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  Adventure Record# 
  593 CY 
  A D V E N T U R E
  L E V E L  O F  
  P L A Y  
  (CIRCLE ONE) 
  APL 2 
  max 450xp; 400gp 
   
  APL 4 
  max 675xp; 544gp 
   
  APL 6 
  max 900xp; 800gp 
   
  APL 8 
  max 1,125xp; 1,250gp 
   
  APL 10 
  max 1,350xp; 1,879gp 
   
  APL 12 
  max 1,425xp; 2,807gp 
  This Record Certifies that 
  _______________________________________________ 
  Played 
  by____________________________________________ 
  Player 
  RPGA # 
  Has Completed 
  Burn Away the Endless Night 
  A Regional Adventure 
  Set in Highfolk 
  Play Notes:
  � Gained a level 
  � Lost a level 
  � Ability Drained 
  ______________ 
  � Died 
  � Was raised/res’d 
  � Was reincarnated 
  _________________________________________
  _________________________________________ 
  Home Region______________________
  Event: _________________________________ Date: ________ 
  DM:___________________________________________________ 
   
  Signature 
   
   
   
  RPGA # 
  your skin. The spot remains cool to the touch, and grants you a +2 bonus to
  save against spells with the shadow descriptor. However, if the hero is
  targeted with a spell bearing the light descriptor, it is considered to affect
  them as if it were prepared with the Empowered Spell feat (if it is already
  empowered, there is no further effect). In addition, you can consider the
  mark a focus for plane shift spells cast by you to the Plane of Shadow. 
   
  � Assassin Whip:  This +1 whip appears to be a living vine of some sort,
  with leaves shaped like human hands and small clusters of fruit that
  resemble wild grapes. Gnarled and covered with brown, stringy bark, the
  assassin whip can be used as a normal whip, but twice a day the wielder can
  use it to make a ranged touch attack against a single Medium-size or smaller
  target, causing grasses, weeds, bushes and even trees to wrap, twist, and
  entwine about her, holding her fast. If no vegetation is in the area, the
  assassin whip causes vines to spring up from the ground. The entangling
  plants constrict their target, each round dealing 1d6+7 points of damage
  with a successful grapple check (the plants' grapple check modifier is +8).
  The affected creature is considered entangled, as per the condition in the
  Dungeon Master's Guide.  Savage Species, pages 48-49. 
   
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor plus
  entangle or web; Market Price: 11,021 gp; Weight: 2 lb. 
   
  � Spellbook of Zalkir the Mad: This red leather tome is sticky to the
  touch, and contains the following spells: 6th—contingency, shadow walk,
  wall of iron; 7th—insanity, summon monster VII; 8th—mind blank,
  temporal stasis.   
   
  Caster Level: N/A; Prerequisites: N/A; Market Price: 480 gp; Weight: 3 lb.
  � 1 Permanent Influence Point - All Highfolk Organizations, Mayor
  Ersteader, and Lord Kashafen Tamarel 
  � Heirs to Quaal's Legacy:  For recovering Quaal's Book of Wonders, the
  Hearth of the Unicorn's Heart, temple to Ehlonna in Quaalsten, gives you
  the opportunity to purchase the following item after any Highfolk regional
  scenario. 
   � Quaal's Greater Feather Token: This token appears much like the
  other Quaal's feather tokens, except that, with the utterance of a command
  word, it can be used once per week to produce any other Quaal's feather
  token effect (anchor, bird, fan, swan boat, or tree) except whip, as presented
  in the Dungeon Master's Guide. The tree effect lasts for only ten minutes.
  After the duration of the magic has expired the token reverts back to its
  feather state. 
   
  Caster Level: 12th; Prerequisites: Craft Wondrous Item, major crea ion
  access to Quaal's Book of Wonders; Market Price: 10,250 gp; Weight: N/A. 
   
  � Critical Role:  As thanks, several important patrons in Quaalsten have
  given you the ability to purchase a magic item whenever it suits you. If you
  helped construct the blackstone rune, you may purchase a necklace of
  adaptation after any Highfolk regional scenario. If you used your druidical
  abilities to act as a scout and courier during the siege, you may purchase
  druid's vestments after any Highfolk regional scenario. Cross out one of the
  two benefits above.  
   
  � Mark of the Shadow Plane:  You bore a strange shadow sigil through
  the obelisk gate; it has since become permanently affixed to a certain spot on
   
   
  XP
  FINAL XP TOTAL 
  XP Gained 
  + 
  XP 
  Subtotal 
   
  XP 
  XP lost or spen
  - 
  XP 
   
  XP 
  Starting XP 
   
  TU 
  Starting TU 
  1 or 2  TU 
  TU Cost 
  - 
  TU 
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
   
  APLs 2-4 
   
  Spellbook of Zalkir the Mad (Adventure, see
  above) 
   
  Murlynd's spoon (Adventure, DMG) 
   
  APL 6 (All of APLs 2-4 plus the following) 
   
  Wand of web (Adventure, DMG) 
   
  APLs 8-10 (All of APLs 2-6 plus the following) 
   
  Cloak of Charisma +2 (Adventure, DMG) 
   
  APL 12 (All of APLs 2-10 plus the following) 
   
  Assassin whip (Adventure, Savage Species) 
   
   
   
  TU REMAINING 
  Added TU Costs
  Items Bought
   
   
   
   
   
   
  Total Cost of Bought Items 
   
  Subtract this value from your gp value 
  Items Sold
   
   
   
   
   
   
  Total Value of Sold Items 
   
  Add ½ this value to your gp value 
  FINAL GP TOTAL 
   
   
  GP
  GP Spent 
  - 
  GP
  Subtotal 
   
  GP
  GP Gained 
  + 
  GP
  Subtotal 
   
  GP
  GP Gained 
  + 
  GP
  Subtotal 
   
  GP
  GP Spent 
  - 
  GP
  Lifestyle
  � None
  � Standard (12 gp x TU) 
  � Rich (50 gp x TU) 
  � Luxury (100 gp x TU) 
   
  Lifestyle Cost 
   
  Other Coin Spent 
   
  Total Coin Spent
   
  Starting GP 
   
  GP
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/593/Normal Scenarios/HIG3-05 - Burn Away the Endless Night (APL 2-12)/HIG3-05 - Burn Away the Endless Night AR.pdf