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. 
   
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  ® 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. 
  GEO5-05 
   
   
   
   
   
  A Key With No Teeth 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Grand Duchy of Geoff Regional Adventure 
  Version Draft 1.0 
   
  by Brad Lester and Eric Menge 
  Circle Reviewer: Steven Conforti 
  Playtesters: Angus Smith, Leigh Smith, Bill Kronick, Chrism Kronick, Brian Mahoney, John Spey, 
  Jonathan Tom, Marc Choppin, Matt Koelbl, Eric Bluntzer, James Polk, Paul Charran, Jason Cross, Sean 
  Hillman, Marsha Hillman, Alisa Clary, Wes Wright. 
   
  Oerth has many doors, and the doors have many purposes. Some protect, while others seal. Some are 
  mundane, while others are fantastic. As the sage Iquander has said, “There is a door that leads anywhere 
  you want to go—all you need is to find the proper key.” A Grand Duchy of Geoff regional adventure for 
  APLs 8-12, and Verse Two of the Song of the Queen in Solitude. At least one character in the party must 
  have played GEO5-03 “The Weight of Words.” 
  
  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. 
  GEO5-05 A Key With No Teeth 
   
  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 one-round Regional adventure, 
  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 
  component pouches and healer’s kits, and may 
  GEO5-05 A Key With No Teeth 
   
  Page 2 
  
  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. 
  Adventure Background 
  A Key with No Teeth is the second verse in the 
  Song of the Queen in Solitude. This story arc 
  consists of three, one-round modules: GEO5-03 
  The Weight of Words, GEO5-05 A Key with No 
  Teeth, and GEO5-07 Bound in Clockwork.  
  As a result of the Hochcon delve, the PCs 
  captured the cloud giant Heike Heinriksdotter at 
  Caer Rhiniog. She had been spying on the High 
  Court of Gyruff. During her interrogation by the 
  PCs (conducted online using Yahoo groups), she 
  revealed that the relationship between the cloud 
  giants and the Sakhut is strained. The cloud giant 
  leadership is concerned by many of the Sakhut’s 
  actions, including the ban on worshiping certain 
  gods, 
  the 
  alliance 
  with 
  the 
  formians, 
  the 
  association with evil creatures such as the Spawn 
  of 
  Thyrm, 
  and 
  Maira 
  Lachlansen’s 
  severe 
  punishment for simply questioning the Sakhut’s 
  actions. In exchange for her freedom, the PCs 
  convinced Heike to introduce them to the cloud 
  giant leadership so they could make their case. 
  In the first module in this series, the PCs were 
  invited to a fortress deep in the Crystalmist 
  Mountains where the cloud giants were debating 
  the tyv’s worth. The PCs made a convincing 
  argument, and the cloud giants determined that 
  the tyv were worthy of sharing air with the giants. 
  They therefore decided to make peace with the 
  smaller races. 
  While at the cloud giant fortress, the PCs 
  discovered Queen Maeve’s puck. He is being 
  forced to serve the Sakhut because they hold his 
  mistress captive. He begged the PCs to free her 
  so that he does not have to serve the giants any 
  more. Heike overheard this conversation and 
  began 
  digging. 
  After 
  several 
  months, 
  she 
  discovered where the Sakhut are hiding Queen 
  Maeve. She cannot take any further action herself, 
  so she writes to the resourceful tyv who won the 
  cloud giant debate. 
   
  Adventure Summary 
  Introduction 
  The player characters who played GEO5-03 The 
  Weight of Words receive a note from Heike carried 
  by Meritrocious Prankster. The note tells the PCs 
  to locate Queen Maeve on the Plane of Time. 
  Encounter One 
  The party talks to various NPCs to determine how 
  to reach the Plane of Time. They learn they must 
  collect chords from various standing stones and 
  then play them at specific locations. When a 
  certain astrological alignment occurs, the gateway 
  will open. 
  Encounter Two 
  The PCs can use various ways of moving around 
  Geoff. This encounter discusses how to adjudicate 
  their travel. 
  Encounter Three 
  The party collects a chord from the standing 
  stones at Beory’s Teeth. They learn the Lowen 
  Oakroot has been slain in what seems to be a 
  mindflayer attack. 
  Encounter Four 
  The party collects a chord from the standing 
  stones at Merrymeet. They meet Siani and the 
  orphaned green dragon that she is trying to 
  reintroduce into the wild. 
  Encounter Five 
  The party collects a chord from the standing 
  stones at Hocholve. They must convince a treant 
  to allow them to approach the stones and 
  overcome Dorindel’s trap on the stones. 
  Encounter Six 
  The party collects a chord from the standing 
  stones at Garin’s Field.  warrior who is attempting 
  to correct his mistakes from a previous module. 
  GEO5-05 A Key With No Teeth 
   
  Page 3 
  
  When the party collects the chord, the ground 
  beneath the stones gives way, and the stones 
  collapse on the party. 
  Encounter Seven 
  The party collects a chord from the standing 
  stones at the Barrier Peaks. A group of frost giants 
  have destroyed all but one standing stone, which 
  they are using as a sled to ride down the 
  mountain. 
  Encounter Eight 
  The party collects a chord from the standing 
  stones in Tycha. The fire giants have destroyed all 
  but two standing stones, which they are using to 
  crush tyv bones into bone flour. 
  Encounter Nine 
  The party collects a chord from the standing 
  stones in Melgorn. Headthumper and his sparing 
  partner are preparing for a bout, and the party 
  must fight them to collect the chord. 
  Encounter Ten 
  The giants, suspicious of what the PCs are doing, 
  dispatch Enar the ogre mage to end the PCs’ 
  meddling. 
  Conclusion 
  After the PCs collect all the chords, they must go 
  to the appropriate site to play them.  
  Preparation for Play 
  At least one PC at the table must have played 
  GEO5-03 The Weight of Words in order to play 
  this adventure. 
  This adventure makes numerous references to 
  other Geoff regional adventures. Knowledge of 
  these earlier adventures provides additional 
  background but is not necessary to run this event. 
  Ask the PCs to record the following information on 
  an index card. The index cards can be used to 
  track the initiative order during combat. 
  • 
  Character Name 
  • 
  Player Name 
  • 
  Initiative Bonus 
  • 
  Intelligence Modifier 
  • 
  Spot Skill Modifier 
  • 
  Spellcraft Modifier 
  • 
  3 d20 rolls (to be used for initiative and 
  determining if the PCs are surprised during 
  the combat with Enar in Encounter 10.) 
  Determine which PCs have played GEO1-09 
  Expedition to the Barrier Peaks and/or GEO4-07 
  Return to the Barrier Peaks. This information is 
  necessary for the combat with Enar. 
  Spellcasting: Since this adventure takes place in 
  Geoff, a druid is available to cast spells such as 
  reincarnate. 
  Introduction 
  The adventure begins on 4 Harvester CY 595. The 
  PCs are at the Harping Strumpet in Pregmere, a 
  town newly reclaimed by the Grand Duchy of 
  Geoff. The PCs are free to make up their own 
  reasons for being in Pregmere. Many adventurers 
  are in town because the army is currently 
  preparing to leave Pregmere and push south 
  toward Oytmeet. 
  Summertime. Elsewhere in the Sheldomar 
  Valley, it may be hot and unpleasant, but here 
  in the cooler heathlands, the weather is 
  exceptional with sunshine in the morning and 
  rain in the late afternoon. The druids say that 
  the Greenman grows strong, and the land 
  responds to him. 
  The Armies of Liberation and Retribution have 
  been busy this summer. The giants were 
  forced to retreat from Pregmere. Before they 
  left, they set fire to the town and razed their 
  own castle so it would not fall into the hands 
  of their smaller foes. 
  In the ruins of Pregmere, the scorched walls of 
  the old Harp and Trumpet still stand. The 
  tavern floor was set down into the earth to help 
  insulate the building and prevent fires. This 
  construction helped the Harp and Trumpet 
  survive the giant occupation. 
  Sometimes called the Harping Strumpet by its 
  patrons before the fall of Geoff, the tavern has 
  become a social center for off-duty officers 
  and adventurers. 
  At least one of the PCs must have played GEO5-
  03 The Weight of Words. That player receives a 
  visit from Meritrocious Prankster. If more than one 
  PC has played this adventure, Meritrocious 
  delivers the letter to the one with the highest 
  charisma who is also good aligned. The good 
  alignment factor takes precedence over charisma. 
  GEO5-05 A Key With No Teeth 
   
  Page 4 
  
  Meritrocious Prankster is a faerie – a puck to be 
  precise. He was encountered in GEO5-03 The 
  Weight of Words, where the PCs caught him in the 
  cloud giant fortress. Based on the Critical Events 
  Summaries from the premiere, his hat was given 
  to Aesgir Toklesen, a cloud giant patriarch and 
  uncle to Heike Heinriksdotter. "Meri" is bound to 
  serve Aesgir now, and Heike is using him to 
  deliver her message to the PC. 
  By luck, happenstance, or divine providence, all 
  the PCs are near each other when Meri 
  approaches. 
  On this beautiful summer day a halfling scribe 
  finds you in the Harp and Trumpet. He is 
  hatless and sweating from the sunshine and a 
  long walk. A white pig with a desk strapped to 
  its back follows after him. 
  PCs who played GEO5-03 The Weight of Words, 
  instantly recognize Meri Prankster, disguised as 
  the halfling scribe Poomby. 
  The halfling scribe bows low and deep with a 
  flourish. "Merry time and merry tide. I have 
  something for you, milord (or milady)," he says 
  as he straightens. "Guess what it is, and it is 
  yours. Would you like a hint?” 
  If the PCs guess immediately that he has a note, 
  give them Player Handout #1. If they ask for the 
  hint: 
  The halfling scribe grins in mischief, “Make it, 
  take it, sing it, pass it, read it, hold it, jot it, crib 
  it."  
  The answer is "a note." Since all the PCs are 
  nearby, they can help the addressee with the 
  riddle. When the PC answers correctly, read the 
  following: 
  The scribe stands at attention and says, 
  "Message for you, sir!" while saluting. He 
  holds out a note. 
  Meri says "sir" even if the PC is female. Give the 
  PCs Player Handout #1. Meri slips away after 
  delivering the note. 
  Meritrocious 
  Prankster: 
  male 
  pooka 
  Rog7/Shdwdncr6; hp 74; see Appendix Four. 
  The note is from Heike. She is following up on her 
  promise at the end of GEO5-03 The Weight of 
  Words where she said she would try to find out 
  more about Queen Maeve, a fey the Sakhut are 
  holding prisoner. 
  In the note, Heike tells the PC that Maeve is being 
  held on the Plane of Time. She knows very little 
  about this place and does not know how to reach 
  it. She suggests that the PC begin researching the 
  subject. She also recommends that the PC find 
  some assistance for the investigation. Since the 
  PCs are all there, this task should not be that 
  difficult. 
  When 
  the 
  PCs 
  are 
  ready 
  to 
  start 
  their 
  investigations, go to Encounter One. 
  If the PCs do not agree to go free Queen Maeve, 
  the adventure is finished. 
  Encounter One: Looking for 
  Time and Place 
  This encounter covers the PCs’ investigation into 
  the Plane of Time and Queen Maeve. It is a series 
  of sub-encounters depending upon where the PCs 
  go and what questions they ask. The first two 
  sections detail the answers the PCs can obtain on 
  their own with Knowledge checks. The third 
  section discusses additional inquires the PCs can 
  undertake. 
  Knowledge checks regarding the Plane 
  of Time 
  The PCs can gather information on the Plane of 
  Time by using Knowledge checks. For additional 
  information, the PCs need access to a library, 
  which is addressed in the Inquires section below. 
  There are no tales about the Plane of Time so 
  Bardic Lore does not help here. 
  Gather Information 
  DC 10 – The PCs find a soldier in the Army of 
  Liberation. "That sounds magical. I'd talk to the 
  Cyvrin, if I was you. Or maybe a bardic type. 
  The prydythi might know somethin'. The Old 
  Lore has a college. Doesn't that mean they 
  know all about strange things like this?” 
  DC 20 – The PCs find a merchant in Aberglain. "I 
  remember hearing about this once when I was 
  in Gradsul. This plane supposedly counts the 
  passing of every second. Supposedly, it is one 
  of the foundations of our existence. This 
  means that wizards are always mucking with it. 
  I'd talk to a wizard if you could." 
  Knowledge (arcane) 
  Same as Knowledge (planes), except that the DCs 
  increase by 5. 
  GEO5-05 A Key With No Teeth 
   
  Page 5 
  
  Knowledge (local) 
  DC 10 – The Cyvrin are the most prominent 
  organization of wizards in Geoff. Maybe they might 
  know more? They are building a new tower in 
  Aberglain. 
  DC 14 – The Old Lore Bards know about matters 
  strange and arcane. Perhaps they might know 
  something. 
  DC 18 – Archmage Aedan recently returned from 
  parts unknown. You can find him at the Russet 
  Tower in the Stark Mounds. 
  Knowledge (Planes) 
  DC 12 – The multiverse is made of many planes of 
  existence. The most important are the prime 
  material, the inner, and the outer planes. The 
  ethereal plane links the prime material to the inner 
  planes, while the astral plane links the prime 
  material to the outer planes. 
  DC 18 – Planes can be accessed through portals. 
  Portals can appear anywhere, but most require 
  some sort of portal key to operate. There are three 
  types 
  of 
  portals: 
  permanent, 
  instant, 
  and 
  intermittent. 
  DC 20 – Demi-planes exist in the ethereal plane, 
  floating in the mists of the deep ethereal. The 
  Plane of Time could be a demiplane, but it is not a 
  fully formed one like the Prime Material. It exists 
  for the sole purpose of counting time for the Prime 
  Material Plane. 
  DC 22 – The Plane of Time is only accessible by 
  intermittent portals that appear in particular 
  locations and require specific keys to open. 
  Knowledge Checks regarding Queen 
  Maeve 
  The PCs can gather information about Queen 
  Maeve by using Knowledge checks. 
  Bardic Lore 
  DC 10 – Maeve appears in many fairy tales as a 
  sinister force. She is capricious, selfish, and 
  unpredictable. Blizzards are often blamed on her. 
  DC 15 – Maeve rules her land of snow from a 
  castle chiseled from ice. Goblins, spriggans, and 
  redcaps fill her court. 
  DC 20 – One tale involves Maeve tempting 
  children away with sweets. Each time she 
  appears, she is a bit further inside the woods. 
  Eventually the child is lost and never finds its way 
  home. 
  Knowledge (local) 
  DC 12 – If you wish to know about the fey, speak 
  to Gwydion of the Twained Elm. He is an 
  extremely knowledgeable Old Lore Bard of the 
  College of Canaith. 
  Knowledge (nature) 
  DC 16 – Maeve is an unseelie queen of Dark 
  Winter. She is a powerful fey spirit of cold and 
  night. She is married to the seelie King Merilin who 
  rules the Home Beneath the Snowy Boughs. 
  Inquiries 
  The PCs should realize they need aid from the 
  various sages in Geoff. The Knowledge checks 
  above direct the PCs to the proper sages, but if 
  they get stuck, any well connected NPC (DM’s 
  discretion) can direct the PCs to the proper 
  people. 
  Burkan ap Carteira 
  Burkan ap Carteira has inherited the library of 
  High Mage Abinar, which includes information on 
  when the planar gates open. Burkan is the leader 
  of the Cyvrin. 
  Burkan can be found in Aberglain. When the PCs 
  first arrive in Abergain, read them the following. 
  The new town of Aberglain fills the peninsula 
  between the Javan and the Rhosyn Dwr. A 
  large castle is being built at the head end. 
  Unlike 
  the 
  Watcher’s 
  granite 
  castle 
  in 
  Hochoch, this one is built of sandstone, giving 
  it a softer and warmer look 
  The streets of Aberglain have been laid out, 
  and construction is everywhere. Workers are 
  moving red and cream sandstone blocks on 
  wagons for the new houses, although most 
  people are still living in brightly colored 
  pointed tents. 
  When the PCs begin their search for Burkan have 
  them make a Gather Information or Knowledge 
  (local) check. The check automatically succeeds 
  but they find him faster with a higher roll. 
  After some delay, you are allowed past the 
  gate of the caer. The Cyvrin are housed in a 
  large tower within the castle, but separate from 
  the keep itself.  
  GEO5-05 A Key With No Teeth 
   
  Page 6 
  
  Known criminals are not allowed inside the keep, 
  and the PCs must surrender their weapons at the 
  gatehouse. However, the guards recognize PCs 
  who are members of the Cyvrin meta-org, the 
  army, the Peers of the Realm, or other appropriate 
  meta-orgs, and members of these meta-orgs may 
  keep their weapons. 
  No animal companions are allowed in the caer, 
  although familiars are welcome. Shape shifters 
  must shift to their human forms before entering. 
  The PCs are met at the gate by Maeghan, an 
  apprentice and junior member of the Cyvrin. She 
  asks the PCs what business they have with the 
  Cyvrin. Assuming the PCs tell her they wish to 
  speak to Burkan, she sends word down to him 
  with a page. A few minutes later the page returns 
  saying that the PCs may come down. 
  Maeghan: female human Wiz1 (Cha 10). 
  Maeghan leads you down below the tower to a 
  large room where a detailed mosaic of the land 
  around Aberglain is laid into the floor. A large 
  crystal ball hangs suspended within a pillar of 
  energy that runs from floor to ceiling. 
  You see two mages working together to raise a 
  large brass hoop around the crystal. “We need 
  a thirty degree angle – exactly thirty degrees,” 
  calls out a short man with an authoritative air. 
  Two mages set the hoop into position, and the 
  short man casts a spell. The hoop floats in the 
  air and begins to rotate, bringing a cheer from 
  the wizards. 
  Give the players the picture of the room, Player 
  Handout #2. 
  PCs that have played SHE3-03 Shades of Gray 
  recognize the short man as Burkan. The spell he 
  casts is telekinesis. The Cyvrin are rebuilding the 
  planar travel ward that once extended around 
  Hochoch. They removed it from Hochoch when 
  the Knights of the Watch assumed control to keep 
  the apparatus from falling into the hands of the 
  Knights. 
  Burkan, a serious and intense man, has risen to 
  become the head of the Cyvrin. He is not the High 
  Mage of Geoff but is the next best thing. Burkan 
  hates the giants with a passion as they ate his 
  family, and he is determined to see them thrown 
  out of Geoff. 
  Burkan ap Carteira: male human Wiz13 
  (diviner); 
  hp 
  65 
  (Craft 
  (alchemy) 
  +13, 
  Knowledge (arcana) +19, Knowledge (history) 
  +10, Knowledge (local) +10, Knowledge 
  (planes) +12; Knowledge (religion) +10, Sense 
  Motive +8, Spellcraft +19). 
  While Burkan would love to see the giants hurt in 
  any manner, he is a diviner and does not know 
  much about planar travel. However, the former 
  High Mage of Geoff, Abinar, left mountains of 
  notes, and Burkan allows the PCs to look through 
  the High Mage’s library. If asked about the High 
  Mage, Burkan responds that he was killed during 
  an attack on Gorna. 
  Burkan shows you to another room higher in 
  the tower. This curved room fills half of the 
  tower. Everything is in crates and boxes, as 
  the Cyvrin have not had time to unpack. The 
  bookcases have not even been delivered yet.  
  The PCs must go through the boxes to find what 
  they need. The boxes are filled with an assortment 
  of books, laboratory journals, and separate pieces 
  of parchment. There are only 30 books total and 
  the 
  vast 
  bulk of the library is individual 
  manuscripts and loosely bound journals. 
  To find useful information, the PCs must search 
  for 24 hours minus the result of a Gather 
  Information check. One PC makes the check, and 
  the other PCs, if they can convince the DM they 
  know what they are looking for (DM discretion), 
  can assist the primary PC. It takes a minimum of 1 
  hour. 
  The PCs find a lunar orbit chart that shows the 
  position of Oerth’s two moons at the time that the 
  gate to the Plane of Time opens. Give the players 
  this chart, Player Handout #3. 
  Since what the PCs need is a chart on a separate 
  piece of paper and not in a book, scholar’s touch 
  does not help the PCs find this information. They 
  do find a couple books on planar travel and the 
  different planes. The chart, however, is rolled up 
  and buried among the other pieces of parchment. 
  On the chart, Abinar noted that he did not 
  understand the meaning of the four symbols 
  located next to each of the marked positions. 
  These symbols represent chords played on a 
  mandolin, and PCs can recognize them as 
  musical notations with a successful Perform 
  (stringed instruments) check (DC 5+APL). The 
  symbols are written oddly, and the PCs cannot tell 
  which chords they are. 
  Druids who are members of the Old Faith meta-
  org recognize the symbols as matching those on 
  some standing stones in druidic circles. They can 
  make a Knowledge (local – Sheldomar) (DC 
  GEO5-05 A Key With No Teeth 
   
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  10+APL) check for each symbol to remember 
  where they saw them. 
  The lunar chart designates a time when Luna is 
  full and Celene is a waning half. Those who make 
  a successful Knowledge (Nature) check (DC 10) 
  know that this happens only once a year on 19 
  Patchwall. Since the check is only DC 10, this 
  information can be gained with a successful 
  Intelligence check as well. 
  If the PCs ask, it is the 4th of Harvester and Luna 
  is currently waning half while Celene is waxing 
  half. This means the PCs have over a full month 
  until the moons are in the position marked on the 
  map. 
  With a successful Knowledge (nobility) check (DC 
  20), the PCs recognize the handwriting on the 
  chart as Abinar’s. Members of the Cyvrin meta-org 
  get a +2 to this check. Burkan can identify the 
  handwriting. 
  If the PCs ask Burkan about the Plane of Time, he 
  recommends that the PCs talk to Aedan for more 
  information. If the PCs show Burkan the map, he 
  recommends that they take it to an Old Lore Bard. 
  He allows them to take the map with them if they 
  promise to return it. 
  Gwydion of the Twained Elm 
  The Old Lore Bards have another piece of the 
  puzzle, as they can interpret the symbols on 
  Abinar’s chart. The easiest Old Lore Bard to find is 
  Gwydion of the Twained Elm. He can be found in 
  Aberglain.  
  If the PCs immediately look for an Old Lore Bard 
  when they arrive in Aberglain, read them the 
  description of the town given in Burkan’s entry. 
  When the PCs begin their search for an Old Lore 
  Bard, have them make a Gather Information or 
  Knowledge (local) check. The check automatically 
  succeeds but they find Gwydion faster with a 
  higher roll. Members of the Old Lore Bards would 
  know about Gwydion and where he is likely to be. 
  After several inquiries, you learn that a 
  prominent member of the Old Lore Bards is in 
  Aberglain. You are told that he can be found at 
  the Wild Hunt, the largest tavern in the new 
  town. The tavern has just opened and is very 
  popular, due in no small part to its owner 
  Medwen the Rack.  
  Medwen is a former tavern maid from the 
  Boar's Other Knuckle in Hochoch, but some 
  generous, and probably smitten, patrons gifted 
  her with enough coin to build her own place in 
  the new city in the Downlands. Medwen has 
  proven herself to be a savvy tavernkeep. The 
  atmosphere is friendly, the food and drink is 
  plentiful, and the servers are as beautiful and 
  curvaceous as the owner. Thus the Wild Hunt 
  is a popular destination for adventurers who 
  are notoriously rich and male. 
  If the PCs wish to speak with the owner Medwen, 
  she is about and gladly talks to the PCs. Her name 
  is well earned, and she dresses provocatively to 
  show off her incredible cleavage. Medwen is 
  skilled at manipulating men’s attention to her own 
  advantage. She cares deeply about her new 
  tavern and works hard to make it profitable and 
  popular. 
  Medwen the Rack: female human Exp6; hp 
  22 (Cha 17, Bluff +8, Diplomacy +10, Perform 
  (dance) +12, Profession (tavern keeper) +6, 
  Sense Motive +5). 
  Otherwise, the PCs easily spot Gwydion: 
  You find Gwydion of the Twained Elm sitting at 
  a table enjoying the atmosphere. He is a 
  distinguished, 
  handsome 
  man 
  of 
  mixed 
  Flannae descent with eyes the color of amber. 
  As you approach, the atmosphere hops up 
  from his lap and asks if she can get you 
  anything. 
  The atmosphere's name is Coifi. She is a Gyric 
  refugee (originally from the Lea) who recently 
  came to Aberglain. Medwen has scoured through 
  the new arrivals, looking for young women who 
  are beautiful, buxom, and friendly. Coifi fits all 
  three to a tee. 
  Coifi of the Lea: female human Com2; hp 6 
  (Cha 15, Bluff +6, Diplomacy +6, Perform 
  (dance) +5, Sense Motive +2, Tumble +4). 
  Gwydion of the Twained Elm is an Old Lore Bard 
  and part of the College of Canaith. He is very 
  friendly with any fellow collegians and respectful to 
  members of the Old Faith, nobility, and clergy of 
  Old Faith gods. He is unfailingly polite and witty. 
  He is more than willing to help the PCs on their 
  quest. For more information on playing Gwydion, 
  see Appendix Four. 
  Gwydion of the Twained Elm: male human 
  Brd6/Drd6; hp 80; see Appendix Four. 
  Gwydion can tell the PCs a great deal about 
  Maeve and the Fey courts.  
  GEO5-05 A Key With No Teeth 
   
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  • 
  All of the Maeve talking points provided in the 
  Knowledge Checks section above. 
  • 
  Good and evil are difficult to judge with fey. 
  They seem to have trouble with morality. 
  While Maeve is often cruel and capricious, she 
  is not evil the way a demon is. 
  • 
  Maeve is said to have created the goblins. 
  Whether or not this is true is hard to say, but 
  she definitely has influence over them. 
  • 
  Gwydion also knows a great deal about the 
  fey and encourages the PCs to free Maeve. 
  He believes strongly in the Balance, and 
  Faerie is out of alignment without Maeve. 
  Gwydion can tell the PCs the following about the 
  chart found in the previous section. 
  • 
  Each of the symbols represents a musical 
  chord, and each of these chords has a specific 
  name.  
  • 
  The chords reside in various standing stones 
  about Geoff. They provide the link between 
  the stones and the ley lines intersecting there.  
  • 
  The chords could be captured with a planar 
  fork. One can attune such forks to a stone’s 
  chord by taping the fork against the standing 
  stone while calling out the chord’s name. 
  Gwydion suggests they go speak with a 
  powerful wizard (such as Burkan or Aedan) as 
  they often have planar forks.  
  Gwydion tells the PCs the location of each  
  symbol.  
  • 
  Rena – can be found at  Beory's Teeth. 
  • 
  Losa – can be found at  Merrymeet. 
  • 
  Mor – can be found at the  Gloaming Glade. 
  • 
  Tun – can be found at  Garin's Field. 
  • 
  Abado – can be found at the  Sleeper’s Knee. 
  • 
  Dora – can be found at the  Stag's Crown. 
  • 
  Vela – can be found at  Seven Stone Brothers. 
  Judge Aid #1 shows which symbols match with 
  which names. If you wish, you can share this chart 
  with the PCs. 
  If the PCs decide they want to make planar forks 
  themselves, they can. However, they must 
  determine the size and type of metal needed to 
  reach the Plane of Time. They must either visit the 
  Silent Tower in Keoland or the City of Greyhawk to 
  obtain this information, which costs a TU with all 
  the lifestyle costs.  
  In addition, the PCs must make the forks with a 
  DC 20 Craft (metalworking) or other similar check. 
  The PCs can hire a metal worker to make the 
  forks, but such delicate work costs 50 gold pieces 
  per fork. Whether the PCs make the forks 
  themselves or have another make them, it costs 
  the PCs another TU with all the lifestyle costs. 
  If the PCs return to Burkan and ask about planar 
  forks, he regretfully states that he does not have 
  any at the moment, but he suggests that 
  Archmage Aedan might have some. 
   
  Archmage Aedan  
  Archmage Aedan is an excellent resource about 
  planar travel and the Plane of Time. He can be 
  found at the Russet Tower. 
  When the PCs begin their search for Aedan, have 
  them make a Gather Information or Knowledge 
  (local) check. The check automatically succeeds 
  but they find him faster with a higher roll. 
  The Russet Tower is in the western Stark Mounds, 
  several days’ walk from Aberglain. Adjust the time 
  and effort depending upon the PCs’ ability to 
  travel. At this level, they have no difficulties 
  reaching the Russet Tower. 
  The tower’s remains stand in what may have 
  been an estate garden, but the flowers and 
  shrubs have gone wild. The remaining stones 
  are the color of dried blood.  
  From this distance you cannot see inside the 
  crumbling russet-colored stone walls ringing 
  the tower, but you can see earth elementals 
  leaving the tower and tossing junk into a heap. 
  Beside the door is a dwarf-like creature with 
  hair of fire and a beard of flames. 
  The elementals are helping Archmage Aedan 
  clear out the underhalls of the Russet Tower. The 
  azer greets any PC that approaches. It speaks in 
  short, clipped phrases. Its voice crackles like 
  burning wood when it speaks. The azer prefers to 
  speak Ignan, but switches to Common if no one in 
  the party understands him. Once the azer 
  understands that the party wants to meet Aedan, 
  he shows them to the common room. 
  Azer: male outsider (extraplanar, fire); hp 11; 
  see Monster Manual p. 21. 
  GEO5-05 A Key With No Teeth 
   
  Page 9 
  
  The azer leads you down a flight of stairs, and 
  you pass through a series of wards. At the 
  bottom of the stairs is a large hall. Several 
  doors lead out of the room, and you can hear 
  pounding and other construction work nearby. 
  Crackling arcane energy fills this place. 
  “They took everything!” an exasperate voice 
  exclaims from the next room. “If it wasn’t 
  nailed down, they stole it, and if it was nailed 
  down, 
  they 
  brought 
  crowbars. 
  Bloody 
  adventurers!” You notice light-colored spots 
  on the walls where pictures once hung. The 
  hall is devoid of furniture. 
  The azer heads off to inform Aedan that he has 
  visitors. Aedan appears a few minutes later. 
  Archmage Aedan enters the room, looking 
  really annoyed. He is dressed in fine robes but 
  not the ones of power that he once wore. He 
  does not have his famous staff and wears less 
  jewelry than stories previously told. “They 
  took my table,” he says without introduction. 
  “Why in Murlynd’s name would adventures 
  steal my furniture? I loved that table. I bet they 
  scratched it.” 
  Aedan is a powerful wizard who was recently 
  rescued from captivity. He is rather embarrassed 
  that the giants held him prisoner and does not 
  wish to talk about it. He returned home to find that 
  giants had destroyed his tower and adventurers 
  had looted the tower’s underhalls (during the 
  events of GEO3-01 A Small Knowing Soul). He is 
  currently rebuilding his tower. 
  Aedan is very intelligent and very powerful. He can 
  also be abrasive at times. He is fastidiously clean 
  and insists on prestidigitating the PCs clean 
  before they touch him or anything in his house. 
  If any of the party members wear insignia 
  identifying themselves members of the Army of 
  Liberation or the Knights of the Watch, Aedan is 
  most put out with them. He understands the giants 
  destroying his tower, but the Army and the Knights 
  should have done something to stop the looting of 
  his home and the open trading of his property in 
  the Hochoch markets. 
  In addition, Aedan asks if any of the PCs know 
  what happened to his possessions. If the PCs 
  played GEO3-01 A Small Knowing Soul and took 
  the Continual Flame Orb or the Trove of Spellbook 
  Materials from Aedan's tower (i.e. if they 
  purchased one of these items) or took advantage 
  of the special reward, they have an opportunity to 
  confess to Aedan. If they do so, he asks the PC to 
  pay a settlement equal to 50 times the APL in gold 
  pieces. 
  If a PC returned the personal effects from that 
  adventure to Elspet (earning her favor in that 
  adventure) that character earns Aedan’s respect, 
  and he is willing to sell them a few magic items 
  that he did hold on to or allow them to copy two 
  spells out of his spellbook. If the PCs took the orb 
  and pay the fine, Aedan respects the PCs enough 
  to forgive their theft and makes the items and 
  spells available. 
  Treasure: Favor of Aedan of the Russet 
  Tower. 
  If the PCs took the orb and do not confess or do 
  not pay the fine, there are consequences at the 
  conclusion of this adventure. 
  Archmage 
  Aedan: 
  male 
  human 
  Wiz13/Archmage3; 
  hp 
  64 
  (Knowledge 
  (arcane) 
  +25, 
  Knowledge 
  (planes) 
  +25, 
  Spellcraft +25). 
  At some point, Aedan’s wife, Elspet, joins the 
  conversation. 
  A middle-aged woman enters the room. She is 
  dressed in a conservative dress with a high 
  neck and lace at the throat and wrists. 
  Everything about her clothing is black, in stark 
  contrast to her pale skin. Her hair is drawn 
  back in a tight bun. She is holding a tray of 
  cookies.  
  Elspet is another wizard of frightening power, 
  whose interests range into the macabre. She is 
  rumored to be a necromancer, but nothing has 
  ever been proven, probably because she keeps to 
  herself and does not raise undead armies to 
  terrorize the world. 
  Elspet is assisted in serving the PCs by a flesh 
  golem. He is well dressed but very pale with 
  greasy hair. 
  Archmage 
  Elspet: 
  female 
  human 
  Wiz13/Archmage4; hp 51 (Craft (cooking) 
  +10, Craft (sewing) +12, Knowledge (arcane) 
  +25, Knowledge (religion) +25, Spellcraft +25). 
  Archmage Aedan knows much about planar travel 
  and the Plane of Time. 
  • 
  The Plane of Time is more accurately 
  called the Temporal Energy Plane (Aedan 
  insists on this). It is not a demiplane but 
  rather a separate parallel existence, much 
  like the ethereal and astral planes. 
  GEO5-05 A Key With No Teeth 
   
  Page 10 
  
  • 
  The Temporal Energy Plane has erratic 
  time, depending on where you are. Since 
  it measures time, merely walking there 
  could cause years to pass for you. This 
  effect is far more drastic than the unusual 
  flow of time in Faerie. 
  • 
  Magics that adjust time are enhanced on 
  the Temporal Energy Plane. Magic that 
  affects weather or the wind has no power 
  there. Also, the plane  is not coterminous 
  with the astral, ethereal, or shadow 
  planes, so travel spells and summoning 
  magic do not work there. 
  • 
  The gates to the Temporal Energy Plane 
  open in a pattern and must be summoned. 
  Abinar, the former High Wizard of Geoff, 
  had this information. Maybe the Cyvrin still 
  have it. Aedan says that if he were made 
  High Mage of Geoff then he would have 
  the information to share. 
  • 
  Each of the gates is tied to a particular set 
  of chords. When the chords are played 
  and the moons are in the right alignment, 
  the gate opens. 
  If the PCs take Abinar's lunar chart to Aedan, he 
  can identify the location of each gate on the chart. 
  He can also give the party directions to the gates 
  at the following locations. Please see Judge Aid 
  #1. The locations start clockwise from the moons 
  at the top of the chart. 
  • 
  Rena, Losa, Mor, and Abado: “You can 
  find this gate on a rocky outcropping 
  overlooking Pregmere that has a hot 
  spring boiling at its base. I had to 
  chase off a group of bugbears to 
  explore the area.” This locale was 
  introduced in GEO2-05 One Good Turn.  
  • 
  Mor, Rena, Dora, and Losa: “This gate is 
  in the drainage lagoon in old Midwood. 
  Elspet said the smell lingered for days 
  afterwards.” This locale was introduced 
  in GEO2-01 A Wise Man's Son.  
  • 
  Losa, Rena, Mor, and Vela: “This gate is 
  in 
  an 
  abandoned 
  mine 
  in 
  the 
  Crystalmist Mountains. I’m not sure 
  why 
  that 
  mine 
  was 
  abandoned, 
  because there was still ore in it. It 
  might 
  be 
  because 
  two 
  tribes 
  of 
  sightless humanoids were fighting in 
  the area.” This locale was introduced in 
  GEO2-02 Veins of Trust. 
  • 
  Abado, Tun, Losa, and Rena: “This gate 
  is in a partially collapsed tunnel 
  beneath the Griffon’s Watch. It led to 
  the 
  abandoned 
  gnomish 
  town 
  of 
  Dewerd. I’m told that some strange 
  things are happening there.” This locale 
  was introduced in GEO2-03 Last of Nine. 
  • 
  Losa, Tun, Rena, and Dora: “This gate is 
  in an old chamber covered in Ur-Flan 
  runes in the foothills of the Barrier 
  Peaks. I discovered that location just 
  prior to the giants’ invasion. I have not 
  had time to go back and investigate the 
  place.” After looking around the room 
  he continues, “I probably will not have 
  time in the near future either.” This 
  locale 
  was 
  introduced 
  in 
  GEO4-08 
  Massacre at Clearsky. 
  • 
  Rena, Losa, Tun, and Vela: “This gate is 
  in a cavern in the Oytwood. A wyvern 
  once laired in the cave, but the creature 
  was slain by a group of adventurers. 
  Be careful not to offend the dryads in 
  the area." This locale was introduced in 
  GEO1-08 Floating Down the River.  
  If the PCs have spoken with Gwydion and ask 
  Aedan for a means to capture the chords in the 
  tones, he lends them four planar forks. He 
  instructs them on the proper method of striking the 
  stone. 
  “Now pay attention if you want to do this 
  correctly. Grasp the base of the fork like so 
  and strike the opposite end of the fork firmly 
  against the stone. When you do so, call out the 
  name of the chord you want. Here, you try.”  
  Aedan does not know the names of the chords. If 
  the PCs want to know that information, he directs 
  them to talk to a bard. Once Aedan is satisfied that 
  the party can collect the chords, he continues: 
  “I guess that will have to do. Now be sure to 
  bring these back to me when you are done. In 
  fact, if you will tell me what happens on the 
  Plane of Time, then I may have something nice 
  for your trouble.”  
  All four forks are identical. Each holds one chord. 
  If a PC attempts to attune a fork to more than one 
  standing stone, the last stone attuned is captured 
  within the fork, and the prior chord is lost. 
  The PCs are welcome to spend the night in the 
  Russet Tower, even though it is not furnished and 
  has little in the way of creature comforts. The 
  GEO5-05 A Key With No Teeth 
   
  Page 11 
  
  Teleport Circle (described in GEO3-01 A Small 
  Knowing Soul) is not working, so the PCs cannot 
  use it to leave the tower. 
  Encounter Two: Finding a 
  Key with No Teeth 
  After the PCs finish their investigations, they 
  should know some information on the Plane of 
  Time, where and when the gates open, and that 
  they need a melody to open the gates. They also 
  know more about Maeve and Faerie. 
  To summarize: 
  Abinar’s chart tells the PCs when the gates open 
  based upon the lunar orbits of Luna and Celene. It 
  also gives cryptic clues as to the portal keys with a 
  hint that an Old Lore Bard know more. 
  Gwydion of the Twained Elm tells the PCs that the 
  keys to opening the portals are chords, and these 
  chords reside within standing stones. He tells the 
  PCs the chords’ names and where to find the 
  stones. If they need, Gwydion gives the PCs 
  additional information about Queen Maeve. 
  Aedan tells the PCs where the gates open to the 
  Plane of Time. He loans the party planar forks to 
  capture the chords.  
  Once the PCs have all this information, their path 
  should be clear. They must capture four chords 
  with the planar forks to open the gate to Maeve’s 
  prison. They may choose any of the six gates 
  listed on Player Handout #3. 
  Getting About Geoff 
  There are a great many ways to travel around 
  Geoff. The PCs can walk, ride, use magic, or use 
  the Ways of the World. There are two maps of 
  Geoff in this adventure. Please see Judge Aid #2 
  for a map with all the encounter locations marked. 
  A clean map for the players is given as Player 
  Handout #4. 
  In the plains and heath, PCs with a speed of 30 ft. 
  can walk one hex per day (roughly 30 miles) or 
  twice that if mounted. In the forest and hills, they 
  can travel half a hex a day or a full hex if mounted. 
  Adjust the distance covered in a day to reflect the 
  PCs’ speed. 
  The PCs can also teleport across the countryside 
  if they wish. As long as they have the requisite 
  knowledge of the area, they can teleport there. 
  Most PCs should never have seen the Seven 
  Stone Brothers or the Stag’s Crown. 
  If the PCs us the spell wind walk, they are unable 
  to get close to the Stag’s Crown, the Sleeper’s 
  Knee, or Seven Stone Brothers. The Storm King 
  has gathered a sizeable storm in northwestern 
  Geoff and along the Barrier Peaks. This storm 
  blows anyone under the effect of a wind walk spell 
  back to the south and east. If the PCs take time to 
  control the weather, they can control the winds 
  long enough to travel using this magic. 
  Any PC who can speak Druidic, has 10 ranks of 
  Knowledge (nature), and is either a member of the 
  Old Lore Bards meta-org or has reached the 
  “druid” level in the Old Faith meta-org, knows the 
  ritual that summons the Guardians of the Ways 
  and how to transverse the Ways. 
  Doing so requires the PC to summon the 
  Guardian and exchange gifts. Each Guardian is 
  different in appearance and has different desires. 
  Their desires include pelts, freshly killed meat from 
  a particular creature, a certain type of blossom, 
  and similar items. The exact gift is left up to you 
  but each gift should take several hours to find or 
  require the PCs to have an unusual item in their 
  possession. 
  The Stag’s Crown cannot be reached using the 
  Ways because the giants have removed all the 
  standing stones. The other intact or partially 
  destroyed stone circles can be reached with the 
  Ways.  
  The path in the Ways to Seven Stone Brothers 
  puts them in the middle of the ring. The path to the 
  Sleeper’s Knee puts them at the half-destroyed 
  ring. 
  Traveling between any two points in Geoff using 
  the Ways of the World takes 1d6 hours. 
  If the PCs choose to go to Beory’s Teeth, go to 
  Encounter Three. 
  If the PCs choose to go to Merrymeet, go to 
  Encounter Four. 
  If the PCs choose to go to the Gloaming Glade, go 
  to Encounter Five. 
  If the PCs choose to go to Garin's Field, go to 
  Encounter Six. 
  If the PCs choose to go to the Sleeper's Knee, go 
  to Encounter Seven. 
  If the PCs choose to go to the Stag's Crown, go to 
  Encounter Eight. 
  GEO5-05 A Key With No Teeth 
   
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  If the PCs choose to go to Seven Stone Brothers, 
  go to Encounter Nine. 
  When the PCs have collected all four tones that 
  they need, go to Conclusion.  
  Encounter Three: Beory’s 
  Teeth 
  If the PCs decide to collect the chord at Beory's 
  Teeth, read the following:  
  The massive stones of Beory's Teeth crown 
  the eastern hill of Shalm’s Shoulders near the 
  bustling town of Hochoch. Acolytes and lay 
  members of the Old Faith move hurriedly 
  about the stones and the small group of 
  cottages at the base of the hill. There is a 
  touch of anxiety in the air.  
  A symbol engraved upon one of the stones 
  matches the one on your chart that Gwydion 
  called Rena. 
  If the PCs ask any of the Old Faith members what 
  is wrong, they learn that Lowen Oakroot, the elder 
  druid of this circle, was found dead this morning. If 
  the PCs want more information, they are directed 
  to an initiate, who tells them that Lowen was killed 
  last night in a most grizzly manner. The initiates 
  are currently searching for clues to discover the 
  perpetrator. 
  If the PCs press, an initiate by the name of 
  Ffychan agrees to show the PCs the body. 
  Lowen's body is still on his bed. The back of his 
  skull has been dissolved away and his brain 
  removed. 
  With 
  a 
  successful 
  Knowledge 
  (dungeoneering) check DC 10+APL, the PCs can 
  tell that Lowen was slain by a mindlflayer. The 
  mindflayer has since fled using its plane shift 
  ability. It is impossible to track and efforts to follow 
  it at this time fail. 
  Ffychan the Initiate: male human Drd1 (Cha 
  10, Knowledge (nature) +3). 
  With all the confusion about Lowen's death, no 
  one stops the PCs from approaching the stones 
  and collecting the chord.   When a PC strikes a 
  standing stone with the planar fork, read the 
  following. 
  When you strike the stone with the fork, the 
  rock rings with a clear resonating tone. The 
  chord swells to a crescendo and then fades 
  away.  A few of the younger druids look in your 
  direction, but no one comments or interferes. 
  The fork continues to vibrate and hums with 
  the tone. You have captured the chord known 
  as Rena. 
  If this is not the first chord collected by the PCs, 
  they notice that this clear chord is different from 
  the others they have collected. 
  A repeated strike against the standing stone 
  produces the same tone but accomplishes nothing 
  else. If a PC attempts to attune a fork to more than 
  one standing stone, the last stone attuned is 
  captured within the fork and the prior chord is lost 
  Encounter Four: Merrymeet 
  If the PCs decide to collect the chord in Merrimeet, 
  read the following:  
  The small village of Preston is tucked into a 
  meadow in the Oytwood that borders on the 
  Javan River. It has been completely rebuilt 
  since the giants’ occupation. The elven 
  influence on the town is obvious, and you see 
  several wood elves here, bartering with human 
  traders. Ivy is growing up the sides of many 
  cottages, giving the village a soft, verdant 
  look. 
  The nearby druidic circle of Merrymeet is a 
  short walk from the village. The circle of 
  standing stones is very quiet and peaceful. A 
  symbol engraved upon one of the stones 
  matches the one on your chart that Gwydion 
  called Losa. 
  Standing on the edge of the circle is a reed 
  thin woman with dark-blonde hair pulled into 
  two intricate braids. Her eyes are overly large 
  and very green. She is carrying one of the 
  fabled mandolins of Canaith. 
  With her is a small dragon. It is as green as the 
  woman's eyes. “Go on," she says to it. "You’ve 
  got a big forest out there." 
  The dragon looks at her and shakes its head. 
  “Stay with you,” it hisses.  
  “But I can’t feed you. You’re getting too big,” 
  she replies. 
  Siani of the Rustling Adler is an Old Lore Bard and 
  part of the College of Canaith. She is with a very 
  young green dragon named Emeris. Siani found 
  the dragon in the woods after giants killed his 
  mother. She took Emeris in and cared for him, 
  believing that green dragons need to exist in order 
  to maintain the Balance. 
  GEO5-05 A Key With No Teeth 
   
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  Emeris has taken to Siani and has no wish to 
  leave the comfort of living with her to face an 
  uncertain future in the wilds. Its alignment is closer 
  to lawful neutral than lawful evil. 
  Siani is a light-hearted and merry woman. She 
  tends to laugh a lot and finds humor in every day 
  situations. She is very knowledgeable about 
  music, Geoff politics, and the Old Faith. 
  Siani of the Rustling Adler: female half-elf 
  Brd9; hp 43 (Diplomacy +22, Knowledge 
  (history) +7, Knowledge (local) +7, Knowledge 
  (nature) +7. Knowledge (nobility) +7, Perform 
  (stringed instruments) +21). 
  Emeris, Very Young Green Dragon: hp 123; 
  see Monster Manual p. 74. 
  If the PCs think to ask, the elder druid of this circle 
  is off in the woods collecting herbs. No one stops 
  them from approaching the stone and collecting 
  the chord. When a PC strikes a standing stone 
  with the planar fork, read the following. 
  When you strike the stone with the fork, the 
  rock rings with a clear resonating tone. The 
  chord swells to a crescendo and then fades 
  away. The fork continues to vibrate and hums 
  the tone. You have captured the chord known 
  as Losa. 
  If this is not the first chord collected by the PCs, 
  they notice that this clear chord is different from 
  the others they have collected. 
  A repeated strike against the standing stone 
  produces the same tone but accomplishes nothing 
  else. If a PC attempts to attune a fork to more than 
  one standing stone, the last stone attuned is 
  captured within the fork and the prior chord is lost. 
  Encounter Five: Gloaming 
  Glade 
  If the PCs decide to collect the chord at the 
  Gloaming Glade, read the following:  
  Cloaked under the darkness of the Dim Forest, 
  the Gloaming Glade was once the center of Old 
  Faith worship in the forest village of Hocholve. 
  Now, the massive standing stones linger as a 
  ring of silent guardians over the abandoned 
  village.  
  The forest is reclaiming this small intrusion of 
  human civilization. Weeds and shrubs grow in 
  the street. Young trees reach skyward through 
  the roofless homes. In a few years, a couple 
  stone chimneys will be all that remains of 
  Hocholve. 
  Except 
  for 
  the 
  occasional 
  brown 
  bear 
  wandering unafraid through the area, you are 
  alone—although 
  the 
  occasional 
  shifting 
  shadow gives you pause. It is very peaceful 
  and quiet here.  
  Those who played GEO2-04 Flower for a Giant’s 
  Grave recognize this location. They may be 
  concerned that Dorindel the Hawthorne, the elder 
  druid of this circle, may be about. He is not, but a 
  treant can be found in a grove of star trees near 
  the druid’s circle. 
  A beautiful grove of trees encircles the druidic 
  ring stones. Their branches reach up and 
  intertwine so that one tree is no longer 
  distinguishable from another. The trunks of the 
  trees are smooth and white, and the leaves are 
  a shimmering pale green. Among them, you 
  also see a knobby, ancient-looking oak tree 
  that somehow seems out of place. 
  A stone at the center of the grove has a 
  symbol engraved upon it that matches the one 
  on your chart that Gwydion called Mor. Nearby 
  is a dolmen – two upright standing stones 
  supporting a lintel.  
  The tall trees are called Serencolvi in Flan which 
  translates to “star trees” in the common tongue. 
  They are very rare and were planted by the 
  ancient Flan druids long before men can 
  remember.  
  The large tree in the middle that looks like an oak 
  is actually a treant. The treant at first is defensive, 
  but becomes friendlier when he sees that the PCs 
  mean no harm to the grove. The treant only 
  speaks Flan and talks very slowly. He discourages 
  the PCs from touching the trees. He reveals little 
  about himself, saying only that he is the grove’s 
  protector and his name is Strong Bough. He tells 
  them all about the star trees and how precious 
  they are and how difficult to grow.  They produce 
  only one acorn a year.  So this grove has taken 
  generations to grow. 
  Strong Bough has only been in Hocholve for eight 
  years. If asked about Dorindel or a druid, he first 
  says he knows nothing about druids, but then, 
  come to think of it, there is a man who comes a 
  couple times a year to worship at the stones. This 
  is all he knows, however. 
  Strong Bough: male treant, see Monster 
  Manual, p. 244. 
  GEO5-05 A Key With No Teeth 
   
  Page 14 
  
  If the PCs approach the stone circle, they trigger a 
  trap that Dorindel left. The trap is designed to keep 
  people away from the circle and is triggered by a 
  detect magic spell. Anyone carrying anything 
  magic who gets within 30 feet of the stone that has 
  Mor carved on it sets off the trap.  
  Strong Bough does not know anything about the 
  trap. The trap does not harm him, the trees, or the 
  stones. 
  APL 8 (EL 6) 
  Wall of Thorns Trap: CR 6; magic device; 
  proximity trigger (detect magic); no reset; spell 
  effect (wall of thorns, 9th-level caster, damage 
  as per spell, no save); multiple targets (all 
  targets within a 9 10-ft. cubes; Search DC 30; 
  Disable Device DC 30. 
  APL 10 (EL 8) 
  Creeping Doom Trap: CR 8; magic device; 
  proximity trigger (detect magic); no reset; spell 
  effect (creeping doom, 13th-level caster, 
  summons six centipede swarms as per 
  Monster Manual p. 238, no save); multiple 
  targets (all targets within a 100 ft. of the 
  stones; Search DC 32; Disable Device DC 32. 
  APL 12 (EL 10) 
  Storm of Vengeance Trap: CR 10; magic 
  device; 
  proximity 
  trigger 
  (detect magic); 
  automatic 
  reset; 
  spell 
  effect 
  (storm 
  of 
  vengeance, 17th-level caster, effect as per 
  spell, save as per spell); multiple targets (all 
  targets within a 360 ft. radius; Search DC 34; 
  Disable Device DC 34. 
  Assuming the PCs have overcome Dorindel's 
  ward, they can approach the stone and collect the 
  chord. When a PC strikes a standing stone with 
  the planar fork, read the following. 
  When you strike the stone with the fork, the 
  rock rings with a clear resonating tone. The 
  chord swells to a crescendo and then fades 
  away. The fork continues to vibrate and hums 
  the tone. You have captured the chord known 
  as Mor. 
  If this is not the first chord collected by the PCs, 
  they notice that this clear chord is different from 
  the others they have collected. 
  A repeated strike against the standing stone 
  produces the same tone but accomplishes nothing 
  else. If a PC attempts to attune a fork to more than 
  one standing stone, the last stone attuned is 
  captured within the fork and the prior chord is lost. 
  Encounter Six: Garin’s Field 
  If the PCs decide to collect the chord at Garin's 
  Field, read the following:  
  The ring of massive standing stones stand 
  askew and completely alone in the open field. 
  The land around the circle is distorted. A 
  series of ropes and pulleys bind all of the 
  stones together. 
  A short distance away, a small group of people 
  are preparing for an upcoming festival. After a 
  friendly wave hello, they go back to their 
  preparations. It is very peaceful and quiet here, 
  with only a slight breeze blowing through the 
  area. 
  Two people are standing near the stones. A 
  druid is stoically watching an armored man 
  labor with the ropes and pulleys. One of the 
  stones has a symbol engraved upon it that 
  matches the one on your chart that Gwydion 
  called Tun. 
  Raelyn merch Epspi, the druid in charge of this 
  location, does not interfere with the party’s actions. 
  Raelyn is overseeing Ramithon’s penance as 
  assigned by the Archdruidess. 
  Raelyn and Ramithon both recognize any PC who 
  played GEO3-03 Curiosity Killed the Cat.  In that 
  adventure Ramithon severely damaged the circle 
  of stones. 
  If the PCs ask Ramithon what happened that 
  earlier adventure, he simply states that he was 
  shown the error of his ways. He does not wish to 
  discuss those errors. He now must repair the 
  damage he caused by himself without assistance 
  from others or magic. Raelyn maintains her stoic 
  stance, but supports Ramithon with words of 
  encouragement. 
  A successful Sense Motive (DC APL+5) check 
  gives the impression that a personal relationship 
  has also formed between the druid and fighter, 
  although both deny it if asked. If the PCs examine 
  the standing stone he broke, they can find a slight 
  crack in the stone. 
  Raelyn merch Epspi: female human Drd8. 
  Ramithon: male human Ftr16. 
  Should the PCs take the time to inspect the stone 
  before they strike it with the fork, a successful 
  Knowledge (architecture and engineering) check 
  (DC 10) tells them the stone is very unstable. 
  GEO5-05 A Key With No Teeth 
   
  Page 15 
  
  Since this is a DC 10 check, an untrained 
  Intelligence check can be used. 
  The PCs can take steps to shore up the stone by 
  making a Disable Device check (as per the trap 
  description below) or a successful Knowledge 
  Architecture and Engineering check (DC 5+APL). 
  PCs can prevent the situation from getting worse, 
  but Ramithon does not allow the PCs to do 
  anything to raise the stones beyond their current 
  height. 
  When a PC strikes a standing stone with the 
  planar fork, read the following. 
  When you strike the stone with the fork, the 
  rock rings with a clear resonating tone. The 
  chord swells to a crescendo and then fades 
  away. The fork continues to vibrate and hums 
  the tone. You have captured the chord known 
  as Tun. 
  Unless the PCs have taken precautions, the 
  sound destabilizes the ground beneath the stones. 
  Also, unless the PCs state they are staying away 
  from the druid circle prior to using the fork, it is 
  assumed that all of them are near a standing 
  stone when they fall. If the PCs do not 
  successfully evade the falling stone, they take 
  damage. 
  APL 8 (EL 6) 
  Crushing Standing Stone Trap: CR 6; 
  mechanical; proximity trigger; no reset; DC 16 
  Reflex save avoids (8d6 standing stone); 
  multiple 
  targets 
  (see paragraph above); 
  Search DC 16; Disable Device DC 16. 
  APL 10 (EL 8) 
  Crushing Standing Stone Trap: CR 8; 
  mechanical; proximity trigger; no reset; DC 19 
  Reflex save avoids (11d6 standing stone); 
  multiple 
  targets 
  (see paragraph above); 
  Search DC 19; Disable Device DC 19. 
  APL 12 (EL 10) 
  Crushing Standing Stone Trap: CR 10; 
  mechanical; proximity trigger; no reset; DC 22 
  Reflex save avoids (14d6 standing stone); 
  multiple 
  targets 
  (see paragraph above); 
  Search DC 22; Disable Device DC 22. 
  Ramithon looks dejectedly at the fallen stones 
  knowing he has to start all over. He is not angry at 
  the PCs. Both he and Raelyn refuse any 
  assistance by the PCs to rectify this situation. The 
  Makers willed it to happen this way. 
  If this is not the first tone collected by the PCs, 
  they automatically notice that this clear tone is 
  different from the others they have collected. 
  A repeated strike against the standing stone 
  produces the same tone but accomplishes nothing 
  else. If a PC attempts to attune a fork to more than 
  one standing stone, the last stone attuned is 
  captured within the fork and the prior chord is lost. 
  Encounter Seven: The 
  Sleeper's Knee 
  If the PCs decide to collect the chord at the 
  Sleeper’s Knee, read the following:  
  The Sleeper's Knee is a foothill of a mountain 
  in the Barrier Peaks called the Sleeper. 
  Looking at the mountain, you can see why it 
  has this name, as it resembles someone sitting 
  against a wall taking a nap. The hill you are 
  looking for is perfectly placed and roughly the 
  right shape to be his knee. 
  There is a circle of standing stones atop the 
  Sleeper's Knee, but several of the stones are 
  obviously missing. As you search the circle, 
  you don't find a stone with a symbol that 
  matches your chart. 
  The Sleeper's Knee is 150-ft. wide and covered in 
  waist-high grass. A good number of smaller 
  stones are scattered about the hilltop, but only four 
  monolithic stones remain here. They are set up in 
  a circle and are located at the compass points of 
  northeast, south, southeast, and west.  
  The north, east, southwest, and northwest stones 
  are missing. A successful Search check (DC 10) 
  reveals four deep depressions, hidden by the 
  grass, where the stones should be. The size of the 
  depressions matches the size of the other 
  standing stones.  
  If the PCs make a Search check (DC 15), they 
  also notice two gouges in the earth where the 
  stone were dragged away to the northwest 
  (toward the Barrier Peaks). 
  A successful Survival check (DC 10) tells the PC 
  that the four holes have been empty for many 
  months. A successful Survival check (DC 5+APL) 
  allows the PCs to follow the gouges. The tracks 
  lead northwest from the Sleeper's Knee into the 
  Barrier Peaks. 
  PCs who can talk to animals, burrowing animals, 
  plants, or stone can learn that several "large blue 
  men" came and took the stones. They dragged the 
  GEO5-05 A Key With No Teeth 
   
  Page 16 
  
  stones away toward the mountains using a big 
  hairy animal. 
  The PCs can also use divination spells to find the 
  location of the stone. If all else fails, they can 
  simply search. It takes several days to find the 
  giant sledding run, but there is no immediate time 
  pressure. 
  The PCs may use many other methods to learn 
  what happened. If it seems reasonable, allow it to 
  work. The PCs should somehow learn that a 
  couple of giants with a woolly mammoth took the 
  stones northwest to the Barrier Peaks. 
  When the PCs head into the mountains to find the 
  missing stone, read the following. 
  You climb higher into the mountains in search 
  of the missing standing stones. After many 
  hours, you reach the lower slopes of the 
  mountain, which are covered with pine trees 
  and hardy shrubs. Ice and snow still cling to 
  the mountain recesses where the sun cannot 
  reach. 
  One of those recesses is a deep crevice that 
  twists and winds down the side of the Sleeper. 
  A 
  long, 
  rumbling 
  noise 
  announces 
  the 
  approach of something large and heavy. You 
  can see puffs of ice as something is moving 
  down the crevice with great speed. 
  The frost giants are using the standing stones as a 
  sled. They ride them down the mountain, using the 
  crevice as a bobsled track. The noise the PCs 
  hear is the sound of the stone grinding on the 
  rocky terrain. 
  If the PCs hurry forward, they find a clearing 
  where they can get a look at what is causing the 
  disturbance. 
  Heading down the mountain at breakneck 
  speed is a massive sled with two blue-skinned 
  giants sitting on it. The crevice is coated in ice, 
  forming a slick winding chute that twists down 
  the mountainside. The sled is moving so fast 
  that it rides up on the side of the crevice as 
  often as it is on the floor. 
  As you watch, the sled hits a deer that was 
  standing on the side of the crevice, frozen in 
  fear. The giants laugh as the deer is pulverized 
  under the sled’s weight. You could swear that 
  they aimed for it. 
  A successful Spot check (DC 10+APL) allows the 
  PC to notice that sled is a standing stone. 
  The scene described above is roughly 1,000 ft. 
  away from the party. The PCs loose sight of the 
  sled as it gets further down the mountain, but they 
  can still hear the giants' whoops and hollers with a 
  successful Listen check (DC 10+APL). 
  If the PCs follow, they can catch up with the frost 
  giants. The tree line ends about 120 ft. above 
  where the frost giants’s sled stopped.  
  The crevice ends in a small, flat clearing, 
  where you see the frost giants. The giants are 
  laughing and seem to be bragging about their 
  run. They are tying the sled to an enormous 
  shaggy beast to move the stone back up the 
  mountainside. 
  You notice that the sled is a large flat stone, 
  similar to those at Sleeper’s Knee. The 
  shattered remains of others stones are lying 
  about the clearing. The crevice takes its toll on 
  the stones.  
  The stone being used as a sled is the last of the 
  standing stones taken from the Barrier Peaks 
  circle. All of the other stones are broken. This last 
  stone is the sturdiest and largest stone, and it has 
  lasted longer than the other stones. 
  Before the PCs can take further action, one of the 
  frost giants’ pet remoraz attacks them from 
  behind. The creature detects the PCs through 
  tremorsense and uses its action to burrow to the 
  surface. The creature emerges on its surprise 
  action. Initiative starts once it emerges. 
  The noise of the attacking remoraz attracts the 
  frost giants. They move as quickly as they can to 
  attack the PCs. At APLs 10 and 12, the wooly 
  mammoth is not yet secured to the stone, and it 
  follows the giants.  
  The party can attempt to negotiate with the frost 
  giants if they somehow avoid being detected by 
  the remoraz (for example if the entire party is 
  flying). The frost giants are firm believers in 
  “bigger is greater” and begin as hostile. They do 
  not deal with tyv, as tyv are smaller and therefore 
  much weaker. If the PCs can improve their 
  reaction to friendly, they allow the PCs to collect 
  the chord. 
  Note: At APL 8, the second frost giant runs back 
  to the giant village (5 miles distant) and does not 
  participate in this fight. Also, the mammoth is tied 
  to the stone at APL 8 and does not fight. At higher 
  APLs the mammoth is not tied and joins in. 
  GEO5-05 A Key With No Teeth 
   
  Page 17 
  
  APL 8 (EL 10) 
  Frost Giant: male giant; hp 136; see 
  Appendix One. 
  Remoraz: hp 79; see Monster Manual p. 214. 
  APL 10 (EL 12) 
  Frost Giant (2): male giant; hp 136 each; see 
  Appendix Two. 
  Wooly Mammoth: hp 158; see Appendix Two 
  Remoraz: hp 79; see Monster Manual p. 214. 
  APL 12 (EL 14) 
  Frost Giant (2): male giant; hp 136 each; see 
  Appendix Three. 
  Frost Giant Spiritspeaker: female giant; hp 
  151; see Appendix Three 
  Wooly Mammoth: hp 158; see Appendix 
  Three 
  Advanced Two-headed Remorhaz: hp 174; 
  see Appendix 3. 
  Tactics: The remorhaz attempts to grapple and 
  swallow PCs whole. The frost giants close as 
  quickly as possible (they start 120 feet away from 
  the PCs) and wade into the adventurers. If the 
  wooly mammoth is involved in the fight, one of the 
  frost giants commands it to attack on the first 
  round. The spiritspeaker uses her spell-like 
  abilities as quickly as possible to bolster her fellow 
  giants before engaging in melee. Do not forget her 
  gloves of arrow snaring, if she is attacked with 
  missile fire. See Judge’s Aid #3 for a layout of the 
  encounter. 
  Treasure: The PCs can loot the bodies of the 
  frost giants and collect substantial wealth. 
  What they find depends on the APL and is 
  listed in the Treasure Summary at the end of 
  the adventure. 
  If the PCs manage to get close enough, they see 
  the symbol on the stone that matches the one on 
  their lunar chart that Gwydion called Abado. 
  When a PC strikes a standing stone with the 
  planar fork, read the following. 
  When you strike the stone with the fork, the 
  rock rings with a clear resonating tone. The 
  chord swells to a crescendo and then fades 
  away. The fork continues to vibrate and hums 
  the tone. You have captured the chord known 
  as Abado. 
  If this is not the first chord collected by the PCs, 
  they notice that this clear chord is different from 
  the others they have collected. 
  A repeated strike against the standing stone 
  produces the same tone but accomplishes nothing 
  else. If a PC attempts to attune a fork to more than 
  one standing stone, the last stone attuned is 
  captured within the fork and the prior chord is lost. 
  Encounter Eight: The Stag's 
  Crown 
  If the PCs decide to collect the chord at the Stag’s 
  Crown, read the following:  
  You reach tall hill in the rocky heath of Araul 
  Anterth, where you expected to find a circle of 
  standing stones. Aside from a broken pile of 
  rock that could have once been a standing 
  stone, the hill is empty. 
  The hill is 250-ft. wide and covered in knee-high 
  grass and small outcroppings of rocks. The 
  standing stones are gone. The fire giants have 
  stolen them for use in their mill and bakery located 
  to the north near the town of Tycha (Tika Town in 
  Common). 
  A successful Search check (DC 10) reveals many 
  deep depressions, hidden by the grass, forming a 
  circular pattern. The size of the depressions could 
  match the size of a standing stone. If the PCs beat 
  the check by 5 or more, they also notice several 
  gouges in the soft earth where the stone were 
  dragged away. 
  A successful Survival check (DC 10) tells the PCs 
  that these holes have been empty for many 
  months. A successful Survival check (DC 20) 
  allows the PCs to follow the gouges. The tracks 
  lead out of the wood and into the open heath 
  within the giant held lands. 
  PCs who can talk to animals, burrowing animals, 
  plants, or stone can learn that several "large coal 
  men" came and took the stones. They dragged 
  them away toward the north. 
  The PCs can also use divination spells to find the 
  location of the stone. If all else fails, they can 
  search. It takes several days to find the giant 
  camp, but there is no immediate time pressure. 
  Adjust the box text as necessary to reflect the 
  method the PCs use to approach the area. 
  After several hours of tracking, a series of 
  deep thuds that cause the ground to vibrate 
  GEO5-05 A Key With No Teeth 
   
  Page 18 
  
  announce the presence of something large and 
  heavy over the next hill. 
  The fire giants are using several of the standing 
  stones in their bone mill. The thuds are caused by 
  the impact of one standing stone on another.  
  The view from the top of the hill gives a 
  reasonable survey of the surrounding land. A 
  thick haze of smoke covers a giant settlement 
  below you, making precise details impossible 
  to see. 
  The settlement is laid out in a large circle. Fire 
  giants, ogres, and other things roam the camp. 
  The PCs are looking at a gristmill and bakery. Fire 
  giants are using this location to make food for the 
  army. The entire operation is designed to 
  slaughter humanoid races, cook them, render the 
  meat from the bones, and then grind the bones 
  into powder to make bread. 
  The standing stone that the PCs are looking for is 
  being used as a pulverizer in the mill. It is last of 
  the standing stones from the druidic circle at the 
  Stag’s Crown. All of the other stones are broken.  
  The mill and bakery are described below, but the 
  PCs must get closer in order to see details.  The 
  descriptions presume that the PCs are within 
  1,000 feet of the camp.  
   There are many giants about. The ogres do most 
  of the menial labor, while the fire giants oversee 
  the operation. 
  Please see Judge Aid #4 for a map of the 
  settlement. The numbers below correspond to the 
  map. 
  All 
  buildings 
  use 
  the 
  following 
  characteristics. 
  Hornwood Doors: 1 ft. thick; Hardness 8; hp 90; 
  break DC 28. 
  Stone Walls: 3 ft. thick; Hardness 8; hp 270; 
  break DC 35; Climb DC 20. 
  Windows with Reinforced Shutters: 6 in. thick; 
  Hardness 5; hp 60; break DC 18. 
  1. Perimeter Defense 
  Around the giant settlement is a low wire 
  fence. It doesn’t look particularly strong, and a 
  knight on horseback could easily ride it down. 
  There 
  are 
  wooden 
  lookout 
  platforms 
  sporadically about the perimeter. 
  The wire fence surrounds the entire encampment 
  and is only 5-ft. tall. The wire is not particularly 
  strong. Treat it as a single bladed metal weapon 
  for the purposes of hardness and hit points. 
  Lanterns are hung from the pole supporting the 
  fence every 40 feet. They provide standard 
  illumination, so the middle 40 feet is shadowy. 
  The giants have cast alarm randomly on the fence, 
  as they do not have enough spells to cover the 
  entire fence. There is a 25% chance that any 
  particular part of the fence is warded. 
  The lookout towers are 20-ft. tall. They are 
  manned by two hobgoblins at all times. Should 
  they see anything along the fence, they blow their 
  signal horns to warn the other giants. The horns 
  are on cords around their neck, and it takes a 
  standard action to blow them. 
  Finally, fire giant and hellhounds patrol the 
  perimeter. There are two patrols at any given time. 
  Each patrol is equal in size and number to that 
  listed under the appropriate APL for Area 10. 
  2. Administration and Barracks 
  A collection of three buildings forms the heart 
  of the giant settlement. One building is a 
  command building. Another building is the 
  barracks for the giants, ogres, and hobgoblins. 
  The third building is a warehouse of some sort. 
  They all seem to be heavily patrolled and 
  guarded. 
  These three buildings form the command center of 
  the 
  settlement. 
  The 
  fire 
  giants 
  conduct 
  administrative work in the command building. Off-
  duty guards can relax in the barracks, but most of 
  them return to Tycha when their shift is over. 
  The giants store the loaves of bread and jerk meat 
  in the warehouse before shipping them off to the 
  giant army. There is enough food here to feed 
  thousand giants for a month. 
  The number of awake and armed guards present 
  is listed under the appropriate APL at the end of 
  the encounter. In addition, twice as many are 
  asleep and unarmored. Add an additional off-duty 
  100 
  hobgoblins 
  are 
  scattered 
  about 
  the 
  settlement. The ogres make the walk back to 
  Tycha when they are off duty.  So only those 
  ogres specifically listed below are present.. 
  All APLs 
  Hobgoblins: hp 8; see Monster Manual p. 
  153. 
  Ogres: hp 32; see Monster Manual p. 199. 
  GEO5-05 A Key With No Teeth 
   
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  3. Chattel Pens 
  At the far northeast point of the camp are three 
  long buildings that have shuttered windows 
  and barred doors. Fire giants with hellhounds 
  stand guard near the buildings.  
  The giants keep the humans and demi-humans 
  here before they are cooked, boiled, and ground. 
  The buildings are extremely simplistic as those 
  present are not here for very long. At any given 
  time there are 20d10 humans, 10d10 halflings, 
  10d10 half-orcs, 5d10 half-elves, and 5d10 elves. 
  There are no dwarves as the giants kill them out of 
  hand. The chattel have been abused and their 
  spirits are broken. Their fate consists of dying on 
  the cook fires, and they know it. They are slow to 
  respond to rescue attempts. 
  The number of giants guarding the outside of the  
  pens is listed under the appropriate APL at the 
  end of the encounter. They respond to any alarm. 
  4. Cook Fires 
  To the south of the pens are three long 
  trenches filled with glowing coals. You can see 
  worm-like creatures moving about in them, 
  stoking the flames. Spits are laid across the 
  trenches with carcasses strapped to them that 
  are disturbingly humanoid. Ogres are slowly 
  turning the spits to ensure an even cooking. 
  The chattel are led here from the pens and tied to 
  the spits, where they are cooked alive. The spits 
  are spaced evenly along three long trenches filled 
  with red-hot coals. 10 ogres and 5 flamebrother 
  salamanders are at the cooking fires. They do not 
  attack the PCs unless they are attacked first. 
  All APLs 
  Ogres: hp 32; see Monster Manual p. 199. 
  Salamander, flamebrother: hp 30; see 
  Monster Manual p. 219. 
  5. Butchery and Rendering Pots 
  To the west of the cook fires is a large, open-
  walled building with large wooden blocks and 
  hooks hanging form the ceiling.  You can see a 
  couple of ogres here stripping meat from bone.  
  Across the road from the butchery are a 
  number of bonfires with large cauldrons of 
  boiling liquid, but the distance and smoky haze 
  makes it impossible to tell more.  
  After the chattel is roasted to perfection, the giants 
  take the carcasses to the butchery, strip the meat 
  from the bones, and send the bones to the 
  rendering pots. The bones are tossed into the 
  cauldrons where the remaining bits of meat are 
  boiled off the bones.  The bones are then sent to 
  the mill.  The meat is jerked and then sent to the 
  warehouse for shipment to the army. 
  There are 10 ogres and 5 salamanders present at 
  the butchery and rendering pots. They do not 
  attack the PCs unless they are attacked first. 
  6. Bakery 
  The western part of the settlement consists of 
  a large building that seems to be a kitchen of 
  some sort. Next to it are several large brick 
  ovens. Ogres are working under the direction 
  of fire giants, using large flat paddles to move 
  loaves of bread about. 
  This is the final stage of the backing process. 
  Once the bones have been ground into flour at the 
  mill (area 7), they are brought here where the 
  giants make the bread dough in the kitchen. The 
  bread is then baked in the ovens and sent to the 
  warehouse (area 1) for keeping until they are 
  shipped to the army  
  Ten ogres and a number of giants equal to those 
  listed under the appropriate APL at the end of the 
  encounter are present. The giants (but not the 
  ogres) respond to any alarm. 
  7. Mill Stone 
  A good distance to the southwest of the 
  cauldrons is a very large stone and wood 
  contraption. Two ogres are straining to work a 
  lever that tightens a series of ropes and 
  pulleys to lift a large stone several feet into the 
  air. When the ogres release the lever, the 
  raised stone crashes down onto a stone set 
  into the ground below, pulverizing whatever is 
  caught in between.  Boulders the size of a 
  giant’s fist litter the area around the machine. 
  After lifting and dropping the stone a couple of 
  times, the ogres lift the stone, place a block 
  under it, and sweep a gray, powder-like 
  substance into a sack.  Several similar sacks 
  are stacked nearby.  Another pair of ogres 
  soon arrives with a wagon to take the flour 
  sacks to the bakery. 
  The ogres pick out new material and place it 
  beneath the stone.  They then lift the stone 
  block and start the process again. 
  Thud . . . thud . . . 
  GEO5-05 A Key With No Teeth 
   
  Page 20 
  
  The millstone is the stone that contains the chord 
  Dora. Unfortunately, the giants are using it. The 
  giants run the mill around the clock, so the PCs 
  must contend with the stone being in operation. 
  Two ogres are present at the mill stone, in addition 
  to the giants listed under the appropriate APL at 
  the end of the encounter. The ogres do not 
  engage the PCs. 
  If the PCs attempt to negotiate with the fire giants, 
  they learn that the giants are firm believers in 
  “bigger is greater.” If the PCs reveal themselves, 
  the fire giants sound the alarm and attack. They 
  do not deal with any tyv. Tyv are smaller and 
  therefore much weaker. 
  However, it is possible for the PCs to bluff the 
  giants. 
  The 
  giants 
  often 
  hire 
  Hextorian 
  mercenaries, and the PCs could pretend to be 
  mercenaries or slaves on a mission for other 
  giants. However, the PCs bluff and disguise must 
  be very good, as the giants are not used to 
  humans in the settlement who are not there to be 
  cooked. Use your discretion as to whether the 
  PCs are successful. 
  The PCs can sneak past the giants, but they must 
  contend with the alarm spells on the perimeter, the 
  hobgoblin lookouts, and then the giants guarding 
  the millstone. In addition, a trap has been placed 
  on the millstone itself. If a non-giant touches the 
  stone, it sets off an alarm spell that is audible to all 
  the giants in the area and a glitterdust trap that 
  coats the person touching the stone. 
  All APLs (EL 3) 
  Glitterdust Trap: CR 3; magic device; 
  proximity trigger (alarm, non-giant touching 
  the stone); no reset; spell effect (glitterdust, 
  3rd-level caster, effect as per spell, DC 13 Will 
  save); multiple targets (all targets within 10-
  ft.); Search DC 26; Disable Device DC 26. 
  Assuming the PCs are successful in reaching the 
  stone, when a PC strikes a standing stone with the 
  planar fork, read the following. 
  When you strike the stone with the fork, the 
  rock rings with a clear, resonating tone. The 
  chord swells to a crescendo and then fades 
  away. The fork continues to vibrate and hums 
  the tone. You have captured the chord known 
  as Dora. 
  If this is not the first chord collected by the PCs, 
  they notice that this clear chord is different from 
  the others they have collected. 
  A repeated strike against the standing stone 
  produces the same tone but accomplishes nothing 
  else. If a PC attempts to attune a fork to more than 
  one standing stone, the last stone attuned is 
  captured within the fork and the prior chord is lost. 
  If the giants become aware of the PCs, they raise 
  the alarm as quickly as possible. Every giant 
  carries a horn and it is a standard action to blow it. 
  A horn blast alerts the entire camp. If the giants do 
  not have time to blow the horn, they bellow at the 
  top of their lungs as a free action. A bellow only 
  alerts the two nearby areas (5 and 6). The giants 
  in areas five and six arrive in five rounds. The 
  giants from areas two and four arrive five rounds 
  after that. The giants at area three (the chattel 
  pens) do not leave their posts. Determine how 
  long it takes for the patrols along the fence to 
  arrive based upon where they are when the alarm 
  is sounded. 
  The smoky haze from the many fires gives 
  concealment (20% miss chance) to the targets of 
  all range attacks from more than 30 ft. away. 
  APL 8 (EL 10) 
  Fire Giant: male giant; hp 146; see Appendix 
  One. 
  APL 10 (EL 12) 
  Fire Giant: male giant; hp 146; see Appendix 
  Two. 
  Nessian Warhound (hellhound) (2): male or 
  female outsiders; hp 117; see Monster Manual 
  p. 152. 
  APL 12 (EL 14) 
  Fire Giant: male giant; hp 146; see Appendix 
  Three. 
  Sigrid, Fire Giant Cleric: female giant Clr4; 
  hp 231; see Appendix Three. 
  Nessian Warhound (hellhound) (2): male or 
  female outsider; hp 117; see Monster Manual 
  p. 152. 
  Sigrid is one of fire giant triplets that the PCs may 
  have encountered during their first trip to Midwood 
  in GEO3-01 A Small Knowing Soul. The triplets 
  are considered blessed of Sultur and are 
  priestesses in Surtr’s service. When the three 
  clerics are together, they can combine their power 
  and cast some extremely potent spells. Her sisters 
  are the other priests in the settlement. 
  Tactics: The fire giants target spellcasters 
  immediately, as they know that magic can end 
  GEO5-05 A Key With No Teeth 
   
  Page 21 
  
  battles quickly. Otherwise, they sunder an 
  opponent’s weapons, especially bows. After years 
  of fighting Gyri, the giants hate archers. They are 
  willing to provoke attacks of opportunity to get at 
  an archer. The cleric reads her scroll of wind wall 
  if there is a lot of arrow fire. Otherwise, she uses 
  her spells to buff the giants, pull barbarians out of 
  rage, and uses her strand of prayer beads. She 
  makes liberal use of her divine meta-magic to 
  quicken her spells. 
  Treasure: If the PCs have time, they can loot 
  the bodies of the fire giants and collect 
  substantial wealth. What they find depends on 
  the APL and is listed in the Treasure 
  Summary below. 
  Encounter Nine: Seven Stone 
  Brothers 
  If the PCs decide to collect the chord at Seven 
  Stone Brothers, read the following:  
  Aside from dodging the occasional giant 
  patrol, nothing interferes with your long 
  journey deep into the former cantrev of 
  Melgorn. The cantrev is mostly rocky hills 
  covered in pine trees and scrub brush. Thick 
  stands of firs dot the land, but there aren’t any 
  signs of human inhabitation. Melgorn is true 
  wilderness. 
  As you approach the area where you should 
  find the Seven Stone Brothers, you hear 
  several loud thumps followed by deep, guttural 
  grunts and cries of pain. Then an explosion of 
  cheering drowns out the other noises. The 
  rough terrain prevents you from seeing what is 
  causing the noise. 
  The noise is coming from nearly two hundred hill 
  giants, ettins, and ogres. When the PCs decide to 
  go over the hill, they can see what the giants are 
  doing. 
  A ring of seven rough hewn standing stones 
  stand as silent guardians in a shallow vale set 
  into the hills. However, the stones are tied 
  together with two rings of rope. Four flags are 
  flying from the top of the standing stones. A 
  clenched fist smacking a skull is depicted on 
  the dingy tan flags. Inside the ring, two hill 
  giants circle each other warily then strike out 
  at each other. Once hill giant is slightly larger 
  than the other. 
  Around the standing stones, dozens of ogres, 
  hill giants, and ettins have gathered. They 
  shout encouragement or derision at the 
  combatants. Kegs of sour ale are being passed 
  around. Some of giants are twirling hides 
  above their heads while making howling 
  noises. 
  The 
  hill 
  giants 
  in 
  the 
  area 
  have 
  invited 
  Headthumper the Outland Champion to fight one 
  of their own. They are using the standing stones 
  as a fighting ring. A party of adventurers stumbled 
  upon a similar ring in GEO1-11 A Pressing Matter. 
  The PCs were able to bluff their way through the 
  encounter 
  by claiming to be the Outland 
  Champion. 
  If the PCs observe the wrestling match further, 
  read the following. 
  After several moments, the smaller hill giant 
  runs at the larger giant, shoulder rolls behind 
  him, wraps him in a tight bear hug, and tries to 
  throw him to the ground. With a practiced 
  grace, the larger giant spins around in the 
  other giant’s grip. He lifts the smaller giant and 
  grunts as he delivers a massive squeeze. The 
  smaller giant slaps the ground three times and 
  screams “No more! No more!” 
  The bigger hill giant leaps up and starts 
  pumping his fist, while shouting “Who wants 
  some?!” 
  The crowd goes wild, chanting “Outland 
  Champion! Outland Champion!!” 
  The conversation above is all in Giant. If the PCs 
  do not speak Giant, replace the words with 
  grunting and shouting noises. 
  As long as the PCs remain reasonably well 
  hidden, the giants do not discover them for some 
  time. They can plot how to get at the stone to 
  collect the tone.  
  If the PCs attack the mass of giants, the giants 
  respond violently. They are drunk, so decrease 
  their attacks by -2. It does not really matter much, 
  as the giants swarm the PCs. The monsters below 
  are in addition to Headthumper and Maug. 
  All APLs 
   
  Hill Giants (50): male or female giant; hp 108, 
  see Monster Manual p. 123. 
   
  Ettins (50): male or female giant; hp 75, see 
  Monster Manual p. 106. 
   
  Ogres (100): male or female giant; hp 32, see 
  Monster Manual p. 99. 
  GEO5-05 A Key With No Teeth 
   
  Page 22 
  
   
  Goblins (200): male or female goblinoid; hp 5, 
  see Monster Manual p. 133. 
  If the PCs head down to the festivities to challenge 
  Headsplitter skip down to Boxing Day. If the PCs 
  decide to hide and watch, have them make Hide 
  checks. A wandering group of three ettins and a 
  dozen goblins automatically spot the PC with the 
  worst roll. If the PCs are all invisible, then one of 
  the group is a goblin adept with see invisibility. 
  A large group of ettins and goblins stumble 
  across your hiding space. One of the ettins 
  blinks in surprise then asks, “Youse here to 
  fight Outland Champion? 
  If the PCs choose to fight the group of ettins and 
  goblins that stumbled on them, the noise attracts 
  the attention of all the giants and goblins at the 
  ring, all of whom join in the fight. Make it very clear 
  to the PCs that this is the case.  
  If the PCs state at any time that they are here to 
  fight the Outland Champion go to Boxing Day. 
  Boxing Day 
  Headthumper the Outland Champion is taking on 
  all comers, and the PCs may challenge him. If the 
  PCs watched for a while before approaching, they 
  saw one hill giant after another make the 
  challenge and get savagely beaten. The reward 
  for beating the champion is a bag full of big round 
  rocks, but all competitors have to donate 
  something to fill Headthumper’s giant bag; 
  substantial amounts of food or liquor do nicely. 
  The PCs need to approach boldly and demand 
  that they be allowed to fight the champion. 
  Headthumper is rather confused by their request, 
  as the PCs are not giants. However, the PCs can 
  talk him into it with a successful Diplomacy or Bluff 
  check (DC 10+APL). Speaking in Giant gives a +2 
  circumstance bonus. If one (or more) of the PCs 
  pretended to be the Outland Champion in GEO1-
  11 A Pressing Matter, the Outland Champion 
  demands that they fight him in the ring regardless 
  of their Diplomacy check. 
  If the PCs are successful, the giants allow them 
  into the ring to fight the Outland Champion. The 
  PCs have to pay the competition fee by placing 
  something in the giant’s bag. If the PCs offer is 
  particularly 
  attractive 
  to 
  Headthumper, 
  give 
  another +2 bonus to convincing him to let them 
  wrestle. 
  Headthumper does not know how to speak 
  Common. Instead, he relies on Maug to be his 
  translator. Headthumper is full of boasting and 
  arrogance. He talks smack the entire time – before 
  the fight, during the fight, even after the fight. 
  Maug explains the rules of competition. 
  • 
  PCs must face Headthumper and Maug 
  two at a time.  
  • 
  No weapons may be brought into the ring. 
  • 
  No spellcasting during the match (but the 
  PCs may use spells beforehand). 
  • 
  The PCs may cast spells or help their 
  challenger as much as they want before 
  the match. 
  • 
  A person may jump out of the ring, but 
  that person loses the match. 
  • 
  A person may yield by slapping the 
  ground or their thigh three times. Either 
  way that person loses the match 
  • 
  No interference from outside the ring is 
  tolerated during the match. 
  • 
  Everything else is fair game. 
  The rules are enforceable only if the one side or 
  the other are caught breaking them. Invisible spell 
  casters can cast spells freely. Bards can inspire 
  greatness as there is no visible effect, and it looks 
  like simple cheering. It is also possible to slip 
  items into the ring (like potions or other helpful 
  items) by making a successful Slight of Hand 
  check. Assume that the audience rolls a 20 for its 
  Spot check to see such things. 
  See Judge Aid #5 for a layout of the stone “ring.” 
  The starting location of the PC challenger and 
  Headthumper are marked. To make the combat 
  more interesting, the giants have placed a variety 
  of items in the ring. Their locations are marked on 
  Judge Aid #5. 
  • 
  A pile of ten 2x4 boards. A medium creature 
  can wield one as a two-handed club (a large-
  size simple weapon doing 1d8 damage). 
  However, there is a 25% chance with each 
  successful 
  hit 
  that 
  a 
  board 
  shatters 
  dramatically after doing damage. 
  • 
  A pile of five large, gnomish park benches. 
  Treat as a large greatclub (2d8 damage) for a 
  hill giant. It also has the 25% chance of 
  shattering. 
  • 
  Three barrels of grease. If broken, they act as 
  a grease spell for that location for the 
  remainder of the fight. 
  GEO5-05 A Key With No Teeth 
   
  Page 23 
  
  • 
  Ten dozen chicken eggs. Each dozen can be 
  thrown as ranged touch attack. If successful, 
  the target must make a DC 15 Reflex save or 
  be blinded for one round. 
  • 
  Five 50-ft. long spools of rope. They can be 
  used in a variety of ways. 
  Important Note: The EL of this encounter is 
  reduced by one because the PC can yield and 
  Headthumper hits for subdual damage. 
  APL 8 (EL 10) 
  Headthumper the Outland Champion: hp 
  150, see Appendix One. 
  Maug: hp 135, see Appendix One. 
  APL 10 (EL 12) 
  Headthumper the Outland Champion: hp 
  171, see Appendix Two. 
  Maug: hp 153, see Appendix Two. 
  APL 12 (EL 14) 
  Headthumper the Outland Champion: hp 
  192, see Appendix Three. 
  Maug: hp 171, see Appendix Three. 
  Tactics: Headthumper attempts to grapple and 
  pin the PC as quickly as possible. He then 
  crushes the PC into unconsciousness. If he feels 
  up for it, he tries to dramatically shatter a park 
  bench over the PC’s head. He plays to the 
  audience. His blows are all for subdual damage. 
  If a PC pretended to be him in GEO1-11 A 
  Pressing Matter, he sneaks in some real damage 
  while snarling insults, such as “That’s for 
  pretending to me be.” He does not do enough real 
  damage to kill the PC. 
  To give the crowd a show, he tags out 
  occasionally with this partner Maug. Maug follows 
  the same tactics defined above. 
  Treasure: If the PCs are successful in 
  defeating Headthumper, they win the prize 
  purse . . .er, bag. It contains 10 round stones 
  that turn out to be geodes. They are quite 
  valuable to alchemists and can sell for 50 
  times the APL gold each. 
  During the fight, one of the PCs can easily walk 
  over and collect the chord from the stone. The 
  giants stop and glance at the musical stone in 
  confusion, but then the fight immediately resumes. 
  When a PC strikes a standing stone with the 
  planar fork, read the following. 
  When you strike the stone with the fork, the 
  rock rings with a clear resonating tone. The 
  chord swells to a crescendo and then fades 
  away. The fork continues to vibrate and hums 
  the tone. You have captured the chord known 
  as Vela. 
  If this is not the first chord collected by the PCs, 
  they notice that this clear chord is different from 
  the others they have collected. 
  A repeated strike against the standing stone 
  produces the same tone but accomplishes nothing 
  else. If a PC attempts to attune a fork to more than 
  one standing stone, the last stone attuned is 
  captured within the fork and the prior chord is lost. 
  Encounter Ten: Reprisal 
  The PCs’ actions are not unnoticed by the giants. 
  The giants discover that something is up after the 
  PCs hit the first of the “hard” stone circles (hill, 
  frost, or fire giants), and they start investigating. 
  The Sakhut sends Enar the Ogre Mage to find out 
  what the PCs are doing and to put a stop to it. 
  Enar begins by investigating the locations the PCs 
  have hit. Enar teleports between locations, so he 
  moves quickly from one location to the other. He 
  interrogates all the giants present for information 
  about the PCs. If the giants are dead, then he 
  uses speak with dead to find out what the PCs 
  look like, their numbers, their powers, and what 
  they did at the circles. He is trying to get a sense 
  of numbers, classes, and abilities. From his 
  investigations, he learns about any power that the 
  PCs used where giants were present. He may be 
  able to make guesses as to their classes and 
  relative levels (in RP terms) based upon your 
  discretion. 
  Enar then decides that something foul is afoot and 
  he has a 12th-level cleric of Memnor cast 
  commune. 
  He 
  asks 
  Memnor 
  the 
  following 
  questions (using the PCs descriptions in place of 
  the word PC in the questions). 
  1. Are the PCs’ actions a direct threat to the 
  Sakhut and the Jotunreike (the giant 
  empire)? 
  2. Are the PCs almost finished with their 
  quest? 
  3. Are the PCs likely to be invisible if they 
  are attacked? 
  4. Are the PCs most damaging spells based 
  on fire? 
  GEO5-05 A Key With No Teeth 
   
  Page 24 
  
  5. Are the PCs most damaging spells based 
  on cold? 
  6. Are the PCs most damaging spells based 
  on electricity? 
  7. Are the PCs most damaging spells based 
  on acid? 
  8. Are most of the PCs immune or resistant 
  to cold? 
  9. Do any of the PCs have the capability to 
  fly? 
  10. Do the PCs have giant bane weapons or 
  other specialty powers that only affect 
  giants? 
  11. Are the PCs predominately good aligned? 
  12. Are 
  the 
  PCs 
  predominately 
  chaos 
  aligned? 
  The first two questions are answered with a yes. 
  The rest require you to review the PCs character 
  sheets to determine the answer. If the PCs have 
  any way to block divinations (such as mind blank 
  or non-detection), take those items or spells into 
  account. 
  The giant cleric casts resist energy (12th level 
  caster) on Enar and his fellows using the energy 
  most likely to be used by the PCs (as determined 
  by questions 4-7 above). If the PCs have giant-
  bane weapons or powers, the ogre mage 
  polymorphs the giants into a creature that makes 
  them immune to powers that affect giants. 
  Also, depending upon the answer to the alignment 
  question, Enar brings a wand of unholy blight or 
  order’s wrath. If the PCs are likely to be invisible, 
  he brings three scrolls of glitterdust. 
  After the commune, Enar has the cleric cast 
  divination and asks which is the most powerful 
  targeted spell that would be most likely used 
  against him when he attacks the PCs. The cleric’s 
  spell has an 82% chance providing the correct 
  information. You need to find out this answer by 
  looking at the PCs’ prepared spells. Pick out the 
  most powerful one. Enar then has that spell cast 
  into all the rings of counterspells worn by him and 
  his elite ogre magi. 
  Enar has Arbrozzar, a powerful frost giant wizard; 
  scry on the PCs to determine their location. 
  Arbrozzar attempts each PC in turn (DC 23 Will 
  save to resist) until one fails. If Arbrozzar has to 
  rely upon Enar’s description, his knowledge of the 
  PC is secondhand and the character gets a +5 
  bonus to the save. If a PC has played either 
  GEO1-09 Expedition to the Barrier Peaks or 
  GEO4-07 Return to the Barrier Peaks then 
  Arbrozzar has firsthand knowledge of the PCs and 
  they get no save bonus. If the PC has played both 
  of these adventures, then Arbrozzar is familiar with 
  them and the character has a -5 penalty to the 
  save. 
  PCs know that they are being scryed upon with a 
  successful Intelligence check (DC 20). This gives 
  the PCs warning that an attack is eminent. In 
  addition, the PCs can scry back on Arbrozzar if 
  they beat him on an opposed caster level check. 
  Arbrozzar’s caster level is 15. 
  Once Arbrozzar has scryed on the PCs, he then 
  casts greater teleport and sends Enar and his 
  crew to the PCs’ location. Arbrozzar’s spell is 
  modified so that he does not have to teleport with 
  his allies. 
  Enar’s ambush happens at some random point 
  after the PCs have collected the four chords. The 
  attack occurs wherever the PCs are so no 
  encounter map is given. Time is of the essence for 
  Enar, so he does not wait for the PCs to be 
  sleeping, but strikes at the first opportunity when 
  the PCs are at a semi-isolated spot. 
  Before he teleports to the PCs, Enar asks the 
  Storm King for aid. The Storm King sends a 
  concentrated and powerful storm to the PCs 
  location. As the ambush unfolds, read the 
  following. 
  You 
  look 
  to 
  the 
  northwest 
  and 
  see 
  thunderclouds moving supernaturally fast in 
  your direction. They are heavy with rain, and 
  lightning lances from cloud to cloud. Within 
  minutes, the storm clouds roll over you. A cold 
  wind rips at your cloaks and the rain is 
  pounding so hard that it rings like hammer 
  blows on your armor. 
  The storm arrives five minutes after it is first seen. 
  It catches up with the PCs no matter how fast they 
  run or move. 
  If the PCs are under the effect of a wind walk 
  spell, the storm blows them back north and west 
  toward the giants’ citadel. If the PCs do not come 
  out of the wind walk spell before they arrive at the 
  citadel (determine the time it takes to travel as per 
  the speed in the wind walk spell and the PCs’ 
  current location) then they are captured by the 
  Storm King and removed from play. 
  If the PCs try to teleport back away, they are in for 
  a rude surprise, as the Sakhut have laid a trap for 
  them. Unless the teleportation spell incorporates a 
  GEO5-05 A Key With No Teeth 
   
  Page 25 
  
  certain giant rune, persons traveling astrally are 
  pulled off their intended course into a securely 
  warded and protected oubliette at the Sakhut’s 
  Citadel of Thunderhead. 
  Once the teleport spell is cast and the PCs begin 
  to travel astrally, ask the caster to make a 
  Spellcraft check (DC 15). With a successful check 
  she notices that she is being purposefully pulled 
  off her intended course. The caster can make 
  another Spellcraft check (DC 29) to know that the 
  magic is conjuration and based on the 9th-level 
  refuge spell.    
  The caster can choose to fall out of the astral 
  immediately and back onto Oerth.  If the PCs 
  continue, they are teleported into the oubliette, 
  where they are slain and eaten without hope of 
  resurrection (true resurrection is not available in 
  Geoff unless cast by a PC at the table). The 
  characters are removed from the campaign. 
  The storm is treated as a thunderstorm with a 
  strong wind blowing and pouring rain as per DMG 
  p. 94. There is an -8 penalty on Spot, Search, and 
  Listen checks. Ranged weapon attacks are 
  impossible.  
  Once every minute, a bolt of lightning strikes doing 
  1d10 in damage. The first bolt of lightening strikes 
  in one of the first 10 combat rounds. Roll a d10 at 
  the start of the battle to determine when the 
  lightning first hits. The Storm King has enough 
  control to ensure that the lightning strikes a PC, 
  not one of his followers. Determine randomly 
  which PCs receives the bolt of lightning with 
  metal-clad PCs having twice as much chance to 
  be hit as non-metal clad PCs. 
  If the PCs have any means to control the weather, 
  they can wrest control from the Storm King, as he 
  is not putting much effort into it. In addition, if the 
  PCs move than 2,000 ft. from their position when 
  the storm broke, they leave the effects of the 
  storm. 
  Three rounds after the storm strikes the PCs, Enar 
  and his followers teleport in. Enar comes sooner if 
  the PCs seem about to escape; he and all of his 
  followers teleport in invisibly. The ogre magi use 
  their natural ability while the rast drink a potion of 
  invisibility. PCs may detect that someone invisible 
  is about with a successful Spot check (DC 20), but 
  remember the penalties from the rain. Also, the 
  teleport is a spell effect and can be detected with a 
  successful Spellcraft check (DC 27). 
  Enar and his fellows immediately move to attack 
  PCs who can detect invisible creatures. PCs who 
  make the Spot or Spellcraft checks are not 
  surprised. 
  During the combat, Enar attempts to shake 
  information out of the PCs 
  A snarling booming voice can be heard over 
  the driving rain. “Throw down your weapons 
  and surrender. Your lives will be spared.” 
  Enar does not stop his attacks to parley but 
  repeatedly calls upon the PCs to yield. He 
  demands to know what they were doing with the 
  stones and what the sounds mean..  
  If the PCs surrender, Enar spares their lives and 
  demands to know what they were doing with the 
  stones. He is naturally suspicious of any story the 
  PCs tell. Use the appropriate Sense Motive 
  modifiers (+5 or +10 are most likely) as listed 
  under the Bluff skill on page 68 of the Player’s 
  Handbook.  
  Enar does not know about the forks before he 
  talks to the PCs. He only knows that the PCs are 
  striking the stones with something to produce 
  musical chords. If he learns of the forks, he takes 
  them from the PCs, leaving the rest of their 
  possessions. Unfortunately, Aedan does not have 
  any more forks to give the PCs and traveling to 
  have new ones made takes too long. Thus the 
  PCs are unable to collect the tones and the quest 
  to find the Key with No Teeth ends in failure. 
  If Enar defeats the PCs, he takes their bodies 
  back to the giant-held lands with him. He has 
  speak with dead cast on the corpses and gets the 
  answers he needs. The bodies are stripped of 
  everything valuable, then cooked and eaten. If 
  some of the PCs are killed and the rest surrender, 
  Enar takes the forks but leaves the bodies and 
  gear. 
  Judge’s Note: The EL for this encounter has 
  been increased by one due to the environmental 
  factors and Enar’s preparations. At APL 8, Enar is 
  a normal ogre mage 
  APL 8 (EL 12) 
  Ogre Mage (2): male giant; hp 41; see 
  Appendix One. 
  Rast: female outsider; hp 100; see Appendix 
  One. 
  APL 10 (EL 14) 
  Ogre Mage (2): male giant; hp 41; see 
  Appendix Two. 
  GEO5-05 A Key With No Teeth 
   
  Page 26 
  
  Rast: female outsider; hp 100; see Appendix 
  Two. 
  Enar: Ogre Mage Warlock5; male giant; hp 
  90; see Appendix Two. 
  APL 12 (EL 16) 
  Ogre Mage War3 (2): male giant; hp 79; see 
  Appendix Three. 
  Rast (2): male and female outsider; hp 100 
  each; see Appendix Three. 
  Enar: Ogre Mage Warlock7; male giant; hp 
  107; see Appendix Three. 
  Tactics: The rast immediately charges with its bite 
  attack to grapple a non-armored character. It is 
  not terribly bright and cannot distinguish between 
  leather and cloth, but it does understand metal. It 
  then grapples and attempts to use its blood drain 
  ability. Once in the grapple, it uses its claws. Its 
  paralyzing gaze is effective to 30 ft. The ogre 
  mages try to stay beyond that distance, but they 
  rely on their Fortitude saves to keep them safe if 
  they must approach closer. 
  The ogre mages use their cone of cold power as 
  quickly as possible to catch as many PCs as they 
  can. The standard ogre mages try to use their 
  flails to disarm PCs. The warrior ogre mages use 
  their karmic strike ability to draw as many attacks 
  of opportunity as they can and disarm PCs. They 
  fly constantly and use their invisibility to hide if 
  they need. 
  At lower APLs, Enar opens with his wand, trying to 
  catch as many PCs together as he can. At APL 
  12, he uses his cone of cold right away. At APLs 8 
  and 10, he holds back his cone of cold as a 
  surprise for later in the battle after the PCs have 
  been hurt. Enar then uses his eldritch blasts 
  channeled through his falchion. He uses his 
  invocation essences (and the cursespewing ability 
  of his falchion at APL 12) to disable the PCs as 
  quickly as possible. Each of the ogre mages has a 
  potion of remove blindness. The potion is in a 
  distinctively shaped bottle and they can find it by 
  touch. If blinded, they go invisible, move a short 
  distance away while retrieving the potion, drink the 
  potion, then return to the battle. 
  Treasure: The PCs can loot the bodies of the 
  NPCs and collect substantial wealth. What 
  they find depends on the APL and is listed in 
  the Treasure Summary below. 
  When the PCs have collected all four chords and 
  survived this encounter, they have successfully 
  completed the adventure. Go to Conclusion. 
  Conclusion 
  The tuning forks hum softly with magical 
  power. If you put your ear close, you can hear 
  the tones captured by the forks. The four 
  chords will form the key with no teeth and will 
  open the way to the Clockworks and the 
  captive Queen Maeve. 
  Yet this bound queen is Unseelie. Releasing 
  her is risky and dangerous, as the Unseelie are 
  capricious and spiteful. Just what are you 
  about to unleash upon the Flanaess? Will it 
  help the fight against the giants to free such a 
  being? Can she be freed at all? 
  The path to the Plane of Time is controlled by 
  the passing of days. All that is left is to wait 
  until the moons count the moments and take 
  their proper place. For weal or woe, you will 
  have to wait.  
  All PCs who collected the four tones receive A 
  Key with No Teeth special reward. At least one 
  person at the table must have this reward to open 
  the portal in GEO5-08 Bound in Clockwork. If no 
  one has this reward, then the gate does not open 
  and the adventure ends in failure. 
  There is one other minor matter. If the PCs took 
  the Continual Flame Orb or the Trove of Spellbook 
  Materials from the Russet Tower in GEO3-01 A 
  Small Knowing Soul and did not reimburse Aedan 
  in Encounter One, they are notified that charges of 
  theft have been lodged against them before the 
  magistrate in Aberglain. Aedan presents evidence 
  from his scrying and divinations that the PC is 
  responsible. The magistrate, who is a cleric of 
  Allitur, uses truth spells as needed. The PC must 
  then make a Diplomacy check (DC 15+APL) or be 
  fined a sum equal to 100 times the APL in gold 
  pieces. Gyric custom does not allow others to 
  represent others so only the PC who is accused 
  may make the Diplomacy check. Other PCs can 
  aid (as per the standard rules) by speaking as 
  witnesses. 
  A PC who is accused and does not make the 
  Diplomacy check receives the Judgment at Law 
  special reward.  
  GEO5-05 A Key With No Teeth 
   
  Page 27 
  
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter One 
  Found the lunar chart and learned of the chords. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
   
  APL 12: 105 xp. 
  Encounter Seven 
  Defeat the frost giants. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter Eight 
  Defeat the fire giants. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter Nine 
  Defeat the hill giants. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter Ten 
  Defeat Enar and his retribution squad. 
   
  APL 8: 360 xp. 
   
  APL 10: 420 xp. 
   
  APL 12: 480 xp. 
  Story Award 
  Collected all four chords. 
   
  APL 8: 150 xp. 
   
  APL 10: 180 xp. 
   
  APL 12: 210 xp. 
  Total possible experience 
   
  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 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  GEO5-05 A Key With No Teeth 
   
  Page 28 
  
  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 Seven: 
  APL 8: L: 0 gp, C: 0 gp, M: +2 large chain shirt 
  (354 gp), large greataxe +1 (195 gp), potion of 
  fly (63 gp), potion of remove blindness (63 
  gp), potion of resist energy (fire) 20 (58 gp), 
  potion of cure serious wounds (63 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: +2 large chain 
  shirt (x2) (354 gp), large greataxe +1 (x2) (195 
  gp), potion of fly (x2) (63 gp), potion of remove 
  blindness (x2) (63 gp), potion of resist energy 
  (fire) 20 (x2) (58 gp), potion of cure serious 
  wounds (x2) (63 gp). 
  APL 12: L: 38 gp, C: 0 gp, M: +2 large chain 
  shirt (x2) (354 gp), large greataxe +1 (x2) (195 
  gp), potion of fly (x2) (63 gp), potion of remove 
  blindness (x3) (63 gp), potion of resist energy 
  (fire) 20 (x2) (58 gp), potion of cure serious 
  wounds (x2) (63 gp), gloves of arrow snaring 
  (333 gp), ring of minor energy resistance (fire) 
  (1000 gp). 
  Encounter Eight: 
  APL 8: L: 508 gp, C: 0 gp, M: +2 large half 
  plate (446 gp), potion of fly (63 gp), potion of 
  remove blindness (63 gp), potion of resist 
  energy (cold) 20 (58 gp), potion of cure 
  serious wounds (63 gp). 
  APL 10: L: 508 gp, C: 0 gp, M: +2 large half 
  plate (446 gp), potion of fly (63 gp), potion of 
  remove blindness (63 gp), potion of resist 
  energy (cold) 20 (58 gp), potion of cure 
  serious wounds (63 gp). 
  APL 12: L: 508 gp, C: 0 gp, M: +2 large half 
  plate (446 gp), potion of fly (63 gp), potion of 
  remove blindness (x2) (63 gp), potion of resist 
  energy (cold) 20 (58 gp), potion of cure 
  serious wounds (63 gp), cloak of resistance 
  +2 (333 gp), large greatsword +1 (200 gp), +1 
  large full plate of light fortification (596 gp), 
  lesser strand of prayer beads (800 gp), scroll 
  of heal (138 gp), scroll of wind wall (31 gp). 
  Encounter Nine: 
  APL 8: L: 0 gp, C: 0 gp, M: ring of freedom of 
  movement (3333 gp), ring of protection +3 (x2) 
  (1500 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: ring of freedom of 
  movement (3333 gp), ring of protection +4 (x2) 
  (3000 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: ring of freedom of 
  movement (3333 gp), ring of protection +5 (x2) 
  (4167 gp). 
  Encounter Ten: 
  APL 8: L: 0 gp, C: 0 gp, M: large chain shirt +1 
  (x2) (104 gp), large heavy flail +1 (x2) (194 
  gp), potion of remove blindness (x2) (63 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: large chain shirt 
  +1 (x2) (104 gp), large heavy flail +1 (x2) (194 
  gp), potion of remove blindness (x3) (63 gp), 
  large mithral breastplate +2 (533 gp), large 
  falchion +1 (204 gp), ring of counterspells 
  (333 gp), wand of unholy blight (10 charges) 
  or wand of order’s wrath (10 charges) (350 
  gp). 
  APL 12: L: 34 gp, C: 0 gp, M: large human 
  bane heavy flail +1 (x2) (694 gp), gauntlets of 
  ogre power (x2) (333 gp), ring of counterspells 
  (x3) (333 gp), potion of remove blindness (x3) 
  (63 gp), large mithral breastplate +2 (533 gp), 
  +1 cursespewing large falchion (704 gp), 
  cloak of resistance +3 (750 gp), wand of 
  unholy blight 8th level (10 charges) or wand of 
  order’s wrath 8th level (10 charges) (400 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 8: L: 508 gp, C: 0 gp, M: 8589 gp – Total: 
  9097 gp (1300 gp). 
  APL 10: L: 508 gp, C: 0 gp, M: 13868 gp – 
  Total: 14376 gp (2300 gp). 
  APL 12: L: 580 gp, C: 0 gp, M: 23282 gp – 
  Total: 23862 gp (3300 gp). 
  Items for the Adventure 
  Record 
  Special 
  A Key with No Teeth: You have collected the four 
  chords necessary to open a gate to the Plane of 
  Time. When the moons are right, you may use 
  these four chords to open the gate. One person in 
  the party must have this reward in order for the 
  gate to open in GEO5-07 Bound in Clockwork. 
  The chords that you captured are: 
  Chord #1: ___________________ 
  GEO5-05 A Key With No Teeth 
   
  Page 29 
  
  Chord #2: ___________________ 
  • 
  Scroll of Heal (Adventure; DMG) 
  Chord #3: ___________________ 
   
  Chord #4: ___________________ 
  Favor of Aedan of the Russet Tower: You have 
  impressed the Archmage Aedan of the Russet 
  Tower 
  with 
  your 
  resourcefulness 
  and 
  consideration of his tower in his absence. As a 
  token of his appreciation, Aedan provides you with 
  access to one, and only one, of the following items 
  that he cannot use anyway: foxhide armor (Races 
  of the Wild), standard of heroism (Complete 
  Warrior), or sword of the planes. Alternatively, a 
  wizard may use this favor to gain access to two 
  spells of any level from the Player’s Handbook, as 
  Aedan’s spell book contains all of them. Aedan 
  insists that you allow him to copy any spells from 
  your spellbook that are from alternative sources. 
  Favor Level B. Mark this favor when used. 
  Judgment at Law: You have had a judgment 
  entered against you by a magistrate of Allitur. You 
  are found guilty of willful theft and ordered to 
  compensate Archmage Aedan of the Russet 
  Tower for his loss. 
  Amount of the Fine: ___________________ 
  Item Access 
  APL 8: 
  • 
  +2 Chain Shirt (Adventure; DMG) 
  • 
  +2 Half Plate (Adventure; DMG) 
  APL 10 (all of APL 8 plus the following): 
  • 
  +2 Mithril Breastplate (Adventure; DMG) 
  • 
  Ring of Counterspells (Adventure; DMG) 
  • 
  Wand of Order’s Wrath (Adventure; DMG) 
  • 
  Wand of Unholy Blight (Adventure; DMG) 
  APL 12 (all of APLs 8 and 10 plus the following): 
  • 
  +2 Cloak of Resistance (Adventure; DMG) 
  • 
  +3 Cloak of Resistance (Adventure; DMG) 
  • 
  +1 
  Human 
  Bane 
  Large 
  Heavy 
  Flail 
  (Adventure; DMG) 
  • 
  Gloves of Arrow Snaring (Adventure; DMG) 
  • 
  Lesser Strand of Prayer Beads (Adventure; 
  DMG) 
  • 
  Ring of Minor Energy Resistance (fire) 
  (Adventure; DMG) 
  GEO5-05 A Key With No Teeth 
   
  Page 30 
  
  Appendix One – APL 8
  Encounter Seven  
   
   
   
  Frost Giant: male giant; hp 136; see Monster 
  Manual p. 121 with the following modifications: 
  AC 23, touch 8, flat-footed 23; Atk +19 melee 
  (3d6+14/x3, greataxe); Full Atk +19/+14 melee 
  (3d6+14/x3, greataxe). 
   
  Possessions: +2 chain shirt, greataxe +1, 
  potion of fly, potion of remove blindness in a 
  distinctly shaped bottle, potion of resist energy 
  (fire) 20, potion of cure serious wounds. 
  Encounter Eight 
   
   
   
   
  Fire Giant: male giant; hp 146; see Monster 
  Manual p. 121 with the following modifications: 
  AC 25, touch 8, flat-footed 24; Atk +21 melee 
  (3d6+16/19-20, adamantine greatsword); Full 
  Atk 
  +21/+16/+10 
  melee 
  (3d6+16/19-20, 
  adamantine greatsword). 
   
  Possessions: +2 half plate, adamantine 
  greatsword, potion of remove blindness in a 
  distinctly shaped bottle, potion of fly, potion of 
  resist energy (cold) 20, potion of cure serious 
  wounds. 
  Encounter Nine 
   
   
   
   
  Headthumper the Outland Champion: Male 
  Hill Giant Ftr4; CR 11; Large Giant; HD 
  12d8+4d10+64; hp 150; Init +2; Spd 40 ft./x4; 
  AC 23, touch 15, flat-footed 21 (-1 size, +2 Dex, 
  +9 natural, +3 ring of protection); BAB/Grp: 
  +13/+24; Atk: +21 melee (1d4+10/19-20/x2, 
  unarmed strike); Full Atk: +21/+16/+11 melee 
  (1d4+10/19-20/x2, 
  unarmed 
  strike); 
  Space/Reach 10 ft./10 ft.; SA -; SQ -; AL LN; SV 
  Fort +16, Ref +7, Will +10; Str 26, Dex 15, Con 
  18, Int 7, Wis 16, Cha 6.  
   
  Skills and Feats: Sense Motive +3, Tumble 
  +11; 
  Dodge, 
  Mobility, 
  Improved 
  Critical 
  (unarmed strike), Improved Unarmed Strike, 
  Improved Grapple, Iron Will, Power Attack, 
  Weapon Focus (unarmed strike), Weapon 
  Specialization (unarmed strike). 
   
  Possessions: ring of protection +3, ring of 
  freedom of movement, backpack (it contains 
  well-made clothing, dried food, shaving kit, and 
  rocks). 
   
  Physical Description: Shirtless and wearing 
  baggy pants with the legs tucked into knee–
  length, laced leather boots. A shirt and cloak of 
  the same material lies on the ground nearby. 
  The clothing is of fine quality. There is no hair on 
  the giant’s head, arms or chest. Dull, well-worn 
  rings adorn the third finger of each hand. 
  Maug: Male Hill Giant Mnk3; CR 10; Large 
  Giant; HD 15d8+60; hp 135; Init +5; Spd 50 
  ft./x4; AC 25, touch 15, flat-footed 21 (-1 size, +1 
  Dex, +3 Will, +9 natural, +3 ring of protection); 
  BAB/Grp: 
  +11/+22; 
  Atk: 
  +19 
  melee 
  (1d8+9/20/x2, 
  unarmed 
  strike); 
  Full 
  Atk: 
  +19/+14/+9 
  melee 
  (1d8+9/20/x2, 
  unarmed 
  strike) or +17/+17/+12/+7 melee (1d8+9/20/x2, 
  unarmed strike, flurry of blows); Space/Reach 
  10 ft./10 ft.; SA flurry of blows; SQ evasion, still 
  mind; AL LN; SV Fort +15, Ref +8, Will +10; Str 
  28, Dex 13, Con 18, Int 7, Wis 16, Cha 6.  
   
  Skills and Feats: Sense Motive +3, Tumble 
  +14; Combat Reflexes, Dodge, Mobility, Spring 
  Attack, Improved Initiative, Power Attack. 
   
  Flurry of Blows (Ex): See PHB pg. 40. 
   
  Evasion (Ex): See PHB pg. 41. 
   
  Still Mind (Ex): See PHB pg. 41. 
   
  Possessions: 
  ring 
  of 
  protection 
  +3, 
  backpack (it contains well-made clothing, dried 
  food, shaving kit, and rocks). 
   
  Physical Description: Dressed in a long, 
  lightweight shirt that reaches the giant’s knees, 
  a simple rope belt, and leather sandals. There is 
  no hair on the giant’s head or arms. A dull, well-
  worn ring adorns the third finger of his right 
  hand. 
  Encounter Ten 
   
   
   
   
  Ogre Mage (2): male giant; hp 41 each; see 
  Monster Manual p. 200 with the following 
  modifications: AC 19, touch 9, flat-footed 19; Atk 
  +8 melee (3d6+8/x3, heavy flail); Full Atk +8 
  melee (3d6+8/x3, heavy flail). 
   
  Possessions: +1 chain shirt, +1 heavy flail, 
  potion of remove blindness in a distinctly shaped 
  bottle. 
  Advanced 
  Rast: 
  CR 
  8; 
  Large 
  Outsider 
  (Extraplanar, Fire); HD 10d8+40 plus 10; hp 
  100; Init +5; Spd 5 ft., fly 60 ft. (good); AC 18 (-1 
  size, +1 Dex, +8 natural) touch 10, flat-footed 
  17; Base Atk +10; Grap +21; Atk +17 melee 
  (1d6+7/x2, claw) or +17 melee (2d6+10/x2, 
  bite); Full Atk +17 melee (1d6+7/x2, 4 claws) or 
  +17 melee (2d6+10/x2, bite); SA Paralyzing 
  gaze, 
  improved 
  grab, 
  blood 
  drain; 
  SQ 
  Darkvision 60 ft. flight, immunity to fire, 
  vulnerability to cold; Size/Reach 5 ft./5 ft.; AL N; 
  GEO5-05 A Key With No Teeth 
   
  Page 31 
  
  SV Fort +14, Ref +11, Will +10; Str 24, Dex 12, 
  Con 18, Int 3, Wis 11, Cha 10. 
   
  Skills and Feats: Hide +10, Listen +9, Spot 
  +9; Hover, Improved Initiative, Improved Natural 
  Armor, Improved Toughness.  
   
  Paralyzing Gaze (Su): Paralysis for 1d6 
  rounds, 30 feet, Fortitude DC 15 negates. The 
  save DC is Charisma-based. 
   
  Improved Grab (Ex): To use this ability, a 
  rast must hit with its bite attack. It can then 
  attempt to start a grapple as a free action 
  without provoking an attack of opportunity. 
   
  Blood Drain (Ex): A rast drains blood from a 
  grabbed 
  opponent, 
  dealing 
  1 
  point 
  of 
  Constitution damage each round it maintains the 
  hold. 
   
  Flight (Su): A rast can cease or resume 
  flight as a free action. A rast that loses this 
  ability falls and can perform only a single action 
  (either a move action or an attack action) each 
  round. 
  GEO5-05 A Key With No Teeth 
   
  Page 32 
  
  Appendix Two – APL 10 
  Encounter Seven  
   
   
   
  Frost Giant: male giant; hp 136 each; see 
  Monster Manual p. 121 with the following 
  modifications: AC 23, touch 8, flat-footed 23; Atk 
  +19 melee (3d6+14/x3, greataxe); Full Atk 
  +19/+14 melee (3d6+14/x3, greataxe). 
   
  Possessions: +2 chain shirt, +1 greataxe, 
  potion of remove blindness in a distinctly shaped 
  bottle, potion of fly, potion of resist energy (fire) 
  20, potion of cure serious wounds. 
  Woolly Mammoth: CR 9; Huge Animal; HD 
  14d8+98; hp 158; Init +0; Spd 40 ft.; AC 17 (-2 
  size, -1 Dex, +10 natural) touch 7, flat-footed 17; 
  Base Atk +10; Grp +30; Atk +20 melee 
  (2d10+18/x2, 
  gore); 
  Full 
  Atk 
  +20 
  melee 
  (2d6+12/x2, slam) and +18 melee (2d6+6/x2, 2 
  stamps) or +20 melee (2d10 +18/x2, gore); SA 
  Improved grab, toss, trample 2d8+18; SQ low-
  light vision, scent; Size/Reach 15 ft./10 ft.; AL N; 
  SV Fort +16, Ref +8, Will +10; Str 34, Dex 8, 
  Con 25, Int 2, Wis 12, Cha 7. 
   
  Skills and Feats: Listen +12, Spot +11; 
  Alertness, Endurance, Improved Bull Rush, 
  Multiattack, Power Attack. 
   
  Improved Grab (Ex): To use this ability, a 
  remorhaz must hit an opponent at least one size 
  category smaller than itself with its bite attack. It 
  can then attempt to start a grapple as a free 
  action 
  without 
  provoking 
  an 
  attack 
  of 
  opportunity. If it wins the grapple check, it 
  establishes a hold and can attempt to swallow 
  the opponent the next round. 
   
  Toss (Ex): Woolly mammoths vigorously 
  shake any creature caught in their tusks and 
  fling it in a random directions. Resolve the toss 
  as a bull rush maneuver (+20 check modifier), 
  except that there is no attack of opportunity, 
  since the w0olly mammoth has already grabbed 
  its foe when it tries to toss its victim. The woolly 
  mammoth does not need to move with its foe in 
  order to throw its foe more than 5 feet. If the 
  tossed victim beats the woolly mammoth’s bull 
  rush check, he remains in his current square 
  with no ill effects and is not grappled any longer. 
  Tossed victims take impact damage on landing 
  as if they had fallen a distance equal to the 
  distance they were tossed. 
   
  Trample (Ex): As a full-round action, a 
  woolly mammoth can more up to twice its speed 
  and literally run over Large or smaller creatures. 
  This attack deals 2d8+18 points of damage to 
  smaller creatures. Trampled opponents can 
  make attacks of opportunity against the woolly 
  mammoth at a -4 penalty. If they do not make 
  attacks of opportunity, trampled opponents can 
  attempt a DC 29 Reflex save for half damage. 
  The save DC is strength-based. 
   
  Scent (Ex): A woolly mammoth can detect 
  opponents within 30 feet. The exact location is 
  not revealed unless the creature is within 5 feet. 
  Encounter Eight 
   
   
   
   
  Fire Giant: male giant; hp 146; see Monster 
  Manual p. 121 with the following modifications: 
  AC 25, touch 8, flat-footed 24; Atk +21 melee 
  (3d6+16/19-20, adamantine greatsword); Full 
  Atk 
  +21/+16/+10 
  melee 
  (3d6+16/19-20, 
  adamantine greatsword). 
   
  Possessions: +2 half plate, adamantine 
  greatsword, potion of remove blindness in a 
  distinctly shaped bottle, potion of fly, potion of 
  resist energy (cold) 20, potion of cure serious 
  wounds. 
  Encounter Nine 
   
   
   
   
  Headthumper the Outland Champion: Male 
  Hill Giant Ftr6; CR 13; Large Giant; HD 
  12d8+6d10+72; hp 171; Init +2; Spd 40 ft./x4; 
  AC 24, touch 16, flat-footed 22 (-1 size, +2 Dex, 
  +9 natural, +4 ring of protection); BAB/Grp: 
  +15/+26; Atk: +23 melee (1d4+10/19-20/x2, 
  unarmed strike); Full Atk: +23/+18/+13 melee 
  (1d4+10/19-20/x2, 
  unarmed 
  strike); 
  Space/Reach 10 ft./10 ft.; SA -; SQ -; AL LN; SV 
  Fort +17, Ref +8, Will +11; Str 26, Dex 15, Con 
  18, Int 7, Wis 16, Cha 6.  
   
  Skills and Feats: Sense Motive +3, Tumble 
  +12; 
  Dodge, 
  Mobility, 
  Improved 
  Critical 
  (unarmed strike), Improved Unarmed Strike, 
  Improved Grapple, Iron Will, Power Attack, 
  Cleave, Improved Sunder, Weapon Focus 
  (Unarmed 
  strike), 
  Weapon 
  Specialization 
  (unarmed strike). 
   
  Possessions: ring of protection +4, ring of 
  freedom of movement, backpack (it contains 
  well-made clothing, dried food, shaving kit, and 
  rocks). 
   
  Physical Description: Shirtless and wearing 
  baggy pants with the legs tucked into knee-
  length, laced leather boots. A shirt and cloak of 
  the same material lies on the ground nearby. 
  The clothing is of fine quality. There is no hair on 
  GEO5-05 A Key With No Teeth 
   
  Page 33 
  
  the giant’s head, arms or chest. Dull, well-worn 
  rings adorn the third finger of each hand. 
  Maug: Male Hill Giant Mnk5; CR 12; Large 
  Giant; HD 17d8+68; hp 153; Init +6; Spd 50 
  ft./x4; AC 28, touch 15, flat-footed 21 (-1 size, +2 
  Dex, +3 Will, +1 Mnk AC bonus, +9 natural, +4 
  ring of protection); BAB/Grp: +12/+23; Atk: +20 
  melee (2d6+9/20/x2, unarmed strike); Full Atk: 
  +20/+15/+10 melee (2d6+9/20/x2, unarmed 
  strike) or +19/+19/+14/+9 melee (2d6+9/20/x2, 
  unarmed strike, flurry of blows); Space/Reach 
  10 ft./10 ft.; SA flurry of blows, ki strike +1; SQ 
  evasion, purity of body, slow fall 20-ft., still mind; 
  AL LN; SV Fort +16, Ref +10, Will +11; Str 28, 
  Dex 14, Con 18, Int 7, Wis 16, Cha 6.  
   
  Skills and Feats: Sense Motive +3, Tumble 
  +19; Combat Reflexes, Dodge, Mobility, Spring 
  Attack, Improved Initiative, Power Attack. 
   
  Evasion (Ex): See PHB pg. 41. 
   
  Flurry of Blows (Ex): See PHB pg. 40. 
   
  Ki Strike (Su): See PHB pg. 41. 
   
  Purity of Body (Ex): See PHB pg. 41. 
   
  Slow Fall (Ex): See PHB pg. 41. 
   
  Still Mind (Ex): See PHB pg. 41. 
   
  Possessions: 
  ring 
  of 
  protection 
  +4, 
  backpack (it contains well-made clothing, dried 
  food, shaving kit, and rocks). 
   
  Physical Description: Dressed in a long, 
  lightweight shirt that reaches the giant’s knees, 
  a simple rope belt, and leather sandals. There is 
  no hair on the giant’s head or arms. A dull, well-
  worn ring adorns the third finger of his right 
  hand. 
  Encounter Ten 
   
   
   
   
  Ogre Mage (2): male giant; hp 41 each; see 
  Monster Manual p. 200 with the following 
  modifications: AC 19, touch 9, flat-footed 19; Atk 
  +8 melee (3d6+8/x3, heavy flail); Full Atk +8 
  melee (3d6+8/x3, heavy flail). 
   
  Possessions: +1 chain shirt, +1 heavy flail, 
  potions of remove blindness in a distinctly 
  shaped bottle. 
  Advanced 
  Rast: 
  CR 
  8; 
  Large 
  Outsider 
  (Extraplanar, Fire); HD 10d8+40 plus 10; hp 
  100; Init +5; Spd 5 ft., fly 60 ft. (good); AC 17 (-1 
  size, +1 Dex, +7 natural) touch 10, flat-footed 
  16; Base Atk +10; Grp +21; Atk +17 melee 
  (1d6+7/x2, claw) or +17 melee (2d6+10/x2, 
  bite); Full Atk +17 melee (1d6+7/x2, 4 claws) or 
  +17 melee (2d6+10/x2, bite); SA Paralyzing 
  gaze, 
  improved 
  grab, 
  blood 
  drain; 
  SQ 
  Darkvision 60 ft. flight, immunity to fire, 
  vulnerability to cold; Size/Reach 5 ft./5 ft.; AL N; 
  SV Fort +14, Ref +11, Will +10; Str 24, Dex 12, 
  Con 18, Int 3, Wis 11, Cha 10. 
   
  Skills and Feats: Hide +10, Listen +9, Spot 
  +9; Blind-Fight, Hover, Improved Initiative, 
  Improved Toughness.  
   
  Paralyzing Gaze (Su): Paralysis for 1d6 
  rounds, 30 feet, Fortitude DC 15 negates. The 
  save DC is Charisma-based. 
   
  Improved Grab (Ex): To use this ability, a 
  rast must hit with its bite attack. It can then 
  attempt to start a grapple as a free action 
  without provoking an attack of opportunity. 
   
  Blood Drain (Ex): A rast drains blood from a 
  grabbed 
  opponent, 
  dealing 
  1 
  point 
  of 
  Constitution damage each round it maintains the 
  hold. 
   
  Flight (Su): A rast can cease or resume 
  flight as a free action. A rast that loses this 
  ability falls and can perform only a single action 
  (either a move action or an attack action) each 
  round. 
  Enar: male ogre mage wrlck5; CR 11; Large 
  Giant; HD 5d8+25 plus 5d6+25; hp 90; Init +7; 
  Spd 40 ft., fly 40 ft. (good); AC 24 (-1 size, +3 
  Dex, +5 natural, +7 breastplate) touch 12, flat-
  footed 21; Base Atk +8; Grp +19; Atk +16 melee 
  (2d6+11/16-20, large falchion) or +10 ranged 
  (2d6/x2, eldritch blast); Full Atk +16/+11 melee 
  (2d6+11/16-20, large falchion) or +10 ranged 
  (3d6/x2, eldritch blast); SA Eldritch blast 3d6, 
  spell-like abilities; SQ Damage reduction 1/cold 
  iron, darkvision 60 ft., deceive item, detect 
  magic, low-light vision, regeneration 5, spell 
  resistance 19; Size/Reach 10 ft./10 ft.; AL LE; 
  SV Fort +12, Ref +5, Will +6; Str 24, Dex 16, 
  Con 20, Int 14, Wis 12, Cha 18. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +15, 
  Knowledge (arcana) +7, Knowledge (planes) +7, 
  Listen +9, Sense Motive +5, Spellcraft +10, Spot 
  +9, Use Magic Device +8; Combat Expertise, 
  improved critical (falchion), Improved Initiative, 
  weapon focus (falchion). 
   
  Detect Magic (Sp): Beginning at 2nd level, a 
  warlock can use detect magic as the spell at will. 
  His caster level equals his class level. 
   
  Deceive Item (Ex): At 4th level or higher, a 
  warlock 
  has 
  the 
  ability 
  to 
  more 
  easily 
  commandeer magic items made for the use of 
  other characters. When making a Use Magic 
  Device check, a warlock can take 10 even if 
  distracted or threatened. 
   
  Spell-Like Abilities: At will – darkness, 
  invisibility; 1/day – charm person (DC 14), cone 
  of cold (DC 18), gaseous form, polymorph, sleep 
  GEO5-05 A Key With No Teeth 
   
  Page 34 
  
  (DC 14). Caster level 9th. The save DCs are 
  Charisma-based. 
   
  Flight (Su): An ogre mage can cease or 
  resume flight as a free action. While using 
  gaseous form, it can fly at its normal speed and 
  has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal 
  normal damage to an ogre mage. 
   
  Warlock Invocations Known (at will; save 
  DC 14 + spell level): Least – hideous blow, see 
  the unseen, sickening blast. 
   
  Possessions: +2 mithril breastplate, +1 large 
  falchion, potion of remove blindness in a 
  distinctly shaped bottle, ring of counterspells, 
  wand of order’s wrath (10 charges) or wand of 
  unholy blight (10 charges). 
  GEO5-05 A Key With No Teeth 
   
  Page 35 
  
  Appendix Three – APL 12 
  Encounter Seven  
   
   
   
  Frost Giant: male giant; hp 136 each; see 
  Monster Manual p. 121 with the following 
  modifications: AC 23, touch 8, flat-footed 23; Atk 
  +19 melee (3d6+14/x3, greataxe); Full Atk 
  +19/+14 melee (3d6+14/x3, greataxe). 
   
  Possessions: +2 chain shirt, +1 greataxe, 
  potions of remove blindness in a distinctly 
  shaped bottle, potion of fly, potion of resist 
  energy (fire) 20, potion of cure serious wounds. 
  Frost Giant Spiritspeaker: CR 10; female 
  Large Giant (Cold); HD 14d8+70; hp 151; Init -1; 
  Spd 40 ft.; AC 24 (-1 size, -1 Dex, +9 natural, +5 
  breastplate, +2 heavy shield) touch 8, flat-footed 
  24; Base Atk +10; Grp +20; Atk +15 melee 
  (2d6+6/x3, battleaxe) or +15 melee (1d4+6/x2, 
  slam) or +8 ranged (2d6+6/x2, rock); Full Atk 
  +15/+10 melee (2d6+6/x3, battleaxe) or +15 
  melee (1d4+6/x2, 2 slams) or +8 ranged 
  (2d6+6/x2, rock); SA Rock throwing, spell-like 
  abilities,; SQ Immunity to cold, low-light vision, 
  rock catching, vulnerability to fire; Size/Reach 
  10 ft./10 ft.; AL CE; SV Fort +14, Ref +3, Will +8; 
  Str 23, Dex 9, Con 20, Int 12, Wis 15, Cha 15. 
   
  Skills and Feats: Climb +6, Concentration 
  +17, Intimidate +8, Jump +6, Listen +6, Sense 
  Motive +5, Spot +14; Empower Spell-Like Ability 
  (ice storm), Iron Will, Quicken Spell-Like Ability 
  (prayer), Spell Focus (Necromancy), Improved 
  Toughness. 
   
  Rock Throwing (Ex): The range increment is 
  120 feet for a frost giant’s thrown rocks. 
   
  Spell-Like Abilities: At will – detect magic, 
  doom (DC 16), rage; 3/day – blindness/deafness 
  (DC 17), cure serious wounds, fear (DC 18), 
  empowered ice storm; 1/day – dispel magic, 
  invisibility purge, prayer, wall of stone. Caster 
  level 14th. Saves are Charisma-based. 
   
  Possession: gloves of arrow snaring, potion 
  of remove blindness in a distinctly shaped bottle, 
  ring of minor energy resistance (fire). 
  Woolly Mammoth: CR 9; Huge Animal; HD 
  14d8+98; hp 158; Init +0; Spd 40 ft.; AC 17 (-2 
  size, -1 Dex, +10 natural) touch 7, flat-footed 17; 
  Base Atk +10; Grp +30; Atk +20 melee 
  (2d10+18/x2, 
  gore); 
  Full 
  Atk 
  +20 
  melee 
  (2d6+12/x2, slam) and +18 melee (2d6+6/x2, 2 
  stamps) or +20 melee (2d10 +18/x2, gore); SA 
  Improved grab, toss, trample 2d8+18; SQ low-
  light vision, scent; Size/Reach 15 ft./10 ft.; AL N; 
  SV Fort +16, Ref +8, Will +10; Str 34, Dex 8, 
  Con 25, Int 2, Wis 12, Cha 7. 
   
  Skills and Feats: Listen +12, Spot +11; 
  Alertness, Endurance, Improved Bull Rush, 
  Multiattack, Power Attack. 
   
  Improved Grab (Ex): To use this ability, a 
  remorhaz must hit an opponent at least one size 
  category smaller than itself with its bite attack. It 
  can then attempt to start a grapple as a free 
  action 
  without 
  provoking 
  an 
  attack 
  of 
  opportunity. If it wins the grapple check, it 
  establishes a hold and can attempt to swallow 
  the opponent the next round. 
   
  Toss (Ex): Woolly mammoths vigorously 
  shake any creature caught in their tusks and 
  fling it in a random directions. Resolve the toss 
  as a bull rush maneuver (+20 check modifier), 
  except that there is no attack of opportunity, 
  since the woolly mammoth has already grabbed 
  its foe when it tries to toss its victim. The woolly 
  mammoth does not need to move with its foe in 
  order to throw its foe more than 5 feet. If the 
  tossed victim beats the woolly mammoth’s bull 
  rush check, he remains in his current square 
  with no ill effects and is not grappled any longer. 
  Tossed victims take impact damage on landing 
  as if they had fallen a distance equal to the 
  distance they were tossed. 
   
  Trample (Ex): As a full-round action, a 
  woolly mammoth can more up to twice its speed 
  and literally run over Large or smaller creatures. 
  This attack deals 2d8+18 points of damage to 
  smaller creatures. Trampled opponents can 
  make attacks of opportunity against the woolly 
  mammoth at a -4 penalty. If they do not make 
  attacks of opportunity, trampled opponents can 
  attempt a DC 29 Reflex save for half damage. 
  The save DC is strength-based. 
   
  Scent (Ex): A woolly mammoth can detect 
  opponents within 30 feet. The exact location is 
  not revealed unless the creature is within 5 feet. 
  Advanced Two-Headed Remorhaz: CR 11; 
  Huge Magical Beast; HD 12d10+96 plus 12; hp 
  174; Init +8; Spd 30 ft., burrow 20 ft.; AC 24 (-2 
  size, +4 Dex, +12 natural) touch 12, flat-footed 
  20; Base Atk +12; Grp +30; Atk +21 melee 
  (2d8+15/x2, 2 bites); Full Atk +21 melee 
  (2d8+15/x2, 2 bites); SA Improved grab, swallow 
  whole; SQ Darkvision 90 ft. heat, low-light 
  vision, tremorsense 60 ft.; Size/Reach 15 ft./10 
  ft.; AL N; SV Fort +15, Ref +11, Will +6; Str 31, 
  Dex 18, Con 26, Int 5, Wis 15, Cha 8. 
  GEO5-05 A Key With No Teeth 
   
  Page 36 
  
   
  Skills and Feats: Listen +15, Spot +15; 
  Awesome blow, Combat Reflexes, Improved 
  Bull 
  Rush, 
  Improved 
  Initiative, 
  Improved 
  Toughness, Power Attack, Weapon Focus (bite).  
   
  Improved Grab (Ex): To use this ability, a 
  remorhaz must hit an opponent at least one size 
  category smaller than itself with its bite attack. It 
  can then attempt to start a grapple as a free 
  action 
  without 
  provoking 
  an 
  attack 
  of 
  opportunity. If it wins the grapple check, it 
  establishes a hold and can attempt to swallow 
  the opponent the next round. 
   
  Swallow Whole (Ex): When a remorhaz 
  begins its turn with a grappled opponent in its 
  mouth, it can swallow that opponent with a 
  successful grapple check. Once inside, the 
  opponent takes 2d8+12 points of bludgeoning 
  damage plus 8d6 points of fire damage per 
  round from the remorhaz’s gizzard. A swallowed 
  creature can cut its way out by using a light 
  slashing or piercing weapon to deal 25 points of 
  damage to the gizzard (AC 15). Once the 
  creature exits, muscular action closes the hole; 
  another swallowed opponent must cut its own 
  way out. A huge remorhaz’s interior can hold 2 
  Large, 4 Medium, 8 Small, 32 Tiny, 128 
  Diminutive, or 512 Fine or smaller opponents. 
   
  Heat (Ex): An enraged remorhaz generates 
  heat so intense that any touching its body takes 
  8d6 points of fire damage. Creatures striking a 
  remorhaz with natural or unarmed attacks are 
  subject to this damage, but creatures striking 
  with melee weapons do not take damage from 
  the remorhaz’s heat. This heat can melt or char 
  weapons; any weapon that strikes a remorhaz is 
  allowed a DC 24 Fortitude save to avoid 
  destruction. The save is Constitution-based. 
   
  Skills: Remorhazes have a +4 racial bonus 
  on Listen checks. 
  Encounter Eight 
   
   
   
   
  Fire Giant: male giant; hp 146; see Monster 
  Manual p. 121 with the following modifications: 
  AC 25, touch 8, flat-footed 24; Atk +21 melee 
  (3d6+16/19-20, adamantine greatsword); Full 
  Atk 
  +21/+16/+10 
  melee 
  (3d6+16/19-20, 
  adamantine greatsword). 
   
  Possessions: +2 half plate, adamantine 
  greatsword, potions of remove blindness in a 
  distinctly shaped bottle, potion of fly, potion of 
  resist energy (cold) 20, potion of cure serious 
  wounds. 
  Sigrid, fire giant cleric: fire giant Clr4; CR 12; 
  female Large Giant (Fire); HD 19d8+133; hp 
  231; Init +1; Spd 30 ft.; AC 30 (-1 size, +1 Dex, 
  +8 natural, +9 armor, +3 shield) touch 10, flat-
  footed 29; Base Atk +14; Grp +30; Atk +27 
  melee (2d6+18/19-20, medium greatsword) or 
  +15 ranged (2d6+12/x2 plus 2d6 fire, rock); Full 
  Atk +27/+22/+17 melee (2d6+18/19-20, medium 
  greatsword) or +15 ranged (2d6+12/x2 plus 2d6 
  fire, rock); SA Feat of strength, rebuke undead 
  (15/day), rock throwing, spontaneous casting; 
  SQ Immunity to fire, low-light vision, rock 
  catching, vulnerability to cold; Size/Reach 10 
  ft./10 ft.; AL LE; SV Fort +21, Ref +9, Will +15; 
  Str 34, Dex 12, Con 24, Int 10, Wis 19, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration, 
  +17, 
  Knowledge (religion) +4, Spellcraft +4, Spot +20; 
  Divine Metamagic (Quicken), Extra Turning x3, 
  Power Attack, Practiced Caster, Quicken Spell, 
  Weapon Focus (greatsword)*. 
   
  Feat of Strength (Su): Once per day, as a 
  free action, this character may perform a feat of 
  strength to gain an enhancement bonus to 
  Strength equal to her cleric level. This lasts 1 
  round. 
   
  Rock Throwing (Ex): The range increment is 
  120 feet for a frost giant’s thrown rocks. 
   
  Spontaneous Casting (Ex): An evil cleric (or 
  a neutral cleric of an evil deity), can’t convert 
  prepared spells to cure spells but can convert 
  them to inflict spells. 
   
  Cleric Spells Prepared (5/4+1/3+1; save DC 
  14 + spell level, Caster Level 8th): 0 – create 
  water, detect magic, detect poison, guidance, 
  light, mending; 1st – bless, cure light wounds, 
  divine favor, protection from good*, shield of 
  faith; 2nd – bull’s strength,* calm emotions, 
  resist energy. 
  * designates domains spells 
  Domains: Strength and War. 
   
  Possessions: +2 cloak of resistance, +1 
  greatsword, +1 full plate of light fortification, +1 
  heavy shield, lesser strand of prayer beads, 
  potions of remove blindness in a distinctly 
  shaped bottle, scroll of heal, scroll of wind wall, 
  3 Heated Rocks, two holy symbols of Surtr. 
  Encounter Nine 
   
   
   
   
  Headthumper the Outland Champion: Male 
  Hill Giant Ftr8; CR 15; Large Giant; HD 
  12d8+8d10+80; hp 192; Init +3; Spd 40 ft./x4; 
  AC 26, touch 18, flat-footed 23 (-1 size, +3 Dex, 
  +9 natural, +5 ring of protection); BAB/Grp: 
  +17/+28; Atk: +26 melee (1d4+10/19-20/x2, 
  unarmed strike); Full Atk: +26/+21/+16/+11 
  melee 
  (1d4+10/19-20/x2, 
  unarmed 
  strike); 
  Space/Reach 10 ft./10 ft.; SA -; SQ -; AL LN; SV 
  GEO5-05 A Key With No Teeth 
   
  Page 37 
  
  Fort +18, Ref +9, Will +11; Str 26, Dex 16, Con 
  18, Int 7, Wis 16, Cha 6.  
   
  Skills and Feats: Sense Motive +3, Tumble 
  +14; 
  Dodge, 
  Mobility, 
  Improved 
  Critical 
  (unarmed strike), Improved Unarmed Strike, 
  Improved Grapple, Iron Will, Power Attack, 
  Cleave, Improved Sunder, Weapon Focus 
  (unarmed 
  strike), 
  Weapon 
  Specialization 
  (unarmed 
  strike), 
  Greater 
  Weapon 
  Focus 
  (unarmed strike). 
   
  Possessions: ring of protection +5, ring of 
  freedom of movement, backpack (it contains 
  well-made clothing, dried food, shaving kit, and 
  rocks). 
   
  Physical Description: Shirtless and wearing 
  baggy pants with the legs tucked into knee-
  length, laced leather boots. A shirt and cloak of 
  the same material lies on the ground nearby. 
  The clothing is of fine quality. There is no hair on 
  the giant’s head, arms or chest. Dull, well-worn 
  rings adorn the third finger of each hand. 
  Maug: Male Hill Giant Mnk7; CR 14; Large 
  Giant; HD 19d8+76; hp 171; Init +6; Spd 60 
  ft./x4; AC 29, touch 16, flat-footed 22 (-1 size, +2 
  Dex, +3 Will, +1 Mnk AC bonus, +9 natural, +5 
  ring of protection); BAB/Grp: +14/+25; Atk: +22 
  melee (2d6+9/20/x2, unarmed strike); Full Atk: 
  +22/+17/+12 melee (2d6+9/20/x2, unarmed 
  strike) or +21/+21/+16/+11 melee (2d6+9/20/x2, 
  unarmed strike, flurry of blows); Space/Reach 
  10 ft./10 ft.; SA flurry of blows, ki strike +1; SQ 
  evasion, purity of body, slow fall 30-ft., still mind, 
  wholeness of body; AL LN; SV Fort +17, Ref 
  +11, Will +12; Str 28, Dex 14, Con 18, Int 7, Wis 
  16, Cha 6.  
   
  Skills and Feats: Sense Motive +3, Tumble 
  +23; Combat Reflexes, Dodge, Mobility, Spring 
  Attack, Improved Initiative, Improved Sunder, 
  Power Attack. 
   
  Evasion (Ex): See PHB pg. 41. 
   
  Flurry of Blows (Ex): See PHB pg. 40. 
   
  Ki Strike (Su): See PHB pg. 41. 
   
  Purity of Body (Ex): See PHB pg. 41. 
   
  Slow Fall (Ex): See PHB pg. 41. 
   
  Still Mind (Ex): See PHB pg. 41. 
   
  Wholeness of Body (Ex): See PHB pg. 42. 
   
  Possessions: 
  ring 
  of 
  protection 
  +5, 
  backpack (it contains well made clothing, dried 
  food, shaving kit, and rocks). 
   
  Physical Description: Dressed in a long, 
  lightweight shirt that reaches the giant’s knees, 
  a simple rope belt, and leather sandals. There is 
  no hair on the giant’s head or arms. A dull, well-
  worn ring adorns the third finger of his right 
  hand. 
  Encounter Ten 
   
   
   
   
  Ogre Mage War3: CR 10; Large Giant; HD 
  5d8+20 plus 3d10+15; hp 79; Init +4; Spd 40 ft., 
  fly 40 ft. (good); AC 18 (-1 size, +5 natural, +4 
  chain shirt) touch 9, flat-footed 18; Base Atk 
  +6/+1; Grp +19; Atk +16 melee (2d8+14/x3, 
  heavy flail) or +8 ranged (2d6/x3, longbow); Full 
  Atk +16/+11 melee (2d8+14/x3, heavy flail) or 
  +8/+3 ranged (2d6/x3, longbow); SA Spell-like 
  abilities; SQ Darkvision 60 ft., low-light vision, 
  regeneration 5, spell resistance 19; Size/Reach 
  10 ft./10 ft.; AL LE; SV Fort +11, Ref +4, Will +5; 
  Str 28, Dex 14, Con 19, Int 12, Wis 16, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +12, 
  Intimidate +4, Listen +11, Spellcraft +11, Spot 
  +11; Combat Expertise, Dodge, Karmic Strike. 
   
  Spell-Like Abilities: At will – darkness, 
  invisibility; 1/day – charm person (DC 14), cone 
  of cold (DC 18), gaseous form, polymorph, sleep 
  (DC 14). Caster level 9th. The save DCs are 
  Charisma-based. 
   
  Flight (Su): An ogre mage can cease or 
  resume flight as a free action. While using 
  gaseous form, it can fly at its normal speed and 
  has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal 
  normal damage to an ogre mage. 
   
  Possession: +1 human bane heavy flail, 
  gauntlets of ogre power, potion of remove 
  blindness in a distinctly shaped bottle, ring of 
  counterspells. 
  Advanced 
  Rast: 
  CR 
  8; 
  Large 
  Outsider 
  (Extraplanar, Fire); HD 10d8+40 plus 10; hp 
  100; Init +5; Spd 5 ft., fly 60 ft. (good); AC 17 (-1 
  size, +1 Dex, +7 natural) touch 10, flat-footed 
  16; Base Atk +10; Grp +21; Atk +17 melee 
  (1d6+7/x2, claw) or +17 melee (2d6+10/x2, 
  bite); Full Atk +17 melee (1d6+7/x2, 4 claws) or 
  +17 melee (2d6+10/x2, bite); SA Paralyzing 
  gaze, 
  improved 
  grab, 
  blood 
  drain; 
  SQ 
  Darkvision 60 ft. flight, immunity to fire, 
  vulnerability to cold; Size/Reach 5 ft./5 ft.; AL N; 
  SV Fort +14, Ref +11, Will +10; Str 24, Dex 12, 
  Con 18, Int 3, Wis 11, Cha 10. 
   
  Skills and Feats: Hide +10, Listen +9, Spot 
  +9; Blind-Fight, Hover, Improved Initiative, 
  Improved Toughness.  
   
  Paralyzing Gaze (Su): Paralysis for 1d6 
  rounds, 30 feet, Fortitude DC 15 negates. The 
  save DC is Charisma-based. 
   
  Improved Grab (Ex): To use this ability, a 
  rast must hit with its bite attack. It can then 
  attempt to start a grapple as a free action 
  without provoking an attack of opportunity. 
  GEO5-05 A Key With No Teeth 
   
  Page 38 
  
   
  Blood Drain (Ex): A rast drains blood from a 
  grabbed 
  opponent, 
  dealing 
  1 
  point 
  of 
  Constitution damage each round it maintains the 
  hold. 
   
  Flight (Su): A rast can cease or resume 
  flight as a free action. A rast that loses this 
  ability falls and can perform only a single action 
  (either a move action or an attack action) each 
  round. 
  Enar: male ogre mage wrlck7; CR 13; Large 
  Giant; HD 5d8+25 plus 7d6+35; hp 107; Init +7; 
  Spd 40 ft., fly 40 ft. (good); AC 24 (-1 size, +3 
  Dex, +5 natural, +7 breastplate) touch 12, flat-
  footed 21; Base Atk +10; Grp +21; Atk +18 
  melee (2d6+11/16-20, large falchion) or +12 
  ranged (4d6/x2, eldritch blast); Full Atk +18/+13 
  melee (2d6+11/16-20, large falchion) or +7 
  ranged (4d6/x2, eldritch blast); SA Eldritch blast 
  4d6, spell-like abilities; SQ Damage reduction 
  2/cold iron, darkvision 60 ft., deceive item, 
  detect magic, low-light vision, regeneration 5, 
  spell resistance 21; Size/Reach 10 ft./10 ft.; AL 
  LE; SV Fort +15, Ref +9, Will +10; Str 24, Dex 
  16 Con 20, Int 14, Wis 13, Cha 18. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +15, 
  Knowledge (arcana) +9, Knowledge (planes) +9, 
  Listen +11, Sense Motive +6, Spellcraft +12, 
  Spot +10, Use Magic Device +10; Boost Spell 
  Resistance, Combat Expertise, improved critical 
  (falchion), Improved Initiative, weapon focus 
  (falchion). 
   
  Detect Magic (Sp): Beginning at 2nd level, a 
  warlock can use detect magic as the spell at will. 
  His caster level equals his class level. 
   
  Deceive Item (Ex): At 4th level or higher, a 
  warlock 
  has 
  the 
  ability 
  to 
  more 
  easily 
  commandeer magic tiems made for the use of 
  other characters. When making a Use Magic 
  Device check, a warlock can take 10 even if 
  distracted or threatened. 
   
  Spell-Like Abilities: At will – darkness, 
  invisibility; 1/day – charm person (DC 14), cone 
  of cold (DC 18), gaseous form, polymorph, sleep 
  (DC 14). Caster level 9th. The save DCs are 
  Charisma-based. 
   
  Flight (Su): An ogre mage can cease or 
  resume flight as a free action. While using 
  gaseous form, it can fly at its normal speed and 
  has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal 
  normal damage to an ogre mage. 
   
  Warlock Invocations Known (at will; save 
  DC 14 + spell level): Least – beshadowed blast, 
  eldritch chain, hideous blow, see the unseen. 
   
  Possessions: +2 mithril breastplate, +1 
  cursepewing 
  large 
  falchion, 
  +3 
  cloak 
  of 
  resistance, potion of remove blindness in a 
  distinctly shaped bottle, ring of counterspells, 
  wand of order’s wrath (8th level) (10 charges) or 
  wand of unholy blight (8th level) (10 charges). 
   
  GEO5-05 A Key With No Teeth 
   
  Page 39 
  
  Appendix Four – NPCs
  Meritrocious 
  Prankster, 
  Queen 
  Maeve's 
  Puck: Rog7/Shdwdncr6; CR 16; small fey; HD 
  14d6+14; hp 74; Init +11 (+7 Dex, +4 improved 
  initiative); Spd 50 ft.; AC 21 (+1 size, +7 Dex, +2 
  armor +1 natural) touch 18, flat-footed 14; Base 
  Atk +9; Grp +4; Atk +10 melee (1d3-1 claw); Full 
  Atk +10/+5 melee (1d3-1 claw); Space/Reach 5 
  ft./5 ft.; SA Shadow illusion, sneak attack +4d6, 
  spell-like abilities, summon shadow; SQ DR 
  10/cold iron, darkvision, defensive roll, evasion, 
  hide in plain sight, improved uncanny dodge, 
  low-light vision, shadow jump 40 ft., SR 28, 
  trapfinding, trap sense; AL CE(N); SV Fort +8, 
  Ref +22, Will +16; Str 8, Dex 25, Con 12, Int 20, 
  Wis 10, Cha 24. 
   
  Skills and Feats: Balance +15, Bluff +25, 
  Climb +8, Disable Device +18, Diplomacy +12, 
  Disguise +23 (+25 when acting), Escape Artist 
  +22, Forgery +22, Gather Information +12, Hide 
  +27, Intimidate +12, Jump +17, Knowledge 
  (local) +10, Knowledge (nature) +10, Listen +15, 
  Move Silently +27, Open Lock +22, Sleight of 
  Hand +24, Spot +17, Tumble +24, Use Magic 
  Device +20; ability focus (charm monster), 
  deceitfulB, 
  force 
  of 
  personality, 
  improved 
  initiative, persuasiveB, quicken spell-like ability 
  (charm monster). 
  BAre racial bonus feats. 
   
  Languages: 
  Sylvan, 
  Common, 
  Giant, 
  Gnome, Goblin, Halfling. 
   
  Spell-like Abilities: At will – detect magic, 
  detect thoughts (DC 19), ghost sound, invisibility 
  (self only), and Tasha’s hideous laughter (DC 
  19); 3/day – charm monster (DC 23), major 
  image, and polymorph (self only); 1/day – 
  confusion (DC 21). Caster level 8th. The save 
  DCs are Charisma based. 
   
  Skills: A pooka’s claws give it a +4 racial 
  bonus to Climb checks. A pooka’s powerful fox-
  like legs give it a +4 racial bonus to Jump 
  checks. 
   
  Racial Feats: A pooka receives Deceitful 
  and Persuasive as bonus feats 
   
  Possessions: 
  boots of striding and 
  springing, bracers of armor +2, circlet of 
  persuasion, cloak of charisma +4, Nolzur's 
  marvelous pigments, ring of blinking, ring of 
  lockpicking, stylus of the masterful hand, vest of 
  resistance +3. 
   
  Tactics: 
  Meritrocious does not like combat and flees as 
  fast as he can. If forced to fight, he uses his 
  quickened charm monster ability to make 
  friends. Against a larger group, he uses his 
  confusion ability to distract the PCs while he 
  makes his getaway. His ability to polymorph at 
  will and his shadowjump ability mean that he 
  should be hard to trap without using his hat, 
  which is currently in the cloud giant Aesgir’s 
  possession. 
  Gwydion 
  of 
  the 
  Twained 
  Elm: 
  Human 
  (Flannae-Oeridian-Suel) Brd6/Drd6; CR 12; 
  Medium Humanoid (human); HD 6d6+6d8+24; 
  hp 80; Init +1; Spd 30 ft.; AC 17, touch 13, flat-
  footed 14 (+1 Dex, +4 leather, +2 deflection); 
  Base Atk +8/+3; Grp +8; Atk +9 melee (1d6/18-
  20, rapier) or +10 ranged (1d6/20, shortbow); 
  Full Atk +9/+4 melee (1d6/18-20, rapier) or 
  +10/+5 
  ranged 
  (1d6/20, 
  shortbow); 
  Space/Reach 5 ft./5 ft.; SA Bardic Music 6/day, 
  Bardic Knowledge +9, Bardic Spells, Druid 
  Spells, 
  Spontaneous 
  Casting; 
  SQ 
  Animal 
  Companion 
  (Quickstep), 
  Bonus 
  Language, 
  Nature Sense, Resist Nature’s Lure, Trackless 
  Step, 
  Wild 
  Empathy, 
  Wild 
  Shape 
  2/day, 
  Woodland Stride; AL N; SV Fort +8, Ref +8, Will 
  +12; Str 10, Dex 12, Con 10 (12), Int 14, Wis 14, 
  Cha 18 (22). 
   
  Skills and Feats: Bluff +13, Concentration 
  +16, Diplomacy +27, Disguise +9, Gather 
  Information +11, Handle Animal +11, Intimidate 
  +12, 
  Knowledge 
  (arcane) 
  +7, 
  Knowledge 
  (geography) 
  +7, 
  Knowledge 
  (history) 
  +7, 
  Knowledge (nature) +9, Knowledge (nobility) +7, 
  Knowledge (Sheldomar) +7, Perform (Stringed 
  Instruments) +17, Ride +9, Sense Motive +10, 
  Spellcraft +12, Tumble +9; Arcane Strike, 
  Improved Toughness, Natural Spell, Negotiator, 
  Persuasive, Practiced Spellcaster (Druid). 
   
  Languages: Common, Draconic, Druidic, 
  Dwarven, Elven, Flan, Gnome, Halfling, Sylvan. 
   
  Bardic Music (6/day): fascinate, inspire 
  courage +1, inspire competence, suggestion. 
   
  Bard Spells Known (3/4/3; save DC 16 + 
  spell level): 0 – dancing lights, ghost sound, 
  mage hand, message, prestidigitation, summon 
  instrument; 1st – alarm, charm person, silent 
  GEO5-05 A Key With No Teeth 
   
  Page 40 
  
  image, 
  Tasha’s 
  hideous 
  laughter; 
  2nd 
  – 
  glitterdust, suggestion, tongues. 
   
  Druid Spells Prepared (5/4/4/2; save DC 12 
  + spell level): 0 – cure minor wounds, detect 
  magic, detect poison, know direction, purify food 
  and drink; 1st – entangle, faerie fire, longstrider, 
  pass without trace; 2nd – barkskin, delay poison, 
  resist energy, spider climb; 3rd – greater magic 
  fang, windwall. 
   
  Possessions: 
  masterwork 
  shortbow, 
  goodberries (5), masterwork harp, masterwork 
  rapier, amulet of health +2, cloak of charisma 
  +4, +2 glamered wild leather armor, gloves of 
  arrow snaring, ring of protection +2, scroll of 
  glibness, scroll of good hope, scroll of haste, 
  scroll of invisibility, wand of cure light wounds. 
   
  Description: Gwydion of the Twained Elm is 
  an 
  immensely 
  handsome 
  man 
  of 
  mixed 
  ancestry. He is in his mid-thirties and is starting 
  to gray a little, making him look more 
  distinguished. He is several inches shy of six 
  feet, and he is slender and fit. His skin is bronze, 
  and he pulls his rich brown hair back into a 
  loose tail. His eyes are amber, which is unusual, 
  but not unheard of among the Flannae. He 
  keeps his beard neatly trimmed. His finely 
  tailored clothes are mainly solid colors with 
  elaborate knot work trim. His armor is glamered 
  to appear as part of his clothing. His enchanted 
  cloak is a masterwork in needlepoint, and he 
  cherishes it greatly. 
  Gwydion is an Old Lore Bard and part of the 
  College of Canaith. Like many of his colleagues, 
  he serves the nobility of Geoff and the druids of 
  the Old Faith as a diplomat, advisor, and 
  ambassador. Through the years, he has 
  traveled extensively on Geoff’s behalf. His 
  adventures even took him to Faerie, where he 
  met his friend Dewdrop, who now accompanies 
  him. He is currently serving as Grand Duke 
  Owen’s representative to the Court of the Land 
  in Niole Dra. 
  Geoff’s ambassador to Keoland is the nephew 
  of Melwyn Greatarm, the late llwyr of Araul 
  Anterth, which makes him a cousin of the 
  beautiful Ffiona Ebontress. He joined the 
  College of Canaith at an early age and has 
  mastered its instruction, lore, and secrets. He 
  knows many of the secrets of the Old Faith 
  druids and the Fey, including the use of the 
  Ways of the World. In addition, his connections 
  to nobility and magnetic personality allow him to 
  work the halls of kings and further the goals of 
  the Old Faith and the Grand Duke. 
  Gwydion wants to be liked and admired. He 
  constantly feels the need to make a positive 
  impression and win people’s trust. Fortunately, 
  he is very good at it. He has a way of looking at 
  and talking with a person and making them feel 
  incredibly important. He prefers to reach 
  accords and consensus where everyone is 
  content and accepts the decision. He has 
  difficulty forcing difficult decisions and delivering 
  unpopular news.  
  Gwydion’s need to impress is even more acute 
  when he deals with an attractive woman. His 
  looks and charm turn many heads, and Gwydion 
  certainly does not resist their attentions. 
  Gwydion has not felt the need to settle down, 
  and his frequent romantic liaisons remain 
  liaisons.  
  But for all of that, Gwydion is a very clever and 
  insightful man. He is wise enough to feel out the 
  wants and needs of a person and then intelligent 
  enough to leverage this information. He is skilled 
  at convincing people that agreeing to his 
  proposals fulfills their wants and needs. He is 
  one of the best diplomats in the College of 
  Canaith and very well respected by his peers. 
   
  Tactics: Gwydion is not a melee fighter, and 
  he knows it. But he is incredibly resourceful. He 
  has survived numerous attempts on his life and 
  more forthright battles. He prefers to avoid 
  combat using his bardic abilities, spells, or skills. 
  If at a disadvantage, Gwydion flees to find allies 
  or negate the advantage. His animal companion 
  has safely carried him from more than one 
  ambush.  
  In combat, Gwydion uses his abilities wisely. He 
  prefers to cast spells and use his bardic abilities. 
  He casts barkskin and longstrider on himself 
  and greater magic fang on Quicksilver. With his 
  practiced spellcaster feat, he casts these spells 
  at 10th level. He casts glitterdust, suggestion, 
  and Tasha’s hideous laughter, if his foes appear 
  weak-willed. If melee combat is required, 
  Gwydion wild shapes into an animal. He prefers 
  taking the shape of a leopard in combat 
  because he likes the speed. When he is in 
  animal shape and making multiple attacks in 
  one round, he will use his Arcane Strike feat to 
  sacrifice arcane spells to increase his attack and 
  damage. Because he has the Natural Spell feat, 
  he can cast spells (including his bardic spells) in 
  animal form.  
  Gwydion uses his wild shape ability in a variety 
  of circumstances. He takes the shape of an 
  GEO5-05 A Key With No Teeth 
   
  Page 41 
  
  eagle when he wants to fly, a baboon when he 
  wants to climb, a dog when he wants to be 
  inconspicuous, and a porpoise when he wants 
  to swim. 
  Quickstep (druid animal companion): light 
  warhorse; CR --; large animal; HD 7d8+28; hp 
  63; Init +2; Spd 90 ft.; AC 23, touch 11, flat-
  footed 21 (-1 size, +2 Dex, +8 natural, +4 chain 
  shirt); Base Atk +5; Grp +13; Atk +9 melee 
  (1d4+4/20, hoof); Full Atk +9 melee (1d4+4/20, 
  2 hooves) and +4 melee (1d3+2/20, bite); 
  Space/Reach 10 ft./5 ft.; SQ Evasion, devotion, 
  low-light vision, link, scent, share spells; AL N; 
  SV Fort +8, Ref +7, Will +6; Str 18, Dex 15, Con 
  18, Int 2, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +4, Spot +4, 
  Survival +5; Endurance, Fleet of Foot, Run. 
   
  Tricks: Attack, Come, Home, Defend, Stay, 
  Track.  
   
  Possessions: 
  horseshoes 
  of 
  speed, 
  masterwork chain shirt barding. 
  Dewdrop: female pixie; hp 4; see Monster 
  Manual p. 236. 
  Gwydion as Leopard: Medium Animal; HD 
  6d6+6d8+36; hp 92; Init +4; Spd 40 ft., climb 20 
  ft.; AC 19, touch 14, flat-footed 15 (+4 Dex, +1 
  natural, +4 leather armor); Base Atk +8/+3; Grp 
  +11; Atk +11 melee (1d6+3/20, bite); Full Atk 
  +11 melee (1d6+3/20, bite) and +6 melee 
  (1d3+1/20, 2 claws); Space/Reach 5 ft./5 ft.; SA 
  Improved grab, pounce, rake; SV Fort +9, Ref 
  +11, Will +12; Str 16, Dex 19, Con 15, Int 14, 
  Wis 14, Cha 18. 
  GEO5-05 A Key With No Teeth 
   
  Page 42 
  
  Appendix Five – Rule Changes
  New Classes 
  Warlock 
  Detect Magic (Sp): Beginning at 2nd level, a 
  warlock can use detect magic as the spell at will. 
  His caster level equals his class level. 
   
  Deceive Item (Ex): At 4th level or higher, a 
  warlock 
  has 
  the 
  ability 
  to 
  more 
  easily 
  commandeer magic items made for the use of 
  other characters. When making a Use Magic 
  Device check, a warlock can take 10 even if 
  distracted or threatened. 
  New Feats 
  Boost Spell Resistance [General] 
  From Book of Vile Darkness p. 47.  
  Prerequisite: Any evil alignment. 
  Special: If the character already has innate spell 
  resistance, he gains a +2 profane bonus to his 
  existing spell resistance score. 
  Divine Metamagic [Divine] 
  From Complete Divine p. 80. 
  Prerequisite: Ability to turn undead or rebuke 
  undead. 
  When you take this feat, choose a metamagic 
  feat. This feat applies only to that metamagic 
  feat. As a free action, you can take the energy 
  from rebuking undead and use it to apply a 
  metamagic feat to spells that you know. You 
  must spend one turn or rebuke attempt, plus an 
  additional attempt for each level increase in the 
  metamagic feat you’re using. Because you are 
  using positive or negative energy to augment 
  your spells, the spell slot of the doesn’t change. 
  Special: This feat may be taken multiple times. 
  Each time you take this feat choose a different 
  metamagic feat to which to apply it. 
  Kiai Shout [General] 
  From Complete Warrior p. 80.  
  Prerequisite: 
  Dex 
  13, 
  Combat 
  Expertise, 
  Dodge. 
  You can make an attack of opportunity against 
  an opponent that hits you in melee. On your 
  action, you choose to take a -4 penalty to your 
  Armor Class in exchange for the ability to make 
  an attack of opportunity against any creature 
  that makes a successful melee attack or melee 
  touch attack against you. The opponent that hits 
  you must be in your threatened area, and the 
  feat does not grant you more attacks of 
  opportunity than you are normally allowed in a 
  round. You specify on your turn that you are 
  activating this feat, and the change to your 
  Armor Class and your ability to make these 
  special attacks of opportunity lasts until your 
  next turn. 
  New Spells and Invocations 
  Beshadowed Blast 
  Lesser; 4th 
  This eldritch essence invocation allows you to 
  change your eldritch blast into a beshadowed 
  blast. 
  Any 
  living 
  creature 
  struck 
  by 
  a 
  beshadowed blast must succeed on a Fortitude 
  save or be blinded for 1 round. 
  Eldritch Chain 
  Lesser; 4th; Blast Shape 
  This blast shape invocation allows you to 
  improve your eldritch blast by turning it into an 
  arc of energy that “jumps” from the first target to 
  others. An eldritch chain can jump to one or 
  more secondary targets within 30 feet of the first 
  target, allowing you to make additional ranged 
  touch 
  attacks 
  and 
  deal 
  damage 
  to 
  the 
  secondary targets you hit. 
  You can “jump” the chain to one secondary 
  target per five caster levels, so you can strike 
  two additional targets at 10th level, three 
  additional targets at 15th level, and four 
  additional targets at 20th level. Each new target 
  must be within 30 feet of the previous one, and 
  you can’t target the same creature more than 
  once with the eldritch chain. If you miss any 
  target in the chain, the eldritch chain attack ends 
  there. 
  Each target struck after the first takes half 
  damage dealt to the first target. This reduction in 
  damage to secondary targets applies to any 
  effect that increases the damage of your eldritch 
  blast. You must make a separate spell 
  penetration check for each target if applicable. 
  GEO5-05 A Key With No Teeth 
   
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  Hideous Blow 
  Least; 1st; Blast Shape 
  As a standard action, you can make a single 
  melee attack. If you hit, the target is affected as 
  if struck by your eldritch blast (including any 
  eldritch essence applied to the blast). This 
  damage is in addition to any weapon damage 
  that you deal with your attack, although you 
  need not deal damage with this attack to trigger 
  the eldritch blast effect. 
  See the Unseen 
  Least; 2nd 
  When you use this invocation, you can activate 
  great powers of vision, allowing you to see 
  invisible 
  creatures 
  and 
  objects 
  (as 
  see 
  invisibility). You also gain darkvision out to 60 
  feet for a period of 24 hours. 
  Sickening Blast 
  Least; 2nd; Eldritch Essence 
  This eldritch essence invocation allows you to 
  change your eldritch blast into a sickening blast. 
  Any living creature struck by a sickening blast 
  must make a Fortitude save or become 
  sickened for 1 minute. A sickened creature 
  struck by a second sickening blast is not 
  affected by the sickening aspect of the blast but 
  still takes damage normally. 
  New Magic Items 
  Cursespewing Special Weapon Ability 
  From Book of Vile Darkness p. 111. 
  Every time this weapon deals damage, the 
  target must succeed at a Will saving throw (DC 
  15) or be affected by a curse that confers a -4 
  morale penalty on attack rolls, saving throws, 
  skill checks, and ability checks. 
  Caster Level: 7th; Prerequisites: Craft Magic 
  Arms and Armor, vampiric touch; Market Price 
  +1 bonus. 
  GEO5-05 A Key With No Teeth 
   
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  Judge Aid #1 
   
  Name 
  Location 
  Symbol 
  Abado 
  Sleeper's Knee 
   
   
  Dora 
  Stag's Crown 
   
   
  Losa 
  Merrymeet 
   
   
  Mor 
  Gloaming Glade 
   
   
  Rena 
  Beory's Teeth 
   
   
  Tun 
  Garin's Field 
   
   
  Vela 
  Seven Stone Brothers 
   
   
   
   
   
   
  GEO5-05 A Key With No Teeth 
   
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  Judge Aid #2 
   
   
  GEO5-05 A Key With No Teeth 
   
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  Judge Aid #3 
   
  GEO5-05 A Key With No Teeth 
   
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  Judge Aid #4 
   
  GEO5-05 A Key With No Teeth 
   
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  Judge Aid #5 
   
   
   
   
   
  GEO5-05 A Key With No Teeth 
   
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  Player Handout #1 
  Dear friend among the little ones, 
   
  I have news. Since last you and I met, I have been looking into the matter of 
  the Faerie Queen Maeve. As you may recall, the faerie that is delivering this 
  message is Maeve's puck. My uncle holds his hat now so he must serve me. This has 
  proven useful several times, as he can pass into your lands easier than I. 
   
  The creature says that the Sakhut are holding Queen Maeve prisoner, and as 
  long as they do so, Maeve's court must serve him. He believes that a sizeable part 
  of the goblins in the giant armies are influenced by Maeve and obey the giants 
  because of this. Freeing her will significantly hurt the Sakhut's war effort. 
   
  I have discovered that the Sakhut are keeping Queen Maeve on the Plane of 
  Time in a place called the Clockworks. I have not been able to learn how the 
  Sakhut get there. I suggest you research the matter, as my ability to learn more 
  is greatly limited. The Storm King has already demanded that I be brought to his 
  Citadel at Thunderhead. If he finds me, I will surely be killed. 
   
  I recommend that you find some assistance, as the Sakhut will try to thwart 
  you. In particular, be wary of Enar the Ogre Mage. He is deeply involved in 
  Maeve’s imprisonment. Good luck on your investigations. I will continue to  
   
   
  The Sakhut come.  I can hear the thunder. I must flee. 
  Heike 
   
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  Player Handout #2 
   
   
  “The Astral Ward” by David Esbri 
  GEO5-05 A Key With No Teeth 
   
  Page 51 
  
  Player Handout #3 
   
   
   
  GEO5-05 A Key With No Teeth 
   
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  Player Handout #4 
   
   
   
  GEO5-05 A Key With No Teeth 
   
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  Critical Events Summary 
   
  One of the benefits of playing this adventure at the convention when it premieres is that your actions 
  count toward the official results of this adventure. This adventure GEO5-05 "A Key with No Teeth" 
  premieres at TideCon 2005. If you are playing at the premiere, please fill out this form and return it to the 
  Geoff Triad at the convention. 
   
  Judge Name: __________________________________________________________ 
   
  Judge RPGA number: ___________________  
  Slot #: _______________________ 
   
  Did the PCs capture all four chords necessary to open the portal to the Plane of Time? 
  Yes _________ No __________ 
   
  Which four chords did they capture? 
  Chord #1 _________ 
  Chord #2 __________ Chord #3 __________ Chord #4 __________ 
   
  Did the PCs defeat the Outland Champion? 
  Yes _________ No __________ 
   
  Did the PCs free the chattel from the giant’s bakery near Tycha? 
  Yes _________ No __________ 
   
  What was the result of the ambush by Enar? 
  The PCs killed Enar. ___________ 
   
  The PCs fled from Enar. ____________ 
  The PCs surrendered, told Enar about the chords, and gave him the forks. ___________  
  The PCs surrendered, but managed to lie to Enar about the chords and hid the forks. ____________ 
  The PCs died horribly, and Enar tore the information from their corpses. ___________ 
   
   
  GEO5-05 A Key With No Teeth 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/595/Normal Scenarios/GEO5-05 - A Key with No Teeth (APL 8-12)/GEO5-05 - A Key with No Teeth.pdf