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 value 
   
  XP 
  Starting XP 
  - 
  XP 
  XP lost or spent 
   
  XP 
  Subtotal 
  + 
  XP 
  XP Gained 
  FINAL XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  2  TU 
  TU Cost 
  - 
  TU 
  Added TU Costs 
  TU REMAINING 
   
   
  ITEMS FOUND DURING THE ADVENTURE
  Cross off all items NOT found 
   
  APL 10 
  � Cloak of resistance +2 (Adventure, DMG) 
  � Collar of resistance +2 (Adventure, MotW) 
  � Dragonhide wild leather armor +2 (Adventure, DMG) 
  � Gloves of dexterity +4 (Adventure, DMG) 
  � Leather armor of silent moves +3 (Adventure, DMG) 
  � Potion of gaseous form (Adventure, DMG) 
  � Returning dagger +2 (Adventure, DMG) 
  � Ring of force shield (Adventure, DMG) 
  � Ring of protection +2 (Adventure, DMG) 
  � Scroll of dimension door (Adventure, DMG) 
  � Spear +2 (Adventure, DMG) 
  � Vest of resistance +2 (Adventure, T&B) 
   
  APL 12 (all of APL10 plus the following) 
  � Cloak of resistance +3 (Adventure, DMG) 
  � Collar of resistance +3 (Adventure, MotW) 
   
  APL 14 (all of APLs 10-12 plus the following) 
  � Cloak of resistance +4 (Adventure, DMG) 
  � Collar of resistance +4 (Adventure, MotW) 
  � Gloves of dexterity +6 (Adventure, DMG) 
  � Vest of resistance +3 (Adventure, T&B) 
   
  APL 16 (all of APLs 10-14 plus the following) 
  � Cloak of resistance +5 (Adventure, DMG) 
  � Collar of resistance +5 (Adventure, MotW) 
  � Vest of resistance +4 (Adventure, T&B) 
   
  Adventure Record#
  594 CY
  A D V E N T U R E
  L E V E L  O F  
  P L A Y  
  (CIRCLE ONE) 
   
   
  APL 10 
  max 1,350 XP; 2,300gp 
   
   
  APL 12 
  max 1,575 XP; 3,300gp 
   
   
  APL 14 
  max 1,800 XP; 6,600 gp 
   
   
  APL 16 
  max 2,025 XP; 9,900 gp 
   
  � Favor of Druidess Meleri -- In return for thwarting the plans of
  the Cult of Vecna, Druidess Meleri offers one of the following to
  the PC:  
  � Reincarnate the PC at no charge 
  � Provide access to up to 5 greater slaying arrows (giant)
  (Adventure, DMG) 
  � Provide access to boots of tracklessness (Adventure, A&EG) 
  Only ONE favor may be used. Circle the favor used and record the
  AR here: ______. 
   
  � Favor of Hender – Hender provides access to enchanted (+2)
  bone versions of any melee weapon with or without one of the
  following special qualities: deflection (CW), knockback (CW), or
  last resort (CW).  
  The PC must pay the standard cost for the item plus any special
  quality. Record the AR number where used here: ______. 
   
  � Favor of Gynarch Rotanna Maynem -- In return for your service,
  the Gynarch allows you one of the following: Access to her
  menagerie for a creature to serve as an Improved Familiar,
  provided the PC meets all prerequisites. This improved familiar
  may be any living native (non-outsider) creature described in the
  Dungeon Master’s Guide or Complete Warrior.  Or a celestial 
  version of any standard animal companion or animal from the 
  PHB.  The PC must pay a shipping and handling fee equal to 200gp 
  per HD. 
  Only ONE favor may be used. Circle the favor used and record the 
  AR here: _____. 
   
  � Curse of the Robe of Vecna -- The Robe has recognized its True 
  Master and understands there is work to be done. The PC gains the 
  Spell Penetration feat. However, the Robe grafts itself to the PC 
  (whether the PC was currently wearing the Robe or not) and 
  cannot be taken off unless a miracle or wish is used. If this is done, 
  the Robe disintegrates and becomes useless and the PC 
  permanently loses a point of Constitution and Intelligence. These 
  points may not be regained by restoration. All effects of the Taint 
  of the Robe of Vecna are in place in addition to the following. 
  Animals that come within 30 feet flee from the PC as if affected by 
  a fear spell unless they succeed at a Will save (DC 14 + PC’s 
  Intelligence bonus). Should the animal save, it immediately attacks 
  the PC. The evil and magical auras and black nimbus of the Robe 
  cannot be masked by any means, including mind blank and similar 
  spells. The PC detects as undead, evil (moderate) and magical 
  (moderate necromancy). 
  This Record Certifies that 
   
  _______________________________________________________
  Played  by 
  _______________________________________________________
  Player 
  RPGA # 
  Has Completed 
  COR4-13 – A Wretched Soul 
  A Core Adventure 
  Set in the Jungles of Hepmonaland 
  Event: __________________________________ Date: ___________ 
  DM:________________________________________________________ 
   
  Signature 
   
   
   
  RPGA # 
  Play Notes:
  � Gained a level 
  � Lost a level 
  � Ability Drained ______________ 
  � Died 
  � Was raised/res’d 
  � Was reincarnated 
  _________________________________________
  _________________________________________
  _________________________________________ 
  Home Region________________________ 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/594/COR4-13 A Wretched Soul (APL 10-16)/COR4-13 A Wretched Soul AR.pdf