TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in 
  the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URD7−02 
   
   
   
   
   
  Soul of the Sun 
   
  A One −Round Dungeons & Dragons® Living 
  Greyhawk™  
  Duchy of Urnst Regional Adventure 
  Version 1 
   
   
  by Denise Mauldin 
  Circle Reviewers: Colleen Simpson  
  Reviewers: Brad Street and Bill Benham 
  Playtesters: Jon Kruger, Shay Rockman, Pat Searles, Travis Woodall, George Rash, Peter Williams 
   
  Why are the Celadon elves seeking guards? Both the Strong Hart and White Hart factions are investigating to see what 
  new machinations are afoot. Secret meetings, deadly games, and desperate intrigue all battle to see who will win the 
  Soul of the Sun. A one-round Regional adventure set in the Duchy of Urnst for characters level 1-15 (APLs 2-12). 
   
  Resources for this adventure [and the authors of those works] include URD5-07 Tears of the Sun [Denise Mauldin] and 
  URD6-04 Heart of the Sun [Denise Mauldin].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  URD7-02 Soul of the Sun 
   
  Page 1 
  
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Duchy of Urnst. All Duchy of Urnst characters pay 1 
  Time Unit per round while characters from other regions 
  play 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
   
  Over a year ago, the current Duke, Karll Lorinar, 
  disappeared with a few fellows, including Bamsaxier (a 
  cleric of Ehlonna), Juma Urlirel (a cleric of Wee Jas), and 
  the returned champion of House Wolfheart. In the wake 
  of his disappearance there was much speculation and 
  eventually it was decided that a Regent should be elected. 
  There were two worthy candidates for the position. The 
  first was Duke Karll’s son, Jolen Lorinar, a man best 
  known for his philosophical debates and his eloquence. 
  The second was Duke Karll’s nephew, Ellis Lorinar, who 
  was the second in command of the Ducal Guard and had 
  led successful campaigns against the slavers, the derro, 
  and the orcs of the Cairn Hills. After a vote of the 
  Honorable Chamber, it was decided that Lord Ellis 
  should be the Regent.  
   
  Of course, there are those who believe the other way 
  and thus each man found himself the head of a faction 
  within the nobility. Lord Ellis is the head of the Strong 
  Hart faction, with Lord Rochard Lorinar at his side. Lord 
  Jolen is the head of the White Hart faction, with his 
  younger brother Broden supporting him. During the past 
  few months both factions have been attempting to sway 
  more of the nobility in their favor. The White Harts wish 
  to have Jolen replace Ellis as regent, while the Strong 
  Harts are working to get Ellis elected permanently as the 
  next new Duke. 
   
  With the advent of the new year, the Strong Harts 
  are strongly pressing for Lord Ellis to be appointed as the 
  Duke. They point out that the Duke has been gone for 
  more than a year and that the divinations indicated that 
  Duke Karll was wounded and now there are no answers. 
  Several months have passed since the last divination 
  revealed he was wounded and it is unlikely that a 
  wounded man of his age could survive without returning 
  for that long.  
   
  Of course the White Harts and the Ducal Loyalists 
  are countering the Strong Hart’s attempts to pass a 
  resolution in the Honorable Chamber to call for a new 
  appointment of a Duke. However, since their numbers 
  are smaller, the resolution gets closer to passing with 
  every new merchant contract made or commodities 
  market assigned.  
   
  Jolen and Broden are currently having meetings 
  with various factions to try and garner their support in 
  the coming conflict. Jolen has decided to reach out to the 
  non-Suloise churches that have much influence in the 
  Duchy, such as the Church of Pelor and the Church of 
  Saint Cuthbert. Broden has also advised him to look to 
  the demihumans for aid as well.  
   
  Jolen is having secret meetings at the Church of 
  Pelor in Pontyrel while the nobles have gone there for 
  the winter. The Strong Harts have found out that 
  something is going on at the Church, but they're not sure 
  what, so they've sent members of their faction or neutrals 
  to investigate.  
   
  Both sides have heard that the elves are recruiting 
  adventurers to serve on guard detail as they send 
  ambassadors to meet with Jolen. 
   
  ADVENTURE SUMMARY 
   
  Introduction 
  The PCs are recruited by letter to go to the border of the 
  Celadon and guard a group of elven clan ambassadors on 
  their way to Pontyrel. Both factions are interested in what 
  is going on in the Celadon, although Strong Hart PCs are 
  URD7-02 Soul of the Sun 
   
  Page 2 
  
  advised to keep their alignment hidden to best get 
  information.  
   
  Encounter 1  
  The PCs arrive at the edge of the Celadon to find a battle 
  in progress. The elves are being attacked by mercenaries 
  of a particularly dark bent. The ambassadors from the 
  Tuliktu, Shankopt, Wenha, Elarafren and Uillepham are 
  all that survive. The Uillepham ambassador attempts to 
  hurry the PCs from the scene and the other ambassadors 
  agree with him.  
   
  If the PCs investigate the scene despite his wishes, 
  they can discover that one of the mercenaries appears to 
  be dead but does not have any wounds on his body. It is 
  sprawled as if reaching for something and there is a body 
  print near his outstretched hand. Depending on the PC’s 
  skills, there may be additional evidence here that can be 
  traced to the Uillepham ambassador having lain next to 
  the mercenary.  
   
  Encounter 2 
  The PCs and ambassadors arrive at Pontyrel and enter the 
  Church. This is a challenge to see if the PCs can get the 
  ambassadors into the town without others seeing them.  
   
  Encounter 3 
  The PCs get to listen in to discussions and negotiations 
  with Jolen and the demihumans. Particularly eloquent or 
  noble PCs are offered a seat at the proceedings.  
   
  Encounter 4 
  Jolen retires to his chambers to have private meetings 
  with the different ambassadors (elven, dwarven, halfling, 
  etc). The PCs are waiting for the elven ambassadors when 
  Peath approaches the PCs and tells them that he has 
  found some of the Syrulite invaders and that they are 
  having a meeting. Peath doesn’t trust any of the Pelorites 
  to not be Syrulites in disguise and requests the PCs help.  
   
  Encounter 5  
  When the PCs return to their guard posts, they find the 
  guards in front of Jolen's chambers are missing. Inside 
  they find the elven ambassadors behind a wall of force 
  while Jolen and the Uillepham ambassador lie wounded 
  on the ground with demons standing over them. 
  Depending on how long it took with encounter 4 and 
  whether they did anything else before returning to their 
  post, the situation in Jolen’s room changes. If the PCs 
  were quick, Jolen is dead and the Uillepham ambassador 
  is alive. If the PCs were not quick, the Uillepham 
  ambassador is dead and Jolen is alive. The PCs can 
  examine the area to determine clues.  
   
  Conclusion 
  The PCs report to either Broden/Jolen or to Rochard. 
  There is the option to report to both Jolen and Broden if 
  Jolen is alive or to report only to Broden if not.  
   
  PREPARATION FOR PLAY 
  Determine whether the PCs are members of a faction – 
  the White Harts or the Strong Harts. The Ducal Loyalists 
  do not have an interest in this adventure.  
   
  If the PCs are neutral, allow them to choose which 
  faction they would like to be recruited by (as long as they 
  do not have any enmities of Lord Ellis Lorinar (Strong 
  Hart) or Lord Jolen or Lord Broden Lorinar (White Hart)) 
  – in general the Strong Harts have more money and 
  control the Ducal Guard while the White Harts have 
  control of the Ducal Diplomatic Corps. 
   
  Also check to see if the PCs have the Favor of the 
  Pontyrel Temple or the Enmity of the Pontyrel Temple 
  from URD5-07. If the PC has the Favor, they are given the 
  White Hart letter first, though they may choose to refuse 
  and seek the Strong Hart letter. If they have the Enmity 
  of the Pontyrel Temple, they are prohibited from 
  working for the White Harts during this adventure 
  unless they spend two Favors with White Hart Houses 
  (Amelung, Burlondin, Eisener, Fealdon, Gaernot, Kaste, 
  Kruske, Meissel – Uther, Reede, Sallavarian, Sidae) to 
  remove the Enmity.  
  • 
  Check to see if the PCs have played URD6-04 Heart of 
  the Sun. If they have, determine if they have the 
  Favor of Peath from the module. These PCs will 
  recognize Peath in later encounters and be 
  approached by him in encounter 4.  
  • 
  Check to see if the PCs have played URD6-07 
  Balancing the Scales. If they have, they will recognize 
  Aloria Baerglund, the priestess of Pelor that they 
  rescued in that module. Also determine if they have 
  the Friend of House Baerglund AR entry. If they do, 
  they will be treated very respectfully while they are 
  in the Church of Pelor. 
  • 
  Have the PCs roll several Spot checks for use in 
  encounter 3 and encounter 4. 
  • 
  Have the PCs note their normal movement rate for 
  use in encounter 4. 
   
  TROUBLESHOOTING 
  This module includes a couple of characters from 
  previous modules where the characters may have 
  preconceived notions about the characters. 
   
  Peath – Peath has undergone an atonement for his 
  previous actions and is very apologetic about them should 
  any PC ask. He has visited his grandfather and been 
  accepted as a member of House Regin, but has returned 
  to the Church of Pelor to serve penance and so that the 
  members of the clergy can watch over him. Since visiting 
  his grandfather he has given up painting and is trying to 
  find the source of the Syrulite taint in the Church. 
   
  Aloria – Aloria has returned to the Church of Pelor 
  very happily and been accepted with open arms. She 
  served a minor penance for her somewhat willful actions 
  after URD5-07 and has become a full clergy member. She 
  has been accepted as a member of House Baerglund and 
  URD7-02 Soul of the Sun 
   
  Page 3 
  
  often serves as a chatelaine for the Church when other 
  members of the nobility come to visit as part of her 
  education in the nobility. 
   
  INTRODUCTION 
  Snow is expected soon in the elegant city of Leukish, 
  capitol of the Duchy of Urnst. This is not the first 
  snow of the year, nor will it be the last and the 
  nobles’ district has been empty for the last several 
  months, with few servants in the streets and closed 
  houses lining them. Only those nobles important to 
  maintaining the bureaucracy of the Honorable 
  Chamber or day-to-day functions of the city have 
  remained here. Spring is just around the corner and 
  once the last snow of the season passes, the city will 
  once again return to life. 
   
  You’ve received a letter and have come here, to the 
  inn of the Golden Bells, to meet with the others who 
  have also been chosen. 
   
  Have the PCs do character introductions. They may share 
  as much or as little of their introduction letters as they 
  want. Strong Hart PCs will know that RL is likely Lord 
  Rochard Lorinar and that the fact that he did not include 
  his full name means that this information should be kept 
  secret and destroyed. 
   
  All PCs have a copy of the ‘ad’, which has the same 
  identifying mark – a slightly altered symbol of the 
  Defenders of the Celadon (a fist covered with vines). It 
  requests that adventurers meet with a group of Elven 
  Ambassadors at the edge of the Celadon forest near Nellix 
  and escort them to Pontyrel.  
   
  Allow the PCs to make any preparations that they see 
  fit and head to Nellix in whatever manner they choose. 
  The Elven ambassadors will be waiting in the Celadon 
  near Nellix whenever the PCs arrive (though they will be 
  cross if it takes the PCs an extreme amount of time).  
   
  1: MEETING IN THE TREES 
  Key concepts of this encounter: The PCs head to the place where 
  they are meeting the elven ambassadors only to discover that 
  they are being attacked. There are clues that point that the 
  attack is not all it seems to be. Several ambassadors are dead but 
  the others wish to continue on their journey to the summit in 
  Pontyrel. 
   
  Get the PC’s travelling formation and other relevant info. 
  They may stop at Nellix to get directions or make a DC15 
  Survival or Knowledge (geography) check to find the 
  spot where they will be meeting the ambassadors. (Elven 
  PCs or PCs who have visited the Celadon in NMR5-01 
  Under the Boughs, NMR5-02 Natural Enemies or NMR6-01 
  The Blighted Star can find this spot automatically, as can 
  any members of the Stalwart Pines Ranger School.)  
   
  As they approach, have the PCs roll Spot checks. 
  Those making a DC15 Spot or Listen check see or hear 
  the following (and may take actions in the surprise 
  round): 
   
  The tranquillity of the forest ahead is disturbed by 
  the violent motions of combat. Arrows fly through 
  the air at a variety of attackers while elven men and 
  women with thinblades, rapiers and other blades 
  form a wall of flashing steel. Thick clouds of 
  billowing mist drift through the area, obscuring 
  both the attackers and the defenders as they battle. 
  Otherwise, the attackers appear to be mercenaries of 
  some type, with a heavy use of flails and magic.  
   
  The battle has moved beyond this point, leaving 
  the ground littered with corpses of man and beast. 
  The sound of groaning from those not quite dead 
  and the smell of those who have already passed on 
  lingers in the air. A group of people walk through 
  the battleground. They stop every so often to turn a 
  corpse over and look at it before continuing 
  onwards. One, who appears to be the commander, 
  wields a mighty flail and directs his subordinates to 
  spread out and find “that elf”. 
   
  A DC 15 Sense Motive check means that the PCs can tell 
  that this group of people appears to be searching for 
  someone, or something, in specific amongst the dead 
  bodies at the rear of the battle. They will assume that the 
  PCs are reinforcements for the battle and attempt to keep 
  them from joining the remainder of the forces.  
   
  If the PCs have some way of getting beyond them, 
  they find that the Wenha elves are being attacked by a 
  group of 5 men with the same statistics as Markus 
  (below). Amyra will say that they have their group in 
  hand and to be wary of the group that approaches from 
  the rear, which will be the following group that has 
  chased the PCs down. 
   
  If the PCs wish to look for the ambassadors during 
  this fight, they can make DC 20 Spot checks as a standard 
  action (unless they have a feat that changes the action) to 
  determine 
  the 
  information 
  contained 
  in 
  the 
  ‘Developments’ section of this encounter. PCs may only 
  look for ambassadors that they have previously 
  encountered in this manner (Amyra, Valanthe, Tharivol, 
  or Lia). 
   
  Creatures: 
  APL 2 (EL 4) 
   
  �Markus: male medium oeridian human hexblade 
  3; hp 28; Appendix 1.  
   
  �Ardain: male medium oeridian human warmage1; 
  hp 7; Appendix 1.  
   
  APL 4 (EL 6) 
   
  �Markus: male medium oeridian human hexblade 
  5; hp 44; Appendix 1.  
   
  �Ardain: male medium oeridian human warmage 
  3; hp 17; Appendix 1.  
   
  URD7-02 Soul of the Sun 
   
  Page 4 
  
  APL 6 (EL 8) 
   
  �Markus: male medium oeridian human hexblade 
  7; hp 60; Appendix 1.  
   
  �Ardain and Uther: male medium oeridian human 
  warmage3; hp 25 each; Appendix 1.  
   
  APL 8 (EL 10) 
   
  �Markus: male medium oeridian human hexblade 
  9; hp 76; Appendix 1.  
   
  �Ardain, Uther, Holly, Spalt: male medium 
  oeridian human warmage3; hp 25 each; Appendix 1.  
   
  APL 10 (EL 12) 
   
  �Markus: male medium oeridian human hexblade 
  11; hp 92; Appendix 1.  
   
  �Ardain and Uther: male medium oeridian human 
  warmage 7; hp 44 each; Appendix 1.  
   
  APL 12 (EL 14) 
   
  �Markus: male medium oeridian human hexblade 
  13; hp 121; Appendix 1.  
   
  �Ardain, Uther, Holly, Spalt: male medium 
  oeridian human warmage 7; hp 56 each; Appendix 1. 
   
  Tactics: The warmage(s) will keep spread out and use 
  tree cover to prevent missile fire from harming them. 
  They will use their globe of invulnerability scrolls in the 
  surprise round. They will retreat if approached in melee 
  and the other warmage/s will preferentially target anyone 
  that approaches another warmage in melee combat. 
  Markus will attempt to prevent charges on his allies or 
  will move to take down enemy spellcasters.  
   
  Assume that all casters have appropriate minute-long 
  buffs up (such as bull’s strength for Markus) as they are in a 
  combat zone. See the power up suites in each APL after 
  the main stat block. 
   
  They will preferentially attack elven PCs if they have 
  a choice and Markus will ask elven PCs if their name is 
  ‘Heian’ or if they are a druid. If either is true (use opposed 
  Sense Motive and Bluff checks if the PC is lying), all of 
  the enemies will focus attacks on that PC until he is down 
  and Markus will use subdual attacks. Then Markus will 
  attempt to net the downed PC and leave with the body. 
   
  If the PCs are having a really hard time, they can 
  attempt to convince the elven archers to help them using 
  a DC 15 Diplomacy check (rushed in battle as a standard 
  action means that the PC takes a -10 penalty to the 
  check). If the PCs succeed, one of the elven archers will 
  switch attacks to one of the targets designated. If the PCs 
  succeed by 10 or more on the check, two elven archers 
  will switch targets. 
   
  If all of the PCs are despatched, 5 rounds will pass 
  before the elven scouts approach and succeed on Heal 
  checks. If any PCs are still alive after the Heal checks, the 
  scouts cure them to consciousness and interrogate them. 
  If they are dead, a cleric casts speak with dead spell to ask if 
  the PCs wish to be raised (if there are no other PCs there 
  to direct them to raise or bury their comrades’ corpses). 
  PCs raised in this manner must pay the additional cost of 
  the speak with dead spell or spend a favour with one of the 
  elven clans. 
   
  Developments: Once the PCs defeat the attackers, they 
  can examine their bodies. The attackers all have holy 
  symbols of Hextor, and Markus has a note that reads: 
   
  I am sending a force to cause a disturbance at the 
  edge of the woods. You will take advantage of this 
  disturbance and seek an elf known as Heian or a 
  druid of similar skill. May the Scourge of Battle lead 
  you to the correct target, for if you fail you will see 
  him sooner than you expected. 
   
   
   
         The Bird of Radigast 
   
  The scripting is in a distinctly female hand. PCs that have 
  played NMR6-02 Mad Baron of Pikemaster can recognize 
  this script as the same script that was found in the letters 
  at the Temple of Hextor at the end of that module. A DC 
  30 Forgery check can determine that this is a very good 
  forgery of that writing, but not actually that writing.  
   
  These men also carry a variety of coins that a DC 10 
  Knowledge (local - NMR) check will identify as being 
  currency of the County of Urnst. A separate DC 10 
  Knowledge (local - NMR) check can determine that 
  Radigast City is the capital of the County of Urnst.  
   
  Ambassadors 
  PCs that played the URD6-I02 judge's mini mission “We 
  Speak for the Trees” will recognize Amyra, Valanthe, 
  Tharivol, and Lia amongst the ambassadors scattered 
  throughout the area.  
  • 
  Amyra of Clan Wehna is fighting in the ranks of the 
  two weapon fighters. After the fight is over, she is 
  found speaking with other members of her clan and 
  cleaning weaponry. The Wehna do not hold much 
  ceremony for their dead and the bodies have been 
  stripped (or are in the process of being stripped) and 
  are lying in arranged positions covered with green 
  sheets. 
  • 
  Valanthe of Clan Shankopt is in the midst of the 
  archers that are fighting from the trees. She is 
  wounded from the retreat to the trees and fires only 
  occasionally. After the battle she can be found in a 
  mixed group of archers and fighters discussing the 
  battle tactics and speculating on who the attackers 
  were. 
  • 
  Ylaran of Clan Tuliktu is leading the archers in the 
  trees. After the battle he can be found performing 
  Heal checks on his archers and gathering spent 
  arrows. 
  • 
  Tharivol of Clan Uillepham is staggered; his body is 
  at the center of a tangle of bodies, none of which 
  bear weapons. There is a mercenary’s body nearby 
  that is also burned. He will drink a healing potion 
  two rounds into the combat and continue to drink 
  healing potions (3 additional) until he is fully healed 
  before crawling away from the fighting. It will take 
  several minutes of searching after the battle to find 
  URD7-02 Soul of the Sun 
   
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  him since he will have crawled into a hollow tree and 
  hidden himself fairly well. 
  • 
  Lia of Clan Ophilurwe is hiding near the archers as 
  any smart non-combatant would do. During the 
  battle it will take a DC 23 Spot check to see her. She 
  will emerge after the battle and begin travelling from 
  group to group trying to raise spirits and gather 
  information on what each group saw in order to 
  figure out who they were attacked by. 
  • 
  Heian of Clan Oiolure is dead. He has been burned 
  over 90% of his body. 
  • 
  Clan Quilyahn’s ambassador is dead amongst several 
  scholarly looking types that appear to have been 
  killed by fire. 
  • 
  The archers of Clan Shankopt and Tuliktu are 
  protecting Parisse of Clan Elarafren. She currently 
  does not have any useful battle spells (which will 
  change after this battle slightly) and is somewhat 
  catatonic after the battle since it is her first 
  experience with real combat. 
  • 
  Clan Maradral’s ambassador is dead. His head has 
  been chopped off and lies nearby. 
   
  Tuliktu 
  If the PCs are suspicious of the Tuliktu ambassador 
  (Ylaran), the other ambassadors vouch that he and all of 
  his followers present are clean of the taint that has 
  infected his clan. They will furthermore say that the 
  majority of those that were suspected of having the taint 
  have disappeared in the last few months, to the point that 
  several Tuliktu clan enclaves that they have visited have 
  been abandoned. They do not have any idea currently 
  where the missing Tuliktu have gone, but believe that it 
  was connected with the divination that triggered the 
  original set of ambassadors to approach the Honorable 
  Chamber about a Suel noble causing the taint. 
   
  Further Plans 
  The live ambassadors will gather for a meeting. The 
  Ophilurwe will push to wait for new ambassadors to be 
  assigned and Uillepham will remain neutral and quiet. 
  The 
  Wehna, 
  Tuliktu, 
  Shankopt, 
  and 
  Elarafren 
  ambassadors will push for continuing on to Pontyrel as 
  soon as possible (without the PCs examining the 
  battleground or pausing for anything) for the following 
  reasons: 
  • 
  Wehna - no point in remaining 
  • 
  Tuliktu - must keep on schedule 
  • 
  Shankopt - has determined all she wants to know 
  and sees no reason to remain 
  • 
  Elarafren - wants to leave bloody battle scene 
   
  Searching the Battlefield 
  If the PCs examine the battleground despite the 
  ambassador’s opinions, have them make Search checks.  
   
  A DC 25 Search check turns up the area where the 
  pacifists died (Uillepham ambassador’s area). A DC 30 
  Search check will reveal that another body lay near the 
  middle of the bodies. It lay there for some amount of time 
  and then moved.  
   
  A DC 20 Heal check will identify that there is more 
  blood here than can be accounted for by the bodies 
  present. A DC 30 Heal check can determine that the body 
  of the mercenary that lies here was not killed by the fire 
  that seems to cover most of his body. The true cause of 
  death cannot be determined. 
   
  The PCs can determine that it was Tharivol who lay 
  here for a time if they ask him specifically or make a DC 
  20 Gather Information check. 
   
  Developments:  Once the PCs are ready to continue 
  with their escort mission, proceed to Encounter 2.  
   
  2: ARRIVAL 
  Key concepts of this encounter: The members of the Church of 
  Pelor are suspicious of one another. No one has been found 
  responsible for the disappearance of several parishioners or for 
  the evil temple found a few months ago. Aloria, a cleric of Pelor 
  from URD6-07 Balancing the Scales has returned to the Church 
  of Pelor in Pontyrel and works in the church now. 
   
  The ambassadors will share the information listed in their 
  profiles in Appendix 1 during the trip to Pontyrel. Keep 
  this role playing segment somewhat short if you are 
  playing at a convention or have limited time. 
   
  Note: The PCs should learn that the Celadon forest 
  is closed and that a large number of Tuliktu elves have 
  disappeared from the forest. 
   
  The journey to Pontyrel is otherwise uneventful, 
  though the ambassadors are still tense and weary from 
  the fight for the majority of the trip. They do not have 
  any healing and will be sore and wounded if the PCs 
  cannot heal them (though they do not demand healing, 
  especially if consumables are all that is available).  
   
  The travel to Pontyrel has been uneventful, as 
  unusual as that is. The city of Pontyrel is a small city, 
  but one that is well cared for – beautiful statuary and 
  lush planters decorate the streets. The air is cool and 
  invigorating without being cold and the sun shines 
  down upon a clear mid afternoon as you approach. 
  Currently the city is a hive of activity; the streets are 
  full of the coaches of the nobility and the street side 
  establishments are full of customers.  
   
  Depending on the PC’s mission, they may or may not 
  want to advertise their entrance to Pontyrel. Their goal is 
  to get the ambassadors to the Church of Pelor, where the 
  meeting between Jolen and the ambassadors is going to 
  take place.  
   
  If the PCs devise a reasonable scheme then roll a few 
  checks of the appropriate type (Sense Motive vs. Bluff, 
  Spot vs. Disguise, etc) and give circumstance modifiers 
  based on the believability of the scheme. For example, 
  having them be elven slaves on the way into the city is 
  not a good scheme, whereas hiring a coach and sneaking 
  them into the city would be a good idea. 
  URD7-02 Soul of the Sun 
   
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  Again do not let this scene take too much time in a 
  convention or time limited setting.  
   
  The Temple of Pelor is a tall structure made of white 
  granite embellished with stylized suns. Behind it is 
  a complex of buildings of the same white granite 
  from which the sound of children’s laughter drifts. 
  Otherwise the Temple seems mostly isolated from 
  the bustle and clamor that has invaded the rest of 
  town, with only a slight increase in the number of 
  parishioners heading through the wide double 
  doors. A young man stands to the side of the 
  doorway wearing typical robes of a Pelorite with a 
  mace at his side. 
   
  The young man is Brother Thaskin, a cleric at the Temple 
  of Pelor who is usually on door duty during the day. PCs 
  that have played URD5-07 Tears of the Sun or URD6-04 
  Heart of the Sun know Brother Thaskin from those 
  modules. He is friendly and welcoming, though PCs that 
  know him from before might detect with a DC 15 Sense 
  Motive (or speaking with him on friendly terms) that he 
  is troubled.  
   
  If the PCs inquire as to why, he will be slow to share 
  unless it’s a PC he’s met before, someone who has the 
  Favor of the Temple of Pelor, or, if the PC makes a DC 20 
  Diplomacy check. If the PC is a priest of Pelor, the DC 
  increases by 5 for this particular Diplomacy check. If 
  these conditions are true, he’ll say that he is troubled by 
  the fact that their investigations into the corruption of 
  the church have not been yielding very good results and 
  he hopes that more information comes to light soon. He 
  is tired of being suspicious of all of his fellow brethren. 
  Too many bad things have happened lately, such as the 
  killings of the parishioners by that crazy necromancer in 
  the hills and the still unexplained temple of the Night 
  Hag, for him to be comfortable.  
   
  If the PCs ask about Peath, read the following: 
   
  “Oh! Brother Peath is doing well. I’ll have to tell him 
  that you asked. It was an amazing discovery, but it 
  turns out that Brother Peath wasn’t an orphan after 
  all! His grandfather sought him out and he went to 
  visit him. It turns out that he’s even a noble – a 
  member of House Regin. We were all excited. He 
  came back in much better spirits than we’d seen him 
  in a long time, but he has said that he’ll never paint 
  again. I’m not really sure why, but he won’t really 
  talk about it. At any rate, it’s good to have him back 
  around the church.” 
   
  If the PCs ask about Aloria, read the following: 
  “Why yes, Sister Aloria did return recently from her 
  travels abroad. After the terrible happenings that 
  went on at the Church, she went on a walkabout 
  while she questioned her faith.” He leans closer and 
  smiles sadly. “Many of us do at one time or another.” 
  He shakes his head and lowers his voice. “But,” he 
  continues, raising his voice again, “she found herself 
  ministering to a small town in the Cairn Hills 
  somewhere and there discovered her faith again. 
  With the help of some adventurers, she returned 
  here not too long ago and we’re very glad to have her 
  back. She has a very organized mind and helps run 
  many of the day to day activities here.” 
   
  Once the PCs let him know that they have the elven 
  ambassadors with them, or if he can see the elven 
  ambassadors, he will bow and welcome them to the 
  temple. Subsequently he will lead the PCs and the 
  ambassadors to a meeting room in one of the main 
  buildings and bring refreshments while he finds out 
  where their rooms are. Once he leaves, PCs that are 
  specifically listening at the door, or who make a DC 25 
  Listen check can hear a brief argument with a female 
  voice out in the corridor. This argument is about what 
  rooms to place the ambassadors in, and about Lord Jolen’s 
  room when he arrives later in the evening. The female 
  voice seems to have everything planned out while the 
  male voice seems to be wondering about some of the 
  female voice’s choices. The female voice seems to be very 
  determined and eventually Brother Thaskin stops 
  arguing and returns to the front of the church.  
   
  After about 30 minutes (which can include role 
  playing the elven ambassadors getting restless or arguing 
  if there is time), the door opens once more and a young 
  woman enters. If the PCs played URD6-07 Balancing the 
  Scales, they recognize the woman as Aloria, the Pelorite 
  priestess from the small town of Sudbury. 
   
  Although the bickering between the elves makes it 
  seem like many hours have passed, in reality it has 
  been not much more than half of one before the 
  door to the room opens and a young woman enters. 
  She wears the yellow robes of a priestess of Pelor and 
  she smiles brightly at you before curtseying.  
   
  “Greetings. Welcome to the Church of Pelor. I 
  apologize for the wait, however we had to reorganize 
  the sleeping arrangements to allow our guests 
  comfortable rooms. Please follow me.” 
   
  If asked why new rooms had to be assigned, Aloria will 
  say that there were unexpected arrivals, and that she 
  wanted to personally see that the elves had comfortable 
  areas to sleep with rooms that were open to the gardens. 
  If Aloria recognizes PCs from URD6-07 Balancing the 
  Scales, she will greet them and thank them for helping 
  her. She is happy to be working again in the Temple of 
  Pelor here and is excited about the Summit that will be 
  happening. She thinks Lord Jolen is a handsome young 
  man and likes him much better than that stuffy Lord 
  Ellis.  
   
  The elven ambassadors have rooms that are in a 
  smaller older outbuilding near the gardens. Plants of 
  various types have been potted and then brought into the 
  rooms, as if a gardener had gone mad. Although the elves 
  do not seem particularly happy about this situation, they 
  glance at each other meaningfully, and Valanthe 
  mentions something about the last time they sought to 
  find appropriate accommodations while in a similar 
  URD7-02 Soul of the Sun 
   
  Page 7 
  
  circumstance. This is a reference to the mini-mission “We 
  Come from the Trees”, and if the PCs can convince the elves 
  to answer questions about it (befriending them on the 
  trip here or a Diplomacy check), they will say that while 
  they are unhappy being indoors, the last time they 
  rejected such habitations they came under attack. It was 
  only though their guard’s swift actions that they survived 
  and subsequently there were questions of mental control 
  that they would prefer to avoid in this situation. 
   
  The PCs are subsequently shown to somewhat of a 
  barracks sort of area that looks like it has been hastily 
  fitted with bunk beds of a somewhat shoddy 
  construction. Aloria will apologize to the PCs but say that 
  the Church is full of dignitaries. She will suggest that if 
  the PCs are interested in the discussions tomorrow, this 
  might be a chance to find out more about the different 
  embassies that are coming. Any PC that is a member of 
  the Church of Pelor is given a bed in a room with several 
  other clerics and any PC that is a member of the nobility 
  is given a very small but private room near the meeting 
  room area. 
   
  The PCs have the remainder of the afternoon to 
  purchase items, wander around town, check up on 
  various things or do whatever they would like. If they 
  want to find out about the factions that will be attending 
  tomorrow’s summit, they can find out the information 
  from DM Aide 2 by making a DC 15 Gather Information 
  check about each faction. If they check for rumors, use 
  the rumors from DM Aid 1. 
   
  3: SHINING A LIGHT 
  Key concepts of this encounter: Every demi-human population of 
  the Duchy has sent an ambassador to this summit. The different 
  demi-humans do not get along with each other and there are 
  factions within races as well as between races. Jolen Lorinar is 
  proposing to elevate the demi-humans to have the same status as 
  the noble houses should they support him in resisting Lord Ellis 
  Lorinar’s attempts to be declared Duke. 
   
  The morning truly brings the glory of Pelor; bright 
  sunshine streams through the beautiful stained 
  glass windows and pools warmly on the granite 
  floors. Singing fills the air as the orphans chant 
  Pelorite hymns as they go about their morning 
  chores. The smell of fresh bread and bacon drifts 
  invitingly from the kitchens. Aloria greets you as she 
  approaches.  
   
  “Sunfather’s glory to you on this beautiful 
  morning. It is a wondrous day for a meeting that will 
  hopefully bring light and warmth to our relations 
  with our kindred people. Please, come with me to 
  break your fast and then I will take you to the 
  summit.” 
   
  The PCs are treated to a breakfast of bacon, oatmeal, eggs, 
  fresh bread and milk. Afterwards they can follow Aloria 
  to the largest meeting room in the Church of Pelor, 
  which has been set up to host the summit. Along the way, 
  Aloria will ask if any of the PCs wish to make a speech 
  during the summit. She will especially encourage nobles, 
  members of the church of Pelor, and those that are 
  eloquent to prepare a speech, even if it is short. Those that 
  agree are given a golden token with a sun and a number 
  upon it. 
   
  Even this early in the morning the largest meeting 
  room in the Church of Pelor seems very full. It has 
  been divided into many separate seating areas for 
  each of the delegations and a larger seating area for 
  those who are observing the discussions. There are 
  nine separate areas for the ambassadors, although 
  only five are currently occupied. The two furthest to 
  the left have two different delegations of dwarves 
  that sit and glare at one another as well as the rest of 
  the room. One of the middle sections has some 
  gnomes wearing miner’s outfits and nearby are 
  seated some half-orcs dressed in treated hides. The 
  farthest right section, somewhat hidden in the 
  corner, is filled with scaly small draconic figures…. 
  Kobolds? Several wear silver robes and the rest have 
  some silver token, such as a scarf, amongst their 
  clothing. 
   
  Aloria takes you to the general seating area and 
  gestures you to seats in the front row next to an 
  elderly Suloise gentleman with green robes, silver 
  hair and spectacles. He turns to look at you and 
  nods, saying gruffly “Marduik Grek, scholar and 
  historian”.  
   
  The elven ambassadors enter as you are sitting 
  down and pause at the sight of the kobolds. Amyra 
  scowls fiercely but continues to one of the 
  remaining places followed by the rest. Once at their 
  section, they separate into the same divisions 
  they’ve had all along, with Amyra and Parisse sitting 
  on the left, Lia and Tharivol sitting in the middle 
  (though Tharivol sits as far from Amyra as he can), 
  and Valanthe and Ylaran sitting to the right. 
   
  As the sunlight touches the top of the sun in the 
  main stained glass window, causing bright yellow 
  light to spill throughout the room, the door opens 
  one last time and the remaining ambassadors enter. 
  First are the Halflings of the Vale, four sturdy young 
  men with rotund faces, blue vests and harried 
  expressions. Second come the gnomes of House 
  Burlondin with rich purple clothing and self-
  satisfied smiles. Finally the leaders of the White 
  Harts – Lord Jolen and Lord Broden Lorinar – enter.  
   
  Lord Jolen also wears silver robes and he smiles 
  briefly at the kobold delegation before approaching 
  the White Hart delegate section. His golden hair is 
  impeccably groomed, his chin and cheeks are 
  smooth and his blue eyes gaze contemplatively 
  around the room, pausing for a few seconds on each 
  delegation.  
   
  Lord Broden, on the other hand, seems to be full 
  of pent up energy. He strides purposefully through 
  the room from delegation to delegation, speaking 
  for a moment with each one. Dressed in the White 
  Hart Lorinar colors of white on black, the glint of 
  URD7-02 Soul of the Sun 
   
  Page 8 
  
  mithral comes from under his doublet; his golden 
  hair is pulled back in a queue that falls just below 
  the collar of his doublet. He shakes hands with all of 
  the delegates and pauses to speak with each. 
   
  It is clear that there is an opportunity here. 
  Perhaps your character wishes to approach one of 
  the embassies on behalf of a faction or to encourage 
  them to avoid Duchy politics entirely? 
   
  The PCs can figure out who the delegations are with a DC 
  20 Knowledge (local), Knowledge (history) or Bardic 
  Knowledge check. Otherwise, they can ask Marduik 
  Grek, who will be happy to expound upon the 
  composition and history of each of the delegations. The 
  information about the delegations is contained in DM Aid 
  2. 
   
  Each of the embassies starts out with a particular 
  leaning. In order to be able to influence the overall 
  summit, the players must first alter the embassies that are 
  negative towards the faction the PCs wish to prevail. 
  Thus, Strong Hart PCs must convince those ambassadors 
  that favor the White Harts to instead become neutral or 
  favor the Strong Harts. The DCs for the Diplomacy 
  checks to change the ambassador’s preferences are given 
  in DM Aid 2, as are bonuses for certain arguments used.  
   
  APPROACHING AN EMBASSY 
  Before the speeches start, each PC has time to approach a 
  SINGLE one of the embassies to present their point of 
  view (if they wish). Have them write the group they are 
  approaching, the "name" of their speech, and the goal of 
  their speech on an index card or other piece of paper.  
   
  Each Embassy 
  Resolve the results for one embassy at a time. Don't 
  bother with any embassies that are not approached 
  by a PC as their conclusions are predetermined. 
   
  First have the embassy approached express its 
  concerns as listed in its entry in DM Aid 2. 
   
  Proceed with the words of each PC approaching the 
  embassy. Read aloud the title of their speech and have the 
  PCs say (or write down) any particular words they would 
  like to say in order to increase the effect of their 
  Diplomacy or Intimidate check. PCs that wish to use 
  Intimidate checks should phrase their words accordingly 
  (PCs are not allowed to substitute strength as a modifier 
  for either check since any show of strength in such a 
  situation would be inappropriate and likely lead to the 
  expulsion of that PC from the summit.) 
   
  PCs that are trying to sabotage the talks and are 
  trying to be secretive about it must make a DC 20 Bluff 
  check in order to pull off their speech and fool the NPCs 
  into believing that it is truthful. If the PC gives a good 
  example of this through roleplaying or some tactic, give 
  them bonuses to this Bluff check. 
   
  Look up the modifiers given under the embassy's 
  entry and also apply the following: 
  +/-5 depending on their roleplaying, how reasonable 
  their arguments are, and so forth.  
  -2 
  to any intimidate checks (since they are not as 
  appropriate in this setting). 
  +4  
  per favor or influence spent with the group 
  approached (these may be spent after the roll is 
  made if desired). If the influence is with an 
  actual member of the embassy approached or 
  with an important leader of the group it is worth 
  +6. 
  +1  
  if PC is the same race as the embassy. 
  +2  
  if PC has a racial background that ties her to the 
  embassy. 
  Each embassy has specific DCs that must be 
  accomplished to shift its vote. If an unopposed PC 
  succeeds, she gains the results listed under the embassy.  
   
  Causing Offense 
  If a PC deliberately offends an embassy or gets a 5 or 
  below on their check, the embassy votes for an opposing 
  faction (as if the PC has succeeded in the lowest opposing 
  DC). Thus a PC could deliberately offend a group in the 
  name of a faction they are actually opposed to. Deliberate 
  offence of any one group may only be attempted by a 
  single PC as further attempts are ignored (the NPCs 
  decide that the PCs are ignorant fools). 
   
  Multiple PCs Approaching the Same Embassy 
  If multiple PCs approach an embassy to argue for the 
  same outcome have them roll a normal check. Give the 
  highest result a +2 assist modifier for each other attempt 
  that makes at least a DC 10 Diplomacy check. Add an 
  additional +2 bonus for each 10 points the assist was over 
  DC 10.  
   
  If the PCs are arguing for different outcomes and 
  only one succeeded, use the results for the successful PC.  
   
  If the PCs are arguing for different outcomes and 
  both succeeded, then consider the degree of success: If 
  there are two Diplomacy DCs and one PC made the 
  higher DC and the other made the lower DC, then use 
  the lower DC results for the faction the player with the 
  higher check was arguing for. For example, PCs 
  representing the Strong Harts (SH) and White Harts 
  (WH) are contesting over the Dwarves of Dumadan. The 
  SH PC rolls a DC 25 Diplomacy check and the WH PC 
  rolls a DC 37 Diplomacy check. The results would be to 
  use the DC 20 Diplomacy results for the WH faction. 
   
  If opposing PCs made the same DC range (or there is 
  only one Diplomacy DC), then consider the actual rolls of 
  the PCs. If one beats the other by at least 5, the embassy is 
  influenced towards that faction. If they do not, then the 
  embassy remains unaffected and will cast votes as if their 
  attitude has not been altered.  
   
  Remind PCs that are close that they can call in favors 
  (use influence or Favors) to gain bonuses to their 
  Diplomacy checks. For example, two PCs are contesting 
  over the Dwarves of Dumadan. The SH PC rolled a DC 25 
  Diplomacy check and the WH PC rolled a DC 29 
  Diplomacy check. Neither is 5 above the other, so the 
  result would be that the Dwarves of Dumadan are 
  unaffected. However, if the WH PC spent an influence 
  URD7-02 Soul of the Sun 
   
  Page 9 
  
  point to increase the Diplomacy check to 31, the Dwarves 
  of Dumadan would be influenced towards the White 
  Hart faction. 
   
  Results 
  Note the results for each embassy (on the table provided 
  at the end of DM Aid 2) before proceeding to the next. 
  When all are done, continue: 
   
  SPEECHES TO THE SUMMIT 
  Having finished his rounds, Lord Broden returns to 
  the White Hart section, taking a seat behind and 
  slightly to the right of his brother 
   
  Lord Jolen begins the official round of speeches 
  by approaching a podium set in the center of the 
  gathering. “Fellow inhabitants of the grand Duchy of 
  Urnst, thank you for coming. Some of you, no doubt, 
  have risked much to be here on this fine day and my 
  heartfelt thanks are with you.”   
   
  Lord Jolen pauses, nods to the delegates, and 
  continues. “These are trying times for our beloved 
  land. Since the departure of my esteemed father and 
  the appointment of Lord Ellis as regent,” Jolen 
  pauses, casting a contemplative gaze over the 
  assembled representatives, “our beloved land has 
  begun to fragment. What is needed now is unity of 
  purpose, a firm belief by all in the common good, in 
  our shared destiny.” 
   
  Lord Jolen pauses again, a somber expression on 
  his face, “I stand here today to discuss our collective 
  actions should Lord Ellis succeed in supplanting my 
  father as rightful Duke of Urnst. Also, we meet to 
  address the failings of our society and contemplate a 
  remedy. Long have you all toiled, fought, bled and 
  died for this land we all call home. I see and I 
  understand the shortcomings of our government, 
  the disenfranchisement that you suffer with each 
  and every day.” Jolen pauses and the gleam of fervor 
  enters his eyes.  
   
  “Stand united with those of us here today and I 
  pledge that I will see that ALL citizens of our 
  beloved land receive that which they so richly 
  deserve. The right to sit as equals in the halls of 
  power and help determine our fate together, as one.  
   
  Should the moment come where Lord Ellis and 
  his supporters overstep the bounds of law, we will 
  know what is right and know that soon, the light of 
  justice will shine down upon us all, together, as it 
  should be.”  With that, Lord Jolen bows his head, 
  steps away from the podium to a loud round of 
  applause and looks to the next speaker. 
   
  Over the course of the rest of the day, the various 
  embassies will get up and make speeches and counter-
  speeches. There is no need to play out all of the speeches. 
  Focus on giving each PC an opportunity to make a speech 
  should they wish to do so. The PCs may say whatever 
  they feel is appropriate, but reverse psychology speeches 
  will not accomplish anything in this section. PCs may use 
  either Diplomacy or Intimidate as they desire. They may 
  not assist each other with their speeches. 
   
  Check Modifiers 
  +/-5 bonus/penalty to their Diplomacy or Intimidate 
  check depending on their roleplaying (what 
  they have their character do and what they have 
  their character say).  
  -2 
  to any intimidate checks (since they are not as 
  appropriate in this setting). 
  +2 
  by spending favors with nobles, the specific 
  groups involved (Dumadan, Burlondin, Clan 
  Karakast, Cairn Hills gnomes, or Celadon elves). 
  The influence must be credibly tied into the 
  speech to be used. Strong Hart and Ducal 
  Loyalists influence does not apply for this.  
  +2 for membership in the DDC White Bears, the 
  Church 
  of 
  Pelor, 
  or 
  a 
  Suel 
  Religious 
  Organization. 
  +2 for a racial background that fits one of the 
  embassies present. 
  -2 to arguments for the White Harts if the Cairn Hill 
  Gnomes are still all voting for the Strong Harts. 
  -5 to arguments for the Strong Harts if the Dwarves of 
  Dumadan are still voting for the White Harts 
  and Clan Karakast has not been convinced to 
  ally with the Strong Harts. 
  -2 to arguments for Ducal Loyalists if no groups have 
  switched their votes to the Ducal Loyalists.  
   
  Check DCs 
  The modified Diplomacy or Intimidate roll determines 
  the number of "votes" the PC counts towards influencing 
  the summit (record them on the table at the end of DM 
  Aid 2): 
   
  DC 15 = one vote. 
   
  DC 25 = two votes. 
   
  DC 50 = three votes. 
   
  RESULTS 
  Record the results of the PCs talks with the embassies 
  and speeches on the table at the end of DM Aid 2.   
   
  Tally up the total: 
  1. If the White Harts lead the other factions by more 
  than 4 votes read the PCs the Pro-White Hart 
  Leanings section. 
  2. If the Strong Harts got more "votes" than any of the 
  other options, or the White Harts got less of the 
  votes than any of the others, read the Anti-White 
  Hart Leanings section. 
  3. If the tally did not result in option one or two 
  (above) read the PCs the Neutral Leanings section. 
   
  PRO−WHITE HART LEANINGS 
  The summit has finally ended. The different 
  delegates stand and give final farewell speeches 
  promising cooperation and a new era of friendship 
  URD7-02 Soul of the Sun 
   
  Page 10 
  
  between the various different communities. The 
  various delegates seem hopeful about Lord Jolen’s 
  speeches and thoughts about reaching further 
  accords with the non-humanoid populations in the 
  Duchy.  
   
  After the final speech, the elven delegates stand 
  up and approach you. Amyra still has a scowl, but at 
  least this time it is tempered with a thoughtful look. 
  Parisse trails her, talking about various restrictions 
  on travel and harvesting that could be implemented. 
  Valanthe and Ylaran discuss what sort of aide their 
  clans could offer the White Harts, and what the 
  other clans might be persuaded to supply, while 
  Tharivol and Lia linger behind, seemingly lost in 
  thought.  
   
  ANTI−WHITE HART LEANINGS 
  The summit has finally ended. The different 
  delegates stand and give short and somewhat 
  derogatory farewell speeches. During several of 
  them members of other delegates are restrained 
  from arguing by their fellows. Overall there is an 
  atmosphere of distrust and resentment and some of 
  the delegates begin to leave before others are 
  finished. 
   
  After the final speech, the elven delegates stand 
  up and approach you. Amyra still has a scowl and her 
  jaw works as she grits her teeth. Parisse trails her, 
  talking 
  about 
  keeping 
  the 
  Celadon 
  closed 
  permanently. Valanthe and Ylaran discuss what sort 
  of enticement their clans would want in order to 
  risk angering the other clans or nobles, while 
  Tharivol and Lia linger behind, seemingly lost in 
  dark thoughts. 
   
  NEUTRAL LEANINGS 
  The summit has finally ended. The different 
  delegates stand and give final farewell speeches 
  promising to take what was said here back to their 
  respective communities for consideration. While 
  some of the delegates seem hopeful, others continue 
  to glare at one another and mutter to each other 
  with dark looks. Another meeting is set for several 
  weeks hence after the ambassadors can return home 
  for discussion. 
   
  After the final speech, the elven delegates stand 
  up and approach you. Amyra still has a scowl, but, at 
  least this time, it is tempered with a thoughtful look. 
  Parisse trails her, talking about various restrictions 
  on travel and harvesting that could be implemented. 
  Valanthe and Ylaran discuss what sort of enticement 
  their clans would want to risk angering the other 
  clans or nobles, while Tharivol and Lia linger 
  behind, seemingly lost in dark thoughts.  
   
  4: IN MY QUARTERS  
  Key concepts for this encounter: Jolen is meeting with the elven 
  delegates. Several Syrulites are discovered in the temple. 
   
  “We have a meeting after dinner with Lord Jolen,.” 
  Amyra says as you exit the meeting room. “I wish to 
  leave directly afterwards. I dislike the thought of 
  staying here another night and would rather sleep 
  under the stars and away from the … humanity here. 
  You will wait outside of Lord Jolen’s quarters. Be 
  prepared to leave that we can go immediately after 
  we are finished with our meeting.”  
   
  The other ambassadors seem to be a bit taken 
  aback, but Tharivol nods and speaks up: “Yes, it 
  would be good to leave here as soon as possible. I’ve 
  heard several disconcerting rumors.” 
   
  “You’re always such a sapling Tharivol!” With 
  that, Amyra strides off. Lia casts an apologetic glance 
  towards Tharivol, and then hurries after her. 
  Tharivol appears to be a little paler than normal, but 
  he musters up a sneer and says: “What a hag!” before 
  stomping off towards his quarters.  
   
  “Our meeting is at 6 bells,” Valanthe says. “It will 
  likely last for an hour, but you should probably be 
  prepared to leave and stationed outside Lord Jolen’s 
  quarters at that time in case Amyra gets upset and 
  demands we leave immediately.” Lia rolls her eyes 
  and Ylaran chuckles a bit, shaking his head.  
   
  The PCs have a little over an hour to do what they wish. 
  They can use this time to run small errands, talk to other 
  delegates, eat, pack, etc. See DM’s Aid 1 for more 
  information about what the delegates know, or would tell 
  the PCs.  
   
  After the PCs are ready, they can head to Lord Jolen’s 
  quarters. There are several guards stationed outside that 
  will inform the PCs that the delegates have just entered 
  (or whatever is appropriate to when the PCs arrive).  
   
  Describe people passing by and servants entering 
  and leaving the room. The PCs are brought refreshments, 
  but there really isn’t any place to sit or anything to do. 
  After 20 minutes of waiting around, have the PCs make 
  Listen checks. Anyone who makes a DC 20 Listen check 
  can tell that someone is running down the eastern 
  corridor in this direction. If the PCs go to investigate, 
  read the following. If they don’t go to investigate, Peath 
  will come find them. 
   
  A young Suloise man in yellow robes sprints around 
  the corner, his strawberry blond hair is tangled 
  about his shoulders and his eyes are wide in alarm. 
  He checks his step as he notices you. “Please, you 
  must come. I’ve found some of them and if we don’t 
  move quickly they’ll escape.”  
   
  PCs that played URD6-04 Heart of the Sun recognize this 
  young man as Peath Regin. They also notice that he looks 
  quite a bit older and ‘world-wise’ since they saw him last. 
  He does not wear any rings, although there is a scar at the 
  URD7-02 Soul of the Sun 
   
  Page 11 
  
  base of his right pointer finger as if he once did. If a PC 
  has the Favor of Peath from URD6-04, he’ll approach that 
  PC and try to grab their hand or shoulder and pull them 
  back the way he came. 
   
  If the PCs try to ask him about any of the events in 
  URD6-04 Heart of the Sun, he’ll say that there isn’t time 
  currently, but that he’ll talk to them about it later.  
   
  If the PCs try to ask him what’s going on, he’ll try to 
  get them to come with him before elaborating. Once he 
  gets the PCs moving (or if necessary, while looking very 
  impatient), he’ll continue: 
   
  I’ve been investigating why there was a temple to the 
  Night Hag beneath the administration structure. I 
  think I’ve found out some of the people who are 
  responsible, but I don’t think I can catch them on 
  my own. I managed to catch them in a meeting, but I 
  don’t think they’ll be there for much longer. 
   
  Peath is telling the truth. Since visiting his grandfather, 
  he has given up painting, and is trying to find the source 
  of the Syrulite taint in the Church. After months of 
  painstaking investigation, he’s managed to piece together 
  a meeting time and place that he didn’t understand until 
  the events occurred. Now he’s not sure whom he can 
  recruit from the church to trust, and the PCs are there, 
  and, hopefully, look martial enough to help him. 
   
  At this point begin keeping track of the passage of 
  rounds until the PCs return to outside of Lord Jolen’s 
  chambers. The library is 150 feet away around several 
  corners. It will take Peath 3 rounds to get to the library, 
  although he will give directions if the PCs want to go 
  ahead. If the PCs are members of the Church of Pelor 
  meta-org or if they played URD6-04 Heart of the Sun (or 
  looked at the library earlier in this module), they know 
  the way already. 
   
  Peath rushes to the end of the hallway, where a plain 
  wooden door polished to a high sheen resides – the 
  entry to the library. He stops, breathing heavily for a 
  moment, and smoothes his hair, tying a leather 
  thong around it. He turns to you and says, “When we 
  enter I’ll try to go to the librarian and the other 
  clerics and keep them from interfering. The three 
  conspirators are in the natural history section. 
  Please try to keep them alive for questioning.” A 
  pained expression crosses his face: “I’d prefer if you 
  wouldn’t damage any of my collections.” 
   
  If there is an obvious wizard or spellcaster in the party, or 
  if he knows from previous acquaintance that one of the 
  PCs is a spellcaster, he’ll add: 
   
  “Also, a previous librarian made it impossible to use 
  magic effects that could cause damage to books in 
  the area. I believe it affects all or most of the 
  evocation school as well as some other spells.” 
   
  This takes one additional round. At this point it is good to 
  put the PCs into initiative to track who is doing what and 
  where Peath is. After one round to compose himself, 
  Peath will enter the library and begin talking to the 
  librarian.  
   
  Peath takes a deep breath and opens the polished 
  wooden door, passing inside without looking back. 
  The main portion of the natural history wing is 
  taken up by a display in the middle that has many 
  different kinds of bugs preserved in a variety of 
  manners. Most are pressed between thin panes of 
  glass with a labelled backing denoting the name of 
  the specimen and where it was found. Some of the 
  specimens are coated with some sort of thick clear 
  liquid that preserved them in a natural looking 
  position. Others appear to be preserved in bits of 
  amber.  
   
  The front of the wing has a small office with an 
  older man standing outside of it talking with Peath. 
  A large table stands between you and the majority of 
  the bug display. Six people are seated around the 
  table with a variety of open books having a 
  discussion. 
   
  Use the spot checks the PCs rolled earlier: 
  DC 15  notices the older man browsing the books on 
  the northern side of the wing.  
  DC 20  notices the group of three indeterminately-aged 
  men standing to the north east of the wing in an 
  alcove.  
  DC 25 
  notices the middle-aged woman seated quietly 
  in the southern section of the wing reading a 
  pamphlet. 
   
  Non-Combatants 
  The people seated around the table are a Study Group that 
  is discussing various interpretations of some of Pelor’s 
  canon. 
   
  There is an old man who is browsing books on the 
  flora of the area and an old woman who is reading a 
  treatise on the founding of churches of Pelor in the Cairn 
  Hills. 
  The Syrulites 
   
  The three Syrulites are here “browsing” books while 
  talking in code about future plans about siphoning 
  money just taken in for the Church’s construction of a 
  new orphanage. They do not know each other’s names 
  and any ability to overhear them only hears them refer to 
  each other as their code names and even that is very 
  infrequent. Without deciphering their code, it sounds as 
  if they are discussing the best place to find quotations for 
  a new series of sermons to the nearby villages. The PCs 
  can use the Sense Motive skill to attempt to intercept the 
  conversation that the Syrulites are having using Bluff. In 
  general, whichever Syrulite has the best Bluff skill is the 
  one doing most of the talking. 
   
  ALL APLs 
   
  �Peath Regin: male human; hp 65; Bluff +15, 
  Concentration +24, Diplomacy +18.  
  URD7-02 Soul of the Sun 
   
  Page 12 
  
   
  �Study Group Members: male human expert 2; hp 
  14; Appendix 1.  
   
  �Old Man – Trevor Ghent: male human cleric 2; 
  hp 17; Appendix 1.  
   
  �Middle Aged Woman – Olivia Voyant: female 
  human cleric 2; hp 17; Appendix 1.  
   
  Creatures:  
   
  APL 2 (EL 2) 
   
  �Barley – Maelygos Morin: male oeridian human 
  beguiler 2; hp 12; Appendix 1.  
   
  �Wheat – Tildren Gaebech: male suel human 
  clr1/rog1; hp 12; Appendix 1.  
   
  �Oat – Hargan Lasseck: male flan human 
  ftr1/rog1; hp 20; Appendix 1.  
   
  APL 4 (EL 4) 
   
  �Barley – Maelygos Morin: male oeridian human 
  beguiler 3; hp 17; Appendix 1.  
   
  �Wheat – Tildren Gaebech: male suel human 
  clr1/rog2; hp 19; Appendix 1.  
   
  �Oat – Hargan Lasseck: male flan human 
  ftr2/rog1; hp 29; Appendix 1.  
   
  APL 6 (EL 6) 
   
  �Barley – Maelygos Morin: male oeridian human 
  beguiler 5; hp 27; Appendix 1.  
   
  �Wheat – Tildren Gaebech: male suel human 
  clr1/rog4; hp 29; Appendix 1.  
   
  �Oat – Hargan Lasseck: male flan human 
  ftr4/rog1; hp 52; Appendix 1.  
   
  APL 8 (EL 8) 
   
  �Barley – Maelygos Morin: male oeridian human 
  beguiler 6/rog1; hp 37; Appendix 1.  
   
  �Wheat – Tildren Gaebech: male suel human 
  clr1/rog6; hp 39; Appendix 1.  
   
  �Oat – Hargan Lasseck: male flan human 
  ftr4/rog3; hp 68; Appendix 1.  
   
  APL 10 (EL 10) 
   
  �Barley – Maelygos Morin: male oeridian human 
  beguiler 6/rog3; hp 56; Appendix 1.  
   
  �Wheat – Tildren Gaebech: male suel human 
  clr1/rog8; hp 58; Appendix 1.  
   
  �Oat – Hargan Lasseck: male flan human 
  ftr6/rog3; hp 88; Appendix 1.  
   
  APL 12 (EL 12) 
   
  �Barley – Maelygos Morin: male oeridian human 
  beguiler 6/rog5; hp 68; Appendix 1.  
   
  �Wheat – Tildren Gaebech: male suel human 
  clr1/rog10; hp 70; Appendix 1.  
   
  �Oat – Hargan Lasseck: male flan human 
  ftr8/rog3; hp 108; Appendix 1.  
   
  Peath’s Tactics: Peath will talk to the librarian for 6 
  rounds, then move to the study group of 6 people in the 
  middle of the area. He’ll talk to them for 10 rounds before 
  heading towards a lone older man and speaking with him 
  for 8 rounds, then, going to a middle-aged woman and 
  speaking with her for 12 rounds. 
   
  Study Group: If fighting breaks out before Peath begins 
  talking to the study group, they’ll stand and begin to 
  move towards the PCs. Peath will stop talking to the 
  librarian at that point, and approach the study group to 
  speak with them. They’ll listen to Peath while being 
  somewhat hostile to the PCs. They won’t let PCs pass 
  through their squares and will position themselves to be 
  in the way of any area of effect attacks. If the PCs are 
  using lethal damage on the Syrulites, the members of the 
  study group will heal the Syrulites, and ask the PCs to 
  stop. 
   
  Old Man: The old man’s name is Trevor Ghent. He is an 
  old gardener and philosopher at the Temple of Pelor. He 
  will stand and watch in amazement at anything that 
  happens. Thus he is likely to be taken hostage or used as a 
  shield, etc should the situation arise where it is 
  advantageous. 
   
  Middle-Aged Woman: The middle aged woman’s name 
  is Olivia Voyant. She is a 2nd level cleric of Pelor. She will 
  ignore the goings on and read her treatise (truth be told, 
  she is mostly deaf now) unless she comes into contact 
  with any of the combatants. If a spell is cast on her, she’ll 
  cast silence on her book and move towards the door unless 
  she needs to heal herself. 
   
  Syrulite Tactics: The Syrulites don’t really want to fight, 
  especially on these terms. 
   
  They’ll first try to convince the PCs that they are 
  simple clerics of Pelor (out of combat, if the PCs initiate 
  combat and begin attacking them all bets are off). Since 
  they have high Bluff skills, it is unlikely that the PCs will 
  be able to detect their lies through the use of Sense 
  Motive. The clerics will ask who put the PCs up to this 
  and suggest that perhaps that person is the person they 
  should really be investigating. They will also suggest that 
  perhaps this is a distraction from something else that is 
  really of importance or suggest that this must be a 
  practical joke. 
   
  If they cannot convince the PCs that they are 
  innocent, they’ll try to surprise the PCs to take them 
  down. At APL 4+, Barley will use shock and awe to reduce 
  the initiatives of the PCs so that the others can sneak 
  attack them. At APL 8+, Barley can feint as a swift action 
  (if he does not wish to cast a swift action spell). Feinting 
  lets Barley do sneak attack damage as well as increasing 
  his save DC. 
   
  If the Syrulites cannot significantly damage the PCs 
  or the PCs take one of them to half or less hit points, they 
  will stop attacking and try to escape. They will all try to 
  escape, but, if necessary, they’ll abandon one of their 
  members in order for the others to escape. All of the 
  URD7-02 Soul of the Sun 
   
  Page 13 
  
  Syrulites have high move silent and hide skills. They’ll try 
  to get amongst the book stacks to hide or get out into the 
  hallways and thus onto the grounds. If they have the 
  opportunity to do some damage or separate the PCs while 
  escaping, they’ll take whatever opportunities they have 
  without significantly risking their escape. 
   
  NOTE: Remember to continue to track how long the 
  PCs take to return to outside of Lord Jolen’s 
  chambers. 
   
  Developments: The PCs should eventually capture the 
  Syrulites or they will escape. If the PCs have spent more 
  than 100 rounds dealing with this encounter, guardsmen 
  will come to fetch the PCs and take them to fight the 
  demons in encounter 5. 
   
  Troubleshooting: If the PCs do not want to follow Peath 
  to the Syrulites, they are not forced to. They will, 
  however, lose XP should they skip this combat (the gold 
  will be made up to the cap by the elven ambassadors). If 
  they refuse to go, give them DC 30 Listen checks until 
  one of the PCs makes the Listen check in order to begin 
  Encounter 5. Treat the round the PCs make the listen 
  check as the round that they arrive. If the PCs cannot 
  make the listen check, the Pelorite guards will notice in 
  round 25, and exclaim and open the doors, which will 
  automatically bring the PCs into combat. If the PCs make 
  a DC 15 Spot check, they can notice the guards listening 
  and frowning before starting to move and can thus take 
  an action in the surprise round. The guards will go last on 
  the surprise round and open the door. After seeing what 
  is inside, the guards will go for help. 
   
  ENCOUNTER 5: SOMEWHERE 
  DOWN THERE 
  Lord Jolen and the elven ambassadors have been attacked by 
  demons. Depending on how long the PCs take with Encounter 4, 
  Lord Jolen might have been assassinated. Note: The timed 
  results below, might seem out of place, but please just use them as 
  written. There are plot elements that you (the judge) do not need 
  to understand just yet. They will become clear in future 
  adventures. 
   
  When the PCs return to Lord Jolen’s room read the 
  following: 
   
  At first glance, things appear to be as you left them 
  when you return to the hallway outside of Lord 
  Jolen’s room. However, as you get closer, you realize 
  that the guards that were outside the room are no 
  longer present, although the door is still closed and 
  the hallway is otherwise as you left it. 
   
  If the PCs succeed at a DC 20 Listen check, they can hear 
  the faint sounds of combat through the door (depending 
  on the situation inside the room). 
   
  When the PCs open the door, the situation depends 
  on how long it took the PCs to return. Consult the 
  following table to determine the status of the room before 
  altering the following read aloud text. 
   
  Case 1 – Less than 20 rounds 
  Lord Jolen is dead. Valanthe is dead. Ylaran, Lia and 
  Parisse are behind a wall of force. Lord Jolen’s body is 
  outside the wall of force and Tharivol is cowering behind 
  Amyra. Amyra is fighting a rutterkin and is lightly 
  wounded. She tells the PCs that she can handle her 
  opponent and to concentrate on their own. 
   
  Case 2 – Between 20 and 40 rounds 
  Lord Jolen is alive. Valanthe and Tharivol are dead. 
  Ylaran, Lia, and Parisse are behind a Wall of Force with 
  Lord Jolen. Amyra is fighting a rutterkin outside the Wall 
  of Force and is heavily wounded. She asks the PCs for help. 
  If present, a nabassu is consuming Valanthe’s corpse 
  while either a rutterkin or another nabassu consumes 
  Tharivol’s corpse. The nabassu is considered to have 
  consumed one corpse using its feed ability. 
   
  Case 3 – Between 40 and 60 rounds 
  Lord Jolen is alive. Valanthe and Tharivol are dead. 
  Ylaran, Lia, and Parisse are behind a wall of force with Lord 
  Jolen. Amyra is at negative five outside the wall of force. If 
  present, a nabassu is about to consume Amyra, while 
  either a rutterkin or another nabassu consumes Tharivol’s 
  corpse. The nabassu is considered to have consumed one 
  corpse using its feed ability.  
   
  Case 4 – Between 60 and 100 rounds 
  Lord Jolen is alive. Valanthe, Amyra, and Tharivol are 
  dead and their corpses have been consumed by the 
  rutterkin or the nabassu. Ylaran, Lia, and Parisse are 
  behind a Wall of Force with Lord Jolen. The demons are 
  standing next to the Wall of Force making threats to those 
  behind it. The nabassu is considered to have consumed 
  two corpses using its feed ability. 
   
  Case 5 – After 100 rounds 
  Lord Jolen is alive. Valanthe, Amyra, and Tharivol are 
  dead and their corpses have been consumed by the 
  rutterkin or nabassu. Ylaran, Lia, and Parisse are standing 
  behind a wall of force with Lord Jolen. The demons have 
  just finished tearing apart a squad of five Pelorite 
  guardsmen and a cleric and are gleefully eating the 
  bodies. The nabassu is considered to have consumed 
  three corpses using its feed ability. 
   
  Creatures: 
   
  ALL APLs 
   
  �Mragdl (Rutterkin): male medium outsider; hp 
  variable by APL (see table below); Appendix 1. Only attacks 
  Amyra. If she is dead, he will attack the PCs. 
   
  �Amyra: female medium sylvan elf ftr6; hp variable 
  depending on time passage (see table below); Appendix 1. 
  URD7-02 Soul of the Sun 
   
  Page 14 
  
  Only attacks Mragdl. Once he is dead, she will slump 
  against the wall of force and hold her head as if in great 
  pain. 
   
  APL 
  Mragdl’s HP 
  Amyra’s HP 
  ( Case 1 / Case 2) 
  2 
  10 
  40   /   30 
  4 
  15 
  35   /   25 
  6 
  25 
  25   /   15 
  8 
  30 
  20   /   15 
  10 
  37 
  15   /     5 
  12 
  45 
  5   /     0 
   
  APL 2 (EL 5) 
   
  �Rutterkin (2): male medium outsider; hp 37 each; 
  Appendix 1.  
   
  APL 4 (EL 7) 
   
  �Rutterkin: male medium outsider; hp 37; 
  Appendix 1.  
   
  �Juvenile nabassu: male medium outsider; hp 52; 
  Appendix 1.  
   
  APL 6 (EL 9) 
   
  �Advanced rutterkin: male medium outsider; hp 
  116; Appendix 1.  
   
  �Advanced juvenile nabassu: male medium 
  outsider; hp 116; Appendix 1.  
   
  APL 8 (EL 11) 
   
  �Advanced rutterkin (2): male medium outsider; 
  hp 116 each; Appendix 1.  
   
  �Advanced juvenile nabassu (2): male medium 
  outsider; hp 116 each; Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Advanced rutterkin (4): male medium outsider; 
  hp 116 each; Appendix 1.  
   
  mVery advanced juvenile nabassu (2): male 
  medium outsider; hp 147 each; Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Nalfanshee: male huge outsider; hp 175; Monster 
  Manual page 45.  
   
  �Very advanced juvenile nabassu (2): male 
  medium outsider; hp 147 each; Appendix 1.  
   
  Tactics: The rutterkin will attack with brute force and 
  will tend to avoid using their snap-tongs to grapple unless 
  it would benefit other rutterkin or the nabassu. The 
  nabassu will attempt to flank with the rutterkin or use 
  their death-stealing gaze or spell-like abilities. All of these 
  enemies have been gated in and thus can use their 
  summon abilities and cannot be dismissed. 
   
  The nabassu will at no point attempt to feed on PC’s 
  corpses as they have a mission to complete. 
   
  During Combat Considerations: Parisse’s wall of force 
  has 6 rounds remaining when the PCs arrive. 2 rounds 
  before the wall of force drops Parisse will cast a rope trick 
  spell and those behind the Wall will climb inside.  If the 
  rope trick is dispelled, Parisse will cast greater invisibility 
  and hide. The PCs should see any spellcasting when it 
  occurs. If the wall of force drops during combat, the 
  ambassadors will not join in the combat unless there is 
  only one PC left standing or if things look grim and the 
  PCs make a DC 20 Diplomacy check. At no point will 
  Parisse join in, she would rather flee or hide than fight at 
  any point. 
   
  Developments: When the PCs defeat the demons they’ll 
  either have to take care of the wall of force (or greater 
  invisibility), wait the spell out, or convince Parisse to drop 
  the spell with a DC 15 Diplomacy check (she’s suspicious 
  of everyone and everything at this point).  
   
  After this has been resolved, the elven ambassadors 
  that are still alive will thank the PCs for rescuing them, 
  although they will wonder what took them so long (and 
  be more outraged the longer it took the PCs). They’ll 
  understand if the PCs point out that they weren’t 
  guarding them yet and/or how dire the need was for the 
  Syrulites to be caught.  
   
  If Amyra is alive, read the following: 
   
  Amyra looks you over and nods grimly. “Took you 
  long enough,” she comments as she wipes off her 
  sword. “But even I find demons unpalatable foes. 
  Your courage in facing them is appreciated.” 
   
  If the PCs fought well, add: 
   
  “And you even accounted yourselves fairly well...” 
  Amyra nods slightly and sheaths her sword before 
  walking out of the room. 
   
  Otherwise, read: 
   
  Parisse approaches you, twisting her hands together 
  and gulping convulsively. “Thank you for saving me 
  from those… things. You know they smell worse 
  when you see them than you would think even when 
  they’re described in the books. I… I couldn’t really 
  think to do anything and I’m glad you were here to 
  help us. Thank you again.” 
   
  If the PCs decide to look at the elven bodies they can 
  make a DC 40 Heal check if the rutterkin were eating 
  them or a DC 50 Heal check if the nabassu was 
  consuming them to determine that there’s something 
  strange about Tharivol’s body (only applies if Tharivol is 
  dead). Underneath the claw and bite marks, there are also 
  burn marks and unhealed scratches. If the PCs also 
  examined the bodies in encounter 1, they realize that 
  these are likely wounds left over from that encounter. 
  However, enough time has passed that most of these 
  wounds should have healed by now. 
  URD7-02 Soul of the Sun 
   
  Page 15 
  
   
  If Jolen is alive, read the following: 
   
  Jolen Lorinar beckons you closer to where he sits in 
  an armchair. His face is white with shock and his 
  hair is dishevelled. “There are no words for your 
  bravery in facing the demon hordes that attacked 
  me. I can only think that they were bent on my 
  assassination and that this summit is far more 
  important than even I had thought. I owe you a debt 
  for your actions today and hope that in the future I 
  will be able to repay your actions in a way that is 
  fitting.” 
   
  PCs making a DC 25 Sense Motive check can tell that 
  Jolen is very shaken and that there is a difference in his 
  voice between now and the summit that happened earlier 
  this day. If asked, he will comment that he has much to 
  think about and that he had not considered that someone 
  would hire assassins to kill him. 
   
  CONCLUSION 
  The PCs can report back to whomever they wish to about 
  the occurrences in Encounter 5. Take note of who they 
  are reporting to and include these results in the critical 
  events summary. Members of the White Harts faction 
  can easily gain access to Lord Jolen and Lord Broden 
  together or separately in order to make reports. Members 
  of the Strong Harts faction can gain access to Lord 
  Rochard Lorinar to make reports. Both factions will 
  thank the PCs for their information and give them a favor 
  on the adventure record.  
   
  Escorting the elves back to the Celadon is easy and is 
  not interrupted by anything of note. The elves’ mood 
  depends on the events of Encounter 5, but they do not 
  blame the PCs and instead wonder about the wisdom of 
  allying with the White Harts depending on how badly 
  the encounter went. The PCs can reassure the elves with 
  a DC15 Diplomacy check.  
   
  The elves will pay the PCs a small fee on completion 
  of the escort mission as noted in the Conclusion treasure 
  summary. 
   
  See the Favors and Enmities section (below) for what 
  to award on the AR. 
   
  CAMPAIGN CONSEQUENCES 
  This module determines whether Jolen Lorinar falls to an 
  assassination attempt during a summit between the 
  humanoid races of the Duchy. It also determines the 
  attitude of the various demihuman representatives and 
  their willingness to cooperate with the White Harts in 
  order to oppose the Strong Harts. 
   
  Please make sure to fill out the events summary that 
  accompanies this adventure and send it to the Triad at 
  doutriad@yahoogroups.com. 
   
  FAVORS AND ENMITIES  
  PCs who did not do anything hostile during the summit, 
  attempted to deal with the Syrulites in encounter 4, and 
  defeated the demons in encounter 5 gain Favor of the 
  Church of Pelor. 
   
  PCs who successfully rescued the Elves during 
  encounters one and five gain Celadon Hospitality. 
   
  PCs gain adventure item access through going ‘shopping’ 
  during the breaks between encounters or through 
  defeating the Syrulites. 
   
  AT THE SUMMIT  
   
  PCs who spoke only in favour of the White Harts (or 
  made their Bluff check to pretend they supported the 
  White Harts while really working against them) receive 
  one of the following: 
  1) If they are not a member of the White Hart 
  faction: Minor Favor of the White Harts. 
  2) If they ARE a member of the White Harts 
  faction (they may joing now) OR convinced an 
  Embassy to change one or more of its votes to 
  the White Harts: Major Favor of the White 
  Harts. 
   
  PCs who spoke only in favor of the Strong Harts or tried 
  to secretly sabotage the summit agreement (whether or 
  not they succeeded) gain the Favor of the Strong Harts. 
   
  PCs who spoke only in favor of the Ducal Loyalists gain 
  the Favor of the Ducal Loyalists. 
   
  PCs who made a speech that supported the Strong Harts 
  or did not Bluff successfully while trying to sabotage the 
  summit agreement gain Enmity of the White Harts. 
  URD7-02 Soul of the Sun 
   
  Page 16 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1: Meeting in the Trees 
  Capture or kill the Hextorite search team 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  3: Shining a Light 
  Convince an Embassy and/or Make a speech at the 
  Summit 
  APL 2  
  45 XP 
  APL 4  
  68 XP 
  APL 6  
  90 XP 
  APL 8  
  113 XP 
  APL 10  
  135 XP 
  APL 12  
  158 XP 
   
  4: In my quarters 
  Capture or kill the Syrulites 
  APL 2  
   90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  5: Somewhere Down There 
  Kill the demons 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Discretionary roleplaying award 
  APL 2  
  45 XP 
  APL 4  
  67 XP 
  APL 6  
  90 XP 
  APL 8  
  112 XP 
  APL 10  
  135 XP 
  APL 12  
  157 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  1: Meeting in the Trees 
   
  APL 2: Loot 366.5 gp; Magic 0 gp; Total 366.5 gp. 
   
  APL 4: Loot 365.25 gp; Magic 255.4 gp; heavy flail +1 
  (192.9 gp), potion of remove blindness/deafness (62.5 gp); 
  Total 620.65 gp. 
   
  APL 6: Loot 26.8 gp; Magic 751.2 gp; mithral 
  breastplate +1 (433.3 gp), heavy flail +1 (192.9 gp), 2 potions of 
  remove blindness/deafness (62.5 gp each); Total 778 gp. 
   
  APL 8: Loot 50 gp; Magic 709.6 gp; mithral breastplate 
  +1 (433.3 gp each), heavy flail +1 (192.9 gp), cloak of 
  resistance +1 (83.3 gp); Total 759.6 gp. 
  URD7-02 Soul of the Sun 
   
  Page 17 
  
   
  APL 10: Loot 26.8 gp; Magic 876.2 gp; mithral 
  breastplate +1 (433 gp), heavy flail +1 (192.9 gp), cloak of 
  resistance +1 (83.3 gp), ring of protection +1 (167 gp); Total 
  903 gp. 
   
  APL 12: Loot 50 gp; Magic 1876.2 gp; mithral 
  breastplate +2 (683.3 gp each), heavy flail +2 (692.9 gp), cloak 
  of resistance +1 (83.3 gp), amulet of natural armor +1 (166.6 
  gp), ring of protection +1 (167 gp); Total 1926.2 gp. 
   
  4: In My Quarters 
   
  APL 2: Loot 287.8 gp; Magic 0 gp; Total 287.8 gp. 
   
  APL 4: Loot 287.8 gp; Magic 0 gp; Total 287.8 gp. 
   
  APL 6: Loot 287.8 gp; Magic 0 gp; Total 287.8 gp. 
   
  APL 8: Loot 287.8 gp; Magic 512.5 gp; 3 potions of 
  invisibility (25 gp each), wand of color spray (62.5 gp), 3 
  brooches of shielding (125 gp each); Total 800.3 gp. 
   
  APL 10: Loot 12.8 gp; Magic 1912.5 gp; 3 potions of 
  invisibility (25 gp each), 3 dust of disappearance (291.6 gp 
  each), 3 brooches of shielding (125 gp each), wand of color 
  spray (62.5 gp), 3 mithral chain shirt +1 (175 gp each); Total 
  1925.3 gp. 
   
  APL 12: Loot 12.8 gp; Magic 1912.5 gp; 3 potions of 
  invisibility (25 gp each), 3 dust of disappearance (291.6 gp 
  each), 3 brooches of shielding (125 gp each), wand of color 
  spray (62.5 gp), 3 mithral chain shirt +1 (175 gp each); Total  
  1925.3 gp. 
   
  Conclusion 
   
  APL 2: 50 
   
  APL 4: 150 
   
  APL 6: 200 
   
  APL 8: 250 
   
  APL 10: 400 
   
  APL 12: 500 
   
  Treasure Cap 
   
  APL 2: 450 
   
   
  APL 4: 650 
   
  APL 6: 900 
   
  APL 8: 1300 
   
  APL 10: 2300 
   
  APL 12: 3300 
   
   
  Total Possible Treasure 
   
  APL 2: 704.3 
   
  APL 4: 1058.5 
   
  APL 6: 1265.9 
   
  APL 8: 1809.9 
   
  APL 10: 3228.4 
   
  APL 12: 4351.5 
   
  ADVENTURE RECORD ITEMS 
  �Celadon Hospitality: You receive free standard 
  upkeep in any adventure set in the Celadon forest or 
  nearby for one calendar year after playing this adventure. 
   
  �Favor of the Church of Pelor: The next time you 
  drop to 10 hit points or below, as an immediate action, a 
  Spirit of Healing appears. This spirit occupies a 5-ft 
  square and has a land speed of 30 ft. You can use a free 
  action to have it move once per round. Any creature can 
  move through it and it does not block line of sight or line 
  of effect. It cannot attack or be attacked and cannot be 
  turned. It is subject to dispel magic, dismissal, or banishment 
  as if it were a summoned creature, using your level as the 
  caster level. If you lose line of sight to your spirit, it 
  disappears immediately.  
   
  The spirit remains for a number of rounds equal to 
  your level. It can heal a number of hit points equal to 
  your level X your Charisma bonus (as per the paladin’s 
  Lay on Hands ability). If you have a divine caster level 
  this amount is doubled.  
   
  To use its healing ability, you or an ally must begin or 
  end your turn in the same square as the spirit. That 
  character can then use a move action to transfer some or 
  all of the hit points from the spirit to herself. Useable 
  once only, cross off once used. Used AR _____ 
   
  �Minor Favor of the White Harts: grants a +2 
  circumstance bonus on all Charisma-based checks with 
  members of the White Hart faction. You also gain 
  regional access to the following items marked with a *. 
   
  �Major Favor of the White Harts: Benefits of Minor 
  favour, plus regional access to items marked with a &. 
  Alternatively, this can be spent as 2 influence points with 
  this faction; or for “Friend of” access with any White Hart 
  House or Organization (as per the Listing of Duchy 
  Houses document). Used on AR:____ 
   
  �Favor of the [] Strong Harts or [] Ducal Loyalists: 
  grants a +2 circumstance bonus on all Charisma-based 
  checks with members of the faction. You may purchase 
  one adamantine suit of armor or weapon (50 arrows or 
  bolts). 
   
  Enmity of the White Harts: During any adventure in 
  which you spend more than 1 hour in Nellix, Pontyrel or 
  Goldplains, you must be disguised (DC10+CL) or your 
  presence is noted and you are arrested and fined 50 gp per 
  level. This fine is halved for adopted or legitimate 
  children of a noble house, or by spending an influence 
  point or favor with a noble house. Cross off after paying 
  the fine or spending a favor with the White Harts or their 
  allies. Removed AR: ____ 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Pearl of Power 1st-level spell (Adventure; DMG) * 
  • 
  Bag of tricks, gray (Adventure; DMG) 
  • 
  Javelin of lightning (Adventure; DMG)& 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Returning weapon enhancement (Adventure; DMG)* 
  • 
  Keen weapon enhancement (Adventure; DMG) & 
   
  URD7-02 Soul of the Sun 
   
  Page 18 
  
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Bashing armor enhancement (Adventure; DMG)* 
  • 
  Fire resistance or cold resistance armor enhancement 
  (Adventure; DMG) & 
  • 
  Stone Salve (Adventure; DMG) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Disruption weapon enhancement (Adventure; DMG)* 
  • 
  Acid resistance or sonic resistance armor enhancement 
  (Adventure; DMG) & 
  • 
  Brooch of Shielding (Adventure; DMG) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Fortification, 
  moderate 
  armor 
  enhancement 
  (Adventure; DMG)* 
  • 
  Seeking weapon enhancement (Adventure; DMG) & 
  • 
  Folding Boat (Adventure; DMG) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Spell Resistance (15) armor enhancement (Adventure; 
  DMG)* 
  • 
  Axiomatic weapon enhancement (Adventure; DMG) & 
  • 
  Necklace of Adaptation (Adventure; DMG) 
   
   
  URD7-02 Soul of the Sun 
   
  Page 19 
  
  APPENDIX 1: NPCS 
  1: MEETING IN THE TREES  
   
  AM Y R A W E H N A 
  CR  6 
  Female sylvan elf fighter 6 
  CG Medium humanoid 
  Init +3; Senses Listen +2, Spot +2 
  Languages Common, Elvan  
  AC 22, touch 16, flat-footed 19 
   (+3 Dex, +6 armor, +3 deflection) 
  hp 46 (6 HD) 
  Fort +8, Ref +7, Will +6 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee +1 keen longsword +10/+5 (1d8+7/19-20,x2) or 
  Ranged +1 mighty composite longbow [+4 Str] +8/+3 
  (1d8+5/x3) 
  Base Atk +6; Grp +9 
  Atk Options Power Attack, Cleave 
  Combat Gear +2 mithral chain shirt, +1 keen 
  longsword, +1 mighty composite longbow [+4 Str], 
  ring of mind shielding, ring of protection +3, 2 
  potions cure moderate wounds, potion of remove 
  blindness, potion of barkskin +3, cloak of 
  resistance +2 
  Abilities Str 19, Dex 16, Con 12, Int 8, Wis 10, Cha 8  
  Feats Cleave, Iron Will, Power Attack, Track, Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization 
  (longsword) 
  Skills Climb +3, Survival +3
  Personality Amyra is a gruff and antagonistic sylvan 
  elf. She believes in the perfection of the body and 
  martial prowess. She is capable of protecting 
  herself, is a good leader, and keeps grudges 
  forever. She does not like humans, especially 
  Suloise humans, and makes no bones about it. 
  She has numerous scars that she freely displays 
  and even boasts about, often while telling the tale 
  of how she obtained the scar. Her black hair is a 
  wild tangle and her face and hands are often dirty, 
  but her gear is well maintained. 
   
  She dislikes Tharivol for being a wuss and his lack 
  of fighting skills. She dislikes Lia because of her 
  adoption of human ways. She dislikes Parisse 
  because of her scholarly ways that provide no real 
  benefit to anything that matters (she has not seen 
  Parisse’s abilities to cast spells as anything other 
  than an academic skill since Parisse almost never 
  prepares anything Amyra would consider ‘useful’.) 
  She respects Valanthe and Ylaran, but would not 
  call them allies. She believes that Ylaran is not 
  tainted as the rest of his clan is. She considers 
  herself a lone valiant warrior in a sea of 
  incompetence. 
   
  P ARI S S E  E L AR AF R E N 
  CR  9 
  Female sylvan elf wizard 7/loremaster 2 
  N Medium humanoid 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common, Draconic, Elvan, Goblin, Orc, 
  Sylvan 
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 37 (9 HD) 
  Fort +5, Ref +5, Will +11 
  Speed 30 ft. (6 squares) 
  Melee quarterstaff +2 (1d6-2, x2) or 
  Ranged spells +5  
  Base Atk +4; Grp +2 
  Atk Options Bardic Knowledge 
  Combat Gear cloak of resistance +2, ring of mind 
  shielding, wand of magic missiles (5 charges) 
  Wizard Spells Prepared (CL 9th): 
    5th—Wall of Force 
   4th—Greater 
  Invisibility, 
  Leomund’s 
  Secure 
  Shelter, Scrying 
   3rd—Clairaudience/Clairvoyance, Daylight, Dispel 
  Magic, Tongues 
   2nd—Detect Thoughts, False Life, Resist Energy, 
  Rope Trick, See Invisibility 
   1st—Comprehend 
  Languages, 
  Mage 
  Armor, 
  Mount, Scholar’s Touch, Unseen Servant 
   0—Dancing 
  Lights, 
  Detect 
  Magic, 
  Light, 
  Prestidigitation 
  Deity: Corellon Larenthian. 
  Abilities Str 7, Dex 12, Con 12, Int 18, Wis 12, Cha 
  14  
  Feats Improved Initiative, Skill Focus (Knowledge 
  (arcana)), 
  Brew 
  Potion, 
  Craft 
  Wand, 
  Craft 
  Wondrous Item, Scribe Scroll 
  Skills Concentration +13, Decipher Script +16, 
  Knowledge 
  (arcana) 
  +19, 
  Knowledge 
  (dungeoneering) +16, Knowledge (history) +14, 
  Knowledge (the planes) +16, Spellcraft +18.
  Personality Parisse is the quintessential book 
  scholar who has never been out of her clan’s 
  enclave to test that knowledge. While in the 
  company of other members of her clan she is 
  competent 
  and 
  outspoken, 
  especially 
  about 
  anything that she has knowledge in.  
   
  She was pressed to take the wand of magic 
  missiles by her mother, who believes that she is 
  not capable of defending herself. Indeed, this belief 
  is founded in a mother’s understanding of her child 
  for Parisse is almost incapable of harming another 
  creature, even one who is threatening her. She 
  freezes in combat like a rabbit who hopes that the 
  bad thing will go away if it stays still enough. 
   
  After her first experience in combat (encounter 1), 
  she will prepare the above spell list in order to try 
  and keep herself safe. She still lacks any real 
  understanding of combat and will again freeze and 
  react somewhat irrationally during encounter 4. 
   
  Parisse will try to tag along after Valanthe, who will 
  put up with her most of the time and listen to her 
  talking about magical theory. She avoids Amyra as 
  much as possible and looks suspiciously at first on 
  Ylaran, though by the time the group reaches 
  Pontyrel she is convinced that he is a fine 
  URD7-02 Soul of the Sun 
   
  Page 20 
  
  upstanding elf. She will listen to Lia talk, but looks 
  somewhat in awe of her worldliness. 
   
  V AL AN T HE  S H AN KO P T 
  CR  7 
  Female sylvan elf fighter 7 
  CG Medium humanoid 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common, Elven, Sylvan  
  AC 24, touch 18, flat-footed 19 
   (+5 Dex, +6 armor, +3 deflection) 
  hp 46 (7 HD) 
  Fort +7, Ref +9, Will +7 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee masterwork longsword +10/+5 (1d8+2/19-
  20,x2) or 
  Ranged +2 mighty composite longbow [Mighty +2] 
  +15/+10 (1d8+6/x3) 
  Base Atk +7; Grp +9 
  Atk Options Rapid Shot (+13/+13/+8), Point Blank 
  Shot, Precise Shot, Manyshot 
  Combat Gear +2 mithral chain shirt, +2 mighty 
  composite longbow [Mighty +2], ring of mind 
  shielding, ring of protection +3, gloves of dexterity 
  +6, cloak of resistance +2, quiver of Ehlonna, 60 
  arrows, 10 silver arrows, 10 cold iron arrows, 
  masterwork longsword 
  Abilities Str 14, Dex 21, Con 10, Int 12, Wis 12, Cha 
  12  
  Feats Iron Will, Manyshot, Point Blank Shot, Precise 
  Shot, Rapid Shot, Weapon Focus (longbow), 
  Weapon Specialization (longbow) 
  Skills Climb +12, Handle Animal +6, Intimidate +6, 
  Jump +12 
  Personality Valanthe is a quiet woman that is 
  competent with both bow and with longsword. She 
  tends to remain in the background until she needs 
  to comment, then insert a precisely crafted phrase 
  to garner the proper response. She has brown hair, 
  green eyes and is pretty in a quiet way. 
   
  Valanthe considers Ylaran an ally and often seeks 
  his company during travel, where they talk about 
  Celadon forest habitat and defenses. She dislikes 
  Amyra for her brusque ways and methods, but 
  agrees with her sentiments that humans are 
  allowed to wander too freely within the forest. She 
  views Parisse as a particularly annoying younger 
  sister whom she has been saddled to babysit. She 
  is neutral on the other ambassadors.
   
  T H ARI V O L U I L L E P H AM 
  CR  8 
  Male sylvan elf aristocrat 8 
  CG Medium humanoid 
  Init +3; Senses Listen +0, Spot +0 
  Languages Celestial, Common, Elven, Flan, Suloise, 
  Ancient, Sylvan  
  AC 13, touch 13, flat-footed 10 
   (+3 Dex) 
  hp 43 (8 HD) 
  Fort +6, Ref +9, Will +14 
  Speed base movement 30 ft. 
  Melee unarmed 
  Base Atk +6; Grp +6 
  Combat Gear ring of mind shielding, cloak of 
  resistance +4, ring of sustenance 
  Abilities Str 10, Dex 16, Con 10, Int 12, Wis 10, Cha 
  16  
  Feats Iron Will, Negotiator, Skill focus (diplomacy) 
  Skills Bluff +14, Diplomacy +25, Gather Information 
  +14, Knowledge (nobility) +9, Sense Motive +17 
  Personality Tharivol is a pacificist who carries no 
  weapons and believes that one should never harm 
  another. He thinks that those who are corrupting 
  the forest and abusing the forest can be convinced 
  to stop these actions if only they understood the 
  forest and those who dwell within it. His brown hair 
  is neatly kept and his chocolate eyes are calm and 
  observant. 
   
  He keeps his distance from Amyra, whom he 
  knows has an open disdain for his pacifist ways. 
  He is neutral on the other ambassadors, though he 
  will speak with Parisse to pass the time in scholarly 
  debate and with Lia on the niceties of human 
  society and diplomacy. 
   
  L I A O P H I L U R W E 
  CR  6 
  Female high elf rogue 6 
  NG Medium humanoid 
  Init +9; Senses Listen +1, Spot +12 
  Languages Common, Elvan, Sylvan  
  AC 21, touch 15, flat-footed 16 
   (+5 Dex, +6 armor) 
  hp 27 (6 HD) 
  Fort +3, Ref +11, Will +4 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee +2 keen rapier +9/+4 (1d6+2/15-20,x2) 
  Base Atk +4; Grp +7 
  Atk Options Sneak Attack +3d6 
  Combat Gear ring of mind shielding, +2 keen rapier, 
  cloak of resistance +1, +2 mithral chain shirt 
  Abilities Str 14, Dex 21, Con 10, Int 12, Wis 12, Cha 
  12  
  SQ Trapfinding, Evasion, Trap Sense +2, Uncanny 
  Dodge 
  Feats 
  Improved 
  Initiative, 
  Negotiator, 
  Weapon 
  Finesse 
  Skill Bluff +10, Diplomacy +16, Disable Device +10, 
  Disguise +10, Gather Information +10, Sense 
  Motive +12, Sleight of Hand +16, Spot +12, 
  Tumble +14 
  Noncombat Gear Heward’s Handy Haversack 
  Personality Lia believes that the elves need a strong 
  alliance with the Duchy to protect the Celadon from 
  the 
  Nyrondese. 
  She 
  doesn’t 
  believe 
  their 
  cooperation and is waiting for them to double cross 
  the elves. She has been outside the forest for 
  some time in a position with House Verle, where 
  she has been attempting to also garner other noble 
  House trading agreements with the elves. 
   
  She considers Tharivol an ally who can give more 
  information on the diplomatic procedures of the 
  URD7-02 Soul of the Sun 
   
  Page 21 
  
  nobles of the Duchy and who will help sway the 
  others to accept more involvement with the Duchy. 
  She thinks Parisse is naïve and somewhat 
  amusing and admires Ylaran’s skill with a bow. She 
  often comments about her clan’s skill with a bow as 
  well, for clan Ophilurwe has arcane archers with 
  skills greater than any other clan’s archers. 
   
  Y L AR AN  T ULI KT U 
  CR  6 
  Male high elf ranger 6 
  NG Medium humanoid 
  Init +3; Senses Listen +2, Spot +13 
  Languages Common, Elvan, Sylvan  
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 39 (6 HD) 
  Fort +8, Ref +10, Will +6 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee mwk longsword +9/+4 (1d8+2/19-20,x2) 
  Ranged +11/+6 composite longbow (1d8+3) 
  Base Atk +6; Grp +8 
  Atk Options Point Blank Shot, Favored Enemy 
  Humanoid (human) +4, Favored Enemy Plant +2 
  Combat Gear ring of mind shielding, +1 composite 
  longbow [mighty +2], cloak of resistance +2, +1 
  mithral chain shirt, mwk longsword 
  Abilities Str 14, Dex 16, Con 12, Int 8, Wis 14, Cha 
  10  
  SQ Animal Companion, Wild Empathy 
  Feats Endurance, Point Blank Shot, Precise Shot, 
  Track, Weapon Focus (longbow, composite) 
  Skill Handle Animal +9, Jump +11, Knowledge 
  (geography) +8, Spot +13, Survival +11 
  Personality Ylaran is a reserved person. He is 
  accustomed to others being afraid of him or 
  suspicious of him because of his clan. He is the 
  leader of a clan enclave that has not had any 
  interactions with other members of the clan in quite 
  some time. Many of the other enclaves have 
  disappeared into the forest or stand empty of elves; 
  he has no explanation for either. He suspects that 
  the divinations were referring to someone that was 
  corrupting his clan for their own purposes and that 
  his clan’s abilities in archery and combat were one 
  of the reasons they were a prime target.  
   
  For this reason he is suspicious of Amyra and 
  Valanthe, although he discards his suspicions of 
  Valanthe at the beginning of the journey. He 
  believes that Parisse should not have been let out 
  of the forest and that Tharivol is a fool. He thinks 
  that Lia is a beautiful elf and will defend her first if 
  at all possible. 
   
  4: IN MY QUARTERS 
  S T U D Y  G R O U P 
  CR  2 
  Male/Female flan/suel human expert 2 
  CG Medium humanoid 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Flan, or Suloise, Ancient 
  AC 12, touch 11, flat-footed 11 
   (+1 Dex, +1 armor) 
  hp 14 (2 HD) 
  Fort +2, Ref +1, Will +4 
  Speed base movement 30 ft. 
  Melee light mace +3 (1d6+2; 19-20/x2) 
  Base Atk +1; Grp +3 
  Combat Gear padded armor, light mace  
  Abilities Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 
  8  
  Feats Diligent, Endurance 
  Skills Concentration +7, Craft (Books) +5, Decipher 
  Script +7, Handle Animal +1, Heal +6, Profession 
  (Scribe) +6, Spot +4, Survival +3 
   
  T R E V O R  G HE NT/O L I V I A V O Y AN T 
  CR  2 
  Male flan human cleric 2 
  NG Medium humanoid  
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Flan 
  AC 12, touch 11, flat-footed 11 
   (+1 Dex, +1 armor) 
  hp 17 (2 HD) 
  Fort +5, Ref +1, Will +4 
  Speed base movement 30 ft. 
  Melee light mace +3 (1d6+2; 19-20/x2) 
  Base Atk +1; Grp +3 
  Combat Gear padded armor, light mace  
  Cleric Spells Prepared (CL 2nd): 
   1st—cure light woundsD, bless water, comprehend 
  languages, sanctuary 
   0—create 
  water, 
  cure 
  minor 
  wounds, 
  light, 
  mending 
  D: Domain spell. Deity: Pelor. Domains: Good, 
  Healing  
  Abilities Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 
  8  
  Feats Combat Casting, Scribe Scroll 
  Skills Concentration +7, Heal +6, Spellcraft +5 
  URD7-02 Soul of the Sun 
   
  Page 22 
  
   APL 2 
  1: MEETING IN THE TREES  
   
  M AR K US 
  CR  3 
  Male Human oeridian hexblade* 3 
   
  Complete Warrior,  
  LE Medium humanoid 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +5 armor) 
  hp 28 (3 HD) 
  Fort +3, Ref +2, Will +3 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 30 ft. 
  Melee heavy flail +6 (1d10+3; 19-20/x2) or 
  Ranged net +4 (see PHB pg 119) 
  Base Atk +3; Grp +5 
  Atk Options Hexblade’s Curse, Power Attack 
  Special Actions  
  Combat Gear mithal breastplate, heavy flail, net (2) 
  Abilities Str 15, Dex 12, Con 14, Int 8, Wis 10, Cha 
  13  
  SQ Arcane Resistance, Mettle 
  Feats Exotic Weapon Proficiency (Net), Power 
  Attack, Weapon Focus (heavy flail) 
  Skills Bluff +7, Intimidate +9 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Hextor 
  Hexblade’s Curse (Su) Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target must be visible to the hexblade and 
  within 60 feet. The target of a hexblade’s curse 
  takes a –2 penalty on attacks, saves, ability 
  checks, skill checks, and weapon damage rolls for 
  1 hour thereafter. A successful Will save (DC 12) 
  negates the effect. Multiple hexblade’s curses don’t 
  stack, and any foe that successfully resists the 
  effect cannot be affected again by the same 
  hexblade’s curse for 24 hours. 
  Any effect that removes or dispels a curse eliminates 
  the effect of a hexblade’s curse. 
  Arcane Resistance (Su) At 2nd level, a hexblade 
  gains a bonus equal to his Charisma bonus 
  (minimum +1) on saving throws against spells and 
  spell-like effects. 
  Mettle (Ex) At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great 
  willpower or fortitude. If he makes a successful Will 
  or Fortitude save against an attack that normally 
  would have a lesser effect on a successful save 
  (such as any spell with a saving throw entry of Will 
  half or Fortitude partial), he instead completely 
  negates the effect. An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
   
  AR D AI N 
  CR  1 
  Male Human oeridian warmage* 1 
   
  Complete Arcane pp.10-14 
  LE Medium humanoid 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 7 (1 HD) 
  Fort +1, Ref +1, Will +2 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee dagger -1 (1d4-1; 19-20/x2) or 
  Ranged spells +1 (various) or 
   
   crossbow +1 (1d8;19-20/x2) 
  Base Atk +0; Grp -1 
  Atk Options Point Blank Shot 
  Combat Gear chain shirt, dagger, crossbow, 20 bolts  
  Warmage Spells Known (CL 3rd): 
   1st (4/day)—accuracy, burning hands, chill touch, 
  fist of stone, hail of stone, ray of flame, magic 
  missile, orb of acid lesser, orb of cold lesser, orb 
  of electricity lesser, orb of fire lesser, orb of 
  sound lesser, shocking grasp, true strike 
   0 (5/day)—acid splash, disrupt undead, light, ray of 
  frost 
  Abilities Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 
  15  
  SQ Armored Mage, Warmage Edge 
  Feats Improved Initiative, Point Blank Shot 
  Skills Concentration +4, Knowledge (arcana) +5, 
  Knowledge (history) +5, Spellcraft +5, Spot +2 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Hextor 
  Armored Mage (Ex) You may wear light armor and 
  light shields with no chance of arcane spell failure. 
  Warmage Edge (Ex) Whenever Ardain casts a 
  spell that deals hit point damage, he adds +2 to 
  the amount of total damage dealt. 
   
  4: IN MY QUARTERS 
  B AR L E Y 
  CR  2 
  Male Human oeridian beguiler* 2 
   
  *Player’s Handbook II 
  NE Medium humanoid 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 12 (2 HD) 
  Fort +1, Ref +1, Will +5 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee rapier -1 (1d6-1; 18-20/x2) or 
   
  heavy mace -1 (1d8-1) or 
  Ranged spells +1 (various) or 
   
   crossbow +1 (1d8;19-20/x2) 
  Base Atk +0; Grp -1 
  Atk Options Combat Expertise, Improved Feint, 
  Cloaked Casting, Surprise Casting 
  Combat Gear mithral chain shirt, rapier, crossbow, 
  heavy mace, 20 bolts  
  Beguiler Spells Known (CL 2nd - Int): 
  URD7-02 Soul of the Sun 
   
  Page 23 
  
   1st 
  (4/day)—charm 
  person, 
  color 
  spray, 
  comprehend languages, detect secret doors, 
  disguise self, expeditious retreat, hypnotism, 
  mage armor, obscuring mist, rouse, silent image, 
  sleep, undetectable alignment 
   0 (6/day)—dancing lights, daze, detect magic, 
  ghost sound, message, open/close, read magic 
  �Already cast – undetectable alignment 
  Abilities Str 8, Dex 12, Con 13, Int 15, Wis 14, Cha 
  10  
  SQ Trapfinding, Armored Mage 
  Feats Combat Expertise, Improved Feint 
  Skills Bluff +5, Concentration +6, Forgery +7, Gather 
  Information +5, Hide +6, Move Silently +6, Sense 
  Motive +7, Spellcraft +7, Tumble +6 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Syrul 
  Armored Mage (Ex) You may wear light armor with 
  no chance of arcane spell failure. 
  Cloaked Casting (+1 DC) (Ex) Your spells become 
  better against unwary foes. You gain a +1 bonus to 
  your spell's save DCs when the spell targets a foe 
  who would be denied their Dex bonus to AC. 
  Surprise Casting (Ex) If you successfully feint in 
  combat, your target is denied it Dex bonus to AC 
  for the next melee attack or spell you cast against 
  it. You must remain in melee with the target and he 
  attack or spell must be made or cast on or before 
  your next turn. The target isn't considered flat-
  footed and can make AoOs against you if you don't 
  cast defensively. 
   
  W HE AT 
  CR  2 
  Male Human suel clr1/rog1 
  NE Medium humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 12 (2 HD) 
  Fort +3, Ref +4, Will +3 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee rapier +0 (1d6; 18-20/x2) or 
   
  heavy mace +0 (1d8) or 
  Ranged spells +2 (various) or 
   
   crossbow +1 (1d8;19-20/x2) 
  Base Atk +0; Grp+0 
  Atk Options Rebuke Undead, Sneak Attack 1d6 
  Combat Gear mithral chain shirt, rapier, crossbow, 
  heavy mace, 20 bolts  
  Cleric Spells Prepared (CL 1st): 
   1st—protection from goodD, cure light wounds, 
  shield of faith 
   0—create water, cure minor wounds, light 
  D: Domain spell. Deity: Syrul. Domains: Evil, Trickery  
  Abilities Str 10, Dex 15, Con 13, Int 14, Wis 12, Cha 
  8  
  SQ Trapfinding, Spontaneous Casting (inflict) 
  Feats Combat Reflexes, Vexing Flanker 
  Skills  Bluff +4, Craft (trapmaking) +5, Disable Device 
  +4, Hide +7, Knowledge (religion) +6, Move 
  Silently +5, Search +4, Spellcraft +3, Tumble +6 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Pelor (Syrul) 
   
  O AT 
  CR  2 
  Male Human flan ftr1/rog1 
  NE Medium humanoid 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 20 (2 HD) 
  Fort +4, Ref +3, Will +2 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee heavy mace +3  (1d8+3) 
  Base Atk +1; Grp+3 
  Atk Options Power Attack, Sneak Attack 1d6 
  Combat Gear mithral chain shirt, heavy mace  
  Abilities Str 14, Dex 13, Con 15, Int 8, Wis 10, Cha 
  12  
  SQ Trapfinding 
  Feats Iron Will, Power Attack, Improved Toughness 
  Skills  Bluff +6, Jump +7, Tumble +7 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Pelor (Syrul) 
   
   
  5: SOMEWHERE DOWN THERE 
  R U TT E R KI N 
   
  CR  3 
  Always 
  CD 
  Medium 
  outsider 
  (chaotic, 
  evil, 
  extraplanar, tanar’ri) 
  Init +2; Senses darksense 60 ft.; Listen +9, Spot +9 
  Languages Abyssal; telepathy 100 ft. 
  AC 18, touch 12, flat-footed 16 
   
  (+2 Dex, +6 natural) 
  hp 37 (5 HD); DR 5/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 14 
  Fort +7, Ref +6, Will +5 
  Speed 20 ft. (4 squares) 
  Melee mwk snap-tong +8 (1d10+3) or 
   
  2 claws +7 (1d6+2) 
  Ranged tri-blade +7 (2d4+2) 
  Base Atk +5; Grp +7 
  Atk Options snap-tong grapple 
  Special Actions summon tanar’ri 
  Spell-Like Abilities (CL 6th): 
   At will –darkness, cause fear (DC 11) 
   1/day – desecrate 
  Abilities Str 14, Dex 15, Con 17, Int 9, Wis 12, Cha 
  10 
  SQ tanar’ri traits 
  Feats Exotic Weapon Proficiency (snap-tong), Exotic 
  Weapon Proficiency (tri-blade) 
  Skills Balance +4, Climb +10, Intimidate +8, Jump 
  +12, Listen +9, Move Silently +10, Spot +9, Tumble 
  +12  
  URD7-02 Soul of the Sun 
   
  Page 24 
  
  Possessions masterwork snap-tong, 5 tri-blades 
  Advancement 6-10 HD (Medium); 11-15 HD (Large) 
  Summon Tanar’ri (Sp) Once per day, a rutterkin can 
  attempt to summon 1 rutterkin or 1d6 dretch with a 
  35% chance of success. This ability is the 
  equivalent of a 3rd-level spell (CL 5th). 
   
   
  URD7-02 Soul of the Sun 
   
  Page 25 
  
  APL 4 
  1: MEETING IN THE TREES  
   
  M AR K US 
  CR  5 
  Male Human oeridian hexblade 5 
  LE Medium humanoid 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor) 
  hp 44 (5 HD) 
  Fort +3, Ref +4, Will +4 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 30 ft. 
  Melee heavy flail +10 (1d10+5; 19-20/x2) or 
  Ranged net +6 (see PHB pg 119) 
  Base Atk +5; Grp +8 
  Atk Options Hexblade’s Curse, Power Attack 
  Combat Gear mithral breastplate, +1 heavy flail, net 
  (2) 
  Hexblade Spells Known (CL 1st): DC 11+ spell level 
   1st (1/day)—protection from good, tasha’s hideous 
  laughter 
  Abilities Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 
  13  
  SQ Arcane Resistance, Mettle, Familiar - Weasel 
  Feats Alertness, Combat Casting, Exotic Weapon 
  Proficiency (Net), Power Attack, Weapon Focus 
  (heavy flail) 
  Skills Bluff +9, Intimidate +11 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Hextor  
  Hexblade’s Curse (Su) Once per day, as a free 
  action, Markus can unleash a curse upon a foe. 
  The target must be visible to the hexblade and 
  within 60 feet. The target of a hexblade’s curse 
  takes a –2 penalty on attacks, saves, ability 
  checks, skill checks, and weapon damage rolls for 
  1 hour thereafter. A successful Will save (DC 14) 
  negates the effect. Multiple hexblade’s curses don’t 
  stack, and any foe that successfully resists the 
  effect cannot be affected again by the same 
  hexblade’s curse for 24 hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade’s curse. 
  Arcane Resistance (Su) At 2nd level, a hexblade 
  gains a bonus equal to his Charisma bonus 
  (minimum +1) on saving throws against spells and 
  spell-like effects. 
  Mettle (Ex) At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great 
  willpower or fortitude. If he makes a successful Will 
  or Fortitude save against an attack that normally 
  would have a lesser effect on a successful save 
  (such as any spell with a saving throw entry of Will 
  half or Fortitude partial), he instead completely 
  negates the effect. An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
   
  AR D AI N 
  CR  3 
  Male Human oeridian warmage 3 
  LE Medium humanoid 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 17 (3 HD) 
  Fort +2, Ref +2, Will +3 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee dagger +0 (1d4-1; 19-20/x2) or 
  Ranged spells +2 (various) or 
   
   crossbow +2 (1d8;19-20/x2) 
  Base Atk +1; Grp -0 
  Atk Options Point Blank Shot, Sudden Widen 
  Combat Gear potion of removed blindness/deafness, 
  chain shirt, dagger, crossbow, 20 bolts  
  Warmage Spells Known (CL 3rd): 
   1st (6/day)—accuracy, burning hands, chill touch, 
  fist of stone, hail of stone, ray of flame, magic 
  missile, orb of acid lesser, orb of cold lesser, orb 
  of electricity lesser, orb of fire lesser, orb of 
  sound lesser, shocking grasp, true strike 
   0 (6/day)—acid splash, disrupt undead, light, ray of 
  frost 
  Abilities Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 
  15  
  SQ Armored Mage, Warmage Edge, Advanced 
  Learning 
  Feats Improved Initiative, Point Blank Shot, Sudden 
  Widen 
  Skills Concentration +7, Knowledge (arcana) +8, 
  Knowledge (history) +8, Spellcraft +10, Spot +3 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Hextor 
  Armored Mage (Ex) You may wear light armor and 
  light shields with no chance of arcane spell failure. 
  Warmage Edge (Ex) Whenever Ardain casts a 
  spell that deals hit point damage, he adds +2 to 
  the amount of total damage dealt. 
   
  4: IN MY QUARTERS 
  B AR L E Y 
  CR  3 
  Male Human oeridian beguiler 3 
  NE Medium humanoid 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 17 (3 HD) 
  Fort +2, Ref +2, Will +5 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee rapier +0 (1d6-1; 18-20/x2) or 
   
  heavy mace +0 (1d8-1) or 
  Ranged spells +2 (various) or 
   
   crossbow +2 (1d8;19-20/x2) 
  Base Atk +1; Grp +0 
  URD7-02 Soul of the Sun 
   
  Page 26 
  
  Atk Options Combat Expertise, Improved Feint, 
  Cloaked Casting, Surprise Casting 
  Combat Gear mithral chain shirt, rapier, crossbow, 
  heavy mace, 20 bolts  
  Beguiler Spells Known (CL 3rd - Int): 
   1st 
  (4/day)—charm 
  person, 
  color 
  spray, 
  comprehend languages, detect secret doors, 
  disguise self, expeditious retreat, hypnotism, 
  mage armor, obscuring mist, rouse, shock and 
  awe, silent image, sleep, undetectable alignment 
   0 (6/day)—dancing lights, daze, detect magic, 
  ghost sound, message, open/close, read magic 
  �Already cast – undetectable alignment 
  Abilities Str 8, Dex 12, Con 13, Int 15, Wis 14, Cha 
  10  
  SQ Trapfinding, Armored Mage, Advanced Learning 
  Feats Combat Expertise, Improved Feint, Improved 
  Initiative 
  Skills Bluff +6, Concentration +7, Forgery +8, Gather 
  Information +6, Hide +7, Move Silently +7, Sense 
  Motive +8, Spellcraft +8, Tumble +7 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Syrul 
  Armored Mage(Ex) You may wear light armor with 
  no chance of arcane spell failure. 
  Cloaked Casting (+1 DC) (Ex) Your spells become 
  better against unwary foes. You gain a +1 bonus to 
  your spell's save DC's when the spell targets a foe 
  who would be denied their Dex bonus to AC. 
  Surprise Casting (Ex) If you successfully feint in 
  combat, your target is denied it Dex bonus to AC 
  for the next melee attack or spell you cast against 
  it. You must remain in melee with the target and he 
  attack or spell must be made or cast on or before 
  your next turn. The target isn't considered flat-
  footed and can make AoO's against you if you 
  don't cast defensively. 
   
  W HE AT 
  CR  3 
  Male Human suel clr1/rog2 
  NE Medium humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 19 (3 HD) 
  Fort +3, Ref +5, Will +3 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee rapier +3 (1d6; 18-20/x2) or 
   
  heavy mace +1 (1d8) or 
  Ranged spells +3 (various) or 
   
   crossbow +3 (1d8;19-20/x2) 
  Base Atk +1; Grp+1 
  Atk Options Rebuke Undead, Sneak Attack 1d6 
  Combat Gear mithral chain shirt, rapier, crossbow, 
  heavy mace, 20 bolts  
  Cleric Spells Prepared (CL 1st): 
   1st—protection from goodD, cure light wounds, 
  shield of faith 
   0—create water, cure minor wounds, light 
  D: Domain spell. Deity: Syrul. Domains: Evil, Trickery  
  Abilities Str 10, Dex 15, Con 13, Int 14, Wis 12, Cha 
  8  
  SQ Trapfinding, Spontaneous Casting (inflict) 
  Feats Combat Reflexes, Vexing Flanker, Weapon 
  Finesse 
  Skills  Bluff +5, Craft (trapmaking) +7, Disable Device 
  +6, Hide +8, Knowledge (religion) +6, Move 
  Silently +6, Search +6, Spellcraft +3, Tumble +8 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Pelor (Syrul) 
   
  O AT 
  CR  3 
  Male Human flan ftr2/rog1 
  NE Medium humanoid 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 29 (3 HD) 
  Fort +4, Ref +3, Will +2 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee heavy mace +4  (1d8+3) 
  Base Atk +2; Grp+4 
  Atk Options Power Attack, Sneak Attack 1d6, Telling 
  Blow 
  Combat Gear mithral chain shirt, heavy mace 
  Abilities Str 14, Dex 13, Con 15, Int 8, Wis 10, Cha 
  12  
  SQ Trapfinding 
  Feats Iron Will, Power Attack, Improved Toughness, 
  Weapon Focus, Telling Blow 
  Skills  Bluff +7, Jump +7, Tumble +7 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Pelor (Syrul) 
   
  5: SOMEWHERE DOWN THERE 
  J U V E N I LE  N AB AS S U 
   
  CR  5 
  Always 
  CE 
  Medium 
  outsider 
  (chaotic, 
  evil, 
  extraplanar, tanar’ri) 
  Init +6; Senses darkvision 60 ft.; Listen +10, Spot 
  +10 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 18, touch 12, flat-footed 16 
   
  (+2 Dex, +6 natural) 
  hp 52 (5 HD); DR 5/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 16 
  Fort +10, Ref +6, Will +8Speed 40 ft. (8 squares), fly 
  60 ft. (average) 
  Melee bite +11 (1d8+6) and 
   
  2 claws +6 (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +11 
  Atk Options sneak attack +2d6 
  Special Actions death-stealing gaze, feed 
  Spell-Like Abilities (CL 5th): 
   At will – darkness, obscuring mist 
  Abilities Str 22, Dex 14, Con 22, Int 14, Wis 15, Cha 
  17 
  URD7-02 Soul of the Sun 
   
  Page 27 
  
  SQ camouflage, tanar’ri traits 
  Feats Improved Initiative, Iron Will 
  Skills Bluff +11, Concentration +14, Diplomacy +5, 
  Hide 
  +10 
  (+18 
  in 
  underground 
  or 
  barren 
  environments), 
  Intimidate 
  +13, 
  Jump 
  +16, 
  Knowledge (local) +10, Listen +10, Move Silently 
  +10, Spot +10, Tumble +12 
  Advancement 6-14HD (Medium); see text 
  Camouflage (Ex): A juvenile nabassu has the ability 
  to change the coloration of its flesh between 
  various shades of black, gray, and brown. As a 
  result, it gains a +8 circumstance bonus on Hide 
  checks 
  made 
  in 
  underground 
  or 
  barren 
  environments. 
  Death-Stealing Gaze (Su): 30 feet, Fort DC 15 
  negates, bestows 1 negative level. Any humanoid 
  creature drained to 0 levels by the juvenile 
  nabassu’s 
  death-stealing 
  gaze 
  dies 
  and 
  is 
  immediately transformed into a ghoul (MM 119) 
  under the nabassu’s permanent command. The 
  death-stealing gaze has no effect on creatures that 
  are not humanoids. The save DC is Charisma-
  based. 
  Feed (Su): A juvenile nabassu can feed on the body 
  of a helpless living humanoid, devouring both its 
  flesh and life force. To do so, the nabassu makes a 
  coup degrace attack against the humanoid 
  creature; this provokes an attack of opportunity 
  from any creatures that threaten it. If the victim is 
  slain by the coup de grace, a significant physical 
  portion of its body is eaten by the nabassu while 
  the remaining portions quickly rot away to a foul-
  smelling paste. This prevents any form of raising or 
  resurrection that requires part of the corpse. A 
  wish, miracle, or true resurrection can restored a 
  devoured victim to life. 
   
  For every three humanoids the juvenile nabassu 
  devours in this fashion, it gains the following 
  benefits: 
   
  +1 profane bonus on attack rolls, saving throws, 
  skill checks, and ability checks 
   
  +5 hit points 
   
  +1 profane bonus to its natural armor 
   
  +1 effective level (whenever the nabassu’s level is 
  used in a die roll or calculation, increase it by 1) 
   
  A juvenile nabassu that devours 30 humanoids in 
  this fashion loses the above benefits and instantly 
  transforms into a mature nabassu. On its next turn, 
  the newly mature nabassu plane shifts back to the 
  Abyss with any items currently in its possession, 
  abandoning its ghoul minions. 
  Sneak Attack (Su) A juvenile nabassu can make a 
  sneak attack as a rogue, dealing an extra 2d6 
  points of damage whenever a foe is denied his or 
  her Dexterity bonus, or when the juvenile nabassu 
  is flanking. 
   
  R U TT E R KI N 
   
  CR  3 
  Always 
  CD 
  Medium 
  outsider 
  (chaotic, 
  evil, 
  extraplanar, tanar’ri) 
  Init +2; Senses darksense 60 ft.; Listen +9, Spot +9 
  Languages Abyssal; telepathy 100 ft. 
  AC 18, touch 12, flat-footed 16 
   
  (+2 Dex, +6 natural) 
  hp 37 (5 HD); DR 5/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 14 
  Fort +7, Ref +6, Will +5 
  Speed 20 ft. (4 squares) 
  Melee mwk snap-tong +8 (1d10+3) or 
   
  2 claws +7 (1d6+2) 
  Ranged tri-blade +7 (2d4+2) 
  Base Atk +5; Grp +7 
  Atk Options snap-tong grapple 
  Special Actions summon tanar’ri 
  Spell-Like Abilities (CL 6th): 
   At will –darkness, cause fear (DC 11) 
   1/day – desecrate 
  Abilities Str 14, Dex 15, Con 17, Int 9, Wis 12, Cha 
  10 
  SQ tanar’ri traits 
  Feats Exotic Weapon Proficiency (snap-tong), Exotic 
  Weapon Proficiency (tri-blade) 
  Skills Balance +4, Climb +10, Intimidate +8, Jump 
  +12, Listen +9, Move Silently +10, Spot +9, Tumble 
  +12  
  Possessions masterwork snap-tong, 5 tri-blades 
  Advancement 6-10 HD (Medium); 11-15 HD (Large) 
  Summon Tanar’ri (Sp) Once per day, a rutterkin can 
  attempt to summon 1 rutterkin or 1d6 dretch with a 
  35% chance of success. This ability is the 
  equivalent of a 3rd-level spell (CL 5th). 
   
   
   
  URD7-02 Soul of the Sun 
   
  Page 28 
  
  APL 6 
  1: MEETING IN THE TREES  
   
  M AR K US 
  CR  7 
  Male Human oeridian hexblade 7 
  LE Medium humanoid 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor) 
  hp 60 (7 HD) 
  Fort +4, Ref +5, Will +5 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 30 ft. 
  Melee heavy flail +12/+7 (1d10+5; 19-20/x2) or 
  Ranged net +8/+3 (see PHB pg 119) 
  Base Atk +7; Grp +10 
  Atk Options Greater Hexblade’s Curse, Power Attack 
  Combat Gear +1 mithral breastplate, +1 heavy flail, 
  net (2) 
  Hexblade Spells Known (CL 2nd): DC 11+ spell 
  level 
   1st (2/day)—distract assailant, protection from 
  good, tasha’s hideous laughter 
  Abilities Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 
  13  
  SQ Arcane Resistance, Mettle, Familiar - Weasel 
  Feats Combat Casting(B), Exotic Weapon Proficiency 
  (Net), Power Attack, Spell Focus (enchantment), 
  Weapon Focus (heavy flail) 
  Skills Bluff +11, Intimidate +13 
  Possessions  backpack, 2 days trail rations, holy 
  symbol of Hextor 
  Greater Hexblade’s Curse (Su) Twice per day, as a 
  free action, Markus can unleash a curse upon a 
  foe. The target must be visible to the hexblade and 
  within 60 feet. The target of a hexblade’s curse 
  takes a –4 penalty on attacks, saves, ability 
  checks, skill checks, and weapon damage rolls for 
  1 hour thereafter. A successful Will save (DC 15) 
  negates the effect. Multiple hexblade’s curses don’t 
  stack, and any foe that successfully resists the 
  effect cannot be affected again by the same 
  hexblade’s curse for 24 hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade’s curse. 
  Arcane Resistance (Su) At 2nd level, a hexblade 
  gains a bonus equal to his Charisma bonus 
  (minimum +1) on saving throws against spells and 
  spell-like effects. 
  Mettle (Ex) At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great 
  willpower or fortitude. If he makes a successful Will 
  or Fortitude save against an attack that normally 
  would have a lesser effect on a successful save 
  (such as any spell with a saving throw entry of Will 
  half or Fortitude partial), he instead completely 
  negates the effect. An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
   
  AR D AI N AN D U T HE R 
  CR  3 
  Male Human oeridian warmage 3 
  LE Medium humanoid 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 25 (3 HD) 
  Fort +2, Ref +2, Will +3 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee dagger +0 (1d4-1; 19-20/x2) or 
  Ranged spells +2 (various) or 
   
   crossbow +2 (1d8;19-20/x2) 
  Base Atk +1; Grp -0 
  Atk Options Point Blank Shot, Sudden Widen 
  Combat Gear chain shirt, dagger, crossbow, 20 bolts, 
  scroll 
  of 
  false 
  life, 
  potion 
  of 
  remove 
  blindness/deafness 
  Warmage Spells Known (CL 3rd): 
   1st (6/day)—accuracy, burning hands, chill touch, 
  fist of stone, hail of stone, ray of flame, magic 
  missile, orb of acid lesser, orb of cold lesser, orb 
  of electricity lesser, orb of fire lesser, orb of 
  sound lesser, shocking grasp, true strike 
   0 (6/day)—acid splash, disrupt undead, light, ray of 
  frost 
  Abilities Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 
  15  
  SQ Armored Mage, Warmage Edge, Advanced 
  Learning 
  Feats Improved Initiative, Point Blank Shot, Sudden 
  Widen 
  Skills Concentration +7, Knowledge (arcana) +8, 
  Knowledge (history) +8, Spellcraft +10, Spot +3 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Hextor 
  Armored Mage (Ex) You may wear light armor and 
  light shields with no chance of arcane spell failure. 
  Warmage Edge (Ex) Whenever Ardain casts a 
  spell that deals hit point damage, he adds +2 to 
  the amount of total damage dealt. 
   
  4: IN MY QUARTERS 
  B AR L E Y 
  CR  5 
  Male Human oeridian beguiler 5 
  NE Medium humanoid 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 27 (5 HD) 
  Fort +2, Ref +2, Will +6 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee rapier +1 (1d6-1; 18-20/x2) or 
   
  heavy mace +1 (1d8-1) or 
  Ranged spells +3 (various) or 
   
   crossbow +3 (1d8;19-20/x2) 
  URD7-02 Soul of the Sun 
   
  Page 29 
  
  Base Atk +2; Grp +1 
  Atk Options Combat Expertise, Improved Feint, 
  Cloaked Casting, Surprise Casting 
  Combat Gear mithral chain shirt, rapier, crossbow, 
  heavy mace, 20 bolts  
  Beguiler Spells Known (CL 5th - Int): 
   2nd (5/day)—blinding color surge, blur, daze 
  monster, detect thoughts, fog cloud, glitterdust, 
  hypnotic pattern, invisibility, knock, minor image, 
  mirror 
  image, 
  misdirection, 
  see 
  invisibility, 
  silence, spider climb, stay the hand, touch of 
  idiocy, vertigo, whelming burst 
   1st 
  (6/day)—charm 
  person, 
  color 
  spray, 
  comprehend languages, detect secret doors, 
  disguise self, expeditious retreat, hypnotism, 
  mage armor, obscuring mist, rouse, shock and 
  awe, silent image, sleep, undetectable alignment 
   0 (6/day)—dancing lights, daze, detect magic, 
  ghost sound, message, open/close, read magic 
  �Already cast – undetectable alignment 
  Abilities Str 8, Dex 12, Con 13, Int 16, Wis 14, Cha 
  10  
  SQ Trapfinding, Armored Mage, Advanced Learning 
  Feats Combat Expertise, Improved Feint, Improved 
  Initiative 
  Skills Bluff +8, Concentration +9, Decipher Script +5, 
  Forgery +11, Gather Information +8, Hide +9, 
  Move Silently +9, Sense Motive +10, Spellcraft 
  +11, Tumble +9 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Syrul 
  Armored Mage(Ex) You may wear light armor with 
  no chance of arcane spell failure. 
  Cloaked Casting (+1 DC) (Ex) Your spells become 
  better against unwary foes. You gain a +1 bonus to 
  your spell's save DC's when the spell targets a foe 
  who would be denied their Dex bonus to AC. 
  Surprise Casting (Ex) If you successfully feint in 
  combat, your target is denied it Dex bonus to AC 
  for the next melee attack or spell you cast against 
  it. You must remain in melee with the target and he 
  attack or spell must be made or cast on or before 
  your next turn. The target isn't considered flat-
  footed and can make AoO's against you if you 
  don't cast defensively. 
   
  W HE AT 
  CR  5 
  Male Human suel clr1/rog4 
  NE Medium humanoid 
  Init +3; Senses Listen +0, Spot +0 
  Languages Common  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor) 
  hp 29 (5 HD) 
  Fort +4, Ref +7, Will +4 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee rapier +6 (1d6; 18-20/x2) or 
   
  heavy mace +3 (1d8) or 
  Ranged spells +6 (various) or 
   
   crossbow +6 (1d8;19-20/x2) 
  Base Atk +3; Grp+3 
  Atk Options Rebuke Undead, Sneak Attack 2d6 
  Combat Gear mithral chain shirt, rapier, crossbow, 
  heavy mace, 20 bolts  
  Cleric Spells Prepared (CL 1st): 
   1st—protection from goodD, cure light wounds, 
  shield of faith 
   0—create water, cure minor wounds, light 
  D: Domain spell. Deity: Syrul. Domains: Evil, Trickery  
  Abilities Str 10, Dex 16, Con 13, Int 14, Wis 12, Cha 
  8  
  SQ 
  Trapfinding, 
  Spontaneous 
  Casting 
  (inflict), 
  Evasion, Trap Sense 
  Feats Combat Reflexes, Vexing Flanker, Weapon 
  Finesse 
  Skills  Bluff +7, Craft (trapmaking) +10, Disable 
  Device +10, Hide +11, Knowledge (religion) +6, 
  Move Silently +11, Search +10, Spellcraft +3, Spot 
  +2, Tumble +11 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Pelor (Syrul) 
   
  O AT 
  CR  5 
  Male Human flan ftr4/rog1 
  NE Medium humanoid 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 52 (5 HD) 
  Fort +7, Ref +4, Will +3 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee heavy mace +7  (1d8+5)  
  Base Atk +4; Grp+6 
  Atk Options Power Attack, Sneak Attack 1d6, Telling 
  Blow 
  Combat Gear mithral chain shirt, heavy mace 
  Abilities Str 14, Dex 13, Con 16, Int 8, Wis 10, Cha 
  12  
  SQ Trapfinding 
  Feats Iron Will, Improved Toughness, Power Attack, 
  Telling Blow, Weapon Focus (heavy mace) , 
  Weapon Specialization (heavy mace)  
  Skills  Bluff +9, Jump +7, Tumble +7 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Pelor (Syrul) 
   
  5: SOMEWHERE DOWN THERE 
  AD V AN CE D J U V E N I L E  N AB AS S U  
  CR  8 
  Always 
  CE 
  Medium 
  outsider 
  (chaotic, 
  evil, 
  extraplanar, tanar’ri) 
  Init +6; Senses darkvision 60 ft.; Listen +16, Spot 
  +16 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 19, touch 12, flat-footed 17 
   
  (+2 Dex, +7 natural) 
  hp 116 (11 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 19 
  URD7-02 Soul of the Sun 
   
  Page 30 
  
  Fort +13, Ref +10, Will +11 
  Speed 40 ft. (8 squares), fly 60 ft. (average) 
  Melee bite +17 (1d8+6) and 
   
  2 claws +15 (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +17 
  Atk Options sneak attack +2d6 
  Special Actions death-stealing gaze, feed 
  Spell-Like Abilities (CL 5th): 
  At will – darkness, obscuring mist 
  Abilities Str 22, Dex 14, Con 22, Int 14, Wis 15, Cha 
  18 
  SQ camouflage, tanar’ri traits 
  Feats Improved Initiative, Demonic Skin, Iron Will, 
  Multiattack  
  Skills Bluff +17, Concentration +20, Diplomacy +5, 
  Hide 
  +16 
  (+24 
  in 
  underground 
  or 
  barren 
  environments), 
  Intimidate 
  +19, 
  Jump 
  +22, 
  Knowledge (local) +16, Listen +16, Move Silently 
  +16, Spot +16, Tumble +18 
  Advancement 6-14HD (Medium); see text 
  Camouflage (Ex): A juvenile nabassu has the ability 
  to change the coloration of its flesh between 
  various shades of black, gray, and brown. As a 
  result, it gains a +8 circumstance bonus on Hide 
  checks 
  made 
  in 
  underground 
  or 
  barren 
  environments. 
  Death-Stealing Gaze (Su): 30 feet, Fort DC 19 
  negates, bestows 1 negative level. Any humanoid 
  creature drained to 0 levels by the juvenile 
  nabassu’s 
  death-stealing 
  gaze 
  dies 
  and 
  is 
  immediately transformed into a ghoul (MM 119) 
  under the nabassu’s permanent command. The 
  death-stealing gaze has no effect on creatures that 
  are not humanoids. The save DC is Charisma-
  based. 
  Feed (Su): A juvenile nabassu can feed on the body 
  of a helpless living humanoid, devouring both its 
  flesh and life force. To do so, the nabassu makes a 
  coup degrace attack against the humanoid 
  creature; this provokes an attack of opportunity 
  from any creatures that threaten it. If the victim is 
  slain by the coup de grace, a significant physical 
  portion of its body is eaten by the nabassu while 
  the remaining portions quickly rot away to a foul-
  smelling paste. This prevents any form of raising or 
  resurrection that requires part of the corpse. A 
  wish, miracle, or true resurrection can restored a 
  devoured victim to life. 
   
  For every three humanoids the juvenile nabassu 
  devours in this fashion, it gains the following 
  benefits: 
   
  +1 profane bonus on attack rolls, saving throws, 
  skill checks, and ability checks 
   
  +5 hit points 
   
  +1 profane bonus to its natural armor 
   
  +1 effective level (whenever the nabassu’s level is 
  used in a die roll or calculation, increase it by 1) 
   
  A juvenile nabassu that devours 30 humanoids in 
  this fashion loses the above benefits and instantly 
  transforms into a mature nabassu. On its next turn, 
  the newly mature nabassu plane shifts back to the 
  Abyss with any items currently in its possession, 
  abandoning its ghoul minions. 
  Sneak Attack (Su) A juvenile nabassu can make a 
  sneak attack as a rogue, dealing an extra 2d6 
  points of damage whenever a foe is denied his or 
  her Dexterity bonus, or when the juvenile nabassu 
  is flanking. 
   
  AD V AN CE D R UT TE RKI N  
  CR  6 
  Always CD Large outsider (chaotic, evil, extraplanar, 
  tanar’ri) 
  Init +1; Senses darksense 60 ft.; Listen +15, Spot 
  +15 
  Languages Abyssal; telepathy 100 ft. 
  AC 20, touch 10, flat-footed 20 
   
  (+1 Dex, +10 natural, -1 size) 
  hp 116 (11 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 17 
  Fort +13, Ref +8, Will +8 
  Speed 20 ft. (4 squares) 
  Melee mwk snap-tong +17(1d10+9) or 
   
  2 claws +14 (1d6+5) 
  Ranged tri-blade +11 (2d4+6) 
  Base Atk +11; Grp +17 
  Atk Options snap-tong grapple 
  Special Actions summon tanar’ri 
  Spell-Like Abilities (CL 6th): 
   At will –darkness, cause fear (DC 11) 
   1/day – desecrate 
  Abilities Str 22, Dex 13, Con 22, Int 9, Wis 12, Cha 
  10 
  SQ tanar’ri traits 
  Feats Claws of the Beast, Demonic Skin, Exotic 
  Weapon Proficiency (snap-tong), Exotic Weapon 
  Proficiency (tri-blade) 
  Skills Balance +3, Climb +16, Escape Artist -1, 
  Intimidate +14, Jump +22, Listen +15, Move 
  Silently +15, Sleight of Hand -1, Spot +15 , Tumble 
  +17 
  Possessions masterwork snap-tong, 5 tri-blades 
  Advancement 6-10 HD (Medium); 11-15 HD (Large) 
  Summon Tanar’ri (Sp) Once per day, a rutterkin can 
  attempt to summon 1 rutterkin or 1d6 dretch with a 
  35% chance of success. This ability is the 
  equivalent of a 3rd-level spell (CL 5th). 
   
  URD7-02 Soul of the Sun 
   
  Page 31 
  
  APL 8 
   
  1: MEETING IN THE TREES  
   
  M AR K US 
  CR  9 
  Male Human oeridian hexblade 9 
  LE Medium humanoid 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor) 
  hp 76 (9 HD) 
  Fort +6, Ref +7, Will +7 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 30 ft. 
  Melee heavy flail +14/+9 (1d10+5; 17-20/x2) or 
  Ranged net +10/+5 (see PHB pg 119) 
  Base Atk +9; Grp +12 
  Atk Options Greater Hexblade’s Curse, Power Attack 
  Combat Gear +1 heavy flail, +1 mithral breastplate, 
  net (2), cloak of resistance +1 
  Hexblade Spells Known (CL 4th): DC 12+ spell level 
   2nd (1/day)—bull’s strength, touch of idiocy* 
   1st (2/day)—distract assailant*, expeditious retreat, 
  protection from good, tasha’s hideous laughter* 
  * enchantment spell = +1 DC 
  Abilities Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 
  14  
  SQ Arcane Resistance, Mettle, Familiar - Weasel 
  Feats Alertness, Combat Casting(B), Exotic Weapon 
  Proficiency (Net), Improved Critical (heavy flail), 
  Power Attack, Spell Focus (enchantment), Weapon 
  Focus (heavy flail) 
  Skills Bluff +14, Intimidate +16 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Hextor  
  Greater Hexblade’s Curse (Su) Twice per day, as a 
  free action, Markus can unleash a curse upon a 
  foe. The target must be visible to the hexblade and 
  within 60 feet. The target of a hexblade’s curse 
  takes a –4 penalty on attacks, saves, ability 
  checks, skill checks, and weapon damage rolls for 
  1 hour thereafter. A successful Will save (DC 16) 
  negates the effect. Multiple hexblade’s curses don’t 
  stack, and any foe that successfully resists the 
  effect cannot be affected again by the same 
  hexblade’s curse for 24 hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade’s curse. 
  Arcane Resistance (Su) At 2nd level, a hexblade 
  gains a bonus equal to his Charisma bonus 
  (minimum +1) on saving throws against spells and 
  spell-like effects. 
  Mettle (Ex) At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great 
  willpower or fortitude. If he makes a successful Will 
  or Fortitude save against an attack that normally 
  would have a lesser effect on a successful save 
  (such as any spell with a saving throw entry of Will 
  half or Fortitude partial), he instead completely 
  negates the effect. An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
   
  AR D AI N,  U T H E R,  H O LL Y,  S P AL T 
  CR  3 
  Male Human oeridian warmage 3 
  LE Medium humanoid 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 25 (3 HD) 
  Fort +2, Ref +2, Will +3 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee dagger +0 (1d4-1; 19-20/x2) or 
  Ranged spells +2 (various) or 
   
   crossbow +2 (1d8;19-20/x2) 
  Base Atk +1; Grp -0 
  Atk Options Point Blank Shot, Sudden Widen 
  Combat Gear chain shirt, dagger, crossbow, 20 bolts, 
  scroll of false life, scroll of lesser glove of 
  invulnerability  
  Warmage Spells Known (CL 3rd): 
   1st (6/day)—accuracy, burning hands, chill touch, 
  fist of stone, hail of stone, ray of flame, magic 
  missile, orb of acid lesser, orb of cold lesser, orb 
  of electricity lesser, orb of fire lesser, orb of 
  sound lesser, shocking grasp, true strike 
   0 (6/day)—acid splash, disrupt undead, light, ray of 
  frost 
  Abilities Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 
  15  
  SQ Armored Mage, Warmage Edge, Advanced 
  Learning 
  Feats Improved Initiative, Point Blank Shot, Sudden 
  Widen 
  Skills Concentration +7, Knowledge (arcana) +8, 
  Knowledge (history) +8, Spellcraft +10, Spot +3 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Hextor 
  Armored Mage (Ex) You may wear light armor and 
  light shields with no chance of arcane spell failure. 
  Warmage Edge (Ex) Whenever Ardain casts a spell 
  that deals hit point damage, he adds +2 to the 
  amount of total damage dealt. 
   
  4: IN MY QUARTERS 
  B AR L E Y 
  CR  7 
  Male Human oeridian beguiler 6/rog1 
  NE Medium humanoid 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 37 (7 HD) 
  Fort +3, Ref +5, Will +7 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  URD7-02 Soul of the Sun 
   
  Page 32 
  
  Melee rapier +4 (1d6-1; 18-20/x2) or 
   
  heavy mace +2 (1d8-1) or 
  Ranged spells +4 (various) or 
   
   crossbow +4 (1d8;19-20/x2) 
  Base Atk +3; Grp +2 
  Atk Options Combat Expertise, Improved Feint, 
  Cloaked Casting, Surprise Casting, Sneak Attack 
  +1d6 
  Combat Gear wand of color spray, potion of 
  invisibility, brooch of shielding, mithral chain shirt, 
  rapier, crossbow, heavy mace, 20 bolts  
  Beguiler Spells Known (CL 6th -Int): 
   3rd 
  (4/day)—arcane 
  sight, 
  clairaudience 
  /clairvoyance, crown of veils, deep slumber, 
  dispel magic, displacement, glibness, halt, haste, 
  hesistate, 
  hold 
  person, 
  inevitable 
  defeat, 
  invisibility sphere, legion of sentinals, major 
  image, nondetection, slow, suggestion, vertigo 
  field, zone of silence 
   2nd (6/day)—blinding color surge, blur, daze 
  monster, detect thoughts, fog cloud, glitterdust, 
  hypnotic pattern, invisibility, knock, minor image, 
  mirror 
  image, 
  misdirection, 
  see 
  invisibility, 
  silence, spider climb, stay the hand, touch of 
  idiocy, vertigo, whelming burst 
   1st 
  (6/day)—charm 
  person, 
  color 
  spray, 
  comprehend languages, detect secret doors, 
  disguise self, expeditious retreat, hypnotism, 
  mage armor, obscuring mist, rouse, shock and 
  awe, silent image, sleep, undetectable alignment 
   0 (6/day)—dancing lights, daze, detect magic, 
  ghost sound, message, open/close, read magic 
  �Already cast – undetectable alignment 
  Abilities Str 8, Dex 12, Con 13, Int 16, Wis 14, Cha 
  10  
  SQ Trapfinding, Armored Mage, Advanced Learning 
  Feats Combat Expertise, Improved Feint, Improved 
  Initiative, Weapon Finesse , Silent Spell  
  Skills Bluff +10, Concentration +10, Decipher Script 
  +7, Forgery +13, Gather Information +10, Hide +11 
  , Move Silently +11, Sense Motive +12, Spellcraft 
  +12 , Tumble +11 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Syrul 
  Armored Mage (Ex) You may wear light armor with 
  no chance of arcane spell failure. 
  Cloaked Casting (+1 DC) (Ex) Your spells become 
  better against unwary foes. You gain a +1 bonus to 
  your spell's save DC's when the spell targets a foe 
  who would be denied their Dex bonus to AC. 
  Surprise Casting (Ex) If you successfully feint in 
  combat, your target is denied it Dex bonus to AC 
  for the next melee attack or spell you cast against 
  it. You must remain in melee with the target and he 
  attack or spell must be made or cast on or before 
  your next turn. The target isn't considered flat-
  footed and can make AoO's against you if you 
  don't cast defensively.   
  You can now feint in combat as a swift action by 
  combining the effects of Surprise Casting and 
  Improved Feint. 
   
  W HE AT 
  CR  7 
  Male Human suel clr1/rog6 
  NE Medium humanoid 
  Init +3; Senses Listen +0, Spot +0 
  Languages Common  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor) 
  hp 39 (5 HD) 
  Fort +5, Ref +8, Will +5 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee rapier +7 (1d6; 18-20/x2) or 
   
  heavy mace +4 (1d8) or 
  Ranged spells +7 (various) or 
   
   crossbow +7 (1d8;19-20/x2) 
  Base Atk +4; Grp+4 
  Atk Options Rebuke Undead, Sneak Attack 3d6 
  Combat Gear potion of invisibility, brooch of 
  shielding, mithral chain shirt, rapier, crossbow, 
  heavy mace, 20 bolts  
  Cleric Spells Prepared (CL 1st): 
   1st—protection from goodD, cure light wounds, 
  shield of faith 
   0—create water, cure minor wounds, light 
  D: Domain spell. Deity: Syrul. Domains: Evil, Trickery  
  Abilities Str 10, Dex 16, Con 13, Int 14, Wis 12, Cha 
  8  
  SQ 
  Trapfinding, 
  Spontaneous 
  Casting 
  (inflict), 
  Evasion, Trap Sense, Uncanny Dodge 
  Feats Combat Reflexes, Vexing Flanker, Weapon 
  Finesse, Adaptable Flanker 
  Skills Bluff +9, Craft (trapmaking) +12, Disable 
  Device +12, Hide +13, Knowledge (religion) +6, 
  Move Silently +13, Search +12, Spellcraft +3 , Spot 
  +10, Tumble +13 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Pelor (Syrul) 
   
  O AT 
  CR  7 
  Male Human flan ftr4/rog3 
  NE Medium humanoid 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 68 (7 HD) 
  Fort +8, Ref +5, Will +4 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee heavy mace +9/+4  (1d8+5)  
  Base Atk +6; Grp+8 
  Atk Options Power Attack, Sneak Attack 2d6, Telling 
  Blow, Brutal Strike 
  Combat Gear potion of invisibility, brooch of 
  shielding,  mithral chain shirt, heavy mace 
  Abilities Str 14, Dex 13, Con 16, Int 8, Wis 10, Cha 
  12  
  SQ Trapfinding 
  Feats Brutal Strike, Iron Will, Improved Toughness, 
  Power Attack, Telling Blow, Weapon Focus (heavy 
  mace) , Weapon Specialization (heavy mace)  
  URD7-02 Soul of the Sun 
   
  Page 33 
  
  Skills  Bluff +11, Hide +5, Jump +9 , Move Silently 
  +5, Tumble +13 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Pelor (Syrul) 
   
  5: SOMEWHERE DOWN THERE 
  AD V AN CE D J U V E N I L E  N AB AS S U  
  CR  8 
  Always 
  CE 
  Medium 
  outsider 
  (chaotic, 
  evil, 
  extraplanar, tanar’ri) 
  Init +6; Senses darkvision 60 ft.; Listen +16, Spot 
  +16 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 19, touch 12, flat-footed 17 
   
  (+2 Dex, +7 natural) 
  hp 116 (11 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 19 
  Fort +13, Ref +10, Will +11 
  Speed 40 ft. (8 squares), fly 60 ft. (average) 
  Melee bite +17 (1d8+6) and 
   
  2 claws +15 (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +17 
  Atk Options sneak attack +2d6 
  Special Actions death-stealing gaze, feed 
  Spell-Like Abilities (CL 5th): 
  At will – darkness, obscuring mist 
  Abilities Str 22, Dex 14, Con 22, Int 14, Wis 15, Cha 
  18 
  SQ camouflage, tanar’ri traits 
  Feats Improved Initiative, Demonic Skin, Iron Will, 
  Multiattack  
  Skills Bluff +17, Concentration +20, Diplomacy +5, 
  Hide 
  +16 
  (+24 
  in 
  underground 
  or 
  barren 
  environments), 
  Intimidate 
  +19, 
  Jump 
  +22, 
  Knowledge (local) +16, Listen +16, Move Silently 
  +16, Spot +16, Tumble +18 
  Advancement 6-14HD (Medium); see text 
  Camouflage (Ex): A juvenile nabassu has the ability 
  to change the coloration of its flesh between 
  various shades of black, gray, and brown. As a 
  result, it gains a +8 circumstance bonus on Hide 
  checks 
  made 
  in 
  underground 
  or 
  barren 
  environments. 
  Death-Stealing Gaze (Su): 30 feet, Fort DC 19 
  negates, bestows 1 negative level. Any humanoid 
  creature drained to 0 levels by the juvenile 
  nabassu’s 
  death-stealing 
  gaze 
  dies 
  and 
  is 
  immediately transformed into a ghoul (MM 119) 
  under the nabassu’s permanent command. The 
  death-stealing gaze has no effect on creatures that 
  are not humanoids. The save DC is Charisma-
  based. 
  Feed (Su): A juvenile nabassu can feed on the body 
  of a helpless living humanoid, devouring both its 
  flesh and life force. To do so, the nabassu makes a 
  coup degrace attack against the humanoid 
  creature; this provokes an attack of opportunity 
  from any creatures that threaten it. If the victim is 
  slain by the coup de grace, a significant physical 
  portion of its body is eaten by the nabassu while 
  the remaining portions quickly rot away to a foul-
  smelling paste. This prevents any form of raising or 
  resurrection that requires part of the corpse. A 
  wish, miracle, or true resurrection can restored a 
  devoured victim to life. 
   
  For every three humanoids the juvenile nabassu 
  devours in this fashion, it gains the following 
  benefits: 
   
  +1 profane bonus on attack rolls, saving throws, 
  skill checks, and ability checks 
   
  +5 hit points 
   
  +1 profane bonus to its natural armor 
   
  +1 effective level (whenever the nabassu’s level is 
  used in a die roll or calculation, increase it by 1) 
   
  A juvenile nabassu that devours 30 humanoids in 
  this fashion loses the above benefits and instantly 
  transforms into a mature nabassu. On its next turn, 
  the newly mature nabassu plane shifts back to the 
  Abyss with any items currently in its possession, 
  abandoning its ghoul minions. 
  Sneak Attack (Su) A juvenile nabassu can make a 
  sneak attack as a rogue, dealing an extra 2d6 
  points of damage whenever a foe is denied his or 
  her Dexterity bonus, or when the juvenile nabassu 
  is flanking. 
   
  AD V AN CE D R UT TE RKI N  
  CR  6 
  Always CD Large outsider (chaotic, evil, extraplanar, 
  tanar’ri) 
  Init +1; Senses darksense 60 ft.; Listen +15, Spot 
  +15 
  Languages Abyssal; telepathy 100 ft. 
  AC 20, touch 10, flat-footed 20 
   
  (+1 Dex, +10 natural, -1 size) 
  hp 116 (11 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 17 
  Fort +13, Ref +8, Will +8 
  Speed 20 ft. (4 squares) 
  Melee mwk snap-tong +17(1d10+9) or 
   
  2 claws +14 (1d6+5) 
  Ranged tri-blade +11 (2d4+6) 
  Base Atk +11; Grp +17 
  Atk Options snap-tong grapple 
  Special Actions summon tanar’ri 
  Spell-Like Abilities (CL 6th): 
   At will –darkness, cause fear (DC 11) 
   1/day – desecrate 
  Abilities Str 22, Dex 13, Con 22, Int 9, Wis 12, Cha 
  10 
  SQ tanar’ri traits 
  Feats Claws of the Beast, Demonic Skin, Exotic 
  Weapon Proficiency (snap-tong), Exotic Weapon 
  Proficiency (tri-blade) 
  Skills Balance +3, Climb +16, Escape Artist -1, 
  Intimidate +14, Jump +22, Listen +15, Move 
  Silently +15, Sleight of Hand -1, Spot +15 , Tumble 
  +1Possessions masterwork snap-tong, 5 tri-
  blades 
  Advancement 6-10 HD (Medium); 11-15 HD (Large) 
  Summon Tanar’ri (Sp) Once per day, a rutterkin can 
  attempt to summon 1 rutterkin or 1d6 dretch with a 
  URD7-02 Soul of the Sun 
   
  Page 34 
  
  35% chance of success. This ability is the 
  equivalent of a 3rd-level spell (CL 5th). 
  URD7-02 Soul of the Sun 
   
  Page 35 
  
  APL 10 
  1: MEETING IN THE TREES  
   
  M AR K US 
  CR  11 
  Male Human oeridian hexblade 11 
  LE Medium humanoid 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 18, touch 12, flat-footed 17 
   (+1 Dex, +6 armor, +1 deflection) 
  hp 92 (11 HD) 
  Fort +6, Ref +7, Will +8 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 30 ft. 
  Melee heavy flail +16/+11/+6 (1d10+5; 17-20/x2) or 
  Ranged net +12/+7/+2 (see PHB pg 119) 
  Base Atk +11; Grp +14 
  Atk Options Greater Hexblade’s Curse, Power Attack 
  Combat Gear +1 heavy flail, +1 mithral breastplate, 
  net (2), cloak of resistance +1, ring of protection +1 
  Hexblade Spells Known (CL 5th): DC 12+ spell level 
   2nd (2/day)—bull’s strength, false life, touch of 
  idiocy* 
   1st (2/day)—distract assailant*, expeditious retreat, 
  protection from good, tasha’s hideous laughter * 
  * enchantment spell = +2 DC 
  Abilities Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 
  14  
  SQ Arcane Resistance, Mettle, Familiar - Weasel 
  Feats Alertness, Combat Casting(B), Exotic Weapon 
  Proficiency 
  (Net), 
  Greater 
  Spell 
  Focus 
  (enchantment), Improved Critical (heavy flail), 
  Power Attack, Spell Focus (enchantment), Weapon 
  Focus (heavy flail) 
  Skills Bluff +16, Intimidate +18 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Hextor 
  Greater Hexblade’s Curse (Su) Three times per day, 
  as a free action, Markus can unleash a curse upon 
  a foe. The target must be visible to the hexblade 
  and within 60 feet. The target of a hexblade’s curse 
  takes a –4 penalty on attacks, saves, ability 
  checks, skill checks, and weapon damage rolls for 
  1 hour thereafter. A successful Will save (DC 17) 
  negates the effect. Multiple hexblade’s curses don’t 
  stack, and any foe that successfully resists the 
  effect cannot be affected again by the same 
  hexblade’s curse for 24 hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade’s curse. 
  Arcane Resistance (Su) At 2nd level, a hexblade 
  gains a bonus equal to his Charisma bonus 
  (minimum +1) on saving throws against spells and 
  spell-like effects. Not included in stat block. 
  Mettle (Ex) At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great 
  willpower or fortitude. If he makes a successful Will 
  or Fortitude save against an attack that normally 
  would have a lesser effect on a successful save 
  (such as any spell with a saving throw entry of Will 
  half or Fortitude partial), he instead completely 
  negates the effect. An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
   
  AR D AI N AN D U T HE R 
  CR  7 
  Male Human oeridian warmage 7 
  LE Medium humanoid 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 shield) 
  hp 44 (7 HD) 
  Fort +4, Ref +3, Will +5 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee dagger +2 (1d4-1; 19-20/x2) or 
  Ranged spells +4 (various) or 
   
   crossbow +4 (1d8;19-20/x2) 
  Base Atk +3; Grp +2 
  Atk Options Point Blank Shot, Sudden Empower 
  Sudden Maximize, Sudden Widen 
  Combat Gear chain shirt, dagger, crossbow, 20 bolts, 
  buckler, scroll of lesser globe of invulnerability 
  Warmage Spells Known (CL 7th): 
   3rd (4/day)—fire shield, fireball, flame arrow, gust 
  of wind, ice storm, lightning bolt, poison, ring of 
  blades, sleet storm, sound lance, stinking cloud 
   2nd (7/day)—blades of fire, continual flame, fire 
  trap, fireburst, flaming sphere, ice knife, melf’s 
  acid arrow, pyrotechnics, scorching ray, shatter, 
  whirling blade 
   1st (7/day)— accuracy, burning hands, chill touch, 
  fist of stone, hail of stone, magic missile, orb of 
  acid lesser, orb of cold lesser, orb of electricity 
  lesser, orb of fire lesser, orb of sound lesser, ray 
  of flame, shocking grasp, true strike 
   0 (6/day)— acid splash, disrupt undead, light, ray 
  of frost 
  Abilities Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 
  15  
  SQ Armored Mage, Warmage Edge, Advanced 
  Learning 
  Feats Improved Initiative, Point Blank Shot, Sudden 
  Empower, Sudden Maximize, Sudden Widen 
  Skills Concentration +12, Knowledge (arcana) +12, 
  Knowledge (history) +12, Spellcraft +14, Spot +5 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Hextor 
  Armored Mage (Ex) You may wear light armor and 
  light shields with no chance of arcane spell failure. 
  Warmage Edge (Ex) Whenever Ardain casts a spell 
  that deals hit point damage, he adds +2 to the 
  amount of total damage dealt. 
   
  4: IN MY QUARTERS 
  B AR L E Y 
  CR  9 
  Male Human oeridian beguiler 6/rog3 
  NE Medium humanoid 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common  
  URD7-02 Soul of the Sun 
   
  Page 36 
  
  AC 16, touch 11, flat-footed 14 
   (+1 Dex, +5 armor) 
  hp 56 (9 HD) 
  Fort +5, Ref +6, Will +8 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee rapier +6 (1d6-1; 18-20/x2) or 
   
  heavy mace +6 (1d8-1) or 
  Ranged spells +6 (various) or 
   
   crossbow +6 (1d8;19-20/x2) 
  Base Atk +5; Grp +4 
  Atk Options Combat Expertise, Improved Feint (swift 
  action), Cloaked Casting, Surprise Casting, Sneak 
  Attack +2d6 
  Combat Gear potion of invisibility, brooch of 
  shielding, wand of color spray, +1 mithral chain 
  shirt, rapier, crossbow, heavy mace, 20 bolts  
  Beguiler Spells Known (CL 6th - Int): 
   3rd 
  (4/day)—arcane 
  sight, 
  clairaudience 
  /clairvoyance, crown of veils, deep slumber, 
  dispel magic, displacement, glibness, halt, haste, 
  hesistate, 
  hold 
  person, 
  inevitable 
  defeat, 
  invisibility sphere, legion of sentinals, major 
  image, nondetection, slow, suggestion, vertigo 
  field, zone of silence 
   2nd (6/day)—blinding color surge, blur, daze 
  monster, detect thoughts, fog cloud, glitterdust, 
  hypnotic pattern, invisibility, knock, minor image, 
  mirror 
  image, 
  misdirection, 
  see 
  invisibility, 
  silence, spider climb, stay the hand, touch of 
  idiocy, vertigo, whelming burst 
   1st 
  (6/day)—charm 
  person, 
  color 
  spray, 
  comprehend languages, detect secret doors, 
  disguise self, expeditious retreat, hypnotism, 
  mage armor, obscuring mist, rouse, shock and 
  awe, silent image, sleep, undetectable alignment 
   0 (6/day)—dancing lights, daze, detect magic, 
  ghost sound, message, open/close, read magic 
  �Already cast – undetectable alignment 
  Abilities Str 8, Dex 12, Con 13, Int 16, Wis 14, Cha 
  10  
  SQ Trapfinding, Armored Mage, Advanced Learning, 
  Trap Sense +1, Evasion 
  Feats Combat Expertise, Improved Feint, Improved 
  Initiative, Weapon Finesse , Silent Spell , Deadly 
  Defense  
  Skills Bluff +12, Concentration +14, Decipher Script 
  +9, Disable Device +9, Forgery +15, Gather 
  Information +12, Hide +13 , Move Silently +13, 
  Sense Motive +14, Spellcraft +12 , Tumble +13 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Syrul 
  Armored Mage (Ex) You may wear light armor with 
  no chance of arcane spell failure. 
  Cloaked Casting (+1 DC) (Ex) Your spells become 
  better against unwary foes. You gain a +1 bonus to 
  your spell's save DC's when the spell targets a foe 
  who would be denied their Dex bonus to AC. 
  Surprise Casting (Ex) If you successfully feint in 
  combat, your target is denied it Dex bonus to AC 
  for the next melee attack or spell you cast against 
  it. You must remain in melee with the target and he 
  attack or spell must be made or cast on or before 
  your next turn. The target isn't considered flat-
  footed and can make AoO's against you if you 
  don't cast defensively.   
  You can now feint in combat as a swift action by 
  combining the effects of Surprise Casting and 
  Improved Feint. 
   
  W HE AT 
  CR  9 
  Male Human suel clr1/rog8 
  NE Medium humanoid 
  Init +3; Senses Listen +0, Spot +0 
  Languages Common  
  AC 18, touch 13, flat-footed 14 
   (+3 Dex, +5 armor) 
  hp 58 (9 HD) 
  Fort +6, Ref +9, Will +5 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee rapier +9/+4 (1d6; 18-20/x2) or 
   
  heavy mace +6 (1d8) or 
  Ranged spells +9 (various) or 
   
   crossbow +9 (1d8;19-20/x2) 
  Base Atk +6; Grp+6 
  Atk Options Rebuke Undead, Sneak Attack 4d6 
  Combat Gear potion of invisibility, brooch of 
  shielding, +1 mithral chain shirt, rapier, crossbow, 
  heavy mace, 20 bolts  
  Cleric Spells Prepared (CL 1st): 
   1st—protection from goodD, cure light wounds, 
  shield of faith 
   0—create water, cure minor wounds, light 
  D: Domain spell. Deity: Syrul. Domains: Evil, Trickery  
  Abilities Str 10, Dex 16, Con 14, Int 14, Wis 12, Cha 
  8  
  SQ 
  Trapfinding, 
  Spontaneous 
  Casting 
  (inflict), 
  Evasion, Trap Sense, Uncanny Dodge, Improved 
  Uncanny Dodge 
  Feats Combat Reflexes, Vexing Flanker, Weapon 
  Finesse, Adaptable Flanker, Einhander 
  Skills Bluff +11, Craft (trapmaking) +12, Disable 
  Device +14, Hide +15, Knowledge (religion) +6 , 
  Move Silently +15, Search +14, Sleight of Hand 
  +12, Spellcraft +3 , Spot +13, Tumble +15 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Pelor (Syrul) 
   
  O AT 
  CR  9 
  Male Human flan ftr6/rog3 
  NE Medium humanoid 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common  
  AC 17, touch 12, flat-footed 14 
   (+2 Dex, +5 armor) 
  hp 88 (9 HD) 
  Fort +9, Ref +7, Will +5 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee heavy mace +13/+8  (1d8+7; 19-20/x2)  
  Base Atk +8; Grp+10 
  URD7-02 Soul of the Sun 
   
  Page 37 
  
  Atk Options Power Attack, Sneak Attack 2d6, Telling 
  Blow, Brutal Strike 
  Combat Gear potion of invisibility, brooch of 
  shielding, +1 mithral chain shirt, heavy mace 
  Abilities Str 14, Dex 13, Con 16, Int 8, Wis 10, Cha 
  12  
  SQ Trapfinding 
  Feats Brutal Strike, Iron Will, Improved Critical, 
  Improved Toughness, Melee Weapon Mastery 
  (bludgeoning), 
  Power 
  Attack, 
  Telling 
  Blow, 
  Weapon 
  Focus 
  (heavy 
  mace), 
  Weapon 
  Specialization (heavy mace)  
  Skills  Bluff +13, Hide +6, Jump +9, Move Silently +6, 
  Tumble +14 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Pelor (Syrul) 
   
  5: SOMEWHERE DOWN THERE 
  V E R Y  AD V AN C E D  J U V E N I L E  N AB AS S U CR  10 
  Always 
  CE 
  Medium 
  outsider 
  (chaotic, 
  evil, 
  extraplanar, tanar’ri) 
  Init +6; Senses darkvision 60 ft.; Listen +19, Spot 
  +19 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 19, touch 12, flat-footed 17 
   
  (+2 Dex, +8 natural) 
  hp 147 (14 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 21 
  Fort +15, Ref +12, Will +14 
  Speed 40 ft. (8 squares), fly 60 ft. (average) 
  Melee bite +17 (1d8+8) and 
   
  2 claws +15 (1d4+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +14; Grp +20 
  Atk Options sneak attack +3d6 
  Special Actions death-stealing gaze, feed 
  Spell-Like Abilities (CL 5th): 
  At will – darkness, obscuring mist 
  Abilities Str 22, Dex 14, Con 22, Int 14, Wis 16, Cha 
  18 
  SQ camouflage, tanar’ri traits 
  Feats Improved Initiative, Demonic Skin, Claws of the 
  Beast, Iron Will, Multiattack  
  Skills Bluff +20, Concentration +23, Diplomacy +5, 
  Hide 
  +19 
  (+27 
  in 
  underground 
  or 
  barren 
  environments), 
  Intimidate 
  +22, 
  Jump 
  +25, 
  Knowledge (local) +19, Listen +19, Move Silently 
  +19, Spot +19, Tumble +21 
  Advancement 6-14HD (Medium); see text 
  Camouflage (Ex): A juvenile nabassu has the ability 
  to change the coloration of its flesh between 
  various shades of black, gray, and brown. As a 
  result, it gains a +8 circumstance bonus on Hide 
  checks 
  made 
  in 
  underground 
  or 
  barren 
  environments. 
  Death-Stealing Gaze (Su): 30 feet, Fort DC 19 
  negates, bestows 1 negative level. Any humanoid 
  creature drained to 0 levels by the juvenile 
  nabassu’s 
  death-stealing 
  gaze 
  dies 
  and 
  is 
  immediately transformed into a ghoul (MM 119) 
  under the nabassu’s permanent command. The 
  death-stealing gaze has no effect on creatures that 
  are not humanoids. The save DC is Charisma-
  based. 
  Feed (Su): A juvenile nabassu can feed on the body 
  of a helpless living humanoid, devouring both its 
  flesh and life force. To do so, the nabassu makes a 
  coup degrace attack against the humanoid 
  creature; this provokes an attack of opportunity 
  from any creatures that threaten it. If the victim is 
  slain by the coup de grace, a significant physical 
  portion of its body is eaten by the nabassu while 
  the remaining portions quickly rot away to a foul-
  smelling paste. This prevents any form of raising or 
  resurrection that requires part of the corpse. A 
  wish, miracle, or true resurrection can restored a 
  devoured victim to life. 
   
  For every three humanoids the juvenile nabassu 
  devours in this fashion, it gains the following 
  benefits: 
   
  +1 profane bonus on attack rolls, saving throws, 
  skill checks, and ability checks 
   
  +5 hit points 
   
  +1 profane bonus to its natural armor 
   
  +1 effective level (whenever the nabassu’s level is 
  used in a die roll or calculation, increase it by 1) 
   
  A juvenile nabassu that devours 30 humanoids in 
  this fashion loses the above benefits and instantly 
  transforms into a mature nabassu. On its next turn, 
  the newly mature nabassu plane shifts back to the 
  Abyss with any items currently in its possession, 
  abandoning its ghoul minions. 
  Sneak Attack (Su) A juvenile nabassu can make a 
  sneak attack as a rogue, dealing an extra 2d6 
  points of damage whenever a foe is denied his or 
  her Dexterity bonus, or when the juvenile nabassu 
  is flanking. 
   
  AD V AN CE D R UT TE RKI N  
  CR  6 
  Always CD Large outsider (chaotic, evil, extraplanar, 
  tanar’ri) 
  Init +1; Senses darksense 60 ft.; Listen +15, Spot 
  +15 
  Languages Abyssal; telepathy 100 ft. 
  AC 20, touch 10, flat-footed 20 
   
  (+1 Dex, +10 natural, -1 size) 
  hp 116 (11 HD); DR 10/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 17 
  Fort +13, Ref +8, Will +8 
  Speed 20 ft. (4 squares) 
  Melee mwk snap-tong +17 (1d10+9) or 
   
  2 claws +14 (1d6+5) 
  Ranged tri-blade +11 (2d4+6) 
  Base Atk +11; Grp +17 
  Atk Options snap-tong grapple 
  Special Actions summon tanar’ri 
  Spell-Like Abilities (CL 6th): 
   At will –darkness, cause fear (DC 11) 
   1/day – desecrate 
  Abilities Str 22, Dex 13, Con 22, Int 9, Wis 12, Cha 
  10 
  URD7-02 Soul of the Sun 
   
  Page 38 
  
  SQ tanar’ri traits 
  Feats Claws of the Beast, Demonic Skin, Exotic 
  Weapon Proficiency (snap-tong), Exotic Weapon 
  Proficiency (tri-blade) 
  Skills Balance +3, Climb +16, Escape Artist -1, 
  Intimidate +14, Jump +22, Listen +15, Move 
  Silently +15, Sleight of Hand -1, Spot +15, Tumble 
  +17 
  Possessions masterwork snap-tong, 5 tri-blades 
  Advancement 6-10 HD (Medium); 11-15 HD (Large) 
  Summon Tanar’ri (Sp) Once per day, a rutterkin can 
  attempt to summon 1 rutterkin or 1d6 dretch with a 
  35% chance of success. This ability is the 
  equivalent of a 3rd-level spell (CL 5th). 
  URD7-02 Soul of the Sun 
   
  Page 39 
  
  APL 12 
  1: MEETING IN THE TREES  
   
  M AR K US 
  CR  13 
  Male Human oeridian hexblade 13 
  LE Medium humanoid 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 20, touch 12, flat-footed 19 
   (+1 Dex, +7 armor, +1 natural, +1 deflection) 
  hp 121 (13 HD) 
  Fort +7, Ref +8, Will +9 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 30 ft. 
  Melee heavy flail +19/+14/+9 (1d10+6; 17-20/x2) or 
  Ranged net +14/+9/+4 (see PHB pg 119) 
  Base Atk +13; Grp +16 
  Atk Options Greater Hexblade’s Curse, Power Attack 
  Combat Gear +2 heavy flail, +1 mithral breastplate, 
  net (2), vest of resistance +1, ring of protection +1, 
  cloak of charisma +4 
  Hexblade Spells Known (CL 7th): DC 12+ spell level 
   3rd (2/day)—charm monster*, confusion*, slow 
   2nd (2/day)—bull’s strength, false life, glitterdust, 
  touch of idiocy* 
   1st (1/day)—distract assailant*, expeditious retreat, 
  protection from good, tasha’s hideous laughter * 
  * enchantment spell = +2 DC 
  Abilities Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 
  14  
  SQ Arcane Resistance, Mettle, Familiar - Weasel 
  Feats Alertness, Combat Casting(B), Exotic Weapon 
  Proficiency 
  (Net), 
  Greater 
  Spell 
  Focus 
  (enchantment), Improved Critical (heavy flail), 
  Improved Toughness, Power Attack, Spell Focus 
  (enchantment), Weapon Focus (heavy flail) 
  Skills  Bluff +18, Intimidate +20 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Hextor 
  Greater Hexblade’s Curse (Su) Four times per day, 
  as a free action, Markus can unleash a curse upon 
  a foe. The target must be visible to the hexblade 
  and within 60 feet. The target of a hexblade’s curse 
  takes a –4 penalty on attacks, saves, ability 
  checks, skill checks, and weapon damage rolls for 
  1 hour thereafter. A successful Will save (DC 18) 
  negates the effect. Multiple hexblade’s curses don’t 
  stack, and any foe that successfully resists the 
  effect cannot be affected again by the same 
  hexblade’s curse for 24 hours. 
   
  Any effect that removes or dispels a curse 
  eliminates the effect of a hexblade’s curse. 
  Arcane Resistance (Su) At 2nd level, a hexblade 
  gains a bonus equal to his Charisma bonus 
  (minimum +1) on saving throws against spells and 
  spell-like effects. Not included in stat block. 
  Mettle (Ex) At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great 
  willpower or fortitude. If he makes a successful Will 
  or Fortitude save against an attack that normally 
  would have a lesser effect on a successful save 
  (such as any spell with a saving throw entry of Will 
  half or Fortitude partial), he instead completely 
  negates the effect. An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
  Aura of Unluck (Su) Once per day, Markus can 
  create a baleful aura of misfortune. Any melee or 
  ranged attack made against the hexblade while this 
  aura of unluck is active has a 20% miss chance 
  (similar to the effect of concealment). Activating the 
  aura is a free action, and the aura lasts for 5 
  rounds (3 + the hexblade’s Charisma bonus). 
   
  AR D AI N AN D U T HE R 
  CR  7 
  Male Human oeridian warmage 7 
  LE Medium humanoid 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 shield) 
  hp 44 (7 HD) 
  Fort +4, Ref +3, Will +5 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft. 
  Melee dagger +2 (1d4-1; 19-20/x2) or 
  Ranged spells +4 (various) or 
   
   crossbow +4 (1d8;19-20/x2) 
  Base Atk +3; Grp +2 
  Atk Options Point Blank Shot, Sudden Empower 
  Sudden Maximize, Sudden Widen 
  Combat Gear chain shirt, dagger, crossbow, 20 bolts, 
  buckler, scroll of glove of invulnerability  
  Warmage Spells Known (CL 7th): 
   3rd (4/day)—fire shield, fireball, flame arrow, gust 
  of wind, ice storm, lightning bolt, poison, ring of 
  blades, sleet storm, sound lance, stinking cloud 
   2nd (7/day)—blades of fire, continual flame, fire 
  trap, fireburst, flaming sphere, ice knife, melf’s 
  acid arrow, pyrotechnics, scorching ray, shatter, 
  whirling blade 
   1st (7/day)— accuracy, burning hands, chill touch, 
  fist of stone, hail of stone, magic missile, orb of 
  acid lesser, orb of cold lesser, orb of electricity 
  lesser, orb of fire lesser, orb of sound lesser, ray 
  of flame, shocking grasp, true strike 
   0 (6/day)— acid splash, disrupt undead, light, ray 
  of frost 
  Abilities Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 
  15  
  SQ Armored Mage, Warmage Edge, Advanced 
  Learning 
  Feats Improved Initiative, Point Blank Shot, Suddne 
  Empower, Sudden Maximize, Sudden Widen 
  Skills Concentration +12, Knowledge (arcana) +12, 
  Knowledge (history) +12, Spellcraft +14, Spot +5 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Hextor 
  Armored Mage (Ex) You may wear light armor and 
  light shields with no chance of arcane spell failure. 
  URD7-02 Soul of the Sun 
   
  Page 40 
  
  Warmage Edge (Ex) Whenever Ardain casts a spell 
  that deals hit point damage, he adds +2 to the 
  amount of total damage dealt. 
   
  4: IN MY QUARTERS 
  B AR L E Y 
  CR  11 
  Male Human oeridian beguiler 6/rog5 
  NE Medium humanoid 
  Init +5; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 14 
   (+1 Dex, +5 armor) 
  hp 68 (11 HD) 
  Fort +5, Ref +7, Will +8 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee rapier +7/+2 (1d6-1; 18-20/x2) or 
   
  heavy mace +7/+2 (1d8-1) or 
  Ranged spells +7 (various) or 
   
   crossbow +7 (1d8;19-20/x2) 
  Base Atk +6; Grp +5 
  Atk Options Combat Expertise, Improved Feint (swift 
  action), Cloaked Casting, Surprise Casting, Sneak 
  Attack +3d6 
  Combat 
  Gear 
  potion 
  of 
  invisibility, 
  wand 
  of 
  colorspray, brooch of shielding, +1 mithral chain 
  shirt, rapier, crossbow, heavy mace, 20 bolts  
  Beguiler Spells Known (CL 6th - Int): 
   3rd 
  (4/day)—arcane 
  sight, 
  clairaudience 
  /clairvoyance, crown of veils, deep slumber, 
  dispel magic, displacement, glibness, halt, haste, 
  hesistate, 
  hold 
  person, 
  inevitable 
  defeat, 
  invisibility sphere, legion of sentinals, major 
  image, nondetection, slow, suggestion, vertigo 
  field, zone of silence 
   2nd (6/day)—blinding color surge, blur, daze 
  monster, detect thoughts, fog cloud, glitterdust, 
  hypnotic pattern, invisibility, knock, minor image, 
  mirror 
  image, 
  misdirection, 
  see 
  invisibility, 
  silence, spider climb, stay the hand, touch of 
  idiocy, vertigo, whelming burst 
   1st 
  (6/day)—charm 
  person, 
  color 
  spray, 
  comprehend languages, detect secret doors, 
  disguise self, expeditious retreat, hypnotism, 
  mage armor, obscuring mist, rouse, shock and 
  awe, silent image, sleep, undetectable alignment 
   0 (6/day)—dancing lights, daze, detect magic, 
  ghost sound, message, open/close, read magic 
  �Already cast – undetectable alignment 
  Abilities Str 8, Dex 12, Con 13, Int 16, Wis 14, Cha 
  10  
  SQ Trapfinding, Armored Mage, Advanced Learning, 
  Trap Sense +1, Evasion 
  Feats Combat Expertise, Improved Feint, Improved 
  Initiative, Weapon Finesse, Silent Spell, Deadly 
  Defense  
  Skills Bluff +14, Concentration +16, Decipher Script 
  +11, Disable Device +9, Forgery +17, Gather 
  Information +14, Hide +15, Move Silently +15, 
  Sense Motive +16, Spellcraft +14, Tumble +15 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Syrul 
  Armored Mage (Ex) You may wear light armor with 
  no chance of arcane spell failure. 
  Cloaked Casting (+1 DC) (Ex) Your spells become 
  better against unwary foes. You gain a +1 bonus to 
  your spell's save DC's when the spell targets a foe 
  who would be denied their Dex bonus to AC. 
  Surprise Casting (Ex) If you successfully feint in 
  combat, your target is denied it Dex bonus to AC 
  for the next melee attack or spell you cast against 
  it. You must remain in melee with the target and he 
  attack or spell must be made or cast on or before 
  your next turn. The target isn't considered flat-
  footed and can make AoO's against you if you 
  don't cast defensively.   
  You can now feint in combat as a swift action by 
  combining the effects of Surprise Casting and 
  Improved Feint. 
   
  W HE AT 
  CR  11 
  Male Human suel clr1/rog10 
  NE Medium humanoid 
  Init +3; Senses Listen +0, Spot +0 
  Languages Common  
  AC 18, touch 13, flat-footed 14 
   (+3 Dex, +5 armor) 
  hp 70 (11 HD) 
  Fort +7, Ref +10, Will +6 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee rapier +10/+5 (1d6; 18-20/x2) or 
   
  heavy mace +7 (1d8) or 
  Ranged spells +10 (various) or 
   
   crossbow +10 (1d8;19-20/x2) 
  Base Atk +7; Grp+7 
  Atk Options Rebuke Undead, Sneak Attack 5d6 
  Combat Gear potion of invisibility, brooch of 
  shielding, +1 mithral chain shirt, rapier, crossbow, 
  heavy mace, 20 bolts  
  Cleric Spells Prepared (CL 1st): 
   1st—protection from goodD, cure light wounds, 
  shield of faith 
   0—create water, cure minor wounds, light 
  D: Domain spell. Deity: Syrul. Domains: Evil, Trickery  
  Abilities Str 10, Dex 16, Con 14, Int 14, Wis 12, Cha 
  8  
  SQ 
  Trapfinding, 
  Spontaneous 
  Casting 
  (inflict), 
  Evasion, Trap Sense, Uncanny Dodge, Improved 
  Uncanny Dodge 
  Feats Combat Reflexes, Vexing Flanker, Weapon 
  Finesse, Adaptable Flanker, Einhander 
  Skills Bluff +13, Craft (trapmaking) +13, Disable 
  Device +16, Hide +17, Knowledge (religion) +6, 
  Move Silently +17, Search +16, Sleight of Hand 
  +19, Spellcraft +3 , Spot +15, Tumble +17 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Pelor (Syrul) 
   
  O AT 
  CR  11 
  Male Human flan ftr8/rog3 
  NE Medium humanoid 
  URD7-02 Soul of the Sun 
   
  Page 41 
  
  Init +2; Senses Listen +0, Spot +0 
  Skills Bluff +20, Concentration +23, Diplomacy +5, 
  Hide 
  +19 
  (+27 
  in 
  underground 
  or 
  barren 
  environments), 
  Intimidate 
  +22, 
  Jump 
  +25, 
  Knowledge (local) +19, Listen +19, Move Silently 
  +19, Spot +19, Tumble +21 
  Languages Common  
  AC 17, touch 12, flat-footed 14 
   (+2 Dex, +5 armor) 
  hp 108 (11 HD) 
  Advancement 6-14HD (Medium); see text 
  Fort +10, Ref +7, Will +5 
  Camouflage (Ex): A juvenile nabassu has the ability 
  to change the coloration of its flesh between 
  various shades of black, gray, and brown. As a 
  result, it gains a +8 circumstance bonus on Hide 
  checks 
  made 
  in 
  underground 
  or 
  barren 
  environments. 
  Speed 30 ft. in mithral chain shirt (6 squares), base 
  movement 30 ft. 
  Melee heavy mace +16/+11 (1d8+7; 19-20/x2)  
  Base Atk +10; Grp+12 
  Atk Options Power Attack, Sneak Attack 2d6, Telling 
  Blow, Brutal Strike 
  Death-Stealing Gaze (Su): 30 feet, Fort DC 19 
  negates, bestows 1 negative level. Any humanoid 
  creature drained to 0 levels by the juvenile 
  nabassu’s 
  death-stealing 
  gaze 
  dies 
  and 
  is 
  immediately transformed into a ghoul (MM 119) 
  under the nabassu’s permanent command. The 
  death-stealing gaze has no effect on creatures that 
  are not humanoids. The save DC is Charisma-
  based. 
  Combat Gear potion of invisibility, brooch of 
  shielding, +1 mithral chain shirt, heavy mace 
  Abilities Str 14, Dex 13, Con 16, Int 8, Wis 10, Cha 
  12  
  SQ Trapfinding 
  Feats Brutal Strike, Greater Weapon Focus, Iron Will, 
  Improved Critical, Improved Toughness, Melee 
  Weapon Mastery (bludgeoning), Power Attack, 
  Telling Blow, Weapon Focus (heavy mace), 
  Weapon Specialization (heavy mace)  
  Feed (Su): A juvenile nabassu can feed on the body 
  of a helpless living humanoid, devouring both its 
  flesh and life force. To do so, the nabassu makes a 
  coup degrace attack against the humanoid 
  creature; this provokes an attack of opportunity 
  from any creatures that threaten it. If the victim is 
  slain by the coup de grace, a significant physical 
  portion of its body is eaten by the nabassu while 
  the remaining portions quickly rot away to a foul-
  smelling paste. This prevents any form of raising or 
  resurrection that requires part of the corpse. A 
  wish, miracle, or true resurrection can restored a 
  devoured victim to life. 
  Skills  Bluff +15, Hide +6, Jump +9, Move Silently +6, 
  Tumble +14 
  Possessions backpack, 2 days trail rations, holy 
  symbol of Pelor (Syrul) 
   
  5: SOMEWHERE DOWN THERE 
  V E R Y  AD V AN C E D  J U V E N I L E  N AB AS S U CR  10 
  Always 
  CE 
  Medium 
  outsider 
  (chaotic, 
  evil, 
  extraplanar, tanar’ri) 
  Init +6; Senses darkvision 60 ft.; Listen +19, Spot 
  +19 
   
  For every three humanoids the juvenile nabassu 
  devours in this fashion, it gains the following 
  benefits: 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 19, touch 12, flat-footed 17 
   
  (+2 Dex, +8 natural) 
   
  +1 profane bonus on attack rolls, saving throws, 
  skill checks, and ability checks 
  hp 147 (14 HD); DR 10/cold iron or good 
  Immune electricity, poison 
   
  +5 hit points 
  Resist acid 10, cold 10, fire 10; SR 21 
   
  +1 profane bonus to its natural armor 
  Fort +15, Ref +12, Will +14 
   
  +1 effective level (whenever the nabassu’s level is 
  used in a die roll or calculation, increase it by 1) 
  Speed 40 ft. (8 squares), fly 60 ft. (average) 
  Melee bite +17 (1d8+8) and 
   
  A juvenile nabassu that devours 30 humanoids in 
  this fashion loses the above benefits and instantly 
  transforms into a mature nabassu. On its next turn, 
  the newly mature nabassu plane shifts back to the 
  Abyss with any items currently in its possession, 
  abandoning its ghoul minions. 
   
  2 claws +15 (1d4+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +14; Grp +20 
  Atk Options sneak attack +3d6 
  Special Actions death-stealing gaze, feed 
  Spell-Like Abilities (CL 5th): 
  Sneak Attack (Su) A juvenile nabassu can make a 
  sneak attack as a rogue, dealing an extra 2d6 
  points of damage whenever a foe is denied his or 
  her Dexterity bonus, or when the juvenile nabassu 
  is flanking. 
  At will – darkness, obscuring mist 
  Abilities Str 22, Dex 14, Con 22, Int 14, Wis 16, Cha 
  18 
  SQ camouflage, tanar’ri traits 
  Feats Improved Initiative, Demonic Skin, Claws of the 
  Beast, Iron Will, Multiattack  
   
   
  URD7-02 Soul of the Sun 
   
  Page 42 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Adaptable Flanker 
   
  Prequisite: Combat Reflexes, Vexing Flanker, 
  base attack bonus +4 
   
  Benefit: As a swift action, you designate a single 
  opponent as the target of this feat. When you are 
  adjacent to the chosen target, you can choose to count 
  as occupying any other square you threaten for the 
  purposes of determining flanking bonuses for you and 
  your allies. You also occupy your current square for 
  flanking an opponent. 
   
  Source: Player’s Handbook II 71 
   
  Brutal Strike 
   
  Prequisite: Str 13, Power Attack, base attack 
  bonus +6 
   
  Benefit: If you use your Power Attack feat to 
  increase your damage with a bludgeoning weapon, you 
  can attempt a brutal strike. You must declare your 
  intention before making your attack. If the attack hits 
  and your opponent takes damage, he must make a 
  Fortitude save (DC 10 + your extra damage from the 
  Power Attack feat on the attack) or be sickened for 1 
  round. 
   
  You can use this feat once per round during your 
  attack action. 
   
  Special: This feat cannot be used against a 
  creature that is not subject to extra damage from 
  critical hits. 
   
  A fighter can select Brutal Strike as one of his 
  fighter bonus feats. 
   
  Source: Player’s Handbook II 71 
   
  Claws of the Beast [Abyssal Heritor] 
   
  Benefit: Your natural weapons or unarmed strikes 
  gain a +1 profane bonus on damage rolls. This bonus 
  increases by 1 for every two Abyssal heritor feats you 
  possess. 
   
  Special: Your talons make subtle manipulation of 
  objects more difficult, imposing a -2 penalty on Sleight 
  of Hand checks. 
   
  Source: Fiendish Codex I XX 
   
  Danger Sense 
   
  Benefit: Once per day, you can reroll an initiative 
  check you have just made. You use the better of your 
  two rolls. You must decide to reroll before the round 
  starts. 
   
  Source: Complete Adventurer 106 
   
  Deadly Defense 
   
  Benefit: When fighting defensively, you deal an 
  extra 1d6 points of damage with any light weapon or 
  with any weapon to which the Weapon Finesse feat 
  applies (such as a rapier, spiked chain, or whip). 
   
  This feat’s benefit applies only when you are 
  unarmored or wearing light armor and not using a 
  shield. 
   
  Special: If you have the Combat Expertise feat, 
  you also gain the benefit of Deadly Defense when 
  taking a penalty of at least -2 on your attack roll from 
  that feat. 
   
  Source: Complete Scoundrel 76 
   
  Demonic Skin [Abyssal Heritor] 
   
  Benefit: Your natural armor bonus improves by 1. 
  This improvement increases by 1 for every two Abyssal 
  heritor feats you possess. If you do not have natural 
  armor, assume your natural armor bonus is +0. 
   
  Special: Your thickened skin tends to catch on 
  objects and makes you less flexible. Because of these 
  effects, you take a -2 penalty on Escape Artist checks. 
   
  Source: Fiendish Codex I XX 
   
  Einhander 
   
  Prerequisites: Tumble 6 ranks, base attack bonus 
  +6 
   
  Benefit: If you are fighting with a one-handed 
  weapon or a light weapon and carrying nothing in your 
  off hand, the Einhander feat grants you access to three 
  special tactical maneuvers. 
   
  Narrow Profile: You can tuck your arm behind your 
  back and offer a narrow profile when you concentrate 
  on defense rather than offense. You gain an additional 
  +2 dodge bonus to AC when fighting defensively or 
  using the total defense action. 
   
  Off-Hand Balance: You use your off hand to balance 
  yourself while performing acrobatic maneuvers. After 
  you successfully strike an opponent, you gain a +2 
  bonus on Tumble checks to avoid his attacks of 
  opportunity until the start of your next turn. When you 
  flip and roll out of harm’s way, you use one hand to 
  keep your balance and your other hand to keep your 
  weapon trained on your foe. 
   
  Off-Hand Swap: With a flourish, you flip your 
  weapon into the air, catch it in your off hand, and 
  continue to press the attack. When you use this 
  maneuver, you must first take a full attack action to 
  strike an opponent at least twice. One your next turn, 
  you can make a special feint as a free action, using 
  Sleight of Hand rather than Bluff. Your opponent uses 
  the standard rules for resisting a feint. Once you use 
  this maneuver against a particular opponent, whether it 
  succeeds or fails, you cannot use it against him again. 
   
  Source: Player’s Handbook II 94 
   
  Telling Blow 
   
  Prerequisite: Skirmish or sneak attack ability. 
   
  Benefit: When you score a critical hit against a 
  target, you deal your skirmish or sneak attack damage 
  in addition to the damage from your critical hit. Your 
  critical multiplier applies only to your normal damage, 
  URD7-02 Soul of the Sun 
   
  Page 43 
  
  not your skirmish or sneak attack damage. This benefit 
  affects both melee and ranged attacks. 
   
  Source: Player’s Handbook II 83 
   
  Melee Weapon Mastery 
   
  Prerequisite: Proficiency with selected weapon, 
  Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, base attack bonus 
  +8. 
   
  Benefit: When you select this feat choose 
  bludgeoning, piercing, or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  melee weapon that deals this type of damage. When 
  using any melee weapon that has the damage type 
  selected, you gain a +2 bonus on attack rolls and a +2 
  bonus on damage rolls. 
   
  Special: You can select this feat more than once. 
  Each time, you can select a new damage type.  
   
  A fighter can select Melee Weapon Mastery as one 
  of his fighter bonus feats. 
   
  Source: Player’s Handbook II 81 
   
  Vexing Flanker 
   
  Prerequisite: Combat Reflexes 
   
  Benefit: You gain a +4 bonus on your attack rolls 
  when flanking. 
   
  Source: Player’s Handbook II 85 
   
  MUNDANE EQUIPMENT 
  Snap-tong: This short polearm ends in a sharp spike 
  that has one or more crescent-shaped pincers designed 
  close around it. A proficient wielder that hits an 
  opponent of at least one size category smaller cant 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If the wielder gets 
  a hold, the snap-tong grabs the opponent and deals 
  1d10 points of damage (plus the wielder’s Strength 
  modifier) each round the hold is maintained. 
   
  Tri-blade: This thrown weapon consists of a three-
  bladed wedge launched from a slinglike device. 
  Rutterkins usually carry five of these for use in ranged 
  combat. 
   
  SPELLS 
  Blinding Color Surge 
  Illusion (Glamer) 
  Level: Beguiler 2, sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: You and one creature 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You strip the color from your body and gear, turn it 
  into a lance of energy, and hurl it at a target. When you 
  cast this spell you target a creature with the colors 
  stripped from your form. The target must make a Will 
  save or be blinded for 1 round. 
   
  You also gain the benefit of invisibility, for the 
  duration of this spell, even if the target creature 
  succeeds on its save or if its spell resistance protects it. 
   
  Focus: A small prism. 
   
  Halt 
  Transmutation 
  Level: Bard 3, beguiler 3, duskblade 3, sorcerer/wizard 
  3 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  The subject creature’s feet (or whatever pass for its feet) 
  become momentarily stuck to the floor. The creature 
  must stop moving, and cannot move farther in its 
  current turn. This spell has no effect on creatures that 
  are not touching the ground (such as flying creatures), 
  and the subject can still use a standard action (if it has 
  one available in this round) to move by means of 
  teleportation magic. 
   
  You can cast this spell even when it’s not your 
  turn; however, you must cast it before your opponent 
  finishes its movement on its current turn to gain the 
  benefit. 
   
  Hesitate 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 3, beguiler 3, cleric 3, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 round/level (D); see text 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  You fill a subject with doubts and misgivings, making it 
  believe it is inferior to you. On a failed save, the subject 
  can take no action other than a move action on its 
  current turn. Hesistate confers no special bonuses for 
  attackers attempting to hit the subject; the subject still 
  defends itself. If you attack the affected creature, the 
  spell ends immediately. 
   
  Each round, as a swift action at the start of its turn, 
  the subject can attempt a new saving throw to end the 
  effect. If the save succeeds, the subject can then act 
  normally. 
   
  You can cast this spell even when it’s not your 
  Weapon 
  Cost 
  Damage 
  Critical 
  Range Incr. 
  Weight 
  Type 
  Snap-tong 
  250 gp 
  1d10 
  X2 
  - 
  10 lb. 
  Piercing 
  Tri-blade 
  35 gp 
  2d4 
  X2 
  20 ft. 
  3 lb. 
  Slashing 
  URD7-02 Soul of the Sun 
   
  Page 44 
  
  turn; however, you must cast it at the start of your 
  opponent’s turn to gain the benefit. 
   
  Inevitable Defeat 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Beguiler 3, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: None and Will negates; see text 
  Spell Resistance: Yes 
  You draw a cloud over the subject’s mind, dealing 3d6 
  points of nonlethal damage. No saving throw is allowed 
  against this effect. Each round on its turn, the subject 
  must succeed on a Will save or take another 3d6 points 
  of nonlethal damage. If the saving throw is successful, 
  the damage for that round is negated and the spell 
  ends. 
   
  Legion of Sentinels 
  Illusion (Shadow) 
  Level: Beguiler 3, sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 10-ft.-radius emanation centered on a point in 
  space 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  A ghostly, incorporeal swordfighter appears in each 
  square covered by this spell’s area. A swordfighter can 
  share a space with another creature or object. Each 
  swordfighter threatens the squares adjacent to it and 
  can make one attack of opportunity per round. The 
  swordfighters do not hinder movement, block terrain, 
  or block line of effect. They can flank an opponent 
  with each other and with your allies. 
   
  Each swordfighter has hit points equal to twice 
  your caster level and an Armor Class of 25. It makes 
  saving throws or checks with a bonus equal to your 
  caster level. 
   
  Material Component: A pewter swordfighter 
  miniature figure. 
   
  Rouse 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Beguiler 1, duskblade 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 10-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  With a loud snap of your fingers, you cause any 
  sleeping creatures in the spell’s area to awaken. 
  This spell has no effect on creatures that are 
  unconscious due to being reduced to negative hit 
  points or that have taken nonlethal damage in excess of 
  their current hit points. 
   
  Shock and Awe 
  Enchantment [Mind-Affecting] 
  Level: Assassin 1, bard 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which are more 
  than 30 ft. apart 
  Duration: 1 round 
  Saving Throw: None 
  Spell Resistance: Yes 
  This spell distracts its targets, preventing them from 
  reacting with the deftness they might otherwise 
  possess. Only effective whencast in the surprise round 
  of combat and against flat-footed creatures, this spell 
  causes those it affects to take a -10 penalty on their next 
  initiative check. Targes that cannot be caught flat-
  footed (such as a rogue with uncanny dodge) cannot be 
  affected by this spell. 
   
  Stay the Hand 
  Enchantment (Charm) [Mind-Affecting] 
  Level: Bard 1, beguiler 2, cleric 2, sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One humanoid 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  If the target creature fails it save against stay the hand, it 
  refrains from attacking you or targeting you with spells 
  for the remainder of the current round. 
   
  You can cast this spell during an opponent’s turn 
  after the opponent announces its intention to attack 
  you or target you with a spell. If the opponent becomes 
  subject to this spell, it can choose a new target to attack, 
  but it takes a -4 circumstance penalty on its attack roll 
  due to the sudden change of intentions at the last 
  second. Likewise, the subject of the spell can redirect a 
  spell that had been targeted on you, but must succeed 
  on a Concentration check (DC 15 + the spell’s level) or 
  the spell is wasted. 
   
  Vertigo 
  Illusion (Phantasm) [Fear, Mind-Affecting] 
  Level: Bard 2, beguiler 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 round/level (D) 
  Saving Throw: Will disbelief 
  Spell Resistance: No 
  URD7-02 Soul of the Sun 
   
  Page 45 
  
  The subject of this spell becomes dizzy as the ground 
  seems to drop away beneath its feet. The subject must 
  succeed on a DC 10 Balance check at the start of each 
  turn to take a move action.  
   
  If it fails, it cannot move. If it fails the check by 5 
  or more, it falls prone. While affected, the subject also 
  takes a -2 penalty on attack rolls and saving throws. 
  Airborne creatures receive a +4 bonus on saves against 
  this spell and do not need to make the Balance checks. 
   
  Vertigo Field 
  Illusion (Pattern) 
  Level: Beguiler 3, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 20-ft.-radius spread 
  Duration: 1 round/level 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
  This spell creates a field of illusory magic that hampers 
  the movement and sense of any creature that enters it. 
  The area within the field counts as difficult terrain. 
  Attacks made through or from inside the field have a 
  20% miss chance. A creature that begins its turn inside 
  the field must make a Fortitude save of become 
  nauseated for 1 round. Once a creature fails this save, it 
  does not need to make another save against this effect. 
   
  When you cast this spell, you can choose for this 
  nauseating effect not to apply to a number of allies you 
  designate less than or equal to your caster level. Those 
  allies still treat the vertigo field as difficult terrain and 
  have the 20% miss chance on attacks. 
   
  Whelm 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Beguiler 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You launch a magical assault that wears at the target’s 
  mind, dealing 1d6 points of nonlethal damage if it fails 
  its saving throw. 
  For every two caster levels beyond 1st, you deal an extra 
  1d6 points of nonlethal damage to the subject, to a 
  maximum of 5d6 at 9th level. 
   
  Whelming Blast 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Beguiler 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You assail the mental faculties of creatures in the area, 
  dealing 1d6 points of nonlethal damage per two caster 
  levels (maximum 5d6 at 10th level) to each creature that 
  fails its save. 
   
  CREATURES 
  Juvenile Nabassu 
   
  CR 5 
  Always CE Medium outsider (chaotic, evil, extraplanar, 
  tanar’ri) 
  Init +6; Sense darkvision 60 ft.; Listen +10, Spot +10 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 18, touch 12, flat-footed 16 
   
  (+2 Dex, +6 natural) 
  Hp 52 (5 HD); DR 5/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 16 
  Fort +10, Ref +6, Will +8 
  Speed 40 ft. (8 squares), fly 60 ft. (average) 
  Melee bite +11 (1d8+6) and 
   
  2 claws +6 (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +11 
  Atk Options sneak attack +2d6 
  Special Actions death-stealing gaze, feed 
  Spell-Like Abilities (CL 5th): 
  At will – darkness, obscuring mist 
  Abilities Str 22, Dex 14, Con 22, Int 14, Wis 15, Cha 17 
  SQ camouflage, tanar’ri traits 
  Feats Improved Initiative, Iron Will 
  Skills Bluff +11 (8 ranks, 3 ability), Concentration +14 
  (8 ranks, 6 ability), Diplomacy +5 (3 ability, 2 synergy), 
  Hide 
  +10 
  (+18 
  in 
  underground 
  or 
  barren 
  environments) (8 ranks, 2 ability), Intimidate +13 (8 
  ranks, 3 ability, 2 synergy), Jump +16 (8 ranks, 6 ability, 
  2 synergy), Knowledge (local) +10 (8 ranks, 2 ability), 
  Listen +10 (8 ranks, 2 ability), Move Silently +10 (8 
  ranks, 2 ability), Spot +10 (8 ranks, 2 ability), Tumble 
  +12 (8 ranks, 2 ability, 2 synergy) 
  Advancement 6-14HD (Medium); see text 
   
  Camouflage (Ex): A juvenile nabassu has the ability to 
  change the coloration of its flesh between various 
  shades of black, gray, and brown. As a result, it gains a 
  +8 circumstance bonus on Hide checks made in 
  underground or barren environments. 
  Death-Stealing Gaze (Su): 30 feet, Fort DC 15 negates, 
  bestows 1 negative level. Any humanoid creature 
  drained to 0 levels by the juvenile nabassu’s death-
  stealing gaze dies and is immediately transformed into 
  a ghoul (MM 119) under the nabassu’s permanent 
  command. The death-stealing gaze has no effect on 
  creatures that are not humanoids. The save DC is 
  Charisma-based. 
  Feed (Su): A juvenile nabassu can feed on the body of a 
  helpless living humanoid, devouring both its flesh and 
  life force. To do so, the nabassu makes a coup degrace 
  URD7-02 Soul of the Sun 
   
  Page 46 
  
  AC 18, touch 12, flat-footed 16 
  attack against the humanoid creature; this provokes an 
  attack of opportunity from any creatures that threaten 
  it. If the victim is slain by the coup de grace, a 
  significant physical portion of its body is eaten by the 
  nabassu while the remaining portions quickly rot away 
  to a foul-smelling paste. This prevents any form of 
  raising or resurrection that requires part of the corpse. 
  A wish, miracle, or true resurrection can restored a 
  devoured victim to life. 
   
  (+2 Dex, +6 natural) 
  hp 37 (5 HD); DR 5/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 14 
  Fort +7, Ref +6, Will +5 
  Speed 20 ft. (4 squares) 
  Melee mwk snap-tong +8 (1d10+3) or 
   
  2 claws +7 (1d6+2) 
  Ranged tri-blade +7 (2d4+2) 
  For every three humanoids the juvenile nabassu 
  devours in this fashion, it gains the following benefits: 
  Base Atk +5; Grp +7 
  Atk Options snap-tong grapple 
   
  +1 profane bonus on attack rolls, saving throws, 
  skill checks, and ability checks 
  Special Actions summon tanar’ri 
  Spell-Like Abilities (CL 6th): 
   
  +5 hit points 
   
  +1 profane bonus to its natural armor 
   
  At will –darkness, cause fear (DC 11) 
   
  +1 effective level (whenever the nabassu’s level is 
  used in a die roll or calculation, increase it by 1) 
   
  1/day – desecrate 
  Abilities Str 14, Dex 15, Con 17, Int 9, Wis 12, Cha 10 
  A juvenile nabassu that devours 30 humanoids in this 
  fashion loses the above benefits and instantly 
  transforms into a mature nabassu. On its next turn, the 
  newly mature nabassu plane shifts back to the Abyss 
  with any items currently in its possession, abandoning 
  its ghoul minions. 
  SQ tanar’ri traits 
  Feats Exotic Weapon Proficiency (snap-tong), Exotic 
  Weapon Proficiency (tri-blade) 
  Skills Balance +4 (2 ability, 2 synergy), Climb +10 (8 
  ranks, 2 ability), Intimidate +8 (8 ranks), Jump +12 (8 
  ranks, 2 ability, 2 synergy), Listen +9 (8 ranks, 1 ability), 
  Move Silently +10 (8 ranks, 2 ability), Spot +9 (8 ranks, 
  1 ability), Tumble +12 (8 ranks, 2 ability, 2 synergy) 
  Sneak Attack (Su) A juvenile nabassu can make a sneak 
  attack as a rogue, dealing an extra 2d6 points of damage 
  whenever a foe is denied his or her Dexterity bonus, or 
  when the juvenile nabassu is flanking. 
  Possessions masterwork snap-tong, 5 tri-blades 
  Advancement 6-10 HD (Medium); 11-15 HD (Large) 
  Summon Tanar’ri (Sp) Once per day, a rutterkin can 
  attempt to summon 1 rutterkin or 1d6 dretch with a 
  35% chance of success. This ability is the equivalent of a 
  3rd-level spell (CL 5th). 
  Source: Fiendish Codex I: Hordes of the Abyss, pp.48-51 
   
  Rutterkin 
   
  CR 3 
  Always CD Medium outsider (chaotic, evil, extraplanar, 
  tanar’ri) 
   
  Source: Fiendish Codex I: Hordes of the Abyss, pp.51-
  52 
  Init +2; Sense darksense 60 ft.; Listen +9, Spot +9 
  Languages Abyssal; telepathy 100 ft. 
  URD7-02 Soul of the Sun 
   
  Page 47 
  
  DM AID 1: RUMORS 
   
  DC 10 
  • 
  There are lots of nobles in town during this time of the year. They don’t like the snow and storms that 
  come off the Nyr Dyv. 
  • 
  There’s something big going on at the Church of Pelor. We’ve been told that all services today are canceled 
  and the soup kitchen has been relocated for the week. 
  • 
  The Festival of Lights was so much fun!  I participated in lots of games and I even got to dunk the Prelate 
  of the Church!  <giggle> 
   
  DC 15 
  • 
  Duke Karll has been gone for a long time…  The divinations even stopped returning results over six 
  months ago. I can’t really hold out any hope for him anymore, but I pray to the Sun Father to bring him 
  peace.  
  • 
  There have been a lot of troop movements around here recently. The Ducal Guard has been moving units 
  west into the Cairn Hills. Personally I think the new treaty where we take over the Cairn Hills is crazy… 
  that place is nothing but trouble! 
  • 
  The repairs to the town and keep of Kelefane in Knife’s Edge Pass have been completed. There are newly 
  expanded trade quarters and plenty of space for caravans. Looks like they’re anticipating a lot of trade from 
  that direction. 
  • 
  There are strange rumors coming from boats that travel down the Nesser river about people living in the 
  area next to the river. They behave strangely and the merchants avoid them. 
   
  DC 20 
  • 
  Lord Ellis has been doing a great job as Regent!  I’ve made a big profit trading with Zeif and the return of 
  the Cairn Hills means that my House will be able to reclaim some rich silver mines out there. Lord Ellis 
  was even wise enough to negotiate for a lump sum payment rather than a percentage. I’m sure we can get 
  more out of those silver mines than Greyhawk did. 
  • 
  There have been rumors that Lady Leara Tarnel and Lord Broden Lorinar have been seen attending parties 
  together. Could Lord Broden really be interested in a cast off of his cousin?  What is it about such a drab 
  lady that could attract the leading Lorinar men? 
  • 
  House Burlondin has been making lots of progress in retrofitting the town of Storaven. However, they’re 
  worried because the Honorable Chamber is trying to take it away from them now that that the Cairn Hills 
  have come into Duchy hands again. 
   
  URD7-02 Soul of the Sun 
   
  Page 48 
  
  DM AID 2: THE SUMMIT 
   
  Ko = Kobolds 
   
   
  Gn = Cairn Hills Gnomes 
  Ka = Clan Karakast 
   
  An = Half Orcs of Anis  
  Du = Dwarves of Dumadan 
  Wh = White Harts 
  Ha = Halflings of the Vale 
  Bu = House Burlondin  
  El = Celadon Elves 
   
  LAYOUT 
  Gathering Information 
  The PCs can find out the information contained in this appendix using Gather Information checks. Finding 
  out general information about the embassy is a DC 15 Gather Information check. Finding out the importance 
  of an embassy in the overall summit is a separate DC 15 Gather Information check. They cannot find out the 
  specifics of how many ‘votes’ each demihuman group has. The Dwarves of Dumadan, House Burlondin, and 
  the Celadon Elves are the most influential groups. Clan Karakast, the Cairn Hills Gnomes, Half-Orcs, and the 
  Halflings are next and the kobolds are least. They may also identify who the embassy would listen to and would 
  not listen to (the bonuses and penalties with each embassy) but not the values of these bonuses or penalties 
  with a DC 20 Gather Information check.  
   
  General Rules 
  The PCs must make two Diplomacy or Intimidate checks. The first is with one of the embassies to attempt to 
  sway the members of the embassy more towards their faction preference. One of these may be attempted by 
  each PC. This information is detailed in the ‘Leanings’ section under each embassy subcategory.  
   
  The second Diplomacy or Intimidate check is to influence the overall feeling of the summit and any 
  conclusions it may make. There are bonuses and penalties to these checks based on how the PCs altered the 
  embassies with their first Diplomacy or Intimidate check which are also detailed in the ‘Leanings’ section. 
   
  The PCs may not assist each other during these speeches and must make their own speech if they wish to 
  participate.  
   
  URD7-02 Soul of the Sun 
   
  Page 49 
  
  CAIRN HILLS GNOMES 
  The miner gnomes are the gnomish folk of the Cairn Hills. They live in scattered cities along the Cairn Hills 
  and are used to fending for themselves. They trade some ores and minerals but are generally a simple folk. 
  Several of the areas where they live are in the area that has been reclaimed by the Duchy and they are worried 
  about being displaced by the various Houses. 
  Speech 
  The miners are concerned that they will be swallowed up by House Burlondin. They don’t want to be forced to 
  give up their gnomish pantheon and they don’t want to be pushed out of their current mining towns or 
  swallowed up by any of the other noble houses either.  
  Leanings 
  The Cairn Hills Gnomes (CHG) have been contacted by the Strong Harts through the Ducal Guard. They have 
  been very helpful to the CHG by tracking down bandits and various monsters that have been causing problems 
  for the CHGs. Therefore they have a mild Strong Hart leaning.  
   
  PCs that include elements of ‘engineering’ in their speech gain a +1. Members of the Ducal Guard gain a 
  +4. Members of the Coalition of the Gnomish Pantheon gain a +10. 
  Vote 
  Given the goal of the PC approaching this group, if the PC makes the DC listed, the embassy votes for the 
  factions listed. 
  Goal of PC 
  DC 
  SH 
  WH 
  N 
  DL 
  No attempt made 
  - 
  4 
   
   
   
  Ducal Loyalists, White Harts, or Neutral 
  25 
  2 
   
  2 
   
  White Harts 
  40 
   
  4 
   
   
  Ducal Loyalists or Neutral 
  35 
   
   
  4 
   
   
  CLAN KARAKAST 
  Clan Karakast are representatives of the dwarven hill tribes. They do not get along with the dwarves of 
  Dumadan and relations between the Duchy and the hill folk have been neutral. They tend to avoid the Duchy 
  as much as possible, but the recent reclamation of the Cairn Hills by the Duchy as well as their recent attitude 
  towards the Dwarves of Dumadan have these dwarves concerned. 
  Speech 
  Clan Karakast wants assurances that the Duchy is not going to take over their land. They demand the right to 
  travel wherever they want and not have to answer to the Duchy. There have already been tentative requests for 
  Clan Karakast to provide troops to secure sections of the border. They would be willing to acquiesce to this as 
  long as they had their own infrastructure and command rather than being peons in the Ducal Guard.  
  Leanings 
  Clan Karakast is neutral in the matter of the factions. They have been contacted by both factions and neither is 
  really offering them what they want – free reign in the Cairn Hills.  
  Vote 
  Given the goal of the PC approaching this group, if the PC makes the DC listed, the embassy votes for the 
  factions listed. 
  Goal of PC 
  DC 
  SH 
  WH 
  N 
  DL 
  No attempt made 
  - 
   
   
  4 
   
  Ducal Loyalists 
  15 
   
   
  2 
  2 
  White Harts 
  15 
   
  2 
  2 
   
  Strong Harts 
  20 
  2 
   
  2 
   
   
  DWARVES OF DUMADAN 
  Duamadan is the dwarven city that is in the Cairn Hills where they meet with the Abbor-Alz Hills. It is a huge 
  city that is hollowed out of the hill and is reputed to have once been the lair of an ancient dragon. They are 
  staunch allies of House Reede. The Duchy has aided them much in the past two years with supplies and troops 
  that helped reclaim their city after it was attacked by derro. In turn, Lord Ellis has demanded that the dwarves 
  provide skilled stoneworkers to rebuild the keeps on the southern border of the Duchy. The materials and 
  people that he has demanded have been almost too much for the dwarves to bear and their city languishes 
  partially rebuilt while the majority of their talented stoneworkers labor in the Abbor-Alz Hills. This has led to 
  much protest from the dwarves to the Honorable Chamber and a tense situation between the dwarves and the 
  current government. 
  Speech 
  URD7-02 Soul of the Sun 
   
  Page 50 
  
  The speech of the Dwarves of Dumadan revolves around the unreasonable demands placed on them by the 
  Regent. They demand time to rebuild their city to a position of strength before being forced to work on the 
  Duchy’s fortifications. They will gruffly admit that they owe the Duchy a large debt for their help and be 
  willing to work with House Reede as they have in the past. 
  Leanings 
  Members of the Ducal Guard, House Reede, and Halflings gain a bonus of +2 on any Diplomacy checks with 
  the dwarves of Dumadan. Members of House Pontirun, Clan Karakast, or half-orcs take a -2 penalty with them.  
  Vote 
  Given the goal of the PC approaching this group, if the PC makes the DC listed, the embassy votes for the 
  factions listed. 
  Goal of PC 
  DC 
  SH 
  WH 
  N 
  DL 
  No attempt made 
  - 
   
  4 
  1 
   
  White Harts 
  20 
   
  5 
   
   
  Neutral or Ducal Loyalists 
  20 
   
  2 
  3 
   
  Strong Harts 
  20 
   
  2 
  3 
   
  Strong Harts 
  35 
  3 
  1 
  1 
   
   
  ELVES OF THE CELADON 
  The elves of the Celadon came with the PCs and their information is contained in Appendix 1 under the 
  character descriptions of each NPC. In general the elves are neutral with a somewhat White Hart tendancy. 
  They have had good dealings in the past with the Strong Harts, including House Verle, but were rebuffed by 
  Lord Ellis and the Honorable Chamber when they attempted to get them to investigate the matter of the 
  Blight. They have also had good relations with the White Harts through Duke Karll and his sons, especially 
  through the Stalwart Pines Ranger School, but the White Harts have also not made any significant motions 
  towards investigating the matter of the Blight corruption. 
  Speech 
  The elves want the factions to investigate what is going on with the Blight. They have had several divinations 
  that implicate a shadowy Suloise man as the cause of the Blight and of the Tuliktu clan’s strange actions. Now 
  that many of the Tuliktu have disappeared, they want to get to the bottom of this as soon as possible. They want 
  the factions to pledge to look into this and find the person who has been corrupting the clans and to take swift 
  action on that pledge. 
  Leanings 
  The Elves of the Celadon are split. Amyra refuses to vote because she doesn’t trust any of the humans. Tharivol 
  can see the benefits of both sides and sees no reason to choose between them. They both will vote neutral if not 
  influenced. Parisse and Lia are both in favor of the White Harts and their promises to better trade and 
  knowledge. Valanthe and Ylaran are both in favor of the Strong Harts because their clans have received much 
  from their alliance with Strong Hart houses in the past (Verle among others).  
   
  Members of the Stalwart Pines Ranger School, sylvan, high, or gray elves, and members of the Band of 
  Ehlonna’s Faithful gain a +5 bonus to Diplomacy checks with the elves of the Celadon. PCs that had good 
  relations with the elves that they’re tying to convince to join their side (Amyra, Tharivol for all; Parisse or Lia 
  for Strong Harts; Valanthe or Ylaran for White Harts) gain a +2 bonus to their Diplomacy check. 
  Vote 
  Given the goal of the PC approaching this group, if the PC makes the DC listed, the embassy votes for the 
  factions listed. 
  Goal of PC 
  DC 
  SH 
  WH 
  N 
  DL 
  No attempt made 
  - 
  2 
  2 
  2 
   
  Neutral 
  20 
  1 
  1 
  4 
   
  Neutral 
  35 
   
   
  6 
   
  Ducal Loyalists 
  20 
  1 
  1 
  1 
  3 
  Ducal Loyalists 
  35 
   
   
   
  6 
  Strong Harts 
  20 
  2 
  3 
  1 
   
  Strong Harts 
  35 
  1 
  4 
  1 
   
  White Harts 
  20 
  4 
  2 
   
   
  White Harts 
  35 
   
  6 
   
   
  Voting 
  If the PCs do not attempt to influence the Elves of the Celadon, they will cast two votes for each faction and 
  two will abstain. If the PCs make the DC 20 Diplomacy check they will cast 2 votes for the PC’s faction and 4 
  URD7-02 Soul of the Sun 
   
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  will abstain. If the PCs make the DC 35 Diplomacy check, they will cast 4 votes for the PC’s faction and 2 will 
  abstain. 
   
  HALF-ORCS OF ANIS 
  The half-orcs come from the village of Anis and several surrounding villages of stable half-orc population. All 
  of these inhabitants are half-orc and all children are from half-orc unions, unlike most half-orc populations. 
  Many follow Bralm, the god of insects, and they have herd vermin that they use for sustenance and trade.  
  Speech 
  The half-orcs mostly want to be left alone to live as they can. They have been negatively impacted whenever 
  they dealt with the Suel and want to avoid as much contact as possible. They refuse to trade with the Duchy at 
  all and refuse to let the Duchy, Clan Karakast, or the gnomish miners impinge upon their villages. 
  Leanings 
  House Einstoffen is a client house of House Meissel (of the Aldor faction). The half-orcs have most recently 
  had dealings with that House and were negatively impacted by those dealings (having had to abandon a village 
  and had several members killed). Thus, although they are overall neutral, there is a -5 penalty to the Diplomacy 
  check for PCs attempting to influence them towards the White Hart faction and a -3 penalty to the Diplomacy 
  check for PCs attempting to influence them towards the Strong Hart faction. It is a DC 15 Diplomacy check to 
  correct these leanings towards neutral and a DC 25 to convince them to support the PC’s faction. 
   
  Members of House Einstoffen gain a +7 bonus to influence the half-orcs of Anis. Members of House 
  Meissel gain a +2 bonus to influence the half-orcs of Anis. Members of any other House take a -2 penalty to 
  influence the half-orcs of Anis.  
  Vote 
  Given the goal of the PC approaching this group, if the PC makes the DC listed, the embassy votes for the 
  factions listed. 
  Goal of PC 
  DC 
  SH 
  WH 
  N 
  DL 
  No attempt made 
  - 
  3 
   
  1 
   
  Neutral or Ducal Loyalist 
  15 
  1 
   
  3 
   
  Neutral or Ducal Loyalist 
  25 
   
   
  4 
   
  White Hart 
  20 
   
   
  4 
   
  White Hart 
  30 
   
  2 
  2 
   
  Strong Hart 
  18 
  4 
   
   
   
   
  HALFLINGS 
  The Vale, home of the Halflings, was declared a low county by the Duchy of Urnst early in CY596. The lands 
  were portioned out to many different Noble Houses and Halfling trade has been given to House Meissel as a 
  merchant grant. While many Halflings work within the laws of the Duchy, others have refused to accept the 
  Duchy’s rule and, as a result, many places in the Vale are in open rebellion currently. This delegation includes 
  Halflings of both factions and thus they have two different speeches. 
  Speech – Cinda and the Rebels 
  Cinda is a Matron of the Keepers of the Vale. She used to organize much of the Halfling cooperation with the 
  Duchy from the town of Atherlea. She changed sides when the nobles took her fiancée captive for smuggling 
  weapons into the Vale to protect the Halflings from outside threats. She is hopeful that the White Harts will 
  support her cause and gain more rights for Halflings. She admits that the Halflings needed help from someone 
  even though she is not happy that the Vale was annexed. 
   
  The other Halfling rebels want nothing to do with the Duchy. They are upset that the Duchy came in and 
  took over their towns and altered their way of life. They will never admit that the Vale was having problems 
  with the orcs and insist that they could have dealt with it. They want nothing less than the removal of the 
  Ducal troops from the Vale and reparations paid to every Halfling. 
  Leanings 
  Two of the Halflings are strongly White Hart while the other two lump all the Suel together. The White Harts 
  have done several things in the past that have made it easier for the Halflings and continue to attempt to 
  cooperate with the Halflings in the Vale. Their estates in the Vale are havens of order and lightly administered 
  although they do not allow the Halflings to store Rebellion equipment on them.  
   
  PCs that are Halflings AND members of the Keepers of the Vale gain a +10 bonus on their Diplomacy 
  checks. PCs that are Halflings, or members of the Keepers of the Vale, or members of the Ducal Diplomatic 
  Corps gain a +5 on their Diplomacy checks to influence this embassy. PCs that are openly Strong Hart or 
  members of the Ducal Guard take a -5 penalty on their checks to influence this embassy.  
  Vote 
  URD7-02 Soul of the Sun 
   
  Page 52 
  
  Given the goal of the PC approaching this group, if the PC makes the DC listed, the embassy votes for the 
  factions listed. 
  Goal of PC 
  DC 
  SH 
  WH 
  N 
  DL 
  No attempt made 
  - 
   
  2 
  2 
   
  Neutral 
  20 
   
  1 
  3 
   
  Ducal Loyalist 
  20 
   
  1 
  1 
  2 
  Ducal Loyalist 
  30 
   
  1 
   
  3 
  White Harts 
  30 
   
  4 
   
   
  Strong Harts 
  45 
  2 
  1 
  1 
   
   
  HOUSE BURLONDIN 
  House Burlondin is a gnomish merchant house that specializes in mining and gnomish inventions. While they 
  have been lucky in obtaining a merchant charter, they have always been snubbed and mistreated by the other 
  Houses and are often used as a pawn in their schemes. Recently they gained a grant to the prosperous town of 
  Storaven near the Cairn Hills, though many resolutions in the Honorable Chamber have been introduced to 
  revoke this charter. 
  Speech 
  House Burlondin is very afraid of losing the charter to the new town of Storaven. They’ve invested a lot of time 
  and effort rebuilding the town after it was stripped. They are tired of being used as pawns in the games of the 
  Houses and want the ability to compete for new merchant contracts. Despite the closeness of Storaven to the 
  Vale, they were not even considered for the merchant contracts with the Vale and they are bitter about 
  constantly being overlooked. 
  Leanings 
  House Burlondin declared for the White Harts soon after their enemies declared for the Strong Harts and 
  started to work against them. As time has passed, some of them have become convinced that their allegiance 
  belings with the Ducal Loyalists. It was Duke Karll that gave them their land and they’ll support him until he 
  returns or until it is proven that he is not returning.  
   
  Members of House Burlondin gain a +10 bonus to their Diplomacy check. Members of the Coalition of 
  Gnomish Pantheon, members of a different merchant house (that is not also noble), and members of the 
  Western Flanaess Trading Company gain a +2 on their Diplomacy check. 
  Vote 
  Given the goal of the PC approaching this group, if the PC makes the DC listed, the embassy votes for the 
  factions listed. 
  Goal of PC 
  DC 
  SH 
  WH 
  N 
  DL 
  No attempt made 
  - 
   
  3 
   
  2 
  Neutral  or Strong Harts 
  30 
   
  3 
  2 
   
  Ducal Loyalist 
  25 
   
  1 
   
  4 
  Ducal Loyalist 
  35 
   
   
   
  5 
  White Harts 
  25 
   
  5 
   
   
  Strong Harts 
  40 
  1 
  2 
  2 
   
   
  KOBOLDS 
  The kobolds are also from the Cairn Hills and have come at the request of House Einstoffen. These kobolds 
  inhabited some property that House Einstoffen gained possession of and they were convinced to relocate by 
  adventurers several years ago (in URD3-04 Spring Cleaning). These kobolds are unique in that they worship 
  Lendor and have had peaceful relations with House Einstoffen since their relocation. They are quiet and 
  retiring and have asked for a place in the back of the discussions. They’re not quite sure why they’re here since 
  they do not number very many and they are used to being overlooked. They’re afraid that this might be a 
  preclude to the humans hurting them somehow because some renegades of their tribe left and began to inhabit 
  a human mine. They heard that they got in trouble with the humans and they think this means that the 
  humans will retaliate upon them in some way. 
  Speech 
  They do not have a speech. 
  Leanings 
  PCs that have a draconic class (for example, Dragon Disciple) or who wear a holy symbol of Lendor gain a +5 
  bonus on their Diplomacy checks to influence the kobolds. PCs that are obviously affiliated with the law (for 
  example, Ducal Guard) take a -2 penalty on Diplomacy checks to influence the kobolds. For each PC 
  attempting to talk to them give all PCs a -5 (the get confused and suspicious if approached by a lot of people). 
  URD7-02 Soul of the Sun 
   
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  Vote 
  Given the goal of the PC approaching this group, if the PC makes the DC listed, the embassy votes for the 
  factions listed. 
  Goal of PC 
  DC 
  SH 
  WH 
  N 
  DL 
  No attempt made 
  - 
   
   
  2 
   
  Ducal Loyalist 
  15 
   
   
   
  2 
  White Harts 
  15 
   
  2 
   
   
  Strong Harts 
  15 
  2 
   
   
   
   
  WHITE HARTS 
  The White Harts are led by Jolen Lorinar, the first son of Karll Lorinar. He is a bookish young man who spent 
  many years attending the Temple of Lendor in Leukish. Although he is not known to be a cleric, he has spent 
  many hours in philosophical and theological debates in the temple. He is contemplative and patient and 
  courteous.  
   
  Jolen’s younger brother, Broden Lorinar, is also a member of this faction. Broden is very unlike his elder 
  brother; he is a skilled statesman, an expert warrior and a favorite of the ladies. He participated in the 
  Greyhawk wars in the Duchy forces and was subsequently stationed as the ambassador to Ahlissa for many 
  years. He recently returned from his post in Ahlissa before Duke Karll’s disappearance. Many have speculated 
  as to the reason, but nothing has been officially announced other than his replacement as ambassador. 
  Speech 
  Jolen’s speech is included in encounter three. Broden will not give a speech, though he will mingle and talk 
  with everyone in a very diplomatic manner. That is, he seems to agree with everyone in a noncommittal way 
  and skillfully implies that the White Harts intend to help resolve all of these problems. 
  Offers 
  The White Harts are willing to offer a variety of things. Most of them are very doable, but some are overall 
  dreaming plans and ideals that will likely not come to pass in the near future. Jolen would like to see that the 
  non-humans have a place in the Honorable Chamber, however, he is realistic enough (or rather, Broden has 
  pointed out to him how unrealistic that is) to know that is not currently possible. Thus he plans to set up a 
  privy council of the non-humans that attends Honorable Chamber meetings in an advisory capacity with only 
  the right to make speeches seldomly. Then he plans to slowly give them more and more rights by bringing up 
  topics that should require their input once the nobles get used to the idea of having them in the Honorable 
  Chamber and speaking on issues. 
   
  The White Harts also have some specific things they’re willing to try to do for the various different 
  factions that are detailed below: 
   
  To Clan Karakast, they are offering to spend resources to get a member of a White Hart noble house given 
  the land the clan currently lives on. That noble house would subsequently lease the land to the Clan at 
  standard Duchy rates, which the dwarves could choose to pay off in any means they wish (crafts, raw supplies, 
  allowing farmers on the land, etc). A DC 20 Diplomacy check would have the White Harts guarantee that they 
  would get a very good deal on the land lease and that it would be for a longer term than normal. 
   
  To the Dwarves of Dumadan they are offering assistance in meeting the heavy quotas that Lord Ellis has 
  demanded of them until such a time as the White Harts have gained power. Subsequently they have promised 
  to lighten the burden in consultation with the Dwarves so that the forts get built as soon as possible but still 
  allow the Dwarves to rebuild their own city. A DC 20 Diplomacy check could convince the White Harts to also 
  offer to send skilled workers to the city currently in order to help the rebuilding efforts now. 
   
  To the Elves of the Celadon, they are offering to investigate the cause of the Blight and the meaning 
  behind the divinations that the elves have received regarding the Blight and the corruption. They will also 
  send more support to the Stalwart Pine’s Ranger School. A DC 30 Diplomacy check would convince the White 
  Harts to actively approach and aggressively recruit House Verle as a member of the White Hart faction (which 
  would go a long way towards convincing the Valanthe and Ylaran to support the White Harts as House Verle is 
  their main trade contact within the Duchy). 
   
  To the Halflings, they are offering to put into place a system of government that is favorable to the 
  Halflings. This includes a mostly Halfling judicial system (within the laws of the Duchy) and a mostly Halfling 
  bureaucracy, although there must be a Suloise governor for the current time. They will hint that this can 
  change in the near future once the White Harts are solidified in power. A DC 20 Diplomacy check will 
  convince them to offer to appoint a Halfling as the high judge of the Vale. 
   
  To House Burlondin, they are offering to uphold Duke Karll’s edict about the town of Storaven, which has 
  already been challenged in the Honorable Chamber. A DC 30 Diplomacy check will convince the White Harts 
  to also attempt to give some of the newly expanded area of the Cairn Hills into the care of House Burlondin. 
   
  URD7-02 Soul of the Sun 
   
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  IMPACT OF THE SPEECHES 
  Tally up the votes as you go on the tables below. The "votes" are, of course, a mechanics way to determine the 
  success of the overall discussion and are not actually ‘cast’ as votes in this encounter.  
   
  Starting Votes: 
  Votes the following if unaffected by PCs speeches 
  Embassy 
  Leaning 
  Total 
  Votes 
  SH 
  WH 
  N 
  DL 
  Cairn Hills Gnomes 
  SH 
  4 
  4 
   
   
   
  Clan Karakast 
  N 
  4 
   
   
  4 
   
  Dumadan 
  WH 
  5 
   
  4 
  1 
   
  Elves 
  All 
  6 
  2 
  2 
  2 
   
  Half-orcs 
  SH 
  4 
  3 
   
  1 
   
  Halflings 
  WH 
  4 
   
  2 
  2 
   
  House Burlondin 
  DL 
  5 
   
  3 
   
  2 
  Kobolds 
  N 
  2 
   
   
  2 
   
  Totals 
   
  34 
  9 
  11 
  12 
  2 
   
  Final Results 
   
  Embassy 
  Leaning 
  Total 
  Votes 
  SH 
  WH 
  N 
  DL 
  Cairn Hills Gnomes 
  SH 
  4 
   
   
   
   
  Clan Karakast 
  N 
  4 
   
   
   
   
  Dumadan 
  WH 
  5 
   
   
   
   
  Elves 
  ALL 
  6 
   
   
   
   
  Half-orcs 
  SH 
  4 
   
   
   
   
  Halflings 
  WH 
  4 
   
   
   
   
  House Burlondin 
  DL 
  5 
   
   
   
   
  From Diplomacy 
  with Embassies 
  Kobolds 
  N 
  2 
   
   
   
   
  PC1: 
   
   
   
   
   
   
  PC2: 
   
   
   
   
   
   
  PC3: 
   
   
   
   
   
   
  PC4: 
   
   
   
   
   
   
  PC5: 
   
   
   
   
   
   
  From  
  Speech 
  PC6: 
   
   
   
   
   
   
   
  Totals 
   
   
   
   
   
   
   
  * Use votes from the Unaffected Table for groups that were not influenced by a PC speech. 
  URD7-02 Soul of the Sun 
   
  Page 55 
  
  PLAYER HANDOUT 1 – ELVES OF THE CELADON 
  The Celadon Forest is home to many sylvan and a few high elf clans. Most elven adventurers found in the 
  Duchy of Urnst or Nyrond hail from the following clans, as they are the largest and the most likely to produce 
  adventurers. There are many smaller clans that are not detailed here. The elven clans are made up of those elves 
  that find themselves drawn together due to having like-minded opinions and world-views. Many of the 
  younger elves remain in the clans that they were born in until they reach majority and determine their 
  particular worldview, although some find the ties of blood more calling than ties of profession or opinion. 
  Most of the clans are sylvan elves and only a few of the clans accept non-sylvan members regardless of their 
  sympathies. Due to the differing point of view of each clan, there are longstanding rivalries and even a few 
  feuds that prevent unified action by the elves of the Celadon. It is rare for elves born in feuding clans to switch 
  allegiance to their antagonists, however many do find homes in more pacifistic clans. 
   
  Only the annual assemblage to pick new entrants to the Stalwart Pines Ranger School and outsiders 
  threatening the forest will temporally stop the constant vying among the tribes, though things settle down 
  around the major holidays of Growfest, Richfest, Brewfest and Needfest. The few high elf clans attempt to 
  remain neutral in the constant rough and tumble of their sylvan cousins. This neutrality sometimes allows 
  them to act as mediators and go betweens with the clans. They also have more daily contact with the humans 
  that also dwell in the forest.  
  CLANS 
   
  Oiolúrë Clan:  The Oiolúrë clan is known for their druids of Rillifane Rallathil and their strong ties with 
  the Treants of the Celadon. It is said that some of its members have transformed themselves into verdant lords 
  and have more in common with plants than other elves. They disapprove of the harvest of trees for 
  papermaking and the younger members sometimes cause problems at the Elarafren enclave. They have a 
  standing feud with the Uillepham clan over an incident that occurred during the Nyrond logging, but it is 
  unlikely that either will attack the other. 
   
  Wehna Clan:  The Wehna Clan is known for its primitive warriors who ferocity alarm even other Clans. 
  It is rumored that members of the Wehna have ties to the Voadkyn (wood giants) and Grugach (wild elves) 
  that have made war with Nyrond in the eastern side of the Celadon. Of all the elves of the western Celadon, 
  the Wehna have the least contact with humans who live in the forest. The Wehna revere the hero-god 
  Gadhelyn. They do not have a clan enclave, but instead typically live in tents in the forest or treetop blinds. The 
  members of this clan look down on the Elarafren clan for what they see as the rejection of nature and the 
  purity of the forest to bury themselves in books. They are typically insular and the only clan they have regular 
  interaction with is the Oiolúrë clan. 
   
  Uillepham Clan:  The Uillepham Clan is known for its Priestesses of Ehlenestra (Ehlonna). They also 
  have a reputation for close ties with the fey creatures of the forest. The members of Clan Uillepham are 
  pacifists and believe in the harmony of the forest and prefer to educate rather than destroy those who break 
  their tenants. They dislike the Defenders of the Celadon and believe that it is too militaristic. They have a 
  standing feud with the Oiolúrë clan over an incident that occurred during the Nyrond logging, but it is 
  unlikely that either will attack. 
   
  Tuliktu Clan:  It is said that a Tuliktu archer doesn't need to see a target in order to hit it, and usually the 
  only indication of their presence is the arrows sticking out of their enemies' chests. As befitting a Clan of 
  archers, the Tuliktu are devout followers of Solonor Thelandira. This Clan usually trains rangers of the Stalwart 
  Pines School who choose the path of the bow. They have a longstanding competition with the Shankopt clan 
  over students from Stalwart Pines which is kept to a mostly friendly rivalry. The members of this clan have 
  begun to resent the Ophilurwe clan for their acceptance of students in the rival path of arcane archer. 
   
  Shankopt Clan:  Members of the Shankopt Clan are masters of the sword and devout followers of 
  Corellon Larethian. While not as fearsome as the Wehna in close combat, the skill in which the Shankopt dual-
  wield their swords is all the more terrible. A blademaster of this Clan usually trains students of Stalwart Pines 
  that choose the two-weapon path. This clan has a longstanding, but generally friendly, rivalry with the Tuliktu 
  clan over students from the Stalwarts Pines ranger school. They dislike the ferocity of the Wenha clan, but are 
  friendly with the Elarafren clan due to sympathizers within the clan. 
   
  Ophilurwe Clan: The members of Clan Ophilurwe originally arrived as trade emissaries long ago from 
  the Gamboge Forest in northern Nyrond. Originally only comprised of high elves, recently they have accepted 
  other elves with mercantile interests or those who wish training in archery. Their long stance of neutrality in 
  the rough and tumble affairs of the sylvan elf Clans has made them welcome in almost all tribal camps. 
  However, the clan's extensive trade deals with House Verle has aroused jealousy in the other Merchant Houses 
  in the Duchy of Urnst, as they resent being almost completely shut out of the lucrative elven markets within 
  the Celadon. Aside from being merchants, the arcane archers of the Ophilurwe clan are rightfully feared. This 
  URD7-02 Soul of the Sun 
   
  Page 56 
  
  clan’s main enclave is closest to the forest’s edge and there are several human villages near the forest’s edge 
  here as well as a main road heading towards Nellix. 
   
  Quilyahn Clan:  The elves of Clan Quilyahn are a collection of various exiles from the Kingdom of 
  Celene, the Phostwood, and other elven nations and thus any type of elf may be found within this clan. They 
  are a disparate group of schemers, rogues, artists, and fools that have banded together for mutual protection. As 
  newcomers to the forest they have generally stayed out of the various petty rivalries that plague the sylvan 
  Clans and have established strong ties to the human folk dwelling in the Celadon. Clan Quilyahn has gained a 
  reputation for powerful wizards and the students of their Bladesong School are among the most skilled in the 
  Flaeness. They sometimes accept elves that grew up in the Celadon if they feel as if they were outsiders. While 
  the Quilyahn clan has tried to remain neutral as the Ophilurwe clan, they have not quite managed to attain that 
  status. Instead, the roguish nature of many of its members and the general disorganization of the clan has led to 
  many small disagreements with all of the other clans at one point or another.  
   
  Elarafren Clan: The elves of Clan Elarafren are the philosophers of the Celadon and attract most of those 
  elves that wish to spend their time debating. They often research esoteric subjects and discuss topics otherwise 
  found only at the College of Sages and Sorcery. Despite this, most members of the Elarafren clan are not 
  students of the arcane arts. They preserve knowledge in all forms and this clan has the most extensive library. 
  Most of the young elves in this clan are required to recopy several thousand tomes before they are considered 
  truly members of the clan and other clans come to them when they need written documents, although this is 
  rare. Due to their predilection for knowledge and books, only part of this clan is sylvan and it remains the 
  smallest clan within the Celadon. This clan is looked down on by the Wenha clan for their preoccupation with 
  books and young members of the Oiolúrë clan occasionally cause trouble with their writing supplies. 
   
  Maradral Clan:  These elves are also devout followers of Ehlenestra (Ehlonna), however, in contrast to 
  the elves of Clan Uillepham they believe that only one warning should ever be given and are ruthless in 
  stopping those who persist. These elves are most likely to be members of the Defenders of the Celadon. They 
  tend to stay in the Eastern Celadon and it is uncertain that they have a clan enclave or if they are organized in 
  some other way. They have a longstanding enmity with the Quilyahn clan over territorial incidents that 
  happened long ago when the Quilyahn clan created their enclave. The Sipharel clan’s support of the 
  dissolution of the Celadon Resistance has caused this clan to look upon them with suspicion and their allies 
  remain somewhat suspect. 
   
  Sipharel Clan:  The Sipharel are a reclusive tribe of elves living in the Celadon forest near the border of 
  the Duchy of Urnst. Amongst their numbers are pegasus-mounted riders, elite defenders of the Celadon. 
  While a few of the Sipharel joined the Celadon Resistance a few years back opposing the logging of their 
  forest, the tribe as a whole has striven to stay out of political conflicts. When the Duchess of Woodwych and 
  the Celadon Resistance came to an agreement over the logging of the forest and agreed to cease hostilities, a 
  few of the more militant members of the Sipharel who had secretly been members of the Celadon Resistance 
  became very vocal against 'allying' with the Duchess. As these few rogue clansmen had drawn unwanted 
  attention on the Sipharel, they took a proactive role in dissolving the Celadon Resistance once and for all, 
  which has put them at odds with the Maradral Clan. Some elves of other clans are doubtful about this clan 
  because of their recommendation about the Celadon Resistance, but in general the other elven clans are 
  neutral towards the Sipharel.  
  URD7-02 Soul of the Sun 
   
  Page 57 
  
  PLAYER HANDOUT 2 – LETTERS 
  FOR WHITE HARTS & MEMBERS OF THE DUCAL DIPLOMATIC CORPS OR 
  DUCAL NAVY 
   
  Dear <PC Name>, 
   
   
  Those loyal to the White Hart request your aid in a delicate matter. We are hoping 
  to convene a meeting between those members of our great country who are 
  disenfranchised by the current governmental regime. We have invited the many 
  different Clans of elves of the Celadon Forest to participate in this meeting after their 
  rebuff by the Honorable Chamber. Please head to Nellix and meet with the elven 
  ambassadors just outside of town.  
   
  While we are hoping to recruit enough of those who have a like mind to guard these 
  important ambassadors, we might need to recruit from those who have not yet chosen, 
  or from those who currently support the regime in order to make sure that the elven 
  delegates remain safe. Please head to the Inn of the Golden Bells in Leukish before 
  heading to Nellix. 
   
   
   
   
   
   
   
   
   
   
  All things come with time, 
   
   
   
   
   
   
   
   
   
   
  Jolen Lorinar 
   
   
   
  FOR STRONG HARTS & DUCAL GUARD MEMBERS 
   
  <PC Name>, 
   
   
  We have received information from our sources that something 
  concerning those Weak Hearts is happening in Pontyrel. We would like to 
  know what is going on and are therefore requesting/ordering you to 
  answer the attached ad for guards. Inside information indicates that this 
  ad is not as inconspicuous as it looks and may provide essential 
  information as to the movements of the other faction. 
   
  If you can do so without compromising your position or causing 
  undue danger to yourself or comrades, attempt to sabotage any 
  negotiations or other plots that they may be attempting. 
   
   
   
   
   
   
   
   
   
   
   
   
  RL 
  URD7-02 Soul of the Sun 
   
  Page 58 
  
  DM MAPS 
  ENCOUNTER 1 
  URD7-02 Soul of the Sun 
   
  Page 59 
  
  ENCOUNTER 4 – IN MY QUARTERS 
   
  Non-Combatants 
  TG = Trevor Ghent 
   
   
   
  OV = Olivia Voyant 
   
  SG = Study Group members 1 through 6  
  L = Librarian 
  P = Peath Regin 
   
  Combatants 
  Oat = Oat, Hargan Lasseck 
   
   
  Ba = Barley, Maelygos Morin 
  Wh = Wheat, Tildren Gaebech 
   
   
  URD7-02 Soul of the Sun 
   
  Page 60 
  
  ENCOUNTER 5 
   
   
   
  URD7-02 Soul of the Sun 
   
  Page 61 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/597/Normal Scenarios/URD7-02 - Soul of the Sun (APL 2-12)/URD7-02 - Soul of the Sun.pdf