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 
   
  APL 6 
  � Longsword, Adamantine  (Frequency: Adventure; 
  DMG) 
  � Alchemist’s Arrows (Frequency: Adventure; Sword & 
  Fist) 
  � Elemental Gem (Frequency: Adventure; DMG) 
   
  APL 8 (all of APL 6 plus the following) 
  � +2 gnome hooked hammer  (Frequency: Adventure; 
  DMG) 
  � +2 gnome battlepick (Frequency: Adventure; Sword 
  & Fist) 
  � Golden Apron (Frequency: Adventure; Defenders of 
  the Faith) 
   
  APL 10 (all of APLs 6-8 plus the following) 
  � Cape of the mountebank  (Frequency: Adventure; 
  DMG) 
  � Goggles of Night (Frequency: Adventure; DMG) 
   
  APL 12 (all of APLs 6-10 plus the following) 
  � +1 keen gnome hooked hammer  (Frequency: 
  Adventure; DMG) 
  � +1 keen gnome battlepick (Frequency: Adventure; 
  Sword & Fist) 
  � Robe of scintillating colors (Frequency: Adventure; 
  DMG) 
   
  Adventure Record# 
  593 CY 
  A D V E N T U R E
  L E V E L  O F  
  P L A Y  
  (CIRCLE ONE) 
  APL 6 
  max 900 xp; 514 gp 
   
  APL 8 
  max 1,125 xp; 1,250 gp 
   
  APL 10 
  max 1,350 xp; 2,100 gp 
   
  APL 12 
  max 1,575 xp; 3,000 gp 
  �Gratitude of the Kron Hills gnomes: For their bravery in the 
  defense of Sheernobb, the characters have earned an Influence 
  Point with the Kron Hills Gnomes. Furthermore, the gnomes of 
  the Kron will provide access to the items listed under “Items 
  Found During the Adventure,” below. This character receives 
  further reward based on the decision made in the course of the 
  adventure, as follows (mark only one, at most, of the following, and 
  cross out the others) 
  �If the characters stayed to defend Sheernobb, then Lord 
  Avgustin admires their bravery.  The characters earn an Influence 
  Point with Lord Avgustin, and will be accepted into the Avgustin 
  House Guard meta-org if they choose.  If already members of the 
  Avgustin House Guard, they can accept an early promotion to a 
  higher level if they meet the other qualifications.  Furthermore, 
  this 
  character 
  can 
  purchase 
  the 
  armor 
  enhancement 
  invulnerability after any Verbobonc regional scenario. They do this 
  by paying the difference in cost between the old and new armor.  
  �If the characters hunted down the assassins, then Lord 
  Milinous admires their unquenchable lust for vengeance.  The 
  characters earn an Influence Point with House Milinous, and will 
  be accepted into the Milinous House Guard meta-org if they 
  <continued> choose.  If already members of the Milinous House 
  Guard, they can accept an early promotion to a higher level if they 
  meet the other qualifications.  Furthermore, this character can 
  purchase the weapon enhancement bane (giants) after any 
  Verbobonc regional scenario. They do this by paying the 
  difference in cost between the old and new weapon.  
  �If the characters led the refugees to safety, then Lady Asbury 
  admires their dedication to the defenseless. The characters earn an 
  Influence Point with House Asbury, and will be accepted into the 
  Asbury House Guard meta-org if they choose.  If already members 
  of the Asbury House Guard, they can accept an early promotion to 
  a higher level if they meet the other qualifications.  Furthermore, 
  this character can purchase the weapon enhancement axiomatic 
  after any Verbobonc regional scenario. They do this by paying the 
  difference in cost between the old and new weapon.  
  �If the characters left on their own and left Sheernobb to 
  fend for themselves, then bards of Verbobonc learn of their 
  actions and spread the word of their unheroic deeds to all in the 
  Viscounty. All Charisma based checks in the Verbobonc suffer a –2 
  modifier. Furthermore, all goods and services in the Verbobonc 
  region cost 10% more for the character. Contact the Verbobonc 
  Triad for details on fixing this problem. 
  This Record Certifies that 
  __________________________________________ 
  Played by______________________________________
   
   
  Player 
   
   
  RPGA # 
  Has Completed 
  Decision at Sheernobb 
  A Regional Adventure 
  Set in the Viscount of Verbobonc 
  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/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/ARs/VER3-07 Decision at Sheernobb AR (3E).pdf