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 
  APLs 4-6: 
  � *Elixir of swimming (Regional, 250 gp) 
  � *Elemental gem, water (Regional, 2,250 gp) 
  � *Cloak of the manta ray (Regional, 7,200 gp) 
  � *Bottle of air (Regional, 7,250 gp) 
  � *Ring of swimming, improved (Regional, 
  10,000 gp) 
  � *Figurine of wondrous power (Pearlsteel 
  Turtle) (Regional, Sto, 10,000 gp) 
   
  APLs 8-10: 
  � *Pearl of the sirines (Regional, 15,300 gp) 
  � *Ring of water walking (Regional, 15,000 gp) 
  � *Ioun Stone, iridescent spindle (Regional, 
  18,000 gp) 
  � *Plate armor of the deep (Regional, 24,650 gp)
  � *Sea-steed’s bridle (Regional, Sto, 28,800 gp) 
  � *Mithrilmist Shirt (Regional, CAr, 21,300 gp) 
  � Potion of barkskin (+5) (Adventure, 1,200 gp) 
   
  APL 12: 
  � Eyes of the eagle (Adventure, 2,500 gp) 
  � *Staff of the jetstream (Regional, CD, 89,250 
  gp) 
  � *Ring of freedom of movement (Regional, 
  40,000 gp) 
  Adventure Record# 
  597 CY 
  A D V E N T U R E
  L E V E L  O F  
  P L A Y  
  (CIRCLE ONE) 
  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 
  Eternal Gratitude of the Ghayar Merfolk: For rescuing Shallah 
  and ending the threat to the merfolk people, the PC has gained 
  their thanks. This favor automatically cancels all previous enmities 
  that a PC might have.  In addition, the PCs gains access to their 
  knowledge in various trainings under the water and certain items 
  listed below with a *. Feats (all from Stormwrack): Aquatic Shot, 
  Steam Magic, Sunken Song, Toothed Blow. Spells (All from 
  Stormwrack unless noted): blood to water (Spc), buoyant lifting 
  (SpC), deep breath (SpC), extract water elemental (SpC), flowsight, 
  jaws of the moray, jig of the waves, kelpstrand (SpC), kuo-toa skin, 
  megalodon empowerment, pressure sphere (Sto),rapture of the 
  deep, red tide (SpC), scales of the sealord, sink (SpC), steed of the 
  seas, thalassemia, transformation of the deeps, turbidity  
   
  The Sultan’s Thanks: For serving Zeif by saving the merfolk, you 
  have proven yourself a valuable asset to the Sultanate and 
  improved their image abroad.  Til the end of the campaign, you can 
  declare yourself “Loyal to the Sultan” without having to pay the 
  gold piece cost or the TU cost.  See the document for more details. 
   
  Shallah’s Savior: For being responsible for Shallah’s rescue, she 
  has taken a fond liking to you.  After putting in a good word for 
  you with her father, she has convinced him to offer you her hand 
  in marriage as a symbol of peace between the two nations.  If you 
  decline this offer, cross off this reward.     If you accept, you 
  become married under the sea.  You are given a magical coral ring 
  free of charge as a symbol of your love to Shallah.  This ring takes a 
  ring slot as normal, and allows the user to speak Aquan fluently.  
  Also, the magic in the ring can be expended to grant the user a 
  one-time casting (self only) of freedom of movement, caster level 
  20. Once this ability has been used, it becomes a normal ring (that 
  doesn’t take a slot), though the ability to speak Aquan remains. 
   
  Kiss of the Sea Witch: For your extreme act of bravery, a gift has 
  been bestowed upon you by the Sea Witch. You gain the (Aquatic) 
  subtype.  You can breathe underwater naturally, and are more 
  resistant to pressure and cold effects (as per Stormwrack).  You also 
  gain the Amphibious special quality, meaning you can continue to 
  breathe on land as normal.  You do not gain a swim speed or any 
  greater ability to navigate under the water. 
   
  This Record Certifies that 
  _______________________________________________ 
  Played 
  by____________________________________________ 
  Player 
  RPGA # 
  Has Completed 
  ZEF7-07 Deep Six 
  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/597/Normal Scenarios/ZEF7-07 - Deep Six (APL 4-12)/ZEF7-07 - Deep Six AR.pdf