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 and the author.  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. and the author. 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. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com. 
  GEO5-IN5 
   
   
   
   
   
  Stormbreak 
   
  A Three-Round D&D® LIVING GREYHAWKTM  
  Grand Duchy of Geoff Regional Battle Interactive 
  Version 1.0 
   
  by The Regulators 
  Reviewers: Eric Menge 
  Playtesters: The HochCon Judges 
   
   
  Overview and Specialized Rules for a Grand Duchy of Geoff regional battle interactive for APLs 2-16. 
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and record-
  keeping after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate to 
  your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the judge 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet.  The judge should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their 
  own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a 
  character create one.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  GEO5-IN5 Stormbreak 
   
  Page 1 
  
  LIVING GREYHAWK Levels of Play  
   
  # 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 
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of 
  the PCs participating in the 
  adventure. To determine the 
  Average Party Level (APL): 
  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 being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc.) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. 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. 
   
  Nevertheless, 
  if 
  a 
  character has the Mounted Combat feat, he 
  may bring a single warhorse, light or heavy, 
  with him in the adventure and it will not count 
  toward the APL calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  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 may 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 will receive only one-half of the 
  experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than 
  the APL at which this adventure is being played, 
  that PC will receive one-half 
  gold for the adventure as 
  well.  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. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there 
  are two things that the group can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a standard three-round Regional battle 
  interactive, set in the Grand Duchy of Geoff.  
  Characters native to Grand Duchy of Geoff 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 
  GEO5-IN5 Stormbreak 
   
  Page 2 
  
  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 
  scenario. 
   
  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. 
  Mustering and Pre-Battle 
  Organization 
  Players 
  are 
  highly 
  encouraged 
  to 
  muster 
  themselves before the convention.  Standard 
  arrangements 
  for 
  matching 
  players 
  of 
  the 
  appropriate APL will be available before the slot, 
  but the sooner teams are assembled, the sooner 
  gaming can begin.  Mustering before the event will 
  allow players to more carefully balance their 
  tables.  Battle Interactives tend to be more difficult 
  and more deadly than standard modules and 
  chances for success can be augmented with some 
  preparation. 
   
  Once your team has been assembled, one 
  member will be designated the Commander (see 
  Determining Command below).  (S)he will be 
  given a badge allowing them access to the staging 
  area (HQ).  At the beginning of the event, the 
  Commander will have a judge, a table, and a team 
  name assigned to them.  The Commander will be 
  the voice of the unit in all matters; it will be her/his 
  responsibility to represent and negotiate for the 
  unit as well as accurately relay orders received 
  from HQ. 
   
  Upon judge/staff request, all players must be 
  able to supply standard documentation for their 
  characters.  This means that all LG required 
  documentation must be at hand, updated, and 
  (preferably) legible.  Players without a Master Item 
  Log Sheet, for example, will have to play without 
  their magic items.  In the case of an item missing 
  from a M.I.L., once the scenario begins, that item 
  will not be available. 
   
  Additionally, we require that each player keep 
  a list of each spell or temporary magical effect 
  enhancing their PC as well as the caster level for 
  that spell or effect.  PCs will be able to begin the 
  scenario with magical effects available to them 
  whose duration is measured in “hours/level”.  If PC 
  casters are able to cast “hours/level” spells whose 
  duration extends into the following day, they need 
  not count those spells against their daily allotment. 
   PCs will be allowed time to cast shorter duration 
  spells, including Heroes’ Feast, before they take 
  the battlefield. 
  Determining Command – Please use the 
  following qualifications, in order of priority, to 
  determine unit Commanders. 
  • Peer of the Realm 
  • Ranking member of the Army of Liberation 
  • Ranking member of a military-affiliated Geoff 
  Meta-org 
  • Ranking member of a military force 
  • Team Choice  
  Unit Composition 
  Each table of players will represent a unit in the 
  Tyv army.  For all intents and purposes, your party 
  is the field command for the unit you represent.  
  There are dozens of invisible soldiers and support 
  personnel following you around and their fate 
  mirrors yours.  If your party is successful, so then 
  is the unit as a whole.  Likewise, if you are 
  unsuccessful, your unit suffers defeat with you.  As 
  much as possible, PC officers will be matched with 
  units appropriate to their military affiliation. 
  Game Play 
  At the beginning of the interactive and after each 
  encounter, unit commanders and judges will report 
  to HQ.  Geoff Triad member Eric Menge, 
  representing Tyv Command, is the administrator of 
  the tactical battle map and will negotiate 
  assignments with the field commanders. 
   
  Markers representing Tyv and (visible) Giant 
  Army units will be placed on the map and will 
  indicate 
  territorial 
  possession 
  as 
  well 
  as 
  movement.  Unit Commanders may be given 
  orders or may be consulted regarding direction, 
  difficulty, or importance of their next assignment.  
  GEO5-IN5 Stormbreak 
   
  Page 3 
  
  Once the Giant Army encounter has been 
  selected and the appropriate units moved, HQ will 
  provide an encounter to the judge who will then 
  return to the table with the Commander.  It will be 
  solely the Commander’s responsibility to relay 
  orders from HQ.  The judge will only answer 
  questions about action on the battle map. 
   
  In the first round of combat, it is likely that Tyv 
  units will be on the move and will be asked to 
  engage 
  a 
  Giant 
  Army 
  unit. 
   
  After 
  that, 
  Commanders will report back to HQ and may find 
  the Tactical Battle Map looks much different than 
  when they last saw it.  They might find that other 
  units around them were successful and that the 
  front has moved forward or they may find their 
  allies have failed and their unit is now enveloped.  
  Alternately, they may find the enemy has retreated 
  entirely and their unit will now have to travel a 
  great 
  distance 
  to 
  engage 
  the 
  next force.  
  Occasionally, a party may find that it is being 
  attacked by additional forces they did not engage 
  when the encounter began.  Please see the 
  flanking rules below. 
   
  A unit has won an individual battle when it has 
  eliminated or captured all enemies or if it has 
  forced the enemy to retreat.  Please see additional 
  rules for Retreat below. 
   
  Each table of players will be allowed as many 
  encounters as they can complete.  The more 
  success your party has, the more territory the Tyv 
  army will acquire, the more victory points the Tyv 
  army will receive.  The army, Giant or Tyv, with the 
  most victory points at the end of the interactive will 
  have won the Stormbreak battle. 
  Battlefield Maneuvers 
  Flanking  
  In some cases, you may find that two or more Tyv 
  units are able to engage a single Giant Army unit.  
  When a second Tyv unit joins an existing battle, 
  rather than creating a table with up to twelve PCs, 
  that unit will receive a similar combat with a lower 
  EL at its own table.  If either Tyv unit defeats their 
  encounter, all Giant Army units will be forced to 
  retreat. 
  Movement  
  Movement outside of combat will take place on the 
  tactical battle map and will be measured in 6” 
  increments.  6” of movement will take ten in-game 
  minutes and the process will be referred to as a 
  “turn.”  Measurement of time between battles as 
  follows. 
   
  On the Move:  Because PCs are generally 
  capable of moving faster than the units they 
  accompany, for every turn they expend moving, 
  they may spend one in-game minute preparing for 
  the next battle.  This would allow each player up to 
  10 full round actions. 
   
  Staying Put:  If a Giant Army unit is moving to 
  engage a Tyv unit, recuperation time is equal to 
  the number of turns spent since the Tyv unit 
  completed its last combat.  This number may be 
  zero. 
  Retreat 
  Both Tyv and Giant units, when faced with what 
  they believe to be a losing situation, may call for a 
  retreat.  The following qualifications must be met 
  to enact a successful retreat: 
  1. The Commander must call for the retreat.  If 
  the Commander is disabled or otherwise 
  unable to call for a retreat, the party must 
  come to a consensus.  (PCs Only) 
  2. It is necessary for only one member of the unit 
  to exit the board no matter where the rest of 
  the unit is located. 
  3. Disabled PCs who are left on the board are 
  considered captured unless another team 
  member is in an adjacent space when the 
  first party member exits the board. 
  4. Individual PCs may leave the board at any 
  time without forcing the rest of the party to 
  retreat.  If they do so, they may not return.  
  Exceptions to this rule can be made by the 
  table’s judge under circumstances (s)he 
  deems valid.  (PCs Only) 
   
  A “two strikes you’re out” rule will be enforced 
  for all units.  If a unit retreats two times, that unit 
  has dispersed.  They have either taken too many 
  casualties, morale is too low, or, in a state of 
  disarray, they were simply not able to regroup.  
  Once a unit has dispersed, it may no longer 
  participate in the battle. 
  NPC Assistance 
  Cohorts at Gorna  
  Cohorts must abide by the rules for player 
  characters except in instances where a full table 
  GEO5-IN5 Stormbreak 
   
  Page 4 
  
  precludes their use in combat.  In those cases, 
  cohorts may assist as follows. 
  • 
  Cohorts with spellcasting ability may precast 
  spells or magical effects available to them 
  whose duration is measured in “hours/level”.  
  If cohort casters are able to cast “hours/level” 
  spells whose duration extends into the 
  following day, they need not count those 
  spells cast upon their Leader against their 
  daily allotment.  Cohorts will be allowed time 
  to cast shorter duration spells, immediately 
  before their Leader takes the battlefield. 
  • 
  Cleric and Druid cohorts may remain at 
  Command Headquarters during the battle and 
  may provide healing to members of the 
  leader’s unit without charging the usual fee 
  (see Spellcasting below). 
  • 
  Cleric and Druid cohorts may provide Heroes’ 
  Feast to PCs in their Leader’s unit before the 
  battle begins. 
  Item Auction  
  As with the March on Pregmere last year, an 
  auction will take place where PCs may bid favors 
  for the use of magical items to assist them during 
  the battle.  The items available are those 
  recovered from Gorna in the CY591 Module Shh... 
   Further auction details will be available on the first 
  day of the convention. 
  • 
  Banded Mail of Luck 
  • 
  Bracers of Armor +8 
  • 
  Celestial Armor 
  • 
  Dwarven Thrower 
  • 
  Frost Brand 
  • 
  Gnomish Pick Axe of the Stark Mounds 
  • 
  Helm of Comprehending Languages and 
  Reading Magic 
  • 
  Horn of Blasting 
  • 
  Robe of the Archmagi (good) 
  • 
  Ioun Stone (vibrant purple prism) 
  • 
  Lion’s Shield 
  • 
  Mithral Full Plate of Speed 
  • 
  Ring of Energy Resistance, Major (Fire) 
  • 
  Ring of Wizardry II 
  • 
  Rod of Lordly Might 
  • 
  Rod of Thunder and Lightning 
  • 
  Sylvan Scimitar 
  • 
  Staff of Healing 
  • 
   Wand of Cure Critical Wounds 
  • 
   Wand of Cure Serious Wounds. 
  Named NPCs 
  It is possible your Unit may meet a ‘named’ NPC 
  representative of the Tyv army.  You may receive 
  assistance from that NPC at her/his discretion.  
  Make sure they are treated with the respect their 
  position or title demands. 
  Spellcasting  
  Any Player’s Handbook spell up to 6th level, 
  unmodified by metamagic feats, is available to 
  PCs willing to exchange favors and pay the 
  appropriate cost.  These spells can be cast only 
  from the safety of Command Headquarters.  That 
  means NPC spell casting is available at the 
  beginning of the day’s battle and to those who 
  return from the field.  By default, each spell is cast 
  at the minimum necessary caster level.  Those 
  willing to pay the necessary gold may have the 
  caster level increased to a maximum of 11th level. 
   
  To determine the cost of an individual spell, 
  multiply 15gp(spell level * caster level) + 
  component cost if applicable.  To determine the 
  level and number of favors required for an 
  individual spell to be cast, please refer to the chart 
  below. 
     
  Level 1-
  2 
  Level 3-4 
  Level 5-6 
  Level D Favor 
  1 
  2 
  4
  Level C Favor 
  0.5 
  1 
  2
  Level B Favor 
  0.25 
  0.5 
  1
  Level A Favor 
  0.125 
  0.25 
  0.5
   
  Specialty Rules 
  A Mortal Matter  
  Deities on both sides of this conflict have 
  seemingly stepped aside to some extent.  All 
  divine casters capable of such magic will know 
  GEO5-IN5 Stormbreak 
   
  Page 5 
  
  that the spells blasphemy, dictum, gate, holy word, 
  and word of chaos will be unavailable.  Miracle will 
  still be able to duplicate other spells (per LGCS 
  rules), but will not otherwise function. 
  Fog of War  
  Due to poor communication, a good bit of chaos, 
  and poor lines of visibility, all combat takes place 
  on the terrain at your table.  This means while your 
  unit is fighting, you likely will have very little idea of 
  what is going on around you.  You will not be able 
  to share resources with other units and you may 
  not see enemy reinforcements until they are on 
  top of you.  Combat begins when a Tyv unit and 
  an enemy unit are placed on the table and the 
  judge asks for initiative rolls.  In very rare cases, a 
  surprise round may precede combat. 
  Follow the Leader  
  As the field command for your unit, it is very 
  important your troops do not think you have 
  deserted them.  Members of your party should be 
  considered visible during non-combat movement.  
  This will always be the case for the Commander.  
  Once combat begins, feel free to use any tactics 
  available to you.  However, if your party does not 
  provide significant distraction for the Giant Army 
  command force, you may find your troops 
  vulnerable to some powerful foes.  It will be your 
  judge’s responsibility to determine whether or not 
  this is becoming problematic and your judge will 
  first warn you before taking more drastic actions. 
  Scorched Earth  
  Quite simply, there is not much vegetation around. 
   The spells such as briar web, entangle, and plant 
  growth will not function unless your judge explicitly 
  states otherwise. 
  The Storm King’s Tempest  
  A raging wind, unlike any you have experienced, is 
  blowing 20 ft. above the battlefield.  The Storm 
  King’s Tempest has built to a fevered pitch to the 
  following effect: 
  • 
  Arrow fire is limited to one range increment.  
  Longer shots, due to trajectory, miss their 
  mark entirely. 
  • 
  Listen checks are made with a -8 penalty. 
  • 
  Huge or smaller creatures who attempt to 
  enter The Storm King’s Tempest must 
  succeed on a DC 39 Reflex save or be bodily 
  held, suspended and buffeted in the powerful 
  winds.  While in this state, a trapped creature 
  takes 6d6 points of damage per round for 
  1d10 rounds before being ejected forcefully 
  100 ft from where they entered and taking 
  10d10 points of falling damage.  A creature 
  capable of flight is allowed a reflex save each 
  round and may leave if successful but still 
  takes damage that round.  Even with a 
  successful Reflex save, a creature moving 
  through The Storm King’s Tempest must 
  succeed at DC 30 Fortitude save or suffer the 
  effects of tornado strength wind from table 3-
  24 in the Dungeon Master’s Guide. 
  • 
  The effects of The Storm King’s Tempest can 
  be negated by freedom of movement or similar 
  magic. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, use the 
  chart below.  Each PC receives experience based 
  on the closest APL, rounding down if the PC's 
  level is odd. 
  Total possible experience 
   
  APL 2: 225 xp. 
   
  APL 4: 338 xp. 
   
  APL 6: 450 xp. 
   
  APL 8: 563 xp. 
   
  APL 10: 675 xp. 
   
  APL 12: 788 xp. 
   
  APL 14: 900 xp. 
   
  APL 16: 1013 xp. 
  Treasure Summary 
  During 
  an 
  interactive, 
  characters 
  encounter 
  treasure, usually finding it in the possession of the 
  giants.  It is presumed that the PCs reach the max 
  treasure through battlefield loot. 
   
  Total Possible Treasure 
  APL 2: 225 gp. 
  APL 4: 325 gp. 
  GEO5-IN5 Stormbreak 
   
  Page 6 
  
  APL 6: 450 gp. 
  APL 8: L: 650 gp. 
  APL 10: 1150 gp. 
  APL 12: 1,650 gp. 
  APL 14: 3,300 gp. 
  APL 16: 4,950 gp. 
  Items for the Adventure 
  Record 
  Special 
  Greenman:  You have given the ultimate sacrifice 
  during the Summer Campaign but have returned 
  to life.  As recognition of your living example of the 
  Eternal Circle, you are awarded the Greenman 
  medal.  This award grants you a parcel of land 
  sufficient to qualify as for the Geoff ffolk meta-
  organization.   You may pick the cantrev, but if the 
  land has not yet been liberated, you cannot take 
  possession of it. 
  Iron Sickle:  You fell unconscious during the 
  Geoff Summer Campaign from being reduced to 
  below 0 hp in combat.  Because of this near brush 
  with death, you are awarded the Iron Sickle medal 
  to symbolize that the hand of the Winter King 
  passed you over.  This award grants you one free 
  mug of cider at either the Boar's Other Knuckle in 
  Hochoch or at the Wild Hunt in Aberglain.  The 
  Boar's Other Knuckle lets you keep the mug.  
  While one of the Wild Hunt's maids will give you a 
  neck message. 
  Silver Griffon:  You have accomplished the 
  mission objectives given to you during the 
  Summer Campaign.  Because you have followed 
  orders and fought successfully and competently, 
  you are awarded the Silver Griffon medal.  This 
  medal acts as a favor with the leader of the army 
  with who you fought and is the equivalent of a 
  Favor Level D. 
  Item Access 
  To be determined. 
   
  GEO5-IN5 Stormbreak 
   
  Page 7 
  
  Appendix One – Map of Gorna 
   
   
  GEO5-IN5 Stormbreak 
   
  Page 8 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Geoff/GEO5-I05 - Stormbreak.pdf