TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast and the author.  To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc., in the US and other countries.  This material is 
  protected under the copyright laws of the United States of America.  Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. and the author. This product is a 
  work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, 
  Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com. 
  GEO5-1SP 
   
   
   
   
   
  From the Front 
  The Geoff Summer Campaign 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Grand Duchy of Geoff Regional Special Mission 
  Version 0.1 
   
  by Brad, Lester and Eric Menge 
  Reviewers: Steven Conforti 
   
   
  Following their victory at Pregmere, the various armies in the Grand Duchy of Geoff waited out the winter. 
   Spring has come, and the snow and ice is a distant memory.  Now it is time for the summer campaign.  
  The Liberation of Geoff is at hand.  A Grand Duchy of Geoff regional special mission for APLs 2-12. 
  
  From the Front -- Geoff Summer Campaign 
   
  Page 1 
  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. 
  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. 
  LIVING GREYHAWK Levels of Play  
   
  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 
  
  From the Front -- Geoff Summer Campaign 
   
  Page 2 
  # 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 
  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 one-round Regional special mission, set 
  in the Grand Duchy of Geoff.  Characters native to 
  Grand Duchy of Geoff pay one Time Unit per 
  round, all others from the Sheldomar meta-region 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  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 
  
  From the Front -- Geoff Summer Campaign 
   
  Page 3 
  (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 
  Fresh from their victory at Pregmere, the various 
  armies in the Grand Duchy of Geoff wintered at 
  various locations throughout the Sheldomar 
  Valley.  Springtime saw those units move back 
  into position, and now it is time for the summer 
  campaign.  Each unit goes about their duties 
  tirelessly.  Some units observe and report; others 
  scout then attack.  Day after day, brave souls 
  cross the heath of the Grand Duchy pressing the 
  attack against the giants. 
  Adventure Summary 
  Instead of a narrative simply describing the events 
  that takes place prior to the Third Battle of Gorna 
  and GEO5-09 Citadel of the Sakhut, the Geoff 
  Triad would like to extend the opportunity for the 
  adventurers themselves to contribute to that story. 
    
   
  As their special mission for the year, players 
  may participate in From the Front: the Geoff 
  Summer Campaign, which covers the summer 
  campaign against the Giants in CY 595.  This is a 
  very unusual special mission.  Instead of the triad 
  writing the event, the players are responsible for 
  finding an author, finding a judge, and reporting 
  the event to the Geoff Triad to receive the AR.  
  The guidelines presented here are to help the 
  players, the authors, and the judges in preparing 
  their own special mission. 
   
  Participation in From the Front: the Geoff 
  Summer Campaign is completely optional and not 
  required to play any of the Geoff regional 
  adventures or interactives.  
  Adventure Guidelines 
  To participate in the Summer Campaign, you must 
  abide by following guidelines: 
   
  GEO5-SP1 From the Front: the Geoff Summer 
  Campaign is a one-round special mission event.  
  All RPGA guidelines and rules are in effect for this 
  adventure.  This event counts as a player’s one 
  special mission per year as per the Living 
  Greyhawk Campaign Sourcebook (LGCS).  If a 
  player has already used his or her special mission 
  for the year, he or she cannot play this adventure. 
   
  The adventure is limited to one round only and 
  is available to Geoff regional characters and 
  characters 
  from 
  other 
  regions 
  within 
  the 
  Sheldomar meta-region.  The core TU and lifestyle 
  rules as give on page 2 still apply. 
   
  A group of four to six players must solicit an 
  author to write an adventure for them.  The author 
  cannot be one of the four to six players and need 
  not live in the Geoff region.  The author must meet 
  the requirements outlined in this document and be 
  in good standing with the RPGA.  The adventure 
  does not have to be reviewed or approved by the 
  Geoff Triad, as long as it conforms with these 
  guidelines.  The Geoff Triad is not available to 
  author any encounters for this special mission. 
   
  The available APL range for the adventure is 
  APL 2 – 12.  All players must agree to the APL 
  before playing.  The mission can offer a maximum 
  of ¼ XP and ¼ GP of a standard one-round 
  module.  It offers no item access.  See the 
  Appendix for calculating treasure and XP. 
   
  To receive the role-playing experience for this 
  special mission, at least one of the players should 
  summarize the events from the special mission 
  and post to the Geoff On-line Web page at 
  http://games.groups.yahoo.com/group/Geoff_online.  
  The account should be a first-person narration. 
   
  The PCs should be assisting one of the 
  armies during their campaign across Geoff.  For a 
  list of the armies and where they are campaigning 
  see Allies Available below. 
   
  The special mission must take place within the 
  Grand Duchy of Geoff.  This includes Hochoch, 
  Arweth, and the Downlands.  For suggestions, see 
  Locales Available below. 
   
  Authors can use the monsters, templates, 
  classes, items, and spells as listed under Foes 
  Available below.   Authors cannot directly include 
  NPCs or giants named in Geoff regional narratives 
  or Geoff regional adventures in their encounters. 
   
  Authors can have the PCs involved in a variety 
  of encounters involving the campaign against the 
  
  From the Front -- Geoff Summer Campaign 
   
  Page 4 
  giants.  For recommendations see Missions 
  Available below. 
   
  Once the special mission is prepared, this 
  group of players must then find a judge to run the 
  mission for them.  The judge must live in the Geoff 
  region (Delaware, Maryland, Virginia, Washington, 
  D.C., or West Virginia).  The judge can be the 
  author.  The judge cannot be one of the players.   
   
  The special mission is not tracked using the 
  RPGA tracking sheet.  You will receive no RPGA 
  points for this special mission. 
   
  A judge may run a prepared special mission 
  more than once, as long as each run is for a 
  different set of players. 
   
  The special mission must be run at a location 
  in the Geoff region (Delaware, Maryland, Virginia, 
  Washington, D.C., or West Virginia).   
   
  When the judge is ready to run the mission, 
  the judge can request the special mission AR from 
  the Geoff Triad for this event.  Send requests to 
  ma_triad@yahoo.com and please allow 7 days for 
  us to process the request.    
   
  All 
  requests 
  must 
  have 
  the 
  following 
  information: 
  • 
  Name and RPGA numbers of the players, 
  • 
  The names of the characters, 
  • 
  The APL of the special mission,  
  • 
  A brief summary of the foes faced (one or two 
  paragraphs),  
  • 
  Which army the PCs allied with, 
  • 
  And what locations used.   
   
  The Geoff Triad will accept requests starting 
  October 1, 2005.  All requests must be received by 
  12 a.m. November 16, 2005.  Late submissions 
  will not be accepted. 
  Allies Available 
  There are five major armies in Geoff during the 
  Summer of CY 595.  The author is welcome to 
  attach the PCs to any of these armies:  
  • 
  Gran March Arm of Retribution and 
  Judgment.  The Gran March armies number 
  more than 5,000.  While they no longer have 
  the brilliant commander Alicia Helenasdotter, 
  they are a very capable force.  They are 
  heading 
  south 
  from 
  Pregmere 
  toward 
  Oytmeet. 
  • 
  Gyric Army of Liberation.  The Army of 
  Liberation is composed of the three veteran 
  bragadi and led by the wily Morgan Hazeleye. 
   They number about 2,500.  They are heading 
  south to Oytmeet along with the Gran March 
  armies. 
  • 
  Keoland's Army of Reconciliation. Also 
  known as the Keoish Royal Standarads, this 
  enormous force of 15,000 men is pushing 
  west from Aberglain, through the Stark 
  Mounds, to Gorna.  They are facing serious 
  opposition from the giants. 
  • 
  Melwyn's Irregulars.  This force is lead by 
  the legendary (and not as dead as he was) 
  Melwyn Greatarm.  His force consists of 300 
  or so Gyric warriors and about 1,000 wood 
  elves sent by Darlon Lea.  Darlon, himself, 
  assists from time to time.  The Irregulars are 
  striking north toward Dersyth and the Isle of 
  Rhun. 
  • 
  Yeoman Army of Freedom.  The 2,500 
  Yeomans have been in Geoff since CY 591.  
  They are a veteran force, led by Captain 
  Baldric, who doesn’t care to be marching 
  beside the Keoish, but does so for the 
  moment.  They are heading west to Gorna. 
  Locales Available 
  The Summer Campaigns rage across a good part 
  of Geoff throughout the summer.  The authors 
  have numerous locales from which to choose for 
  the battles.  Below are some suggestions for 
  locales where major battles will take place. 
  • 
  The Approach to Gorna.  The giants have 
  set up rings of defenses that must be stripped 
  away before Gorna can be besieged.  The city 
  is near the mountains, so the giants can 
  quickly bring in reinforcements.  The giant 
  forces consist primarily of goblins, hobgoblins, 
  trolls, ettins, and stone giants.  The Army of 
  Reconciliation and the Army of Freedom will 
  be involved in the fighting here. 
  • 
  The Bridges of Oytmeet.   The Oytmeet 
  guards the crossing of the Oyt between the 
  Hornwood and the Oytwood.  These heavily 
  fortified bridges need to be taken in order to 
  cut the northern supply line to Gorna.  The 
  giant army here consists mostly of fire giants 
  and goblins.  The Armies of Retribution and 
  Judgment will be involved in the fighting here. 
  
  From the Front -- Geoff Summer Campaign 
   
  Page 5 
  • 
  The Green Hills of Dersyth.   Dersyth is the 
  cantreval seat of Gwyrth Bryn -- one of Geoff's 
  two northern-most cantrevi.  The area is 
  overrun with frost giants and ogres.  The 
  liberation of Dersyth opens up a path to the 
  Isle of Rhun.  Melwyn's Irregulars will be 
  involved in the fighting here. 
  • 
  The Scouring of the Lea.  The Lea was an 
  old shepherding town and the giants have 
  converted it to their use.  Hill giants abound, 
  and the wide-open heath is overrun with 
  goblin worgriders.  The Army of Liberation will 
  be involved in the fighting here. 
  Araul Anterth (and its cantreval seat of Tycha), 
  the Hornwood, Ystad Cloer (and its cantreval seat 
  of Pwyst's Rhyd), and Melgorn are not available 
  as locations for this special mission. 
  Foes Available 
  The author of the special mission may use foes 
  drawn from the giant armies to challenge the PCs. 
    If it is not listed here, the author cannot use it.  
  There are no exceptions. 
  • 
  All sources:  any animal (dire or otherwise) or 
  vermin found in Geoff (a temperate climate 
  that is wooded and hilly). 
  • 
  Monster Manual:  barghest, bugbear, chimera, 
  displacer beast, elemental (air, earth, fire, and 
  water), any giant (except storm), ettin, frost 
  worm, gargoyle, genie (any), gnolls, goblins, 
  golem (any), hellhound, hobgoblin, hydra, 
  manticore, mephit (any), ogre, ogre mage, orc, 
  owlbear, remorhaz, rust monster, salamander, 
  troll, winter wolf, worg, wyvern. 
  • 
  Monster Manual II:  breathdrinker, chain 
  golem, dread guard, giant (fomorian, forest, 
  mountain), nethersight mastiff, runic guardian, 
  tempest. 
  • 
  Monster Manual III:  chraal, cinder swarm, 
  elemental 
  (storm), 
  gnoll 
  (flind), 
  goblin 
  (forestkith), golem alchemical, gloom, mud, 
  shadesteel), 
  gulgar, 
  mastodon, 
  ogre 
  (skullcrusher), 
  omnimental, 
  slaughterstone 
  behemoth, slaughterstone eviscerator, troll 
  (cave, crystalline, forest, mountain, war). 
  • 
  Fiend Folio:  death dog, flame snake, giant 
  (bog). 
  • 
  Complete Arcane:  grue (any), elemental 
  monolith. 
  • 
  Frostburn:  frost giant mauler, frost giant 
  spiritshaman, frost giant tundra scout, goblin 
  (snow), golem (ice), woolly mammoth. 
  • 
  Sandstorm:  dust twister, mephit (any), sand 
  golem, wasteland troll. 
   
  The author may advance or add class levels 
  onto any of the monsters listed above as per the 
  rules in the Monster Manual.  The author may use 
  any non-limited character class or prestige class 
  listed in the LGCS.  The author may also use any 
  non-limited feat, spell, or magic item. 
   
  The author may not use any named giant from 
  the narratives or other Geoff adventures.  The 
  author may not use a monolith in the special 
  mission. 
  Missions Available 
  The Summer Campaigns are designed as a way 
  for PCs to participate in the major battles that rage 
  across Geoff during the summer.  Authors should 
  construct a special mission to reflect this theme.  
  PCs should be affiliated with one of the armies 
  listed above and be sent on missions to assist the 
  liberation of Geoff from the giants.  Some 
  suggested missions are: 
  • 
  Capture and Hold.  The PCs are sent to 
  capture and hold an important point, such as a 
  bridge or a hill. 
  • 
  Counter-strike.  The PCs are sent to stop a 
  group of giant raiders who are harrying the 
  army's lines. 
  • 
  Distraction.  The PCs are needed to create a 
  distraction for an important army operation. 
  • 
  Frontal Assault.  The PCs are sent to break a 
  point in the giants’ line so that the rest of the 
  army can push through the gap. 
  • 
  Hunt and Kill.  The PCs are charged with 
  locating a group of foes and destroying them. 
  • 
  Reinforce.  The PCs are sent to reinforce 
  another group of warriors who are losing 
  ground against the giants. 
  • 
  Rescue.  The PCs are sent to rescue 
  prisoners of war captured by the giants. 
  • 
  Sabotage.  The PCs are sent to destroy 
  resources or equipment of value to the giants. 
  • 
  Scouting.  The PCs are sent to scout out 
  enemy positions. 
  
  From the Front -- Geoff Summer Campaign 
   
  Page 6 
  The author should not feel limited to the above 
  suggestions but create missions that suit the 
  abilities of the PCs and the desires of the players. 
  Experience Point Summary 
  Please see Appendix One for an explanation of 
  how to handle Experience in this event. 
  Treasure Summary 
  Please see Appendix One for an explanation of 
  how to handle treasure in this event. 
  Items for the Adventure 
  Record 
  Special 
  Greenman:  You have given the ultimate sacrifice 
  during the Summer Campaign but have returned 
  to life.  As recognition of your living example of the 
  Eternal Circle, you are awarded the Greenman 
  medal.  This award grants you a parcel of land 
  sufficient to qualify as for the Geoff ffolk meta-
  organization.   You may pick the cantrev, but if the 
  land has not yet been liberated, you cannot take 
  possession of it. 
  Iron Sickle:  You fell unconscious during the 
  Geoff Summer Campaign from being reduced to 
  below 0 hp in combat.  Because of this near brush 
  with death, you are awarded the Iron Sickle medal 
  to symbolize that the hand of the Winter King 
  passed you over.  This award grants you one free 
  mug of cider at either the Boar's Other Knuckle in 
  Hochoch or at the Wild Hunt in Aberglain.  The 
  Boar's Other Knuckle lets you keep the mug.  
  While one of the Wild Hunt's maids will give you a 
  neck message. 
  Silver Griffon:  You have accomplished the 
  mission objectives given to you during the 
  Summer Campaign.  Because you have followed 
  orders and fought successfully and competently, 
  you are awarded the Silver Griffon medal.  This 
  medal acts as a favor with the leader of the army 
  with who you fought and is the equivalent of a 
  Favor Level D. 
  Item Access 
  There is no item access in this special mission. 
   
  
  From the Front -- Geoff Summer Campaign 
   
  Page 7 
  Appendix One 
  The table below outlines the XP and GP rewards for this mission.  The Geoff Triad recommends three 
  combat related encounters.  This includes fights and/or traps.  Any more than this extends the module run 
  time beyond four hours. 
  Each combat encounter has an assigned encounter level (EL) based on the collective challenge rating of 
  the NPCs that make up the encounter.  The XP cap for the module is based on the number of ELs 
  defined in the table below.  Adventures can have additional encounter levels, but the XP does not count 
  towards the adventure rewards and could extend the adventure time beyond four hours.  The Geoff Triad 
  recommends that the EL for each encounter range from APL+2 to APL+4. 
  The total module cannot reward PCs with gold beyond the amount listed in the table below.  Keep in mind 
  that loot sells for half value.  To determine the total amount of loot available in a module, multiply the 
  number in the table by 6.  This number represents the total amount of loot the party can keep once the 
  loot is sold off. 
   
  AP
  L 
  ELs XP/EL 
  Max EL XP
  Max EL RP
  Max XP Total
  Max 
  GP/PC 
  2 
  12 
  7.5 
  90 
  22.5 
  112.5 
  112.5 
  4 
  18 
  7.5 
  135 
  33.75 
  168.75 
  162.5 
  6 
  24 
  7.5 
  180 
  45 
  225 
  225 
  8 
  30 
  7.5 
  225 
  56.25 
  281.25 
  325 
  10 
  36 
  7.5 
  270 
  60 
  300 
  575 
  12 
  42 
  7.5 
  315 
  78.75 
  393.75 
  825 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/595/Special Missions/GEOSpec5-01 - From the Front/GEOSpec5-01 - From the Front.pdf