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 or 4 TU 
  TU Cost 
  -                     TU 
  Added TU Costs 
  TU REMAINING 
   
   
   
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
  APL 8: 
  � +1 Frost Necklace of Natural Weapons (4) (Adventure, see above) 
  � +1 Mithral Chain Shirt (Adventure, DMG), +1 Mithral Heavy Shield (Adventure, DMG) 
  � Bracers of Armor +4 (Adventure, DMG), Cloak of Resistance +4 (Adventure, DMG) 
  � Elemental Gem - Earth (Adventure, DMG) 
  � Gauntlets of Ogre Power (Adventure, DMG) 
  � Pearl of Power – 1st level (Adventure, DMG) 
  APL 10 (APL 8 Items plus): 
  � +1 Bane (Human) Sickle (Adventure, DMG) 
  � +1 Merciful Greatsword (Adventure, DMG) 
  � +1 Shock Warhammer (Adventure, DMG) 
  � Boots of Striding and Springing (Adventure, DMG) 
  � Bracers of Armor +5 (Adventure, DMG) 
  � Cloak of Resistance +2 (Adventure, DMG) 
  � Elixir of Fire Breath (Adventure, DMG) 
  � Salve of Slipperiness (Adventure, DMG) 
  APL 12 (APL 8, 10 Items plus): 
  � +1 Light Fortification Full Plate with +1 Frost Armor Spikes (Adventure, DMG) 
  � +1 Shadow Silent Moves Mithral Chain Shirt (Adventure, DMG) 
  � +1 Unholy Shock Necklace of Natural Weapons (4) (Adventure, see above) 
  � +2 Heavy Steel Shield (Adventure, DMG) 
  � +2 Merciful Greatsword (Adventure, DMG) 
  � +2 Mithral Heavy Shield (Adventure, DMG) 
  � Amulet of Health +2 (Adventure, DMG) 
  � Bracers of Armor +7 (Adventure, DMG) 
  � Cloak of Resistance +3 and/or +5 (Adventure, DMG) 
  � Necklace of Fireballs – Type I (Adventure, DMG) 
  � Ring of Protection +3 (Adventure, DMG) 
  APL 14 (APL 8, 10, 12 Items plus): 
  � +1 Acidic Burst Bastard Sword (Adventure, A&EG) 
  � +1 Bane (Human) Wounding Sickle (Adventure, DMG) 
  � +1 Bane (Human, Dwarf, Elf, Gnome) Necklace of Natural Weapons (4) (Adventure, see above) 
  � +1 Shock Thundering Warhammer (Adventure, DMG) 
  � +1 Vicious Rapier (Adventure, DMG) 
  � +2 Moderate Fortification Full Plate with +1 Frost Armor Spikes (Adventure, DMG) 
  � +2 Studded Leather (Adventure, DMG) 
  � +3 Merciful Greatsword (Adventure, DMG) 
  � Adamantine Full Plate (Adventure, DMG) 
  � Bracers of Armor +8 (Adventure, DMG) 
  � Necklace of Fireballs – Type II (Adventure, DMG) 
  � Periapt of Wisdom +2 (Adventure, DMG) 
  � Potion of Shield of Faith +5 (Adventure, DMG) 
  � Ring of Protection +2 (Adventure, DMG) 
  APL 16 (APL 8, 10, 12, 14 Items plus): 
  � +1 Brilliant Energy Wounding Necklace of Natural Weapons (4) (Adventure, see above) 
  � +1 Flaming Short Sword (Adventure, DMG) 
  � +1 Spell Storing Light Mace (Adventure, DMG) 
  � +2 Bane (Human) Wounding Sickle (Adventure, DMG) 
  � +2 Heavy Fortification Full Plate with +1 Frost Keen Armor Spikes (Adventure, DMG) 
  � +2 Shock Thundering Warhammer (Adventure, DMG) 
  � +3 Mithral Heavy Shield (Adventure, DMG) 
  � Amulet of Health +4 (Adventure, DMG) 
  � Belt of Giant Strength +4 (Adventure, DMG) 
  � Cloak of Charisma +6 (Adventure, DMG) 
  � Gloves of Dexterity +6 (Adventure, DMG) 
  � Headband of Intellect +4 (Adventure, DMG) 
  � Oil of Magic Vestment +5 (Adventure, DMG) 
  � Pearl of Power – 2nd level (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 8 
  max 2,250 xp; 2,600 gp 
   
  APL 10 
  max 2,700 xp; 4,600 gp 
   
  APL 12 
  max 3,150 xp; 6,600 gp  
   
  APL 14 
  max 3,600 xp; 13,200 gp 
   
  APL 16 
  max 4,050 xp; 19,800 gp 
   
  Cross out any game effects this character does not gain. 
   
  � Favor of the Knights of the Watch  
   
  This favor allows the PC to effectively “cut the red tape” in a particular encounter where a Knight of 
  the Watch would be able to act more favorably to the PC.  For example, it might allow the PC to go 
  armed where they normally could not or to view a closed crime scene, or to enter a restricted area, to 
  gain additional information from a Knight of the Watch.  The actually effect of the use of the favor in 
  this manner is left to the discretion of the DM.  A PC who is a member of the Knights of the Watch may 
  use this favor in lieu of the normal time in grade necessary for their next promotion.  Cross out when 
  used. 
   
  � Enmity of the Knights of the Watch  
   
  The Knights of the Watch are very displeased with this PC.  The PC is considered wanted for 
  questioning by the Knights.  The next time the PC is detained within the Sheldomar Valley by a Lawful 
  organization that is not intrinsically opposed to the Knights of the Watch (or the next time they are in 
  the presence of a force of the Knights of the Watch), no matter the reason for this detention, they are 
  passed into the custody of the Knights of the Watch, where they spend 12 TUs being questioned and 
  forced to account for their actions.  This PC loses any influence points or favors (or similar effects) with 
  the Knights of the Watch they currently possess and may not gain any future ones.  If this PC is a 
  member of the Knights of the Watch, they are removed from the organization until they atone for their 
  actions (contact your local Knights of the Watch POC for further information). 
   
  � Favor of the Midnight Ravens  
   
  A PC may expend this favor to automatically succeed at any one Gather Information, Knowledge 
  (local – Sheldomar Valley), or Knowledge (nobility) check of DC 30 or lower. Doing so requires 24 
  hours in game-time for sufficient resources to be contacted and made available to the PC.  This favor 
  may only be expended during adventures set within the Sheldomar Valley.  A PC who is a member of 
  the Midnight Ravens may use this favor in lieu of the normal time in grade necessary for their next 
  promotion.  Cross out when used. 
  � Enmity of the Midnight Ravens  
   
  The Midnight Ravens are very displeased with this PC.  In any adventure the PC participates in 
  within the Sheldomar Valley, if the PC normally would pay two TUs to participate in that adventure, 
  they must pay one additional TU due to “unexpected difficulties” that delay their travel.  This PC loses 
  any influence points or favors (or similar effects) with the Midnight Ravens they currently possess and 
  may not gain any future ones.  If this PC is a member of the Midnight Ravens, they are removed from 
  the organization until they atone for their actions (contact your local Midnight Ravens POC for further 
  information). 
   
  � Necklace of Natural Weapons (4) 
   
  The enhancement bonus on this necklace applies to attack and damage rolls involving up to four of 
  the wearer’s natural weapons.  In addition, any weapon special qualities on this necklace are applied to 
  those natural weapons as well. 
   
  +1 Frost: Moderate evocation; CL: 8th; Prerequisites: can’t be created; Market Price: 34,400 gp; Weight: 0 
  lbs. 
   
  +1 Unholy Shock: Moderate evocation [evil]; CL: 8th; Prerequisites: can’t be created; Market Price: 
  130,400 gp; Weight: 0 lbs. 
   
  +1 Bane (Human, Dwarf, Elf, Gnome): Moderate conjuration; CL: 8th; Prerequisites: can’t be created; 
  Market Price: 202,400 gp; Weight: 0 lbs. 
   
  +1 Brilliant Energy Wounding: Moderate evocation and strong transmutation; CL: 16th; Prerequisites: 
  can’t be created; Market Price: 394,400 gp; Weight: 0 lbs. 
   
  � Enmity of Gallimar Withington  
   
  You have angered one of the most renown assassins of the Sheldomar Valley.  This enmity will 
  come into play when the PC least expects it.  In addition, the PC receives a -4 circumstance penalty to all 
  Charisma-based checks when dealing with any criminal elements within the Sheldomar Valley, as most 
  professionals of the darker trades are wary to associate with this PC. 
  This Record Certifies that 
  __________________________________________ 
  Played by______________________________________ 
   
   
  Player 
   
   
  RPGA # 
  Has Completed 
  SHE4-02 Check the Fine Print 
  A Metaregional Adventure 
  Set in the Sheldomar Valley 
  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/Meta-Region Sheldomar Valley/594/Normal Scenarios/SHE4-02 - Check the Fine Print (APL 8-16)/SHE4-02 - Check the Fine Print AR.pdf