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: 
  � Replenishing skin (Adventure; Sandstorm; 
  1,000 gp) 
  � Medium sized +1 anti-impact chainmail 
  (Adventure; Complete Warrior; 3,300 gp) 
  � Badge 
  of 
  valor 
  (Adventure; 
  Complete 
  Adventurer; 1,000 gp) 
  APL 4 (all of APL 2 plus the following): 
  � Ring of sustenance (Adventure; DMG; 2,500 
  gp) 
  � Potion of resist energy (fire) 30 (Adventure; 
  DMG; 1,100 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  � Spellsight spectacles (Adventure; Complete 
  Adventure; 2,500 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  � Sacred 
  scabbard 
  (Adventure; 
  Complete 
  Warrior; 4,400 gp) 
  APL 10 (all of APLs 2-8 plus the following): 
  � Sceptre of obedience (Adventure; Miniatures 
  Handbook; 12,500 gp) 
  � Tunic of steady spellcasting (Adventure; 
  Complete Adventurer; 2,500 gp) 
   
  Adventure Record# 
  596 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 
   
  �Favor of Melieras: For retrieving the censer of Al’Akbar and 
  placing it in the temple at Abar Nur-Ter’I, any PC who worships 
  Al’Akbar now has access to the Contemplative prestige class from 
  Complete Divine. Also, Melieras will aid the PC as with a planar 
  ally spell twice (no cost), but only at tables of APL 10+. If more 
  than one PC wishes to use this favor at the same time, Melieras 
  beckons another Avoral to help. 
  �Favor of Zinn-i-Bey-ibn'Zinn al'Ceshra, Bey of Elyan: For 
  winning the race or giving him the censor of Al’Akbar, the Bey will 
  remove the PC’s most recent “Implicated the Bey” AR designation. 
  If there are no previous implications, the Bey will offer any of the 
  items found in this adventure (i.e. adventure access) to the PC at 
  90% market value. 
  �Implicated the Bey: The PC has aided in uncovering evidence 
  of sordid and illegal activities participated in by the Bey of Elyan. 
  By discrediting Zinn-i-Bey-ibn'Zinn al'Ceshra on some level, this 
  PC has been rewarded with his anger and a personal vendetta 
  targeting the PC. What consequences the PC will face from this, 
  only time will tell... 
  �Influence of Al’ Akbar: For retrieving the censer of Al’Akbar, 
  the PC receives one influence point. 
   
  �Enmity of Zinn-i-Bey-ibn'Zinn al'Ceshra, Bey of Elyan: For 
  losing the race and cleansing the Temple of Al’Akbar in Abar Nur-
  Ter’I, the Bey will take revenge by employing his clergy and mages 
  to cause the PC suffering.  At the beginning of the PCs next Zeif 
  regional adventure, the player must roll a D10 to determine what 
  form of retribution he will receive from the Bey: 
  1 – 2 Sunstroke: The PC suffers as if out in the blazing sun, even 
  when indoors, and will be fatigued for the entire adventure.  
  3 – 4 Dehydrating Thirst: The PC feels an insatiable thirst, and no 
  amount of liquid will quench it. The PC suffers a -2 penalty to 
  Constitution for the entire adventure. 
  5 – 6 Doomed: The PC feels an overwhelming sense of depression 
  and hopelessness and suffers a -1 penalty to attack rolls, damage 
  rolls, saves, and checks for the current module. 
  7 – 8 Failure: The primary melee or long range weapon of the PC 
  may miss or malfunction during a combat encounter during the 
  adventure. At the beginning of each combat encounter there is a 
  40% chance per combat encounter that a normal or masterwork 
  weapon will break. If the PC normally uses a magic weapon, it will 
  not break, but will lose all magical enhancements for the entire 
  adventure. 
  9 – 10 Pacifism: The PC loses the desire to fight, and suffers a -2 
  penalty to attack rolls for the entire adventure.
  This Record Certifies that 
  _______________________________________________ 
  Played 
  by____________________________________________ 
  Player 
  RPGA # 
  Has Completed 
  ZEF6-06 Piety 
  A Regional Adventure 
  Set in the Sultanate of Zeif Region 
  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/Zeif/596/Normal Scenarios/ZEF6-06 - Piety (APL 2-10)/ZEF6-06 - Piety AR.pdf