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  TU 
  TU Cost 
  -                     TU 
  Added TU Costs 
  TU REMAINING 
   
   
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
   
  APL 2 
  � Golembane scarab (Frequency: Adventure; DMG) 
  � Rod of Wonder (Frequency: Core) 
  � Collar of Tusmit (Frequency: Adventure; See Above) 
   
  APL 4 (all of APL2 plus the following) 
  � Figurine of Wondrous Power (ebony fly) (Frequency: Core; 
  DMG) 
   
  APL 6 (all of APLs 2-4 plus the following) 
  � “Ring of Gookinesis” (Ring of Telekinesis that only works on 
  creatures of type Ooze) (Frequency: Adventure; 20,000 gp; DMG)
  � Amulet of Proof Against Detection and Location (Frequency: 
  Adventure; DMG) 
   
  APL 8 (all of APLs 2-6 plus the following) 
  � Access to purchase up to 3 scrolls of any 4th level arcane 
  spells in the DMG Table 8-24 (Frequency: Adventure; DMG) 
  �  Armor enhancement: Fortification (light) (Frequency: Core; 
  DMG) 
   
  APL 10 (all of APLs 2-6 plus the following) 
  � Access to purchase up to 2 scrolls of any 5th level arcane 
  spells in DMG Table 8-24 (Frequency: Adventure; DMG) 
  � Chaotic weapon enchantment (Frequency: Core; DMG) 
   
  APL 12 (all of APLs 2-6 plus the following) 
  � Access to purchase up to 2 more scrolls of any 5th level 
  arcane spells in DMG Table 8-24 (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 2 
  max 450xp; 400gp 
   
  APL 4 
  max 615xp; 600gp 
   
  APL 6 
  max 900xp; 800gp 
   
  APL 8 
  max 1,125xp; 1,240gp 
   
  APL 10 
  max 1,350xp; 2,100gp 
   
  APL 12 
  max 1,575xp; 3,000gp 
  Cross off all items NOT earned 
   
  � Feat Access – Your visit to Folly has expanded your mind and 
  awakened you to previously unpondered ideas.  Swirling about the 
  whirlwind at Folly were dreams undreamt and thoughts 
  unmanifested.  This PC now has access to one of the following 
  feats, cross off all others: 
   
  Tome and Blood: Arcane Defense, Extra Slot, Subdual Substitution
   
  Song & Silence: Chink in the Armor, Jack of All Trades, Lingering 
  Song, Pyro 
   
  Defenders of the Faith: Divine Resistance, Heighten Turning, 
  Reach Spell 
   
  Masters of the Wild: Animal Defiance, Extra Favored Enemy, Extra
  Rage, Plant Defiance, Speaking Wild Shape 
   
  Sword and Fist: Close Quarters Fighting, Fists of Iron, Prone
  Attack 
  � Collar of Tusmit – This Adamantine collar was found in a junk 
  bin at Zagyg’s Museum in Folly.  It was designed to protect it’s 
  wearer from decapitation and garrote attacks.  The game effects are 
  as follows: it prevents a vorpal weapon from decapitating the 
  wearer and provides a +10 armor bonus against garrote attacks. The 
  collar is an improved version of the gorget from Song and Silence. 
  (Caster Level: Unknown; Prerequisites: Craft Wondrous Item, 
  unknown spell; Market Price: 4,000 gp) 
   
  � “Fortune of the Absurdly Incongruous” – Having been exposed 
  to the random fluxuations of Folly, the player posses an aura 
  similar to the Luck on.  This roll may be for an attack, skill check, 
  saving throw, etc .... The second result on the die must be kept, 
  even if it is worse than the first. This special ability is only awarded 
  if the table successfully solves the final puzzle. This effect lasts for 
  one game year from the date Folly is played.  It does not stack with 
  any other die rerolling ability and may be used after the initial roll. 
   
  This Record Certifies that 
  _______________________________________________ 
  Played by______________________________________ 
   
   
  Player 
   
   
  RPGA # 
  Has Completed 
  Folly 
  A Core Adventure 
  Set in the Domain of Greyhawk 
  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/COR (Core)/ARs/COR3-19 Folly AR (3E).pdf