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 4 (all of the following): 
  � 
  +1 Large Breastplate or +1 Large Greatclub (Adventure; Dungeon Master’s Guide) 
  � 
  +1 Sharkskin Armor (Adventure; Stormwrack) 
  � 
  Arcane Scroll of Mirror Image (CL 4th; Adventure; Dungeon Master’s Guide) 
  � 
  Averk’s Spellbooks (Adventure; See Above) 
  � 
  Elixir of Sneaking (Adventure; Dungeon Master’s Guide) 
  � 
  Large Javelin (Adventure; Dungeon Master’s Guide) 
  � 
  Masterwork Aquatic Crossbow (Adventure; Stormwrack) 
  � 
  Monocle of Perusal (Adventure; Complete Adventurer) 
  � 
  Navigator’s Kit (Adventure; Arms & Equipment Guide) 
  � 
  Wand of Scorching Ray (CL 3rd; Adventure; Dungeon Master’s Guide) 
   
  APL 6 (all of APL 4 plus the following): 
  � 
  +2 Sharkskin Armor (Adventure; Stormwrack) 
  � 
  Potion of Barkskin +5 (Adventure; Dungeon Master’s Guide) 
  � 
  Quiver of Ehlonna (Adventure; Dungeon Master’s Guide) 
  � 
  Wand of Shield (CL 1st; Adventure; Dungeon Master’s Guide) 
   
  APL 8 (all of APLs 4, 6 plus the following): 
  � 
  +1 Shock Trident (Adventure; Dungeon Master’s Guide) 
  � 
  +2 Chain Shirt (Adventure; Dungeon Master’s Guide) 
  � 
  +2 Large Breastplate (Adventure; Dungeon Master’s Guide) 
   
  APL 10 (all of APLs 4, 6, 8 plus the following): 
  � 
  +1 Returning Large Javelin (Adventure; Dungeon Master’s Guide) 
  � 
  +2 Full Plate (Adventure; Dungeon Master’s Guide) 
  � 
  +3 Sharkskin Armor (Adventure; Stormwrack) 
  � 
  Bag of Teeth (Adventure; Stormwrack) 
  � 
  Javelin of Lightning (Adventure; Dungeon Master’s Guide) 
  � 
  Pearls of Power, 1st Level Spell or 2nd Level Spell (Adventure; DMG) 
  � 
  Ring of Protection +2 (Adventure; Dungeon Master’s Guide) 
  Adventure Record#
  595 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 
  Cross out any game effects this character does not gain. 
   
  � Averk’s Spellbooks: This PC gains access to one or more of Averk’s 
  spellbooks (the one at the APL played and all those at lower APLs, each 
  weighs 3 lbs.): 
  APL 4: 1st – burning hands, cause fear, expeditious retreat, identify, mage armor, 
  magic missile, Tenser’s floating disk; 2nd – flaming sphere, mirror image, 
  pyrotechnics, scorching ray. Market Price: 750 gp. 
  APL 6: 2nd – earthen grasp (Complete Arcane); 3rd – displacement, fireball, haste, 
  lightning bolt. Market Price: 700 gp. 
  APL 8: 4th – fire shield, shout, wall of fire. Market Price: 600 gp. 
  APL 10: 4th – mass reduce person; 5th – Bigby’s interposing hand, cone of cold, 
  overland flight. Market Price: 950 gp. 
   
  � Enmity of the White Trident Tribe: For slaying one of their priests, 
  you have been marked as an enemy by the sahaugin of the White Trident 
  Tribe.  This PC is targeted by sahaugin of the White Trident Tribe above 
  all others, and the sahaugin of this tribe fight to the death to kill this PC.  
  If you already possess the Enmity of the White Trident Tribe from 
  another source, or gain such later, their fear of you may outweigh their 
  hatred – whenever a sahaugin of that tribe catches your scent, it must 
  make a Will save (DC = ½ your HD + your Cha modifier) or be shaken for 
  the remainder of the encounter (although it still targets you above all 
  others). 
  � Commendation/Recommendation for the Military: For showing 
  valor and dedication to your duty by rescuing the folk of Marlin, the 
  Admiralty has issued a commendation, noting your valor and skill.  You 
  are one step closer to promotion, sailor! 
   
  If you are a civilian, you instead receive a recommendation to join the 
  Principality’s military.  Should you join the Royal Army, Navy, or Mine 
  Rangers at any time in the future, you are considered to already have 
  acquired a commendation.  You can only join with one commendation, 
  no matter how many recommendations you have earned. 
   
  � Curse of Lycanthropy – Wereshark: Any humanoid or giant hit by a 
  natural lycanthrope’s bite attack in animal or hybrid form must succeed 
  on a DC 15 Fort save or contract lycanthropy.  If the victim’s size is not 
  within one size category of the lycanthrope, the victim cannot contract 
  lycanthropy from that lycanthrope.  Afflicted lycanthropes can’t pass on 
  the curse.  See the LGCS for details on dealing with lycanthropy. 
   
  � Osprey’s Mark: Sten Osprey has taken a shine to you, and he had 
  your likeness added to his collection of tattoos.  You gain access 
  (Frequency: Regional) to purchase the following items (from Stormwrack) 
  from Sten: masterwork harpoon, +1 shock harpoon, +1 returning harpoon. 
   
  � Gratitude of the Fisher Folk: For rescuing the folk of Marlin from a 
  lifetime of slavery, this PC has the gratitude of all fishermen and sailors 
  who ply a living on the Principality’s coast.  You have a +2 circumstance 
  bonus to all Cha-based checks made in a coastal village or the docks area 
  of any large city, while in the Principality of Ulek. 
  This Record Certifies that 
  ____________________________________________ 
  Played by______________________________________ 
   
   
  Player 
   
   
  RPGA # 
  Has Completed 
  ULP5-08 Flotsam and Jetsam 
  A Regional Adventure 
  Set in the Principality of Ulek 
   
  Event: __________________________________  Date: ______________
  DM: ___________________________________________________________
   
  Signature 
   
   
   
  RPGA # 
  Play Notes: 
  � 
  Gained a level 
  � 
  Lost a level 
  � 
  Ability Drained ____________ 
  � 
  Died 
  � 
  Was raised/res’d 
  � 
  Was reincarnated 
  _________________________________________
  _________________________________________
  _________________________________________
  Home Region________________________
  
   
  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 4 (all of the following): 
  � Keoghtom’s Ointment (Adventure; Dungeon Master’s Guide) 
  � Ring of Protection +2 (Adventure; Dungeon Master’s Guide) 
   
  APL 6 (all of APL 4 plus the following): 
  � Wand of Energy Substituted (Electricity) Scorching Ray (CL 3rd; 
  Adventure; Dungeon Master’s Guide) 
   
  APL 8 (all of APLs 4, 6 plus the following): 
  � Heward’s Handy Haversack (Adventure; Dungeon Master’s 
  Guide) 
  � Ring of the Ram (Adventure; Dungeon Master’s Guide) 
   
  APL 10 (all of APLs 4, 6, 8 plus the following): 
  � Horn of the Tritons (Adventure; Dungeon Master’s Guide) 
  Adventure Record#
  595 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 337 xp; 325 gp 
   
   
   
  APL 6 
  max 450 xp; 450 gp 
   
   
   
  APL 8 
  max 562 xp; 650 gp 
   
   
   
  APL 10 
  max 675 xp; 1,150 gp 
  Cross out any game effects this character does not gain. 
  � Hag’s Thrall: You have traded your virtue to restore a knight’s health.  
  You have spent 1 additional TU serving the Sea-Witch, but have no 
  recollection of exactly what you did for her.  As she set you ashore at the 
  completion of your duties, she laughed and said she would present your 
  son to you in a few years; she then disappeared in a flash of steam. 
   
  � The Sea-Witch’s Ire: You have bested the Sea-Witch and cleverly 
  made her swear to take no vengeance upon you.  Her rage simmers, but 
  you are safe for now. 
   
  � The Sea-Witch’s Wrath: You have bested the Sea-Witch but foolishly 
  did not make your safety one of the conditions of the bargain.  If  you 
  spend one full day on, under, or at the shore of the Azure Sea, you suffer a 
  -1 luck penalty to all attacks, saving throws, and checks; this penalty 
  increases by 1 for each additional day you spend there and decreases by 1 
  for each day you spend away from there.  The penalty may be negated 
  temporarily by a remove curse or break enchantment cast by a 10th level  or 
  higher caster (7th level if a cleric with the Water or Ocean domain), but it 
  begins to accumulate again the next day unless you leave the Azure Sea.  
  It can be permanently removed by a limited wish, wish, or miracle spell. 
   
  � Osprem’s Favor: For restoring one of her sacred knights to health, 
  Osprem has laid her favor upon you.  You may appeal to Osprem in a 
  moment of need to gain the benefits of a water breathing or a water walk 
  spell, as if cast by a 20th level cleric of Osprem.  Once you have invoked 
  this favor three times, mark it as USED; the debt is considered paid and 
  no further appeals will be heard.   �   �   � 
  � Oathbreaker!: You have killed the Sea-Witch after promising to release 
  her unharmed.  In punishment for such treachery, you have been laden 
  with Procan’s mark of justice.  The word “oathbreaker” is blazoned indelibly 
  on your cheek in Aquan; you have a -4 circumstance penalty to all Cha-
  based checks made with Aquan speakers who can see this mark.  
  Furthermore, if you ever come into contact with the waters of the Azure 
  Sea in the future, this curse takes full effect; you gain a -6 penalty to your 
  highest natural attribute; determine randomly if there is a tie.  This curse 
  may only be removed by the following spells: wish, miracle, remove curse 
  (17th level divine caster of Procan), or atonement (divine caster of Procan). 
   
  � A Leper’s Gratitude: Sir Valier Cresting Wave, once known as the 
  Leper, owes you the debt of life and health.  You may accept his thanks in 
  one of three ways (circle the one selected below): 
   
  Favor of Healing: After any adventure set in the Principality of Ulek (or 
  the Sheldomar Valley metaregion for 1 additional TU cost), you may have 
  Sir Cresting Wave cure you of any disease (that is affected by remove curse 
  or remove disease, CL 12th). 
   
  Favor of Knowledge: Sir Cresting Wave accepts you as a squire.  This 
  grant access to (and fulfills the special requirement of) the Knight of the 
  Pearl prestige class (Stormwrack).  It also provides access (Frequency: 
  Regional) to purchase the pearlsteel special material and the aquatic 
  weapon special ability (both from Stormwrack). 
   
  Favor of Friendship: Sir Cresting Wave introduces you to the blessed 
  hippocampi, which dwell in the holy seas of Celestia.  At the beginning of 
  any adventure taking place on or near a large body of water, you may 
  replace your usual special mount (as per the paladin class or a similar 
  class/prestige class ability) with a celestial hippocampus (see Stormwrack 
  and the Dungeon Master’s Guide) for the duration of the adventure. 
  This Record Certifies that 
  ____________________________________________ 
  Played by______________________________________ 
   
   
  Player 
   
   
  RPGA # 
  Has Completed the Optional Encounter 
  In ULP5-08 Flotsam and Jetsam 
  A Regional Adventure 
  Set in the Principality of Ulek 
   
  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/Principality of Ulek/595/Normal Scenarios/ULP5-08 - Flotsam and Jetsam (APL 4-10)/ULP5-08 - Flotsam and Jetsam AR.pdf