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 2 
  � chest of holding (Adventure, see above) 
  � Blood red shell (Adventure, see above) 
  � Quick escape masterwork full plate (Adventure, 
  A&EG) 
  � potion of water breathing (Adventure, DMG) 
  � wand of freedom of movement (2 charges, 840 gp, 
  Adventure, DMG) 
  � Art: Jade chess set 50 gp;  (Adventure, see above) 
   
  APL 4 (All of APL 2 plus the following) 
  � cloak of elemental protection (Adventure, MH) 
  � pearl of power 1
  st (Adventure, DMG) 
  � vest of resistance +1 (Adventure, CA) 
   
  APL 6 (All of APL 4 plus the following) 
  � ring of swimming (Adventure, DMG) 
  � vest of resistance +2 (Adventure, CA) 
   
  APL 8 (All of APLs 6 plus the following) 
  � vest of resistance +3 (Adventure, CA) 
   
  APL 10 (All of APLs 8 plus the following) 
  � elemental gem of water (Adventure, DMG) 
  � headband of intellect +4 (Adventure, DMG) 
  � +1 leather armor  of light fortification (Adventure, 
  DMG) 
  � vestment, druid’s (Adventure, 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 2 
  max 450xp; 450gp 
   
  APL 4 
  max 675xp; 650gp 
   
  APL 6 
  max 900xp; 900gp 
   
  APL 8 
  max 1,125xp; 1,300gp 
   
  APL 10 
  max 1,350xp; 2,300gp 
  � Favour of the Pilots of Dullstrand: One time access to: badge
  of valour (CV), bag of holding type I, eyes of the eagle, horn of fog,
  spool of endless rope (CV). Or this may be kept for greater rewards.
   
  � Enmity of the Pilots of Dullstrand: You have earned the
  enmity of the Pilots of Dullstrand. From this day until the same
  date next year you pay double upkeep for any Dullstrand module
  and suffer a -2 penalty to all Charisma based skill checks taken in
  Dullstrand City 
   
  � Favour of the Scarlet Brotherhood: If ever you are captured by
  the Scarlet Brotherhood, you will be freed at a cost of 1 extra TU.
  Alternately this may be used to annul a disfavour with the Scarlet
  Brotherhood. Cross this off when used. 
   
  � chest of holding: This chest functions like an ordinary bag of
  holding type I. It is protected by an arcane lock cast at 20
  th caster
  level which can be bypassed by pure blood Suel (those with the
  feat) [scratch when successfully dispelled]. It has a superior lock,
  which requires a DC 35 Open Locks to open. Value: 2650 gp. [Only
  one per table] 
  � Ephraim’s Spellbook: (costs 50gp/page, APLs stack): 
  APL2: 1
  st—acid orb (lesser), fire orb (lesser), sonic orb (lesser),
  instant search, mage armor, magic missile, master’s touch, ray of
  enfeeblement, shield 
  APL4: 2
  nd—blindness/ deafness, false life, fireburst, fly (swift),
  glitterdust, locate object, scorching ray, sonic weapon, see
  invisibility;  3
  rd—arcane sight, dispel magic, fly, haste, fireball,
  lightning bolt, resonating bolt, slow, tongues 
   APL6: 4
  th— dimension door, enervation, Evard’s black tentacles,
  orb of acid, scrying, unluck, wrack 
  APL8:  5
  th— arc of lightning, baleful polymorph, contact other
  plane, fireburst (greater), overland flight, reciprocal gyre;  
  APL10: 6
  th— arrow of bone, brilliant blade, contingency,
  disintegrate, legend lore (Adventure)
   
   
  � Blood Red Sea Shell: This blood red shell, the type you can use
  as a trumpet, looks perfectly ordinary except for its colour. It might 
  be of use in future scenarios. Value: 0 gp. [Only one per table. Only 
  when the chest is opened do the PCs gain access to the shell] 
   
  This Record Certifies that 
  _______________________________________________ 
  Played by____________________________________________
  Player 
  RPGA # 
  Has Completed 
  Treasure Hunt 
  A Regional Adventure 
  Set in The Dullstrand 
  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/The Dullstrand/595/Normal Scenarios/DUL5-02 - Treasure Hunt (APL 2-10)/DUL5-02 - Treasure Hunt AR.pdf