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: 
  � +1 Holy Composite Longbow (+4 Str Bonus) (Adventure; Dungeon Master’s Guide) 
  � +1 Holy Scimitar (Adventure; Dungeon Master’s Guide) 
  � Large +1 Light Fortification Full Plate (Adventure; Dungeon Master’s Guide) 
  � Metamagic Rod, Extend, Lesser (Adventure; Dungeon Master’s Guide) 
   
  APL 8 (all of APL 6 plus the following): 
  � +1 Flaming Greatsword (Adventure; Dungeon Master’s Guide) 
  � +3 Greatsword (Adventure; Dungeon Master’s Guide) 
  � +5 Javelin (Adventure; Dungeon Master’s Guide) 
  � Ioun Stone, Dusty Rose Prism (Adventure; Dungeon Master’s Guide) 
   
  APL 10 (all of APLs 6, 8 plus the following): 
  � Metamagic Rod, Empower, Lesser (Adventure; Dungeon Master’s Guide) 
   
  APL 12 (all of APLs 6, 8, 10 plus the following): 
  � +4 Holy Greatsword (Adventure; Dungeon Master’s Guide) 
  � Cloak of Charisma +4 (Adventure; Dungeon Master’s Guide) 
  � Mace of Smiting (Adventure; Dungeon Master’s Guide) 
   
  APL 14 (all of APLs 6, 8, 10, 12 plus the following): 
  � +3 Disruption Heavy Mace (Adventure; Dungeon Master’s Guide) 
  � Cloak of Charisma +6 (Adventure; Dungeon Master’s Guide) 
  � Large +1 Vorpal Greatsword (Adventure; Dungeon Master’s Guide) 
  � Large +4 Full Plate (Adventure; Dungeon Master’s Guide) 
  � Staff of Abjuration (Adventure; Dungeon Master’s Guide) 
   
  APL 16 (all of APLs 6, 8, 10, 12, 14 plus the following): 
  � Large +3 Greatsword (Adventure; Dungeon Master’s Guide) 
  � Metamagic Rod, Empower (Adventure; Dungeon Master’s Guide) 
  � Metamagic Rod, Extend (Adventure; Dungeon Master’s Guide) 
  Adventure Record#
  595 CY 
  A D V E N T U R E  
  L E V E L  O F  
  P L A Y  
  (CIRCLE ONE) 
  APL 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 
   
   
  APL 14 
  max 1,800 xp; 6,600 gp 
   
   
  APL 16 
  max 2,025 xp; 9,900 gp 
  Cross out any game effects this character does not gain. 
   
  � Contemplation of the Heavens and Hells: You are visited in your dreams by 
  a representative of your deity after releasing all of the trapped celestials.  This 
  meets the special requirement of contact for the Contemplative prestige class (see 
  Complete Divine). 
   
  � Enlightenment of the Celestials: Through your recent interaction with the 
  celestials, freeing all of them, you have discovered untapped reserves in yourself. 
  You may apply a +1 inherent bonus to one of your abilities (circle the one 
  selected): Str, Dex, Con, Int, Wis, Cha. 
   
  � Freedom from Corruption: You have freed trapped celestials. In gratitude, 
  you gain their blessing for one year from the date on this AR, giving you a sacred 
  bonus to your saving throws (circle the bonus gained): +1 (one celestial freed), +2 
  (two celestials freed), +3 (all celestials freed). 
   
  � Reward of Ghostrender / Twin Dooms / Fury: You have defeated the 
  Shadow of Asberdies. Ghostrender, Twin Dooms, and Fury are well-pleased in you. If 
  you have in your possession any of these items, you gain a special boon.  The next 
  upgrade purchase for any one, and only one, of these items costs 50% less than 
  normal.  Circle the items possessed and mark this reward as USED when the 
  upgrade is purchased. 
   
  � Emblem of the Yeomanry League: For valor and bravery under extreme 
  duress, the Yeomanry League awards you the Emblem of the Yeomanry League. If 
  you already possess this award, you receive a pin with clustered spears. This award 
  gives this PC a +2 circumstance bonus on all interactions with the people of the 
  Yeomanry, provided the PC is wearing military or church garb; otherwise, the 
  bonus drops to +1. This bonus stacks with any existing bonus for an Emblem of the 
  Yeomanry League. 
  � Favor of the Yeomanry Government: You have prevented the greatest threat 
  to the Yeomanry League ever imagined, by destroying the Great Machine. As a 
  reward for your selfless efforts, undertaking a dangerous adventure without having 
  been activated by your respective superiors, you receive the following favor from 
  the Government. You gain access (Frequency: Regional and Metaregional) to the 
  following upgrades (based on the results of the adventure, circle the one selected), 
  and the next time you purchase one, and only one, of these upgrades, it costs 50% 
  less than normal: bane (undead) weapon special ability, light fortification armor/shield 
  special ability, +2 enhancement bonus (one celestial freed); holy weapon special 
  ability, spell resistance (13) armor/shield special ability, +3 enhancement bonus (two 
  celestials freed); speed weapon special ability, moderate fortification armor/shield 
  special ability, +4 enhancement bonus (all celestials freed); brilliant energy weapon 
  special ability, spell resistance (17) armor/shield special ability, +5 enhancement bonus 
  (all celestials freed and Shadow of Asberdies defeated). 
   
  � Mark of the Shadow: You received this souvenir — a grasping skeletal claw 
  burned into your chest over your heart—after your struggle with the Shadow of 
  Asberdies. You lose one hit point permanently; this effect can only be removed by a 
  remove curse (CL 18th), break enchantment (DC 29), wish, or miracle spell. 
   
  � Lost in Shadow: Taking the advice of the Blightstone, you jumped down into the 
  ethereal miasma. This pathway leads into the Plane of Shadow. Without some 
  immediate method of planar travel, you must spend an additional 4 TUs to find your 
  way home. 
   
  � Cured!: The Blightstone has cured you of any infection of Construct Contagion 
  you have been suffering from. 
  This Record Certifies that 
  ____________________________________________ 
  Played by______________________________________ 
   
   
  Player 
   
   
  RPGA # 
  Has Completed 
  YEO5-07 Blighted Souls 
  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________________________
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/595/Normal Scenarios/YEO5-07 - Blighted Soul (APL 6-16)/YEO5-07 - Blighted Souls AR - Revised.pdf