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  TU 
  TU Cost 
  - 
  TU 
  Added TU Costs 
  TU REMAINING 
   
   
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
   
  APL 12 
  � 
  Boots of elvenkind (Adventure, DMG) 
  � 
  Cloak of elvenkind (Adventure, DMG) 
  � 
  Headband of intellect +4 (Adventure, DMG) 
  � 
  Pearl of power, 2nd level spell (Adventure, DMG) 
  � 
  Pearl of power, 3rd level spell (Adventure, DMG) 
  � 
  +2 mithral buckler (Adventure, DMG) 
  � 
  +2 mithral shirt (Adventure, DMG) 
  � 
  Scroll of heal (Adventure, DMG) 
  � 
  Scroll of restoration (Adventure, DMG) 
  � 
  Mithral full plate of speed (Adventure, DMG) 
  � 
  Periapt of Wisdom +4 (Adventure, DMG) 
   
  APL 14 (all of APL 12 plus the following) 
  � 
  Belt of giant strength +4 (Adventure, DMG) 
  � 
  +3 mithral buckler (Adventure, DMG) 
  � 
  Orange prism ioun stone (Adventure, DMG) 
   
  � 
  Periapt of Wisdom +6 (Adventure, DMG)
   
  APL 16 (all of APLs 10-12 plus the following) 
  � 
  +3 breastplate (Adventure, DMG) 
  � 
  Dust of disappearance (Adventure, DMG) 
  � 
  Dragon bile poison (Adventure, limit 1, DMG) 
  � 
  Headband of intellect +6 (Adventure, DMG) 
  � 
  +3 mithral shirt (Adventure, DMG) 
  � 
  Scroll of raise dead (Adventure, limit 1, DMG) 
   
  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 12 
  max 1,575xp; 3,300gp 
   
  APL 14 
  max 1,800xp; 6,600gp 
   
  APL 16 
  max 2,025xp; 9,900gp 
   
  � Favor of the Drinkers, Cowyr’s Appreciation: For completing
  their mission and rescuing their agent from the prison of
  Gibbering Gate and curing him of his madness, Cowyr and the
  Drinkers wish to reward you in some way in the future. 
   
  � Thanks of an Elven Ranger:  For rescuing him from the prison
  of Gibbering Gate and curing him of his madness, an elven ranger
  from Highfolk has promised to reward you in the future.  During
  any future event set in an Iuz metaregional, you may purchase one
  of the following items from him: bracers of dawn (CW), cloak of
  thorns (MH), collar of command (MH), quiver of Ehlonna. 
   Thank
   
  s of a Cleric of Mayaheine:  For rescuing her from the
  �
  prison of Gibbering Gate and curing her of her madness, a human
  cleric of Mayaheine from the Shield Lands has promised to reward
  you in the future.  During any future event set in an Iuz
  metaregional, you may add any of the following enhancements
  onto a single weapon, armor, or shield: animated, disarming (CW),
  exit wound (CW), fortification (any), ghost touch. You must pay
  the upgrade cost as normal. 
   
   Favor of the Church
  �
   of Heironeous: For recovering the
  body’s Lord Aldreth and his companions, the Church of
  Heironeous grants you a free resurrection the next time you die. 
  � Curse of Lord Belthraxx: You have been slain by a
  decapitating blow from the cursed blade of the Balor, Lord
  Belthraxx. If you have been brought back to life, you find that a
  jagged scar encircles your neck where the abyssal lord’s blade
  struck them down. This scar glows faintly with a fiendish red light.
  This lightning bolt-shaped scar identifies you as a very dangerous
  individual to any demon that comes across you. Demons target you
  over any other, and attempt to take your body back to the Abyss to
  garner favor with Lord Balthraxx. The scar can be hidden from
  normal sight, but any demon can sense the presence of the wound
  if they are within 30 ft. In addition, any time you are struck by a
  critical hit, you’re dazed on your next turn, as the curse sends you a
  mental flashback of their death at the hands of Lord Belthraxx.
  During the flashback, you appear terror-struck; the red glow from
  the jagged scar suddenly deepens as blood seeps from the wound.
  There is no known way to remove this curse at this time. 
   
  This Record Certifies that 
  _______________________________________________ 
  Played 
  by____________________________________________ 
  Player 
  RPGA # 
  Has Completed 
  Lost But Not Forgotten 
  A Regional Adventure 
  Set in The Empire of Iuz 
  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 Iuz Border States/595/Normal Scenarios/IUZ5-03 Lost But Not Forgotten (APL 12-16)/IUZ5-03 - Lost But Not Forgotten AR.pdf