TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  FUR4-06 
   
   
   
   
   
   
   
  Shadow of the Sun 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.0 
   
   
   
  by Brian J. Benoit 
  Reviewed by Chris Tulach 
   
   
  With the dark shield encompassing the whole of Chendl, a permanent shadow has fallen over the city.  The citizens are 
  edgy and rumors galore abound.  At least one rumor that a nest of vampires has taken over the city is partially true.  The 
  church of Heironeous is looking for adventurers to locate the lair of these vampires.  An adventure designed for APL 2 
  to 12.  This module is second in the Running Blood series. 
   
   
   
   
     
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Shadow of the Sun 
   
  Page 2 
  
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  # 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 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Furyondy.  Characters native to Furyondy pay one Time 
  Unit per round, all others pay two Time Units per round. 
   Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
  Shadow of the Sun 
   
  Page 3 
  
  Adventure Background 
  The Council of Four had been working for many years to 
  develop a protective shield to surround the city of 
  Chendl.  The Council of Four finally had gathered all the 
  components necessary to complete the shield, which was 
  performed during FUR3-06 Eclipse.  But to everyone’s 
  surprise the shield did not turn out as expected.  A black 
  shield blocking out the sun now surrounds Chendl.  
  During the course of this module, the effects of the 
  “shield” are in full force in the city.  This translates to the 
  following:  
  � There is an area of magical darkness around the 
  city proper.  Essentially, there are clouds over 
  the city at all times and it appears twilight even 
  during mid-day.  At night, no stars can be seen.    
  � The city is considered “desecrated” in terms of 
  the effects on undead, with the exception of 
  previously consecrated holy ground (specifically 
  church grounds).  Previously consecrated holy 
  grounds are “cancelled out” by this effect (e.g. 
  they are considered neither consecrated nor 
  desecrated).   
  � The shield interferes with divinatory effects.  
  There is a 75% chance any divinatory spell will 
  be ineffective.  Effective divination spells cause 
  additional strain on the caster, requiring a 
  Concentration check (DC 20+spell level) or the 
  caster falls unconscious.   
  � The spell is evil (strength is strong; caster level 
  20).   
  � The shield results in an effective Dimensional 
  Anchor spell on the city proper.   
   
  In 
  response 
  to 
  the 
  shield, 
  the 
  following 
  announcement was released by Karzalin of the Council of 
  Four and Captain Rellin of the Kingsmen (this should be 
  read to players before beginning the module to make 
  certain they are familiar with the special laws in effect at 
  this time): 
   
   
   
  l
  i
  .
  f
  Many have noticed by now strange happenings in the 
  city of Chendl.  This unforeseen and unfortunate 
  circumstance, we can assure you, is but a minor 
  setback.  Rest assured that myself and the other 
  members of the Council are now fully recovered from
  our Ordeal and working closely with the Churches of 
  Chendl to affect a full recovery. 
   
  In the meantime, we ask your assistance in this 
  time of tria . Businesses are asked to cooperate by 
  provid ng lighting outside their shops until we 
  resolve the darkness situation   No divinatory 
  activities should be attempted in the city proper 
  without being under the observation of a designated 
  temple.   A curfew o  nine bells is in effect until 
  further notice.  Please be cooperative; these 
  precautions are for your protection.  
     
  On a few occasions during the module, PCs will need to 
  make a Will save or Spot check without being aware of 
  this as players.  It is therefore recommended that PC 
  saving throw modifiers and basic skill checks be obtained 
  prior to beginning the module. 
   
  DM Note: Have each PC roll three D20s.  Arrange 
  these rolls in columns, with the PC name on the left and 
  the column number at the top.  One of these columns is 
  used for the Will save versus Thrommel’s domination in 
  Encounter Five.  
   
  Rumors say that a Black Knight was responsible for 
  the way the shield turned out.  It is dark enough in the 
  city for vampires to walk about during the day.   
   
  This same Black Knight has been terrorizing the area 
  surrounding Chendl, most recently in FUR4-02 Death of 
  a Knight.  Rumors of his existence go back as far as 
  CY592 during FUR2-01 A Common Defense and he also 
  appeared briefly in FUR3-06 Eclipse.  Is this Black 
  Knight the leader of the vampires or is something else 
  happening? 
   
  People in the city have been disappearing, and some 
  say they have been turned into vampires or vampire 
  spawn.  The population is extremely nervous and is 
  beginning to demand something be done. 
   
  The church of Heironeous has posted flyers looking 
  for adventures to help solve this problem.  
   
   
   
  Adventure Summary  
  FUR4-06 Shadow of the Sun is a low to high-level 
  adventure set in the city of Chendl in the Kingdom of 
  Furyondy.  For purposes of NPC spell casters, PCs are 
  within easy reach of a number of churches within 
  Chendl (caster level 16
  th and below, see the Furyondy 
  Meta Campaign Handbook for specific deities).  The 
  Black Knight has a spy in the inner circle of advisors to 
  King Belvor.  As reports of the progress of the adventure 
  reach Belvor, this will keep the Black Knight and the 
  vampires’ one step ahead of the adventurers.  The real 
  goal of this module is for the PCs to realize this and 
  report it to Garaeth Heldenster, the high cleric of 
  Heironeous, who is the one hiring them.  If the PCs do 
  this, the spy will eventually be exposed.     
   
  Encounter One:  Garaeth Heldenster has an underling, 
  Joshua Benave, post flyers around town seeking 
  adventures for an important task for the church of 
  Heironeous.  Those that wish to apply should meet at 
  “The Traveler’s Rest Inn” at noon tomorrow.  Joshua will 
  only state that it is an important mission and ask them to 
  Shadow of the Sun 
   
  Page 4 
  
  follow him to the church of Heironeous where Garaeth 
  Heldenster will instruct them further. 
   
  Encounter Two:  Garaeth will first establish the PCs 
  trustworthiness and loyalty to the Kingdom.  He will 
  swear the PCs to secrecy for this mission, and then reveal 
  their task.  He shows the PCs a letter from King Belvor 
  and tells the PCs that he sent for a sage that specializes in 
  undead, but he refuses to enter the city.  He is currently 
  staying in a small cave a day’s travel from the city.  He 
  will also inform the PCs of a recent death of a person 
  suspected of being killed by a vampire.  Once the PCs 
  agree to the mission, Garaeth reports back to King Belvor. 
   Unfortunately, by doing so the spy discovers the 
  identities of the PCs, the whereabouts of the sage and the 
  PCs mission. 
   
  Encounter Three:  The PCs will likely encounter some 
  undead.  When they leave to meet with the sage will 
  determine where (and if) this occurs as well as whether 
  the sage has encountered the vampires and is dominated. 
   
  Encounter Four:  Information obtained from the sage 
  will tell the PCs that the person killed will raise as a 
  vampire or vampire spawn and they could follow it to the 
  vampires’ lair. The PCs may also figure this out by 
  themselves.  The first night of the stake out the PCs will 
  be attacked by an undead force.      
   
  Encounter Five:  The new vampire will rise during the 
  second night of the PCs stakeout.  Early that evening, a 
  Black Knight will approach the PCs. He will tell them 
  Garaeth wants to see them immediately and he will lead 
  them to Garaeth.  The PCs may notice a small coat of 
  arms embroidered on his tunic which is the same as that 
  the PCs saw earlier on the letter from King Belvor, except 
  the background color.  This is the only clue that the Black 
  Knight is in fact Prince Thrommel.  If the PCs recognize 
  Prince Thrommel, he will offer the PCs a chance to join 
  him.  If the PCs refuse to leave the stakeout site, 
  Thrommel will try to dominate one PC, usually a fighter 
  type, turn to gaseous form and disappear. 
   
  Encounter Six:  The PCs will be able to trail the newly 
  created vampire when it rises from the grave.  It is in fact 
  leading them into an ambush.  During this ambush the 
  new vampire will slip away and the PCs will loose track 
  of it.   
   
  Encounter Seven:  The PCs should realize that 
  something is wrong.  The vampires have been one step 
  ahead of them all the time.  If they report this to Garaeth 
  the presence of a spy will be exposed.   
   
  Introduction 
  This adventure takes place in and around the city of 
  Chendl.  Chendl is under a dark shield and rumors of 
  vampires abound.  Please review special rules on the 
  effects of the shield if you have not yet done so.  
   
  You have heard rumors of a dark shield covering 
  Chendl and vampires within the city. If true, there 
  must be rewards to be had in ridding the city of these 
  abominations.  As you find yourself in the city under 
  a dark shield, at least that part of the rumor is true.  
  This could be a rewarding trip after all. 
   
   
  i
   
  Joshua Benave (Male Human Clr 7), a servant to Garaeth 
  Heldenster (Male Human Clr 10/Contemplative 5) the 
  head of the church of Heironeous and a close adviser to 
  King Belvor, has posted several flyers in various places 
  where adventurers hang out. 
   
  Adventurers of good heart, the church of Heironeous 
  is in need of your help.  If you are interested, meet 
  Joshua Benave at “The Traveler’s Rest Inn” at noon on 
  Waterday this four week of Harvester. 
  Encounter One 
  You find yourself at the Traveler’s Rest Inn.  It is a 
  well-respected Inn just inside the southern gate of 
  Chendl.  This Inn makes its coin by offering weary 
  travelers a good value for their money and some of 
  the best homemade breads in the city.  The common 
  rooms consist of five large circular tables with a series 
  of small tables and booths around the corners.  
   
   
  The Inn is run by Dilbos (Male Human Com 4).  He is a 
  large man who likes to run a clean inn that boasts a 
  comfortable atmosphere.  He is married to Teena (Female 
  Halfling Com 2) who works in the Kitchen.  Marlena 
  (Female Halfling Com 2) is the serving woman in the Inn 
  and is the twin sister to Teena. 
   
  At this point the PCs should introduce themselves. 
  Give them a few minutes to interact with each other as 
  well as Dilbos and Marlena.  Purchases of food and drink 
  (within reason) are all covered by adventure standard.  
   
  Soon you notice a man wearing blue robes and a 
  symbol of a l ghtning bolt held in a fist around his 
  neck entering the Inn. He approaches your table and 
  introduces himself. “Greetings, I am Joshua Benave. 
  Are you here in answer to my flyers?” 
  Those with Knowledge (religion) get a check (DC 10) to 
  identify this as a holy symbol of Heironeous.  
  Shadow of the Sun 
   
  Page 5 
  
  Alternatively, PCs who are official (e.g. certified) 
  members of the church of Heironeous, or are clerics or 
  paladins of Heironeous, recognize this automatically. 
   
  Joshua does not know that nature of the mission.  He 
  only knows that Garaeth Heldenster, the High Cleric of 
  Heironeous requested this, so it must be of the utmost 
  importance.  Once he has verified the PCs are here for 
  that purpose, he will ask them to accompany him to meet 
  with the High Cleric.  If a PC refuses then that PC will 
  have to make arrangements to meet up with the group 
  later in order to continue the adventure.  
   
  t
   
   
   
   
   
   
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  Encounter Two 
  Joshua escorts the PCs to the largest temple in the city.  It 
  is more like a Cathedral than any temple the PCs may 
  have seen. 
   
  Please wait in this antechamber while I inform His 
  Holiness that you are here.  Please do not leave this 
  room.  We wouldn’t want you to get lost, and I am 
  sure Garaeth will wan  to see you straight away. 
  If the PCs open the door after Joshua leaves, they find 
  two guards outside.  They polity ask the PCs to remain in 
  the room, for Joshua should be returning any moment.  
  Joshua returns within five minutes. 
  Garaeth is waiting to see you now.  Please follow me. 
  If the PCs question Joshua about the guards outside the 
  door he states that it was for everyone’s protection.  Many 
  things have been happening recently and precautions 
  must be taken.  If the PCs question him further he states 
  that Garaeth will explain everything. 
   
  You are escorted into a large room where a rather 
  imposing figure sits behind a large desk.  He stands as 
  you enter and says, “I am Garaeth Heldenster. To 
  whom do I have a pleasure of speaking? 
  Allow the PCs to introduce themselves. 
   
  I wish to cast a zone of truth so that I may establish 
  your trustworthiness and loyalty.  Are there any 
  objections to this? 
  If any of the PCs refuse this and cannot be convinced it is 
  necessary, then they will be escorted out of the temple 
  and the adventure is over for them.  Garaeth will then 
  cast the zone of truth (DC 16 Will save for those that 
  choose to resist).  Garaeth will ask the following 
  questions of each PC. 
   
  What are your motives for being here? 
  Will you faithfully serve Furyondy during this 
  mission?   
   
  The GM can be creative here in what questions to ask, but 
  do not take too long as Garaeth wants to make sure his 
  zone of truth is in effect for the last question, noted 
  below. 
   
  Before I reveal your mission, I need for you to swear 
  an oath of secrecy.  Do you all agree to this? 
  Again if a PC refuses they will be escorted out of the 
  temple and the adventure is over for them.   
   
  Your mission is to track down the lair o  the vampires 
  that have been plaguing the city of Chendl.  I have a 
  letter here from King Belvor. You will notice that it 
  has his fami y coat of arms on it; not the royal coat of 
  arms; so you will be operating on your own with no 
  official sanction.  (Show PCs Handout #1, they are not 
  to keep it)   
   
  Our knowledge of vampires is l mited, so we 
  requested a sage that specializes in undead to meet 
  with us and prov de us additional information.  
  However, he is a bit paranoid and refuses to enter the 
  city.  He currently is staying at a cave that is used as a 
  rest stop, a day’s travel from here.  I would meet with 
  him as soon as possible.  He is a gnome that goes by 
  the name of Bettencourt.   He can likely prov de you 
  with knowledge that would be helpful in confronting 
  and defeating this menace, so I suggest you speak 
  with him straightaway.     
   
  Final y, trust no one, and report your findings 
  back to me.  Am I clear? 
  l
   
   
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  If asked what makes him think there are vampires in the 
  area, he will explain:  
  There was a young man by the name of Samal 
  Wilkshire who was killed recen ly.  He had all the 
  markings o  being killed by a vampire.   He was 
  buried in the commoner’s graveyard today. 
  Garaeth’s knowledge of vampires is limited.  He only 
  knows that sometimes when a vampire kills a person, 
  they will become a vampire themselves.  Garaeth will 
  offer a monetary reward; see treasure summary.  
   
   
  Development:  If the PCs suspect that Samal 
  Wilkshire will rise as a vampire and want to stake out the 
  grave, skip to Encounter Four.  If the PCs want to talk to 
  the sage, and leave right away, go to Encounter Three A.  
  If the PCs wait until morning then go to Encounter 
  Shadow of the Sun 
   
  Page 6 
  
  Three B.  If the PCs wait until the next evening, then go 
  to Encounter Three C.  If the PCs wait any longer, then 
  go to Encounter Three D. 
   
   
  Encounter Three A 
  Your journey to the cave is uneventful and you arrive 
  around midnight. 
  Bettencourt (Male Gnome Exp 4) is fast asleep when the 
  PCs arrive.  He is an elderly Gnome who has spent his 
  entire adult life studying and researching undead.  There 
  isn’t much he doesn’t know about the undead in the 
  Monster Manual.  Because of this he is quite paranoid 
  about undead.  When the PCs begin asking questions 
  about vampires or other undead play this to the hilt, but 
  let them get the information they are asking for.  He 
  knows the following information about vampires and 
  vampire spawn found on p. 252 – 254 of the Monster 
  Manual: 
  � Blood Drain – Both 
  � Children of the Night – Vampire only 
  � Dominate – Both  
  � Someone killed by a vampire, rises as either a 
  vampire spawn or a vampire. 
  � Energy drain – Both  
  � Alternate form – Vampire only 
  � Damage Reduction – Vampire only 
  � Gaseous form – Both  
  � Resistances – Vampire only 
  � Spider Climb – Both 
  � Turn Resistance – Both 
  � All of the vampire weaknesses 
   
  Just when the PCs finish their questions, give them Spot 
  and Listen checks to hear Asland Rew approaching.  See 
  Appendix C for map. 
       
  Creatures:  
   
  APL 2 (EL 4) 
  � Ghast: hp 29; see Monster Manual p. 119 
  � Ghoul: hp 13; see Monster Manual p. 119 
   
  APL 4 (EL 6) 
  � Ghast (3): hp 29, 29, 29; see Monster Manual p. 119 
   
  APL 6 (EL 8) 
  � Vampire spawn: hp 29, see Monster Manual p. 253 
  � Ghast (3): hp 29, 29, 29; see Monster Manual p. 119 
  � Ghoul (3): hp 13, 13, 13; see Monster Manual p. 119 
   
  APL 8 (EL 10) 
  � Vampire spawn (2): hp 29, 29; see Monster Manual p. 
  253 
  � Wraith (2): hp 32, 32; see Monster Manual p. 257 
  � Mohrg: hp 91, see Monster Manual p. 189 
     
  APL 10 (EL 12) 
  � Vampire spawn (4): hp 29, 29, 29, 29; see Monster 
  Manual p. 253 
  � Mohrg (3): hp 91, 91, 91; see Monster Manual p. 189 
   
  APL 12 (EL 14) 
  � Asland Rew: hp 81, see Appendix A 
  � Mohrg (6): hp 91, 91, 91, 91, 91, 91; see Monster 
  Manual p. 189 
   
   
  Tactics:  Asland Rew accompanies all APLs to the 
  cave.  He uses his Hide, Move Silently, Listen and Spot 
  abilities to determine if the PCs have already arrived.  
  Have him take 10 on all these checks.  Once he has 
  determined the PCs are there, at APLs 2 – 10 he has the 
  rest of the undead listed above attack, and he heads back 
  to Chendl as fast as possible.  At APL 12 he has the 
  Mohrgs attack, and then hides and use his bow targeting 
  likely spell casters first.  He is only carrying 20 arrows.  
  He uses all his arrows up first before joining in melee, or 
  if he sees the PCs getting the upper hand against the 
  Mohrgs he joins the melee.  In melee he attacks a human 
  first, as this is one of his favored enemies (extra +4 to 
  damage).  If no humans are in the party, he attacks an elf, 
  as this is his next favored enemy (extra +2 to damage).  If 
  no humans or elves are in the party he goes after known 
  or suspected spellcasters.  If Asland Rew is reduced to 
  two-thirds of his total hit points or less he flees either out 
  the front or turns gaseous and goes through a crack in the 
  back of the cave. 
   
  Encounter Three B 
  Your Journey to the cave is uneventful and you arrive 
  about an hour before dusk. 
   
  The PCs find the cave inhabited by undead and 
  Bettencourt (Male Gnome Exp 4) has been dominated by 
  Asland Rew.  Give the PCs Spot and Listen checks, as 
  appropriate; to see if they know the undead are inside the 
  cave.  The monsters in the cave should also get Spot and 
  Listen checks, as appropriate, to hear the PCs arriving.  
  See Appendix C for map. 
   
  Creatures:  
   
  Shadow of the Sun 
   
  Page 7 
  
  APL 2 (EL 4) 
  � Ghast: hp 29; see Monster Manual p. 119 
  � Ghoul: hp 13; see Monster Manual p. 119 
   
  APL 4 (EL 6) 
  � Ghast (3): hp 29, 29, 29; see Monster Manual p. 119 
   
  APL 6 (EL 8) 
  � Vampire spawn: hp 29; see Monster Manual p. 253 
  � Ghast (3): hp 29, 29, 29; see Monster Manual p. 119 
  � Ghoul (3): hp 13, 13, 13; see Monster Manual p. 119 
  APL 8 (EL 10) 
  � Vampire spawn (2): hp 29, 29; see Monster Manual p. 
  253 
  � Wraith (2): hp 32, 32; see Monster Manual p. 257 
  � Mohrg: hp 91, see Monster Manual p. 189 
     
  APL 10 (EL 12) 
  � Vampire spawn (4): hp 29, 29, 29, 29; see Monster 
  Manual p. 253 
  � Mohrg (3): hp 91, 91, 91; see Monster Manual p. 189 
   
  APL 12 (EL 14) 
  � Asland Rew: hp 81, see Appendix A 
  � Mohrg (6): hp 91, 91, 91, 91, 91, 91; see Monster 
  Manual p. 189 
   
   
  Tactics:  Asland Rew has already dominated 
  Bettencourt. At APLs 2 – 10, he has gone back to Chendl. 
   At APL 12, he has the Mohrgs attack, while he remains 
  hidden, using his bow to target likely spell casters first.  
  He is only carrying 20 arrows.  He uses all his arrows up 
  first before joining in melee.   However, if he sees the 
  PCs getting the upper hand against the Mohrgs he joins 
  the melee sooner.  In melee he attacks a human first, as 
  this is one of his favored enemies (extra +4 to damage).  If 
  no humans are in the party, he attacks an elf, as this is his 
  next favored enemy (extra +2 to damage).   If no humans 
  or elves are in the party, he goes after known or suspected 
  spellcasters.  If Asland Rew is reduced to 2/3rds of his hit 
  points or less, he turns gaseous and flees through a crack 
  in the back of the cave.  
   
   
  Development:   Once the party defeats the undead, 
  they find Bettencourt mumbling about vampires.  If they 
  question him about vampires he replies: 
   
  Yes, yes vampires let me think a minute.  Hmmm…I 
  can tell you al  you want to know.  What s it again 
  you want to know about vampires? 
  Bettencourt has been dominated by Asland Rew and 
  gives the party all the information in encounter 3A 
  except as noted below: 
  � Will not mention Children of the night 
  � Only need Magical weapons to overcome 
  DR 
  � Will not mention resistances 
  � Will not mention Turn resistance 
  � Weaknesses – he will only mention driving 
  a wooden stake through the heart will kill a 
  vampire. 
   
  If any of the PCs voice something is wrong, give them a 
  Sense Motive check (DC 15).  If the PCs succeed they 
  will be able to determine that Bettencourt in being 
  influenced by an enchantment effect.  
   
  If the PCs cast Protection from Evil on Bettencourt 
  this blocks the ability of Asland Rew to control him.  
  However, be mindful of the time limit on the spell since 
  once the spell expires he will be again under the control 
  of Asland Rew.  Remember Bettencourt is paranoid about 
  undead and once this spell is cast on him he is even more 
  paranoid.  Other methods must to be used to calm him 
  down, in order to get information about vampires from 
  him. Note that an attempt to intimidate him for 
  information only makes things worse.   
   
  If the PCs bring Bettencourt back with them to 
  Chendl, and take him to Garaeth, he is able to block the 
  domination effect, and calm Bettencourt down long 
  enough for the PCs to question him about vampires or 
  other undead.  The PCs, not Garaeth, will have to ask the 
  questions of Bettencourt.  Garaeth takes care of the 
  gnome until the domination in no longer in affect. 
     
  Encounter Three C 
  After traveling about half way to the cave your 
  journey is interrupted. 
  l
  i
   
   
  Each side should get Spot and Listen checks, as 
  appropriate, to hear or see each other. 
   
  Creatures:  
   
  APL 2 (EL 4) 
  � Ghast: hp 29, see Monster Manual p. 119 
  � Ghoul: hp 13, see Monster Manual p. 119 
   
  APL 4 (EL 6) 
  � Ghast (3): hp 29, 29, 29; see Monster Manual p. 119 
   
  APL 6 (EL 8) 
  � Vampire spawn: hp 29, see Monster Manual p. 253 
  Shadow of the Sun 
   
  Page 8 
  
  � Ghast (3): hp 29, 29, 29; see Monster Manual p. 119 
  � Ghoul (3): hp 13, 13, 13; see Monster Manual p. 119 
   
  APL 8 (EL 10) 
  � Vampire spawn (2): hp 29, 29; see Monster Manual p. 
  253 
  � Wraith (2): hp 32, 32; see Monster Manual p. 257 
  � Mohrg: hp 91; see Monster Manual p. 189 
     
  APL 10 (EL 12) 
  � Vampire spawn (4): hp 29, 29, 29, 29; see Monster 
  Manual p. 253 
  � Mohrg (3): hp 91, 91, 91; see Monster Manual p. 189 
   
  APL 12 (EL 14) 
  � Asland Rew: hp 81; see Appendix A 
  � Mohrg (6): hp 91, 91, 91, 91, 91, 91; see Monster 
  Manual p. 189 
   
   
  Tactics:  At APL 12 Asland Rew has the Mohrgs 
  attack, and then hide and use his bow targeting likely 
  spell casters first.  He will use all his arrows up first 
  before joining in melee.  If he sees the PCs getting the 
  upper hand against the Mohrgs he joins the melee 
  sooner.  In melee he attacks a human first, as this is one 
  of his favored enemies (extra +4 to damage).  If no 
  humans are in the party, he attacks an elf, as this is his 
  next favored enemy (extra +2 to damage).   If no humans 
  or elves are in the party, he goes after known or suspected 
  spellcasters.  If Asland Rew is reduced to two-thirds of his 
  hitpoints or less, he turns gaseous and flies away. 
   
   
  Development:  If the party wishes to continue on to 
  the cave, go to Encounter Three D. 
   
  Encounter Three D 
  Your journey to the cave is uneventful. 
   
  l
  i
   
   
  When the party arrives they find Bettencourt (Male 
  Gnome Exp 4) mumbling about vampires.  If they 
  question him about vampires he replies: 
   
  Yes, yes vampires let me think a minute. Hmm…I 
  can tell you al  you want to know.  What s it again 
  you want to know about vampires? 
  Bettencourt has been dominated by Asland Rew and 
  gives the party the same information about vampires in 
  Encounter Three B.  If any of the PCs voice something is 
  wrong, give them a Sense Motive check against DC 15.  If 
  the PCs succeed they will be able to determine that 
  Bettencourt in being influenced by an enchantment 
  effect. See Appendix C for map. 
   
   
  Development:  If the PCs cast Protection from Evil 
  on Bettencourt this blocks the ability of Asland Rew to 
  control him.  Be mindful of the time limit on the spell, 
  since once the spell expires he will be again under the 
  control of Asland Rew.  Remember Bettencourt is 
  paranoid about undead and once this spell is cast on him 
  he is even more paranoid.  Other methods will have to be 
  used to calm him down, in order to get information about 
  vampires from him. Note that attempts to intimidate him 
  for information only make things worse.   
   
  If the PCs bring Bettencourt back with them to 
  Chendl, and take him to Garaeth, he is able to block the 
  domination effect, and calm Bettencourt down long 
  enough for the PCs to question him about vampires or 
  other undead.  The PCs, not Garaeth, will have to ask the 
  questions of Bettencourt.  Garaeth takes care of the 
  gnome until the domination in no longer in affect.  
   
  Encounter Four 
  The party should have received information from the 
  gnome Bettencourt, or figured out for themselves that 
  Samal turns into a vampire or vampire spawn. 
  You set up near the grave of the young and 
  unfortunate Samal Wilkshire, and wait to see if 
  something happens. 
   
  The first night of the stakeout, the party is attacked by an 
  undead force.  If the party sets up watches during the 
  night determine randomly the watch the undead attack. 
   
  Creatures:  
   
  APL 2 (EL 4) 
  � Ghoul (2): hp 13, 13; see Monster Manual p. 119 
   
  APL 4 (EL 5) 
  � Ghoul (3): hp 13, 13, 13; see Monster Manual p. 119 
   
  APL 6 (EL 7) 
  � Ghast (4): hp 29, 29, 29, 29; see Monster Manual p. 
  119 
   
  APL 8 (EL 9) 
  � Vampire spawn (2): hp 29, 29; see Monster Manual p. 
  253 
  � Mohrg: hp 91; see Monster Manual p. 189 
     
  APL 10 (EL 11) 
  � Mohrg (3): hp 91, 91, 91; see Monster Manual p. 189 
   
  Shadow of the Sun 
   
  Page 9 
  
  APL 12 (EL 13) 
  � Gregor Thornwald: hp 90; see Appendix A 
  � Vampire spawn (4): hp 29, 29, 29, 29; see Monster 
  Manual p. 253 
   
   
   
  Tactics:  Gregor’s first action in combat is to drink 
  his potion of haste.  He uses his spiked chain to attempt 
  to trip anyone provoking an attack of opportunity.  Once 
  he has a PC prone he combines a spiked chain attack with 
  a slam attack.  His first target is an obvious cleric, then 
  secondly other spell casters.  He fights until reduced to 
  zero hitpoints.  If this happens he uses his gaseous state 
  to avoid being followed. He slips between cracks in 
  buildings and such until he has eluded any followers.    
   
  Encounter Five 
  The new vampire rises during the second night of the 
  PCs stakeout.  Early that evening a Black Knight 
  approaches the party. (Give them Player Handout #2). 
  Greetings friends, I come with an urgent message 
  from Garaeth Heldenster himself.  He needs to speak 
  to you immediately.  Please follow me. 
   
  l
   
   
  l
   
   
  Give the PCs a Spot check (DC 20) to notice a small coat 
  of arms embroidered on his tunic over his left breast.  If 
  anyone makes this Spot check, give them Player Handout 
  #3.  PCs may realize this is the same coat of arms that was 
  on the letter from King Belvor; save the background 
  color is blood red instead of blue. If the players do not 
  realize this, give the PCs Intelligence check (DC 15).  
  This is the only clue that the PCs are actually speaking 
  with Prince Thrommel himself.  Once Prince Thrommel 
  became a Vampire, he changed the background color as 
  he though blood red a more appropriate color. 
   
  If the PCs follow the Black Knight to see Garaeth, as 
  they approach the Temple, he will laugh and say: 
   
  Fools! You shal  never defeat me. I have won again. 
  He then turns into gaseous form and disappears.  The 
  PCs have lost the opportunity to follow Samal.  Skip to 
  Encounter Seven once they decide to report to Garaeth.  
   
  If the PCs figure out the Black Knight is in fact 
  Prince Thrommel and mention it to him at the stakeout 
  site his response is the following: 
  Why yes I am Prince Thrommel, the heir to King 
  Belvor.  I will make you an offer.  I intend to take my 
  rightful place as King of Furyondy. You have shown 
  yourselves to be worthy.  If you join me, you will have 
  wealth and power beyond al  you could hope and 
  dream for.  I will make this offer but once. What say 
  you? 
  Any PC who accepts Prince Thrommel’s offer is 
  immediately removed from play and becomes a NPC in 
  the service of Prince Thrommel.   
   
  If they decline the offer and refuse to leave the 
  stakeout sight, or if the PCs initiate a battle, Prince 
  Thrommel tries to dominate one PC (Will save DC 22), 
  usually a fighter type.  He then turns to gaseous form and 
  disappears.  If he succeeds in dominating a PC, he uses 
  that PC in Encounter Six. If the PCs stay at the stakeout 
  site, go to Encounter Six.  Roll randomly to select the 
  column of D20 rolls you collected at the beginning of the 
  adventure.  Make sure to add in each PCs will save bonus 
  to this D20 roll.  If the target PC of the domination fails 
  his check, give Player Handout #4A to each PC not 
  targeted and Player Handout #4B to the dominated PC.  
  Make sure to collect all the handouts back.   
   
  Creatures: 
   
  All APLs 
  � Thrommel: hp 150; see Appendix A  
   
  Encounter Six 
  You do not have long to wait, after the Black Knight 
  leaves, when you begin to see a gaseous substance rise 
  from the grave you have been watching. 
   
  Samal has risen as a vampire spawn.   
   
  Creatures: 
   
  ALL APLs 
  � Vampire Spawn: hp 29; see Monster Manual p. 253. 
   
  If the PCs destroy Samal at this point, they have lost the 
  opportunity to follow Samal and should report to 
  Garaeth.  When they report to Garaeth go to Encounter 
  Seven. 
   
  If the PCs follow Samal he leads them to an 
  abandoned building with only one entrance.  He enters 
  the building in gaseous form through the small cracks 
  around the door.  This building is made of stone with one 
  wooden door and no windows.  The door is not locked or 
  trapped except at APL 10 and 12.  See Appendix C for 
  map. 
   
  Inside the building there is a secret door in the floor 
  in the back left corner.  This opens into a 10 by 10 room.  
  At APL 2 – 8 this is a typical secret door, search DC 20 to 
  find.  At APL 10 – 12 this is a well hidden secret door, 
  search DC 30 to find.   
  Shadow of the Sun 
   
  Page 10 
  
   
  When the door is opened, this room is half full of 
  bones from various types of creatures, including all those 
  that normally live in Chendl.  If the room is searched, the 
  PCs find the treasure listed below.   
   
  �Wooden Door: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18. 
   
  Trap: 
  APL 10 and 12 (EL 6) 
  �Symbol of Pain: CR 6; spell; spell trigger; no reset; 
  spell effect (symbol of pain, 10
  th – level cleric, -4 on attack 
  rolls, skill checks, and ability checks, DC 22 Fortitude 
  save negates); multiple targets (all targets within 60 ft 
  burst); Search DC 30; Disable Device DC 30.   
   
  Creatures: Inside the building is another undead force 
  waiting for the PCs.   
   
  APL 2 (EL 4) 
  � Ghoul (2): hp 13, 13; see Monster Manual p. 119 
  � Human warrior skeleton (3): hp 6, 6, 6; see Monster 
  Manual p. 226 
   
  APL 4 (EL 7) 
  � Wight: hp 26, see Monster Manual p. 255 
  � Ghast (2): hp 29, 29; see Monster Manual p. 119 
   
  APL 6 (EL 9) 
  � Vampire spawn (2): hp 29, 29; see Monster Manual p. 
  253 
  � Mohrg: hp 91, see Monster Manual p. 189 
   
  APL 8 (EL 11) 
  � Mohrg (3): hp 91, 91, 91; see Monster Manual p. 189 
     
  APL 10 (EL 13) 
  � Medford Langhorn: hp 90; see Appendix A 
  � Vampire spawn (8): hp 29, 29, 29, 29, 29, 29, 29, 29; 
  see Monster Manual p. 253 
   
  APL 12 (EL 15) 
  � Medford Langhorn: hp 90; see Appendix A 
  � Dread Wraith (3): hp 104, 104, 104; see Monster 
  Manual p. 258 
   
   
  Tactics:  At APLs 10 and 12, Medford has precast the 
  Symbol of Pain on the door.  Medford Langhorn attempts 
  to use his spells before having to engage in melee.  If he 
  can identify a cleric he casts his blindness/deafness spell 
  on the cleric attempting to blind the cleric.  If he can’t 
  identify a cleric he casts it on another spell caster.  If 
  Medford Langhorn is reduced to two-thirds of his hit 
  points or less he turns gaseous and attempts to escape 
  through a small crack in the stone of the back wall.   
   
   
  Treasure: In the secret room the PCs find the 
  following Items: 
   
  APL 2– L: 0 gp, C: 75 gp, M: 125 gp; Wand of Cure 
  Light Wounds, Wand of Magic Missile, (1
  st).  
   
  APL 4– L: 0 gp, C: 75 gp, M: 300 gp; Wand of Cure 
  Light Wounds, Wand of Magic Missile,(1
  st), Pearl of 
  Power - First Level, Elixir of Fire Breath. 
   
  APL 6– L: 0 gp, C: 75 gp, M: 404 gp; Wand of Cure 
  Light Wounds, Wand of Magic Missile, (1
  st), Pearl of 
  Power - First Level, Elixir of Fire Breath, Goggles of 
  Minute Seeing. 
   
  APL 8– L: 0 gp, C: 75 gp, M: 738 gp; Wand of Cure 
  Light Wounds, Wand of Magic Missile, (1
  st), Pearl of 
  Power - First Level, Elixir of Fire Breath, Goggles of 
  Minute Seeing, Vest of Resistance +2.  
   
  APL 10– L: 0 gp, C: 75 gp, M: 1504 gp; Wand of Cure 
  Light Wounds, Wand of Magic Missile, (1
  st), Pearl of 
  Power - First Level, Elixir of Fire Breath, Goggles of 
  Minute Seeing, Vest of Resistance +2, Helm of 
  Comprehend Languages and Read Magic, Pearl of Power 
  - Second Level.  
   
  APL 12– L: 0 gp, C: 75 gp, M: 2296 gp; Wand of Cure 
  Light Wounds, Wand of Magic Missile, (1
  st), Pearl of 
  Power - First Level, Elixir of Fire Breath, Goggles of 
  Minute Seeing, Vest of Resistance +2, Helm of 
  Comprehend Languages and Read Magic, Pearl of Power 
  - Second Level, Boots of Levitation, Heward’s Handy 
  Haversack. 
   
   
  Development:  Searching this building makes it 
  obvious that this is not the lair of the vampires.   
   
  Encounter Seven 
  The PCs report back to Garaeth that they could not find 
  the lair. If they mention anything indicating the undead 
  seemed to have advance knowledge of their activities, 
  Garaeth will respond with: 
   
  There are only a few people who knew of your 
  mission: myself, King Belvor and a few of his closest 
  advisors.  We must have a spy in our midst.  This 
  information is more important right now that finding 
  the actual lair.  I thank you for discovering this 
  information. 
   
  Go to Conclusion A. 
   
  If the PCs only report they could not find the lair and do 
  not even hint at possible advanced knowledge by the 
  undead then Garaeth will respond with: 
  Shadow of the Sun 
   
  Page 11 
  
   
  It is unfortunate that you could not locate the lair.  
  This problem might be bigger than we anticipated.  I 
  do thank you for your efforts and hopeful y what 
  information you have gathered will help in the 
  future. 
  l
   
  t
   
  i
   
   
   
   
   
   
  Go to Conclusion B  
       
  Conclusion A 
  With the information you have provided, Garaeth and 
  King Belvor are able to determine who the spy is.  
  Unfortunately this spy was able to anticipate what 
  Garaeth and King Belvor was doing and was able to 
  escape before he could be arrested. 
   
  Even though the vampire lair was no  found, 
  apparently the discovery of the spy has sent them into 
  hiding.  No new attacks have been reported over the 
  last two months.  
  If the PCs reveal to Garaeth that the Black Knight is in 
  fact Prince Thrommel, he responds with the following: 
   
  “King Belvor and I have been aware of this for some 
  time now.  It is the reason he declared his son dead 
  and had the closed casket funeral.  Here n Furyondy, 
  nobles that die and are brought back to life lose all 
  titles, lands and rights as a noble.  They are 
  considered commoners. For this reason, virtually all 
  nobles who die choose to remain dead.  King Belvor 
  declared his son officially dead to prevent him from 
  laying claim to the thrown. 
   
  King Belvor does not wish for the people of 
  Furyondy to know of Prince Thrommel’s current 
  existence.  Therefore, by Royal Decree you are not to 
  reveal this information to anyone.  If you fail to 
  comply with this decree, appropriate measures will be 
  taken.”
   
  If a vampire dominated a PC or NPC during this 
  adventure that PC or NPC is no longer dominated, the 
  effect ends with the end of this adventure.   
   
  Anyone who belongs to the Church of Heironeous 
  Meta-Org in Furyondy has earned the favor of Garaeth 
  Heldenster.  PCs also earn a Favor from the Church of 
  Heironeous in Furyondy and an influence point with the 
  Church of Heironeous in Furyondy. 
  Conclusion B 
  The Church of Heironeous is grateful for the efforts 
  you put forth.  Despite your efforts, however, the 
  attacks on the citizenry of Chendl continue and the 
  people are more frightened that ever.  It isn’t even 
  safe to go out during the day.  The people of Chendl 
  are only going out when it is absolutely necessary and 
  tend to go in groups.   
  Some people are even beginning to say that King 
  Belvor can no longer protect his own people.  What 
  does this mean for the future of the Kingdom?  
  If the PCs reveal to Garaeth that the Black Knight is in 
  fact Prince Thrommel, he responds with the following: 
   
  “King Belvor and I have been aware of this for some 
  time now.  It is the reason he declared his son dead 
  and had the closed casket funeral.  Here in Furyondy, 
  nobles that die and are brought back to life lose all 
  titles, lands and rights as a noble.  They are 
  considered commoners. For this reason, virtually all 
  nobles who die choose to remain dead.  King Belvor 
  declared his son officially dead to prevent him from 
  laying claim to the thrown. 
   
  King Belvor does not wish for the people of 
  Furyondy to know of Prince Thrommel’s current 
  existence.  Therefore, by Royal Decree you are not to 
  reveal this information to anyone.  If you fail to 
  comply with this decree, appropriate measures will be 
  taken.”
   
  If a vampire dominated any PC or NPC during this 
  adventure that PC or NPC is no longer dominated, the 
  effect ends with the end of this adventure. 
    
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Three 
  Defeat Undead 
   
  APL2 120 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp, APL10 360 xp; APL12 420 xp. 
   
  Encounter Four  
  Defeat Undead 
   
  APL2 90 xp; APL4 150 xp; APL6 210 xp;  
  APL8 270 xp, APL10 330 xp; APL12 390 xp. 
   
  Encounter Six  
  Defeat Undead 
   
  APL2 150 xp; APL4 210 xp; APL6 270 xp;  
  APL8 330 xp, APL10 390 xp; APL12 450 xp. 
  Shadow of the Sun 
   
  Page 12 
  
   
  Story Award 
  Discovering the presence of a spy 
  APL2 63 xp; APL4 95 xp; APL6 126 xp;  
  APL8 158 xp, APL10 189 xp; APL12 221 xp. 
   
  Discretionary roleplaying award 
  APL2 27 xp; APL4 40 xp; APL6 54 xp;  
  APL8 67 xp, APL10 81 xp; APL12 94 xp. 
   
  Total possible experience:  
   
  APL2 450 xp; APL4 675 xp; APL6 900 xp;  
  APL8 1125 xp, APL10 1350 xp; APL12 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.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Two:   
   
  APL 2: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 400 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 500 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 600 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 700 gp; M: 0 gp 
   
  Encounter Six:   
   
  APL 2: L: 0 gp; C: 75 gp; M: 125 gp 
   
  APL 4: L: 0 gp; C: 75 gp; M: 300 gp 
  APL 6: L: 0 gp; C: 75 gp; M: 404 gp 
   
  APL 8: L: 0 gp; C: 75 gp; M: 738 gp 
   
  APL 10: L: 0 gp; C: 75 gp; M: 1504 gp 
  APL 12: L: 0 gp; C: 75 gp; M: 2296 gp 
   
  Total Possible Treasure 
  APL 2: L: 0 gp; C: 275 gp; M: 125 gp  - Total: 400 gp 
  APL 4: L: 0 gp; C: 375 gp; M: 300 gp  - Total: 675 gp 
  APL 6: L: 0 gp; C: 475 gp; M: 404 gp  - Total: 879 gp 
  APL 8: L: 0 gp; C: 575 gp; M: 738 gp  - Total: 1313 gp 
  APL 10: L: 0 gp; C: 675 gp; M: 1504 gp  - Total: 2179 
  gp 
  APL 12: L: 0 gp; C: 775 gp; M: 2296 gp  - Total: 3071 
  gp 
   
  Special 
  Favor of Garaeth Heldenster:  For any cleric of 
  Heironeous who uses the longsword rather than the 
  battleaxe, Garaeth will use his influence to allow the 
  cleric to join the clergy level in the Church of 
  Heironeous.  The cleric must meet all other requirements 
  to join the clergy ranks.  In addition, PCs who belong to 
  Clergy of the Church of Heironeous Meta-Org in 
  Furyondy may upgrade one weapon, with one of the 
  following at half cost, but not to exceed 5000 gp in 
  savings: bane-undead, ghost touch or holy.  Members of 
  the Silver Blades may instead choose one of the following 
  at half cost, not to exceed 5000 gp in savings:  weapon 
  enhancements – bane-evil outsiders or +2 to +3.  Or one 
  piece of armor or one shield enhancement – called or +2 
  to +3.  This favor is good for one year. 
   
  Item Upgraded: ___________________________ 
  Shadow of the Sun 
   
  Page 13 
  
   
  Date Upgraded: ___________________________ 
   
  AR #: ___________________________________  
   
  Favor of the Church of Heironeous:  The Church of 
  Heironeous in Furyondy will use its influence with the 
  artisans of Furyondy to assist this PC.  At APL 2 through 
  6, they may upgrade a +1 weapon, or a +1 shield, or a +1 
  piece of armor to +2.  At APL 8 through 12, they may 
  instead chose to upgrade a +2 weapon, or a +2 shield, or a 
  +2 piece of armor to +3.  This favor is good for 1 year.  The 
  PC must pay the full difference in cost between the old 
  item and the new item.   
   
  Item Upgraded: ___________________________ 
   
  Date Upgraded: ___________________________ 
   
  AR #: ___________________________________  
   
  Influence Point with the Church of Heironeous in 
  Furyondy:  This influence point is permanent, unless 
  revoked by the church.  
   
  Vest of Resistance:  These garments offer magic 
  protection in the form of a +1 to +5 resistance modifier to 
  all saving throws (Fortitude, Reflex, Will). 
   
  Caster Level:  5
  th; Prerequisites:  Craft Wondrous 
  Item, resistance, caster level must be three times that of 
  the cloak’s bonus; Market Price:  1000 gp (+1), 4000 gp 
  (+2), 9000 gp (+3), 16000 gp (+4), or 25000 gp (+5); 
  Weight:  1 lb. 
   
  Reference:  Tome and Blood, page 79. 
   
   
  Items for the Adventure 
  Record 
   
  Item Access 
  APL 2: 
  Wand of Cure Light Wounds (Adventure, DMG) 
  Wand of Magic Missile (Adventure, 1
  st level caster, DMG) 
   
  APL 4: (All of APL 2 plus the following) 
  Pearl of Power, First Level Spell (Adventure, DMG) 
  Elixir of Fire Breath (Adventure, DMG) 
   
  APL 6: (All of APLs 2-4 plus the following) 
  Goggles of Minute Seeing (Adventure, DMG) 
   
  APL 8: (All of APLs 2-6 plus the following) 
  Vest of Resistance +2 (Adventure, Tome and Blood) 
   
  APL 10: (All of APLs 2-8 plus the following) 
  Helm of Comprehend Languages and Read Magic 
  (Adventure, DMG) 
  Pearl of Power, Second Level Spell (Adventure, DMG) 
   
  APL 12: (All of APLs 2-10 plus the following) 
  Boots of Levitation (Adventure, DMG) 
  Heward’s Handy Haversack (Adventure, DMG) 
  Shadow of the Sun 
   
  Page 14 
  
  Appendix A 
  Encounter 3 
   
  APL 12 
  Asland Rew: male human vampire Rgr9; CR 11; 
  Medium undead (Augmented Humanoid]; HD 9d12; 
  hp 81; Init +10; Spd 30 ft.; AC 27 (touch 16, flat-footed 
  21) [+6 natural, +6 dex, +5 armor]; BA/G +9/+16; Atk 
  +16 melee (slam 1d6+7+energy drain) or +16 ranged 
  (masterwork longbow, composite (+6 Str bonus) 1d8+6 
  / x3); Full Att +16 melee (slam 1d6+7+energy drain) or 
  +16/+11  (masterwork longbow, composite (+6 Str 
  bonus), 1d8+6 / x3); SA Blood Drain, Children of the 
  Night, Dominate, Create Spawn, Energy Drain, SQ 
  Undead traits, Alternate form, Fast Healing, Gaseous 
  Form, Spider Climb, Turn Resistance, Cold Resistance 
  10, Electricity Resistance 10, DR 10/silver and magic; 
  Combat Style (archery); Evasion; Favored Enemy 
  (Humanoid 
  (elf)); 
  Favored 
  Enemy 
  (Humanoid 
  (human); Improved Combat Style (archery);  Swift 
  Tracker; Wild Empathy; Woodland Stride; AL NE; SV 
  Fort +8, Ref +14, Will +8; Str 24, Dex 22, Con -, Int 12, 
  Wis 16, Cha 18.  
   
  Skills and Feats: Bluff +11*, Handle Animal +8, 
  Hide +26*, Listen +25*, Move Silently +26*, Ride +15, 
  Search +21*, Sense Motive +11*, Spot +25*, Survival 
  +15; Alertness, Combat Reflexes, Dodge, Great 
  Fortitude, Improved Initiative, Iron Will, Lightning 
  Reflexes, Manyshot, Mobility, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track.  (*Vampires receive +8 
  racial bonus on these skills) 
  Blood Drain (Ex): A vampire can suck blood 
  from a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it drains 
  blood, dealing 1d4 points of Constitution drain each 
  round the pin is maintained. On each such successful 
  attack, the vampire gains 5 temporary hit points. 
  Children of the Night (Su): Vampires 
  command the lesser creatures of the world and once 
  per day can call forth 1d6+1 rat swarms, 1d4+1 bat 
  swarms, or a pack of 3d6 wolves as a standard action. (If 
  the base creature is not terrestrial, this power might 
  summon other creatures of similar power.) These 
  creatures arrive in 2d6 rounds and serve the vampire 
  for up to one hour. 
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  it are not affected. Anyone the vampire targets must 
  succeed on a Will save (DC 18) or fall instantly under 
  the vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a range 
  of 30 feet. 
  Create 
  Spawn 
  (Su):
  A humanoid or 
  monstrous humanoid slain by a vampire’s energy drain 
  rises as a vampire spawn 1d4 days after burial.  If the 
  vampire instead drains the victim’s Constitution to 0 or 
  lower, the victim returns as a spawn if it had 4 or less 
  HD and as a vampire if it had 5 or more HD. In either 
  case, the new vampire or spawn is under the command 
  of the vampire that created it and remains enslaved 
  until its master’s destruction. At any given time a 
  vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in 
  this fashion. A vampire may voluntarily free an 
  enslaved spawn in order to enslave a new spawn, but 
  once freed, a vampire or vampire spawn cannot be 
  enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. 
  Alternate Form (Su): A vampire can assume 
  the shape of a bat, dire bat, wolf, or dire wolf as a 
  standard action. This ability is similar to a polymorph 
  spell cast by a 12th-level character, except that the 
  vampire does not regain hit points for changing form 
  and must choose from among the forms mentioned 
  here. While in its alternate form, the vampire loses its 
  natural slam attack and dominate ability, but it gains 
  the natural weapons and extraordinary special attacks 
  of its new form.  
  Damage Reduction (Su): A vampire has 
  damage reduction 10/silver and magic. A vampire’s 
  natural weapons are treated as magic weapons for the 
  purpose of overcoming damage reduction. 
  Fast Healing (Ex): A vampire heals 5 points 
  of damage each round so long as it has at least 1 hit 
  point. If reduced to 0 hit points in combat, it 
  automatically assumes gaseous form and attempts to 
  escape. It must reach its coffin home within 2 hours or 
  be utterly destroyed. Any additional damage dealt to a 
  vampire forced into gaseous form has no effect. Once 
  at rest in its coffin, a vampire is helpless. It regains 1 hit 
  point after 1 hour, then is no longer helpless and 
  resumes healing at the rate of 5 hit points per round. 
  Shadow of the Sun 
   
  Page 15 
  
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
  Spider Climb (Ex): A vampire can climb 
  sheer surfaces as though with a spider climb spell. 
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Possessions: masterwork longbow, composite (+6 
  Str bonus), +1 chain shirt, gloves of Dexterity +4.  
   
   
  Spells Prepared (2/1; base DC = 13 + spell 
  level): 1st—[Longstrider, Pass without Trace] 2nd—
  [Summon Nature’s Ally II]. 
   
  Encounter 4 
   
  APL 12 
  Gregor Thornwald: male human vampire Ftr10; CR 
  12; Medium undead (Augmented Humanoid]; HD 
  10d12; hp 90; Init +7; Spd 20 ft.; AC 28 (touch 15, flat-
  footed 25) [+6 natural, +3 dex, +7 armor, +2 deflection]; 
  BA/G +10/+17; Atk +17 melee (slam 1d6+8+energy 
  drain) or +20 (+1 spiked chain, 2d4+13/19-20 x2); Full 
  Att +17 melee (slam 1d6+8+energy drain) or +20/+15  
  (+1 spiked chain, 2d4+13/ x2); SA Blood Drain, 
  Children of the Night, Dominate, Create Spawn, 
  Energy Drain, SQ Undead traits, Alternate form, Fast 
  Healing, 
  Gaseous 
  Form, 
  Spider 
  Climb, 
  Turn 
  Resistance, Cold Resistance 10, Electricity Resistance 
  10, DR 10/silver and magic; AL NE; SV Fort +9, Ref +8, 
  Will +7; Str 24, Dex 16, Con -, Int 12, Wis 14, Cha 16.  
   
  Skills and Feats: Bluff +9*, Handle Animal +6, 
  Hide +11*, Intimidate +14, Jump +14, Listen +12*, 
  Move Silently +11*, Ride +15, Search +9*, Sense 
  Motive +10*, Spot +12*; Alertness, Combat Reflexes, 
  Dodge, Exotic Weapon Proficiency: Spiked Chain, 
  Great Fortitude, Greater Weapon Focus: Spiked Chain, 
  Improved Bull Rush, Improved Critical: Spiked Chain, 
  Improved Initiative, Improved Sunder, Iron Will, 
  Lightning Reflexes, Mobility, Power Attack, Weapon 
  Focus: Spiked Chain, Weapon Specialization: Spiked 
  Chain.  (*Vampires receive +8 racial bonus on these 
  skills) 
  Blood Drain (Ex): A vampire can suck blood 
  from a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it drains 
  blood, dealing 1d4 points of Constitution drain each 
  round the pin is maintained. On each such successful 
  attack, the vampire gains 5 temporary hit points. 
  Children of the Night (Su): Vampires 
  command the lesser creatures of the world and once 
  per day can call forth 1d6+1 rat swarms, 1d4+1 bat 
  swarms, or a pack of 3d6 wolves as a standard action. (If 
  the base creature is not terrestrial, this power might 
  summon other creatures of similar power.) These 
  creatures arrive in 2d6 rounds and serve the vampire 
  for up to one hour. 
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  it are not affected. Anyone the vampire targets must 
  succeed on a Will save (DC 18) or fall instantly under 
  the vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a range 
  of 30 feet. 
  Create 
  Spawn 
  (Su):
  A humanoid or 
  monstrous humanoid slain by a vampire’s energy drain 
  rises as a vampire spawn 1d4 days after burial.  If the 
  vampire instead drains the victim’s Constitution to 0 or 
  lower, the victim returns as a spawn if it had 4 or less 
  HD and as a vampire if it had 5 or more HD. In either 
  case, the new vampire or spawn is under the command 
  of the vampire that created it and remains enslaved 
  until its master’s destruction. At any given time a 
  vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in 
  this fashion. A vampire may voluntarily free an 
  enslaved spawn in order to enslave a new spawn, but 
  once freed, a vampire or vampire spawn cannot be 
  enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. 
  Alternate Form (Su): A vampire can assume 
  the shape of a bat, dire bat, wolf, or dire wolf as a 
  standard action. This ability is similar to a polymorph 
  spell cast by a 12th-level character, except that the 
  vampire does not regain hit points for changing form 
  and must choose from among the forms mentioned 
  here. While in its alternate form, the vampire loses its 
  natural slam attack and dominate ability, but it gains 
  the natural weapons and extraordinary special attacks 
  of its new form.  
  Damage Reduction (Su): A vampire has 
  damage reduction 10/silver and magic. A vampire’s 
  natural weapons are treated as magic weapons for the 
  purpose of overcoming damage reduction. 
  Shadow of the Sun 
   
  Page 16 
   
  
  Fast Healing (Ex): A vampire heals 5 points 
  of damage each round so long as it has at least 1 hit 
  point. If reduced to 0 hit points in combat, it 
  automatically assumes gaseous form and attempts to 
  escape. It must reach its coffin home within 2 hours or 
  be utterly destroyed. Any additional damage dealt to a 
  vampire forced into gaseous form has no effect. Once 
  at rest in its coffin, a vampire is helpless. It regains 1 hit 
  point after 1 hour, then is no longer helpless and 
  resumes healing at the rate of 5 hit points per round. 
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
  Spider Climb (Ex): A vampire can climb 
  sheer surfaces as though with a spider climb spell. 
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
   
  Possessions: +1 spiked chain, +2 breastplate, ring 
  of protection +2, potion: haste. 
   
   
   
  Encounter 5 
   
  All APLs 
  Thrommel: male human vampire Pal3/Blk10/Ftr2; CR 
  17; Medium undead (Augmented Humanoid]; HD 
  15d12+15; hp 150; Init +7; Spd 40 ft.; AC 29 (touch 12, 
  flat-footed 26) [+6 natural, +1 dex, +9 armor, +2 shield, 
  +1 ring]; BA/G +15/+22; Atk +22 melee (slam 
  1d6+7+energy drain) or +23 melee (+1 unholy battleaxe 
  1d8+8 [+2d6 if good] / x3); Full Att  +23/+18 (+1 unholy 
  battleaxe, 1d8+7 [+2d6 if good] / x3) and +12 melee 
  (slam 1d6+7+energy drain); SA Blood Drain, Children 
  of the Night, Dominate, Create Spawn, Energy Drain, 
  Smite Good 6/day, Sneak Attack +3d6, Detect good, 
  Command undead, Aura of Despair, Lay on Hands (self 
  or fiendish servant); SQ Undead traits, Aura of Evil, 
  Dark Blessing, Aura of Despair, Poison Use, Fiendish 
  servant, Alternate form, Fast Healing, Gaseous Form, 
  Spider Climb, Turn Resistance, Cold Resistance 10, 
  Electricity Resistance 10, DR 10/silver and magic; AL 
  CE; SV Fort +18, Ref +14, Will +12; Str 24, Dex 16, Con 
  -, Int 13, Wis 17, Cha 20.  
   
  Skills and Feats: Bluff +13*, Concentration +16, 
  Diplomacy +17, Hide +16*, Jump +14(19), Knowledge 
  – History +3, Knowledge – Nobility and Royalty +3, 
  Knowledge – Religion +3, Listen +13*, Move Silently 
  +11*, Ride +16, Search +9*, Sense Motive +13*, Spot 
  +13*; Alertness, Blind Fight, Cleave, Combat Reflexes, 
  Dodge, Extra Smiting, Improved Initiative, Improved 
  Sunder, Improved Toughness, Lightning Reflexes, 
  Mobility, Mounted Combat, Negotiator, Power Attack, 
  Silent Spell.  (*Vampires receive +8 racial bonus on 
  these skills) 
  Blood Drain (Ex): A vampire can suck blood 
  from a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it drains 
  blood, dealing 1d4 points of Constitution drain each 
  round the pin is maintained. On each such successful 
  attack, the vampire gains 5 temporary hit points. 
  Children of the Night (Su): Vampires 
  command the lesser creatures of the world and once 
  per day can call forth 1d6+1 rat swarms, 1d4+1 bat 
  swarms, or a pack of 3d6 wolves as a standard action. (If 
  the base creature is not terrestrial, this power might 
  summon other creatures of similar power.) These 
  creatures arrive in 2d6 rounds and serve the vampire 
  for up to one hour. 
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  it are not affected. Anyone Thrommel targets must 
  succeed on a Will save (DC 22) or fall instantly under 
  the vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a range 
  of 30 feet. 
  Create 
  Spawn 
  (Su):
  A humanoid or 
  monstrous humanoid slain by a vampire’s energy drain 
  rises as a vampire spawn 1d4 days after burial.  If the 
  vampire instead drains the victim’s Constitution to 0 or 
  lower, the victim returns as a spawn if it had 4 or less 
  HD and as a vampire if it had 5 or more HD. In either 
  case, the new vampire or spawn is under the command 
  of the vampire that created it and remains enslaved 
  until its master’s destruction. At any given time a 
  vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in 
  this fashion. A vampire may voluntarily free an 
  enslaved spawn in order to enslave a new spawn, but 
  once freed, a vampire or vampire spawn cannot be 
  enslaved again. 
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. 
  Alternate Form (Su): A vampire can assume 
  the shape of a bat, dire bat, wolf, or dire wolf as a 
  Shadow of the Sun 
   
  Page 17 
   
  
  standard action. This ability is similar to a polymorph 
  spell cast by a 12th-level character, except that the 
  vampire does not regain hit points for changing form 
  and must choose from among the forms mentioned 
  here. While in its alternate form, the vampire loses its 
  natural slam attack and dominate ability, but it gains 
  the natural weapons and extraordinary special attacks 
  of its new form.  
  Damage Reduction (Su): A vampire has 
  damage reduction 10/silver and magic. A vampire’s 
  natural weapons are treated as magic weapons for the 
  purpose of overcoming damage reduction. 
  Fast Healing (Ex): A vampire heals 5 points 
  of damage each round so long as it has at least 1 hit 
  point. If reduced to 0 hit points in combat, it 
  automatically assumes gaseous form and attempts to 
  escape. It must reach its coffin home within 2 hours or 
  be utterly destroyed. Any additional damage dealt to a 
  vampire forced into gaseous form has no effect. Once 
  at rest in its coffin, a vampire is helpless. It regains 1 hit 
  point after 1 hour, then is no longer helpless and 
  resumes healing at the rate of 5 hit points per round. 
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
  Spider Climb (Ex): A vampire can climb 
  sheer surfaces as though with a spider climb spell. 
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
  Smite Good (Su): A blackguard of tenth level 
  may attempt to smite good with one normal melee 
  attack.  He adds his Charisma modifier (if positive) to 
  his attack roll and deals one extra point of damage per 
  class level.   
  Command Undead (Su): When a blackguard 
  reaches third level, he gains the supernatural ability to 
  command or rebuke undead as a cleric two levels 
  lower.  
  Aura of Despair (Su): Beginning at third 
  level, the blackguard radiates a malign aura that 
  causes enemies within ten feet of him to take a –2 
  penalty to all saving throws.   
  Aura of Evil (Ex): The power of a 
  blackguard’s aura of evil is equal to his class level plus 
  any cleric levels.   
  Dark Blessing (Su): A blackguard applies his 
  Charisma modifier (if positive) to all his saving throws.  
   
  Possessions: +1 unholy battleaxe, +1 full plate mail, 
  heavy steel shield, boots of striding and springing, ring 
  of counterspells (Flame Strike), ring of protection +1, 
  holy symbol, amulet and signet ring (identify him as 
  Thrommel with a Knowledge – Nobility and Royalty 
  check DC 15).  
   
  Physical Description: (if significant) [Details about 
  appearance] 
   
  Spells Prepared (3/3/3/1; base DC = 13 + spell 
  level): 1st—[Cause Fear, Corrupt Weapon, Inflict Light 
  Wounds;] 2nd—[Bulls Strength, Shatter (2)], 3rd –- 
  [Inflict Serious Wounds, Protection from Elements, 
  Summon Monster III] 4 – [Freedom of Movement]. 
   
  Jalana (Thrommel’s Fiendish servant): Fiendish 
  heavy 
  warhorse; 
  CR 
  2; 
  Large 
  Magical 
  Beast 
  (Augmented Animal); HD 8d8+24; hp 60; Init +1; Spd 
  50 ft.; AC 17 (touch 10, flat-footed 16) [-1 size, +1 dex, 
  +7 natural]; BA/G +3/12; Atk +7 melee (hoof 1d6+5) or 
  +2 melee (bite 1d4+2); Full Att +6 melee (2 hooves 
  1d6+5) and +1 melee (bite 1d4+2); Face/Reach 10 ft./5 
  ft.; SA Smite Good 1/day; SQ Low light vision, scent, 
  darkvision 60 ft., Cold Resistance 10, Fire Resistance 
  10, DR 5/magic, Empathic link, Improved evasion, 
  Share saving throws, Share spells, Speak with 
  blackguard; SR 13; AL NE; SV Fort +21, Ref +12, Will 
  +12; Str 20, Dex 13, Con 17, Int 7, Wis 13, Cha 6.  
   
  Skills and Feats: Listen +7, Spot +6; Diehard, 
  Endurance, Iron Will, Run.   
   
  Encounter 6 
   
  APL 10 and 12 
  Medford Langhorn: male human vampire Clr 10; CR 
  12; Medium undead (Augmented Humanoid]; HD 
  10d12; hp 90; Init +8; Spd 30 ft.; AC 26 (touch 15, flat-
  footed 22) [+6 natural, +4 dex, +5 armor, +1 deflection]; 
  BA/G +7/+12; Atk +12 melee (slam 1d6+6+energy 
  drain) or +14  (+1 mace, heavy 1d8+6 / x2); Full Att +12 
  melee (slam 1d6+6+energy drain) or +14/+9  (+1 mace, 
  heavy, 1d8+6 / x2); SA Blood Drain, Children of the 
  Night, Dominate, Create Spawn, Energy Drain, SQ 
  Undead traits, Alternate form, Fast Healing, Gaseous 
  Form, Spider Climb, Turn Resistance, Cold Resistance 
  10, Electricity Resistance 10, DR 10/silver and magic; 
  AL CE; SV Fort +11 Ref +11, Will +14; Str 20, Dex 18, 
  Con -, Int 12, Wis 20, Cha 16.  
   
  Skills and Feats: Bluff +11*, Hide +12*, Knowledge 
  – Arcana +14, Knowledge – Religion +14, Listen +15*, 
  Move Silently +12*, Search +9*, Sense Motive +13*, 
  Spellcraft +16, Spot +15*; Alertness, Combat Reflexes, 
  Dodge, 
  Great 
  Fortitude, 
  Greater 
  Spell 
  Focus: 
  Necromancy, Improved Initiative, Lightning Reflexes, 
  Mobility, Spell Focus: Necromancy, Weapon Focus: 
  Heavy Mace.  (*Vampires receive +8 racial bonus on 
  these skills) 
  Shadow of the Sun 
   
  Page 18 
   
  
  Blood Drain (Ex): A vampire can suck blood 
  from a living victim with its fangs by making a 
  successful grapple check. If it pins the foe, it drains 
  blood, dealing 1d4 points of Constitution drain each 
  round the pin is maintained. On each such successful 
  attack, the vampire gains 5 temporary hit points. 
  Children of the Night (Su): Vampires 
  command the lesser creatures of the world and once 
  per day can call forth 1d6+1 rat swarms, 1d4+1 bat 
  swarms, or a pack of 3d6 wolves as a standard action. (If 
  the base creature is not terrestrial, this power might 
  summon other creatures of similar power.) These 
  creatures arrive in 2d6 rounds and serve the vampire 
  for up to one hour. 
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes. 
  This is similar to a gaze attack, except that the vampire 
  must use a standard action, and those merely looking at 
  it are not affected. Anyone the vampire targets must 
  succeed on a Will save (DC 20) or fall instantly under 
  the vampire’s influence as though by a dominate 
  person spell (caster level 12th). The ability has a range 
  of 30 feet. 
  Create 
  Spawn 
  (Su):
  A humanoid or 
  monstrous humanoid slain by a vampire’s energy drain 
  rises as a vampire spawn 1d4 days after burial.  If the 
  vampire instead drains the victim’s Constitution to 0 or 
  lower, the victim returns as a spawn if it had 4 or less 
  HD and as a vampire if it had 5 or more HD. In either 
  case, the new vampire or spawn is under the command 
  of the vampire that created it and remains enslaved 
  until its master’s destruction. At any given time a 
  vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in 
  this fashion. A vampire may voluntarily free an 
  enslaved spawn in order to enslave a new spawn, but 
  once freed, a vampire or vampire spawn cannot be 
  enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points. A vampire can use its energy 
  drain ability once per round. 
  Alternate Form (Su): A vampire can assume 
  the shape of a bat, dire bat, wolf, or dire wolf as a 
  standard action. This ability is similar to a polymorph 
  spell cast by a 12th-level character, except that the 
  vampire does not regain hit points for changing form 
  and must choose from among the forms mentioned 
  here. While in its alternate form, the vampire loses its 
  natural slam attack and dominate ability, but it gains 
  the natural weapons and extraordinary special attacks 
  of its new form.  
  Damage Reduction (Su): A vampire has 
  damage reduction 10/silver and magic. A vampire’s 
  natural weapons are treated as magic weapons for the 
  purpose of overcoming damage reduction. 
  Fast Healing (Ex): A vampire heals 5 points 
  of damage each round so long as it has at least 1 hit 
  point. If reduced to 0 hit points in combat, it 
  automatically assumes gaseous form and attempts to 
  escape. It must reach its coffin home within 2 hours or 
  be utterly destroyed. Any additional damage dealt to a 
  vampire forced into gaseous form has no effect. Once 
  at rest in its coffin, a vampire is helpless. It regains 1 hit 
  point after 1 hour, then is no longer helpless and 
  resumes healing at the rate of 5 hit points per round. 
  Gaseous Form (Su): As a standard action, a 
  vampire can assume gaseous form at will as the spell 
  (caster level 5th), but it can remain gaseous indefinitely 
  and has a fly speed of 20 feet with perfect 
  maneuverability. 
  Spider Climb (Ex): A vampire can climb 
  sheer surfaces as though with a spider climb spell. 
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance.  
   
  Possessions: +1 mace, heavy, +1 chain shirt, periapt 
  of wisdom +2, cloak of resistance +2, ring of protection 
  +1. 
   
   
  Spells 
  Prepared 
  (6/6+1/5+1/4+1/4+1/3+1; 
  base DC = 15 + spell level, necromancy spells base DC = 
  17 + spell level): 0—[Detect Magic x2, Inflict Minor 
  Wounds, Mending, Read Magic, Resistance] 1
  st –[Bane, 
  Cause Fear, Deathwatch, Doom, Obscuring Mist, 
  Protection from Good*, Shield of Faith] 2
  nd –[Aid, 
  Death Knell, Hold Person, Shatter*, Silence, Summon 
  Monster II] 3
  rd –[Blindness/Deafness, Contagion*, 
  Dispel Magic, Prayer, Summon Monster III] 4
  th –
  [Divine Power, Freedom of Movement, Poison, 
  Summon Monster IV, Unholy Blight*] 5
  th –[Dispel 
  Good, Inflict Light Wounds, Mass*, Slay Living, 
  Symbol of Pain].  
   
  *Domain Spell.  Domains: [Evil (evil spells are cast 
  at +1 level); Destruction (use the smite power once per 
  day)]. 
  Shadow of the Sun 
   
  Page 19 
   
  
  Appendix B: New Rules Items 
   
  Feats 
   
  Improved Toughness [General] 
  You are significantly tougher than normal.  
   
  Prerequisites: Base Fort save bonus +2.  
  Benefit: You gain a number of hit points equal to 
  your current hit dice.  Each time you gain a HD (such 
  as by gaining a level), you gain one additional hit point. 
   If you lose a HD (such as by losing a level), you lose 
  one hit point permanently.   
   
  Reference: Complete Warrior, page 101.  
   
  Extra Smiting [General] 
  You can make more smite attacks.  
   
  Prerequisites: Smite ability, Base attack bonus +4.  
  Benefit: When you take this feat, you gain two 
  extra attempts to smite per day.  Use whatever smite 
  ability you have.    
   
  Reference: Complete Warrior, page 98.  
   
  Magic Items 
   
   
  Vest of Resistance:  These garments offer magic 
  protection in the form of a +1 to +5 resistance modifier 
  to all saving throws (Fortitude, Reflex, Will). 
   
  Caster Level:  5
  th; Prerequisites:  Craft Wondrous 
  Item, resistance, caster level must be three times that 
  of the cloak’s bonus; Market Price:  1000 gp (+1), 4000 
  gp (+2), 9000 gp (+3), 16000 gp (+4), or 25000 gp (+5); 
  Weight:  1 lb. 
   
  Reference:  Tome and Blood, page 79. 
   
  Shadow of the Sun 
   
  Page 20 
   
  
  Appendix C: Maps 
   
  Cave Rest Area 
   
   
  Each square is 5ft x 5ft and the cave is roughly 30ft high in the center, which slopes down to the walls which are 
  roughly 5ft high.  
   
   
  Shadow of the Sun 
   
  Page 21 
   
  
  Abandoned Stone Building 
   
   
   
  Each square is 5ft x 5ft, and the building is 20ft high. 
   
  Shadow of the Sun 
   
  Page 22 
   
  
  Player Handout #1      
   
   
   
  My loyal subjects and 
  adventurers, our fair city is 
  being plagued by vampires.  We 
  need your help in locating the 
  lair of these foul beasts.  I 
  am not asking as your King, 
  but as a concerned 
  Citizen of our fair city of 
  Chendl. 
   
  King Belvor IV 
  Shadow of the Sun 
   
  Page 23 
   
  
  Player Handout #2 
   
   
  Shadow of the Sun 
   
  Page 24 
   
  
  Player Handout #3 
   
   
   
   
  Shadow of the Sun 
   
  Page 25 
   
  
  Player Handout #4A 
  As the Black Knight looks you in the eyes, you feel a tug at your mind for a moment then the feeling passes.  You had a 
  dark a foreboding experience for a moment and now it is gone.  
   
   
   
   
   
  Player Handout #4A 
  As the Black Knight looks you in the eyes, you feel a tug at your mind for a moment then the feeling passes.  You had a 
  dark a foreboding experience for a moment and now it is gone.  
   
   
   
   
   
  Player Handout #4A 
  As the Black Knight looks you in the eyes, you feel a tug at your mind for a moment then the feeling passes.  You had a 
  dark a foreboding experience for a moment and now it is gone.  
   
   
   
   
   
  Player Handout #4A 
  As the Black Knight looks you in the eyes, you feel a tug at your mind for a moment then the feeling passes.  You had a 
  dark a foreboding experience for a moment and now it is gone.  
   
   
   
   
   
  Player Handout #4A 
  As the Black Knight looks you in the eyes, you feel a tug at your mind for a moment then the feeling passes.  You had a 
  dark a foreboding experience for a moment and now it is gone.  
   
   
   
   
   
  Player Handout #4B 
  Everyone received a handout but you are the only one who has been dominated by a vampire.  Let every one else discuss 
  what their handout said.  Wait until someone asks you what you got, then just say “I got the same feeling”, or something 
  like that.  Act pretty much normal, but if the party gets into a fight with undead you will try a stop it.  You will not 
  attack the party but say things like, “what are you doing, these are our friends”.  Things of this nature have fun with it.  
  Here is what every one else received: “As the Black Knight looks you in the eyes, you feel a tug at your mind for a 
  moment then the feeling passes.  You had a dark a foreboding experience for a moment and now it is gone. “ 
   
   
  Shadow of the Sun 
   
  Page 26 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/594/Normal Scenarios/FUR4-06 - Shadow of the Sun (APL 2-12)/FUR4-06 - Shadow of the Sun.pdf