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): 
  � 
  Bracers of Armor +2 (Adventure; Dungeon Master’s Guide) 
  � 
  Focusing Candle (Adventure; Complete Adventurer) 
  � 
  Fury (Regional and Metaregional; See Above; Limit One) 
  � 
  Giant’s Potion of Cure Moderate Wounds (Regional; See Above; Limit One) 
  � 
  Large Black Dragoncraft Hide Armor (Adventure; Draconomicon) 
  � 
  Large Greatclub (Adventure; Player’s Handbook) 
  � 
  Ring of Counterspells (Adventure; Dungeon Master’s Guide) 
  � 
  Scarf of Warmth (Adventure; Complete Adventurer) 
   
  APL 6 (all of APL 4 plus the following): 
  � 
  +2 Leather Armor (Adventure; Dungeon Master’s Guide) 
  � 
  Magic Sleeping Bag (Adventure; Miniatures Handbook) 
  � 
  Masterwork Military Saddle (Adventure; Complete Adventurer) 
   
  APL 8 (all of APL 4, 6 plus the following): 
  � 
  Amulet of Natural Armor +1 (Adventure; Dungeon Master’s Guide) 
  � 
  Badge of Valor (Adventure; Complete Adventurer) 
  � 
  Vest of Resistance +1 (Adventure; Complete Arcane) 
   
  APL 10 (all of APLs 4, 6, 8 plus the following): 
  � 
  +2 Chain Shirt (Adventure; Dungeon Master’s Guide) 
  � 
  Gloves of Fortunate Strike (Adventure; Miniatures Handbook) 
  � 
  Medal of Gallantry (Adventure; Complete Adventurer) 
   
  APL 12 (all of APLs 4, 6, 8, 10 plus the following): 
  � 
  +2 Spear (Adventure; Dungeon Master’s Guide) 
  � 
  Bracers of Armor +4 (Adventure; Dungeon Master’s Guide) 
  � 
  Brooch of Shielding (Adventure; Dungeon Master’s Guide) 
  � 
  Field Provisions Box (Adventure; Miniatures Handbook) 
  � 
  Vest of Resistance +2 (Adventure; Complete Arcane) 
  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 
   
   
  APL 12 
  max 1,575 xp; 3,300 gp 
  Cross out any game effects this character does not gain. 
  � Favor of Nanny Oggda Oakbessel:  For heeding the oracular 
  musings of the beloved halfling cleric of Midfell, you have earned her 
  favor. 
   
  � Favor of Felk the Hill Giant:  Your actions have proven you a friend 
  of Felk the hill giant.  For helping to free and/or heal the hill giant, he has 
  rewarded you with a small bone (whose origin you are leery of asking 
  about).  The bone is inscribed with Felk’s personal rune. 
   
  � Enmity of Felk the Hill Giant:  Your actions have proven you a foe 
  of Felk the hill giant.  By denying him assistance or by trying to harm or 
  slay him, you have been named a giantfoe.  This PC receives a -2 to all 
  Cha-based checks with giants, starts all interactions with giants in the 
  worst possible situation (i.e. hostile initial attitude towards the PC), and 
  will be a primary target of any giant involved in combat with this PC and 
  his party.  The enmity remains until the PC finds some way to atone for 
  his actions against Felk (contact the Yeomanry triad for details). 
   
  � Giant’s Potion of Cure Moderate Wounds:  This potion is gratefully 
  given to this PC by the hill giant Felk.  The potion bottle is larger than a 
  wine bottle.  If consumed in four individual swigs, each swig acts a potion 
  of cure moderate wounds.  If all four swigs are guzzled at once (full round 
  action), the guzzle acts as if the PC had swallowed 4 potions of cure moderate 
  wounds consecutively.  Mark the swigs taken here:  ★  ★  ★  ★.  Faint 
  Conjuration; CL 3rd; can’t be crafted, Price: 1,200 gp, Weight: 0 lbs. 
  � Fury: Fury is an intelligent (see the Dungeon Master’s Guide) +1 mithral heavy shield.  
  Fury is Neutral Good, with Int 14, Wis 10, and Cha 14.  It can speak Common, Ancient 
  Suloise, and Old Oeridian, as well as communicate telepathically with its wielder.  
  Fury has 120 ft. vision and hearing.  It starts with an initial Ego of 6 and initial cost of 
  6,020 gp.  Fury bonds with one and only one Good-aligned PC; so long as that person 
  is alive, it will not willingly let anyone else wield it, initiating an ego conflict with any 
  who try.  Fury’s primary motivation is to protect and heal the opponents of the evil 
  wizard Asberdies and any of his minions. 
   
  This PC must pay the shield’s initial cost of 6,020 gp to complete the bonding 
  process and wield the shield.  If this PC had insufficient funds to do so, he must 
  temporarily surrender the shield to the Academy of Lore "for study and safe-keeping."  
  The character can then “purchase” Fury following any future Yeomanry regional or 
  Sheldomar Valley metaregional adventure. 
   
  This shield can not be upgraded normally.  However, at the end of any Yeomanry 
  adventure in which the PC and the shield have not had a personality conflict, the PC 
  may purchase any of the following “upgrades” to the shield (cost to further “bind” the 
  shield to the user): 
  • Fury can bless its allies 3/day (cost: 1,000 gp, +1 Ego). 
  • Fury can use cure moderate wounds (2d8+3) on wielder 3/day (cost: 6,500 gp, +1 
  Ego). 
  • Fury’s enhancement bonus increases to +2 (cost: 3,000 gp, +1 Ego). 
  • Fury gains the animated shield special ability (cost: 12,000 gp, +2 Ego, must 
  purchase enhancement bonus increase first). 
   
  At no time may two PCs at the same table both wield Fury in the same adventure.  
  If both PCs own this shield, the DM must determine randomly which PC has the 
  actual shield for the adventure and which one has an equivalent non-intelligent shield 
  for the adventure. 
   
  Fury accompanies this PC for as long as it serves its mission against Asberdies.  At 
  some future time (as specifically noted in a Yeomanry adventure), the shield may 
  choose to leave this PC to continue its mission with another individual. 
  This Record Certifies that 
  ____________________________________________ 
  Played by______________________________________ 
   
   
  Player 
   
   
  RPGA # 
  Has Completed 
  YEO5-02 Shield of Fury, Shield of Faith 
  A Regional Adventure 
  Set in the Yeomanry 
   
  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/Yeomanry/595/Normal Scenarios/YEO5-02 - Shield of Fury, Shield of Faith (APL 4-12)/YEO5-02 - Shield of Fury, Shield of Faith AR.pdf