TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  YEO4-01 
   
   
   
   
   
   
  Flesh and Spirit 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Yeomanry Regional Adventure 
  Version 1.1 
   
  by Mykele Kinzel 
   
   
   
  Tragedy strikes the town of Tucksvale: a youth is cut down in his prime.  What could have done such a terrible thing?  
  Can it be stopped before anyone else loses their life?  A Yeomanry regional adventure for APLs 4-12. 
   
   
  
  YEO4-01 Flesh and Spirit 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  
  YEO4-01 Flesh and Spirit 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Yeomanry.  Characters native to the Yeomanry pay 
  one Time Unit per round, all others pay two Time Units 
  per round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
  
  YEO4-01 Flesh and Spirit 
   
  Page 4 
  Adventure Background & 
  Summary 
  About the Yeomanry 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.   The 
  Yeomanry is a land populated primarily by freemen 
  Farmers, who are mostly a Suel-Flan mix. 
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority who 
  has carried a spear for the nation, either now or in the 
  past, is eligible to elect spokesmen on his behalf from his 
  community, who, in turn, elect Grosspokesmen that 
  serve in the Council of Common Grosspokesmen in 
  Loftwick.   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers.  Many Yeomen have served in the Militia and 
  are stout defenders of their homes. 
  You can learn more about the Yeomanry at its official 
  website: http://yeomanry.living-greyhawk.com. 
  Tucksvale 
  Tuscksvale (pop 538) is located at the base of the Jotens in 
  the Little Hills between Fort William and Fort Thomas.  
  This small village is well known for its breed of sturdy 
  war ponies.  The militia here is primarily cavalry with a 
  majority of it made up of Halfling Outriders. 
  Tucker Tadwhistle discovered this vale as a young 
  halfling.  He came here often to watch the mountain 
  ponies that grazed here.  He fell in love with the sturdy 
  little horses and settled here to breed the ponies.  Tucks 
  ponies are stouter and much shaggier than their common 
  counterparts because of their mountain ancestors.  The 
  women of Tucksvale use the shaggy fur of the ponies 
  much as people use sheep’s wool, weaving all manner of 
  clothing out of it. 
  Is this a ‘Military Module?’ 
  This round is not a Military Module. 
  Is this a “Dustdigger Module?” 
  This round is not a Dustdigger Module. 
  Background 
  Long ago there was a paladin named Jerrel who lived in 
  Tucksvale.  He was madly in love with a young woman 
  named Lina.  They were very happy together and had 
  planned for their marriage in the spring.  Lina’s wedding 
  gift to Jerrel was a beautiful silver chalice with star 
  sapphires set around the rim.  Just before the wedding 
  she traveled to the south to visit with her parents and 
  accompany them back for the wedding; sadly Lina was 
  attacked and murdered by bandits on her way there.  Mad 
  with grief Jerrel scoured the countryside, ridding it of 
  any bandit and ruffian that he could find.  The local 
  townsfolk hailed Jerrel as a great hero.  The wedding gift 
  from his lost love was his most treasured possession; it 
  never left his side. 
  When Jerrel died he was buried in the foothills of the 
  Jotens in a small tomb erected by the townsfolk.  The 
  silver chalice was laid to rest with him.  Jerrel’s faithful 
  steed, a beautiful white stallion named Ice, refused to 
  leave the tomb and eventually perished from grief--
  guarding his beloved master to the very end.   
  The years passed quietly in Tucksvale and now only the 
  oldest villagers still remember the tale of Jerrel and Lina.  
  Furthermore, the location of the tomb has been lost from 
  all memory. 
  However, everything soon changes. 
  Summary 
  A local youth, Valdin, discovers Jerrel’s tomb while 
  wandering through an overgrown area on the outskirts of 
  Tucksvale.  Opening the tomb he sees the silver chalice, 
  which long ago had been placed on an altar near Jerrel’s 
  sarcophagus.  Overcome with thoughts of greed, he grabs 
  the chalice.  Jerrel’s steed, Ice, manifests itself as a 
  guardian spirit (ghost) and frightens Valdin away before 
  he is able to open the sarcophagus and steal anything 
  else. 
  Confined to the area around the tomb during the day but 
  free to roam at night, Ice sets out in pursuit of the thief as 
  soon as the sun sets.   
  Valdin sells the chalice to a merchant who happens to be 
  traveling through town that day.  He buys his mother and 
  
  YEO4-01 Flesh and Spirit 
   
  Page 5 
  himself some very nice clothing and other fancy trinkets 
  that seem very out of place in a poor farming village.   
  Eventually, Ice locates Valdin and kills him the very 
  night the PCs enter town.   
  Stopping at the local inn for dinner the PCs witness a 
  frightened villager burst into the inn claiming to have 
  seen a ghostly beast kill Valdin.  Going to the home of 
  Valdin, the PCs learn that the youth had found 
  something in the mountains earlier that day, although his 
  mother is not sure what it was.  Valdin’s mother bemoans 
  the loss of her only son.  She plays up the fact that she is a 
  widow as well, hoping for a handout from the PCs.  If 
  they oblige her, she lets the PCs search Valdin’s room 
  where they find a crude map showing the tomb’s 
  location.  Valdin had planned on going back as soon as he 
  figured out how to get around Ice. 
  On the way to the tomb, displacer beasts - vile creatures 
  that found their way into these mountains after the 
  Landstraad last year, attack the PCs.  Valdin knew of their 
  lair and avoided it, but did not think to label the spot on 
  his map.   
  Once at the tomb the PCs are able to tell that something 
  was removed from the altar.  Asking around town when 
  they get back, they learn the legend of Jerrel and the 
  chalice.  They also learn of the merchant who came 
  through town the day before.  If the PCs try to loot the 
  tomb Ice will confront them and try to stop them. 
  The PCs are able to easily catch the slow-traveling 
  merchant just after sundown.  As the PCs near the 
  location of the merchant’s camp, they hear a man scream 
  in terror.  Rushing in to investigate they witness Ice 
  attacking the merchant.  After defeating Ice the PCs 
  recover the chalice, which the merchant is more than 
  willing to hand over to them, and return it to the tomb.  
  Failure to do so results in a curse that the PCs must carry. 
  Introduction 
  Your travels have brought you to the small town of 
  Tucksvale.  As the light wanes and night draws near, 
  you stop to rest and get some food at the Spirited 
  Pony, the local inn and tavern.  Warmth radiates from 
  the fire in the stone-mantled fireplace.  Smoke from 
  various pipes about the room drifts lazily near the 
  ceiling.  Best of all, the scent of fresh roasting meat 
  fills your nose and promises your growling stomach 
  that it will soon be satisfied. 
  There are several people sitting in the room as you 
  walk in.  They look you up and down as you stand in 
  the door but seem friendly enough.  A middle-aged 
  woman standing behind the bar and wearing a stained 
  apron looks up from her conversation and beckons 
  you in.  “Have a seat anywhere friends.  I’ll send 
  Macie out to get your orders in just a moment.”  She 
  excuses herself to the man she was talking to and 
  disappears through a door, which from the sounds of 
  clanking pots, you gather is the kitchen. 
  The room is small (30 feet square) with six tables and a 
  bar.   To the left of the bar is a set of stairs going up to the 
  inn’s rooms (there are eight, two of which are currently 
  occupied: one by the traveling merchant).  Behind the bar 
  is a door leading to the back kitchen.  Four townsfolk sit 
  at a table near the bar playing a friendly game of cards.  
  Two men sit at the bar talking to Molly Beumar, the 
  owner of the establishment.  Macie, Molly’s daughter, 
  waits the tables; Taron and Ren, Molly’s two sons, are 
  working in the back.  Molly’s husband, Hadrain, is in the 
  militia and is currently away on duty. 
  Macie comes out and serves the PCs dinner and drinks.  
  The two men at the bar are a traveling merchant, Paxton 
  Raedwulf, and Nyles Carson, a local farmer.  Nyles is very 
  gregarious but rather dull; he will talk about the 
  condition of crops and the price of goods all night if 
  given the opportunity.  Paxton travels the little hills 
  selling whatever he can.  He is currently trying to sell 
  Molly a fine silk dress ‘brought all the way from 
  Longspear’.  Being a practical workingwoman Molly does 
  not seem to be going for it. 
  The men playing cards allow the PCs to join in if they 
  wish, but they are not playing for money.  Kemma is 
  currently winning. 
  � Kemma Wenhaver: male halfling, weaver. 
  � Elwen Deerward: male human, farmer. 
  � Alfar Yonwin: male human, farmer. 
  � Shad Walford: male human, farmer. 
  Give the PCs enough time to get to know one another if 
  they don’t already and socialize with the locals a little bit 
  before moving on to Encounter One. 
  Encounter One: Welcome to 
  Tucksvale 
  As you sit enjoying the friendly atmosphere of the 
  inn, the door suddenly bursts open.  An older man 
  wearing a dirty tunic stands framed against the night. 
   He is breathing hard as if he has been running.  All 
  heads turn towards the man.  “Valdin ‘as been kilt by a 
  great beast!” he gasps out between deep breaths.  
  There is a loud crash as Macie drops a load of plates 
  she was carrying. 
  
  YEO4-01 Flesh and Spirit 
   
  Page 6 
  Walt Hobson, a local farmer, was visiting Valdin’s 
  mother, Clarise Morison.  They were sitting on the front 
  porch talking; Valdin was chopping wood in the yard.  
  Ice suddenly burst out of the woods and attacked Valdin. 
   Valdin tried to defend himself with the axe but it passed 
  right through Ice. 
  Questioning 
  Walt 
  gets 
  the 
  PCs 
  the 
  following 
  information.  Feel free to embellish as Walt certainly 
  would: 
  • 
  A ghostly beast that looked like a horse burst 
  out of the forest and attacked Walt. 
  • 
  Valdin and Clarise’s house is on the very edge 
  of town near the mountains. 
  • 
  Walt would have helped Valdin (not really) 
  but he had to protect Clarise. 
  • 
  Walt could almost swear the beast was looking 
  for something after it killed Valdin. 
  • 
  The ghostly horse disappeared back into the 
  woods the same way that it had come. 
  • 
  He has no idea why the beast did not attack 
  Clarise or himself but he tries to play it off that 
  he chased it away. 
  Macie is devastated by the news, as she and Valdin were 
  courting.  If asked she vouches that Valdin was a fine 
  upstanding boy who would never harm anyone.  Talking 
  to Molly, the PCs get a totally different opinion of Valdin, 
  however.  Molly thinks that the boy is a lazy-good-for-
  nothing. 
  If the PCs ask, Walt is more than happy to take them to 
  Clarice’s house—the place where the ghostly horse 
  attacked Valdin; proceed to Encounter Two.  If the PCs 
  seem reluctant to investigate on their own, the constable 
  asks the PCs to help in the investigation; proceed to 
  Encounter Three. 
  Encounter Two: Weal or Woe 
  Following Walt, you approach a small ramshackle 
  house on the edge of town.  As you get closer, you can 
  clearly hear a woman crying.  In the front yard, a 
  gray-haired woman kneels in the grass, oblivious to 
  the stains she is getting on her fine silk dress.  She 
  holds a body in her arms while rocking back and 
  forth in an almost instinctive fashion.  She is crying 
  and sobbing very loudly.   
  The young man in her arms is wearing a blue shirt, 
  new leather pants and shiny black boots.  There are 
  no apparent marks on him.  If you didn’t know better, 
  you would think that he was just sleeping. 
  The body in question is, of course, Valdin.  He has dark, 
  greasy hair and a narrow pointed nose.  Although he was 
  supposedly chopping wood when he was killed, he is 
  wearing unusually nice clothes.  If the PCs do not notice 
  this on their own from the description, a Spot check 
  (DC15) allows them notice the fact that the clothes of 
  both the mother and son seem somewhat out of place. 
  A Heal check (DC15) reveals that he was killed by having 
  his life drained away (negative levels). 
  Clarise plays on the PCs’ sympathy every chance she gets. 
   Valdin was her only son, and her husband was killed 
  several years ago while battling a giant who had come 
  down out of the mountains.  While greedy, Clarise is 
  truly saddened by the loss of her only child.  If the PCs 
  offer her monetary compensation to ‘help her out’ she is 
  more cooperative (10 gp/APL to gain her cooperation).  
  Even if they do not compensate her, the PCs can bully 
  and intimidate Clarise into giving them the same 
  information.  The PCs can get the following information 
  from her: 
  • 
  Valdin gave her the new clothes that they are 
  wearing earlier that very day as a gift.  She 
  believes that they make her a fashionable, 
  high-class lady. 
  • 
  She thinks that Valdin found some sort of 
  treasure in the mountains, but she is not sure 
  what it was, he was very secretive about it. 
  • 
  Valdin has a crude map (Player Handout #1) 
  showing the location of the tomb in his room.  
  Clarise does not know about the map but a 
  check of the room easily finds it (Search DC 
  10).  If the PCs have not yet given her any 
  money she will cling to the map carrying on 
  about how it is the only thing she has left her 
  poor departed son. 
  • 
  She was too upset to notice anything strange 
  about the way the beast acted after it killed 
  Valdin. 
  As the PCs finish up their investigation two men 
  approach from the road leading up to the house.  One is 
  Ren Beumar and the other is Aldred Nethel, the local 
  constable. 
  As you stand outside deciding what to do two men 
  approach from the road.  One of them you recognize 
  from the Spirited Pony Inn.  The other man is dressed 
  in worn leathers with a battered sword at his side.  A 
  
  YEO4-01 Flesh and Spirit 
   
  Page 7 
  bushy mustache that is just beginning to show signs 
  of gray dominates his face.   
  Stopping where he can see everyone the man looks 
  around with piercing eye. , “Alright now, what’s going 
  on here?” 
  Once the constable is satisfied that the PCs are not 
  involved in the death he will try to interest them in 
  helping with the investigation.  Valdin has been in 
  trouble before and Aldred does not care much for him or 
  his mother.   
  If he can get the PCs to work with them instead rather 
  than Clarise, he would be much happier.  If the PCs ask 
  for a monetary reward he offers them 50gp each. 
  Assuming the PCs acquire or are able to copy Valdin’s 
  map, continue to Encounter Four.   
  Encounter Three: Recruitment 
  As you sit in the Inn, Molly’s son returns with an 
  older man and points in your direction.  The man 
  accompanying him walks towards you.  He is dressed 
  in worn leathers with a battered sword at his side.  A 
  bushy mustache that is just beginning to show signs 
  of gray dominates his face.   
  “Good evening folks.  My name is Aldred Nethel, I’m 
  the constable of Tucksvale.  I wondered if I might 
  have a word with you.” 
  Valdin has been in trouble before and Aldred does not 
  care much for him or his mother.  If he can get the PCs to 
  work with him instead of them, he would be much 
  happier.  If the PCs ask for a monetary reward he offers 
  them 50 gp each. 
  Aldred has been out to the Morison’s place already.  He is 
  puzzled by the death, having never seen anything like it.  
  He found the map (Player Handout #1) in Valdin’s room 
  and gives it to the PCs. 
  Aldred scratches his head.  “It was the strangest thing. 
   There was barely a mark on the boy’s body.  There 
  weren’t any tracks other than Valdin’s either.”   
  He reaches into a pocket and brings out a tattered 
  piece of parchment.  “I found this in the boy’s room.  
  His mother seems to think that he may have found 
  something up in the mountains.” 
  The body has been moved to the constable’s office if the 
  PCs want to examine it.  A Heal check (DC15) reveals 
  that he was killed by having his life drained away 
  (negative levels). 
  If the PCs want to speak with Clarise Morison the 
  constable will give them directions to her house.  Use the 
  information in Encounter Two, although Clarice is in her 
  home grieving instead of outside and the constable does 
  not arrive. 
  When the PCs are done with their investigation proceed 
  to Encounter Four. 
  Encounter Four: Displaced 
  The PCs should start out for the tomb the next morning.  
  If they insist on going immediately, Clarice tells them 
  that the area is very overgrown, and the PCs would have 
  difficulty finding it, even with a map.  If that doesn’t 
  work, the townsfolk try to dissuade them from going into 
  the dangerous mountains at night.  If they insist, let 
  them; just make adjustments for descriptions between 
  day and night.  Regardless of when they leave, they will 
  arrive at the tomb around mid-afternoon. 
  On the way to the tomb, the PCs encounter a pack of wild 
  displacer beasts.  These vile creatures wandered into the 
  mountains when a new crevasse opened during the 
  Landstraad.  The crevasse has since collapsed, trapping 
  the creatures on the surface.  They lie in wait for 
  anything unfortunate enough to walk by.  They have 
  done an excellent job of clearing out all of the local 
  goblins and orcs as well as most of the wildlife--so much 
  so that they are now starving and will attack anything. 
  A Survival check (DC 18 + the APL) alerts the PCs to the 
  fact that there is something not right in this forest (a lack 
  of animal life).  
  Valdin’s map is easy to follow and you make good 
  time while traveling.  The cool mountain air is fresh 
  and clean against you face as you travel through the 
  mountains.  You can hardly believe that such 
  beautiful country can harbor such danger, but as 
  seasoned adventurers you know that looks can be 
  deceiving. 
  A successful Spot check (DC 20 + the APL) or Listen 
  check (DC 20 + the APL) alerts a PC to the beasts, 
  preventing that PC from being surprised. 
  APL 4 (EL 6) 
  � Displacer Beasts (2): hp 59 each; see Monster 
  Manual. 
  APL 6 (EL 8) 
  � Displacer Beasts (4): hp 59 each; see Monster 
  Manual. 
  
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  APL 8 (EL 10) 
  � Displacer Beasts, Advanced (4): hp 88 each; see 
  Appendix I. 
  APL 10 (EL 12) 
  � Displacer Beast Pack Lord (1): hp 279; see Monster 
  Manual. 
  APL 12 (EL 14) 
  � Displacer Beast Pack Lords (2): hp 279 each; see 
  Monster Manual. 
  Treasure:  The displacer beasts have been lairing in a cave 
  nearby where many of their less fortunate victims’ 
  possessions can be recovered.  The PCs MUST indicate 
  that they are actively looking for the lair (someone with 
  the Track feat must make a Survival check [DC 15 + the 
  APL]).  The Treasury Summary lists what items and coins 
  the PCs find in the lair. 
  Shortly after defeating the beasts and continuing onward, 
  the PCs arrive at the entrance to Jerrel’s tomb.  Continue 
  to Encounter Five. 
  Encounter Five: Tomb of Jerrel 
  Arriving at the spot Valdin had marked on his crude 
  map, you look around.  It takes you just a moment to 
  spot the small structure nestled up against the cliff 
  face.  So overgrown is the area around the place that 
  you could have ridden right past it without a second 
  thought if you had not been looking for it.  The thick 
  vines covering the carved stone doors have been 
  pulled back and one of the doors pried open just 
  enough for a small man to fit through. 
  The carvings on the doors to the tomb are symbols of 
  Heironeous, identifiable with a Knowledge (religion) 
  check (DC 10). 
  Inside the small tomb is covered in a thick layer of 
  dust.  A simple sarcophagus sits against the far wall, a 
  small stone alter next to it.  Footprints mar the thick 
  carpet of dust. 
  On a successful Spot check (DC 15), a PC notices that 
  there is a small clean spot on the altar.  It is round and 
  about 3” in diameter.  This is the spot where the silver 
  chalice rested before Valdin stole it. 
  On closer inspection, you can see that the same 
  symbols that are on the door are also on the lid of the 
  sarcophagus.  It does not look like the lid has been 
  opened or tampered with.  Blowing the dust off of it, 
  you can make out a name carved into the stone: Jerrel. 
  A Knowledge (history) or Bardic Knowledge check (DC 
  25) means that the PC recalls hearing of an ancient 
  paladin named Jerrel who scoured the countryside clean 
  of bandits in this part of the Yeomanry centuries ago. 
  The PCs’ presence in the tomb alerts Ice, its guardian 
  spirit.  After manifesting himself, he first attempts to 
  control one of the PCs so that he may communicate with 
  them.  If that fails, he simply tries to drive them away.  
  Ice will try to hide until he has attempted to control one 
  of the PCs, they must make a Spot check to notice him 
  until he acts.  Remember that Ice, as an incorporeal 
  being, can move through walls and thus does not have to 
  fit completely inside of the tomb (which is obviously too 
  small for many PCs and Ice to fit into at once). See DM 
  Aid: Map of Jerrel’s Tomb. 
  A ghostly form wavers in the shadows.  As you 
  concentrate it becomes more substantial.  It is a large 
  warhorse decked out in the finest barding.  The 
  symbols etched in the barding match the ones on the 
  tomb.  His pure white coat seems to glow with other 
  worldly beauty.  Pale blue eyes stare at you with keen 
  intelligence.  You think that, when alive, this would 
  have been one of the most majestic beasts you have 
  ever seen. 
  If Ice is able to control one of the PCs he demands that 
  they leave. If the PCs are willing to talk to Ice they must 
  succeed at a Diplomacy check (DC 16 + the APL) to 
  convince the guardian that they mean no harm and want 
  to help (allow bonuses to the check for creative or 
  convincing arguments).  If they succeed Ice will tell 
  them of the chalice and how it was stolen.  He will tell 
  them that it must be returned to the tomb in order for 
  him to be at rest once again.  Ice will not accompany the 
  PCs under any circumstances. 
  If they refuse to negotiate, he attacks and attempts to 
  drive them away.  It is possible for the PCs to turn Ice, 
  but remember he will not flee, only retreat just out of 
  range keeping a wary eye on the PCs.  If he is reduced 
  below 0 hp he is temporarily dismissed, he will 
  remanifest at sundown.  Remember that during the day, 
  Ice is restricted from moving too far from the tomb. 
  APL 4 (EL 6) 
  � Ice, Ghost Paladin’s Heavy Warhorse (Day): hp 54; 
  see Appendix I. 
  APL 6 (EL 8) 
  � Ice, Ghost Paladin’s Heavy Warhorse (Day): hp 72; 
  see Appendix I. 
  
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  Page 9 
  APL 8 (EL 10) 
  � Ice, Ghost Paladin’s Heavy Warhorse (Day): hp 90; 
  see Appendix I. 
  APL 10 (EL 12) 
  � Ice, Ghost Paladin’s Heavy Warhorse (Day): hp 108; 
  see Appendix I. 
  APL 12 (EL 14) 
  � Ice, Ghost Paladin’s Heavy Warhorse (Day): hp 126; 
  see Appendix I. 
  If the PCs are able to drive Ice away they are free to open 
  the sarcophagus  (if they negotiate with Ice he will not let 
  them open it).  They may attempt to cast speak with dead 
  on Jerrel.  He will be able to tell them most of the legend 
  of Jerrel as detailed in the Adventure Background and 
  Summary.  Remember, however, that he will not know 
  anything that happened after his death, such as Ice 
  becoming his guardian or of the theft. 
  As you break the seal on the sarcophagus there is a 
  slight hissing.  A musty odor fills the tomb.  Inside 
  lies a knight in full plate, his hands clasped over the 
  hilt of a great sword.  The armor and the sword have 
  worn with the passage of time but you can still make 
  out the same symbol that you have seen throughout 
  the tomb. 
  If the PCs loot the tomb of Jerrel and Ice is still able to be 
  manifest (turned or bound, not defeated in combat) read 
  the following. 
  Leaving the tomb, you can still see its guardian 
  watching you.  The stallion rears and paws at the 
  ground in agitation.  His blue eyes seem tinged with 
  red as he watches you leave, powerless to stop you. 
  By this time, the PCs should realize that the chalice (or 
  whatever was sitting on the sarcophagus if Ice is less than 
  cooperative) is key to solving this mystery. 
  Proceed to Encounter Six should the PCs head back to 
  Tucksvale to seek more clues. 
  Encounter Six: Legend of Jerrel 
  Asking around back in town, the PCs can get the 
  following information.  (No one person can recall the 
  entire tale.)  This chapter is purposely left vague.  The 
  DM can use NPCs that the PCs have already met, or make 
  up new ones, should he like. 
  Possible people for the PCs to question are (these are just 
  some of the more prominent citizens of Tucksvale): Cale 
  Tadwhistle, the Grosspokesman (male halfling); Gundulf 
  Salhton, Captain of the militia (male human); Thistle 
  Thorlyn (female halfling), serjeant of the militia; Molly 
  Beumar (female human), owner of the Spirited Pony, any 
  of the townsfolk mentioned in the Introduction.  Use 
  these NPCs at your discretion, depending on where the 
  PCs head.  Bits of information are: 
  • 
  A traveling merchant passed through town 
  yesterday.  He stayed the night at the Spirited 
  Pony and left at dawn, heading for Fort 
  Thomas (The PCs saw him at the Spirited Pony 
  trying to sell Molly a dress).   
  • 
  Macie saw Valdin talking to the merchant 
  yesterday—she believes that a transaction of 
  some sort was made.   
  • 
  The merchant is a regular in these parts.  After 
  he peddles his wares in Tucksvale, he heads 
  east to North Reach.  His name is Paxton. 
  • 
  Several people have seen a ghostly form 
  running through the streets of Tucksvale.  
  Many have complained to Constable Aldred 
  about the beast.  The Constable is quite 
  anxious for the PCs to find and stop the 
  creature. 
  • 
  Jerrel was a paladin greatly admired by the 
  people of the town.  Most people have 
  forgotten about the legend until reminded of 
  it. 
  • 
  Jerrel’s lover, Lina, was killed by bandits 
  shortly before their marriage. 
  • 
  Lina gave Jerrel a silver chalice as a wedding 
  gift just before she died.  Jerrel carried it 
  everywhere with him. 
  • 
  Rather than leave its beloved master the 
  paladin’s mount perished while guarding 
  Jerrel’s tomb. 
  Once the PCs realize they need this merchant to unravel 
  more of the mystery, move on to Encounter Seven. 
  Encounter Seven: Defrosting Ice 
  The PCs catch up with the merchant just after dusk no 
  matter when they leave town. 
  As the sun slips behind the mountains you hear a cry 
  of fear ahead of you.   
  Should the PCs respond, continue. 
  
  YEO4-01 Flesh and Spirit 
   
  Page 10 
  Cresting a hill you can see a small camp ahead of you. 
   Two draft horses tied to a nearby tree rear and pull at 
  their restraints in their efforts to get away.  A man lies 
  near the fire--the unnatural position of his body hints 
  at the fact that he is not sleeping.  A second man 
  cowers nearby.  You can make out the ghostly form of 
  a large warhorse hovering over him. 
  If the PCs have had prior peaceful negotiations with Ice, 
  especially at the lower APLs, they may be able to reason 
  with him.  A Diplomacy check (DC 20 + the APL) can 
  shift his disposition to being a bit friendlier (he will hold 
  off for two rounds to give the PCs a chance to recover the 
  chalice from the merchant), but otherwise, the nearness 
  of the chalice has driven him into a frenzy that cannot be 
  quenched. 
  � Paxton Raedwulf: Male human Com3; AC 12, touch 
  12, flat-footed 10; hp 10. 
  Ice continues his attack until the merchant is dead or the 
  PCs interfere in some way.  Allow the PCs a surprise 
  round as they crest the hill (this will give them a chance 
  to save Paxton). 
  APL 4 (EL 6) 
  � Ice, Ghost Paladin’s Heavy Warhorse (Night): hp 
  54; see Appendix I. 
  APL 6 (EL 8) 
  � Ice, Ghost Paladin’s Heavy Warhorse (Night): hp 
  72; see Appendix I. 
  APL 8 (EL 10) 
  � Ice, Ghost Paladin’s Heavy Warhorse (Night): hp 
  90; see Appendix I. 
  APL 10 (EL 12) 
  � Ice, Ghost Paladin’s Heavy Warhorse (Night): hp 
  108; see Appendix I. 
  APL 12 (EL 14) 
  � Ice, Ghost Paladin’s Heavy Warhorse (Night): hp 
  126; see Appendix I. 
  Once the PCs have negotiated a truce with Ice or driven 
  him away the merchant, if he is still alive, is eternally 
  grateful.  If the PCs explain the situation and describe 
  either the chalice or Valdin to the merchant and explain 
  the need to return the item to the tomb he willingly gives 
  it up, glad to be rid of the cursed object.  If they do not 
  give the back-story of the chalice, he asks 5,000 gp for it 
  (negotiable to 2,500 gp). 
  If the merchant has been killed by Ice and the PCs know 
  they are looking for a chalice they can find it in the 
  merchant’s wagon with a Search Check (DC 10).  If they 
  are not sure what they are looking for a Search Check 
  (DC 20) will yield a gold candlestick and the chalice, 
  which are similar in size.  Upon returning to the tomb 
  the PCs will discover that the candlestick does not fit the 
  impression on the altar properly. 
  Conclusion 
  There are two possible endings to this adventure.  Either 
  the PCs return the chalice to its rightful place, or they 
  keep if for themselves.  If the PCs do the right thing, go 
  to Ending #1.  Should they let greed get the better part of 
  them, proceed to Ending #2. 
  Ending #1 
  Returning to the tomb, you place the silver chalice 
  back on the altar where it had rested for so many 
  years.  The door yields to your efforts and closes with 
  only a minor squeal of protest.  You hear a joyful 
  whinny and turn to see the majestic guardian of the 
  tomb watching you.  He bows his mighty head in 
  your direction before fading from site. 
  Back in town the villagers are grateful to you for 
  stopping the ghostly guardian and they set about 
  preparing a feast in your honor.  During the festivities 
  the Grosspokesman approaches you.  He offers his 
  thanks and tells you that you are always welcome in 
  Tucksvale. 
  The Constable gives each of the PCs a reward of 50 gp for 
  helping to solve the mystery.  The PCs also receive an 
  Influence Point with Grosspokesman Cale Tadwhistle. 
  Ending #2 
  After leaving Tucksvale, you have been feeling quite 
  uneasy.  Your dreams are plagued with visions of a 
  vengeful steed that stalks you at every turn.  Even 
  when you are awake, you feel as if the ghostly horse is 
  watching you.  Sometimes, you even think you see 
  him out of the corner of your eye. 
  This is quite disturbing, and affects your ability to 
  work, as you quickly learn. 
  Any PC who actively agrees to not returning the chalice 
  is Haunted by the Ghost Horse Ice (see the Treasure 
  Summary and circle the appropriate passage on the AR). 
  
  YEO4-01 Flesh and Spirit 
   
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  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Four 
  Defeat the displacer beasts 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Encounter Five 
  Defeat Ice or negotiate a deal 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Encounter Four 
  Defeat Ice or negotiate a deal 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 4 – 135 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 315 xp. 
  Total Possible Experience 
   
  APL 4 – 675 xp. 
   
  APL 6 –900 xp. 
   
  APL 8 –1,125 xp. 
   
  APL 10 –1,350 xp. 
   
  APL 12 –1,575 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Four: 
   
  APL 4: L: 0 gp; C: 100 gp; M: barding of the zephyr 
  (450 gp), boots of the winterlands (208 gp). 
   
  APL 6: L: 0 gp; C: 100 gp; M: barding of the zephyr 
  (450 gp), boots of the winterlands (208 gp), ring of feather 
  falling (183 gp). 
  
  YEO4-01 Flesh and Spirit 
   
  Page 12 
   
  APL 8: L: 0 gp; C: 100 gp; M: barding of the zephyr 
  (450 gp), boots of the winterlands (208 gp), ring of feather 
  falling (183 gp), ring of force shield (708 gp). 
   
  APL 10: L: 0 gp; C: 100 gp; M: barding of the zephyr 
  (450 gp), boots of the winterlands (208 gp), ring of feather 
  falling (183 gp), ring of force shield (708 gp), ring of 
  energy resistance, minor - fire (1000 gp). 
   
  APL 12: L: 0 gp; C: 100 gp; M: barding of the zephyr 
  (450 gp), boots of the winterlands (208 gp), ring of feather 
  falling (183 gp), ring of force shield (708 gp), ring of 
  energy resistance, minor - fire (1000 gp), ring of spell 
  storing, minor  (1500 gp). 
  Conclusion: 
   
  ALL APLs: L: 0 gp; C: 50 gp or 550 gp (if they sell the 
  chalice); M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 4: L: 0 gp; C: 650 gp; M: 658 gp – Total: 1,308 gp 
  (650 gp). 
   
  APL 6: L: 0 gp; C: 650 gp; M: 841 gp – Total: 1,491 gp 
  (900 gp). 
   
  APL 8: L: 0 gp; C: 650 gp; M: 1,549 gp – Total: 2,199 
  gp (1,300 gp). 
   
  APL 10: L: 0 gp; C: 650 gp; M: 2,549 gp – Total: 3,199 
  gp (2,300 gp). 
   
  APL 12: L: 0 gp; C: 650 gp; M: 4,049 gp – Total: 4,699 
  gp (3,300 gp). 
  Special 
  � Barding of the Zephyr 
   
  This beautiful mithral chain shirt barding, sized for a 
  Medium-sized pony or dog, is enspelled to provide a 
  continuous enhancement bonus of +30 feet to the wearer. 
   
  Faint Transmutation; CL: 5th; Prerequisites: Craft 
  Magic Arms & Armor, haste; Market Price: 5,400 gp; 
  Weight: 12.5 lbs. 
  � Influence with Grosspokesman Cale Tadwhistle 
   
  By returning the chalice to its rightful place and 
  allowing the guardian of Jerrel’s tomb to rest, you have 
  earned an influence point with Grosspokesman Cale 
  Tadwhistle.  This is treated as an Influence Point with the 
  Council of Common Grosspokesmen, as per the Player’s 
  Guide to the Yeomanry.  Contact the Yeomanry Triad for 
  more information. 
  � Haunted by the Ghost Horse Ice 
   
  Having not completed your task of laying the spirit 
  of the mighty steed to rest, you will be haunted by him 
  from this day forward.  Your dreams are plagued with 
  visions of a vengeful steed that stalks you at every turn.  
  Even when you are awake, you feel as if the ghostly horse 
  is watching you.  Sometimes, you even think you see him 
  out of the corner of your eye. 
   
  In game terms, before the beginning of each 
  adventure following this one, you must make a Will save 
  (DC 20).  Failure to do so means that you suffer a –4 
  penalty on all attack rolls, saves, ability checks, and skill 
  checks for the duration of that adventure, as per the 
  bestow curse spell. 
   
  This haunting can only be removed through a 
  limited wish, miracle, or wish spell or by returning the 
  chalice to its rightful place.  This latter solution carries 
  with it a penalty of 10 TUs and 5,000 gp to reflect you 
  having to track down again the chalice you sold and 
  return it to Tucksvale. 
  Items for the Adventure Record 
  Item Access 
  APL 4: 
  � Barding of the Zephyr (Adventure, see above) 
  � Boots of the Winterlands (Adventure, DMG) 
   
  APL 6 (APL 4 Items plus): 
  � Ring of Feather Falling (Adventure, DMG) 
   
  APL 8 (APL 4, 6 Items plus): 
  � Ring of Force Shield (Adventure, DMG) 
   
  APL 10 (APL 4, 6, 8 Items plus): 
  � Ring of Energy Resistance, Minor - Fire 
  (Adventure, DMG) 
   
  APL 12 (APL 4, 6, 8, 10 Items plus): 
  � Ring of Spell Storing, Minor (Adventure, DMG) 
   
   
   
  
  YEO4-01 Flesh and Spirit 
   
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  Appendix I: NPCs 
  Encounter Four 
  APL 8 
  Displacer Beast, Advanced: CR 6; Large Magical Beast; 
  HD 9d10 +27; hp 88; Init +2; Spd 40 ft.; AC 16 (-1 size, +2 
  Dex, +5 natural), touch 11, flat-footed 14; Base Atk +9; 
  Grp +17; Atk tentacle +12 melee (1d6+4); Full Atk 2 
  tentacles +12 melee (1d6+4) and bite +7 melee (1d8+2); 
  Space/Reach 10 ft./5 ft. (10 ft. with tentacles); SQ 
  darkvision 60 ft., displacement, low-light vision, 
  resistance to ranged attacks; AL LE; SV Fort +9, Ref +8, 
  Will +4; Str 19, Dex 15, Con 16, Int 5, Wis 12, Cha 8. 
   
  Skills/Feats: Hide +11, Listen +5, Move Silently +7, 
  Spot +7; Alertness, Combat Reflexes, Dodge, Stealthy. 
  Encounter Five 
  APL 4 
  Ice, Ghost Paladin’s Heavy Warhorse (Day): CR 6; 
  Large Undead (Incorporeal); HD 6d12; hp 54; Init +1; 
  Spd Fly 30 ft. (perfect); AC (Manifest) 11 (-1 size, +1 Dex, 
  +1 deflection), touch 11, flat-footed 10; AC (Ethereal) 18 
  (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17; Base 
  Atk +4; Grp +12; Atk/Full Atk incorporeal touch +4 
  melee or +7 melee against ethereal foes (1d6 or 1d6+4 
  against ethereal foes); Atk (vs. ethereal only) hoof +7 
  melee (1d6+4); Full Atk (vs. ethereal only) 2 hooves +7 
  melee (1d6+4) and bite +2 melee (1d4+2); Space/Reach 10 
  ft./5 ft.; SA manifestation, corrupting touch, malevolence, 
  SQ 
  low-light 
  vision, 
  scent, 
  turn 
  resistance 
  +4, 
  rejuvenation, unnatural aura, tied to location, incorporeal 
  traits, undead traits, improved evasion; AL N; SV Fort +5, 
  Ref +6, Will +3; Str 19, Dex 13, Con -, Int 6, Wis 13, Cha 
  10. 
   
  Skills/Feats: Hide +6, Listen +13, Search +6, Spot 
  +13; Dodge, Endurance, Run. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 points 
  of damage.  Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls.  Against a 
  non-ethereal creature, it adds its Dexterity modifier to 
  attack rolls only. 
   
  Malevolence (Su): Once per round an ethereal ghost 
  can merge its body with a creature on the Material Plane. 
   This ability is similar to a magic jar spell (caster level 
  10
  th), except that it does not require a receptacle.  To use 
  this ability, the ghost must be manifested and it must try 
  to move into the target’s space; moving into a target’s 
  space to use the malevolence ability does not provoke 
  attacks of opportunity.  The target can resist the attack 
  with a successful Will save (DC 15).  A creature that 
  successfully saves is immune to that ghost’s malevolence 
  for 24 hours, and the ghost cannot enter the target’s 
  space.  If the save fails, the ghost vanishes into the target’s 
  body. 
   
  Manifestation (Su): A ghost dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or be 
  affected by anything in the material world.  When a 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible, but incorporeal, on the Material Plane.  
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor.  A 
  manifested ghost always moves silently. 
   
  Rejuvenation (Su): In most cases, it is difficult to kill 
  a ghost through simple combat.  If Ice is reduced below 0 
  hp during the day, he is temporarily dismissed and 
  remanifests at sundown. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of Ice at a 
  distance of 30 feet.  They will not willing approach nearer 
  than that and panic if forced to do so; they remain 
  panicked as long as they are within that range. 
   
  Tied to Location (Ex): Ice, as the former special 
  mount of Jerrel the Paladin and as his guardian spirit, is 
  tied to the location of Jerrel’s burial.  During the day, Ice 
  cannot move further than 100 feet beyond Jerrel’s tomb.  
  Effects that might bar the movement of Ice or trap Ice 
  (like dimensional lock) are automatically overcome by 
  Ice at sundown when he changes to his night form. 
  APL 6 
  Ice, Ghost Paladin’s Heavy Warhorse (Day): CR 8; 
  Large Undead (Incorporeal); HD 8d12; hp 72; Init +1; 
  Spd Fly 40 ft. (perfect); AC (Manifest) 11 (-1 size, +1 Dex, 
  +1 deflection), touch 11, flat-footed 10; AC (Ethereal) 20 
  (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19; Base 
  Atk +6; Grp +15; Atk/Full Atk incorporeal touch +6/+1 
  melee or +10/+5 melee against ethereal foes (1d6 or 
  1d6+5 against ethereal foes); Atk (vs. ethereal only) hoof 
  +10 melee (1d6+5); Full Atk (vs. ethereal only) 2 hooves 
  +10 melee (1d6+5) and bite +5 melee (1d4+2); 
  Space/Reach 10 ft./5 ft.; SA manifestation, corrupting 
  touch, malevolence, SQ low-light vision, scent, turn 
  resistance +4, rejuvenation, unnatural aura, tied to 
  location, incorporeal traits, undead traits, improved 
  evasion, improved speed (+10 ft.); AL N; SV Fort +6, Ref 
  +7, Will +3; Str 20, Dex 13, Con -, Int 7, Wis 13, Cha 10. 
  
  YEO4-01 Flesh and Spirit 
   
  Page 14 
   
  Skills/Feats: Hide +6, Listen +14, Search +6, Spot 
  +14; Dodge, Endurance, Run. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 points 
  of damage.  Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls.  Against a 
  non-ethereal creature, it adds its Dexterity modifier to 
  attack rolls only. 
   
  Malevolence (Su): Once per round an ethereal ghost 
  can merge its body with a creature on the Material Plane. 
   This ability is similar to a magic jar spell (caster level 
  10
  th), except that it does not require a receptacle.  To use 
  this ability, the ghost must be manifested and it must try 
  to move into the target’s space; moving into a target’s 
  space to use the malevolence ability does not provoke 
  attacks of opportunity.  The target can resist the attack 
  with a successful Will save (DC 15).  A creature that 
  successfully saves is immune to that ghost’s malevolence 
  for 24 hours, and the ghost cannot enter the target’s 
  space.  If the save fails, the ghost vanishes into the target’s 
  body. 
   
  Manifestation (Su): A ghost dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or be 
  affected by anything in the material world.  When a 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible, but incorporeal, on the Material Plane.  
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor.  A 
  manifested ghost always moves silently. 
   
  Rejuvenation (Su): In most cases, it is difficult to kill 
  a ghost through simple combat.  If Ice is reduced below 0 
  hp during the day, he is temporarily dismissed and 
  remanifests at sundown. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of Ice at a 
  distance of 30 feet.  They will not willing approach nearer 
  than that and panic if forced to do so; they remain 
  panicked as long as they are within that range. 
   
  Tied to Location (Ex): Ice, as the former special 
  mount of Jerrel the Paladin and as his guardian spirit, is 
  tied to the location of Jerrel’s burial.  During the day, Ice 
  cannot move further than 100 feet beyond Jerrel’s tomb.  
  Effects that might bar the movement of Ice or trap Ice 
  (like dimensional lock) are automatically overcome by 
  Ice at sundown when he changes to his night form. 
  APL 8 
  Ice, Ghost Paladin’s Heavy Warhorse (Day): CR 10; 
  Large Undead (Incorporeal); HD 10d12; hp 90; Init +1; 
  Spd Fly 40 ft. (perfect); AC (Manifest) 11 (-1 size, +1 Dex, 
  +1 deflection), touch 11, flat-footed 10; AC (Ethereal) 22 
  (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21; Base 
  Atk +7; Grp +16; Atk/Full Atk incorporeal touch +7/+2 
  melee or +11/+6 melee against ethereal foes (1d6 or 
  1d6+5 against ethereal foes); Atk (vs. ethereal only) hoof 
  +11 melee (1d6+5); Full Atk (vs. ethereal only) 2 hooves 
  +11 melee (1d6+5) and bite +6 melee (1d4+2); 
  Space/Reach 10 ft./5 ft.; SA manifestation, corrupting 
  touch, malevolence, command creatures of its kind 
  (horses), SQ low-light vision, scent, turn resistance +4, 
  rejuvenation, unnatural aura, tied to location, incorporeal 
  traits, undead traits, improved evasion, improved speed 
  (+10 ft.); AL N; SV Fort +7, Ref +8, Will +4; Str 21, Dex 13, 
  Con -, Int 8, Wis 13, Cha 10. 
   
  Skills/Feats: Hide +6, Listen +15, Search +7, Spot 
  +15; Dodge, Endurance, Run, Spring Attack. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 points 
  of damage.  Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls.  Against a 
  non-ethereal creature, it adds its Dexterity modifier to 
  attack rolls only. 
   
  Malevolence (Su): Once per round an ethereal ghost 
  can merge its body with a creature on the Material Plane. 
   This ability is similar to a magic jar spell (caster level 
  10
  th), except that it does not require a receptacle.  To use 
  this ability, the ghost must be manifested and it must try 
  to move into the target’s space; moving into a target’s 
  space to use the malevolence ability does not provoke 
  attacks of opportunity.  The target can resist the attack 
  with a successful Will save (DC 15).  A creature that 
  successfully saves is immune to that ghost’s malevolence 
  for 24 hours, and the ghost cannot enter the target’s 
  space.  If the save fails, the ghost vanishes into the target’s 
  body. 
   
  Manifestation (Su): A ghost dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or be 
  affected by anything in the material world.  When a 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible, but incorporeal, on the Material Plane.  
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor.  A 
  manifested ghost always moves silently. 
   
  Rejuvenation (Su): In most cases, it is difficult to kill 
  a ghost through simple combat.  If Ice is reduced below 0 
  hp during the day, he is temporarily dismissed and 
  remanifests at sundown. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of Ice at a 
  distance of 30 feet.  They will not willing approach nearer 
  
  YEO4-01 Flesh and Spirit 
   
  Page 15 
  than that and panic if forced to do so; they remain 
  panicked as long as they are within that range. 
   
  Tied to Location (Ex): Ice, as the former special 
  mount of Jerrel the Paladin and as his guardian spirit, is 
  tied to the location of Jerrel’s burial.  During the day, Ice 
  cannot move further than 100 feet beyond Jerrel’s tomb.  
  Effects that might bar the movement of Ice or trap Ice 
  (like dimensional lock) are automatically overcome by 
  Ice at sundown when he changes to his night form. 
  APL 10 
  Ice, Ghost Paladin’s Heavy Warhorse (Day): CR 12; 
  Large Undead (Incorporeal); HD 12d12; hp 108; Init +1; 
  Spd Fly 40 ft. (perfect); AC (Manifest) 11 (-1 size, +1 Dex, 
  +1 deflection), touch 11, flat-footed 10; AC (Ethereal) 24 
  (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23; Base 
  Atk +9; Grp +19; Atk/Full Atk incorporeal touch +9/+4 
  melee or +14/+9 melee against ethereal foes (1d6 or 
  1d6+6 against ethereal foes); Atk (vs. ethereal only) hoof 
  +14 melee (1d6+6); Full Atk (vs. ethereal only) 2 hooves 
  +14 melee (1d6+6) and bite +9 melee (1d4+3); 
  Space/Reach 10 ft./5 ft.; SA manifestation, corrupting 
  touch, malevolence, command creatures of its kind 
  (horses), SQ low-light vision, scent, turn resistance +4, 
  rejuvenation, unnatural aura, tied to location, incorporeal 
  traits, undead traits, improved evasion, improved speed 
  (+10 ft.), SR 20; AL N; SV Fort +9, Ref +9, Will +6; Str 22, 
  Dex 13, Con -, Int 9, Wis 13, Cha 10. 
   
  Skills/Feats: Hide +6, Listen +16, Search +7, Spot 
  +16;, Dodge, Endurance, Iron Will, Run, Spring Attack. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 points 
  of damage.  Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls.  Against a 
  non-ethereal creature, it adds its Dexterity modifier to 
  attack rolls only. 
   
  Malevolence (Su): Once per round an ethereal ghost 
  can merge its body with a creature on the Material Plane. 
   This ability is similar to a magic jar spell (caster level 
  12
  th), except that it does not require a receptacle.  To use 
  this ability, the ghost must be manifested and it must try 
  to move into the target’s space; moving into a target’s 
  space to use the malevolence ability does not provoke 
  attacks of opportunity.  The target can resist the attack 
  with a successful Will save (DC 17).  A creature that 
  successfully saves is immune to that ghost’s malevolence 
  for 24 hours, and the ghost cannot enter the target’s 
  space.  If the save fails, the ghost vanishes into the target’s 
  body. 
   
  Manifestation (Su): A ghost dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or be 
  affected by anything in the material world.  When a 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible, but incorporeal, on the Material Plane.  
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor.  A 
  manifested ghost always moves silently. 
   
  Rejuvenation (Su): In most cases, it is difficult to kill 
  a ghost through simple combat.  If Ice is reduced below 0 
  hp during the day, he is temporarily dismissed and 
  remanifests at sundown. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of Ice at a 
  distance of 30 feet.  They will not willing approach nearer 
  than that and panic if forced to do so; they remain 
  panicked as long as they are within that range. 
   
  Tied to Location (Ex): Ice, as the former special 
  mount of Jerrel the Paladin and as his guardian spirit, is 
  tied to the location of Jerrel’s burial.  During the day, Ice 
  cannot move further than 100 feet beyond Jerrel’s tomb.  
  Effects that might bar the movement of Ice or trap Ice 
  (like dimensional lock) are automatically overcome by 
  Ice at sundown when he changes to his night form. 
  APL 12 
  Ice, Ghost Paladin’s Heavy Warhorse (Day): CR 14; 
  Large Undead (Incorporeal); HD 14d12; hp 126; Init +1; 
  Spd Fly 40 ft. (perfect); AC (Manifest) 11 (-1 size, +1 Dex, 
  +1 deflection), touch 11, flat-footed 10; AC (Ethereal) 26 
  (-1 size, +1 Dex, +16 natural), touch 10, flat-footed 25; Base 
  Atk +10; Grp +20; Atk/Full Atk incorporeal touch +10/+5 
  melee or +15/+10 melee against ethereal foes (1d6 or 
  1d6+6 against ethereal foes); Atk (vs. ethereal only) hoof 
  +15 melee (1d6+6); Full Atk (vs. ethereal only) 2 hooves 
  +15 melee (1d6+6) and bite +10 melee (1d4+3); 
  Space/Reach 10 ft./5 ft.; SA manifestation, corrupting 
  touch, malevolence, command creatures of its kind 
  (horses), SQ low-light vision, scent, turn resistance +4, 
  rejuvenation, unnatural aura, tied to location, incorporeal 
  traits, undead traits, improved evasion, improved speed 
  (+10 ft.), SR 26; AL N; SV Fort +12, Ref +10, Will +8; Str 
  23, Dex 13, Con -, Int 10, Wis 13, Cha 10. 
   
  Skills/Feats: Hide +11, Listen +17, Search +17, Spot 
  +17; Ability Focus (malevolence), Dodge, Endurance, 
  Run, Spring Attack. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 points 
  of damage.  Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls.  Against a 
  non-ethereal creature, it adds its Dexterity modifier to 
  attack rolls only. 
   
  Malevolence (Su): Once per round an ethereal ghost 
  can merge its body with a creature on the Material Plane. 
  
  YEO4-01 Flesh and Spirit 
   
  Page 16 
   This ability is similar to a magic jar spell (caster level 
  14
  th), except that it does not require a receptacle.  To use 
  this ability, the ghost must be manifested and it must try 
  to move into the target’s space; moving into a target’s 
  space to use the malevolence ability does not provoke 
  attacks of opportunity.  The target can resist the attack 
  with a successful Will save (DC 17).  A creature that 
  successfully saves is immune to that ghost’s malevolence 
  for 24 hours, and the ghost cannot enter the target’s 
  space.  If the save fails, the ghost vanishes into the target’s 
  body. 
   
  Manifestation (Su): A ghost dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or be 
  affected by anything in the material world.  When a 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible, but incorporeal, on the Material Plane.  
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor.  A 
  manifested ghost always moves silently. 
   
  Rejuvenation (Su): In most cases, it is difficult to kill 
  a ghost through simple combat.  If Ice is reduced below 0 
  hp during the day, he is temporarily dismissed and 
  remanifests at sundown. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of Ice at a 
  distance of 30 feet.  They will not willing approach nearer 
  than that and panic if forced to do so; they remain 
  panicked as long as they are within that range. 
   
  Tied to Location (Ex): Ice, as the former special 
  mount of Jerrel the Paladin and as his guardian spirit, is 
  tied to the location of Jerrel’s burial.  During the day, Ice 
  cannot move further than 100 feet beyond Jerrel’s tomb.  
  Effects that might bar the movement of Ice or trap Ice 
  (like dimensional lock) are automatically overcome by 
  Ice at sundown when he changes to his night form. 
  Encounter Seven 
  APL 4 
  Ice, Ghost Paladin’s Heavy Warhorse (Night): CR 6; 
  Large Undead (Incorporeal); HD 6d12; hp 54; Init +1; 
  Spd Fly 30 ft. (perfect); AC (Manifest) 11 (-1 size, +1 Dex, 
  +1 deflection), touch 11, flat-footed 10; AC (Ethereal) 18 
  (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17; Base 
  Atk +4; Grp +12; Atk/Full Atk incorporeal touch +4 
  melee or +7 melee against ethereal foes (1d6 or 1d6+4 
  against ethereal foes, plus drain); Atk (vs. ethereal only) 
  hoof +7 melee (1d6+4); Full Atk (vs. ethereal only) 2 
  hooves +7 melee (1d6+4) and bite +2 melee (1d4+2); 
  Space/Reach 10 ft./5 ft.; SA manifestation, corrupting 
  touch, draining touch, SQ low-light vision, scent, turn 
  resistance +4, rejuvenation, unnatural aura, free to roam, 
  incorporeal traits, undead traits, improved evasion; AL N; 
  SV Fort +5, Ref +6, Will +3; Str 19, Dex 13, Con -, Int 6, 
  Wis 13, Cha 10. 
   
  Skills/Feats: Hide +6, Listen +13, Search +6, Spot 
  +13; Dodge, Endurance, Run. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 points 
  of damage.  Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls.  Against a 
  non-ethereal creature, it adds its Dexterity modifier to 
  attack rolls only. 
   
  Draining Touch (Su): A ghost that hits a living target 
  with its incorporeal touch attack also drains 1d4 points 
  from any one ability score it selects.  On each such 
  successful attack, the ghost heals 5 points of damage to 
  itself. 
   
  Manifestation (Su): A ghost dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or be 
  affected by anything in the material world.  When a 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible, but incorporeal, on the Material Plane.  
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor.  A 
  manifested ghost always moves silently. 
   
  Rejuvenation (Su): In most cases, it is difficult to kill 
  a ghost through simple combat.  If Ice is reduced below 0 
  hp during the night, he is temporarily dismissed and 
  remanifests at sunrise. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of Ice at a 
  distance of 30 feet.  They will not willing approach nearer 
  than that and panic if forced to do so; they remain 
  panicked as long as they are within that range. 
   
  Free to Roam (Ex): Ice, as the former special mount 
  of Jerrel the Paladin and as his guardian spirit, is tied to 
  the location of Jerrel’s burial during the day.  At night, he 
  is free to roam.  Effects that might bar the movement of 
  Ice or trap Ice (like dimensional lock) are automatically 
  overcome by Ice at sunrise when he changes to his day 
  form. 
  APL 6 
  Ice, Ghost Paladin’s Heavy Warhorse (Night): CR 8; 
  Large Undead (Incorporeal); HD 8d12; hp 72; Init +1; 
  Spd Fly 40 ft. (perfect); AC (Manifest) 11 (-1 size, +1 Dex, 
  +1 deflection), touch 11, flat-footed 10; AC (Ethereal) 20 
  (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19; Base 
  Atk +6; Grp +15; Atk/Full Atk incorporeal touch +6/+1 
  
  YEO4-01 Flesh and Spirit 
   
  Page 17 
  melee or +10/+5 melee against ethereal foes (1d6 or 
  1d6+5 against ethereal foes, plus drain); Atk (vs. ethereal 
  only) hoof +10 melee (1d6+5); Full Atk (vs. ethereal only) 
  2 hooves +10 melee (1d6+5) and bite +5 melee (1d4+2); 
  Space/Reach 10 ft./5 ft.; SA manifestation, corrupting 
  touch, draining touch, SQ low-light vision, scent, turn 
  resistance +4, rejuvenation, unnatural aura, free to roam, 
  incorporeal traits, undead traits, improved evasion, 
  improved speed (+10 ft.); AL N; SV Fort +6, Ref +7, Will 
  +3; Str 20, Dex 13, Con -, Int 7, Wis 13, Cha 10. 
   
  Skills/Feats: Hide +6, Listen +14, Search +6, Spot 
  +14; Dodge, Endurance, Run. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 points 
  of damage.  Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls.  Against a 
  non-ethereal creature, it adds its Dexterity modifier to 
  attack rolls only. 
   
  Draining Touch (Su): A ghost that hits a living target 
  with its incorporeal touch attack also drains 1d4 points 
  from any one ability score it selects.  On each such 
  successful attack, the ghost heals 5 points of damage to 
  itself. 
   
  Manifestation (Su): A ghost dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or be 
  affected by anything in the material world.  When a 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible, but incorporeal, on the Material Plane.  
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor.  A 
  manifested ghost always moves silently. 
   
  Rejuvenation (Su): In most cases, it is difficult to kill 
  a ghost through simple combat.  If Ice is reduced below 0 
  hp during the night, he is temporarily dismissed and 
  remanifests at sunrise. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of Ice at a 
  distance of 30 feet.  They will not willing approach nearer 
  than that and panic if forced to do so; they remain 
  panicked as long as they are within that range. 
   
  Free to Roam (Ex): Ice, as the former special mount 
  of Jerrel the Paladin and as his guardian spirit, is tied to 
  the location of Jerrel’s burial during the day.  At night, he 
  is free to roam.  Effects that might bar the movement of 
  Ice or trap Ice (like dimensional lock) are automatically 
  overcome by Ice at sunrise when he changes to his day 
  form. 
  APL 8 
  Ice, Ghost Paladin’s Heavy Warhorse (Night): CR 10; 
  Large Undead (Incorporeal); HD 10d12; hp 90; Init +1; 
  Spd Fly 40 ft. (perfect); AC (Manifest) 11 (-1 size, +1 Dex, 
  +1 deflection), touch 11, flat-footed 10; AC (Ethereal) 22 
  (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21; Base 
  Atk +7; Grp +16; Atk/Full Atk incorporeal touch +7/+2 
  melee or +11/+6 melee against ethereal foes (1d6 or 
  1d6+5 against ethereal foes, plus drain); Atk (vs. ethereal 
  only) hoof +11 melee (1d6+5); Full Atk (vs. ethereal only) 
  2 hooves +11 melee (1d6+5) and bite +6 melee (1d4+2); 
  Space/Reach 10 ft./5 ft.; SA manifestation, corrupting 
  touch, draining touch, command creatures of its kind 
  (horses), SQ low-light vision, scent, turn resistance +4, 
  rejuvenation, unnatural aura, free to roam, incorporeal 
  traits, undead traits, improved evasion, improved speed 
  (+10 ft.); AL N; SV Fort +7, Ref +8, Will +4; Str 21, Dex 13, 
  Con -, Int 8, Wis 13, Cha 10. 
   
  Skills/Feats: Hide +6, Listen +15, Search +7, Spot 
  +15; Dodge, Endurance, Run, Spring Attack. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 points 
  of damage.  Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls.  Against a 
  non-ethereal creature, it adds its Dexterity modifier to 
  attack rolls only. 
   
  Draining Touch (Su): A ghost that hits a living target 
  with its incorporeal touch attack also drains 1d4 points 
  from any one ability score it selects.  On each such 
  successful attack, the ghost heals 5 points of damage to 
  itself. 
   
  Manifestation (Su): A ghost dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or be 
  affected by anything in the material world.  When a 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible, but incorporeal, on the Material Plane.  
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor.  A 
  manifested ghost always moves silently. 
   
  Rejuvenation (Su): In most cases, it is difficult to kill 
  a ghost through simple combat.  If Ice is reduced below 0 
  hp during the night, he is temporarily dismissed and 
  remanifests at sunrise. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of Ice at a 
  distance of 30 feet.  They will not willing approach nearer 
  than that and panic if forced to do so; they remain 
  panicked as long as they are within that range. 
   
  Free to Roam (Ex): Ice, as the former special mount 
  of Jerrel the Paladin and as his guardian spirit, is tied to 
  
  YEO4-01 Flesh and Spirit 
   
  Page 18 
  the location of Jerrel’s burial during the day.  At night, he 
  is free to roam.  Effects that might bar the movement of 
  Ice or trap Ice (like dimensional lock) are automatically 
  overcome by Ice at sunrise when he changes to his day 
  form. 
  APL 10 
  Ice, Ghost Paladin’s Heavy Warhorse (Night): CR 12; 
  Large Undead (Incorporeal); HD 12d12; hp 108; Init +1; 
  Spd Fly 40 ft. (perfect); AC (Manifest) 11 (-1 size, +1 Dex, 
  +1 deflection), touch 11, flat-footed 10; AC (Ethereal) 24 
  (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23; Base 
  Atk +9; Grp +19; Atk/Full Atk incorporeal touch +9/+4 
  melee or +14/+9 melee against ethereal foes (1d6 or 
  1d6+6 against ethereal foes, plus drain); Atk (vs. ethereal 
  only) hoof +14 melee (1d6+6); Full Atk (vs. ethereal only) 
  2 hooves +14 melee (1d6+6) and bite +9 melee (1d4+3); 
  Space/Reach 10 ft./5 ft.; SA manifestation, corrupting 
  touch, draining touch, command creatures of its kind 
  (horses), SQ low-light vision, scent, turn resistance +4, 
  rejuvenation, unnatural aura, free to roam, incorporeal 
  traits, undead traits, improved evasion, improved speed 
  (+10 ft.), SR 20; AL N; SV Fort +9, Ref +9, Will +8; Str 22, 
  Dex 13, Con -, Int 9, Wis 13, Cha 10. 
   
  Skills/Feats: Hide +6, Listen +16, Search +7, Spot 
  +16; Dodge, Endurance, Iron Will, Run, Spring Attack. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 points 
  of damage.  Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls.  Against a 
  non-ethereal creature, it adds its Dexterity modifier to 
  attack rolls only. 
   
  Draining Touch (Su): A ghost that hits a living target 
  with its incorporeal touch attack also drains 1d4 points 
  from any one ability score it selects.  On each such 
  successful attack, the ghost heals 5 points of damage to 
  itself. 
   
  Manifestation (Su): A ghost dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or be 
  affected by anything in the material world.  When a 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible, but incorporeal, on the Material Plane.  
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor.  A 
  manifested ghost always moves silently. 
   
  Rejuvenation (Su): In most cases, it is difficult to kill 
  a ghost through simple combat.  If Ice is reduced below 0 
  hp during the night, he is temporarily dismissed and 
  remanifests at sunrise. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of Ice at a 
  distance of 30 feet.  They will not willing approach nearer 
  than that and panic if forced to do so; they remain 
  panicked as long as they are within that range. 
   
  Free to Roam (Ex): Ice, as the former special mount 
  of Jerrel the Paladin and as his guardian spirit, is tied to 
  the location of Jerrel’s burial during the day.  At night, he 
  is free to roam.  Effects that might bar the movement of 
  Ice or trap Ice (like dimensional lock) are automatically 
  overcome by Ice at sunrise when he changes to his day 
  form. 
  APL 12 
  Ice, Ghost Paladin’s Heavy Warhorse (Night): CR 14; 
  Large Undead (Incorporeal); HD 14d12; hp 126; Init +1; 
  Spd Fly 40 ft. (perfect); AC (Manifest) 11 (-1 size, +1 Dex, 
  +1 deflection), touch 11, flat-footed 10; AC (Ethereal) 26 
  (-1 size, +1 Dex, +16 natural), touch 10, flat-footed 25; Base 
  Atk +10; Grp +20; Atk/Full Atk incorporeal touch +10/+5 
  melee or +15/+10 melee against ethereal foes (1d6 or 
  1d6+6 against ethereal foes, plus drain); Atk (vs. ethereal 
  only) hoof +15 melee (1d6+6); Full Atk (vs. ethereal only) 
  2 hooves +15 melee (1d6+6) and bite +10 melee (1d4+3); 
  Space/Reach 10 ft./5 ft.; SA manifestation, corrupting 
  touch, draining touch, command creatures of its kind 
  (horses), SQ low-light vision, scent, turn resistance +4, 
  rejuvenation, unnatural aura, free to roam, incorporeal 
  traits, undead traits, improved evasion, improved speed 
  (+10 ft.), SR 26; AL N; SV Fort +12, Ref +10, Will +10; Str 
  23, Dex 13, Con -, Int 10, Wis 13, Cha 10. 
   
  Skills/Feats: Hide +11, Listen +17, Search +17, Spot 
  +17; Dodge, Endurance, Iron Will, Run, Spring Attack. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 points 
  of damage.  Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls.  Against a 
  non-ethereal creature, it adds its Dexterity modifier to 
  attack rolls only. 
   
  Draining Touch (Su): A ghost that hits a living target 
  with its incorporeal touch attack also drains 1d4 points 
  from any one ability score it selects.  On each such 
  successful attack, the ghost heals 5 points of damage to 
  itself. 
   
  Manifestation (Su): A ghost dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or be 
  affected by anything in the material world.  When a 
  ghost manifests, it partly enters the Material Plane and 
  becomes visible, but incorporeal, on the Material Plane.  
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source.  A manifested ghost can pass through solid 
  
  YEO4-01 Flesh and Spirit 
   
  Page 19 
  objects at will, and its own attacks pass through armor.  A 
  manifested ghost always moves silently. 
   
  Rejuvenation (Su): In most cases, it is difficult to kill 
  a ghost through simple combat.  If Ice is reduced below 0 
  hp during the night, he is temporarily dismissed and 
  remanifests at sunrise. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of Ice at a 
  distance of 30 feet.  They will not willing approach nearer 
  than that and panic if forced to do so; they remain 
  panicked as long as they are within that range. 
   
  Free to Roam (Ex): Ice, as the former special mount 
  of Jerrel the Paladin and as his guardian spirit, is tied to 
  the location of Jerrel’s burial during the day.  At night, he 
  is free to roam.  Effects that might bar the movement of 
  Ice or trap Ice (like dimensional lock) are automatically 
  overcome by Ice at sunrise when he changes to his day 
  form. 
   
  
  YEO4-01 Flesh and Spirit 
   
  Page 20 
   Player Handout #1: Valdin’s Map 
   
   
  
  YEO4-01 Flesh and Spirit 
   
  Page 21 
  DM Aid: Map of Jerrel’s Tomb 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/594/Normal Scenarios/YEO4-01 - Flesh and Spirit (APL 4-12)/YEO4-01 - Flesh and Spirit.pdf