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 or 2 TU 
  TU Cost 
  -                     TU 
  Added TU Costs 
  TU REMAINING 
   
   
   
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
   
  APL 6: 
  � 
  Clear Spindle Ioun Stone (Adventure, DMG) 
  � 
  Keoghtom’s Ointment (Adventure, DMG) 
  � 
  Phylactery of Faithfulness (Adventure, DMG) 
   
  APL 8 (APL 6 Items plus): 
  � 
  Circlet of Blasting, Minor (Adventure, DMG) 
  � 
  Cloak of Elvenkind (Adventure, DMG) 
  � 
  Scarab, Golembane (Adventure, DMG) 
   
  APL 10 (APL 6, 8 Items plus): 
  � 
  Divine Scroll of Summon Monster IV (Adventure, 7th 
  level caster, DMG) 
  � 
  Horn of Goodness/Evil (Adventure, DMG) 
  � 
  Lens of Detection (Adventure, DMG) 
  � 
  Potion of Cure Serious Wounds (Adventure, DMG) 
  � 
  Ring of Protection +2 (Adventure, DMG) 
  � 
  Rod, Immovable (Adventure, DMG) 
   
  APL 12 (APL 6, 8, 10 Items plus): 
  � 
  Amulet of Health +2 (Adventure, DMG) 
  � 
  Amulet of Natural Armor +2 (Adventure, DMG) 
  � 
  Divine Scroll of Summon Monster V (Adventure, 9th 
  level caster, DMG) 
  � 
  Pink and Green Sphere Ioun Stone (Adventure, DMG) 
  � 
  Spined Shield (Adventure, DMG) 
  � 
  Strand of Prayer Beads, Lesser (Adventure, DMG) 
   
   
   
  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 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. 
   
  � Huecuva Blight 
   
  Your PC has been infected with disease called huecuva blight.  The 
  incubation period is one day; at the end of that time, the disease deals 1d2 
  points of Str and Con damage.  An infected PC must make a saving throw 
  (Fort DC 14) each day thereafter or take another 1d2 points of Str and Con 
  damage.  The effects of huecuva blight are cumulative each day until the 
  victim reaches 0 Con (and dies), makes two consecutive successful saves 
  (and is thus cured), or receives magical treatment (such as a remove disease 
  spell). 
   
  If the PC lacks the ability to cure himself (spells or the jar of Keoghtom’s 
  ointment in this adventure), he may travel to a shrine dedicated to the 
  Church of Seven Faiths in Farvale (2 days away on foot, 1 day mounted) or 
  to any of the temples of the prevalent Yeomanry faiths in Loftwick (3 days 
  away on foot, 2 days mounted) to purchase a cure.  Travel to either town 
  will require an additional 1 TU expenditure by this PC and any others that 
  accompany him, and will require the diseased PC to make additional Fort 
  saves each day.  Purchasing a remove disease spell in the Yeomanry requires 
  an expenditure of Influence Points with the relevant church and a 
  successful Cha check (DC 8), as well as 150 gp, unless the PC is a member 
  of that church’s meta-organization (see the Player’s Guide to the 
  Yeomanry for more details).  PCs wishing to expend Influence Points on 
  behalf of another must accompany them on this trip. 
  Alternatively, this PC can attempt to overcome the disease with bed 
  rest (with or without the assistance of a healer).  The infected PC has to 
  make the required Fort save each day, and a PC healer can make a Heal 
  check each day; the PC may use the better of the two rolls to try to beat 
  the blight’s DC of 14.  Each week (or part thereof) the PC and the PC 
  healer spend battling the disease costs 1 additional TU. 
   
  � Favor of the Watchers of the Stone 
   
  For efforts on their behalf, this PC has earned the favor of the 
  Watchers of the Stone.  The PC has access (Frequency: Any) to purchase 
  one, and only one, upgrade to an amulet of health, belt of giant strength, gloves 
  of dexterity, headband of intellect, periapt of wisdom, or cloak of charisma, from 
  +2 to +4 (except for the belt) or from +4 to +6.  The PC need only pay the 
  difference in price for the upgrade.  Once the single upgrade is purchased, 
  this favor is consumed (and should be marked as used).  If the PC is not a 
  resident of the Yeomanry, using this favor costs 1 TU. 
  This Record Certifies that 
  __________________________________________ 
  Played by______________________________________ 
   
   
  Player 
   
   
  RPGA # 
  Has Completed 
  Dust to Dust 
  A Regional Adventure 
  Set in the Yeomanry 
  Event: _________________________________ Date: ________ 
  DM: __________________________________________________ 
   
  Signature 
   
   
   
  RPGA # 
  Play Notes:
  � 
  Gained a level 
  � 
  Lost a level 
  � 
  Ability Drained ____________ 
  � 
  Died 
  � 
  Was raised/res’d 
  � 
  Was reincarnated 
  _________________________________________
  _________________________________________
  _________________________________________ 
  Home Region______________________ 
  
   
  GP
  Starting GP
  +
  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 
  FINAL XP TOTAL 
   
  XP 
  TU REMAINING 
   
   
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
   
  All APLs: 
  � Ghostrender (Regional – Limit One, see 
  above) 
   
   
  Adventure Record#
  594 CY 
  A D V E N T U R E  
  � Ghostrender 
   Ghostrender is an intelligent (see the DMG) +1 cold iron 
  longsword.  Ghostrender is Neutral Good (and counts as 
  good for the purposes of DR), with Int 14, Wis 14, and 
  Cha 10.  It can speak Common, Ancient Suloise, and Old 
  Oeridian, as well as communicate telepathically with its 
  wielder.  Ghostrender has 120 ft. vision and hearing.  It 
  starts with an initial Ego of 5 and initial cost of 8,330 gp.  
  Ghostrender bonds with the first Good PC that touches it 
  that doesn’t already own an intelligent item.  If no PC of 
  this type touches it, the sword will not stay with any of 
  the PCs and is not available after the adventure ends; it 
  will initiate a personality conflict with anyone else that 
  tries to wield it.   The sword’s primary motivation is to 
  fight and defeat the evil wizard Asberdies and any of his 
  minions.  The sword will initiate a personality conflict 
  anytime the PC refuses to engage Asberdies or his 
  minions.  The sword will also insist that it be the primary 
  weapon of its owner (although it will not initiate a 
  personality conflict over this unless there is no 
  reasonable reason for the PC not to use it as the primary 
  weapon). 
   This PC must pay the sword’s initial cost of 8,330 gp to 
  complete the bonding process and wield the sword.  If 
  this PC had insufficient funds to do so, he must 
  temporarily surrender the sword to the Academy of Lore 
  "for study and safe-keeping."  The character can then 
  “purchase” Ghostrender following any future Yeomanry 
  regional adventure. 
   
  This sword can not be upgraded normally.  However, 
  at the end of any Yeomanry adventure in which the PC 
  and the sword have not had a personality conflict, the PC 
  may purchase any of the following “upgrades” to the 
  weapon (cost to further “bind” the weapon to the user): 
  • 
  Ghostrender can bless its allies 3/day (cost: 
  1,000 gp, +1 Ego). 
  • 
  Ghostrender can use detect magic at will 
  (cost: 3,600 gp, +1 Ego). 
  • 
  Ghostrender gains the ghost touch weapon 
  special ability (cost: 8,000 gp, +1 Ego). 
  • 
  Ghostrender gains the holy weapon special 
  ability (cost: 26,000 gp, +2 Ego, must 
  purchase ghost touch above first). 
   At no time may two PCs at the same table both wield 
  Ghostrender in the same adventure.  If both PCs own this 
  sword, the DM must determine randomly which PC has 
  the actual sword for the adventure and which one has an 
  equivalent non-intelligent longsword for the adventure. 
   Ghostrender accompanies this PC for as long as it serves 
  its mission against Asberdies.  At some future time (as 
  specifically noted in a Yeomanry adventure), the sword 
  may choose to leave this PC to continue its mission with 
  another individual. 
   
  This Record Certifies that 
  __________________________________________ 
  Played by______________________________________ 
   
   
  Player 
   
   
  RPGA # 
  Has Completed Dust to Dust 
  A Regional Adventure 
  Set in the Yeomanry 
  And Gained Access to Ghostrender 
  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/Yeomanry/594/Normal Scenarios/YEO4-03 - Dust to Dust (APL 6-12)/YEO4-03 - Dust to Dust AR.pdf