TEXT:  
  Play Notes:
  � Gained a level 
  � Lost a level 
  � Ability Drained ____________ 
  � Died 
  � Was raised/res’d 
  � Was reincarnated 
  _________________________________________
  _________________________________________
  _________________________________________ 
  Home Region______________________ 
   
  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 or 2 TU
  TU Cost 
  -                     TU
  Added TU Costs 
  TU REMAINING 
   
   
  Adventure Record# 
  594 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; 650 gp 
   
  APL 6 
  max 900 xp; 900 gp 
   
  APL 8 
  max 1,125 xp; 1,300 gp
   
  APL 10 
  max 1,350 xp; 2,300 gp
   
  APL 12 
  max 1,575 xp; 3,300 gp
  Cross out any game effects this character does not gain. 
   
  � Barding of the Zephyr 
   
  This beautiful mithral chain shirt barding sized for a large 
  horse 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: 4,400 gp; Weight: 25 lbs. 
   
  � In luence with Grosspokesman Cale Tadwhistle 
  f
   
  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. 
  This Record Certifies that 
  __________________________________________ 
  Played by______________________________________
   
   
  Player 
   
   
  RPGA #
  Has Completed 
  Flesh and Spirit 
  A Regional Adventure 
  Set in the Yeomanry 
  Event: _________________________________ Date: ________ 
  DM: __________________________________________________ 
   
  Signature 
   
   
   
  RPGA # 
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
   
  APL 4: 
  � Barding of the Zephyr (Adventure, see 
  above) 
  � Boots of the Winterlands (Adventure, 
  DMG) 
   
  APL 6 (APL 4 Items plus): 
  � Ring o  Feather Falling (Adventure, 
  DMG) 
  f
   
  APL 8 (APL 4, 6 Items plus): 
  � Ring o  Force Shield (Adventure, DMG) 
  f
   
  APL 10 (APL 4, 6, 8 Items plus): 
  � Ring o  Energy Resis ance, Minor  Fire
  (Adventure, DMG) 
  f
  t
  -
   
   
  APL 12 (APL 4, 6, 8, 10 Items plus): 
  � Ring of Spell Storing, Minor (Adventure, 
  DMG) 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/594/Normal Scenarios/YEO4-01 - Flesh and Spirit (APL 4-12)/YEO4-01 - Flesh and Spirit AR.pdf