TEXT:  
   
  GP
  Starting 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
   
  -
  GP
  GP Spent 
   
  GP
  Subtotal 
  +
  GP
  GP Gained 
   
  GP
  Subtotal 
  +
  GP
  GP Gained 
   
  GP
  Subtotal 
  -
  GP
  GP Spent 
   
   
  GP
  FINAL GP TOTAL 
   
  Items Sold
   
   
   
   
   
   
  Total Value of Sold Items 
   
  Add ½ this value to your gp value 
  Items Bought
   
   
   
   
   
   
  Total Cost of Bought Items 
   
  Subtract this value from your gp 
   
  XP 
  Starting XP 
  - 
  XP 
  XP lost or spent 
   
  XP 
  Subtotal 
  + 
  XP 
  XP Gained 
  FINAL XP TOTAL 
   
   
  XP 
   
  TU 
  Starting TU 
   1 or 2 TU 
  TU Cost 
  - 
  TU 
  Added TU Costs 
  TU REMAINING 
   
   
   
  ITEMS FOUND DURING THE ADVENTURE
  For each of the Orbs listed above the following applies: These 
  effects may be targeted on an opponent with a melee or ranged 
  touch attack. The orb is only expended if the attack hits. Once 
  the orb is shattered, is becomes useless in all regards. 
   
  Cross off all items NOT found 
  APL 2: 
  � 
  Anklet of Translocation (Adventure; MIC) 
  � 
  Scrying Beacon (Adventure; MIC) 
  APL 4 (all of APL 2 plus the following): 
  � 
  Healing Belt (Adventure; MIC) 
  � 
  Sending Stones (Adventure; MIC) 
  APL 6 (all of APLs 2-4 plus the following): 
  � 
  Safewing Emblem (Adventure; MIC) 
  � 
  Stench Stone (Adventure; MIC) 
  APL 8 (all of APLs 2-6 plus the following): 
  � 
  Salve of Minor Spell Resistance (Adventure; MIC) 
  � 
  Shadow Veil (Adventure; MIC) 
  APL 10 (all of APLs 2-8 plus the following): 
  � 
  +1 Wounding Rapier (Adventure; DMG) 
  � 
  Summoner's Totem (Adventure; MIC) 
  APL 12 (all of APLs 2-10 plus the following): 
  � 
  Greater Crystal of Arrow Deflection (Adventure; MIC) 
  � 
  Vanisher Cloak (Adventure; MIC) 
  APL 14 (all of APLs 2-12 plus the following): 
  � 
  Greater Crystal of Glancing Blows (Adventure; MIC) 
  � 
  Survival Pouch (Adventure; MIC) 
  APL 16 (all of APLs 2-14 plus the following): 
  � 
  Helm of Wounding (Adventure; MIC) 
  � 
  Mask of Mastery (Adventure; MIC) 
  Adventure Record# 
  598 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; 450gp 
  APL 4 
  max 675xp; 650gp 
  APL 6 
  max 900xp; 900gp 
  APL 8 
  max 1,125xp; 1,300gp 
  APL 10 
  max 1,350xp; 2,300gp 
  APL 12 
  max 1,575xp; 3,300gp 
  APL 14 
  max 1,800xp; 6,600gp 
  APL 16 
  max 2,025xp; 9,900gp 
   
  �Favor of the Undying Light: You have helped the Mist 
  Chameleons while adventuring with Father Sollus Illuminus, and 
  they are in your debt.  To aid you in the trials ahead, Father Sollus 
  has given you a small trinket – a small glass orb on a string. The 
  glass orb glows with an internal light, about as bright as a candle 
  flame. As a standard action, you may shatter the orb to gain one 
  (and only one) of the following effects: 
  Cause a creature or object to glow as per a daylight spell for 
  duration of 14 minutes. 
  • 
  Cause a creature or object to glow as per a glitterdust spell for 
  duration of 14 rounds (Will DC 17 negates). 
  • 
  Cause a creature or object to gain negative energy resistance 
  20 for duration of 14 minutes. 
  • 
  Release a burst of positive energy, functioning as a turn 
  undead attempt (1d20+5 turning check, 2d6+19 turning damage, 
  destroys 7HD undead). 
  • 
  Release a burst of positive energy, healing all creatures 
  within 30 feet of 1d8+14 hit points of damage (Will DC 20 half). 
  • 
  Cure a single creature of 4d8+14 hit points of damage (Will 
  DC 23 half). 
   
  This counts as an influence point with the Mist Chameleon 
  organization. Mark this favor as USED once it is consumed. 
  �Favor of the Flittering Shadow: You have helped the Mist 
  Chameleons while adventuring with Siraleth, and they are in your 
  debt.  To aid you in the trials ahead, Siraleth has given you a small 
  trinket – a small glass orb on a string. The glass orb dances with 
  internal shadows, and draws darkness towards it. The bearer gains 
  a +1 circumstance bonus to Hide checks made in shadowy or dark 
  areas.  As a standard action, you may shatter the orb to gain one 
  (and only one) of the following effects: 
  • 
  Cause an object to radiate 20-foot darkness for duration of 
  140 minutes. 
  • 
  Cause a creature or object to gain darkvision 60’ for duration 
  of 14 hours. 
  • 
  Cause a creature or object to gain fire resistance 20 for 
  duration of 14 minutes. 
  • 
  Affect a creature as if struck by enervation. 
  • 
  Travel instantly between two locations, as per dimension 
  door. Both locations must contain at least shadowy darkness. 
  • 
  Transport yourself and up to 14 creatures as per a shadow 
  walk spell (CL 14). 
   
  This counts as an influence point with the Mist Chameleon 
  organization. Mark this favor as USED once it is consumed. 
  Event: _________________________________ Date: ________ 
  DM:___________________________________________________ 
   
  Signature 
   
   
   
  RPGA # 
  Play Notes: 
  � 
  Gained a level 
  � 
  Lost a level 
  � 
  Ability Drained ______________ 
  � 
  Died 
  � 
  Was raised/res’d 
  � 
  Was reincarnated 
  ___________________________________________________
  _______________________________ 
  Home Region______________________ 
  This Record Certifies that 
  __________________________________________________ 
  Character Name 
  Classes and Levels 
  __________________________________________________ 
  Player Name 
  RPGA # 
  Has Completed 
  BIS8-04 Flailing in the Dark  
  A Regional Adventure set in Bissel 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bissel/598/Normal Scenarios/BIS8-04 - Flailing in the Dark (APL 2-16)/BIS8-04 - Flailing in the Dark AR.pdf