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 the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  GEOS4-01 
   
   
  The Castle of the Cloud 
  Giant Patriarch 
  A Multiple Mini-Mod D&D LIVING GREYHAWK®  
  Geoff Regional Delve 
  Version 1.4 
  by Mike Hinds 
  Additional Material by Chris Day, Jim Ghiloni, Eric Menge, Jose Ortiz, and Byron 
  Stephenson 
  Cartography by Mike Hinds, Byron Stephenson, and Jose Ortiz 
  Special Props by Jose Ortiz and Allison Hinds 
   
  The enormous castle floats ominously above the combined forces of Gyruff. As has happened so often in 
  this conflict, the might of the Gyric wolfpack is used to infiltrate this fortress. What wonders does it hold? 
  Whom does it hold? Can this behemoth be stopped before it lays waste to the armies and Hochoch? 
  Multiple mini-mods ranging from APLs 2 to 16. 
   
  
  The Castle of the Cloud Giant Patriarch 
  Master Document 
  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. 
  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. 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  
  The Castle of the Cloud Giant Patriarch 
  Master Document 
  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 
  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 
  three things that the group 
  can do to help even the score. 
  5. Attempt to create a table of six 1st-level 
  characters, or 
  try 
  to enlist higher-level 
  characters to play at that table. 
  6. 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  
   
   
  The interactive is composed of multiple standard 
  one-round 
  Regional 
  Interactive 
  adventures. 
  Regional characters pay one Time Unit per round. 
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
   
  Characters that fail to pay at least Standard 
  Upkeep 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-
  
  The Castle of the Cloud Giant Patriarch 
  Master Document 
  Page 3 
  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. 
  Special Note 
   
   
   
   
  As this is a Regional special (interactive, battle 
  interactive, etc), PCs may only receive gold and 
  XP for the APL nearest their level, rounded down. 
  For instance, a 14th or 15th level character may 
  play APL 16, but may only receive APL 14 gold 
  and XP. All gold and XP rewards are up to half 
  that of standard modules. 
  Adventure Background 
  The delve into the Castle of the Cloud Giant 
  Patriarch is a tiered adventure special event set in 
  the Grand Duchy of Geoff in the LIVING 
  GREYHAWK® campaign setting. The adventure 
  takes place within the environs of the enemy’s 
  cloud castle fortress. 
   
  While the combined forces of Geoff won a 
  tactical victory at Pregmere, there were indications 
  of espionage. The giant forces were uniquely 
  prepared for the events of that battle and those in 
  command took steps to root out any potential 
  traitors. 
   
  The cloud castle previously hovering over 
  Gorna is a juggernaut. So far, the Old Faith, with 
  the reawakening of the Green Man, has been able 
  to stay any advance of the fortress. While this has 
  been effective, those in command know it cannot 
  last forever. 
   
  A secret plan, known only to a select few, was 
  created. These planners were magically screened 
  and prepared their plot in as secure a location as 
  possible.  
   
  This is a timed event. Players have precisely 
  four hours to complete their objectives. The four 
  hours begins with the Introduction and includes 
  the time the players spend in preparation once 
  given their mission. 
  A Note on Player Communications 
  Players should be discouraged from actively 
  conversing with other tables during play. After the 
  round, players are encouraged to role-play in 
  character 
  with 
  other 
  players 
  about 
  their 
  experiences, although outright spoilers should be 
  strongly discouraged. 
  A Note on Player Preparation 
  No character may begin this adventure with any 
  pre-cast spells. None. Not a single one. The PCs 
  had no advance warning, even those who are 
  Peers of the Realm, Griffon Guard, or high ranking 
  members in the military. 
   
  All spellcasters should provide the Judge with 
  a list of prepared spells. This list should be legible. 
  If a player does not have such a list or refuses to 
  provide a list, please contact the Senior DM or a 
  Triad member. 
  A Note on Spellcasting in Geoff 
  There are limitations in place to magical travel and 
  information gathering within the borders of Geoff: 
  • 
  No astral travel spells (teleport, dimension 
  door, etc.) work within ten miles of 
  Hochoch. 
  • 
  No astral travel spells work within twenty 
  miles of Gorna or within a mile of the 
  Cloud Castle. Unless otherwise stated, 
  these same spells do not work in the 
  interior of the Cloud Castle, either. 
  • 
  No teleport spells work in the northwest 
  quadrant of Geoff.  This means the PCs 
  cannot teleport into or from Deepholm. 
  • 
  Deep ethereal travel is not possible within 
  the Cloud Castle. Shadow travel is 
  possible onto the underside exterior 
  surface 
  only. 
  Cloudstone 
  blocks 
  all 
  ethereal and astral travel. Even shadow 
  walk does not penetrate cloudstone. 
  Spells such as blink and dimension door 
  do work as long as the travel is not 
  through 
  or 
  otherwise 
  obstructed 
  by 
  cloudstone. 
  • 
  Fly and its variants do not operate within 
  100 feet of the Cloud Castle exterior but 
  do operate within its interior. 
  
  The Castle of the Cloud Giant Patriarch 
  Master Document 
  Page 4 
   
  PCs cannot scry on important NPCs such as 
  Owen the Brenin, the Grand Duchess Calisse, 
  Archdruid Gwenillian, the Sakhut, King Brodde, 
  King Mogthrasir or the leaders of either the Giant 
  or the Geoff armies. 
  After the Mission 
  The PCs may, if they find a route, proceed to 
  another map area. Proceeding to another map 
  section 
  negates 
  any 
  mission 
  experience 
  potentially gained for holding their original mission 
  objective and requires the expenditure of an 
  additional TU (or an additional 2 TUs for out of 
  region PCs). PCs may then earn additional XP 
  and gold up to the normal maximums per APL. 
   
  Should the PCs travel to a map without an APL 
  suitable for their level, use the minimum APL for 
  that map. For example, if an APL 2 party travels to 
  a map with a minimum APL of 4, this is what the 
  party now faces. Should the PCs travel to a map 
  already occupied by a group of PCs, double the 
  number of enemies in the encounters. 
  Cloud Castle Overview 
  The Cloud Giant Castle is a gargantuan structure 
  hanging ominously above the combined might of 
  the Army of Liberation, Army of Retribution and 
  the Army of Freedom. The structure itself is a dull 
  bluish-gray in color which matches no known 
  stone. The entire structure is ringed by a puffy 
  white cumulous-type cloud, which also shields the 
  underside. Streams of foul liquid issue forth at 
  intervals from the underside, creating deep craters 
  in the ground and corresponding cesspools where 
  they strike. Flying creatures of various sizes may 
  be seen flitting around the structure. 
   
  Limited intelligence is available on the castle 
  itself. During the Battle for Gorna, those wolfpacks 
  who were brought to the top of the cloud island 
  reported an enormous castle set amidst extensive 
  gardens and copses of trees. Evidently, the cloud 
  portion is solid enough to walk upon, but other 
  reports say there may be areas left unsolidified as 
  traps. Although the aerial assault against the 
  giant’s siege engines was successful, the planners 
  of this campaign do not feel it wise to repeat such 
  a tactic. 
   
  Captured giant thralls have provided some 
  insight as to how to breach the castle’s defenses 
  and gain access. Below the castle proper, 
  shielded from view by the cloud, is an inverted 
  mountain of opaque blue-gray rock-like substance 
  the sages think is solidified cloud. Some contend 
  this makes it ice, but the substance is not cold to 
  the touch and far stronger than ice could ever be. 
  The substance blocks all ethereal and astral 
  travel. Even shadow walk does not penetrate the 
  cloudstone. Spells such as blink and dimension 
  door do work as long as the travel is not through 
  or otherwise obstructed by cloudstone. The 
  substance is considered worked stone because of 
  its transformation from cloud to cloudstone. 
   
  Unless otherwise specified, all doors and walls 
  conform to these statistics: 
   
  Stone Doors: 1-ft. thick worked stone; 
  hardness 20; hp 150; AC 8; Break DC 35; Lock 
  DC 13 + APL. 
   
  Interior Walls: 1-ft. thick worked stone; 
  hardness 20; hp 100; AC 8; Break DC 50. 
   
  Exterior Walls: 100-ft. thick; hardness 20; hp 
  10,000; AC 8; Break DC 80. 
   
  Portcullis: 2-in. diameter adamantine bars; 
  hardness 20; hp 80 per bar; AC 8; Lift DC 25, 
  Break DC 35. Note: adamantine weapons do not 
  bypass the hardness of adamantine. 
   
  The castle contains many spiral staircases. 
  These are difficult to move through quickly without 
  losing footing. The staircases in the underground 
  portions of the castle are made for Medium size 
  creatures, except for those leading from the 
  Birdcage up to the Castle Grounds and the 
  Birdcage down to the Cistern which are made for 
  Large size creatures. Any creature one size 
  smaller than the staircase design may move up 
  and down the staircase at normal movement 
  speeds without penalty. For example, a goblin 
  (size Small) may move 30 feet per round without 
  penalty up and down a staircase made for a 
  Medium 
  creature. 
  Creatures 
  matching 
  the 
  staircase size design must move at half-speed to 
  avoid penalty. Those trying to move faster must 
  succeed at a Balance check, DC 10 + (movement 
  speed/10), or tumble down the stairs to the 
  
  The Castle of the Cloud Giant Patriarch 
  Master Document 
  Page 5 
  bottom, taking 1d6 points of damage for every 10 
  feet (or fraction) of movement over half-speed 
  attempted. A Reflex save, DC 10 + (movement 
  speed/10), is allowed for half damage. Creatures 
  larger than the staircase design are squeezing and 
  take all penalties for such as described in the 
  Player’s Handbook page 148. Creatures’ two size 
  categories larger than the stair design simply 
  cannot move through the stairs. 
   
  There are openings in this mountain of 
  cloudstone, most closed over by grates and 
  portcullises. Foul liquid drips and dribbles from 
  some; occasionally a torrent of foulness rushes 
  forth. Intelligence suggests these are openings 
  into the castle’s sewer system – and this is where 
  the assault begins. 
  Adventure Introduction 
  The characters are formed into the now famous 
  Gyric wolfpacks. The Knights of the Watch and the 
  Army of Liberation have scoured Hochoch and 
  surrounding regions and brought forth any 
  adventurers and patriots they find to join the effort. 
  The Knights were polite but firm in their need for 
  assistance, but respect anyone’s desire not to 
  participate, except for members of the Knights of 
  the Watch. Any Knight of the Watch character 
  refusing to participate is charged with cowardice 
  and thrown in the prisons beneath their keep in 
  Hochoch for 4 TU (non-military). The Army of 
  Liberation is less polite about this service but their 
  heralds play upon patriotism and nationalism to 
  goad reluctant characters into service. Any Army 
  of Liberation member refusing service is charged 
  with desertion. The punishment is a reduction in 
  rank and imprisonment for 4 TU. Subjects of the 
  Grand Duke refusing to participate lose one Level 
  A favor. This loss cannot be from a favor that 
  regenerates. Members of the Griffon’s Guard 
  refusing to participate are summarily dismissed 
  from service. If they are also in the Army of 
  Liberation, they are imprisoned as above. 
   
  No character possessing (or known to 
  possess) the Robe of Vecna is allowed to 
  participate. 
   
  Read the following text to begin the adventure: 
   
  The firm politeness of the soldier who 
  rousted you from your rest was strained. You 
  were instructed to gather whatever gear you 
  deemed critical for adventuring and escorted 
  with 
  other 
  adventurers 
  to 
  a 
  warehouse 
  somewhere in Hochoch. The pace was swift 
  and the soldiers silent. Some wore armbands 
  of the Army of Liberation, some insignia of the 
  Knights of the Watch. Questions were met with 
  more silence, but something in the soldier’s 
  manner suggested they knew just about as 
  much as you. One soldier, ranking above the 
  others did say you were not in trouble, not 
  being arrested, and his orders came from the 
  highest level for something of immense 
  importance to the continued survival of Geoff. 
   
  Once at the warehouse, passwords are 
  exchanged between the lead soldier (an 
  Athrodwythdyn by his stripes) and someone 
  on the interior. Several heavy bolts are thrown 
  and dim light spills out into the dark morning. 
   
  “Inside! Quickly!” These words are spoken 
  by a familiar voice from the dark interior. 
   
  As soon as you are inside, the door guard 
  closes the door and reengages the bolts. 
   
  A lantern sparks to life, diffusing the 
  dimness and revealing the source of the voice. 
  Cadofyth Morgan Hazeleye smiles at you. The 
  smile is polite but completely cold. 
   
  He turns to his left and speaks into the 
  darkness. “Has the ward been secured?” 
   
  “Yes, Cadofyth. All is secure,” a tenor 
  voice responds in a tone conveying absolute 
  certainty. There is a brief flash of white from 
  the darkness and then silence. 
   
  “Good.” Hazeleye turns toward your group 
  and fixes each of you with a piercing look. 
   
  “You have been called here, rousted from 
  your beds and dreams, for a mission of great 
  importance. I say this not lightly. All of our 
  previous battles and victories are nothing 
  compared to this. Do you get me?” 
   
  At this point he pauses and if no one 
  responds, he repeats himself 
   
  “DO YOU GET ME!?” 
   
  If none of the PCs respond, the Cadofyth 
  looks disgusted but continues. If they do respond 
  appropriately, a wry smile touches his lips. 
   
  “This mission has been planned with 
  utmost secrecy. None know all the details. This 
  is not the only wolfpack, yours is not the only 
  mission. Suffice it to say what you do, what 
  you SUCCEED at, ripples across, lending 
  success to others, just as their success 
  emboldens your efforts.” 
  
  The Castle of the Cloud Giant Patriarch 
  Master Document 
  Page 6 
   
  “Your team is to participate in a lightning 
  raid on the castle of the cloud giant patriarch.” 
   
  “This flying fortress of death cannot be 
  held back by the Old Faith any longer without 
  causing a catastrophe in its own right. The 
  fortress must be nullified. Our intelligence 
  suggests this may be accomplished.” 
   
  “You are a cog in our plan. Your mission is 
  as follows:” 
   
  The judge should now skip to the box text 
  preceding the specific mini-module to be run. 
   
  Characters in the Army of Liberation, Knights 
  of the Watch, Griffon’s Guard, or who bear medals 
  from prior campaigns (i.e. the Silver Griffon) are 
  placed in charge of their respective wolfpacks. 
  Rank determines ultimately who is in charge if the 
  wolfpack contains multiple members, but the Army 
  of Liberation members are given command over 
  Knights of the Watch. 
   
  Under no circumstances may the characters 
  start the adventure with any pre-cast spells 
  (heroes’ feast, contingencies, etc) or spells stored 
  in 
  spell-storing 
  items. 
  This 
  operation 
  was 
  conducted to have as little lead time prior to the 
  assault as possible to lessen any intelligence 
  leaks. After the briefing on their mission, PCs have 
  15 minutes to prepare. A cleric, druid, or wizard 
  character may reallocate up to 25 percent of their 
  spell selection OR spend the time casting spells 
  upon themselves and/or their party. 
   
  There are some who may not let this go 
  without an argument. No amount of cajoling, rank 
  pulling, or favor waving allows more preparation 
  time. Those PCs who excessively argue or cause 
  problems are considered a security risk for the 
  mission and held in custody unless a successful 
  Diplomacy check, DC 20, is made to convince the 
  commanders 
  to 
  allow 
  the 
  troublemaker 
  to 
  participate. Any further trouble is met with 
  detention. That PC is effectively removed from the 
  adventure. 
   
  Favors may be used to have spells cast upon 
  the party or PC. A class D favor is good for a first 
  level spell, a class C for a second level spell, a 
  class B for a third level spell, and a class A for a 
  fourth level spell. PCs may choose from cleric, 
  druid, or wizard spells. For simplicity, these spells 
  (be they divine or arcane) are cast by 10th level 
  casters. 
   
  The PC using the favor(s) must display the 
  favor, be it on an AR or a Geoff Regional Influence 
  logsheet. The Judge should then void the favor. 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/594/Special Missions/GEOS4-01 - Castle of the Cloud Giant Patriarch (APL 2-16)/GEOS4-01 - The Castle of the Cloud Giant Patriarch.pdf