TEXT:  
  GP
  Starting GP 
  +
  GP
  GP Earned 
  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 
   
  0 XP 
  Starting XP 
  + 
  XP 
  XP Gained 
  FINAL XP TOTAL 
   
   
  XP
  52  TU 
  Starting TU 
  2  TU 
  TU Cost 
  TU REMAINING 
  50  TU 
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
   
  � 
  Wand of Grease (Adventure, 1st level caster,
  DMG) 
  � 
  Sleep Arrows (Adventure, DMG) 
  � 
  Hand of the Mage (Adventure, DMG) 
  � 
  Wand of Magic Missile (Adventure, 1st level
  caster, DMG) 
   
  Adventure Record# 
  594 CY
  N U M B E R  O F  
  P L A Y E R S  
  P R E S E N T  
  (CIRCLE ONE) 
  4 PCs 
  max 3,412xp 
  max 2,808gp 
   
  5 PCs 
  max 2,730xp 
  max 2,298gp 
   
  6 PCs 
  max 2,275xp 
  max 1,951gp 
   
  � The Blessing of Wee Jas: This blessing manifests as an
  abstract, tattoo-like marking of a skull somewhere visible
  on the character’s body. The blessing lasts for one month
  (from the date listed above), during which time the
  character gains a +1 bonus on all saving throws against
  death effects and automatically succeeds at any rolls to
  stabilize if reduced to negative hit points. The character
  also gains a +2 circumstance bonus on Diplomacy checks
  made against worshipers of Wee Jas. This magic effect
  functions at caster level 20. 
   
  � Favor of Theldrat: While in the city of Greyhawk,
  Theldrat Meldorp, is willing to help the PCs with difficult
  locks free of charge.  Up to once per adventure, the PCs can
  bring a locked object (such as a book or chest) to Theldrat’s
  Shop and he will attempt to open the item.  Theldrat takes
  20 at any Open Lock skill check and has a bonus of +11 (for
  a total of 31 to open the lock).  This favor may have further
  benefits in later adventures. 
   
  � Green Dagger Hideout:
  After clearing out the
  headquarters of the Green Dagger guild house, the above
  named PC can now use the guild house as a residence while
  in the city of Greyhawk. The above named PC receives free
  standard lifestyle during any event that takes place almost
  entirely in the city of Greyhawk (DMs discretion). This
  benefit is only good for one year following the date that
  this adventure was played, at which time the city watch
  closes down the building. 
   
  This Record Certifies that 
  _______________________________________________ 
  Played by____________________________________________
  Player 
  RPGA # 
  Has Completed 
  Mad God’s Key 
  A Special Core Adventure 
  Set in the City of Greyhawk 
  Event: _________________________________ Date: ________ 
  DM:___________________________________________________ 
   
  Signature 
   
   
   
  RPGA # 
  Play Notes:
  � Gained a level 
  � Lost a level 
  � Ability Drained ______________ 
  � Died 
  � Was raised/res’d 
  � Was reincarnated 
  _________________________________________
  _________________________________________ 
  Home Region______________________ 
  #1
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/594/CORS4-04 Mad God's Key/CORS4-04 Mad God's Key AR.pdf