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.  
   
  URD5-07 
   
   
   
   
   
   
  Tears of the Sun 
   
  A one-Round D&D Living Greyhawk®  
  Duchy of Urnst Regional Adventure 
  Version 1.5 
  by Denise Mauldin 
  edited by Jon Thompson, Mike Haakstad, and Craig Hier 
  Playtesters: David Thompson, Hollis Lau, Barbara Cowman, Albert Nakano,  
  Daniel Moser and Scott Hawley 
   
   
  A mission of mercy leads to a hotbed of trouble in an unexpected place. When laughter is the best medicine, will you 
  give in and learn about the darkness hiding in the Sun's heart?  Intrigue, danger, and destiny await.  An adventure for 
  APLs 2-12. 
  
  URD5-07 Tears of the Sun 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping 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. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  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 judge) 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 judge 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 bold 
  italics. 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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  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, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above 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.  
  Nevertheless, if a character has the Mounted 
  
  URD5-07 Tears of the Sun 
   
  Page 2 
  # 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 
  Combat feat, he may bring a single warhorse, light or 
  heavy, with him in the adventure and it will not 
  count 
  toward 
  the 
  APL 
  calculation. 
  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. 
  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 and gold a 
  PC may 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 will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  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. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  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 move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep
   
   
   
   
  This is a standard one-round 
  Regional adventure, set in the 
  Duchy of Urnst.  Characters 
  native to the Duchy of Urnst pay 
  one Time Unit per round, all 
  others pay two Time Units per 
  round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy 
  new spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  The Duchy of Urnst was once a very religious nation 
  since the Suloise people have always worshipped the Suel 
  Pantheon with Lendor at its head.  However, during the 
  reign of Justinian Lorinar, the religious landscape of the 
  Duchy changed drastically.  Justinian was a Skeptic, who 
  believed that the gods are simply mortals who have 
  gained a great deal of power.  As such, he did not believe 
  that the churches should be exempt from many of the 
  taxes that the nobility paid.  Thus, in CY 571 the churches 
  were subjected to a tax increase to bring their taxes equal 
  to other nobility – an increase of over 300%.  Rather than 
  pay these taxes, many of the churches closed their 
  parishes and emigrated to other lands.  Most of those that 
  remained went underground and served the laity in 
  hiding from secret shrines and temples.  However, a few 
  
  URD5-07 Tears of the Sun 
   
  Page 3 
  were outraged and began planning a rebellion.  In an 
  event called the Temple Coalition Revolt, the churches 
  rose up to protest the taxes and great rioting took place in 
  the streets of Leukish.  Justinian called out the Ducal 
  Guard and put down the rebellion, but in the process the 
  temple of the mercantile Oeridian god Zilchus was razed 
  and still has not been reconstructed.  In the aftermath of 
  the revolt, noble houses that supported the churches lost 
  their seats in the Honorable Chamber, leaving no one to 
  speak in the churches interest. 
   
  Although Justinian did not rule for long and the 
  additional taxes were reduced, the recovery from the 
  Temple Coalition Revolt has been a long time coming.   
  During the last 24 years, the traditional Suloise churches 
  have kept a low profile within the Duchy of Urnst.  This 
  has given astonishing freedom to those churches not of 
  the Suel Pantheon.  A large church of Saint Cuthbert 
  stands in Goldplains, as well as a large church of Pelor in 
  the town of Pontyrel.  In particular, the temple of Pelor 
  has gained influence in the last few years through a 
  religious crusade to find the Jade Chapel.  The questors 
  successfully located the Chapel and freed it from the 
  influence of evil that surrounded it.  Through the 
  knowledge of the last inhabitant of the chapel, the 
  Pelorites were able to recover some lost relics of the 
  church.  As these non-Suel churches have gained 
  followers, a current of unrest has begun among the 
  nobility and the faithful followers of the Suloise 
  pantheon.  They dream of the long ago time when the 
  laws were purer, but none speak as openly as the 
  members of House Kruske, who lost their seats during 
  the Revolt. 
   
  In CY594, with the approval of the Honorable 
  Chamber, Duke Karll appointed several nobles to fill 
  vacant 
  seats 
  within 
  the 
  Honorable 
  Chamber.  
  Remarkably among these appointees, three of the four 
  were clergy for various churches of the Suel Pantheon.  
  However, none of them were members of the Kruske 
  family, which made this family even more disgruntled.  
  Though the unrest within this family continues to 
  increase, the rest of the faithful worshippers were slightly 
  appeased.  While the churches have yet to regain any 
  significant status within the Honorable Chamber, these 
  appointments show that the churches are once again 
  rising in influence. 
   
    Also in CY594 an ancient temple to WeeJas with a 
  strange magical shield was discovered in the western 
  Abbor-Alz Hills (URD4-02 Breakfast of Champions).  A 
  party of adventurers was hired by Uthor Meissel, a cleric 
  of the temple of Pelor in Pontyrel, to explore the area.  
  Since House Meissel and House Szabo have been in 
  conflict for the last couple of years, House Szabo also 
  dispatched their own set of adventurers to the site.  The 
  adventurers came in conflict, and the result was that the 
  tale of the site spread far and wide.  A cleric of Syrul, 
  Sarnin, took advantage of the conflict between the 
  adventurers to examine the site for himself and although 
  he fought the adventurers, he escaped knowing that the 
  adventurers had been hired by Uthor Meissel.  There has 
  been much excitement about that discovery of this 
  ancient site, with adventurers questioned near and far 
  whether they knew any information.   
  Adventure Summary 
  This adventure begins a year and several months past the 
  events in URD4-02 Breakfast of Champions.  During that 
  time Sarnin has slowly worked himself into a position of 
  power in the Temple of Pelor in Pontyrel.  He intends to 
  ruin the temple of Pelor as revenge for Uthor’s 
  interference in his plans.  In addition, he plans to corrupt 
  the relics of Pelor retrieved by the temple.   As part of his 
  plan, he has been slowly replacing the legitimate priests 
  of Pelor with his own counterfeit followers over the last 
  year, sending the originals out to rural parishes and 
  having them ambushed and replaced before their return. 
   
  Unbeknownst to Sarnin, the Tears of the Laughing 
  Rogues band of the Rogues of Seltaren are also interested 
  in the Temple of Pelor.  They’d really like to get their 
  hands on the relics.  They’ve laid an elaborate plan to 
  infiltrate the temple and steal the relics from the temple 
  vault.   
   
  Unfortunately for the Rogues, the night they are 
  going to execute their plan there is a party of PCs in the 
  temple who have recently arrived on a mission of mercy 
  bringing orphans to the orphanage at the temple. 
  Encounter 1 
   
  The PCs arrive at Pontyrel with a group of orphans 
  they’ve been escorting to the orphanage at the Temple of 
  Pelor.  They may or may not figure out something fishy is 
  up by talking to the priests of Pelor.  At any rate, they’re 
  given a meal and a bed.   
  Encounter 2 
   
  The PCs have a chance to see or hear the Tears of the 
  Laughing Rogues sneak into the temple.  If they do, they 
  have the option of joining them, in which case proceed to 
  Encounter 3.  If they do not see them, skip to Encounter 
  6. 
  Encounter 3 
   
  The PCs and the Rogues will attempt to sneak past 
  the Temple of Pelor guards into the vault.  If they do not 
  successfully sneak past, they will have to battle the 
  guards. 
  Encounter 4 
   
  The PCs and the Rogues reach the vault and must 
  get into the vault through some nasty traps – if no one in 
  the PC group can do it, the Tears can do it, but the PCs 
  will not receive experience for it.  They must complete 
  additional encounters to receive full experience. 
  Encounter 5 
  
  URD5-07 Tears of the Sun 
   
  Page 4 
   
  The PCs and the Tears enter the vault.  While 
  searching around for the area with the relics, they 
  discover the secret entrance to the false Syrulite temple 
  under the vault.  Figuring the relics are kept down there, 
  they head down.  Unfortunately they encounter some 
  bound devils that serve as the temple’s guardians.  After 
  defeating the guardians they can recover the relics from 
  the midst of a corrupting ritual.  The PCs must bribe the 
  Tears to keep the relics; otherwise the Tears will attempt 
  to escape. 
  Encounter 6 
   
  The Tears set “fire” to the temple as they leave (using 
  smokesticks and pyrotechnics), hoping to expose the secret 
  Syrulite temple.  PCs that defeated the Tears in 
  Encounter 2 or did not see them now get a chance to 
  detect the disturbance caused by the “fire”.  People are 
  fleeing the temple or running towards the “fire”.  PCs 
  who have not done encounter 5 should be directed 
  towards the temple vault as the source of the “fire” and to 
  rescue the relics.  PCs who have done Encounters 3 
  through 5 should go to Encounter 7.   
  Encounter 7 
   
  While escaping the temple, the PCs are confronted 
  by the Pelorite priests who believe that the PCs have the 
  relics, whether they do or don’t in actuality.  The 
  Syrulites ambush them wherever they go.   
  Encounter 8 
   
  What happens in the aftermath?  Did the PCs get the 
  relics?  Did they save the temple?  Did they find out about 
  the Syrulites?  If discovered, did any Syrulites escape? 
  JUDGE NOTE:  No matter what, the Tears open the 
  passage to the Syrulite temple below the Vault.  The PCs 
  only have a chance of preventing the Tears from stealing 
  the relics if they accompany the Tears into the vault the 
  first time.   
  Preparation for Play 
  Determine if the characters have played URD4-02 
  Breakfast of Champions.   
   
  Determine if the characters belong to the Rogues of 
  Seltaren metaorg and whether or not they are members 
  of the Tears of the Laughing Rogue band.  Determine if 
  the characters belong to the Church of Pelor metaorg and 
  what their rank in the metaorg is. 
   
  Determine if the characters are rogues, worshippers 
  of Olidammara, or a scout with ranks in search and 
  disable device.   
   
  It will also be useful to pre-roll some Listen and Spot 
  checks to determine if the PCs detect the Tears of the 
  Laughing Rogue band as they enter the Temple. 
  Introduction 
  The last months in the Abbor-Alz hills have been 
  hard ones. The destruction of several of the border 
  keeps left many families homeless, and left some 
  folk widowed or orphaned.  The defense of the land 
  is still strong, however, due to a repositioning of the 
  Ducal Guard before these events occurred.  That’s 
  how you find yourself in the office of one Master 
  Sergeant Rollis of the Ducal Guard – at a somewhat 
  desolate location near the middle of the Eastern 
  Abbor-Alz March. 
   
  “Well, we have a problem y’see.  We have a 
  bunch of orphans of those Ducal Guard members 
  that were killed in the line of duty recently. We’d 
  like to see that you get them someplace where they’ll 
  be taken care of.  We can offer ye a small stipend to 
  do so.” 
  The PCs are being hired to take care of some of the 
  orphans from a nearby keep that was destroyed recently.  
  The Master Sergeant will offer [25 x APL] gold dukes to 
  escort the children (50 gp at APL2, up to 300 gp at APL 
  12).  There are about a dozen of them (11 in all), subdued 
  children from ages 10 through 15 who are sad to have lost 
  their parents.  Anyone that is kind to them will receive a 
  somewhat pathetic affection from them.  The Master 
  Sergeant will offer the PCs a wagon to carry the children 
  in. 
   
  If the PCs are higher level, one of the orphans is a 
  member of noble house Grek and they want someone to 
  safeguard his travel as this would be an opportune time to 
  kidnap the child. 
   
  A DC 15 Knowledge Local (Nyrond Metaregion) 
  reveals that there are two main orphanages in the Duchy 
  of Urnst.  The Temple of Lydia in Leukish runs the first.  
  The Temple of Pelor in Pontyrel runs the second.  The 
  orphanage run by the Temple of Pelor is much closer to 
  the PCs than the Temple of Lydia.  If PCs decide to take 
  the orphans to the Temple of Lydia, they will be accepted 
  with open arms, but the caretaker of the orphanage will 
  ask the PCs to take a message about their current status to 
  the orphanage in Pontyrel. 
   
  The PCs arrive at Pontyrel just before dinnertime no 
  matter how long it’s taken them to get here. 
  The travel to Pontyrel has been uneventful, much as 
  you find that hard to believe.  The city of Pontyrel is 
  a small city, but one that is well cared for – beautiful 
  statuary and lush planters decorate the streets.  The 
  Temple of Pelor is a welcoming sight, 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. 
  When the PCs approach the building read the following: 
  
  URD5-07 Tears of the Sun 
   
  Page 5 
  The front door of the temple is open on this bright 
  spring day despite the chill – perhaps the warmth of 
  Pelor chases it away.  A young man stands to one 
  side of the doorway, waiting patiently.  At your 
  appearance, his face brightens.  “Greetings in the 
  Light!  Welcome to the Temple of Pelor.  I am 
  Brother Thaskin, how can I help you?” 
  If the PCs have the children in tow, he will smile brightly 
  at each in turn while waiting for the PCs response.  If 
  they mention finding a place for the children or 
  delivering a letter, read the following: 
  Brother Thaskin nods.  “Certainly, certainly.”  And 
  before you know it everything has been taken care of 
  and you’ve been seated for dinner at a table with 
  your comrades.  Brother Thaskin has assured you 
  that although they had to open the rooms in the east 
  wing, they’re sure to be comfortable. 
  Dinner is uneventful.  The PCs can find someone to talk 
  to if they’d like.  If they do, roll a d20.  If you roll an 18-
  20, the PCs are talking to one of the Syrulite priests in 
  disguise.  If they make a DC 30 Sense Motive check, they 
  can determine that the priest is hiding something.  If 
  they talk extensively about theology of the church with 
  the priest, they can make a DC 30 Knowledge (Religion) 
  check to determine that the priest has a somewhat 
  sketchy knowledge of some of the finer points of Pelorite 
  canon, but not anything to be truly suspicious. 
   
  After dinner the PCs are taken to their rooms.  There 
  are two beds per room; however, they can all sleep in one 
  room if they’d like to.  The Pelorites will attempt to make 
  the PCs comfortable by bringing in cots or sleeping bags 
  if they need them.  Check to see if the PCs are keeping 
  watches. 
  Encounter One: Stirring in the 
  Night 
  At 2:00 am, the Tears of the Laughing Rogue will begin 
  their entrance of the Temple using a trapdoor in the roof 
  of the eastern wing, which was supposed to be deserted.  
  The temple is sparsely lit with torches every 30-40 feet, 
  leaving quite a few shadows for the Tears to hide in.  
   
  Use the following table for the Tears’ Hide and 
  Move Silently checks and for Jax’s Bluff, Sense Motive or 
  Sleight of Hand skills.  Behrun is the most likely to be 
  detected, especially at higher APLs, but if Behrun is 
  detected Jax will attempt to run cover for him as he 
  thinks it’s likelier that he can talk his way out of a bad 
  situation. 
   
  Listen and Spot DCs 
  Jax’s Skill Modifiers 
  APL 
  Jax 
  Behrun 
  Rohn 
  Bluff 
  Sense 
  Motive 
  Sleight 
  of 
  Hand 
  2 
  18 
  18 
  18 
  6 
  5 
  6 
  4 
  19 
  19 
  20 
  7 
  6 
  9 
  6 
  21 
  21 
  23 
  9 
  8 
  11 
  8 
  23 
  23 
  25 
  11 
  10 
  13 
  10 
  26 
  25 
  27 
  13 
  11 
  15 
  12 
  28 
  27 
  29 
  13 
  11 
  16 
  If the PCs detect the Rogues and they do not have time to 
  escape, then begin combat as normal.  During combat 
  they will mostly try to escape or parlay rather than 
  damage the PCs unless a) one of the members is stuck 
  somehow (held, netted, etc) or b) one of the members is 
  killed immediately.  If the Rogues detect the PCs before 
  the PCs actually see them, they will attempt to hide and 
  sneak past if they think they can, otherwise they’ll try to 
  parlay with one of the ‘roguey’ types when watch 
  schedules are back to normal.  They will use the secret 
  code words between the Rogues of Seltaren to attempt to 
  make contact.  Anyone in the Rogues of Seltaren metaorg 
  should be able to understand and reply to these codes 
  using the cant. 
   
  The leader of the Tears of the Laughing Rogue is a 
  slender half-Suloise, half-elf male by the name of Jax.  
  He’s an illegitimate child of House Verle and has a red 
  oak leaf ring.  He’s a good leader and a fun loving guy 
  who becomes very serious when trouble happens.  He’s 
  good at heart and enjoys being a member of the Tears of 
  the Laughing Rogue band because of the camaraderie and 
  thrill of the job. 
  APL 2 (EL 5) 
  � Jax: hp 8.  See Appendix One. 
  � Behrun: hp 11.  See Appendix One. 
  � Rohn: hp 35.  See Appendix One. 
  APL 4 (EL 7) 
  � Jax: hp 14.  See Appendix One. 
  � Behrun: hp 18.  See Appendix One. 
  � Rohn: hp 50.  See Appendix One. 
  APL 6 (EL 9) 
  � Jax: hp 26.  See Appendix One. 
  � Behrun: hp 32.  See Appendix One. 
  � Rohn: hp 65.  See Appendix One. 
  APL 8 (EL 11) 
  � Jax: hp 44.  See Appendix One. 
  � Behrun: hp 46.  See Appendix One. 
  � Rohn: hp 81.  See Appendix One. 
  
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  APL 10 (EL 13) 
  � Jax: hp 58.  See Appendix One. 
  � Behrun: hp 60.  See Appendix One. 
  � Rohn: hp 97.  See Appendix One. 
  APL 12 (EL 15) 
  � Jax: hp 72.  See Appendix One. 
  � Behrun: hp 75.  See Appendix One. 
  � Rohn: hp 113.  See Appendix One. 
  Developments:   
  If the PCs agree to follow along with the Tears, continue 
  to Encounter Two.  This may result in the party splitting,  
   
  If the PCs defeat the Tears, continue to encounter 
  Six.  
   
  If the PCs do not see the Tears AND there is a rogue 
  in the party (or a worshipper of Olidammara, or a 
  member of the Rogues of Seltaren or a scout with ranks 
  in search and disable device), Jax will contact that PC and 
  ask if they’d like to go along on a little expedition.  If they 
  agree, continue to encounter Two.  If they disagree, they 
  can either fight the Tears or the Tears can escape, either 
  of which lead to Encounter Six. 
  Treasure:  
  APL 2: Loot – 40 gp, Coin – 0 gp, Magic –heward’s handy 
  haversack (167 gp each), headband of intellect (333 gp each), 
  goggles of minute seeing (104 each). 
  APL 4: Loot – 65 gp, Coin – 0 gp, Magic – +1 mithral 
  breastplate (433 gp each), heward’s handy haversack (167 gp 
  each), headband of intellect (333 gp each), goggles of minute 
  seeing (104 each). 
  APL 6: Loot – 6 gp, Coin – 0 gp, Magic – +1 mithral 
  breastplate (433 gp each), heward’s handy haversack (167 gp 
  each), +1 greatsword (195 gp each), +1 studded leather (2) (95 
  gp each), headband of intellect (333 gp each), goggles of 
  minute seeing (104 each). 
  APL 8: Loot – 56 gp, Coin – 0 gp, Magic – +1 mithral 
  breastplate (433 gp each), heward’s handy haversack (167 gp 
  each), +1 greatsword (195 gp each), +1 studded leather (2) (95 
  gp each), ring of protection +1 (166 gp each), +1 mithral 
  heavy shield with masterwork shield spikes (195 gp each), 
  headband of intellect (333 gp each), goggles of minute seeing 
  (104 each). 
  APL 10: Loot – 56 gp, Coin – 0 gp, Magic – +2 mithral 
  breastplate (683 gp each), heward’s handy haversack (167 gp 
  each), +1 greatsword (195 gp each), +1 studded leather (100 
  gp each), ring of protection +1 (2) (166 gp each),  +1 mithral 
  heavy shield with masterwork shield spikes (195 gp each), +1 
  silent, slick full plate (845 gp each), headband of intellect (333 
  gp each), goggles of minute seeing (104 each). 
  APL 12: Loot – 154 gp, Coin – 0 gp, Magic – +3 mithral 
  breastplate (1100 gp each), heward’s handy haversack (167 gp 
  each), +1 greatsword (195 gp each), +1 studded leather (100 
  gp each), ring of protection +2 (333 gp each), ring of protection 
  +1 (2) (166 gp each),  +1 mithral heavy shield with 
  masterwork shield spikes (195 gp each), +1 silent, slick full 
  plate (845 gp each), headband of intellect (333 gp each), 
  goggles of minute seeing (104 each). 
  Encounter Two: Halls of 
  Shadow 
  The wide brightly lit halls of the day are gone, 
  replaced by shadows that seem to shift with a life of 
  their own.  The Tears seem to have traveled this 
  route before as they flow effortlessly from one slight 
  piece of cover to another.  One of them turns to you 
  when you follow, whispering. 
   
  “This is the tricky part.  We have to get by the 
  guard station that goes down to the vault.  Do you 
  think you can make it?” 
  The Tears will take anyone’s yes as an answer because 
  they believe in the responsibility of the individual.  That 
  means if the PCs are lying, they’ll be left to deal with the 
  consequences. 
  “Alright. Once you get to the doors, you have to say 
  ‘Sun’s Mercy’ – that’s the password.   
   
  If anything happens, we’re going to continue on 
  so that we don’t make a bigger incident of it than we 
  have to.  Remember that these are Pelorites and we 
  really shouldn’t try to hurt them permanently. After 
  all, then they wouldn’t know of our trick.” With that 
  he winks and smiles at you. 
  The PCs can ask any questions they like about the layout 
  of the temple or what the plan is and the Tears will 
  cheerfully answer them.   Area 8 on the map has an alarm 
  spell cast with the silent option.  Sarnin has organized it 
  such that he is the one that’s in charge of this spell and he 
  will be the first to respond. 
   
  The Tears don’t care if the PCs use magic (such as 
  Invisibility) or if they sneak using Hide and Move 
  Silently.   
   
  When the PCs are ready to go, they must make three 
  successive Hide and Move Silently checks.  Give 
  circumstance modifiers to the PCs for wrapping their 
  armor in cloth (to muffle noise) or other innovative 
  solutions up to a bonus of +5.  In addition, if you feel like 
  their preparations would hinder their checks, you may 
  apply a penalty of up to -5.  You should allow PCs to make 
  DC 10 Intelligence checks to realize if it would help or 
  hinder their checks.  Alternatively, any PC who is a rogue 
  or a member of the Rogues of Seltaren will realize 
  whether it will help or hinder automatically. 
  
  URD5-07 Tears of the Sun 
   
  Page 7 
  Hide and Move Silent DCs 
  APL 2: 
  DC 17 
  APL 4: 
  DC 19 
  APL 6: 
  DC 21 
  APL 8: 
  DC 23 
  APL 10: 
  DC 25 
  APL 12: 
  DC 27 
  PCs that use silence or other similar spell must make three 
  DC 10 Move Silent checks to indicate that they did not 
  brush the guards with the silence.  
   
  If the guards detect the PCs, determine where PCs 
  are placed on the map.  PCs that fail the Move Silent 
  check may simply stand still in order for the guards to 
  pass by and go back to their normal activities.  PCs that 
  fail the Hide check must find some other piece of cover 
  to hide behind.  Remember that casting spells with verbal 
  components at this point will alert the guards that 
  someone is in the vicinity (much like failing a Move 
  Silently check).  If the guards are alerted more than three 
  times, they will comb the hallways until they find 
  someone to attack or 10 minutes have passed.  Use the 
  men at arms statistics from Encounter Six if the PCs wish 
  to use spells or other means to pacify the guards. 
   
  As the Tears pass the guard station, one of them will 
  cause a slight distraction to make the guard look away, 
  while another slips a poison into the guard’s drink in 
  order to make him fall unconscious in a few minutes. 
  Encounter Three: Into the 
  Darkness 
  The Tears are waiting for you at a set of steps that 
  leads down into a darkness that seems somehow 
  menacing.   
   
  They move through the darkness as if at home 
  in its depths and scan the floor as they move. 
  If the party is split at this point, the Tears will move 
  ahead and take care of the traps.  They will disarm the 
  traps, which will result in them remaining disarmed for 
  10 minutes.  During this time the Tears and the PCs will 
  reach the urn room and find the secret temple entrance.  
  At this point, any PCs accompanying the Tears will be 
  advised to return to get their friends. Once the PCs 
  returns with the entire party, the traps will be re-armed.   
   
  There are 2 traps located on the stairs or inside the 
  vault.  In addition, there are 3 fake traps that do nothing, 
  but have nystul’s magic aura on them to give the illusion 
  that evocation traps are present.  The 2 real traps are 
  marked on the map with X’s whereas the fake traps are 
  marked on the map with O’s.  There is an additional trap 
  on the door into Room E that is detailed below. 
   
  The vault itself has dimensional anchor tied to a know 
  alignment and a locate object.  This allows a slight 
  modification that anyone who is wearing a holy symbol 
  of Pelor and is good or neutral is unaffected, as are the 
  bearers of certain ritually attuned items.  Thus PCs that 
  wear holy symbols of Pelor and are good or neutral will 
  be able to teleport or dimension door out, but they would 
  not be able to carry anyone else who does not fulfill the 
  same criteria. 
  APL 2 
  � Inflict Light Wounds Trap: CR 2; magic device; 
  touch trigger; automatic reset; spell effect (inflict light 
  wounds, 1st-level cleric, 1d8+1, DC 12 Will save half 
  damage); Search DC 26; Disable Device DC 26. 
  � Burning Hands trap: CR 2; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (burning hands, 1st-level wizard, 1d4 fire, DC 11 Reflex 
  save half damage); Search DC 26; Disable Device DC 
  26. Cone starts at the door and hits the square directly 
  in front and one to either side. 
  APL 4 
  � Inflict Serious Wounds Trap: CR 4; magic device; 
  touch trigger; automatic reset; spell effect (inflict serious 
  wounds, 5th-level cleric, +3 melee touch attack, 3d8+5, 
  DC 14 Will save half damage); Search DC 28; Disable 
  Device DC 28.  
  � Lightning Bolt trap: CR 4; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (lightning bolt, 5th-level wizard, 5d6 electricity, DC 14 
  Reflex save half damage); Search DC 28; Disable Device 
  DC 28.   
  APL 6 
  � Inflict Light Wounds Mass Trap: CR 6; magic 
  device; touch trigger; automatic reset; spell effect 
  (inflict light wounds mass, 9th-level cleric, 1d8+9, DC 17 
  Will save half damage); Search DC 31; Disable Device 
  DC 31. This trap has had Nystul’s Magic Aura cast upon 
  it, which makes it undetectable by any spell that sees 
  magical auras.  This raises the Search and Disable 
  Device DCs by 1 and accounts for a CR increase.  This 
  trap is centered on the door apex and affects up to nine 
  creatures that are no more than 30 feet apart. 
  � Lightning Bolt trap: CR 6; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (lightning bolt, 8th-level wizard, 8d6 electricity, DC 14 
  Reflex save half damage); Search DC 29; Disable Device 
  DC 29. This trap has had Nystul’s Magic Aura cast upon 
  it, which makes it undetectable by any spell that sees 
  magical auras.  This raises the Search and Disable 
  Device DCs by 1 and accounts for a CR increase. 
  APL 8 
  � Inflict Moderate Wounds Mass Trap: CR 8; 
  magic device; touch trigger; automatic reset; spell 
  
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  effect (inflict moderate wounds mass, 11th-level cleric, 
  2d8+11, DC 19 Will save half damage); Search DC 32; 
  Disable Device DC 32. This trap has had Nystul’s Magic 
  Aura cast upon it, which makes it undetectable by any 
  spell that sees magical auras.  This raises the Search and 
  Disable Device DCs by 3 and accounts for a CR 
  increase. This trap is centered on the door apex and 
  affects up to thirteen creatures that are no more than 
  30 feet apart. 
  � Chain Lightning trap: CR 8; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (chain lightning, 14th-level wizard, 12d6 electricity to 
  target nearest center of trigger area plus 7d6 electricity 
  to up to fourteen secondary targets, DC 19 Reflex save 
  half damage); Search DC 34; Disable Device DC 34. 
  This trap has had Nystul’s Magic Aura cast upon it, 
  which makes it undetectable by any spell that sees 
  magical auras.  This raises the Search and Disable 
  Device DCs by 3 and accounts for a CR increase. 
  APL 10 
  � Inflict Serious Wounds Mass Trap: CR 10; magic 
  device; touch trigger; automatic reset; spell effect 
  (inflict serious wounds, mass, 16th-level cleric, 3d8+16, 
  DC 22 Will save half damage); Search DC 37; Disable 
  Device DC 37. This trap has had Nystul’s Magic Aura cast 
  upon it, which makes it undetectable by any spell that 
  sees magical auras.  This raises the Search and Disable 
  Device DCs by 5 and accounts for a CR increase. This 
  trap is centered on the door apex and affects up to 
  thirteen creatures that are no more than 30 feet apart. 
  � Chain Lightning trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (chain lightning, 16th-level wizard, 16d6 electricity to 
  target nearest center of trigger area plus 8d6 electricity 
  to up to eighteen secondary targets, DC 19 Reflex save 
  half damage); Search DC 36; Disable Device DC 36.  
  This trap has had Nystul’s Magic Aura cast upon it, 
  which makes it undetectable by any spell that sees 
  magical auras.  This raises the Search and Disable 
  Device DCs by 5 and accounts for a CR increase. 
  APL 12 
  � Energy Drain Trap: CR 12; magic device; touch 
  trigger; automatic reset; spell effect (energy drain, 17th-
  level cleric, 2d4 negative levels, +11 ranged touch); 
  Search DC 40; Disable Device DC 40. This trap has had 
  Nystul’s Magic Aura cast upon it, which makes it 
  undetectable by any spell that sees magical auras.  This 
  raises the Search and Disable Device DCs by 7 and 
  accounts for the CR increase. 
  � Chain Lightning trap: CR 12; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (chain lightning, 20th-level wizard, 20d6 electricity to 
  target nearest center of trigger area plus 10d6 
  electricity to up to sixteen secondary targets, DC 19 
  Reflex save half damage); Search DC 38; Disable Device 
  DC 38. This trap has had Nystul’s Magic Aura cast upon 
  it, which makes it undetectable by any spell that sees 
  magical auras.  This raises the Search and Disable 
  Device DCs by 7 and accounts for a CR increase. 
   
  Room A: 
  This room is locked with a simple lock, DC 20 to pick.  It 
  contains incense, high priests’ robes with gold 
  embroidery, and other mundane but expensive goods 
  totaling roughly 500 gold and sold for full price (see 
  conclusion for details).  The Laughing Tears are not 
  interested in these items. 
   
  Room B: 
  This room is locked with a simple lock, DC 20.  It 
  contains ceremonial weapons and armor for the paladins 
  and temple guardians.  Chased with gold and of the 
  highest quality, these are worth 10,000 gold, however 
  their distinctive markings mean that they would only 
  fetch roughly 2,000 gold if stolen and sold for full price 
  (see conclusion for details).   Several of these weapons are 
  made of cold iron and might be useful to 1st level PCs 
  who require their use to beat the Dretch in the Syrulite 
  temple.  The Laughing Tears are not interested in these 
  items. 
   
  Room C: 
  This room is locked with a good lock, DC 25.  It contains 
  minor magic items such as Murlynd’s spoon and other 
  wondrous items that can be used for healing or feeding a 
  great many people.  These items are worth 20,000 gold, 
  however their distinctive markings mean that they 
  would only fetch roughly 5,000 gold if stolen and sold for 
  full price (see conclusion for details). The Laughing Tears 
  will demand half of the worth of these items at the time 
  they’re taken. (If the PCs loot this room, the Tears request 
  half of the loot.  If the PCs do not loot this room, the 
  Tears ignore it as well.) 
   
  Room D: 
  This room is locked with a good lock, DC 25.  It contains 
  scrolls and lorebooks of Pelor’s doctrine.  The lorebooks 
  aren’t worth anything to anyone other than a Pelorite, 
  who would know they are stolen.  The scrolls have been 
  obviously warded with explosive runes if they leave the 
  temple.  There are 10 scrolls of cure light wounds, 5 scrolls 
  of cure moderate wounds, 5 scrolls of cure serious wounds, 3 
  scrolls of cure critical wounds, and 1 scroll of heal here that 
  could be used while in the temple.  In addition, there are 
  3 scrolls of align weapon and one oil of bless weapon.  
  Finding the scrolls amongst the others requires a DC 20 
  Search check and 20 minutes.  If the PCs only wish to 
  spend one minute searching, they can find the following 
  depending on the Search DC.  Each result adds to the 
  following, so a DC 25 Search check would find the scrolls 
  for DC 10 and DC 20. 
  • 
  DC 10 - one scroll of cure light wounds and the oil of 
  bless weapon.   
  
  URD5-07 Tears of the Sun 
   
  Page 9 
  • 
  DC 20 - two scrolls of cure light wounds, one scroll of 
  align weapon, and one scroll of cure moderate wounds.   
  • 
  DC 30 - scroll of cure serious wounds and one of cure 
  critical wounds. 
  • 
  DC 40 - scroll of heal.   
  Alternatively, if the PCs have detect magic or arcane sight or 
  a similar magic effect, they may find all of the scrolls in 2 
  minutes of looking around without any skill checks. 
   
  JUDGE NOTE:  Please make sure that any 1st level 
  PCs take the oil of bless weapon and/or the scroll of align 
  weapon. 
   
  Room E: 
  This room is locked with a superior lock, DC 30.  It is also 
  trapped with the following: 
  APL 2 
  � Poison Needle trap: CR 2; mechanical; touch 
  trigger; repair reset; Atk +17 melee (1 plus poison, 
  needle); poison (small centipede poison, DC 11 
  Fortitude resists (poison only), 1d2 Dex/1d2 Dex); 
  Search DC 20; Disable Device DC 20.  
  APL 4 
  � Poison Needle Trap: CR 4; mechanical; location 
  trigger; manual reset; Atk +17 melee (1 plus poison, 
  needle); poison (giant wasp poison, DC 18 Fortitude 
  resists (poison only), 1d6 Dex/1d6 Dex); Search DC 21; 
  Disable Device DC 21. 
  APL 6 
  � Poison Needle Trap: CR 6; mechanical; location 
  trigger; manual reset; Atk +20 melee (1 plus poison, 
  needle); poison (giant wasp poison, DC 18 Fortitude 
  resists (poison only), 1d6 Dex/1d6 Dex); Search DC 21; 
  Disable Device DC 25. 
  APL 8 
  � Poison Needle Trap: CR 8; mechanical; location 
  trigger; manual reset; Atk +20 melee (2d8 plus poison, 
  needle); poison (giant wasp poison, DC 18 Fortitude 
  resists (poison only), 1d6 Dex/1d6 Dex); Search DC 25; 
  Disable Device DC 25. 
  APL 10 
  � Poison Needle Trap: CR 10; mechanical; location 
  trigger; manual reset; Atk +25 melee (2d8 plus poison, 
  needle); poison (distilled terinav root, DC 18 Fortitude 
  resists (poison only), 1d6 Dex/2d6 Dex); Search DC 27; 
  Disable Device DC 27. 
  APL 12 
  � Poison Needle Trap: CR 12; mechanical; location 
  trigger; manual reset; Atk never miss (2d8 plus poison, 
  needle); poison (distilled terinav root, DC 25 Fortitude 
  resists (poison only), 1d6 Dex/2d6); Search DC 30; 
  Disable Device DC 30. 
  A pedestal topped with a shining white marble urn 
  with golden suns engraved on the sides dominates 
  this room.  A warm light seems to emanate from the 
  top of the urn and a feeling of goodness pervades the 
  air.  Tapestries of Pelor’s deeds and those of his 
  saints decorate the walls and ornate low cabinets 
  line the back of this room. 
  A detect magic and a DC 18 Spellcraft check will reveal 
  that there is an effect similar to a good hope spell 
  emanating from the top.   
   
  This is a replica of the true urn that is located below.  
  Followers of Pelor may make a DC 10 Wisdom check to 
  realize that this seems ‘counterfeit’ to them somehow, 
  though they can’t explain how. 
   
  A DC 20 Knowledge (Religion) or DC 25 Bardic 
  Knowledge will know that this urn contains something 
  from one of Pelor’s early followers.  
   
  A DC 30 Knowledge (Religion) or DC 35 Bardic 
  Knowledge will know that this urn contains the broken 
  remains of Saint Bane’s mace. 
   
  A DC 40 Knowledge (Religion) or DC 45 Bardic 
  Knowledge will know that Saint Bane, also called “The 
  Scourger” was a hero-deity and renowned paladin of 
  Pelor.  He is the patron saint of all who hunt undead.  He 
  ascended after slaying Khuul the Witch-Ghoul, who 
  terrorized the Flanaess centuries ago. 
   
  There is a 5’x5’ secret trapdoor in this room hidden 
  in the right corner behind some tapestries and around 
  the corner of one of the cabinets.  It can be found with a 
  DC 30 Search check, otherwise the Tears will find it after 
  a few minutes of discussion as to why this doesn’t look 
  like the ‘real’ urn. 
   
  The secret trapdoor leads to a ladder in a 5’x5’ area 
  that heads beneath the temple into the corrupted Syrulite 
  area.  There are no traps on the ladder, but it seems to be 
  covered with blood. 
   
  If the party is split at this time, Jax will look through 
  the trap door and realize something is terribly wrong 
  (from the blood and the edge of the ritual circle he can 
  make out) and he’ll advise the PCs to go and get the rest 
  of their friends since this is something that might turn 
  out badly.  
   
  He’ll also warn the PC that the traps are likely to be 
  rearmed by this time, so be careful when re-entering.  Jax 
  will disarm the traps again if the PCs request it, but warn 
  the players that this will result in loss of experience. 
   
  As the PC leaves, they will notice that the guards are 
  now unconscious from the drug fed to them by the Tears 
  earlier. 
  
  URD5-07 Tears of the Sun 
   
  Page 10 
  Encounter Four: Beneath the 
  Depths 
  Read the following: 
  This room may have once been a bastion of purity 
  and light, however, now the walls are splattered 
  with blood and the floor is covered with a dark 
  grasping mist.   
  If the PCs are entering the room with the Tears: 
  In the center of the room, directly beneath the 
  pedestal upstairs is another pedestal containing an 
  identical urn.  The light emanating from it is 
  smothered here and the clinging mist seems to 
  crawl up the base of the urn before being driven 
  back by the light.  Even as you watch, it seems that 
  the urn loses a bit of its illumination. 
  Otherwise: 
  In the center of the room, directly beneath the 
  pedestal upstairs is another pedestal that is 
  currently empty. 
  Continue: 
  Surrounding the pedestal are ritualistic markings of 
  an arcane nature, glowing a sullen yellow.  Standing 
  outside the ritual circle is a huge carving of a snake, 
  with a bloody stained altar before it. 
  Allow the PCs to react as they want to.  If they begin to 
  go towards the altar read Jax’s lines below, otherwise 
  continue: 
  There are a few moments of breathless silence, while 
  the Tears look from one to the other, and then Jax 
  speaks. 
   
  “This is bad…  We need to get out of here and let 
  everyone know what’s going on.  Looks like an 
  infestation of the Night Hag needs to be cleaned up. 
   We should suspect anyone above as we exit.  Hurry, 
  grab the urn.” 
  A DC 15 Knowledge (Religion) check will reveal that this 
  is an altar to Syrul and that Night Hag is one of the 
  names that Syrul is known by. 
  The Tears will wait for the PCs to grab the urn or until 
  they’re directed to do so.  As soon as anyone approaches 
  the urn or the altar, the massive snake behind the altar 
  (elemental or golem by APL) activates and attempts to 
  prevent anyone from touching the urn.  In addition, once 
  the snake activates a demon will be summoned.   
   
  At this point the PCs can choose which fight they 
  want and the Tears will take the other fight.  Allow 
  Knowledge checks on the creatures, then ask the group 
  which one they’re fighting.  At that point, begin the fight 
  (the monsters conveniently don’t attack until the PCs are 
  fighting a specific set).   The Tears will run towards their 
  monster, heading across the room to the other side of the 
  altar.  Once they’ve crossed the altar point, the Tears and 
  their monster will be sealed off on the other side of a wall 
  of force.  PCs may disintegrate the wall of force or dimension 
  door through it, but suggest to the players that they think 
  the Tears seem to be handling their fight fine. 
   
  The following constructs/elementals have been 
  altered to look like snakes, but otherwise function as 
  monster manual creatures.  The demons are just ugly 
  demons.  If you’re running APL 2 for a party of all 1st level 
  characters, the Tears will take out the earth elemental, 
  leaving the PCs to handle the two dretches.  Also remind 
  them if they’re having problems that there was a library 
  with scrolls upstairs. 
  APL 2 (EL 3 or 4) 
  � Earth Elemental, medium: hp 30.  See Monster 
  Manual page 97. 
  OR 
  � Dretch (2): hp 13 each.  See Monster Manual page 42. 
  APL 4 (EL 5 or 6) 
  � Earth Elemental, Large: hp 68.  See Monster 
  Manual page 97. 
  OR 
  � Babau: hp 66.  See Monster Manual page 40. 
  APL 6 (EL 7 or 8) 
  � Earth Elemental, Huge: hp 152.  See Monster 
  Manual page 97. 
  OR 
  � Babau (2): hp 66 each.  See Monster Manual page 40. 
  APL 8 (EL 9 or 10) 
  � Earth Elemental, Greater: hp 199.  See Monster 
  Manual page 97. 
  OR 
  � Bebilith: hp 150.  See Monster Manual page 42. 
  APL 10 (EL 11 or 12) 
  � Stone Golem: hp 107.  See Monster Manual page 
  136. 
  OR 
  � Bebilith (2): hp 150 each.  See Monster Manual page 
  42. 
  APL 12 (EL 13 or 14) 
  � Stone Golem (2): hp 107 each.  See Monster Manual 
  page 136. 
  OR 
  
  URD5-07 Tears of the Sun 
   
  Page 11 
  � Nalfeshnee: hp 175. See Monster Manual page 45. 
  Developments:  Once the snake has been destroyed and 
  the demon is gone, the wounded PCs and Tears can take 
  the urn.  The Tears will attempt to get to the urn first, 
  which should be kept in mind while they’re fighting 
  their monster.  Don’t run the Tear’s fight; assume that 
  they finish at the same time as the PCs.  Roll an opposed 
  Spot check versus Jax’s Sleight of Hand to see if the PCs 
  notice him take the urn.  The Tears will attempt to rush 
  the PCs out of the vault and say that whoever the high 
  priest is here must know that his defenses have been 
  compromised and they should leave as quickly as 
  possible. 
   
  Once the Tears have gotten back out of the vault into 
  the lower level they search through the equipment stored 
  in the bottom level until they find some smokesticks.  
  They use these and the scroll of pyrotechnics that Jax has to 
  cause lots of smoke in order to draw attention down to 
  the vault. 
   
  The PCs may decide to fight them at this time, if 
  they do, see the stats in Encounter One.  They believe 
  that it’s best to reveal the vault and the only way for them 
  to do it is in this way.  The Tears will use their potions of 
  invisibility if necessary to escape.  Otherwise assume that 
  the Tears have a message spell or Rary’s telepathic bond with 
  others of their group outside the temple and the smoke is 
  caused by these people. 
   
  Skip to Encounter Six. 
  Encounter Five: The Smoky 
  Passages 
  Note:  This encounter should only be run for those PCs 
  that did not see the Tears or killed the Tears and did not 
  participate in Encounters 3 and 4. 
  For those PCs on watch: 
  This watch seems deadly dull and boring, but as you 
  wait and watch, you begin to hear faint cries in the 
  distance and the tingle of smoke disturbs the scent 
  of mild incense. 
  For those PCs asleep: 
  The cloying taste of smoke and someone yelling in 
  the distance wakes you from your sleep. 
  When the PCs wake and are ready to head out to 
  investigate, have them meet with a variety of Pelorite 
  acolytes and guardsmen.  The guardsmen are attempting 
  to herd everyone out while some of the priests are 
  attempting to head towards the vault and others are 
  casting create water on the walls in an attempt to stymie 
  the fire.  The acolytes and priests all seize upon the PCs as 
  trained individuals who can investigate the start of the 
  fire and find out what’s going on (without risk to 
  themselves).  They also ask the PCs to check to see that 
  the relics and the lorebooks properly teleported out and 
  to rescue them if the protections failed for any reason. 
   
  The PCs will be channeled to the vault area. The 
  guards 
  in 
  area 
  8 
  have 
  been 
  drugged 
  into 
  unconsciousness.  The pyrotechnics were set around area 
  8 in the map of the first floor of the Temple of Pelor.  
  Thus, the PCs will have to go through the smoky area, but 
  the vault area is unaffected by these conditions.  
   
  See Encounter Three for descriptions of the rooms 
  and their contents.  Each of the room has had its contents 
  pillaged by this point.  Room C has half of the items 
  gone, whereas all of the items in room D have either been 
  destroyed or taken (or been enchanted to teleport 
  elsewhere).   When they enter room E, they will discover 
  that the Tears have left the hatch to the secret temple 
  open.   
   
  The Tears managed to sneak in and take the urn 
  without triggering the snake altar and only had to defeat 
  the demon.  When the PCs go to investigate, they must 
  fight the snake (elemental/construct), which animates 
  when all of the PCs are in the room. 
  APL 2 (EL 3 or 4) 
  � Earth Elemental, medium: hp 30.  See Monster 
  Manual page 97. 
  APL 4 (EL 5 or 6) 
  � Earth Elemental, Large: hp 68.  See Monster 
  Manual page 97. 
  APL 6 (EL 7 or 8) 
  � Earth Elemental, Huge: hp 152.  See Monster 
  Manual page 97. 
  APL 8 (EL 9 or 10) 
  � Earth Elemental, Greater: hp 199.  See Monster 
  Manual page 97. 
  APL 10 (EL 11 or 12) 
  � Stone Golem: hp 107.  See Monster Manual page 
  136. 
  APL 12 (EL 13 or 14) 
  � Stone Golem (2): hp 107 each.  See Monster Manual 
  page 136. 
  Developments:  When the PCs have defeated the snake 
  elemental/golems, they can look around the room and 
  may realize that the pedestal down here is directly 
  beneath the one upstairs.  A DC 10 Intelligence check or 
  a DC 15 Knowledge (Architecture and Engineering) may 
  aid them in this realization.  If none of them make it, 
  they may conclude that the urn upstairs is the one with 
  the relics that they should rescue. 
  
  URD5-07 Tears of the Sun 
   
  Page 12 
  Encounter Six: Hallway to 
  Horror 
  As the PCs are fleeing from the vault, they will be 
  ambushed by the Syrulites and their unwitting dupes 
  who are trying to get the urn back from them, whether 
  they have it or not or if it’s the real one or not.  Set this 
  combat up with the PCs fleeing down one of the hallways 
  that exits from the vault.   
   
  If they try to teleport or some other spell as soon as 
  they get out of the vault, then have the Syrulites spring 
  on them there while they prepare. 
   
  This fight is hampered by 1d6 civilians fleeing the 
  Temple per round placed randomly on the map for 2d3 
  rounds.  Sarnin will not care about the civilians, but 
  Shayne will not attack them or catch them in area of 
  effect spells.  Alter the boxed text if the civilians are not 
  present or if the PCs were ambushed rather than fleeing 
  down a hallway. 
   
  Anyone looking into the rooms can make a DC 10 
  Spot check to notice that there are valuables lying about 
  that would be easy to pilfer.  Only give this information 
  to characters likely to pay attention to these things, such 
  as rogues. 
  The corridors of the temple are rapidly filling with 
  smoke and people rush frantically along them 
  attempting to escape, often leaving open the doors 
  to their rooms.  As you follow the flow of people, a 
  couple of men at arms followed by a cleric forge 
  their way against the tide.  “Halt! You were seen 
  coming out of the vault.  Give me the relics!”  The 
  cleric shouts, with a maddened gleam in her eye. 
   
  Behind her, almost in the darkness stands a 
  man in blackened full plate with a cruel sardonic 
  grin. 
  Characters that have played URD4-02 Breakfast of 
  Champions will recognize this man as Sarnin, the cleric 
  from that module.  
   
  If the PCs attempt to reason with Shayne, Sarnin 
  will counteract their arguments and she will believe him 
  rather than the PCs.  No Diplomacy check can convince 
  her to halt while Sarnin is present.  If they give her the 
  relics, she will take them back to Sarnin and he will 
  promptly use his word of recall to take both of them away, 
  leaving only the men at arms.  If Sarnin gets bored of the 
  PCs trying to talk to Shayne, he’ll say that the PCs are 
  attacking (casting a spell, etc), then leave. 
   
  If the PCs attempt to reason with the Trumpet 
  Archon (at APLs 10 and 12), then have Sarnin and Shayne 
  make a Diplomacy check versus the PC’s Diplomacy 
  check.  At APL 10, Sarnin and Shayne have a +20 to their 
  Diplomacy, and at APL 12, they have a +24 to their 
  Diplomacy.   
  • 
  If Sarnin and Shayne win, or the check ties, the 
  Trumpet Archon behaves normally and helps Sarnin 
  and Shayne. 
  • 
  If the PCs beat Sarnin and Shayne by 5 or less, the 
  Trumpet Archon heals the Pelorites but does not 
  attack. 
  • 
  If the PCs beat Sarnin and Shayne by 12 or less, the 
  Trumpet Archon heals everyone impartially unless it 
  gets attacked, in which case it does not heal anyone 
  that attacked it. 
  • 
  If the PCs beat Sarnin and Shayne by 18 or more, the 
  Trumpet Archon will heal the PCs and stabilize the 
  Pelorites unless it gets attacked, in which case it will 
  not heal that person. 
  If the PCs do not attempt to reason with Shayne, then 
  Sarnin will say that the PCs are attacking Shayne, then 
  uses his word of recall immediately unless it is APL 12 and 
  he believes Shayne requires his help to retrieve the relics.  
   
  At APLs below 12, once Sarnin is gone, Shayne will 
  surrender if she is close to death or if the PCs make a DC 
  35 (DC 45 in combat) Diplomacy check.  At APL 12, 
  Shayne will surrender once Sarnin is defeated and she is 
  close to death. 
  APL 2 
  � Men at arms (2): hp 16 each.  See Appendix One. 
  � Shayne: hp 31. See Appendix One. 
  APL 4 
  � Men at arms (2): hp 25 each.  See Appendix One. 
  � Shayne: hp 45. See Appendix One. 
  APL 6 
  � Men at arms (2): hp 43 each. See Appendix One. 
  � Shayne: hp 57. See Appendix One. 
  APL 8 
  � Men at arms (2): hp 61 each. See Appendix One. 
  � Shayne: hp 69. See Appendix One. 
  APL 10 
  � Men at arms (2): hp 79 each. See Appendix One. 
  � Shayne: hp 81. See Appendix One. 
  � Trumpet Archon: hp 126.  See Monster Manual page 
  18. 
  APL 12 
  � Men at arms (2): hp 79 each.  See Appendix One. 
  � Shayne: hp 81.  See Appendix One. 
  
  URD5-07 Tears of the Sun 
   
  Page 13 
  � Sarnin: hp 101.  See Appendix One. 
  � Trumpet Archon: hp 126.  See Monster Manual page 
  18. 
  Tactics:  Shayne stays behind whomever she is 
  accompanying and keeps them healed and the people 
  with her attempt to protect her from attackers.  If it’s 
  feasible, she’ll use her sanctuary spell, otherwise she’ll 
  attempt to position herself to reduce attacks.  Sarnin has 
  fooled Shayne into believing that the PCs are members of 
  whatever force that has attacked the fortress and that 
  they have the relics.  She’ll stop at nothing to get them 
  back, although usually she is fairly mild mannered.  
   
  If Sarnin is present, he tries to retrieve the relics 
  from the PCs and Word of Recall away.  If he is in mortal 
  danger, he’ll also try to escape. 
  Treasure:  
  APL 2: Loot – 393 gp, Coin – 0 gp, Magic 0 gp. 
  APL 4: Loot – 18 gp, Coin – 0 gp, Magic – +1 full plate (3) 
  (221 gp each). 
  APL 6: Loot – 134 gp, Coin – 0 gp, Magic – +1 full plate (2) 
  (221 gp each), +1 greatsword (2) (195 gp each). 
  APL 8: Loot – 134 gp, Coin – 0 gp, Magic – +1 full plate (2) 
  (221 gp each), +1 greatsword (2) (195 gp each), ring of 
  protection +1 (2) (166 gp each). 
  APL 10: Loot – 134 gp, Coin – 0 gp, Magic – +2 full plate 
  (2) (470 gp each), +1 greatsword (2) (195 gp each), ring of 
  protection +1 (3) (166 gp each), +2 periapt of wisdom (333 gp 
  each). 
  APL 12: Loot – 267 gp, Coin – 0 gp, Magic –+2 full plate 
  (470 gp each), +1 greatsword (2) (195 gp each), ring of 
  protection +1 (3) (166 gp each), +2 periapt of wisdom (2) (333 
  gp each), gauntlets of ogre power (2) (333 gp each). 
  Developments: Shayne has not been entirely corrupted 
  by Sarnin.  Once he is gone, she slowly comes to her 
  senses. 
   
  If Shayne killed any of the PCs, she’ll pay for a raise 
  dead for the PCs and will subsequently undergo an 
  atonement spell.  
   
   If, however, the PCs killed her or the guards, they 
  must pay for a raise dead for them, although they do not 
  have to pay the casting cost – only the 5,000 gp diamond. 
   The PCs are allowed to keep the equipment of Shayne 
  and her guards as punishment for their transgressions 
  and may use this to pay for the raise dead.    They do, 
  however, receive the Enmity of the Pontyrel Temple.  
  The judge may use his/her discretion to assign blame to 
  the PCs in the case that only one or a few of the PCs are 
  responsible for the deaths.  However, no PC should pay 
  more than 5,000 gp even if that means that all of the raise 
  dead spells are not paid for – the Pelorites will pick up the 
  remainder.  The PCs may spend TUs working off their 
  debt at the Temple of Pelor instead of paying cash.  Each 
  TU gains them 200 gold in credit towards the raise dead 
  component cost.   
   
  At APLs 2-4, the raise dead component is offered at 
  half price (2,500 gp).  In addition, the PCs may spend TUs 
  working off their debt at the Temple of Pelor instead of 
  paying cash.  Each TU gains them 200 gold in credit 
  towards the raise dead component cost.   
   
  If the PCs refuse to pay, they are put in jail and made 
  to work off the costs at the above stated rates. 
   
  Good clerics, holy liberators, and paladins who did 
  not protest the killing of Shayne and her companions (as 
  she obviously uses her holy symbol of Pelor to cast her 
  spells still) must pay for an atonement spell. 
  Conclusion 
  If the PCs did not kill Shayne and her companions they 
  receive the Favor of Pontyrel Temple and are allowed to 
  keep the equipment of Shayne and her guards as an 
  apology for the attack and assumption that the PCs were 
  responsible for the unconscious guards and (possible) 
  theft of the relics. 
   
  In addition, if the PCs missed the Tears and seem 
  lost, the Pelorites will do some divinations.  These will 
  reveal that it was likely Temple Raiders who took the 
  relics, but not which Temple Raiders nor how it was 
  accomplished.  By asking around, the PCs can determine 
  that Jax was posing as a member of the Church of Pelor 
  for several months while he checked out how they had 
  everything organized. 
   
  If the PCs looted the temple while others were 
  present (such as during Encounter Six), have a 
  representative for the PCs make a DC 15+APL Sleight of 
  Hand check.  This section should not be used for the 
  scrolls from Room E of Encounter Three, but should be 
  used for all other items taken from the vault in 
  Encounter Three.  If they succeed, they do not receive 
  the Enmity of the Pontyrel Temple.     
   
  They may sell the goods without spending any 
  additional TUs with the remainder over cap spent as 
  usual per the LGCS and Dispel Confusion.   
   
  If the PCs are members of the Rogues of Seltaren 
  metaorganization, they may automatically sell the goods 
  there for maximum price.  Jax will suggest this to any PCs 
  that he’s friendly with, otherwise they must come up 
  with the idea on their own.  If they don’t think to sell to 
  the Rogues, they must make a DC 20 Profession 
  (Merchant), Profession (Fence), DC 30 Diplomacy or DC 
  30 Gather Information to sell for full price.  If they make 
  a DC 10 Profession (Merchant), Profession (Fence), DC 
  15 Diplomacy or DC 15 Gather Information check, they 
  may sell the goods for partial price. 
   
  They may also elect to spend 1 TU attempting to sell 
  the goods they obtained for more gold over cap.  This 
  
  URD5-07 Tears of the Sun 
   
  Page 14 
  counts as an ‘optional encounter’ and they can receive 
  additional gold rewards on the AR as per the following: 
   
   
  Full 
  Partial 
   
  APL2 
  225 gp 
  110 gp 
   
  APL4 
  325 gp 
  160 gp 
   
  APL6 
  450 gp 
  225 gp 
   
  APL8 
  650 gp 
  325 gp 
   
  APL10 1150 gp 
  575 gp 
   
  APL12 1650 gp 
  825 gp 
  They do not gain any additional experience for this TU 
  spent selling stolen goods. 
   
  If the PCs specifically denote that they’re selling 
  their goods to the Rogues of Seltaren, they receive 
  Contact within the Rogues. 
   
  If the PCs aided the Tears and allowed them to keep 
  the relics, they also receive the Favor of the Laughing 
  Tears.   They also get this favor if the Tears were 
  successful in stealing the relics and the PCs did not do 
  lethal damage to the Tears they encountered (if any). 
   
  If the PCs are rogues, scouts with disable device and 
  search, or worshippers of Olidammara or if they ask, they 
  receive the Temple Raider favor.  This favor is revoked if 
  the PC was particularly rude to the Tears.  In addition, 
  they become eligible to train in Nightsong Enforcer if 
  they meet the other requirements. 
   
  If the PCs killed the Tears or if they prevented the 
  Tears from retrieving the relics, they receive the Enmity 
  of the Laughing Tears.  They may not receive the Temple 
  Raider favor. 
  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 One 
  Defeat the Tears of the Rogue Band 
   
  APL2 
  150 xp 
   
  APL4 
  210 xp 
   
  APL6 
  270 xp 
   
  APL8 
  330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
  Encounter Three 
  Get past the traps (disarm or set off).  The PCs do not 
  receive experience if they have the Tears disarm the 
  traps. 
   
  APL2 
  150 xp 
   
  APL4 
  210 xp 
   
  APL6 
  270 xp 
   
  APL8 
  330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
  Encounter Four 
  Defeat the enemies 
   
  APL2 
  105 xp 
   
  APL4 
  165 xp 
   
  APL6 
  225 xp 
   
  APL8 
  285 xp 
   
  APL10 345 xp 
   
  APL12 405 xp 
  Encounter Six 
  Defeat the Syrulites 
   
  APL2 
  150 xp 
   
  APL4 
  210 xp 
   
  APL6 
  270 xp 
   
  APL8 
  330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
  Story Award 
  Retrieved the Relics 
   
  APL2 
  25 xp 
   
  APL4 
  45 xp 
   
  APL6 
  70 xp 
   
  APL8 
  90 xp 
   
  APL10 115 xp 
   
  APL12 135 xp 
  Discretionary roleplaying award 
   
  APL2 
  25 xp 
   
  APL4 
  45 xp 
   
  APL6 
  70 xp 
   
  APL8 
  90 xp 
  
  URD5-07 Tears of the Sun 
   
  Page 15 
   
  APL10 115 xp 
   
  APL12 135 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. 
  Introduction 
  APL 2: Loot – 0 gp, Coin – 50 gp, Magic 0 gp. 
  APL 4: Loot – 0 gp, Coin – 100 gp, Magic 0 gp. 
  APL 6: Loot – 0 gp, Coin – 150 gp, Magic 0 gp. 
  APL 8: Loot – 0 gp, Coin – 200 gp, Magic 0 gp. 
  APL 10: Loot – 0 gp, Coin – 250 gp, Magic 0 gp. 
  APL 12: Loot – 0 gp, Coin – 300 gp, Magic 0 gp. 
  Encounter One 
  APL 2: Loot – 60 gp, Coin – 0 gp, Magic –heward’s handy 
  haversack (167 gp each), headband of intellect (333 gp each), 
  goggles of minute seeing (104 each). 
  APL 4: Loot – 65 gp, Coin – 0 gp, Magic – +1 mithral 
  breastplate (433 gp each), heward’s handy haversack (167 gp 
  each), headband of intellect (333 gp each), goggles of minute 
  seeing (104 each). 
  APL 6: Loot – 6 gp, Coin – 0 gp, Magic – +1 mithral 
  breastplate (433 gp each), heward’s handy haversack (167 gp 
  each), +1 greatsword (195 gp each), +1 studded leather (2) (95 
  gp each), headband of intellect (333 gp each), goggles of 
  minute seeing (104 each). 
  APL 8: Loot – 56 gp, Coin – 0 gp, Magic – +1 mithral 
  breastplate (433 gp each), heward’s handy haversack (167 gp 
  each), +1 greatsword (195 gp each), +1 studded leather (2) (95 
  gp each), ring of protection +1 (166 gp each), +1 mithral 
  heavy shield with masterwork shield spikes (195 gp each), 
  headband of intellect (333 gp each), goggles of minute seeing 
  (104 each). 
  APL 10: Loot – 56 gp, Coin – 0 gp, Magic – +2 mithral 
  breastplate (683 gp each), heward’s handy haversack (167 gp 
  each), +1 greatsword (195 gp each), +1 studded leather (100 
  gp each), ring of protection +1 (2) (166 gp each),  +1 mithral 
  heavy shield with masterwork shield spikes (195 gp each), +1 
  silent, slick full plate (845 gp each), headband of intellect (333 
  gp each), goggles of minute seeing (104 each). 
  APL 12: Loot – 154 gp, Coin – 0 gp, Magic – +3 mithral 
  breastplate (1100 gp each), heward’s handy haversack (167 gp 
  each), +1 greatsword (195 gp each), +1 studded leather (100 
  gp each), ring of protection +2 (333 gp each), ring of protection 
  +1 (2) (166 gp each),  +1 mithral heavy shield with 
  masterwork shield spikes (195 gp each), +1 silent, slick full 
  plate (845 gp each), headband of intellect (333 gp each), 
  goggles of minute seeing (104 each). 
  Encounter Four: 
  All APLs: Loot - 420 gp, Coin – 0 gp, Magic – 420 gp. 
  
  URD5-07 Tears of the Sun 
   
  Page 16 
  Encounter Six:   
  APL 2: Loot – 393 gp, Coin – 0 gp, Magic 0 gp. 
  APL 4: Loot – 18 gp, Coin – 0 gp, Magic – +1 full plate (3) 
  (221 gp each). 
  APL 6: Loot – 134 gp, Coin – 0 gp, Magic – +1 full plate (2) 
  (221 gp each), +1 greatsword (2) (195 gp each). 
  APL 8: Loot – 134 gp, Coin – 0 gp, Magic – +1 full plate (2) 
  (221 gp each), +1 greatsword (2) (195 gp each), ring of 
  protection +1 (2) (166 gp each). 
  APL 10: Loot – 134 gp, Coin – 0 gp, Magic – +2 full plate 
  (2) (470 gp each), +1 greatsword (2) (195 gp each), ring of 
  protection +1 (3) (166 gp each), +2 periapt of wisdom (333 gp 
  each). 
  APL 12: Loot – 267 gp, Coin – 0 gp, Magic –+2 full plate 
  (470 gp each), +1 greatsword (2) (195 gp each), ring of 
  protection +1 (3) (166 gp each), +2 periapt of wisdom (2) (333 
  gp each), gauntlets of ogre power (2) (333 gp each). 
  Total Possible Treasure 
  APL 2: L: 873 gp; C: 50 gp; M: 604 gp  - Total: 1,477 gp.  
  Maximum 450 gp + (Optional Encounter 225 gp) = Total 
  675 gp. 
  APL 4: L: 503 gp; C: 100 gp; M: 1,700 gp  - Total: 2,302 gp.  
  Maximum 650 gp + (Optional Encounter 325 gp) = Total 
  975 gp. 
  APL 6: L: 560 gp; C: 150 gp; M: 2,262 gp  - Total: 2,973 gp.  
  Maximum 900 gp + (Optional Encounter 450 gp) = Total 
  1350 gp. 
  APL 8: L: 610 gp; C: 200 gp; M: 2,956 gp  - Total: 3,767 gp.  
  Maximum 1,300 gp + (Optional Encounter 650 gp) = 
  Total 1,950 gp. 
  APL 10: L: 610 gp; C: 250 gp; M: 5,121 gp  - Total: 5,982 gp. 
   Maximum 2,300 gp + (Optional Encounter 1,150 gp) = 
  Total 3450 gp. 
  APL 12: L: 842 gp; C: 300 gp; M: 6,871 gp  - Total: 8,013 gp. 
   Maximum 3,300 gp + (Optional Encounter 1,650 gp) = 
  Total 4950 gp. 
  Special 
  Favor of Pontyrel Temple:  As thanks for your help, the 
  Pelorite priests at the Pontyrel temple provide you with a 
  jeweled sun with the refuge (Player’s Handbook page 269) 
  spell cast upon it.  Breaking the sun and uttering the 
  phrase ‘Sun of Mercy’ will return you to the location of 
  the Prelate Last Malon in Pontyrel. 
  Enmity of Pontyrel Temple:  You have a -5 penalty on 
  any Charisma based skill checks with Pelorite priests and 
  may 
  not 
  join 
  any 
  organizations 
  with 
  Pelorite 
  connections.  Previous members of any Pelorite 
  organization are expelled and may not rejoin until they 
  spend 3 Favors with House Grek, Temple of Lydia, or 
  Temple of Pelor. 
  Favor of the Laughing Tears:  The Laughing Tears will 
  arrange to “import” a magic item.  This favor may be used 
  for a 15% discount on any one magic item worth less than 
  10,000 gp, to which the PC has prior access, purchased 
  after a regional adventure.  Until this favor is used, it 
  grants regional access to any of the items below that are 
  marked with a *. 
  Enmity of the Laughing Tears:  Before you purchase 
  your next magic item, you must pay a 100 X character 
  level gold piece surcharge to have it delivered.  This may 
  be paid at any time, even in advance of purchasing an 
  item. AR paid ______. 
  Contact within the Rogues:  By disposing of your 
  goods as you did, you managed to make a useful contact 
  within the Rogues of Seltaren.  This counts as two 
  Influence Points with the Rogues of Seltaren metaorg.  If 
  this is not used a year after it was gained, it becomes a 5% 
  discount on one magic item worth less than 10,000 gp, to 
  which the PC has prior access, purchased after a regional 
  adventure. 
  Temple Raider:  You have been invited to join the 
  Temple Raiders of Olidammara and may now take levels 
  in that prestige class if you meet the other prerequisites. 
  Nightsong Enforcer:  If this PC was a member of the 
  Rogues of Seltaren metaorg at the beginning of this 
  module, they may spend an additional 6 TUs 
  immediately after this module to train as a Nightsong 
  Enforcer and gain access to the Nightsong Enforcer 
  prestige class from Complete Adventurer.  If the PC leaves 
  the Rogues of Seltaren for any reason, they may no 
  longer take levels in this prestige class. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  • 
  wand of detect magic (Regional; DMG; 375 gp) 
  • 
  pearl of power (1st level) (Adventure; DMG, 1,000 gp) 
  • 
  goggles of minute seeing (Regional; DMG; 1,250 gp* 
  • 
  Heward’s handy haversack (Regional; DMG; 2000 gp)* 
  APL 4 (all of APL 2 plus the following): 
  • 
  wand of cure light wounds (Regional; DMG; 750 gp) 
  • 
  Murlynd’s spoon (Adventure; DMG; 5,400 gp) 
  • 
  lens of detection (Regional; DMG; 3,500 gp)* 
  • 
  +1 mithral breastplate (Regional; DMG, 5200)* 
  APL 6 (all of APLs 2-4 plus the following): 
  
  URD5-07 Tears of the Sun 
   
  Page 17 
  • 
  wand of cure moderate wounds (Regional; DMG; 4,500 
  gp) 
  • 
  amulet of health +4 (Adventure; DMG; 16,000 gp) 
  • 
  immovable rod (Regional; DMG; 5,000 gp)* 
  APL 8 (all of APLs 2 -6plus the following): 
  • 
  wand of cure serious wounds (Regional; DMG; 11,250 
  gp) 
  • 
  periapt of wound closure (Adventure; DMG; 15,000 gp) 
  • 
  ring of climbing, improved (Regional; DMG; 10,000 
  gp)* 
  • 
  +1 mithral heavy shield with masterwork shield spike 
  (Regional; DMG; 2330)* 
  APL 10 (all of APLs 2 -8plus the following): 
  • 
  wand of cure critical wounds (Regional; DMG; 21,000 
  gp) 
  • 
  bracelet of friends (Adventure; DMG; 19,000 gp) 
  • 
  ring of invisibility (Regional; DMG; 20,000 gp)* 
  • 
  +2 mithral breastplate (Regional; DMG; 8200)* 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  staff of healing (Regional; DMG; 27,750 gp) 
  • 
  strand of prayer beads (Adventure; DMG; 25,800 gp) 
  • 
  ring of x-ray vision (Regional; DMG; 25,000 gp)* 
  • 
  +3 mithral breastplate (Regional; DMG; 13,200 gp)* 
   
  
  URD5-07 Tears of the Sun 
   
  Page 18 
  Appendix One – APL 2
  Encounter One 
   
   
   
   
  Jax: male half-elf Rog 1; CR 1; HD 1d6+2; hp 7; Init +2; 
  Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk: +0; 
  Grp: +0; Atk +0 melee (1d6, 18-20/x2, rapier); Full Atk 
  +0 melee (1d6, 18-20/x2 rapier); SA Sneak Attack 1d6; 
  SQ: Low-Light vision, immunity to sleep effects, +2 
  saving throw vs enchantment, Trapfinding; AL CG; SV 
  Fort +1, Ref +3, Will +0; Str 10, Dex 14, Con 12, Int 20, 
  Wis 10, Cha 12. 
   
  Skills and Feats: Bluff +5, Disable Device +9, Gather 
  Information +5, Hide +8, Knowledge (religion) +3, 
  Move Silently +8, Open Lock +6, Search +15, Sense 
  Motive +4, Sleight of Hand +6, Spot +5, Tumble +6, 
  Use Magic Device +5; Stealthy. 
   
  Possessions: rapier, masterwork studded leather, 
  traveler’s outfit, holy symbol of Olidammara, thieves’ 
  tools, heward’s handy haversack, headband of intellect +2, 
  potion of invisibility, scroll of pyrotechnics, goggles of 
  minute seeing. 
  Behrun:  male human (Suel) Rog 1; CR 1; HD 1d6+2; 
  hp 11; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 
  13; Base Atk: +0; Grp +0; Atk +0 melee (1d6; 18-20x1, 
  rapier); SA Sneak Attack 1d6, Evasion, Trapfinding; AL 
  CG; SV Fort +2, Ref +4, Will +2; Str 10, Dex 14, Con 14, 
  Int 14, Wis 14, Cha 10. 
   
  Skills and Feats:  Concentration +4, Decipher Script 
  +6, Diplomacy +4, Disable Device +6, Heal +4, Hide +8, 
  Knowledge(Religion) +4, Move Silently +8, Sense 
  Motive +6, Spot +6, Tumble +6.  Stealthy, Toughness. 
   
  Possessions: rapier, masterwork studded leather, 
  traveler’s outfit, holy symbol of Olidammara, potion of 
  invisibility. 
  Rohn:  male human (Suel) Rgr 4; CR 4; HD 4d8+12; hp 
  35; Init +6; Spd 30 ft.; AC 16, touch 12, flat-footed 14; 
  Base Atk: +4; Grp +6; Atk +6 melee (2d6+3; 19-20x2, 
  greatsword); SQ Wild Empathy, Favored Enemy 
  (Human) +2, Track, Endurance; AL CG; SV Fort +2, Ref 
  +4, Will +3; Str 15, Dex 14, Con 14, Int 14, Wis 12, Cha 
  10. 
   
  Skills and Feats:  Climb +5, Disable Device +6, 
  Handle Animal +7, Hide +8, Knowledge (Religion) +3, 
  Move Silently +8, Open Lock +6, Search +9, Spot +8, 
  Tumble +4.   Improved Initiative, Improved 
  Toughness, Power Attack. Two-Weapon Fighting. 
   
  Possessions:  greatsword, masterwork chain shirt, 
  traveler’s outfit, holy symbol of Olidammara, potion of 
  invisibility. 
   
  Spells Prepared (1; base DC = 11 + spell level): 1st—
  [pass without trace]. 
  Feathers:  tiny animal; CR ¼; HD 1d8; hp 4; Init +3; 
  Spd 10ft., fly 40 ft.(average); AC 17, touch 15, flat-
  footed 14; Base Atk: +0; Grp: -11; Atk +5 melee (1d4-3, 
  talon); SQ Low-light Vision; AL N; SV Fort +2, Ref +5, 
  Will +2; Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4. 
   
  Skills and Feats:  Listen +14, Move Silently +17, 
  Spot +6 (+14 in areas of shadowy illumination); 
  Weapon Finesse. 
  Encounter Six 
   
   
   
   
  Men at arms: male human Ftr 1; CR 1; HD 1d10+6; hp 
  16; Init +1; Spd 30 ft.; AC 19 (+8 armor, +1 dex), touch 
  11, flat-footed 18; Base Atk: +1; Grp: +4; Atk +4 melee 
  (2d6+4, 19-20/x2, greatsword); Full Atk +4 melee 
  (2d6+4, 19-20/x2 rapier); AL CG; SV Fort +5, Ref +1, 
  Will +0; Str 16, Dex 12, Con 16, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +3, Listen +2, Spot +2; 
  Power Attack, Cleave, Toughness. 
   
  Possessions: 
  full 
  plate, 
  greatsword, 
  cleric’s 
  vestments, holy symbol of pelor. 
  Shayne: human female (Suel) Clr4; CR 4; HD 4d8+8; 
  hp 31; Init +1; Spd 20 ft.; AC 21 (+8 armor,+2 shield, +1 
  dex), touch 11, flat-footed 20; Base Atk: +3; Grp: +3; Atk 
  +3 melee (1d8, heavy mace) or +4 ranged (1d8/19-20, 
  light crossbow); Full Atk +3 melee (1d8, heavy mace) or 
  +4 ranged (1d8/19-20, light crossbow); SA rebuke 
  undead; AL NG; SV Fort +6, Ref +4, Will +7; Str 10, Dex 
  12, Con 14, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats: Heal +10, Knowledge (Religion) 
  +7, Spellcraft +7.  Extra Turning, Lightning Reflexes, 
  Augment Healing. 
   
  Spells Prepared (5/4/3; base DC = 13 + spell 
  level): 0—create water, detect magic, light, mending, read 
  magic; 1st—cure light wounds*, bless, divine favor, 
  sanctuary, shield of faith; 2nd—cure moderate wounds*, 
  silence, sound burst, spiritual weapon; *Domain spell. 3 
   
  Spell Details:  Cure light wounds cures 1d8 +6 
  damage.  Cure moderate wounds cures 2d8 +8 damage. 
   
  Deity: Pelor; Domains: Sun (Once per day you 
  can perform a greater turning), Healing (You cast 
  Healing spells at +1 caster level), 
   
  Possessions: Heavy mace, light crossbow with 20 
  bolts, full plate, heavy steel shield, backpack, silver 
  holy symbol of Pelor, wooden holy symbol of Pelor, 
  spell component pouch, traveler’s clothes, waterskin. 
   
  
  URD5-07 Tears of the Sun 
   
  Page 19 
  Appendix One – APL 4
  Encounter One 
   
   
   
   
  Jax: male half-elf Rog 2; CR 2; HD 2d6+4; hp 12; Init 
  +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk: 
  +1; Grp: +1; Atk +1 melee (1d6, rapier); SA Sneak 
  Attack 1d6, Evasion, Low-light vision, immune to 
  sleep, +2 on saving throws vs enchantment, 
  Trapfinding; AL CG; SV Fort +1, Ref +5, Will +0; Str 10, 
  Dex 14, Con 12, Int 20, Wis 10, Cha 12. 
   
  Skills and Feats: Bluff +6, Disable Device +10, 
  Gather Information +6, Hide +9, Knowledge (religion) 
  +6, Move Silently +9, Open Lock +7, Search +16, Sense 
  Motive +5, Sleight of Hand +9, Spot +6, Tumble +7, 
  Use Magic Device +6; Stealthy. 
   
  Possessions: rapier, masterwork studded leather, 
  traveler’s outfit, holy symbol of Olidammara, thieves’ 
  tools, heward’s handy haversack, headband of intellect +2, 
  potion of invisibility, scroll of pyrotechnics, goggles of 
  minute seeing. 
  Behrun: male human (Suel) Rog 1/Clr 1; CR 2; HD 
  1d6+1d8+4; hp 18; Init +2; Spd 30 ft.; AC 15, touch 12, 
  flat-footed 13; Base Atk: +0; Grp +0; Atk +0 melee (1d6; 
  18-20x2, rapier); SA Sneak Attack 1d6; SQ Trapfinding, 
  turn undead; AL CG; SV Fort +4, Ref +4, Will +4; Str 10, 
  Dex 14, Con 14, Int 14, Wis 14, Cha 10. 
   
  Skills and Feats:  Concentration +5, Decipher Script 
  +6, Diplomacy +4, Disable Device +6, Heal +5, Hide +9, 
  Knowledge(Religion) +4, Move Silently +9, Sense 
  Motive +6, Spot +6, Tumble +6.  Stealthy, Toughness. 
   
  Spells Prepared (3/2; base DC = 12 + spell level): 0—
  [cure minor wounds, detect magic, light]; 1st—[disguise self*, 
  bless, shield of faith]. 
   
  Possessions: rapier, masterwork studded leather, 
  traveler’s outfit, holy symbol of Olidammara, potion of 
  invisibility. 
  Rohn:  male human (Suel) Rgr5/Rog1; CR 6; HD 
  1d6+5d8+18; hp 50; Init +6; Spd 30 ft.; AC 18 (+6 armor, 
  +2 dex), touch 12, flat-footed 16; Base Atk: +5; Grp: +7; 
  Atk +8 melee (2d6+3; 19-20x2, greatsword) or +12 
  melee (2d6+6; 19-20/x2, greatsword) against humans or 
  +10 melee (2d6+6, 19-20/x2, greatsword) against elves; 
  SA Sneak attack 1d6; SQ Wild Empathy, Favored 
  Enemy (Human) +4, Favored Enemy (Elf) +2, 
  Trapfinding, Track, Endurance; AL CG; SV Fort +6, Ref 
  +8, Will +3; Str 15, Dex 14, Con 14, Int 14, Wis 12, Cha 
  10. 
   
  Skills and Feats:  Climb +7, Disable Device +7, 
  Handle Animal +8, Hide +10, Knowledge (Religion) 
  +3, Move Silently +10, Open Lock +7, Search +11, Spot 
  +10, Tumble +10.   Improved Favored Enemy, 
  Improved Initiative, Improved Toughness, Power 
  Attack. Two-Weapon Fighting. 
   
  Ranger Spells Prepared (1; base DC = 11 + spell level): 
  1st—[pass without trace]. 
   
  Possessions:  masterwork greatsword, +1 mithral 
  breastplate, traveler’s outfit, holy symbol of Olidammara, 
  potion of invisibility. 
  Feathers:  CR ¼; tiny animal; HD 3d8; hp 12; Init +3; 
  Spd 10ft., fly 40 ft.(average); AC 20, touch 16, flat-
  footed 16; Base Atk: +2; Grp: -9; Atk +8 melee (1d4-2, 
  talon); SQ Evasion, Low-light Vision; AL N; SV Fort +3, 
  Ref +7, Will +3; Str 5, Dex 18, Con 10, Int 2, Wis 14, 
  Cha 4. 
   
  Skills and Feats:  Hide +8, Listen +14, Move Silently 
  +19, Spot +6 (+14 in areas of shadowy illumination); 
  Weapon Finesse, Stealthy. 
  Encounter Six 
   
   
   
   
  Men at arms: male human Ftr 2; CR 2; HD 2d10+9; hp 
  25; Init +1; Spd 30 ft.; AC 20 (+9 armor, +1 dex), touch 
  11, flat-footed 19; Base Atk: +2; Grp: +5; Atk +6 melee 
  (2d6+4, 19-20/x2, greatsword); Full Atk +6 melee 
  (2d6+4, 19-20/x2 rapier); AL CG; SV Fort +6, Ref +1, 
  Will +0; Str 16, Dex 12, Con 16, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +4, Jump -5, Listen +2, 
  Spot +2; Power Attack, Cleave, Toughness, Weapon 
  Focus (Greatsword). 
   
  Possessions: +1 full plate, greatsword, cleric’s 
  vestments, holy symbol of pelor. 
  Shayne: human female (Suel) Clr6; CR 6; HD 6d8+12; 
  hp 45; Init +1; Spd 20 ft.; AC 22 (+9 armor, +2 shield, +1 
  dex), touch 11, flat-footed 21; Base Atk +4; Grp +4; Atk 
  +4 melee (1d8, heavy mace) or +5 ranged (1d8/19-20, 
  light crossbow); Full Atk +4 melee (1d8, heavy mace) or 
  +5 ranged (1d8/19-20, light crossbow); SA rebuke 
  undead; SQ Protection from fire 72 points of damage.  
  AL NG; SV Fort +7, Ref +5, Will +8; Str 10, Dex 12, Con 
  14, Int 10, Wis 17, Cha 14. 
   
  Skills and Feats: Heal +12, Knowledge (Religion) 
  +9, Spellcraft +9.  Extra Turning, Lightning Reflexes, 
  Maximize Spell, Augment Healing. 
   
  Spells Prepared (5/4/4/3; base DC = 14 + spell 
  level): 0—create water, light, detect magic, mending, read 
  magic; 1st—cure light wounds*, bless, divine favor, 
  sanctuary, shield of faith; 2nd—cure moderate wounds*, 
  silence, sound burst (2), spiritual weapon; 3rd—cure serious 
  wounds*, bestow curse, dispel magic, protection from energy.  
  *Domain spell.  
   
  Spell Details:  Cure light wounds cures 1d8 +7 
  damage.  Cure moderate wounds cures 2d8 +11 damage.  
  Cure serious wounds cures 3d8+13 damage. 
  
  URD5-07 Tears of the Sun 
   
  Page 20 
   
  Deity: Pelor; Domains: Sun (Once per day you 
  can perform a greater turning), Healing (You cast 
  Healing spells at +1 caster level), Purification (You cast 
  Abjuration spells at +1 caster level). 
   
  Precast: protection from energy (fire) for 72 
  points of protection. 
   
  Possessions: Heavy mace, light crossbow with 20 
  bolts, +1 full plate, heavy steel shield, backpack, silver 
  holy symbol of Pelor, wooden holy symbol of Pelor, 
  spell component pouch, traveler’s clothes, waterskin. 
   
   
  
  URD5-07 Tears of the Sun 
   
  Page 21 
  Appendix One – APL 6
  Encounter One 
   
   
   
   
  Jax: male half-elf Rog4; CR 4; HD 4d6+8; hp 22; Init +2; 
  Spd 30 ft.; AC 16 (+4 armor, +2 dex), touch 12, flat-
  footed 14; Base Atk: +3; Grp: +3; Atk +5 melee (1d6, 
  rapier); SA Sneak Attack 2d6, Evasion, Low-Light 
  Vision, immune to sleep, +2 on saving throws vs 
  enchantment spells, Trapfinding; AL CG; SV Fort +3, 
  Ref +6, Will +2; Str 10, Dex 15, Con 14, Int 14, Wis 12, 
  Cha 14. 
   
  Skills and Feats: Bluff +8, Disable Device +12, 
  Gather Information +8, Hide +11, Knowledge 
  (religion) +6, Move Silently +11, Open Lock +9, Search 
  +18, Sense Motive +7, Sleight of Hand +11, Spot +8, 
  Tumble +9, Use Magic Device +8; Stealthy, Weapon 
  Finesse. 
   
  Possessions: rapier, +1 studded leather, traveler’s outfit, 
  holy symbol of Olidammara, thieves’ tools, heward’s 
  handy haversack, headband of intellect +2, potion of 
  invisibility, scroll of pyrotechnics, goggles of minute seeing. 
  Behrun: male human (Suel) Rog 1/Clr 3; CR 4; HD 
  1d6+3d8+9; hp 33; Init +2; Spd 30 ft.; AC 16, touch 12, 
  flat-footed 14; Base Atk: +2; Grp +2; Atk +2 melee (1d6; 
  18-20x2, rapier); SA Sneak Attack 1d6; SQ Trapfinding, 
  turn undead; AL CG; SV Fort +5, Ref +5, Will +5; Str 10, 
  Dex 14, Con 14, Int 14, Wis 14, Cha 10. 
   
  Skills and Feats:  Concentration +8, Decipher Script 
  +6, Diplomacy +4, Disable Device +6, Heal +4, Hide 
  +11, Knowledge(Religion) +4, Move Silently +11, 
  Sense Motive +6, Spot +6, Tumble +6.  Augment 
  Healing, Stealthy, Improved Toughness. 
   
  Spells Prepared (4/3/2; base DC = 12 + spell level): 
  0—[cure minor wounds, detect magic, light, mending]; 
  1st—[disguise self*, bless, magic weapon, shield of faith]; 
  2nd—[invisibility*, align weapon, restoration, lesser]. 
   
  Possessions: rapier, +1 studded leather, traveler’s outfit, 
  holy symbol of Olidammara, potion of invisibility. 
  Rohn:  male human (Suel) Rgr5/Rog2/NsEnf 1; CR 8; 
  HD 2d6+6d8+24; hp 65; Init +6; Spd 30 ft.; AC 18 (+6 
  armor, +2 dex), touch 12, flat-footed 16; Base Atk: +7; 
  Grp: +9; Atk +10 melee (2d6+5; 19-20x2, greatsword) or 
  +14 melee (2d6+8; 19-20/x2, greatsword) against 
  humans or +12 melee (2d6+8, 19-20/x2, greatsword) 
  against elves; SA Sneak attack 2d6; SQ Wild Empathy, 
  Favored Enemy (Human) +4, Favored Enemy (Elf) +2,  
  Teamwork, Trapfinding, Track, Endurance, Evasion; 
  AL CG; SV Fort +6, Ref +11, Will +5; Str 16, Dex 14, 
  Con 14, Int 14, Wis 12, Cha 10. 
   
  Skills and Feats:  Climb +8, Disable Device +8, 
  Handle Animal +8, Hide +13, Knowledge (Religion) 
  +3, Listen +6, Move Silently +13, Open Lock +8, Search 
  +13, Spot +12, Tumble +13.   Improved Favored Enemy, 
  Improved Initiative, Improved Toughness, Power 
  Attack. Two-Weapon Fighting. 
   
  Teamwork (Ex):  Nightsong enforcers are trained 
  to keep a close eye on teammates on a join mission.  A 
  nightsong enforcer gains a +20 circumstance bonus on 
  Listen and Spot checks to hear and see allies. 
   
  Ranger Spells Prepared (1; base DC = 11 + spell level): 
  1st—[pass without trace]. 
   
  Possessions:  +1 greatsword, +1 mithral breastplate, 
  traveler’s outfit, holy symbol of Olidammara, potion of 
  invisibility. 
  Feathers:  CR ¼; tiny animal; HD 3d8; hp 12; Init +3; 
  Spd 10ft., fly 40 ft.(average); AC 20, touch 16, flat-
  footed 16; Base Atk: +2; Grp: -9; Atk +8 melee (1d4-2, 
  talon); SQ Evasion, Low-light Vision; AL N; SV Fort +3, 
  Ref +7, Will +3; Str 5, Dex 18, Con 10, Int 2, Wis 14, 
  Cha 4. 
   
  Skills and Feats:  Hide +8, Listen +14, Move Silently 
  +19, Spot +6 (+14 in areas of shadowy illumination); 
  Weapon Finesse, Stealthy. 
   
  Encounter Six 
   
   
   
   
  Men at arms: male human Ftr 4; CR 4; HD 4d10+12; 
  hp 43; Init +1; Spd 30 ft.; AC 20 (+9 armor, +1 dex), 
  touch 11, flat-footed 19; Base Atk: +4; Grp: +7; Atk +8 
  melee (2d6+6, 19-20/x2, greatsword); Full Atk +8 melee 
  (2d6+6, 19-20/x2 rapier); AL CG; SV Fort +7, Ref +2, 
  Will +1; Str 16, Dex 12, Con 16, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +6, Jump -5, Listen +3, 
  Spot +3; Power Attack, Cleave, Combat Reflexes, 
  Toughness, Weapon Focus (Greatsword), Weapon 
  Specialization (Greatsword). 
   
  Possessions: +1 full plate, +1 greatsword, cleric’s 
  vestments, holy symbol of pelor. 
  Shayne: human female (Suel) Clr6/RSP2; CR 8; HD 
  2d6+6d8+16; hp 57; Init +1; Spd 20 ft.; AC 27 (+11 
  armor,+5 shield, +1 dex), touch 11, flat-footed 26; Base 
  Atk: +5; Grp: +5; Atk +5 melee (1d8, heavy mace) or +6 
  ranged (1d8/19-20, light crossbow); Full Atk +5 melee 
  (1d8, heavy mace) or +6 ranged (1d8/19-20, light 
  crossbow); SA rebuke undead; SQ Protection from fire 
  96 points. AL N; SV Fort +10, Ref +5, Will +11; Str 10, 
  Dex 12, Con 14, Int 10, Wis 18, Cha 15. 
   
  Skills and Feats: Heal +15, Knowledge (Religion) 
  +11, Spellcraft +11.  Extra Turning, Lightning Reflexes, 
  Maximize Spell, Augment Healing. 
   
  Radiance:  When a radiant servant of Pelor cast 
  any spell with the light descriptor, the radius if 
  
  URD5-07 Tears of the Sun 
   
  Page 22 
  illumination is doubled, and the spell is treated as if it 
  were one level higher than it actually is for all 
  purposes, including determining whether it can 
  counter or dispel a spell with the darkness descriptor.  
  Thus, a daylight spell cast by a radiant servant sheds 
  light in a 120-foot radius and is treated as a 4th level 
  spell, allowing it to counter or dispel any darkness spell 
  of 4th level or lower. 
   
  Extra Greater Turning:  The radiant servant of 
  Pelor can perform a greater turning (the granted power 
  of the Sun domain) a number of times per day equal to 
  3 + her Charisma modifier. 
   
  Spells per Day/Spells Known:  When a new 
  radiant servant of Pelor level is gained, the character 
  gains new spells per day (and spells known, if 
  applicable) as if he had also gained al evel in whatever 
  spellcasting class he belonged to before he added the 
  prestige class.  He does not, however, gain any other 
  benefit a character of that class would have gained 
  (improved chance of controlling or rebuking undead, 
  wild shape ability, and so on).  This essentially means 
  that he adds the level of radiant servant of Pelor to the 
  level of whatever other spellcasting class the character 
  has, then determines spells per day and spells known 
  accordingly 
   
  If a character had more than one spellcasting class 
  in which he could cast 1st level divine spells before he 
  became a radiant servant of Pelor, the player must 
  decide which class to assign each level of radiant 
  servant of Pelor for the purpose of determining spells 
  per day. 
   
  Turn Undead: A radiant servant of Pelor adds his 
  radiant servant class levels to his cleric levels for all 
  purposes related to turning undead. 
   
  Divine Health(Ex):  A radiant servant of Pelor 
  who is at least 2nd level is immune to all diseases, 
  including magical diseases such as mummy rot and 
  lycanthropy. 
   
  Empower Healing(Ex):  When a radiant servant 
  of Pelor of at least 2nd level casts a domain spell from 
  the Healing domain, that spell is affected as though by 
  the Empower Spell feat.  This spell does not use up a 
  higher-level slot. 
   
  Spells Prepared (6/5/4/4/2; base DC = 14 + spell 
  level): 0—create water, cure minor wounds, detect magic, 
  light, mending, read magic; 1st—cure light wounds*, bless, 
  divine favor, obscuring mist, sanctuary, shield of faith; 2nd—
  cure moderate wounds*, silence, sound burst (2), spiritual 
  weapon; 3rd—cure serious wounds*, bestow curse, dispel 
  magic (2), protection from energy. 4th—fire shield*, magic 
  vestment (2)  *Domain spell.  
   
  Spell Details:  Cure light wounds cures 1d8 +7 
  damage.  Cure moderate wounds cures 2d8 +13 damage.  
  Cure serious wounds cures 3d8+15 damage. Cure critical 
  wounds cures 4d8+17 damage. 
   
  Deity: Pelor; Domains: Sun (Once per day you 
  can perform a greater turning), Healing (You cast 
  Healing spells at +1 caster level),  
   
  Precast: protection from energy (fire) for 96 
  points of protection. Magic vestment (2). 
   
  Possessions: Heavy mace, light crossbow with 20 
  bolts, full plate, heavy steel shield, backpack, silver 
  holy symbol of Pelor, wooden holy symbol of Pelor, 
  spell component pouch, traveler’s clothes, waterskin. 
   
   
  
  URD5-07 Tears of the Sun 
   
  Page 23 
  Appendix One – APL 8
  Encounter One 
   
   
   
   
  Jax: male half-elf Rog6; CR 6; HD 6d6+18; hp 38; Init 
  +2; Spd 30 ft.; AC 16 (+4 armor, +2 dex), touch 12, flat-
  footed 14; Base Atk: +4; Grp: +4; Atk +7 melee (1d6, 
  rapier); SA Sneak Attack 3d6, Evasion, Low-light 
  vision, immune to sleep, +2 on saving throws vs 
  enchantment, Trapfinding, uncanny dodge; AL CG; SV 
  Fort +4, Ref +7, Will +2; Str 10, Dex 15, Con 14, Int 14, 
  Wis 12, Cha 14. 
   
  Skills and Feats: Bluff +10, Disable Device +14, 
  Gather Information +10, Hide +13, Knowledge 
  (religion) +6, Move Silently +13, Open Lock +11, 
  Search +20, Sense Motive +9, Sleight of Hand +13, Spot 
  +10, Tumble +11, Use Magic Device +10; Improved 
  Toughness, Stealthy, Weapon Finesse. 
   
  Possessions: masterwork rapier, +1 studded leather, 
  traveler’s outfit, holy symbol of Olidammara, thieves’ 
  tools, heward’s handy haversack, headband of intellect +2, 
  potion of invisibility, scroll of pyrotechnics, goggles of 
  minute seeing. 
  Behrun: male human (Suel) Rog 1/Clr 5; CR 6; HD 
  1d6+5d8+15; hp 49; Init +2; Spd 30 ft.; AC 19 (+4 armor, 
  +3 shield, +2 dex), touch 12, flat-footed 17; Base Atk: +3; 
  Grp: +3; Atk +4 melee (1d6; 18-20x2, rapier) or +4 melee 
  (1d6, shield bash); SA Sneak Attack 1d6; SQ 
  Trapfinding, turn undead; AL CG; SV Fort +6, Ref +5, 
  Will +6; Str 10, Dex 14, Con 14, Int 14, Wis 15, Cha 10. 
   
  Skills and Feats:  Concentration +10, Decipher 
  Script +6, Diplomacy +4, Disable Device +6, Heal +6, 
  Hide +13, Knowledge(Religion) +4, Move Silently +13, 
  Sense Motive +6, Spellcraft +4, Spot +6, Tumble +6.  
  Augment Healing, Divine Spell Power, Stealthy, 
  Improved Toughness. 
   
  Spells Prepared (5/4/3/1; base DC = 12 + spell level): 
  0—[cure minor wounds, detect magic, light, mending, read 
  magic]; 1st—[disguise self*, bless, magic weapon, remove 
  fear, shield of faith]; 2nd—[invisibility*, align weapon, 
  restoration, lesser, silence]; 3rd—[protection from energy*, 
  dispel magic]. 
   
  Possessions: masterwork rapier, +1 studded leather, +1 
  mithral steel shield with masterwork shield spike, traveler’s 
  outfit, holy symbol of Olidammara, potion of 
  invisibility. 
  Rohn:  male human (Suel) Rgr5/Rog2/NsEnf 3; CR 
  10; HD 2d6+8d8+30; hp 81; Init +6; Spd 30 ft.; AC 19 
  (+6 armor, +2 dex, +1 deflection), touch 13, flat-footed 
  17; Base Atk: +9; Grp: +11; Atk +13 melee (2d6+5; 19-
  20x2, greatsword) or +17 melee (2d6+8; 19-20/x2, 
  greatsword) against humans or +15 melee (2d6+8, 19-
  20/x2, greatsword) against elves; SA Sneak attack 2d6; 
  SQ Wild Empathy, Favored Enemy (Human) +4, 
  Favored Enemy (Elf) +2,  Teamwork, Trapfinding, 
  Track, Endurance, Evasion; AL CG; SV Fort +7, Ref 
  +12, Will +6; Str 16, Dex 14, Con 14, Int 14, Wis 12, 
  Cha 10. 
   
  Skills and Feats:  Climb +8, Disable Device +8, 
  Handle Animal +8, Hide +15, Knowledge (Religion) 
  +3, Listen +8, Move Silently +15, Open Lock +8, Search 
  +15, Spot +14, Tumble +15.   Improved Favored Enemy, 
  Improved Initiative, Improved Toughness, Power 
  Attack. Two-Weapon Fighting. 
   
  Teamwork (Ex):  Nightsong enforcers are trained 
  to keep a close eye on teammates on a join mission.  A 
  nightsong enforcer gains a +20 circumstance bonus on 
  Listen and Spot checks to hear and see allies. 
   
  Agility Training (Ex):  A nightsong enforcer 
  reduces the armor check penalty imposed on her by 
  light armor by 2 (to a minimum of 0). 
   
  Skill Teamwork (Ex):  A nightsong enforcer can 
  use her training to improve the skill of those around 
  her.  All allies within 30 feet of the nightsong enforcer 
  gain a +2 competence bonus on Balance, Climb, Escape 
  Artist, Hide, Listen, Move Silently, and Spot checks.  
  Allies must be able to see the nightsong enforcer to 
  gain this bonus. 
   
  Ranger Spells Prepared (1; base DC = 11 + spell level): 
  1st—[pass without trace]. 
   
  Possessions:  +1 greatsword, +1 mithral breastplate, ring 
  of protection +1, traveler’s outfit, holy symbol of 
  Olidammara, potion of invisibility. 
  Feathers:  CR ¼; tiny animal; HD 3d8; hp 12; Init +3; 
  Spd 10ft., fly 40 ft.(average); AC 20, touch 16, flat-
  footed 16; Base Atk: +2; Grp: -9; Atk +8 melee (1d4-2, 
  talon); SQ Evasion, Low-light Vision; AL N; SV Fort +3, 
  Ref +7, Will +3; Str 5, Dex 18, Con 10, Int 2, Wis 14, 
  Cha 4. 
   
  Skills and Feats:  Hide +8, Listen +14, Move Silently 
  +19, Spot +6 (+14 in areas of shadowy illumination); 
  Weapon Finesse, Stealthy. 
  Encounter Six 
   
   
   
   
  Men at arms: male human Ftr 6; CR 6; HD 6d10+18; 
  hp 61; Init +5; Spd 30 ft.; AC 20 (+8 armor, +1 dex, +1 
  deflection), touch 12, flat-footed 19; Base Atk: +6; Grp: 
  +9; Atk +10 melee (2d6+6, 19-20/x2, greatsword); Full 
  Atk +10/+5 melee (2d6+6, 19-20/x2 rapier); AL CG; SV 
  Fort +8, Ref +3, Will +2; Str 17, Dex 12, Con 16, Int 10, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +6, Jump -5, Listen +3, 
  Spot +3; Blind-Fight, Cleave, Combat Reflexes, 
  Improved 
  Initiative, 
  Power 
  Attack, 
  Toughness, 
  
  URD5-07 Tears of the Sun 
   
  Page 24 
  Weapon Focus (Greatsword), Weapon Specialization 
  (Greatsword). 
   
  Possessions: +1 full plate, +1 greatsword, ring of 
  protection +1 cleric’s vestments, holy symbol of pelor. 
  Shayne: human female (Suel) Clr6/RSP4; CR 10; HD 
  4d6+6d8+20; hp 69; Init +1; Spd 20 ft.; AC 21 (+8 
  armor,+2 shield, +1 dex), touch 11, flat-footed 20; Base 
  Atk: +7; Grp: +7; Atk +7 melee (1d8, heavy mace) or +8 
  ranged (1d8/19-20, light crossbow); Full Atk +7/+2 
  melee (1d8, heavy mace) or +8 ranged (1d8/19-20, light 
  crossbow); SA rebuke undead; SQ  Protection from fire 
  120 points. AL NG; SV Fort +12, Ref +7, Will +14; Str 
  10, Dex 12, Con 14, Int 10, Wis 20, Cha 15. 
   
  Skills and Feats: Heal +18, Knowledge (Religion) 
  +13, Spellcraft +13.  Extra Turning, Lightning Reflexes, 
  Maximize Spell, Augment Healing, Divine Metamagic 
  (Maximize Spell). 
   
  Radiance:  When a radiant servant of Pelor cast 
  any spell with the light descriptor, the radius if 
  illumination is doubled, and the spell is treated as if it 
  were one level higher than it actually is for all 
  purposes, including determining whether it can 
  counter or dispel a spell with the darkness descriptor.  
  Thus, a daylight spell cast by a radiant servant sheds 
  light in a 120-foot radius and is treated as a 4th level 
  spell, allowing it to counter or dispel any darkness spell 
  of 4th level or lower. 
   
  Extra Greater Turning:  The radiant servant of 
  Pelor can perform a greater turning (the granted power 
  of the Sun domain) a number of times per day equal to 
  3 + her Charisma modifier. 
   
  Spells per Day/Spells Known:  When a new 
  radiant servant of Pelor level is gained, the character 
  gains new spells per day (and spells known, if 
  applicable) as if he had also gained al evel in whatever 
  spellcasting class he belonged to before he added the 
  prestige class.  He does not, however, gain any other 
  benefit a character of that class would have gained 
  (improved chance of controlling or rebuking undead, 
  wild shape ability, and so on).  This essentially means 
  that he adds the level of radiant servant of Pelor to the 
  level of whatever other spellcasting class the character 
  has, then determines spells per day and spells known 
  accordingly 
   
  If a character had more than one spellcasting class 
  in which he could cast 1st level divine spells before he 
  became a radiant servant of Pelor, the player must 
  decide which class to assign each level of radiant 
  servant of Pelor for the purpose of determining spells 
  per day. 
   
  Turn Undead: A radiant servant of Pelor adds his 
  radiant servant class levels to his cleric levels for all 
  purposes related to turning undead. 
   
  Divine Health(Ex):  A radiant servant of Pelor 
  who is at least 2nd level is immune to all diseases, 
  including magical diseases such as mummy rot and 
  lycanthropy. 
   
  Empower Healing(Ex):  When a radiant servant 
  of Pelor of at least 2nd level casts a domain spell from 
  the Healing domain, that spell is affected as though by 
  the Empower Spell feat.  This spell does not use up a 
  higher-level slot. 
   
  Aura of Warding (Su): Starting at 3rd level, a 
  radiant servant and all allies within 10 feet of him gain 
  a +2 morale bonus on all Will saving throws. 
   
  Spells Prepared (6/6/5/4/4/3; base DC = 15 + 
  spell level): 0—create water, cure minor wounds, detect 
  magic, light, mending, read magic; 1st—cure light wounds*, 
  bane, bless, divine favor, obscuring mist, sanctuary, shield of 
  faith; 2nd—cure moderate wounds*, align weapon, silence, 
  sound burst (2), spiritual weapon; 3rd—cure serious 
  wounds*, bestow curse, dispel magic (2), protection from 
  energy, 4th—fire shield*, magic vestment (2), divine power, 
  freedom of movement, 5th—flame strike*, spell resistance, 
  stalwart pact;  *Domain spell.  
   
  Spell Details:  Cure light wounds cures 1d8 +7 
  damage.  Cure moderate wounds cures 2d8 +14 damage.  
  Cure serious wounds cures 3d8+17 damage. Cure critical 
  wounds cures 4d8+19 damage.  Cure light wounds, mass 
  cures 1d8+21 damage. 
   
  Turn Attempts: 9 per day. Shayne can divine 
  maximize 2 spells per day (4 turn attempts each). 
   
  Deity: Pelor; Domains: Sun (Once per day you 
  can perform a greater turning), Healing (You cast 
  Healing spells at +1 caster level), Purification (You cast 
  Abjuration spells at +1 caster level). 
   
  Precast: protection from energy (fire) for 120 
  points of protection.  Spell Resistance 24.  Stalwart 
  Pact. 
   
  Possessions: Heavy mace, light crossbow with 20 
  bolts, full plate, heavy steel shield, periapt of wisdom +2, 
  backpack, silver holy symbol of Pelor, wooden holy 
  symbol of Pelor, spell component pouch, traveler’s 
  clothes, waterskin. 
   
   
  
  URD5-07 Tears of the Sun 
   
  Page 25 
  Appendix One – APL 10
  Encounter One 
   
   
   
   
  Jax: male half-elf Rog7/Rdr1; CR 8; HD 8d6+16; hp 50; 
  Init +3; Spd 30 ft.; AC 18 (+4 armor, +3 dex, +1 
  deflection), touch 14, flat-footed 15; Base Atk: +5; Grp: 
  +5; Atk +9 melee (1d6, rapier); SA Sneak Attack 4d6; 
  SQ Evasion, Trapfinding, Low-light vision, immune to 
  sleep, +2 on saving throws vs enchantment, 
  Trapfinding, uncanny dodge; AL CG; SV Fort +3, Ref 
  +10, Will +4; Str 10, Dex 16, Con 12, Int 20, Wis 10, 
  Cha 12. 
   
  Skills and Feats: Bluff +11, Disable Device +16, 
  Gather Information +11, Hide +16, Knowledge 
  (religion) +6, Move Silently +16, Open Lock +14, 
  Search +22, Sense Motive +10, Sleight of Hand +15, 
  Spot +12, Tumble +14, Use Magic Device +12; Stealthy, 
  Improved Toughness, Weapon Finesse. 
   
  Temple Raider Spells Prepared (2; base DC = 11 + spell 
  level): 1st—[detect secret doors]. 
   
  Possessions: masterwork rapier, +1 studded leather, 
  ring of protection +1, traveler’s outfit, holy symbol of 
  Olidammara, thieves’ tools, heward’s handy haversack, 
  headband of intellect +2, potion of invisibility, scroll of 
  pyrotechnics, goggles of minute seeing. 
  Behrun: male human (Suel) Rog 1/Clr 7; CR 8; HD 
  1d6+7d8+21; hp 65; Init +2; Spd 30 ft.; AC 23 (+9 armor, 
  +3 shield, +1 dex), touch 11, flat-footed 22; Base Atk: +5; 
  Grp: +5; Atk +6 melee (1d6; 18-20x2, rapier) or +6 melee 
  (1d6, shield bash); SA Sneak Attack 1d6; SQ 
  Trapfinding, turn undead; AL CG; SV Fort +7, Ref +6, 
  Will +8; Str 10, Dex 14, Con 14, Int 14, Wis 16, Cha 10. 
   
  Skills and Feats:  Concentration +12, Decipher 
  Script +6, Diplomacy +4, Disable Device +6, Heal +7, 
  Hide +15, Knowledge(Religion) +4, Move Silently +15, 
  Sense Motive +7, Spellcraft +6, Spot +7, Tumble +1 
  (cannot tumble currently).  Augment Healing, Divine 
  Spell Power, Stealthy, Improved Toughness. 
   
  Spells Prepared (6/5/4/3/1; base DC = 13 + spell 
  level): 0—[cure minor wounds, detect magic, light(2), 
  mending, read magic]; 1st—[disguise self*, bless, magic 
  weapon, remove fear, resurgence, shield of faith]; 2nd—
  [invisibility*, align weapon, hold person, restoration, lesser, 
  silence]; 3rd—[protection from energy*, dispel magic, 
  invisibility purge, magic circle against evil]; 4th—
  [confusion*, freedom of movement]. 
   
  Possessions: masterwork rapier, +1 silent, slick full 
  plate, +1 mithral steel shield with masterwork shield spike, 
  traveler’s outfit, holy symbol of Olidammara, potion of 
  invisibility. 
  Rohn:  male human (Suel) Rgr5/Rog2/NsEnf 5; CR 
  12; HD 2d6+10d8+36; hp 97; Init +6; Spd 30 ft.; AC 19 
  (+7 armor, +2 dex, +1 deflection), touch 20 flat-footed 
  17; Base Atk: +11; Grp: +13; Atk +15 melee (2d6+5; 19-
  20x2, greatsword) or +19 melee (2d6+8; 19-20/x2, 
  greatsword) against humans or +17 melee (2d6+8, 19-
  20/x2, greatsword) against elves; SA Sneak attack 3d6; 
  SQ Wild Empathy, Favored Enemy (Human) +4, 
  Favored Enemy (Elf) +2,  Teamwork, Trap Sense, 
  Trapfinding, Track, Endurance, Evasion; AL CG; SV 
  Fort +7, Ref +13, Will +6; Str 16, Dex 15, Con 14, Int 14, 
  Wis 12, Cha 10. 
   
  Skills and Feats:  Climb +8, Disable Device +8, 
  Handle Animal +8, Hide +17, Knowledge (Religion) 
  +3, Listen +10, Move Silently +17, Open Lock +8, 
  Search +17, Spot +16, Tumble +17.   Improved Favored 
  Enemy, Improved Initiative, Improved Toughness, 
  Power Attack. Two-Weapon Fighting. 
   
  Teamwork (Ex):  Nightsong enforcers are trained 
  to keep a close eye on teammates on a join mission.  A 
  nightsong enforcer gains a +20 circumstance bonus on 
  Listen and Spot checks to hear and see allies. 
   
  Agility Training (Ex):  A nightsong enforcer 
  reduces the armor check penalty imposed on her by 
  light armor by 2 (to a minimum of 0). 
   
  Skill Teamwork (Ex):  A nightsong enforcer can 
  use her training to improve the skill of those around 
  her.  All allies within 30 feet of the nightsong enforcer 
  gain a +2 competence bonus on Balance, Climb, Escape 
  Artist, Hide, Listen, Move Silently, and Spot checks.  
  Allies must be able to see the nightsong enforcer to 
  gain this bonus. 
   
  Flanking Teamwork (Ex):  When a nightsong 
  enforcer flanks an opponent, the enforcer and all other 
  allies who threaten the same opponent gain a +1 
  circumstance bonus on their attack rolls (in addition to 
  the normal flanking bonus, if it applies). 
   
  Ranger Spells Prepared (1; base DC = 11 + spell level): 
  1st—[pass without trace]. 
   
  Possessions:  +1 greatsword, +2 mithral breastplate, ring 
  of protection +1, traveler’s outfit, holy symbol of 
  Olidammara, potion of invisibility. 
  Encounter Six 
   
   
   
   
  Men at arms: male human Ftr 8; CR 8; HD 8d10+18; 
  hp 79; Init +5; Spd 30 ft.; AC 22 (+10 armor, +1 dex, +1 
  deflection), touch 13, flat-footed 21; Base Atk: +8; Grp: 
  +11; Atk +14 melee (2d6+8, 17-20/x2, greatsword); Full 
  Atk +14/+9 melee (2d6+8, 17-20/x2 greatsword); AL 
  CG; SV Fort +9, Ref +3, Will +2; Str 18, Dex 12, Con 16, 
  Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +10, Jump -6, Listen +5, 
  Spot +5; Blind-Fight, Cleave, Combat Reflexes, 
  
  URD5-07 Tears of the Sun 
   
  Page 26 
  Improved Critical (Greatsword), Improved Initiative, 
  Power 
  Attack, 
  Toughness, 
  Weapon 
  Focus 
  (Greatsword), Weapon Specialization (Greatsword). 
   
  Possessions: +2 full plate, +1 greatsword, ring of 
  protection +1, cleric’s vestments, holy symbol of pelor. 
  Shayne: human female (Suel) Clr6/RSP6; CR 12; HD 
  6d6+6d8+24; hp 81; Init +1; Spd 20 ft.; AC 28 (+11 
  armor, +5 shield, +1 dex, +1 deflection), touch 12, flat-
  footed 27; Base Atk: +8; Grp: +8; Atk +12 melee (1d8+3, 
  heavy mace) or +9 ranged (1d8/19-20, light crossbow); 
  Full Atk +12/+7 melee (1d8+3, heavy mace) or +9/+4 
  ranged (1d8/19-20, light crossbow); SA rebuke undead; 
  SQ SR 24.  Protection from fire 120 points. AL N; SV 
  Fort +12, Ref +7, Will +14; Str 10, Dex 12, Con 14, Int 
  10, Wis 20, Cha 16. 
   
  Skills and Feats: Heal +20, Knowledge (Religion) 
  +15, Spellcraft +15.  Extra Turning, Lightning Reflexes, 
  Maximize Spell, Augment Healing, Divine Metamagic 
  (Maximize Spell), Sacred Healing. 
   
  Radiance:  When a radiant servant of Pelor cast 
  any spell with the light descriptor, the radius if 
  illumination is doubled, and the spell is treated as if it 
  were one level higher than it actually is for all 
  purposes, including determining whether it can 
  counter or dispel a spell with the darkness descriptor.  
  Thus, a daylight spell cast by a radiant servant sheds 
  light in a 120-foot radius and is treated as a 4th level 
  spell, allowing it to counter or dispel any darkness spell 
  of 4th level or lower. 
   
  Extra Greater Turning:  The radiant servant of 
  Pelor can perform a greater turning (the granted power 
  of the Sun domain) a number of times per day equal to 
  3 + her Charisma modifier. 
   
  Spells per Day/Spells Known:  When a new 
  radiant servant of Pelor level is gained, the character 
  gains new spells per day (and spells known, if 
  applicable) as if he had also gained al evel in whatever 
  spellcasting class he belonged to before he added the 
  prestige class.  He does not, however, gain any other 
  benefit a character of that class would have gained 
  (improved chance of controlling or rebuking undead, 
  wild shape ability, and so on).  This essentially means 
  that he adds the level of radiant servant of Pelor to the 
  level of whatever other spellcasting class the character 
  has, then determines spells per day and spells known 
  accordingly 
   
  If a character had more than one spellcasting class 
  in which he could cast 1st level divine spells before he 
  became a radiant servant of Pelor, the player must 
  decide which class to assign each level of radiant 
  servant of Pelor for the purpose of determining spells 
  per day. 
   
  Turn Undead: A radiant servant of Pelor adds his 
  radiant servant class levels to his cleric levels for all 
  purposes related to turning undead. 
   
  Divine Health(Ex):  A radiant servant of Pelor 
  who is at least 2nd level is immune to all diseases, 
  including magical diseases such as mummy rot and 
  lycanthropy. 
   
  Empower Healing(Ex):  When a radiant servant 
  of Pelor of at least 2nd level casts a domain spell from 
  the Healing domain, that spell is affected as though by 
  the Empower Spell feat.  This spell does not use up a 
  higher-level slot. 
   
  Aura of Warding (Su): Starting at 3rd level, a 
  radiant servant and all allies within 10 feet of him gain 
  a +2 morale bonus on all Will saving throws. 
   
  Bonus Domain:  A radiant servant who reaches 
  5th level is granted another of Pelor’s domains as a third 
  cleric domain or he can choose the Glory or 
  Purification domain.  He can use the granted power of 
  the new domain, and he can choose from the spell lists 
  of three domains when selecting his maximum spells 
  for the day. 
   
  Spells Prepared (6/7/5/5/4/4/2; base DC = 14 + 
  spell level): 0—create water, cure minor wounds (2), detect 
  magic, mending, read magic; 1st—cure light wounds*, bane, 
  bless, divine favor, obscuring mist, sanctuary, shield of 
  faith(2); 2nd—cure moderate wounds*, align weapon, lesser 
  restoration, silence, sound burst, spiritual weapon; 3rd—cure 
  serious wounds*, bestow curse, dispel magic (2), protection 
  from energy (2), 4th—fire shield*, magic vestment (2), 
  divine power, freedom of movement, 5th—flame strike (2)*, 
  spell resistance, stalwart pact; 6th—fires of purity*, blade 
  barrier, planar ally. *Domain spell.  
   
  Spell Details:  Cure light wounds cures 1d8 +7 
  damage.  Cure moderate wounds cures 2d8 +14 damage.  
  Cure serious wounds cures 3d8+19 damage. Cure critical 
  wounds cures 4d8+21 damage.  Cure light wounds, mass 
  cures 1d8+23 damage.  Heal cures 142 damage. 
   
  Turn Attempts: 10 per day. Shayne can divine 
  maximize 2 spells per day (4 turn attempts each). 
   
  Deity: Pelor; Domains: Sun (Once per day you 
  can perform a greater turning), Healing (You cast 
  Healing spells at +1 caster level), Purification (You cast 
  Abjuration spells at +1 caster level). 
   
  Precast: protection from energy (fire and 
  electricity) for 120 points of protection.  Spell 
  Resistance 24.  Planar ally to summon a Trumpet 
  Archon (see Monster Manual page 18).  Stalwart Pact. 
   
  Possessions: Heavy mace, light crossbow with 20 
  bolts, full plate, heavy steel shield, periapt of wisdom +2, 
  ring of protection +1, backpack, silver holy symbol of 
  Pelor, wooden holy symbol of Pelor, spell component 
  pouch, traveler’s clothes, waterskin. 
   
  
  URD5-07 Tears of the Sun 
   
  Page 27 
  Appendix One – APL 12
  Encounter One 
   
   
   
   
  Jax: male half-elf Rog7/Rdr3; CR 10; HD 10d6+30; hp 
  62; Init +3; Spd 30 ft.; AC 18 (+4 armor, +3 dex, +1 
  deflection), touch 14, flat-footed 18; Base Atk: +7; Grp: 
  +7; Atk +11 melee (1d6, rapier); Full Atk +11/+6 melee 
  (1d6, rapier); SA Sneak Attack 5d6; SQ Evasion, 
  Trapfinding, Low-light vision, immune to sleep, +2 on 
  saving throws vs enchantment, Trapfinding, uncanny 
  dodge, improved uncanny dodge; AL CG; SV Fort +4, 
  Ref +11, Will +5; Str 10, Dex 16, Con 12, Int 20, Wis 10, 
  Cha 12. 
   
  Skills and Feats: Bluff +11, Disable Device +18, 
  Gather Information +11, Hide +18, Knowledge 
  (religion) +6, Move Silently +18, Open Lock +16, 
  Search +24, Sense Motive +10, Sleight of Hand +15, 
  Spot +14, Tumble +16, Use Magic Device +14; Combat 
  Expertise, Improved Toughness, Stealthy, Weapon 
  Finesse. 
   
  Temple Raider Spells Prepared (2; base DC = 11 + spell 
  level): 1st—[detect secret doors, obscuring mist]. 
   
  Possessions: masterwork rapier, +1 studded leather, 
  ring of protection +1, traveler’s outfit, holy symbol of 
  Olidammara, thieves’ tools, heward’s handy haversack, 
  headband of intellect +2, potion of invisibility, scroll of 
  pyrotechnics, goggles of minute seeing. 
  Behrun: male human (Suel) Rog 1/Clr 9; CR 10; HD 
  1d6+9d8+27; hp 78; Init +2; Spd 30 ft.; AC 20 (+9 armor, 
  +1 dex, +1 deflection), touch 12, flat-footed 19; Base 
  Atk: +5; Grp +5; Atk +6 melee (1d6; 18-20x2, rapier); SA 
  Sneak Attack 1d6; SQ Trapfinding, turn undead; AL 
  CG; SV Fort +7, Ref +6, Will +8; Str 10, Dex 14, Con 14, 
  Int 14, Wis 16, Cha 10. 
   
  Skills and Feats:  Concentration +14 (+18 when 
  casting defensively), Decipher Script +6, Diplomacy +4, 
  Disable 
  Device 
  +6, 
  Heal 
  +7, 
  Hide 
  +17, 
  Knowledge(Religion) +4, Move Silently +17, Sense 
  Motive +7, Spellcraft +6, Spot +7, Tumble +6.  Augment 
  Healing, Combat Casting, Divine Spell Power, 
  Stealthy, Improved Toughness. 
   
  Spells Prepared (6/5/5/4/2/1; base DC = 13 + spell 
  level): 0—[cure minor wounds, detect magic, light(2), 
  mending, read magic]; 1st—[disguise self*, bless, magic 
  weapon, remove fear, resurgence, shield of faith]; 2nd—
  [invisibility*, align weapon, hold person, restoration, lesser, 
  silence (2)]; 3rd—[protection from energy*, dispel magic (2), 
  invisibility purge, magic circle against evil]; 4th—
  [confusion*, restoration, freedom of movement]; 5th—[break 
  enchantment*, flame strike]. 
   
  Possessions: masterwork rapier, +1 silent slick full 
  plate, ring of protection +1, traveler’s outfit, holy symbol 
  of Olidammara, potion of invisibility. 
  Rohn:  male human (Suel) Rgr5/Rog2/NsEnf 7; CR 
  14; HD 2d6+12d8+42; hp 113; Init +6; Spd 30 ft.; AC 22 
  (+8 armor, +2 dex, +2 deflection), touch 14, flat-footed 
  20; Base Atk: +13; Grp: +15; Atk +16 melee (2d6+4; 19-
  20x2, greatsword) or +20 melee (2d6+7; 19-20/x2, 
  greatsword) against humans or +18 melee (2d6+7, 19-
  20/x2, greatsword) against elves; SA Sneak attack 4d6; 
  SQ Wild Empathy, Favored Enemy (Human) +4, 
  Favored Enemy (Elf) +2,  Skill Teamwork +4, 
  Trapfinding, Track, Endurance, Evasion, Flanking 
  Teamwork, Opportunist; AL CG; SV Fort +8, Ref +14, 
  Will +7; Str 16, Dex 15, Con 14, Int 14, Wis 12, Cha 10. 
   
  Skills and Feats:  Climb +8, Disable Device +8, 
  Handle Animal +8, Hide +19, Knowledge (Religion) 
  +3, Listen +12, Move Silently +19, Open Lock +8, 
  Search +19, Spot +18, Tumble +19.   Combat Reflexes, 
  Improved Favored Enemy, Improved Initiative, 
  Improved Toughness, Power Attack, Staggering Strike, 
  Two-Weapon Fighting. 
   
  Teamwork (Ex):  Nightsong enforcers are trained 
  to keep a close eye on teammates on a join mission.  A 
  nightsong enforcer gains a +20 circumstance bonus on 
  Listen and Spot checks to hear and see allies. 
   
  Agility Training (Ex):  A nightsong enforcer 
  reduces the armor check penalty imposed on her by 
  light armor by 2 (to a minimum of 0). 
   
  Skill Teamwork (Ex):  A nightsong enforcer can 
  use her training to improve the skill of those around 
  her.  All allies within 30 feet of the nightsong enforcer 
  gain a +2 competence bonus on Balance, Climb, Escape 
  Artist, Hide, Listen, Move Silently, and Spot checks.  
  Allies must be able to see the nightsong enforcer to 
  gain this bonus. 
   
  Flanking Teamwork (Ex):  When a nightsong 
  enforcer flanks an opponent, the enforcer and all other 
  allies who threaten the same opponent gain a +1 
  circumstance bonus on their attack rolls (in addition to 
  the normal flanking bonus, if it applies). 
   
  Opportunist (Ex):  Once per round, a nightsong 
  enforcer can make an attack of opportunity against an 
  opponent who has just been injured in melee by 
  another character. 
   
  Ranger Spells Prepared (1; base DC = 11 + spell level): 
  1st—[pass without trace]. 
   
  Possessions:  +1 greatsword, +3 mithral breastplate, ring 
  of protection +2, traveler’s outfit, holy symbol of 
  Olidammara, potion of invisibility. 
  Encounter Six 
   
   
   
   
  Men at arms: male human Ftr 8; CR 8; HD 8d10+18; 
  hp 79; Init +5; Spd 30 ft.; AC 22 (+10 armor, +1 dex, +1 
  
  URD5-07 Tears of the Sun 
   
  Page 28 
  deflection), touch 13, flat-footed 21; Base Atk: +8; Grp: 
  +11; Atk +15 melee (2d6+10, 17-20/x2, greatsword); 
  Full Atk +15/+10 melee (2d6+10, 17-20/x2 greatsword); 
  AL CG; SV Fort +9, Ref +3, Will +2; Str 20, Dex 12, Con 
  16, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +10, Jump -6, Listen +5, 
  Spot +5; Blind-Fight, Cleave, Combat Reflexes, 
  Improved Critical (Greatsword), Improved Initiative, 
  Power 
  Attack, 
  Toughness, 
  Weapon 
  Focus 
  (Greatsword), Weapon Specialization (Greatsword). 
   
  Possessions: +2 full plate, +1 greatsword, gauntlets of ogre 
  power, ring of protection +1, cleric’s vestments, holy 
  symbol of pelor. 
  Sarnin: human male (Suel) Clr14; CR 14; male 
  humanoid; HD 14d8+28; hp 101; Init +1; Spd 20 ft.; AC 
  26 (+11 armor, +5 shield), touch 10, flat-footed 26; Base 
  Atk: +10/+5; Grp: +12; Atk +15 melee (1d8+5, heavy 
  mace) or +10 ranged (1d8/19-20, light crossbow); Full 
  Atk +15/+10 melee (1d8+5, heavy mace) or +10/+5 
  ranged (1d8/19-20, light crossbow); SA rebuke undead; 
  SQ SR 24.  Protection from fire 120 points.  Stalwart 
  Pact.  AL N; SV Fort +11, Ref +6, Will +15; Str 14, Dex 
  10, Con 14, Int 12, Wis 22, Cha 12. 
   
  Skills and Feats: Bluff +6, Diplomacy +8, 
  Disguise +1 (+3 to act in character), Concentration +22, 
  Intimidate +3, Knowledge (Arcana) +6, Knowledge 
  (History) +6, Knowledge (Religion) +6, Knowledge 
  (the planes) +6, Listen +6, Sense Motive +11, Spellcraft 
  +12; Extend Spell, Lightning Reflexes, Quicken Spell, 
  Scribe Scroll, Silent Spell, Skill Focus (concentration). 
   
  Turn Undead (Su): Sarnin can rebuke, command, 
  or bolster undead. He can turn undead 4/day as a 12th 
  level cleric. 
   
  Spells Prepared (6/8/7/6/5/5/4; base DC = 16 + 
  spell level, channels negative energy): 0—create water, 
  cure minor wounds (2), detect magic, mending, read magic; 
  1st—protection from good*, bane, bless, comprehend 
  languages, divine favor, obscuring mist, shield of faith (2); 
  2nd—invisibility*, align weapon, cure moderate wounds, 
  lesser restoration, silence, sound burst, spiritual weapon; 
  3rd—nondetection*, bestow curse (2), cure serious wounds, 
  dispel magic, invisibility purge, 4th—confusion*, extended 
  magic vestment (2), divine power, freedom of movement, 
  5th—quickened protection from good*, extended freedom 
  of movement, extended greater magic weapon, quickened 
  divine favor, righteous might, 6th—mislead*, mass bear’s 
  endurance, harm, word of recall. *Domain spell.  
   
  Deity: Syrul; Domains: Evil (cast evil spells at +1 
  level); Trickery (Bluff, Disguise, and Hide are class 
  skills). 
   
  Precast: Protection from energy (fire) for 120 
  points of protection.  Spell Resistance 24.  Greater 
  Magic Weapon.  Magic Vestment (2).  Freedom of 
  Movement. Stalwart Pact.  Nondetection. 
   
  Possessions: Heavy mace, light crossbow with 20 
  bolts, full plate, heavy steel shield, periapt of wisdom +2, 
  backpack, silver holy symbol of Syrul, wooden holy 
  symbol of Syrul, spell component pouch, traveler’s 
  clothes, waterskin. 
  Shayne: human female (Suel) Clr6/RSP6; CR 12; HD 
  6d6+6d8+24; hp 81; Init +1; Spd 20 ft.; AC 28 (+11 
  armor, +5 shield, +1 dex, +1 deflection), touch 12, flat-
  footed 27; Base Atk: +8; Grp: +8; Atk +12 melee (1d8+3, 
  heavy mace) or +9 ranged (1d8/19-20, light crossbow); 
  Full Atk +12/+7 melee (1d8+3, heavy mace) or +9/+4 
  ranged (1d8/19-20, light crossbow); SA rebuke undead; 
  SQ SR 24.  Protection from fire 120 points. AL N; SV 
  Fort +12, Ref +7, Will +14; Str 10, Dex 12, Con 14, Int 
  10, Wis 20, Cha 16. 
   
  Skills and Feats: Heal +20, Knowledge (Religion) 
  +15, Spellcraft +15.  Extra Turning, Lightning Reflexes, 
  Maximize Spell, Augment Healing, Divine Metamagic 
  (Maximize Spell), Sacred Healing. 
   
  Radiance:  When a radiant servant of Pelor cast 
  any spell with the light descriptor, the radius if 
  illumination is doubled, and the spell is treated as if it 
  were one level higher than it actually is for all 
  purposes, including determining whether it can 
  counter or dispel a spell with the darkness descriptor.  
  Thus, a daylight spell cast by a radiant servant sheds 
  light in a 120-foot radius and is treated as a 4th level 
  spell, allowing it to counter or dispel any darkness spell 
  of 4th level or lower. 
   
  Extra Greater Turning:  The radiant servant of 
  Pelor can perform a greater turning (the granted power 
  of the Sun domain) a number of times per day equal to 
  3 + her Charisma modifier. 
   
  Spells per Day/Spells Known:  When a new 
  radiant servant of Pelor level is gained, the character 
  gains new spells per day (and spells known, if 
  applicable) as if he had also gained al evel in whatever 
  spellcasting class he belonged to before he added the 
  prestige class.  He does not, however, gain any other 
  benefit a character of that class would have gained 
  (improved chance of controlling or rebuking undead, 
  wild shape ability, and so on).  This essentially means 
  that he adds the level of radiant servant of Pelor to the 
  level of whatever other spellcasting class the character 
  has, then determines spells per day and spells known 
  accordingly 
   
  If a character had more than one spellcasting class 
  in which he could cast 1st level divine spells before he 
  became a radiant servant of Pelor, the player must 
  decide which class to assign each level of radiant 
  servant of Pelor for the purpose of determining spells 
  per day. 
   
  Turn Undead: A radiant servant of Pelor adds his 
  radiant servant class levels to his cleric levels for all 
  purposes related to turning undead. 
   
  Divine Health(Ex):  A radiant servant of Pelor 
  who is at least 2nd level is immune to all diseases, 
  including magical diseases such as mummy rot and 
  lycanthropy. 
  
  URD5-07 Tears of the Sun 
   
  Page 29 
   
  Empower Healing(Ex):  When a radiant servant 
  of Pelor of at least 2nd level casts a domain spell from 
  the Healing domain, that spell is affected as though by 
  the Empower Spell feat.  This spell does not use up a 
  higher-level slot. 
   
  Aura of Warding (Su): Starting at 3rd level, a 
  radiant servant and all allies within 10 feet of him gain 
  a +2 morale bonus on all Will saving throws. 
   
  Bonus Domain:  A radiant servant who reaches 
  5th level is granted another of Pelor’s domains as a third 
  cleric domain or he can choose the Glory or 
  Purification domain.  He can use the granted power of 
  the new domain, and he can choose from the spell lists 
  of three domains when selecting his maximum spells 
  for the day. 
   
  Spells Prepared (6/7/5/5/4/4/2; base DC = 14 + 
  spell level): 0—create water, cure minor wounds (2), detect 
  magic, mending, read magic; 1st—cure light wounds*, bane, 
  bless, divine favor, obscuring mist, sanctuary, shield of 
  faith(2); 2nd—cure moderate wounds*, align weapon, lesser 
  restoration, silence, sound burst, spiritual weapon; 3rd—cure 
  serious wounds*, bestow curse, dispel magic (2), protection 
  from energy (2), 4th—fire shield*, magic vestment (2), 
  divine power, freedom of movement, 5th—flame strike*, spell 
  resistance (2), stalwart pact; 6th—fires of purity*, blade 
  barrier, planar ally. *Domain spell.  
   
  Deity: Pelor; Domains: Sun (Once per day you 
  can perform a greater turning), Healing (You cast 
  Healing spells at +1 caster level), Purification (You cast 
  Abjuration spells at +1 caster level). 
   
  Precast: protection from energy (fire) for 120 
  points of protection.  Spell Resistance 24.  Planar ally to 
  summon a Trumpet Archon (see Monster Manual page 
  18). 
   
  Possessions: Heavy mace, light crossbow with 20 
  bolts, full plate, heavy steel shield, periapt of wisdom +2, 
  ring of protection +1, backpack, silver holy symbol of 
  Pelor, wooden holy symbol of Pelor, spell component 
  pouch, traveler’s clothes, waterskin. 
   
  
  URD5-07 Tears of the Sun 
   
  Page 30 
  Appendix Three – New Rules Items 
  New Feats 
   
   
   
   
  Augment Healing [General] 
  Reference: Complete Divine, page 79. 
   
  Prerequisite: Heal 4 ranks. 
   
  Benefit: Add +2 points per spell level to the 
  amount of damage healed by any Conjuration 
  [Healing] spell that you cast. 
  Divine Metamagic [Divine] 
  Reference: Complete Divine, page 80. 
  You channel energy into some of your divine 
  spells to make them more powerful. 
   
  Prerequisites: Ability to turn undead or 
  rebuke undead, selected metamagic feat. 
   
  Benefit: When you take this feat, choose a 
  metamagic feat.  This feat only applies to that 
  metamagic feat.  As a free action, you can take the 
  energy from turning or rebuking undead and use 
  it to apply a metamagic feat to spells that you 
  know.  You must spend one turn or rebuke 
  attempt, plus an additional attempt for each level 
  increase in the metamagic feat you’re using.  For 
  example, Jazon the cleric could sacrifice three turn 
  attempts to empower a holy smite he’s casting.  
  Because you’re using positive or negative energy 
  to augment your spells, the spell slot for the spell 
  doesn’t change. 
   
  Special: This feat may be taken multiple 
  times.  Each time you take this feat choose a 
  different metamagic feat to which to apply it. 
  Divine Spell Power [Divine] 
  Reference: Complete Divine, page 80. 
  You can channel positive or negative energy to 
  enhance your divine spellcasting ability. 
   
  Prerequisites: Ability to turn or rebuke 
  undead, able to cast 1st-level divine spells. 
   
  Benefit: You can spend a turn or rebuke 
  attempt as a free action and roll a turning check 
  (with a special +3 bonus, plus any other modifiers 
  you’d normally apply to your turning check).  
  Treat the result of the turning check as a modifier 
  to your caster level on the next divine spell you 
  cast in that round. 
   
  For example, if a cleric used this feat and 
  rolled a 16 on his turning check, he would add a 
  +2 bonus to his caster level for the next divine 
  spell he casts in the round.  Had he rolled an 8, he 
  would apply a –1 penalty to his caster level for the 
  next divine spell he casts in the round.   
   
  If you don’t cast a divine spell before your 
  next turn, you lose the effect of the check result.  
  This feat has no effect on your arcane spellcasting 
  ability.   
  Improved Favored Enemy [General] 
  Reference: Complete Warrior, page 101. 
  You know how to hit your favored enemies where 
  it hurts. 
   
  Prerequisites: Favored enemy ability, base 
  attack bonus +5. 
  Benefit: You deal an extra 3 points of damage 
  to your favored enemies.  This benefit stacks with 
  any existing favored enemy bonus gained from 
  another class.    
  Improved Toughness [General] 
  Reference: Complete Warrior, page 101. 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fort 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 1 
  additional hit point.  If you lose a HD (such as by 
  losing a level), you lose 1 hit point permanently.    
  Sacred Healing [Divine] 
  Reference: Complete Divine, page 84. 
   
  You can channel positive energy to grant 
  nearby living creatures the ability to recover from 
  their wounds quickly. 
   
  Prerequisites: Heal 8 ranks, ability to turn 
  undead. 
   
  Benefit: You can spend a turn attempt as a 
  full-round action to grant fast healing 3 to all 
  living creatures within a 60-ft burst.  The fast 
  healing lasts for a number of rounds equal to 1 + 
  your Cha modifier (minimum 1 round). 
  Staggering Strike 
  From Complete Adventurer 
  You can deliver a wound that hampers an 
  opponent’s movement. 
  Prerequisite: Base attack bonus +6, sneak attack. 
  Benefit: If you deal damage with a melee sneak 
  attack, you can also deliver a wound that limits 
  your foe’s mobility.  For 1 round (or until the 
  
  URD5-07 Tears of the Sun 
   
  Page 31 
  target is the beneficiary of a DC 15 Heal check or 
  any magical healing that restores at least 1 hit 
  point, whichever comes first) your target is treated 
  as if it were staggered, even if its nonlethal damage 
  doesn’t exactly equal its current hit points.  A 
  target can resist this effect by making a successful 
  Fortitude save (DC equal to damage dealt).  
  Multiple staggering strikes on the same creature 
  do not stack.   This feat has no effect on creatures 
  not subject to sneak attack damage. 
  New Spells  
   
   
   
  Stalwart Pact 
  Reference: Complete Divine, page 181. 
   
  Conjuration (Healing)  
   
  Level: Cleric 5, pact 5 
   
  Components: V, S, DF, XP  
   
  Casting Time: 10 minutes  
   
  Range: Touch  
   
  Area: Willing living creature touched, then 1 
  round/level  
   
  Duration: Permanent until triggered  
   
  Saving Throw: Will negates (harmless) 
   
  Spell Resistance: Yes (harmless) 
   
  This allows the target to enter into a binding 
  agreement with a deity that provides a measure of 
  protection when the need is dire. 
   
  Once this spell is cast, the pact remains 
  dormant until the target is reduced to half or less 
  of her full normal hit points.  The target 
  immediately gains 5 temporary hit points per 
  caster level, damage reduction of 5/magic, and a +4 
  luck bonus on saving throws.  The hit points 
  damage reduction, and saving throw bonus 
  evaporate when the spell ends. 
   
  XP Cost: 250 XP 
  New Prestige Classes 
   
   
  Nightsong Enforcer 
  From Complete Adventurer 
  Throughout the city, even the vilest assassin does 
  not command more respect than the nightsong 
  enforcer. They could be anywhere—they could 
  strike at any time. You cannot escape their 
  uncanny senses. And worst of all, they often work 
  in elite teams. 
   
  The enforcers of the Nightsong Guild focus 
  on the stealth-centered combat training that 
  rogues usually learn; they forgo some of the 
  sleight of hand or fast-talking aspects of being a 
  thief. However, nightsong enforcers are not mere 
  thugs. They are deadly opponents who strike from 
  hidden positions and move silently behind their 
  foes. When in battle, their goal is to eliminate 
  their enemies, not to fight. Thus, they strike 
  quickly from the shadows. They do not worry 
  about honor or fighting fair, scoffing at such ideals 
  as childish. 
   
  Rogues 
  most 
  often 
  become 
  nightsong 
  enforcers, although bards, fighters, and urban 
  rangers are also known to undertake the class. On 
  occasion, a wizard or sorcerer will endure the 
  intensive training required to join the enforcers’ 
  ranks. 
   
  When working with others, a nightsong 
  enforcer is the linchpin. She is the very picture of 
  fidelity when it comes to supporting teammates 
  on a mission. It is common for an enforcer to lead 
  a team composed of not only other enforcers, but 
  fighters, spellcasters, or rogues. 
   
  Adaptation: Although described here as 
  associated with the Nightsong Guild, the 
  nightsong enforcer prestige class could have many 
  different uses in a campaign. Enforcers could 
  represent the members of an elite criminal 
  organization, a well-funded private security force, 
  or a highly trained branch of a nation’s military. 
  Emphasizing their training and group tactics can 
  greatly shape an encounter or a character based 
  around this prestige class. 
   
  Hit Die: d8 
  Requirements 
  To qualify to become a nightsong enforcer, a 
  character must fulfill all the following criteria. 
   
  Base Attack Bonus: +5 
   
  Skills: Hide 10 ranks, Move Silently 10 
  ranks. 
   
  Feats: Improved Initiative 
   
  Special: Evasion class feature 
   
  Special: 
  The 
  character 
  must 
  undergo 
  intensive training and tests with the Nightsong 
  Guild before she can gain the class abilities. 
  Class Skills 
  The nightsong enforcer’s class skills (and the key 
  ability for each skill are Balance (Dex), Climb (Str), 
  Disable Device (Int), Disguise (Cha), Escape Artist 
  (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), 
  Listen (Wis), Move Silently (Dex), Open Lock 
  
  URD5-07 Tears of the Sun 
   
  Page 32 
  (Dex), Profession (Wis), Ride (Dex), Search (Int), 
  Spot (Wis), Swim (Str), and Tumble (Dex). 
   
  Skill Points at Each Additional Level: 4 + 
  Int modifier 
  Class Features 
  All of the following are class features of the 
  nightsong enforcer prestige class. 
   
  Weapon 
  and 
  Armor 
  Proficiency: 
  Nightsong enforcers are not proficient with any 
  weapon. They are proficient with light armor but 
  not with shields. 
   
  Sneak Attack (Ex): A nightsong enforcer 
  deals an extra 1d6 points of damage when flanking 
  an opponent or any time the target would be 
  denied its Dexterity bonus. This extra damage 
  applies to ranged attacks only if the target is 
  within 30 feet. It increases to 2d6 points at 4th 
  level, 3d6 points at 7th level, and 4d6 points at 10th 
  level. See the rogue class feature, page 50 of the 
  Player’s Handbook. If a nightsong enforcer gets a 
  sneak attack bonus from another source (such as 
  levels of rogue), the bonuses on damage stack. 
   
  Teamwork (Ex): Nightsong enforcers are 
  trained to keep a close eye on teammates on a joint 
  mission. A nightsong enforcer gets a +20 
  circumstance bonus on Listen and Spot checks to 
  hear and see allies. 
   
  At 9th level, a nightsong enforcer’s senses are 
  honed so finely that she is aware of the location 
  and status (as with the status spell) of all allies 
  within 100 feet, even if they are not within sight. 
   
  Agility Training (Ex): Starting at 2nd level, a 
  nightsong enforcer reduces the armor check 
  penalty imposed on her by light armor by 2 (to a 
  minimum of 0). 
   
  Skill Teamwork (Ex): At 3rd level and 
  higher, a nightsong enforcer can use her training 
  to improve the skill of those around her. All allies 
  within 30 feet of the nightsong enforcer gain a +2 
  competence bonus on Balance, Climb, Escape 
  Artist, Hide, Listen, Move Silently, and Spot 
  checks. Allies must be able to see the nightsong 
  enforcer to gain this bonus. 
   
  At 7th level, this bonus increases to +4. 
   
  Flanking 
  Teamwork 
  (Ex): 
  When 
  a 
  nightsong enforcer of 5th level or higher flanks an 
  opponent, the enforcer and all other allies who 
  threaten 
  the 
  same 
  opponent 
  gain 
  a 
  +1 
  circumstance bonus on their attack rolls (in 
  addition to the normal flanking bonus, if it 
  applies). 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +0 
  +2 
  +0 
  Sneak attack +1d6, teamwork (hear/see allies) 
  2nd 
  +2 
  +0 
  +3 
  +0 
  Agility training 
  3rd 
  +3 
  +1 
  +3 
  +1 
  Skill teamwork +2 
  4th 
  +4 
  +1 
  +4 
  +1 
  Sneak attack +2d6 
  5th 
  +5 
  +1 
  +4 
  +1 
  Flanking teamwork 
  6th 
  +6 
  +2 
  +5 
  +2 
  Opportunist 
  7th 
  +7 
  +2 
  +5 
  +2 
  Sneak attack +3d6, skill teamwork +4 
  8th 
  +8 
  +2 
  +6 
  +2 
  Improved evasion 
  9th 
  +9 
  +3 
  +6 
  +3 
  Teamwork (status) 
  10th 
  +10 
  +3 
  +7 
  +3 
  Sneak attack +4d6 
  
  URD5-07 Tears of the Sun 
   
  Page 33 
   
  Opportunist (Ex): Once per round, a 
  nightsong enforcer of 6th level or higher can make 
  an attack of opportunity against an opponent who 
  has just been injured in melee by another 
  character. See the rogue class feature, page 51 of 
  the Player’s Handbook. 
   
  Improved Evasion (Ex): If a nightsong 
  enforcer of 8th level or higher is exposed to any 
  effect that normally allows her to attempt a Reflex 
  saving throw for half damage, she takes no damage 
  with a successful saving throw, and half damage if 
  the saving throw fails. 
  Temple Raider of Olidammara 
  From Complete Divine 
  Hit Die: d6 
  Requirements 
  Alignment: Any Chaotic 
  Base Attack Bonus: +5 
  Skills: Disable Device 4 ranks, Knowledge 
  (religion) 1 rank, Open Locks 4 ranks, Search 8 
  ranks. 
  Special: Must worship Olidammara and be 
  invited to join the ranks fo the temple raiders by at 
  least three current members of that prestige class.  
  Class skills 
  The temple raiders’ class skills (and key ability for 
  each skill) are Appraise (Int), Climb (Str), Craft 
  (Int), Decipher Script (Int), Disable Device (Int), 
  Hide (Dex), Jump (Str), Knowledge (religion) 
  (Int), Listen (Wis), Move Silently (Dex), Open 
  Lock (Dex), Search (Int), Spot (Wis), Tumble 
  (Dex), Use Magic Device (Cha) and Use Rope 
  (Dex), see PHB for skill descriptions. 
  Skill points per level: 4+ Int modifier. 
  Class Features 
  Weapon and Armor proficiency: Temple raiders 
  gain proficiency with all simple weapons and the 
  rapier. In addition, they gain proficiency with 
  light and medium armor. 
  Spells per day: A temple raider has the ability to 
  cast a number of divine spells. To cast a spell, a 
  temple raider must have a Wisdom score of at least 
  10 + spell level. Temple raider bonus spells are 
  based on Wisdom and saving throws against these 
  spells have a DC of 10 + spell level + Wisdom 
  modifier. When the temple raider gets 0 spells per 
  day of a given level, he gets only the bonus spells 
  he would be entitled to based on his Wisdom 
  score for that level.  
  Trapfinding (Ex): Like rogues, temple raiders can 
  use the Search skill to locate traps when the task 
  has a DC higher than 20. 
  Trap Sense (Ex): A temple raider gets +1 bonus 
  on Reflex saves and AC against traps. 
  Sneak Attack (Ex): At 2nd level, a temple raider 
  gains the ability to sneak attack opponents. This 
  functions identically to the rogue’s sneak attack 
  ability. 
  Uncanny Dodge (Ex): At 3rd level, a temple raider 
  retains his Dex modifier to AC (if any) even if he is 
  caught flat-footed or struck by an invisible 
  attacker. However, he still loses his Dex modifier 
  to AC if immobilized. 
  Class 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  Spells 
  Level 
   
   
   
   
   
  1st 
  2nd 
  3rd 
  4th 
  1st 
  +0 
  +0 
  +2 
  +2 
  Trapfinding, trap sense+1 
  0 
  - 
  - 
  - 
  2nd 
  +1 
  +0 
  +3 
  +3 
  Sneak attack +1d6 
  1 
  - 
  - 
  - 
  3rd 
  +2 
  +1 
  +3 
  +3 
  Uncanny dodge 
  1 
  0 
  - 
  - 
  4th 
  +3 
  +1 
  +4 
  +4 
  Trap sense +2 
  1 
  1 
  - 
  - 
  5th 
  +3 
  +1 
  +4 
  +4 
  Sneak attack +2d6 
  1 
  1 
  0 
  - 
  6th 
  +4 
  +2 
  +5 
  +5 
  Improved Uncanny dodge 
  1 
  1 
  1 
  - 
  7th 
  +5 
  +2 
  +6 
  +6 
  Trap sense +3 
  2 
  1 
  1 
  0 
  8th 
  +6 
  +2 
  +6 
  +6 
  Sneak attack +3d6 
  2 
  1 
  1 
  1 
  9th 
  +6 
  +3 
  +6 
  +6 
  Skill mastery 
  2 
  2 
  1 
  1 
  10th 
  +7 
  +3 
  +7 
  +7 
  Luck domain, trap sense +4 
  2 
  2 
  2 
  1 
  
  URD5-07 Tears of the Sun 
   
  Page 34 
  If a temple raider already has uncanny dodge from 
  another class, he gains improved uncanny dodge 
  (see below). 
  Improved Uncanny Dodge (Ex): At 6th level, the 
  temple raider can no longer be flanked, unless the 
  attacker has four more rogue levels than he has 
  temple raider levels.  
  If the temple raider already has improved uncanny 
  dodge from another class, total up the level to 
  determine the minimum rogue level needed. 
  Skill mastery (Ex): At 9th level, a temple raider 
  selects a number of skills equal to 3 + Int modifier. 
  When making a skill check, he may take 10 even if 
  stress or distraction would normally prevent him 
  from doing so. 
  Luck Domain: At 10th level, the temple raider 
  may use the Luck domain and adds the domain’s 
  spells to his temple raider spell list. If he already 
  has the Luck domain, he can use its granted power 
  one additional time per day. 
  Temple Raider Spell List 
  1st level: detect law, detect secret doors, disguise self, 
  invisibility to undead, obscuring mist, protection from 
  law. 
  2nd level: augury, cat’s grace, darkvision, delay poison, 
  lesser restoration, undetectable alignment. 
  3rd level: locate object, magic circle against law, 
  nondetection, obscure object, remove curse, resist energy, 
  see invisibility. 
  4th level: air walk, confusion, death ward, freedom of 
  movement, 
  neutralize 
  poison, 
  restoration, 
  spell 
  immunity.  
  Radiant Servant of Pelor 
  Pelor teaches demonstrating the strength of good 
  through charity and modesty.  While it seems a 
  contradiction, the point is that the truly strong 
  don’t need to prove hteir power.  Pelor urges his 
  priests and their flocks to perform so many good 
  acts that evil has no room to exist, but he 
  acknowledges that there are times when evil must 
  be defeated in direct confrontation.  The radiant 
  servants of Pelor put this dogma into living 
  practice.  As the name implies, the brothers and 
  sisters of the radiant servants of Pelor are sworn to 
  serv – to minister ot the needs of Pelor’s followers 
  and goodhearted people everywhere.  While 
  combating evil, particularly undead, is an 
  important part of that service, it is by no means 
  the only part.  Radiant servants of Pelor are 
  healers, counselors, sources of spiritual and (at 
  times) financial support, and protectors. 
   
  Almost all radiant servants of Pelor spend 
  their prior careers as clerics.  Some are 
  multiclassed cleric/paladins or cleric/rangers, or 
  even the occasional cleric/druid. 
   
  NPC radiant servants of Pelor can be found 
  wherever there is human need – in the midst of 
  plague and famine, behind the lines of an army at 
  war, in villages plagued by hauntings, and in cities 
  troubled by crime. 
   
  Adaptation: 
   
  As 
  mentioned 
  in 
  the 
  introduction to the chapter, this prestige class 
  doesn’t have to be about Pelor.  It works just as 
  well with any god of the sun whose clerics often 
  turn undead, and given the Sun domain’s granted 
  power, it’d be a strange sun-god that didn’t want 
  his clerics turning undead. 
   
  Hit Die: d6. 
  Requirements 
  To qualify to become a radiant servant of Pelor, a 
  character must fulfill the following criteria. 
   
  Alignment:  Neutral good. 
   
  Base Save Bonus:  Will +5. 
   
  Skills:  Heal 5 ranks, Knowledge(Religion) 9 
  ranks. 
   
  Feat:  Extra Turning.  
   
  Spells: Able to cast 1st level divine spells and 
  access to the Sun domain. 
   
  Special:  Must have Pelor as patron deity. 
  Class Skills 
  The radiant servant of Pelor’s class skills (and the 
  key ability for each skill) are Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Heal (Wis), 
  Knowledge (arcana) (Int), Knowledge (religion) 
  (Int), Profession (Wis), Sense Motive (Wis), and 
  Spellcraft (Int).  See Chapter 4 of the Player’s 
  Handbook for skill descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All of the following are class features of the 
  radiant servant of Pelor prestige class. 
   
  Weapon and Armor Proficiency: Radiant 
  servants of Pelor are proficient with all simple and 
  martial weapons, with all armor, and with shields. 
   
  Radiance:  When a radiant servant of Pelor 
  cast any spell with the light descriptor, the radius 
  if illumination is doubled, and the spell is treated 
  as if it were one level higher than it actually is for 
  all purposes, including determining whether it 
  can counter or dispel a spell with the darkness 
  descriptor.  Thus, a daylight spell cast by a radiant 
  servant sheds light in a 120-foot radius and is 
  
  URD5-07 Tears of the Sun 
   
  Page 35 
  treated as a 4th level spell, allowing it to counter or 
  dispel any darkness spell of 4th level or lower. 
   
  Extra Greater Turning:  The radiant servant 
  of Pelor can perform a greater turning (the 
  granted power of the Sun domain) a number of 
  times per day equal to 3 + her Charisma modifier. 
   
  Spells per Day/Spells Known:  When a 
  new radiant servant of Pelor level is gained, the 
  character gains new spells per day (and spells 
  known, if applicable) as if he had also gained al 
  evel in whatever spellcasting class he belonged to 
  before he added the prestige class.  He does not, 
  however, gain any other benefit a character of that 
  class would have gained (improved chance of 
  controlling or rebuking undead, wild shape 
  ability, and so on).  This essentially means that he 
  adds the level of radiant servant of Pelor to the 
  level of whatever other spellcasting class the 
  character has, then determines spells per day and 
  spells known accordingly 
   
  If a character had more than one spellcasting 
  class in which he could cast 1st level divine spells 
  before he became a radiant servant of Pelor, the 
  player must decide which class to assign each level 
  of radiant servant of Pelor for the purpose of 
  determining spells per day. 
   
  Turn Undead: A radiant servant of Pelor 
  adds his radiant servant class levels to his cleric 
  levels for all purposes related to turning undead. 
   
  Divine Health(Ex):  A radiant servant of 
  Pelor who is at least 2nd level is immune to all 
  diseases, including magical diseases such as 
  mummy rot and lycanthropy. 
   
  Empower Healing(Ex):  When a radiant 
  servant of Pelor of at least 2nd level casts a domain 
  spell from the Healing domain, that spell is 
  affected as though by the Empower Spell feat.  
  This spell does not use up a higher-level slot. 
   
  Aura of Warding (Su): Starting at 3rd level, a 
  radiant servant and all allies within 10 feet of him 
  gain a +2 morale bonus on all Will saving throws. 
   
  Bonus Domain:  A radiant servant who 
  reaches 5th level is granted another of Pelor’s 
  domains as a third cleric domain or he can choose 
  the Glory or Purification domain.  He can use the 
  granted power of the new domain, and he can 
  choose from the spell lists of three domains when 
  selecting his maximum spells for the day. 
   
  Maximize Healing (Ex):  When a radiant 
  servant of Pelor who is at least 6th level casts a 
  domain spell from the Healing domain that spell 
  is affected as though by the Maximize Spell feat.  
  The spell does not use up a higher level slot.  This 
  power supersedes the empower healing ability 
  until the character reaches 10th level. 
   
  Positive Energy Burst (Su):  As a standard 
  action, a radiant servant of Pelor who is at least 8th 
  level can create a positive energy burst that deals 
  1d6 points of damage per class level to all undead 
  creatures within 100 feet of the character.  Undead 
  are allowed a Reflex save (DC equal to 10 + the 
  class level of the radiant servant) to avoid half the 
  damage.  This supernatural ability uses up two 
  turning attempts.  A radiant servant cannot use 
  this ability if he has fewer than two turning 
  attempts left for the day. 
   
  Supreme Healing (Ex):  When a radiant 
  servant of Pelor who is at least 10th level casts a 
  domain spell from the Healing domain, that spell 
  is affected as though by both the Empower Spell 
  and the Maximize Spell feats.  The spell does not 
  use up a higher-level slot. 
   
  
  URD5-07 Tears of the Sun 
   
  Page 36 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1st 
  +0 
  +2 
  +0 
  +2 
  Extra greater turning, radiance, 
  turn undead 
  +1 level of existing divine 
  spellcasting class 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Divine health, empower healing 
  +1 level of existing divine 
  spellcasting class 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Aura of warding 
  +1 level of existing divine 
  spellcasting class 
  4th 
  +3 
  +4 
  +1 
  +4 
  - 
  +1 level of existing divine 
  spellcasting class 
  5th 
  +3 
  +4 
  +1 
  +4 
  Bonus domain 
  +1 level of existing divine 
  spellcasting class 
  6th 
  +4 
  +5 
  +2 
  +5 
  Maximize healing 
  +1 level of existing divine 
  spellcasting class 
  7th 
  +5 
  +5 
  +2 
  +5 
  - 
  +1 level of existing divine 
  spellcasting class 
  8th 
  +6 
  +6 
  +2 
  +6 
  Positive energy burst 
  +1 level of existing divine 
  spellcasting class 
  9th 
  +6 
  +6 
  +3 
  +6 
  - 
  +1 level of existing divine 
  spellcasting class 
  10th 
  +7 
  +7 
  +3 
  +7 
  Supreme healing 
  +1 level of existing divine 
  spellcasting class 
  
  URD5-07 Tears of the Sun 
   
  Page 37 
  DM Aide #1 – Map of the Lower level 
   
   
  
  URD5-07 Tears of the Sun 
   
  Page 38 
  Player Handout #1 – Map of the Temple of Pelor 
  1 – Entry Foyer 
   
  3 – Meeting Rooms 
  5 – Restroom 
  7 – Visiting Cleric’s Rooms 
  2 – Main Temple 4 – Guest Rooms 6 – Hallway  
  8 – Stairs Down 
   
   9 – Storage 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/URD (Duchy of Urnst)/URD5-07 Tears of the Sun (3E).pdf