TEXT:  
   
  BIS2-A3 
   
   
   
   
   
   
   
  One Fine Morning 
   
  A D&D LIVING GREYHAWK® 
  Bissel Regional Mini-Module 
  Version 1 
   
   
  by Kevin P. Hogan 
   
   
   
   
   
   
  As dawn breaks in the gateway to the Sheldomar Valley, a quiet beauty whispers 
  across a lake.  When a quick trip for the day’s water turns deadly, has this fine morning 
  turned foul?  A Living Greyhawk Bissel mini-module for characters levels 1-8 which 
  counts a military scenario. 
   
   
   
   
   
   
   
   
  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. Scenario detail copyright 2002 by 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.  
  
   
  One Fine Morning 
   
  Page 2 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the 
  game. The following guidelines are here to help you 
  with both the preparation and voting segment of the 
  game. Read this page carefully so that you know 
  and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you cannot 
  have more than seven players participating in the 
  game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is playing 
  which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
  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. The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  1. No-vote scoring: The players write their names 
  and RPGA numbers on the scoring packet grid. 
  You fill in the top of the grid. That is all. No one 
  is rated. This method is used for people who are 
  just playing for fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal and 
  event information, but does not rate the players 
  as a team or vote for players. This method is 
  used when there is no competition, but the 
  event coordinator wants information on how the 
  game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-
  20 minutes for the players to briefly describe 
  their characters to the other players, and about 
  5-10  
  minutes for voting. This method is 
  used when the players want to know who played 
  the “best” amongst the group, or when the 
  adventure is run in tournament format with 
  winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, 
  so that you are not influenced by their comments on 
  your abilities. It’s a good idea to have the players 
  vote while you determine treasure and experience 
  awards for the scenario.  
   
  After voting, give the Scoring Packet to your 
  event coordinator.  
  
   
  One Fine Morning 
   
  Page 3 
  This is a LIVING GREYHAWK Adventure. As a 
  Living™ adventure, it is expected that players will 
  bring their own characters with them. If players do 
  not have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, a character sheet, 
  and a LIVING GREYHAWK log sheet from your 
  convention coordinator or the RPGA Web site, and 
  then have any players without a character create 
  one. Once all players have a LIVING GREYHAWK 
  character, play can begin.  
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer.  
   
  Living Greyhawk LEVELS OF PLAY 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the character participating in the 
  adventure.  To determine the Average Party Level 
  (APL): 
   
  1) Determine the character level for each 
  character participating in the adventure. 
  2) If characters bring animals that have been 
  trained for combat (usually war horses and 
  riding dogs), other than those brought by 
  virtue of a class ability (i.e., animal 
  companions, familiars, paladin’s mounts, 
  etc.) use the following chart to determine 
  the number of levels you add to the some 
  above.  Add each character’s animals 
  separately.  A single character may only 
  bring four or fewer of this type, and 
  animals with different CRs are added 
  separately. 
   
  CR  
   
   
  1 
  2 
  3 
  4 
  1/4 and 1/6  
  0  
  0  
  0  
  1 
  1/3 and 1/2  
  0  
  0  
  1  
  1 
  1   
   
  1  
  1  
  2  
  3 
  2   
   
  2  
  3  
  4  
  5 
  3   
   
  3  
  4  
  5  
  6 
  4   
   
  4  
  5  
  6  
  7 
  3) Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure-round up. 
  4) If you are running a table of six PCs, add 
  one to that average. 
   
  By following these four steps, you will have 
  determined the APL.  Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face.  APLs are given in even numbered 
  increments.  If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure.  Based on their choice, use 
  either the higher of lower adjacent APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of an adventure.  If your 
  character is three character levels or more either 
  higher or lower than the APL that this adventure is 
  played at, that character will receive only half of the 
  experience points awarded for the adventure.  This 
  simulates the fact that either your character was 
  not as normal, or relied on help by higher-level 
  characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher.  Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty 
  with 
  the 
  challenges 
  in a LIVING 
  GREYHAWK adventure.  If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1) Attempt to create a table of six 1st-level 
  characters or try to enlist higher-level 
  characters to play at that table. 
  2) Advise characters to buy riding dogs to 
  help protect them and fight for them.  All 
  riding dogs are considered trained to 
  attack.  PCs who want their dog to attack 
  must succeed at a Handle Animal or 
  Charisma 
  check 
  (DC 
  10). 
   
  Failure 
  indicates that the animal will not attack that 
  round.  This is a free action (spoken 
  command) that may be attempted each 
  round.  If an animal loses half or more ho 
  in a single round it flees, unless another 
  check is successful. 
  3) A group of APL 1 adventurers who desire 
  an extra hand can “enlist an iconic.”  The 
  stats for the 1st-level versions of Tordek, 
  Mialee, Lidda and Jozan are given at the 
  end of each adventure.  The group may 
  pick one of these characters to join them 
  on this adventure.  The DM controls that 
  NPC.  
   
  Time Units and Upkeep 
  This is a standard mini-module set in Bissel and 
  counts as a military scenario.  Characters whose 
  home region is Bissel pay one Time Unit to 
  participate in this adventure; all others pay two 
  Time Units.  Adventurer’s Standard Upkeep costs 
  12 gp (in region) or 24 gp (out of region).  Rich 
  Upkeep costs 50 gp (in region) or 100 gp (out of 
  region).  Luxury Upkeep costs 100 gp (in region) or 
  200 gp (out of region). 
  
   
  One Fine Morning 
   
  Page 4 
  Adventure Summary and 
  Background 
  The Fetid Fens of Cullen Drae were once a fertile 
  plain.  The rain was just enough to keep the lands 
  bountiful and, as a result, a number of Flan tribes 
  settled in the area and formed a community.  The 
  tribes built several buildings of stone, including a 
  temple to Beory the Oerth Mother.  As the land 
  slowly degraded into the fens, the native Flan 
  abandoned the area and the temple sunk slowly 
  into the swampy lands. 
   
  Many years later, a great drought struck the region 
  and some cultists of Kyuss came across the 
  ancient, once submerged, Flan structures and 
  decided to use them as a base of operation and 
  worship.  They performed rituals to their death god 
  and created abominations against nature.  Seeking 
  eternal life in undeath, Kashta, the leader of the 
  cult, had her followers transform her into a undead 
  creature of evil.  The ritual used to complete the 
  transformation was performed within the temple.  
  Whether it was incompetence or a curse inflicted 
  by Beory, the ritual did not succeed as planned. 
   
  Kashta was cursed, unable to even leave the 
  confines of the temple.  Upon discovering this, she 
  flew into a rage, killing all but one of the cultists, a 
  necromancer named Hanat.  Hanat managed to 
  flee the temple and eventually settled back in 
  Greyhawk.  Before he died, Hanat penned several 
  tomes on necromancy and the undead.  One tome 
  described the creation of a rod used for controlling 
  undead and gaining some of their power.  This 
  book was titled The Rod of Kyuss. 
   
  An adept and prodigy of Evard named Tyris came 
  across the tome during his travels and eventually 
  tracked down the legend to the temple in the Fetid 
  Fens.  Tyris arrived a few days ago and found an 
  ancient stone structure.  Over the years, the taint 
  of Kyuss and Kashta has the place teeming with 
  evil.  The evil permeates the area and has begun 
  to spawn undead from the burial grounds of the 
  Flan tribes. Tyris used his influence and worked 
  with some undead to excavate what he believed to 
  be the temple.   Unfortunately, it turned out to be 
  the meeting hall of the ancient Flan and the temple 
  is still buried under the fens. 
   
  The PCs are camped out in a wooded area in the 
  barony of Cullen Drae, near the outskirts of the 
  Fetid Fens but they are not aware of this unless 
  their PC hails from Cullen Drae.  Military PCs have 
  been assigned to patrol the barony after rumors of 
  humanoids attacking a caravan traveling the faded 
  trails from Dountham to Wrekin reached Snake 
  Battle.  Non-military PCs have volunteered to help 
  the military PCs on this mission and are paid a 
  small sum by the Army (they get Adventurer’s 
  Standard Upkeep as if they spent one less TU 
  then they actually did for this mini-module). 
   
  Cullen Drae is a highly impoverished and seldom 
  traveled barony far outside the capital along the 
  Watchtower Road.  The Fetid Fens are home to a 
  number of humanoid species and worse creatures, 
  but most choose to remain out of sight. 
   
  The PCs first learn of the undead menace when 
  one of their bearers is killed.  Following tracks, 
  they can eventually find their way to the former 
  Flan village and Tyris.  After dealing with Tyris, the 
  PCs may choose to find and excavate the temple 
  to rid the area of evil, and, if successful, they are 
  rewarded with some buried riches and the 
  gratitude of the local baron. 
   
   
  Introduction 
  The job has certainly been pleasant thus far.  
  The eastern portion of Cullen Drae has a fine 
  countryside that is dotted with scenic ponds, 
  pools and glades.  You can see why so many 
  followers of Geshtai make their home here.  
  The locals warned you about strange creatures 
  living deep in the fens, but so far, you’ve seen 
  neither the fens nor the denizens.  Setting a 
  watch each night for the past four days, you’ve 
  had your share of run-ins with owls, bats and 
  even a lynx, but all your worry seems for 
  naught. 
   
   
  Encounter One: 
  Wight Water 
  Gradley, one of the bearers sent with you by 
  the Army, has gone down to the lakeside to 
  fetch the day’s supply of water.  The other 
  bearers, Shipley and Rez, are busy breaking 
  down the tents and packing up the mule.  The 
  sweet scent of mint still hangs in the air from 
  Rez’s Baklunish mint tea. 
      
  You notice a pair of squirrels waiting eagerly 
  for some treat they can smell from the 
  remnants of breakfast.  They suddenly stand 
  
   
  One Fine Morning 
   
  Page 5 
  straight up, sniffing at the air and skitter off 
  into the brambles. 
   
  A sound from the other direction signals 
  Gradley’s return, but his movements seem 
  strange.  He is limping and swaying, and you 
  notice his eyes burn with a sinister red glow.  
  His twisted hands reach out with black 
  fingernails as he lunges towards you.   
   
   
  Creatures: Gradley was ambushed by wights from 
  the fens near the temple and has been spawned 
  as one.  If the PCs are playing APL 2, the other 
  wights have all run off.  At higher APLs, some of 
  the other wights remain and arrive 2 rounds after 
  Gradley.  
   
  APL 2 (EL 3) 
  Gradley, Wight: hp 26; see Monster Manual page 
  183. 
   
  APL 4 (EL 5) 
  Gradley, Wight: hp 26; see Monster Manual page 
  183. 
   
  Wight (1): hp 26; see Monster Manual page 183. 
   
  APL 6 (EL 7) 
  Gradley, Wight, Advanced (8 HD): CR 5; 
  Medium-Size Undead; HD 8d12; hp 52; Init +5 (+1 
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 
  (touch 11, flat-footed 14) [+1 Dex, +4 natural]; Atk 
  +5 melee (1d4+1 and energy drain, slam); SA 
  energy drain, create spawn; SQ undead; AL LE; 
  SV Fort +2, Ref +3, Will +7; Str 12, Dex 12, Con -, 
  Int 11, Wis 13, Cha 15. 
   
  Skills and Feats: Climb +7, Hide +10, Listen 
  +9, Move Silently +18, Search +7, Spot +9; Blind-
  Fight, Improved Initiative. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Energy Drain (Su): Living creatures hit by a 
  wight’s slam attack receive one negative level. The 
  Fortitude save to remove the negative level has a 
  DC of 14. 
   
  Create Spawn (Su): Any humanoid slain by a 
  wight becomes a wight in 1d4 rounds. Spawn are 
  under the command of the wight that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Wights (2): hp 26 each; see Monster Manual page 
  183. 
   
  APL 8 (EL 9) 
  Gradley, Wight, Advanced (8 HD): CR 5; 
  Medium-Size Undead; HD 8d12; hp 52; Init +5 (+1 
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 
  (touch 11, flat-footed 14) [+1 Dex, +4 natural]; Atk 
  +5 melee (1d4+1 and energy drain, slam); SA 
  energy drain, create spawn; SQ undead; AL LE; 
  SV Fort +2, Ref +3, Will +7; Str 12, Dex 12, Con -, 
  Int 11, Wis 13, Cha 15. 
   
  Skills and Feats: Climb +7, Hide +10, Listen 
  +9, Move Silently +18, Search +7, Spot +9; Blind-
  Fight, Improved Initiative. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Energy Drain (Su): Living creatures hit by a 
  wight’s slam attack receive one negative level. The 
  Fortitude save to remove the negative level has a 
  DC of 14. 
   
  Create Spawn (Su): Any humanoid slain by a 
  wight becomes a wight in 1d4 rounds. Spawn are 
  under the command of the wight that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Wight, Advanced (8 HD) (3): hp 52 each; as 
  Gradley above. 
   
  After the battle with the wight(s) the PCs will 
  probably go to the lakeside to investigate.  Upon 
  doing so, they will find a trail left by the wight(s) 
  that goes around the perimeter of the lake and into 
  the Fetid Fens on the far side. 
   
  The PCs should have little trouble following the 
  tracks in the fens as the spring rains haven’t set in 
  yet, and the water table is relatively low.  The 
  ground is still quite damp and walking causes 
  depressions in the muddy soil. All movement is 
  reduced to 75% of normal. 
   
   
  Encounter Two: 
  I Think I’m Lost 
  After about an hour of trudging through the 
  fens, you catch sight of a stone mound just 
  ahead.  It appears to be the dome of some 
  sunken structure.  A small wisp of smoke can 
  be seen rising from the area. 
  
   
  One Fine Morning 
   
  Page 6 
   
  The wisp of smoke is from a small fire inside that 
  the occupant, Tyris, is using to keep warm.  He is 
  contemplating where to dig next.  If confronted by 
  the PCs he portrays himself as Lenn, an 
  archaeologist from the City of Greyhawk.  He is not 
  wearing any unholy symbols in the open, but his 
  manner of dress is definitely not of someone in his 
  proclaimed line of work. 
   
  Tyris dresses in deep purple robes and has a pack 
  containing bulky tomes.  If he believes the PCs are 
  onto him, Tyris will try to make his way outside 
  where he can cast obscuring mist and try to make 
  his escape.  
   
  ALL APLs (EL 2) 
  Tyris: Male Human (O) Adp3; CR 2; Medium-Size 
  Humanoid (Human); HD 3d6+3; hp 17; Init +0; Spd 
  30 ft.; AC 10; Atk +2 melee (1d6, mw club) or +1 
  ranged (1d8/19-20/x2, lt crossbow); AL NE; SV 
  Fort +2, Ref +1, Will +7; Str 10, Dex 10, Con 12, 
  Int 12, Wis 14, Cha 12. 
   
  Skills and Feats: Knowledge (Arcana) +7, 
  Knowledge (Religion) +7, Knowledge (Undead) +9; 
  Skill Focus (Knowledge (Undead)), Spell Focus 
  (Necromancy). 
   
  Possessions: backpack, 20 bolts, mw club, lt 
  crossbow, scroll case, flint & steel, silver unholy 
  symbol, 1 oz vial of ink, scholar’s outfit, 5 sheets of 
  paper, 1 wk of trail rations, 1 lb of tobacco, 3 
  torches, waterskin, bottle of fine wine (8 gp), tome 
  titled The Rod of Kyuss (It is penned in the Infernal 
  language and contains the history of many aspects 
  of the cult of Kyuss and their daily activities.  it also 
  contains reference and clues to finding and using 
  the rod.  The book is bound in bloodstained leather 
  and covered with profane symbols and carvings). 
   
  Spells Prepared (3/3; base DC = 12 + spell 
  level): 0—[ghost sound, light, purify food and 
  drink]; 1st—[cause fear, obscuring mist, sleep]. 
   
  Treasure: 
   
  All APLs – loot (47 gp), coin (42 gp). 
   
   
  Encounter Three: 
  They’re Digging in the 
  Wrong Place 
  Unless the PCs can read Infernal or somehow get 
  Tyris to explain what he is doing there, they will not 
  know what his purpose for being there is.  PCs 
  scanning the area using a detect evil spell or ability 
  will pick up a strong aura of chilling evil from a 
  small mound about 100 ft from the meeting hall.  If 
  they choose to dig up the area, after about 4 hours 
  of digging (2 hours if the PCs have implements), 
  they hit solid stone.   
   
  Clearing away some more mud, you find the 
  outline of some stones.  The seal between the 
  rocks has loosened over the years and it might 
  be possible to move the stone to enter the 
  structure below.  Clearing the rock off, you can 
  see faint outlines of strange runes and 
  carvings of an ancient nature. 
   
  Anyone with Knowledge (Flan or Religion) or PCs 
  that speak Flan can recognize the runes as the 
  markings of a place of worship.  The markings 
  found represent the four directions of the compass 
  with the sigil of the Oerth Mother (Beory) in the 
  center.  A successful Str check (DC 18) is required 
  to move the stone.  Once removed, PCs are able 
  to climb down into the temple chamber.  The floor 
  is 15 feet below and there is no light visible. 
   
  In the chamber below, Kashta senses the PCs 
  arrival and is hiding in an alcove covered with a 
  tapestry.  She waits for someone to enter.  As 
  soon as the alcove is disturbed or someone 
  reaches for the golden scepter she will attack. 
   
  The chamber below is a strange look into 
  history.  It is a hemispherical room 30’ in 
  diameter, and a number of tattered and torn 
  tapestries hang around the perimeter.  They 
  depict scenes of ancient Flan daily life but 
  many have been painted over with profane 
  symbols that appear to be made of blood.  A 
  heap of rotted skeletons lie stacked, protruding 
  from an alcove.  A flat stone altar, which is also 
  tainted with dried blood, sits in the center of 
  the room.  A shimmering golden rod sits atop 
  the altar. 
   
  Creatures: Kashta has known nothing but 
  these walls for centuries and is eager to punish 
  anyone for her plight. 
   
  APL 2 (EL 1) 
  Kashta, Ghoul: hp 13; see Monster Manual page 
  97. 
   
  APL 4 (EL 3) 
  Kashta, Wight: hp 26; see Monster Manual page 
  183. 
   
  
   
  One Fine Morning 
   
  Page 7 
  APL 6 (EL 6) 
  Kashta, Wight Clr3 of Kyuss: CR 6; Medium-
  Size Undead; HD 4d12+3d8; hp 47; Init +3 (Dex); 
  Spd 30 ft.; AC 17 (touch 13, flat-footed 14) [+3 
  Dex, +4 natural]; Atk +6 melee (1d4+2 and energy 
  drain, slam); SA energy drain, create spawn, 
  spontaneous casting, rebuke undead 6/day; SQ 
  undead; AL: LE; SV Fort +4, Ref +5, Will +10; Str 
  14, Dex 16, Con -, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats: Climb +6, Concentration +3, 
  Hide +10, Knowledge (Religion) +3, Knowledge 
  (Undead) +3, Listen +10, Move Silently +18, 
  Search +7, Spot +10; Blind-Fight, Weapon Focus 
  (slam). 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Energy Drain (Su): Living creatures hit by a 
  wight’s slam attack receive one negative level. The 
  Fortitude save to remove the negative level has a 
  DC of 14. 
   
  Create Spawn (Su): Any humanoid slain by a 
  wight becomes a wight in 1d4 rounds. Spawn are 
  under the command of the wight that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + 
  spell 
  level): 
  0—[Inflict 
  Minor 
  Wounds 
  (2), 
  Resistance (2)]; 1st—[Cause Fear*, Bane, Inflict 
  Light Wounds, Protection from Good]; 2nd-
  [Desecrate*, Darkness, Sound Burst]. 
   
  *Domain spell. Domains: Death (death touch 
  1/day – spell-like ability which is a death effect; you 
  must succeed at a melee touch attack against a 
  living creature; when you touch roll 1d6 per cleric 
  level; if the total at least equals the creature’s 
  current hit points, it dies); Evil (evil spells at +1 
  caster level). 
   
  APL 8 (EL 10) 
  Kashta, Wight Clr7 of Kyuss: CR 10; Medium-
  Size Undead; HD 4d12+7d8; hp 71; Init +7 (+3 
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 17 
  (touch 13, flat-footed 14) [+3 Dex, +4 natural]; Atk 
  +9 melee (1d4+2 and energy drain, slam); SA 
  energy drain, create spawn, spontaneous casting, 
  rebuke undead 6/day; SQ undead; AL: LE; SV Fort 
  +6, Ref +6, Will +12; Str 14, Dex 16, Con -, Int 10, 
  Wis 16, Cha 15. 
   
  Skills and Feats: Climb +6, Concentration +11, 
  Hide +10, Knowledge (Religion) +3, Knowledge 
  (Undead) +3, Listen +10, Move Silently +18, 
  Search +7, Spot +10; Blind-Fight, Improved 
  Initiative, Weapon Focus (slam). 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  
  Not subject to critical hits, subdual damage, ability 
  damage, energy drain, or death from massive 
  damage. 
   
  Energy Drain (Su): Living creatures hit by a 
  wight’s slam attack receive one negative level. The 
  Fortitude save to remove the negative level has a 
  DC of 14. 
   
  Create Spawn (Su): Any humanoid slain by a 
  wight becomes a wight in 1d4 rounds. Spawn are 
  under the command of the wight that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; base DC 
  = 13 + spell level): 0—[Inflict Minor Wounds (3), 
  Resistance 
  (3)]; 
  1st—[Cause 
  Fear*, 
  Bane, 
  Entropic Shield, Inflict Light Wounds, Obscuring 
  Mist, Protection from Good]; 2nd-[Desecrate*, 
  Darkness, Death Knell, Hold Person, Sound Burst]; 
  3rd-[Unholy Blight*, Divine Favor]. 
   
  *Domain spell. Domains: Death (death touch 
  1/day – spell-like ability which is a death effect; you 
  must succeed at a melee touch attack against a 
  living creature; when you touch roll 1d6 per cleric 
  level; if the total at least equals the creature’s 
  current hit points, it dies); Evil (evil spells at +1 
  caster level). 
   
  Treasure: 
  The scepter on the table is golden but non-
  magical.  There are a number of gems and 
  miscellaneous coins scattered in the temple from 
  Kashta’s days among the living. 
   
  APL 2 – coin (11 gp). 
  APL 4 – coin (111 gp). 
  APL 6 – coin (211 gp). 
  APL 8 – coin (511 gp). 
   
   
  Conclusion 
  If the PCs successfully defeated Kashta, and they 
  inform the Baron of the undead roaming the area, 
  he orders more patrols and gets help from the 
  army.  In this case, if they are in the military, they 
  are awarded the commendation.  PCs will also be 
  awarded an influence point with the baron of 
  Cullen Drae, Thoeder Cullen. 
   
  There is a Clr7 of Geshtai in the nearby area that 
  will be willing to cast Restoration on any PC in 
  need as if the PC was a member of Group I (cost 
  is 285 gp per casting). 
   
  
   
  One Fine Morning 
   
  Page 8 
   
  The End 
   
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value to each character. 
   
  Encounter One 
  Defeating the wight(s) 
   
  APL 2 – 90 xp; APL 4 – 150 xp; 
   
  APL 6 – 210 xp; APL 8 – 270 xp. 
   
  Encounter Two 
  Defeating Tyris 
   
  All APLs – 60 xp. 
   
  Encounter Three 
  Defeating Kashta 
   
  APL 2 – 30 xp; APL 4 – 150 xp; 
   
  APL 6 – 180 xp; APL 8 – 300 xp. 
   
  Maximum possible experience 
   
  APL 2 – 150 xp; APL 4 – 300 xp; 
   
  APL 6 – 450 xp; APL 8 – 600 xp. 
   
   
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthy possessions.  Looting the bodies takes at 
  least 10 minutes per 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer, or similar spell 
  to determine what the item does, and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasures from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a Bissel 
  Regional adventure, characters from Bissel can 
  spend extra Time Units to practice professions or 
  create items immediately after the adventure so this 
  total could be modified under those circumstances. 
   
  Encounter Two 
  All APLs – 89 gp. 
   
  Encounter Three 
  APL 2 – 11 gp; APL 4 – 111 gp; 
  APL 6 – 211 gp; APL 8 – 511 gp. 
   
  Adventure Maximums 
  APL 2 – 100 gp; APL 4 – 200 gp; 
  APL 6 – 300 gp;  APL 8 – 600 gp.
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bissel/592/Mini Missions/BIS2-A3 - One Fine Morning (APL 2-8)/BIS2-A3 - Mini Module - One Fine Morning.pdf