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 beldred@midsouth.rr.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO5-03 
   
   
   
   
   
  Break My Bones 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.2 
   
  by Kevin Freeman 
  Reviewer: Yeomanry Triad  
  Circle Reviewer: Steven Conforti 
   
   
   
  Chaos reigns in the Yeomanry! Freeholder Marius Lindon is missing, and controversial Grosspokeswoman Melinda 
  Windomere is taking responsibility to find out what happened. And what, if anything, does the medusa rogue Della 
  know about it?  A Yeomanry regional whodunit adventure for PCs of APLs 4-12, and Part Three of the Cold as Stone 
  series. 
   
  
  YEO5-03 Break My Bones 
   
  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, 2006.  
   
  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 up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  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.  
  
  YEO5-03 Break My Bones 
   
  Page 2 
   
  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 
  the Yeomanry.  Characters native to the Yeomanry pay 
  one Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 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. 
  A NOTE FROM THE AUTHOR 
  It has been a pleasure being a member of the Yeomanry 
  triad pretty much since the very beginning, and, were I 
  still in Alabama, I would undoubtedly still be serving. I 
  enjoyed my tenure, and please do say hello if you see me! 
  Contact me at kfreeman13@nc.rr.com if you would like 
  to make comments about the adventure (or anything else, 
  for that matter). 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool Marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.  The 
  Yeomanry is a land populated primarily by freemen 
  farmers, who are mostly a Suel-Flan mix. 
   
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority, 
  who has carried the spear for the nation, either now or in 
  the past, is eligible to elect a spokesman on his behalf 
  from his community who serves in the Council of 
  Common Grosspokesmen in Loftwick.   
   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers.  Many Yeomen have served in the Militia and 
  are stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its official 
  website: http://yeomanry.living-greyhawk.com. 
  NEWICK (POP. 2,100) 
   
  Newick is a walled frontier town located near the 
  border of the Hool Mashes. Its 2,100 residents make their 
  living from farming, fishing, and light forestry. As one of 
  the first sizable towns between seized lands and the 
  relative freedom of the Yeomanry, Newick serves as the 
  (temporary) home for dozens of refugees at any given 
  time. Due to this large transitional population, Newick 
  can get a bit rough at times, and the militia has a 
  reputation for treating lawbreakers harshly. There are a 
  number of hastily-constructed inns and taverns in town - 
  # 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 
  
  YEO5-03 Break My Bones 
   
  Page 3 
  the one patronized by adventurers is called Haranshire 
  House, named for the region in which Newick stands. It 
  is run by an incredibly irritating gnome named 
  Erdenson, nicknamed "Centipede" due to his ridiculously 
  bushy eyebrows. Rumor has it that he is tolerated because 
  he knows secrets that lead to a huge cache of magical 
  treasure buried somewhere in the Hool.  
   
  The town’s Grosspokesman is Melinda Windomere, 
  a strong, slim, dark-haired woman in her early 40s who 
  enjoys wearing fine silks. Although she is a bit 
  unorthodox in her governance of the region, she is a 
  woman of law and keeps her promises. As a result, she is 
  respected locally but distrusted amongst other members 
  of the Council. The Yeoman Dustdiggers, led by Olan 
  Demeter, have a very strong presence in the town due to 
  the significant archaeological discoveries that have been 
  found in the region over the last few years.  
   
  Recently an important refugee from the Hold of the 
  Sea Princes has taken refuge near Newick. She is Della, 
  the 'Rogue Queen of Monmurg,' and is rumored to be a 
  medusa. A number of local adventurers can confirm this, 
  and as such the local residents give her a wide berth.  
  LOFTWICK 
   
  The capital of the Yeomanry League, Loftwick stands 
  high above the Yeoman Valley, at the southernmost end 
  of the High Crags, a spur of the Jotens. Surrounded by 
  high walls, and by higher peaks, Loftwick is a 
  commanding presence in the western dales of the 
  Yeoman valley. Loftwick serves as a trading center for the 
  western League, and extensive dockworks line the edge 
  of the Wick River, some few miles south of the city. 
   
  Loftwick is divided into numerous wards and 
  neighborhoods, including the Leatherworks, Goldsmiths, 
  and Masons wards, identified by the manor guild in the 
  ward, and other residential neighborhoods including the 
  High Cross and Low Cross, Five Points, and Death’s 
  Privy. Among Loftwick’s well-known landmarks are the 
  Gnome Clockworks, Blacksun Tower, the High Church 
  of Heironeous, and the Fellcrack. 
  BACKGROUND 
   
  Troubling times are afoot in the Yeomanry. The 
  Freeholder, Marius Lindon, is missing, and rumors 
  abound as to what the cause of his disappearance was. 
  This has created some instability in the region, given the 
  enemies seemingly on all sides of the Yeomanry that 
  threaten to seize opportunities at any time. 
   
  Melinda Windomere, Grosspokeswoman of Newick, 
  has taken upon herself to try to stabilize the wild and 
  relatively untamed area in the southeastern Yeomanry. 
  However, she has proven to be an unpredictable and 
  somewhat controversial (although very popular to many) 
  ruler over the years, and rumors even have circled that 
  she had something to do with Lindon’s disappearance in 
  an effort to solidify her own political position. 
   
  Regardless of this, she has assumed de facto control 
  over the investigation, and has decided to recruit people 
  she has worked with before to get to the bottom of 
  Lindon’s disappearance before further instability infects 
  the Yeoman League. 
  ADVENTURE SUMMARY 
  Introduction: 
   
  The PCs are summoned to Newick. They are greeted 
  by Melinda who fills them in on the disappearance of 
  Marius Lindon. Rascals, working undercover in Newick, 
  discovered a stone statue they believe to be a petrified 
  Yeoman soldier. It was secretly brought to Newick where 
  a member of the College of High Magic attempts to 
  reverse the petrification. 
  Encounter 1: 
   
  In a secret chamber in the Co7F, a stone to flesh 
  spell is cast, and sure enough, the statue is restored to 
  reveal Wil, a Yeoman soldier. However, he is near death 
  and succumbs to poison immediately after muttering a 
  single word: “Medusa”. A number of snake bites are on 
  his face and arms. 
   
  Melinda, furious with rage, is convinced that Della 
  has something to do with this (in fact, she has suspected 
  Della as being a turncoat for some time) and sends the 
  PCs to Della’s home to retrieve her—dead or alive. 
  Encounter 2: 
   
  Della, through her contacts, has already heard of 
  Melinda’s suspicions and has fled her home to an 
  undisclosed location. Being a practiced thief, she also has 
  left a number of traps to ‘discourage’ trespassers. But a 
  number of damning clues are found, including a note 
  from a Scarlet Brotherhood agent along with a 
  considerable amount of gems buried in a lockbox in her 
  garden. This should confirm any suspicions the PCs may 
  have. 
   
  At this point, the PCs may return to Newick and 
  report their findings or follow her trail south. 
  Encounter 3: 
   
  The PCs follow her trail to an old safehouse in the 
  hills near Melkot. On the road to Della’s hideout, the PCs 
  are set upon by scorpions. 
  Encounter 4: 
   
  Upon arriving at Della’s hideout, a number of things 
  can occur. If the PCs are aggressive or threatening to 
  Della, she shoots first and asks questions later. This 
  encounter is very open-ended. Whether or not Della is 
  killed has considerable consequence later in the 
  adventure. 
  
  YEO5-03 Break My Bones 
   
  Page 4 
  Encounter 5: 
   
  The PCs return to Newick, with or without Della, 
  dead or alive. The story changes a bit based upon which 
  of these options the PCs choose. 
   
  In all cases, the PCs are asked to head to Loftwick 
  and report personally to the Council of Common 
  Grosspokesmen about their findings. 
  Encounter 6: 
   
  As the PCs enter Loftwick late in the evening, there 
  is an altercation at the south gate between the city guard 
  and a covered wagon attempting to leave. The driver 
  refuses to allow the guards to inspect their ‘cargo.’ The 
  guards press the issue and a battle ensues. Most 
  interestingly, a medusa, clearly not Della, bursts from the 
  wagon and tries to petrify her assailants. They have no 
  identifiable markings. This certainly places Della’s 
  perceived guilt in doubt!  
  Conclusion: 
   
  Depending on the status of Della, various endings 
  are possible here. 
  PREPARATION FOR PLAY 
  Break My Bones is a role-playing intensive adventure. 
  There are only two planned combats in this adventure. To 
  properly complete this adventure, the PCs must use their 
  wits, skills, and charm to convince others of their actions, 
  and they must work with people whom they might not 
  necessarily want to. Should a group of PCs attempt to 
  hack their way through the adventure, they undoubtedly 
  will miss a number of clues and be unable to complete it. 
   
  Should you have a group that likes to ‘chop first and 
  ask questions later,’ try to steer them in the proper 
  direction. If they fail to get your hints, let the cards fall 
  where they may. 
  Roleplaying Della 
   
  Proper depiction of Della the medusa is integral to 
  the success and enjoyable play of this adventure. Keep in 
  mind that she is Lawful Evil to the core, and she and 
  many of the PCs probably have a past relationship that is 
  anything but amiable. 
   
  PC reactions to Della, assuming they are ‘in 
  character,’ should contribute to the experience points 
  given to them for roleplaying. 
   
  Della is a brazen, manipulative thief who has spent 
  her entire life backstabbing and conniving to achieve her 
  status. She is not afraid of the PCs and is more than 
  willing to express her displeasure with them at any time. 
  She considers them below her—mere mercenaries who 
  care only about coin. 
   
  She has little compassion for anyone save herself, 
  and has no problem hunting or sacrificing others so long 
  that her own ends are met. 
  Is This a Military Adventure? 
   
  As the defense of the homeland is imperative, at least 
  to some extent, members of the Yeoman military may 
  count 
  this 
  adventure 
  towards 
  any 
  annual 
  TU 
  requirement for their branch of the military. 
  Is This a Dustdigger Adventure? 
   
  This 
  adventure 
  does 
  not 
  involve 
  sites 
  of 
  archeological 
  and 
  historical 
  significance 
  to 
  the 
  Yeomanry. As such, students in the Academy of Lore may 
  NOT count this adventure towards their Academy TU 
  requirement. 
  Is This a University of Loftwick Adventure? 
   
  Since this adventure does not involve the 
  University, students at the University may NOT count 
  this adventure towards any annual TU requirement for 
  the University. 
  Is This a College of High Magic Adventure? 
   
  Members of the College are expected to act in the 
  defense of the Yeomanry and to promote the interests of 
  the College. As such, members can count this adventure 
  toward any annual TU expenditures required by 
  membership in the College. 
  Is this a Promotion Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman military are 
  possible in this adventure, and as such, the possibility for 
  promotion exists.  In order for a PC to be considered for 
  promotion at the end of this adventure, the PC must do 
  the following: 
  1. 
  The DM and all Yeomanry military PCs present at 
  the table must unanimously agree that the PC has 
  performed an action and behaved in a manner that 
  would make them a good leader of men in their unit. 
  There must be at least two other military PCs playing 
  the adventure besides the PC up for advancement.  
  Only one PC can be nominated for advancement per 
  adventure. 
  2. 
  The player so nominated must then gather the 
  names and email addresses of all Yeomanry military 
  players and the DM at the table. 
  3. 
  The player must then submit a small summary of 
  what happened in the adventure and why he or she 
  should be considered for promotion.  Emailing this 
  information to yeomanry-triad@yahoogroups.com. 
  4. 
  The Triad will then discuss your promotion and 
  determine whether promotion is granted.  You will 
  be notified via email, and a promotion certificate will 
  be sent to you via snail mail. 
  
  YEO5-03 Break My Bones 
   
  Page 5 
   
  In order to be considered for promotion, the 
  Yeomanry military character must have spent a 
  minimum of one year of real time at the rank below that 
  being applied for.  So in order to be considered for 
  Sergeant, the player must have spent one full year as a 
  Yeoman, and one full year below that as an unranked 
  soldier. 
  INTRODUCTION 
  The hot Yeoman sun has burned off the last 
  remnants of an afternoon shower as you enter the 
  riverside city of Newick. A humid steam rises from 
  the cobblestone streets and sticks to your skin like 
  paste. Despite the perspiration, you make your way 
  towards the center of town to once again talk to 
  Melinda Windomere, the Grosspokeswoman of 
  Newick, who once again has summoned you for 
  some sort of service in the name of the Yeomanry. 
   
  You know from previous experience that she 
  does not like to be kept waiting. 
   
  The summer has not been kind to Newick’s 
  government building. A thin layer of green moss has 
  crept its way several inches up from the ground, and 
  pools of brackish water dot the street in places 
  where it is less than level. 
   
  As per usual, you flash the parchment marked 
  with the Grosspokeswoman’s seal to the frowning 
  guards at the entry and proceed inside. 
   
  The foyer has been decorated since you last 
  visited. Six plush leather chairs have replaced the 
  old wooden benches. Maps and charts of the area 
  line 
  the 
  walls, 
  and 
  a 
  portrait 
  of 
  the 
  Grosspokeswoman—new, from the looks of it—is 
  centered on the wall in front of you. 
   
  Kiers, the Grosspokeswoman’s steward, is busily 
  reading some sort of scroll, but looks up at your 
  entrance and smiles. 
   
  “Hello again, my stalwart adventurers,” he says. 
  “It is good to see you once again!”  
   
  You are unsure by the tone of his voice whether 
  or not he means it. 
   
  “You are expected,” he says, and motions 
  towards the stairs behind him. 
   
  The Grosspokeswoman’s chamber has also gone 
  through a transformation, but for the worse. Scrolls 
  and papers are scattered throughout the room in a 
  haphazard fashion. 
   
  She looks up at you, straightens herself, and 
  motions you in. You can see dark circles under her 
  black, penetrating eyes— she appears very weary, 
  although she makes an effort to try to hide that fact. 
   
  “Ah, my friends. Please, come in. And pardon the 
  mess. I’ve been calculating the year’s taxes and 
  haven’t had time to tidy up. 
   
  “These are trying times, good people. As you may 
  well have heard, our Freeholder, the noble Marius 
  Lindon, has disappeared. No one knows of his 
  whereabouts, and I want to do everything in my 
  power to make sure that he is found safe and sound.  
   
  Our people in Loftwick have been investigating 
  this for a while, and just a few days ago they made 
  a…startling…discovery. 
   
  “Before I go any farther, however, you must give 
  me your words that you will speak to no one of this 
  matter. Should word leak of this, the Yeomanry 
  could have civil unrest on its hands, and that is 
  something the entire Council wishes to avoid.” 
   
  Melinda then presents a contract that she requires 
  everyone to sign before speaks further. 
   
  After the document is signed, she tucks it into her 
  dress and continues: 
   
  “Good. Now please follow me.”  
   
  The Grosspokeswoman gets up, leaves her office, 
  heads down the stairs, and exits the building. After a few 
  moments’ walking, the PCs and Melinda approach the 
  Church of Seven Faiths.  Proceed to Encounter 1. 
   
  Note: It is possible that an entire group of PCs have 
  never encountered the Grosspokeswoman or Della in 
  their previous adventures. In this instance, introduce the 
  players to the adventure by saying that the Yeomanry is 
  looking for trustworthy adventurers for a secret mission 
  of the utmost importance. Also alter any references to the 
  PCs meeting these NPCs previously. 
  ENCOUNTER 1: STONE SPEAK 
  You arrive at the Church of Seven Faiths. Melinda 
  makes a motion to the acolytes in the sanctuary, and 
  they quickly scatter and disappear. 
   
  She then moves to a wall and presses some sort 
  of panel, revealing a secret door. She enters and 
  descends a stone staircase while motioning you to 
  follow. 
   
  Allow the PCs an Int Check (DC 10) to remember 
  both the location of the panel and how the door was 
  opened, should they ask. 
   
  The staircase descends into a small, unadorned 
  room, apparently used primarily for storage. Crates, 
  boxes, and barrels line the walls. In the center of the 
  room, something roughly man-sized rests under a 
  bright red cloth. 
   
  Melinda approaches the cloth and grabs a 
  corner of it. You sense anger in her face and eyes as 
  she looks towards you. 
  
  YEO5-03 Break My Bones 
   
  Page 6 
   
  “This, my friends, is why I have summoned you.” 
   
  With a quick flick of her arm, she pulls away the 
  cloth, revealing a perfectly-sculpted statue of a man 
  in Yeoman livery. What disturbs you, however, is the 
  look of sheer terror on the face of the statue. Its 
  hands are raised towards its face, as if it was trying 
  to shield its gaze from something. 
   
  “This is Wil, a decorated Yeoman soldier and 
  one of the Freeholder’s personal guards. Our people 
  found him at the bottom of the Wick River near 
  Loftwick. He never leaves the Freeholder’s side. 
  This, for obvious reasons, troubles me.” 
   
  You don’t have to be a diviner to read her 
  thoughts at this point.  
   
  “I 
  had 
  him 
  brought 
  here 
  immediately. 
  Hopefully no one knows this save us.” 
   
  The Grosspokeswoman pauses briefly. 
   
  “Undoubtedly, I have my suspicions about what, 
  or who caused this. You know of whom I speak. But 
  she is clever, very intelligent, and has eyes and ears 
  everywhere. Thus you know why secrecy is 
  important here.” 
   
  “Of course, it is possible that this is all a sick 
  joke, and that it is merely a statue. It is also possible 
  that someone, or something else did this. But I have 
  my doubts. Let us find out if this is the case, shall 
  we?” 
   
  As if on cue, an elderly, well-dressed gentleman 
  emerges from a small unseen antechamber. He is 
  dressed in ‘scholarly’ garments and nods at you as he 
  approaches. 
   
  Melinda continues to speak. 
   
  “This is Gavin, a member of good standing of the 
  College of High Magic. He bases himself here in 
  Newick. I have given him the task of restoring Wil, 
  assuming it is him, to flesh and blood.” 
   
  With that, Gavin steps forward and approaches 
  the statue. He begins to incant and waves his hands 
  wildly. After a few seconds the stone is replaced by 
  flesh, and Will collapses to the ground in a heap. 
   
  Remember that a Fort Save (DC 15) is required in 
  order for Wil to survive the stone to flesh process. You 
  should roll this die out in the open so that everyone can 
  see— let the die fall where it may. Assume he has a Fort 
  save modifier of +4. 
   
  Regardless of whether Wil survives the process, the 
  PCs notice a number of small, discolored puncture 
  wounds on the back of his head and neck. 
   
  If Wil fails the Fort save, he is dead. There is a priest 
  capable of raising dead in Newick, but it will take a day to 
  summon him and make preparations. 
   
  If Wil survives the process, he still lives, but barely. 
  He has been poisoned, apparently by snake bites, and has 
  an effective Str of 0 (meaning he is unconscious). 
   
  However, he mumbles one barely-coherent word 
  before succumbing: 
   
  “Me…du….sa!”  
   
  Note: Whether Wil survives or not is unimportant 
  for the purposes of completing the adventure. Should he 
  be revived (in whatever manner is necessary), he recalls 
  being struck from behind by a small, stinging weapon 
  and immediately becoming woozy. He turned to face his 
  assailant, saw a hideous, snake-haired woman, and then 
  only darkness. He knows nothing else. 
   
  In either event, Melinda flies into a rage, her anger 
  unchecked. Embellish these emotions as you see fit. 
  However, she becomes an emotional wreck for several 
  seconds before regaining her composure. 
   
  At this time, the PCs may have some questions for 
  the Grosspokeswoman. Add or supplement these answers 
  as you see fit. 
   
  Q: Why bring the statue to Newick? Wouldn’t it be 
  easier to do this in Loftwick? 
   
  “You might think this. But we fear that whoever 
  did this has some connection to the Freeholder’s 
  disappearance, and may well have spies in that city. I 
  felt bringing him here was the smartest course of 
  action.” 
   
  This is true. Melinda also has suspicions that Della 
  might be behind this in some way (in fact, she is almost 
  100% sure), and believes having this done closer to Della’s 
  home would allow her to get a jump on the Medusa, 
  should it come to that. Irrational — but logical in her 
  mind. 
   
  Melinda is also subconsciously trying to seize 
  control of the situation by being as much in control of 
  the investigation as possible. Regardless of the outcome, 
  she wants to come out of it looking as good as possible. 
   
  Q: What would Della have to gain from taking or 
  killing the Freeholder? 
   
  “Plenty! Think about it…she’s been in the 
  Yeomanry for four years. She’s developed an 
  underground network of spies the likes of which the 
  Yeomanry has never seen from within. She has 
  proven to be untrustworthy on more than one 
  occasion, and, most importantly, the people who 
  have the most to gain from this are people she 
  worked with for years before her ‘asylum.’ 
   
  “The Freeholder’s death could be the one event 
  that might make the Yeomanry ripe for the 
  plucking. Think of the instability it will cause in an 
  already bubbling cauldron! 
  
  YEO5-03 Break My Bones 
   
  Page 7 
   
  “Don’t forget, she’s also a medusa, with a forked 
  tongue, and her motives have always been 
  questionable. I’ve no doubt she’s been paid a 
  considerable sum to see this out. Mercenary to the 
  core, that one…” 
   
  Melinda has never trusted nor liked Della. And 
  much of what she accuses Della of is true. However, Della 
  has been (somewhat) loyal to the Yeomanry, and has 
  never 
  betrayed 
  her 
  knowledge 
  to 
  the 
  Scarlet 
  Brotherhood, Hold of the Sea Princes, or any other of the 
  Yeomanry’s traditional enemies. 
   
  In short, the Grosspokeswoman is letting her 
  emotions get the best of her in this case. She believes that 
  Della has usurped her authority to some extent in the 
  region, but she truly believes Della has something to do 
  with this. 
   
  Q: What do you want us to do about it? 
   
  “Simple. Go to Della’s house, find her, and bring 
  her back to me. Dead or alive— I don’t care. I think 
  she’s outlived her usefulness, and her services are no 
  longer a boon to the Yeoman League. While you’re at 
  it, tear her place apart and bring back anything to 
  me that could be considered evidence—that 
  includes anything you find on her person as well as 
  at her house.” 
   
  Again, 
  emotion 
  is 
  taking 
  over 
  the 
  Grosspokeswoman’s decisions. Melinda does expect the 
  PCs to hand over Della’s gear, including any magic items 
  she has. Whether Della is killed is up to the PCs. 
   
  When the PCs are done with questions, go to 
  Encounter 2. 
  ENCOUNTER 2: ROCK HARD 
  EVIDENCE 
  The journey to Della’s house is short and familiar to many 
  of the PCs. From the North Gate of Newick, it takes little 
  more than an hour. 
   
  Della’s home sits atop a grassy hill that, beyond 
  the house, drops 40’ via a sheer cliff to the mighty 
  Javan River below. The cottage itself is small, some 
  20’ square, with wooden walls and a thatch roof. It is 
  surrounded by rich greenery, including trees and 
  bushes. A smaller building, a privy, sits some 25 feet 
  from the house. A small fenced garden is behind the 
  house, partially obscured from your view. The 
  grounds are clean and immaculately kept. 
   
  Della is not home, having fled to the south after 
  hearing rumors days earlier that the Grosspokeswoman 
  was considering apprehending her. As such, the PCs are 
  free to explore as they like, although Della has left two 
  traps for anyone snooping around her property. 
  THE HOUSE 
   
  The door to Della’s cottage is locked but not trapped. 
  All APLs 
  � Cottage Door: 1 in. thick; hardness 5; hp 10; 
  Break DC 15; locked (Open Lock DC 14 + APL). 
   
  Inside, Della’s home is simple but comfortable. It 
  appears to have two rooms. The front room has three 
  chairs, a small wooden table, a cupboard for dishes, a 
  desk, and a shelf lined with books. The back room of the 
  cottage contains a small canopy bed, a footlocker, and a 
  small, mirrored vanity. The back room is reached through 
  a narrow doorway. 
   
  Della has set a poison dart trap on the doorjamb 
  between the two rooms: 
  APL 4 (EL 2) 
  � Poison Dart Trap: CR 2; mechanical; location 
  trigger; manual reset; Atk +14 ranged (1d4 plus 
  poison, dart); multiple targets (1 dart per person in a 
  10’ radius); poison (small centipede poison, DC 11 
  Fort save resists, 1d2 Dex/1d2 Dex); Search DC 21, 
  Disable Device DC 22. 
  APL 6 (EL 3) 
  � Poison Dart Trap: CR 3; mechanical; location 
  trigger; manual reset; Atk +17 ranged (1d4 plus 
  poison, dart); multiple targets (1 dart per person in a 
  10’ radius); poison (small centipede poison, DC 11 
  Fort save resists, 1d2 Dex/1d2 Dex); Search DC 23, 
  Disable Device DC 24. 
  APL 8 (EL 5) 
  � Poison Dart Trap: CR 5; mechanical; location 
  trigger; manual reset; Atk +19 ranged (1d4 plus 
  poison, dart); multiple targets (1 dart per person in a 
  10’ radius); poison (large scorpion venom, DC 18 
  Fort save resists, 1d6 Str/1d6 Str); Search DC 23, 
  Disable Device DC 24. 
  APL 10 (EL 7) 
  � Poison Dart Trap: CR 7; mechanical; location 
  trigger; manual reset; Atk +21 ranged (1d4 plus 
  poison, dart); multiple targets (1 dart per person in a 
  10’ radius); poison (purple worm poison, DC 24 Fort 
  save resists, 1d6 Str/2d6 Str); Search DC 23, Disable 
  Device DC 24. 
  APL 12 (EL 9) 
  � Poison Dart Trap: CR 9; mechanical; location 
  trigger; manual reset; Atk +23 ranged (1d4 plus 
  poison, dart); multiple targets (1 dart per person in a 
  10’ radius); poison (purple worm poison, DC 24 Fort 
  save resists, 1d6 Str/2d6 Str); Search DC 25, Disable 
  Device DC 26. 
   
  
  YEO5-03 Break My Bones 
   
  Page 8 
   
  There is nothing unusual or of value in the house —
  merely basic, mundane, day-to-day items. 
  THE GARDEN 
   
  Behind a few small trees sits a small vegetable 
  garden, perhaps 15 ft. square. It is surrounded by a small 
  picket fence, painted white. It is full of tall tomato plants 
  and watermelon vines—a number of which bear ripe 
  fruit. 
   
  The garden appears normal. However, a careful 
  Search (DC 15 + APL) reveals turned earth in the garden, 
  as if something has recently been buried therein. 
   
  Should the PCs decide to dig in the earth, they find a 
  small (1 ft. square, 8 in. deep) metal lockbox buried about 
  18 inches deep in the earth. The box is locked but 
  untrapped. 
  All APLs 
  � Metal Lockbox: 2 in. thick; hardness 10; hp 60; 
  Break DC 28; locked (Open Lock DC 10 + APL). 
   
  The box contains a significant amount of damning 
  evidence linking her to Marius Lindon’s disappearance. 
   
  Treasure: There are a significant number of gems 
  (total value of 120 gp x APL) in the box. Under the gems 
  is a folded piece of paper, apparently torn from a book of 
  some sort. Give the players Player Handout #1. It says: 
   
  You have served the state well, good Della. Here 
  is half of your payment as promised. Meet at the 
  rendezvous point on this map to receive the other 
  half of your payment and for further instructions.  
   
  The note is not signed, and there are no signs of the 
  map in the box. However, the map was drawn on the 
  page of the book immediately preceding the page the 
  note was written upon. A Search or Spot check (DC 15 + 
  APL) on the note reveals a faint impression of the map on 
  it. Clever PCs may use charcoal or some other substance 
  to take a rubbing on the note to view it. The map (Player 
  Handout #2) shows a cave in the hills to the northeast of 
  the Free City of Melkot. 
   
  The note, gems, and box are a plant, however, placed 
  by the true culprits in Lindon’s disappearance. Spies 
  viewed Della’s departure from her home southward 
  towards Melkot. After realizing Della would remain there 
  for some time, they planted this evidence to lead the PCs 
  straight to her. 
  THE PRIVY 
   
  This small 5 ft. square wooden structure has two 
  stalls. One is legitimate, being used for waste disposal, 
  while the other is a secret passage leading down to the 
  river, where Della is known to have rendezvoused with 
  passing ships. 
   
  Opening the small wooden lid reveals a rope latter 
  that descends into a small, 5 ft. diameter shaft. It 
  descends some 40 feet to an earthen chamber about 8 ft. 
  in diameter. From there, a rough passage leads 30 feet to a 
  door cleverly disguised on the outside as earth and 
  vegetation. The door is unlocked, and leads to a sandy 
  bank on the shore of the Javan River. 
   
  Della has placed another trap on the floor of the 
  earthen chamber directly below the rope ladder. A 
  lightning bolt shoots from the floor straight up the path, 
  hitting anyone in the narrow shaft. Note that the trap 
  resets one second after it is discharged, and is triggered 
  each time the plate (which is 5 ft. square) is touched until 
  disabled or 4 charges are used. 
   
  Note that Reflex saves are at a -4 circumstance 
  penalty due to the narrow confines of the shaft. This is 
  already reflected in the DCs listed below: 
  APLs 4 and 6 (EL 4) 
  � Lightning Bolt Trap: CR 4; magic device; touch 
  trigger (pressure plate); automatic reset; spell effect 
  (lightning bolt, 6th level wizard, 6d6 electricity, DC 
  18 Reflex save half damage); Search DC 28, Disable 
  Device DC 28. 
  APLs 8, 10,  and 12 (EL 6) 
  � Lightning Bolt Trap: CR 6; magic device; touch 
  trigger (pressure plate); automatic reset; spell effect 
  (lightning bolt, 10th level wizard, 10d6 electricity, 
  DC 18 Reflex save half damage); Search DC 28, 
  Disable Device DC 28. 
   
  Treasure: Once the trap is disabled, or all the 
  charges are exhausted, a wand of lightning bolt (CL 6th or 
  10th, depending on the APL) can be found below the 
  pressure plate. It can be taken and used in the adventure 
  if any charges remain. 
   
  Should the PCs decide to follow the map, go to 
  Encounter 3. The PCs also may choose to report to the 
  Grosspokeswoman after their findings here. The note 
  and gems further enrage her, and she commands the PCs 
  to find and destroy Della. If the PCs have not found the 
  map at this point, the Grosspokeswoman’s people find it 
  for them. In either case, go to Encounter 3.  
  ENCOUNTER 3: ROCKY ROAD 
  The map is relatively easy for the PCs to follow. It leads 
  through the swampy lowlands of the southeastern 
  Yeomanry into the broken hills of the Tors. 
   
  As the PCs navigate the rough terrain, they are set 
  upon by scorpions: 
  APL 4 (EL 6) 
  � Monstrous Scorpions, Large (3): hp 38 each; 
  see Monster Manual, page 287. 
  
  YEO5-03 Break My Bones 
   
  Page 9 
  APL 6 (EL 8) 
  � Monstrous Scorpion, Huge (1): hp 83; see 
  Monster Manual, page 287. 
  � Monstrous Scorpions, Large (2): hp 38 each; 
  see Monster Manual, page 287. 
  APL 8 (EL 10) 
  � Monstrous Scorpion, Gargantuan (1): hp 165; 
  see Monster Manual, page 288. 
  APL 10 (EL 12) 
  � Monstrous Scorpions, Gargantuan (2): hp 165 
  each; see Monster Manual, page 288. 
  APL 12 (EL 14) 
  � Monstrous Scorpions, Colossal (2): hp 330 
  each; see Monster Manual, page 288. 
   
  The scorpions have no treasure. After they are 
  defeated, the PCs can continue on to Della’s refuge. Go to 
  Encounter 4 and allow the PCs to fully rest along the way 
  as night will fall before they reach their destination. 
  ENCOUNTER 4: BETWEEN A 
  ROCK AND A HARD PLACE 
  You follow the map and try to take a somewhat safe 
  path towards Della’s rendezvous point. Loose rocks 
  and boulders are balanced precariously everywhere, 
  and it is difficult to get a decent foothold as you 
  navigate the Tors. 
   
  After a few hours of this, you see what you 
  believe to be your destination—a low, wide cave 
  mouth atop a rocky hill. Far in the distance, the tall, 
  ominous towers of Castle Melkotia loom in the 
  distance. 
   
  Allow Della a chance to hear the PCs as normal. The 
  footing is difficult, but the PCs navigate the path without 
  incident. 
   
  Della is innocent of the crimes which the 
  Grosspokesman accuses her of. After hearing, through 
  her connections with the Rascals, that Melinda was 
  considering apprehending and questioning her about 
  Marius Lindon’s disappearance, she chose to flee her 
  home to this location. She does not know the extent to 
  which she has been framed, nor does she have any idea 
  who might be interested in framing her in the first place 
  (although the possibilities are innumerable). 
   
  A number of things can happen in this encounter: 
  1. 
  If the PCs take Melinda’s advice and attack her 
  without question, she fights to the best of her ability, 
  although she does try to escape should the 
  opportunity arise. She uses all the resources at her 
  disposal, including her gaze attack, should combat 
  ensue. 
  2. 
  If the PCs attack or are spiteful to Della and she 
  survives, they are gain the Enmity of Della effect 
  on the AR. PCs who protest, do not attack her, or try 
  to stop the combat are exempt from this. 
   
  Note: The cave does have an exit at the rear, which 
  leads to an underground stream and emerges nearby in 
  the Tors. As such, you have the option of trying to make 
  her escape, should you so desire. Improvise should this 
  need arise. 
   
  If the PCs approach more cautiously and/or hope to 
  talk to Della, she first fires a warning shot with her 
  shortbow from the shadows of the cave entrance. 
   
  “Come no further, mercenaries, or the next one 
  does not miss! And I promise you, there is more 
  than meets the eye to those arrows.” 
   
  PCs who check can see a strange, shiny liquid 
  clinging to the arrow; it is poison (medusa snake venom). 
   
  If the PCs stay their ground (a good idea since Della 
  is wound pretty tightly currently) and begin to ask her 
  questions or seem otherwise sympathetic to her plight, 
  she may parley with them. If the PCs are being dishonest, 
  however, she can Sense Motive in an attempt to see 
  through their deception. If she detects deception she 
  seizes the opportunity and attacks when the moment is 
  ripe. 
   
  Assuming the parley goes well, there may be some 
  questions that the PCs might want to ask of her. She 
  answers truthfully — if the PCs are being honest with 
  her.  Remember, however, that she is also impatient and 
  does not tolerate stupid questions. She does not hesitate 
  to snap at PCs who irritate her. 
   
  Q: Where is the Freeholder? 
   
  “How should I know? I had nothing to do with 
  it. Whoever is really responsible for it is somehow 
  trying to put the blame on me.” 
   
  Q: How do you explain this note and these gems? 
   
  “I can’t. But if I had to guess, I’d say someone is 
  trying to make me look guilty. Clearly someone 
  planted that stuff. What better scapegoat than a 
  ‘monster’ who no one trusts. It’s a perfect foil. 
  Someone’s obviously been watching my every move. 
  I can’t believe I was so blind to it.” 
   
  Q: What about the petrified soldier found in 
  Loftwick? 
   
  “Do you think I am the sole thing that can turn 
  people to stone? Ignorant fools. There are lots of 
  things that can petrify. Basilisks, gorgons, mage 
  spells. Don’t be so narrow-minded!” 
   
  Q: If you’re so innocent, why flee? 
  
  YEO5-03 Break My Bones 
   
  Page 10 
   
  “She’s always been predisposed as to my guilt, 
  and has never trusted me. It would have been a farce. 
  I would have been incriminated by blindness. It 
  wasn’t a game I could win, so I took the most logical 
  option.” 
   
  Q: So who is setting you up? 
   
  “If I knew that do you think I’d be hiding here? 
  I’m working on it. The question to ask is who would 
  benefit from both the Freeholder’s disappearance 
  and my capture.” 
   
  Q: Is Melinda out to get you? 
   
  “Maybe, but I can’t be certain. It’s no secret that 
  she never liked me, and she accepted my asylum 
  with apprehension, at best. I felt like a prisoner in 
  many cases. But I’m not sure what she would gain by 
  getting rid of me. And she could have done it a long 
  time ago, if she wanted to.” 
   
  Q: So what do you do now? 
   
  “I’m working on that. I might just go back to the 
  Hold and take my chances. Or I could do something 
  else. The possibilities are endless. Why? Are you 
  propositioning me?” 
   
  Q: Will you come with us back to Newick and plead 
  your innocence? 
   
  “Not a chance. I’m fed up with the games being 
  played here, and I’m tired of being a pawn in those 
  games. Sure, I’ve established myself in the 
  Yeomanry, but it is time to sever those ties and move 
  on.” 
   
  Should the conversation be amiable, Della asks the 
  PCs that they do not reveal her location nor their 
  rendezvous to the Grosspokeswoman or anyone else 
  associated with her. 
   
  Of course, none of this information is ascertained if 
  Della is slain, unless the PCs have means to communicate 
  with the dead. 
   
  It is up to the PCs as to whether or not they believe 
  her, and their next move determines the direction the 
  adventure goes from here. However, she absolutely will 
  not return to Newick willingly.  
   
  There are four main options here: 
  1. 
  The PCs kill Della and return to Newick. Go to 
  Encounter 5, Dead as a Stone section. 
  2. 
  The PCs subdue Della and take her back to Newick. 
  In this case, they will gain the Enmity of Della (see 
  the AR). Go to Encounter 5, Sink like a Rock section. 
  3. 
  The PCs agree not to reveal her whereabouts nor any 
  conversation they might have had with Della. Go to 
  Encounter 5, Stone Cold Trail section. 
  4. 
  The PCs agree not to reveal her whereabouts but 
  attempt 
  to 
  plead 
  her 
  innocence 
  to 
  the 
  Grosspokeswoman. This also earns the PCs the 
  Enmity of Della. Go to Encounter 5, Stone-Faced 
  Lie section. 
  APL 4 (EL 7) 
  � Della: female medusa; hp 41; see Appendix 1. 
  APL 6 (EL 9) 
  � Della: female medusa Rog2; hp 63; see Appendix 2. 
  APL 8 (EL 11) 
  � Della: female medusa Rog4; hp 77; see Appendix 3. 
  APL 10 (EL 13) 
  � Della: female medusa Rog5/Asn1; hp 90; see 
  Appendix 4. 
  APL 12 (EL 15) 
  � Della: female medusa Rog5/Asn3; hp 104; see 
  Appendix 5. 
   
  Treasure:  The PCs can take Della’s items here, but 
  Melinda will insist they turn them over before the 
  adventure ends (the PCs can not keep these items or sell 
  them). 
  ENCOUNTER 5: ROCK HARD 
  CHOICES 
  Depending on the PCs’ choices in Encounter 4, proceed 
  to the appropriate section below: 
  DEAD AS A STONE 
   
  This section assumes that Della is dead and the PCs, 
  accompanied by Della’s body, return to Newick to report 
  their findings.  
   
  In this instance, things transpire very quickly. Della 
  is held responsible for the disappearance of the 
  Freeholder, and the Grosspokeswoman makes no secret 
  of her delight that the medusa is out of her hair once and 
  for all. 
   
  The evidence is gathered, a Yeoman Freeknight is 
  summoned to prepare a report, and the PCs are asked to 
  take the evidence, and the report, to the Council of 
  Common Grosspokesmen in Loftwick. 
   
  Proceed to Encounter 6.  
  SINK LIKE A ROCK 
   
  This section assumes that the PCs do not believe 
  Della’s story, subdue her, and return to Newick to report 
  to the Grosspokeswoman.  
   
  Assuming Della is allowed to speak, the return trip is 
  very taxing on the PCs. Della does little but curse and use 
  colorful language on the PCs. She speaks of betrayal, her 
  
  YEO5-03 Break My Bones 
   
  Page 11 
  innocence, and that she will haunt the PCs for the rest of 
  their lives. 
   
  Upon arriving in Newick, she is whisked away from 
  the PCs and placed in an undisclosed location. A Yeoman 
  Freeknight is charged with gathering the evidence 
  against Della and placing judgment based on that 
  evidence. 
   
  The trial is very quick, and is performed behind 
  closed doors (i.e. the PCs are not allowed to attend). Della 
  is found guilty of kidnapping the Freeholder and is 
  sentenced to imprisonment for an undetermined amount 
  of time. Melinda hopes for a death sentence, but the 
  Freeknight required further evidence related to the fate 
  of the Freeholder before passing final sentence. 
   
  Once the trial is over, the PCs are charged with 
  taking the Freeknight’s report personally to Loftwick. 
   
  Don’t forget that the PCs receive the Enmity of 
  Della (see the AR) in this instance. 
   
  Proceed to Encounter 6.  
  STONE COLD TRAIL 
   
  This section assumes that the PCs believe that Della 
  is innocent and have decided to let her go. It also assumes 
  that they intend to speak nothing of their encounter with 
  Della to anyone in power. 
   
  This section is purposely left somewhat vague. 
  Assuming the PCs say they could not find her, allow 
  Melinda a Sense Motive check to see whether or not she 
  doubts the PCs. Assume her Sense Motive bonus is equal 
  to the APL the adventure is being played at. 
   
  So long as she believes the PCs, belief that Della is 
  responsible for the Freeholder’s disappearance is further 
  exacerbated. Della will become a wanted person, and a 
  sizeable bounty will be put on her head. 
   
  If the Grosspokeswoman has reason to doubt the 
  PCs (i.e. her Sense Motive check is successful), she asks 
  them very specific questions about where they were, 
  what they found, and why they were gone for so long 
  (assuming they didn’t return to Newick after their visit to 
  Della’s home). She is pressing them on purpose, so don’t 
  hold back! 
   
  Eventually, however, she asks the PCs to take their 
  evidence, their story, and a copy of her findings to the 
  Council of Common Grosspokesmen in Loftwick. 
   
  Proceed to Encounter 6.  
  STONE-FACED LIAR 
   
  This section assumes the PCs believe that Della is 
  innocent, but against her wishes, they make that known 
  to the Grosspokeswoman or whoever else will listen. 
   
  Melinda listens with some interest to the PCs’ story, 
  and does have trust enough to believe some of what the 
  PCs have to say. She asks questions at the same time, to 
  try to figure out where Della might be hiding. What 
  concerns her, however, is that Della has not come to 
  dispute these accusations herself. 
   
  Furthermore, until Della chooses to defend herself, 
  Melinda considers her to be a fugitive of the state. The 
  Grosspokeswoman, assuming that she has a rough idea 
  where Della can be found, begins a massive manhunt to 
  capture Della so she can speak of her accusations.  
   
  Before the manhunt begins, however, she needs to 
  get rid of the PCs, and determines the best way to do that 
  is to send them to Loftwick to report their findings to the 
  Council of Common Grosspokesman. 
   
  Don’t forget that the PCs receive the Enmity of 
  Della (see the AR) in this instance. 
   
  Proceed to Encounter 6.  
  ENCOUNTER 6: ROCK YOUR 
  WORLD 
  The trip to Loftwick is very pleasant. Virtually the 
  entire journey is blessed by clear skies, warm 
  temperatures, and good conversation. As you cross 
  the rolling grasslands of the interior of the 
  Yeomanry, the elevation gradually increases with 
  each passing hour. 
   
  Before long, you see the southern spur of the 
  Jotens looming on the horizon, and directly in front 
  of those mountains, atop a fairly high mesa, rests 
  the Yeomanry’s capital— Loftwick. The Wick River, 
  narrow and rapid this close to the mountains, is a 
  blue ribbon at the base of the mesa. 
   
  Loftwick, while a small city by Greyhawk 
  standards, is a virtual metropolis to the Yeoman 
  folk, and many goods, exotic and mundane can be 
  found here. The city is compact and efficiently laid 
  out, with thick walls, narrow streets, and tall, sturdy 
  buildings. 
   
  The large building that houses the offices and 
  meeting chambers of the Grosspokesmen is not 
  difficult to find—it is a large stone-and-marble 
  building in the center of town next to the dark, 
  ominous Blacksun Tower, which serves as the 
  Councilhall 
  when 
  the 
  full 
  Council 
  of 
  Grosspokesmen meets. 
   
  The PCs need only show their sealed documents to 
  the guards posted outside the building, state their 
  business, and they are admitted entry. 
   
  There is very little to be done here. The PCs give 
  their message and the evidence to one of the many 
  servants of the Council, are thanked, and are asked to 
  wait in town until dusk for a reply. They are provided 
  food and drink at a reputable local tavern, the Candle, 
  while they wait. 
  
  YEO5-03 Break My Bones 
   
  Page 12 
   
  Allow them to eat and drink as much as they like. 
  When they return to the Council chambers, they are 
  silently given a sealed reply, thanked, and sent on their 
  way back to Newick. 
   
  As the PCs either return to the Candle (which is 
  close to the South Gate) or begin their return journey, 
  read or paraphrase the following: 
   
  Night descends on Loftwick, bringing with it 
  cooling temperatures and mouth-watering smells. 
  You are tired from your long journey, but equally 
  ready to return to Newick and complete your 
  couriers’ 
  mission 
  for 
  Grosspokeswoman 
  Windomere. 
   
  As you approach the city gates [either to exit the 
  city or return to the tavern] you hear shouting 
  ahead. Looking forward, you see a half-dozen guards 
  in Yeoman livery surrounding a covered wooden 
  wagon. One of the guards, perhaps a Yeoman of the 
  League, is looking over some sort of document in a 
  displeased manner. The driver of the wagon is red-
  faced and clearly angry. 
   
  “These papers aren’t in order, sir,” the lead guard 
  says. “I’m afraid I can’t let you exit the city.” 
   
  “That’s preposterous,” replies the driver. “If you 
  read them again you’ll see that I have proper 
  clearance. Now step aside and let me pass!” 
   
  The guard continues. “This letter bears the seal 
  of Merchant Lilith.”  
   
  “That’s right.” 
   
  “And it’s dated two days ago.” 
   
  “So? What’s your point?” 
   
  Anger suddenly appears in the eyes of the 
  soldier. “SO,” he says tersely, “Madame Lilith has not 
  been in town for nearly ten days. She personally 
  accompanied her latest shipment to Longspear and 
  hasn’t returned! I’m afraid I am going to have to ask 
  you to step down from there and allow us to inspect 
  the contents of your wagon.” 
   
  The wagon’s driver is clearly sweating, despite 
  the cool night breeze, and appears to be looking at 
  no one in particular for guidance. 
   
  “ENOUGH!” Says a muffled, feminine voice 
  from inside the wagon. “I’ll deal with these 
  mongrels myself!” 
   
  The twin doors at the rear of the wagon 
  suddenly burst open, and out steps a petite, thin 
  woman wearing a hooded cloak. The guards, startled 
  by this interruption, look at her in amazement. 
   
  Quick as a cat, the driver seizes the opportunity 
  presented him and plunges a long knife into the 
  throat of the Yeoman of the Guard. A sick, choking 
  sound gurgles from his frothing lips and he falls 
  limp to the ground, a thick fountain of blood 
  pulsing from the terrible wound. 
   
  As if on cue, the woman pulls her hood back, 
  and although her back is to you, there is no 
  mistaking what she is— a medusa. Her snakes 
  writhe seductively atop her head, hissing madly. 
   
  The remaining guards scream in horror, yet 
  remain transfixed at the woman standing before 
  them. The screams suddenly end, and the flesh and 
  blood that were once men are replaced with stone, 
  their faces frozen in fear. 
   
  “Go! NOW!” She says as she leaps aside the 
  driver atop the wagon. The driver screams at the 
  horses, snaps the reigns, and the wagon lurches 
  forward through the open gate and into the night. 
   
  Note: There is a considerable amount of flavor text 
  here, and PCs undoubtedly will be itching to interrupt 
  this and act. It is important for the story, however, that 
  this event transpire. If you must, argue that the PCs are 
  too far away, or that it happens too quickly, or something 
  similar. 
   
  The wagon can be stopped or slowed in a number of 
  ways, should the PCs decide to do so. Allow the PCs to be 
  creative in this endeavor. The wagon moves away at 2 
  miles per hour (Dungeon Master’s Guide, pg 163) or 
  roughly 20 feet per round. The driver can drive the 
  horses, forcing them to run (x3) for a short stretch, but 
  the drivers knows he can not keep the horses running 
  like that for long, no more than a minute or two. 
   
  Once the medusa and her ward realize they are being 
  pursued, they take action to stop their pursuers. Kili, the 
  medusa, launches spells (at higher APLs) or fires her 
  crossbow (at APL 4 and 6) from the wagon while the 
  driver steers. He also may launch gems from his necklace 
  of fireballs. Again, be creative in this encounter, and make 
  it as dramatic as possible.  
   
  If the wagon is stopped entirely, they fight to the 
  death and show no mercy. 
  APL 4 (EL 7) 
  � Kili: female medusa; hp 41; see Appendix 1. 
  � Driver: male human Rog1; hp 6; see Appendix 1. 
  APL 6 (EL 9) 
  � Kili: female medusa; hp 41; see Appendix 2. 
  � Driver: male human Rog7; hp 42; see Appendix 2. 
  APL 8 (EL 11) 
  � Kili: female medusa Sor4; hp 63; see Appendix 3. 
  � Driver: male human Rog9; hp 54; see Appendix 3. 
  APL 10 (EL 13) 
  � Kili: female medusa Sor7; hp 77; see Appendix 4. 
  
  YEO5-03 Break My Bones 
   
  Page 13 
  � Driver: male human Rog11; hp 66; see Appendix 4. 
  APL 12 (EL 15) 
  � Kili: female medusa Sor9; hp 86; see Appendix 5. 
  � Driver: male human Rog13; hp 78; see Appendix 5. 
   
  Treasure: A search of the wagon reveals very little. 
  It appears to be sleeping quarters. The only evidence the 
  PCs find is a sack full of gems similar to those found 
  buried in the box in Della’s vegetable garden. However, 
  the PCs should have suspicions that Della might not be as 
  guilty as the Grosspokeswoman might believe.  Other 
  than the gems, the possessions of Kili and her servant are 
  the only treasure here. 
   
  Proceed to the Conclusion.  
  CONCLUSION 
   
  This adventure has a number of possible endings, 
  depending upon the ultimate fate of Della; proceed to the 
  section corresponding to the PCs’ actions towards Della.  
  In any of these cases, it is clear that the sky is the limit to 
  Melinda’s political career. Her popularity is at an all-time 
  high at the end of this adventure, and there is little (at the 
  moment) that the PCs can do about it.  Proceed to the 
  appropriate section below and then proceed to Gift of 
  the Gnomes for a special final encounter for the PCs. 
  DELLA IS SLAIN 
   
  The Grosspokeswoman covers up the fact that the 
  PCs encountered and killed another medusa that could 
  be responsible for the disappearance of the Freeholder. 
  She listens to what the PCs have to say, she nods and 
  agrees accordingly, and then says that the Yeomanry will 
  do ‘everything in its power to see that the truth is 
  discovered.’ She then releases the PCs from her service. 
   
  However, she still lets the rumor spread (secretly, of 
  course) that Della captured the Freeholder and was killed 
  for her actions. Her popularity increases considerably as a 
  result of ‘her’ actions. 
  DELLA IS CAPTURED 
   
  The PCs may try to show that Della is innocent, and 
  that Kili is the true culprit. Melinda agrees with the PCs 
  and says that she will see to Della’s release. She then 
  releases the PCs from her service.  
   
  However, she has no intention whatsoever of 
  releasing the Medusa. Della remains imprisoned 
  indefinitely, although the PCs do not find this out until 
  much later. 
   
  Melinda proclaims to the people that the 
  Freeholder’s captor has been apprehended (although she 
  does not reveal the identity of said captor). Again, she is 
  praised for ‘her’ actions. Rumor spreads that Melinda will 
  go far in politics. The PCs should learn of this while still 
  in town. 
  DELLA IS STILL AT LARGE 
   
  Melinda tells the PCs that the case is closed and that 
  Kili is the true culprit. She thanks the PCs for their 
  service, and leaves them to their own devices.  
   
  However, she silently continues her vigilant 
  manhunt for Della, unbeknownst to the PCs. Della is a 
  loose cannon to the Grosspokeswoman, and she must be 
  captured and contained. 
   
  Melinda receives the credit for bringing part of this 
  saga to an end, which has the potential to further her 
  political career. The PCs should learn this on their way 
  out of town. 
  GIFT OF THE GNOMES 
  At the conclusion of the adventure, after the characters 
  have rested up and spent a night or two in a warm bed, 
  each PC is visited individually by a gnome hailing from 
  the Yatil Mountains. The gnome knows the identity of 
  the character, and the read-aloud text below can be 
  paraphrased to include that information. Read the 
  following to the players: 
   
  Your last adventure complete, you spend a few 
  days resting and relaxing, enjoying what comforts 
  civilization offers. One day, as you are out walking 
  about, a well-worn gnome traveler dressed in an 
  earthen robe with stitchings of gold waves you 
  down. As he approaches, his face beams with the 
  delight of your attention. 
   
  “Good adventurer, I thank you for a moment of 
  your precious time. Allow me to introduce myself. 
  My name is Clegin, Master Illusionist of Gnome 
  Vale. The Laird Gwaylar, our headman, has sent me 
  to search for worthies that may be willing to aid our 
  cause. Having heard of your recent exploits, I must 
  say, I am quite impressed by your actions. You must 
  be one of the stalwarts spoke of in the foretellings of 
  our Chief Cleric. Thus, I have this gift for you, if you 
  will accept it.” 
   
  Clegin pulls a polished gemstone from one of 
  his robe pockets. The gem has a symbol of arcane 
  power etched in its face. “Please, take this. It is now 
  but an interesting bauble, but I have the power to 
  enchant it into something that would be of greater 
  use than exchange for mere coin. When the time is 
  right, you might find yourself on the path to my 
  home, and then, as is foretold, you will aid my 
  people who have been beset upon by evils thought 
  vanquished. If you are successful in your task to be, I 
  shall reward you by awakening the arcane power 
  within the gem I offer. I and my people thank you 
  for all you’ve done, and all you’ve yet to accomplish.” 
  
  YEO5-03 Break My Bones 
   
  Page 14 
   
  If the character accepts the gemstone: 
   
  Clegin hands you the gemstone. The same smile 
  plays upon his face as when he first greeted you. “I 
  have others to seek out. Soon, our paths shall cross 
  again, brave one.” He turns from you, and walks 
  down the street, disappearing in the crowd. 
   
  If the character does not accept the gemstone: 
   
  A look of confusion furrows Clegin’s brow. “I 
  am certain you are the one spoken of, yet you do not 
  accept my gift? Are you sure you would not 
  reconsider?” 
   
  Give the player another chance to think it over. If 
  they accept, read the acceptance text above. If they 
  continue to decline, read the following: 
   
  Clegin resigns himself to a slow smile. “Gift or 
  no, our paths shall meet again. I am certain that 
  something can be arranged at a later time. I must 
  leave now; I have others to seek out. Good day to 
  you, brave one.” He turns from you, and walks down 
  the street, disappearing in the crowd. 
   
  Characters can make a DC 20 Knowledge 
  (geography) skill check to know that Gnome Vale is a 
  very isolated community of gnomes located deep within 
  the Yatil Mountains.  
   
  Clegin has more errands to run, and can’t sit and 
  chat any longer with the character. If pressed for more 
  information, he simply says that all will be revealed in 
  due time. 
   
  If a character accepts the gift, they receive the 
  Gnome Vale Gemstone listed on the AR. If they refuse, 
  cross this item off the AR. Its purpose will become 
  known at a later time. 
   
  If a character already has a gemstone, they may 
  receive a second (or third) gemstone if it is of a different 
  color than the ones already possessed by the character. A 
  character may not possess more than one of the same 
  color gemstone. 
   
   
  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 2 
  Disarm or survive the poison dart trap 
   
  APL 4: 30 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 150 xp. 
   
  APL 10: 210 xp. 
   
  APL 12: 270 xp. 
  Disarm or survive the lightning bolt trap 
   
  APL 4: 120 xp. 
   
  APL 6: 120 xp. 
   
  APL 8: 120 xp. 
   
  APL 10: 120 xp. 
   
  APL 12: 120 xp. 
  Find the hidden map 
   
  APL 4: 20 xp. 
   
  APL 6: 40 xp. 
   
  APL 8: 60 xp. 
   
  APL 10: 80 xp. 
   
  APL 12: 100 xp. 
  Encounter 3 
  Defeat the scorpions 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 4 
  Keep Della alive 
   
  APL 4: 20 xp. 
   
  APL 6: 40 xp. 
   
  APL 8: 60 xp. 
   
  APL 10: 80 xp. 
   
  APL 12: 100 xp. 
  Encounter 6 
  Defeat the medusa and her bodyguard 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Discretionary Roleplaying Award 
   
  APL 4: 95 xp. 
   
  APL 6: 100 xp. 
   
  APL 8: 105 xp. 
   
  APL 10: 110 xp. 
   
  APL 12: 115 xp. 
  Total possible experience 
   
  APL 4: 675 xp. 
  
  YEO5-03 Break My Bones 
   
  Page 15 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, 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. 
  Encounter 2: 
  APL 4: L: 0 gp, C: 80 gp, M: wand of lighting bolt (CL 
  6th, 4 charges) (90 gp). 
  APL 6: L: 0 gp, C: 120 gp, M: wand of lighting bolt (CL 
  6th, 4 charges) (90 gp). 
  APL 8: L: 0 gp, C: 160 gp, M: wand of lighting bolt (CL 
  10th, 4 charges) (150 gp). 
  APL 10: L: 0 gp, C: 200 gp, M: wand of lighting bolt (CL 
  10th, 4 charges) (150 gp). 
  APL 12: L: 0 gp, C: 240 gp, M: wand of lighting bolt (CL 
  10th, 4 charges) (150 gp). 
  Encounter 6: 
  APL 4: L: 58 gp, C: 80 gp, M: potion of invisibility (25 
  gp), potion of cure light wounds (2 gp), ring of protection 
  +1 (167 gp), mithral chain shirt (92 gp). 
  APL 6: L: 57 gp, C: 120 gp, M: potion of invisibility (25 
  gp), potion of bull’s strength (25 gp), potion of cat’s grace 
  (25 gp), potion of cure serious wounds (63 gp), ring of 
  protection +1 (167 gp), mithral chain shirt (92 gp), 
  necklace of fireballs type II (225 gp), +1 mithral chain 
  shirt (175 gp). 
  APL 8: L: 25 gp, C: 160 gp, M: potion of invisibility (25 
  gp), potion of bull’s strength (25 gp), potion of cat’s grace 
  (25 gp), potion of cure serious wounds (63 gp), ring of 
  protection +1 (167 gp), necklace of fireballs type III (363 
  gp), 2 +1 mithral chain shirts (175 gp each), +1 short 
  sword (193 gp), 2 +1 light crossbows (195 gp each), 25 +1 
  bolts (47 gp each), potion of eagle’s splendor (25 gp), 
  potion of resist energy (fire) 30 (92 gp). 
  APL 10: L: 25 gp, C: 200 gp, M: potion of invisibility (25 
  gp), potion of bull’s strength (25 gp), potion of cat’s grace 
  (25 gp), potion of cure serious wounds (63 gp), ring of 
  protection +1 (167 gp), necklace of fireballs type IV (450 
  gp), +1 mithral chain shirt (175 gp), dagger of venom 
  (692 gp), 2 +1 light crossbows (195 gp each), 25 +1 bolts 
  (47 gp each), potion of eagle’s splendor (25 gp), potion of 
  resist energy (fire) 30 (92 gp), ring of energy resistance – 
  minor (electricity) (1,000 gp), +2 mithral chain shirt (425 
  gp). 
  APL 12: L: 25 gp, C: 240 gp, M: potion of invisibility (25 
  gp), potion of bull’s strength (25 gp), potion of cat’s grace 
  (25 gp), potion of cure serious wounds (63 gp), ring of 
  protection +1 (167 gp), necklace of fireballs type V (513 
  gp), dagger of venom (692 gp), 2 +1 light crossbows (195 
  gp each), 25 +1 bolts (47 gp each), potion of eagle’s 
  splendor (25 gp), potion of resist energy (fire) 30 (92 gp), 
  ring of energy resistance – minor (electricity) (1,000 gp), 2 
  +2 mithral chain shirts (425 gp each), slippers of spider 
  climbing (400 gp), cloak of charisma +2 (333 gp), potion 
  of barkskin +5 (100 gp), pearl of power (1st level spell) (83 
  gp), wand of unholy blight (CL 8th, 10 charges) (400 gp), 
  wand of dispel magic (CL 10th, 10 charges) (375 gp), 
  brooch of shielding  (125 gp), potion of haste  (63 gp). 
  
  YEO5-03 Break My Bones 
   
  Page 16 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 58 gp, C: 240 gp, M: 376 gp – Total: 674 gp 
  (650 gp). 
  APL 6: L: 57 gp, C: 240 gp, M: 887 gp – Total: 1,184 
  gp (900 gp). 
  APL 8: L: 25 gp, C: 320 gp, M: 2,848 gp – Total: 3,193 
  gp (1,300 gp). 
  APL 10: L: 25 gp, C: 400 gp, M: 4,879 gp – Total: 5,304 
  gp (2,300 gp). 
  APL 12: L: 25 gp, C: 480 gp, M: 7,071 gp – Total: 7,576 
  gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Enmity of Della, the Rogue Queen of Monmurg:  
  As a result of your impulsive actions, you have gained the 
  hatred of Della, a medusa of considerable power.  As a 
  result, this PC suffers a -4 circumstance penalty to all 
  Gather Information checks in the Yeomanry, due to Della 
  and her contacts feeding you misinformation.  Should 
  Della be announced as deceased by the Yeomanry Triad, 
  this penalty no longer applies. 
  � Gnome Vale Green Gemstone: A gnome calling 
  himself Clegin presented you with a well-cut, human’s 
  palm-sized gemstone colored green. Upon the face is 
  etched a symbol of arcane magic signifying the school of 
  transmutation; there is also a lingering aura of this magic 
  upon the gemstone. If sold, it will fetch 50 gold pieces. 
  You do not have to pay for this item. You may only 
  possess one Gnome Vale green gemstone. 
  Item Access 
  APL 4 (all of the following): 
  • 
  Mithral Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Wand of Lightning Bolt (CL 6th; Adventure; Dungeon 
  Master’s Guide) 
   
  APL 6 (all of APL 4 plus the following): 
  • 
  +1 Mithral Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Necklace of Fireballs, Type II (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 8 (all of APL 4, 6 plus the following): 
  • 
  Necklace of Fireballs, Type III (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Potion of Resist Energy (Fire) 30 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Wand of Lightning Bolt (CL 10th; Adventure; Dungeon 
  Master’s Guide) 
   
  APL 10 (all of APLs 4, 6, 8 plus the following): 
  • 
  +2 Mithral Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Dagger of Venom (Adventure; Dungeon Master’s Guide) 
  • 
  Necklace of Fireballs, Type IV (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Ring of Energy Resistance, Minor - Electricity (Adventure; 
  Dungeon Master’s Guide) 
   
  APL 12 (all of APLs 4, 6, 8, 10 plus the following): 
  • 
  Brooch of Shielding (Adventure; Dungeon Master’s Guide) 
  • 
  Necklace of Fireballs, Type V (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Pearl of Power, 1st level spell (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Potion of Barkskin +5 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Slippers of Spider Climbing (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Wand of Dispel Magic (CL 10th; Adventure; Dungeon 
  Master’s Guide) 
  • 
  Wand of Unholy Blight (CL 8th; Adventure; Dungeon 
  Master’s Guide) 
   
   
   
  
  YEO5-03 Break My Bones 
   
  Page 17 
  APPENDIX 1 – APL 4 
   
  ENCOUNTER 4 
   
   
   
   
  Della: Female Medusa; CR 7; Medium Monstrous 
  Humanoid; HD 6d8+6; hp 41; Init +2; Spd 30 ft.; AC 20, 
  touch 13, flat-footed 18 (+2 Dex, +3 natural, +4 armor, +1 
  deflection); BA/Grp +6/+6;  Atk +8 melee (1d4/19-20, 
  dagger) or +8 ranged (1d6 plus poison/x3, shortbow) or 
  +8 melee (1d4 plus poison, snakes); Full Atk +8/+3 ranged 
  (1d6 plus poison/x3, shortbow) or +8/+3 melee (1d4/19-
  20, dagger) and +3 melee (1d4 plus poison, snakes);  SA 
  petrifying gaze, poison; SQ darkvision 60 ft.; AL LE; SV 
  Fort +3, Ref +7, Will +6; Str 10, Dex 15, Con 12, Int 12, 
  Wis 13, Cha 15. 
   
  Skills and Feats: Bluff +9, Diplomacy +4, Disguise +9 
  (+11 acting), Intimidate +4, Move Silently +8, Spot +8; 
  Point Blank Shot, Precise Shot, Weapon Finesse. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 
  30 feet, Fort DC 15 negates.  The save DC is Cha-based. 
   
  Poison (Ex): Injury, Fort DC 14, initial damage 1d6 
  Str, secondary damage 2d6 Str.  The save DC is Con-
  based. 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: shortbow, 20 poisoned arrows (medusa 
  snake poison), dagger, ring of protection +1, mithral chain 
  shirt. 
  ENCOUNTER 6 
   
   
   
   
  Kili: Female Medusa; CR 7; Medium Monstrous 
  Humanoid; HD 6d8+6; hp 41; Init +2; Spd 30 ft.; AC 20, 
  touch 13, flat-footed 18 (+2 Dex, +3 natural, +4 armor, +1 
  deflection); BA/Grp +6/+6;  Atk +8 melee (1d4/19-20, 
  dagger) or +8 ranged (1d8 plus poison/19-20, light 
  crossbow) or +8 melee (1d4 plus poison, snakes); Full Atk 
  +8 ranged (1d8 plus poison/19-20, light crossbow) or 
  +8/+3 melee (1d4/19-20, dagger) and +3 melee (1d4 plus 
  poison, snakes);  SA petrifying gaze, poison; SQ 
  darkvision 60 ft.; AL LE; SV Fort +3, Ref +7, Will +6; Str 
  10, Dex 15, Con 12, Int 12, Wis 13, Cha 15. 
   
  Skills and Feats: Bluff +9, Diplomacy +4, Disguise +9 
  (+11 acting), Intimidate +4, Move Silently +8, Spot +8; 
  Point Blank Shot, Precise Shot, Weapon Finesse. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 
  30 feet, Fort DC 15 negates.  The save DC is Cha-based. 
   
  Poison (Ex): Injury, Fort DC 14, initial damage 1d6 
  Str, secondary damage 2d6 Str.  The save DC is Con-
  based. 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: light crossbow, 20 poisoned bolts (medusa 
  snake poison), dagger, ring of protection +1, mithral chain 
  shirt, 480 gp. 
  Driver: Human Male Rog1; CR 1; Medium Humanoid 
  (Human); HD 1d6+2; hp 6; Init +6; Spd 30 ft.; AC 14, 
  touch 12, flat-footed 12 (+2 Dex, +2 armor); BA/Grp 
  +0/+1;  Atk +2 melee (1d6+1/19-20, masterwork short 
  sword) or +3 ranged (1d8/19-20, masterwork light 
  crossbow); Full Atk +2 melee (1d6+1/19-20, masterwork 
  short sword) or +3 ranged (1d8/19-20, masterwork light 
  crossbow);  SA sneak attack +1d6; SQ trapfinding; AL LE; 
  SV Fort +2, Ref +4, Will +0; Str 12, Dex 15, Con 14, Int 14, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Climb +5, Disable Device +6, Hide +6, 
  Intimidate +4, Listen +4, Move Silently +6, Open Lock +6, 
  Search +6, Spot +4, Tumble +6, Use Magical Device +6; 
  Dodge, Improved Initiative. 
   
  Languages: Common, Ancient Suloise, Old Oeridian. 
   
  Possessions: leather armor, masterwork short sword, 
  masterwork light crossbow, 20 bolts, potion of invisibility, 
  potion of cure light wounds. 
  
  YEO5-03 Break My Bones 
   
  Page 18 
  APPENDIX 2 – APL 6 
   
  ENCOUNTER 4 
   
   
   
   
  Della: Female Medusa Rog2; CR 9; Medium Monstrous 
  Humanoid; HD 6d8+2d6+24; hp 63; Init +4; Spd 30 ft.; 
  AC 22, touch 15, flat-footed 18 (+4 Dex, +3 natural, +4 
  armor, +1 deflection); BA/Grp +7/+7;  Atk +12 melee 
  (1d4/19-20, masterwork dagger) or +12 ranged (1d6+1 
  plus poison/x3, +1 shortbow) or +11 melee (1d4 plus 
  poison, snakes); Full Atk +12/+7 ranged (1d6+1 plus 
  poison/x3, +1 shortbow)  or +12/+7 melee (1d4/19-20, 
  masterwork dagger) and +6 melee (1d4 plus poison, 
  snakes);  SA petrifying gaze, poison, sneak attack +1d6; 
  SQ darkvision 60 ft., trapfinding, evasion; AL LE; SV Fort 
  +5, Ref +12, Will +7; Str 10, Dex 19, Con 16, Int 14, Wis 
  14, Cha 18. 
   
  Skills and Feats: Bluff +13, Diplomacy +10, Disguise 
  +13 (+15 acting), Gather Information +5, Hide +12, 
  Intimidate +11, Knowledge (local – Sheldomar Valley 
  metaregion) +3, Move Silently +12, Sense Motive +5, Spot 
  +10; Point Blank Shot, Precise Shot, Weapon Finesse. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 
  30 feet, Fort DC 17 negates.  The save DC is Cha-based. 
   
  Poison (Ex): Injury, Fort DC 16, initial damage 1d6 
  Str, secondary damage 2d6 Str.  The save DC is Con-
  based. 
   
  Languages: Common, Ancient Suloise, Olman. 
   
  Possessions: +1 shortbow, 20 poisoned arrows (medusa 
  snake poison), masterwork dagger, ring of protection +1, 
  mithral chain shirt. 
  ENCOUNTER 6 
   
   
   
   
  Kili: Female Medusa; CR 7; Medium Monstrous 
  Humanoid; HD 6d8+6; hp 41; Init +2; Spd 30 ft.; AC 20, 
  touch 13, flat-footed 18 (+2 Dex, +3 natural, +4 armor, +1 
  deflection); BA/Grp +6/+6;  Atk +8 melee (1d4/19-20, 
  dagger) or +8 ranged (1d8 plus poison/19-20, light 
  crossbow) or +8 melee (1d4 plus poison, snakes); Full Atk 
  +8 ranged (1d8 plus poison/19-20, light crossbow) or 
  +8/+3 melee (1d4/19-20, dagger) and +3 melee (1d4 plus 
  poison, snakes);  SA petrifying gaze, poison; SQ 
  darkvision 60 ft.; AL LE; SV Fort +3, Ref +7, Will +6; Str 
  10, Dex 15, Con 12, Int 12, Wis 13, Cha 15. 
   
  Skills and Feats: Bluff +9, Diplomacy +4, Disguise +9 
  (+11 acting), Intimidate +4, Move Silently +8, Spot +8; 
  Point Blank Shot, Precise Shot, Weapon Finesse. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 
  30 feet, Fort DC 15 negates.  The save DC is Cha-based. 
   
  Poison (Ex): Injury, Fort DC 14, initial damage 1d6 
  Str, secondary damage 2d6 Str.  The save DC is Con-
  based. 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: light crossbow, 20 poisoned bolts (medusa 
  snake poison), dagger, ring of protection +1, mithral chain 
  shirt. 
  Driver: Human Male Rog7; CR 7; Medium Humanoid 
  (Human); HD 7d6+14; hp 42; Init +7; Spd 30 ft.; AC 18, 
  touch 13, flat-footed 18 (+3 Dex, +5 armor); BA/Grp 
  +5/+6;  Atk +7 melee (1d6+1/19-20, masterwork short 
  sword) or +9 ranged (1d8/19-20, masterwork light 
  crossbow); Full Atk +7 melee (1d6+1/19-20, masterwork 
  short sword) or +9 ranged (1d8/19-20, masterwork light 
  crossbow);  SA sneak attack +4d6; SQ trapfinding, 
  evasion, trap sense +2, uncanny dodge; AL LE; SV Fort +4, 
  Ref +8, Will +2; Str 12, Dex 16, Con 14, Int 14, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Balance +5, Climb +11, Disable 
  Device +12, Hide +13, Intimidate +10, Jump +3, Listen 
  +10, Move Silently +13, Open Lock +13, Search +12, Spot 
  +10, Tumble +13, Use Magical Device +12; Dodge, 
  Improved Initiative, Mobility, Spring Attack. 
   
  Languages: Common, Ancient Suloise, Old Oeridian. 
   
  Possessions: +1 mithral chain shirt, masterwork short 
  sword, masterwork light crossbow, 20 bolts, potion of 
  invisibility, potion of cure serious wounds, potion of bull’s 
  strength, necklace of fireballs (type II), potion of cat’s grace. 
  
  YEO5-03 Break My Bones 
   
  Page 19 
  APPENDIX 3 – APL 8 
   
  ENCOUNTER 4 
   
   
   
   
  Della: Female Medusa Rog4; CR 11; Medium Monstrous 
  Humanoid; HD 6d8+4d6+30; hp 77; Init +4; Spd 30 ft.; 
  AC 23, touch 15, flat-footed 23 (+4 Dex, +3 natural, +5 
  armor, +1 deflection); BA/Grp +9/+9;  Atk +14 melee 
  (1d4/19-20, masterwork dagger) or +14 ranged (1d6+1 
  plus poison/x3, +1 shortbow) or +13 melee (1d4 plus 
  poison, snakes); Full Atk +14/+9 ranged (1d6+1 plus 
  poison/x3, +1 shortbow) or +12/+12/+7 ranged (1d6+1 plus 
  poison/x3, +1 shortbow) or +14/+9 melee (1d4/19-20, 
  masterwork dagger) and +8 melee (1d4 plus poison, 
  snakes);  SA petrifying gaze, poison, sneak attack +2d6; 
  SQ darkvision 60 ft., trapfinding, evasion, trap sense +1, 
  uncanny dodge; AL LE; SV Fort +6, Ref +13, Will +8; Str 
  10, Dex 19, Con 16, Int 14, Wis 14, Cha 18. 
   
  Skills and Feats: Bluff +16, Diplomacy +12, Disguise 
  +16 (+18 acting), Gather Information +9, Hide +14, 
  Intimidate +11, Knowledge (local – Sheldomar Valley 
  metaregion) +4, Move Silently +14, Sense Motive +8, Spot 
  +12; Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Finesse. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 
  30 feet, Fort DC 17 negates.  The save DC is Cha-based. 
   
  Poison (Ex): Injury, Fort DC 16, initial damage 1d6 
  Str, secondary damage 2d6 Str.  The save DC is Con-
  based. 
   
  Languages: Common, Ancient Suloise, Olman. 
   
  Possessions: +1 shortbow, 25 poisoned +1 arrows 
  (medusa snake poison), +1 dagger, ring of protection +1, +1 
  mithral chain shirt. 
  ENCOUNTER 6 
   
   
   
   
  Kili: Female Medusa Sor4; CR 9; Medium Monstrous 
  Humanoid; HD 6d8+4d4+20; hp 63; Init +4; Spd 30 ft.; 
  AC 23, touch 15, flat-footed 19 (+4 Dex, +3 natural, +5 
  armor, +1 deflection); BA/Grp +8/+8;  Atk +13 melee 
  (1d4/19-20, masterwork dagger) or +13 ranged (1d8+1 
  plus poison/19-20, +1 light crossbow) or +12 melee (1d4 
  plus poison, snakes); Full Atk +13 ranged (1d8+1 plus 
  poison/19-20, +1 light crossbow) or +13/+8 melee (1d4/19-
  20, masterwork dagger) and +7 melee (1d4 plus poison, 
  snakes);  SA petrifying gaze, poison, spells; SQ darkvision 
  60 ft., summon familiar; AL LE; SV Fort +5, Ref +10, Will 
  +11; Str 10, Dex 18, Con 14, Int 14, Wis 14, Cha 20. 
   
  Skills and Feats: Bluff +12, Concentration +10, 
  Diplomacy +11, Disguise +12 (+14 acting), Intimidate 
  +12, Knowledge (arcana) +6, Move Silently +10, Spellcraft 
  +6, Spot +9; Eschew Materials, Point Blank Shot, Precise 
  Shot, Weapon Finesse. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 
  30 feet, Fort DC 18 negates.  The save DC is Cha-based. 
   
  Poison (Ex): Injury, Fort DC 15, initial damage 1d6 
  Str, secondary damage 2d6 Str.  The save DC is Con-
  based. 
   
  Languages: Common, Ancient Suloise, Draconic. 
   
  Sorcerer Spells Known (6/8/4, save DC 15 + spell level): 
  0 – acid splash, dancing lights, daze, flare, ghost sound, ray of 
  frost; 1st – burning hands, enlarge person, shield; 2nd – web. 
   
  Possessions: +1 light crossbow, 25 poisoned +1 bolts 
  (medusa snake poison), masterwork dagger, ring of 
  protection +1, +1 mithral chain shirt, potion of eagle’s splendor, 
  potion of resist energy (fire) 30. 
  Driver: Human Male Rog9; CR 9; Medium Humanoid 
  (Human); HD 9d6+18; hp 54; Init +7; Spd 30 ft.; AC 18, 
  touch 13, flat-footed 18 (+3 Dex, +5 armor); BA/Grp 
  +6/+7;  Atk +8 melee (1d6+2/19-20, +1 short sword) or +10 
  ranged (1d8+1/19-20, +1 light crossbow); Full Atk +8/+3 
  melee (1d6+2/19-20, +1 short sword) or +10 ranged 
  (1d8+1/19-20, +1 light crossbow);  SA sneak attack +5d6; SQ 
  trapfinding, evasion, trap sense +3, uncanny dodge, 
  improved uncanny dodge; AL LE; SV Fort +5, Ref +9, 
  Will +3; Str 13, Dex 16, Con 14, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +5, Climb +13, Disable 
  Device +14, Hide +15, Intimidate +12, Jump +3, Listen 
  +12, Move Silently +15, Open Lock +15, Search +14, Spot 
  +12, Tumble +15, Use Magical Device +14; Combat 
  Expertise, Dodge, Improved Initiative, Mobility, Spring 
  Attack. 
   
  Languages: Common, Ancient Suloise, Old Oeridian. 
   
  Possessions: +1 mithral chain shirt, +1 short sword, +1 light 
  crossbow, 20 bolts, potion of invisibility, potion of cure serious 
  wounds, potion of bull’s strength, necklace of fireballs (type III), 
  potion of cat’s grace. 
   
  
  YEO5-03 Break My Bones 
   
  Page 20 
  APPENDIX 4 – APL 10 
   
  ENCOUNTER 4 
   
   
   
   
  Della: Female Medusa Rog5/Assassin1; CR 13; Medium 
  Monstrous Humanoid; HD 6d8+6d6+36; hp 90; Init +5; 
  Spd 30 ft.; AC 24, touch 16, flat-footed 24 (+5 Dex, +3 
  natural, +5 armor, +1 deflection); BA/Grp +9/+9;  Atk +15 
  melee (1d4/19-20, masterwork dagger) or +15 ranged 
  (1d6+1 plus 1d6 fire plus poison/x3, +1 flaming shortbow) 
  or +14 melee (1d4 plus poison, snakes); Full Atk +15/+10 
  ranged (1d6+1 plus 1d6 fire plus poison/x3, +1 flaming 
  shortbow) or +13/+13/+8 ranged (1d6+1 plus 1d6 fire plus 
  poison /x3, +1 flaming shortbow) or +15/+10 melee 
  (1d4/19-20, masterwork dagger) and +9 melee (1d4 plus 
  poison, snakes);  SA petrifying gaze, poison, sneak attack 
  +4d6, death attack (Fort DC 13), spells; SQ darkvision 60 
  ft., trapfinding, evasion, trap sense +1, uncanny dodge, 
  poison use; AL LE; SV Fort +6, Ref +16, Will +8; Str 10, 
  Dex 20, Con 16, Int 14, Wis 14, Cha 18. 
   
  Skills and Feats: Bluff +20, Diplomacy +12, Disguise 
  +18 (+20 acting), Gather Information +12, Hide +15, 
  Intimidate +16, Knowledge (local – Sheldomar Valley 
  metaregion) +4, Move Silently +15, Sense Motive +12, 
  Spot +12, Tumble +7; Persuasive, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Finesse. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 
  30 feet, Fort DC 17 negates.  The save DC is Cha-based. 
   
  Poison (Ex): Injury, Fort DC 16, initial damage 1d6 
  Str, secondary damage 2d6 Str.  The save DC is Con-
  based. 
   
  Languages: Common, Ancient Suloise, Olman. 
   
  Assassin Spells Known (1, save DC 12 + spell level): 1st 
  – obscuring mist, true strike. 
   
  Possessions: +1 flaming shortbow, 25 poisoned +1 arrows 
  (medusa snake poison), +1 dagger, ring of protection +1, +1 
  mithral chain shirt. 
  ENCOUNTER 6 
   
   
   
   
  Kili: Female Medusa Sor7; CR 11; Medium Monstrous 
  Humanoid; HD 6d8+7d4+26; hp 77; Init +4; Spd 30 ft.; 
  AC 23, touch 15, flat-footed 19 (+4 Dex, +3 natural, +5 
  armor, +1 deflection); BA/Grp +9/+9;  Atk +14 melee 
  (1d4/19-20, masterwork dagger) or +14 ranged (1d8+1 
  plus poison/19-20, +1 light crossbow) or +13 melee (1d4 
  plus poison, snakes); Full Atk +14/+9 ranged (1d8+1 plus 
  poison/19-20, +1 light crossbow) or +14/+9 melee (1d4/19-
  20, masterwork dagger) and +8 melee (1d4 plus poison, 
  snakes);  SA petrifying gaze, poison, spells; SQ darkvision 
  60 ft., summon familiar; AL LE; SV Fort +6, Ref +11, Will 
  +12; Str 10, Dex 18, Con 14, Int 14, Wis 14, Cha 21. 
   
  Skills and Feats: Bluff +12, Concentration +16, 
  Diplomacy +11, Disguise +12 (+14 acting), Intimidate 
  +12, Knowledge (arcana) +9, Move Silently +10, Spellcraft 
  +9, Spot +9; Eschew Materials, Point Blank Shot, Precise 
  Shot, Rapid Reload (light crossbow), Weapon Finesse. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 
  30 feet, Fort DC 18 negates.  The save DC is Cha-based. 
   
  Poison (Ex): Injury, Fort DC 15, initial damage 1d6 
  Str, secondary damage 2d6 Str.  The save DC is Con-
  based. 
   
  Languages: Common, Ancient Suloise, Draconic. 
   
  Sorcerer Spells Known (6/8/7/5, save DC 15 + spell 
  level): 0 – acid splash, dancing lights, daze, flare, ghost sound, 
  ray of frost, resistance; 1st – burning hands, enlarge person, 
  magic missile, ray of enfeeblement, shield; 2nd – glitterdust, 
  mirror image, web; 3rd – fireball, slow. 
   
  Possessions: +1 light crossbow, 25 poisoned +1 bolts 
  (medusa snake poison), masterwork dagger, ring of 
  protection +1, +1 mithral chain shirt, potion of eagle’s splendor, 
  potion of resist energy (fire) 30, ring of energy resistance – minor 
  (electricity). 
  Driver: Human Male Rog11; CR 11; Medium Humanoid 
  (Human); HD 11d6+22; hp 66; Init +7; Spd 30 ft.; AC 19, 
  touch 13, flat-footed 19 (+3 Dex, +6 armor); BA/Grp 
  +8/+9;  Atk +10 melee (1d6+2/19-20, dagger of venom) or 
  +12 ranged (1d8+1/19-20, +1 light crossbow); Full Atk 
  +10/+5 melee (1d6+2/19-20, dagger of venom) or +12 
  ranged (1d8+1/19-20, +1 light crossbow);  SA sneak attack 
  +6d6; SQ trapfinding, evasion, trap sense +3, uncanny 
  dodge, improved uncanny dodge, improved evasion; AL 
  LE; SV Fort +5, Ref +10, Will +3; Str 13, Dex 16, Con 14, 
  Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +5, Climb +15, Disable 
  Device +16, Hide +17, Intimidate +14, Jump +3, Listen 
  +14, Move Silently +17, Open Lock +17, Search +16, Spot 
  +14, Tumble +17, Use Magical Device +16; Combat 
  Expertise, Dodge, Improved Initiative, Mobility, Spring 
  Attack. 
   
  Languages: Common, Ancient Suloise, Old Oeridian. 
   
  Possessions: +2 mithral chain shirt, dagger of venom, +1 
  light crossbow, 20 bolts, potion of invisibility, potion of cure 
  serious wounds, potion of bull’s strength, necklace of fireballs 
  (type IV), potion of cat’s grace. 
  
  YEO5-03 Break My Bones 
   
  Page 21 
   
  
  YEO5-03 Break My Bones 
   
  Page 22 
  APPENDIX 5 – APL 12 
   
  ENCOUNTER 4 
   
   
   
   
  Della: Female Medusa Rog5/Assassin3; CR 15; Medium 
  Monstrous Humanoid; HD 6d8+8d6+42; hp 104; Init +5; 
  Spd 30 ft.; AC 25, touch 16, flat-footed 25 (+5 Dex, +3 
  natural, +6 armor, +1 deflection); BA/Grp +11/+11;  Atk 
  +17 melee (1d4/19-20, masterwork dagger) or +17 ranged 
  (1d6+1 plus 1d6 fire plus 1d6 electricity plus poison/x3, 
  +1 flaming shortbow) or +16 melee (1d4 plus poison, 
  snakes); Full Atk +17/+12/+7 ranged (1d6+1 plus 1d6 fire 
  plus 1d6 electricity plus poison/x3, +1 flaming shortbow) or 
  +15/+15/+10/+5 ranged (1d6+1 plus 1d6 fire plus 1d6 
  electricity plus poison /x3, +1 flaming shortbow) or 
  +17/+12/+7 melee (1d4/19-20, masterwork dagger) and 
  +11 melee (1d4 plus poison, snakes);  SA petrifying gaze, 
  poison, sneak attack +5d6, death attack (Fort DC 15), 
  spells; SQ darkvision 60 ft., trapfinding, evasion, trap 
  sense +1, uncanny dodge, poison use, +1 save against 
  poison, improved uncanny dodge; AL LE; SV Fort +7, Ref 
  +17, Will +9; Str 10, Dex 20, Con 16, Int 14, Wis 14, Cha 
  18. 
   
  Skills and Feats: Balance +7, Bluff +20, Diplomacy +12, 
  Disguise +20 (+22 acting), Gather Information +13, Hide 
  +17, Intimidate +16, Jump +2, Knowledge (local – 
  Sheldomar Valley metaregion) +4, Move Silently +17, 
  Sense Motive +12, Spot +14, Tumble +10; Persuasive, 
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Finesse. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 
  30 feet, Fort DC 17 negates.  The save DC is Cha-based. 
   
  Poison (Ex): Injury, Fort DC 16, initial damage 1d6 
  Str, secondary damage 2d6 Str.  The save DC is Con-
  based. 
   
  Languages: Common, Ancient Suloise, Olman. 
   
  Assassin Spells Known (3/1, save DC 12 + spell level): 
  1st – disguise self, obscuring mist, true strike; 2nd – invisibility, 
  undetectable alignment. 
   
  Possessions: +1 flaming shortbow, 25 poisoned +1 shock 
  arrows (medusa snake poison), +1 dagger, ring of protection 
  +1, +2 mithral chain shirt, slippers of spider climbing. 
  ENCOUNTER 6 
   
   
   
   
  Kili: Female Medusa Sor9; CR 13; Medium Monstrous 
  Humanoid; HD 6d8+9d4+30; hp 86; Init +4; Spd 30 ft.; 
  AC 24, touch 15, flat-footed 20 (+4 Dex, +3 natural, +6 
  armor, +1 deflection); BA/Grp +10/+10;  Atk +15 melee 
  (1d4/19-20, masterwork dagger) or +15 ranged (1d8+1 
  plus poison/19-20, +1 light crossbow) or +14 melee (1d4 
  plus poison, snakes); Full Atk +15/+10 ranged (1d8+1 
  plus poison/19-20, +1 light crossbow) or +13/+13/+8 ranged 
  (1d8+1 plus poison/19-20, +1 light crossbow) or +15/+10 
  melee (1d4/19-20, masterwork dagger) and +9 melee (1d4 
  plus poison, snakes);  SA petrifying gaze, poison, spells; 
  SQ darkvision 60 ft., summon familiar; AL LE; SV Fort 
  +7, Ref +12, Will +13; Str 10, Dex 18, Con 14, Int 14, Wis 
  14, Cha 21 (23). 
   
  Skills and Feats: Bluff +13, Concentration +18, 
  Diplomacy +12, Disguise +13 (+15 acting), Intimidate 
  +13, Knowledge (arcana) +12, Move Silently +10, 
  Spellcraft +12, Spot +9; Eschew Materials, Point Blank 
  Shot, Precise Shot, Rapid Reload (light crossbow), Rapid 
  Shot, Weapon Finesse. 
   
  Petrifying Gaze (Su): Turn to stone permanently, 
  30 feet, Fort DC 19 negates.  The save DC is Cha-based. 
   
  Poison (Ex): Injury, Fort DC 15, initial damage 1d6 
  Str, secondary damage 2d6 Str.  The save DC is Con-
  based. 
   
  Languages: Common, Ancient Suloise, Draconic. 
   
  Sorcerer Spells Known (6/8/8/7/5, save DC 16 + spell 
  level): 0 – acid splash, dancing lights, daze, detect magic, flare, 
  ghost sound, ray of frost, resistance; 1st – burning hands, enlarge 
  person, magic missile, ray of enfeeblement, shield; 2nd – cat’s 
  grace, glitterdust, mirror image, web; 3rd – fireball, lightning 
  bolt, slow; 4th – charm monster. 
   
  Possessions: +1 light crossbow, 25 poisoned +1 bolts 
  (medusa snake poison), masterwork dagger, ring of 
  protection +1, +2 mithral chain shirt, potion of resist energy 
  (fire) 30, ring of energy resistance – minor (electricity), slippers of 
  spider climbing, cloak of charisma +2, potion of barkskin +5, 
  pearl of power (1st level spell). 
  Driver: Human Male Rog13; CR 13; Medium Humanoid 
  (Human); HD 13d6+26; hp 78; Init +7; Spd 30 ft.; AC 19, 
  touch 13, flat-footed 19 (+3 Dex, +6 armor); BA/Grp 
  +9/+11;  Atk +11 melee (1d6+3/19-20, dagger of venom) or 
  +13 ranged (1d8+1/19-20, +1 light crossbow); Full Atk 
  +11/+6 melee (1d6+3/19-20, dagger of venom) or +13 
  ranged (1d8+1/19-20, +1 light crossbow);  SA sneak attack 
  +7d6; SQ trapfinding, evasion, trap sense +4, uncanny 
  dodge, improved uncanny dodge, improved evasion; AL 
  LE; SV Fort +6, Ref +11, Will +4; Str 14, Dex 16, Con 14, 
  Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +16, Climb +16, 
  Diplomacy +2, Disable Device +16, Hide +17, Intimidate 
  +16, Jump +4, Listen +14, Move Silently +17, Open Lock 
  +17, Search +16, Sleight of Hand +7, Spot +14, Tumble 
  +19, Use Magical Device +18; Combat Expertise, Dodge, 
  Improved FeintB, Improved Initiative, Mobility, Spring 
  Attack. 
   
  Languages: Common, Ancient Suloise, Old Oeridian. 
   
  Possessions: +2 mithral chain shirt, dagger of venom, +1 
  light crossbow, 20 bolts, potion of invisibility, potion of cure 
  serious wounds, potion of bull’s strength, necklace of fireballs 
  (type V), potion of cat’s grace, wand of unholy blight (CL 8th, 10 
  charges), wand of dispel magic (CL 10th, 10 charges), brooch of 
  shielding, potion of haste. 
  
  YEO5-03 Break My Bones 
   
  Page 23 
  PLAYER HANDOUT #1 
   
   
   
  
  YEO5-03 Break My Bones 
   
  Page 24 
  PLAYER HANDOUT #2 
   
   
   
  
  YEO5-03 Break My Bones 
   
  Page 25 
  CRITICAL EVENT SUMMARY: YEO5-03 BREAK MY BONES 
   
  1. Did the PCs try to bring Della in alive, try to kill her, or try to let her 
  get away? 
   
   
   
   
  2. What was Della’s fate (slain by PCs, captured and turned over by PCs, 
  pursued by Melinda)? 
   
   
   
   
  3. What was the fate of Kili, the female at the gates (killed, captured, 
  escaped)? 
   
   
   
   
  4. Were there any other events of note, not covered in the above? 
   
   
   
   
  Please e-mail the results from this critical event summary to the Yeomanry Triad (yeomanry-triad@yahoogroups.com), 
  or have your Senior Gamemaster do so.  The input from these forms will help to determine future campaign events.  
  Thanks for your assistance. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/595/Normal Scenarios/YEO5-03 - Break My Bones (APL 4-12)/YEO5-03 - Break My Bones.pdf