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 2 
  � 
  Wand of cure light wounds (Adventure; DMG; 750 gp)* 
  � 
  Dragonhide scale mail (Adventure; DMG; 400 gp) 
  � 
  Bag of tricks, grey (Adventure; DMG; 900 gp) 
  APL 4 (all of APL2 plus the following) 
  � 
  Wand of cure moderate wounds (Adventure; DMG; 4,500 
  gp)* 
  � 
  Dragonhide banded mail (Adventure; DMG; 800 gp) 
  � 
  Goggles of minute seeing (Adventure; DMG; 1,250 gp) 
  APL 6 (all of APLs 2-4 plus the following) 
  � 
  Potion of shield of faith +5 (Adventure; DMG; 900 gp)* 
  � 
  Rod of silent spell, lesser (Adventure; DMG; 3,000 gp) 
  � 
  Bag of tricks, rust (Adventure; DMG; 3,000 gp) 
  APL 8 (all of APLs 2-6 plus the following) 
  � 
  Wand of cure serious wounds (Adventure; DMG; 11,250 
  gp)* 
  � 
  Dragonhide full plate (Adventure; DMG; 3300 gp) 
  � 
  Tunic of steady spellcasting (Adventure; CAd; 2,500 gp 
  APL 10 (all of APLs 2-8 plus the following) 
  � 
  Wand of cure critical wounds (Adventure; DMG; 21,000 
  gp)* 
  � 
  +1 Dragonhide full plate (Adventure; DMG; 4300 gp) 
  � 
  Lens of detection (Adventure; DMG; 3,500 gp) 
  APL 12 (all of APLs 2-10 plus the following) 
  � 
  Staff of healing (Adventure; DMG; 27,750 gp)* 
  � 
  Headband of conscious effort (Adventure; CAd; 4000 gp) 
  � 
  Bag of tricks, tan (Adventure; DMG; 6,300 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 1,350p; 2,300gp 
   
  APL 12 
  max 1,575xp; 3,300gp 
   
  � Favor of White Harts, Major – Your next advancement in the
  Ducal Diplomatic Corps costs 500 less gold (minimum 0).  You
  may buy the following: Orb of storms (DMG), Bracers of Dawn
  (CW), Gem of Brightness (DMG), Boots of Levitation (DMG).
  Minor – Your next advancement in the Ducal Diplomatic Corps
  costs 200 less gold (minimum 0).  You may buy the following:
  Amulet of mighty fists +2 (DMG), Elixer of Fire Breath (DMG),
  Medal of Gallantry (CAd), Sovereign Glue (DMG). 
  � Favor of Strong Harts, Major – Your next advancement in 
  the Ducal Guard costs 500 less gold (minimum 0).  You may buy 
  the following:  Stone of controlling earth elementals (DMG), Mask of 
  Lies (CAd), Winged boots (DMG), Bracelet of Friends (DMG). Minor – 
  Your next advancement in the Ducal Guard costs 200 less gold 
  (minimum 0). You may buy the following: Shawl of Bewitching 
  (CAd), Necklace of Adaptation (DMG), Elixer of Truth (DMG), Gloves of 
  Arrow snaring (DMG). 
  � Favor of Duchy Loyalists, Major – You may spend this favor
  for free luxury lifestyle in the Duchy of Urnst for six adventures.
  Minor – You may spend this favor for free standard lifestyle in the
  Duchy of Urnst for three adventures.. 
   
  � Enmity of White Harts, Major– You may not advance in the
  Ducal Diplomatic Corps or use favors with White Hart Houses
  until this enmity is removed.    Minor– Your next advancement in
  the Ducal Diplomatic Corps costs one extra time unit.  You must
  spend one White Hart noble house favor per enmity to remove.
  Permanent– You must spend 5 influence points with White Hart
  noble houses to join their faction. 
  � Enmity of Strong Harts, Major – You may not advance in the
  Ducal Guard or use any favors with Strong Hart houses until this
  enmity is removed.    Minor – Your next advancement in the
  Ducal Guard costs one extra time unit. You must spend one Strong
  Hart noble house favor per enmity to remove. Permanent– You
  must spend 5 influence points with Strong Hart noble houses to
  join their faction. 
  � Favor of Peath: Major – [ ] You may have one cleric spell of
  8th level or lower cast for free (material components are required).
  [ ] Used AR#____ You gain a 10% discount on any curative items
  purchased one time.  The items below with a * are converted to
  Regional Access. Minor – [ ] You may have one cleric spell of 3rd
  level or lower cast for free (material components are required). [ ]
  AR #____ You gain a 5% discount on any curative items purchased
  one time.  Check when used. 
  This Record Certifies that 
  _______________________________________________ 
  Played by 
  _______________________________________________ 
  Player 
  RPGA # 
  Has Completed 
  URD6-04 Heart of the Sun 
  A Regional Adventure 
  Set in the Duchy of Urnst 
  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/Duchy of Urnst/596/Normal Scenarios/URD6-04 - Heart of the Sun (APL 2-12)/URD6-04 - Heart of the Sun AR.pdf