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  TU 
  TU Cost 
  - 
  TU 
  Added TU Costs 
  TU REMAINING 
   
   
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
   
  APL 6  
  � 
  Gloves of fortunate striking (Adventure, Miniatures 
  Handbook) 
  � 
  Necklace of fireballs (type I) (Adventure, DMG) 
   
  APL 8 (all of APL 6 plus the following) 
  � 
  Belt of one mighty blow (Adventure, Miniatures 
  Handbook) 
  � 
  Necklace of fireballs (type II) (Adventure, DMG) 
   
  APL 10 (all of APLs 6-8 plus the following) 
  � 
  Headband of conscious effort (Adventure, Complete 
  Adventurer) 
  � 
  Necklace of fireballs (type III) (Adventure, DMG) 
  � 
  Vest of resistance +1 (Adventure, Complete Arcane) 
  � 
  Vest of resistance +3 (Adventure, Complete Arcane) 
   
  APL 12 (all of APLs 6-10 plus the following) 
  � 
  Oil of foebane (Adventure, Complete Adventurer) 
  � 
  Necklace of fireballs (type IV) (Adventure, DMG) 
  � 
  Scroll of power word stun (Adventure, DMG) 
  � 
  Scroll of Bigby’s clenched fist (Adventure, DMG) 
   
   
  Adventure Record# 
  595 CY 
  A D V E N T U R E
  L E V E L  O F  
  P L A Y  
  (CIRCLE ONE) 
  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 
  � Favor of Captain Silvertree: You have performed a valuable
  service for the Furyondy Infantry Scouts. His personal
  weaponsmith will upgrade a weapon from +1 to +2 or add the
  Bloodseeking or Exit Wound enhancement to your weapon. You
  may instead chose to have Captain Silvertree’s personal armorer
  upgrade a suit of armor or shield from +1 to +2 or add the Anti-
  Impact or Death Ward enhancement.  This favor counts only as
  access and you must pay the difference in market value for the
  upgrade. Until this favor is expended, you are deemed to have an
  Influence Point with the Furyondy Military.  
   
  � Favor of the Furyondy Infantry Scouts:  The Furyondy
  Infantry Scouts are in dire need of recruits from the thinning of
  their ranks by the guerilla band. Due to excellent performance on
  this mission, current members of the Scouts are offered a field
  promotion to the next rank effective immediately. PCs who are not
  members are offered an immediate position with the unit at no
  initial cost in TUs as long as the character meets the requirements
  for entry to the unit found in the Furyondy Meta-Regional
  Handbook. Those PCs who have the disfavor of or infamy with the
  Furyondy Military must use this favor to remove that condition
  from their PC instead. 
   
  � Disfavor of the Furyondy Military: This PC gave false
  information to the military regarding the guerilla activities around
  Molag. The PC will be arrested on sight at any such activities for a
  year from the date on this AR.  If arrested, the PC will be jailed for
  a term of 12 TUs. If the PC is also an active member of the military,
  they are immediately stripped of all rank and dishonorably
  discharged. They will not be permitted to join the military at any
  point in the future. 
   
  � Out of Order:  Your trip through a time loop has left your place
  in time's normal order a little distorted. At any time when your
  turn in the initiative order comes up you may elect to roll a d20 to
  check for a localized “hiccup” in time. If the result is a natural '13'
  then the hiccup occurs. For that round only, you are entitled to
  two standard actions and a move action (or one full round action
  and one standard action). This hiccup in time will only happen to
  you once. Have your judge mark 'USED' through this text when
  your hiccup occurs. 
  This Record Certifies that 
  _______________________________________________ 
  Played 
  by____________________________________________ 
  Player 
  RPGA # 
  Has Completed 
  Time Will Tell 
  A Regional Adventure 
  Set in Furyondy 
  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/Furyondy/595/Normal Scenarios/FUR5-03 - Time Will Tell (APL 6-12)/FUR5-03 - Time Will Tell AR.pdf