Soon, you find yourself next to a cove in 
  the river.  The cove is dominated by a swirling vortex or 
  water and energy.   
  Gerwyn, Lorindoriel and several other wood elves and 
  Gyric rangers walk with you through the Dim Forest. 
   Near the elven village o  Endéryn  you cross the 
  Javan River in canoes.  Soon, you find yourself next to 
  a cove in the river.  The cove is dominated by a 
  swirling vortex or water and energy.   
  If any of the PCs look particularly strong (Str 16 or 
  better) Lorindoriel asks the PC to throw the crystal 
  formation that was Alexander Stonehouse into the 
  vortex.  The PC must make a ranged touch attack against 
  AC 10 with a range penalty of -4. 
  f
  ,
  You toss the crystal formation into the swirl of water 
  and energy.  The crystal spins around at a fantastic 
  speed and then is sucked down into the heart of the 
  vortex.  The swirling mass pulses with light.  Then the 
  light diffuses throughout the vortex.  It is still a 
  swirling mass of water, but now it sparkles and 
  gleams. 
  If any of the PCs look particularly strong (Str 16 or 
  better) Lorindoriel asks the PC to throw the crystal 
  formation that was Alexander Stonehouse into the 
  vortex.  The PC must make a ranged touch attack against 
  AC 10 with a range penalty of -4. 
  You toss the crystal formation into the swirl of water 
  and energy.  The crystal spins around at a fantastic 
  speed and then is sucked down into the heart of the 
  vortex.  The swirling mass pulses with light.  Then the 
  light diffuses throughout the vortex.  It is still a 
  swirling mass in the water, but not its sparkles and 
  gleams. 
  Lorindoriel says that she must study what has happened.  
  She will commune with Ehlenestra for guidance.  She 
  expects the effort to take several weeks if not months. Go 
  to the Rewards section below. 
  Rewards 
  Lorindoriel says that she must study what has happened.  
  She will commune with Ehlenestra for guidance.  She 
  expects the effort to take several weeks if not months.  Go 
  to the Rewards section below. 
  If the PCs were hired by Cuthalion Cuern and they 
  delivered his message to Darlon Lea, they receive the 
  Favor of Cuthalion Cuern.  See the Treasure Summary for 
  details. 
  If the PCs were hired by Vilina Lea and they delivered 
  her message to Darlon Lea, they receive the Favor of 
  Vilina Lea.  See the Treasure Summary for details 
  Conclusion B 
  The day is coated in a wet, chilly rain, when Kinkaid 
  finds you.  She asks you to come with her again to 
  Fuinorna.  Lorindoriel has received guidance from 
  Ehlenestra and wishes your presence. 
   
  f
  If the PCs gave Darlon Lea to the Knights of the Watch, 
  they receive the bounty on Darlon's head, which 
  automatically places them at the maximum gp reward for 
  their APL.  In addition, they receive the Favor of Gundar 
  Kevitz.  See the Treasure Summary for details.  PCs 
  cannot receive this favor, if they receive the Favor of 
  Darlon Lea. 
  Kinkaid guides the PCs to Fuinorna.  There, they meet 
  with Lorindoriel.  Ehlenestra has directed her to cast the 
  crystal formation that is the remains of Alexander 
  Stonehouse into the vortex in the Javan River.  
  Lorindoriel does not know what will result from this, but 
  she is sure that this is the will of Ehlenestra.  She has 
  asked the PCs to come, as they may have an interest in 
  what transpires. 
  If the PCs help Darlon Lea return to life, they receive the 
  Favor of Darlon Lea.  See the Treasure Summary for 
  details.  PCs cannot receive this favor, if they receive the 
  Favor of Gundar Kevitz. 
  Kinkaid, Lorindoriel and several other wood elves 
  and Gyric rangers walk with you through the Dim 
  Forest.  Near the elven village o  Endéryn, you cross 
  the Javan River in canoes.  Soon, you find yourself 
  next to a cove in the river.  The cove is dominated by 
  a swirling vortex or water and energy.   
  If the PCs returned Alexander Stonehouse's body to 
  Lorindoriel, they received the Favor of Lorindoriel.  See 
  the Treasure Summary for details. 
  If the PCs turned Darlon Lea over to the Knights of the 
  Watch or were disrespectful to elven bodies in Encounter 
  Four or Five, they received the Scorn of the Dim Forest 
  Elves.  See the Treasure Summary for details. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 32 
  
  Encounter Six: Leaving Tir-en-Mortum 
  If the PCs got Darlon out of Hochoch, but the Knights of 
  the Watch identified them as helping Darlon Lea escape, 
  the Knights spread word the that PCs are accomplices to 
  a traitor.  The PCs each receive Outlaw! See the Treasure 
  Summary for details. 
  Repair or survive the bridge 
   
  APL 4 – 90 xp; 
   
  APL 6 – 120 xp; 
   
  APL 8 – 150 xp; 
   
  APL 10 – 180 xp. 
   
  Encounter Seven: In Pursuit of a Miracle 
   
  Getting Darlon’s body to the temple successfully 
  The End 
   
  APL 4 – 30 xp; 
   
  APL 6 – 40 xp; 
  Experience Point Summary 
   
  APL 8 – 50 xp; 
   
  APL 10 – 60 xp. 
  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.  Only include the 
  optional encounter xp awards if the PCs paid the 
  additional TUs to partake in those encounters. 
  Encounter Eight: The Fate of Darlon Lea 
  Helping to resolve Darlon’s warrant 
   
  APL 4 – 65 xp; 
   
  APL 6 – 80 xp; 
   
  APL 8 – 95 xp; 
   
  APL 10 – 110 xp. 
  Encounter One: On the Trail of an Outlaw Lord 
  Total possible experience (maximum reward 
  allowed):  
   
  Gaining the trust of Gerywn 
   
  APL 4 – 20 xp; 
   
  APL 4 – 705 xp (675 xp); 
   
  APL 6 – 30 xp; 
   
  APL 6 – 930 xp (900 xp); 
   
  APL 8 – 40 xp; 
   
  APL 8 – 1,155 xp (1,125 xp); 
   
  APL 10 – 50 xp. 
   
  APL 10 – 1,380 xp (1,350 xp). 
  Encounter Two: The Sylvan Village of Fuinorna 
  Meeting with Kinkaid and Lorindoriel 
  Treasure Summary 
   
  APL 4 – 20 xp; 
   
  APL 6 – 30 xp; 
  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. 
   
  APL 8 – 40 xp; 
   
  APL 10 – 50 xp. 
  Encounter Three: Journey Through Shadow 
  Defeating Arbrozzar's minions 
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
  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. 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp. 
  Encounter Four: Death of the Kánotaurë 
  Defeating the Fades and the Dragon 
   
  APL 4 – 210 xp; 
   
  APL 6 – 270 xp; 
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp. 
  Encounter Five: Where a Prince Rests in State 
  Disarm or survive the trap 
   
  APL 4 – 90 xp; 
  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. 
   
  APL 6 – 120 xp; 
   
  APL 8 – 150 xp; 
   
  APL 10 – 180 xp. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 33 
  
  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 (sell value)  
  Encounter Three: Journey Through Shadow 
   
  APL 4: L: 102 gp; C: 0 gp; M: 0 gp; 
   
  APL 6: L: 50 gp; C: 0 gp; M: 453 gp; 
   
  APL 8: L: 360 gp; C: 0 gp; M: 629 gp; 
   
  APL 10: L: 720 gp; C: 0 gp; M: 1,258 gp. 
  Encounter Four: Death of the Kánotaurë 
   
  APL 4: L: 0 gp; C: 0 gp; M: 658 gp; 
   
  APL 6: L: 0 gp; C: 0 gp; M: 1,342 gp; 
   
  APL 8: L: 0 gp; C: 0 gp; M: 2,184 gp; 
   
  APL 10: L: 0 gp; C: 0 gp; M: 3,902 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 102 gp; C: 0 gp; M: 658 gp; Total: 760 
  gp (600 gp); 
  APL 6: L: 50 gp; C: 0 gp; M: 1,795 gp; Total: 
  1,845 gp (800 gp); 
  APL 8: L: 360 gp; C: 0 gp; M: 2,813 gp; Total: 
  3,173 gp (1,250 gp); 
  APL 10: L: 720 gp; C: 0 gp; M: 5,160 gp; Total: 
  5,880 gp (2,100 gp). 
  Special 
  � Darlon Lea’s Handaxe 
  This +1 handaxe of ancient Gyric design is decorated by 
  swirling Flan tribal markings and adorned with feathers.  
  When wielded in the off-hand, the handaxe grants the 
  wielder the ability to fight with two weapons as if the 
  wielder had the Two Weapon Fighting feat.  If the 
  wielder already has the Two-Weapon Fighting feat, the 
  handaxe grants the Improved Two-Weapon Fighting feat 
  instead.  If the wielder already has the Improved Two-
  Weapon Fighting feat, the handaxe grants the Greater 
  Two-Weapon Fighting feat from Masters of the Wild.  
  You may only gain access to this item through the Favor 
  of Darlon Lea. 
   
  Market Price: 17,306 gp; Weight: 5 lbs. 
  � Favor of Cuthalion Cuern 
  For successfully delivering the message to Darlon Lea, 
  Cuthalion pledges to assist you at some point in the 
  future.  You may exchange this Favor for access to 
  purchase an upgrade to your armor/shields, choosing one 
  of the following upgrades (circle the one selected at the 
  time the Favor is used):  light fortification, bashing, silent 
  moves, or a +1 to +2 enhancement upgrade.  The cost of 
  upgrading is the difference between the cost of the final 
  item and the cost of the initial item. (Favor Level C) 
  � Favor of Darlon Lea 
  For getting him resurrected and out of Hochoch alive, 
  Darlon Lea offers to assist you at some point in the 
  future.  You may exchange this favor for access to 
  purchase Darlon Lea’s Handaxe. (Favor Level C) 
  � Favor of Gundar Kevitz 
  You have brought the traitor Darlon Lea to justice.  The 
  Knights are grateful for your service and are willing to 
  assist you in the future.  You may exchange this Favor for 
  access to purchase an upgrade to your weapons, choosing 
  one of the following upgrades (circle the one selected at 
  the time the Favor is used):  defending, distance, mighty 
  cleaving, or a +1 to +2 enhancement upgrade.  The cost of 
  upgrading is the difference between the cost of the final 
  item and the cost of the initial item.  Alternatively you 
  may request access to the Knights’ stables thereby 
  gaining access to acquire a celestial heavy warhorse. 
  (Favor Level B) 
  � Favor of Lorindoriel 
  For assisting the Elves of the Dim Forest with the 
  disposition of one of their own, Lorindoriel, an elven 
  cleric of Ehlenestra, pledges to assist the PC in the 
  future.  You may exchange this Favor for access to 
  purchase one of the following with Frequency of 
  Regional:  quiver of Ehlonna or scroll of heal. (Favor 
  Level D) 
  � Favor of Vilina Lea 
  For successfully delivering the message to Darlon Lea, 
  Vilina offers to assist you in the future.  You may 
  exchange this Favor for access to acquire one of the 
  following feats at the next opportunity you can acquire a 
  feat:  improved shield bash or sacred spell. (Favor Level 
  D) 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 34 
  
  � +1 Large Chain Shirt (Adventure; DMG) 
  � Outlaw! 
  You have been accused of helping the notorious traitor 
  Darlon Lea escape justice.  Until your name is cleared, 
  you may not participate in any Geoff regional adventures 
  that are set or begin in Hochoch. 
  � +1 Mighty Composite Longbow (+3 Str Bonus) 
  (Adventure; DMG) 
  � Bag of Holding (Bag 1) (Adventure; DMG) 
  � Wand of Magic Missile (Adventure; 3
  rd level 
  caster; DMG) 
  � Scorn of the Dim Forest Elves 
  You have turned the Kánotaurë Darlon Lea over to the 
  Knights of the Watch and he was executed and/or you 
  have been utterly disrespectful towards the elven dead.  
  In either case, the elves of the Dim Forest are wroth with 
  your actions.  All your future encounters with any NPC 
  sylvan elf of the Dim Forest starts at Hostile in any 
  adventure set in Geoff.  This may also apply to encounters 
  with NPC sylvan elves of the Dim Forest in other 
  adventures set in the Sheldomar Valley meta-region at 
  the discretion of the judge. 
  APL 8 (APL 4 & 6 Items plus): 
  � Bracers of Health +2 (Adventure; DMG) 
  � Wand of Magic Missile (Adventure; 5
  th level 
  caster; DMG) 
  � Cloak of Elvenkind (Adventure; DMG) 
  APL 10 (APL 4 & 6 & 8 Items plus): 
  � Ioun Stone (Dusty Rose Prism) (Adventure; 
  DMG) 
  � Scroll of Obscuring Mist 
   
  Caster Level: 1
  st; Prerequisites: Scribe Scroll, 
  obscuring mist; Market Price: 25 gp; Weight: - lbs. 
  � Wand of Magic Missile (Adventure; 7
  th level 
  caster; DMG) 
  � Scroll of Warp Wood 
   
  Caster Level: 3
  rd; Prerequisites: Scribe Scroll, warp 
  wood; Market Price: 150 gp; Weight: - lbs. 
  � Periapt of Wisdom +2 (Adventure; DMG) 
  � Potion of Fly (Adventure; DMG) 
  � Wand of Summon Nature’s Ally I 
  � Wand of Summon Nature’s Ally II (Adventure; 
  3
  rd level caster; see above) 
   
  Caster Level: 3
  rd; Prerequisites: Craft Wand, summon 
  nature’s ally I; Market Price: 2,250 gp; Weight: - lbs. 
   
  � Wand of Summon Nature’s Ally II 
   
  Caster Level: 3
  rd; Prerequisites: Craft Wand, summon 
  nature’s ally I; Market Price: 4,500 gp; Weight: - lbs. 
   
  Items for the Adventure Record 
  Item Access 
  APL 4: 
  � Potion of Haste (Adventure; DMG) 
  � Potion of Cure Serious Wounds (Adventure; 
  DMG) 
  � Scroll of Obscuring Mist (Adventure; 1
  st level 
  caster; see above) 
  � Scroll of Warp Wood (Adventure; 3
  rd level 
  caster; see above) 
  � Wand of Summon Nature’s Ally I (Adventure; 
  3
  rd level caster; see above) 
  � Quaal’s Feather Token (Tree) (Adventure; 
  DMG) 
  APL 6 (APL 4 Items plus): 
  � +1 Huge Glaive (Adventure; DMG) 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 35 
  
  Appendix I: Major NPC Notes 
  Kinkaid  
  Role-playing notes:  Kinkaid is playful and rather 
  mischievous.  She is also very cocky and takes foolish 
  risks.  Her green eyes are extremely expressive, and her 
  long brown hair hangs in ringlets that always seem to get 
  in her face. 
  She is the niece of Darlon Lea.  Players can know of this 
  fact with a successful Knowledge (nobility - Geoff) check 
  (DC 15), a successful Knowledge (local - Geoff) check 
  (DC 20), or a successful Bardic Knowledge check (DC 
  25).  Kinkaid speaks Common, Elven, and Flan. 
  APL 4 
  Kinkaid: Female Wood Elf Rog4/Rng1/ThfAcrbt1; CR 6; 
  Medium Humanoid (Elf); HD 1d10+5d6+6; hp 34; Init +3 
  (Dex); Spd 30 ft.; AC 16 (touch 13, flat-footed 16) [+3 Dex, 
  +3 armor]; Atk +5 melee (1d8+2/19-20, longsword) and +5 
  melee (1d4+2/19-20, dagger) or +9 ranged (1d8+2/x3, 
  composite longbow); SA ranger two weapon fighting, 
  sneak attack +2d6, favored enemy (giants); SQ elven 
  traits, evasion, uncanny dodge (Dex bonus to AC), kip up, 
  unbounded leap; AL CG; SV Fort +4, Ref +9; Will +1; Str 
  14, Dex 17, Con 12, Int 14, Wis 10, Chr 12. 
   
  Skills and Feats: Balance +12, Bluff +6, Climb +11, 
  Hide +22, Intuit Direction +1, Jump +11, Knowledge 
  (nature) +2, Listen +8, Move Silently +11, Sense Motive 
  +2, Spot +7, Tumble +12, Wilderness Lore +3; Far Shot, 
  Point Blank Shot, Track, Weapon Focus (composite 
  longbow). 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action. 
   
  Unbounded Leap (Ex): A thief-acrobat’s height 
  does not limit his jumping distance (horizontal or 
  vertical). 
   
  Possessions: cloak of elvenkind, ring of jumping, 2 
  potions of cure light wounds, potion of hiding, 
  masterwork mighty composite longbow (+2 Str bonus), 
  masterwork longsword, masterwork dagger, masterwork 
  studded leather armor, 20 arrows, 13 gp, scroll of 
  comprehend languages. 
  APL 6 
  Kinkaid: 
  Female 
  Wood 
  Elf 
  Rog4/Rng1/ThfAcrbt2/DpwdSnpr1; CR 8; Medium 
  Humanoid (Elf); HD 1d10+1d8+6d6+8; hp 45; Init +4 
  (Dex); Spd 30 ft.; AC 17 (touch 14, flat-footed 17) [+4 Dex, 
  +3 armor]; Atk +7/+2 melee (1d8+2/19-20, longsword) 
  and +7 melee (1d4+2/19-20, dagger) or +12/+7 ranged 
  (1d8+2/19-20/x3, composite longbow); SA ranger two 
  weapon fighting, sneak attack +2d6, favored enemy 
  (giants), keen arrows, range increment bonus +10 
  ft./level; SQ elven traits, evasion, uncanny dodge (Dex 
  bonus to AC), kip up, unbounded leap, fast balance; AL 
  CG; SV Fort +4, Ref +13; Will +1; Str 14, Dex 18, Con 12, 
  Int 14, Wis 10, Chr 12. 
   
  Skills and Feats: Balance +14, Bluff +6, Climb +12, 
  Hide +23, Intuit Direction +1, Jump +12, Knowledge 
  (nature) +2, Listen +8, Move Silently +14, Sense Motive 
  +3, Spot +7, Tumble +14, Use Rope +6, Wilderness Lore 
  +5; Far Shot, Improved Trip, Point Blank Shot, Track, 
  Weapon Focus (composite longbow). 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action. 
   
  Unbounded Leap (Ex): A thief-acrobat’s height 
  does not limit his jumping distance (horizontal or 
  vertical). 
   
  Fast Balance (Ex): The thief-acrobat gains the ability 
  to balance on a precarious surface.  A successful Balance 
  check allows her to move her speed rather than half her 
  speed under such conditions. 
   
  Keen Arrows (Ex): All projectiles the deepwood 
  sniper fires behave as if they were keen weapons.  This 
  effect does not stack with any other keen effect. 
   
  Range 
  Increment 
  Bonus 
  (Ex): 
  The 
  range 
  increment of projectile weapons the deepwood sniper 
  fires increase by +10 feet per level of deepwood sniper. 
   
  Possessions: cloak of elvenkind, boots of striding and 
  springing, 2 potions of cure light wounds, potion of 
  hiding, masterwork mighty composite longbow (+2 Str 
  bonus), masterwork longsword, masterwork dagger, 
  masterwork studded leather armor, 20 arrows, 13 gp, 
  scroll of comprehend languages. 
  APL 8 
  Kinkaid: 
  Female 
  Wood 
  Elf 
  Rog5/Rng1/ThfAcrbt2/DpwdSnpr2; CR 10; Medium 
  Humanoid (Elf); HD 1d10+2d8+7d6+10; hp 56; Init +8 
  (Dex, Improved Init.); Spd 30 ft.; AC 18 (touch 14, flat-
  footed 18) [+4 Dex, +4 armor]; Atk +8/+3 melee 
  (1d8+2/19-20, longsword) and +8 melee (1d4+2/19-20, 
  dagger) or +13/+8 ranged (1d8+3/19-20/x4, composite 
  longbow); SA ranger two weapon fighting, sneak attack 
  +3d6, favored enemy (giants), keen arrows, range 
  increment bonus +10 ft./level, concealment reduction 
  10%, magic weapon, projectile improved critical +1; SQ 
  elven traits, evasion, uncanny dodge (Dex bonus to AC), 
  kip up, unbounded leap, fast balance; AL CG; SV Fort +4, 
  Ref +14; Will +1; Str 14, Dex 18, Con 12, Int 14, Wis 10, 
  Chr 12. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 36 
  
   
  Skills and Feats: Balance +14, Bluff +6, Climb +15, 
  Hide +26, Intuit Direction +1, Jump +15, Knowledge 
  (nature) +2, Listen +8, Move Silently +16, Sense Motive 
  +3, Spot +8, Tumble +14, Use Rope +8, Wilderness Lore 
  +7; Far Shot, Improved Initiative, Improved Trip, Point 
  Blank Shot, Track, Weapon Focus (composite longbow). 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action. 
   
  Unbounded Leap (Ex): A thief-acrobat’s height 
  does not limit his jumping distance (horizontal or 
  vertical). 
   
  Fast Balance (Ex): The thief-acrobat gains the ability 
  to balance on a precarious surface.  A successful Balance 
  check allows her to move her speed rather than half her 
  speed under such conditions. 
   
  Keen Arrows (Ex): All projectiles the deepwood 
  sniper fires behave as if they were keen weapons.  This 
  effect does not stack with any other keen effect. 
   
  Range 
  Increment 
  Bonus 
  (Ex): 
  The 
  range 
  increment of projectile weapons the deepwood sniper 
  fires increase by +10 feet per level of deepwood sniper. 
   
  Concealment Reduction (Ex): The deepwood 
  sniper’s miss chance against opponents with concealment 
  drops by 10%.  This ability never reduces her miss chance 
  against any opponent below 0%. 
   
  Magic Weapon (Sp): The character can produce an 
  effect identical to that of a magic weapon spell cast by a 
  cleric of her deepwood sniper level.  This ability is usable 
  once per day on projectile weapons only. 
   
  Projectile Improved Critical (Ex): The critical 
  damage multipliers of all the deepwood sniper’s 
  projectile weapons increase by +1. 
   
  Possessions: cloak of elvenkind, boots of striding and 
  springing, 4 potions of cure light wounds, potion of cat’s 
  grace, potion of invisibility, potion of gaseous form, 
  potion of bull’s strength, +1 mighty composite longbow 
  (+4 Str bonus), masterwork longsword, masterwork 
  dagger, +1 studded leather armor, 20 arrows, 155 gp, 
  scroll of comprehend languages. 
  APL 10 
  Kinkaid: 
  Female 
  Wood 
  Elf 
  Rog5/Rng1/ThfAcrbt4/DpwdSnpr2; CR 12; Medium 
  Humanoid (Elf); HD 1d10+2d8+9d6+12; hp 66; Init +8 
  (Dex, Improved Init.); Spd 30 ft.; AC 20 (touch 15, flat-
  footed 20) [+4 Dex, +5 armor, +1 ring]; Atk +10/+5 melee 
  (1d8+2/19-20, longsword) and +10 melee (1d4+2/19-20, 
  dagger) or +16/+11 ranged (1d8+4/19-20/x4, composite 
  longbow); SA ranger two weapon fighting, sneak attack 
  +4d6, favored enemy (giants), keen arrows, range 
  increment bonus +10 ft./level, concealment reduction 
  10%, magic weapon, projectile improved critical +1; SQ 
  elven traits, evasion, uncanny dodge (Dex bonus to AC), 
  kip up, unbounded leap, fast balance, improved evasion 
  (see rogue in PH), slow fall 20 ft. (see monk in PH), 
  defensive fighting bonus; AL CG; SV Fort +5, Ref +15; 
  Will +2; Str 14, Dex 19, Con 12, Int 14, Wis 10, Chr 12. 
   
  Skills and Feats: Balance +15, Bluff +6, Climb +16, 
  Hide +28, Intuit Direction +1, Jump +16, Knowledge 
  (nature) +2, Listen +11, Move Silently +18, Search +6, 
  Sense Motive +3, Spot +10, Tumble +14, Use Rope +8, 
  Wilderness Lore +7; Far Shot, Improved Initiative, 
  Improved Trip, Point Blank Shot, Rapid Shot, Track, 
  Weapon Focus (composite longbow). 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action. 
   
  Unbounded Leap (Ex): A thief-acrobat’s height 
  does not limit his jumping distance (horizontal or 
  vertical). 
   
  Fast Balance (Ex): The thief-acrobat gains the ability 
  to balance on a precarious surface.  A successful Balance 
  check allows her to move her speed rather than half her 
  speed under such conditions. 
   
  Keen Arrows (Ex): All projectiles the deepwood 
  sniper fires behave as if they were keen weapons.  This 
  effect does not stack with any other keen effect. 
   
  Range 
  Increment 
  Bonus 
  (Ex): 
  The 
  range 
  increment of projectile weapons the deepwood sniper 
  fires increase by +10 feet per level of deepwood sniper. 
   
  Concealment Reduction (Ex): The deepwood 
  sniper’s miss chance against opponents with concealment 
  drops by 10%.  This ability never reduces her miss chance 
  against any opponent below 0%. 
   
  Magic Weapon (Sp): The character can produce an 
  effect identical to that of a magic weapon spell cast by a 
  cleric of her deepwood sniper level.  This ability is usable 
  once per day on projectile weapons only. 
   
  Projectile Improved Critical (Ex): The critical 
  damage multipliers of all the deepwood sniper’s 
  projectile weapons increase by +1. 
   
  Defensive Fighting Bonus (Ex): The fact that a 
  thief-acrobat is perpetually whirling and spinning makes 
  her a difficult target to hit.  When fighting defensively, 
  she gains a +4 dodge bonus to AC rather than the normal 
  +2 bonus or the +3 bonus for having 5 or more ranks of 
  Tumble.  When executing the total defense standard 
  action, she gains a +8 dodge bonus to AC rather than the 
  usual +4 bonus or the +6 bonus for having 5 or more 
  ranks of Tumble. 
   
  Possessions: cloak of elvenkind, boots of striding and 
  springing, 4 potions of cure light wounds, potion of cat’s 
  grace, potion of bull’s strength, +2 mighty composite 
  longbow (+4 Str bonus), masterwork longsword, 
  masterwork dagger, +2 studded leather armor, ring of 
  protection +1, dust of disappearance, 20 arrows, 155 gp, 
  scroll of comprehend languages. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 37 
  
  GEO3-02 Mourning of a Risen Sun 
   
  Page 38 
  Darlon Lea 
  Darlon Lea has filled many roles during his life. He is 
  arglwyth of Ffwythlon Dol, he was First Warder of 
  Olwythi gan Gyruff, and lately he is a traitor and outlaw. 
  Before the invasion, Darlon was a barrel-chested man 
  who was an easy-going and affable. The intervening years 
  has been hard on Darlon, and he is much leaner and 
  grimmer. He has short brown hair and brown eyes. Since 
  the invasion, he rarely wears anything other than his 
  armor or his traveling clothes. 
  Darlon is a man of few words but plenty of action.  Life 
  has been grim since the fall of Geoff and it has left his 
  mark upon him.  He broods often and rarely laughs.  He 
  dreams of a day when he can leave war behind him and 
  settle down and enjoy his remaining years with his 
  sylvan elf wife and their four children. 
  Darlon 
  Lea: 
  Male 
  Human 
  Rng1/Ftr2/Clr7/Tmplr1/VrdtLrd3. 
  Alicia Helanasdotter 
  Dispatcher Alicia Helanasdotter, Most Indominatable 
  Minotaur, is a commander of the Army of Retribution – 
  the Gran March army stationed in Geoff.  She is from 
  Gran March and is of mixed Flan-Oeridian heritage. 
  Alicia Helanasdotter has sworn her life to the liberation 
  of Geoff from the giants.  She pursues this goal with a 
  single-minded determination.  She has no time for other 
  distractions, such as a husband, children, or even friends. 
   Her every waking moment is spent working to remove 
  the threat of the giants.  
  Alicia Helanasdotter:  Female Human Pal11/Hsptlr3.  
  Gundar Kevitz 
  Watcher Gundar Kevitz, Unrelenting Sphinx, is a high-
  ranking commander in the Knights of the Watch. He is 
  from the cantrev of Arweth in Gyruff and shows a mixed 
  Flan-Oeridian heritage. He cuts an impressive figure and 
  is strong and hardy from the years in the saddle. He is 
  never without his sword at his side, and he is either in his 
  armor or the uniform of the Knights of the Watch. Kevitz 
  has three large scars that slash diagonally across his face. 
  Kevitz is a powerful man, both as a warrior and as the 
  leader of the Knights of the Watch in Gyruff. He has 
  hundreds of knights under his command, and he is 
  overseeing the construction of a castle for the Knights of 
  the Watch just to the north of Hochoch. Kevitz loves 
  horses and hunting. He is out in the fields with his falcon 
  every chance he can get, which is not often, as he as many 
  responsibilities. 
  Gundar Kevitz: Male Human Pal1/Ftr6/Cle1/Tmplr4; 
  hp 125. 
  Use the stats for a 12
  th level NPC paladin on page 53 of 
  the DMG if Gundar gets involved in combat.  
   
  
  Appendix II: NPCS 
  Encounter 3 
  Stats 
  for 
  this 
  encounter 
  already 
  include 
  rage 
  bonuses/penalties and armor check penalties where 
  applicable. 
  Ogre Flyer: Male Ogre Bbn1; CR 3; Large Giant; HD 
  4d8+1d12+20; hp 51; Init +2 (Dex); Spd 40 ft.; AC 19 
  (touch 9, flatfooted 17) [-1 size, +2 Dex, +5 natural, +5 
  armor, -2 rage]; Atk +12 melee (2d6+10/x3, huge 
  masterwork longspear) or +11 melee (2d6+10/19-20, 
  masterwork greatsword); Face/Reach 5 ft. x 5 ft./10 ft.; SA 
  rage 1/day; SQ fast movement; AL CE; SV Fort +10, Ref 
  +2, Will +3; Str 21 (25), Dex 14, Con 15 (19), Int 6, Wis 10, 
  Cha 7. 
   
  Skills and Feats: Climb +7, Intuit Direction +1, 
  Listen +2, Ride (airborne) +8, Spot +2, Wilderness Lore 
  +1; Quick Draw, Weapon Focus (longspear). 
   
  Possessions: 
  Huge 
  masterwork 
  longspear, 
  masterwork large breastplate, masterwork greatsword, 
  potion of blur. 
  Ogre Hunter: Male Ogre Bbn1/War2; CR 4; Large Giant; 
  HD 4d8+1d12+2d10+28; hp 73; Init +2 (Dex); Spd 40 ft.; 
  AC 19 (touch 9, flatfooted 17) [-1 size, +2 Dex, +5 natural, 
  +5 armor, -2 rage]; Atk +12/+7 melee (2d6+7/19-20, 
  masterwork greatsword) and +12 melee (2d6+3/19-20, 
  masterwork greatsword); Face/Reach 5 ft. x 5 ft./10 ft.; SA 
  rage 1/day; SQ fast movement; AL CE; SV Fort +13, Ref 
  +2, Will +3; Str 21 (25), Dex 14, Con 15 (19), Int 6, Wis 10, 
  Cha 7. 
   
  Skills and Feats: Climb +7, Intuit Direction +3, 
  Listen +2, Spot +2, Swim +4, Wilderness Lore +5; 
  Ambidexterity, Two Weapon Fighting, Weapon Focus 
  (longspear). 
   
  Possessions: 
  masterwork 
  large 
  breastplate, 
  2 
  masterwork greatswords, potion of blur, potion of haste, 
  potion of cure moderate wounds. 
  Ogre Mage: CR 8; Large Giant; HD 5d8+25; hp 52; Init 
  +4 (Improved Init.); Spd 30 ft., Fly 40 ft. (good); AC 19 
  (touch 9, flatfooted 19) [-1 size, +5 natural, +5 armor]; Atk 
  +8 melee (2d6+8/x3, +1 huge glaive) and +3 ranged 
  (2d6/x3, masterwork huge longbow); Face/Reach 5 ft. x 5 
  ft./10 ft.; SA spell-like abilities; SQ flight, regeneration 2; 
  SR 18; AL LE; SV Fort +10, Ref +2, Will +4; Str 21, Dex 10, 
  Con 17 (20), Int 14, Wis 14, Cha 17. 
   
  Skills and Feats: Concentration +8, Listen +5, 
  Spellcraft +4, Spot +5; Improved Initiative. 
   
  Spell-Like Abilities (Sp): At will – darkness and 
  invisibility; 1/day – charm person, cone of cold, gaseous 
  form, polymorph self, and sleep.  As 9
  th level sorcerer 
  (save DC 13 + spell level). 
   
  Flight (Su): An ogre mage can cease or resume flight 
  as a free action.  While in gaseous form, it can fly at 
  normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Ogre mages take normal 
  damage from fire and acid.  An ogre mage that loses a 
  body part can reattach it after 1 minute.  If the head or a 
  vital organ is severed, it must be reattached within 10 
  minutes or the creature dies.  Ogre mages cannot regrow 
  lost body parts. 
   
  Possessions: +1 huge glaive, masterwork huge 
  longbow, +1 large chain shirt, potion of haste, cloak of 
  resistance +1, potion of endurance. 
  Encounter 4 
  APL4 
  Fade Druid: Female Shadow Wood Elf Drd6; CR 7; 
  Medium Magical Beast (Extraplanar); HD 6d8+12; hp 47; 
  Init +3 (Dex); Spd 30 ft.; AC 23 (touch 13, flat-footed 20) 
  [+3 Dex, +4 armor, +2 shield, +4 barkskin]; Atk +6 melee 
  (1d6+6/19-20, club with spikes spell) and +7 ranged (1d4, 
  sling); SA spells, wild shape (2/day); SQ elven traits, 
  nature sense, animal companion, woodland stride, 
  trackless step, resist nature’s lure, cold resistance 11, 
  darkvision 60 ft., low-light vision, shadow blend, damage 
  reduction 5/+1; AL NE; SV Fort +7, Ref +5, Will +8; Str 
  10, Dex 16, Con 12 (15), Int 10, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +11, Handle Animal 
  +9, Knowledge (nature) +9, Move Silently +9, Wilderness 
  Lore +12; Animal Control, Animal Defiance, Dodge. 
   
  Animal Control (from Masters of the Wild): You 
  can channel the power of nature to gain mastery over 
  animal creatures.  You can rebuke or command animals as 
  a evil cleric rebukes undead.  To command an animal, you 
  must be able to speak with it via a speak with animals 
  effect, though you may issue your commands mentally as 
  desired.  The number of times per day that you can use 
  this ability is equal to 3 + your Charisma modifier.  Your 
  highest divine caster level is the level at which you 
  rebuke animals.  Animals you command through this 
  ability count against the HD limit of animals you can 
  befriend through animal friendship. 
   
  Animal Defiance (from Masters of the Wild): You 
  can channel the power of nature to drive off animals.  
  You can turn (but not destroy) animals as a good cleric 
  turns undead.  The number of times per day that you can 
  use this ability is equal to 3 + your Charisma modifier.  
  Your highest divine caster level is the level at which you 
  rebuke animals. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 39 
  
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Spells Prepared (5/4/4/3; base DC = 13 + spell level): 
  0—[cure minor wounds x2, resistance, scarecrow, virtue]; 
  1
  st—[calm animals, entangle, faerie fire, magic fang];
  2
   
  nd—[barkskin x2, briar web, speak with animals]; 3
  rd—
  [dominate animal x2, spikes]. 
   
  Possessions: masterwork longsword, masterwork 
  mighty composite longbow (+3 Str bonus), +1 chain shirt, 
  potion of sneaking, potion of hiding, potion of cure 
  serious wounds, 20 arrows, dagger, potion of cat’s grace. 
  Fade Scout: Male Shadow Wood Elf Rog1/Ftr2; CR 4; 
  Medium Magical Beast (Extraplanar); HD 1d6+2d10+3; 
  hp 22; Init +3 (Dex); Spd 45 ft.; AC 22 (touch 13, flat-
  footed 19) [+3 Dex, +3 armor, +2 shield, +4 barkskin]; Atk 
  +8 melee (1d8+6/19-20, masterwork longsword) or +6 
  ranged (1d8+3/x3, masterwork mighty composite 
  longbow); SA sneak attack +1d6; SQ elven traits, cold 
  resistance 8, darkvision 60 ft., low-light vision, shadow 
  blend, damage reduction 5/+1; AL CE; SV Fort +4, Ref +5, 
  Will +1; Str 16 (19), Dex 16, Con 12, Int 14, Wis 12, Cha 6. 
   
  Possessions: large wooden shield, masterwork club, 
  sling, 10 sling bullets, +1 hide armor, potion of haste, 
  scroll of cure serious wounds, scroll of flaming sphere, 
  scroll of obscuring mist, scroll of warp wood, Quaal’s 
  feather token (tree), wand of summon nature’s ally I (3
  rd 
  level caster), scroll of protection from elements (fire), 
  potion of endurance. 
  Fade Dire Wolf: Shadow Dire Wolf; CR 4; Large Magical 
  Beast (Extraplanar); HD 6d8+18; hp 50; Init +2 (Dex); Spd 
  75 ft.; AC 14 (touch 11, flat-footed 12) [-1 size, +2 Dex, +3 
  natural]; Atk +11 melee (1d8+11, bite); Face/Reach 5 ft. 
  by 10 ft./5 ft.; SA trip; SQ scent, cold resistance 11, 
  darkvision 60 ft., low-light vision, shadow blend, damage 
  reduction 5/+1; AL N; SV Fort +8, Ref +7, Will +6; Str 25, 
  Dex 15, Con 17, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Balance +7, Bluff +2, Climb +8, 
  Escape Artist +7, Hide +7, Jump +8, Listen +5, Move 
  Silently +13, Sense Motive +5, Search +6, Spot +5, Tumble 
  +7; Dodge, Mobility, Spring Attack, Weapon Focus 
  (longsword). 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Skills and Feats: Hide +5, Listen +6, Move Silently 
  +11, Spot +6, Wilderness Lore +1 (+5 by Scent). 
   
  Trip (Ex): A dire wolf that hits with a bite attack can 
  attempt to trip the opponent 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 dire wolf. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork large wooden shield, masterwork longsword, 
  masterwork mighty composite longbow (+3 Str bonus), 2 
  potions of invisibility, 20 arrows, dagger, potion of bull’s 
  strength. 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
  APL 6 
  Fade Druid: Female Shadow Wood Elf Drd6; CR 7; 
  Medium Magical Beast (Extraplanar); HD 6d8+12; hp 47; 
  Init +3 (Dex); Spd 30 ft.; AC 23 (touch 13, flat-footed 20) 
  [+3 Dex, +4 armor, +2 shield, +4 barkskin]; Atk +6 melee 
  (1d6+6/19-20, club with spikes spell) and +7 ranged (1d4, 
  sling); SA spells, wild shape (2/day); SQ elven traits, 
  nature sense, animal companion, woodland stride, 
  trackless step, resist nature’s lure, cold resistance 11, 
  darkvision 60 ft., low-light vision, shadow blend, damage 
  reduction 5/+1; AL NE; SV Fort +7, Ref +5, Will +8; Str 
  10, Dex 16, Con 12 (15), Int 10, Wis 16, Cha 10. 
  Fade Archer: Male Shadow Wood Elf Rgr1/Ftr2; CR 4; 
  Medium Magical Beast (Extraplanar); HD 3d10+6; hp 27; 
  Init +4 (Dex); Spd 45 ft.; AC 19 (touch 14, flat-footed 15) 
  [+4 Dex, +5 armor]; Atk +7 melee (1d8+4/19-20, 
  masterwork longsword) or +9 ranged (1d8+3/x3, 
  masterwork mighty composite longbow); SA ranger two 
  weapon fighting, favored enemy (animals); SQ elven 
  traits, cold resistance 8, darkvision 60 ft., low-light vision, 
  shadow blend, mirror image 1/day (as 3
  rd level caster); AL 
  CE; SV Fort +7, Ref +4, Will +0; Str 16, Dex 16 (19), Con 
  14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Concentration +11, Handle Animal 
  +9, Knowledge (nature) +9, Move Silently +9, Wilderness 
  Lore +12; Animal Control, Animal Defiance, Dodge. 
   
  Skills and Feats: Climb +5, Hide +8, Move Silently 
  +14, Spot +4; Point Blank Shot, Precise Shot, Rapid Shot, 
  Track, Weapon Focus (composite longbow). 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 40 
  
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Animal Control (from Masters of the Wild): You 
  can channel the power of nature to gain mastery over 
  animal creatures.  You can rebuke or command animals as 
  a evil cleric rebukes undead.  To command an animal, you 
  must be able to speak with it via a speak with animals 
  effect, though you may issue your commands mentally as 
  desired.  The number of times per day that you can use 
  this ability is equal to 3 + your Charisma modifier.  Your 
  highest divine caster level is the level at which you 
  rebuke animals.  Animals you command through this 
  ability count against the HD limit of animals you can 
  befriend through animal friendship. 
  Fade Archer: Male Shadow Wood Elf Rgr1/Ftr4; CR 6; 
  Medium Magical Beast (Extraplanar); HD 5d10+10; hp 
  45; Init +4 (Dex); Spd 45 ft.; AC 19 (touch 14, flat-footed 
  15) [+4 Dex, +5 armor]; Atk +9 melee (1d8+4/19-20, 
  masterwork longsword) or +11 ranged (1d8+6/x3, +1 
  mighty composite longbow); SA ranger two weapon 
  fighting, favored enemy (animals); SQ elven traits, cold 
  resistance 10, darkvision 60 ft., low-light vision, shadow 
  blend, mirror image 1/day (as 5
  th level caster); AL CE; SV 
  Fort +8, Ref +5, Will +1; Str 17, Dex 16 (19), Con 14, Int 8, 
  Wis 10, Cha 6. 
   
  Animal Defiance (from Masters of the Wild): You 
  can channel the power of nature to drive off animals.  
  You can turn (but not destroy) animals as a good cleric 
  turns undead.  The number of times per day that you can 
  use this ability is equal to 3 + your Charisma modifier.  
  Your highest divine caster level is the level at which you 
  rebuke animals. 
   
  Skills and Feats: Climb +7, Hide +8, Move Silently 
  +14, Spot +4; Point Blank Shot, Precise Shot, Rapid Shot, 
  Track, Weapon Focus (composite longbow), Weapon 
  Specialization (composite longbow). 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Spells Prepared (5/4/4/3; base DC = 13 + spell level): 
  0—[cure minor wounds x2, resistance, scarecrow, virtue]; 
  1
  st—[calm animals, entangle, faerie fire, magic fang];
  2
   
  nd—[barkskin x2, briar web, speak with animals]; 3
  rd—
  [dominate animal x2, spikes]. 
   
  Possessions: masterwork longsword, +1 mighty 
  composite longbow (+3 Str bonus), +1 chain shirt, potion 
  of sneaking, potion of hiding, potion of cure serious 
  wounds, 20 arrows, dagger, potion of cat’s grace. 
   
  Possessions: large wooden shield, masterwork club, 
  sling, 10 sling bullets, +1 hide armor, potion of haste, 
  scroll of cure serious wounds, scroll of flaming sphere, 
  scroll of obscuring mist, scroll of warp wood, Quaal’s 
  feather token (tree), wand of summon nature’s ally I (3
  rd 
  level caster), scroll of protection from elements (fire), 
  potion of endurance. 
  Fade Scout: Male Shadow Wood Elf Rog1/Ftr2; CR 4; 
  Medium Magical Beast (Extraplanar); HD 1d6+2d10+3; 
  hp 22; Init +3 (Dex); Spd 45 ft.; AC 22 (touch 13, flat-
  footed 19) [+3 Dex, +3 armor, +2 shield, +4 barkskin]; Atk 
  +8 melee (1d8+6/19-20, masterwork longsword) or +6 
  ranged (1d8+3/x3, masterwork mighty composite 
  longbow); SA sneak attack +1d6; SQ elven traits, cold 
  resistance 8, darkvision 60 ft., low-light vision, shadow 
  blend, damage reduction 5/+1; AL CE; SV Fort +4, Ref +5, 
  Will +1; Str 16 (19), Dex 16, Con 12, Int 14, Wis 12, Cha 6. 
  Fade Dire Wolf: Shadow Dire Wolf; CR 4; Large Magical 
  Beast (Extraplanar); HD 6d8+18; hp 50; Init +2 (Dex); Spd 
  75 ft.; AC 14 (touch 11, flat-footed 12) [-1 size, +2 Dex, +3 
  natural]; Atk +11 melee (1d8+11, bite); Face/Reach 5 ft. 
  by 10 ft./5 ft.; SA trip; SQ scent, cold resistance 11, 
  darkvision 60 ft., low-light vision, shadow blend, damage 
  reduction 5/+1; AL N; SV Fort +8, Ref +7, Will +6; Str 25, 
  Dex 15, Con 17, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Balance +7, Bluff +2, Climb +8, 
  Escape Artist +7, Hide +7, Jump +8, Listen +5, Move 
  Silently +13, Sense Motive +5, Search +6, Spot +5, Tumble 
  +7; Dodge, Mobility, Spring Attack, Weapon Focus 
  (longsword). 
   
  Skills and Feats: Hide +5, Listen +6, Move Silently 
  +11, Spot +6, Wilderness Lore +1 (+5 by Scent). 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Trip (Ex): A dire wolf that hits with a bite attack can 
  attempt to trip the opponent 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 dire wolf. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 41 
  
  APL 8 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork large wooden shield, masterwork longsword, 
  masterwork mighty composite longbow (+3 Str bonus), 2 
  potions of invisibility, 20 arrows, dagger, potion of bull’s 
  strength. 
  Fade Druid: Female Shadow Wood Elf Drd6; CR 7; 
  Medium Magical Beast (Extraplanar); HD 6d8+12; hp 47; 
  Init +3 (Dex); Spd 30 ft.; AC 23 (touch 13, flat-footed 20) 
  [+3 Dex, +4 armor, +2 shield, +4 barkskin]; Atk +6 melee 
  (1d6+6/19-20, club with spikes spell) and +7 ranged (1d4, 
  sling); SA spells, wild shape (2/day); SQ elven traits, 
  nature sense, animal companion, woodland stride, 
  trackless step, resist nature’s lure, cold resistance 11, 
  darkvision 60 ft., low-light vision, shadow blend, damage 
  reduction 5/+1; AL NE; SV Fort +7, Ref +5, Will +8; Str 
  10, Dex 16, Con 12 (15), Int 10, Wis 16, Cha 10. 
  Shadow Dragon: Male Juvenile Shadow Dragon; CR 7; 
  Medium Dragon; HD 13d12+26; hp 137; Init +1 (Dex); 
  Spd 80 ft., Fly 150 ft. (poor); AC 31 (touch 11, flat-footed 
  30) [+16 natural, +1 Dex, +4 mage armor]; Atk +17 melee 
  (1d8+4, bite) and +12 melee (1d6+2, 2 claws) and +12 
  melee (1d4+2, 2 wings); Face/Reach 5 ft. x 5 ft./5 ft.; SA 
  breath weapon, spells; SQ immune to sleep and paralysis 
  effects, energy drain immunity, shadow blend, spell-like 
  abilities, keen senses; SR 17; AL CE; SV Fort +10, Ref +9, 
  Will +12; Str 15 (18), Dex 13, Con 15, Int 18, Wis 18, Cha 
  19 (21). 
   
  Skills and Feats: Concentration +11, Handle Animal 
  +9, Knowledge (nature) +9, Move Silently +9, Wilderness 
  Lore +12; Animal Control, Animal Defiance, Dodge. 
   
  Animal Control (from Masters of the Wild): You 
  can channel the power of nature to gain mastery over 
  animal creatures.  You can rebuke or command animals as 
  a evil cleric rebukes undead.  To command an animal, you 
  must be able to speak with it via a speak with animals 
  effect, though you may issue your commands mentally as 
  desired.  The number of times per day that you can use 
  this ability is equal to 3 + your Charisma modifier.  Your 
  highest divine caster level is the level at which you 
  rebuke animals.  Animals you command through this 
  ability count against the HD limit of animals you can 
  befriend through animal friendship. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +9, 
  Bluff 
  +10, 
  Concentration +15, Diplomacy +10, Escape Artist +6, 
  Hide +7, Jump +17, Knowledge (arcana) +10, Knowledge 
  (the Planes) +10, Listen +17, Move Silently +14, Scry +9, 
  Search +17, Sense Motive +10, Speak Languages 6 ranks, 
  Spellcraft +17, Spot +17, Tumble +11; Dodge, Mobility, 
  Power Attack, Spring Attack. 
   
  Spell-Like Abilities (Sp): 3/day – mirror image.  As 
  4
  th level sorcerer (save DC 15 + spell level). 
   
  Breath Weapon (Su): Using a breath weapon is a 
  standard action.  Once a dragon breathes, it can’t breathe 
  again for 1d4 rounds.  A shadow dragon’s breath weapon 
  is a 30-foot cone of billowing, smoky shadows with an 
  energy drain effect.  Creatures within the cone gain 2 
  negative levels; the saving throw to remove the negative 
  levels is Fort DC 21.  A successful Ref save DC 21 reduces 
  the negative energy levels by half (round down). 
   
  Animal Defiance (from Masters of the Wild): You 
  can channel the power of nature to drive off animals.  
  You can turn (but not destroy) animals as a good cleric 
  turns undead.  The number of times per day that you can 
  use this ability is equal to 3 + your Charisma modifier.  
  Your highest divine caster level is the level at which you 
  rebuke animals. 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow dragon can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Keen Senses (Ex): A dragon can see four times as 
  well as a human in low-light conditions and twice as well 
  in normal light.  It also has darkvision 400 ft. and 
  blindsight 120 ft. 
   
  Spells Prepared (5/4/4/3; base DC = 13 + spell level): 
  0—[cure minor wounds x2, resistance, scarecrow, virtue]; 
  1
  st—[calm animals, entangle, faerie fire, magic fang];
  2
   
  nd—[barkskin x3, briar web]; 3
  rd—[dominate animal x2, 
  spikes]. 
   
  Spells Known  (5/42; base DC = 15 + spell level): 0—
  [arcane mark, detect magic, mage hand, read magic]; 1
  st—
  [expeditious retreat, mage armor]. 
   
  Possessions: large wooden shield, masterwork club, 
  sling, 10 sling bullets, +1 hide armor, potion of haste, 
  scroll of cure serious wounds, scroll of flaming sphere, 
  scroll of obscuring mist, scroll of warp wood, Quaal’s 
  feather token (tree), wand of summon nature’s ally I (3
  rd 
  level caster), scroll of speak with animals, scroll of 
  protection from elements (fire), potion of endurance. 
   
  Languages: Common, Draconic, Dwarven, Elven, 
  Giant, 
  Gnome, 
  Goblin, 
  Halfling, 
  Orc, 
  Sylvan, 
  Undercommon. 
   
  Possessions: bag of holding (bag 1), potion of cure 
  serious wounds, wand of magic missile (3
  rd level caster), 
  scroll of bull’s strength, scroll of eagle’s splendor. 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 42 
  
  Fade Dire Wolf: Shadow Dire Wolf; CR 4; Large Magical 
  Beast (Extraplanar); HD 6d8+18; hp 50; Init +2 (Dex); Spd 
  75 ft.; AC 14 (touch 11, flat-footed 12) [-1 size, +2 Dex, +3 
  natural]; Atk +11 melee (1d8+11, bite); Face/Reach 5 ft. 
  by 10 ft./5 ft.; SA trip; SQ scent, cold resistance 11, 
  darkvision 60 ft., low-light vision, shadow blend, damage 
  reduction 5/+1; AL N; SV Fort +8, Ref +7, Will +6; Str 25, 
  Dex 15, Con 17, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +5, Listen +6, Move Silently 
  +11, Spot +6, Wilderness Lore +1 (+5 by Scent). 
   
  Trip (Ex): A dire wolf that hits with a bite attack can 
  attempt to trip the opponent 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 dire wolf. 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
  Fade Archer: Male Shadow Wood Elf Rgr1/Ftr4; CR 6; 
  Medium Magical Beast (Extraplanar); HD 5d10+10; hp 
  45; Init +4 (Dex); Spd 45 ft.; AC 19 (touch 14, flat-footed 
  15) [+4 Dex, +5 armor]; Atk +9 melee (1d8+4/19-20, 
  masterwork longsword) or +11 ranged (1d8+6/x3, +1 
  mighty composite longbow); SA ranger two weapon 
  fighting, favored enemy (animals); SQ elven traits, cold 
  resistance 10, darkvision 60 ft., low-light vision, shadow 
  blend, mirror image 1/day (as 5
  th level caster); AL CE; SV 
  Fort +8, Ref +5, Will +1; Str 17, Dex 16 (19), Con 14, Int 8, 
  Wis 10, Cha 6. 
   
  Skills and Feats: Climb +7, Hide +8, Move Silently 
  +14, Spot +4; Point Blank Shot, Precise Shot, Rapid Shot, 
  Track, Weapon Focus (composite longbow), Weapon 
  Specialization (composite longbow). 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Possessions: masterwork longsword, +1 mighty 
  composite longbow (+3 Str bonus), +1 chain shirt, potion 
  of sneaking, potion of hiding, potion of cure serious 
  wounds, 20 arrows, dagger, potion of cat’s grace. 
  Fade Scout: Male Shadow Wood Elf Rog3/Ftr2; CR 6; 
  Medium Magical Beast (Extraplanar); HD 3d6+2d10+5; 
  hp 33; Init +3 (Dex); Spd 45 ft.; AC 22 (touch 13, flat-
  footed 22) [+3 Dex, +3 armor, +2 shield, +4 barkskin]; Atk 
  +10 melee (1d8+6/19-20, masterwork longsword) or +8 
  ranged (1d8+3/x3, masterwork mighty composite 
  longbow); SA sneak attack +2d6; SQ elven traits, evasion, 
  uncanny dodge (Dex bonus to AC), cold resistance 10, 
  darkvision 60 ft., low-light vision, shadow blend, damage 
  reduction 5/+1; AL CE; SV Fort +5, Ref +6, Will +2; Str 16 
  (19), Dex 16, Con 13, Int 14, Wis 12, Cha 6. 
   
  Skills and Feats: Balance +9, Bluff +4, Climb +8, 
  Escape Artist +9, Hide +19, Jump +8, Listen +7, Move 
  Silently +15, Sense Motive +7, Search +8, Spot +7, Tumble 
  +9; Dodge, Mobility, Spring Attack, Weapon Focus 
  (longsword). 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork large wooden shield, masterwork longsword, 
  masterwork mighty composite longbow (+3 Str bonus), 2 
  potions of invisibility, cloak of elvenkind, 20 arrows, 
  dagger, potion of bull’s strength. 
  Shadow Dragon: Male Young Adult Shadow Dragon; CR 
  10; Medium Dragon; HD 16d12+48; hp 184; Init +1 (Dex); 
  Spd 80 ft., Fly 150 ft. (poor); AC 34 (touch 11, flat-footed 
  33) [+19 natural, +1 Dex, +4 mage armor]; Atk +21 melee 
  (1d8+5, bite) and +16 melee (1d6+2, 2 claws) and +16 
  melee (1d4+2, 2 wings); Face/Reach 5 ft. x 5 ft./5 ft.; SA 
  breath weapon, spells; SQ immune to sleep and paralysis 
  effects, energy drain immunity, shadow blend, spell-like 
  abilities, keen senses, damage reduction 5/+1; SR 20; AL 
  CE; SV Fort +13, Ref +11, Will +14; Str 17 (20), Dex 13, 
  Con 15 (17), Int 18, Wis 18, Cha 19 (22). 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +10, 
  Bluff 
  +12, 
  Concentration +19, Diplomacy +12, Escape Artist +7, 
  Hide +7, Jump +21, Knowledge (arcana) +10, Knowledge 
  (the Planes) +10, Listen +20, Move Silently +17, Scry +10, 
  Search +20, Sense Motive +11, Speak Languages 9 ranks, 
  Spellcraft +20, Spot +20, Tumble +17; Cleave, Dodge, 
  Mobility, Power Attack, Spring Attack. 
   
  Spell-Like Abilities (Sp): 3/day – mirror image.  As 
  5
  th level sorcerer (save DC 16 + spell level). 
   
  Breath Weapon (Su): Using a breath weapon is a 
  standard action.  Once a dragon breathes, it can’t breathe 
  again for 1d4 rounds.  A shadow dragon’s breath weapon 
  is a 30-foot cone of billowing, smoky shadows with an 
  energy drain effect.  Creatures within the cone gain 2 
  negative levels; the saving throw to remove the negative 
  levels is Fort DC 24.  A successful Ref save DC 24 reduces 
  the negative energy levels by half (round down). 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow dragon can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  GEO3-02 Mourning of a Risen Sun 
   
  Page 43 
  
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Keen Senses (Ex): A dragon can see four times as 
  well as a human in low-light conditions and twice as well 
  in normal light.  It also has darkvision 500 ft. and 
  blindsight 150 ft. 
   
  Frightful Presence (Ex): A dragon can unsettle its 
  foes with its mere presence.  This ability takes effect 
  automatically whenever the dragon attacks, charges, or 
  flies overhead.  Creatures within a radius of 150 feet are 
  subject to this effect if they have fewer HD than the 
  dragon.  A potentially effected creature that succeeds at a 
  Will save DC 24 remains immune to the dragon’s 
  frightful presence for one day.  On a failure, creatures 
  with 4 or fewer HD become panicked for 4d6 rounds and 
  those with 5 or more HD become shaken for 4d6 rounds. 
   Dragons ignore the frightful presence of other dragons. 
   
  Spells Known  (6/63; base DC = 16 + spell level): 0—
  [arcane mark, detect magic, ghost sound, mage hand, read 
  magic]; 1
  st—[expeditious retreat, mage armor, protection 
  from good]. 
   
  Languages: Abyssal, Celestial, Common, Draconic, 
  Dwarven, Elven, Giant, Gnome, Goblin, Halfling, 
  Infernal, Orc, Sylvan, Undercommon. 
   
  Possessions: bag of holding (bag 1), bracers of health 
  +2, potion of cure serious wounds, wand of magic missile 
  (5
  th level caster), scroll of bull’s strength, scroll of eagle’s 
  splendor. 
  APL 10 
  Fade Druid: Female Shadow Wood Elf Drd11; CR 12; 
  Medium Magical Beast (Extraplanar); HD 11d8+33; hp 
  97; Init +3 (Dex); Spd 30 ft.; AC 24 (touch 13, flat-footed 
  21) [+3 Dex, +4 armor, +3 shield, +4 barkskin]; Atk +10/+5 
  melee (1d6+10/19-20, club with spikes spell) and +11/+6 
  ranged (1d4, sling); SA spells, wild shape (5/day, large 
  and tiny); SQ elven traits, nature sense, animal 
  companion, woodland stride, trackless step, resist 
  nature’s lure, venom immunity, cold resistance 16, 
  darkvision 60 ft., low-light vision, shadow blend, damage 
  reduction 5/+1, regeneration 2; AL NE; SV Fort +10, Ref 
  +6, Will +12; Str 10, Dex 16, Con 12 (16), Int 10, Wis 18 
  (20), Cha 10. 
   
  Skills and Feats: Concentration +17, Handle Animal 
  +14, Knowledge (nature) +14, Move Silently +9, 
  Wilderness Lore +19; Animal Control, Animal Defiance, 
  Combat Casting, Dodge. 
   
  Animal Control (from Masters of the Wild): You 
  can channel the power of nature to gain mastery over 
  animal creatures.  You can rebuke or command animals as 
  a evil cleric rebukes undead.  To command an animal, you 
  must be able to speak with it via a speak with animals 
  effect, though you may issue your commands mentally as 
  desired.  The number of times per day that you can use 
  this ability is equal to 3 + your Charisma modifier.  Your 
  highest divine caster level is the level at which you 
  rebuke animals.  Animals you command through this 
  ability count against the HD limit of animals you can 
  befriend through animal friendship. 
   
  Animal Defiance (from Masters of the Wild): You 
  can channel the power of nature to drive off animals.  
  You can turn (but not destroy) animals as a good cleric 
  turns undead.  The number of times per day that you can 
  use this ability is equal to 3 + your Charisma modifier.  
  Your highest divine caster level is the level at which you 
  rebuke animals. 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Spells Prepared (6/7/5/5/4/3/1; base DC = 15 + spell 
  level): 0—[cure minor wounds x2, resistance, scarecrow 
  x2, virtue]; 1
  st—[calm animals, entangle x2, faerie fire x2, 
  magic fang x2]; 2
  nd—[barkskin x4, briar web]; 3
  rd—
  [dominate animal, greater magic fang, poison, protection 
  from elements (acid), spikes]; 4
  th—[dispel magic, flame 
  strike, languor, spike stones]; 5
  th—[cure critical wounds, 
  summon nature’s ally V, wall of thorns]; 6
  th—[liveoak]. 
   
  Possessions: +1 large wooden shield, masterwork 
  club, sling, 10 sling bullets, +1 hide armor, potion of 
  haste, potion of fly, 2 scrolls of cure serious wounds, 
  scroll of flaming sphere, scroll of obscuring mist, scroll of 
  warp wood, 2 Quaal’s feather tokens (tree), wand of 
  summon nature’s ally II (3
  rd level caster), druid’s 
  vestment, periapt of wisdom +2, potion of fly, scroll of 
  summon nature’s ally III, scroll of speak with animals, 
  scroll of protection from elements (fire), potion of 
  endurance. 
  Fade Dire Panther: Shadow Dire Lion; CR 6; Large 
  Magical Beast (Extraplanar); HD 8d8+24; hp 66; Init +2 
  (Dex); Spd 60 ft.; AC 15 (touch 11, flat-footed 13) [-1 size, 
  +2 Dex, +4 natural]; Atk +13 melee (1d6+8, 2 claws) and 
  +10 melee (1d8+6, bite); Face/Reach 5 ft. by 10 ft./5 ft.; SA 
  pounce, improved grab, rake 1d6+4; SQ scent, cold 
  resistance 13, darkvision 60 ft., low-light vision, shadow 
  blend, damage reduction 5/+1, evasion; AL N; SV Fort +9, 
  Ref +8, Will +7; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 
  10. 
   
  Skills and Feats: Hide +5 (+9 in heavy undergrowth 
  or tall grass), Jump +10, Listen +4, Move Silently +15, 
  Spot +4. 
   
  Pounce (Ex): If a dire lion leaps upon a foe during 
  the first round of combat, it can make a full attack even if 
  it has already taken a move action. 
  GEO3-02 Mourning of a Risen Sun 
   
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  Improved Grab (Ex): To use this ability, the dire 
  lion must hit with its bite attack.  If it gets a hold, it can 
  rake. 
   
  Projectile Improved Critical (Ex): The critical 
  damage multipliers of all the deepwood sniper’s 
  projectile weapons increase by +1. 
   
  Rake (Ex): A dire lion can make two rake attacks 
  (+13 melee) against a held creature with its hind legs for 
  1d6+4 damage each.  If the dire lion pounces on an 
  opponent, it can also rake. 
   
  Possessions: masterwork longsword, +1 mighty 
  composite longbow (+3 Str bonus), +1 chain shirt, cloak 
  of resistance +1, potion of sneaking, potion of hiding, 2 
  potions of cure light wounds, 20 arrows, dagger, potion of 
  cat’s grace. 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
  Fade Scout: Male Shadow Wood Elf Rog3/Ftr2; CR 6; 
  Medium Magical Beast (Extraplanar); HD 3d6+2d10+5; 
  hp 33; Init +3 (Dex); Spd 45 ft.; AC 22 (touch 13, flat-
  footed 22) [+3 Dex, +3 armor, +2 shield, +4 barkskin]; Atk 
  +10 melee (1d8+6/19-20, masterwork longsword) or +8 
  ranged (1d8+3/x3, masterwork mighty composite 
  longbow); SA sneak attack +2d6; SQ elven traits, evasion, 
  uncanny dodge (Dex bonus to AC), cold resistance 10, 
  darkvision 60 ft., low-light vision, shadow blend, damage 
  reduction 5/+1; AL CE; SV Fort +5, Ref +6, Will +2; Str 16 
  (19), Dex 16, Con 13, Int 14, Wis 12, Cha 6. 
  Fade 
  Archer: 
  Male 
  Shadow 
  Wood 
  Elf 
  Rgr1/Ftr4/DpwdSnpr2; CR 8; Medium Magical Beast 
  (Extraplanar); HD 7d10+14; hp 63; Init +5 (Dex); Spd 45 
  ft.; AC 24 (touch 15, flat-footed 19) [+5 Dex, +5 armor, +4 
  barkskin]; Atk +11/+6 melee (1d8+4/19-20, masterwork 
  longsword) or +14/+9 ranged (1d8+6/19-20/x4, +1 mighty 
  composite longbow); SA ranger two weapon fighting, 
  favored enemy (animals), keen arrows, range increment 
  bonus +10 ft./level, concealment reduction 10%, magic 
  weapon, projectile improved critical +1; SQ elven traits, 
  cold resistance 12, darkvision 60 ft., low-light vision, 
  shadow blend, mirror image 1/day (as 7
  th level caster); AL 
  CE; SV Fort +9, Ref +10, Will +2; Str 17, Dex 16 (20), Con 
  14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Balance +9, Bluff +4, Climb +8, 
  Escape Artist +9, Hide +19, Jump +8, Listen +7, Move 
  Silently +15, Sense Motive +7, Search +8, Spot +7, Tumble 
  +9; Dodge, Mobility, Spring Attack, Weapon Focus 
  (longsword). 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Skills and Feats: Climb +7, Hide +9, Move Silently 
  +15, Spot +4, Wilderness Lore +6; Far Shot, Point Blank 
  Shot, Precise Shot, Rapid Shot, Track, Weapon Focus 
  (composite longbow), Weapon Specialization (composite 
  longbow). 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork large wooden shield, masterwork longsword, 
  masterwork mighty composite longbow (+3 Str bonus), 2 
  potions of invisibility, cloak of elvenkind, 20 arrows, 
  dagger, potion of bull’s strength. 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
  Shadow Dragon: Male Adult Shadow Dragon; CR 12; 
  Large Dragon; HD 19d12+76; hp 233; Init +1 (Dex); Spd 
  80 ft., Fly 150 ft. (poor); AC 37 (touch 11, flat-footed 36) [-
  1 size, +22 natural, +1 Dex, +1 deflection, +4 mage armor]; 
  Atk +28 melee (2d6+6, bite) and +23 melee (1d8+3, 2 
  claws) and +23 melee (1d6+3, 2 wings) and +23 melee 
  (1d8+9, tail slap); Face/Reach 5 ft. x 20 ft./10 ft.; SA 
  breath weapon, spells; SQ immune to sleep and paralysis 
  effects, energy drain immunity, shadow blend, spell-like 
  abilities, keen senses, damage reduction 5/+1; SR 22; AL 
  CE; SV Fort +15, Ref +12, Will +16; Str 19 (22), Dex 13, 
  Con 17 (19), Int 20, Wis 20, Cha 21 (23). 
   
  Keen Arrows (Ex): All projectiles the deepwood 
  sniper fires behave as if they were keen weapons.  This 
  effect does not stack with any other keen effect. 
   
  Range 
  Increment 
  Bonus 
  (Ex): 
  The 
  range 
  increment of projectile weapons the deepwood sniper 
  fires increase by +10 feet per level of deepwood sniper. 
   
  Concealment Reduction (Ex): The deepwood 
  sniper’s miss chance against opponents with concealment 
  drops by 10%.  This ability never reduces her miss chance 
  against any opponent below 0%. 
   
  Skills 
  and 
  Feats: 
  Appraise 
  +12, 
  Bluff 
  +13, 
  Concentration +23, Diplomacy +13, Escape Artist +8, 
  Hide +8, Jump +25, Knowledge (arcana) +13, Knowledge 
  (the Planes) +13, Listen +24, Move Silently +20, Scry +13, 
  Search +24, Sense Motive +12, Speak Languages 13 ranks, 
   
  Magic Weapon (Sp): The character can produce an 
  effect identical to that of a magic weapon spell cast by a 
  cleric of her deepwood sniper level.  This ability is usable 
  once per day on projectile weapons only. 
  GEO3-02 Mourning of a Risen Sun 
   
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  Spellcraft +24, Spot +24, Tumble +20; Cleave, Dodge, 
  Mobility, Power Attack, Spring Attack. 
   
  Spell-Like Abilities (Sp): 3/day – mirror image; 
  2/day – dimension door.  As 6
  th level sorcerer (save DC 16 
  + spell level). 
   
  Breath Weapon (Su): Using a breath weapon is a 
  standard action.  Once a dragon breathes, it can’t breathe 
  again for 1d4 rounds.  A shadow dragon’s breath weapon 
  is a 40-foot cone of billowing, smoky shadows with an 
  energy drain effect.  Creatures within the cone gain 3 
  negative levels; the saving throw to remove the negative 
  levels is Fort DC 25.  A successful Ref save DC 25 reduces 
  the negative energy levels by half (round down). 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow dragon can disappear into 
  the shadows, giving it nine-tenths concealment.  
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability.  A daylight spell, 
  however, will. 
   
  Keen Senses (Ex): A dragon can see four times as 
  well as a human in low-light conditions and twice as well 
  in normal light.  It also has darkvision 600 ft. and 
  blindsight 180 ft. 
   
  Frightful Presence (Ex): A dragon can unsettle its 
  foes with its mere presence.  This ability takes effect 
  automatically whenever the dragon attacks, charges, or 
  flies overhead.  Creatures within a radius of 180 feet are 
  subject to this effect if they have fewer HD than the 
  dragon.  A potentially effected creature that succeeds at a 
  Will save DC 25 remains immune to the dragon’s 
  frightful presence for one day.  On a failure, creatures 
  with 4 or fewer HD become panicked for 4d6 rounds and 
  those with 5 or more HD become shaken for 4d6 rounds. 
   Dragons ignore the frightful presence of other dragons. 
   
  Spells Known  (6/85/5; base DC = 16 + spell level): 
  0—[arcane mark, detect magic, ghost sound, mage hand, 
  mending, read magic]; 1
  st—[expeditious retreat, mage 
  armor, protection from good, true strike]; 2
  nd—[darkness, 
  minor image]. 
   
  Languages: 
  Abyssal, 
  Aquan, 
  Auran, 
  Celestial, 
  Common, Draconic, Dwarven, Elven, Giant, Gnome, 
  Goblin, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, 
  Undercommon. 
   
  Possessions: bag of holding (bag 1), ioun stone (dusty 
  rose prism), bracers of health +2, potion of cure serious 
  wounds, wand of magic missile (7
  th level caster), scroll of 
  bull’s strength, scroll of eagle’s splendor. 
   
   
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  Appendix III: New Spells 
   
  Briar Web 
  Transmutation 
  Level: Drd 2, Rgr 2 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Plants in a 40-ft.-radius spread 
  Duration: 1 minute/level 
  Saving Throw: See text 
  Spell Resistance: No 
   This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap, twist, and entwine about 
  creatures in the area, holding them fast.  Creatures that stand still are entangled but experience no other effects and 
  take no damage.  A creature attempting an action (attack, cast a spell with a somatic component, move, or the like) 
  takes thorn damage of 1d4 points +1 additional point per caster level and must make a Reflex save or be entangled (-2 
  penalty to attack rolls, -4 penalty to effective Dexterity, and unable to move).  Anyone trying to cast a spell with the 
  area must also make a Concentration check (DC 15 + spell level + damage taken) or lose the spell. 
   An entangled creature can try to break free and move at half normal speed by using a full-round action to make a 
  Strength check or Escape Artist check (DC 20).  A nonentangled creature can move through the area at half speed, 
  taking damage as described above.  Each round nonentangled creatures remain in the area, the plants attempt to 
  entangle them. 
   The plants provide one-quarter cover for every 5 feet of substance between a creature in the area and an opponent – 
  one-half for 10 feet of briar web, three-quarters for 15 feet, and total cover for 20 feet or more. 
   The DM may alter the effects of the spell somewhat, based on the nature of the available plants. 
  Eagle’s Splendor 
  Transmutation 
  Level: Brd 2, Clr 2, Sor/Wiz 2 
  Components: V, S, M/DF 
  Casting Time: 1 action 
  Range: Touch 
  Targets: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   The transmuted creature becomes more poised, articulate, and personally forceful.  The spell grants an 
  enhancement bonus to Charisma of 1d4+1 points, adding the usual benefits to Charisma-based skills.  Sorcerers and 
  bards who receive eagle’s splendor do not gain extra spells, but the save DCs for their spells increase. 
   
  Arcane Material Component:  A few feathers or a pinch of droppings from an eagle. 
  Languor 
  Transmutation 
  Level: Drd 4 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   This spell causes creatures it hits to become weak and slow.  A subject who fails a Will save is slowed as the spell 
  and suffers a cumulative enhancement penalty to Strength equal to 1d6-1 per two caster levels (minimum additional 
  GEO3-02 Mourning of a Risen Sun 
   
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  penalty of 0, maximum of –10) each round.  If the subject’s Strength drops below 1, it is helpless.  This spell does not 
  counter haste nor is it countered by it, but a hasted creature can be brought to normal speed by languor, and a 
  creature affected by languor can be brought to normal speed by haste. 
  Scarecrow 
  Necromancy [Fear, Mind-Affecting] 
  Level: Drd 0 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One animal 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   The subject becomes shaken, suffering a –2 morale penalty on attack rolls, saves, and checks for the duration of the 
  spell. 
  Spikes 
  Transmutation 
  Level: Clr 3, Drd 3 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch 
  Targets: Wooden weapon touched 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No 
   As brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its threat range is 
  doubled. 
  From brambles: 
  Small magical thorns or spikes protrude from the surface of a wooden weapon, such as a club, greatclub, nunchaku, or 
  quarterstaff.  For the duration of the spell, the weapon deals both piercing and bludgeoning damage.  It gains a +1 
  enhancement bonus on its attacks and deals an additional +1 point of damage per caster level (maximum +10).  This 
  spell works only on melee weapons with wooden striking surfaces.  For instance, it does not work on a bow, an arrow, 
  or a metal mace. 
   Material Component:  A small thorn. 
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  DM Aid: Maps
  Map #1 -- Arweth  
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  Map #2 – Dim Forest  
   
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  Map #3 – Village Plaza of Tir-en-Mortum  
   
   
  A 
   
  Fade Druid 
  B1  
  1st Fade Archer 
  B2  
  2nd Fade Archer (if present) 
  C1  
  1st Fade Scout 
  C2  
  2nd Fade Scout (if present) 
  D   
  Fade Animal Companion 
  E 
   
  Rangers 
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  Map #4 – The Tomb of the Stonehouses 
   
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  Map #5 – Hochoch  
   
   
  1 – Caer Dwr Gwyldy 
  2 – Temple of Pelor 
  3 – Temple of Ehlonna 
  4 – Marketplace 
  5 – Boar's Knuckle Tavern 
  6 – Knights of the Watch Chapter House 
  7 – Amphitheatre 
  GEO3-02 Mourning of a Risen Sun 
   
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  Map #6 – Temple of Pelor 
  Level 1 
   
   
  Level 2 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/593/Normal Scenarios/GEO3-02 - Mourning of a Risen Sun (APL 4-10)/GEO3-02 - Mourning of a Risen Sun.pdf