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 
  1 or 2 TU 
  TU Cost 
  -                     TU 
  Added TU Costs 
  TU REMAINING 
   
   
   
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
  APL 2: 
  � 
  Elixir of Hiding (Adventure, DMG) 
  � 
  Elixir of Sneaking (Adventure, DMG) 
  � 
  Hat of Disguise (Adventure, DMG) 
  � 
  Mithral Chain Shirt (Adventure, DMG) 
  � 
  Wand of Darkness (Adventure, 3rd level caster, DMG) 
  � 
  Wand of Fireball (Adventure, 5th level caster, DMG) 
  � 
  Wand of Sleep (Adventure, 1st level caster, DMG) 
   
  APL 4 (APL 2 Items plus): 
  � 
  +1 Mithral Chain Shirt (Adventure, DMG) 
  � 
  Wand of Glitterdust (Adventure, 3rd level caster, DMG) 
   
  APL 6 (APL 2, 4 Items plus): 
  � 
  +1 Darkwood Composite Shortbow (+1 Str bonus) (Adventure, DMG) 
  � 
  Ring of Protection +2 (Adventure, DMG) 
  � 
  Wand of Fireball (Adventure, 8th level caster, DMG) 
  � 
  Wand of Hold Person (Adventure, 3rd level caster, DMG) 
   
  APL 8 (APL 2, 4, 6 Items plus): 
  � 
  +1 Frost Bastard Sword (Adventure, DMG) 
  � 
  +1 Mithral Bane (Human) Rapier (Adventure, DMG) 
  � 
  Assassin’s Dagger (Adventure, DMG) 
  � 
  Belt of Endurance (Adventure, A&EG) 
  � 
  Cloak of Charisma +2 (Adventure, DMG) 
  � 
  Gloves of Dexterity +2 (Adventure, DMG) 
  � 
  Headband of Intellect +2 (Adventure, DMG) 
  � 
  Periapt of Wisdom +2 (Adventure, DMG) 
  � 
  Potion of Barkskin +3 (Adventure, DMG) 
   
  APL 10 (APL 2, 4, 6, 8 Items plus): 
  � 
  Amulet of Natural Armor +2 (Adventure, DMG) 
  � 
  Potion of Barkskin +4 (Adventure, DMG) 
  � 
  Ring of Release (Adventure, see above) 
  � 
  Wand of Hold Person, Heightened 4th Level (Adventure, 7th level caster, 
  DMG) 
   
  APL 12 (APL 2, 4, 6, 8, 10 Items plus): 
  � 
  +2 Mithral Chain Shirt (Adventure, DMG) 
  � 
  Amulet of Natural Armor +3 (Adventure, DMG) 
  � 
  Potion of Barkskin +5 (Adventure, DMG) 
  � 
  Ring of Protection +3 (Adventure, DMG) 
  � 
  Wand of Fireball (Adventure, 10th level caster, DMG) 
  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 2 
  max 450 xp; 450 gp 
   
  APL 4 
  max 675 xp; 650 gp 
   
  APL 6 
  max 900 xp; 900 gp 
   
  APL 8 
  max 1,125 xp; 1,300 gp 
   
  APL 10 
  max 1,350 xp; 2,300 gp 
   
  APL 12 
  max 1,575 xp; 3,300 gp 
  Cross out any game effects this character does not gain. 
   
  � Ring of Release: This silver ring allows the wearer to act as if under the effect of a freedom of movement 
  spell, once a day, if attacked by any magic that restricts movement. Once activated, the wearer can move 
  and attack normally for 70 minutes. The ring must be worn for 24 hours before the wearer gains the 
  benefit of the ring. Going underwater does not activate the ring; it only activates when the wearer is 
  attacked as noted above. 
   
  Moderate abjuration; CL: 7th; Prerequisites: Forge Ring, freedom of movement; Market Price: 8.000 gp; 
  Weight: 0 lbs. 
   
  � Gratitude of the Pelorites: This is given to PCs who have helped disprove any Pelorite involvement in 
  the death of Rhal. This gratitude has three effects. The first is an Influence Point with the newly formed 
  Fellowship of Pelor and Mayaheine. While this Influence Point has no value at this time, it may have 
  value in the future.  Mark this paragraph as USED when you use the Influence Point. 
   
  The second is that, using certain knowledge gained over the past year, Brother Geraint Brownbaker 
  can now upgrade items to use the holy, flaming, flaming burst, daylight (A&EG), or sacred (A&EG) special 
  abilities.  You now have one-time access to purchase an upgrade to any one weapon/armor/shield you 
  possess with the holy (weapon), flaming (weapon), flaming burst (weapon), daylight (armor/shield), or 
  sacred (armor/shield) special ability.  You may use the Gratitude in this way after any Gran March 
  regional adventure, and mark this paragraph as USED when you have done so. 
   
  The third is that Brother Brownbaker will share a new divine spell with any divine spellcasters in 
  your party.  This PC may choose any divine spell (that has the Light or Good descriptor or the Healing 
  subschool AND that they are of the correct class and level to cast) from the Limited list in the LGCS or 
  from this list of spells from BoED: blood of the martyr, celestial brilliance, crown of brilliance, crown of flame, 
  ease pain, energetic healing, glory of the martyr, refreshment, remove nausea, righteous might, tomb of light.  The 
  PC gains Core access to that spell.  List the spell chosen here: ____________________________________________________. 
   
  � Gratitude of the Gran March Military: This is given to both active-duty and reserve military PCs who 
  have managed to uncover the band of rogues and spies in Orlane.  This gratitude has three effects.  First, 
  you receive one Influence Point with the Gran March Military.  Mark this paragraph as USED when 
  you use the Influence Point. 
   
  Second, if you are active-duty, for your protection, you are now on Diplomatic Duty. This means 
  that you can play in six rounds of out-of-region scenarios that would normally cost you non-military 
  time units. However, as you will be on duty, this will cost you an additional TU for each round of the 
  scenarios. For example, playing a one-round Core scenario will cost three military TUs instead of two 
  non-military TUs. Two-round scenarios cost six military-TUs. All six rounds must be played in before 
  the end of CY 594 (year four). Once you have played all six rounds (or the end of CY 594 occurs), strike 
  through this paragraph with the word COMPLETED.  Note on the ARs for the six rounds of out-of-
  region scenarios played that they are being undertaken with respect to this Diplomatic Duty. 
   
  Third, if you are a reserve military PC (either a veteran or a member of Syrloch), you now have one-
  time access to purchase an upgrade to any one weapon/armor/shield you possess to a +2 or +3 
  enhancement bonus.  You may use the Gratitude in this way after any Gran March regional adventure, 
  and mark this paragraph as USED when you have done so. 
   
  � Witness for the Prosecution: This is given to all PCs who successfully complete this adventure. They are 
  material witnesses to the events surrounding the murder of Rhal ap Ogwen and the exposure of the 
  band of rogues and spies in Orlane. Each PC will be called upon to give truthful testimony on these 
  matters at a later date. 
   
  � Influence Point with the Corporation: This is given to any PC that is a member of The Corporation who 
  has managed to return any information that points to the rogue Corporate faction. This information 
  could include descriptions of the team in the tavern’s basement or copies of the forged documents. 
   
  � Death Mark with the Corporation: This is given to any PC that is a member of the Corporation who has 
  divulged publicly any secrets of the Corporation. This includes use of CorporateSpeak in public as can 
  happen in the statue encounter. This PC has been given a Death Mark because of the seriousness of the 
  infraction. Players whose PCs receive this must always present a copy of the Corporation Members 
  document to the table anytime these PCs are played so that judges can effectively administer the Death 
  Mark. 
   
  This Record Certifies that 
  __________________________________________ 
  Played by______________________________________ 
   
   
  Player 
   
   
  RPGA # 
  Has Completed 
  Ripe for the Picking 
  A Regional Adventure 
  Set in Gran March 
  Event: _________________________________ Date: ________ 
  DM: __________________________________________________ 
   
  Signature 
   
   
   
  RPGA # 
  Play Notes:
  � 
  Gained a level 
  � 
  Lost a level 
  � 
  Ability Drained ____________ 
  � 
  Died 
  � 
  Was raised/res’d 
  � 
  Was reincarnated 
  _________________________________________
  _________________________________________
  _________________________________________ 
  Home Region______________________ 
  
   
  GP
  Starting GP
  +
  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 
  FINAL XP TOTAL 
   
  XP 
  TU REMAINING 
   
   
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
   
  All APLs: 
  � Rhal ap Ogwen (Adventure – Limit One, 
  see above) 
   
   
  Adventure Record#
  594 CY 
  A D V E N T U R E  
  � Rhal ap Ogwen (special AR) 
   
  Rhal ap Ogwen was a priest of Pelor who came to Gran March from Geoff as a refugee. Disappointed 
  and disillusioned by how the war with the giants was progressing, he fell in with a nefarious group of 
  rogues and committed treason against Gran March by stealing classified information. While incarcerated 
  and awaiting his eventual beheading, Rhal was remorseful and wanted to redeem himself in Pelor’s eyes, 
  even though he knew that such contrition would not spare his life and might very well result in its end by 
  the rogues. He intended to divulge all he knew about the group of rogues as part of an atonement spell. 
  Before he could do so, however, he was assassinated. His spirit then went to Pelor for judgment, fully 
  expecting to be turned away for his sins.  Pelor, however, had mercy on Rhal and sent his spirit back to 
  inhabit an item.  Thus, as Rhal was used as a tool in life to bring dishonor to the faith of Pelor, he is now 
  being used as a tool in death to bring honor and glory to the faith. 
   
  Rhal has possessed an item in your possession.  The object Rhal selects to possess is chosen from the 
  following list, in order of his preference:  mace of Pelor, heavy mace (the preferred weapon of Pelorites), mace, 
  melee weapon, armor, shield, ranged weapon, ring, other jewelry, article of clothing, miscellaneous object.  He 
  will not possess any single-use items (like potions or scrolls) or charged items (such as wands or staves).  Rhal’s 
  possession of this item transforms it into an intelligent item (as per the rules in the DMG). 
   
  Rhal has the following stats when he first possesses the item: Int 14, Wis 16, Cha 12.  He speaks and reads 
  Common, Flan, and Giant, and he can also communicate telepathically with his wielder.  Rhal usually does not 
  speak, however, except telepathically with his owner. He has 60 ft. darkvision and hearing.  Rhal’s alignment is 
  Neutral Good, so only users of good alignment can wield Rhal without penalty (as per the rules in the DMG).  If 
  Rhal inhabits a weapon, that weapon counts as good-aligned with respect to damage reduction (as a result of 
  Pelor’s blessing upon the weapon). 
   
  To make this possession permanent, you need a priest of Pelor to help you incorporate a gold holy symbol 
  of Pelor into the construction of the item (thus making the item count as a holy symbol of Pelor), a process that 
  costs 5,445 gp total.  If the target item is a mace of Pelor, however, the cost is 5,400 gp as the gold holy symbol is 
  already a part of the weapon. Otherwise, Rhal’s spirit departs back to Pelor for judgment at the end of this 
  adventure.  If this PC already possesses another intelligent item, Rhal’s spirit departs back to Pelor, unless the 
  PC both pays the cost to make the possession permanent and permanently disposes of the other intelligent 
  item (sells it, discards it, turns it over to NPCs).  
   
  Rhal’s starting Ego is at least 6 (because of his mental stats), but it might be higher, depending on the item 
  inhabited (as per the rules in the DMG).  His Ego will increase as additional powers are added to the item he 
  possesses (see below). 
   
  Rhal’s special purpose is to defend the servants and interests of Pelor. As long as you aid Rhal in this 
  mission, Rhal will allow you to add certain upgrades to this weapon.  Specifically, if Rhal has not attempted to 
  control you in three adventures to further his special purpose, you are allowed to add an upgrade, but only one 
  per any single adventure.  However, these upgrades can only be added by a cleric or paladin of Pelor in Gran 
  March, so access to each upgrade is considered Frequency: Regional.  As you are assisting Rhal in his mission, 
  Rhal will use his abilities of his own volition (DM’s choice) to aid and protect you.  The upgrades available are: 
   
  If possessing armor or shield, Rhal can: 
  • 
  Grant himself access to the daylight armor or shield special ability.  Cost of upgrade as per the 
  A&EG.  This adds two points to Rhal’s Ego. 
  • 
  Grant himself access to the sacred armor or shield special ability.  Cost of upgrade as per the 
  A&EG.  This adds two points to Rhal’s Ego. 
  If possessing a weapon, Rhal can:
  • 
  Grant himself access to the flaming weapon special ability.  Cost of upgrade as per the 
  DMG.  This adds one point to Rhal’s Ego. 
  • 
  Grant himself access to the flaming burst weapon special ability.  Cost of upgrade as per the 
  DMG.  This adds two points to Rhal’s Ego (or one if the weapon already possessed the 
  flaming weapon special ability). 
  • 
  Grant himself access to the holy weapon special ability.  Cost of upgrade as per the DMG.  
  This adds two points to Rhal’s Ego. 
   
  If possessing any item, Rhal can: 
  • 
  Grant himself access to 10 ranks of Knowledge (religion).  Cost of upgrade is 4,500 gp.  
  This adds one point to Rhal’s Ego. 
  • 
  Grant himself access to 10 ranks of Knowledge (local – Sheldomar Valley).  Cost of 
  upgrade is 4,500 gp.  This adds one point to Rhal’s Ego. 
  • 
  Grant himself access to the ability to bless his allies 3/day.  Cost of upgrade is 900 gp.  This 
  adds one point to Rhal’s Ego. 
  • 
  Grant himself access to the ability to cast searing light as a 9th level cleric 1/day.  Cost of 
  upgrade is 9,720 gp.  This adds two points to Rhal’s Ego. 
  • 
  Grant himself access to the ability to cast flame strike as a 9th level cleric 1/day.  Cost of 
  upgrade is 16,200 gp.  This adds two points to Rhal’s Ego. 
   
  In addition to the above upgrades, the item Rhal inhabits, if it was a standard magic item 
  beforehand, can be upgrade normally as per the rules in the LGCS. 
   
  After his encounter with his deity, Rhal is a fervent advocate and defender of Pelor. You must tithe 10% 
  of your earnings to the Fellowship of Pelor and Mayaheine (the Gran March group for Pelor).  If you do 
  not, Rhal will not use any of his upgrades to aid you until you have caught up with your tithe.  If you go 
  more than 4 TUs without paying your tithe, Rhal will attempt to force a payment by making an attempt to 
  take dominance (as per the rules in the DMG).  This is in addition to any other tithe that you make to 
  another deity.  Rhal does not care if you worship other deities as long as you demonstrate honor and 
  respect for Pelor.  Followers of Pelor or Mayaheine only have to contribute an extra 5% above and beyond 
  your normal tithe that you paid before Rhal’s possession of your item. 
   
  As good deeds and defense of the faith are Rhal’s means to his own redemption, he will want to engage 
  the enemies of good at any opportunity.  If you do not attack these enemies on your own, Rhal will attempt 
  to control you (as per the rules in the DMG).  If he fails to control you, Rhal withdraws his abilities in a snit 
  for one TU (essentially for the rest of the current scenario). 
   
  If Rhal’s item were to be somehow destroyed (for example, a possessed weapon gets sundered), his fate 
  is determined by the circumstance surrounding his destruction. If he were destroyed in a battle against 
  evil, Pelor would look favorably on him; otherwise, Pelor is likely to reject him.  Rhal will freely 
  communicate this to you when he takes final possession of your item.  It is also possible that some future 
  event (as noted in a Gran March adventure) will result in Rhal’s spirit departing for his final judgment with 
  Pelor. 
   
  While Rhal is unique, more than once PC at a table can possess and use an item inhabited by him in an 
  adventure, as long as both gained him prior to that adventure. 
   
   
  Rhal’s Current Ego: 
  _____________ 
   
   
  Item Rhal is Possessing:   
  __________________________________________ 
  This Record Certifies that 
  __________________________________________ 
  Played by______________________________________ 
   
   
  Player 
   
   
  RPGA # 
  Has Completed Ripe for the Picking 
  A Regional Adventure 
  Set in Gran March 
  And Gained Access to Rhal ap Ogwen 
  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/Gran March/594/Normal Scenarios/GRM4-03 - Ripe for the Picking (APL 2-12)/GRM4-03 - Ripe for the Picking AR.pdf