TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
   
  COR5-16 
   
   
  HERE COMES THE SUN! 
   
   
  A One-Round D&D® LIVING GREYHAWK™ 
  Core Adventure  
  Version 1 
  by Pierre van Rooden 
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
  Editors: Wouter Scheepe and JD Wiker 
  Playtesters: Frank Aben, Robert Kerklaan, Frederieke Westerveld, Olaf van Essen, Erno Sombroek, Wouter Scheepe 
   
  Blistering heat has plagued the town of Hardby for weeks, and it has not been without incidents—people get irate, all 
  work has slowed to a crawl, and now the tinder-dry homes fall victim to frequent fires. Mere incidents? Or is there a 
  history to it all? A one-round Core adventure for APL 2-8. 
  
  COR5-16 Here Comes the Sun 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM. 
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your Living 
  Greyhawk character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS visit 
  the RPGA website at www.rpga.com. 
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. 
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a Living Greyhawk Adventure Record (AR). 
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 
  Add each character’s animals separately. A single PC 
  may only bring four or fewer animals of this type, 
  and animals with different CRs are added separately. 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  
  COR5-16 Here Comes the Sun 
   
  Page 2 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in 
  Hardby. Characters native to Hardby and The Bright 
  Lands pay one Time Unit per round, all others pay two 
  Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit. Rich Upkeep costs 50gp per Time Unit. Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Ten years ago, the town of Hardby was shaken when a 
  young girl died in a fire in one of the warehouses that dot 
  the town’s harbor. How the girl had ended up there is a 
  mystery and requests by the girl’s parents to investigate 
  the matter were ignored by the watch, who claimed no 
  trace of foul play was found. The watch considered the 
  fire was an accident, and the girl had been in the wrong 
  place at the wrong time. 
   
  The truth was a different matter. The girl, Nyuny 
  Rimmini [nee-YOU-nee RIM-mi-nee], had fallen victim 
  to a gang of young nobles, led by Harad Medrin [hah-
  RAHT MEH-drin], the son of the Didatrix Solara Medrin. 
  Harad was known as a womanizer with a short temper, 
  and when Nyuny spurned his affections, and ridiculed 
  him to her friends. This infuriated Harad who was not 
  accustomed to ridicule.  
   
  Harad and some friends ambushed her and dragged 
  her to a warehouse to “teach her a lesson.” An ugly scene 
  followed. The men beat Nyuny near death, breaking here 
  leg and jaw. It was only then, when her immobile body 
  lying before hid, did Harad realized he had gone too far. 
  He didn’t feel remorse, only the pangs of self-
  preservation. Assaulting a woman of Hardby for pride’s 
  sake would be punished harshly, and the prospect of life 
  imprisonment or the axe of the executioner didn’t appeal 
  to Harad one bit. 
   
  Harad ordered his friends to start a fire in the 
  warehouse, and they withdrew while the fire destroyed 
  all evidence of their foul acts. Unable to move or shout 
  for help, but still conscious, Nyuny was burned alive. 
   
  Now, Nyuny’s spirit haunts the area, in search of 
  justice. Over the years her powers have strengthened. In 
  the early years of her spirit existence she could hardly 
  manifest, and then only when a significant source of 
  flames were nearby. Her thirst for vengeance seemed 
  impossible to fulfill. While she could occasionally touch 
  the minds of others, none understood her whispers, and 
  the area she haunted was soon mostly avoided. 
   
  But this changed a few weeks ago, when Nyuny 
  accidentally touched the mind of a young outsider, an 
  acolyte of Joramy. To her surprise the mind of this 
  woman, Yegana, proved accessible. While not powerful, 
  and only partially understanding the haunt’s wishes, the 
  young acolyte offered a sacrifice to her goddess at the 
  location of the girl’s death, and requested that Joramy 
  allow the spirit her vengeance. 
   
  Joramy complied, and Nyuny was granted the power 
  to exact her revenge, but only for one month. 
  Fortuitously a blistering heat and a drought hit the town, 
  further fueling here powers. Finally she can seek the 
  justice her spirit thirsted for. Fires have since started to 
  hit the town; the manifestations of Nyuny’s fiery 
  vengeance. 
   
  Unfortunately, while her first victims were easy to 
  track down and kill, Harad was able to ward himself 
  against her vengeance, using a scarf—a keepsake he 
  collected on the day of here death. With this item he has 
  turned the tables and twisted Nyuny’s wrath against his 
  own enemies. 
   
  Meanwhile, people are getting suspicious of the 
  fires, and some have suggested an arsonist is out to kill 
  the male nobles in Hardby. It may be only a matter of 
  time until their suspicions turn toward Yegana. 
   
  
  COR5-16 Here Comes the Sun 
   
  Page 3 
  ADVENTURE SUMMARY 
  Introduction: The PCs are in Hardby, trying to stave off 
  the awful heat, when cries of yet another fire draw them 
  to a burning inn. 
   
  Encounter 1: The Burning Inn – As the inn burns, a 
  woman cries out for her child, who is trapped inside. 
  Entering the inn looking for the child, the PCs 
  encounter Yegana who is holding the baby. Yegana 
  insanely relishes the flames. If the PCs deal with her 
  diplomatically, she hands over the child before fleeing. 
  Otherwise, after spouting a cryptic verse, she flees with 
  the child. While the PCs have to deal with the perils of a 
  burning building, Yegana tries to escape. If successful, 
  she returns the baby to the mother before she disappears. 
   
  Encounter 2: The Didatrix – Didatrix Cassandra 
  Havelos asks the PCs to investigate fires with the hopes 
  to quell the rumors running rampant in the city.  
   
  Encounter 3: Investigations – The PCs can 
  investigate the recent fires. Their investigation uncovers 
  rumors and the names of the victims.  This information 
  leads them to further encounters.  
   
  Encounter 4: The Shrew’s Temper – Investigating 
  the Temple of Joramy is an exercise in patience. PCs 
  wanting answers to questions must first prove 
  themselves worthy of attention. 
   
  Encounter 5: Rustlagg Manor – One of the victims 
  was Umor Rustlagg, a young noble and close friend of 
  Harad Medrin. He died when the stables of the manor 
  went up in flame. Oddly, someone had opened the latch 
  to let the horses out. Some people saw a woman running 
  away from the stables. Further investigations uncovers 
  the fire’s starting place, and may lead to a conversation 
  with a horse.  
   
  Encounter 6: Fennak’s Home – This was a small 
  house that went up in flames, taking with it the sole 
  owner, Fennak the Brute. Fennak was a friend of Harad 
  Medrin. 
   
  Encounter 7: Seggick the Butcher  – Seggick called 
  Harad’s wrath upon him when he knocked Harad down 
  for accosting his daughter. In retaliation, Harad used his 
  control over Nyuny to send her to burn down his shop 
  and kill him. Fortunately, Nyuny did not kill the man. 
  Though bruised and burned, he can give a testimony 
  from his sickbed, along with a description of the fiery 
  woman that burned down his shop. 
   
  Encounter 8 A Touch of Joramy: At some point, the 
  PCs should find and talk to Yegana. Yegana is not 
  particularly forthcoming about recent events, but if the 
  PCs mention the fiery woman, she shows them a flame-
  red scarf that she found at the Inn. The scarf belonged to 
  Nyuny, and her name is embroidered on it. It was used 
  by Harad to control her until he lost it during the panic at 
  the inn’s fire. 
   
  Encounter 9 Mind Your Own: Harad has sent out 
  thugs to deal with the PCs, who are getting too close 
  (and, incidentally, to get his trophy—the scarf—back). 
  When the PCs enter a remote part of town, the thugs 
  attack. 
   
  Encounter 10 Help Me: A new fire starts—this time 
  at the house of a nobleman (a competitor of Harad’s). If 
  the PCs approach, they encounter the flaming form of 
  Nyuny. After answering some questions, she finally 
  disappears, howling in frustration. 
   
  Encounter 11 The Rimmini Home: The PCs may 
  question the Rimmini’s on their daughter’s death. They 
  point out the quarrel with Harad Medrin, the warehouse, 
  and how investigations where dropped. 
   
  Encounter 12 The Former Didatrix Medrin: PCs can 
  question the former Didatrix, Solara Medrin. She is 
  shocked if the PCs suggest her son’s involvement with 
  murder—but not surprised. The PCs can learn from her 
  that her son left a few hours ago, and that he was going in 
  the direction of the warehouse district. 
   
  Encounter 13 Warehouse 231: Harad returns to the 
  warehouse where it all started, armed with holy water, to 
  destroy the place where the ghost is linked before she 
  comes to him. The PCs need to confront and deal with 
  him here. Nyuny too soon appears, but the PCs may need 
  some leverage to prevent her from attacking them, and to 
  save Harad’s life so he can be properly brought to justice. 
   
  Conclusion: Revealing Harad’s crime gains the PCs 
  respect in the town of Hardby. With Nyuny laid to rest, 
  they also gain the favor of Joramy, though that may be a 
  mixed blessing. 
   
  PREPARATION FOR PLAY 
  This is an investigative scenario with a lot of people to 
  question, sites to search, and events to analyze. The 
  success of the PCs hinges on their ability to gather the 
  right clues and string them together. 
   
  Not all clues in this scenario are needed, and it 
  would be unwise to try and handle all the possible 
  encounters. A few items might come in handy—such as 
  Nyuny’s scarf—but they are not required to successfully 
  complete the scenario. 
   
  Once the PCs get the gist of the story—that the 
  ghost Nyuny is causing the fires, under the control of 
  Harad Medrin—you should try to steer them to the 
  warehouse where Nyuny died, which is the final 
  encounter.  
   
  To maintain the mystery of the scenario, it is most 
  useful if you, as the DM, make a number of the PCs’ skill 
  checks. Before play, check the PCs’ sheets and note their 
  ranks in the following skills: Listen, Knowledge 
  (religion), Knowledge (the planes), and Spot. 
   
  When a secret roll for these skills is requested, you 
  can then make them without giving away that there are 
  clues to be had (since the players wouldn’t know unless 
  they successfully made their rolls). 
   
  You may also decide to make a number of other skill 
  checks—such as Intimidate, Search or Sense Motive—to 
  keep the players from knowing whether their failure is 
  due to a poor dice roll or not. 
   
  Note that not everyone is keen on investigative 
  adventures. If the questioning seems to bore players, you 
  can try to have NPCs be a bit more forthcoming in 
  volunteering information and steering the PCs toward 
  
  COR5-16 Here Comes the Sun 
   
  Page 4 
  the right clues. Do NOT do this with Yegana. The PCs 
  have to work to get answers from her. 
   
  HEAT HAZARDS 
  The weather in Hardby can be warm, but it is seldom 
  really hot. The weather during this adventure, though, is 
  an exception. Due to Joramy’s blessing—or curse—the 
  city has been baked in the sun for weeks, and the 
  temperature has been rising to a 100° Fahrenheit (38° 
  Celsius). 
   
  The weather is considered hot, which has some 
  consequences for the unprepared. Those who are 
  unprotected against heat must make Fortitude saving 
  throws each hour they spend in the sun (DC 15, +1 for 
  each subsequent check) or suffer 1d4 points of nonlethal 
  damage and become fatigued. 
   
  Characters wearing heavy clothing or any kind of 
  armor take -4 penalties on their saves. 
   
  Characters whose protection against the heat is at 
  least level 1 (such as from the Heat Endurance feat, 
  carrying a parasol, or those who stay indoors) are safe 
  against the hot temperatures, and need not make the 
  save. Endure elements also wards against this heat. 
   
  The PCs have been in town long enough to be aware 
  of the dangers, so they know they need protection. Most 
  people in Hardby have adjusted by resorting to adapted 
  clothing, keepcool salves (which are going at an alarming 
  rate), and staying indoors during the day as much as 
  possible. 
   
  In areas of extreme heat, unprotected characters take 
  1d6 points of lethal damage every 10 minutes (there is no 
  save to avoid this damage). In addition, such characters 
  must make a DC 15 Fortitude save (+1 per previous 
  check) or suffer 1d4 points of nonlethal damage. 
  Characters wearing heavy clothing or any kind of armor 
  suffer a -4 circumstance penalty to these saves. 
  Individuals wearing metal armor suffer as if targeted by a 
  heat metal spell. Creatures with level 2 heat protection 
  only take this damage every hour, while those with level 
  3 protection take no damage at all. Endure elements 
  bestows level 3 protection. 
   
  INTRODUCTION 
  Can it be any hotter? Even in high summer the breeze 
  off Hardby Bay is normally enough to temper the heat, 
  but the breezes have stopped. The city bakes in 
  sweltering heat of stagnant air, devoid of rain or even 
  cloud. 
   
  With the drought the wells of the city have dried, 
  and the price of beer has soared with more people 
  seeking to slake their thirst. 
   
  In these circumstances, even the hardiest men will 
  not work all day, and with the sun at its highest, many 
  have retreated into the shade, paying ridiculous sums of 
  money for a drink at one of the thriving taverns. 
   
  A large, muscular man sighs as he lowers himself 
  onto one of the pews around a large tree. The tree’s 
  leaves, while crisp and dry, provide at least a measure of 
  shade. He raises a flask to his lips and takes a small sip, 
  wetting his mouth but not daring to gulp down the 
  precious water. 
   
  “Unnatural, this is”, he says, peering up through the 
  leaves to the sky. “That’s eleven days now. Can’t go on 
  like this.” 
   
  Next to him, an old woman says “I ‘eard the 
  Rustlagg stables burned down. Tinder dry, they were! 
  Poor Rustlagg’s son died in the flames. Didn’t stand a 
  chance.” 
   
  The man nods. He turns to you to punctuate “It’s 
  not natural, I tell ya. If goes on like this … we won’t 
  have a city left!” 
   
  The man, a dockworker named Neast, is overreacting, but 
  the weather in town is very extreme. 
   
  The PCs arrived in Hardby—for business or 
  pleasure—yesterday, and so today is the first that they are 
  experiencing the heat for themselves. 
   
  From that short time, those who took any interest 
  learn that it has been cloudless for almost two weeks 
  now, with temperatures of 100+° Fahrenheit (38+ ° 
  Celsius) throughout the day. The town is rationing water, 
  going so far as to post guards near the fountains so as to 
  make sure people do not consume fresh water wastefully. 
   
  The town is sluggish and business has slowed to a 
  crawl. If the PCs have any business planned, they find 
  most are closed. Friends and associates with any money 
  to spare have fled town, seeking greener pastures until 
  the weather cools down. 
   
  The fire that the old woman—a washerwoman 
  named Yls—spoke of is not an uncommon occurrence. 
  PCs who question further learn that several fires have 
  broken out recently. While most are blamed on the heat, 
  Nyuny has caused a few—though this is hardly common 
  knowledge yet. 
   
  A DC 15 Knowledge (nature) check confirms that 
  weather this hot is very rare, especially in such a long 
  period. It’s not unheard of, though, as the arid climate of 
  the Bright has an influence on the weather. 
   
  Trying to predict the weather requires a DC 15 
  Survival check. It does not bode well. According to the 
  signs, hot weather is sure to last a few more days—and it 
  is hopeless to predict what comes next. The cooling rain, 
  or even the typical thunderstorm that follows such 
  weather, are nowhere to be predicted. 
   
  Either Yls or Neast can repeat what is mentioned 
  above. If the PCs question them more thoroughly, Yls 
  and Neast can each relate a random rumor. See 
  “Encounter 2” for a list of rumors in the city. (For Yls a 
  rumor about Rustlagg manor is likely appropriate.) PCs 
  for whom it is appropriate to be curious (most bards, for 
  instance) may receive an extra random rumor, learned 
  yesterday evening when they first entered the town. 
   
  After the PCs have talked a bit—or if they decide to 
  move on, their attention is drawn. Use Listen checks to 
  determine which of the PCs hears it first. 
   
  Above the hum of the city, a tumultuous sound can be 
  heard. It comes from a few blocks from here, and sounds 
  like a large group of people shouting. It is initially not 
  
  COR5-16 Here Comes the Sun 
   
  Page 5 
  easy to make out what is being said, but after a few 
  moments you isolate one common word: “Fire!” 
   
  Assuming the party gets nearer, the fire quickly becomes 
  more obvious: 
   
  The acrid smell of smoke assaults your nostrils. For a 
  moment it is not clear what direction it comes from. 
  Then, above the rooftops, you see thick smoke rising. It 
  is near—only a block away from here. Something is on 
  fire, and it looks like it’s big. 
   
  If the PCs go and check out the fire, proceed to 
  “Encounter 1”. 
   
  Troubleshooting: It is possible that PCs, for 
  whatever reason, decide to ignore the fire. This means 
  they miss the next encounter and do not initially draw 
  the attention of Cassandra Havelos. 
   
  The PCs can still continue the scenario—in this case, 
  the Didatrix Cassandra approaches them in the evening 
  (especially if they have chosen to investigate on their 
  own) and attempt to hire them, though she has to take 
  their ability as capable adventurers at face value. Note 
  that this approach means the PCs could lose out on some 
  information, which may make the investigation more 
  difficult. 
   
  ENCOUNTER 1: 
  THE BURNING INN 
  A small crowd is gathered around a two-story building 
  that stands close to the bay. Most of the ground floor is 
  lit by the red light of fire. Thick smoke issues through 
  the windows. Glass shatters, and as the heat blackens the 
  wood, the building’s sign, whose pealing paint depicts it 
  as the Crone’s Head, drops from the hinges and shatters 
  on the cobblestones. 
   
  Shouting and much running too and fro is going 
  on, with guards and volunteers running up to form a 
  bucket line. 
   
  Several men are holding onto a woman, who is 
  badly burned, and looks weak. She still struggles, 
  though feebly, and stretches out her arms to the 
  building. 
   
  “My baby!” She screams, hysterically, “My baby’s 
  inside! Let me save my baby!” 
   
  The woman’s name is Breyd. Her toddler son, Eri, is still 
  in the inn. Breyd had put him down for a moment to 
  discipline her other child—a girl named Aylee who is 
  close by, screaming—when the fire broke out. In the 
  panic, she was unable to find her boy, and when the 
  smoke and flames forced their way into the common 
  room, the two men holding her now—Urser and 
  Tattert—pulled her out of the building. These two men 
  work in the tannery that Breyd runs. 
   
  All of this information can be obtained from Urser 
  or Tattert—Breyd is not in a state to tell stories at this 
  point—she alternately begs and demands that Urser and 
  Tattert let her go, and yells at people to save her child—
  and no doubt would run right back inside if the two men 
  were not holding her. 
   
  Any hero worth his salt should help out here—but 
  you never know if the PCs are so callous as to demand 
  payment. If they do, Breyd promises them all the gold 
  they wish for, but the men look as if they could kill the 
  PCs on sight. If they weren’t too busy with something 
  else right now the PCs would have had a fight on their 
  hands. 
   
  Once the PCs make up their mind to help the 
  woman, and enter the inn, paraphrase the information 
  below.  
   
  This approach assumes the PCs enter the inn on the 
  ground floor, where the child originally was. People who 
  fly or climb or for some reason decide to enter through 
  the windows in the upper floor immediately meet 
  Yegana. See below. 
   
  Smoke obscures your sight inside the building. Flames 
  lick the walls and crawl over the ceiling. Loose furniture 
  everywhere is on fire. Several bodies, charred beyond 
  recognition and clearly dead, can be seen among the 
  wreckage. It is almost impossible that a child can have 
  survived in here. 
   
  But then, there is a sound over the flames. A 
  woman’s voice, singing an odd song in a lullaby tune. 
   
  It seems to come from the only place that is still 
  relatively unscathed—the stairs to the second floor. 
   
  See Appendix 2 for a map of the inn. 
   
  The inn is a dangerous place. The lower floor is filled 
  with smoke, the ceiling is on fire and the floor is covered 
  with burning debris. The temperature inside the building 
  varies from 125° to over 175° Fahrenheit (50° Celsius to 
  over 75° Celsius). This falls under the classification of 
  extreme heat. 
   
  The room is not overly dangerous yet, but any PC 
  not protected against fire should make a DC 5 Balance 
  check as they make their way through the room, or be 
  burned for 1d3 points of damage from straying too close 
  to the flames. 
   
  PCs who make a DC 15 Knowledge (architecture and 
  engineering) check can determine that the stairs are still 
  safe, but are going to catch fire soon. Anyone can go up if 
  they go now, but had better not tally too long upstairs. 
   
  Once PCs make it up the floor, they meet Yegana. 
   
  The upper floor is hot, like an oven—while there is no 
  smoke here, the heat makes it hard to breathe. The red 
  glow cast by the flames downstairs illuminates a young 
  woman with the dark skin and long curled hair of a Flan. 
  She wears a long cotton dress, ruffled at the edges, blue 
  at the bottom fading to white at the shoulders. A chain 
  of black obsidian beads, hangs from her neck, and at the 
  end is a dark stone carved in the likeness of a volcano. 
   
  The woman seems unaffected by the heat. In fact, 
  she is dancing, holding a young baby boy in her arms. 
  The boy giggles at the woman as she twirls him around 
  and sings to him. 
  “Little child, don’t fear the rain, 
  
  COR5-16 Here Comes the Sun 
   
  Page 6 
  Clouds will soon be gone again, 
  Mommy deals with all your fears, 
  And the sun will dry your tears.” 
   
  The woman abruptly stops her singing, finishing 
  her last twirl to face you. 
   
  “Fire!” she cries out, though it is not certain if she is 
  really talking to you. “It cleanses. It purifies! The source 
  of justice, unstoppable, unyielding! But blind! Yes, she 
  can’t see. She does not argue nor listen to reason … 
  Burning only, on and on … merciless like the sun! She 
  comes! Like the sun she comes!” 
   
  Creatures: This is Yegana, a priestess of Joramy. Known 
  as the Shrew, Joramy is the goddess of volcanoes, fire, and 
  heated arguments. If PCs are unfamiliar with clerics of 
  Joramy, a DC 10 Knowledge (religion) check helps 
  identify the symbol on the woman’s neck. 
   
  Yegana´s behavior is decidedly erratic, and she does 
  not appear to be very sane—as if singing and dancing in a 
  burning building weren’t enough of a clue. Fire brings 
  the woman to ecstasy, a leftover from her past. (Being 
  saved from a burning house as a child left her fascinated 
  with fire.) Luckily her sometimes-twisted sense of justice 
  and fairness drove her to worship Joramy, rather than 
  darker gods such as Pyremius. 
   
  As long as she is not exposed to fire, Yegana is a 
  normal, if somewhat emotional and agitated young 
  woman. Facing fire scatters her wits quickly, and she 
  becomes obsessed with the heat and flames—though she 
  has enough survival instinct to leave before it gets truly 
  dangerous. 
   
  Yegana has magically protected herself and the little 
  baby boy from the fire, and as such is immune to the heat 
  and flames. The child is unharmed, and not even aware of 
  the danger; he stares and giggles at the priestess as she 
  makes funny noises at it while the PCs try to engage her 
  in conversation. 
  � Yegana: Female human (Flan) cleric 3 (Joramy); hp 
  21; see Appendix 1. 
   
  Development: While Yegana and the child are safe 
  from the heat, this is not necessarily true for the PCs. In 
  addition, the floor they are on is not safe for long—it is 
  about to collapse. 
   
  Hence, PCs are likely in a hurry. There are no 
  possibilities at this point for thoroughly questioning her. 
   
  Indeed, Yegana herself is planning to get out 
  quickly. Her next move is to leap out of the window to 
  the west, into the bay below. 
   
  PCs have one round to start a parley, attack, or 
  perform any other actions. Note that attacking Yegana or 
  disabling her may hurt the baby if she drops him or if he 
  gets into an area affect spell. Yegana shields him with her 
  body when possible, but PCs should not be aware of this. 
  Remind the players that the child is currently unhurt, 
  hopefully prompting them to find a peaceful solution. 
   
  Diplomacy or even intimidation can be very 
  effective. Yegana won’t run from a good argument—be it 
  a friendly or aggressive one—and trying to convince her 
  to hand over the baby (or surrender) keeps her here. 
   
  Yegana is not easily going to “surrender” herself 
  (especially for something she didn’t do), nor is she 
  initially willing, at this point, to come with the PCs. She 
  didn’t start this fire, and she is not as insane as she 
  appears. 
   
  As a pupil of the Shrew, Yegana loves arguing for 
  argument’s sake. She claims that the PCs do not know 
  what they are interfering with (or are too much caught 
  up in events to be objective), that they are too young (or 
  too old), are incompetent (or overqualified for this task) 
  and should be led (or should learn humility). 
   
  She also hopes that they will learn to love the flames 
  as she does—but that they will also know when to let go. 
  If the PCs try to get the baby, she claims that they do not 
  know how to properly care for a child, and assures them 
  (falsely) that she does. It is not important if any of her 
  arguments are true; she only wants to see if the PCs can 
  successfully refute her claims. 
   
  Yegana does not reveal much about the fire at this 
  point. She claims that she finds them “beautiful,” but that 
  she “didn´t expect to them to come to her here.” She 
  denies that she started it. 
   
  Each round, the PCs may make a Diplomacy or, if 
  they dare, Intimidate check to see if they can persuade 
  Yegana. Note that each round, they suffer the penalties 
  for extreme heat. 
   
  A DC 15 Diplomacy or Intimidate check makes 
  Yegana hand over the child to the speaker. She then 
  abruptly turns and leaps out of the window (into the bay 
  below). 
   
  A DC 25 Diplomacy or Intimidate check lets Yegana 
  surrender herself. She is innocent though, and confident 
  that she can eventually talk herself out of the situation, 
  but she does not try to argue this with the PCs any more 
  if they manage to persuade her to surrender. 
   
  The PCs are not only dealing with Yegana, however. 
  They are also fighting time. 
   
  Trap: Being on fire, the entire inn functions as a trap. 
  The floor is unstable, and eventually collapses. 
   
  The PCs have three rounds to resolve the situation. 
  This includes dealing with Yegana and leaving the 
  building. A DC 15 Knowledge (architecture and 
  engineering) check reveals the amount of time available. 
   
  If after three rounds of questioning the PCs have not 
  yet dealt with Yegana and have left the building, time is 
  up. If Yegana is still inside, she turns and jumps through 
  the window. 
   
  At the start of the next round, all hell breaks loose, as 
  part of the floor collapses, dropping anyone who is 
  standing in the collapsing region (see the map in 
  Appendix 3), or crushing anyone in that area on the 
  ground floor. Note that people may catch fire when they 
  suffer fire damage. 
   
  Note that even if the trap goes off on the person 
  carrying the baby, the child stays unharmed, partly due to 
  the wards placed by Yegana, and partly because it is 
  assumed that whoever carried him (the PCs or Yegana) 
  uses their body to shield him from harm. (If things go 
  totally wrong, and the PCs are hesitant to save the child 
  
  COR5-16 Here Comes the Sun 
   
  Page 7 
  he it ends up on the inn’s ground floor, a volunteer saves 
  him.) 
   
  � Collapsing Floor: CR 2; mechanical; location 
  trigger, multiple targets; no reset; 1d6 falling/crushing 
  damage, 1d6 fire damage; Reflex save DC 15 avoids; 
  Search DC 19 or Knowledge (Architecture and 
  Engineering) DC 15; Disable Device n/a. 
   
  Resolution: Yegana does her best to get away in the 
  chaos. If she gets out of the building before the PCs do, 
  she disappears into the crowd. Tracking her by mundane 
  means is very hard (requiring a DC 30 Survival check by 
  someone with the Track feat) and likely takes too much 
  time, though the PCs may manage to track her down by 
  magic if they are quick and crafty enough. 
   
  Do not waste any time on a chase. If the PCs have a 
  reasonable tactic to find her (by a locate person spell and 
  fast transport), let them capture her (use your judgment). 
  If they do not have the means, Yegana gets away. If she 
  still has the child, however, she presses him, healthy and 
  unmarked, into the arms of someone in the crowd before 
  she runs off. 
   
  If the PCs capture her, she does not initially talk. 
  PCs may use Diplomacy and Intimidate checks to try to 
  improve her attitude, which determines how she reacts 
  later on, but for now she is silent. Soon, the guards turn 
  up to take her away. She goes willingly, though she 
  denies starting the fire (which is true). 
   
  If Yegana dies (possibly due to the PCs’ actions), the 
  guards that arrive brand her as the arsonist. They do not 
  allow the casting of any spells (such as speak with dead) 
  at this point. PCs may, however, get permission for such 
  spells later on (through Cassandra). 
   
  If the PCs ask around, people state that while they 
  noticed the woman, nobody is sure where she was exactly 
  when the fire started—the testimonies vary wildly. If the 
  PCs think of asking the innkeeper, they learn Yegana has 
  spent the night in the communal room upstairs (where 
  the PCs encountered her). 
   
  If the PCs rescued her son, Breyd thanks them 
  profoundly for saving her child. If the PCs were not so 
  callous as to ask for blood money, they earn her favor. 
   
  If the PCs asked for money, she has a little gold that 
  she is able to give the PCs: 50 gp per PC is all she can 
  afford, despite any claims made earlier. 
  Regardless, 
  Cassandra, who now approaches them, notices the PCs. 
  Proceed to “Encounter 2”.  
   
  ENCOUNTER 2: 
  THE DIDATRIX 
  As the scene draws to a close, people start to leave. The 
  inn finally collapses, leaving only a ruin of flames and 
  smoke. 
   
  Through the dispersing crowd, a woman flanked by 
  two guards approaches. She has bright, blue eyes and a 
  stern gaze, and speaks with a commanding voice. 
   
  “Greetings. I am Cassandra Havelos, a Didatrix of 
  Hardby. Firstly, my gratitude for your assistance with 
  this situation—the city of Hardby can use heroes like 
  you. 
   
  “Indeed, it is this that prompts me to have a word 
  with you. I could use your help. Please follow me.” 
   
  Cassandra is one of the didatrices of Hardby. She is in 
  charge of the regulation of trade in the city, and has many 
  contacts. 
   
  Cassandra is the daughter of Joran Havelos (who 
  died two years ago) and a cousin of Jelal Havelos, another 
  Didatrix. PCs who have played COR 3-14 Traitor’s Road 
  have met Jelal and may find Cassandra looks strangely 
  familiar, as the two cousins share many features, 
  including their striking blue eyes. 
   
  While she is a diplomat, she is mostly used to 
  dealing 
  with 
  Hardby’s 
  merchants 
  and 
  nobles. 
  Adventurers are not her type of people, and as such she 
  may initially come across as a bit arrogant. If approached 
  with the respect that she deserves, she quickly softens up. 
   
  Should it matter in this situation, she starts out 
  friendly to female PCs, and PCs who have a merchant 
  background, and indifferent to the others. Race does not 
  make a difference to Cassandra, as she has dealing with 
  many people, even centaurs and asherati. 
   
  Improve her attitude with one step if a PC has the 
  Gratitude of Jelal Havelos from COR3-13 Traitor’s Road. 
   
  � Cassandra: Female human (Suel) aristocrat 6; AL 
  NG. 
   
  Cassandra is used to being obeyed, and so she 
  assumes the heroes will follow her. If the PCs don’t 
  immediately follow, she asks them once more to do so. 
  She has no intention of talking on the streets, though if 
  PCs ask she confirms that it is a paid job. 
   
  If the PCs continue to refuse, she does not try to 
  persuade them. She does not give in to any of their 
  demands or requests, but simply abandons her idea to 
  hire the PCs, and leaves. This need not necessarily end 
  the adventure, but PCs need to find their own 
  motivations to continue investigations (as they will not 
  get paid now). 
   
  Once the PCs accept, Cassandra leads them to a 
  stone building (the law courts), a block away from the 
  inn. Her two guards clear a small room, and Cassandra 
  invites the PCs to sit. 
   
  “Now that we are somewhere more private, let me get to 
  the point. As you surely have learned, recently our fair 
  town has been plagues by many fires, some brought on 
  by the feverish heat of the past few weeks. 
   
  “It is a strange occurrence, and it has affected trade 
  in our fair city. Many merchants and guilds are 
  complaining of losses due to cargo that spoils in the 
  heat, or people who take their trade elsewhere. And, of 
  course, the fires have caused some damage. 
   
  “The people want me to do something about it. 
  Well, I can hardly stop the sun! Or that is what I 
  thought … but when I consulted the clerics of Pelor, 
  hoping to find how long this heat will last, they told me 
  that their divinations were inconclusive, and that some 
  
  COR5-16 Here Comes the Sun 
   
  Page 8 
  power out of their control seemed to hold sway over the 
  sun.” 
   
  The woman eyes you, letting the message sink in. 
   
  “Something apparently causes the heat. And I 
  believe that not all the fires have had a natural cause. 
  The fire at the Crone’s Head … well, that is not 
  something expected. 
   
  “I don’t know what it is—the Pelorites could not 
  tell me, but perhaps you might. You are skilled in 
  investigations. You may have qualities that can help 
  breach this mystery. 
   
  “I know this is a strange request, a strange mission. 
  But I need you to find out what is causing these fires and 
  why.” 
   
   
  PCs may find the request odd indeed, but Cassandra 
  is serious. Though she is not sure what to think of the 
  claim that the heat wave is supernatural, she has come to 
  believe that something is causing the fires. 
   
  Cassandra is willing to answer the questions of the 
  PCs, though she has not a lot of information—after all, 
  that is why she hires them! 
   
  The following is what she does know: 
   
  About the heat wave: “It started quite suddenly 
  about two weeks ago. No one anticipated it. We have had 
  heat waves before, of course, but this is very extreme. I 
  hesitate to say that it is unnatural, but it is … well, never 
  so sudden, and never this long.” 
   
  About the fires: “They have been all over the city. I 
  am unsure what the first fire was; it was not a very 
  significant building as I recall it. The inn you just saw 
  burned down was the biggest one yet, though the fire in 
  Rustlagg manor comes close. Lucky there haven’t been 
  many casualties yet, though there are a few dead to 
  mourn.” 
   
  About the casualties: “We have a few deaths in the 
  first few fires. A local thug, if I recall correctly from the 
  reports I gathered, died in one of the first fires, and then 
  in the next, Rustlagg’s son. One of the proprietors on 
  Bellyn Road almost died but was luckily saved from the 
  flames at the last moment. And of course many people 
  suffered from burns and the smoke.” 
   
  About Joramy/Yegana: “I do not know what the faith 
  of Joramy would gain with this—I never thought of 
  them being involved. Of course I asked the temple for 
  assistance, as I did with all the faiths. It is very hard to get 
  anything out of them though—they love to argue, and 
  any question asked results in a counter question. I gave 
  up on them pretty quickly.” 
   
  About payment: “We will pay you 50 gp per person, 
  up front, if you perform the investigation for us, and [50 x 
  APL] gp if you find what is causing these fires—and 
  prove it. 
   
  “I cannot stress this more clearly: If some person is 
  starting these fires, we want the culprit alive. He needs to 
  be judged.” 
   
  Cassandra does not know more than this. She 
  suspects that there is more information to find “on the 
  street.” She is not planning to do the PCs’ work for them, 
  though, so she does not suggest any specific targets to 
  question. 
   
   
  ENCOUNTER 3: 
  INVESTIGATIONS 
  There are several courses for the PCs to follow once they 
  set out on their investigation. Below are a few 
  suggestions on where to start the investigation, which 
  may lead to more specific targets (detailed in encounters 
  4 to 7). 
   
  THE GUARDS 
  The city guards and watch barracks can be found in the 
  building were the PCs were taken by Cassandra. They are 
  a busy lot. With the heat and recent fires people are 
  getting agitated, and occasional fights break out. An 
  overworked watch sergeant is all they can spare to talk to 
  the PCs if they have questions. 
   
  The sergeant is a man named Basran Marevan. PCs 
  who played COR3-13 Traitor’s Road may have met him 
  before. 
   
  He is short, well built, and about forty years old. He 
  has a ruddy complexion and sandy-blonde hair. 
   
  He is a professional watchman, not keen on 
  outsiders, but if the PCs are working for Cassandra he 
  hides his dislike. Unlike most other people from Hardby, 
  he dislikes half-orcs, having lost his brother to the hordes 
  of Turosh Mak. As such, if possible, he avoids talking to 
  half-orc PCs. 
   
  Marevan knows the following about the fires: 
   
  The First Fire 
  The first fire after the heat wave was a house of a man 
  named Fennak. Fennak is known as a troublemaker. The 
  fire could have been set as payback, but there are no 
  leads, and frankly the watch isn’t that interested. 
   
  The Second Fire 
  The second fire was caused by a man named Bones. 
  Turned out he had been smoking a pipe in bed and set 
  his bed afire. He got burned and his house went down, 
  but no other people were injured. 
   
   
  Though Basran doesn’t know it, the second fire was the 
  only fire not caused by Nyuny. 
   
  The Third Fire 
  The third fire was at Rustlagg Manor. The gardener, a 
  man named Tedich, was arrested shortly after. However, 
  Tedich turned out to have an alibi and was released a few 
  days ago. 
   
  The Fourth Fire 
  The fourth fire was in a merchant’s office. Someone 
  knocked over a candle, but the fire was put out quickly. 
   
  This fire was at the Medrin and Razz trading company, 
  and was covered up by Harad. 
  
  COR5-16 Here Comes the Sun 
   
  Page 9 
   
  The Fifth Fire 
  The fifth fire was at Seggick’s, a butcher. Seggick 
  survived, but got burned badly. He has gone a bit odd 
  and some people think he might have set his own place 
  alight. 
   
  The Sixth Fire 
  The sixth fire was in a merchant’s warehouse. Probably 
  something flammable caught fire in the heat. 
   
  The warehouse belongs to one of Harad’s competitors, 
  the Brendigund company. They refuse to comment on 
  the warehouse fire. 
   
  The Seventh Fire 
  The seventh and last fire is the one in the Crone’s Head 
  inn. 
   
  Harad had an interest in the spot of the Crone’s Head, 
  but the owner wouldn’t sell, so Harad tried to force him, 
  setting Nyuny to set the place alight (she briefly appeared 
  in the kitchens, which immediately caught flame). The 
  fact that Yegana also stayed there is a coincidence. 
   
  If asked explicitly on fires before the heat wave, 
  Marevan recalls: 
   
  There was an incident on the docks, a day before the 
  heat wave. Probably kids. Deck hands noticed a fire but 
  put it out before it got troublesome. 
   
   
  If the PCs ask about the fire in the warehouse a year 
  ago: 
   
  That was a nasty business. A young girl died in that fire. 
  The watchman investigating finally concluded it was an 
  accident. I don’t know more than that, and he retired. 
  Moved away. So I can’t ask him. 
   
   
  There is little he can add. Nobody was arrested for 
  the fires; the guards assume it was the heat and 
  carelessness with fire that caused them. If the PCs 
  captured Yegana, they may want to talk to her. See 
  “Encounter 7: A Touch of Joramy” for details on 
  interrogating her. 
   
  WORD ON THE STREET 
  Everyone has an opinion on the matter, and lots of 
  rumors are flying. The following are rumors the PCs may 
  pick up as they investigate the cases. Not all of these are 
  related to the fire, and not all of these are true. They 
  should, however, give the PCs a good impression on what 
  is going on. 
   
  The following list consists of rumors the PCs may 
  gather through a Gather Information check (the rumors 
  are cumulative with the DC given). 
  DC 
  Rumor 
  0 
  • 
  The weather changed about a month ago. 
  It’s been hot and dry ever since. Didn’t take 
  long before the first fire. Been at least seven 
  buildings gone up in flames since then. 
  • 
  Ships bearing yellow sails have once again 
  been spotted plying the waters of Woolly 
  Bay. Maybe it’s a coincidence, but there is 
  talk that this heralds the return of the 
  Slavelords, who once terrorized the region. 
  5 
  • 
  It’s a real tragedy for the Rustlaggs. Their 
  son wasn’t much good, but you wouldn’t 
  wish anyone such a death. Burned to death 
  in the stables. They buried him yesterday. 
  Horrible. At least the horses got out alive. 
  But still … awful thing. 
  • 
  I heard Rary is now employing women, and 
  not for the amusement of his men. A 
  strange troop called the Sarbazan is 
  patrolling the Aber-Alz. They are all women, 
  all of them veiled. It’s said no man can 
  defeat them. 
  10 
  • 
  Aran Seggick was lucky. His butcher shop 
  went up in flames, but he got out just in 
  time. He was pretty burned and is still 
  bedridden but at least he survived. Addled 
  his brain though. is wife told me he’s talking 
  nonsense. Must have been quite a shock. 
  • 
  A fortnight ago, two parched and badly 
  injured adventurers stumbled into town. 
  They were the only survivors of a much 
  larger party, who claimed to have located 
  the lost mines of Azak-Zil, following the 
  writings of Pont Sandmorg of Narwell. They 
  found the great mesa he spoke of, but 
  horrible monsters drove them back into the 
  desert, where their group was decimated by 
  the harsh desert conditions, the nomads 
  that serve Rary, and horrible manscorpions. 
  They disappeared after several days—their 
  current whereabouts are unknown. 
  15 
  • 
  The first fire was at the house of a guy 
  named Fennak. A stupid brute. Nobody’s 
  gonna miss him. Mind, that fire was the 
  exact day the heat wave started, so I’m not 
  sure if it was the heat really. 
  • 
  The burnt and partially eaten corpse of a 
  gigantic squid-like creature was found 
  floating in the Azure Sea. It was plainly of 
  magical 
  origin—consisting 
  of 
  several 
  normal creatures fused together. Many 
  think the Brotherhood is behind its 
  creation. 
  • 
  You could ask Sweer. He’s nasty and grubby 
  but he knows lots of stuff … if you have the 
  coin. 
  20 
  • 
  Fennak, well … He was always up to his 
  ears in trouble. I guess he’d drawn attention 
  of some tough people. Heard they set fire to 
  him, over some debt, no doubt. He had 
  connections though, even though he was as 
  dumb as an ox. I’d stay out of it. 
  
  COR5-16 Here Comes the Sun 
   
  Page 10 
  • 
  Master 
  Amanma, 
  the 
  medium, 
  has 
  completely lost it now. Saw him gibbering 
  like an idiot. When he heard about the fire 
  at Rustlagg Manor he was just nodding and 
  grinning and muttering to himself. Blind 
  old fool, finally gone totally insane. 
  • 
  I heard Rustlagg got in a bit of trouble with 
  the guild. Seems he sold about twenty 
  quality breed horses to Rary’s troops, for 
  quite a considerable pile of gold. Didn’t go 
  down well, what with all the tensions in the 
  Bright Lands and all. 
  25 
  • 
  Horrible, them deaths. But not the first time 
  you know, it’s just the weather. I mean, last 
  year a kid died in a fire at the docks. 
  Accidents happen. 
  • 
  Someone broke into the cemetery a few 
  days ago. They say it was kids, but people 
  also heard strange noises lately … I’d not go 
  down there at night! 
  • 
  A strange necklace, the origin of which is 
  unknown, 
  turned 
  up 
  in 
  Dekspoint. 
  Someone tried to sell it, having it obtained 
  from a ship that had returned from an 
  “expedition” in the Solnor. Earlier in the 
  year, all kinds of ships were seen leading 
  expeditions to a newly-discovered floating 
  reef, filled with the wrecks of ships. The 
  court of Overking Xavener of Ahlissa last 
  month 
  celebrated 
  the 
  successful 
  reclamation of portions of the Lost Treasure 
  Fleet of the Sea Princes from that same 
  place. Rumor has it that some of the fleet’s 
  treasures may have fallen into other hands 
  … but the necklace is gone, so it can’t be 
  verified. 
   
  THE TEMPLE OF PELOR 
  The Pelorites were quite amazed when their prayers to 
  their god, divining the cause of the sudden heat, went 
  unanswered. 
   
  As a deity closely associated with the sun, they had 
  expected some revelation, but Pelor has been strangely 
  quiet on the matter. Higher priests did find that there 
  was a divine cause—but they are certain that their god 
  would not use the sun to punish the people of Hardby in 
  this way. 
   
  Only one priest, an older man named Zufeus, 
  received a response to his prayers that may have been 
  something close to an answer. The answer has found its 
  ways among the priests, and if the PCs question the 
  younger acolytes, one is willing to tell him of Pelor’s 
  answer: 
   
   
  “A fire burns in the heart of the suffered, and only 
  flames of vengeance can heal the wounds.”  
   
  So far, nobody has figured out what this means. 
   
  THE CEMETERY 
  PCs may follow one rumor or another to investigating 
  the Hardby cemetery. There is little to be seen there, 
  however, and the cemetery warden doesn’t have much to 
  say—some kids broke into the cemetery a few days ago, 
  but he hasn’t had any problems since then. 
   
  If the PCs specifically seek out Nyuny Rimmini’s 
  grave, they‘ll notice that it has been recently tended: The 
  gravel above the grave is neatly raked. If they examine it 
  closer, a DC 20 Search check shows that the grave has 
  recently been disturbed—small bits of dark earth can be 
  found between the gravel, indicating someone dug quite 
  deeply here. 
   
  Nobody is going to allow the PCs to open the grave 
  and take a look, but even without looking PCs can 
  possibly deduce that someone took Nyuny’s body—or 
  what little remains. 
   
  If the PCs suspect that Nyuny’s grave was robbed, 
  bringing this to Nyuny’s mother (see “Encounter 11”) 
  makes her go totally to pieces. She becomes hysterical for 
  quite a while, wondering aloud who has it in for her 
  daughter. She and her husband immediately hurry over 
  to the cemetery, to verify what the PCs say. PCs may try 
  to convince them to unearth Nyuny’s casket, but it still 
  takes at least a day for that to be arranged. If the PCs wait, 
  their suspicions are confirmed: Nyuny’s grave is empty. 
   
  THE UNDERWORLD 
  PCs looking for information in the more sleazy parts of 
  town get the same results as noted above. If the PCs make 
  a DC 15 Gather Information check, they also learn of a 
  man named Sweer, who makes his money selling 
  information. 
   
  Sweer can be found in a backward tavern called the 
  Bay’s Gold. It’s a deplorable place, with many shadowy 
  corners. Sweer is a nasty smelling man, short, thin, with a 
  stubby beard, greasy hair and a hooked nose. 
   
  Sweer is not into niceties. He wants money—if the 
  PCs want information, they have to pay for it. If they 
  want a specific piece of information that he knows, he 
  keeps holding out his hand until he has enough gold to 
  part with the information. If he doesn’t know anything, it 
  still costs at least a gold piece to make him say he doesn’t 
  know. 
   
  If the PCs just give him money to give then random 
  information, he tells them a random piece of info he has 
  based on the money given. Note that each price needs to 
  be paid separately. Sweer’s information can be very 
  useful, but he is quite expensive. 
   
  A successful Intimidate or Diplomacy check (to 
  better Sweer’s attitude to friendly) halves the cost for any 
  rumor, and Sweer won’t ask money to admit he doesn’t 
  know anything about the subject. 
   
  Anything he doesn’t know (1 gp): “Nope, can’t help 
  you. Thanks for the coin.” 
   
  About The Crone’s Head (10gp): “Awkward how 
  that fire started, right? Well, I can tell you that, word I 
  received, that Welleby, he owns the Head, had been 
  
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  offered a sum of money for his inn. Someone be 
  interested in the spot. Mind you, lots of people liked the 
  Crone’s Head spot—close to the harbor, lots of space. So 
  I bet Welleby got offers all the time. But this one was 
  rather insistent, I heard. I wouldn’t be surprised if that 
  fire … helped the negotiations.” 
   
  About Rustlagg (16gp): “Stupid kid. I saw him in 
  town sometimes, dealt with the wrong boys if you ask 
  me. No spine. Anyway I heard he was a member of a little 
  gang. And not just nobles either. Could tell ya more, but 
  …” 
   
  About Fennak (20 gp): “The thug that got burned? 
  Fennak the Bull? Quite a brute. Didn’t like him. I know 
  for a fact that he worked for some higher-ups though. Got 
  along well with Rustlagg’s son and Medrin’s. Now that 
  Rustlagg boy also snuffed it—makes you think, right? 
  And he wasn’t liked much either. 
   
  “Nah, whatever the watch says, I don’t think it could 
  have been an accident. The heat wave’d just started, 
  things weren’t so dry to catch fire. And coincidence? 
  Maybe, but it wasn’t the first fire, either …” 
   
  About the first fire/how the fires started (26 gp): 
  “They say the first fire was that thug’s house. But I heard 
  the men at the docks put out a fire a day before the heat 
  wave. Put it out before it got bad … not many people 
  know ‘bout that. Now the real interesting thing about 
  that … ah … is gonna cost ya.” 
   
  About the fire at the docks (30 gp): “A see, the 
  warehouse … 231, it was. That’s a tragic place … see, a 
  year ago, a girl died there, in a fire. Poor kid, named 
  Nyuny Rimmini. Rather suspicious fire. Could say more, 
  but, ah … my memory …” 
   
  About Nyuny Rimmini’s death (40 gp): “Ah, see … 
  this is interesting. That fire, people figured it was arson. 
  Yeah, there is been said someone wanted the girl dead. I 
  heard some stuff was missing—she sure was robbed. The 
  watch went to investigate, and then a week later they 
  closed the case, and the investigator quit and left town. 
  Said it was an accident. Now, that’s what I call fishy.” 
   
  About Medrin (50 gp): “Alright. This is hush-hush. 
  But I heard that Harad Medrin’s mother—she was a 
  didatrix once—helped her own kid out of trouble. And I 
  mean the slammer, and I mean more than once. Violent 
  kid, nasty temper. Now I’m not saying anything—you 
  can draw your own conclusions, but she resigned a year 
  ago. Just after all them troubles … I figure she got her 
  son out of a rump a tad too often.” 
   
  The “troubles” Sweer speaks of are, of course, the 
  death of Nyuny. Sweer can also tell any common 
  rumor—use the Gather Information DC to determine 
  how much he asks for such a rumor. 
   
  MASTER AMANMA 
  PCs may think of finding a medium themselves, or may 
  be pointed that way through rumors or various people 
  met. 
   
  If the PCs think of it themselves, the most well 
  known medium is a man named Master Amanma. With a 
  DC 20 bardic knowledge or Knowledge (local: Core) 
  check a PC can find this himself, otherwise some asking 
  around gets them the name and an address. 
   
  Master Amanma is a Rhenee male, old, blind, and 
  almost incapable of moving. He is taken care of by his 
  aide, a blond young man named Zaden. He is feared, as 
  male Rhenee are not supposed to have the sight, and his 
  own tribe chased him off when he was young. Some say 
  that he will be killed if he ever returns. 
   
  Normally, people make appointments with the 
  medium, but when the PCs arrive, Zaden opens the door, 
  and merely says “You are expected.” He then bids the PCs 
  to enter. 
   
  The cabin you enter is so small there is barely room to 
  stand. Sitting on a mattress, his back to the wall, and 
  small wooden table shoved in front of him, is an old 
  man, so thin you can almost look through him. His 
  milky white eyes, clearly blind, stare at the ceiling. His 
  wispy white hairs stands on out, and his skin, lightly 
  tanned, is wrinkled like old parchment. 
   
  He looks toward you, though his eyes seem to focus 
  on a spot at the wall. He smiles, a friendly but tired 
  smile. 
   
  “I knew you would come,” he says in a raspy voice. 
  “Sit down.” His hands feel at the table for a cup. “Have 
  some tea.” 
   
  While blind, Master Amanma seems quite aware where 
  everyone is. He smiles benignly, nods a lot at what the 
  PCs say or ask, and his fingers occasionally grope for his 
  cup, which is routinely filled by Zaden with hot green 
  tea. 
   
  Manama politely listens to the PCs and waits until 
  they finish before he answers their questions. 
   
  About the ghost: “Ah. The ghost. So many men 
  suddenly show an interest. Yes, she has been active. I 
  have felt her … only for the last weeks, buts she is older 
  than that. Months older. A young girl I think … angry, as 
  many are when they return to haunt.” 
   
  About the ghost’s motives: “She wants revenge, this 
  little one. A grave injustice was done to her. Now, she 
  seeks retribution, and she was given the means … Killing 
  her prey may anger her more.” 
   
  About who else asked about her: “I have to be 
  discrete. I cannot give names even if I had them. But 
  someone asked about her earlier, yes. Someone whose 
  motives I sensed where less honorable. I told that person 
  how to ward against her. I guess my advice was followed 
  … and then perverted.” 
   
  Perverted how?: “Someone controls her now.” He 
  shakes his head. “Some advice should not be given … I 
  was a fool to do so.” 
   
  About who gave her the means: “Ah the way of the 
  gods …if they would not meddle things would be so 
  simple … But meddle they do, and this time, one listened 
  … the Shrew, she loves the heat of argument, and favors 
  those 
  who 
  seek 
  to 
  fight 
  back 
  under 
  adverse 
  circumstances … so she turned them around … No 
  sense fighting the gods …” 
  
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  Page 12 
   
  About the ghost’s powers? “Heat is what undid the 
  girl’s life, and heat is the means that was given her to 
  exact vengeance. Her touch burns and sets things aflame 
  … fire is useless against her, it powers her …of course … 
  things changed … her powers are not hers to control any 
  more …” 
   
  About who controls her: “I could not say. Perhaps 
  the person who came to see me, or someone for whom 
  that person worked. But it is sure to be one that the girl 
  sought to destroy.” 
   
  How to ward against her: “It is simple. A spirit such 
  as she is easily reminded of her own weakness, with an 
  item that holds significance to her. My suggestion would 
  be an item that belonged to her at death … of course 
  these will be very had to come by.” 
   
  Why is that? “Because she was burned to death, of 
  course, and most likely all her possessions with her.” 
   
  How did she die: “Details I cannot give. I do not 
  sense her strongly enough. But it was a fire that 
  destroyed her life. Seek in the past.” 
   
  How to control her: “It is a dark ritual, which 
  involves the shedding of blood and dark desires of 
  control. It is not a magic rite, a mere symbolic one, but I 
  will not teach you, for you will do better to aid than to 
  command.” 
   
  How to break control: “Destroy the item. Or aid her 
  in fighting the control. Remember that she was once a 
  person. She remembers. Remind her.” 
  Before the 
  PCs leave, he offers one more piece of advice: “The spirit 
  is bent on vengeance. This last one is personal. A 
  premature death may be most undesirable to it. See your 
  solution in justice, but do not deal it out yourself.” 
   
  ENCOUNTER 4: 
  THE SHREW’S TEMPER 
  The temple of Joramy, the Shrew’s Temper, is in the 
  south section of town, on the outer side of the great wall 
  (nr 28 on the map). 
   
  Tucked away in the south of town, the temple of Joramy 
  is not a remarkable building, merely a squat one-story 
  structure of dark red stone. Above the entrance—a set of 
  wooden doors that stand open—is carved the image of a 
  volcano. 
   
  Inside, banners depicting fiery creatures hang from 
  the walls. A number of people are praying over an altar, 
  which is flanked by braziers that are burning even in 
  this heat. Two women, one blond, the other a dark half 
  elf, are arguing with each other, and ignoring you. 
   
  The faith of Joramy has been relatively quiet about the 
  fires. Most of the lower priestesses really don’t know all 
  that much—and those that do have stayed away from the 
  topic, or have been evasive in their answers, as only a 
  priestess of Joramy can be. The official reply to most 
  enquiries is that fire is the universe’s way to cleanse and 
  purify, and that everything eventually returns to ashes. 
   
  In truth, the higher priestesses do know a bit more. 
  They are aware that their goddess as a sign of her wrath 
  has sent the heat. They do not feel that anyone else needs 
  to know this, and thus kept it quiet for now. 
   
  Getting to talk to the higher-ups is an exercise in 
  patience and the use of wits. All Joramy clerics are 
  argumentative, and to get them to comply, the PCs need 
  to convince them that they are worthy of attention. This 
  means that they have to argue their way through and 
  submit to some aggressive questioning, which gets pretty 
  heated as it progresses. 
   
  The PCs have to answer questions as to why the PCs 
  consider themselves worthy for attention, why there 
  would be any need to bother the higher priestess, what 
  the PCs exactly plan to ask (which the younger 
  priestesses won’t answer, claiming—truthfully or not—
  that they don’t know), and into the obscure such as when 
  the PCs were born and who their parents were, so the 
  priestesses can apply “divination” to determine whether 
  they are actually “destined” to receive answers at all 
  (which come out inconclusive). They then claim there 
  are no priestesses present, and the PCs should come back 
  another day. All the time, the priestesses refuse to answer 
  any questions at all, and seem to take any refusal to 
  answer or suggestion that they are stalling as a personal 
  slight. 
   
  Skills in negotiation, like Diplomacy or Sense 
  Motive, don’t help much—everyone has to go through 
  this ritual, and if the PCs put up with it long enough they 
  get an audience. However, with a DC 15 Sense Motive 
  check a PC can at least uncover the lie that there are no 
  priestesses present. 
   
  If the PCs put up with this treatment for five 
  minutes and still persist, the priestesses lead them to a 
  pew and tell them to sit. After a few minutes, a different 
  priestess arrives and asks who they are and what they 
  want—sparking another hot debate, with this new 
  priestess going over the same basic questions that the last 
  one did. If the PCs put up with this treatment for another 
  five minutes, this priestess leads them further into the 
  temple, to a small chapel. 
   
  Try to make this difficult to the characters—play it 
  out if there is enough time, otherwise try to point out 
  how futile the attempt seems. The Joramy clergy are a 
  difficult lot. Note that PCs that follow Joramy are given 
  the same treatment. 
   
  The young priestess leads you down a set of stairs, into a 
  room whose carved walls are painted dark black and red, 
  like a large, striped tiger. Along the walls hang a large 
  number of strings of beads, and scriptures are carved 
  into the spaces between. 
   
  A woman is tending to another fire here. It is placed 
  in the middle of the room, and two young novices are 
  studying next to his. They are hardly clad—sweat is 
  streaming of their bare backs as they study the bead 
  strings in the heat of the fire. 
   
  The woman tending the fire looks up and frowns. 
   
  “Yes? Why is the lesson disturbed? Who are you?” 
   
  The priestess’s name is Chastice. She first demands to 
  know who the PCs are—questions the PCs already 
  
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  answered—before she tiredly asks them to state their 
  questions. The following are the questions she deigns to 
  answer: 
   
  About the heat wave: “It’s been hot. And you wonder 
  about that? Well, do you expect me to provide answers on 
  why it is so? I don’t have them. The Hot Tempered One 
  approves of it, but her reasons are not ours to question.” 
   
  If the PCs explicitly ask if this means that Joramy 
  causes the weather she adds: 
   
  “There are reasons that the sun stays where it’s at, 
  and that the clouds don’t move. Someone pleaded, and 
  got their wish granted. That’s all I know.” 
   
  About the fires: “Fires are formed from more than 
  the mere rays of the sun. Desire can burn as hot as any 
  flame. We didn’t start it. We can’t stop it.” 
   
  About Yegana: “Yegana is either mad, or has insights 
  that are beyond even my grasp. Your opinion on that is as 
  good as mine.” 
   
  About Nyuny/the ghost: “So you saw the sun? Then 
  you know more than I do. I would tread carefully. Too 
  much knowledge is a dangerous thing.” 
   
  She does not reveal anything else, simply refusing to 
  answer any other question, not even revealing whether 
  she knows the answer or not. 
   
   
  ENCOUNTER 5: 
  RUSTLAGG MANOR 
  Rustlagg Manor lies about half an hour’s walk out of 
  town. It is a low, one-story mansion with extensive 
  grounds and several stables holding the best horse breeds 
  of the area. 
   
  The Rustlaggs breed horses, and due to the high 
  quality and years of dominance in the trade, they are 
  quite well off. Having ties to several of Hardby’s families, 
  they have some minor influence, which helps them to 
  maintain a grip on their stakes in the trade. 
   
  One and a half week ago, one of the stables of 
  Rustlagg manor burned down. It was a sudden and 
  intense fire, and killed the Rustlagg’s youngest son, 
  Umor. Luckily, the fire was contained, and nobody else 
  died. Surprisingly the horses escaped the flames. 
   
  The fire was started by Nyuny, who had tracked 
  down Umor, the boy that held her down while Fennak 
  and Harad beat her. The young man, never a hero in life, 
  cowered in the back of the stables when the ghost 
  revealed herself. When Nyuny lit the stables, he was 
  trapped, and burned alive. 
   
  The guards, who came to investigate, suspected foul 
  play, and interrogated Tedich, the Rustlagg’s gardener, as 
  he was a known former criminal. It turned out Tedich 
  wasn’t present during the fires, so the guards eventually 
  were forced to let him go. Further investigation was not 
  contemplated, as they couldn’t find further evidence or 
  motives for the fire. 
   
  Still, there is a witness who was overlooked. Nemy 
  the maid let in a young priestess of Joramy that night. 
  She thought that giving the woman some food might 
  placate the gods. When she turned away for a moment, 
  the woman disappeared. Several minutes later, the noise 
  of panicked horses alerted the servants to problems 
  outside, and revealed the fire in the stables. 
   
  Fearing that she let an arsonist into her employers’ 
  home, Nemy kept silent about the visitor. Over the last 
  few days, though, her conscience has been gnawing at 
  her, and the PCs may find her willing to tell the truth. 
   
  The Rustlagg’s manor is located several miles outside of 
  Hardby. It encompasses a large amount of land, 
  including grassy field and a small park. The house itself, 
  visible from the road as one enters the grounds through 
  a wrought iron gate, is a large, two-story building, 
  sizeable and impressive. It stands out most for the large 
  amount of stables, which take up a considerable space to 
  the left of the house, accessible by a large gravel 
  courtyard. One of the stables has been burned to the 
  ground—all that is left is a mass of charred wood and 
  blackened stones. 
   
   
  Rustlagg Manor is home to Lord Benson Rustlagg, 
  his wife Evana (his second wife, his first wife—Umor’s 
  mother—died four years ago from a wasting sickness), 
  and their three-year-old daughter, Rowane. 
   
  Their staff consists of a butler named Oyden, the 
  maid Nemy, Huem the cook, Tedich the gardener, and 
  two stable hands named Felt and Haron. 
   
  Questioning the staff initially gives little response. 
  Most of them didn’t really see anything and in any case, 
  they don’t really think it proper to talk about the death. 
  All lower servants refer the PCs to Oyden. Even Nemy 
  initially pretends ignorance. While she is really feeling 
  guilty about not telling the guards about what she knows, 
  she dares not speak where others may hear her, as she 
  does not desire to lose her job. 
   
  Oyden is willing to make a short statement, provided 
  the PCs are at least polite and not throwing their weight 
  around. Otherwise, he has them removed from the 
  premises. 
   
  He tells them the following: 
   
  “The fire … ah. A tragedy, sirs and ladies! Master Umor’s 
  death has been devastating to his lord and ladyship. 
  How those fires started, ah, the guards asked about that 
  too, and I can’t tell you more than I did them. I don’t 
  know, for sure. Could have been one of the lanterns 
  falling and lighting the straw, but I can’t say, can’t say for 
  sure. Really sad, all this. 
   
  “The only fortunate thing that night was that the 
  horses got out in time. Doesn’t lessen the loss, of course. 
  I’m sorry if I can’t help you more, sirs, ladies. 
   
  “But I’m no expert and to be honest, it isn’t my place 
  to talk about the family’s sorrows.” 
   
  If the PCs ask about other matters, especially when they 
  concern Umor, Oyden politely tells them that he can’t 
  answer any of those questions. If the PCs ask, he is 
  willing to query if Lord Rustlagg may answer them, 
  though he doubts it. 
   
  Talking to Lord Rustlagg: Oyden asks the PCs to 
  wait in the kitchen, where they can get some refreshing 
  
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  Page 14 
  drink from Nemy while he checks if Lord Rustlagg will 
  receive them. It takes about ten minutes, and then he 
  returns and asks them to follow him, much to his own 
  surprise really, to the lord’s study. 
   
  Oyden leads you into a well-furnished study. It is 
  unpleasantly warm in here, the windows are shut, and 
  the big fan on the ceiling of the room is still. 
   
  Near the window, a bald man with a pot belly and a 
  bushy moustache looks out of the window toward the 
  grounds. 
   
  “Sit down, sit down,” he says, not looking up. “Want 
  to speak to me about my son, I heard? His tragic death 
  … awful … my wife is still in tears, hasn’t spoken to me 
  for weeks. Can’t blame her … couldn’t look after him, 
  could I?” 
   
  He turns to face you, forcing a smile on his sad face. 
   
  “But well, here me now. You are here for … ah.. 
  questions? How can I help you?” 
   
  Lord Rustlagg is quite troubled with the death of his son 
  a week ago. While a generally jovial man, he has been 
  rather depressed lately. He can’t get over the feeling that 
  he is partly responsible for his son’s death, that he wasn’t 
  a good father and should have had a better connection 
  with his son. 
   
  He’s been mulling about it for a bit, and sees the PCs 
  as an opportunity to talk about it. 
   
  After welcoming them, and offering them drinks, he 
  is willing to answer the PCs’ questions, though he tends 
  to sidetrack, somehow seeking confirmation that what 
  happened isn’t his fault. 
   
  About the fire: “Happened at night. Well, nearing 
  midnight. I was up here, reading, in my study, when 
  someone I heard a woman’s voice shouting ‘Fire.’ Well, 
  with the heat of the last days, I had a good fright. Looked 
  out of my window and sure enough, the stables were 
  ablaze. The horses were right panicking, but they all got 
  into the courtyard—I guess someone had undone the 
  latch—so, well, I thought after the first fright … it’s not 
  so bad … all the horses survived …but … then … my 
  boy … he turned out to be in the stables. Burned … 
  burned alive, he did. I … he was a wild one, he was, but 
  … never thought he would … quite a shock you know. 
  Made me think, it did.” 
   
  If the PCs ask who raised the alarm, Rustlagg says he 
  assumes it was the maid. 
   
  About the horses: “Who cares about the horses? 
  They’re animals. Someone let them out though—why 
  couldn’t he have saved my son? Ah … but who else can I 
  blame but myself? I should have paid more attention. I 
  should have watched the boy … no … I failed … No 
  amount of horses can replace my son. I would give them 
  all up for another chance …” 
   
  About selling horses to Rary: “That’s what you’re 
  here for? Look, I am not proud of it, right, but I didn’t 
  know that woman worked for the Traitor, I wouldn’t have 
  sold them had I known! But the deal was done, and you 
  don’t get out of a deal if you closed it. That’s business. 
   
  “It doesn’t really have to do with my son anyway—I 
  thought you were here for that fire?” 
   
  About his son or Rustlagg’s thoughts: “Umor … He 
  was a good boy. I should have … watched him closer. I 
  was lax. I let him slip. Let him fall in with the bad crowd. 
  Should have paid more attention, been a true father … 
  Now, it’s too late. I never got to know him well, to raise 
  him proper like. Who knows, if I had paid him more 
  attention, maybe he wouldn’t have gone astray, maybe he 
  would have been here with us …” 
   
  About his son’s friends: “Ah, my boy … he wasn’t 
  bad. Just … I guess he was easy to influence. Hung out 
  with the wrong crowd. There was this one guy, just a 
  common thug as far as I could see, and then that Medrin 
  boy … should have stopped him but what can you do … 
  I was never that close.” 
   
  If asked, Lord Rustlagg doesn’t know the name of 
  the ‘thug’. He does know the Medrins, who are a well 
  known family. 
   
  About the Medrins: “That boy from Medrin … bad 
  blood if ever I saw one. Spoiled rotten for one. Always got 
  into trouble. His mother was a didatrix, no doubt she 
  kept him out of a fix once or twice. She resigned a year 
  ago. Maybe she saw that she should pay some attention to 
  the kid—not that it helped much, mind. 
   
  “Of course I’m not to talk, didn’t do that well on my 
  own boy, did I? Maybe I should give it up too. Get out of 
  the horse trade. Retreat to the countryside with my wife 
  and daughter, be a real father for her. They deserve that, 
  children, they do. I realize that now. A tad late …” 
   
  Once the PCs have their answers, Rustlagg calls 
  Oyden to let them out. If they ask, he allows them to 
  investigate the stables—not that he expects them to find 
  much. He does not give permission to question his son 
  (with speak with dead), as he is already buried. 
   
  Investigating Umor’s Room: It is possible the PCs 
  desire to search Umor’s room, for clues to who might 
  have lit the fire (if they suspect arson after Lord 
  Rustlagg’s tale). Lord Rustlagg is not eager to have people 
  snoop around in his son’s room, though, but a DC 10 
  Diplomacy check convinces him that it is needed for the 
  PC’s investigation. 
   
  Of course, PCs may also try to sneak into the room. 
  They better not get caught though, as Rustlagg has them 
  thrown from the estate if he finds out, and forbids his 
  servants to speak with them (which means Nemy dares 
  not contact the PCs for several days). 
   
  The PCs can either sneak inside and try to pick the 
  lock on the door to Umor’s room, or climb the walls and 
  try to enter the room through the window. 
   
  If the PCs have no magic, the first approach requires 
  a DC 15 Move Silently and DC 15 Hide check to get in 
  unnoticed, and a DC 20 Open Lock check to open the 
  door. 
   
  Climbing the walls is a DC 20 Climb check (but only 
  a DC 5 with a rope), and a DC 15 Open Lock check or a 
  DC 13 Strength check to open the window from the 
  outside. The PC should also make a DC 10 Balance check 
  to prevent losing his footing as he opens the window. 
  
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  The fall, if a PC looses his footing, is 10 feet, and the noise 
  alerts the servants. 
   
  Umor’s room is quite unremarkable, a bit dull, in 
  fact. A portrait of his mother—a thin woman with a 
  hooked nose and long black hair—hangs over his bed, 
  and the closet of drawers has a small mirror propped up 
  on it, as well as a few ornamental wooden carvings of 
  horses. 
   
  The drawers contain clothing, trousers, blouses, 
  socks, etc. A DC 20 Search check finds something 
  slightly unusual: a small pink scarf, obviously a girl’s, 
  thrust in the back of one of the drawers. This scarf 
  belonged to Nyuny. Umor took it from her after the 
  abuse, but felt extremely guilty afterwards, and hid it in 
  the drawers, hoping nobody would find it there. The PCs 
  can use this later to attempt to break Harad’s hold on her. 
   
  Investigating the stables: The stables are as they 
  were after they burned down. Some rubble has been 
  cleared, but that’s all. 
   
  For each hour of searching, the PCs may make a 
  Search check. With a DC 25 check they can find the 
  origin of the fire, in the back of the stables. Most of that 
  site has been disturbed as Umor’s body was found here, 
  so no further information, such as how the fire started, 
  can be found. 
   
  With a DC 35 Search check, the PCs can find a faded 
  footprint, just off the stables, that seems to belong to a 
  young woman’s boot. It doesn’t belong to Mrs. Huem or 
  Nemy. 
   
  Talking to the horses: PCs can use speak with 
  animals to ask the horses what happened. Depending on 
  what they ask, the horses can reveal the following: 
  • 
  The fire started in the back of the stable. 
  • 
  They didn’t see how it started, but there was a lot of 
  light. 
  • 
  The horses immediately panicked, but before any of 
  them got hurt, someone opened the stable doors. 
  • 
  The person opening them was a woman the horses 
  had never seen before. 
   
  Talking to Nemy: The maid Nemy is concerned about 
  letting in the woman that night. She is anxious to tell 
  someone, but fearful that she could lose her job if she 
  admits her part in Umor’s death. 
   
  She dare not speak to the PCs as long as they are on 
  the estate. If the PCs question her, she refers them to 
  Oyden like the others. PCs who actively use Sense 
  Motive on her may notice that she is a bit nervous. 
   
  If they get Nemy someplace quiet, they can get her 
  to talk at that moment if they can adjust her attitude to 
  friendly, either through Diplomacy or Intimidation. 
  Nemy is normally indifferent to the PCs, but for the 
  purpose of this issue, treat her as unfriendly if any of the 
  PCs openly worships Joramy. If she can be persuaded, she 
  admits that she might have seen something. 
   
  Otherwise, Nemy approaches the PCs when she 
  feels it is safe to do so. Sometime in the afternoon, she 
  drops a note at the PCs’ inn, requesting a discrete 
  meeting in a small tavern (the Bracken, near the north 
  gate), later in the evening. You may possibly use that 
  evening to spring Harad’s thugs on the PCs. 
   
  If they turn up, read the following: 
   
  You enter the Bracken, a small, quiet tavern near the 
  north gate. It is a place that doesn’t see much folk as 
  yourself—most people here are local craftsmen. 
   
  Looking about, you spot a woman in the back of the 
  tavern. She looks familiar …and then you realize that it 
  is the maid from Rustlagg. She has noticed you too, and 
  nervously waits as you approach the table. 
   
  “Oh dear me,” she says. “I am not sure I’m doin’ 
  right on this … could cost me my job. But my medium 
  said, ‘Nemy, it will be good for the spirits,’ so here I am 
  …” 
   
  She looks about, but nobody really pays you any 
  attention. She continues in a whisper. 
   
  “I have something to tell … but I do not dare if you 
  can’t give me your word you won’t speak to anyone that 
  you got it from me.” 
   
  Before she dares say anything, she pleads with the PCs to 
  keep it secret or she might lose her job. If the PCs 
  somehow force it out of her (through Intimidation or 
  trickery) in the company of Lord Rustlagg or Oyden, she 
  bursts into tears, and the answers come out with some 
  difficulty, between sobs and pleas to not fire her (she 
  won’t be, though Rustlagg is rather upset when he hears 
  of it). 
   
  If the PCs were attacked by thugs on their way to her 
  (see “Encounter 9”), they may want to question her about 
  them. Nemy knows, of course, nothing about the attack, 
  and is rather spooked that the PCs were accosted. She 
  lapses into silence and needs some encouragement 
  before she is willing to tell her tale. 
   
  About what she has to tell: “I was bringing in the 
  laundry, which I had hanging out to dry. I was late—it 
  was already dusk, so I got quite a fright when there was 
  suddenly this woman standing behind me when I 
  turned. The fright of my life it gave me. 
   
  “Well, she didn’t really mean harm, or at least, I 
  didn’t think so at that time. She didn’t seem well, a bit 
  odd, she just stared at me and smiled. I asked her who she 
  was, but she wasn’t much forthcoming—just said that she 
  was there on a mission. So then I figured she was a 
  missionary—maybe out to collect for her faith. So I said, 
  the lord master, he doesn’t give money to the poor at his 
  doorstep, but would she maybe like some soup? I didn’t 
  want to send her away, see, with these draughts you can 
  get all the protection you can get, don’t want to unsettle 
  the gods. 
   
  “So she followed me, to the kitchen, and I poured 
  her some soup, vegetable soup left by Mrs. Huem, she 
  had gone to her room, her leg playing up, and I was all 
  alone, but couldn’t really get the laundry done, so, I 
  figured, she looks like a decent woman, a bit lost, maybe, 
  but harmless. 
   
  “So I said, look, I have to see after some things, I’ll be 
  back in a moment, and I left to do the laundry. But then 
  
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  when I came back, she was all gone. Hadn’t even touched 
  her soup. 
   
  “And I was just thinking if I should look if she 
  wandered off, when I heard a shout. “Fire,” it was! And I’ll 
  be struck by lightning if that wasn’t the voice of that 
  woman, so I ran outside, and sure enough, the stables 
  were ablaze, and all the horses were out in the yard—she 
  must have let them out, for I could see her running like 
  the demons of the hells were on her tail. 
   
  “Oh horrible, it was, the fire. And I so fear it is my 
  fault, letting that woman in my kitchen and … well she 
  may have set that fire! What am I to do? I could lose my 
  job!” 
   
  About the woman: “Ah, she was a young woman, a 
  Flan I think. Long, curly, black hair, large eyes, and a blue 
  dress, very easy to notice … oh, a priestess, definitely, or 
  a very devout follower. She had the symbol of the Shrew 
  on her, so I figured some blessing would not harm us … 
  she seemed a bit mentally unstable, though.” 
   
  If the PCs give their own description of Yegana, 
  Nemy confirms that it matches the woman she saw. 
   
  About Umor: “Ah, the young master … oh, it is not 
  my place to spread bad tales about him, but … he was a 
  rowdy boy … going about with bad folk, too. Oh, no evil 
  spoken of the dead, but the people he went about with, 
  not proper like. Not that I spied on my master but I saw 
  him talk several times to this man … he came by often, 
  really. Well, a thug by the looks of it. A shame!” 
   
  About the thug: “Oh, he was some work, he was. 
  Tried to get his hands on me, well I told him right! Name 
  was … Fenk, or something like that. Didn’t see him 
  around the last weeks though. Good riddance, I say!” 
   
  If the PCs can get a description of Fennak and 
  present it to her, she confirms the similarities. 
   
  About Medrin: “Oh, the Medrin family, very 
  respected. The young master talked highly about him. He 
  visited here a few times too. But I don’t know much 
  about him. I don’t mingle with those classy folk.” 
   
  Once she has told the PCs what she knows, she begs 
  them not to tell anyone she told them. Then, she leaves, 
  hurrying back to the mansion. 
   
  ENCOUNTER 6: 
  FENNAK’S HOME 
  The first victim of Nyuny’s wrath, and the one that was 
  noticed the least, was the thug Fennak. Fennak was a 
  brutal young man, large and dimwitted. His father’s 
  occupation, as a coachman for the Medrin family, put 
  him in connection with Harad Medrin, who liked to have 
  a big brute on his side—just in case he needed an 
  unsavory job done. 
   
  Fennak was never closely associated with Harad, 
  who was smart enough to not be seen too much with 
  him. A few people, including his father, knew that 
  Fennak did “jobs” for him. Fennak occasionally visited 
  Umor Rustlagg, and their association is therefore slightly 
  better known. 
   
  When Nyuny received her power, she immediately 
  tracked down Fennak, who lives nearest to the crime 
  scene, and unleashed her power on him. Unlike most 
  other places, where the fire was set to an object or locale, 
  Nyuny bestowed her twisted justice by setting fire to 
  Fennak himself. Ablaze, Fennak tried to run, setting fire 
  to his own house in the process. He succumbed to the 
  flames before he could reach the door. 
   
  This would not be the best place even if it hadn’t just 
  seen a fire. Decrepit buildings are set close together on 
  this street, all of wood and of poor construction. 
   
  With buildings so close together, it is a wonder that 
  only one house burned down. While the buildings next 
  to his have received considerable damage, they are still 
  standing. Of the house you came for, little remains but 
  the bare foundations, and a large heap of ash and rubble. 
   
   
  There is little left of Fennak’s house. It is actually 
  quite a miracle that the rest of the block didn’t burn 
  down. 
   
  Talking to the neighbors: Fennak’s neighbor, Miss 
  Petunia, is an old spinster who has little else to do than 
  spy on her neighbors. She knows quite a bit about 
  Fennak (or at least she thinks so), and is eager to tell the 
  PCs all the latest gossip on him (most of it exaggerated or 
  made up). 
   
  “Ah”, the woman says. She looks like an old horse, 
  skinny and with large front teeth, and an eager look in 
  her eyes. 
   
  “That Fennak man. A disgrace to the neighborhood. 
  Regularly saw the ladies of the night, I saw them coming 
  and going. Drunk every night—had a fight almost every 
  week, came home for the worse, and the way he bragged 
  on his “connections” and so on … Now I know he saw 
  some people of “good standing,” can’t fathom why … 
  only ever saw one of them come this way. Don’t know 
  his name, a pretty young blond boy with blue eyes. Nice 
  coat he had. Looked decent enough.” She sniffs. “Still, 
  going about with that man? I mind my own business, 
  but I think not highly of such things!” 
   
  She can also point them where Fennak’s father lives, 
  though she obviously doesn’t think highly of him. 
   
  Searching the site: With a DC 15 Search check, the 
  PCs can find the place where Fennak’s body was found—
  near the front door. If the check beats DC 25, they can 
  also determine that this is where the fire started. A DC 35 
  check reveals that it looks like Fennak caught fire before 
  the house did—he actually ran, on fire, through the 
  house. 
   
  There is too little left of the house for any other 
  evidence to be found. 
   
  Talking to Vanard: Fennak’s father, Vanard, lives in 
  the south portion of town near the harbor and works on 
  the docks. He is honest and hardworking, quite unlike 
  his son. During the day, he isn’t home, but can be found 
  working on one of the piers. 
   
  Searching the docks for Vanard, you are directed to a 
  wiry man standing near a ship, heaving at a rope to pull a 
  
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  large crate aboard. When you approach, the man turns to 
  you and eyes you with deep suspicion. 
   
  “Furiners? Whaddaya want? I’m busy. I work for a 
  livin’.” 
   
   
  Vanard may look rather unfriendly, but he is not a 
  bad man, merely worn down by life. His wife ran off 
  years ago, leaving him embittered and alone with a son to 
  raise by himself. 
   
  He does not take kindly to adventurers, as his wife 
  ran off with one, so the PCs may have a bit of a hard time 
  talking to him. Individuals native to Hardby have less 
  trouble if they can at least play down their adventurous 
  nature, and only have to put up with him complaining on 
  about “furiners” taking all the good jobs and “spoiling it 
  for the rest of us.” 
   
  Otherwise, it takes some time for Vanard to talk. 
  This is mostly a matter of (polite) persistence. You can 
  roleplay this out (having Vanard grumble and complain 
  for a few minutes), or you can shorten this encounter by 
  allowing the PCs a DC 15 Diplomacy check. 
   
  Eventually, Vanard answers the following questions: 
   
  About the fire: “It was set. Someone torched the 
  place. Yeah, everyone thinks I’m gone nutters, but this 
  was no accident. They came for me son. Don’t ask ‘ow I 
  know. I feel it in me guts. The guards said it was an 
  accident, but you believe me, this wasn’t natural. You 
  know they found ‘im at the ground floor, near the door? 
  And they say the fire started in about the same spot… 
  well … don’t need to spell it out fer ya? That’s a 
  ‘ssasination job, it was!” 
   
  About his son: “Not one bad word about me son! I 
  know they do not like ‘im much. It’s all jealousy, I say! 
  Just ‘cause he was movin’ up in the world. Got powerful 
  friends he had. Yeah. Good boy, ‘e was, not an evil bone in 
  ‘is body!“ 
   
  If the PCs ask around, they find that Vanard is about 
  the only one who thinks kindly of Fennak—the boy was 
  most certainly one of the least popular people in the 
  harbor district. 
   
  About his son’s friends: “Ah, me son, ‘e was gonna be 
  big. ‘Ad a lot of friends in ‘igh places, ‘e ‘ad. Ay, did a few 
  jobs for ‘em, ‘ey? Even did some for that noble posh man, 
  ‘Arad Medrin. That’s quite a man, y’know. Yea … I bet it 
  was ‘is undoing though. Bet they didn’t like that none, a 
  man like me son, simple man, ‘avin’ all them valuable 
  contacts.” 
   
  There is not much more that Vanard has to share, 
  except his theory that his son was killed by “them 
  fureners of Grey’awk,” by which he means the Merchant’s 
  Alliance. This is of course total nonsense, but Vanard 
  insists that the alliance was fearful of his son’s contacts 
  with “important nobles”, and therefore “did ‘im in.” 
   
  Vanard doesn’t know much about the Medrin 
  family—except that Harad’s mother was a Didatrix, and 
  the family is of high standing. 
   
  ENCOUNTER 7: 
  SEGGICK THE BUTCHER 
  Not all Nyuny’s victims are villains. Aran Seggick is a 
  butcher, an honest workingman who never had any 
  enemies in his life—until recently. 
   
  Some time ago, Harad Medrin made an unsuccessful 
  pass at Seggick’s daughter Ine, following her home from 
  the market and making inappropriate comments. He 
  persisted a bit longer than he should have, for when 
  Seggick noticed his daughter being accosted, he stormed 
  out of his shop and knocked the young man down, 
  sending him on his back into a puddle of water, 
  splattering him with mud. Harad made off quickly, with a 
  black eye and soiled clothes, but swore to take revenge on 
  the man who humiliated him. 
   
  When Harad gained control over Nyuny (see 
  Encounter 10 for more details), he decided to send her 
  off against the butcher, if only to test what measure of 
  control he had over her. 
   
  Befuddled and confused in her anger, Nyuny 
  followed up the order, and set off to the butcher’s shop, 
  where she indeed caused a fire. Harad hoped that she 
  would throw herself at Seggick and kill him in her fury. 
  However, Harad does not have full control over the 
  ghost. Nyuny realized, only barely, that the butcher was 
  not one of her assailants, and left him alive, though 
  heavily burned, leaving a victim for the PCs to question. 
   
  The shop you come to is a poor sight. While the walls are 
  still standing, the roof has caved in, and the shop and 
  stores behind it are filled with the rubble of roof tiles 
  and the remains of burned wood. The glass windows of 
  the shop have shattered and are in a million pieces. The 
  door is torn in two, blackened with soot. A plate spells, 
  in letters that are almost invisible due to the dirt, 
  “Seggick, butcher.” 
   
  If the PCs come here by day, they find several gnomes 
  taking measurements, and clambering through the 
  rubble. They are the Worski brothers, who are trying to 
  assess the damage. They hope to be able to buy the place 
  for a small price, and are looking into how low they can 
  go. 
   
  They don’t know anything about the fire, but know 
  where to find Seggick, and can direct the PCs to his 
  sister’s house, a few blocks further, where he is staying. 
   
  There is nobody here in the evening, but PCs may 
  get the same information if they call on the neighbors, a 
  thin woman named Rusla who runs a vegetable store. 
  Rusla doesn’t know much either, only that Seggick was 
  found badly hurt and seems to be ailing. 
   
  Searching the site: The fire in Seggick’s shop is 
  relatively new (only a few days ago). It is relatively easy to 
  find where the fire started, a DC 15 Search check is 
  enough—or the PCs can ask the Worski brothers, who 
  are happy enough to point it out. 
   
  The odd thing here is that the fire started in the 
  back, close to where the meat was stored. This area 
  should be relatively cool—it is rather hard to imagine a 
  
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  fire starting here. Someone who has the Track feat can 
  trace the path of the fire with a DC 20 Survival check. It 
  is a very odd trail—the fire initially did not spread 
  normally, but followed a very narrow path, which is quite 
  unnatural. 
   
  Talking to Seggick: Seggick can be found at the 
  house of his sister, Merely. She and Seggick’s wife, Ana, 
  are caring for him there. Merely is delighted if the PCs 
  ask to speak to her brother. She hopes that a visit and a 
  friendly chat with some new people may cheer him up 
  and get him out of his depression. 
   
  Seggick turns out to be a man who would be a jolly man, 
  had he been healthy, with a potato nose and a ruddy 
  complexion. Now, however, he is quite pale, lying 
  listlessly in bed, his head bandaged, and one leg splayed 
  up onto a pillow. 
   
  He stares at you with some apprehension as his wife 
  leads you inside. “More questions?” he asks. He sighs. 
  “Not like you’re going to believe me.” 
   
  Seggick is not overly enthusiastic. He has already told his 
  story to the guards, but his insistence that a ball of flame 
  was coming for him was treated as hysteria. He has the 
  feeling that most people think he has cracked—and he 
  fears that maybe he has. 
   
  He resignedly tells his story when asked. 
   
  About the fire: “I was in the back of my shop when it 
  happened. Went to get a fresh piece of lamb, in the cool 
  box. Now I had some trouble keeping stuff cool in this 
  weather, but I had just received fresh ice, so it should 
  have been okay. Except that it wasn’t. When I got into 
  the box it was warm. I mean almost all the ice had 
  melted. I was looking around to find out what caused 
  it—ice doesn’t just melt as fast as that—but there wasn’t 
  anything to be seen. It’s a closed-off space, see. And then, 
  there was this”—he licks his lips, nervously—“rushing 
  sound. And suddenly it was hot. Burning hot. I could see 
  the ice melt at my feet, it was that hot, a sudden blaze of 
  heat, and I turned around and … there was …it was the 
  sun.” 
   
  Ana, Seggick’s wife, tries to interrupt; muttering ”It’s 
  just the shock, he is … ”, but Seggick shakes his head 
  furiously. 
   
  “I’m not crazy! It was the sun. A huge golden ball of 
  fire, and it came right at me, and everything it touched 
  caught flame … and I thought I was surely a goner … I 
  crawled back, and shielded my face with my arms”—he 
  holds up his arms to show them badly burned—”and 
  then … it … it whispered. And then suddenly it was 
  gone … I … I passed out then.” 
   
  About the sun: “It was an enormous ball of fire. 
  About man height. It was made of pure flames, though … 
  well … I don’t know if I saw it right but …nah, you 
  wouldn’t believe me.” 
   
  If the PCs insist, he continues: 
   
  “Okay, well … it was like … there was a face in 
  there. A young woman … I recognized her, too …” 
   
  About the woman: “Well, it looked like the Rimmini 
  girl, used to live down the street—you know her, Ana. 
  But that can’t be. She’s … well … anyway, I’m not good 
  in names. What was her name, Ana?” 
   
  Ana frowns as she adds “Nyuny Rimmini? No, dear, 
  she died over a year ago. You are confused.” 
   
  “Does THIS look like confusion to you?!” the 
  butcher roars, waving his arms. “There was something in 
  that fire that looked like her.” 
   
  About Nyuny’s death: Ana explains: “I don’t know 
  that much, but the Rimminis used to live close by. They 
  moved a year ago, shortly before their daughter died. I 
  only heard later, I think it was a violent death, the guards 
  were involved and all, but I am not a prying woman, and 
  I didn’t talk to Asetha Rimmini since she moved. But I 
  know where she lives, if that helps you further.” 
   
  About what the “sun” whispered: “She whispered 
  words like ‘fire’ and ‘vengeance’ … and I thought my 
  hour was come, and then she whispered … ‘you’re not 
  one of them’ … and then she left.” 
   
  ENCOUNTER 8: 
  A TOUCH OF JORAMY 
  One of the most important people to question is Yegana, 
  the priestess of Joramy. Most likely, she is one of the first 
  people the PCs question. While she can give a lot of 
  answers, it is best if the PCs are not allowed to question 
  her immediately—by letting them investigate other sites 
  first, they can find more questions to ask her without 
  having to visit her multiple times. 
   
  If the PCs captured Yegana, she is held in custody by 
  the guards. If the PCs refused to work for Cassandra, they 
  may find it difficult to get to her, having to ask 
  permission and thus wait for some time before access to 
  the prisoner is granted. 
   
  If PCs do work for Cassandra, they can get to her 
  immediately, by asking Sergeant Marevan, but she 
  initially refuses to talk. Threats or promises of any kind 
  won’t budge her at this point. She simply refuses to 
  answer questions, except to say that she didn’t start the 
  fire, and that the PCs are too ignorant of the situation 
  (yet). If the PCs don’t catch on, sergeant Marevan 
  suggests that they might get her to talk once they have 
  gathered more evidence against (or favoring) her 
  innocence. 
   
  If the PCs never caught Yegana, she eventually turns 
  up. The PCs may spot her on the streets, or if they gained 
  the trust of the temple of Joramy, the temple staff sends 
  them a message that Yegana turned up at their doorstep. 
   
  If the PCs, for some reason, killed Yegana, they can 
  get their answers via speak with dead, or by having a 
  Joramy priestess perform it. In both cases, they need the 
  permission of the temple of Joramy, which you can 
  withhold for the time the PCs need to gather a few of 
  their own clues. 
   
  Note that delaying Yegana’s answers to the PCs’ 
  questions is meant to make them feel like they are 
  working for their clues, and to enhance the feeling of an 
  investigation. If they find a clever way around the 
  limitations presented here, reward them and let them get 
  their answers. 
  
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  The young woman is obviously of Flan descent. She 
  carries a blue dress that fades to white at the top, near 
  the neck. She has curly, black hair, and seems to have an 
  almost permanent befuddled look on her face. 
   
   
  If Yegana was arrested, her holy symbol has been 
  taken. Otherwise, a black obsidian symbol of a volcano is 
  around her neck. 
   
  Yegana answers more specific questions than most 
  other people that have something to contribute. Yegana 
  prompts the PCs to think for themselves, and by 
  answering only specific questions, often vaguely and in 
  small steps at a time, forces them to come to their own 
  conclusions. While Yegana has a clear understanding of 
  what is going on, she reveals only details on things the 
  PCs figure out with clues they already have. 
   
  She does, however, give important information on 
  what the PCs can only hear from her: the cause and 
  extent of the powers of Nyuny, and why they have gone 
  astray. 
   
  In a time-critical environment, or with players who 
  do not like investigative scenarios as much, you can be 
  more liberal in interpreting the questions, as long as PCs 
  at least get the feeling that they are earning their answers. 
   
  Note that PCs do not need all the answers Yegana 
  can provide in order to come to the right conclusion. 
   
  What caused the fire in the Crone’s Head? “The 
  flames were not expected in the Head. Nothing there 
  deserved the fire’s rage. I believe they were sent there, to 
  a specific target.” 
   
  Who sent it? “I do not know the nature of who 
  mastered the flames, and sent it to destruction against its 
  wishes, but that it concerns a dark and evil heart.” 
   
  Who was the target?  “Someone or something may 
  have been a threat or, an annoyance … I can’t say. Killing 
  her prey may anger her of course.” 
   
  Where you the target? “Fire means me no harm. The 
  one that sent the flames may not even have known I 
  exist.” 
   
  What did you mean with “the coming of the 
  sun”/the fire’s rage/what causes the fires? “Fire cleanses. 
  It purifies. It destroys without prejudice. Something in 
  this town needs the purity of the flame to settle the 
  peace.” 
   
  Does Nyuny/the ghost cause the fires? “She was 
  given the means.” 
   
  By whom? “By someone who cared.” 
   
  Did Joramy send the fire? “The gods do not send 
  their wrath directly. But they may provide the means.” 
   
  Did Joramy provide someone with the means then? 
  “Do you think that if there is an injustice, and a call for 
  retribution, that She of the Earth’s Inner Fire will look 
  away when called upon?“ 
   
  If the PCs answer “yes,” Yegana merely frowns. If 
  they answer “no,” she smiles enigmatically. 
   
  Were you at Rustlagg Manor? “What do you think? 
  You seem to have an opinion on it.” 
   
  This is a rhetorical question. If the PCs ask this 
  Yegana assumes they know very well that she was there. 
   
  Why were you there? “The fire went there.” 
   
  How did you know this/why did it go there? “That 
  is where the boy lived.” 
   
  Yegana refuses to answer directly what she means by 
  this. 
   
  Why did you release the horses (but not the boy)? 
  “The flames do not discriminate between those who 
  deserve their wrath, and those who do not. The horses 
  have no play in the game, and the Shrew desired them 
  safe.” 
   
  What did he do to deserve this? “You should look at 
  the past. It holds many secrets.” 
   
  Is the fire from a year ago related? “Many things are 
  tied, many fates entwined. Those who suffer now endure 
  for their failures or evils in the past.” 
   
  What happened at the warehouse? “Someone 
  suffered. Someone died. From suffering comes pain, and 
  from pain the call for retribution. Delve in the past and 
  you may find many answers—and more questions.” 
   
  Who is Nyuny/the ghost?: “Her name is Nyuny. I 
  do not profess to know much she whose vengeance fuels 
  the flame, but her cause is just in the eyes of the gods.” 
   
  What appeases her? ”Vengeance, justice, and 
  punishment of those who tormented her. Only 
  vengeance by her hand, or the justice of the Gynarchy 
  will appease her.” 
   
  Do you mean their deaths? “Death is not always the 
  best answer, even if some think it is.” 
   
  What are her powers? “She carries the heat of her 
  desire with her.” 
   
  Why did she attack Seggick/you/other people not 
  related to her death? “Not everyone who suffers is her 
  target. I do not know how it went wrong, but someone 
  controls her now, and she cannot now find her 
  vengeance.” 
   
  Who controls her? “I fear that the one who caused 
  her suffering found a way.” 
   
  How is she controlled?“I do not know. The dead 
  have strange powers, and stranger weaknesses.” 
   
  Who killed her? “I cannot provide you with names, 
  as my lips are sealed by my bond of faith.“ 
   
  This bond goes so far that even detect thoughts is 
  ineffective to get the names from Yegana’s mind. 
   
  Was Umor/Fennak/Medrin involved in her death? 
  Yegana does not answer this question directly—however, 
  if the PCs ask this of someone else, like Seggick, she 
  shakes her head, saying: “Not everyone is a victim 
  through his own fault.” 
   
  In short, the PCs can find out that they are right on 
  these names only because Yegana doesn’t object. But if 
  the PCs use detect thoughts with these last questions, 
  they can detect a sense of satisfaction in Yegana when the 
  right names are mentioned. 
   
  Yegana does not know Nyuny’s last name, nor does 
  she give more information than presented here. 
  However, if the PCs check with the guards or ask around 
  town, they quickly learn that a girl named Nyuny 
  Rimmini died in a fire a year ago. 
   
  
  COR5-16 Here Comes the Sun 
   
  Page 20 
   
  ENCOUNTER 9: 
  MIND YOUR OWN 
  By the time the PCs have talked with several witnesses or 
  investigated a number of the fires, they have drawn 
  attention to themselves. 
   
  Quite a number of people by then have heard of 
  their investigation, and while some appreciate the effort, 
  perhaps even offering them a beer for their trouble, it 
  makes Harad Medrin nervous. 
   
  Using his connections, Harad arranges for a group of 
  out-of-town hired thugs to put an “end” to the 
  investigation. Somewhere in a quiet part of town, 
  preferably in the evening or very early morning, the 
  thugs set up an ambush. 
   
  See Appendix 2 for an example map for the ambush. 
  Read the following: 
   
  The town seems bereft of life as you move toward your 
  destination. People are still hiding from the heat, and 
  the streets are empty. 
   
  Have the PCs make a Spot or Listen check opposed by 
  the thugs’ Hide and Move Silently skills (assume 10 + 
  skill modifier). 
   
  Those who succeed are alerted to a suspicious sound 
  or movement from a nearby alleyway. Read the 
  following: 
   
  A strange sound catches your attention as you move 
  through the almost deserted streets. In an alley to the 
  right, something seems to be moving. 
   
  If nobody makes the Spot check, or nobody acts, the 
  following takes place. Read the following: 
   
  Suddenly, from an alleyway to your right, a man darts 
  toward you. He is raising a wicked-looking blade, and 
  there is murder in his eyes. 
   
  Creatures: In searching for a way to better ward off and 
  control Nyuny, Harad turned to Reim, a Pyremius priest 
  that Harad tracked down through his contacts in the 
  underworld. While Reim wasn’t particularly impressed 
  with Harad, he was down on his luck, and, truth be told, 
  he was interested to hear from a spirit like Nyuny—and 
  the opportunity to turn her into a reluctant but effective 
  assassin. 
   
  While he couldn’t control her himself, he aided 
  Harad in preparing for her, and in blessing the pendant 
  and providing the ritual that would stave off her fury and 
  direct it elsewhere. Harad didn’t prove as adept as Reim 
  would have been, lacking the sway over undead that he as 
  a cleric has, but his advice did cause a spree of extra 
  fires—including the attack on Seggick. 
   
  When the PCs became a bother, Harad did not 
  hesitate to ask him to deal with the threat—promising 
  him a substantial amount of money for their deaths. 
  Reim agreed, and hired a number of thugs for the job. 
   
  Note that since after four rounds the guards turn up, 
  and the PCs then do not need to fight the thugs any 
  more, the EL of the encounter is judged a bit lower than 
  normal. 
  APL 2 (EL 5) 
  �Wayn, Lugh, Hagger, and Oot, Thugs (4): Male 
  human rogue 1; hp 8; see Appendix 1. 
  �Reim: Male human cleric 2 (Pyremius); hp 17; see 
  Appendix 1. 
   
  APL 4 (EL 7) 
  �Wayn, Lugh, Hagger, and Oot, Thugs (4): Male 
  human rogue 1/fighter 2; hp 24; see Appendix 1. 
  �Reim: Male human cleric 4 (Pyremius); hp 27; see 
  Appendix 1. 
   
  APL 6 (EL 9) 
  �Wayn, Lugh, Hagger, and Oot, Thugs (4): Male 
  human rogue 3/fighter 2; hp 41; see Appendix 1. 
  �Reim: Male human cleric 6 (Pyremius); hp 39; see 
  Appendix 1. 
   
  APL 8 (EL 11) 
  �Wayn, Lugh, Hagger, and Oot, Thugs (4): Male 
  human rogue 3/fighter 4; hp 62; see Appendix 1. 
  �Reim: Male human cleric 8 (Pyremius); hp 51; see 
  Appendix 1. 
   
   
  Tactics: Reim has already cast a number of spells. He 
  is under the protection of a endure elements spell (cast 
  that morning), and therefore does not suffer from the 
  heat. 
   
  Reim further uses spells to prepare for combat and 
  boost the abilities of his cronies. See the “when prepared” 
  notes in his stat block for the use of his spells prior to 
  combat. 
   
  Reim is not eager to get himself involved—he has 
  enough trouble keeping a low profile as it is—and as 
  such he does not involve himself in the fight unless the 
  PCs draw him into the conflict. 
   
  Instead, he casts his spells from the shadows, trying 
  to keep at least 30 feet between him and the nearest PC, if 
  possible. He tries to stay out of sight throughout the 
  battle, and only uses magic that would not give away his 
  location. 
   
  The Spot check to see him is opposed by his Hide 
  check—the DC to hear him cast a spell is a DC 20 Listen 
  check (10 to hear someone speak, +5 for being distracted, 
  +5 for the battle sounds interfering), +1 for ever 10 feet of 
  distance to a listening PC. Note that beating the DC by 
  more than 10 enables a PC to overhear what he whispers, 
  and possibly identify a spell being cast though the use of 
  Spellcraft. 
   
  If cornered, and unable to flee, Reim resists with all 
  his might and fights like a demon, using poison and his 
  spells to kill as many people as he can. He knows that 
  fleeing is useless. 
   
  The thugs, meanwhile, try to use their initial 
  surprise—if any—to sneak attack, after which they try to 
  
  COR5-16 Here Comes the Sun 
   
  Page 21 
  use flanking as much as possible. As their aim is to kill 
  the PCs, they try to single out characters if possible, with 
  at least two men focusing on one character at a time. 
   
  After four rounds of fighting, four guards show up, 
  having been alerted by the sound of battle. If any thugs 
  remain, they now turn to flee. Reim, if he hasn’t been 
  noticed yet, does the same, otherwise he turns all his fury 
  toward the PCs. Give the PCs the opportunity to deal 
  with Reim—the guards (all 1st-level warriors) are not 
  eager to approach Reim, and instead hang back or pursue 
  any remaining thugs. 
   
  Treasure: The guards initially claim the thugs’ 
  treasure, citing a need to verify that none of it is stolen. 
  Cassandra, eventually, makes sure that the equipment is 
  turned over to the PCs (even if she didn’t hire them) as a 
  reward for their efforts. 
   
  However, this takes some time (unless the PCs look 
  her up and request it themselves), and as such the PCs are 
  not able to use the equipment during this adventure, 
  unless they palmed something while the guards weren’t 
  looking. 
   
  APL 2: Loot—241 gp, Coin—2 gp, Magic—0 gp—
  none. 
   
  APL 4: Loot—404 gp, Coin—4 gp, Magic—98 gp—
  +1 studded leather armor—(98 gp). 
   
  APL 6: Loot—99 gp, Coin—6 gp, Magic—1670 gp—
  +1 chain shirt x4 (104 gp), +1 dagger x2—(192 gp), +1 
  long sword x4 (193 gp), +1 studded leather armor (98 gp). 
   
  APL 8: Loot—44 gp, Coin—8 gp, Magic—2058 gp—
  +1 buckler x4 (97 gp), +1 chain shirt x4 (104 gp), +1 
  dagger x2—(192 gp), +1 long sword x4 (193 gp), +1 
  studded leather armor (98 gp). 
   
  Detect 
  Magic 
  Results: 
  +1 
  buckler 
  (faint 
  transmutation), +1 chain shirt (faint transmutation), +1 
  dagger (faint transmutation), +1 long sword (faint 
  transmutation), 
  +1 
  studded 
  leather 
  armor 
  (faint 
  transmutation). 
   
  Development: Once the guards turn up, the battle 
  should quickly be over (if the PCs had not already 
  succeeded by then). The guards question the PCs 
  thoroughly. If the PCs are working for Cassandra, they 
  take them on their word—especially if Reim is captured, 
  and proven to be a follower of Pyremius. 
   
  If the PCs were not hired by Cassandra, they are told 
  that they face charges for drawing arms and using 
  violence, and need to appear before a magistrate. The PCs 
  are taken to the guardhouse for questioning—it is 
  advised that they don’t resist arrest, as this only makes 
  matters worse—and placed in a cell. They are released 
  after about and hour, on Cassandra’s instructions. If the 
  PCs show an interest, she offers (again) to hire them. She 
  does not insist if they refuse, but alerts them that she 
  won’t get them out of trouble again. 
   
  Reim and his thugs—if they survive—are taken to 
  the guardhouse, where they are questioned briefly by the 
  guards. If the PCs request it, they can assist in the 
  interrogation if they can make clear that they have a stake 
  in it—a DC 15 Diplomacy check allows them to be 
  present. Otherwise they are asked to return the next 
  morning if they want to talk to any prisoners. 
   
  Under scrutiny of the guards, the thugs don’t reveal 
  much except that they were hired by Reim, and Reim 
  refuses to talk at all. 
   
  The Diplomacy and Intimidation skills are not 
  enough to make Reim willing to talk, though if either roll 
  is enough to turn him friendly (assume Reim is hostile), 
  he says this: 
   
  “You are meddling with the wrong people. Take my 
  advice: leave it be. It won’t last long, anyway … sooner 
  or later he’ll get rid of it. I taught him how.” 
   
  Reim does not reveal who “he” is, and merely laughs at 
  further threats or attempts to talk. 
   
  The guards do not allow magic to be cast in their 
  presence. Even if the PCs manage to use magic secretly, it 
  is likely to be of limited use. Detect thoughts only reveals 
  hostile thoughts of escape and vengeance, and zone of 
  truth is not useful as Reim refuses to talk. 
   
  It is possible that the PCs somehow manage to cast 
  speak with dead on Reim’s corpse. Note that casting this 
  spell takes ten minutes, and that Reim gets a Will save. 
   
  In this case (or if PCs otherwise find a trick), assume 
  that Reim can provide the following, though his answers 
  are as vague and incomplete as possible: 
  • 
  The man who hired him is a noble who did not give 
  his name. Reim does not know and never asked, and 
  as an out-of-towner doesn’t know the noble families 
  of Hardby. He can describe the noble, as “young and 
  nervous, smelled like money.” Reim doesn’t 
  remember anything else about the man’s appearance. 
  • 
  He knows the nobleman is accosted by a spiritual 
  being, a ghost that causes fires. He knows the ghost’s 
  name is Nyuny, but again no last name. 
  • 
  He instructed the nobleman how to control Nyuny 
  or how to destroy it, but he doesn’t know if that was 
  successful. 
  • 
  He was hired to kill the PCs because they were 
  investigating the fires. 
   
  ENCOUNTER 10: 
  HELP ME! 
  Once his thugs fail in their assault on the characters, 
  Harad decides to send Nyuny after them, using the 
  necklace that lets him control her. 
   
  When Nyuny tried to turn her fury toward Harad, 
  she found that he possessed a powerful weapon. Harad 
  has kept a little token of their encounter, a small silver 
  necklace that he carried with him as a sort of trophy. 
   
  When at first his friends died in a suspicious fire, 
  Harad got an inkling that these may not have been 
  coincidences—he had heard tales of ghosts coming to 
  haunt their murderers. He therefore searched out a 
  medium, Master Amanma, to ask about hauntings. 
  Amanma confirmed Harad’s suspicions, and told him 
  that a ghost may be kept at bay with items that were 
  significant to it in life. Harad did dare not ask him for 
  
  COR5-16 Here Comes the Sun 
   
  Page 22 
  more advice, fearing he might make a guess to what 
  really was going on, but took the advice to heart. 
   
  Thus, when Nyuny confronted him, Harad was 
  ready. He whipped out the necklace, hoping it would 
  placate her. He was delighted to find that the object 
  indeed put fear in her, and that it helped him in keeping 
  her at bay. He was even more delighted when he found 
  out that it gave him some sort of control over her. 
   
  His control was initially limited. Using the necklace, 
  he could keep her at bay and chase her off, but she would 
  return. Searching for a better way to get rid of the ghost, 
  Harad located the evil Reim, a priest of Pyremius, who 
  was willing to help him 
   
  Reim taught him how he could use the necklace to 
  confuse Nyuny, summon her, and direct her fury 
  elsewhere. By speaking to her in the right way, filling her 
  head with lies; he can direct Nyuny to vent her fury on 
  his enemies. He has, not yet, been able to get her to kill 
  them directly as she did with Fennak or Umor—she just 
  doesn’t seem as motivated—but the damage she does is 
  considerable, and his control over her is growing. 
   
  Harad is rather eager to have the PCs out of the way, 
  and takes a risk by lurking near the inn where they stay, 
  to better direct Nyuny. When the ghost attacks, he stays 
  outside, watching the building go up in flames, then 
  retreats. Since he stays mostly out of sight, it is very 
  unlikely that any of the PCs notice him, especially since 
  he is not the only one about. Even if they do notice him 
  in the crowds, he doesn’t wait around to introduce 
  himself. 
   
  Once it becomes apparent that the PCs are not dead, 
  he turns and retreats. 
   
  Start this encounter anytime the PCs take a rest and 
  are (mostly) alone, either in their inn, a quiet tavern, or 
  even a PC home (if a PC lives in Hardby). Adapt the text 
  as needed: 
   
  A strange, rushing sound fills your ears, and in the same 
  instant, it seems as if the already suffocating heat 
  increases a thousand fold. It feels like you are in a 
  furnace. In front of you, a brilliant light materializes, 
  taking the form of a large ball of flame and light, a 
  veritable sun, no more than twenty feet away from you 
  … 
   
  Even as it appears, everything it touches seems to 
  catch fire, blackening as wood catches flame. 
   
  A rustling sound emerges from the globe, a 
  disturbing whisper that emanates a fury that is truly 
  unsettling. 
   
  Creatures: Nyuny is not very rational when she appears. 
  Much like when she attacked Seggick, she is in search of 
  those who harmed her, and anything that stands in her 
  ways is considered a threat. 
   
  Nyuny appears as a large ball of light and flame—it 
  is brilliant, and it is hard to tell that there is a definite 
  humanoid form inside the light. She looks like a 
  miniature sun, floating in the room, setting fire to 
  anything she touches. 
   
  If the PCs look closely, and take at least a move 
  action to study her, they can discern the features of a 
  girl’s face with a DC 15 Spot check, formed from slightly 
  less bright areas on the globe’s surface (like sun spots). 
   
  Nyuny whispers as she talks, though she initially 
  only utters words like “vengeance,” “fire,” and “Harad”. 
  Hearing her whispers requires a DC 15 Listen check. 
  Understanding what she says is a DC 25 Listen check. 
  These DCs apply to reactive Listen checks—anyone who 
  takes at least a standard action to listen to her 
  automatically hears what she says. 
   
  Any knowledge the PCs may have of the undead or 
  the outer planes may help in determining what they face. 
  Roll the following checks in secret, to prevent players 
  making assumptions based on the skill used. 
   
  With a successful Knowledge (the planes) check 
  (DC 10 + Nyuny’s Hit Dice), a PC can determine that the 
  creature itself is probably not an outsider. If the check 
  exceeds the DC by 5 or more, it is apparent that its flame 
  is extraplanar—it seems similar to flames commonly 
  conjured from the Elemental Plane of Fire. 
   
  With a successful Knowledge (religion) check (DC 
  10 + Nyuny’s Hit Dice), the PCs can deduce that they are 
  dealing with a vengeful spirit. If the check exceeds the 
  DC with 5 or more, a PC knows that these types of spirits 
  can be held at bay, either with divine power (turning), or 
  by presenting something that is valuable to the spirit. 
   
  APL 2 (EL 3) 
  �Nyuny: Female ghost favored soul 2; hp 19; see 
  Appendix 1. 
   
  APL 4 (EL 5) 
  �Nyuny: Female ghost favored soul 5; hp 40; see 
  Appendix 1. 
   
  APL 6 (EL 7) 
  �Nyuny: Female ghost favored soul 7; hp 54; see 
  Appendix 1. 
   
  APL 8 (EL 9) 
  �Nyuny: Female ghost favored soul 9; hp 68; see 
  Appendix 1. 
   
  Tactics: Nyuny’s initial action is to use her frightful moan 
  (as standard action), and then move closer, setting things 
  ablaze as she does so. 
   
  Nyuny is more firmly under Harad’s control than 
  she was when she attacked Seggick, and so is far more 
  ready to attack the PCs. Instead of fighting her, though, 
  they can try to appease her, to get her to stop. 
   
  There are three ways of doing this. First, anyone who 
  has her scarf from Umor’s room (encounter 5) or the ring 
  given by Nyuny’s mother (encounter 11) can hold her at 
  bay by presenting it boldly to her (much like using a holy 
  symbol to turn or rebuke undead). The objects are 
  “allergens” unique to Nyuny (they only affect her), and 
  she cannot approach anyone presenting them, though 
  she can move away or act normally toward others (she 
  can attack someone else). 
  
  COR5-16 Here Comes the Sun 
   
  Page 23 
   
  Without the proper rituals, she can’t be controlled, 
  but she can be kept at bay, and if other PCs gather around 
  the person holding the scarf, she cannot approach. The 
  PCs can ask questions, though Nyuny is curt and 
  aggressive in her answers; she doesn’t know the PCs and 
  assumes they are her enemies. After two or three 
  questions she gives a howl of frustration and leaves 
  (unless by then the PCs have bettered her attitude, see 
  below). 
   
  The second way is if a cleric turns her—due to her 
  conflicting desires a cleric can choose to simply hold her 
  at bay, instead of chasing her off. This follows the normal 
  rules for turning, except that the DC is only 10, and the 
  character doesn’t roll for duration. The holding at bay 
  lasts for ten rounds—but Nyuny will not stay that long. 
  Note that Nyuny is still unfriendly (or hostile, if the PCs 
  attacked her), and her answers are accordingly affected. 
   
  Finally, PCs can try to use Diplomacy. In her 
  confused state, Nyuny counts as unfriendly, and needs to 
  be brought to at least indifferent to stop attacking, or 
  friendly to not simply leave. If anyone attacks her while a 
  Diplomacy attempt is being made, she turns hostile and 
  the attempt is ruined. 
   
  PCs who present the scarf or ring gain a +4 
  circumstance bonus on this Diplomacy check. Presenting 
  another personal item from Nyuny (such as something 
  taken from her room) grants a +2 circumstance bonus. 
   
  PCs can also attempt to break Harad’s control—at 
  least for the moment—if they are already aware that 
  someone is controlling her somehow. Rules for breaking 
  his control can be found in Encounter 13. Harad can re-
  establish his control later, so it does not affect the 
  scenario to break his control now—but breaking control 
  now makes it easier to do so again in Encounter 13. 
   
  If PCs resort to violence, they have to face a very 
  angry spirit, in a building that is set alight as they fight. 
  While the building is not in danger of collapsing during 
  the fight, the fact that they are fighting in an 
  environment that is aflame may hamper them—careless 
  PCs may be burned, perhaps badly. Use your best 
  judgment in this, but make sure that it is a hindrance 
  rather than a real danger. 
   
  Once in a fight, Nyuny uses her spells to the best of 
  her ability, and if forced into combat she attacks 
  individual PCs with her burning touch. She prefers to 
  target males first—choosing the one closest to her. She 
  focuses on one person at a time, ignoring everyone else 
  until that person stops moving. 
   
  Special: Nyuny cannot be entirely destroyed. If she 
  is defeated, either by reducing her hit points to 0 or 
  through an ability such as Greater Turning, she 
  disappears, but is not gone—instead, her spirit merely 
  retreats to rejuvenate. 
   
  The defeat of Nyuny is significant—if the PCs defeat 
  her rather than hold her off, she is much weaker in the 
  final encounter. 
   
  Should the PCs successfully hold Nyuny at bay, or 
  change her attitude to indifferent, read the following: 
   
  The ball of flame and light has stopped. It rustles and 
  whispers angrily. 
   
  “Deceived!.. again!.. I shall not … be denied … 
  vengeance!” 
   
  It seems to burn even hotter, and the floor under it 
  is scorched by the heat. 
   
   
  Nyuny is too incensed to be able to talk coherently, 
  and if the PCs didn’t actually shift her attitude, her 
  realization that she has been tricked does not make them 
  safe—they better keep up the wards, or she strikes out at 
  them anyway, out of frustration. 
   
  The PCs may ask a few questions before she leaves, 
  however. They can ask one question, plus one extra 
  question for each step she is removed from “hostile,” 
  before she leaves: 
   
  About herself: “ …Nyuny … Nyuny Rimmini …” 
   
  About her death: “ …pain … hot … such pain … 
  fire … the warehouse … tortured me … they will pay …” 
   
  About her “resurrection”: “ …so long … so lonely … 
  nobody listened … only the Shrew …she gave me 
  strength…Yegana … my friend …” 
   
  About her goals/what she wants: “ …burn … burn 
  them all … my vengeance … find …justice …why can’t 
  I find it? …they murdered me …” 
   
  About her entrapment:“ …no … can’t make me … 
  will fight … Harad! no … … help me … help me! …set 
  me free!” 
   
   
  Finally, with a rushing sound, Nyuny disappears, 
  like a sun collapsing in on itself. 
   
  Meanwhile, the building is likely still on fire. People 
  outside have gathered to put the fire out, and the PCs 
  may choose to aid. Trying to follow Nyuny is futile; she 
  has disappeared … for now. 
   
  ENCOUNTER 11: 
  THE RIMMINI HOME 
  At some point, the PCs should get the name of the ghost 
  behind the attacks, either from Yegana, Seggick, or 
  Nyuny Rimmini herself. 
   
  They may desire to visit her family, and ask them 
  about their daughter. The Rimminis live in the east of 
  town, in a small home near the city walls. 
   
  A woman opens the door at the Rimmini residence. She 
  is in her thirties, with long, dark blond hair tied up in a 
  bun, and piercing green eyes looking out at you. She 
  looks tired, with rings under her eyes, as if she hardly 
  sleeps. 
   
  “Can I help you?” 
   
  While Nyuny’s death was over a year ago, the Rimminis 
  are still not quite over the loss of their daughter. They are 
  willing to talk to the PCs, but reluctant to talk about 
  Nyuny’s death. Nyuny’s mother, Asetha, quickly gets 
  emotional, and starts crying after the first two or three 
  questions, unable to continue. Nyuny’s father Reymus is 
  a silent man, who became more dour and distant after her 
  
  COR5-16 Here Comes the Sun 
   
  Page 24 
  death. Her brother Evon is quite young, only 11, and does 
  not remember much. 
   
  With patient and diplomatic questioning, the PCs 
  should be able to get some answers to their questions. 
   
  About Nyuny: “She was a lovely girl. Only eighteen. 
  Loved by so many people … and now she is gone. Ripped 
  from her life. All this time, and I still have trouble 
  believing it, still sometimes hoping that it is all a bad 
  dream. Who would want such a sweet girl dead?” 
   
  About her death: “She died a year ago, in a fire. It 
  was so horrible. I still have the image of her body burned 
  in my mind. Ch-charred, her b-body b-broken …” 
   
  The woman sobs uncontrollably for several minutes 
  before she can continue on. 
   
  “I’m s-sorry … b-but … if I only knew … what 
  happened. What r-really h-happened at that place.” 
   
  About the place of death: “It was a warehouse. 
  Number 231 … I’ll never forget that number … It’s at the 
  far end of the docks. The south end. They rebuilt it. After 
  the fire. But I … we … we can never have our Nyuny 
  back.” 
   
  About the investigations: “The guards first took the 
  fire quite seriously. They set out to investigate, they 
  thought perhaps … well, she was missing some jewelry, 
  and why was she there? I still cannot believe that they 
  stopped investigating … my little girl … burned to 
  death, and the guards did nothing! They closed the 
  investigation after a week and said it was an accident. I 
  worked and worked but they won’t take it up again … I 
  … I hardly s-sleep at night, not kn-knowing what h-
  happened to m-my d-d-” 
   
  And she breaks down in sobs. 
   
  About the Medrins: The woman looks up furiously. 
  “Don’t talk to me about them! That horrible boy! He 
  bothered Nyuny constantly! Nasty little … and then his 
  mother! I pleaded with her to re-open the investigation 
  but she flatly refused. What a horrible family!” 
   
  Requesting a personal item: The PCs may have 
  found out that owning something personal can keep 
  Nyuny at bay and help influence her reactions. If they 
  ask if the parents have something personal that belonged 
  to Nyuny, her mother nods: 
   
  “I still have the ring that Nyuny wore that day. It is a 
  trinket, not much, but it feels like she is with me when I 
  hold it.” 
   
  She takes something from her pocket, and shows a 
  small bronze ring with a tiny piece of what seems to be 
  mere colored glass. 
   
  “This is the only thing we found. It wasn’t inside the 
  warehouse. She wore a necklace that day too, a small 
  locket, but it must have melted in the heat.” 
   
  The ring is not valuable; it is worth only a few silver 
  pieces. Asetha is reluctant to give it to the PCs, but she 
  finally gives in if they promise to return it to her. 
   
  Searching Nyuny’s Room: Searching the girl’s room 
  yields no clues. If the PCs ask, they can take something 
  personal from her room, such as a small music box or an 
  old doll from her youth. While these items can’t hold 
  Nyuny at bay, they do help to influence her reactions. 
   
  ENCOUNTER 12: 
  THE FORMER  
  DIDATRIX MEDRIN 
  Solara Medrin used to be one of the didatrices of Hardby. 
  She was considered diligent and strict, but very much 
  obsessed with her position in the community. So her 
  resignation, a little less than a year ago, came to many as a 
  surprise. 
   
  Solara, however, had decided that she no choice. For 
  years, she had been covering for her son, Harad Medrin. 
  Harad was a spoiled brat, drunk with the power his 
  mother wielded, and the wealth of his spineless father (a 
  merchant from Greyhawk). He frequently got into 
  trouble, and developed a violent personality. More often 
  than not, his mother helped him out of sticky situations. 
  Where other boys would have been fined or at least 
  punished, Harad got off with a reprimand from his 
  mother, who simply failed to see what type of man her 
  son grew up to be. 
   
  It grew worse when Harad and his little gang, in a fit 
  of anger, killed Nyuny Rimmini, leaving her to die in a 
  fire they set in one of Medrin’s warehouses at the docks. 
   
  When the watch started to investigate the scene, 
  Harad got nervous. A slightly-too-diligent watch officer 
  started asking questions when he found a drunk who had 
  seen Harad and his friends in the area that night. Fearing 
  that one of his friends might give in to pressure, he 
  approached his mother and demanded she do something 
  about the man that was “harassing” him and his friends. 
   
  Solara gave in. She ordered the investigation called 
  off, and convinced the investigating officer to leave the 
  watch—and leave town—offering him a well-paid job 
  working for her husband in Greyhawk. 
   
  She could not, dared not, see what the investigator 
  suspected—that her son was involved in Nyuny’s death. 
   
  Still, closing down a watch investigation was a 
  drastic thing to do, and she started to realize just how far 
  she would have to go to protect her son. Feeling that, 
  perhaps, she had lost the objectivity needed for her work, 
  she resigned a few weeks later, leaving everyone baffled. 
   
  Harad’s behavior did not improve, even with his 
  mother constantly watching his moves. He recently 
  accepted a post in his father’s company, so he could be 
  out of her way, and performed quite well in his work, 
  which involved the export of goods to other cities. 
   
  This left Harad little time for his friends, and 
  initially, he didn’t pay much attention when Fennak’s 
  house burned down. When Umor died in the Rustlagg 
  fire, however, Harad, recalling the fire from a year ago, 
  feared something was going on, and started to 
  investigate. 
   
  For the past several days he has hardly been at home. 
  He sought the aid of a medium, who told him how to 
  hold Nyuny at bay. When she appeared in his office on a 
  late evening, he was prepared, and managed to chase her 
  off. He took the blame for the small fire in his office 
  himself, claiming he had knocked over a candle. 
  
  COR5-16 Here Comes the Sun 
   
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  Knowing that she would return, Harad searched 
  frantically for help, borrowing a book on vengeful spirits 
  from the library, and hiring the aid of the dark-hearted 
  cleric Reim. Armed with these resources, Harad got 
  Nyuny under his control, summoning her in the 
  basement of the Medrin merchant hall, and sending her 
  to his enemies: Seggick the butcher, who had hit him for 
  stalking his daughter; the Crone’s Head inn, whose 
  owner had refused to sell his place to Harad (for 
  expansion of the Medrin business); and of course the 
  PCs, for poking their noses into Harad’s affairs. 
   
  The Medrin & Razz Trading Company: The Medrin 
  & Razz Trading Company, owned by Aliden Medrin and 
  Felicius Razz, is a two-story narrow building near the 
  docks. Questioning people there won’t give much 
  information. 
   
  PCs who inquire about Harad Medrin are told that 
  he pops in and out. Last time they saw him was this 
  morning, but he left already and nobody knows where he 
  went. If the PCs ask about the fire, they hear that there 
  was as small one, but it was put out quickly—apparently 
  Harad knocked over a candle. There is a rather nasty burn 
  in the carpet, but nobody got hurt. 
   
  Questioning the Didatrix: The Medrin’s residence is 
  in a large and luxurious house in the north of the city. 
  Harad is not at home, and his spineless father is off to 
  Greyhawk, but his mother is at home. 
   
  The Medrin house is obviously the residence of 
  someone who makes a comfortable living. It stands 
  almost three stories high, with a red-tiled roof, and large, 
  tall windows looking out over the street. Stone steps 
  lead up to the entrance, a large oak door with a small 
  glass window in the top. 
   
  Moments after you pull the cord that rings a bell 
  inside the house, the oak door opens, and a halfling, 
  dressed in a black jacket and wearing his long hair tied 
  in a tail, looks out. 
   
  “I’m sorry,” he says, looking you up and down. “Are 
  you selling something? The mistress is rather occupied 
  and has no time for peddlers.” 
   
   
  If the PCs state they have come to speak to—or 
  about—Harad, the halfling replies: 
   
  “I’m sorry to say that the young master is not at home. I 
  will tell him you came by. Good day.” 
   
  He is about to close the door when a woman’s voice 
  comes from somewhere inside the house. 
   
  “Who is it, Emuel? Is it Harad? Has my son come 
  home?” 
   
  A woman appears at the top of a flight of stairs. As 
  she descends, you can see that this was once a very 
  handsome woman, but the years have been hard on her. 
  She cannot be very old, but her hair is already graying, 
  and her face shows wrinkles around the eyes. 
   
  “People to speak to the young master, miss,” the 
  halfling says. 
   
  “Well, don’t let them stand outside!” says the 
  woman, looking at you curiously. “Let them in!” 
   
  The halfling nods, and steps aside to bid you enter. 
   
   
  Solara is worried about her son. She fears he may be 
  in trouble again, even though she cannot admit that he 
  may be the cause of it. 
   
  If the PCs want to talk to her, they need to be careful 
  what they say. If they openly accuse Harad of a crime, 
  Solara becomes angry, ends the conversation, and has the 
  PCs escorted outside. As long as they refrain from this, 
  she is willing to talk to them, hoping to learn if the PCs 
  know what troubles her son. 
   
  About Harad Medrin: “I am proud of Harad. He has 
  finally 
  taken 
  responsibility 
  and 
  now 
  runs 
  the 
  administration of the company. I do worry about him, 
  though … He didn’t come home last night, again, and he 
  behaves a bit oddly … I hope he didn’t get a girl in 
  trouble … people would so easily take advantage of his 
  insecurity.” 
   
  About Harad’s friends: “Harad is a popular boy. He 
  has several friends, though I don’t know all of them. 
  Umor Rustlagg I know, of course, he used to visit often. 
  Very sad to hear when he died. I think that may account 
  for Harad’s behavior lately.” 
   
  About Harad’s behavior: “I don’t know what troubles 
  my son lately. He is distant, detached. I guess that he is 
  devastated with the death of his friend, Umor Rustlagg, 
  but still …” 
   
  “He just isn’t himself anymore. He locks himself in 
  his room for hours. Then at other times he is gone, I don’t 
  know where, often not returning at night. 
   
  “He is so quiet—as if he is troubled. A mother 
  notices this, you know. But he doesn’t talk to me; he gets 
  angry when I ask.” 
   
  About Nyuny: “I don’t know who that is, I’m afraid.” 
   
  If the PCs describe her and her death, she recalls: 
   
  “Oh, I see … Yes, that was … tragic. An unfortunate 
  accident.” 
   
  About the investigations or why they stopped: “Oh, 
  please, are you here for that? That investigation was a 
  sham. The man investigating was just spouting rumors, 
  there was nothing going on! 
   
  “He even suggested … well. I can’t say any more 
  about this. It is a closed case. If you wish to question the 
  watch’s conclusions, talk to the watch.” 
   
  Solara refuses to further comment on Nyuny’s death, 
  and the suggestion that her son was involved makes her 
  angry. She is not ready yet to admit that she made a 
  mistake—and she is a long way from seeing her son as 
  the monster he is. Pushing the point results in the PCs 
  being ejected from the house. 
   
  Searching Harad’s Room: PCs may desire to search 
  Harad’s room. If they show an interest in finding out why 
  Harad is troubled, or simply claim that Solara’s son is in 
  danger (without incriminating him), Solara has no 
  aversion in showing them her son’s room. Obviously, any 
  suggestion that the PCs are looking for evidence against 
  Harad causes her to have them ejected immediately. In 
  that case, PCs who want to investigate have to find other 
  means—perhaps magic or burglary—to enter the room 
  unnoticed. 
  
  COR5-16 Here Comes the Sun 
   
  Page 26 
   
  Harad’s room is on the third floor; the window is 18 
  feet up. It is barred, and closed with a latch. To enter 
  without magic a PC must make a DC 25 Climb check 
  (twice) to get up (but only a DC 5 if they can use a rope), 
  bend the bars with a DC 24 Strength check (and unless 
  secured make a DC 10 Balance check while doing so), 
  and open the window with a DC 15 Open Lock check or 
  a DC 13 Strength check. This has to be done at night, and 
  even then the PC needs to make DC 15 Hide and Move 
  Silently checks to avoid being noticed by the house’s 
  residents. 
   
  The room is very luxurious, with large canopy bed, a 
  wardrobe, and a dresser. A painting of an old woman 
  wearing furs and a dress—a painting of Harad’s 
  grandmother—is one side. 
   
  There is very little to incriminate Harad directly. 
  However a DC 20 Search check turns up a book, left on 
  the dresser, named “Hauntings.” It is a book about 
  hauntings, ghosts, specters, and their powers and 
  vulnerabilities. A bookmark is placed in the book at a 
  page that deals with “allergens”—items that can be used 
  to help keep ghosts at bay. The work notes that those 
  items are often unique, and implies that there are other 
  uses for such an item, but it doesn’t detail them. 
   
  Solara does not allow the PCs to take the book with 
  them. A crafty PC (or one who burgles the place) can 
  steal it. Consulting the book grants a +2 bonus to 
  Knowledge (religion) checks, but only for questions 
  regarding incorporeal undead. 
   
  Troubleshooting: It should be very hard to find 
  Harad Medrin before the climax in Encounter 13. Harad 
  avoids the PCs; he even stays away from home these days. 
  It is very unlikely that the PCs can track him down. Even 
  if they manage it (by using magic, for example), Harad 
  refuses to talk to them. He doesn’t want to, and feels he 
  doesn’t have to, either. (In fact, if the PCs corner him, he 
  calls for help, so they have to deal with the guards.) 
  Should the PCs resort to violence, trying to force him to 
  admit his crimes, you may decide to move the final 
  combat (see Encounter 13) forward, and have Nyuny 
  appear on her own. 
  ENCOUNTER 13: 
  WAREHOUSE 231 
  While controlling Nyuny was a success, Harad has come 
  to feel that the time has come to get rid of her. Not only 
  does she still fight his control—and he fears what could 
  happens if she were to break free—the PCs’ meddling 
  made him aware that, at some point, people might make a 
  connection and find out what he has been doing. 
   
  So Harad has decided to make an effort to destroy 
  Nyuny’s spirit, using Reim’s instructions. Unfortunately, 
  Reim is no longer in a position to instruct Harad, so his 
  rite is imperfect, but it may have a good chance of 
  succeeding if the PCs do not intervene. 
   
  The best place to do this is the place where Nyuny 
  died one year ago: Warehouse 231. The warehouse has 
  been partly restored, but it has not been in use for quite a 
  while. It’s a two-story building, with large double doors 
  leading to the first floor, and a ladder leading up to the 
  second. Goods from the second floor are lowered down 
  through a large 10-foot-by-10-foot hatch in the floor. 
   
  While the heroes were visiting his mother, Harad 
  had his thugs dig up Nyuny’s bones, the few that were 
  left after the original fire, from the Hardby graveyard, 
  and deliver them to the warehouse, where they are stored 
  it in a space under one of the floorboards on the ground 
  floor. 
   
  Harad himself goes to the warehouse only after the 
  PCs’ confrontation with Nyuny. Before that time, he is 
  not here. The PCs may decide to search the place—for 
  every hour they searche, the heroes can make a DC 35 
  Search check to find a canvas bag, hidden below the 
  floorboards under a large crate. The bag contains human 
  bones. 
   
  Once the PCs have confronted Nyuny, and have 
  (hopefully) figured out the true story, they find Harad 
  present at the site. He has his thugs handy to protect him 
  should things go awry. 
   
  When the PCs arrive, he has just finished setting up 
  his “wards,” and is in the process of summoning Nyuny. 
   
  The following description assumes the PCs are 
  entering the warehouse through the back entrance. 
  There are no windows, and the double doors used for 
  loading (both on the ground and upper floor) are barred. 
  There is no entrance from the roof. 
   
  �Strong Wooden Doors, barred: 2 in. thick; 
  hardness 5; hp 20; AC 5; Break DC 25. 
   
  The walls are made of wood and can be scaled with a 
  DC 21 Climb check. 
   
  If PCs sneak in some other way, they may get a 
  different view, and may not be noticed or surprised by 
  Harad’s thugs. 
   
  See Appendix 3 for a map of the warehouse. 
   
  The warehouse is limned in a dark red glow. The center 
  of the storeroom has been cleared, the few crates in this 
  room shoved to one side. A large circle of arcane runes 
  takes up most of the floor space. Interspersed around the 
  circle are four braziers filled with hot coals casting their 
  glow on the walls, which are covered in crude runes. 
   
  The fumes of incense permeate the air. Next to the 
  circle stands a handsome young lad with dark hair and 
  bright gray eyes. He carries a dark hooded cloak, but the 
  hood is down as he frantically recites from a scroll. 
   
  He looks up at you, and his eyes glitter with malice. 
   
  “Intruders!” he says, ”Hold them back, or they will 
  release the darkness!” 
   
   
  Harad is in the process of summoning Nyuny. The 
  symbols on the wall and the circle he drew are supposed 
  to protect him, but as he is not skilled in the arts, it is a 
  pitiful sham—a DC 10 Knowledge (arcane) or 
  Knowledge (religion) check reveals it to be a poorly 
  drawn magic circle of protection against good, focused 
  inwards. Such a circle would normally be used for a 
  binding spell, but it is obviously non-functional and does 
  not offer any protection. Neither Harad nor his thugs are 
  aware of this. 
  
  COR5-16 Here Comes the Sun 
   
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  Creatures: Harad is a rich, aggressive boy, with a 
  pretty high opinion of himself. Not particularly skilled, 
  he relies on his wealth and reputation to get him through 
  most problems. For the situation at hand, he has raided 
  some special items from the Medrin & Razz Trading 
  Company—most items he carries with him are not his, 
  but he uses them just the same, if the need strikes him. 
   
  Harad’s thugs are simple folk. They are not aware of 
  what is truly occurring. While Harad has told them he is 
  driving off a haunt, he didn’t tell them it is to cover up for 
  his own evil acts—though it is doubtful that the 
  mercenaries would care if they knew. 
   
  APL 2 (EL 5) 
  �Harad Medrin: Male human aristocrat 5; hp 33; see 
  Appendix 1. 
  �Thugs (2): Male human rogue 1; hp 4; see Appendix 
  1. 
   
  APL 4 (EL 7) 
  �Harad Medrin: Male human aristocrat 7; hp 45; see 
  see Appendix 1. 
  �Thugs (2): Male human rogue 1; hp 8; see see 
  Appendix 1. 
   
  APL 6 (EL 9) 
  �Harad Medrin: Male human aristocrat 9; hp 66; see 
  Appendix 1. 
  �Thugs (4): Male human rogue 1; hp 8; see Appendix 
  1. 
   
  APL 8 (EL 11) 
  �Harad Medrin: Male human aristocrat 11; hp 91; see 
  Appendix 1. 
  �Thugs (4): Male human rogue 3; hp 10; see Appendix 
  1. 
   
   
  As the PCs enter, Harad is readying to summon 
  Nyuny, and is only moments away from calling her. The 
  moment the PCs attack or approach, he says the final 
  word of his rite, and Nyuny appears (see below). 
   
  However, as with many highborn folks, Harad is 
  quite a snob, and believes many people can be convinced 
  to switch sides for a little money. If the PCs start their 
  actions with an attempt to communicate, he is willing to 
  answer their questions—constantly ready to summon 
  Nyuny with a final incantation. Of course, he is lying 
  through his teeth—it takes more than a few threats to 
  make him admit his crimes. (Allow the PCs to make 
  Sense Motive checks, opposed by Harad’s Bluff check, at 
  each of these statements.) 
   
  About Nyuny: “What? That nasty creature is killing 
  people … can’t you see I am trying to do something 
  about it? Put away your weapons and let me finish the 
  rite—so we can get this over with, and our city can be 
  safe again!” 
   
  About Nyuny’s death and his involvement: “I have 
  nothing to do with that! The girl did it herself, setting 
  fire, a witch, no doubt, fell victim to her own dark arts! 
  Who are you going to believe, anyway?” 
   
  About the fires: “A vile creature is causing the fires. 
  I’ve learned how to summon it—help me destroy it! 
  Once it is finished we will be safe again—too many 
  people have died because of this monster!” 
   
  About the necklace: “I don’t know what you are 
  talking about.” 
   
  About fighting Nyuny: “We can destroy it. I have 
  the means to summon it—just help me get rid of it …” 
   
  Harad denies any direct responsibility for this 
  situation, claiming an old medium and some research at 
  the library brought him on the case and the solution. 
   
  No matter the outcome, Harad summons Nyuny 
  when the PCs attack, or when they approach. 
   
  Note that there is nothing magical about Harad’s 
  summoning or control—it is a function of his empathic 
  connection to the ghost. She appears because he draws 
  her to her—the rite is merely a way of summoning that 
  he (falsely) believes can protect him. It can therefore not 
  be disrupted—not even by damaging, holding, stunning, 
  or silencing him—after all, Nyuny wants to come. Even 
  if he is totally incapacitated, she appears. 
   
  The following describes her action, which comes at 
  the same initiative as Harad. Adjust accordingly if Harad 
  is dead or incapacitated, or otherwise unable to present 
  the necklace (she won’t be advancing at the PCs if not 
  forced to, though they may still decide to attack her). 
   
  There is a rushing sound, and an immense heat, as if a 
  sudden hot wind is blazing through the warehouse. In 
  the center of the circle of symbols a ball of light forms. 
  The wooden boards behind it blacken and smoke. A 
  clear, hoarse whisper can be heard, as if magnified. 
   
  “Harad ...” 
   
  The globe slowly advances at the nobleman, who 
  looks horror struck. 
   
  “No!” he shouts, pulling a necklace from his vest, 
  and holding it out. “You cannot leave the circle! Not me! 
  Not me! Them! Get them!” 
   
  Slowly, the ball turns and begins advancing toward 
  you. 
   
  “… vengeance!” 
   
  Creatures: See Encounter 10 for a description of Nyuny. 
  If the PC slew her during that encounter, she is not fully 
  recovered when she is summoned—she has only half her 
  hit points, a -2 on attacks and saves, and cannot use spells. 
  She is severely weakened and it should be easy to destroy 
  her—even for Harad. 
   
  APL 2 (EL 3) 
  �Nyuny: Female ghost favored soul 2; hp 19; see 
  Appendix 1. 
   
  APL 4 (EL 5) 
  �Nyuny: Female ghost favored soul 5; hp 40; see 
  Appendix 1. 
   
  
  COR5-16 Here Comes the Sun 
   
  Page 28 
  APL 6 (EL 7) 
  �Nyuny: Female ghost favored soul 7; hp 54; see 
  Appendix 1. 
   
  APL 8 (EL 9) 
  �Nyuny: Female ghost favored soul 9; hp 68; see 
  Appendix 1. 
   
  Tactics: Harad relies mostly on his stolen magic items to 
  kill Nyuny. The thugs he hired are there to stall anyone 
  who may wish to interfere. 
   
  Harad’s first act is to turn Nyuny loose on the PCs, in 
  hopes they kill her for him. He then uses his dust of 
  disappearance (at APL 4 and up) to go invisible, and sets 
  off other magic (such as the whip, if needed) to deal with 
  any surviving PCs. He hopes to stay out of their reach, 
  but if forced into combat, he defends himself with his 
  rapier. 
   
  Nyuny meanwhile advances on the PCs. She has no 
  inclination to defend Harad though—so if PCs ignore 
  her and instead attack Harad, she does not try to stop 
  them. She uses her touch, blasts, and magic to try to kill 
  the PCs as long as Harad has the necklace, and her 
  attitude toward the PCs is hostile or unfriendly. 
   
  PCs may decide to fight Nyuny, or simply hold her 
  at bay (as described in “Encounter 10”), but they can also 
  try to break Harad’s control. 
   
  To do so, they either have to obtain Harad’s necklace, 
  or talk into Nyuny, trying to turn her around and make 
  her remember who she is (essentially, turning her 
  friendly toward them). Nyuny starts this encounter as 
  unfriendly, unless the PCs defeated her in combat before. 
  In that case she is hostile. 
   
  They can change her attitude in steps (i.e. from 
  unfriendly to indifferent in the first round, and from 
  indifferent to friendly on the second)—though as long as 
  Nyuny is unfriendly or hostile she attempts to attack 
  them. Any attack by the PCs automatically turns her 
  hostile again. Note that this is an exception on the rule 
  that Diplomacy checks cannot generally be retried. 
   
  A successful turn or rebuke undead attempt, targeted 
  specifically to end the control, is also possible: if a PC 
  turns Nyuny as normal, he can break the control Harad 
  holds over her instead. If a cleric PC does not think of 
  this possibility himself, you can make a DC 10 
  Knowledge (religion) check on his behalf to determine if 
  he recalls this. 
   
  If the PCs broke control earlier (in Encounter 10), 
  they gain a +4 bonus on all Diplomacy checks or turning 
  attempts used to do so now. 
   
  Finally, if the PCs get the necklace away from Harad, 
  or render him unconscious, his control over Nyuny is 
  also broken. She immediately stops attacking the PCs, 
  and turns toward Harad. A defeated Harad, unable to 
  control Nyuny, immediately pleads for his life, willing to 
  admit his crimes if the PCs only keep her away from him. 
   
  The PCs can stop Nyuny from killing Harad by 
  talking to her and promising that they will have him 
  brought to justice. A DC 15 Diplomacy check is needed 
  to get through to her—or a DC 25 check if the Nyuny is 
  still hostile toward them. 
   
  Once it is clear that either Nyuny or Harad is 
  defeated, turn to the conclusion. 
   
  Treasure: All the equipment on Harad is stolen—
  property of the Medrin cooperation. Keeping any of 
  these items is theft. PCs can hold onto an item, but it is 
  considered “hot” and is hard to sell, even on the black 
  market, giving only a tenth of the price (as opposed to the 
  usual half). PCs doing this gain adventure access to any 
  items they return. 
   
  If the PCs instead return the equipment to the 
  Medrin cooperation, they gain a small reward, equal to 
  one tenth of the market value of the returned items. In 
  addition, for returning the items, the Medrin & Razz 
  Trading Company allows the PCs to gain Core access to 
  any items they return. 
   
  Note that Harad’s arrest (if the PCs turn him in) or 
  death makes no difference for gaining these rewards, 
  except for the type of access the PCs get. By default the 
  PCs gain “Adventure” access to these items. If however 
  they gain the “Returned Goods” AR entry this access 
  changes to “Core.” 
   
  Finally, not all the items may survive—if the PCs 
  allow Nyuny to kill Harad, all of his mundane equipment 
  is destroyed, and for each magic item you need to roll a 
  DC 15 Fortitude save to see if it survives immolation. A 
  magic item has a Fortitude save bonus of 2 + one-half the 
  magic item’s caster level. 
   
  APL 2: Loot—10 gp, Coin—0 gp, Magic—63 gp—+1 
  rapier (38 gp), cloak of resistance +1 (17 gp), Quaal’s 
  feather token (whip)—(8 gp). 
   
  APL 4: Loot—60 gp, Coin—0 gp, Magic—160 gp—
  +1 rapier (38 gp), +1 chain shirt (21 gp), cloak of 
  resistance +1 (17 gp), Quaal’s feather token (whip)—(8 
  gp), elixir of frost breath—(18 gp), dust of disappearance 
  (58 gp). 
   
  APL 6: Loot—119 gp, Coin—0 gp, Magic—544 gp—
  amulet of health +2 (67 gp), cloak of arachnida (233 gp), 
  +1 ghost touch rapier (139 gp), +1 chain shirt (21 gp), 
  Quaal’s feather token (whip)—(8 gp), elixir of frost 
  breath—(18 gp), dust of disappearance (58 gp). 
   
  APL 8: Loot—169 gp, Coin—0 gp, Magic—0 gp –
  944 gp—amulet of health +4 (267 gp), cloak of arachnida 
  (233 gp), +1 ghost touch rapier (139 gp), +1 chain shirt (21 
  gp), Quaal’s feather token (whip)—(8 gp), elixir of frost 
  breath—(18 gp), dust of disappearance (58 gp), minor 
  ring of energy resistance (fire) (200 gp). 
   
  Detect Magic Results: amulet of health +2 (moderate 
  transmutation), 
  amulet 
  of 
  health 
  +4 
  (moderate 
  transmutation), cloak of protection +1 (faint abjuration), 
  cloak of arachnida (faint conjuration and transmutation), 
  +1 rapier (faint transmutation), +1 ghost touch rapier 
  (moderate 
  conjuration), 
  +1 
  chain 
  shirt 
  (faint 
  transmutation), Quaal’s feather token (whip)—(moderate 
  conjuration), 
  elixir 
  of 
  frost 
  breath—(moderate 
  evocation), dust of disappearance (moderate illusion), 
  minor ring of energy resistance (fire) (faint abjuration). 
   
  Troubleshooting: PCs can come up with all kinds of 
  clever tactics that may change the course of this 
  
  COR5-16 Here Comes the Sun 
   
  Page 29 
  encounter. For instance, they can sneak in and 
  incapacitate Harad before he even has a chance to do 
  anything. 
   
  This is not a problem. The main focus in this 
  encounter is to get Harad and Nyuny together—this can 
  take place even if Harad is captured. A confrontation 
  between the two is what is most important for Nyuny to 
  find closure, and this encounter should provide the 
  opportunity. 
   
  Hence, you should make Nyuny appear even if 
  Harad is captured before he can summon her. This gives 
  the PCs a chance to either grant her the possibility of 
  revenge (by letting her kill Harad) or convince her to let 
  justice take its course (as outlined above). 
   
  The only real problem occurs if the PCs kill Harad—
  with him dead, there is no way that they can prove he is 
  guilty, and since they didn’t let Nyuny kill him herself, 
  they have taken away her chance for vengeance. In that 
  case, Nyuny turns her wrath, and thirst for vengeance, on 
  them—and they have to destroy her or be haunted by her 
  forever. 
   
  Finally, PCs may decide to NOT interfere. The 
  outcome in that case is dependent on whether they 
  defeated Nyuny before, and whether she is weakened or 
  not. A weakened Nyuny has no way to win against Harad, 
  and he defeats her, driving her spirit to rejuvenate in her 
  skeletal remains. He then uses his holy water to poor on 
  her bones, which then crumble to dust—destroying her 
  spirit. 
   
  CONCLUSION 
  Depending on the actions the PCs took in the final 
  confrontation between Harad and Nyuny, one of the 
  following situations occurs: 
   
  Vengeance Denied: If the PCs kill Harad instead of 
  letting Nyuny do it, they’ve made a grave mistake, as 
  they’ve denied her the vengeance she craves. She 
  immediately turns her attention to them instead. 
   
  For a moment, the globe of light and flames hangs 
  motionless in the air. Dark spots on its body show a girl’s 
  face, wrinkling in fury as it gazes upon the nobleman’s 
  remains. 
   
  “ …you … stole … my … vengeance!” it hisses. 
   
  “ …you … will … pay!” 
   
  And with that, the spirit advances upon you. 
   
   
  There is no way to stop her now—she does not listen 
  to reason. Defeating her in combat is not enough to 
  destroy her, either. The only way to do that is to pour 
  holy water over her bones at the spot where she died. 
  This causes the bones to be consumed by divine fire, and 
  Nyuny’s spirit is permanently destroyed. 
   
  If they do not do this (and there is nobody to point it 
  out to them, as they killed Harad), Nyuny continues to 
  haunt them. With Harad’s death and after her defeat in 
  this encounter, she is reduced to a ghost with very little 
  power, but the PC that struck the killing blow gets the 
  haunted condition from the AR. 
   
  As you leave the warehouse, you notice the sky darken. 
  Clouds are drifting over, and soon enough, droplets of 
  rain starts to fall. In the distance, lightning flashes, and 
  thunder rolls. 
   
  Somehow, the atmosphere seems dark and 
  brooding, and it feels as if the heavens weep. 
   
   
  With 
  Harad’s 
  death, 
  the 
  heat 
  wave 
  stops. 
  Unfortunately for the PCs, there is no proof that they had 
  a hand in it—and the death of a noble such as Harad does 
  not reflect well on them. 
   
  Therefore, Cassandra refuses to pay the PCs their 
  reward (other than the 50 gp she had paid them up front). 
   
  Moreover, if the PCs did not work for Cassandra, 
  they face the charge of drawing arms, using violence, and 
  responsibility for the death of a Hardby nobleman. They 
  face a fine of 200 gp each, and are sentenced for work 
  camp for 3 months (12 TU). PCs that have the Gratitude 
  of Jelal Havelos from COR3-13 Traitor’s Road can spend 
  that favor to have the sentence annulled. 
   
  Yegana is released, but the clergy of Joramy are not 
  happy, and the PCs do not receive their favor either. 
   
  Harad Triumphant: Harad is triumphant if the PCs aid or 
  allow him to destroy Nyumy by defeating her in combat 
  and destroying her remains with holy water. 
   
  With a screech and a rushing sound, the ball of flames 
  disappears, leaving a thick cloud of ashes behind. 
   
  Harad lets out a cry of triumph, and from his cloak 
  he pulls a flask. 
   
  “You, girl, will not bother me any more!” he cries, 
  and pours the contents of the flask over the bones in the 
  circle. 
   
  Instantly, the bones start to smoke, and blue flames 
  shoot up, singeing Harad’s eyebrows. He stumbles back, 
  shielding his face, while the eerie, unnatural fire 
  consumes the bones. A low-pitched moan emanates 
  from them, and for a brief moment, the spiritual form of 
  a young girl can be seen in the flames. 
   
  Then, the flames are smothered, and all that is left 
  on the floor are ashes. 
   
   
  This is the utter destruction of Nyumy, and while it 
  ends the heat wave, it means that evil, in the person of 
  Harad, has won. Note that aiding Harad destroy Nyumy 
  is not in itself an evil act, though knowingly helping a 
  murderer and arsonist may have repercussions for a 
  paladin or holy liberator. 
   
  It is possible that the PCs turn to Harad now, but he 
  gladly surrenders to them—now that the ghost is gone, 
  he is confident that he will be seen as a hero, rather than 
  a murderer—especially since he is now the only witness 
  to Nyuny’s murder left. True enough, a few days after the 
  PCs turn him in to the guard, he is released. 
   
  
  COR5-16 Here Comes the Sun 
   
  Page 30 
  As you leave the warehouse, you notice the sky darken. 
  Clouds are drifting over, and soon enough, droplets of 
  rain starts to fall. In the distance, lightning flashes, and 
  thunder rolls. 
   
  Somehow, the atmosphere seems dark and 
  brooding, and it feels as if the heavens weep. 
   
   
  The PCs are rewarded by Cassandra for aiding Harad 
  in their quest, receiving the promised 50 x APL gp as a 
  reward, as well as the city’s gratitude. 
   
  Yegana is released, but the clergy of Joramy are not 
  happy, and the PCs do not receive their favor. 
   
  Nyuny’s Vengeance: If the PCs allow Nyuny to kill 
  Harad, her vengeance is finally sated. 
   
  The nobleman screams in terror and pain, as the ball of 
  fire immolates him. A roar sounds as he turns into a 
  walking inferno. For several seconds he frantically flings 
  his arms out before he drops to the floor, twitching for a 
  few more moments. 
   
  The burning entity slowly turns, a shadow of a girl’s 
  face visible on its surface. 
   
  “Vengeance … served … Peace … at last …” 
   
  With a rushing sound, the flames implode, and 
  within moments, she is gone, leaving behind, on the 
  floor, the charred remains of Harad Medrin. 
   
  A brilliant flash outside illuminates the windows 
  and bathes the warehouse in an eerie light. A 
  thunderous clap sounds, and moments later follows a 
  rattling on the roof. Through the narrow windows, you 
  can see thick droplets hitting the panes. It is finally 
  raining again in Hardby. 
   
   
  With Harad’s death, Nyuny’s spirit is appeased, and 
  the fires stop. Unfortunately for the PCs, there is no 
  proof that they had a hand in it. Moreover, the death of a 
  noble such as Harad does not reflect well on them. 
   
  If the PCs brought guards to the warehouse, and 
  these guards were witness of Nyuny’s vengeance, they 
  testify for them. 
   
  Without such a testimony, however, Cassandra 
  refuses to pay the PCs their reward (other than the 50 gp 
  she had paid them up front). Note that speak with dead is 
  not considered a reliable form of evidence (since an 
  illusion can accomplish the same apparent results), and 
  Solara Medrin does not allow that spell to be cast on her 
  son anyway. 
   
  Regardless of the testimony, the death of a nobleman 
  is considered very serious, and they do not receive the 
  city’s gratitude. 
   
  Yegana is released. The clergy of Joramy are pleased 
  with the PCs aid, and they reward them with the favor of 
  the Shrew. 
   
  The Killer Revealed: If the PCs convince Nyuny to let 
  justice prevail, this not only satisfies her vengeance, but 
  also fulfill all the demands of Didatrix Cassandra. 
   
  The ball of fire pauses, hovering in front of Harad, 
  whispering angrily. 
   
  The nobleman is pale and shaking with fear, and 
  tries to crawl away from the fire spirit. 
   
  “Keep her away from me!” he shouts, “Don’t let her 
  near me! I confess! I killed her! I beat her then set fire to 
  the warehouse! I deserve to go to prison! But, please, 
  don’t let her near me!” 
   
  The ball just hangs there, silently, the air around 
  her shimmering in the heat. 
   
  “Justice …” she whispers, and it seems to be aimed 
  to you, “do not deny me … swear … avenge … my death 
  …” 
   
   
  Nyuny waits for the PCs to commit themselves to 
  bringing Harad to justice. Once they do that, she 
  disappears. 
   
  The spirit seems to consider your offer for a moment. 
   
  Then she whispers again. 
   
  “Remember … my wrath …” 
   
  And with a rushing sound, the flames implode, and 
  within a moments notice, she is gone. 
   
   
  Harad follows meekly, without protest. Indeed, 
  when presented to the guards, he admits his crimes, 
  knowing well that if he doesn’t, Nyuny will confront 
  him, and he will die a gruesome death. 
   
  Moments after the PCs bring him in, Cassandra 
  arrives. She listens carefully to the PCs before she faces 
  Harad. 
   
  “This is true?” the didatrix says, a furious glare in her 
  eyes. “You started this? You … tortured this girl out of 
  … spite ?!” 
   
  Harad hangs his head, pale and fearful. 
   
  “Yes,” he whispers. 
   
  Lights seem to dim as the words leave his lips. Then, 
  a brilliant flash of light penetrates though the house’s 
  windows, illuminating the room. A thunderous clap 
  sounds, and a moment later follows a rattling on the 
  roof. 
   
  A guard stumbles in, his armor soaked. 
   
  “It’s raining. It … it just started.” he says. “It’s a 
  torrent. I was only out there for a few seconds, and I’m 
  already soaked.” 
   
  Cassandra looks outside, where thick droplets 
  splatter the houses, turning the streets into small rivers 
  of mud. 
   
  “Terrific news,” she says. “The city will be pleased.” 
   
  “Oh, I don’t know …” the guard mutters, wringing 
  his tunic. “I liked the sun better …” 
   
   
  The PCs are rewarded by Cassandra for turning 
  Harad in, receiving the promised 50 x APL gp as a reward, 
  as well as the city’s gratitude. 
   
  Yegana is released. The clergy of Joramy are pleased 
  with the PCs’ aid, and they reward them with the favor of 
  the Shrew. 
  
  COR5-16 Here Comes the Sun 
   
  Page 31 
  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 1: The Crone’s Head Inn 
  Surviving the fire in the Crone’s Head Inn (only for those 
  who enter the inn to save Breyd’s child): 
  ALL APLs  
  30 XP 
  Encounter 9: Mind Your Own 
  Defeating Rein and his thugs: 
  APL 2  
  150 XP 
  APL 4  
  180 XP 
  APL 6  
  210 XP 
  APL 8  
  240 XP 
   
  Encounter 10: Mind Your Own 
  Meeting with Nyuny (defeating her, befriending her, or 
  holding her at bay): 
  APL 2  
  60 XP 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
   
  Encounter 13: Warehouse 231 
  Defeating Nyuny or Harad (or both): 
  APL 2  
  150 XP 
  APL 4  
  180 XP 
  APL 6  
  210 XP 
  APL 8  
  240 XP 
   
  Story Award 
  Finding out what really happened to Nyuny: 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6  
  90 XP 
  APL 8  
  120 XP 
   
  Discretionary role-playing award 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter 2: The Didatrix 
  ALL APLS: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  Encounter 9: Mind Your Own 
  APL 2: Loot—241 gp, Coin—2 gp, Magic—0 gp—none. 
   
  APL 4: Loot—404 gp, Coin—4 gp, Magic—98 gp—
  +1 studded leather armor (98 gp). 
   
  APL 6: Loot—99 gp, Coin—6 gp, Magic—1670 gp—
  +1 chain shirt (x4) (104 gp), +1 dagger (x2)—(192 gp), +1 
  long sword (x4) (193 gp), +1 studded leather armor (98 
  gp). 
   
  APL 8: Loot—44 gp, Coin—8 gp, Magic—2058 gp—
  +1 buckler (x4) (97 gp), +1 chain shirt (x4) (104 gp), +1 
  dagger (x2) (192 gp), +1 long sword x4 (193 gp), +1 
  studded leather armor (98 gp). 
   
  
  COR5-16 Here Comes the Sun 
   
  Page 32 
  Encounter 13: Warehouse 231 
   
  APL 2: Loot—10 gp, Coin—0 gp, Magic—63 gp—+1 
  rapier (38 gp), cloak of resistance +1 (17 gp), Quaal’s 
  feather token (whip)—(8 gp). 
   
  APL 4: Loot—60 gp, Coin—0 gp, Magic—160 gp—
  +1 rapier (38 gp), +1 chain shirt (21 gp), cloak of 
  resistance +1 (17 gp), Quaal’s feather token (whip) (8 gp), 
  elixir of frost breath (18 gp), dust of disappearance (58 
  gp). 
   
  APL 6: Loot—119 gp, Coin—0 gp, Magic—544 gp—
  amulet of health +2 (67 gp), cloak of arachnida (233 gp), 
  +1 ghost touch rapier (139 gp), +1 chain shirt (21 gp), 
  Quaal’s feather token (whip)—(8 gp), elixir of frost 
  breath—(18 gp), dust of disappearance (58 gp). 
   
  APL 8: Loot—169 gp, Coin—0 gp, Magic—0 gp –
  944 gp—amulet of health +4 (267 gp), cloak of arachnida, 
  +1 (233 gp), +1 ghost touch rapier (139 gp), +1 chain shirt 
  (21 gp), Quaal’s feather token (whip) (8 gp), elixir of frost 
  breath (18 gp), dust of disappearance (58 gp), minor ring 
  of energy resistance (fire) (200 gp). 
   
  Conclusion 
  APL 2: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 400 gp; Magic: 0 gp 
   
  Total Possible Treasure 
  APL 2: Loot: 251 gp; Coin: 152 gp; Magic: 63 gp —Total: 
  466 gp 
   
  APL 4: Loot: 464 gp; Coin: 254 gp; Magic: 161 gp —
  Total: 879 gp 
   
  APL 6: Loot: 218 gp; Coin: 356 gp; Magic: 2214 gp —
  Total: 2788 gp 
   
  APL 8: Loot: 213 gp; Coin: 458 gp; Magic: 3002 gp —
  Total: 3673 gp 
   
  Special 
  � Elixir of Frost Breath: This elixir bestows upon the 
  drinker the ability to breathe cold up to three times, each 
  time dealing 4d6 points of cold damage to a single target 
  up to 25 feet away. The target can attempt a DC 13 Reflex 
  save for half damage. Unused blasts dissipate 1 hour after 
  the liquid is consumed. 
   
  Moderate evocation; C: 11th; Craft Wondrous Item, 
  Energy Subsititution (cold), scorching ray, Price 1,100 gp; 
  �Favor of Breyd: Breyd is not very rich, but her tannery 
  has useful contacts in Hardby’s Alchemist’s Guild. This 
  grants access to all the alchemical items on Table 4-2 in 
  Complete Adventurer that are legal in the campaign. 
  �Gratitude of Cassandra Havelos: For their services to 
  the Gynarchy of Hardby, the bearer has the gratitude of 
  Cassandra Havelos, a didatrix of the Gynarchy. 
   
  Male PCs may claim: Free standard upkeep in one 
  future Core adventure starting in Hardby or the Bright 
  Lands. 
   
  Female PCs may claim one of the following: Free 
  luxury upkeep in one future Core adventure starting in 
  Hardby or the Bright Lands. 
   
  Honorary membership of the Order of the Throne of 
  Wood: Free adventurer’s upkeep in any Core adventure 
  beginning in Hardby or the Bright Lands; +2 
  circumstance bonus to Diplomacy, Gather Information 
  and Bluff checks in Hardby, -2 circumstance penalty to 
  Diplomacy, Gather Information and Bluff checks with 
  agents of the Free City of Greyhawk, Greyhawk City 
  Thieves’ and Assassin’s Guilds. 
  �Favor of The Shrew: Joramy has blessed this character. 
  This favor grants a +2 divine bonus to all saving throws 
  against fire-based spells or effects. 
   
  The attitude of Joramy’s clergy toward the PC in 
  future encounters improves by one step. 
   
  In addition, this favor counts as having a friendly 
  contact with a representative of Joramy, qualifying the 
  character for the Contemplative prestige class. 
  �Returned Goods: For returning goods to the Medrin & 
  Razz Trading Company, the PC gains Core access to all 
  the items marked with an asterisk. 
  �Haunted: For denying Nyuny her vengeance, and 
  striking the killing blow against her nemesis, Nyuny 
  haunts the PC. 
   
  Once each scenario, as determined by the DM, 
  Nyuny manifests—only visible to the PC—and targets 
  the PC with a doom spell. The doom lasts for 1 minute, 
  and the save DC to resist its effect is 12. 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Item Access 
  APL 2: 
  • 
  * Quaal’s feather token (whip) (Adventure/Core; 
  Dungeon Master’s Guide; 500 gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  * elixir of frost breath (Adventure/Core; see AR) 
  • 
  * dust of disappearance (Adventure/Core; Dungeon 
  Master’s Guide; 3,500 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  * cloak of arachnida (Adventure/Core; Dungeon 
  Master’s Guide; 14,000 gp) 
  • 
  * +1 ghost touch rapier (Adventure/Core; Dungeon 
  Master’s Guide; 8,320 gp) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  * amulet of health +4 (Adventure/Core; Dungeon 
  Master’s Guide; 16,000 gp) 
  • 
  * + minor ring of energy resistance (fire) 
  (Adventure/Core; Dungeon Master’s Guide; 12,000 
  gp) 
   
  
  COR5-16 Here Comes the Sun 
   
  Page 33 
  APPENDIX 1: NPCS AND MONSTER STATISTICS
  APL 2 
  ENCOUNTER 1 
   
   
  �Yegana: Female human (Flan) cleric 3; CR 3; 
  Medium humanoid (human); HD 3d8+3; hp 21; Init +1; 
  Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +2; 
  Grp +1; At: +1 melee (1d3, unarmed strike); Full Atk +1 
  melee (1d3, unarmed strike); AL NG; SV Fort +6, Ref 
  +2, Will +7; Str 8, Dex 12, Con 13, Int 8, Wis 14, Cha 11. 
   
  Skills and Feats: Knowledge (religion) +1, Listen 
  +4, Spot +4; Endurance, Great Fortitude, Iron Will. 
   
  Languages: Common, Ancient Flan; 
   
  Spells Prepared (4/4/3; base DC = 12 + spell level): 
  0—create water, guidance, resistance, virtue; 1st—
  remove fear*, endure elements (2), obscuring mist; 
  2nd—produce flame*, protection from energy (2). 
   
  *Domain spell; Deity: Joramy; Domains: Fire 
  (rebuke fire elementals/turn water elementals as 
  undead); Competition (+1 bonus on all opposed 
  checks). 
   
  Possessions: None. 
   
  ENCOUNTER 9 
   
   
  �Reim: Male halfling cleric 2; CR 2; Small humanoid 
  (halfling); HD 2d8+2; hp 15; Init +7; Spd 20 ft.; AC 18, 
  touch 14, flat-footed 15; Base Atk +1; Grp -3; Atk +3 
  melee (1d3 plus poison/19-20, dagger) or +7 ranged 
  (1d3 plus poison/19-20, dagger); Full At: +3 melee (1d3 
  plus poison/19-20, dagger) or +7 ranged (1d3 plus 
  poison/19-20, dagger); AL NE; SV Fort +5, Ref +4, Will 
  +6 (+8 against fear); Str 10, Dex 17, Con 12, Int 11, Wis 
  15, Cha 9. 
   
  Skills and Feats: Climb +2, Hide +9, Jump +2, 
  Knowledge (religion) +4, Move Silently +7, Listen +6, 
  Spot +2; Improved Initiative. 
   
  Languages: Common, Halfling 
   
  Poison: Greenblood oil, DC 13 Fortitude save 
  resists, 1 Con/1d2 Con. 
   
  Both of Reim’s daggers are treated with the 
  poison. Note that if Reim rolls a natural 1 on his attack 
  roll, he must make a DC 15 Reflex save or accidentally 
  poison himself. 
   
  When prepared: Reim already has endure 
  elements cast on himself. He casts the following spells 
  in succession, about a minute before the planned 
  attack: 
  - 
  bless 
  - 
  guidance (on Wayn) 
  - 
  resistance (on Wayn) 
   
  Spells Prepared (4/4; base DC = 12 + spell level): 
  0—detect magic, detect poison, guidance, resistance; 
  1st—bane, burning hands*, cause fear, endure 
  elements. 
   
  *Domain spell; Deity: Pyremius; Domains: Fire 
  (rebuke fire elementals/turn water elementals as 
  undead); Destruction (smite attack 1/day, +4 to attack, 
  +2 to damage). 
   
  Possessions: buckler, masterwork poisoned dagger 
  (2), masterwork studded leather armor, silver holy 
  symbol of Pyremius, 4 gp. 
   
  �Thugs: Male human rogue 1; CR 1; Medium 
  humanoid (human); HD 1d6+2; hp 8; Init +7; Spd 30 ft.; 
  AC 15, touch 13, flat-footed 12; Base Atk +0; Grp +2; 
  Atk +3 melee (1d6+2/19-20, short sword) or +3 ranged 
  (1d4/19-20, hand crossbow); Full Atk +3 melee 
  (1d6+2/19-20, short sword) or +3 ranged (1d4/19-20, 
  hand crossbow); SA sneak attack +1d6; SQ trapfinding; 
  AL NE; SV Fort +2, Ref +5, Will -1; Str 14, Dex 16, Con 
  15, Int 8, Wis 9, Cha 8. 
   
  Skills and Feats: Bluff +3, Climb +5, Intimidate +3, 
  Hide +6, Listen +3, Move Silently +6, Spot +3, Tumble 
  +6; Dodge, Mobility. 
   
  Possessions: Masterwork short sword, dagger (2), 
  hand crossbow, 10 bolts, studded leather armor, 
  tanglefoot bag, thunderstone, 2 gp. 
   
  ENCOUNTER 10 AND 13  
  �Nyuny: Female ghost favored soul 2; CR 4; Medium 
  undead (augmented humanoid [human], incorporeal); 
  HD 2d12; hp 19; Init +2; Spd fly 30 ft. (perfect); AC 15, 
  touch 15, flat-footed 13; Base Atk +1; Grp +0; Atk +3 
  touch (1d6 plus burning touch); Full Atk +3 touch (1d6 
  plus burning touch); SA burning touch, frightful 
  moan; SQ rejuvenation, immunity to fire, turn 
  resistance +4; AL N; SV Fort +3, Ref +6, Will +4; Str 8, 
  Dex 15, Con -, Int 10, Wis 12, Cha 16. 
   
  Skills and Feats: Concentration +6 (+10 cast def), 
  Hide +10, Intimidate +6, Knowledge (local: Core) +2, 
  Listen +9, Sense Motive +5, Spot +9; Combat Casting, 
  Eschew Materials. 
   
  Burning Touch (Su): When Nyuny hits a living 
  target with her incorporeal touch attack, she deals 1d6 
  points of fire damage. Against ethereal opponents, she 
  adds her Strength modifier to attack and damage rolls. 
  Against non-ethereal opponents, she adds her 
  Dexterity modifier to attack rolls only (included in 
  stats). 
   
  Nyuny’s touch burns like fire, and the flames of 
  her body set aflame everything that she touches. Those 
  hit by her burning touch must make a DC 15 Reflex 
  save or catch fire. If a character catches fire, he takes 
  1d6 points of fire damage immediately. In each 
  subsequent round, the burning character must make 
  another Reflex saving throw. Failure means he takes 
  another 1d6 points of damage at the beginning of that 
  round. Success means that the fire has gone out. 
   
  See page 304 in the Dungeon Master’s Guide for 
  rules on catching fire, and how it affects equipment. 
   
  Frightful Moan (Su): Nyuny can emit a frightful 
  moan (which sounds like distressed whispering) as a 
  standard action. All living creatures within 30 feet 
  must succeed on a DC 14 Will save or become 
  panicked for 2d4 rounds. This is a sonic, necromantic, 
  mind-affecting fear effect. A creature that successfully 
  
  COR5-16 Here Comes the Sun 
   
  Page 34 
  saves against the moan cannot be affected by Nyuny’s 
  moan for 24 hours. 
   
  Spells Known (6/5; base DC = 11 + spell level): 0—
  detect magic, guidance, inflict minor wounds, light, 
  resistance; 1st—cause fear, inflict light wounds, 
  nimbus of light. 
   
  Possessions: None. 
   
  ENCOUNTER 13 
   
   
  �Harad Medrin: Male human (Oeridian) aristocrat 5; 
  CR 4; Medium humanoid (human); HD 5d8+5; hp 33; 
  Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base 
  Atk +3; Grp +4; Atk +6 melee (1d6+2/18-20, +1 rapier) 
  or +5 ranged (1d6/19-20, light crossbow); Full Atk +6 
  melee (1d6+2/18-20, +1 rapier) or +5 ranged (1d6/19-
  20, light crossbow); AL LE; SV Fort +3, Ref +4, Will +5; 
  Str 12, Dex 15, Con 12, Int 13, Wis 11, Cha 12. 
   
  Skills and Feats: Bluff +7, Diplomacy +7, 
  Intimidate +9, Knowledge (nobility and royalty) +5, 
  Listen +6, Ride +6, Sense Motive +5, Spot +6; Combat 
  Expertise, Dodge, Weapon Focus (rapier). 
   
  Languages: Common, Elvish, Old Baklunish, Old 
  Oeridian 
   
  Possessions: Nyuny’s necklace, light crossbow, 10 
  bolts, dagger, masterwork chain shirt, +1 rapier, cloak 
  of resistance +1, Quaal’s feather token (whip), two 
  flasks of holy water. 
   
  �Thugs: Male human commoner 1; CR 1/2; Medium 
  humanoid (human); HD 1d4; hp 4; Init +0; Spd 30 ft.; 
  AC 10, touch 10, flat-footed 10; Base Atk +0; Grp +0; 
  Atk +0 melee (1d4/19-20, dagger); Full Atk +0 melee 
  (1d4/19-20, dagger); AL N; SV Fort +2, Ref +0, Will -1; 
  Str 10, Dex 11, Con 10, Int 8, Wis 9, Cha 8. 
   
  Skills and Feats: Hide +2, Listen +3, Spot +3; 
  Endurance, Die Hard. 
   
  Possessions: Dagger, smoke stick. 
  
  COR5-16 Here Comes the Sun 
   
  Page 35 
  APL 4 
  ENCOUNTER 1 
   
   
  �Yegana: Female human (Flan) cleric 3; CR 3; 
  Medium humanoid (human); HD 3d8+3; hp 21; Init +1; 
  Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +2; 
  Grp +1; At: +1 melee (1d3, unarmed strike); Full Atk +1 
  melee (1d3, unarmed strike); AL NG; SV Fort +6, Ref 
  +2, Will +7; Str 8, Dex 12, Con 13, Int 8, Wis 14, Cha 11. 
   
  Skills and Feats: Knowledge (religion) +1, Listen 
  +4, Spot +4; Endurance, Great Fortitude, Iron Will. 
   
  Languages: Common, Ancient Flan; 
   
  Spells Prepared (4/4/3; base DC = 12 + spell level): 
  0—create water, guidance, resistance, virtue; 1st—
  remove fear*, endure elements (2), obscuring mist; 
  2nd—produce flame*, protection from energy (2). 
   
  *Domain spell; Deity: Joramy; Domains: Fire 
  (rebuke fire elementals/turn water elementals as 
  undead); Competition (+1 bonus on all opposed 
  checks). 
   
  Possessions: None. 
   
  ENCOUNTER 9 
   
   
   
  �Reim: Male halfling cleric 4; CR 4; Small humanoid 
  (halfling); HD 4d8+4; hp 27; Init +8; Spd 20 ft.; AC 20, 
  touch 15, flat-footed 16; Base Atk +3; Grp -1; Atk +5 
  melee (1d3 plus poison/19-20, dagger) or +10 ranged 
  (1d3 plus poison/19-20, dagger); Full Atk +5 melee (1d3 
  plus poison/19-20, dagger) or +10 ranged (1d3 + 
  poison/19-20, dagger); AL NE; SV Fort +6, Ref +6, Will 
  +7 (+9 against fear); Str 10, Dex 18, Con 12, Int 11, Wis 
  15, Cha 9. 
   
  Skills and Feats: Climb +2, Concentration +5, Hide 
  +10, Jump +2, Knowledge (religion) +4, Move Silently 
  +9, Listen +6, Spot +2; Dodge, Improved Initiative. 
   
  Languages: Common, Halfling 
   
  Poison: Black adder venom, DC 11 Fortitude save 
  resists, 1d6 Con/1d6 Con 
   
  Both of Reim’s daggers are treated with the poison. 
  Note that if Reim rolls a natural 1 on his attack roll, he 
  must make a DC 15 Reflex save or accidentally poison 
  himself. 
   
  When prepared: Reim already has endure 
  elements cast on himself. He casts the following spells 
  in succession, about a minute before the planned 
  attack: 
  - 
  bless 
  - 
  bull’s strength (on Wayn) 
  - 
  aid (on Lugh) 
  - 
  guidance (on Wayn) 
  - 
  resistance (on Wayn) 
  - 
  virtue on himself 
   
  Spells Prepared (5/5/4 base DC = 12 + spell level): 
  0—detect magic, detect poison, guidance, resistance, 
  virtue; 1st—bane, bless, cause fear, burning hands*; 
  endure elements; 2nd—aid, bull’s strength, produce 
  flame*, sound burst. 
   
  *Domain spell; Deity: Pyremius; Domains: Fire 
  (rebuke fire elementals/turn water elementals as 
  undead); Destruction (smite attack 1/day, +4 to attack, 
  +4 to damage). 
   
  Possessions: 
  Masterwork 
  buckler, 
  poisoned 
  masterwork daggers (2), +1 studded leather armor, holy 
  symbol of Pyremius, 8 gp. 
   
  �Thugs: Male human rogue 1/fighter 2; CR 3; 
  Medium humanoid (human); HD 1d6+2 plus 2d10+4; 
  hp 24; Init +7; Spd 30 ft.; AC 17, touch 13, flat-footed 
  14; Base Atk +2; Grp +4; Atk +5 melee (1d8+2/19-20, 
  masterwork longsword) or +5 ranged (1d4/19-20, hand 
  crossbow); 
  Full 
  Atk 
  +5 
  melee 
  (1d8+2/19-20, 
  masterwork longsword) or +5 ranged (1d4/19-20, hand 
  crossbow); SA sneak attack +1d6; trapfinding; AL NE; 
  SV Fort +5, Ref +5, Will -1; Str 14, Dex 16, Con 15, Int 
  8, Wis 9, Cha 8. 
   
  Skills and Feats: Bluff +3, Climb +5, Intimidate +3, 
  Hide +7, Listen +3, Move Silently +7, Spot +3, Tumble 
  +6; Dodge, Mobility, Power Attack. 
   
  Possessions: Masterwork buckler, masterwork 
  longsword, dagger (2), hand crossbow, 10 bolts, 
  masterwork chain shirt, tanglefoot bag, thunderstone, 
  4 gp. 
   
  ENCOUNTER 10 AND 13  
   
  �Nyuny: Female ghost favored soul 5; CR 6; Medium 
  undead (augmented humanoid [human], incorporeal); 
  HD 5d12; hp 40; Init +3; Spd fly 30 ft. (perfect); AC 16, 
  touch 16, flat-footed 13; Base Atk +3; Grp +2; Atk +6 
  touch (1d6 plus burning touch); Full Atk +6 touch (1d6 
  plus burning touch); SA burning touch, frightful 
  moan; SQ rejuvenation, immunity to fire, cold 
  resistance 10, turn resistance +4; AL N; SV Fort +4, Ref 
  +7, Will +5; Str 8, Dex 16, Con -, Int 10, Wis 12, Cha 16. 
   
  Skills and Feats: Concentration +8 (+12 cast def), 
  Hide +11, Intimidate +6, Knowledge (local: Core) +2, 
  Listen +9, Sense Motive +7, Spot +9; Ability Focus 
  (frightful moan), Combat Casting, Eschew Materials, 
  Weapon Focus (staff). 
   
  Possessions: None. 
   
  Burning Touch (Su): When Nyuny hits a living 
  target with her incorporeal touch attack, she deals 1d6 
  points of fire damage. Against ethereal opponents, she 
  adds her Strength modifier to attack and damage rolls. 
  Against non-ethereal opponents, she adds her 
  Dexterity modifier to attack rolls only (included in 
  stats). 
   
  The touch burns like fire, and the flames of her 
  body set everything aflame that she touches. Those hit 
  by her burning touch must make a DC 15 Reflex save 
  or catch fire. If a character catches fire, he takes 1d6 
  points of fire damage immediately. In each subsequent 
  round, the burning character must make another 
  Reflex saving throw. Failure means he takes another 
  1d6 points of damage, that round. Success means that 
  the fire has gone out. 
   
  See page 304 in the Dungeon Master’s Guide for 
  rules on catching fire, and how it affects equipment. 
  
  COR5-16 Here Comes the Sun 
   
  Page 36 
   
  Frightful Moan (Su): Nyuny can emit a frightful 
  moan (which sounds like distressed whispering) as a 
  standard action. All living creatures within a 30-foot 
  spread must succeed on a DC 17 Will save or become 
  panicked for 2d4 rounds. This is a sonic, necromantic, 
  mind-affecting, fear effect. A creature that successfully 
  saves against the moan cannot be affected by Nyuny’s 
  moan for 24 hours. 
   
  Spells Known (6/7/5; base DC = 11 + spell level): 
  0—create water, detect magic, guidance, light, inflict 
  minor wounds, resistance; 1st—bane, cause fear, doom, 
  inflict light wounds, nimbus of light; 2nd—deific 
  vengeance, shatter, wave of grief. 
   
  ENCOUNTER 13 
   
   
   
  �Harad Medrin: Male human (Oeridian) aristocrat 7; 
  CR 6; Medium humanoid (human); HD 7d8+7; hp 45; 
  Init +2; Spd 30 ft.; AC 17, touch 12, flat-footed 15; Base 
  Atk +5; Grp +6; Atk +9 melee (1d6+2/18-20, +1 rapier) 
  or +7 ranged (1d6/19-20, light crossbow); Full Atk +9 
  melee (1d6+2/18-20, +1 rapier); AL LE; SV Fort +4, Ref 
  +5, Will +6; Str 12, Dex 15, Con 12, Int 13, Wis 11, Cha 
  12. 
   
  Skills and Feats: Bluff +7, Diplomacy +9, 
  Intimidate +10, Knowledge (nobility and royalty) +5, 
  Listen +7, Ride +6, Sense Motive +5, Spot +7; Combat 
  Expertise, Dodge, Weapon Finesse, Weapon Focus 
  (rapier). 
   
  Languages: Common, Elvish, Old Baklunish, Old 
  Oeridian 
   
  Possessions: Nyuny’s necklace, light crossbow, 10 
  bolts, dagger, +1 rapier, +1 chain shirt, cloak of 
  resistance +1, elixir of frost breath, Quaal’s feather 
  token (whip), dust of disappearance, two flasks of holy 
  water. 
   
  �Thugs: Male human rogue 1; CR 1; Medium 
  humanoid (human); HD 1d6+2; hp 8; Init +7; Spd 30 ft.; 
  AC 15, touch 13, flat-footed 12; Base Atk +0; Grp +2; 
  Atk +3 melee (1d6+2/19-20, short sword); Full Atk +3 
  melee (1d6+2/19-20, short sword); SA sneak attack 
  +1d6, find traps; AL NE; SV Fort +2, Ref +5, Will -1; Str 
  14, Dex 16, Con 15, Int 8, Wis 9, Cha 8. 
   
  Skills and Feats: Bluff +3, Climb +5, Intimidate +3, 
  Hide +6, Listen +3, Move Silently +6, Spot +3, Tumble 
  +6; Endurance, Die Hard. 
   
  Possessions: Masterwork short sword, studded 
  leather armor, smoke stick. 
  
  COR5-16 Here Comes the Sun 
   
  Page 37 
  APL 6 
  ENCOUNTER 1 
   
   
  �Yegana: Female human (Flan) cleric 3; CR 3; 
  Medium humanoid (human); HD 3d8+3; hp 21; Init +1; 
  Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +2; 
  Grp +1; At: +1 melee (1d3, unarmed strike); Full Atk +1 
  melee (1d3, unarmed strike); AL NG; SV Fort +6, Ref 
  +2, Will +7; Str 8, Dex 12, Con 13, Int 8, Wis 14, Cha 11. 
   
  Skills and Feats: Knowledge (religion) +1, Listen 
  +4, Spot +4; Endurance, Great Fortitude, Iron Will. 
   
  Languages: Common, Ancient Flan; 
   
  Spells Prepared (4/4/3; base DC = 12 + spell level): 
  0—create water, guidance, resistance, virtue; 1st—
  remove fear*, endure elements (2), obscuring mist; 
  2nd—produce flame*, protection from energy (2). 
   
  *Domain spell; Deity: Joramy; Domains: Fire 
  (rebuke fire elementals/turn water elementals as 
  undead); Competition (+1 bonus on all opposed 
  checks). 
   
  Possessions: None. 
   
  ENCOUNTER 9 
   
   
   
  �Reim: Male halfling cleric 6; CR 6; Small humanoid 
  (halfling); HD 6d8+6; hp 39; Init +8; Spd 20 ft.; AC 20, 
  touch 15, flat-footed 16; Base Atk +4; Grp +0; Atk +10 
  melee (1d3+1 plus poison/19-20, +1 dagger) or +11 
  ranged (1d3+1 plus poison/19-20, +1 dagger); Full Atk 
  +10 melee (1d3+1 plus poison/19-20, +1 dagger) or +11 
  ranged (1d3+1 plus poison/19-20, +1 dagger); AL NE; 
  SV Fort +7, Ref +7, Will +8 (+10 against fear); Str 10, 
  Dex 18, Con 12, Int 11, Wis 15, Cha 9. 
   
  Skills and Feats: Climb +2, Concentration +9, Hide 
  +10, Jump +2, Knowledge (religion) +2, Move Silently 
  +9, Listen +4, Spot +2; Dodge, Improved Initiative, 
  Weapon Finesse. 
   
  Languages: Common, Halfling 
   
  Poison: Sasson leaf residue, DC 16 Fortitude save 
  resists, 2d12/1d6 Con 
   
  Both of Reim’s daggers are treated with the poison. 
  Note that if Reim rolls a natural 1 on his attack roll, he 
  must make a DC 15 Reflex save or accidentally poison 
  himself. 
   
  When prepared: Reim already has endure 
  elements cast on himself. He casts the following spells 
  in succession, about a minute before the planned 
  attack: 
  - 
  bless 
  - 
  bull’s strength (on Wayn) 
  - 
  bear’s endurance (on Wayn) 
  - 
  aid (on Lugh) 
  - 
  guidance (on Wayn) 
  - 
  resistance (on Wayn) 
  - 
  virtue on himself 
   
  Spells Prepared (5/5/5/3 base DC = 12 + spell 
  level): 0—detect magic, detect poison, guidance, 
  resistance, virtue; 1st—bane, bless, cause fear, burning 
  hands*; endure elements; 2nd—aid, bear’s endurance, 
  bull’s strength, produce flame*, sound burst, 3rd—
  dispel magic, summon monster III, resist energy*. 
   
  *Domain spell; Deity: Pyremius; Domains: Fire 
  (rebuke fire elementals/turn water elementals as 
  undead); Destruction (smite attack 1/day, +4 to attack, 
  +6 to damage). 
   
  Possessions: Masterwork buckler, poisoned +1 
  daggers (2), +1 studded leather armor, holy symbol of 
  Pyremius, 12 gp. 
   
  �Thugs: Male human rogue 3/fighter 2; CR 5; 
  Medium humanoid (human); HD 3d6+2d10+10; hp 41; 
  Init +7; Spd 30 ft.; AC 19, touch 13, flat-footed 16; Base 
  Atk +4; Grp +6; Atk +7 melee (1d8+3/19-20, +1 
  longsword) or +7 ranged (1d4/19-20, hand crossbow); 
  Full 
  Atk 
  +7 
  melee 
  (1d8+3/19-20, 
  masterwork 
  longsword) or +7 ranged (1d4/19-20, hand crossbow); 
  SA sneak attack +2d6; SQ evasion, trap sense +1, 
  trapfinding; AL NE; SV Fort +6, Ref +6, Will -1; Str 14, 
  Dex 16, Con 16, Int 8, Wis 9, Cha 8. 
   
  Skills and Feats: Bluff +3, Climb +5, Intimidate +3, 
  Hide +11, Listen +6, Move Silently +11, Spot +6, 
  Tumble +10; Dodge, Mobility, Power Attack. 
   
  Possessions: Masterwork buckler, dagger (2), hand 
  crossbow, 10 bolts, +1 longsword, +1 chain shirt, 
  tanglefoot bag, thunderstone, 6 gp. 
   
  ENCOUNTER 10 AND 13  
   
  �Nyuny: Female ghost favored soul 7 (Joramy); CR 8; 
  Medium undead (augmented humanoid [human], 
  incorporeal); HD 7d12; hp 54; Init +7; Spd fly 30 ft. 
  (perfect); AC 16, touch 16, flat-footed 13; Base Atk +5; 
  Grp +4; Atk +8 touch (1d8 plus burning touch); Full 
  Atk +8 touch (1d8 plus burning touch); SA burning 
  gaze, burning touch, frightful moan; SQ rejuvenation, 
  immunity to fire, cold resistance 10, turn resistance +4; 
  AL N; SV Fort +5, Ref +8, Will +6; Str 8, Dex 16, Con -, 
  Int 10, Wis 12, Cha 16. 
   
  Skills and Feats: Concentration +10 (+14 cast def), 
  Hide +12, Intimidate +6, Knowledge (local: Core) 
  Knowledge (local: Core) +2, Listen +10, Sense Motive 
  +5, Spot +10; Ability Focus (frightful moan), Combat 
  Casting, Eschew Materials, Improved Natural Attack, 
  Weapon Focus (staff). 
   
  Burning Gaze (Su): Due to the almost painful light 
  she emits, Nyuny can blast living beings with a glance, 
  at a range of up to 30 feet. Creatures that meet her gaze 
  must succeed on a DC 17 Fortitude save or take 2d10 
  points of damage that feels like searing heat, and 1d4 
  points of Charisma damage as burns form on their 
  skin. 
   
  Burning Touch (Su): When Nyuny hits a living 
  target with her incorporeal touch attack, she deals 1d8 
  points of fire damage. Against ethereal opponents, she 
  adds her Strength modifier to attack and damage rolls. 
  Against non-ethereal opponents, she adds her 
  Dexterity modifier to attack rolls only (included in 
  stats). 
  
  COR5-16 Here Comes the Sun 
   
  Page 38 
   
  The touch burns like fire, and the flames of her 
  body set everything aflame that she touches. Those hit 
  by her burning touch must make a DC 15 Reflex save 
  or catch fire. If a character catches fire, he takes 1d6 
  points of fire damage immediately. In each subsequent 
  round, the burning character must make another 
  Reflex saving throw. Failure means he takes another 
  1d6 points of damage, that round. Success means that 
  the fire has gone out. 
   
  See page 304 in the Dungeon Master’s Guide for 
  rules on catching fire, and how it affects equipment. 
   
  Frightful Moan (Su): Nyuny can emit a frightful 
  moan (which sounds like distressed whispering) as a 
  standard action. All living creatures within a 30-foot 
  spread must succeed on a DC 18 Will save or become 
  panicked for 2d4 rounds. This is a sonic necromantic 
  mind-affecting fear effect. A creature that successfully 
  saves against the moan cannot be affected by Nyuny’s 
  moan for 24 hours. 
   
  Spells Known (6/7/7/4; base DC = 11 + spell level): 
  0—create water, detect magic, guidance, inflict minor 
  wounds, light, resistance, virtue; 1st—bane, doom, 
  divine favor, entropic shield, inflict light wounds, 
  nimbus of light; 2nd—deific vengeance, shatter, sound 
  burst, wave of grief; 3rd—dispel magic, prayer, searing 
  light. 
   
  Possessions: None. 
   
  ENCOUNTER 13 
   
   
   
  �Harad Medrin: Male human (Oeridian) aristocrat 9; 
  CR 8; Medium humanoid (human); HD 9d8+18; hp 66; 
  Init +3; Spd 30 ft.; AC 18, touch 13, flat-footed 15; Base 
  Atk +6; Grp +7; Atk +11 melee (1d6+2/18-20, +1 ghost 
  touch rapier) or +9 ranged (1d6/19-20, light crossbow); 
  Full Atk +11/+6 melee (1d6+2/18-20, +1 ghost touch 
  rapier) or +9 ranged (1d6/19-20, light crossbow); AL 
  LE; SV Fort +5, Ref +8, Will +6; Str 12, Dex 16, Con 14, 
  Int 13, Wis 11, Cha 12. 
   
  Skills and Feats: Bluff +7, Diplomacy +9, 
  Intimidate +12, Knowledge (nobility and royalty) +5, 
  Listen +9, Ride +9, Sense Motive +5, Spot +9; Combat 
  Expertise, 
  Dodge, 
  Lightning 
  Reflexes, 
  Weapon 
  Finesse, Weapon Focus (rapier). 
   
  Languages: Common, Elvish, Old Baklunish, Old 
  Oeridian 
   
  Possessions: Nyuny’s necklace, light crossbow, 10 
  bolts, dagger, amulet of health +2, cloak of arachnida, 
  +1, elixir of frost breath, ghost touch rapier, +1 chain 
  shirt, 
  Quaal’s 
  feather 
  token 
  (whip), 
  dust 
  of 
  disappearance, two flasks of holy water. 
   
  �Thugs: Male human rogue 1; CR 1; Medium 
  humanoid (human); HD 1d6+2; hp 8; Init +7; Spd 30 ft.; 
  AC 15, touch 13, flat-footed 12; Base Atk +0; Grp +2; 
  Atk +3 melee (1d6+2/19-20, short sword); Full Atk +3 
  melee (1d6+2/19-20, short sword); SA sneak attack 
  +1d6, find traps; AL NE; SV Fort +2, Ref +5, Will -1; Str 
  14, Dex 16, Con 15, Int 8, Wis 9, Cha 8. 
   
  Skills and Feats: Bluff +3, Climb +5, Intimidate +3, 
  Hide +6, Listen +3, Move Silently +6, Spot +3, Tumble 
  +6; Endurance, Die Hard. 
   
  Possessions: Masterwork short sword, studded 
  leather armor, smoke stick. 
  
  COR5-16 Here Comes the Sun 
   
  Page 39 
  APL 8 
  ENCOUNTER 1 
   
   
  �Yegana: Female human (Flan) cleric 3; CR 3; 
  Medium humanoid (human); HD 3d8+3; hp 21; Init +1; 
  Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +2; 
  Grp +1; At: +1 melee (1d3, unarmed strike); Full Atk +1 
  melee (1d3, unarmed strike); AL NG; SV Fort +6, Ref 
  +2, Will +7; Str 8, Dex 12, Con 13, Int 8, Wis 14, Cha 11. 
   
  Skills and Feats: Knowledge (religion) +1, Listen 
  +4, Spot +4; Endurance, Great Fortitude, Iron Will. 
   
  Languages: Common, Ancient Flan; 
   
  Spells Prepared (4/4/3; base DC = 12 + spell level): 
  0—create water, guidance, resistance, virtue; 1st—
  remove fear*, endure elements (2), obscuring mist; 
  2nd—produce flame*, protection from energy (2). 
   
  *Domain spell; Deity: Joramy; Domains: Fire 
  (rebuke fire elementals/turn water elementals as 
  undead); Competition (+1 bonus on all opposed 
  checks). 
   
  Possessions: None. 
   
  ENCOUNTER 9 
   
   
   
  �Reim: Male halfling cleric 8; CR 8; Small humanoid 
  (halfling); HD 8d8+8; hp 51; Init +8; Spd 20 ft.; AC 22, 
  touch 15, flat-footed 18; Base Atk +6; Grp +2; Atk +12 
  melee (1d3+1 plus poison/19-20, +1 dagger) or +13 
  ranged (1d3+1 plus poison/19-20, +1 dagger); Full Atk 
  +12/+7 melee (1d3+1 plus poison/19-20, +1 dagger) or 
  +13/+8 ranged (1d3+1 plus poison/19-20, +1 dagger); 
  AL NE; SV Fort +8, Ref +7, Will +10 (+12 against fear); 
  Str 10, Dex 18, Con 12, Int 11, Wis 16, Cha 9. 
   
  Skills and Feats: Climb +2, Concentration +10, 
  Hide +11, Jump +2, Knowledge (religion) +2, Move 
  Silently +10, Listen +7, Spot +3; Dodge, Improved 
  Initiative, Weapon Finesse. 
   
  Languages: Common, Halfling 
   
  Poison: Death blade, DC 20 Fortitude save resists, 
  1d6 Con/2d6 Con 
   
  Only one of Reim’s daggers is treated with the 
  poison. Note that if Reim rolls a natural 1 on his attack 
  roll, he must make a DC 15 Reflex save or accidentally 
  poison himself. 
   
  When prepared: Reim already has endure 
  elements and freedom of movement cast on himself, 
  and magic vestment on his buckler. He casts the 
  following spells in succession, about a minute before 
  the planned attack: 
  - 
  bless 
  - 
  bull’s strength (on Wayn) 
  - 
  bear’s endurance (on Wayn) 
  - 
  aid (on Lugh) 
  - 
  guidance (on Wayn) 
  - 
  resistance (on Wayn) 
  - 
  virtue on himself 
   
  Spells Prepared (6/6/5/5/3 base DC = 12 + spell 
  level): 0—detect magic, detect poison, guidance, 
  resistance (2), virtue; 1st—bane, bless, cause fear, 
  burning hands*, doom; endure elements; 2nd—aid, 
  bear’s endurance, bull’s strength, produce flame*, 
  sound burst, 3rd—blindness, dispel magic, magic 
  vestment, resist energy*, summon monster III, 4th—
  poison, freedom of movement, wall of fire*. 
   
  *Domain spell; Deity: Pyremius; Domains: Fire 
  (rebuke fire elementals/turn water elementals as 
  undead); Destruction (smite attack 1/day, +4 to attack, 
  +8 to damage). 
   
  Possessions: Masterwork buckler (+2 due to magic 
  vestment), +1 dagger, poisoned +1 dagger, +1 studded 
  leather armor, holy symbol of Pyremius, 16 gp. 
   
  �Thugs: Male human rogue 3/fighter 4; CR 7; 
  Medium humanoid (human); HD 3d6+4d10+14; hp 62; 
  Init +7; Spd 30 ft.; AC 20, touch 13, flat-footed 17; Base 
  Atk +6/+1; Grp +8; Atk +10 melee (1d8+5/19-20, +1 
  longsword) or +9 ranged (1d4/19-20, hand crossbow); 
  Full Atk +10/+4 melee (1d8+5/19-20, +1 longsword) or 
  +9 ranged (1d4/19-20, hand crossbow); SA sneak attack 
  +2d6; SQ evasion, trap sense +1, trapfinding; AL NE; 
  SV Fort +7, Ref +7, Will +0; Str 14, Dex 16, Con 16, Int 
  8, Wis 9, Cha 8. 
   
  Skills and Feats: Bluff +3, Climb +5, Intimidate +3, 
  Hide +12, Listen +6, Move Silently +12, Spot +6, 
  Tumble +10; Dodge, Mobility, Power Attack, Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization 
  (longsword). 
   
  Possessions: +1 chain shirt, +1 buckler, +1 
  longsword, daggers (2), hand crossbow, 10 bolts, 
  tanglefoot bag, thunderstone, 8 gp. 
   
  ENCOUNTER 10 AND 13  
   
  �Nyuny: Female ghost favored soul 9; CR 9; Medium 
  undead (incorporeal); HD 9d12+9; hp 68; Init +7; Spd 
  fly 30 ft. (perfect); AC 16, touch 16, flat-footed 14; Base 
  Atk +6; Grp +5; Atk +9 touch (1d8 plus burning touch); 
  Full Atk +9/+4 touch (1d8 plus burning touch); SA 
  burning gaze, burning touch, frightful moan; SQ 
  rejuvenation, immunity to fire, cold resistance 10, turn 
  resistance +4; AL N; SV Fort +6, Ref +9, Will +7; Str 8, 
  Dex 16, Con -, Int 10, Wis 12, Cha 17. 
   
  Skills and Feats: Concentration +12 (+16 cast def), 
  Hide +12, Intimidate +6, Knowledge (local: Core) +2, 
  Listen +11, Sense Motive +5, Spot +11; Ability Focus 
  (burning gaze), Ability Focus (frightful moan), Combat 
  Casting, Eschew Materials, Improved Natural Attack, 
  Improved Toughness, Weapon Focus (staff). 
   
  Burning Gaze (Su): Due to the almost painful light 
  she emits, Nyuny can blast living beings with a glance, 
  at a range of up to 30 feet. Creatures that meet her gaze 
  must succeed on a DC 19 Fortitude save or take 2d10 
  points of damage that feels like searing heat, and 1d4 
  points of Charisma damage as burns form on their 
  skin. 
   
  Burning Touch (Su): When Nyuny hits a living 
  target with her incorporeal touch attack she deals 1d8 
  points of fire damage. Against ethereal opponents, she 
  adds her Strength modifier to attack and damage rolls. 
  
  COR5-16 Here Comes the Sun 
   
  Page 40 
  Against non-ethereal opponents, she adds her 
  Dexterity modifier to attack rolls only (included in 
  stats). 
   
  The touch burns like fire, and the flames of her 
  body set everything aflame that she touches. Those hit 
  by her burning touch must make a DC 15 Reflex save 
  or catch fire. If a character catches fire, he takes 1d6 
  points of fire damage immediately. In each subsequent 
  round, the burning character must make another 
  Reflex saving throw. Failure means he takes another 
  1d6 points of damage, that round. Success means that 
  the fire has gone out. 
   
  See page 304 in the Dungeon Master’s Guide for 
  rules on catching fire, and how it affects equipment. 
   
  Frightful Moan (Su): Nyuny can emit a frightful 
  moan (which sounds like distressed whispering) as a 
  standard action. All living creatures within a 30-foot 
  spread must succeed on a DC 19 Will save or become 
  panicked for 2d4 rounds. This is a sonic necromantic 
  mind-affecting fear effect. A creature that successfully 
  saves against the moan cannot be affected by Nyuny’s 
  moan for 24 hours. 
   
  Spells Known (6/7/7/5/3; base DC = 11 + spell 
  level): 0—create water, detect magic, detect poison, 
  guidance, inflict minor wounds (2), resistance, virtue; 
  1st—doom, divine favor, entropic shield, inflict light 
  wounds (2), nimbus of light; 2nd—deific vengeance, 
  inflict moderate wounds, shatter, sound burst, wave of 
  grief; 3rd—dispel magic, prayer, searing light, wind 
  wall; 4th—castigate, energy vortex, inflict critical 
  wounds. 
   
  Possessions: None. 
   
  ENCOUNTER 13 
   
   
   
  �Harad Medrin: Male human (Oeridian) aristocrat 11; 
  CR 10; Medium humanoid (human); HD 11d8+33; hp 
  91; Init +3; Spd 30 ft.; AC 18, touch 13, flat-footed 15; 
  Base Atk +8; Grp +9; Atk +13 melee (1d6+2/18-20, +1 
  ghost touch rapier) or +11 ranged (1d6/19-20, light 
  crossbow); Full Atk +13/+8 melee (1d6+2/18-20, +1 
  ghost touch rapier) or +11 ranged (1d6/19-20, light 
  crossbow); SQ energy resistance (fire) 10; AL LE; SV 
  Fort +6, Ref +8, Will +7; Str 12, Dex 16, Con 16, Int 13, 
  Wis 11, Cha 12. 
   
  Skills and Feats: Bluff +11, Diplomacy +11, 
  Intimidate +14, Knowledge (nobility and royalty) +9, 
  Listen +11, Ride +11, Sense Motive +9, Spot +11; 
  Combat Expertise, Dodge, Lightning Reflexes, , 
  Weapon Finesse, Weapon Focus (rapier). 
   
  Languages: Common, Elvish, Old Baklunish, Old 
  Oeridian 
   
  Possessions: Nyuny’s necklace, light crossbow, 10 
  bolts, dagger, amulet of health +4, cloak of arachnida, 
  +1 ghost touch rapier, +1 chain shirt, elixir of frost 
  breath, minor ring of energy resistance (fire), Quaal’s 
  feather token (whip), dust of disappearance, two flasks 
  of holy water. 
   
  �Thugs: Male human rogue 3; CR 1; Medium 
  humanoid (human); HD 3d6+6; hp 20; Init +7; Spd 30 
  ft.; AC 15, touch 13, flat-footed 12; Base Atk +2; Grp +4; 
  Atk +4 melee (1d6+2/19-20, short sword); Full Atk +4 
  melee (1d6+2/19-20, short sword); SA sneak attack 
  +2d6; SQ evasion, trap sense +1, trapfinding; AL NE; 
  SV Fort +5, Ref +6, Will +0; Str 14, Dex 16, Con 15, Int 
  8, Wis 9, Cha 8. 
   
  Skills and Feats: Bluff +5, Climb +8, Intimidate +5, 
  Hide +9, Listen +5, Move Silently +9, Spot +5, Tumble 
  +9; Endurance, Die Hard, Great Fortitude. 
   
  Possessions: Masterwork short sword, masterwork 
  studded leather armor, smoke stick. 
  
  COR5-16 Here Comes the Sun 
   
  Page 41 
  APPENDIX 2: MAPS 
  THE CRONE’S HEAD INN 
   
   
   
  
  COR5-16 Here Comes the Sun 
   
  Page 42 
  MIND YOUR OWN 
  T1: Thug #1 
  T2: Thug #2 
  T3: Thug #3 
  T4: Thug #4 
  R: Reim 
  
  COR5-16 Here Comes the Sun 
   
  Page 43 
  WAREHOUSE 231 
  T1: Thug #1 
  T2: Thug #2 
  T3: Thug #3* 
  T4: Thug #4* 
  H: Harad Medrin 
  *) at APL6-8 
  
  COR5-16 Here Comes the Sun 
   
  Page 44 
  APPENDIX 3: THE CITY OF HARDBY 
  Much of this material is adapted from the “Hardby: 
  City of the Scorned” article by Paul Looby in Dungeon 
  #107. 
   
  �Hardby (small city): Conventional; AL LN; 15,000 
  gp; Assets 3,825,000 gp; Population 5,100 mixed 
  (human 72%, half-orc 22%, halfling 2%, dwarf 1%, 
  gnome 1%, half-elf 1%, elf 1%). 
   
  Temples: Ehlonna (forests, woodlands), Joramy 
  (fire, volcanoes, wrath), Lirr (literature, art), Mayaheine 
  (protection, justice, valor), Myhriss (love, beauty), 
  Norebo (luck, gambling), Osprem (sea, voyages, 
  sailors), Pelor (sun, light, healing, protection), Procan 
  (seas, navigation), St. Cuthbert (common sense, 
  wisdom, discipline), Wee Jas (magic, death, vanity), 
  Xerbo (seaborne trade), Zilchus (power, money). 
   
  A BRIEF SOCIAL HISTORY OF HARDBY 
  The settlement that would become the city of Hardby 
  was founded in -278 CY by the Suel mage Ena Norbe 
  on the northeastern coast of the Woolly Bay. Believing 
  that it was the folly of men, which led to the fall of the 
  Suel Imperium, Ena declared herself as Gynarch and 
  established that only women would rule Hardby. Her 
  daughters became the progenitors of the Six Great 
  Families of Hardby and the core of the Gynarchy, from 
  which future leaders and officials would be chosen. 
  With one exception, Hardby remained under the rule 
  of women until 517 CY, when the Merchant’s Alliance 
  in Hardby seized power in a 
  bloodless coup. Marriage with Trade 
  Council members and behind-the-
  scenes actions allowed effective rule 
  of Hardby to remain in the hands of 
  the Gynarchy during this period, 
  however. Even after Greyhawk took 
  control of the city during the 
  Greyhawk Wars and established a 
  Military Governor to rule the city, 
  the Despotrix continued to maintain 
  considerable 
  influence—a 
  reality 
  that 
  still 
  greatly 
  concerns 
  the 
  Directing Oligarchy of Greyhawk. 
   
  Unlike Greyhawk and most 
  other areas of the central Flanaess, 
  Hardby 
  has 
  a 
  sizable 
  half-orc 
  population, 
  which 
  is 
  not 
  only 
  tolerated but welcomed. Some half-
  orc families, who primarily live in the 
  Dock District and Fishtown, have 
  been in the city for generations now, 
  and half-orc sailors, soldiers, and 
  dock workers are regulars among 
  dockside taverns and businesses. 
  Prejudice against half-orcs is widely 
  frowned upon and discouraged. 
   
  MERCHANT’S ALLIANCE 
  The Hardby Merchant’s Alliance was formed by 
  refugees from the Pomarj who found themselves 
  excluded from governance and belittled by Hardby’s 
  famously independent-minded women. The Alliance 
  created a Trade Council of six merchants and six 
  “rivermen” (dock workers, pilots or military officers, 
  and one judge), all of whom were elected at regular 
  intervals. Although the Trade Council officially 
  governed Hardby, it generally ended up answering to 
  the wishes of the Despotrix. Since Greyhawk took 
  control, though, the rivermen councilors have been 
  military officers loyal to the Directing Oligarchy. The 
  Council is now subordinate to the Military Governor 
  and confined strictly to discussion of commercial 
  matters. Naturally the Merchant’s Alliance is unhappy 
  with this current state of affairs. 
  DISTRICTS OF HARDBY 
  Northend—A crowded district on the north side of 
  the docks which includes the Palace of the Gynarchs, 
  the Law Courts, and the city’s primary military and 
  naval barracks. The High Chapel, a prominent temple 
  to Pelor, can also be found here. 
  
  COR5-16 Here Comes the Sun 
   
  Page 45 
  Dock District—A cobbled quay which runs the length 
  of the waterfront, it is a warren of boisterous taverns, 
  inns, hostels, and other less reputable places. The 
  streets are narrow and back alleys are dangerous after 
  dark, while drunken brawls are not uncommon. 
  Fish Town—This area of warehouses and business 
  related to fishing and sailing reeks of fish and is 
  populated 
  by 
  hordes of cats 
  (which 
  are 
  considered 
  lucky) 
  and 
  seagulls 
  (which 
  are not). It is also 
  the 
  poorest 
  section 
  of 
  Hardby, though 
  it is not as bad as 
  the slums in 
  most 
  other 
  major cities. 
  Tradetown—
  Located outside 
  the Great Wall, 
  this crowded and 
  bustling quarter 
  is the heart of 
  commerce in the 
  city and home to 
  most 
  of 
  its 
  merchants 
  and 
  artisans. 
  Exotic 
  items from the 
  four corners of 
  the Flanaess can 
  be found here. 
  The Ebbfields—
  Originally 
  the 
  upper-class 
  section of town, 
  it now houses 
  Hardby’s middle 
  class and a spill-
  over of its poorer 
  elements. Older 
  parts are pleasant 
  with broad, well-
  paved, 
  leafy 
  streets. 
  
  COR5-16 Here Comes the Sun 
   
  Page 46 
  APPENDIX 4: NEW RULES ITEMS 
  FAVORED SOUL 
  The following is an excerpt from the Favored Soul base 
  class. This excerpt only describes part of the Favored 
  Soul’s abilities as needed in this scenario. 
   
  Source: Complete Divine, page 6. 
   
  Game Rule Information 
  Favored Souls have the following game statistics. 
   
  Abilities: Charisma determines how many spells a 
  favored soul can cast per day. Wisdom determines how 
  had a favored soul’s spells are to resist (see Spells, 
  below). 
   
  Alignment: Any 
   
  Hit Dice: d8 
   
  Class Skills 
  The favored soul’s class skills (and the key ability for 
  each skill) are Concentration (Con), Craft (Int), 
  Diplomacy 
  (Cha), 
  Heal 
  (Wis), 
  Jump 
  (Str), 
  Knowledge(arcana) (Int), Profession (Wis), Sense 
  Motive (Wis), and Spellcraft (Int). 
   
  Skill Points at 1st Level: (2 + Int modifier) x 4. 
   
  Skill Points at Each Additional Level: 2 + Int 
  modifier. 
   
  Class Features 
  All of the following are class features of the favored 
  soul. 
   
  Weapon and Armor Proficiencies: Favored souls 
  are proficient with all simple weapons, with light and 
  medium armor, with light and medium armor, and 
  with shields (except tower shields). A favored soul is 
  also proficient with her deity’s favored weapon. 
  Although a favored soul is not proficient with heavy 
  armor, wearing it does not interfere with her 
  spellcasting. 
   
  Spells: A favored soul casts divine spells (the same 
  type of spells available to clerics), which are drawn 
  from the cleric spell list. She can cast any spell she 
  knows without preparing it ahead of time the way a 
  cleric must. 
   
  To cast a spell, a favored soul must have a 
  Charisma score of 10 + the spell’s level (Cha 10 for 0-
  level spells, Cha 11 for 1st-level spells, and so forth). 
  The Difficulty Class for a saving throw against a 
  favored Soul’s spell is 10 + the spell’s level + the favored 
  soul’s Wisdom modifier. 
   
  Like other spellcasters, a favored soul can only cast 
  a certain number of spells of each spell level per day. In 
  addition, she receives bonus spells for a high Charisma. 
   
  Unlike a cleric, a favored soul’s selection of spells 
  is limited. A favored soul begins play knowing 4 0-level 
  spells and three 1st-level spells of your choice. At each 
  new favored soul level, she gains one or more new 
  spells. Unlike spells per day, her Charisma score does 
  not affect the number of spells a favored soul knows. 
   
  Upon reaching 4th level, and every even-numbered 
  favored soul level after that (6th, 8th, and so on), a 
  favored soul can choose to learn a new spell in place of 
  one she already knows. In effect, the favored soul 
  “looses” the old spell in exchange for the new one. The 
  new spell’s level must be the same as that of the spell 
  being exchanged, and it must be at least two levels 
  lower than the highest-level favored soul spell the 
  favored soul can cast. A favored soul may swap only a 
  single spell at any given level, and must choose 
  whether or not to swap the spell at the same time that 
  she gains new spells known for the level. 
   
  Unlike a cleric, a favored soul need not prepare 
  her spells in advance. She can cast any spell she knows 
  at any time, assuming she has not yet used up her spells 
  per day for that spell level. 
   
  Deity Weapon Focus: At 3rd level, a favored soul 
  gains the Weapon Focus feat with her deity’s favored 
  weapon. If the character already has that feat, she can 
  choose a different one. 
   
  Energy Resistance (Ex): At 5th level, a favored soul 
  chooses an energy type and gains energy resistance 10 
  against that type. At 10th and 15th level, the character 
  gains resistance 10 against another energy type of her 
  choosing. 
   
  MAGIC ITEMS 
  Elixer of Frost Breath 
  This strange elixir bestows upon the drinker the ability 
  to spit bursts of freezing air. He can breathe cold up to 
  three times, each time dealing 4d6 points of cold 
  damage to a single target up to 25 feet away. The victim 
  can attempt a DC 13 Reflex save for half damage. 
  Unused blasts dissipate 1 hour after the liquid is 
  consumed. 
   
  Moderate evocation; C: 11th; Craft Wondrous 
  Item, Energy Subsititution (cold), scorching ray, Price 
  1,100 gp; 
   
  Source: As elixir of firebreath, Dungeon Master’s 
  Guide, page 255 
   
  FEATS 
  Improved Toughness 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 
  point permanently. 
   
  Source: Complete Warrior, page 101 
   
  SPELLS 
  Castigate 
  Evocation [Sonic] 
  Level: Cleric 4 
  
  COR5-16 Here Comes the Sun 
   
  Page 47 
  Components: V 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Area: 10-ft. radius emanation 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  This spell allows you to verbally rebuke your foes. By 
  shouting 
  your 
  deity’s 
  teachings 
  about 
  other 
  alignments, you inflict pain on those who hear, and 
  those in the area need not understand your divine 
  words to be affected. This spell has no effect on 
  creatures that cannot hear. Otherwise, you deafen foes 
  of the same alignment for 1d4 rounds (save for half). 
  Foes within one alignment step of your alignment 
  (lawful, neutral, chaotic; good, or evil) take 1 point of 
  damage per caster level (maximum 10). Foes whose 
  alignment is more than one step different from yours 
  take 1d4 points of damage per caster level (maximum 
  10d4). A Fortitude saving throw is allowed for half 
  damage from this spell. 
   
  Source: Complete Divine, page 158 
   
  Deific Vengeance 
  Conjuration (Summoning) 
  Level: Cleric 2, Purification 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels). 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half 
  Spell Resistance: Yes 
  When you cast this spell, you call out to a deity, listing 
  the crimes of your target and urging the deity to 
  punish the miscreant. (The target’s alignment is 
  irrelevant to the success of this spell.) The divine 
  power of the angry deity imposes this punishment in 
  the form of a sharp, spiritual blow to the target. This 
  attack hits automatically and deals 1d6 points of 
  damage per two caster levels (maximum 5d6), or 1d6 
  points per caster level (maximum 10d6) if the target is 
  undead. A successful Will saving throw reduces the 
  damage by half. 
   
  Source: Complete Divine, page 161 
   
  Energy Vortex 
  Evocation [Acid, Cold, Fore, Electricity, or Sonic] 
  Level: Cleric 4, druid 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Area: All creatures within a 20-ft.-radius burst centered 
  on you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  When you cast energy vortex, you choose one of five 
  energy types: acid, cold, fire, electricity, or sonic. A 
  blast of that energy type bursts in all directions from 
  you, dealing 1d8 points of damage +1 point per caster 
  level (maximum + 20) to nearby creatures other than 
  you. If you are willing to take the damage yourself, you 
  deal twice as much damage. You don’t get a Reflex save, 
  but spell resistance applies, as do any resistances or 
  immunities you have to the energy type. 
   
  Source: Complete Divine, page 164 
   
  Nimbus of Light 
  Evocation [Light] 
  Level: Cleric 1, Purification 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: min/level or until discharged (D) 
  A glittering corona of sunlight surrounds your body at 
  a few inches distance—until you release it as a focused 
  blast of divine energy. The nimbus of light glows like a 
  lantern, shedding bright light in a 30-foot radius (and 
  dim light for another 30 feet) from you. 
   
  As a move action, you can coalesce the energy 
  from the nimbus of light around your outstretched 
  arm, and then as a standard action fling it toward a foe 
  within 30 feet. As a ranged touch attack, the nimbus of 
  light deals 1d8 points of damage +1 point per round 
  that’s elapsed since you cast the spell (maximum of 1d8 
  + caster level damage). Attacking with the nimbus of 
  light ends the spell, whether the energy hits its target 
  or not. 
  Source: Complete Divine, page 170 
   
  Wave of Grief 
  Enchantment [Evil, Mind-Affecting] 
  Level: Bard 2, blackguard 2, cleric 2 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels). 
  Area: Cone 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  All within the cone when the spell is cast are overcome 
  with sorrow and grief. They suffer a -3 morale penalty 
  on all attack rolls, saving throws, ability checks, and 
  skill checks. 
   
  Material component: three tears 
   
  Source: Complete Divine, page 188 
   
  
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