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) 
   
  APL 4 (All of APL 2 plus the following) 
  � brooch of shielding (Adventure, DMG) 
  � elixir of hiding (Adventure, DMG) 
   
  APL 6 (All of APLs 2-4 plus the following) 
  � elixir of swimming (Adventure, DMG) 
   
  APL 8 (All of APLs 2-6 plus the following) 
  � bracers of archery, lesser (Adventure, DMG) 
   
  APL 10 (All of APLs 2-8 plus the following) 
  � +2 buckler (Adventure, DMG) 
  � +2 full plate (Adventure, DMG) 
  � +1 Mighty {str +2} composite longbow of seeking 
  (Adventure, DMG) 
  � oil of greater magic weapon +2 (Adventure, DMG) 
  � Ring of mighty fist +1 (Adventure, function and 
  cost as an amulet of mighty fist +1, DMG) 
   
  APL 12 (All of APLs 2-10 plus the following) 
  � cloak of resistance +2 (Adventure, DMG) 
  � monk’s belt (Adventure, DMG) 
  � oil of greater magic weapon +3 (Adventure, DMG) 
  � oil of magic vestment +2 (Adventure, DMG) 
  � potion of barkskin +5 (Adventure, DMG) 
  � potion of shield of faith +5 (Adventure, DMG) 
  � ring of counterspell (Adventure, DMG) 
  � ring of protection +2 (Adventure, DMG) 
  Adventure Record# 
  594 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 450 XP; 450 gp 
   
  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
  � Favor of Count Jarinto of Stalward: Lord Jarinto will
  arrange for any one weapon of your choice to be enchanted
  (at normal cost), with the following enhancements:
  axiomatic, keen, mighty cleaving, bane-aquatic. Or any one
  suit of armor can be enhanced with acid, electricity, fire
  and/or cold resistance. In addition the favor can be used for
  standard things, though to become a knight in Lord
  Jarinto's service one's alignment need to be LN or NN. It
  also counts as a recommendation for the army. 
   
  � Wrath of Count Jarinto: You have earned Count
  Jarinto's wrath. No favors with the count or the temple of
  Hextor in the Splintered Sun can be spent until the
  disfavor is removed. In addition, a candidate for the Knight
  of the Realm or a promotion in the Sunndian Army needs
  one more favor then normal. 
   
   
  � Favor of Count Kestor of Corul: This favor counts as a
  standard favor with Count Kestor. Besides standard use, it
  can be spend to gain one time access to one of the
  following items: boots of levitation, brooch of shielding,
  folding boat, necklace of fire balls (up to type V), slippers of
  spider climbing, or a stone of alarm. Or you can write six
  levels of arcane Abjuration or non-evil Necromantic core
  access spells of up to 6
  th level of your choice in your
  spellbook for the normal costs. 
   
  � Blessing of Meabhe: By calling upon Meabhe's name,
  and using this favor, one can give a +1 weapon without any
  other enhancements either an upgrade to a +2 weapon or
  give it a +1 equivalent enhancement from the DMG (except
  vicious). Instead of the usual costs, one pays 3000 gp and
  240 xp as if the character crafted the weapon herself.
  Preparing the weapon costs 1 TU. 
   
  This Record Certifies that 
  _______________________________________________ 
   
  played by______________________________________ 
   
  Player  
   
   
  RPGA #
  Has Completed 
  Saving Dolkann 
  A Regional Adventure 
  Set in The Kingdom of Sunndi 
  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/Sunndi/594/Normal Scenarios/SND4-08 - Saving Dolkann (APL 2-12)/SND4-08 - Saving Dolkann AR.pdf