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 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at smh.lvg@gmail.com.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  GEO6-01 
   
   
   
   
  Shattered Houses 
  A One-Round D&D® LIVING GREYHAWKTM  
  Geoff Regional Adventure 
  Version 0.4 
   
  by Wesley Wright 
  Reviewer: Alisa Clary and Sean Hillman  
  Circle Reviewer: Steven Conforti 
  Playtesters: Teos Abadia, Chris Day, Paul Ellison, Jim Ghiloni, Tim Hill, Marsha Lecates-Hillman, Jim 
  Lockhart, Stephan Mumford, Dennis Tosmey. Matt Tyler 
   
   
   
  The War of the Giants is done.  The Sakhut is gone, but what remains in Geoff is a tattered land.  One 
  Llwyress asks for help.  A family must be reunited and you may just fit the bill.  A Geoff regional 
  adventure for APLs 2-6, and Part One of the Cycle of the Splintered Kingdoms.  This Adventure may be 
  of particular interest to those in the Rhychdir Rhos Cantrev metaorganizations. 
   
   
  
  GEO6-01 Shattered Houses 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. 
  You’ll 
  also 
  find 
  a 
  LIVING 
  GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  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 dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. 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 step 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. 
  
  GEO6-01 Shattered Houses 
   
  Page 2 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs 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 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, 
  set in Geoff.  Characters native to Geoff pay one 
  Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  King Brodde’s fire giant tribe is on the run, after a 
  bad turn of events in the last year.  Between the 
  death of King Brodde in the Gran March, and the 
  deaths of the Sakhut at the most recent Battle of 
  Gorna, the remainder of the tribe is homeless and 
  leaderless. 
  Beulf, formerly Brodde’s aging warmaster, has 
  taken charge of what is left, though he is not a true 
  leader.  He was responsible for the training of 
  young fire giants in the ways of battle, and is not 
  prepared to lead the tribe.  In concert with the sole 
  surviving priestess of Surtr, Olhildr, he has come 
  up with a plan to provide the tribe shelter and 
  purpose. 
  Beulf has suggested an alliance with one of the 
  Gyric nobles.  His sources have suggested the 
  Llwyress Rhian merch Neiren has not been overly 
  violent to the beaten giants in her cantrev.  
  Pregmere also provides a relatively comfortable 
  place to live, thanks to the local hot springs.   
  Beulf sent one of his young charges, Fastarr, to 
  Pregmere bearing a message for Llwyres Rhian.  
  # 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 
   
   
  
  GEO6-01 Shattered Houses 
   
  Page 3 
  The message contained the tribe’s desire for 
  protection and shelter in exchange for an oath of 
  fealty to Rhian.  Intrigued, Rhian told Fastarr that 
  she would consider the offer. 
  Rhian would love to have the services of several 
  well-trained fire giants in her personal army.  
  However, she needs more information that these 
  fire giants can be trusted not to try to grab power 
  for themselves.   To this end, she has sent for 
  information from her various sources, but is in 
  need of someone to collect the information quietly. 
  An opportunity has presented itself in the form of a 
  family of stone giants leaving the area for the 
  Stark Mounds.  They have asked to hire several of 
  Rhian’s cantrev militia for escort.  Rhian isn’t 
  willing to use her troops in such a fashion, but is 
  perfectly willing to collect a group of adventurers 
  for the stone giants to hire.   
  Rhian has a spy among a tribe of gnolls running 
  around the area that will be instructed to pass 
  along what information he has learned to these 
  adventurers.  The stone giants themselves are 
  also a source of information, having lived in the 
  area around Pregmere during the occupation. 
  ADVENTURE SUMMARY 
  The characters are hired by Llwyress Rhian merch 
  Nieren to help out a group of stone giants that 
  have asked for an escort.  She is using this ruse 
  as a means to put the characters in a position to 
  gather information for her on a tribe of fire giants. 
  In Encounter 1, the characters have some time to 
  get to know the stone giant family they are 
  escorting, and ask a few questions pertaining to 
  their secondary mission. 
  In Encounter 2, the characters meet up with a spy, 
  who has been undercover with a tribe of gnolls.  
  The spy’s cover has been blown, however, and 
  the group is attacked by a party of gnolls. 
  In Encounter 3, the group must cross the Oyt 
  River at a ferry.  The ferry master has more 
  information for the characters’ secondary mission. 
   There is also an opportunity to spot a spy leading 
  into the next encounter. 
  In Encounter 4, the group is ambushed by a group 
  of bandits. 
  In Encounter 5, a flying predator attacks the 
  caravan.  One of the children is taken away and its 
  up to the PCs to rescue her.   
  Finally, in Encounter 6 the caravan arrives at the 
  new steadding.  The children and the PCs are met 
  by the Stone Giant parents and welcomed into the 
  family’s home for the night. 
  PREPARATION FOR PLAY 
  Before the adventure begins, you should have the 
  characters provide you with:  
  • 
  Spot bonus 
  • 
  Listen bonus 
  • 
  Sense Motive bonus 
  • 
  Bluff bonus 
  • 
  Diplomacy bonus 
  • 
  Seven d20 rolls (These are to be used for 
  initiative rolls as well as Spot and Listen rolls 
  as noted in the text.) 
  INTRODUCTION 
  It is mid-winter in Geoff and the ice, winds, and 
  snow make it absolutely miserable to be 
  outside for long.  The reconstruction of 
  Pregmere has tapered off in recent weeks, 
  after a large growth spurt.  Llwyress Rhian’s 
  castle is the only major landmark not yet 
  finished, though it is already defensible.   
  Also finished is the local common inn, 
  Goblin’s End.  It is fast becoming a prime spot 
  to get warm, wet a travel-weary throat, and find 
  jobs and information in Pregmere.  The 
  crackling fire and music is an inviting change 
  from the bitter winter that seems to have no 
  end in sight. 
  If the PCs wish to travel through the town instead 
  of going into the Goblin’s End, they can get similar 
  information with a successful Gather Information 
  Check (APL +10). 
  • 
  The winter has been particularly cold and 
  icey this year. 
  • 
  Lwyress Rhian merch Neiren is to be 
  married in the spring to the First Bow, 
  Yrylan. 
  • 
  Rebuilding was particularly busy in the fall, 
  but has slowed since the winter came. 
  • 
  Lwyress Rhian is looking for some 
  particularly brave and strong adventurers 
  to help her with some work.  Those 
  
  GEO6-01 Shattered Houses 
   
  Page 4 
  interested should report to the Caer for 
  more information. 
  If the PCs decide to go to the Caer immediately, 
  go to Encounter 1:  Hired Help.  If the PCs enter 
  the Goblin’s End, read the following: 
  The smell of the autumn’s siedr fills the air as 
  soon as you enter the Goblin’s End.  Long 
  tables are set in rows length-wise in the 
  common room.  A fireplace at one end is 
  enough to warm the whole room.  The 
  construction of this inn is obviously new, but 
  the place already has the tell tale signs of 
  heavy use. 
  A warm meal of roast mutton and baked apples 
  is available for a reasonable price.  A voice 
  warbles out a tune from a tiny makeshift stage 
  near the fireplace.  A traveling bard of some 
  sort can be seen trying to muddle through 
  some song about a random hero killing a giant. 
   It’s a song that’s been sung a dozen times 
  with a few minor changes here and there – like 
  the name of the hero or the location of the 
  fight. 
  Tovin ap Kalwyn is a prydyth, but not a very 
  talented singer.  He’s much more interested in 
  talking with people and telling stories.  If the PCs 
  approach him with questions, he’s more than 
  willing to tell what he knows, if only his donation 
  hat was a bit more full.  The PCs should make 
  even a nominal donation to him. 
  Once they’ve given him some money, he‘s more 
  than willing to answer as many of their questions 
  as he can. 
  • 
  The farmers are talking about much colder 
  it is this winter than most.  In fact, many of 
  the ffolk have taken to bringing in their 
  hers for the winter.  This isn’t unheard of, 
  but it is quite unusual. 
  • 
  Rebuilding in Rhchydir Rhos happened 
  quite fast in the fall, but since the cold 
  weather has set in, things have slowed 
  down some. 
  • 
  Lwyress Rhian was quite anxious to get 
  back into Pregmere.  Perhaps it is her 
  betrothal to Yryal, the First Bow, that 
  spurred it.  They are to be married in the 
  Spring. 
  • 
  Lwyress Rhian was accepted fully by 
  Owen the Brenin and Calisse, his wife.  
  She has taken the oaths of fealty to Owen. 
  • 
  Melwyn Greatarm, however, refused to 
  take the oaths and he paid the price.  In a 
  one on one dual, Owen the Brenin bested 
  Melwyn.  Its said that Owen used some 
  sort of fey magic to win.  Melwyn has lost 
  his cantrev and his position as Llwyr.  
  Araul Anterth borders Rhchdir Rhos to the 
  southeast so this greatly effects this 
  cantrev. 
  • 
  Melwyn has been out hunting as many 
  giants as he can find since his defeat by 
  the Brenin. 
  • 
  Llwyress Rhian is looking for some 
  particularly brave and strong adventurers 
  to help her with a task.  There’s a flier 
  about it posted with other job opportunities 
  on the center post of the inn. 
  Give the Player Handout 1.  If they decide not to 
  follow up on it, then the adventure is over for them. 
   Otherwise, continue to Encounter 1. 
  ENCOUNTER 1:  HIRED 
  HELP 
   
  Responding to the information about the work 
  for Llwyress Rhain merch Neiren, you arrive at 
  Caer Gwylitan (P. GWEE-li-tan tr. Firewatch).  
  You are greeted at the gate by several guards 
  bearing the livery of Rhychdir Rhos, the local 
  cantrev.   
  Allow the characters to state their business.  They 
  are lead to an antechamber, and told to wait for 
  Llwyress Rhian’s seneschal.  This would be a 
  good 
  time 
  for 
  any 
  necessary 
  character 
  introductions. 
  The antechamber, like the rest of Caer Gwylitan, is 
  made of stone.  Wooden benches are provided for 
  those who are made to wait, such as the PCs. 
  A successful Spot and subsequent Knowledge 
  (Engineering) or Stone Cunning check (DC 5) tells 
  the PCs that some stones appear to be 
  mismatched, as if they came from different places 
  and were put together to make this Caer.  Most 
  likely, buildings made by the Giants were torn 
  down and the materials were recycled to build the 
  Caer. 
  The 
  PCs 
  definitely 
  notice 
  the 
  temperature 
  difference even in the antechamber.  It is much 
  warmer 
  in 
  the 
  Caer, 
  even 
  in 
  the 
  drafty 
  antechamber. 
   
   
  A 
  successful 
  Knowledge 
  
  GEO6-01 Shattered Houses 
   
  Page 5 
  (Geography) check (DC 10) reminds the PCs that 
  Pregmere is built on numerous hot springs and 
  that is most likely the cause of the temperature 
  difference. 
  After nearly an hour of waiting, a page wearing 
  a chain shirt beneath his tabard approaches.  
  “Please, follow me.  Lady Rhian will see you 
  now.”  He waits for all to rise, then leads you to 
  the new great hall.   
  The great hall is clearly just recently finished, 
  and there are still workers removing scaffolds 
  from the interior of the hall.  You enter through 
  two massive oak doors at one end of the hall.  
  The ceiling is easily thirty feet high throughout 
  the Hall.  At the far end of the Hall is a small 
  raised platform.  On it, a woman sits on a 
  rather ornate chair.  She wears an ornate torc 
  of rulership, though if you saw her on the 
  street, you might not guess her to be a 
  Lwyress.  As you enter, she is talking quietly 
  with several men who appear to be guards. 
  The page clears his throat, and bows slightly 
  as Lady Rhian looks up from her conversation. 
   He motions you forward and Rhian dismisses 
  the two men she was talking with.  She stands 
  from her seat and smiles toward you.   
  “Bor Da,  Thank you for coming on such short 
  notice.  I have need of a group of individuals to 
  carry out a task for me.  There is a local family 
  of stone giants moving out of the area.  They 
  have asked me to spare some of my guards in 
  exchange for payment.  However, things are 
  still relatively unsettled here, and I don’t want 
  to reduce my current forces any.” 
  “You, however, aren’t part of my current 
  forces, but I hope are just as capable.  They 
  are willing to pay for your services, and the trip 
  shouldn’t take more than a ten-day.  Would 
  you be interested?” 
  The characters will likely have a few questions.  
  Some are below.  Any other questions will be 
  unanswered, as unimportant to the task at hand. 
  Q:  Why are stone giants looking for a human 
  escort? 
  A:  “The mother and father have already 
  traveled to their new location in the Stark 
  Mounds.  Their children were left behind for a 
  time as part of their peace agreement with the 
  Gyri government.  Two giant children traveling 
  alone are prime prey for someone looking to 
  make trouble.” 
  Q:  What’s your interest in this?  Why are you 
  personally asking us to carry out this task? 
  A:  Rhian smiles again.  “There…is a 
  secondary task I’d like you to undertake.  I 
  have a spy gathering information on some fire 
  giants.  I need to get to that information, but I 
  don’t want him to have to come here or meet 
  with any of my own people.  I would have him 
  meet you along your way, pass off the 
  information, and you can bring it back to me 
  when you return.  I’d also like for you to poke 
  around yourselves.  These stone giants may 
  have information useful to me, so anything you 
  can learn from them - and anyone else you 
  should encounter along the way - would be 
  helpful.” 
  Q:  Who are these fire giants we are getting 
  information on? 
  A: “As I understand, the remnants of King 
  Brodde’s people.  Their leader is a giant by the 
  name Beulf.  More than that, I will hope you 
  can find out for me.  I don’t know anything 
  about Beulf or his leadership ability.” 
  Q:  Why are you looking for this information? 
  A:  “That I’m not willing to say.”   
  Q:  Who are these stone giants? 
  A:  “A boy and a girl.  Their father is Bjorn 
  Gallofsen.  I’m not sure what his significance 
  is, but the Brenin seemed to think it was 
  important enough to warrant us holding his 
  children for a time to ensure peace.” 
  Q:  Where can we find these Stone Giant 
  children? 
  A:  “They are outside the main city at a camp 
  site guarded by a couple of my men.  It’s about 
  an hour’s ride to the southeast.” 
  Q:  How will we know where their steading is? 
  A:  “They have a map to get there.” 
  If the characters don’t ask any questions about 
  Rhian’s involvement, she discloses the information 
  gathering task after they agree to the mission. 
  If the characters refuse the mission, Rhian thanks 
  them for their time, and has them escorted out.  
  The adventure is over for those characters.  
  Otherwise, Rhian informs the characters to be 
  ready to leave tomorrow morning.   
  If there is nothing else the PCs wish to do in 
  Pregmere before they leave, continue on with 
  Encounter 2. 
  
  GEO6-01 Shattered Houses 
   
  Page 6 
  If the PCs want to return to the Goblin’s End to 
  speak with Tovin, continue with the rest of 
  Encounter 1.  
  Tovin is where the PCs left him – in the Goblin’s 
  End.  He’s eating his dinner and chatting with 
  anyone who listen to his chatter. 
  Q: What do you know about the Fire Giants? 
  A: “They’re Giants.  Isn’t that bad enough?” 
  Q:  Do you know a Fire Giant named Beulf or King 
  Brodde’s tribe? 
  A:  “Those Fire Giants are all sorts of crazy.  I 
  know King Brodde was killed in Sterich.  Or at 
  least that’s what some say.  Don’t know about 
  the tribe or Beulf.” 
  Q: What do you know about Stone Giants? 
  A: “Of any of the giants, they’re probably the 
  most tolerable.  At least they keep their word 
  when they give it. They’re the ones that made 
  those monoliths though, so who knows.  I 
  don’t really know what makes them tick other 
  than they like rocks.” 
  Q:  Any idea why Llwress Rhian might be asking 
  for information about fire giants? 
  A:  “Well, from what I hear, the giants are 
  roaming all over.  Maybe she figures that the 
  fire giants are the worst of them and they’ll 
  come here, so she wants to be ready.” 
  The PCs can spend the night at the Goblin’s End if 
  they’re looking for a standard inn to stay in.  The 
  Harp and Trumpet is available for standard 
  lifestyle lodgings.  
   
  ENCOUNTER 2: A GIANT 
  FAMILY 
  Judge’s Note:  PCs may buy any supplies to 
  which they have access while in Pregmere. 
  The morning fog is just burning off when you 
  arrive at the appointed place.  Nestled between 
  two hills sit two large wagons, four stout oxen, 
  and two giants that stand as tall as a tall man.  
  As you approach, the boy stands up and 
  greets you.  He is clearly the older of the two. 
  “I am Olaf, son of Bjorn Gallofsen, 1st Degree 
  of the 2nd Losje.”  He motions to the stone 
  giant female who is standing next to him.  “She 
  … named… Gertred.  What… the names for … 
  Tyv help?” 
  The two human guards in Rhian’s livery make 
  quick excuses to leave and get back to the Caer.  
  They’re very eager to be done with this 
  assignment. 
  Allow 
  the 
  characters 
  to 
  make 
  whatever 
  introductions they like.  Olag is eager to get 
  moving early.   
  Each of the two wagons is pulled by two oxen.  
  The two stone giant children ride the first along 
  with the family’s personal items.  The other wagon 
  has many giant sized household items and stone 
  working tools.  Gertred doesn’t speak Common 
  and Olaf’s common is sketchy at best.  They will 
  talk openly with characters who can speak Giant.  
  The children prefer that the PCs do not ride in the 
  wagons.  
  Talking to Olaf – He prefers to speak in 
  Giant.  His answers are given as if in Giant. 
    
  Q:  What do you know about the fire giants that 
  used to live in this area? 
  A:  “They like to fight a lot.  Father and mother 
  won’t let us play with any of them because 
  they only want to fight.” 
  Q:  Do you know who Beulf is?   
  A: “I have heard the name, but I do not know 
  him.  My father might know him.” 
  Q:  Why do you need an escort?  Why couldn’t 
  your parents or other Stone Giants escort you to 
  your new house? 
  A:  “Our father made an oath with your Brenin. 
   The oath must be upheld.  We have been told 
  that there are those still looking to fight with 
  Giants even though the war is over.  Our Losje 
  has declared peace and made good on its 
  word to hold the peace.  But still some want to 
  hurt us because we are Stone Giants.” 
  Q:  Where are we taking you?  Where is your new 
  home? 
  A:  “Our father has settled the Losje in the 
  Stark Mounds.  It is close to a place called 
  Chimney Rock.  I have a map.” 
  Q:  How have you avoided Melwyn and the others 
  hunting giants so far? 
  
  GEO6-01 Shattered Houses 
   
  Page 7 
  A:  “The Tyv named Rhian helped us some.  
  She kept us guarded with her men to keep us 
  safe until the promise had been fulfilled.” 
  Q:  What promise? 
  A:  “The promise that our Losje would remain 
  peaceful.” 
  Q:  What do you know about the stone monoliths 
  that were used by the Sakhut in the war? 
  A:  “I don’t know anything about them.” 
  Talking to Gertred 
  Q:  What do you know about the fire giants that 
  used to live in this area? 
  A:  Gertred responds, “You mean the short 
  dark ones?  Papa told us to stay away from 
  them.  They don’t place very nice.”  Olaf 
  interjects, “They don’t play at all!  All they want 
  to do is fight.” 
  Q:  Do you know who Beulf is?   
  A:  “Who?” 
  Olaf Bjornsen and Gertred Bjorndottir: Male 
  and Female Stone Giant; hp 32 and 29; See 
  Monster Manual, page 124. 
  ENCOUNTER 3: SPY HUNT 
  The first two days of travel have been relatively 
  smooth.  There have been no encounters with 
  any remnants of the humanoid armies thus far. 
   Olaf is a fine traveling companion, and 
  Gertred is a mean cook, providing quality food 
  for the trip.  Of course, she cooks in a pot big 
  enough to hold a Halfling, but she’s pretty 
  good with it. 
  Ask the characters if they are setting any watches 
  at night.  Olaf and Gertred consider watches to be 
  the job of escorts, so they sleep through the night. 
   They sleep together between the two wagons. 
  On the second night, around the end of second 
  watch, read the following: 
  There is some moving of brush coming from 
  outside the clearing.  You can hear a voice call 
  out in Flan, “Psst!  Don’t shoot me.” The voice 
  is coming from outside of the light of the 
  campfire.  Just afterwards, a tall gnoll steps 
  into the light.  He is wearing the studded 
  leather armor common to his kind, and 
  carrying a battleaxe on his belt.  He has his 
  hands open and empty in front of him. 
  Get the reactions of those on watch.  If he is shot 
  at or attacked, he attempts to get away, but isn’t 
  very capable in combat.  He attempts to surrender, 
  but doesn’t remember to remove his hat of 
  disguise to show that he isn’t a gnoll.  He’s been 
  living with them so long it has become second 
  nature.  Otherwise, continue on. 
  “It is good to see you.”  The gnoll speaks with 
  a definite accent, which should mark him as a 
  human raised in Gyruff.  He takes a bundle of 
  three scroll tubes from a pouch at his side.  “I 
  take it you are the contacts send by Lady 
  Rhian?” 
  Jonnic delivers the scrolls to whoever will take 
  them.  He can answer a few questions.  If the 
  characters request it, he takes off the hat of 
  disguise. 
  Q:  What information have you brought us? 
  A: “Everything is in the scrolls.  See them to 
  Lady Rhian safely.   The scroll cases are 
  sealed to make it easier for them to survive the 
  travel back to her.” 
  Q:  Why/How do you look like a gnoll? 
  A:  “What?”  The gnoll looks down at himself, 
  then looks back to you.  “Oh right.  Sorry, I’ve 
  been living like this for a while now, its kind of 
  second nature.  It’s just an illusion to change 
  my appearance.  Nothing to worry about.” 
  If the PCs want to open the scrolls at any time, 
  Jonnic is adamantly against it.  He insists that the 
  scrolls are only for Llwyress Rhian and should not 
  be opened by anyone else. 
  If at any point, the PCs break the seals and read 
  them, they find out the following information: 
  • 
  King Brodde is dead.  He was killed in 
  Sterich.  Beulf is one of the elders of the 
  tribe that has taken temporary leadership. 
  • 
  King Mog’s tribe has moved from the 
  Hornwood.  Something happened that 
  drew them quickly away from there and 
  toward the Barrier Peaks. 
  • 
  The two tribes may join together unless a 
  new leader is found for King Brodde’s 
  tribe. 
  • 
  There’s a lot of internal fighting for power 
  in King Brodde’s tribe.  So far, no one has 
  been able to overthrow Beulf. 
  
  GEO6-01 Shattered Houses 
   
  Page 8 
  In order to reseal the scrolls, the PCs must have 
  wax and the proper seal.  The seal can be faked 
  with a successful Forgery check (DC 25). 
  Using the Spot and Listen checks generated at the 
  beginning of the adventure, check to see if any 
  characters notice the approach of Grintash and his 
  thugs.  He is hiding as he approaches from a 
  distance.  Remember the distance (about 100 ft. 
  from the fire) and the darkness.   
  The DC for a successful Spot is 18 (+1/10 feet + 8 
  Hide bonus) + D20. For a successful Listen 
  Check, the DC is 10 (+1 per 10 feet) + D20.  
  The characters are also considered distracted 
  unless they specifically state that they are keeping 
  an eye out for trouble. Being distracted adds 
  another +5 to the DC of each check. 
  Grintash attacks after a few minutes of watching 
  Jonnic talk, or immediately if he reveals himself as 
  a human.  If Jonnic is attacked and killed by the 
  characters, Grintash will attack to avenge him. 
  If Grintash is not spotted by the PCs, the combat 
  starts with an arrow from the dark, hits Jonnic and 
  kills him immediately.  If Grintash is spotted by the 
  PCs, he still kills Jonnic first. 
  Jonnic ap Fal (Hertashh): Male Human (Mixed 
  Flan/Oeridian) Exp4; hp 20; see Appendix 4. 
  APL 2 (EL 4) 
  Grintash (1): Male Gnoll Rgr1; hp 23; see 
  Appendix 1. 
  Gnoll (2): Male Gnoll; hp 14 each; see 
  Monster Manual page 130. 
  APL 4 (EL 6) 
  Grintash (1): Male Gnoll Rgr3; hp 38; see 
  Appendix 2. 
  Gnolls (4): Male Gnoll; hp 11 each; see 
  Monster Manual page 130. 
  APL 6 (EL 8) 
  Grintash (1): Male Gnoll Rgr3; hp 38; see 
  Appendix 3. 
  Gnoll Fighters (3): Male Gnoll Ftr1; hp 26 
  each; see Appendix 3. 
  Gnoll Cleric (1): Male Gnoll Clr2 of Hextor; hp 
  30; see Appendix 3. 
  Tactics:  After the surprise round, Grintash 
  fires upon unengaged targets, preferably humans. 
   He tries to remain outside of normal vision for 
  humans, preferring to strike from the darkness.   
  His fighter companions go for the biggest 
  fighter type threat first, power attacking for 1 all the 
  time.  They attempt to get flanking positions, but 
  will not put themselves in a flank if possible. 
  At APL 6, his cleric companion casts Bless 
  during the surprise round.  His next action is to 
  smash the elemental gem (this summons a large 
  earth elemental on his next round).  On the third 
  round, he charges into battle.  If anyone is wearing 
  a holy symbol of Heironeous, the cleric attacks 
  them first.  He always power attack for 2 and uses 
  his smite ability on his fourth round. 
  Continue to Encounter 4. 
  ENCOUNTER 4: FERRY AT 
  THE OYT RIVER 
  After a few days of travel without event, the PCs 
  come upon the Oyt River. 
  It is another day of uneventful travel when you 
  come upon the Oyt River, shining like a jewel 
  in the distance.  The heath gets progressively 
  lower as you walk into the wide valley the Oyt 
  River runs through.  As you turn the bend 
  around the last rise, you can see an ogre 
  sitting on a rock, busily eating something.  
  Sitting about ten feet away is a human of Flan 
  descent drinking from a water skin. 
  Seeing you round the bend, the human jumps 
  up, and greets you in Common.  “Greetings 
  travelers!  Don’t be alarmed by Dag here, he’s 
  jus’ the hard labor.  You folks looking to cross 
  the river?” 
  Mal introduces himself and his two ogre ferry 
  pullers.  Dag is on the near side, and Jag in on the 
  far side.  The ferry is a flat barge with huge ropes 
  tied to both ends.  On the other side of the river, 
  Jag can be seen holding the rope.  Travelers get 
  onto the barge, and the ogres pull the barge 
  across the river. 
  Olaf and Gertred have some traveling money.  
  They pay the price to get everyone across the 
  river.  The cost is one silver piece per person and 
  two silver pieces per wagon to cross the river. 
  Mal is a very friendly sort, very willing to talk.  He 
  is in fact a great source of information, as many 
  travelers cross the Oyt River at his ferry.  In 
  addition, he has spent the last several years as a 
  slave in Pregmere, after having been relocated 
  there by the giants.   
  
  GEO6-01 Shattered Houses 
   
  Page 9 
  After the town was freed, he came back to 
  Oytmeet (his former home), and decided to start 
  the ferry.  It was struggling until he met up with 
  Dag and Jag.  They initially tried to eat him, but he 
  managed to convince them to work for the ferry in 
  exchange for food and shelter. 
  Q:  Have you heard any news from the Stark 
  Mounds? 
  A: “The gnomes have been pretty quiet.  
  Haven’t seen them crossing or traveling much 
  lately.  Prolly trying to get settled and repair 
  damage like the rest of us.” 
   Q:  Have you heard anything about a plague in 
  the Stark Mounds? 
  A:  “Not a peep.  A couple of gnomes came 
  through here, headed north.  They seemed 
  alright to me.” 
  Q: What can you tell us about the fire giants? 
  A: “Don’t know much really.  Other than they 
  were part of the Sakhut Army.  Usually pretty 
  nasty things.  Don’t get along well with others, 
  if you know what I mean.  But they can fight 
  like you wouldn’t believe.  Well, maybe you 
  *can* believe that.” 
  Q: How did you get these ogres working for you? 
  A:  “First they tried to eat me, but I was too 
  slippery for them.  I managed to convince them 
  I’m too tough for eating.  I feed them, give 
  them a place to sleep and they work for me.”  
  He shrugs. 
  On the other side of the river, a man is watching 
  the ferry.  He is one of the bandits that are staking 
  out the road further down.  He doesn’t really 
  attempt to hide, but the distance is pretty far.  
  Using the Spot checks generated at the beginning 
  of the scenario to make this check in secret.  The 
  DC is APL + 15.  If any of the characters make the 
  Spot check, they are able to be on alert for the 
  next encounter.  By the time the characters start 
  crossing, he runs off to warn his fellows.  He also 
  runs off if any character readies a bow. 
  Mal the Ferryman: Male Human (Flan) Com8; 
  hp 32; see Appendix 4. 
  Ogre Workers (2): Male Ogre; hp 26; see 
  Monster Manual, page 199. 
  ENCOUNTER 5: BANDIT 
  ATTACK 
  Leaving Mal and his ferry behind, your road 
  takes you close to the western edge of the 
  Oytwood.  Here the rolling heath brushes the 
  edge of the old forest.  The road passes 
  through several semi-wooded areas, and pass 
  a recently rebuild shrine to Fharlanghn in one 
  such area.  Because of the heavy winter, snow 
  drifts have piled up in some places. 
  Using the Spot checks taken at the beginning of 
  the adventure, roll for surprise.  The bandits have 
  had time to conceal themselves, so the spot check 
  DC is 15+APL.  If someone made the Spot check 
  in Encounter Three, the DC is 10+APL, as the 
  characters are more alert to danger.   
  APL 2 (EL 4) 
  Mork (1): Male Human Rog2; hp 14; see 
  Appendix 1. 
  Human Bandits (2): Male Human Ftr1; hp 9; 
  see Appendix 1 
  APL 4 (EL 6) 
  Mork (1): Male Human Rog4; hp 27; see 
  Appendix 2. 
  Human Bandits (2): Male Human Ftr2; hp 14; 
  see Appendix 2. 
  APL 6 (EL 8) 
  Mork (1): Male Human Rog5; hp 32; see 
  Appendix 3. 
  Human Bandits (4): Male Human Ftr3; hp 24 
  each; see Appendix 3. 
  Tactics 
  All APLs:  The bandits drink their potions of Shield 
  of Faith as soon as they see the PCs within range. 
   On their surprise round and the following round, 
  the bandits throw javelins at the PCs while 
  concealed behind snow drifts. This provides them 
  with a Cover Bonus (+4 AC while behind the snow 
  drifts).the area off the road is considered difficult 
  terrain and it is impossible to charge or run.  
  On the third round, the bandits move out from 
  behind the snow drifts.  As they move, they pull 
  out their potions of Enlarge person, then drink 
  them.  On the next round, Mork and one bandit 
  team up to flank the strongest PC “fighter” and 
  hopefully kill him/her. The other bandit moves in to 
  concentrate on arcane and divine spell casters. 
  
  GEO6-01 Shattered Houses 
   
  Page 10 
   
  Once the combat is over and the PCs go through 
  the things on the bodies, use one of the pre-rolled 
  D20’s for a search check.  With a successful 
  search (DC 10), they find a note in one bandit’s 
  pocket.  See Player’s Handout #2. 
  ENCOUNTER 6: THINK OF 
  THE CHILDREN 
  Two more days have passed since your battle 
  with the bandits.  Your path has left the fringes 
  of the Oytwood behind, and is now fully into 
  the Stark Mounds.  From Olaf’s map, it looks 
  like the new steading shouldn’t be more than 
  another day ahead. 
  Around noon, Olaf stops the group for lunch 
  as he has every day of the journey.  As has 
  also become the pattern, a lunch of bread and 
  cheese is served.  Suddenly, Gertred emits an 
  incredibly loud scream.  Olaf stands up from 
  where he was playing on the ground, crying 
  out for you to come look.  Both children are 
  clearly frightened. 
  Get an initial reaction from the characters.  
  Assuming they also investigate, continue on. 
  When you get in sight, you can see what 
  Gertred is screaming about. In front of the 
  children is a beast that crawls out of the 
  ground. It stings Gertred then drags her down 
  into a hole and out of sight of the party. 
  A Spot check (DC 10) will provide enough details 
  to make an appropriate Knowledge (Nature) or 
  Knowledge (Arcana) check to identify the beast.  
  The spot check will also identify the creature being 
  carried as a deer. 
  APL 2: Knowledge (Nature) DC 15 (DC 10 to 
  identify it as some kind of vermin) 
  APL 4: Knowledge (Arcana) DC 17 
  APL 6: Knowledge (Arcana) DC 17 
  Olaf looks to your party with a worried look on 
  his face.  ”Please, you must save my sister!” 
  The boy appears as if he is about to go after 
  the beast himself. 
  A Diplomacy check (DC 5) convinces Olaf to stay 
  put and let the PCs handle the situation.  If PCs do 
  not rescue Gertrude, they do not get the Favor of 
  Bjorn Gallofsen. 
  Judge’s Note:  If the PCs do not go after this 
  beast, deduct the xp and gold from this combat 
  from the total xp and gold of the adventure.  If the 
  PCs decide not to follow the flying beast, continue 
  to Encounter Six. 
  The PCs are able to walk down a 20’ slope in the 
  ground. At the bottom it goes straight for another 
  20’ before ending in a large natural cave.  
  Although the tunnel is large enough for a large 
  sized creature to go through without squeezing, it 
  may be difficult to lead a mount underground. 
  APL 2 (EL 4) 
  Advanced Giant Wasp: hp 64; see Monster 
  Manual, page 285. 
  APL 4 (EL 6) 
  Wyvern: hp 74; see Monster Manual, page 
  259. 
  APL 6 (EL 8) 
  Advanced Wyvern: hp 95; see Appendix 3. 
  Environment:  The PCs start outside the lair of 
  the beast.  It is a large cave with a wide opening to 
  it.  There is a 10 ‘ gap that stretches the length of 
  the 15’ opening of the cavern.  The PCs can jump 
  across the gap with a successful jump check (DC 
  10).  A mount would be able to jump the gap with 
  a successful ride check (DC 10) or jump check 
  from the mount (DC 10).  However, getting a 
  mount down the hole originally may cause 
  problems. The hole up above is big enough for a 
  large sized creature to fit into. 
  The inside of the lair is also large enough to allow 
  for movement around the beast inside, even on a 
  mount.  The cavern is about 40’ tall and somewhat 
  circular at about 60’ across. 
  Around the edges of the cavern, there is a ledge 
  about 20’ off the ground.  The ledge is large 
  enough for the beast to fit on.  The PCs can climb 
  up to the ledge with a DC 15 climb check. 
  Tactics:   
  APL 2: The wasp goes after who ever is 
  closest to it.  Its stinger is its only real weapon. 
   When the wasp gets to down to ¼ of its hp, it 
  flies up to the ledge and waits for the PCs to 
  come up to it. 
  APL 4 and 6:  As soon as the PCs enter the 
  wyvern’s lair, it takes flight.  It uses its flyby 
  attack to attack the PCs.  Striking with its 
  talons, it tries to grab the PCs and once it has 
  uses its stinger to poison the PC.  Even if it 
  
  GEO6-01 Shattered Houses 
   
  Page 11 
  can’t seem to poison the PC, it him to the 
  ground, doing 1d6 damage per 10’ of fall.  
  When it gets to down to ¼ of its hp, it flies up 
  to the ledge and waits for the PCs to come up 
  to it. 
  With a small amount of effort, the PCs can return 
  to the giant children who have hidden under the 
  wagons.  The children are anxious to hear about 
  how the PCs defeated the flying beast and to get 
  to their parents. 
  Continue to Encounter Six. 
  ENCOUNTER SIX: A FAMILY 
  REUNION 
  By mid-afternoon, Olaf directs you off the road 
  and deeper into the mounds.  At one point, you 
  pass a tall hill that has been worn by time and 
  weather.  The sandstone hill has eroded 
  leaving a very distinctive narrow shape.  This 
  must be Chimney Rock.  The stone formation 
  strongly resembles its namesake. 
  After another several hours of travel, your 
  group arrives at a small box canyon.  At the 
  back of the canyon, you can see the 
  beginnings of a stone building jutting out the 
  front of a cave-like opening.  A low stone wall 
  serves as a fence and pen for a few goats that 
  roam the yard.   
  A stone giant is outside carefully chiseling a 
  piece of stone.  He is hairless and looks much 
  like the stone around him.  He wears only a 
  work apron tied around his waist.  The pockets 
  bulge with stone carving tools. 
  Seeing the wagons arrive, he comes to greet 
  you.  A female stone giant emerges from the 
  “front door”. Other than her longer hair and 
  more full apron to cover her chest, she looks 
  much like the man. 
  “Greetings, little ones.  I am Bjorn Gallofsen, 
  1st Degree of the 2nd Lojse.  This is my wife, 
  Helga.”  He motions to the stone giant female 
  who is standing in the doorway.  The children 
  jump out of the wagon and rush to their 
  parents.  As they try to tell their parents of the 
  adventure in getting here from Pregmere, they 
  are hushed so you can be properly welcomed 
  and thanked.  “I had come out to find the new 
  home, and get started on the building.  It is 
  good to have my family together again.  
  Please, come in.  You must stay the night,” 
  Bjorn says. 
  Bjorn Gallofsen: Male Elder Stone Giant; hp 126; 
  see Monster Manual, page 124. 
  Helga Gunterdottir: Female Stone Giant; hp 126; 
  see Monster Manual, page 124. 
  Allow the PCs to introduce themselves and get 
  settled.  They may want to ask some questions. 
  Q: What do you know about the Fire Giants? 
  A: “King Brodde’s Tribe?  Typical fire giants, if 
  you ask me.  Always ready for war, always hot 
  tempered, but faithful and loyal to King 
  Brodde.  I hadn’t heard much about them 
  recently.  Perhaps Melwyn Greatarm has 
  gotten them.” 
  Q: Do you know anything about a plague among 
  the gnomes? 
  A: “I have not seen any gnomes and do not 
  know about a plague of any sort.” 
  Q: What do you know about Beulf?   
  A: “Yes, I met him once in Het Kild…I 
  apologize, Pregmere.  He was training several 
  young 
  fire 
  giants 
  in 
  the 
  use 
  of 
  their 
  greatswords.  An old giant, ancient by your 
  standards, I suppose.  Still, he was certainly 
  capable of besting those young ones.  He was 
  gruff and to the point when I was introduced, 
  but I didn’t see him long.  I was on other 
  business.” 
  Q:  Have Melwyn or his men been through here? 
  A: “Not that I have seen, but I have heard that 
  he is out to kill any giants he sees.” 
  Q: Where is the rest of your Losje? 
  A: “My Stonebrothers are here.”  Bjorn makes 
  a sweeping gesture, indicating the canyon.  
  Q: Why didn’t the children come with you initially? 
  A: “It was part of our peace agreement.  We 
  came unarmed and, since I am an elder, our 
  children were kept for a time as a matter of 
  trust.  We gave our word to remain peaceful.” 
  Q: What do you know of the monoliths that were 
  used in the war? 
  A: “I did nothing except help carve the 
  monoliths themselves.  The main stone carver 
  who made them has gone elsewhere.  At least 
  for now.  Many of the monoliths have been 
  destroyed by your Brenin.” 
  Q:  The Stark Mounds are a difficult terrain.  How 
  will you and your family survive out here? 
  
  GEO6-01 Shattered Houses 
   
  Page 12 
  A: “We enjoy the stone and the rocks.  They 
  sing to us and we bring them to life.”  He holds 
  up his chisel.  “The stone is part of who we 
  are.” 
  After unpacking some of the household 
  essentials, Helga makes a fine venison stew, 
  fresh bread, and cheese.  As the evening 
  winds on, your group is put up on the floor of 
  the soon to be living room for the night.   
  In the morning, Bjorn and his family wish you a 
  good journey after a hearty breakfast.  As you 
  leave, Bjorn says “Hammer, chisel, compass, 
  square.  Stone is formed.  Stone is shaped.  
  Stone is carved.” 
  The weather is chilly but calm and promises a 
  safe return to Pregmere. 
  For returning the Stone Giant children to their 
  family, they have earned the Favor of Bjorn 
  Gallofsen. 
   
  Bjorn 
  also 
  makes 
  large-sized 
  Masterwork weapons available for the PCs to 
  puchase.  The weapons are left over from the 
  Sakhut’s armory. Proceed to the Conclusion. 
  CONCLUSION 
  THE PCS GIVE THE SEALED SCROLLS 
  TO RHIAN. 
  You are ushered into Caer Gwylitan, but this 
  time, you are taken directly to the Great Hall.  
  Again, Llwyress Rhian is there.  “I’m glad to 
  see you have returned.  Do you have what I 
  asked you to get?” 
  Allow the PCs to make whatever report to Rhian 
  they wish and to give her the scrolls. 
  “You have done well.  Thank you for your 
  efforts with the Stone Giants.  Perhaps we will 
  finally have peace in the Gyri lands.”  Rhian 
  holds up the scrolls.  “And you have done me 
  a personal favor as well.  For that I am grateful. 
   I shall not forget your work. 
  The PCs have earned the Favor of Rhian merch 
  Nieren. 
   
  Additionally, 
  Rhian 
  opens 
  her 
  personal weapons store to the PCs, allowing 
  them to purchase things they might not 
  otherwise be able to buy. 
  THE PCS GIVE OPENED SCROLLS TO 
  RHIAN. 
  You are ushered into Caer Gwylitan, but this 
  time, you are taken directly to the Great Hall.  
  Again, Llwyress Rhian is there.  “I’m glad to 
  see you have returned.  Do you have what I 
  asked you to get?” 
  Allow the PCs to make whatever report to Rhian 
  they wish and to give her the scrolls. 
  “Apparently, you thought the scrolls were for 
  you.”  She holds up the opened scrolls. 
  “Despite the poor judgement you showed by 
  opening the scrolls, I do not want this to 
  become public knowledge. I trust you will not 
  speak of this to anyone.  I want your word that 
  you will not reveal this knowledge to anyone.” 
  Allow the PCs to apologize and make promises 
  not to reveal the information.  With a Diplomacy 
  check (DC APL + 15) and plenty of apologies and 
  promises that the information in the scrolls will 
  remain a secret, she will grant them her favor – 
  the Favor of Rhian merch Nieren.  Additionally, 
  Rhian opens her personal weapons store to 
  the PCs, allowing them to purchase things 
  they might not otherwise be able to buy. 
  THE PCS DO NOT RETURN TO RHIAN. 
  For whatever reason, you have not returned to 
  Llwyress Rhian merch Nieren.  The information 
  from her spy’s work never reaches her. 
   
  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 One 
  Ask Stone Giants for information 
   
  All APLs  – 30 xp. 
  Encounter Two 
  Acquiring information from the spy 
   
  All APLs  – 30 xp. 
  Defeating the gnolls 
   
  APL 2 – 90 xp. 
   
  APL 4 – 150 xp. 
   
  APL 6 – 210 xp. 
  
  GEO6-01 Shattered Houses 
   
  Page 13 
  Encounter Three 
  Getting relevant information from Mal 
   
  All APLs  – 30 xp. 
  Encounter Four 
  Defeating the bandits 
   
  APL 2 – 90 xp. 
   
  APL 4 – 150 xp. 
   
  APL 6 – 210 xp. 
  Encounter Five 
  Defeating the flying menace 
   
  APL 2 – 90 xp. 
   
  APL 4 – 150 xp. 
   
  APL 6 – 210 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good 
  role-playing 
   
   
  APL 2 – 90 xp. 
   
  APL 4 – 135 xp. 
   
  APL 6 – 180 xp. 
  Total Possible Experience 
   
  APL 2 – 450 xp. 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
  TREASURE SUMMARY 
  During an adventure, characters come upon 
  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.  In the case of potions, they may use 
  Spellcraft to identify them.  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 2: 
   
  APL 2: L: 293 gp; C: 0 gp; M: +1 Chain Shirt 
  (625 gp), Cloak of Resistance +1 (500 gp)  
   
  APL 4: L: 155 gp; C: 0 gp; M: +1 Chain Shirt 
  (625 gp), +1 Masterwork Mighty Composite (+4) 
  Longbow (1,325 gp), Elixer of Hiding (125 gp), 
  Elixer of Sneaking (125 gp);  
   
  APL 6: L: 178 gp; C: 0 gp; M: +1 Mighty 
  Composite (+4) Longbow (1,400 gp); +1 Chain 
  Shirt (625 gp), Elixer of Hiding (125 gp), Elixer of 
  Sneaking (125 gp), +1 Battleaxe (1,740 gp), Cloak 
  of Resistance +1 (500 gp), potion of Bull’s 
  Strength (450 gp);  
  Encounter 4: 
   
  APL 2: L: 1,351 gp; C: 0 gp; M: +1 Chain Shirt 
  (625 gp),potion of Cure Light Wounds x6 (150 gp), 
  potion of Shield of Faith x3 (75 gp), potion of 
  Enlarge Person x3  (375 gp). 
   
  APL 4: L: 360 gp; C: 0 gp; M: +1 Chain Shirt  
  x2 (1,875 gp), potion of Cure Light Wounds x6 
  (150 gp), potion of Shield of Faith x3 (75 gp), 
  
  GEO6-01 Shattered Houses 
   
  Page 14 
  potion of Enlarge Person x3  (375 gp), Cloak of 
  Resistance +1 (500 gp);  
   
  APL 6: L: 165 gp; C: 0 gp; M: +1 Chain Shirt  
  x3 (1,250 gp), +1 Shortsword (1,080 gp), potion of 
  Cure Light Wounds x6 (150 gp), potion of Shield of 
  Faith x3 (75 gp), potion of Enlarge Person x3  (375 
  gp), Cloak of Resistance +1 x2 (1,000 gp);  
  Encounter 5: 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L 0 gp; C: 0 gp; M: 0 gp;  
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 2: L: 1,444 gp; C: 0 gp; M: 2,250 gp – 
  Total: 3,694 gp (450 gp). 
   
  APL 4: L: 745 gp; C: 0 gp; M: 4,675 gp – Total: 
  5,420 gp (650 gp). 
   
  APL 6: L: 342 gp; C: 0 gp; M: 12,820 gp – 
  Total: 13,162 gp (900 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Favor of Rhian merch Nieren:  You have 
  provided a valuable service Rhychdir Ros. This 
  has earned you the favor of Lwyress Rhian merch 
  Nieren.  Favor Level C.  Mark this favor when 
  used. 
  Favor of Bjorn Gallofsen: You have brought his 
  children safely to him and thus fulfilled the peace 
  agreement between the Stone Giants and Geoff. 
  You have earned the favor of Bjorn Gallofsen.  
  Favor Level D.  Mark this favor when used. 
  ITEM ACCESS 
  APL 2: 
   Hat of Disguise (Adventure, DMG) 
   Wand of Cure Light Wounds (Adventure, 
  DMG) 
   Pearl of Power, first level spell (Adventure, 
  DMG) 
   Potion of Enlarge Person (Adventure, 
  DMG) 
   Masterwork Large Size Weapons with the 
  Mark of the Sakhut Army (Adventure, 
  PHB) 
   
  APL 4 (all items from APL 2 plus): 
   Eyes of the Eagle (Adventure, DMG) 
   Bracers of Armor +2 (Adventure, DMG,) 
   Bracers of Archery, Lesser (Adventure, 
  DMG) 
   Cloak of Resistance +1 (Adventure, DMG) 
   
  APL 6 (all items from APL 2, 4 plus): 
   Boots 
  of 
  Striding 
  and 
  Springing 
  (Adventure, DMG)  
   Elemental 
  Gem 
  – 
  Earth 
  Elemental 
  (Adventure, DMG) 
   Pearl of 
  Power, second level spell 
  (Adventure, DMG) 
   Amulet of Natural Armor +2 (Adventure, 
  DMG) 
   
  RHYCHDIR ROS (Must have access to this 
  through a meta organization) 
   
   Wand of Cure Light Wounds (Regional, 
  DMG) 
   Bracers of Armor +2 (Regional, DMG,) 
   Pearl of 
  Power, second level spell 
  (Regional, DMG) 
   Potion of Cure Light Wounds (Regional, 
  DMG) 
   Masterwork Large Size Weapons with the 
  Mark of the Sakhut Army (Regional, PHB) 
   
   
   
   
  
  GEO6-01 Shattered Houses 
   
  Page 15 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 2 
   
   
   
   
   
  Grintash: 
  Gnoll 
  Rgr1; 
  CR 
  2; 
  Medium 
  Humanoid (Gnoll); HD 3d8+6; hp 23; Init +2; Spd 
  30 ft.; AC 18 (+2 Dex, +5 armor, +1 natural armor), 
  touch 13, flat-footed 16; Base Atk +2; Grp +6; Atk 
  +6 melee (1d8+4/19-20, Longsword) or +5 ranged 
  (1d8+4/x3, Mighty Composite (+4) Longbow); Full 
  Atk +6 melee (1d8+4/19-20, Longsword) or +5 
  ranged 
  (1d8+4/x3, 
  Mighty 
  Composite 
  (+4) 
  Longbow); SQ Darkvision 60 ft.; AL CE; SV Fort 
  +8, Ref +5, Will +2; Str 18, Dex 15, Con 14, Int 8, 
  Wis 13, Cha 6. 
   
  Skills and Feats: Listen +6, Hide +6; Point 
  Blank Shot, Weapon Focus (Longbow), Track. 
  Favored Enemy – Humanoid (Human) (Ex): 
  Grintash gains a +2 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks when using 
  these skills against humanoid (humans). Likewise, 
  he gets a +2 bonus on weapon damage rolls 
  against such creatures. 
   
  Possessions: Longsword, Mighty Composite 
  (+4) Longbow, +1 Chain Shirt, Cloak of resistance 
  +1.  
  ENCOUNTER 4 
   
   
   
   
  Mork, Human Rog2; CR 2; Medium Humanoid 
  (human); HD 2d6+6; hp 14; Init +6; Spd 30 ft.; AC 
  19 (+2 Dex, +5 armor, +2 potion of Shield of 
  Faith), touch 14, flat-footed 15; Base Atk/Grp: 
  +1/+3; Atk +3 melee (1d6+2/19-20 x2, shortsword) 
  or +3 ranged (1d6+2, javelin); Full Atk +4 melee 
  (1d6+2/19-20x2, shortsword) or +3 ranged (1d6+2, 
  javelin); SA sneak attack +1d6; SQ evasion; AL 
  CN; SV Fort +3, Ref +6, Will +0; Str 12, Dex 14, 
  Con 16, Int 12, Wis 11, Cha 8. 
   
   
  Skills & Feats: Listen +6, Spot +6, Hide +9, 
  Move Silently +7, Intimidate +4, Sense Motive +4, 
  Tumble +7; Alertness, Improved Initiative.   
   
   
  Possessions: +1 chain shirt, javelin x3, 
  masterwork shortsword, potion of Cure Light 
  Wounds x2, Potion of Shield of Faith, potion of 
  Enlarge Person. 
   
   
   
  Human Bandit: Human Ftr1; CR 1; Medium 
  Humanoid (Human); HD 1d10+1; hp 9; Init +0; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 16 (+4 
  armor, potion of Shield of Faith); Base Atk +1; Grp 
  +4; Atk +4 melee (1d8+2/19–20 x3, battleaxe) or 
  +1 ranged (1d6+2, javelin); Full Atk +4 melee 
  (1d8+2/19-20x3, battleaxe) or +1 ranged (1d6+2, 
  javelin); SQ -.  AL CE; SV Fort +3, Ref +0, Will –1; 
  Str 14, Dex 10, Con 12, Int 10, Wis 9, Cha 8. 
   
  Skills 
  and Feats: Listen 
  +1, 
  Spot 
  +1; 
  Alertness, Weapon Focus (Battleaxe) 
  Light Sensitivity (Ex): Orcs are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
   
  Possessions: chain shirt, javelin x3, battleaxe, 
  potion of Cure Light Wounds x2, Potion of Shield 
  of Faith, potion of Enlarge Person. 
   
  ENCOUNTER 5 
   
   
   
   
  Advanced Giant Wasp: Large Vermin; CR 4; HD 
  8d8+16; hp 64; Init +1; Spd 20 ft., fly 60 ft. (good); 
  AC 14, touch 10, flat-footed 13 (-1 size, +1 Dex, 
  +4 natural armor); Base Atk/Grp: +6/+14; Atk +9 
  melee (1d3+6 plus poison, sting); Full Atk +9 
  melee (1d3+6 plus poison, sting); SA Poison; SQ 
  darkvision 60 ft., vermin traits; AL N; SV Fort +8, 
  Ref +3, Will +3; Str 18, Dex 12, Con 14, Int 10, 
  Wis 13, Cha 11. 
   
  Skills & Feats: Spot +9, Survival +1*. 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d6 Dex.  The save DC is 
  Constitution-based. 
   
  Skills: Giant wasps have a +8 racial bonus on 
  Spot checks.  *They also have a +4 racial bonus 
  on Survival checks to orient themselves. 
   
  . 
   
   
  
  GEO6-01 Shattered Houses 
   
  Page 16 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 2 
   
   
   
   
   
  Grintash: 
  Gnoll 
  Rgr3; 
  CR 
  4; 
  Medium 
  Humanoid (Gnoll); HD 5d8+10; hp 38; Init +3; Spd 
  30 ft.; AC 20 (+3 Dex, +5 armor, +1 shield, +1 
  natural armor), touch 13, flat-footed 17; Base Atk 
  +4; 
  Grp 
  +8; 
  Atk 
  +8 
  melee 
  (1d8+4/19-20, 
  Longsword) or +9 ranged (1d8+4/x3, +1 Mighty 
  Composite (+4) Longbow); Full Atk +8 melee 
  (1d8+4/19-20, 
  Longsword) 
  or 
  +9 
  ranged 
  (1d8+4/x3, +1 Mighty Composite (+4) Longbow); 
  SA Favored Enemy (Humanoid (Human)); SQ 
  Darkvision 60 ft.; AL CE; SV Fort +8, Ref +6, Will 
  +2; Str 18, Dex 16, Con 14, Int 8, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +6, Hide +19, Move 
  Silently +13; Point Blank Shot, Rapid Shot, 
  Endurance, Weapon Focus (Longbow), Track. 
  Favored Enemy – Humanoid (Human) (Ex): 
  Grintash gains a +2 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks when using 
  these skills against humanoid (humans). Likewise, 
  he gets a +2 bonus on weapon damage rolls 
  against such creatures. 
   
  Possessions: 
  Longsword, 
  +1 
  Mighty 
  Composite (+4) Longbow, +1 Chain Shirt, Buckler, 
  Elixir of Hiding, Elixir of Sneaking. 
  ENCOUNTER 4 
   
   
   
   
  Mork, Male Human Rog4: Medium Humanoid 
  (Human); CR 4; HD 4d6+12; hp 27; Init +6; Spd 30 
  ft.; AC 19, touch 14, flat-footed 17 (+2 Dex, +5 
  armor, +2 potion of Shield of Faith); Base Atk/Grp: 
  +3/+7; Atk +7 melee (1d6+2, shortsword) or +5 
  ranged (1d6+2, javelin); +7 melee (1d6+2, 
  shortsword) or +5 ranged (1d6+3, javelin); SA 
  sneak attack +2d6; SQ evasion, uncanny dodge; 
  AL CE; SV Fort +4, Ref +7, Will +2; Str 14, Dex 
  14, Con 16, Int 12, Wis 10, Cha 8. 
   
  Skills & Feats: Listen +8, Spot +8, Hide +9, 
  Move Silently +9, Intimidate +5, Sense Motive +6, 
  Tumble +9; Alertness, Improved Initiative, Weapon 
  Focus (shortsword). 
   
   
   
  Possessions: +1 chain shirt,, javelin x3, MW 
  Shortsword, cloak of resistance +1, potion of Cure 
  Light Wounds x2, Potion of Shield of Faith, potion 
  of Enlarge Person. 
   
   
   
   
   
  Human Bandits, Male Human Ftr2: Medium 
  Humanoid (Human); CR 2; HD 2d10+2; hp 14; Init 
  +0; Spd 30 ft.; AC 17, (+5 armor, +2 potion of 
  Shield of Faith) touch 12, flat-footed 17; Base 
  Atk/Grp: +2/+6; Atk +6 melee (1d8+2/19-20 x3, 
  battleaxe) or +2 ranged (1d6+3, javelin); Full Atk 
  +6 melee (1d8/19-20 x3, battleaxe) or +2 ranged 
  (1d6+3, javelin); SQ - ; AL CE; SV Fort +4, Ref +0, 
  Will -1; Str 15, Dex 10, Con 12, Int 10, Wis 9, Cha 
  8.   
   
   
  Skills & Feats: Listen +2, Spot +1; Alertness, 
  Weapon Focus (battleaxe), Power Attack, Dodge 
   
   
  Possessions: +1 chain shirt, javelin x3, 
  masterwork battleaxe, potion of Cure Light 
  Wounds x2, Potion of Shield of Faith, potion of 
  Enlarge Person, 
   
   
  
  GEO6-01 Shattered Houses 
   
  Page 17 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 2 
   
   
   
   
   
  Grintash: 
  Gnoll 
  Rgr3; 
  CR 
  4; 
  Medium 
  Humanoid (Gnoll); HD 5d8+10; hp 38; Init +3; Spd 
  30 ft.; AC 20 (+3 Dex, +5 armor, +1 shield, +1 
  natural armor), touch 13, flat-footed 17; Base Atk 
  +4; 
  Grp 
  +8; 
  Atk 
  +8 
  melee 
  (1d8+4/19-20, 
  Longsword) or +9 ranged (1d8+4/x3, +1 Mighty 
  Composite (+4) Longbow); Full Atk +8 melee 
  (1d8+4/19-20, 
  Longsword) 
  or 
  +9 
  ranged 
  (1d8+4/x3, +1 Mighty Composite (+4) Longbow); 
  SA Favored Enemy (Humanoid (Human)); SQ 
  Darkvision 60 ft.; AL CE; SV Fort +8, Ref +6, Will 
  +2; Str 18, Dex 16, Con 14, Int 8, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +6, Hide +19, Move 
  Silently +13; Point Blank Shot, Rapid Shot, 
  Endurance, Weapon Focus (Longbow), Track. 
  Favored Enemy – Humanoid (Human) (Ex): 
  Grintash gains a +2 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks when using 
  these skills against humanoid (humans). Likewise, 
  he gets a +2 bonus on weapon damage rolls 
  against such creatures. 
   
  Possessions: 
  Longsword, 
  +1 
  Mighty 
  Composite (+4) Longbow, +1 Chain Shirt, Buckler, 
  Elixir of Hiding, Elixir of Sneaking. 
   
  Gnoll Fighters (3): Gnoll Ftr1; CR 2; Medium 
  Humanoid (Gnoll); HD 2d8+6+1d10+3; hp 26; Init 
  +1; Spd 30 ft.; AC 17 (+1 Dex, +3 armor, +2 
  shield, +1 natural armor), touch 11, flat-footed 16; 
  Base Atk +2; Grp +7; Atk +10 melee (1d8+7/x3, 
  Battleaxe); 
  Full 
  Atk 
  +10 
  melee 
  (1d8+7/x3, 
  Battleaxe); SQ Darkvision 60 ft.; AL CE; SV Fort 
  +8, Ref +1, Will +0; Str 23, Dex 13, Con 16, Int 6, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Listen +2, Spot +3; Power 
  Attack, Cleave, Weapon Focus (Battleaxe). 
   
  Possessions: Studded Leather Armor, Heavy 
  Steel Shield, +1 Battleaxe, potion of Bull’s 
  Strength 
   
  Gnoll Cleric: Gnoll Clr2; CR 2; Medium 
  Humanoid (Gnoll); HD 4d8+8; hp 30; Init +1; Spd 
  30 ft.; AC 18 (+1 Dex, +6 armor, +1 natural armor, 
  +2 deflection), touch 14, flat-footed 17; Base Atk 
  +2; Grp +6; Atk +8 melee (1d10+7, Heavy Flail); 
  Full Atk +8 melee (1d10+7, Heavy Flail); SA 
  Destruction Smite; SQ Darkvision 60 ft.; AL NE; 
  SV Fort +9, Ref +2, Will +7; Str 18, Dex 13, Con 
  14, Int 6, Wis 16, Cha 8. 
   
  Skills and Feats: Listen +2, Spot +3; Power 
  Attack, Cleave, Weapon Focus (Heavy Flail). 
  Destruction Smite (Su): Make a single melee 
  attack with a +4 bonus on attack rolls and a +2 
  bonus on damage rolls (if you hit). You must 
  declare the smite before making the attack. This 
  ability is usable once per day. 
   
  Cleric Spells Prepared (4/3+1; save DC 13 + 
  spell level): 0- guidance x2, resistance, virtue; 1st- 
  bless, bane, magic weapon*, shield of faith. 
   
  Possessions: +1 Breastplate, Heavy Flail, 
  Holy Symbol of Hextor, elemental gem (earth 
  elemental), cloak of resistance +1. 
  ENCOUNTER 4 
   
   
   
   
  Mork: Human Rog5; CR 5; Medium Humanoid 
  (Human); HD 5d6+12; hp 32; Init +6; Spd 30 ft.; 
  AC 19 (+2 Dex, +5 armor, +2 potion of Shield of 
  Faith); touch 14, flat-footed 17; Base Atk/Grp: 
  +3/+6; Atk +6 melee (1d6+2, shortsword) or +5 
  ranged (1d6+2, javelin); +6 melee (1d6+3, 
  shortsword) or +5 ranged (1d6+2, javelin); SA 
  sneak attack +2d6; SQ evasion, uncanny dodge; 
  AL CE; SV Fort +4, Ref +6, Will +1; ; Str 14, Dex 
  14, Con 16, Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Listen +8, Spot +8, Hide +9, 
  Move Silently +9, Intimidate +5, Sense Motive +6, 
  Tumble 
  +9; 
  Alertness, 
  Weapon 
  Focus 
  (shortsword), Improved Initiative 
   
  Possessions: +1 chain shirt armor, javelin x3, 
  +1 shortsword, potion of Cure Light Wounds x2, 
  Potion of Shield of Faith, potion of Enlarge Person. 
  Human Bandits, Male Human Ftr3: Medium 
  Humanoid (Human); CR 3; HD 3d10+2; hp 24; Init 
  +0; Spd 30 ft.; AC 17 (+5 armor, +2 potion of 
  Shield of Faith), touch 12, flat-footed 17; Base 
  Atk/Grp: +3/+7; Atk +7 melee (1d8+2/19-20 x3, 
  battleaxe) or +2 ranged (1d6+3, javelin); Full Atk 
  +7 melee (1d8+2/19-20 x3, battleaxe) or +2 
  ranged (1d6+3, javelin); SQ - ; AL CE; SV Fort +5, 
  Ref +2, Will +1; Str 15, Dex 10, Con 12, Int 10, 
  Wis 9, Cha 8.   
   
   
  Skills & Feats: Listen +2, Spot +1; Alertness, 
  Weapon Focus (battleaxe), Power Attack, Dodge 
   
  
  GEO6-01 Shattered Houses 
   
  Page 18 
   
  Possessions: +1 chain shirt, javelin x3, 
  masterwork battleaxe, potion of Cure Light 
  Wounds x2, Potion of Shield of Faith, potion of 
  Enlarge Person, Cloak of Resistance +1. 
  ENCOUNTER 5 
   
   
   
   
   
  Advanced Wyvern; CR 7; Huge Dragon; HD 
  9d12+27; hp 95; Init +0; Spd 20 ft., fly 60 ft. (poor); 
  AC 20, touch 8, flat-footed 20; Base Atk +9; Grp 
  +25; Atk +15 melee (1d8+8 plus poison, sting) or 
  +15 melee (3d6+8, talon) or +15 melee (3d8+8, 
  bite); Full Atk +15 melee (1d8+8 plus poison, 
  sting) and +13 melee (3d8+8, bite) and 2 +13 
  melee (2d6+4, wings) and 2 +13 melee (3d6+8, 
  talons) ; SA Poison, improved grab; SQ Darkvision 
  60 ft., immunity to sleep and paralysis, low-light 
  vision, scent; AL N; SV Fort +9, Ref +6, Will +7; 
  Str 27, Dex 10, Con 16, Int 6, Wis 12, Cha 9. 
   
  Skills and Feats: Hide +2, Listen +15, Move 
  Silently +10, Spot +18; Ability Focus (poison), 
  Alertness, Flyby Attack, Improved Natural Armor, 
  MultiattackB. 
  Improved Grab (Ex): To use this ability, a 
  wyvern must hit with its talons. It can then attempt 
  to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and stings.  
  Poison (Ex): Injury, Fortitude DC 19, initial and 
  secondary damage 2d6 Con. The save DC is 
  Constitution-based. 
   
   
    
  
  GEO6-01 Shattered Houses 
   
  Page 19 
  DM AID: MAP #1 – GEOFF 
   
   
   
   
  
  GEO6-01 Shattered Houses 
   
  Page 20 
   
   
  DM AID: MAP #2 – FLYING BEAST’S LAIR 
   
   
   
   
   
   
   
   
  
  GEO6-01 Shattered Houses 
   
  Page 21 
   PLAYER HANDOUT #1 – NOTICE FOR WORK 
   
   
   
   
   
   
   
  Adventurers Wanted! 
   
  Help is needed with a  
  special task for the Llwyress! 
   
  Good pay for good help! 
   
  For more information, go to  
  Caer Gwylitan. 
   
  
  GEO6-01 Shattered Houses 
   
  Page 22 
   PLAYER’S HANDOUT #2 
   
   
   
   
   
   
  Take the Stone Giant children.  Their 
  removal will make excellent gifts for the 
  great man we are trying to impress. 
   
   
  ~G 
   
  
  GEO6-01 Shattered Houses 
   
  Page 23 
  CRITICAL EVENT SUMMARY: GEO6-01 SHATTERED 
  HOUSES 
  For use only at ShevaCon 2006. 
   
  1.  Did the PCs receive the scrolls from the spy?  
   
  Yes 
   
  No 
   
   
  2. Did the PCs open the scrolls? 
   
   
   
  Yes 
   
  No 
   
  If so, list player names/PC names here: 
   
   
   
   
  3. If the PCs opened the scrolls, did they successfully reseal them?  
  Yes 
   
  No 
   
   
  4. Did the PCs successfully defeat the flying beast?  
   
  Yes 
   
  No  
   
  5. Did any PCs taunt or harass the Stone Giants? 
   
  Yes 
   
  No  
   
  6. Were the Stone Giant children safely delivered to their parents? Yes  
  No 
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/596/Normal Scenarios/GEO6-01 - Shattered Houses (APL 2-6)/GEO6-01 - Shattered Houses.pdf