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 or2  TU 
  TU Cost 
  - 
  TU
  Added TU Costs 
  TU REMAINING 
   
   
   
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
   
  APL 4 
  � Wand of Summon Monster II  (Frequency: 
  Adventure; 3rd level caster; DMG) 
  � Cyviawnder (Frequency: Cursed; See above) 
   
  APL 6 (all of APL 4 plus the following) 
  � Wand of Summon Monster III  (Frequency: 
  Adventure; 5th level caster; DMG) 
   
  APL 8 (all of APLs 4-6 plus the following) 
  � Wand of Fear  (Frequency: Adventure; 7th level 
  caster; DMG) 
   
  APL 10 (all of APLs  4-8 plus the following) 
  � None 
   
  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 4 
  max 675 xp; 600 gp 
   
  APL 6 
  max 900 xp; 800 gp 
   
  APL 8 
  max 1,125 xp; 1,,068 gp 
   
  APL 10 
  max 1,350 xp; 1,343 gp 
  � Cyviawnder (kigh vee AWN der) “Justice" in ancient Flan. 
  Cyviawnder is a +1 Shortsword. At the beginning of every combat, 
  the PC with this weapon must make a Will Save (DC 18) or suffer 
  the effects of a Dominate Person spell. Failure means they the PC 
  is compelled to use this weapon for the duration of combat. 
  Success means that the PC with the weapon has resisted the call of 
  the sword for this moment, and is free to choose whether or not 
  they wish to wield it for that combat. 
   
  When a Critical Hit is confirmed against any living creature, the 
  Sword, in addition to dealing double damage, also automatically 
  activates an Enervation effect, and the target must make a 
  Fortitude Save (DC 19), or receive one Negative Level. Against 
  Undead, a threat roll still must have the confirmation roll made. If 
  the Critical Hit roll is confirmed, the weapon deals normal damage 
  (no critical modified damage), but the PC wielding the weapon 
  must make a Fortitude Save (DC 19) or suffer one Negative Level. 
  Negative Levels are cumulative and follow the rules in the DMG. 
   
  Due to the special connection between the weapon and the foul 
  deity, a Paladins Detect Evil will always find only one single source 
  of Evil at all times, centered directly on the Paladin him/herself. 
  There is no way to suppress this effect. 
  Also, the negative energy contained within the weapon will act 
  like a magnet, and all undead within 60 feet will be drawn to the 
  bearer of Cyviawnder 
   
  To get rid of the cursed weapon, the PC in question must have a 
  successful Break Enchantment spell cast (Caster Level Check 
  against DC 25) If successful, the PC can drop the weapon, but 
  retains all Negative Levels received. 
   
  Caster Level: 12th. Prerequisites: Craft Arms & Armor, Magic 
  Weapon or Greater Magic Weapon, Bestow Curse, Enervation, 
  Dominate Person. Market Price: 0gp; Weight: 4lbs; (Frequency: 
  Cursed; Requirements: Creator Must be Evil and a follower of 
  Nerull, as prerequisites.) 
   
  �Influence Point: For your service to Tusmit, and because of 
  your devout faith in ______________, you have been given an influence 
  point with the Church of ____________. The PC must be a member of 
  the respective Faith’s Meta-org or have the deity in question listed 
  as that character’s patron deity in order to receive the Influence 
  Point. 
   
  This Record Certifies that 
  __________________________________________ 
  Played by______________________________________
   
   
  Player 
   
   
  RPGA # 
  Has Completed 
  Rise of the Ur-Flan 
  A Regional Adventure 
  Set in Tusmit 
  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/Tusmit/593/Normal Scenarios/TUS3-02 - The Rise of the Ur-Flan (APL 4-10)/TUS3-02 - Rise of the Ur-Flan AR.pdf