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 
  2  TU 
  TU Cost 
  - 
  TU 
  Added TU Costs 
  TU REMAINING 
   
   
  ITEMS FOUND DURING THE ADVENTURE
  Cross off all items NOT found 
   
  APL 4  
  � Blunt arrows (Adventure; RoW) 
  � Candle, focusing (Adventure; CV) 
  � Healer’s balm (Adventure; CV) 
  � Master Zaggart’s wonder potion (Adventure; 40 gp; see 
  above) 
  � Ring of feather falling (Adventure; DMG) 
  Staff of s
  � 
  warming insects (10 charges)  (Adventure; 4,950 gp; 
  DMG) 
   
  APL 6 (All of APL 4 plus the following) 
  � Wand of eagle’s Splendor (Adventure; DMG) 
   
  APL 8 (All of APLs 4-6 plus the following) 
  � +1 returning shortspear (Adventure; DMG) 
  Staff of s
  � 
  warming insects (20 charges)  (Adventure; 9,900 gp; 
  DMG) 
   
  APL 10 (All of APLs 4-8 plus the following) 
  � Cloak of charisma +4 (Adventure; DMG) 
  � +1 flaming returning shortspear (Adventure; DMG) 
   
  APL 12 (All of APLs 4-10 plus the following) 
  � Cloak of resistance +3 (Adventure; DMG) 
  � Ring of protection +2 (Adventure; DMG) 
  Staff of s
  � 
  DMG)
  warming insects (40 charges) (Adventure; 19,800 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 4 
  max 1,350xp; 1,300gp 
   
  APL 6 
  max 1,800xp; 1,800gp 
   
  APL 8 
  max 2,250xp; 2,600gp 
   
  APL 10 
  max 2,700xp; 4,600gp 
   
  APL 12 
  max 3,150xp; 6,600gp 
  Rage of the Pirate King: This character had been touched by the
  restless spirit of Steelholme. In the first combat of any Dullstrand
  regional adventure, this character migth be caught in a fit of
  madness, unless he makes a successful DC 11 Will save. On a
  failure he is affected as per the spell, lesser confusion. 
   
  A remove curse spell cast by a caster of at least level 12 does
  remove this effect, as well as a break enchantment spell on a
  successful DC 22 caster level check. 
   
  Favor of the Dwur: This favor can be redeemed at the end of a
  Dullstrand regional adventure (including this one) to have one
  magical item repaired that has been destroyed during that
  adventure at 40% of the total market value of the item. This offer
  only applies to magical weapons or armor. This favor might also be
  turned in for other uses at a later time.  
   
  Master Zaggart’s Wonder Potion: This herbal remedies allow an
  additional Fortitude save versus non-magical diseases at +4, but
  must be taken after the PC might have contracted the disease. (i. e.
  the PC does not know the result of the original Fortitude Save). If
  taken before contracting a disease, it has no effect. (40gp,
  Adventure) 
  Gratitude of Fasalla Randuun: This favor can be redeemed after
  a Dullstrand regional adventure to add the axiomatic weapon
  enhancement to any one weapon the character provides at normal
  upgrade cost. If the weapon in question happens to be
  'Wraithreaver' from the module DUL4-03 Steelholme, the Pholtans
  instead offer to add the 'Bane (undead)' or 'Holy' enhancement
  (player's choice) at normal upgrade cost (they want to discourage
  any ghost from using it). 
   
  Gratitude of the Induchine Clan: If in the future the PC wishes
  to purchase an item within the Dullstrand, but is not yet able to
  pay for it, the leaders of the clan will in return for this favor use
  their influence to lay claim to that item in your name, and safe
  keep it until you are able to pay the full price. In effect you may
  change the frequency of one item found in a regional adventure of
  The Dullstrand from adventure to regional. When using this favour,
  make a note on that AR, mark this favour as used and insert the
  number of the AR here: ___________________ 
   
   
   
  Event: _____________________________________ Date: ________ 
  DM:________________________________________________________ 
   
  Signature 
   
   
   
  RPGA # 
  Play Notes:
  � Gained a level 
  � Lost a level 
  � Ability Drained ______________ 
  � Died 
  � Was raised/res’d 
  � Was reincarnated 
  _________________________________________
  _________________________________________ 
  Home Region________________________ 
  This Record Certifies that 
  _______________________________________________________
  Played by____________________________________________
                 Player 
  RPGA # 
  Has Completed 
  DUL6-01 A Voice in the Oerth 
  Set in The Dullstrand 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/The Dullstrand/596/Normal Scenarios/DUL6-01 - A Voice in the Oerth (APL 4-12)/DUL6-01 - A Voice in the Oerth AR.pdf