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BNM4-03 Bright Sun (3E)

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0% found this document useful (0 votes)
134 views39 pages

BNM4-03 Bright Sun (3E)

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

BNM4-03

Bright Sun
®
A Two-Round D&D LIVING GREYHAWK
Bone March Regional Adventure
Version 1.0

Round One and Two


by Spyridon D. Giannoutsos
Meta-Regional Reviewer: Paul Looby
Circle Reviewer: Creighton Broadhurst

The PCs are charged with the responsibility of clearing up a part of the dwarven abandoned mine residing in the
County of Knurl, so that it can be used by miners once more. With the ore running fluently from the hills, the village of
Nlul might be able to raise funds so that it can be in a position to repel the orc invasion. An adventure made for APLs 2-
8.

®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This game product contains no Open Game Content. No portion of this work may be reproduced in any
form without permission of the author. To learn more about the Open Gaming License and the d20
system license, please visit www.wizards.com/d20

DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the
Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED.
This scenario is intended for tournament use only and may not be reproduced without approval of the
RPGA Network.
Introduction Once you are ready to play, it is handy to instruct each
player to place a nametag in front of him or her. The tag
This is an RPGA® Network scenario for the Dungeons &
should have the player’s name at the bottom, and the
Dragons® game. A five-hour time block has been allocated
character’s name, race, and gender at the top. This makes it
for each round of this scenario. The rest of the time is spent
easier for the players (and the DM) to keep track of who is
in preparation before game play, and scoring after the
playing which character.
game. The following guidelines are here to help you with
The players are free to use the game rules to learn about
both the preparation and voting segment of the game. Read
equipment and weapons their characters are carrying. That
this page carefully so that you know and can communicate
said, you as the DM can bar the use of even core rulebooks
to your players the special aspects of playing an RPGA
during certain times of play. For example, the players are not
scenario.
free to consult the Dungeon Master’s Guide when
This is a LIVING GREYHAWK Adventure. As a
confronted with a trap or hazard, or the Monster Manual
LIVING adventure it is expected that players bring their
when confronted with a monster.
own characters with them. If players do not have a LIVING
Some of the text in this scenario is written so that you
GREYHAWK character generated, get a copy of the current
may present it as written to the players, while other text is for
LIVING GREYHAWK character generation guidelines,
your eyes only. Text for the players will be in gray boxes. It’s
and a character sheet from your convention coordinator or
strongly recommended that you paraphrase the player text
the RPGA Website, and then have any players without a
instead of reading it aloud. Some of this text is general and
character create on. Once all players have a LIVING
must be adapted to the specific situation or to actions of the
GREYHAWK character, play can begin.
player characters.
Along with the other materials that you are assumed to
have in order to run a D&D game, it is also recommended
that you have a copy of the LIVING GREYHAWK Scoring
Gazetteer. After the players have completed the scenario or the time
allotted to run the scenario has run out, the players and DM
score the game. Complete the RPGA scoring grid with
Preparation
names and RPGA numbers only, and the event information
First you should print this scenario. This scenario was created
at the top. RPGA no longer uses voting for any reported
to support double-sided printing, but printing it single sided
results. Give the Scoring Packet to your event coordinator
will work as well. There is enough room along the inside
along with any event tickets.
margin to bind the adventure, if you desire.
Read this entire adventure at least once before you run
your game. Be sure to familiarize yourself with any special LIVING GREYHAWK
rules, spells, or equipment presented in the adventure. It may
help to highlight particularly important passages.
Levels of Play
Because players bring their own characters to LIVING
When you run an RPGA D&D adventure we assume
GREYHAWK games, this adventure’s challenges are
that you have access to the following books: the Player’s
proportioned to the average character level of the PCs
Handbook, the Dungeon Master’s Guide, and the Monster
participating in the adventure. To determine the Average
Manual. We also assume that you have a set of dice (at least
Party Level (APL):
one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil,
an RPGA scoring packet, and your sense of fun. It is also a
1. Determine the character level for each of the PCs
good idea to have a way to track movement during combat.
participating in the adventure.
This can be as simple as a pad of graph paper and a pencil, as
2. If PCs bring animals that have been trained for combat
handy as a vinyl grid map and chits, or as elaborate as resin
(most likely being war horses, dogs trained for war),
dungeon walls and miniatures.
other than those brought by virtue of a class ability (i.e.
Instruct the players either to prepare their characters
animal companions, familiars paladin’s mounts, etc)
now, or wait until you read the introduction, depending on
use the sidebar chart to determine the number of
the requirements of the scenario as described in the
levels you add to the sum above. Add each character’s
introduction.
animals separately. A single PC may only bring four or
Keep in mind that you must have at least four players
fewer animals of this type, and animals with different
(not counting the DM), for the game session to be a
CRs are added separately.
sanctioned RPGA event. As well, you cannot have more than
six players participating in the game.

BNM4-03 Bright Sun Page 2


3. Sum the results of 1 and 2, and divide by the number Charisma check. Failure indicates that the animal will
of characters playing in the adventure. Round to the not attack that round. This is a free action (spoken
nearest whole number. command) that may be attempted each round. If an
4. If you are running a table of six PCs, add one to that animal loses half or more hp in a single round it flees,
average. unless another check is successful.

By following these four steps, you will have determined the


APL. Throughout this adventure, APLs categorize the level
Time Units and Upkeep
This is a standard two-round Regional adventure, set in
of challenge the PCs will face. APLS are given in even-
Bone March. Characters native to Bone March pay one
numbered increments. If the APL of your group falls on an
Time Unit per round, all others pay two Time Units per
odd number, ask them before the adventure begins
round. Adventurer’s Standard Upkeep costs 12 gp per Time
whether they would like to play a harder or easier
Unit. Rich Upkeep and Luxury upkeep are not available at
adventure. Based on their choice, use either the higher or
the village of Nlul. If starting from the city of Knurl
the lower adjacent APL.
however, Rich Upkeep costs 50 gp per Time Unit. Luxury
APL also affects the amount of experience you may
Upkeep costs 100 gp per Time Unit.
gain at the end of the adventure. If your character is three
character levels or more either higher or lower than the
Traitor! It is possible that a PC could be exiled from the
APL this adventure is being played at, that character will
county of Knurl, during BNM4-02 Run Like Hell! Please
receive only half of the experience points awarded for the
warn the character that a return to the county is punishable
adventure. This simulates the face that either your
by death. If the character decides to take his chances then
character was not as challenged as normal, or relied on help
roll a d100. There is only a 10% (Knurl), 15% (Nivlek) and
by higher-level characters to reach the objectives.
20% (Nlul) chance that the character won’t be spotted by
Note: LIVING GREYHAWK adventures are designed
the authorities. Otherwise the character is arrested and
for APL 2 and higher. Four, or sometimes even five 1st-level
held for execution and the only way to get out of it is by
characters may find difficulty with the challenges in a
making a DC 25 Escape Artist check. Even with a
LIVING GREYHAWK adventure. If your group is APL 1
successful Escape Artist check, the PC cannot take part in
there are two things that you can do to help even the score.
the adventure, but gets away with his life! The authorities
of Knurl are fanatical and do not accept bribes.
1. Attempt to create a table of six 1st-level characters, or
try to enlist higher-level characters to play at that table.
2. Advise characters to buy riding dogs to help protect Adventure Background
them, and fight for them. All riding dogs are It’s been almost half a year since Landed Lord Lynette
considered trained to attack. PCs who want their dogs decided to do something about the orcs have begun to
gather around the village of Nlul.
Operations commenced during the spring of the year
Mundane
# of Animals
594 C.Y. when several bands of adventurers were mustered
Animals Effect in Nlul to strike at the orcish outposts. The full details of
on APL
1 2 3 4 these events are described in BNM4-01 First Blood.
Later during the summer of the same year, Lord
1/4 & 1/6 0 0 0 1
Lynette started notifying his allies at Nivlek and Knurl of
1/3 & 1/2 0 0 1 1 the situation arising on his frontiers. Again adventurers
1 1 1 2 3
were called upon to protect the safety of various wagons
carrying important documents and plans for the operations
CR of Animal

2 2 3 4 5 against the orcs. The full details of these events are


3 3 4 5 6 described in BNM4-02 Run Like Hell.
As the fall of the year approaches, Landed Lord Lynette
4 4 6 7 8
is aware that the orcs might try an all out attack during the
5 5 7 8 9 heart of winter. Therefore, he wants to prepare his little
6 6 8
9
10
village for war as soon as possible.

7 7 9 10 11

to attack must succeed at a DC 10 Handle Animal or

BNM4-03 Bright Sun Page 3


The Village of Nlul across the PCs. This encounter is just for a warm up for
The adventure starts at the village of Nlul. If the PCs are things to come.
starting their adventure from the city Knurl, then the DM
should use the alternate introduction. Nlul is home to a Encounter 2: Two Different Evils: The PCs are caught in
population of around 500 souls, mostly human, of Oeridian the crossfire between warring bands of Orcs and zombies.
(mainly), Flan and Suel origins. The PCs may choose which side to help or to do nothing
There are four important buildings: the Inn named whatsoever.
the Sunny Stone, the general store, the smith and a small
temple of Pelor. Encounter 3: The Damned Spirit: The PCs must overcome
The inn is owned by Avenal Astra, a tall Oeridian man some kind of ‘damned spirit’. It’s up to them of course to
with an impressive beard. This is the place for the PCs to choose the method of its disposal.
rest, sleep, or learn the latest gossip. Even if it’s the only inn
in town, it’s very decent thanks to the efforts of Avenal. Encounter 4: Peasant Trouble: A lone peasant seems to
The general store is owned by Elizar Gwydre, a sweet have difficult time with zombies attacking him.
Oeridian woman. A player can buy anything, allowed by Unfortunately for the zombies (and the PCs), the
Living Greyhawk Campaign Setting rules and under the commoner is a disguised doppelganger, who will try to join
villages GP limit of 200 gp, except weapons. the group for his own dark purposes.
The smith of the village is Kae. Either the PC’s know it
or not, Kae is a member or the Shield of Knurl, an Encounter 5: Skeletons Charge: This part of the mine is
organization that watches over Nlul and its inhabitants. If guarded by an orc skeleton unit. The PCs must dispose of
the PCs want weapons or armors this is the place to come. the poor undead orcs.
Again only arms and weapons under the village’s gp limit of
200 gp may be purchased Encounter 6: Miners’ Lockers: Exploring a long forgotten
The temple is owned by Darian Mara, a Suel man, who dwarven mine can prove difficult, especially when it comes
can perform healing services and other blessings of his god involving carefully placed stone traps.
up to 3rd level spells, with the appropriate costs described in
Living Greyhawk Campaign Setting rules. Encounter 7: A Wave Of Zombies: A more sinister form of
Finally there is of course the Garrison Barracks. There undead creature will try to stop the PCs. The PCs must do
is where the PC’s mission starts. whatever necessary to survive.
Apart from these important buildings, there are several
peasant homes and Landed Lord Lynette’s Family Estate. Encounter 8: The Leader Of The Undead: It all comes to
this point. The PCs must defeat the most powerful undead
Adventure Summary of the mines, a sinister evil that feeds on live prey. No one
said this is going to be an easy task.
The adventure starts at the village of Nlul. If the PCs are
starting their adventure from Knurl, then the DM should
say that word has gone out from the garrison that Introduction
adventurers are needed in Nlul. If the characters accept the The adventure starts in a cloudy Moonday morning in the
challenge, then the garrison of Knurl should provide month of Patchwall (autumn), inside the garrison building
transport, so that the PCs could travel to Nlul, a journey of the small village of Nlul. During the last two weeks,
taking no more than two days. Landed Lord Lynette himself made a speech to the people
of the village and called for brave patriots, men and women
Introduction: During this encounter the PCs are going to to sweep clear the dwarven mines of the North.
be introduced with their mission – to clear an abandoned The PCs have answered the call and are waiting inside
dwur mine of the evil dwelling in its dark, abandoned the Garrison Barracks. You can read the following text to
passages and galleries. If the PCs start their adventure from the players:
the City of Knurl, then please use the alternate
introduction, so that the PCs can fit to the spirit of the The adventure starts at the heart of the small village of
country better. Nlul. The village seems to be preparing for autumn.
However, a more careful eye can see that the village is
Encounter 1: A Damsel In Distress: A girl runs for her life preparing for war. Kae the Smith is hammering out new
as a monster is chasing her. Luckily for her, she comes spearheads and blades nonstop. You also sense a great

BNM4-03 Bright Sun Page 4


concern among the inhabitants. They seem more wary and if the mines start the production then the value of the land
cautious than ever. will go sky high. Now, unless you have any questions, I
Leaving that behind you, you enter the Garrison suggest that you get underway.”
Barracks. A guard dressed in leather armor and holding a
spear salutes you. From this point Harkin will try to answer as best as he cans
“You must have come for the job, right? You want to the PCs questions.
make the abandoned dwarven mines safe again?” he says. If asked about the opposition he will say that he has
“Just stay here until I call for Harkin Gevies. Oh and feel personally no clue whatsoever on the current inhabitants of
free to serve yourself some wine.” the dwarven mines. He also has heard his share of legends
He climbs a ladder up to the upper storey of the talking about an all out war between undead, about a cursed
barracks. Shortly after, Harkin Gevies descends. Harkin is warrior, and about a huge dragon that inhabit the mines.
a short but well built man. He wears a pair of orange pants If questioned about the size of the invading orc force,
and a black sleeveless shirt. Harkin is a typical Oeridian Harkin will admit that he has no idea about the actual size
man with olive skin and black hair. He wears an of the orc horde, or its allies. However, he will point out
impressive beard. Seeing you, he smiles and says: that this is the first serious attempt by the humanoids to
“Hello dear citizens. Please by all means drink a cup of raze the village to the ground since its foundation.
wine while you make yourself comfortable. Unfortunately, If Harkin is asked for a more valuable reward, he will
I have bad news for you. After the events of the summer, point out that every single gold coin is now required for the
the Shield of Knurl and its agents have decided that it is purchase of weapons. If the PCs persist further, he will tell
more than likely that a combination of orcs and ogres is them that this is a mission for patriots, not mercenaries. If
going to storm our little village in the heart of the coming finally, a PC doesn’t agree even with this argument, then
winter. So Landed Lord Lynette has given the command to Harkin will say that the mission is not for this man and he
gather as much iron as possible, so that we will be able to will demand his dismissal from the group.
equip the garrison with the best armor possible, so that we If Harkin is asked about a map of the mines, he will say
might have a chance against the orcish onslaught. that he has no records, but that such information would be
“However, this metal is very expensive and our village of great value Lord Lynette.
cannot possibly afford to buy the ore we need. So we came If Harkin is asked about how far the mine is from the
up with an alternate way of acquiring it. As you all well village, he will say that they are around 10 miles in the
know there is a complex of abandoned dwarven mines north. Depending on their means of transport, the PCs
about a day’s travel north from here. should be able to reach the mine within a day’s brisk march.
“The mines belonged to the Garenil clan. After the fall The PCs can gear up if they wish. If they go to Kae for
of Spinecastle at 564 C.Y. the dwarves decided to stand the purchase of weapons they will find him working
their ground and fortify their mines. However, they were continuously, though he will stop his work and help them
assailed by a very large number of humanoids of various out. Kae can sell the PCs any weapon costing up to 200 gp.
types. The Garenil held their lines for nearly a month but If the PCs ask around the village, a DC 15 Gather
at the end, with their Clan leader dead and their numbers Information check will reveal that the mines are a
depleted, the last remaining survivors fled to the city of battlefield between living humanoid marauders and the
Knurl and have resided there ever since. undead. A DC 20 Gather Information will reveal the above
“After that the mines fell to disuse. Folk say that the plus the fact that the undead are not a unified force but
mines are haunted by the slaughtered soldiers, (dwarven rather have their own varying agendas.
and humanoid alike). Others say that a greater evil has If, for some reason the PCs want to rest, then they
taken up residence inside. Finally, some speculate that a should head to the Sunny Stone. Avenal Astra here is
dragon dwells there now.” willing to provide any kind of services, depending on the
“Your job, my friends, is simple. You have to travel to money that the PCs are willing to spend.
the mine and clear it of whatever evil lurks there. A DC 5 Gather Information check here will reveal that
“It may sound boring to you but it isn’t. If you Avenal has heard of a dragon using the mines as its lair.
succeed, we can secure a steady supply of iron and other However, he knows nothing about its color, size, or
metals. That way Kae will be able to create enough arms alignment. For the fact, no one has actually seen this
and armour for us to defend ourselves. So you must truly dragon, either on the ground or in the air. Further, not even
understand the importance of your mission. a small dragon has ever attempted to raid Nlul.
“Lord Lynette has promised each man a house in the A DC 10 Gather Information check will reveal a rumor
village if you succeed. A great offer if you ask me, because that the mines are controlled by the undead.

BNM4-03 Bright Sun Page 5


A DC 15 Gather Information check will reveal the Harkin Gevies: Male human Ftr 2
above information but also note that the dwarven soldiers Avenal Astra: Male human, Com 5
who died in there suffered horrible deaths. Elizar Gwydre: Female human, Com 3
A DC 20 Gather Information check will reveal all the Kae: Male human Ftr 6
information above plus that a score of dwarven warriors Darian Mara: Male human Clr 3 - Pelor
still protect the mines from intruders, even in death.
A DC 25 Gather Information check will reveal all the
above information plus that an old half-orc has seen an
Alternate Introduction
elegantly dressed man wandering around the mines at Starting at the City Of Knurl
night. The man then turned into a cloud, right before the If the PCs start their adventure at the city of Knurl, they are
half-orcs eyes. approached by a dwur, while taking food in the Seahorse
If the PCs want to buy some items other than weapons Inn. He introduces himself as Vidnyr of the Garenil Clan.
then they should head to the general store owned by Elizar. He will say that the village of Nlul has made a call for
She has items up to 200 gp. With a DC 10 Gather individuals willing to clear the mines that once belonged to
Information check, Elizar will confess that around 10 years his forefathers. He will then say that the man that should
ago, a lot of people set out from Knurl for the mines, laden see is Harkin Gevies, head of the garrison in Nlul. If asked
down with mining equipment. Most of them returned, and for a reward, he will say that Landed Lord Lynette is very
they reported that they saw a dragon inside the mines. famous for his generosity and that he is sure that the village
A DC 15 Gather Information check will elicit Elizar to of Nlul will reward them.
advise that if the PCs are facing undead that a stake (1 sp)
and a hammer (5 sp), garlic (4 sp), and a mirror (10 gp) Vidnyr of the Garenil Clan: Male dwarf Pal6 -Moradin
might be prudent purchases.
If any PC is injured or cursed, or generally need of Encounter 1:
clerical services then they should head to the church of
Pelor, located in the village. There Darian Mara will help A Damsel In Distress
any PC in dire need, for the fee detailed in the NPC First of all, you should start tracking the number of days
spellcasting LGCS rules. that the PCs spend during the adventure because the
A DC 10Gather Information check will reveal Darian’s length of time spent traveling will become important later
worries about the powers of the undead in the mines. He in the module.
will also claim that he will do everything that he can to After the PCs have covered half of the distance to the
restore or heal the PCs should they return. He will also mines (5 miles), have them to roll a DC 12 Spot check to see
remind that the success of this mission will play a great role a young woman running towards them. Assuming they
to the future of the little village. make the check, the girl will be the Spot check result x 10
A DC 15 Gather Information check reveals that Darian ft. away from them. Even if they fail the check, they will
senses weird energies coming from the mines. If asked for automatically spot the girl once she comes within 120 ft.
more information he will say that he had dreams about an When they spot her, read aloud or paraphrase the
undead spirit that is wronged and lusts for revenge. The following:
priest can offer both Holy Water (25 gp) and silver holy
symbols of Pelor (25 gp) to the PCs should they wish to As you walk north towards the mines, the trail meanders
purchase them. through a field of wild maize. The yellowing stalks and
The PCs might want to visit the Landed Lord’s estate or their ripening cobs rise 6 ft. above the ground, rustling and
the common peasant homes. At the time however the swaying gently in the breeze. Suddenly, a young woman
Lynette Family Estate is closed to the public. The Landed bursts out of the maize and, spotting you, comes racing
Lord has a lot to worry about and does not wish to be towards you. Her dress is torn and tears stream down her
disturbed. The peasant homes can be visited and with a DC face. With a snarl, a creature bursts from the corn behind
10 Gather Information, the PCs can learn that the mines are her and races after her.
haunted and should be avoided at all costs.
If the PCs have no further business in Nlul, they can The type of creature will vary with APL (see below) and will
set out for the mines. They can buy from Elizar all methods be 10 ft. behind the girl. As they’ve spotted the creature,
of transport with a cost up to 200 gp. the PCs aren’t surprised, so roll for initiatives normally. If
the girl gets within 120 feet of the PCs, she will scream for
NPCs of Nlul: help. Read aloud the following:

BNM4-03 Bright Sun Page 6


Cockatrice: The female cockatrice will go after the girl
Spotting you, the girl screams: “Please kind strangers! during the first round of combat. If wounded, it will attack
Help me!” the character who did the most damage to it. If reduced to a
quarter of its hit points, it will attempt to flee through the
The girl’s name is Gristla Wylie, a commoner hunter from maize and won’t bother the PCs anymore.
the village of Nlul. Gristla is a brunette of middling height,
with hazel (brown-green) coloured eyes. She is dressed in Green Hag: On spotting the, PCs, the green hag will duck
common clothes and is armed with a sling. back into the maize and attempt to hide, fleeing from any
PC pursuit. She will then follow the PCs very carefully and
Gristla Wylie: NG, female human Com 1. try to attack them during the night when they camp. Have
the hag roll an opposed Hide check vs the PCs Spot for it to
APL 2 (EL 2) stalk them successfully.
Choker (1): hp 16; see Monster Manual page 34 and If she manages to attack the Pcs that night, she will
Appendix 1. focus on any PC wearing heavy armor, attemptinmg to
weaken them as much as she can, until they are
encumbered to the point where they cannot move. She
APL 4 (EL 3)
will then choose another target until everyone is helpless.
Cockatrice (1): hp 27; see Monster Manual page 37 and
If she achieves this, she will coup de grace the PCs, one by
Appendix 2.
one. If reduced below half her hit point total, the hag will
attempt to flee the PCs, hiding where she can in the
APL 6 (EL 5) undergrowth to give them the slip (opposed Hide checks vs
Green Hag (1): hp 49; see Monster Manual page 143 and the PCs Spot checks). In this case, she won’t trouble the
Appendix 3. group again.

APL 8 (EL 7) Bulette: The Bulette will burrow at the first opportunity. It
Bulette (1): hp 94; see Monster Manual page 30 and will use its tremor sense to attack the PCs (the one moving
Appendix 4. most or one at random), then burrow again and waiting for
another opportunity to strike. It will continue burrowing
Tactics: As mentioned above, Gristla will run towards the and striking until either it or the PCs are dead. It will fight
tallest of the PCs. She will then take cover behind him and to the death.
try to hit the monster with her sling. The monster on the
other hand, will try to use the following tactics. Treasure: None

Choker: On spotting the PCs, the choker will dive back Development: If the girl survives, she will request an escort
into the maize and attempt to hide. It will stalk the PCs, back to her horse, which she left around 2 miles east of the
waiting for the right opportunity to strike at the PC who maize field. Once she finds the beast, she promises the PCs
looks least armoured and constrict him. Have the choker that she will head back to Nlul immediately.
make opposed Hide and Move Silently checks vs the PCs
Spot and Listen check for it to get within striking distance. Troubleshooting: If the girl is dead, it is up the PCs to
Apply a –5 circumstance penalty to all Spot and Hide decide whether they wish revive her, bury her or return the
checks in the maize due to the rustling and movement body to Nlul for identifications. Alternatively, they can
caused by the wind. leave the body where it lies. While not an evil act, it is not
If it is spotted, the choker will try to move out of sight terribly humane or pleasant.
and hide in the maize, hoping the PCs will lose track of it.
It will then attempt to sneak up on them and strike. If the Encounter 2:
choker is wounded, he will try to flee for his life and try to
hide in the maize. If it manages to evade the PCs, it will Two Different Evils
stalk them very carefully over the next several days and if The DM should keep track of how much time the PCs take
not spotted, will strike them during their next battle. Have to get to the mine, taking into account dealing with the
the choker roll an opposed Hide check vs the PCs Spot for aftermath of Encounter 1.
it to stalk them successfully. When the PCs approach the entrance of the mine, read
aloud or paraphrase the following:

BNM4-03 Bright Sun Page 7


needle); poison (greenblood oil, DC 13 Fort save resists, 1
Finally, you reach your destination - the entrance of the Con/ 1d2 Con); Search DC 20; Disable Device DC 20.
mines. The entrance is fifteen feet wide and ten feet high
and bares the hallmarks of good steady dwarven Alternatively, the PCs can smash the drawer open and
workmanship. However, it is obvious that the delve is avoid fiddling with the lock and trap entirely, though the
deserted, from the ruined surface buildings, now no more noise will echo loudly through the tunnels…
than four roofless walls containing a riot of weeds and
scrub bushes. A foul odour emerges from the mine itself Wooden Desk Drawer: 1 in. thick; hardness 5; hp 10; AC
and the tunnel floor seems is strewn with detritus and 3; DC 23 Break, DC 20 Open Lock.
rubble.
Inside the drawer the PCs will find an old letter. Distribute
Have the PCs decide on a marching order. The DM should players handout #1.
refer to the map of the mines level 1 (DM Aid 1). Ask also
what light source the PCs intend to use, as, beyond the first If the PCs proceed north through the junction, then make
30 ft., the mines are completely dark. Characters with them roll a DC 5 Listen check. Assuming they make it, read
darkvision can see up to maximum range. Characters with aloud or paraphrase the following:
low-light vision can see twice normal visual range, provided
there is some form of light source. For expendable light Suddenly the clash of steel, cries of anguish and screams of
sources, such as torches, keep a track on the rate of use, in rage echo out of the darkness ahead (north). You can hear
case the PCs run out in the mines, potentially leaving them harsh, guttural cries mixed with another voice shouting
blind. words of the Common tongue.
Once the PCs are ready to enter the mines, read aloud
or paraphrase the following, if they have a lightning source. PCs who can speak orcish can recognize the guttural cries
If not, make the necessary changes. ad being those of orcs. The battle is taking place 120 feet
north0east of the PCs current location. The DM can use
As you pressing into the mines, the floor is comprise Players Handout #2 for the battle, once the PCs close to 30
of enormous stone flagstones, each easily 5 square feet in feet. Remember that creatures in shadowy areas can hide,
area. They are almost entirely obscured by a thick layer of and get concealment. The orcs and the undead have a
dust, dirt, animal bones and broken and badly rusted darkvision with a range 60 ft. When rolling Spot checks,
weaponry. The walls are also of dressed stone stone, braced remember that the undead and the orcs are occupied,
with sturdy dwarven-crafted stone columns that keep the therefore apply a –5 circusmtance penalty to their checks.
mine from collapsing, despite the depredations of the long However, if the PCs are using visible light sources, their
years. As you proceed further and further into the mines, approach will be immediately apparent to the orcs and
the foul stench becomes overwhelming. The temperature undead.
is colder than outside and there is a hint of moisture in the There are two groups of creatures fighting each other
clammy air. here, a band of orcs and a number of undead. Their
numbers and type vary according to the APL of the
When the PCs reach the first junction of the caves, the DM encounter. At APL 2, the ghoul has already dispatched the
should inform them that there is a passage leading east. If orc and is feasting on its flesh. Apply a –5 circumstance
they follow this eastern passage, they will come to a dead bonus to its Spot and Listen checks as it is distracted by its
end and a broken desk with a dwarven skeleton lying on meal.
top of it. Careful examination with a DC 12 Heal check will
reveal that the dwarf took a violent blow to skull, possibly APL 2 (EL 1)
with a piercing weapon. The desk has a locked drawer. The Ghoul (1): hp 13; see Monster Manual page 119 and
lock is in good working condition and a DC 20 Open Lock Appendix 1.
check is required to open it. However, the drawer is
trapped. Anyone opening it will set off a poison needle trap. APL 4 (EL 2)
Ghoul (1): hp 13; see Monster Manual page 119 and
All APLs (EL1) Appendix 2.
Poisoned Needle Trap: CR 1; mechanical; touch trigger; Orc (2): hp 5; see Monster Manual page 203 and
manual reset; +8 ranged (1 plus greenblood oil poison, Appendix 2.

BNM4-03 Bright Sun Page 8


APL 6 (EL 4) feast on him and won’t pursue the PCs any further.
Ghast (1): hp 29; see Monster Manual page 119 and However, if the PCs attack the feasting undead, the evil
Appendix 3. creatures will defend themselves and continue the pursuit,
Ghoul (1): hp 13; see Monster Manual page 119 and if necessary.
Appendix 3. Troubleshooting: Remember, that the ghoul
Orc (1): hp 5; see Monster Manual page 203 and diseased/paralyzed PCs have disadvantages that the DM
Appendix 3. should keep track of.
Assuming the PCs deal with the undead (or run away
from them), they have a choice of ways to go: north-west
APL 8 (EL 6) (this encounter), north-east (dead end, described in
Ghast (2): hp 29; see Monster Manual page 119 and Encounter 4) or south-east (also described in Encounter 4).
Appendix 4.
Orcs (4): hp 5; see Monster Manual page 203 and
Appendix 4. Encounter 3:
The Damned Spirit
Tactics: The undead will continue to attack the orcs until If the PCs proceed north-west from the last encounter, read
the orcs are dead. The only exception to this however, is if aloud or paraphrase the following
one of the PCs is a cleric of a good deity. In this case, the
undead will fling themselves at the poor cleric. As you head deeper into the mines, the darkness seems to
The orcs, on the other hand, want only to stay alive. become more oppressive. It is considerately colder here
They will attack the undead, but they will fight the PCs and your breath begins to steam before you.
also, but only if the PCs attack them first. If the orcs are
wounded by the PCs, they will try to flee south towards the A PC making a DC 10 Knowledge (nature) check will
mine entrance. know that the sudden change in temperature isn’t natural.
If the PCs don’t attack them, the orcs will thank them Unless there is some localised source of heat or cold, mines
in orcish and attempt to leave the mine. If the PCs try to and caves maintain a roughly constant temperature
stop them for any reason, the orcs will attack. throughout
Finally, the PCs will reach a large room, with a stone
Treasure: If the orcs are killed, their bodies can be looted. staircase going down into the deeper level of the mines.
The ghouls have 2 diminutive animal familiar cases worth The stairs is covered with dust. Instead of stone, the steps
15 gp each. Each of the ghasts has a horde of 200 gold are made from a strange type of brick that is warm to the
pieces in their lair touch. Flanking the stair are a pair of statues depicting two
APL 2: Loot: 17 gp. dwarves. Any PC with making a DC 25 Knowledge
APL 4: Loot: 18 gp. (Splintered Sun) or bardic knowledge check (apply a +10
APL 6: Loot: 17 gp; Coin: 33 gp. insight bonus to any dwarves making the check) can
APL 8: Loot: 16 gp; Coin: 66 gp. identify that the statues are of Gangleri of the Garenil clan,
a great miner who was able to find reach seams of high
Development: If they are allowed by the PCs to withdraw, quality iron, apparently by eating the local soil along with
the orcs will return to their warband and trouble the PCs plentiful draughts of strong dwarven ale. Gangleri was a
no more. mining virtuoso and his legendry exploits inspired
If the PCs stay hidden and watch the combat, the DM generations of Garenil dwarves to devote their lives to
should play through the battle between the undead and the mining.
orcs (it may be an idea to predetermine the outcome to save If the party is composed entirely of dwarves, once they
time). If the orcs are victorious, they loot the place and get within 10 ft. of the stairs, read the following text.
head south towards the mine entrance, intending to leave
the miens and return to their war band. If the undead are As you approach the stairs, a sudden draught of cold air
victorious, they will feast upon their newfound food while sweeps through the room. Before your eyes, the shape of a
it’s still warm. dwarven warrior takes shape in front of you. He seems to
If the PCs engage the undead, but then decide to be a well built dwarf who has seen a lot of battles during
retreat, the undead will pursue them until either they or his days. He bears a fatal wound to his head. His ghostly
the PCs are dead. If the undead knock one PC unconscious hair is dark and his beard almost touches the floor. He is
while the rest of the PCs are retreating, they will stop to

BNM4-03 Bright Sun Page 9


girthed in full plate armour and bears a dwarven axe and attack any half-orc, evil, chaotic or neutral character by
tower shield. priority order.
Gazing fondly upon you, he smiles and says: “At last If the axe attack is ineffective, the ghost becomes so
my brethren! You have come at last! There is still hope! We frustrated that he will try to scare everyone off with its
CAN defeat them! Go to the lower galleries, slay the orc frightful moan. After that, he will use its corrupting touch.
chieftain! Make them pay for what they did to the Garenil
clan mines. Let them feel the power of our hammer”. Treasure: Assuming the PCs defeat or turn the ghost, they
With that, he vanishes. can search the room, or the statues beside the stairs.
A DC 10 Search check reveals a stone button behind
However, if even one non-dwarf PC is present, then you one of the statues. Pressing it opens a trapdoor in the floor
should read aloud or paraphrase the following text: of the chamber. Below the trapdoor is Algar’s body, along
with his possessions. It can be looted of course but by doing
As you approach the stairs, a sudden draught of cold air that the ghost will only be angered and won’t leave the PCs
sweeps through the room. Before your eyes, the shape of a alone until they are all dead.
dwarven warrior takes shape in front of you. He seems to APL 2: Loot: 127 gp; Magic: +1 dwarven waraxe (194
be a well built dwarf who has seen a lot of battles during gp).
his days. He bears a fatal wound to his head. His ghostly APL 4: Loot: 127 gp; Magic: +1 dwarven waraxe (194
hair is dark and his beard almost touches the floor. He is gp).
girthed in full plate armour and bears a dwarven axe and APL 6: Loot: 127 gp; Magic: +1 ghost touch dwarven
tower shield. axe (694 gp).
Seeing you, his eyes blaze with anger. He roars: “More APL 8: Loot: 127 gp; Magic: +1 ghost touch dwarven
of you rats! More of you scum! Flee, foes, flee! You shall axe (694 gp).
not defile my clan! Flee, foes, flee! You shall not sully my Detect Magic Results: +1 dwarven waraxe (Faint
honor! Flee, foes, flee! Still you stand and defy me in my enchantment), +1 ghost touch dwarven waraxe (Moderate
own halls! You have sealed your fate FOR THE GLORY enchantment);
OF MORADIN AND THE GENARIL!! ATTACK!!!”
Development: The PCs can descend the stairs to level 2, or
they can go back south to the area of Encounter 2.
Roll for initiative normally. The PCs can try to reason with However the most important development is what the
the ghost, but it will attack on his initiative. Unfortunately PCs are going to do with Algar’s weapons. If a PC succeeds
for them, the poor soul cannot be reasoned with. Its only in a DC 15 Knowledge (religion) check, then he will know
liberation is by the blade. Its level and abilities depend on that the only way for Algar’s spirit to rest is by performing a
the APL. ritual with holy water. Also for the spirit to come at a final
rest, the PCs must place the reason for the spirit’s unrest
APL 2 (EL 4) with Algar’s remains. In this case, this is a part of a vampiric
Algar: male dwarf ghost Ftr2; hp 12; see Appendix 1 creature. If the PCs perform these tasks, then Algar appears
again thanks them and allows them to possess his armor
APL 4 (EL 6) and weapons.
If any PC is stupid enough to steal a part of Algar’s
Algar: male dwarf ghost Ftr4; hp 24; see Appendix 2
equipment, then the ghost will rise again and again,
continuously haunting the mines and preventing their
APL 6 (EL 7) exploitation until either the weapon is returned or Algar’s
Algar: male dwarf ghost Ftr5; hp 30; see Appendix 3
spirit is laid to rest. While Algar’s ghost roams the mines,
they cannot be considered cleared or safe for the people of
APL 8 (EL 8) Nlul to use. If this is the case at the end of the module, the
Algar: male dwarf ghost Ftr6; hp 36; see Appendix 4 PCs do not receive the Medium House in Nlul, the Mines
are Cleared or the Influence points with Count Joachim
Tactics: At first the ghost will try to attack the PCs using his Dunstan certs on the AR.
axe. Of course that attack is only possible at APLs 6 and 8
where the axe has the ghost touch magical ability. If this is
the case however Algar will use only his axe, he will try to

BNM4-03 Bright Sun Page 10


Encounter 4: in fact a doppleganger in human guise, who is desperate to
reach the city of Knurl.
Peasant Trouble
If the PCs decide to proceed to the Northeast from APL 2 (EL 4)
Encounter 2, then read aloud or paraphrase the following: Human Commoner Zombies (2): hp 16, 16; see Monster
Manual page 266 and Appendix 1.
Continuing northeast through the darkness, the passage  ‘Peasant’-Doppelganger (1): hp 22; see Monster Manual
comes to a dead end. The floor is littered with dwur 67 and Appendix 1.
skeletons. The bones are encased in the torn and corroded
remains of the warriors’ armour, but the time has taken its APL 4 (EL 5)
toll and the plate is useless. Ogre Zombie (1): hp 55; see Monster Manual page 266
and Appendix 2.
A DC 15 Heal check reveals that most of them were killed  ‘Peasant’-Doppelganger (1): hp 22; see Monster Manual
in a violent way. There is nothing else for the PCs to find 67 and Appendix 2.
here. The corpses were looted long ago by their murderers.
APL 6 (EL 7)
If the PCs proceed to the Southwest from the location in
Ogre Zombie (3): hp 55; see Monster Manual page 267
Encounter 2, read aloud or paraphrase the following:
and Appendix 3.
 ‘Peasant’-Doppelganger (1): hp 22; see Monster Manual
Ahead something looms out of the darkness ahead,
67 and Appendix 3.
blocking half the tunnel. The scent of rotten wood fills the
still cold air. A number of large wooden boxes block the
way forward. APL 8 (EL 8)
Minotaur Zombie (3): hp 81; see Monster Manual page
Any character can make a DC 10 Strength check to move 267 and Appendix 3.
the boxes. The boxes will crumble into dust if they are Ogre Zombie (1): hp 55; see Monster Manual page 267
moved. Any one making a DC 15 Search check will find a and Appendix 3.
gold nugget worth 50 gold pieces.  ‘Peasant’-Doppelganger (1): hp 22; see Monster Manual
If the PCs continue southwest, then have the 67 and Appendix 3.
characters make a Listen check. Take the highest result and
multiply it by 10. This is the distance in feet that the PCs Tactics: Once they become aware of the PCs, the zombies
hear talking from ahead (example for a 10 result, the their attention to them PCs. They will fight to the death,
distance is 100 feet). unless they are turned. The doppelganger however, will try
Read aloud the following: a different approach. He will not attack the PCs unless he is
attacked first. Even then, he will try to flee from the mines
As you continue southwest, you hear voices, you cannot at the first opportunity.
comprehend what they are saying but they come from in
front of you. Treasure: If the PCs obtain the nugget from the boxes then
each gains 8 gp. The value of the gem that the doppelganger
To determine the range at which the PCs actually see what’s offers varies by APL. Thus at APL 2, the doppelganger offers
going on, take into account light sources and the character’s 1 violet garnet (624 gp market price). At APL 4, he offers 1
vision, which may reduce that distance. Once the PCs spot emerald (1818 gp market price). At APL 6, he offers 1
the zombies and the ‘peasant’, read aloud or paraphrase the amber (126 gp market price). And finally, at APL 8 he offers
following: a 1 blue diamond (2334 gp market price). If the
doppelganger is killed, the PCs can be loot the gem from
In the gloom ahead, an unarmed peasant is fighting for his his body of course.
life against what looks like a group of rotting corpses. The APL 2: Coin: 112 gp.
man is cornered and it is only a matter of time before the APL 4: Coin: 311 gp.
APL 6: Coin: 29 gp.
walking dead rip him to pieces.
APL 8: Coin: 397 gp.
The type and number of zombies depend on the APL. There
Development: Claiming he is a human shepherd called
is more to the peasant than meets the eye, however. He is
Yarrec, the doppleganger will beg the PCs aid and

BNM4-03 Bright Sun Page 11


protection. He will claim he came into the mines to find If the characters decide to proceed north, then head to
one of his herd of goats. “Yarrec” says he wants to go to the Encounter 6.
city of Knurl. He will even throw in a valuable gem he If the characters decide to proceed west, then read
found in the mines as a reward. If the PCs agree, “Yarrec” them the following text:
will allow the PCs to escort him to Knurl without harming
them. Heading west, the path grows wider and wider. At the end,
However, if the PCs decide to keep “Yarrec” with them it opens to a large room, containing a huge pile of wooden
as they explore the mines, he will transform and sneak and metal boxes reaching the roof of the cavern.
attack them during the first or second round of Encounter
8. A group of orc skeletons is lurking in the room. The range
There are a number of possible outcomes that this at which the PCs will spot them depends on the range of
scenario can play out. First of all, the PCs could expose and their vision and light source. Being undead, the skeletons
attack the evil doppelganger. A simple detect evil spell will will automatically the PCs at 60 feet with their darkvision,
determine his alignment but the doppelganger will use his unless the PCs attempt to hide, in which case have the PCs
impressive skills to spin the PCs a story. If this fails, the roll an opposed Hide check vs the skeletons’ Spot check.
doppelganger will attempt to flee at full speed. Depending the circumstances, give a surprise round to
Second the doppelganger could be escorted to his the side who manages to surprise the other. If both sides
favorite destination, the city of Knurl. In this case, the evil are aware of each other, roll for initiative normally.
creature will not attempt to harm the characters. However, The type of skeletal creatures here depends on the
the PCs will have to spend 4 days for this trip (two days to APL.
Knurl and two to return).
Third, if the PCs do not immediately take him to APL 2 (EL 2)
Knurl, the doppelganger decides to attack the PCs while Orc Skeleton (6): hp 6; see Monster Manual page 226 and
they are busy with the vampire creatures at Encounter 8, Appendix 1.
hoping that the evil creatures will reward him for his
services. APL 4 (EL 4)
Chimera Skeleton (1): hp 58; see Monster Manual page
Encounter 5: 227 and Appendix 2.
Skeletons Charge
DM Aid 2 contains the map of the lower portion of the APL 6 (EL 5)
mines. If the PCs descend to the lower level of the mines, Ettin Skeleton (1): hp 65; see Monster Manual page 227
read aloud or paraphrase the following: and Appendix 3.

As you descend the stairs into the lower levels of the APL 8 (EL 6)
mine, you notice that the floor, walls and ceiling of the Advanced Megaraptor Skeleton (1): hp 78; see Monster
caverns here are black. and cold and metallic to the touch. Manual page 227 and Appendix 4.
The smell of raw iron fills the air and it feels much colder
than the upper level. Though it is no wider, the tunnel is Tactics: The skeletons will use the boxes as cover as soon as
far higher, up to 30 ft. high in places. A lone bat flutters spot the PCs. If they gain surprise, they will read an attack
above your head, obviously threatened by your light against anyone passing beside the boxes. The skeletons
source, flitting in and out of the circle of light. The tunnel fight to the death, unless turned.
leads away north into darkness.
Treasure: If the PCs search the skeletons and the site after
If the characters proceed about 100 feet north along the the battle, they will find a gold nugget (300 gp market
tunnel, read aloud or paraphrase the following: value).
APL 2: Coin: 50 gp.
After only about 100 ft., the passage splits in two. One APL 4: Coin: 50 gp.
tunnel continues north, the other goes west. A slight APL 6: Coin: 50 gp.
draught of air wafts from the north passage and passes APL 8: Coin: 50 gp.
down the west tunnel.

BNM4-03 Bright Sun Page 12


Development: The PCs can continue either north to APL 8 (EL 6)
Encounter 7 or return to the crossroads where they came Spiked Block From Ceiling: CR 6; mechanical; location
from or they can follow the tunnel west to the exit back to trigger; repair reset; +20 (6d6, spiked block); multiple
the wilderness. targets (all targets in a 10-ft-by-10-ft area); Search DC 24;
Disable Device DC 20.
Troubleshooting: If the PCs decide to retreat, then the
skeletons will attempt to follow and pursue the PCs as far as Treasure: The PCs can gather all the salvageable art or
they can. The huge undead cannot climb the stairs or use collectible items and sell them. The total of the items has a
the exit on the second level and will instead return to their market price of 300 gp.
lair. APL 2: Coin: 50 gp.
APL 4: Coin: 50 gp.
Encounter 6: APL 6: Coin: 50 gp.
APL 8: Coin: 50 gp.
The Miners Lockers
If the PC head north from the junction on the lower level, Development: The PCs can continue west to Encounter 7,
read aloud or paraphrase the following: or they can return to the crossroads where they came from.

After running north for a time, the tunnel bends west. The
walls here are very different, made from wood and stone.
Encounter 7:
Broken racks, lockers and shelves line the walls, while and A Wave Of Zombies
assortment of broken mining tools lie strewn across the When the PCs approach the area of Encounter 7 either by
floor. More tools, badly corroded, but unbroken hang on west or by the south via Encounter 5, read aloud or
the wooden shelves. paraphrase the following text:

The PCs could search the room for as much as they like. As you enter this particular part of the mines, you
With a DC 12 Search check, they can find various materials notice rails set into the floor of the tunnel, leading off
that are salvageable and could be sold. However, any search north and west into the darkness. You can suddenly
will trigger a simple trap (the type varying by APL of the breathe fresh clean air from a breeze coming from the
party). At APL 2 there is a bricks from ceiling trap. For APL west. It is warmer here than the rest of the mines, but still
4 there is a collapsing column. For APL 6 there is a falling chilly compared to outside.
block. And finally for APL 8 there is a spiked block from
ceiling trap. Ahead is a group of zombies that have taken residence here
in this part of the cave. The range at which the PCs can spot
APL 2 (EL 2) them depends on the light source and vision of the PCs.
Bricks from Ceiling: CR 2; mechanical; touch trigger; The zombies are undead and they will spot with their
repair reset; +12 melee (2d6, bricks); multiple targets (all darkvision the PCs at 60 feet. Depending on circumstances,
targets in two adjacent 5-ft. squares); Search DC 21; Disable give a surprise round to the side that manages to surprise
Devise DC 20. the other. If both sides are aware of each other, roll for
initiative normally.
APL 4 (EL 4) The type and number of zombies depend on the APL.
Collapsing Column: CR 4; mechanical; touch trigger; no
reset; +15 melee (6d6, stone blocks); Search DC 20; Disable APL 2 (EL 2)
Device DC 24. Bugbear Zombie (1): hp 42; see Monster Manual page
267 and Appendix 1.

APL 4 (EL 3)
Ogre Zombie (1): hp 55; see Monster Manual page 267
APL 6 (EL 5) and Appendix 2.
Falling Block: CR 5; mechanical; location trigger;
manual reset; +15 (6d6, stone block); Search DC 20; Disable
Device DC 25.

BNM4-03 Bright Sun Page 13


APL 6 (EL 6) As the light falls on the end of this tunnel, a number of
Grey Render Zombie (1): hp 133; see Monster Manual weird beings sitting beside several coffins loom out of the
page 267 and Appendix 3. darkness. One appears human and drinks hungrily from
the neck of an orc. The poor humanoid has breathed his
last.
APL 8 (EL 8) As the creature sees you, he lets the green body fall to
Wyvern Zombie (2): hp 94, 94; see Monster Manual page the ground, strewn as it is with many others, orcs and
267 and Appendix 4. humans. Licking its black stained lips, it says: “At last! A
descent meal! Come here little ones, come here!”
Tactics: Once the zombies spot the PCs, they will advance
to engage them, pursuing if the PCs flee. If the PCs go to a Describe the exact number of vampires and their spawn.
part of the mines that the undead cannot follow (such as
the narrow corridors of the first level, which are impassable
for a huge creature) then the undead shall return to their
APL 2 (EL 4)
Vampire Spawn (1): hp 29; see Monster Manual page 253
original location.
and Appendix 1.
Treasure: If the PCs search the area that the zombies
occupied, after the battle they will find a gold nugget, 300 APL 4 (EL 7)
gp market value. Vampire Spawn (3): hp 29; see Monster Manual page 253
APL 2: Coin: 50 gp. and Appendix 2.
APL 4: Coin: 50 gp.
APL 6: Coin: 50 gp. APL 6 (EL 8)
APL 8: Coin: 50 gp. Vampire Spawn (4): hp 29; see Monster Manual page 253
and Appendix 3.
Development: The PCs can move either to west out of the
dungeon, north to Encounter 8, east to Encounter 6, or APL 8 (EL 10)
south to Encounter 6. Play any necessary encounters that Karris (unique): hp 25; see Monster Manual page 250 and
haven’t been played. The zombies will continue to follow Appendix 4.
the PCs even if they get themselves involved in a new fight.
Tactics: The vampires are hungry and eagerly seek the PCs
Encounter 8: blood. However, if reduced to less than 10 hit points, the
vampires will use their powers to escape.
The Leader Of The Undead
If the PCs continue to follow the rails first north and then Treasure: If the PCs search the area they will uncover the
west, read aloud or paraphrase the following following items from various corpses around the area,
depending to their APL:
As you follow the rails, you notice they are stained with APL 2: Coin: (9 gp); Magic: dust of disappearance (291
blood, drops at first, and steadily more until the rails gp).
surrounded by pools of blood. APL 4: Coin: (1 gp); Magic: wand of magic missile 3rd
level (187 gp), wand of magic missile 5th level (312 gp).
Ahead are a group of vampires and vampire spawn. The APL 6: Magic: +3 cloak of resistance (750 gp).
range at which the PCs become aware of them depends on APL 8: Coin: (25 gp); Magic: +3 glamered full plate
the light source and the vision of the PCs. The vampires (1125 gp).
however are undead and they will spot with their Detect Magic Results: Dust of disappearance
darkvision the PCs at 60 feet. Depending on the (Moderate Illusion); wand of magic missile 3rd level (Faint
circumstances, give a surprise round to whichever side Evocation); wand of magic missile 5th level (faint
manages to surprise the other. If both sides are aware of Evocation); +3 cloak of resistance (Faint Abjuration); +3
each other, roll for initiative normally. glamered full plate (Moderate Enchantment);
When the PCs spot the vampire spawn, read aloud or
paraphrase the following text, but remember to change the
text according to the actual enemies that the group
opposes:

BNM4-03 Bright Sun Page 14


At APL 2 only, once the PCs have dealt with the vampire
spawn, a vargouille will swoop up the tunnel and attack the Did the Doppelganger arrive in Knurl safely?
PCs.
Was Karris destroyed?
APL 2 (EL 2)
Vargouille (1): hp 5; see Monster Manual p254 Was Algar’s spirit finally put to rest?

Tactics: Enraged by the death of its companion, the Has the mine been cleaned out completely?
vampire spawn, the creature will emit a shriek to
immobilise as many of the PCs as possible. It will attack any The End
no paralysed characters before trying to deliver a Kiss
attack to the remaining paralysed PCs. It will fight to the
death.

Development: The PCs can return to the mine complex


only by going east, following the railway. They can also take
a part of the vampires remains or dust and return to Algar’s
grave to lay his spirit to rest.

Conclusion
When the characters have cleared away the mine and there
are no more dangers, they have a variety of choices.
First of all, they could return and perform a ritual to
give Algar’s spirit peace. When this is done Algar’s ghost
appears and says the following:

“Dear friends! Thank you so much for giving me rest and


restoring my honor before the eyes of my ancestors. As a
small reward, please take my weapon, shield and armor. I
am sure that they will serve you well, so long as you use
them honourably! Farewell and may life ever be a rich
seam!”

If the PCs return to Nlul and receive their reward from


Harkin Gevies. Read aloud or paraphrase the following:

“Dear Friends! You have done us all a great service. With


the dwarven mines secure, we can begin the forging of
armor to protect us in the coming struggle! But now it is
the time to rest and celebrate! Let’s go over to Avenal’s and
grab a pint of beer! Then, I’ll show you around your new
house! ”

If the PCs failed in their mission then Harkin will not


blame them since the situation was very difficult but the
winter will be most difficult for the little village.

Campaign
Consequences
Please mail me at [email protected] the answers of following
questions:

BNM4-03 Bright Sun Page 15


Experience Point Summary APL6
APL8
150 XP
180 XP
To award experience for this adventure, add up the values
for the objectives accomplished. Then assign the
Encounter 7: A Wave Of Zombies
experience award. Award the total value (objectives plus Defeat the zombies
roleplaying) to each character. APL2 60 XP
APL4 120 XP
APL6 180 XP
Encounter 1: A Damsel In Distress
APL8 240 XP
Defeat the monster chasing the girl
APL2 60 XP
APL4 90 XP
Encounter 8: The Leader Of The Undead
APL6 150 XP Defeat the vampires
APL8 210 XP APL2 180 XP
APL4 210 XP
APL6 240 XP
Encounter 2: Between Two Evils
APL8 300 XP
Survive the desk trap
APL2 30 XP
APL4 30 XP
Discretionary Role-playing Award
APL6 30 XP APL2 180 XP
APL8 30 XP APL4 270 XP
APL6 360 XP
Defeat the undead (and orcs) APL8 450 XP
APL2 30 XP
APL4 60 XP Total Possible Experience:
APL6 120 XP APL2 900 XP
APL8 180 XP APL4 1350 XP
APL6 1800 XP
Encounter 3: The Damned Spirit APL8 2250 XP
Defeat Algar’s ghost and/or lay his spirit to rest
APL2 120 XP
APL4 180 XP Treasure Summary
APL6 210 XP During an adventure, characters encounter treasure, usually
APL8 240 XP finding it in the possession of their foes. Every encounter
that features treasure has a “treasure” section within the
Encounter 4: Peasant Trouble encounter description, giving information about the loot,
Defeat the undead and doppleganger coins, and magic items that make up the encounter’s treasure.
APL2 120 XP The loot total is the number of gold pieces each
APL4 150 XP character gains if the foes are plundered of all their earthly
APL6 210 XP possessions. Looting the bodies takes at least 10 minutes per
APL8 240 XP 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
Encounter 5: Skeletons Charge reasonable that characters can go back to loot the bodies, and
Defeat the skeletons those bodies are there (i.e., not carted off by dungeon
APL2 60 XP scavengers, removed from the scene by the local watch, and
APL4 120 XP so on), characters may return to retrieve loot. If the characters
APL6 150 XP do not loot the body, the gold piece value for the loot is
APL8 180 XP subtracted from the encounter totals given below.
The coin total is the number of gold pieces each
Encounter 6: The Miners Lockers character gains if they take the coin available. A normal
Survive/overcome the trap adventuring party can usually gather this wealth in a round
APL2 60 XP or so. If for some reason, they pass up this treasure, the coin
APL4 120 XP total is subtracted from the encounter totals given below.

BNM4-03 Bright Sun Page 16


Next, the magic items are listed. Magic item treasure is Encounter 7: A Wave Of Zombies
the hardest to adjudicate, because they are varied and because APL 2: Coin: 50 gp;
characters may want to use them during the adventure. Many APL 4: Coin: 50 gp;
times characters must cast identify, analyze dweomer or APL 6: Coin: 50 gp;
similar spell to determine what the item does and how to APL 8: Coin: 50 gp;
activate it. Other times they may attempt to use the item
blindly. If the magic item is consumable (a potion, scroll, Encounter 8: The Leader Of The Undead
magic bolts, etc.) and the item is used before the end of the APL 2: Coin: 9 gp; Magic: 291 gp
adventure, its total is subtracted from the adventure totals APL 4: Coin: 1 gp; Magic: 499 gp
below. APL 6: Magic: 750 gp
Once you have subtracted the value for unclaimed APL 8: Coin: 25 gp; Magic: 1125 gp
treasure from each encounter add it up and that is the
number of gold pieces a characters total and coin value Total Possible Treasure
increase at the end of the adventure. Write the total in the GP APL 2: Loot: 144 gp; Coin: 271 gp; Magic:485 gp - Total:
Gained field of the adventure certificate. Because this is a 900 gp
Regional scenario, characters may spend additional Time APL 4: Loot: 145 gp; Coin: 462 gp; Magic: 693 gp -
Units to practice professions or create items immediately Total: 1300 gp
after the adventure so this total may be modified by other APL 6: Loot: 144 gp; Coin: 212 gp; Magic: 1444 gp -
circumstances. Total: 1800 gp
Loot = Looted gear from enemy; Coin = Coin, Gems, APL 8: Loot: 143 gp; Coin: 638 gp; Magic: 1819 gp -
Jewelry, and other valuables; Magic = Magic Items. Total: 2600 gp

Encounter 2: Between Two Evils


APL 2: Loot: 17 gp; Special
APL 4: Loot: 18 gp; A House In Nlul: The bearer owns a medium house in Nlul
APL 6: Loot: 17 gp; Coin: 33 gp; (two structure units). If a character owns a house then he
APL 8: Loot: 16 gp; Coin: 66 gp; pays only half standard upkeep whenever the character
spends time units in the County of Knurl
Encounter 3: The Damned Spirit Note: The PC on receives this reward if all the threats
APL 2: Loot: 127 gp; Magic: 194 gp and undead in the mines are defeated or laid to rest,
APL 4: Loot: 127 gp; Magic: 194 gp including Algar’s ghost.
APL 6: Loot: 127 gp; Magic: 694 gp
APL 8: Loot: 127 gp; Magic: 694 gp The Mines Are Cleared: The abandoned mines are cleared
of every enemy threat. Now the village of Nlul can improve
Encounter 4: Peasant Trouble its iron production
APL 2: Coin: 112 gp; Note: The PC on receives this reward if all the threats
APL 4: Coin: 311 gp; and undead in the mines are defeated or laid to rest,
APL 6: Coin: 29 gp; including Algar’s ghost.
APL 8: Coin: 397 gp;
Two influence points with Count Joachim: The bearer has
Encounter 5: Skeletons Charge succeeded in the clearing of the mines, and is thus awarded
APL 2: Coin: 50 gp; two influence points with Count Joachim Dunstan of
APL 4: Coin: 50 gp; Knurl.
APL 6: Coin: 50 gp; Note: The PC on receives this reward if all the threats
APL 8: Coin: 50 gp; and undead in the mines are defeated or laid to rest,
including Algar’s ghost.
Encounter 6: The Miners Lockers
APL 2: Coin: 50 gp;
APL 4: Coin: 50 gp;
APL 6: Coin: 50 gp;
APL 8: Coin: 50 gp;

BNM4-03 Bright Sun Page 17


Items for the Adventure Record
A House In Nlul: The bearer owns a medium house Two influence points with Count Joachim: The
in Nlul (two structure units). If a character owns a bearer has succeeded in the clearing of the mines,
house then he pays only half standard upkeep and is thus awarded two influence points with
whenever the character spends time units in the Count Joachim Dunstan of Knurl.
County of Knurl. Note: The PC on receives this reward if all the
Note: The PC on receives this reward if all the threats and undead in the mines are defeated or laid
threats and undead in the mines are defeated or laid to rest, including Algar’s ghost.
to rest, including Algar’s ghost.

The Mines Are Cleared: The abandoned mines are


cleared of every enemy threat. Now the village of
Nlul can improve its iron production.
Note: The PC on receives this reward if all the
threats and undead in the mines are defeated or laid
to rest, including Algar’s ghost.

Item Access
APL 2
™ +1 dwarven waraxe (Regional, CL 5th, Dungeon
Master Guidebook)
™ Dust of disappearance (Regional, CL 7th, Dungeon
Master Guidebook)

APL 4 (All of APL 2 plus the following)


™ Wand of magic missile (Regional, CL 3rd, Dungeon
Master Guidebook)
™ Wand of magic missile (Regional, CL 5th, Dungeon
Master Guidebook)

APL 6 (All of APLs 2-4 plus the following)


™ Ghost touch dwarven waraxe (Regional, CL 9th,
Dungeon Master Guide)
™ +3 cloak of resistance (Regional, CL 6th, Dungeon
Master Guidebook)

APL 8 (All of APLs 2-6 plus the following)


™ +3 glamered full plate armor (Regional, CL 9th,
Dungeon Master Guide)

BNM4-03 Bright Sun Page 18


Appendix 1:
APL 2
Choker: CR 2; Small aberration; HD 3d8+3; hp 16; bite); Full Atk +2 melee (1d6+1/[x2] plus paralysis,
Init +6; Spd 20 ft., climb 10 ft.; AC 17 (touch 13, flat- bite), +0 melee (1d3/[x2] plus paralysis, claw), +0 melee
footed 15); Base Atk +2; Grp +5; Atk +6 melee (1d3/[x2] plus paralysis, claw); SA Ghoul fever,
(1d3+3/[x2], tentacle); Full Atk +2 melee (1d3+3/[x2], paralysis; SQ Darkvision 60 ft., undead traits, +2 turn
tentacle), +2 melee (1d3+3/[x2], tentacle); Space/Reach resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13,
5 ft./10 ft.; SA Improved grab, constrict 1d3+3; SQ Dex 15, Con -, Int 13, Wis 14, Cha 12.
Darkvision 60 ft., Quickness; AL CE; SV Fort +2, Ref Skills and Feats: Balance +6, Climb +5, Hide +6,
+5, Will +4; Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7. Jump +5, Move Silently +6, Spot +7; Multiattack.
Skills and Feats: Climb +13, Hide +10, Move Ghoul Fever (Su): Disease-bite, Fortitude DC 12,
Silently +6; Improved Initiative, Lighting Reflexes, incubation period 1 day, damage 1d3 Con and 1d3 Dex.
Stealthy. The save DC is Charisma-based. An afflicted humanoid
Constrict (Ex): A choker deals 1d3+3 points of that dies of a ghoul fever rises as a ghoul at the next
damage with a successful grapple check against a Large midnight. A humanoid who becomes a ghoul in this
or smaller creature. Because it seizes the victim’s by the way retains none of the abilities it possessed in life. It is
neck, a creature in the choker’s grasp cannot speak or not under the control of any other ghouls, but it
cast spells with verbal components. hungers for the flesh of the living and behaves like a
Improved Grab (Ex): To use this ability, a choker normal ghoul in all respects. A humanoid of 4 Hit Dice
must hit a Large or smaller creature with a tentacle or more rises as a ghast, not a ghoul.
attack. It can then attempt to start a grapple as free Paralysis (Ex): Those hit by a ghoul’s bite or claw
action without provoking attack of opportunity. If it attack must succeed on a DC 12 Fortitude save or be
wins the roll, it establishes the grapple and can paralyzed for 1d4+1 rounds. Elves have immunity to
constrict. Chokers receive a +4 bonus on grapple this paralysis. The save DC is Charisma based.
checks, already included in their stat block. Possessions: Diminutive familiar carrier.
Quickness (Su): Although not particularly
dexterous, a choker is supernaturally quick. It can take Algar: Ghost male dwarf fighter 2; CR 4; Medium
an extra standard action or move action during its turn Undead; HD 2d12; hp 12; Init +0; Spd fly 30 ft.
each round. (perfect); AC 11 (touch 11, flat-footed 11) or 22 (touch
10, flat-footed 22); Base Atk +2; Grp +6; Atk +2 (or +6
Orc: Male orc warrior 1; CR 1/2; Medium humanoid; against incorporeal foes) melee (1d6/[x2] or 1d6+4/[x2]
HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 13 [touch 10, against ethereal foes, incorporeal touch) or +8 melee
flat-footed 13]; Base Atk: +1; Grp +4; Atk +4 melee (1d10+5/[x3], +1 dwarven waraxe); Full Atk +2 (or +6
(2d4+4 / 18-20[x2], falchion) or +1 ranged (1d6+3 / 20 against incorporeal foes) melee (1d6/[x2] or 1d6+4/[x2]
[x2], javelin); SQ Darkvision 60 ft., light sensitivity; AL against ethereal foes, incorporeal touch) or +8 melee
CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, (1d10+5/[x3], +1 dwarven waraxe); SA Corrupting
Int 8, Wis 7, Cha 6. touch, frightful moan, manifestation; SQ Darkvision 60
Skills and Feats: Listen +1, Spot +1; Alertness. ft., dwarven traits, incorporeal traits, rejuvenation, turn
Alertness: +2 to Listen and Spot checks. resistance, undead traits; AL LG; SV Fort +3, Ref +0,
Light Sensitivity (Ex): Orcs suffer a -1 penalty to Will +0; Str 18, Dex 10, Con -, Int 10, Wis 10, Cha 10.
attack rolls in bright sunlight or within the radius of a Skills and Feats: Hide +8, Listen +10, Search +8,
daylight spell. Spot +10; Power Attack, Cleave, Weapon Focus
Darkvision 60 ft. (Ex): Orcs see in absolute (dwarven waraxe).
darkness, for 60 ft. Darkvision is black and white only Corrupting Touch (Su): A ghost that hits living
but works like normal sight otherwise. target with its incorporeal touch attack deals 1d6
Possessions: Falchion, javelin and studded leather points of damage. Against ethereal opponents it adds
armor. its Strength modifier to his Attack and damage roll.
Against living opponents it adds its Dexterity modifier
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init to attack roll only.
+2; Spd 30 ft.; AC 14 (touch 12, flat-footed 12); Base Atk Frightful Moan (Su): A ghost can use the moan as
+1; Grp +2; Atk +2 melee (1d6+1/[x2] plus paralysis, a standard action. All living creatures within 30 ft.

BNM4-03 Bright Sun Page 19


must succeed on a Will save or be panicked for 2d4 Orc Warrior Skeleton: Skeletal male orc warrior; CR
rounds. This is a sonic necromantic mind-affecting 1/3; Medium undead; HD 1d12; hp 13; Init +5; Spd 30
ability. A creature that saves, is unaffected by the same ft.; Base Atk +0; Grp +1; Atk +1 melee (1d4+1/[x2],
ghost moan for the next 24 hours. claw); Full Atk +1 melee (1d4+1/[x2], claw), +1 melee
Rejuvenation (Su): The destroyed spirit will (1d4+1/[x2], claw); SQ Damage reduction
return to existence in 2d4 days, if no action is taken to 5/bludgeoning, darkvision 60 ft., immunity to cold,
have Algar’s body given the honors of proper dwarven undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str
burial. If no action is taken, Algar will return to the 13, Dex 13, Con -, Int -, Wis 10, Cha 1.
stairs area with a 1d20+2 roll beating a DC 16. Skills and Feats: Improved Initiative.
Turn Resistance (Ex): +4 to turn resistance rolls. Possessions: Items worn or carried.
Possessions: +1 Dwarven waraxe, tower shield, full Physical Description: This skeleton is purely made
plate mail. out of orcish bones. There are several places that are
proving evident that the creature suffered a violent
Doppelganger: CR 3; Medium monstrous humanoid death.
(shapechanger); HD 4d8+4; hp 22; Init +1; Spd 30 ft.;
AC 15 (touch 11, flat-footed 14); Base Atk +4; Grp +5; Bugbear Zombie: CR 2; Medium undead; HD
Atk +5 melee (1d6+1/[x2], slam); Full Atk +5 melee 6d12+3; hp 42; Init +0; Spd 30 ft.; AC 16 (touch 10, flat-
(1d6+1/[x2], slam); SA Detect thoughts; SQ Change footed 16); Base Atk +3; Grp +6; Atk +6 melee
shape, immunity to sleep and charm effects; AL NE; SV (1d6+3/[x2], slam); Full Atk +6 melee (1d6+3/[x2],
Fort +4, Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13, slam); SQ Single actions only, damage reduction
Wis 14, Cha 13. 5/slashing, darkvision 60 ft., undead traits; AL NE; SV
Skills and Feats: Bluff +10m Diplomacy +3, Fort +2, Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis
Disguise Self +9 (+11 acting), Intimidate +3, Listen +6, 10, Cha 1.
Sense Motive +6, Spot +6; Dodge, Great Fortitude. Skills and Feats: Toughness.
Detect Thoughts (Su): A doppelganger can Physical Description: This zombie comes surely
continuously use detect thoughts, as the spell (caster from a bugbear corpse. There are several places that are
level 18th; Will DC 13 negates). It can suppress or proving evident that the creature had suffered a violent
resume this ability as a free action. The save DC is death.
Charisma-based.
Change Shape (Su): A doppelganger can assume Vampire Spawn: CR 4; Medium undead; HD
the shape of any Small or Medium humanoid. In 4d12+3; hp 29; Init +6; Spd 30 ft.; AC 15 (touch 12, flat-
humanoid form, the doppelganger loses its natural footed 13); Base Atk +2; Grp +5; Atk +5 melee
attacks. A doppelganger can remain in its humanoid (1d6+4/[x2] plus energy drain, slam); Full Atk +5 melee
form until it chooses to assume a new one. A change in (1d6+4/[x2] plus energy drain, slam); SA Blood drain,
form cannot be dispelled, but a doppelganger can domination, energy drain; SQ +2 turn resistance,
remain in its humanoid form until it chooses to assume damage reduction 5/silver, darkvision 60 ft., fast
a new one. A change in form cannot be dispelled, but a healing 2. gaseous form, resistance to cold10 and
doppelganger reverts to its natural form when killed. A electricity 10, spider climb, undead traits; AL LE; SV
true seeing spell or ability reveals its natural form. Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Possessions: 1 violet garnet gem- (624 gp). Wis 13, Cha 14.
Skills and Feats: Bluff +6, Climb +8, Craft (bow
Human Commoner Zombie: CR 1/2; Medium making) +4, Diplomacy +4, Hide +10, Jump +8, Listen
undead; HD 2d12+3; hp 16; Init -1; Spd 30 ft.; AC 11 +11, Move Silently +10, Search +8, Sense Motive, +11,
(touch 9, flat-footed 11); Base Atk +1; Grp +2; Atk +2 Spot +11; Alertness, Improved Initiative, Lightning
melee (1d6+1/[x2], slam); Full Atk +2 melee Reflexes, Skill Focus (Bow Making), Toughness.
(1d6+1/[x2], slam); SQ Single actions only, damage Blood Drain (Ex): A vampire or a vampire spawn
reduction 5/slashing, darkvision 60 ft., undead traits; can suck blood from a living victim with its fangs by
AL NE; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con -, making a successful grapple check. If it pins the foe, it
Int -, Wis 10, Cha 1. drains blood, dealing 1d4 points of Constitution drain
Skills and Feats: Toughness. each round. On each such successful drain attack the
vampire or vampire spawn gains 5 temporary hp.

BNM4-03 Bright Sun Page 20


Domination (Su): A vampire or vampire spawn
can crush an opponent’s will by just looking into his
eyes. This is similar to a gaze attack, except that the
vampire, must take a standard action, and those merely
looking at it are not affected. Anyone the vampire
targets must succeed on a DC 14 Will save or fall
instantly under the vampire’s influence as with a
dominate person spell from a 5th level caster. The
ability has a range of 30 ft. The save DC is Charisma-
based.
Energy Drain (Su): Living creatures hit by a
vampire spawn slam attack gain one negative level. The
DC is 14 for a Fortitude save to remove this negative
level. The save DC is Charisma-based. For each such
negative level bestowed, the vampire spawn gains 5
temporary hp.
Fast Healing (Ex): A vampire spawn heals 2 hp of
damage per round as long as it has 1 hp left. If reduced
to 0 hp or less in combat, it automatically assumes
gaseous form and attempts to escape. It must reach its
coffin home within 2 hours or be utterly destroyed (up
to 9 miles travel). Once in the coffin it’s helpless. It
regains 1 hp after 1 hour then it’s not helpless but
resumes its healing rate at 2 hp per round.
Gaseous Form (Su): Standard action the vampire
spawn can assume a gaseous form as with a gaseous
form spell (CL 6th). Can remain in gaseous indefinitely
for two hours and has a fly speed of 20 ft with perfect
maneuverability.
Spider Climb (Ex): A vampire spawn can climb
sheer surfaces as through with the spider climb spell.

Vargouille (1): hp 5; see Monster Manual p254

BNM4-03 Bright Sun Page 21


Appendix 2:
APL 4
Cockatrice: CR 3; Small magical beast; HD 5d10; hp that dies of a ghoul fever rises as a ghoul at the next
27; Init +3; Spd 20 ft., fly 60 ft. (poor); AC 14 (touch 14, midnight. A humanoid who becomes a ghoul in this
flat-footed 11); Base Atk +5; Grp -1; Atk +9 melee (1d4- way retains none of the abilities it possessed in life. It is
2/[x2] plus petrification, bite); Full Atk +9 melee (1d4- not under the control of any other ghouls, but it
2/[x2] plus petrification, bite); SA Petrification; SQ hungers for the flesh of the living and behaves like a
Darkvision 60 ft., low light vision; AL N; SV Fort +4, normal ghoul in all respects. A humanoid of 4 Hit Dice
Ref +7, Will +2; Str 6, Dex 17, Con 11, Int 2, Wis 13 , or more rises as a ghast, not a ghoul.
Cha 9. Paralysis (Ex): Those hit by a ghoul’s bite or claw
Skills and Feats: Listen +7, Spot +7; Alertness, attack must succeed on a DC 12 Fortitude save or be
Dodge, Weapon Finesse (bite). paralyzed for 1d4+1 rounds. Elves have immunity to
Petrification (Su): Creatures hit by a cockatrice’s this paralysis. The save DC is Charisma based.
bite attack must succeed on a DC 12 Fortitude save or Possessions: Diminutive familiar carrier.
be instantly turned to stone. The save DC is
constitution-based. Cockatrice have immunity to this Algar: Ghost male dwarf fighter 4; CR 6; Medium
ability when attacked by other cockatrices, but are undead; HD 4d12; hp 24; Init +0; Spd fly 30 ft.
affected by others petrification attacks normally. (perfect); AC 11 (touch 11, flat-footed 11) or 22 (touch
10, flat-footed 22); Base Atk +4; Grp +8; Atk +4 or +8
Orc: Male orc warrior 1; CR 1/2; medium humanoid; (against ethereal foes) melee (1d6 or 1d6+4 against
HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 13 [touch 10, ethereal foes, incorporeal touch) or +10 melee
flat-footed 13]; Base Atk: +1; Grp +4; Atk +4 melee (1d10+7/[x3], +1 dwarven waraxe); Full Atk +4 or +8
(2d4+4 / 18-20[x2], falchion) or +1 ranged (1d6+3 /[x2], (against ethereal foes) melee (1d6 or 1d6+4 against
javelin); SQ Darkvision 60 ft., light sensitivity; AL CE; ethereal foes, incorporeal touch) or +10 melee
SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int (1d10+7/[x3], +1 dwarven waraxe); SA Corrupting
8, Wis 7, Cha 6. touch, frightful moan, manifestation; SQ Darkvision 60
Skills and Feats: Listen +1, Spot +1; Alertness. ft., dwarven traits, incorporeal traits, rejuvenation, turn
Alertness: +2 to Listen and Spot checks. resistance, undead traits; AL LG; SV Fort +4, Ref +1,
Light Sensitivity (Ex): Orcs suffer a -1 penalty to Will +1; Str 19, Dex 10, Con -, Int 10, Wis 10, Cha 10.
attack rolls in bright sunlight or within the radius of a Skills and Feats: Hide +8, Listen +11, Search +8,
daylight spell. Spot +11; Power Attack, Cleave, Weapon Focus
Darkvision 60 ft. (Ex): Orcs see in absolute (dwarven waraxe), Weapon Specialization (dwarven
darkness, for 60 ft. Darkvision is black and white only waraxe).
but works like normal sight otherwise. Corrupting Touch (Su): A ghost that hits living
Possessions: Falchion, javelin and studded leather target with its incorporeal touch attack deals 1d6
armor. points of damage. Against ethereal opponents it adds
its Strength modifier to his Attack and damage roll.
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init Against living opponents it adds its Dexterity modifier
+2; Spd 30 ft.; AC 14 (touch 12, flat-footed 12); Base Atk to attack roll only.
+1; Grp +2; Atk +2 melee (1d6+1/[x2] plus paralysis, Frightful Moan (Su): A ghost can use the moan as
bite); Full Atk +2 melee (1d6+1/[x2] plus paralysis, a standard action. All living creatures within 30 ft.
bite), +0 melee (1d3/[x2] plus paralysis, claw), +0 melee must succeed on a Will save or be panicked for 2d4
(1d3/[x2] plus paralysis, claw); SA Ghoul Fever, rounds. This is a sonic necromantic mind-affecting
Paralysis; SQ Darkvision 60 ft., undead traits, +2 turn ability. A creature that saves, is unaffected by the same
resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, ghost moan for the next 24 hours.
Dex 15, Con -, Int 13, Wis 14, Cha 12. Rejuvenation (Su): The destroyed spirit will
Skills and Feats: Balance +6, Climb +5, Hide +6, return to existence in 2d4 days, if no action is taken to
Jump +5, Move Silently +6, Spot +7; Multiattack. have Algar’s body given the honors of proper dwarven
Ghoul Fever (Su): Disease-bite, Fortitude DC 12, burial. If no action is taken, Algar will return to the
incubation period 1 day, damage 1d3 Con and 1d3 Dex. stairs area with a 1d20+2 roll beating a DC 16.
The save DC is Charisma-based. An afflicted humanoid Turn Resistance (Ex): +4 to turn resistance rolls.

BNM4-03 Bright Sun Page 22


Possessions: +1 Dwarven waraxe, tower shield, full ft., immunity to cold, undead traits; AL NE; SV Fort +3,
plate mail. Ref +5, Will +6; Str 19, Dex 15, Con -, Int -, Wis 10, Cha
1.
Doppelganger: CR 3; Medium monstrous humanoid Skills and Feats: Improved Initiative.
(shapechanger); HD 4d8+4; hp 22; Init +1; Spd 30 ft.; Possessions: Items worn or carried.
AC 15 (touch 11, flat-footed 14); Base Atk +4; Grp +5; Physical Description: This skeleton is purely made
Atk +5 melee (1d6+1/[x2], slam); Full Atk +5 melee out of chimera bones. There are several places that are
(1d6+1/[x2], slam); SA Detect thoughts; SQ Change proving evident that the creature suffered a violent
shape, immunity to sleep and charm effects; AL NE; SV death.
Fort +4, Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13,
Wis 14, Cha 13. Vampire Spawn: CR 4; Medium undead; HD
Skills and Feats: Bluff +10m Diplomacy +3, 4d12+3; hp 29; Init +6; Spd 30 ft.; AC 15 (touch 12, flat-
Disguise Self +9 (+11 acting), Intimidate +3, Listen +6, footed 13); Base Atk +2; Grp +5; Atk +5 melee
Sense Motive +6, Spot +6; Dodge, Great Fortitude. (1d6+4/[x2] plus energy drain, slam); Full Atk +5 melee
Detect Thoughts (Su): A doppelganger can (1d6+4/[x2] plus energy drain, slam); SA Blood drain,
continuously use detect thoughts, as the spell (caster domination, energy drain; SQ +2 turn resistance,
level 18th; Will DC 13 negates). It can suppress or damage reduction 5/silver, darkvision 60 ft., fast
resume this ability as a free action. The save DC is healing 2. gaseous form, resistance to cold10 and
Charisma-based. electricity 10, spider climb, undead traits; AL LE; SV
Change Shape (Su): A doppelganger can assume Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
the shape of any Small or Medium humanoid. In Wis 13, Cha 14.
humanoid form, the doppelganger loses its natural Skills and Feats: Bluff +6, Climb +8, Craft (bow
attacks. A doppelganger can remain in its humanoid making) +4, Diplomacy +4, Hide +10, Jump +8, Listen
form until it chooses to assume a new one. A change in +11, Move Silently +10, Search +8, Sense Motive, +11,
form cannot be dispelled, but a doppelganger can Spot +11; Alertness, Improved Initiative, Lightning
remain in its humanoid form until it chooses to assume Reflexes, Skill Focus (Bow Making), Toughness.
a new one. A change in form cannot be dispelled, but a Blood Drain (Ex): A vampire or a vampire spawn
doppelganger reverts to its natural form when killed. A can suck blood from a living victim with its fangs by
true seeing spell or ability reveals its natural form. making a successful grapple check. If it pins the foe, it
Possessions: 1 emerald gem- (1818 gp). drains blood, dealing 1d4 points of Constitution drain
each round. On each such successful drain attack the
Ogre Zombie: CR 3; Large undead; HD 8d12+3; hp vampire or vampire spawn gains 5 temporary hp.
55; Init -2; Spd 40 ft.; AC 15 (touch 7, flat-footed 15); Domination (Su): A vampire or vampire spawn
Base Atk +4; Grp +14; Atk +9 melee (2d8+9/[x2], slam); can crush an opponent’s will by just looking into his
Full Atk +9 melee (2d8+9/[x2], slam); Space/Reach 10 eyes. This is similar to a gaze attack, except that the
ft./10 ft.; SQ Single actions only, damage reduction vampire, must take a standard action, and those merely
5/slashing, darkvision 60 ft., undead traits; AL NE; SV looking at it are not affected. Anyone the vampire
Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis targets must succeed on a DC 14 Will save or fall
10, Cha 1. instantly under the vampire’s influence as with a
Skills and Feats: Toughness. dominate person spell from a 5th level caster. The
Physical Description: This zombie comes surely ability has a range of 30 ft. The save DC is Charisma-
from an ogre corpse. There are several places that are based.
proving evident that the creature had suffered a violent Energy Drain (Su): Living creatures hit by a
death. vampire spawn slam attack gain one negative level. The
DC is 14 for a Fortitude save to remove this negative
Chimera Skeleton: CR 4; Large undead; HD 9d12; level. The save DC is Charisma-based. For each such
hp 58; Init +6; Spd 30 ft.; Base Atk +4; Grp +12; Atk +7 negative level bestowed, the vampire spawn gains 5
melee (2d6+4/[x2], bite); Full Atk +7 melee temporary hp.
(2d6+4/[x2], bite), +7 melee (2d6+4/[x2], bite), +7 Fast Healing (Ex): A vampire spawn heals 2 hp of
melee (1d8+4/[x2], gore), +2 melee (1d6+2/[x2], claw), damage per round as long as it has 1 hp left. If reduced
+2 melee (1d6+2/[x2], claw); Space/Reach 10 ft./5ft.; to 0 hp or less in combat, it automatically assumes
SQ Damage reduction 5/bludgeoning, darkvision 60 gaseous form and attempts to escape. It must reach its

BNM4-03 Bright Sun Page 23


coffin home within 2 hours or be utterly destroyed (up
to 9 miles travel). Once in the coffin it’s helpless. It
regains 1 hp after 1 hour then it’s not helpless but
resumes its healing rate at 2 hp per round.
Gaseous Form (Su): Standard action the vampire
spawn can assume a gaseous form as with a gaseous
form spell (CL 6th). Can remain in gaseous indefinitely
for two hours and has a fly speed of 20 ft with perfect
maneuverability.
Spider Climb (Ex): A vampire spawn can climb
sheer surfaces as through with the spider climb spell.

BNM4-03 Bright Sun Page 24


Appendix 3:
APL 6
Green Hag: CR 5; Medium monstrous humanoid; resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13,
HD 9d8+9; hp 49; Init +1; Spd 30 ft, swim 30 ft.; AC 22 Dex 15, Con -, Int 13, Wis 14, Cha 12.
(touch 11, flat-footed 21); Base Atk +9; Grp +13; Atk +13 Skills and Feats: Balance +6, Climb +5, Hide +6,
melee (1d4+4/[x2], claw); Full Atk +13 melee Jump +5, Move Silently +6, Spot +7; Multiattack.
(1d4+4/[x2], claw), +13 melee (1d4+4/[x2], claw); SA Ghoul Fever (Su): Disease-bite, Fortitude DC 12,
Spell-like abilities, weakness, mimicry; SQ Darkvision incubation period 1 day, damage 1d3 Con and 1d3 Dex.
90 ft., spell resistance 18; SR 18; AL CE; SV Fort +6, Ref The save DC is Charisma-based. An afflicted humanoid
+7, Will +7; Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha that dies of a ghoul fever rises as a ghoul at the next
14. midnight. A humanoid who becomes a ghoul in this
Skills and Feats: Concentration +7, way retains none of the abilities it possessed in life. It is
Knowledge(local) +7, Hide +9, Listen +11, Spot +11, not under the control of any other ghouls, but it
Swim +12; Alertness, Blind-Fight, Combat Casting, hungers for the flesh of the living and behaves like a
Great Fortitude. normal ghoul in all respects. A humanoid of 4 Hit Dice
Spell-like Abilities: At will-dancing lights, or more rises as a ghast, not a ghoul.
disguise self, ghost sound (DC 12), invisibility, pass Paralysis (Ex): Those hit by a ghoul’s bite or claw
without trace, tongues, water breathing. Caster level attack must succeed on a DC 12 Fortitude save or be
9th. The save DC is Charisma-based. paralyzed for 1d4+1 rounds. Elves have immunity to
Weakness (Su): A green hag can weaken a foe by this paralysis. The save DC is Charisma based.
making a special touch attack. The opponent must Possessions: Diminutive familiar carrier.
succeed on a DC 16 Fortitude save or take 2d4 points of
Strength damage. The save DC is Charisma-based. Ghast: CR 3; Medium undead; HD 4d12+3; hp 29;
Mimicry (Ex): A green hag can imitate the sounds Init +3; Spd 30 ft.; AC 17 (touch 12, flat-footed 14); Base
of almost any animal found near its lair. Atk +2; Grp +5; Atk +5 melee (1d8+3/[x2] plus
paralysis, bite); Full Atk +5 melee (1d8+3/[x2] plus
Orc: Male orc warrior 1; CR 1/2; medium humanoid; paralysis, bite), +3 melee (1d4+1 plus paralysis, claw),
HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 13 [touch 10, +3 melee (1d4+1 plus paralysis, claw); SA Ghoul fever,
flat-footed 13]; Base Atk: +1; Grp +4; Atk +4 melee paralysis, stench; SQ Darkvision 60 ft., undead traits, +2
(2d4+4 / 18-20[x2], falchion) or +1 ranged (1d6+3 / 20 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str
[x2], javelin); SQ Darkvision 60 ft., light sensitivity; AL 17, Dex 17, Con -, Int 13, Wis 14, Cha 16.
CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Skills and Feats: balance +7, Climb +9, Hide +8,
Int 8, Wis 7, Cha 6. Jump +9, Move Silently +8, Spot +8; Multiattack,
Skills and Feats: Listen +1, Spot +1; Alertness. Toughness.
Alertness: +2 to Listen and Spot checks. Ghoul Fever (Su): Disease-bite, Fortitude DC 12,
Light Sensitivity (Ex): Orcs suffer a -1 penalty to incubation period 1 day, damage 1d3 Con and 1d3 Dex.
attack rolls in bright sunlight or within the radius of a The save DC is Charisma-based. An afflicted humanoid
daylight spell. that dies of a ghoul fever rises as a ghoul at the next
Darkvision 60 ft. (Ex): Orcs see in absolute midnight. A humanoid who becomes a ghoul in this
darkness, for 60 ft. Darkvision is black and white only way retains none of the abilities it possessed in life. It is
but works like normal sight otherwise. not under the control of any other ghouls, but it
Possessions: Falchion, javelin and studded leather hungers for the flesh of the living and behaves like a
armor. normal ghoul in all respects. A humanoid of 4 Hit Dice
or more rises as a ghast, not a ghoul.
Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init Paralysis (Ex): Those hit by a ghoul’s bite or claw
+2; Spd 30 ft.; AC 14 (touch 12, flat-footed 12); Base Atk attack must succeed on a DC 12 Fortitude save or be
+1; Grp +2; Atk +2 melee (1d6+1/[x2] plus paralysis, paralyzed for 1d4+1 rounds. Elves have immunity to
bite); Full Atk +2 melee (1d6+1/[x2] plus paralysis, this paralysis. The save DC is Charisma based.
bite), +0 melee (1d3/[x2] plus paralysis, claw), +0 melee Stench (Ex): The stink of death and corruption
(1d3/[x2] plus paralysis, claw); SA Ghoul fever, surrounding a ghast is overwhelming. Living creatures
paralysis; SQ Darkvision 60 ft., undead traits, +2 turn within 10 feet must succeed on a DC 15 Fortitude

BNM4-03 Bright Sun Page 25


check or be sickened for 1d6+4 minutes. A creature shape, immunity to sleep and charm effects; AL NE; SV
that saves cannot be affected again by the same ghast Fort +4, Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13,
stench for 24 hours. A delay poison or neutralize Wis 14, Cha 13.
poison potion or spell removes the effect from a Skills and Feats: Bluff +10m Diplomacy +3,
sickened creature. Creatures with immunity to poison Disguise Self +9 (+11 acting), Intimidate +3, Listen +6,
are unaffected and creatures resistant to poison take Sense Motive +6, Spot +6; Dodge, Great Fortitude.
their normal bonuses to their roll. The save DC is Detect Thoughts (Su): A doppelganger can
Charisma-based. continuously use detect thoughts, as the spell (caster
Possessions: 200 gp. level 18th; Will DC 13 negates). It can suppress or
resume this ability as a free action. The save DC is
Algar: Ghost male dwarf fighter 5; CR 7; Medium Charisma-based.
undead; HD 5d12; hp 30; Init +0; Spd fly 30 ft.; AC 11 Change Shape (Su): A doppelganger can assume
(touch 11, flat-footed 11) or 22 (touch 10, flat-footed the shape of any Small or Medium humanoid. In
22); Base Atk +5; Grp +9; Atk +5 or +9 (against ethereal humanoid form, the doppelganger loses its natural
foes) melee or +11 melee (1d10+7/[x3], +1 dwarven attacks. A doppelganger can remain in its humanoid
waraxe); Full Atk +5 or +9 (against ethereal foes) melee form until it chooses to assume a new one. A change in
or +11 melee (1d10+7/[x3], +1 dwarven waraxe); SA form cannot be dispelled, but a doppelganger can
Corrupting touch, frightful moan, manifestation; SQ remain in its humanoid form until it chooses to assume
Darkvision 60 ft., dwarven traits, incorporeal traits, a new one. A change in form cannot be dispelled, but a
rejuvenation, turn resistance, undead traits; AL LG; SV doppelganger reverts to its natural form when killed. A
Fort +4, Ref +1, Will +1; Str 19, Dex 10, Con -, Int 10, true seeing spell or ability reveals its natural form.
Wis 10, Cha 10. Possessions: 1 amber gem- (126 gp).
Skills and Feats: Hide +8, Listen +12, Search +8,
Spot +12; Power Attack, Cleave, Weapon Focus Human Commoner Zombie: CR 1/2; Medium
(dwarven waraxe), Weapon Specialization (dwarven undead; HD 2d12+3; hp 16; Init -1; Spd 30 ft.; AC 11
waraxe). (touch 9, flat-footed 11); Base Atk +1; Grp +2; Atk +2
Corrupting Touch (Su): A ghost that hits living melee (1d6+1/[x2], slam); Full Atk +2 melee
target with its incorporeal touch attack deals 1d6 (1d6+1/[x2], slam); SQ Single actions only, damage
points of damage. Against ethereal opponents it adds reduction 5/slashing, darkvision 60 ft., undead traits;
its Strength modifier to his Attack and damage roll. AL NE; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con -,
Against living opponents it adds its Dexterity modifier Int -, Wis 10, Cha 1.
to attack roll only. Skills and Feats: Toughness.
Frightful Moan (Su): A ghost can use the moan as
a standard action. All living creatures within 30 ft. Ogre Zombie: CR 3; Large undead; HD 8d12+3; hp
must succeed on a Will save or be panicked for 2d4 55; Init -2; Spd 40 ft.; AC 15 (touch 7, flat-footed 15);
rounds. This is a sonic necromantic mind-affecting Base Atk +4; Grp +14; Atk +9 melee (2d8+9/[x2], slam);
ability. A creature that saves, is unaffected by the same Full Atk +9 melee (2d8+9/[x2], slam); Space/Reach 10
ghost moan for the next 24 hours. ft./10 ft.; SQ Single actions only, damage reduction
Rejuvenation (Su): The destroyed spirit will 5/slashing, darkvision 60 ft., undead traits; AL NE; SV
return to existence in 2d4 days, if no action is taken to Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis
have Algar’s body given the honors of proper dwarven 10, Cha 1.
burial. If no action is taken, Algar will return to the Skills and Feats: Toughness.
stairs area with a 1d20+2 roll beating a DC 16. Physical Description: This zombie comes surely
Turn Resistance (Ex): +4 to turn resistance rolls. from an ogre corpse. There are several places that are
Possessions: Ghost touch dwarven waraxe, tower proving evident that the creature had suffered a violent
shield, full plate mail. death.

Doppelganger: CR 3; Medium monstrous humanoid Ettin Skeleton: Skeletal male ettin warrior; CR 5;
(shapechanger); HD 4d8+4; hp 22; Init +1; Spd 30 ft.; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft.;
AC 15 (touch 11, flat-footed 14); Base Atk +4; Grp +5; Base Atk +5; Grp +15; Atk +10 melee (1d6+6/[x2],
Atk +5 melee (1d6+1/[x2], slam); Full Atk +5 melee claw); Full Atk +10 melee (1d6+6/[x2], claw), +10 melee
(1d6+1/[x2], slam); SA Detect thoughts; SQ Change (1d6+6/[x2], claw); Space/Reach 10 ft./10 ft.; SQ

BNM4-03 Bright Sun Page 26


Damage reduction 5/bludgeoning, darkvision 60 ft., looking at it are not affected. Anyone the vampire
immunity to cold, undead traits; AL NE; SV Fort +3, targets must succeed on a DC 14 Will save or fall
Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha instantly under the vampire’s influence as with a
1. dominate person spell from a 5th level caster. The
Skills and Feats: Improved Initiative. ability has a range of 30 ft. The save DC is Charisma-
Possessions: Items worn or carried. based.
Physical Description: This skeleton is purely made Energy Drain (Su): Living creatures hit by a
out of Ettin bones. There are several places that are vampire spawn slam attack gain one negative level. The
proving evident that the creature suffered a violent DC is 14 for a Fortitude save to remove this negative
death. level. The save DC is Charisma-based. For each such
negative level bestowed, the vampire spawn gains 5
Gray Render Zombie: CR 6; Large undead; HD temporary hp.
20d12+3; hp 133; Init -1; Spd 30 ft.; AC 16 (touch 8, flat- Fast Healing (Ex): A vampire spawn heals 2 hp of
footed 16); Base Atk +10; Grp +21; Atk +16 melee damage per round as long as it has 1 hp left. If reduced
(2d6+7/[x2], slam); Full Atk +16 melee (2d6+7/[x2], to 0 hp or less in combat, it automatically assumes
slam), +16 melee (2d6+7/[x2], bite); Space/Reach 10 gaseous form and attempts to escape. It must reach its
ft./10 ft.; SQ Single actions only, damage reduction coffin home within 2 hours or be utterly destroyed (up
5/slashing, darkvision 60 ft., undead traits; AL NE; SV to 9 miles travel). Once in the coffin it’s helpless. It
Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis regains 1 hp after 1 hour then it’s not helpless but
10, Cha 1. resumes its healing rate at 2 hp per round.
Skills and Feats: Toughness. Gaseous Form (Su): Standard action the vampire
Physical Description: This zombie comes surely spawn can assume a gaseous form as with a gaseous
from a grey render corpse. There are several places that form spell (CL 6th). Can remain in gaseous indefinitely
are proving evident that the creature had suffered a for two hours and has a fly speed of 20 ft with perfect
violent death. maneuverability.
Spider Climb (Ex): A vampire spawn can climb
Vampire Spawn: CR 4; Medium undead; HD sheer surfaces as through with the spider climb spell.
4d12+3; hp 29; Init +6; Spd 30 ft.; AC 15 (touch 12, flat-
footed 13); Base Atk +2; Grp +5; Atk +5 melee
(1d6+4/[x2] plus energy drain, slam); Full Atk +5 melee
(1d6+4/[x2] plus energy drain, slam); SA Blood drain,
domination, energy drain; SQ +2 turn resistance,
damage reduction 5/silver, darkvision 60 ft., fast
healing 2. gaseous form, resistance to cold10 and
electricity 10, spider climb, undead traits; AL LE; SV
Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13,
Wis 13, Cha 14.
Skills and Feats: Bluff +6, Climb +8, Craft (bow
making) +4, Diplomacy +4, Hide +10, Jump +8, Listen
+11, Move Silently +10, Search +8, Sense Motive, +11,
Spot +11; Alertness, Improved Initiative, Lightning
Reflexes, Skill Focus (Bow Making), Toughness.
Blood Drain (Ex): A vampire or a vampire spawn
can suck blood from a living victim with its fangs by
making a successful grapple check. If it pins the foe, it
drains blood, dealing 1d4 points of Constitution drain
each round. On each such successful drain attack the
vampire or vampire spawn gains 5 temporary hp.
Domination (Su): A vampire or vampire spawn
can crush an opponent’s will by just looking into his
eyes. This is similar to a gaze attack, except that the
vampire, must take a standard action, and those merely

BNM4-03 Bright Sun Page 27


Appendix 4:
APL 8
Bulette: CR 7; Huge magical beast; HD 9d10+45; hp midnight. A humanoid who becomes a ghoul in this
94; Init 2; Spd 40 ft., burrow 10 ft.; AC 22 (touch 10, way retains none of the abilities it possessed in life. It is
flat-footed 20); Base Atk +9; Grp +25; Atk +16 melee not under the control of any other ghouls, but it
(2d8+8/[x2], bite); Full Atk +16 melee (2d8+8/[x2], hungers for the flesh of the living and behaves like a
bite), +10 melee (2d6+4/[x2], claw), +10 melee normal ghoul in all respects. A humanoid of 4 Hit Dice
(2d6+4/[x2], claw); Space/Reach 15 ft./15 ft.; SA Leap; or more rises as a ghast, not a ghoul.
SQ Darkvision 60 ft., low-light vision, scent, Paralysis (Ex): Those hit by a ghoul’s bite or claw
tremorsense 60 ft.; AL N; SV Fort +11, Ref +8, Will +6; attack must succeed on a DC 12 Fortitude save or be
Str 27, Dex 15, Con 6, Int 2, Wis 13, Cha 6. paralyzed for 1d4+1 rounds. Elves have immunity to
Skills and Feats: Jump +18, Listen +9, Spot +3; this paralysis. The save DC is Charisma based.
Alertness, Iron Will, Track, Weapon Focus (bite). Stench (Ex): The stink of death and corruption
Leap (Ex): A Bulette can jump into the air during surrounding a ghast is overwhelming. Living creatures
combat. This allows it to make four claw attacks instead within 10 feet must succeed on a DC 15 Fortitude
of two each with +15 attack bonus, but it cannot bite. check or be sickened for 1d6+4 minutes. A creature
that saves cannot be affected again by the same ghast
Orc: Male orc warrior 1; CR 1/2; medium humanoid; stench for 24 hours. A delay poison or neutralize
HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 13 [touch 10, poison potion or spell removes the effect from a
flat-footed 13]; Base Atk: +1; Grp +4; Atk +4 melee sickened creature. Creatures with immunity to poison
(2d4+4 / 18-20[x2], falchion) or +1 ranged (1d6+3 / 20 are unaffected and creatures resistant to poison take
[x2], javelin); SQ Darkvision 60 ft., light sensitivity; AL their normal bonuses to their roll. The save DC is
CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Charisma-based.
Int 8, Wis 7, Cha 6. Possessions: 200 gp.
Skills and Feats: Listen +1, Spot +1; Alertness.
Alertness: +2 to Listen and Spot checks. Algar: Ghost male dwarf fighter 6; CR 8; Medium
Light Sensitivity (Ex): Orcs suffer a -1 penalty to undead; HD 6d12; hp 36; Init +0; Spd fly 30 ft.
attack rolls in bright sunlight or within the radius of a (perfect); AC 11 (touch 11, flat-footed 11) or 22 (touch
daylight spell. 10, flat-footed 22); Base Atk +6; Grp +10; Atk +6 or +10
Darkvision 60 ft. (Ex): Orcs see in absolute (against ethereal foes) melee or +12 melee
darkness, for 60 ft. Darkvision is black and white only (1d10+7/[x3], +1 dwarven waraxe); Full Atk +6 or +10
but works like normal sight otherwise. (against ethereal foes) melee, +1 or +5 (against ethereal
Possessions: Falchion, javelin and studded leather foes) melee or +12 melee (1d10+7/[x3], +1 dwarven
armor. waraxe), +7 melee (1d10+7/[x3], +1 dwarven waraxe);
SA Corrupting touch, frightful moan, manifestation;
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; SQ Darkvision 60 ft., dwarven traits, incorporeal traits,
Init +3; Spd 30 ft.; AC 17 (touch 12, flat-footed 14); Base rejuvenation, turn resistance, undead traits; AL LG; SV
Atk +2; Grp +5; Atk +5 melee (1d8+3/[x2] plus Fort +5, Ref +2, Will +2; Str 19, Dex 10, Con -, Int 10,
paralysis, bite); Full Atk +5 melee (1d8+3/[x2] plus Wis 10, Cha 10.
paralysis, bite), +3 melee (1d4+1 plus paralysis, claw), Skills and Feats: Hide +8, Listen +12, Search +8,
+3 melee (1d4+1 plus paralysis, claw); SA Ghoul fever, Spot +12; Power Attack, Cleave, Weapon Focus
paralysis, stench; SQ Darkvision 60 ft., undead traits, +2 (dwarven waraxe), Weapon Specialization (dwarven
turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str waraxe).
17, Dex 17, Con -, Int 13, Wis 14, Cha 16. Corrupting Touch (Su): A ghost that hits living
Skills and Feats: balance +7, Climb +9, Hide +8, target with its incorporeal touch attack deals 1d6
Jump +9, Move Silently +8, Spot +8; Multiattack, points of damage. Against ethereal opponents it adds
Toughness. its Strength modifier to his Attack and damage roll.
Ghoul Fever (Su): Disease-bite, Fortitude DC 12, Against living opponents it adds its Dexterity modifier
incubation period 1 day, damage 1d3 Con and 1d3 Dex. to attack roll only.
The save DC is Charisma-based. An afflicted humanoid Frightful Moan (Su): A ghost can use the moan as
that dies of a ghoul fever rises as a ghoul at the next a standard action. All living creatures within 30 ft.

BNM4-03 Bright Sun Page 28


must succeed on a Will save or be panicked for 2d4 Ogre Zombie: CR 3; Large undead; HD 8d12+3; hp
rounds. This is a sonic necromantic mind-affecting 55; Init -2; Spd 40 ft.; AC 15 (touch 7, flat-footed 15);
ability. A creature that saves, is unaffected by the same Base Atk +4; Grp +14; Atk +9 melee (2d8+9/[x2], slam);
ghost moan for the next 24 hours. Full Atk +9 melee (2d8+9/[x2], slam); SQ Single actions
Rejuvenation (Su): The destroyed spirit will only, damage reduction 5/slashing, darkvision 60 ft.,
return to existence in 2d4 days, if no action is taken to undead traits; AL NE; SV Fort +2, Ref +0, Will +6; Str
have Algar’s body given the honors of proper dwarven 23, Dex 6, Con -, Int -, Wis 10, Cha 1.
burial. If no action is taken, Algar will return to the Skills and Feats: Toughness.
stairs area with a 1d20+2 roll beating a DC 16.
Turn Resistance (Ex): +4 to turn resistance rolls. Minotaur Zombie: CR 4; Large undead; HD
Possessions: Ghost touch dwarven waraxe, tower 12d12+3; hp 81; Init -1; Spd 30 ft.; AC 16 (touch 8, flat-
shield, full plate mail. footed 16); Base Atk +6; Grp +15; Atk +10 melee
(1d8+5/[x2], slam); Full Atk +10 melee (1d8+5/[x2],
Doppelganger: CR 3; Medium monstrous humanoid slam), +10 melee (1d8+5/[x2], gore); SQ Single actions
(shapechanger); HD 4d8+4; hp 22; Init +1; Spd 30 ft.; only, damage reduction 5/slashing, darkvision 60 ft.,
AC 15 (touch 11, flat-footed 14); Base Atk +4; Grp +5; undead traits; AL NE; SV Fort +4, Ref +3, Will +8; Str
Atk +5 melee (1d6+1/[x2], slam); Full Atk +5 melee 21, Dex 8, Con -, Int -, Wis 10, Cha 1.
(1d6+1/[x2], slam); SA Detect thoughts; SQ Change Skills and Feats: Toughness.
shape, immunity to sleep and charm effects; AL NE; SV
Fort +4, Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13, Advanced Megaraptor Skeleton: CR 6; Huge
Wis 14, Cha 13. undead; HD 12d12; hp 78; Init +7; Spd 60 ft.; Base Atk
Skills and Feats: Bluff +10m Diplomacy +3, +6; Grp +19; Atk +9 melee (2d8+5/[x2], talons); Full Atk
Disguise Self +9 (+11 acting), Intimidate +3, Listen +6, +9 melee (2d8+5/[x2], talons), +4 melee (2d6+2/[x2],
Sense Motive +6, Spot +6; Dodge, Great Fortitude. bite), +4 melee (1d8+2/[x2], claw), +4 melee
Detect Thoughts (Su): A doppelganger can (1d8+2/[x2], claw); Space/Reach 15 ft./10 ft.; SQ
continuously use detect thoughts, as the spell (caster Damage reduction 5/bludgeoning, darkvision 60 ft.,
level 18th; Will DC 13 negates). It can suppress or immunity to cold, undead traits; AL NE; SV Fort +4,
resume this ability as a free action. The save DC is Ref +7, Will +8; Str 21, Dex 17, Con -, Int -, Wis 10, Cha
Charisma-based. 1.
Change Shape (Su): A doppelganger can assume Skills and Feats: Improved Initiative.
the shape of any Small or Medium humanoid. In Possessions: Items worn or carried.
humanoid form, the doppelganger loses its natural Physical Description: This skeleton is purely made
attacks. A doppelganger can remain in its humanoid out of an advanced megaraptor bones. There are several
form until it chooses to assume a new one. A change in places that are proving evident that the creature
form cannot be dispelled, but a doppelganger can suffered a violent death.
remain in its humanoid form until it chooses to assume
a new one. A change in form cannot be dispelled, but a Wyvern Zombie: CR 4; Large undead; HD 14d12+3;
doppelganger reverts to its natural form when killed. A hp 94; Init +0; Spd 20 ft., fly 60 ft. (poor); AC 20 (touch
true seeing spell or ability reveals its natural form. 8, flat-footed 20); Base Atk +7; Grp +16; Atk +11 melee
Possessions: 1 blue diamond- (2334 gp). (2d6+7/[x2], slam); Full Atk +11 melee (2d6+7/[x2],
slam), +11 melee (2d6+5/[x2], talons); Space/Reach 10
Human Commoner Zombie: CR 1/2; Medium ft./5 ft.; SQ Single actions only, damage reduction
undead; HD 2d12+3; hp 16; Init -1; Spd 30 ft.; AC 11 5/slashing, darkvision 60 ft., undead traits; AL NE; SV
(touch 9, flat-footed 11); Base Atk +1; Grp +2; Atk +2 Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis
melee (1d6+1/[x2], slam); Full Atk +2 melee 10, Cha 1.
(1d6+1/[x2], slam); SQ Single actions only, damage Skills and Feats: Toughness.
reduction 5/slashing, darkvision 60 ft., undead traits; Physical Description: This zombie comes surely
AL NE; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con -, from a wyvern corpse. There are several places that are
Int -, Wis 10, Cha 1. proving evident that the creature had suffered a violent
Skills and Feats: Toughness. death.

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Karris: Vampire male human fighter 2; CR 2; 1 hp after 1 hour then it’s not helpless but resumes its
Medium undead; HD 2d12+6; hp 25; Init +0; Spd 30 ft.; healing rate at 2 hp per round.
AC 29 (touch 12, flat-footed 27); Base Atk +2; Grp +6; Gaseous Form (Su): Standard action the vampire
Atk +9 melee (1d6+7/[x2], slam); Full Atk +9 melee spawn can assume a gaseous form as with a gaseous
(1d6+7/[x2], slam); SA Blood drain, children of the form spell (CL 5th). Can remain in gaseous indefinitely
night, dominate, create spawn, energy drain; SQ for two hours and has a fly speed of 20 ft with perfect
Alternate form, fast healing, damage reduction, gaseous maneuverability.
form, resistances, spider climb; SR #; AL LE; SV Fort Resistances (Ex): The vampire has resistance to
+3, Ref +2, Will +1; Str 24, Dex 14, Con -, Int 12, Wis cold 10 and electricity 10.
12, Cha 16. Spider Climb (Ex): A vampire spawn can climb
Skills and Feats: Bluff +11, Hide +4, Listen +11, sheer surfaces as through with the spider climb spell.
Move Silently +4, Search +9, Sense Motive +9, Spot Possessions: +3 glamered full plate.
+11; Cleave, Power Attack, Toughness x2. Physical Description: There is something
Alternate Form (Su): The vampire can assume the unnatural about this handsome man. He is very
form of a bat, wolf, dire wolf as a standard action. confident about himself but he has a nearly anemic
Blood Drain (Ex): A vampire or a vampire spawn look. He was also seen feast upon an orc’s neck.
can suck blood from a living victim with its fangs by
making a successful grapple check. If it pins the foe, it
drains blood, dealing 1d4 points of Constitution drain
each round. On each such successful drain attack the
vampire or vampire spawn gains 5 temporary hp.
Children Of The Night (Su): The vampire can call
for 1d6+1 rat packs, 1d4+1 bat packs or 3d6 wolves
packs. The creatures arrive in 2d6 rounds and serve the
vampire for one hour.
Create Spawn (Su): A creature slain by a vampire’s
energy drain rises as a vampire spawn or a vampire
depending to its HD.
Damage Reduction (Su): The vampire has
10/silver and magic.
Domination (Su): A vampire or vampire spawn
can crush an opponent’s will by just looking into his
eyes. This is similar to a gaze attack, except that the
vampire, must take a standard action, and those merely
looking at it are not affected. Anyone the vampire
targets must succeed on a DC 14 Will save or fall
instantly under the vampire’s influence as with a
dominate person spell from a 12th level caster. The
ability has a range of 30 ft. The save DC is Charisma-
based.
Energy Drain (Su): Living creatures hit by a
vampire spawn slam attack gains two negative levels.
The DC is 14 for a Fortitude save to remove these
negative levels. The save DC is Charisma-based. For
each such negative level bestowed, the vampire spawn
gains 5 temporary hp.
Fast Healing (Ex): A vampire heals 5 hp of damage
per round as long as it has 1 hp left. If reduced to 0 hp
or less in combat, it automatically assumes gaseous
form and attempts to escape. It must reach its coffin
home within 2 hours or be utterly destroyed (up to 9
miles travel). Once in the coffin it’s helpless. It regains

BNM4-03 Bright Sun Page 30


Appendix 5 - DM Aid 1
The Map Of The Mines Level 1

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Appendix 6 - DM Aid 2
The Map Of The Mines Level 2

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Player’s Handout 1:
The Letter Of The Dwarf Skeleton

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Player’s Handout 2:
Two Different Evils

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Player’s Handout 3:
The Damned Spirit

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Player’s Handout 4:
Peasant Trouble

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Player’s Handout 5:
Skeletons Charge

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Player’s Handout 6:
A Wave Of Zombies

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Player’s Handout 7:
The Leader Of The Undead

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