TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission 
  of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, 
  or events is purely coincidental. © 2006 Wizards of the Coast, Inc and the adventure author or authors. Visit the 
  LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e−mail your triad point of contact (POC) at 
  IVING GREYHAWK campaign questions email rpgahq@wizards.com
  , 
  DRGNMSTR97@aol.com; for L
  . 
   
  FUR6-02 
   
   
   
   
   
   
  Crop Circles 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  By Cliff Meggison 
  Reviewed by Chris Tulach 
  Edited by Michelle Sharp 
  Playtesters:  Pete Cooney, Mike McKeown, Andrew Nuxoll, Nathan Sparks and James Wolfe. 
   
   
  Times are tough and the King has many enemies.  It is said that heroes are made and not born, and that it is how you 
  react when called upon that shows what you are really made of.  In this case, information has come into your possession 
  and it needs to be acted on immediately.  Will you wait to give it to those more capable than you or will you seize the 
  day, act for those who cannot act for themselves and protect a nation?  An investigative adventure for characters level 2 
  through 12 (APLs 4 through 10). 
    
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by 
  virtue of a class 
  ability 
  (such 
  as 
  animal companions, 
  familiars 
  paladin’s 
  mounts) 
  or 
  the 
  warhorse 
  of 
  a 
  character with the 
  Mounted 
  Combat 
  feat, use the sidebar 
  chart to determine 
  the number of levels 
  you add to the sum 
  of step one. Add 
  each 
  character’s 
  animals separately. 
  Animals with different CRs are determined separately 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  Crop Circles 
   
  Page 2 
  
  using the chart; then, take the highest CR animal (or 
  animals), and add 2 (drop fractions). This result is the 
  effective character level for a mixed-CR group of animals. 
  A single PC may only bring four or fewer animals of this 
  type.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Furyondy.  Characters native to Furyondy pay one Time 
  Unit per round; all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that 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 
  Furyondy is under siege.  The capital city, Chendl, is 
  under a dark shield that allows undead to walk the streets 
  and the nation’s defenses are stretched to the limit. The 
  northern border continues to see the greatest amount of 
  activity by those who would threaten the kingdom, 
  however the King and Council must be kept constantly 
  informed of the goings on in all the counties of 
  Furyondy. 
   
  To aid in the gathering and distribution of 
  information, the King has asked the Green Jerkins, a 
  group dedicated to protecting the open lands and 
  frontiers of Furyondy, to keep an eye on the outlying 
  reaches of the kingdom and provide reports of any 
  suspicious or noteworthy activities.  Only by knowing all 
  the facts can the King and Council make decisions that 
  best serve the nation in these trying times. 
   
  One county of particular note is the Gold County.  It 
  is located in the southernmost portion of Furyondy and 
  is ruled by Countess Kyaren Rhavelle from the capital 
  city of Libernen.  Libernen is a city of polar opposites, 
  with some of Furyondy’s wealthiest nobles and poorest 
  commoners as its citizens.  At the south end of the 
  county, the Gleaming Glades serve as the ancient burial 
  grounds for druids of Obad-Hai.  While the druids who 
  protect the Glades remain neutral with regard to 
  Furyondy’s political and military status, the King must 
  still know that their activities are not in conflict with the 
  goals and direction of Furyondy. 
   
  Even though the druids of Obad-Hai are focused on 
  the protection of their earthen-mound tombs within the 
  Glades, they are still aware of the world around them. 
  Several months ago, a pair of elves arrived at the Glades to 
  Crop Circles 
   
  Page 3 
  
  pay homage to the history of the place and reconfirm 
  their love for one another. The happy couple intended to 
  stay in the Glades for a good while, but it was not to be.  
  As a result of a gnoll raid, the male, Faule, was slain 
  defending his bride, Naala. Feeling that she couldn’t bear 
  to live without him, Naala had Faule reincarnated so they 
  could be together again.  Unfortunately, Faule returned 
  to this world as a bugbear and in a fit of uncontrollable 
  rage, he struck Naala down. This only made matters 
  worse and turned his previously undying love of nature 
  into unending hatred. Thus he became a blighter and 
  seeks the utter destruction of the land around him. 
   
  All the while, agents of evil do not sleep. Coming out 
  of caves located in the northern portion of the Gnarley 
  Forest, a small band of derro have arrived to spread death 
  and destruction. Deep in the dark caverns they call home, 
  a new and dangerous poison has been discovered. 
  Following the instructions of a cleric of Incabulos, a 
  small squad was sent to determine how this new poison 
  might be used to destroy the kingdom one sip at a time. 
  Knowing the surface dwellers predilection for drink, it is 
  all too easy to get them to imbibe the very thing that will 
  bring about their downfall. By poisoning the simple folk 
  of a small village first, they attempt to find just the right 
  amount of poison to introduce so as to ensure weakness 
  and illness without causing outright death, as that would 
  most certainly attract the attention of the kingdom’s 
  religious leaders. If they can get the dosage just right… 
  who knows? 
   
  Given the general state of unrest in the Kingdom of 
  Furyondy, the King and Council have asked the Green 
  Jerkins to keep an eye on the goings on of the Obad-Hai 
  druids who hold sway over the Gleaming Glens. One 
  member of the Green Jerkins, a Scout named Garn Burk, 
  made a discovery that required him to immediately 
  report the details to his commander within the Jerkins in 
  Libernen. His discovery was that an evil blighter (Faule) 
  had taken up residence in the Gold County and begun 
  stripping the surrounding farmland of all life.  
   
  Meanwhile, unfortunately for the citizens of the 
  county and unknown to Garn, the blighter is not the only 
  evil force operating in the Gold County. A small squad of 
  derro have come to the surface and begun testing their 
  newest poison. To insure their presence remains a secret, 
  the derro have captured and pressed into service a dwarf 
  tradesman. Through threat of death to his family, they 
  force him to poison the local citizenry only to ‘cure’ them 
  as part of his charade. Of course the townsfolk have to 
  tithe to the cleric to receive his blessing (and the antidote 
  to the poison), thus allowing a nice income for the derro 
  as well as a continuous source of peasants on whom to 
  test the poison. This money is then handed over to the 
  derro who figure to make a little money while 
  completing this important mission for their clan leader, a 
  cleric of Incabulos. This small band is holding the dwarf’s 
  family hostage in exchange for this coin and the false 
  cleric’s cooperation. Unfortunately for Garn, the Scout 
  stopped in for a quick drink before resuming his ride to 
  Libernen and without the antidote, he will most certainly 
  perish. 
  Adventure Summary 
  The PCs are introduced to the adventure in the 
  marketplace of Libernen when the Scout arrives and 
  literally falls at their feet. They find the details of his 
  recent travels in his journal (the name and location of the 
  small farming community) and are asked to investigate. 
  Upon doing so, they discover evidence of the blighter as 
  well as gather details about what is afflicting the young 
  Scout. 
  Encounter One: While shopping in the open-air market 
  at Libernen, the PCs witness a horse and rider come 
  barreling down the street. The rider is slumped over in 
  the saddle and already unconscious. His traveling journal 
  is in his saddle bag. The PCs learn that the man is 
  apparently under some ill effect, but it’s unclear exactly 
  what.  
  Encounter Two: If the PCs attempt to gather 
  information about the man from the Church of St. 
  Cuthbert, the church takes the injured man in and ask 
  the PCs to investigate more fully what may be wrong 
  with him. 
  Encounter Three: If the PCs make contact with the 
  Green Jerkins, they are given additional information 
  about the young man and again asked to investigate 
  further what may be wrong with him.  
  Encounter Four: While traveling from Libernen to the 
  farming community, the party witnesses a small farm 
  being attacked by (a) hunting owlbear(s). 
  Encounter Five: Upon arrival at the last hamlet visited 
  by Garn, the PCs learn that the scout was here but only 
  for a short while. He ate a meal, smoked a pipe and then 
  was back on the road. If pressed further, the PCs also 
  learn that many of the locals fell ill in a similar fashion, 
  but they’ve since been ‘cured’ by a new cleric of St. 
  Cuthbert. The townsfolk have no idea they’re being 
  poisoned through the food and drink served at the only 
  local tavern. PCs also learn of recent problems with the 
  farmland. Whole areas of healthy crops are dying off 
  inexplicably. 
  Crop Circles 
   
  Page 4 
  
  Encounter Six: Presuming the PCs wish to speak with 
  the new cleric, they are told he stays in a small camp 
  outside of town, close to the Gnarley Forest. He comes in 
  one day a week to hold services during which he offers 
  the Libation of the Saint for a small tithe. In truth, this is 
  just water from a local stream that has had the antidote 
  added just prior to the ‘service’.  Also, the PCs will likely 
  discover the new cleric isn’t a cleric at all; in actuality he 
  is a tradesman who is being forced to impersonate a cleric 
  to insure the safety of his wife and small child. If pressed, 
  he admits everything and seeks the help of the PCs in 
  dealing with the derro captors who hold his family 
  hostage. 
  Encounter Seven: After the PCs befriend the tradesman 
  turned cleric, he leads them to the meeting place of the 
  derro. He does not know where they’re camped, but is set 
  to meet them at a designated location the same night the 
  PCs arrive. The “cleric” is a non-combatant and seeks only 
  to secure the safety of his family. At the appointed time, 
  the PCs encounter the derro and combat ensues.   
  Faule watches the combat from a safe distance and begins 
  preparing for the PC’s demise. He has been aware of the 
  derro and their actions since their arrival, and has only 
  recently uneasy struck a truce with them. He watches the 
  derro in their dealings with the false cleric and comes to 
  know of the PCs as a result.  
  Encounter Eight:  PCs search the derro camp and collect 
  the remaining poison and antidote. They may discover a 
  newly-formed path leading deeper into the forest.  Faule 
  waits to see if the PCs leave thinking they have solved the 
  mystery behind the poisonings. If the party follows the 
  trail left by the derro toward the blighter’s demesne, he 
  waits for the most opportune time to strike and does so 
  without remorse. 
  Conclusion: Upon defeating the derro and the blighter, 
  the PCs may share the good news with the local farming 
  community as well as the Church of St. Cuthbert and the 
  Green Jerkins in Libernen. 
  Preparation for Play 
  Both the Church of St Cuthbert and the Green Jerkins 
  meta-orgs play a prominent role in this adventure. Prior 
  to beginning play, determine if any members to these 
  groups are at the table and if so, make a note of it. During 
  the adventure, there will be some information that is 
  available only to members of these groups. 
  During Encounter Four, DC 20 Listen checks are called 
  for to hear the owlbear(s) attacking the farmstead. These 
  should be obtained in advance as well as the PC’s 
  initiative for that combat. 
  Introduction 
  For reasons determined by each PC, they find themselves 
  at the open market in the city of Libernen in the Gold 
  County of Furyondy. They have been in town a couple of 
  days already. It is mid-morning and the sun is shining 
  brightly. 
  The open-air market in Libernen is everything its 
  reputation promised and more.  Lining the main 
  thoroughfare are merchants and vendors of every 
  conceivable ware and the bustle of activity seems to 
  indicate that today is going to be a very good day to be 
  a merchant.   
   
  There are hundreds o  peop e filling the street 
  market and overseeing it all is the City Watch. 
  Furyondy is defin tely a law-abiding nation and the 
  large town of Libernen is no different. All visitors are 
  asked to keep their weapons stored and any crimes of 
  disrepute are met with heavy fines and possibly even 
  banishment from the city. 
  f
  l
  i
  This market provides the PCs with the ability to purchase 
  standard items (those available to any PC as per the 
  LGCS) at typical cost up to 3,000 gp in value. Items 
  valued at more than that limit are not available in 
  Libernen.  
  Encounter One: Meet the 
  Scout 
  After the PCs have done a little shopping and been given 
  ample time to look around the market, read or paraphrase 
  the following: 
  As you wander about the market, you hear shouts of 
  surprise and fear from up ahead.  Charging through 
  the busy street and coming your way is a large black 
  horse and rider.  As the city watch attempts to calm 
  the crowd, the horse bears down on you! 
  At this point allow the PCs to inform you of their 
  immediate actions. Each is allowed only a standard action 
  as the horse is almost upon them and narrowly passes 
  them by should they delay. 
   
  If any of the PCs attempt to capture the horse, allow 
  a DC 15 Handle Animal check to rein in the horse before 
  it charges past. A grapple check may also be attempted 
  (+8 for the horse). Allow other creative means of stopping 
  the horse, within reason, that the PCs may think of.  
   
  If no one attempts to stop the charging horse (or if 
  they fail), continue with the following: 
  Crop Circles 
   
  Page 5 
  
  It is now obvious that the rider is clearly not in 
  control of his mount. As the horse charges past, 
  narrowly missing a vendor’s cart, the rider falls from 
  the saddle landing at your feet. He is a young human 
  male with dark brown hair dressed n tan eather 
  pants and wearing a brown shirt and a heavy green 
  cloak with an unusual clasp. He appears to be injured 
  or under some ill effect as he did not even attempt to
  break his fall. 
  i
  l
   
   
   
  If the PCs manage to capture or somehow stop the out of 
  control beast, read or paraphrase the following: 
  As you gain control o  the frigh ened animal, it is 
  now obvious that the rider was clearly not n control 
  of his mount. As the horse comes to a stop, the rider 
  falls from the saddle, landing at your feet. He is a 
  young human male with dark brown hair dressed n 
  tan leather pants and wearing a brown shirt and a 
  heavy green cloak with an unusual clasp. He appears 
  to be injured or under some ill effect as he is not 
  responding to anything going on around him. 
  f
  t
   
  i  
  i
  The young man is Garn Burk, a Scout in the Green 
  Jerkins organization. He is suffering the secondary 
  effects of an ingested poison and requires immediate 
  attention.  
   
  Should the PCs inspect the body quickly, they learn 
  the following: 
  • 
  He has no visible wounds on his person. 
  • 
  He is not responding to any external stimulation. He 
  is staring straight ahead and grey foam is coming 
  from his mouth. A DC 18 Heal check suggests he is 
  suffering from a poisoning of some sort. 
  • 
  He has his weapons properly stowed and a few 
  wheatsheafs on his person. On his left hand is a steel 
  signet ring bearing the initials “GB”. 
  • 
  PCs that make a DC 15 Knowledge (local [Iuz Border 
  States]) check recognizes the unusual clasp as a 
  token of Green Jerkin membership. 
  • 
  PCs that make a DC 12 Gather Information check 
  learn that the unusual clasp is one worn by “ranger-
  folk” (i.e. members of the Green Jerkins). The clasp is 
  leaf-shaped and made of a brown-tinted metal. 
  Should the PCs cast any spells in an attempt to aid Garn, 
  please see below: 
  • 
  detect poison – Confirms that Garn is under the 
  effects of poison. 
  • 
  cure 
  light 
  wounds 
  (etc.) 
  – 
  All 
  the 
  cure 
  (light/moderate/serious/critical) 
  wounds 
  spells 
  function normally; however, Garn’s condition does 
  not improve. 
  • 
  delay poison – Functions normally.  Throughout the 
  spells duration, Garn’s condition improves, however 
  he remains in a deep, restful sleep.  Upon the spell’s 
  expiration, Garn again lapses into unconsciousness. 
  • 
  restoration, lesser – No effect as Garn is not 
  suffering from ability score damage. 
  • 
  dispel magic – No effect as the poison is not magical 
  in nature. 
  • 
  remove disease -  No effect as Garn is not diseased. 
  • 
  neutralize poison – Cures Garn completely, however 
  he remains in a deep, restful sleep.  The remainder of 
  this encounter plays out as described.   
  • 
  heal – Cures Garn completely (see neutralize poison 
  above). 
  If any PCs are members of the Green Jerkins, they 
  immediately recognize the cloak clasp as a badge worn by 
  Green Jerkin Scouts. They would already be aware of the 
  Golden Sea tavern as it is common meeting place for 
  Jerkin members in Libernen. While they don’t have 
  much to go on at this point, the strange events of this 
  morning would call for a full report to Jerkin leadership 
  here in Libernen. 
   
  After the PCs have been given a few moments to 
  react, the City Watch takes control of the situation. 
  After a few momen s, a red-bearded, heavily tattooed 
  member of the City Watch approaches, “Well that was 
  something, now wasn’t ?  I need you folks to help us 
  out for a bit. This young man looks like he’s in a bad 
  way and needs help quick. While we settle things 
  down here, why don’t you all take this feller to the 
  church of the cudgels just a short ways away?” With 
  that, the burly dwarf points a thick, calloused hand in 
  the direction of a large, stone building just a few 
  blocks from your present location. 
  t
  it
  l
   
  “Make sure you leave them your names and 
  where I can find ye and I’l  check back as soon as I 
  may.”   He then turns away to attend to an angry 
  merchant demanding compensation for his broken 
  pottery and cart. Over his shoulder, he yells to you, 
  “Oh yeah, grab that mad horse too! Can’t have that 
  smelly beast wandering about eating all the fruit and 
  leaving a mess in the streets.” 
  Sergeant Traft: Male dwarf Ftr3. 
  Should the PCs search the young man’s horse, they 
  discover all sorts of things typical to an overland traveler 
  Crop Circles 
   
  Page 6 
  
  and woodsman, but of particular import is a well-worn 
  journal (see Player Handout #1). 
  Development: If the PCs made the Gather Information 
  check referred to above and heard about these “ranger 
  folk”, a local commoner tells them those kinds of folk 
  tend to frequent the Golden Sea tavern located in the 
  common quarter of Libernen and can provide directions 
  to that establishment. 
   
  If the PCs head to the church, proceed to Encounter 
  Two. If they instead head to the Golden Sea Tavern, 
  proceed to Encounter Three. 
  Encounter Two: Church of St. 
  Cuthbert 
  Should the PCs proceed to the Church of St Cuthbert, 
  read or paraphrase the following: 
  Finding the church is not difficult.  It seems to be 
  newer than the other buildings in this area, but still 
  fits in well. Sitting on the steps of the church, 
  enjoying the bright sunl ght and reading a book, is a 
  young human woman.  She hasn’t noticed you yet, 
  and is sitting comfortably with the book upon her 
  knees and a cup of something sitting next to her, 
  sipping it occasionally.  
  i
  The young lady’s name is Minda and she is an adept at the 
  Church of St Cuthbert.  
  Minda: Female human Clr1. 
  She immediately rises and offers help as soon as the PCs 
  make their presence known. She asks that Garn be 
  brought into the church and placed in an otherwise 
  empty sick room. From Minda, the PCs may learn the 
  following: 
  • 
  The local church is led by Whillom Stronbillet, 
  a powerful man and strong leader. 
  • 
  Whillom is out at the moment but is expected 
  back later. 
  • 
  She will tend to this young man but urges the 
  PCs to find out as much as possible about him 
  and where he’s been. It may help in his 
  treatment. 
  • 
  The church has limited doses of antitoxin and 
  potions of neutralize poison.  She agrees to see 
  these are administered as soon as possible.  
  [After treatment, refer to Encounter One above 
  for the effect on Garn. Until then, the PCs 
  should continue their investigation.  Note:  The 
  antitoxin will have no effect as Garn has already 
  failed both is Fortitude saves] 
  • 
  If Garn was cured by the PCs (in Encounter 
  One), Minda agrees to watch over the young 
  man until Whillom returns. 
  • 
  If asked, she doesn’t know where the Golden 
  Sea tavern is located, but suggests that some of 
  the local townsfolk might. 
  • 
  If given the PCs names and inn locations, she 
  agrees to pass along word of the man’s 
  condition. 
  If any of the PCs are clergy within the Church of St 
  Cuthbert (not just members), Minda recognizes them (or 
  at least their name) and thanks them for their assistance. 
  She is honored by their trust of her and promises to 
  inform Whillom of their involvement on the church’s 
  behalf. They are also offered lodgings here at the church 
  if they have not already indicated they are staying there.   
  Development: If the PCs ask, a local commoner tells 
  them the general location of the Golden Sea Tavern. 
  Encounter Three: Ranger 
  Haven 
  Should the PCs go in search of the Golden Sea tavern, 
  read or paraphrase the following: 
  The Golden Sea tavern can be found with little 
  difficulty.  It is basically a two-story structure with a 
  double-door entranceway and a window on each side 
  of the door. 
   
  Leaning against the door is an elven male with 
  short blonde hair smoking a long thin pipe. Dark grey 
  smoke is rising from the bowl and as he lowers the 
  pipe to blow nterlocking smoke rings, you notice the 
  clasp of his heavy, green cloak. It is similar to the one 
  worn by the sick young man from the market, 
  however this one is made of a greenish-tinted metal. 
  i
   
   
  He seems to be watching closely as common folk
  pass him by and don’t even take notice of him. 
  The elf’s name is Sorinn and he is a ranger in the Green 
  Jerkins organization.  
  Sorinn: Male elf Rgr6. 
   
  Sorinn is enjoying a quiet smoke after a big breakfast 
  and generally a helpful, well-intentioned fellow.  If the 
  PCs engage Sorinn in conversation, they may learn the 
  following: 
  Crop Circles 
   
  Page 7 
  
  • 
  His cloak’s clasp is a badge representing his 
  position in an exclusive organization (he is a 
  Green Jerkin Ranger). Those made of brown 
  metal are given to scouts while the green 
  clasps are given to rangers. 
  • 
  The Jerkins’ goal is to protect the open lands 
  and frontiers of Furyondy. 
  • 
  The only local member he can think of with 
  the initials “GB” is Garn Burk, a young human 
  male only recently accepted as a Scout in the 
  Jerkins. 
  • 
  Garn was known to be close friends with 
  Baden Carem, another member of the scouts 
  who just happens to be inside the tavern. 
  • 
  If pressed, he shares some of the details 
  referred to under the “Important Note” below. 
   He wants to help the young man; however, 
  the Jerkins are under the direction of the 
  crown and don’t freely offer the details of their 
  missions with outsiders. 
  • 
  If 
  persuaded 
  to 
  provide 
  any 
  detailed 
  information, he asks the PCs to travel to 
  Cooridin and see what, if anything, the locals 
  can offer that might explain the young man’s 
  condition. 
  Important note:  If any of the PCs are members of the 
  Jerkins, Sorinn recognizes them (or at least their name) 
  and thanks them for their assistance.  He offers to buy 
  them a meal and discuss further what has happened 
  today. He knows Garn was asked to oversee the roads 
  south of Libernen including the druid lands known as 
  the Gleaming Glades. He also knows Garn was not due 
  back to Libernen until at least another week had passed 
  and if he was returning early, there must have been a 
  good reason. 
   
  If the PCs enter the tavern, read or paraphrase the 
  following: 
  Upon entering the tavern, the smel  of freshly baked 
  biscuits greets you. Inside the Golden Sea tavern are a 
  dozen or so folks, most wearing the same dark, green 
  cloak as the fellow outside. Just about everyone is 
  engaged in l ght conversation while enjoying their 
  plates of fried meats, eggs and the platters of biscuits 
  with honey.   
  l
  i
   
  At each table is a tall, thin vase holding one long-
  stemmed Dresadoe. The flower’s bright yellow color 
  and sweet smell only add to the wonderful aroma 
  within. Just to your right is an unoccupied table with 
  a fresh pot of what smells like tea and a covered plate 
  that surely has a few biscuits left upon it. 
  If the PCs ask around, they find Baden at a table not far 
  away having breakfast with a couple of other Green 
  Jerkin Rangers.   
  Baden: Male human (Flan) Rgr2. 
  He is a human male, in his early twenties with a thin 
  beard and mustache of the same color brown hair that 
  covers his head. Baden is cocky by nature but not 
  offensive. Once he learns of Garn’s condition, he 
  becomes serious and offers the following: 
  • 
  He and Garn are both from the farmland 
  surrounding Gorsend in the Viscounty of the 
  March. 
  • 
  They grew up together and posted for positions 
  in the Jerkins at the same time.  The both 
  recently completed their four week training 
  period. 
  There’s 
  always 
  been 
  a 
  friendly 
  competition between the two. 
  • 
  Although not allowed to divulge the details of 
  their missions, Baden got the idea that Garn was 
  headed south for his last mission and wasn’t due 
  back for another week or so. 
  • 
  If shown the signet ring, he confirms it belongs 
  to Garn. The general description of the young 
  man from the market also matches Garn’s. 
  • 
  He asks where Garn is being kept as he’d like to 
  check up on him. They do compete, but 
  underneath it all, they are each other’s best 
  friend. 
  • 
  The highest ranking member of the Jerkins in 
  Libernen is Sorinn (the elf outside). The Jerkin’s 
  main base of operations is located in Stalmaer to 
  the southwest of Libernen. 
  Development: After reviewing the journal or visiting 
  with Jerkins in the Golden Sea tavern, the PCs should 
  have the idea they need to begin their investigation by 
  heading in the direction of the hamlet of Cooridin 
  several hours south of Libernen.   
   
  If the PCs don’t figure this out, or choose not to 
  investigate and instead leave it to others, the young man 
  from the market eventually perishes and the adventure is 
  over (unless the PCs managed to cure him through 
  magical means). 
  Crop Circles 
   
  Page 8 
  
  Encounter Four: Getting There 
  is Easy 
  As the PCs travel to Cooridin, the day’s journey is a 
  simple one. After only a few hours on the road from 
  Libernen to Walthain, the PCs must break off and head 
  due south. This takes them through the rolling hills that 
  are found throughout the Gold County and the many 
  fields of golden Dresadoes. During their travels, they pass 
  several small farmsteads off in the distance and it is near 
  evening when they are passing one such homestead 
  when you should read the following: 
  During your travels thus far, the road has been 
  pleasant enough. The trip has been an easy one and if 
  it were not for the weight of your cause, you might 
  find the surrounding landscape worthy of spending 
  some time in.  The gently rolling hills and copses of 
  trees keep the horizon interesting and a cold drink 
  and warm meal are not too far ahead. 
  For those that made the DC 20 Listen checks: 
  Off in the distance, you hear loud banging.  Before 
  you can investigate… 
  For everyone:   
  Just then, a young boy crests the hill in fron  of you 
  and shouts “Help! Monsters are tearing down our 
  house and my mom and sister are inside. You’ve got to 
  help!” At this point, the boy drops to his knees and 
  clasps his hands together begging for your aid. 
  t
  The boy’s name is Noss and he is frightened out of his 
  wits. If the PCs attempt to take him back towards the 
  farmstead, he sobs uncontrollably and attempts to escape. 
  He knows his family needs help, but he’s only nine 
  summers old and terrified of what might happen to him 
  if he goes back. 
   
  If the PCs go to investigate, they find a small 
  wooden house nestled amongst some trees under attack 
  (see Map #1). 
  APL 4 (EL 5) 
  Owlbear, Advanced (1): hp 94; see Appendix One.
  APL 6 (EL 6) 
  Owlbears (2): hp 52 each; see Monster Manual page 
  206.
  APL 8 (EL 8) 
  Owlbears, Advanced (3): hp 94; see Appendix One.
  APL 10 (EL 10) 
  Fiendish Owlbears, Advanced (3): hp 94; see 
  Appendix One.
  Tactics: If more than one owlbear is present, they should 
  be placed on opposite sides of the house. The beasts 
  hunger drives them to enter the farmhouse and they take 
  no notice of the PCs until attacked. Once threatened or 
  injured, the owlbear(s) turn their attention toward the 
  PCs. 
   
  From the point the PCs encounter the young boy, 
  begin tracking the number of rounds elapsed. On round 
  four, the owlbear(s) have damaged the structure enough 
  to allow them to reach into the farmhouse. On round 
  five, they tear a hole large enough for them to pass 
  through and on round six they enter the home and begin 
  searching for the residents. After eight rounds, the 
  occupants have been killed by the owlbear(s). This count 
  applies to each owlbear separately. Unless the party 
  engages each beast, they continue to work their way into 
  the house as outlined above. 
  Treasure: None. 
  Development: After the combat has been resolved, if the 
  family members are still alive, read the following: 
  “Oh thank you, thank you”, says the distraught 
  woman. “I don’t know what good luck brought you, 
  but surely Cuthbert be blessed for we have been 
  saved!”  The woman gathers her two children to her 
  side and puts one arm around each. “What can we do 
  to thank you for saving our lives?” 
  The woman’s name is Tess and her daughter’s name is 
  Rayna. Both have been terribly frightened and are now 
  crying with joy. Should the PCs wish, they can spend the 
  night in the house and resume their travels to Cooridin 
  in the morning.   
   
  If the family members were not saved but the 
  owlbear(s) defeated, read the following: 
  You can’t help but see all the destruction around you. 
  While the monsters were ultimately destroyed, it was 
  not before they took two more innocent lives. Some 
  may call this a victory, but you can’t help but feel like 
  you could have done something more. 
  Should his mother and sister be killed, the young boy, 
  Noss, knows of a family living close by that he can stay 
  with. All he asks is that the PCs drop him off on their way 
  to Cooridin. 
  Crop Circles 
   
  Page 9 
  
  Encounter Five: Down on the 
  Farm 
  Regardless of the resolution of Encounter Two, the PCs 
  arrive at Cooridin just as evening falls on the second day 
  out of Libernen. As they approach the small village, read 
  or paraphrase the following: 
  After traveling two days, you finally arrive at the 
  small hamlet of Cooridin. It doesn’t seem like much, 
  with only a smal  temple and a non-descript two-story 
  building to mark the center of town. Several homes 
  are also nearby. 
  l
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  f
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  After a moment or two, the doors at the base of 
  the two-story build ng swing open and an elderly man 
  exits the building and stretches his arms wide. 
  “Uhhhhaaarrrgh,” sighs the man as he yawns, blinks a 
  few times and begins scratching h s belly. “Time to go
  home to the missus”, you hear him say as he stumbles 
  away, without even noticing you. 
  A DC 15 Knowledge (religion) confirms that the temple 
  is one belonging to the church of St Cuthbert. It is dark 
  and apparently empty. 
   
  The two-story building is the structure that passes 
  for a town hall in this small village. The town doesn’t get 
  many visitors as it is well off the beaten path and only 
  overland travelers and local farmers even know there is a 
  dining hall here. The elderly man leaving the town hall is 
  Reathe. He is both sleepy and late for home and so only 
  tells the PCs to check with Kaleb inside if they have any 
  questions.   
   
  If the PCs enter the building, read or paraphrase the 
  following: 
  Opening the door reveals one large room almost the 
  size o  the entire building. Several tables and chairs 
  are located throughout and half a dozen humans 
  occupy the room. Most are sitting at tables enjoying 
  an evening drink while a few are dining on what 
  looks l ke a pie of some sort. 
   
  Out from behind the bar opposi e you steps a 
  human male in his late thirties. He is thin, of average 
  height and is missing his left arm below the elbow. 
  He greets you, “Welcome, welcome travelers! My 
  name is Kaleb. What brings you to Cooridin this fine
  evening? We don’t get many new folks through here, 
  but we sure are glad when we do. Come in, come in… 
  have a seat and I’ll get Jara to bring you a pie and a 
  drink, if you’ll have one?” 
  The building is made up of one large room with several 
  tables and chairs and a fireplace at one end. A plain bar 
  runs parallel to the wall opposite the door and the only 
  beverage served is pale ale in tin mugs. There is a small 
  kitchen off the back that serves meat pies, the only food 
  item on the menu. The rooms upstairs are used mainly 
  for storage, but space could be cleared out if the PCs wish 
  to stay there (free of charge). 
   
  The man greeting the PCs is Kaleb Harroldsson.   
  Kaleb Harroldsson: Male human Com3. 
  Kaleb is a thin man of average height with light brown 
  hair. He is clean-shaven and not all that bright, but well 
  intentioned and willing to help anyone in need. He is 
  missing his left arm below the elbow, the result of an 
  unfortunate farming accident when he was a child. Kaleb 
  attempts to feed the PCs and provide drinks to any that 
  are interested. 
  Important note: All the food and drink served here has 
  been laced with a unique poison. It accumulates in the 
  body over time until a certain level of toxicity has been 
  reached, at which point the person must attempt a DC 18 
  Fort save.  Failure results in abdominal pain resulting in 
  the person being nauseated (primary damage).  The 
  secondary damage does not occur until 1d4 hours later.  
  If the victim fails the second save he falls unconscious for 
  1d20 hours and then dies if the antidote is not provided.  
  Success means the person is unaffected until they are 
  again exposed to the poison. 
   
  If the antidote is provided (see Encounter Seven 
  below) the damage is cured and the victim is returned to 
  health. Since it normally takes days to accumulate 
  enough poison to force a saving throw, it is unlikely the 
  PCs will be subject to its effects (unless they stay in 
  Cooridin longer than a few days). 
   
  By talking with Kaleb and some of the other patrons, 
  the party may learn the following: 
  • 
  Yes, a young Jerkin Scout by the name of Garn 
  was in here a few days ago. He stopped in for a 
  meal and a smoke before heading out. He 
  seemed fine when he left, if a little anxious. 
  • 
  There have been a few folks who’ve fallen ill 
  lately. Good thing Brother Stiles arrived when 
  he did. Since he’s showed up, everyone has 
  gotten better. 
  • 
  No one has died of the sickness, but they sure 
  felt like they were going to. In each case, 
  Brother Stiles paid the sick person a visit, gave 
  them a drink of his ‘holy libation’ and they were 
  cured. 
  Crop Circles 
   
  Page 10 
  
  • 
  The town didn’t have their own cleric before 
  Brother Stiles arrived. Until a month or so ago, 
  only Whillom Stronbillet would visit on 
  occasion and minister to the flock and collect 
  the tithe (a much lower amount they might 
  add). 
  • 
  Brother Stiles is a dwarven cleric of St Cuthbert. 
  He is camped just east of the Gnarley Forest 
  only an hour or so west of Cooridin. He comes 
  in once a week to hold sermon. 
  • 
  It’s been a little tight with the higher tithe and 
  all, but it is for a good cause. 
  • 
  Some local farmers have complained of a new 
  crop disease. Odd how it affects some plants and 
  not others though. I can show you a spot if it, if 
  you’re interested. 
  DM notes regarding the information above: 
  • 
  Galeb was fine before he drank the ale here; in 
  fact, he got the dregs of the last barrel and thus a 
  most concentrated dose of the poison. 
  • 
  If the PCs cast detect poison or something 
  similar, the food and drink contains a faint 
  poison. The type and nature is similar to Oil of 
  Taggit described on page 297 of the Dungeon 
  Master’s Guide. Casting neutralize poison does 
  not resolve the problem as the spell’s duration is 
  only 10 minutes per level. Each week a new 
  dose of poison is administered. 
  • 
  The crop “disease” is the result of the 
  Deforestation effect caused by the blighter. 
  There have been several occurrences and 
  depending on the party’s APL, the area effected 
  varies (see chart below): 
  APL 4 
  20 ft radius 
  APL 6 
  60 ft radius 
  APL 8 
  120 ft radius 
  APL 10 
  140 ft radius 
   
   
  Each of these conversations is a role-playing 
  opportunity for the PCs. Feel free to improvise the 
  farmers who live in and around Cooridin to flesh out the 
  dialogue. In the end, the PCs have the option of 
  returning to Libernen with what information they have 
  (ending the adventure) or investigating further by 
  speaking with Brother Stiles. 
  Encounter Six: What Kind of 
  Cleric are You Anyway? 
  Once the PCs decide to meet with Brother Stiles, the 
  general direction and distance can be provided to the 
  party by Kaleb or another patron.  Brother Stiles is 
  camped about one hour west of Cooridin not too far from 
  the edge of the Gnarley Forest. As the PCs leave 
  Cooridin, read or paraphrase the following: 
  Heading west out of Cooridin, you pass through the 
  farmland of the local inhabitants and can see for 
  yourself the odd devastation that has taken place.   
   
  In a roughly circular shape, whole crops have 
  withered and died, almost as if they have had the life 
  stolen from them, now appearing as only brown and 
  withered forms. Only feet away, vibrant, well-tended 
  p ants are thriving on the fertile soil that helps give 
  the Gold County its reputation. 
  l
  These ‘crop circles’ are the doings of the blighter Faule 
  (see Encounter Five above for the size of the circle). A DC 
  25 Knowledge (nature) check indicates that this effect is 
  definitely not naturally occurring. A DC 15 Knowledge 
  (nature) check   indicates that this particular patch of 
  dead plants is no more than a few days old. 
   
  Brother Stiles has no ability to hide his tracks and is 
  stomping around in boots one size too big for him. A DC 
  10 Survival check enables the party to follow his trail 
  from Cooridin back to his makeshift campsite. 
   
  One hour out of the small hamlet, read or paraphrase 
  the following: 
  After traveling for what seems like an hour, you crest 
  a small hill and look down into the hollow beyond. 
  There, in the bowl-shaped depression, is a small 
  campsite. Sitting in front of a smoldering fire amidst 
  the tall trees is a medium-sized humanoid figure. He 
  is sitting on a stump and holding his head in his 
  hands. He does not appear to have noticed you.  
  Since this is not designed to be a combat encounter, no 
  map has been provided. In order to frame the encounter; 
  however, here is the general layout. The PCs are 80 feet 
  from the campsite.  A DC 15 Spot check indicates that a 
  heavy mace is leaning within reaching distance of 
  Brother Stiles. While Brother Stiles is lightly dozing, if 
  any PC comes within sixty feet he awakens. After 
  awakening, he reaches for his mace and takes a defensive 
  posture. This is not meant to be a combat encounter, so 
  make it clear to PCs that the positioning of the mace is 
  defensive and note that it is clear Brother Stiles is not 
  threatening them.  
  Crop Circles 
   
  Page 11 
  
  All APLs 
  Brother Stiles (Real Name: Knarrax Cleargem): hp 
  14; see Appendix One.
  In the event the PCs allow Brother Stiles to live, he 
  begins the encounter with an Unfriendly attitude (see 
  PHB page 72 for details on NPC attitudes). Once the PCs 
  have moved his attitude to Friendly (a DC 25 or higher 
  Diplomacy check result), he imparts the following 
  information: 
  • 
  He is not a cleric of St Cuthbert, rather a 
  tradesman (gemcutter) from Dyvers who was on 
  his way to Littleberg when he was waylaid. His 
  real name is Knarrax Cleargem. 
  • 
  He knows nothing of the dead plants. He has 
  noticed them but has no idea what is causing 
  them. 
  • 
  He and his family were captured three weeks 
  ago by derro. 
  • 
  Derro are evil, pale-skinned humanoids.  They 
  have white hair and long mustaches that droop 
  past their chin and bulbous white eyes that have 
  no pupils. [A DC 13 Knowledge (nature) 
  confirms that this description is of derro]. 
  • 
  They used light crossbows and short swords. 
  They attacked his family at night and are able to 
  use magic. Knarrax heard a loud popping sound 
  and then awoke bound and gagged. There are at 
  least two of them, but there may be more. 
  • 
  He is being forced to play the part of a cleric 
  under threat of pain to his family. 
  • 
  He knows what he’s doing is wrong, but he 
  doesn’t know what else to do.   
  • 
  He gives all the money he collects in Cooridin 
  to the captors. Each week he is given two 
  pouches. One pouch he has been instructed to 
  add to the food and drink in the main hall and 
  the other is the powder he adds to the water he 
  serves during ‘mass’. He doesn’t have either 
  powder currently (he does have the coin 
  collected at last week’s service – 7 copper). 
  • 
  He does not know the location of their 
  campsite, but does know of their meeting place. 
  He has not been able to formulate an escape 
  plan for his family. He is a tradesman, not a 
  fighter (his cudgel is in poor condition and not 
  battle-worthy). 
  • 
  He is willing to give anything for the PCs to 
  help him and rescue his family. His poor 
  daughter Ara must be so frightened… 
  • 
  He is scheduled to meet them tonight to collect 
  his pouches for this week’s sermon. He was 
  specifically instructed to come only during the 
  deepest part of the night and to bear no light. 
  Development: If the PCs attack and kill Knarrax 
  (Brother Stiles), amidst his meager belongings they find a 
  note (see Player Handout #2). In this case, the PCs must 
  immediately go to meet the derro. If they delay, the derro 
  break camp later that night and take their captives back 
  to their underground lair and the PCs skip Encounter 
  Seven. If the derro camp is subsequently searched, the 
  PCs find the path leading to Encounter Eight.   
   
  At this point the PCs face a choice.  Head back with 
  what they know or proceed to investigate further and 
  assist Knarrax with the rescue of his family. If they 
  choose the former, the adventure is over. Otherwise, 
  proceed to Encounter Seven. 
  Encounter Seven: Meet the 
  Derro 
  If the PCs decide to help Brother Stiles, or proceed on 
  their own, dealing with the derro still lies before them. 
  The derro are camped just inside the Gnarley Forest near 
  one of the Gleaming Glades’ tombs, keeping their 
  dwarven captives inside with the rotting remains of a 
  long-dead druid (it’s more frightening that way). They are 
  most active around camp during the night and have dealt 
  with Knarrax exclusively after dark.    
   
  If the PCs allow Knarrax to lead the way or took his 
  directions, he provides the most direct route to the 
  meeting place. As the PCs approach, read or paraphrase 
  the following: 
  It is fully night as you approach the location Knarrax 
  has indicated.  Whi e the moon has risen, t is 
  overcast and there is little ambient light. 
  l
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  Allow the PCs to make whatever preparations they need 
  to before proceeding. 
  Cresting a sligh  hill, you see the meeting place just 
  ahead.  Below you is a grouping of small stone 
  structures located in a circle around a large flat piece 
  of rock. Sitting atop the rock is a burning torch and 
  two small sacks. 
  If Knarrax is present, he adds: 
  Crop Circles 
   
  Page 12 
  
  “That’s the spot where I’m to drop off the coin and 
  pick up the new stuff. Do you want me to go ahead?   
  At this point, the PCs are 60 feet from the flat stone slab 
  (see Map #2). 
  APL 4 (EL 6) 
  Derro (3): hp 16; see Monster Manual page 49; Also 
  note that each derro carries one potion of cure light 
  wounds and an elixir of hiding. 
  APL 6 (EL 9) 
  Derro Fighters (2): hp 40; see Appendix One. 
  Derro Sorcerer: hp 29; see Appendix One. 
  Derro Rogue: hp 28; see Appendix One. 
  APL 8 (EL 11) 
  Derro Fighters (2): hp 56; see Appendix One. 
  Derro Sorcerer: hp 37; see Appendix One. 
  Derro Rogue: hp 38; see Appendix One. 
  APL 10 (EL 13) 
  Derro Fighters (2): hp 64; see Appendix One. 
  Derro Sorcerer: hp 45; see Appendix One. 
  Derro Rogue: hp 62; see Appendix One. 
  APL 4 Tactics: The derro are strategically placed around 
  the area so as to give them full view of anything entering 
  or leaving the area from the direction of Knarrax’s camp. 
  The torch lying on the flat stone provides illumination in 
  a 20 ft. radius and shadowy illumination out to 40 ft.  As 
  soon as anyone other than Knarrax approaches within 40 
  ft., one of the derro casts sound burst and attempts to 
  disable the PCs. Then the remaining derro engage with 
  their repeating light crossbows or cast spells as needed.  
  They only engage in melee as a last resort. 
  APL 6 and above Tactics: The derro are strategically 
  placed around the area so as to give them full view of 
  anything entering or leaving the area from the direction 
  of Knarrax’s camp. The torch lying on the flat stone 
  provides illumination in a 20 ft. radius and shadowy 
  illumination out to 40 ft. As soon as anyone other than 
  Knarrax approaches within 40 ft., the derro fighters fire 
  their light crossbows. The rogue moves silently into a 
  position to neutralize any PC spellcasters while the 
  sorcerer casts ray of enfeeblement on an obvious fighter. 
  Treasure: 
   
  APL 4: Loot –75 gp, Coin – 0 gp, Magic – 3 potions of 
  cure light wounds (4 gp each per potion), 3 elixirs of 
  hiding (21 gp each per elixir). 
   
  APL 6: Loot –340 gp, Coin – 0 gp, Magic – 4 potions 
  of cure light wounds (4 gp each per potion), 4 elixirs of 
  hiding (21 gp each per elixir). 
   
  APL 8: 339 gp, Coin – 0 gp, Magic – 4 potions of cure 
  light wounds (4 gp each per potion), 4 elixirs of hiding 
  (21 gp each per elixir), +1 short sword (193 gp each), ioun 
  stone of resistance +1 (166 gp each), scroll of glitterdust 
  (12 gp each), scroll of grease (2 gp each), scroll of shield (2 
  gp each). 
   
  APL 10: Loot –334 gp, Coin – 0 gp, Magic – 3 potions 
  of cure serious wounds (63 gp each per potion), +1 short 
  sword (193 gp each), potion of invisibility (25 gp each); 
  set of 50 +1 bolts (196 gp each); 4 elixirs of hiding (21 gp 
  each per elixir), ioun stone of resistance +2 (666 gp each); 
  scroll of glitterdust (12 gp each), scroll of grease (2 gp 
  each), scroll of shield (2 gp each), +1 studded leather 
  armor (98 gp each). 
   
  Development: Once the PCs have dealt with the 
  derro, they should have no difficulty finding their camp 
  nearby (DC 10 Search). Knarrax’s family is indeed 
  trapped inside one of the tombs and while frightened and 
  hungry, none the worse for wear. In the two sacks sitting 
  on the flat stone are both a fine, grey powder and a 
  coarser, white one. Knarrax can tell the PCs which is the 
  poison (the grey one) and which is the antidote (the 
  white one). If he is not alive or otherwise incapable of 
  providing that information, a detect poison also 
  determines which is which. Also among the derro’s 
  belongings, the PCs find a short note written by one of 
  the creatures (see Player Handout #3). PCs who find the 
  note and succeed at a DC 15 Knowledge (religion) check 
  realize the “Black Rider” is another name for Incabulos. 
   
  At this point the PCs again face a choice.  They may 
  head back to Libernen with what they know now or 
  proceed to investigate the still unexplained dead 
  vegetation. If the latter, proceed to Encounter Eight, 
  otherwise continue to the Conclusion. 
  Encounter Eight: Anyone Got a 
  Blighter? 
  If the PCs decide to investigate the note found at the 
  derro camp, a DC 10 Survival check enables them to find 
  the tracks leading deeper into the Gnarley Forest. Read or 
  paraphrase the following: 
  As you continue deeper into the forest, the natural 
  sounds of the land around you seem to diminish. At 
  first it was barely noticeable, but now it is clear – the 
  forest around you is becoming quieter. Also, some of 
  the vegetation around you doesn’t seem as vibrant as 
  Crop Circles 
   
  Page 13 
  
  you would expect. Inexplicably, a tree here or a shrub 
  there is brown and withered while all the 
  surrounding plant life is unaffected.   
  If the PCs approach at night:   
  The moon barely shines through the forest canopy 
  overhead and the going is not easy. 
  Otherwise: 
  The ground underfoot is overgrown with plants, v nes 
  and roots al  of which seem to be intent on 
  preventing your passing. After pulling yourself 
  through one particularly sharp thorn-hedge, you 
  enter an area filled with only brown and twisted p ant 
  life. It s clear that none of these plants are al ve. 
  Directly in fron  of you is an odd structure; a brown 
  dome-shaped bui ding made up entirely of roots, 
  vines and other dead plant material. What stands out 
  to you is that all of the materials used in its 
  construction are the pale-brown color of dead 
  vegetation.   
  i
  l
  l
  i
  i
  t
  l
  This area is filled with twisted and dead vegetation, 
  resulting in difficult terrain (no charging; movement rate 
  is halved).  
  Creatures: This brown domed-shaped structure is the 
  dwelling of Faule, the blighter. He has watched the PCs 
  long enough and decides to strike before the PCs invade 
  his lair (see Map #3). Faule appears as a typical bugbear. 
  He stands seven feet tall and has coarse hair covering his 
  entire body. He has a mouth full of fangs and a nose that 
  looks much like that of a bear. 
  APL 4 (EL 7) 
  Faule the blighter: bugbear Rgr1/Drd5/Bltr1; hp 52; 
  see Appendix One. 
  APL 6 (EL 9) 
  Faule the blighter: bugbear Rgr1/Drd5/Bltr3; hp 66; 
  see Appendix One. 
  APL 8 (EL 11) 
  Faule the blighter: bugbear Rgr1/Drd5/Bltr5; hp 80; 
  see Appendix One. 
  APL 10 (EL 13) 
  Faule the blighter: bugbear Rgr1/Drd5/Bltr7; hp 94; 
  see Appendix One. 
  Tactics: Faule is positioned atop his makeshift lair, 8’ 
  above the ground. He watches the PCs approach from his 
  prone position and casts his spells until otherwise 
  engaged (+4 to AC from ranged attacks). It is a DC 10 
  Climb check for him to get down, but his net skill 
  modifier is +2 (includes +4 circumstance modifier, -4 
  armor check penalty and +2 strength bonus). 
  Treasure:  
   
  APL 4: Loot – 2 gp, Coin – 0 gp, Magic – +1 scimitar 
  (193 gp each); +1 ring of protection (333 gp each); potion 
  of cure moderate wounds (25 gp each), potion of blur (25 
  gp each). 
   
  APL 6: Loot – 1 gp, Coin – 0 gp, Magic – +1 scimitar 
  (193 gp each); +1 ring of protection (333 gp each); potion 
  of cure moderate wounds (25 gp each), potion of blur (25 
  gp each). 
   
  APL 8: Loot – 1 gp, Coin – 0 gp, Magic – +1 hide 
  armor (97 gp each), +1 scimitar (193 gp each); +1 ring of 
  protection (333 gp each); potion of cure moderate 
  wounds (25 gp each), potion of blur (25 gp each). 
   
  APL 10: Loot – 1 gp, Coin – 0 gp, Magic – +1 hide 
  armor (97 gp each), +1 scimitar (193 gp each); +1 ring of 
  protection (333 gp each); potion of cure serious wounds 
  (63 gp each), potion of blur (25 gp each). 
  Conclusion 
  Once you have completed the conclusion, if this is the 
  premiere, please complete the Critical Event Summary at 
  the end of the event and return it to the Furyondy Plots 
  coordinator, Michelle Sharp, or RPGA HQ. While you do 
  not need to advise the players of the questions (and it is 
  preferable you do not), please make them aware you ARE 
  completing this bit of paperwork and that their actions 
  do make a difference. Any PC actions that are not 
  adequately covered by the questions but may become 
  relevant in future modules or for the region in general 
  should be explained on the backside of the paper.    
   
  Depending on whether or not the PCs have the 
  antidote for Garn Burk, read or paraphrase one of the 
  following: 
  If the PCs obtain the antidote: 
  After obtaining the pouches from the villains intent 
  on poisoning the citizens of Furyondy, you return to 
  Cooridin immediately and administer the antidote. 
  Fortunately, no one else fell seriously ill while you 
  were away and you are able to leave for Libernen that 
  same day. After a few days travel, you enter the city 
  gates of Libernen. 
  Allow the PCs to state their next steps, but presuming 
  they return the antidote to either the church of St. 
  Cuthbert or the Green Jerkins, read or paraphrase the 
  following: 
  Crop Circles 
   
  Page 14 
  
  After a few days of treatment with the antidote, the 
  young man fully recovers and thanks you repeatedly. 
  Further, he promises to repay you some day and 
  begins immediately by spreading word of your good 
  deeds all throughout Libernen. 
  For assisting Garn and aiding in his recovery, each PC is 
  to receive the favor of the Green Jerkins as noted on the 
  AR section of this adventure.  PCs also receive this favor 
  if they heal Garn more directly through use of magic 
  such as neutralize poison or heal. 
   
  PCs who discover and return the antidote to the 
  church of St. Cuthbert, receive access to the Dresadoe 
  nectar as noted in the AR section of this adventure.   
   
  Further, if the blighter threat was successfully dealt 
  with, the PC gain the favor of the Obad-Hai Druids of the 
  Old Faith. 
  If the PCs did not return with the antidote: 
  t
  After returning to Libernen, you immediately report 
  to the church that you were unsuccessful in finding 
  an antidote for the young scout, Garn Burk or the 
  gen lefolk who live the small hamlet of Cooridin.  
  After only a few more days of a near-vegetative state, 
  the young man passes from this world.  
  No PC receives the favor of the Green Jerkins or the 
  Dresadoe nectar as noted in the AR section of this 
  adventure. However, if the blighter threat was 
  successfully dealt with, the PC gain the favor of the 
  Obad-Hai Druids of the Old Faith.  
  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 Four 
  Defeat owlbear(s) to save the family. 
   
  APL4 150 xp 
   
  APL6 180 xp 
   
  APL8 240 xp 
   
  APL10 300 xp 
  Encounter Seven 
  Defeat the derro.   
   
  APL4 180 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
  Encounter Eight 
  Defeat Faule. 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
  Story Award 
  Rescue the dwarf family and learn about the remaining 
  threat posed by the blighter. 
   
  APL4 35 xp 
   
  APL6 45 xp 
   
  APL8 55 xp 
   
  APL10 70 xp 
  Discretionary roleplaying award 
   
  APL4 100 xp 
   
  APL6 135 xp 
   
  APL8 170 xp 
   
  APL10 200 xp 
  Total possible experience: 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 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 
  Crop Circles 
   
  Page 15 
  
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Seven:  
   
  APL 4: L: 75 gp, C: 0 gp, M: 75 gp – 3 potions of cure 
  light wounds (4 gp each per potion), 3 elixirs of hiding 
  (21 gp each per elixir). 
   
  APL 6: L: 340 gp, C: 0 gp, M: 100 gp – 4 potions of 
  cure light wounds (4 gp each per potion), 4 elixirs of 
  hiding (21 gp each per elixir). 
   
  APL 8: L: 339 gp, C: 0 gp, M: 475 gp – 4 potions of 
  cure light wounds (4 gp each per potion), 4 elixirs of 
  hiding (21 gp each per elixir, +1 short sword (193 gp 
  each), ioun stone of resistance +1 (166 gp each), scroll of 
  glitterdust (12 gp each), scroll of grease (2 gp each), scroll 
  of shield (2 gp each). 
   
  APL 10: L: 334 gp, C: 6 gp, M: 1341 gp – 3 potions of 
  cure serious wounds (63 gp each per potion), +1 short 
  sword (193 gp each), potion of invisibility (25 gp each); 
  set of 50 +1 bolts (196 gp each); 4 elixirs of hiding (21 gp 
  each per elixir), ioun stone of resistance +2 (666 gp each); 
  scroll of glitterdust (12 gp each), scroll of grease (2 gp 
  each), scroll of shield (2 gp each), +1 studded leather 
  armor (98 gp each). 
  Encounter Eight:   
   
  APL 4: L: 2 gp, C: 0 gp, M: 576 gp – +1 scimitar (193 
  gp each); +1 ring of protection (333 gp each); potion of 
  cure moderate wounds (25 gp each), potion of blur (25 gp 
  each). 
   
  APL 6: L: 1 gp, C: 0 gp, M: 576 gp – +1 scimitar (193 
  gp each); +1 ring of protection (333 gp each); potion of 
  cure moderate wounds (25 gp each), potion of blur (25 gp 
  each). 
   
  APL 8: L: 1 gp, C: 0 gp, M: 673 gp – +1 hide armor (97 
  gp each), +1 scimitar (193 gp each); +1 ring of protection 
  (333 gp each); potion of cure moderate wounds (25 gp 
  each), potion of blur (25 gp each). 
   
  APL 10: L: 1 gp, C: 0 gp, M: 711 gp – +1 hide armor 
  (97 gp each), +1 scimitar (193 gp each); +1 ring of 
  protection (333 gp each); potion of cure serious wounds 
  (63 gp each), potion of blur (25 gp each). 
  Total Possible Treasure 
  APL 4: L: 77 gp; C: 0 gp; M: 651 gp - Total: 728 gp 
  (maximum 650 gp) 
  APL 6: L: 341 gp; C: 0 gp; M: 676 gp - Total: 1017 gp 
  (maximum 900 gp) 
  APL 8: L: 340 gp; C: 0 gp; M: 1148 gp - Total: 1488 gp 
  (maximum 1300 gp) 
  APL 10: L: 335 gp; C: 0 gp; M: 2052 gp - Total: 2387 gp 
  (maximum 2300 gp) 
   
  Special 
  Favor of The Green Jerkins:  For aiding one of their 
  Scouts, the Green Jerkins pledge to assist you in further 
  travels throughout the land of Furyondy. For the 
  duration of one (1) future Furyondy regional adventure, 
  this PC may call for the assistance of a Green Jerkin Scout 
  to aid with tracking. The Scout is a non-combatant and 
  only assists with tracking in adventures up to APL 10. 
  The Scout’ Survival skill is outlined below: 
  APL Played 
  Scout’s Survival Skill 
  Modifier 
  Crop Circles 
   
  Page 16 
  
  4 
  + 11 
  6 
  + 14 
  8 
  + 17 
  10 
  + 20 
  • 
  (no additional) 
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  Ioun Stone of Resistance, +1 (Adventure, AEG, 2,000 
  gp) 
  APL 10 (all of APLs 4-8 plus the following): 
   
  • 
  Ioun Stone of Resistance, +2 (Adventure, AEG; 8,000 
  gp) 
  Dresadoe Nectar: For removing a false cleric, Whillom 
  Stronbillet (leader of the church of St. Cuthbert in 
  Libernen) shares with you the results of some recent 
  research. Whillom produces a small vial of enhanced 
  nectar from the Dresadoe flowers of the Gold County. 
  The PC may purchase nectar duplicating the effect of one 
  (1) of the following: cure serious wounds, remove 
  blindness/deafness or remove curse.  Drinking the nectar 
  causes the PC’s skin to turn a deep golden color similar to 
  the flower from which it is derived. This effect lasts for 
  24 hours, at which point it fades. 
   
  Moderate conjuration or abjuration (as applicable 
  [good]; CL 5
  th. This item cannot be crafted; Price: 375 gp. 
  PCs cannot purchase more than two vials of the nectar. 
  Favor of the Obad-Hai Druids of the Old Faith: This 
  favor may come into play in future adventures. This may 
  also be used as an influence point with the Old Faith 
  meta-organization in Furyondy.  
  Access to Church Inquisitor Prestige Class:  For 
  successfully identifying Brother Stiles as a false cleric and 
  notifying church authorities in Libernen, this PC now 
  qualifies for the Church Inquisitor prestige class 
  (Complete Divine, pg. 26). This access is only available for 
  PCs who were members of the Furyondy Church of St 
  Cuthbert meta-organization at the start of this adventure. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 4: 
  • 
  Dresadoe Nectar – see above (Adventure; DMG; 375 
  gp) 
  • 
  Elixir of Hiding (Adventure, DMG; 250 gp) 
  • 
  For Green Jerkin Members Only: Periapt of 
  Health (Adventure; DMG, 7,500 gp) 
  • 
  For Church of St Cuthbert Members Only: 
  Cudgel-sphere (hammersphere) (Adventure; AEG; 
  2,500 gp) 
  APL 6 (all of APL 4 plus the following): 
  Crop Circles 
   
  Page 17 
  
   
   
   
   
   
   
  Appendix 1: NPCS AND MONSTERS
  All APLs 
  Encounter One 
   
   
   
   
  Garn Burk: Male human (Flan) Rgr3; CR 3; Medium 
  humanoid (human); HD 3d8+3; hp 21; Init +3; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13; BAB/Grp: +3/+4;  
  Atk: +6 melee (1d6+1/18-20, rapier); Full Atk: +4 melee 
  (1d6+3/18-20, rapier) and +4 melee (1d6+3/19-20, short 
  sword); SQ Favored enemy (humanoid [goblinoid]), 
  wild empathy; AL NG; SV Fort +4, Ref +6, Will +2; Str 
  13, Dex 16, Con 13, Int 10, Wis 12, Cha 10.  
   
  Skills and Feats: Handle Animal +6, Knowledge 
  (geography) +6, Knowledge (nature) +6, Listen +7, Ride 
  +9, Search +6, Survival +7; Track, Two-weapon fighting, 
  Endurance, Weapon Finesse, Mounted Combat, 
  Alertness. 
   
  Possessions: Studded leather armor, rapier, short 
  sword, boot dagger and a signet ring engraved with the 
  initials “GB”. 
  Encounter Six 
   
   
   
   
  Knarrax Cleargem: Male dwarf Exp2 (gemcutter); CR 
  1; Medium humanoid (dwarf); HD 2d6+6; hp 16; Init 
  +1; Spd 20 ft.; AC 15, touch 11, flat-footed 14; BAB/Grp: 
  +1/+3;  Atk: +3 melee (1d4+2 light mace); Full Atk: +3 
  melee (1d4+2 light mace); SA Darkvision 60’, 
  Stonecunning, Dwarven traits; AL NG; SV Fort +3, Ref 
  +1, Will +3; Str 14, Dex 12, Con 16, Int 14, Wis 10, Cha 
  10.  
   
  Skills and Feats: Appraise +11, Bluff +5, Craft 
  (gemcutter) +10, Diplomacy +7, Gather Information +5, 
  Knowledge (geography) +7, Listen +5, Spot +5; Skill 
  focus (craft – gemcutter), Speak Common, Speak 
  Dwarven, Speak Elven, Speak Gnome.  
   
  Possessions: Chain shirt, light mace (in poor 
  condition - drops damage to 1d4 instead of 1d6 per 
  usual), a poor imitation of a holy symbol of St. 
  Cuthbert, some spoiled rations and a torn blanket. 
   
  Physical Description: Knarrax is typical for his 
  kind, being 156 years old, 3’11’’ tall and weighing in at 
  160 lbs. His hands lack the calluses of a menial worker 
  and are instead used to the fine, detailed work 
  involving his trade. He has black hair that he wears in a 
  ponytail in back and a long, forked beard. 
   
   
  Crop Circles 
   
  Page 18 
  
  Appendix One − APL 4 
  Encounter Four 
   
   
   
   
  Owlbear, advanced: CR 5; Large magical beast; HD 
  8d10+48; hp 94; Init +1; Spd 30 ft.; AC 15, touch 10, 
  flat-footed 14; BAB/Grp: +8/+17; Atk +12 melee (1d6+5, 
  claw); Full Atk +12 melee (1d6+5, 2 claws) and +10 
  melee (1d8+5, bite); Space/Reach: 10ft./5ft.; SA 
  Improved Grab; SQ Scent; AL N; SV Fort +12, Ref +7, 
  Will +3; Str 21, Dex 12, Con 22, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +11, Spot +11; Alertness, 
  Track, Multiattack. 
   
  Improved Grab (Ex): If a claw attack hits, the 
  owlbear can attempt to start a grapple as a free action 
  without provoking an attack of opportunity. 
  Encounter Eight 
   
   
   
   
  Faule 
  (reincarnated 
  elf): 
  male 
  bugbear 
  Rgr1/Drd5/Blighter1; CR 7; Medium Humanoid 
  (Goblinoid); HD 7d8+14; hp 52; Init +4; Spd 30 ft.; AC 
  24, touch 15, flat-footed 20; BAB/Grp: +4/+6;  Atk: +7 
  melee (1d6+3/18-20, scimitar +1) or +8 ranged (1d4+2, 
  sling); Full Atk: +7 melee (1d6+3/18-20, scimitar +1) or 
  +8 ranged (1d4+2, sling); SA Favored enemy 
  humanoids (human) +2, deforestation; SQ Darkvision 
  60’, Scent, wild empathy; AL CE; SV Fort +10, Ref +7, 
  Will +9; Str 14, Dex 18, Con 14, Int 10, Wis 17, Cha 10.  
   
  Skills and Feats: Handle Animal +7, Knowledge 
  (nature) +10, Listen +9, Move Silently +8, Spot +9, 
  Survival +8; Dodge, Mobility, Spring Attack, Track. 
  Deforestation (Sp): A blighter can kill all nonsentient 
  plant life within a radius of 20’ per blighter level as a 
  full round action. 
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks.  
   
  Possessions: hide armor (+1 from oil of magic 
  vestment), heavy wooden shield, +1 scimitar, sling w. 
  10 sling bullets, +1 ring of protection, potion of cure 
  moderate wounds, potion of blur. 
  Spells Prepared (4/3; base DC = 13 + spell level): 0—
  flare, inflict minor wounds (x2), touch of fatigue; 1st—
  burning hands, decomposition, inflict light wounds. 
   
  Crop Circles 
   
  Page 19 
  
  Appendix One – APL 6
  Encounter Seven 
   
   
   
   
  Derro Fighters (2): male derro Ftr 2; CR 5; Small 
  Monstrous Humanoid; HD 3d8+2d10+10; hp 40; Init 
  +6; Spd 20 ft.; AC 24, touch 13, flat-footed 21; BAB/Grp: 
  +5/+3;  Atk: +8 melee (1d4+2/19-20, short sword) or +8 
  ranged (1d6+poison/19-20, repeating light crossbow); 
  Full Atk: +8 melee (1d4+2/19-20, short sword) or +8 
  ranged (1d6+poison/19-20 repeating light crossbow); 
  SA Poison use, spell-like abilities, sneak attack +1d6; 
  SQ  Spell resistance 15, vulnerability to sunlight, 
  madness.; AL CE; SV Fort +6, Ref +5, Will +4; Str 15, 
  Dex 14, Con 14, Int 10, Wis 6, Cha 12.  
  Skills and Feats: Bluff +7, Hide +6, Listen +5, Move 
  Silently +6; Blind-Fight, Improved Initiative, Dodge, 
  Weapon Focus (light crossbow).  
  Madness (Ex):  Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier. 
  Poison Use (Ex):  These derro carry 2d4 doses of 
  Medium monstrous spider venom (see Dungeon 
  Masters Guide page 296), having applied it to their 
  crossbow bolts.  Derro are not at risk for poisoning 
  themselves when handling poison. Note:  Spider 
  venom requires a DC 14 Fort save to avoid 1d4 Str 
  damage (initial); 1d4 Str damage 1 minute later 
  (secondary) if saving throw is failed a second time. 
  Spell-Like Abilities:  At will – darkness, ghost sound; 
  1/day – daze (DC 11), sound burst (DC 13), Caster level 
  3
  rd.  The save DCs are Charisma-based. 
  Vulnerability to Sunlight (Ex):  A derro takes 1 point 
  of Con damage for every hour it is exposed to sunlight, 
  and it dies if its Con score reaches 0.  Lost Con points 
  are recovered at the rate of 1 per every 24-hour period 
  spend underground or otherwise sheltered from the 
  sun.  
  Skills:  Derro have a +4 racial bonus on Hide and Move 
  Silently checks. 
   
  Possessions: Full Plate Armor (painted black), light 
  steel shield (also black), short sword, repeating light 
  crossbow w. 20 bolts, potion of cure light wounds, 
  elixir of hiding. 
   
  Derro, Rogue: male derro Rog 2; CR 5; Small 
  Monstrous Humanoid; HD 3d8+2d6+5; hp 28; Init +7; 
  Spd 20 ft.; AC 19, touch 14, flat-footed 16; BAB/Grp: 
  +4/+1;  Atk: +6 melee (1d4+1/19-20, short sword) or +8 
  ranged (1d6+poison/19-20 repeating light crossbow); 
  Full Atk: +6 melee (1d4+1/19-20, short sword) or +8 
  ranged (1d6+poison/19-20, repeating light crossbow); 
  SA Poison use, spell-like abilities, sneak attack +2d6; 
  SQ  Spell resistance 15, vulnerability to sunlight, 
  madness, trapfinding, evasion; AL CE; SV Fort +3, Ref 
  +9, Will +5; Str 12, Dex 16, Con 13, Int 10, Wis 6, Cha 
  14.  
  Skills and Feats: Balance +12, Bluff +8, Escape Artist 
  +10, Hide +10, Listen +7, Move Silently +10, Tumble 
  +10; Blind-Fight, Improved Initiative.  
  Madness (Ex):  Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier. 
  Poison Use (Ex):  These derro carry 2d4 doses of 
  Medium monstrous spider venom (see Dungeon 
  Masters Guide page 296), having applied it to their 
  crossbow bolts.  Derro are not at risk for poisoning 
  themselves when handling poison. Note:  Spider 
  venom requires a DC 14 Fort save to avoid 1d4 Str 
  damage (initial); 1d4 Str damage 1 minute later 
  (secondary) if saving throw is failed a second time. 
  Spell-Like Abilities:  At will – darkness, ghost sound; 
  1/day – daze (DC 12), sound burst (DC 14), Caster level 
  3
  rd.  The save DCs are Charisma-based. 
  Vulnerability to Sunlight (Ex):  A derro takes 1 point 
  of Con damage for every hour it is exposed to sunlight, 
  and it dies if its Con score reaches 0.  Lost Con points 
  are recovered at the rate of 1 per every 24-hour period 
  spend underground or otherwise sheltered from the 
  sun.  
  Skills:  Derro have a +4 racial bonus on Hide and Move 
  Silently checks. 
   
  Possessions: Studded Leather Armor (dyed black), 
  short sword, repeating light crossbow w. 5 bolts, potion 
  of cure light wounds, elixir of hiding. 
   
  Derro Sorcerer: male derro Sor2; CR 5; Small 
  Monstrous Humanoid; HD 3d8+2d4+5+3; hp 29; Init 
  +6; Spd 20 ft.; AC 15, touch 13, flat-footed 13; BAB/Grp: 
  +4/-1;  Atk: +4 melee (1d3-1/19-20, dagger) or +7 
  ranged (1d6/19-20, light crossbow); Full Atk: +4 melee 
  (1d3-1/19-20, dagger) or +7 ranged (1d6/19-20, light 
  crossbow); SA Poison use, spell-like abilities, sneak 
  attack +1d6; SQ  Spell resistance 15, vulnerability to 
  sunlight, madness; AL NE; SV Fort +2, Ref +5, Will 
  +12; Str 8, Dex 14, Con 12, Int 10, Wis 7, Cha 22.  
  Crop Circles 
   
  Page 20 
  
  Skills and Feats: Bluff +8, Concentration +8, Hide +10, 
  Knowledge (arcana) +3, Listen +1, Move Silently +8, 
  Spellcraft +4; Combat Casting, Improved Initiative. 
  Madness (Ex):  Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier. 
  Poison Use (Ex):  These derro carry 2d4 doses of 
  Medium monstrous spider venom (see Dungeon 
  Masters Guide page 296), having applied it to their 
  crossbow bolts.  Derro are not at risk for poisoning 
  themselves when handling poison. Note:  Spider 
  venom requires a DC 14 Fort save to avoid 1d4 Str 
  damage (initial); 1d4 Str damage 1 minute later 
  (secondary) if saving throw is failed a second time. 
  Spell-Like Abilities:  At will – darkness, ghost sound; 
  1/day – daze (DC 16), sound burst (DC 18), Caster level 
  3
  rd.  The save DCs are Charisma-based. 
  Vulnerability to Sunlight (Ex):  A derro takes 1 point 
  of Con damage for every hour it is exposed to sunlight, 
  and it dies if its Con score reaches 0.  Lost Con points 
  are recovered at the rate of 1 per every 24-hour period 
  spend underground or otherwise sheltered from the 
  sun.  
  Skills:  Derro have a +4 racial bonus on Hide and Move 
  Silently checks. 
   
  Spells Known (6/6; base DC = 16 + spell level): 0—
  daze, detect magic, detect poison, ray of frost, touch of 
  fatigue; 1st—magic missle, ray of enfeeblement. 
   
  Possessions: Black robes, dagger, repeating light 
  crossbow w. 5 bolts, spell component pouch on left 
  hip, potion of cure light wounds, elixir of hiding.  
  Hidden in a small pocket inside his robe is his familiar, 
  a small toad (+3 hp). 
  Encounter Eight 
   
   
   
   
  Faule 
  (reincarnated 
  elf): 
  male 
  bugbear 
  Rgr1/Drd5/Blighter3; CR 9; Medium Humanoid 
  (Goblinoid); HD 9d8+18; hp 66; Init +8; Spd 30 ft.; AC 
  24, touch 15, flat-footed 20; BAB/Grp: +6/+8;  Atk: +9 
  melee (1d6+3/18-20, scimitar +1) or +10 ranged (1d4+2, 
  sling); Full Atk: +9/+4 melee (1d6+3/18-20, scimitar +1) 
  or +10/+5 ranged (1d4+2, sling); SA Favored enemy 
  humanoids (human) +2, deforestation, blightfire; SQ 
  Darkvision 60’, scent, wild empathy, sustenance, 
  undead wild shape 1/day; AL CE; SV Fort +11, Ref +8, 
  Will +11; Str 14, Dex 18, Con 14, Int 10, Wis 18, Cha 
  10.  
  Skills and Feats: Handle Animal +8, Knowledge 
  (nature) +11, Listen +12, Move Silently +8, Spot +12, 
  Survival +9; Dodge, Improved Initiative, Mobility, 
  Spring Attack, Track. 
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks.  
  Deforestation (Sp):  A blighter can kill all nonsentient 
  plant life within a radius of 20’ per blighter level as a 
  full round action. 
  Blightfire (Su):  A blighter can unleash a scorching 
  blast of fire.  This effect deals 5d6 points of fire damage 
  to all creatures within 10 feet (DC 16 Reflex half) and 
  ignites flammable objects it touches. 
  Sustenance (Ex):  A blighter no longer needs food or 
  water to survive. 
  Undead Wild Shape (Sp):  The blighter gains a 
  version of the wild shape ability.  Undead wild shape 
  functions like the druid’s wild shape ability, except that 
  the blighter adds the skeleton template to the animal 
  form he chooses to transform into.  The blighter’s 
  animal form is altered as follows: 
  • 
  Type changes to undead 
  • 
  Natural armor bonus is +0 (Tiny animal), +1 
  (Small), +2 (Medium or Large), or +3 (Huge) 
  • 
  +2 to Dexterity, no Constitution score 
  • 
  Immunity to cold 
  • 
  Damage reduction 5/bludgeoning 
   
  Possessions: Hide armor (+1 from oil of magic 
  vestment), heavy wooden shield, +1 scimitar, sling w. 
  10 sling bullets, +1 ring of protection, potion each of 
  cure moderate wounds, potion of blur. 
   
  Spells Prepared (5/4/2/1; base DC = 14 + spell 
  level): 0—flare, ghost sound, inflict minor wounds (2), 
  touch of fatigue; 1st—burning hands, decomposition, 
  inflict light wounds, ray of enfeeblement; 2nd – inflict 
  moderate wounds, warp wood; 3rd – vampiric touch. 
  Crop Circles 
   
  Page 21 
  
   
  Appendix One – APL 8
  Encounter Four 
   
   
   
   
  Owlbear, advanced: CR 5; Large magical beast; HD 
  8d10+48; hp 94; Init +1; Spd 30 ft.; AC 15, touch 10, 
  flat-footed 14; BAB/Grp: +8/+17; Atk +12 melee (1d6+5, 
  claw); Full Atk +12/+12 melee (1d6+5, claws) and +10 
  melee (1d8+5, bite); Space/Reach: 10ft./5ft.; SA 
  Improved Grab; SQ Scent; AL N; SV Fort +12, Ref +7, 
  Will +3; Str 21, Dex 12, Con 22, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +11, Spot +11; Alertness, 
  Track, Multiattack. 
   
  Improved Grab (Ex): If a claw attack hits, the 
  owlbear can attempt to start a grapple as a free action 
  without provoking an attack of opportunity. 
  Encounter Seven 
   
   
   
   
  Derro Fighters: male derro Ftr 4; CR 7; Small 
  Monstrous Humanoid; HD 3d8+4d10+14; hp 56; Init 
  +6; Spd 20 ft.; AC 24, touch 13, flat-footed 21; BAB/Grp: 
  +7/+5;  Atk: +10 melee (1d4+2/19-20, short sword) or 
  +10 ranged (1d6+2+poison/19-20, repeating light 
  crossbow); Full Atk: +10/+5 melee (1d4+2/19-20, short 
  sword) 
  or 
  +10/+5 
  ranged 
  (1d6+2+poison/19-20, 
  repeating light crossbow); SA Poison use, spell-like 
  abilities, sneak attack +1d6; SQ  Spell resistance 15, 
  vulnerability to sunlight, madness; AL CE; SV Fort +7, 
  Ref +6, Will +5; Str 15, Dex 14, Con 14, Int 10, Wis 6, 
  Cha 12.  
  Skills and Feats: Bluff +7, Hide +7, Listen +6, Move 
  Silently +6; Blind Fight, Improved Initiative, Dodge, 
  Staggering Strike, Weapon Focus (light crossbow), 
  Weapon Specialization (light crossbow).  
  Madness (Ex):  Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier. 
  Poison Use (Ex):  These derro carry 2d4 doses of 
  Medium monstrous spider venom (see Dungeon 
  Masters Guide page 296), having applied it to their 
  crossbow bolts.  Derro are not at risk for poisoning 
  themselves when handling poison. Note:  Spider 
  venom requires a DC 14 Fort save to avoid 1d4 Str 
  damage (initial); 1d4 Str damage 1 minute later 
  (secondary) if saving throw is failed a second time. 
  Spell-Like Abilities:  At will – darkness, ghost sound; 
  1/day – daze (DC 11), sound burst (DC 13), Caster level 
  3
  rd.  The save DCs are Charisma-based. 
  Vulnerability to Sunlight (Ex):  A derro takes 1 point 
  of Con damage for every hour it is exposed to sunlight, 
  and it dies if its Con score reaches 0.  Lost Con points 
  are recovered at the rate of 1 per every 24-hour period 
  spend underground or otherwise sheltered from the 
  sun.  
  Skills:  Derro have a +4 racial bonus on Hide and Move 
  Silently checks. 
   
  Possessions: Full Plate Armor (painted black), light 
  steel shield (also black), short sword, repeating light 
  crossbow w. 25 bolts, potion of cure light wounds, 
  elixir of hiding. 
  Derro, Rogue: male derro Rog 4; CR 7; Small 
  Monstrous Humanoid; HD 3d8+4d6+7; hp 38; Init +7; 
  Spd 20 ft.; AC 19, touch 14, flat-footed 19; BAB/Grp: 
  +6/+3;  Atk: +8 melee (1d4+2/19-20, short sword) or 
  +10 
  ranged 
  (1d6+poison/19-20, 
  repeating 
  light 
  crossbow); Full Atk: +8/+2 melee (1d4+2/19-20, short 
  sword) or +10/+5 ranged (1d6+poison/19-20, repeating 
  light crossbow); SA Poison use, spell-like abilities, 
  sneak attack +3d6; SQ  Spell resistance 15, vulnerability 
  to sunlight, madness, trapfinding, evasion, trap sense 
  +1, uncanny dodge; AL CE; SV Fort +4, Ref +10, Will 
  +6; Str 12, Dex 16, Con 13, Int 10, Wis 6, Cha 14.  
  Skills and Feats: Appraise +2, Balance +14, Bluff +10, 
  Escape Artist +12, Hide +12, Listen +9, Move Silently 
  +12, Tumble +12; Blind-Fight, Improved Initiative, 
  Staggering Strike.  
  Madness (Ex):  Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier. 
  Poison Use (Ex):  These derro carry 2d4 doses of 
  Medium monstrous spider venom (see Dungeon 
  Masters Guide page 296), having applied it to their 
  crossbow bolts.  Derro are not at risk for poisoning 
  themselves when handling poison. Note:  Spider 
  venom requires a DC 14 Fort save to avoid 1d4 Str 
  damage (initial); 1d4 Str damage 1 minute later 
  (secondary) if saving throw is failed a second time. 
  Spell-Like Abilities:  At will – darkness, ghost sound; 
  1/day – daze (DC 12), sound burst (DC 14), Caster level 
  3
  rd.  The save DCs are Charisma-based. 
  Crop Circles 
   
  Page 22 
  
  Vulnerability to Sunlight (Ex):  A derro takes 1 point 
  of Con damage for every hour it is exposed to sunlight, 
  and it dies if its Con score reaches 0.  Lost Con points 
  are recovered at the rate of 1 per every 24-hour period 
  spend underground or otherwise sheltered from the 
  sun.  
  Skills:  Derro have a +4 racial bonus on Hide and Move 
  Silently checks. 
   
  Possessions: Studded Leather Armor (dyed black), 
  +1 short sword, repeating light crossbow w. 5 bolts, 
  potion of cure light wounds, elixir of hiding. 
  Derro Sorcerer: male derro Sor4; CR 7; Small 
  Monstrous Humanoid; HD 3d8+4d4+7+3; hp 37; Init 
  +6; Spd 20 ft.; AC 15, touch 13, flat-footed 13; BAB/Grp: 
  +5/+0;  Atk: +5 melee (1d3/19-20, dagger) or +7 ranged 
  (1d6/19-20, light crossbow); Full Atk: +5 melee 
  (1d3/19-20, dagger) or +7 ranged (1d6/19-20, light 
  crossbow); SA Poison use, spell-like abilities, sneak 
  attack +1d6; SQ  Spell resistance 15, vulnerability to 
  sunlight, madness; AL NE; SV Fort +4, Ref +7, Will 
  +14; Str 8, Dex 14, Con 12, Int 10, Wis 7, Cha 22.  
  Skills and Feats: Bluff +8, Concentration +10, Hide +10, 
  Knowledge (arcana) +3, Listen +1, Move Silently +8, 
  Spellcraft +6; Combat Casting, Improved Initiative, 
  Scribe Scroll. 
  Madness (Ex):  Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier. 
  Poison Use (Ex):  These derro carry 2d4 doses of 
  Medium monstrous spider venom (see Dungeon 
  Masters Guide page 296), having applied it to their 
  crossbow bolts.  Derro are not at risk for poisoning 
  themselves when handling poison. Note:  Spider 
  venom requires a DC 14 Fort save to avoid 1d4 Str 
  damage (initial); 1d4 Str damage 1 minute later 
  (secondary) if saving throw is failed a second time. 
  Spell-Like Abilities:  At will – darkness, ghost sound; 
  1/day – daze (DC 16), sound burst (DC 18), Caster level 
  3
  rd.  The save DCs are Charisma-based. 
  Vulnerability to Sunlight (Ex):  A derro takes 1 point 
  of Con damage for every hour it is exposed to sunlight, 
  and it dies if its Con score reaches 0.  Lost Con points 
  are recovered at the rate of 1 per every 24-hour period 
  spend underground or otherwise sheltered from the 
  sun.  
  Skills: Derro have a +4 racial bonus on Hide and Move 
  Silently checks. 
   
  Spells Known (6/8/5; base DC = 16 + spell level): 
  0—acid splash, daze, detect magic, detect poison, ray of 
  frost, touch of fatigue; 1st—magic missile, ray of 
  enfeeblement, reduce person; 2nd—tasha’s hideous 
  laughter. 
   
  Possessions: Black robes, dagger, repeating light 
  crossbow w. 5 bolts, spell component pouch on left 
  hip, potion of cure light wounds, elixir of hiding, ioun 
  stone of resistance +1, scroll of glitterdust, scroll of 
  grease, scroll of shield.  Hidden in a small pocket 
  inside his robe is his familiar, a small toad (+3 hp). 
  Encounter Eight 
   
   
   
   
  Faule 
  (reincarnated 
  elf): 
  male 
  bugbear 
  Rgr1/Drd5/Blghtr5; CR 11; Medium Humanoid 
  (Goblinoid); HD 11d8+22; hp 80; Init +8; Spd 30 ft.; AC 
  24, touch 15, flat-footed 20; BAB/Grp: +7/+9;  Atk: +10 
  melee (1d6+3/18-20, scimitar +1) or +11 ranged (1d4+2, 
  sling); Full Atk: +10/+5 melee (1d6+3/18-20, scimitar 
  +1) or +11/+6 ranged (1d4+2, sling); SA Favored enemy 
  humanoids (human) +2, deforestation, blightfire, 
  contagious touch 1/day; SQ Darkvision 60’, scent, wild 
  empathy, sustenance, undead wild shape (2/day, large), 
  speak with dead animal; AL CE; SV Fort +12, Ref +8, 
  Will +12; Str 14, Dex 18, Con 14, Int 10, Wis 18, Cha 
  10.  
  Skills and Feats: Handle Animal +10, Knowledge 
  (nature) +12, Listen +13, Move Silently +8, Spot +15, 
  Survival +10; Dodge, Improved Initiative, Mobility, 
  Spring Attack, Track. 
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks.  
  Deforestation (Sp):  A blighter can kill all nonsentient 
  plant life within a radius of 20’ per blighter level as a 
  full round action. 
  Blightfire (Su):  A blighter can unleash a scorching 
  blast of fire.  This effect deals 5d6 points of fire damage 
  to all creatures within 10 feet (DC 16 Reflex half) and 
  ignites flammable objects it touches. 
  Sustenance (Ex):  A blighter no longer needs food or 
  water to survive. 
  Undead Wild Shape (Sp):  The blighter gains a 
  version of the wild shape ability.  Undead wild shape 
  functions like the druid’s wild shape ability, except that 
  the blighter adds the skeleton template to the animal 
  form he chooses to transform into.  The blighter’s 
  animal form is altered as follows: 
  • 
  Type changes to undead 
  • 
  Natural armor bonus is +0 (Tiny animal), +1 
  (Small), +2 (Medium or Large), or +3 (Huge) 
  • 
  +2 to Dexterity, no Constitution score 
  Crop Circles 
   
  Page 23 
  
  • 
  Immunity to cold 
  • 
  Damage reduction 5/bludgeoning 
  Speak with Dead Animal (Sp):  A blighter can 
  converse with dead animals. This ability functions like 
  a speak with dead spell cast by a cleric of a level equal 
  to the total of the characters’ druid and blighter levels, 
  except that it affects only corpses of animal creatures. 
  It is usable once per day. 
  Contagious Touch (Su):  At fifth level, a blighter can 
  produce an effect like that of a contagious touch spell 
  once per day.  She gains one extra use per day of this 
  ability for every two additional blighter levels she 
  acquires. 
   
  Possessions: +1 Hide armor, heavy wooden shield, 
  +1 scimitar, sling w. 10 sling bullets, potion of cure 
  moderate wounds, potion of blur, ring of protection +1. 
  Spells Prepared (6/4/4/3/2; base DC = 14 + spell level): 
  0—detect magic, flare, ghost sound, inflict minor 
  wounds (2), touch of fatigue; 1st—burning hands, 
  decomposition, 
  inflict 
  light 
  wounds, 
  ray 
  of 
  enfeeblement; 2nd – death knell, flaming sphere, 
  inflict moderate wounds, warp wood; 3rd – dispel 
  magic, inflict serious wounds, protection from 
  elements; 4th – flame strike, wall of fire. 
  Crop Circles 
   
  Page 24 
  
  Appendix One – APL10
  Encounter Four 
   
   
   
   
  Owlbear, advanced, fiendish: CR 7; Large magical 
  beast, extraplanar; HD 8d10+48; hp 94; Init +1; Spd 30 
  ft.; AC 15, touch 10, flat-footed 14; BAB/Grp: +8/+17; 
  Atk +12 melee (1d6+5, claw); Full Atk +12/+12 melee 
  (1d6+5, 
  claws) 
  and 
  +10 
  melee 
  (1d8+5, 
  bite); 
  Space/Reach: 10ft./5ft.; SA Improved Grab, Smite 
  Good 1/day; SQ darkvision 60 feet, damage reduction 
  5/magic, resistence to cold and fire 10, spell resistence 
  13, scent; AL NE; SV Fort +12, Ref +7, Will +3; Str 21, 
  Dex 12, Con 22, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +11, Spot +11; Alertness, 
  Track, Multiattack. 
   
  Improved Grab (Ex): If a claw attack hits, the 
  owlbear can attempt to start a grapple as a free action 
  without provoking an attack of opportunity. 
   
  Smite Good (Su):  Once per day, the creature can 
  make a normal melee attack to deal extra damage (+8) 
  against a good foe. 
  Encounter Seven 
   
   
   
   
  Derro Fighters: male derro Ftr 6; CR 9; Small 
  Monstrous Humanoid; HD 3d8+6d10+18; hp 64; Init 
  +6; Spd 20 ft.; AC 26, touch 13, flat-footed 23; BAB/Grp: 
  +9/+7;  Atk: +15 melee (1d4+5/19-20, short sword +2) 
  or +13 ranged (1d6+3+poison/17-20, repeating light 
  crossbow); Full Atk: +15/+10 melee (1d4+5/19-20, 
  short sword +2) or +13/+8 ranged (1d6+3+poison/17-
  20, repeating light crossbow); SA Poison use, spell-like 
  abilities, sneak attack +1d6; SQ  Spell resistance 15, 
  vulnerability to sunlight, madness; AL CE; SV Fort +8, 
  Ref +7, Will +6; Str 16, Dex 14, Con 14, Int 10, Wis 6, 
  Cha 12.  
  Skills and Feats: Bluff +7, Hide +7, Listen +7, Move 
  Silently +7; Blind Fight, Improved Critical (repeating 
  light crossbow), Improved Initiative, Dodge, Rapid 
  Reload (repeating light crossbow), Staggering Strike, 
  Weapon Focus (repeating light crossbow), Weapon 
  Specialization (repeating light crossbow).  
  Madness (Ex):  Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier. 
  Poison Use (Ex):  These derro carry 2d4 doses of 
  Medium monstrous spider venom (see Dungeon 
  Masters Guide page 296), having applied it to their 
  crossbow bolts.  Derro are not at risk for poisoning 
  themselves when handling poison. Note:  Spider 
  venom requires a DC 14 Fort save to avoid 1d4 Str 
  damage (initial); 1d4 Str damage 1 minute later 
  (secondary) if saving throw is failed a second time. 
  Spell-Like Abilities:  At will – darkness, ghost sound; 
  1/day – daze (DC 11), sound burst (DC 13), Caster level 
  3
  rd.  The save DCs are Charisma-based. 
  Vulnerability to Sunlight (Ex):  A derro takes 1 point 
  of Con damage for every hour it is exposed to sunlight, 
  and it dies if its Con score reaches 0.  Lost Con points 
  are recovered at the rate of 1 per every 24-hour period 
  spend underground or otherwise sheltered from the 
  sun.  
  Skills:  Derro have a +4 racial bonus on Hide and Move 
  Silently checks. 
   
  Possessions: black full plate armor (+2 oil of magic 
  vestment), light steel shield (also black), +2 short sword 
  (from oil of greater magic weapon +2), repeating light 
  crossbow, 20 bolts +1, potion of cure serious wounds, 
  elixir of hiding. 
  Derro, Rogue: male derro Rog 6; CR 9; Small 
  Monstrous Humanoid; HD 3d8+6d6+20+9; hp 62; Init 
  +7; Spd 20 ft.; AC 20, touch 14, flat-footed 20; BAB/Grp: 
  +7/+4;  Atk: +10 melee (1d4+2/19-20, short sword +1) 
  or +11 ranged (1d6+1+poison/19-20 repeating light 
  crossbow); Full Atk: +10/+5 melee (1d4+2/19-20, short 
  sword +1) or +11/+6 ranged (1d6+1+poison/19-20 
  repeating light crossbow); SA Poison use, spell-like 
  abilities, sneak attack +4d6; SQ  Spell resistance 15, 
  vulnerability 
  to 
  sunlight, madness, trapfinding, 
  evasion, trap sense +2, uncanny dodge; AL CE; SV Fort 
  +6, Ref +11, Will +7; Str 12, Dex 16, Con 14, Int 10, Wis 
  6, Cha 14.  
  Skills and Feats: Appraise +4, Balance +16, Bluff +12, 
  Escape Artist +14, Hide +14, Listen +11, Move Silently 
  +14, Tumble +14; Blind-Fight, Improved Toughness, 
  Improved Initiative, Staggering Strike.  
  Madness (Ex):  Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier. 
  Poison Use (Ex):  These derro carry 2d4 doses of 
  Medium monstrous spider venom (see Dungeon 
  Masters Guide page 296), having applied it to their 
  crossbow bolts.  Derro are not at risk for poisoning 
  themselves when handling poison. Note:  Spider 
  Crop Circles 
   
  Page 25 
  
  venom requires a DC 14 Fort save to avoid 1d4 Str 
  damage (initial); 1d4 Str damage 1 minute later 
  (secondary) if saving throw is failed a second time. 
  Spell-Like Abilities:  At will – darkness, ghost sound; 
  1/day – daze (DC 12), sound burst (DC 14), Caster level 
  3
  rd.  The save DCs are Charisma-based. 
  Vulnerability to Sunlight (Ex):  A derro takes 1 point 
  of Con damage for every hour it is exposed to sunlight, 
  and it dies if its Con score reaches 0.  Lost Con points 
  are recovered at the rate of 1 per every 24-hour period 
  spend underground or otherwise sheltered from the 
  sun.  
  Skills:  Derro have a +4 racial bonus on Hide and Move 
  Silently checks. 
   
  Possessions: +1 studded leather armor (dyed 
  black), +1 short sword, repeating light crossbow, 10 +1 
  bolts, potion of invisibility, elixir of hiding. 
  Derro Sorcerer: male derro Sor6; CR 9; Small 
  Monstrous Humanoid; HD 3d8+6d4+9+3; hp 45; Init 
  +6; Spd 20 ft.; AC 15; touch 13, flat-footed 13; BAB/Grp: 
  +6/+1;  Atk: +6 melee (1d3/19-20, dagger) or +8 ranged 
  (1d6/19-20, repeating light crossbow); Full Atk: +6/+1 
  melee (1d3/19-20, dagger) or +8 ranged (1d6/19-20, 
  light crossbow); SA Poison use, spell-like abilities, 
  sneak attack +1d6; SQ  Spell resistance 15, vulnerability 
  to sunlight, madness; AL NE; SV Fort +8, Ref +9, Will 
  +16; Str 8, Dex 14, Con 12, Int 10, Wis 8, Cha 23.  
  Skills and Feats: Bluff +8, Concentration +12, Hide +10, 
  Knowledge (arcana) +4, Listen +1, Move Silently +8, 
  Spellcraft +7; Combat Casting, Greater Fortitude, 
  Improved Initiative, Scribe Scroll. 
  Madness (Ex):  Derro use their Charisma modifier on 
  Will saves instead of their Wisdom modifier. 
  Poison Use (Ex):  These derro carry 2d4 doses of 
  Medium monstrous spider venom (see Dungeon 
  Masters Guide page 296), having applied it to their 
  crossbow bolts.  Derro are not at risk for poisoning 
  themselves when handling poison. Note:  Spider 
  venom requires a DC 14 Fort save to avoid 1d4 Str 
  damage (initial); 1d4 Str damage 1 minute later 
  (secondary) if saving throw is failed a second time. 
  Spell-Like Abilities:  At will – darkness, ghost sound; 
  1/day – daze (DC 16), sound burst (DC 18), Caster level 
  3
  rd.  The save DCs are Charisma-based. 
  Vulnerability to Sunlight (Ex):  A derro takes 1 point 
  of Con damage for every hour it is exposed to sunlight, 
  and it dies if its Con score reaches 0.  Lost Con points 
  are recovered at the rate of 1 per every 24-hour period 
  spend underground or otherwise sheltered from the 
  sun.  
  Skills:  Derro have a +4 racial bonus on Hide and Move 
  Silently checks. 
   
  Spells Known (6/8/7/4; base DC = 16 + spell level): 
  0—acid splash, daze, detect magic, detect poison, ray of 
  frost, read magic, touch of fatigue; 1st—grease, magic 
  missle, ray of enfeeblement, reduce person; 2nd—
  scorching ray, tasha’s hideous laughter; 3rd—hold 
  person. 
   
  Possessions: Black robes, dagger, repeating light 
  crossbow, 10 bolts, spell component pouch on left hip, 
  potion of cure serious wounds, elixir of hiding, ioun 
  stone of resistance +2, scroll of glitterdust, scroll of 
  grease, scroll of shield.  Hidden in a small pocket 
  inside his robe is his familiar, a small toad (+3 hp). 
  Encounter Eight 
   
   
   
   
  Faule 
  (reincarnated 
  elf): 
  male 
  bugbear 
  Rgr1/Drd5/Blghtr7; CR 13; Medium Humanoid 
  (Goblinoid); HD 13d8+26; hp 94; Init +8; Spd 30 ft.; AC 
  24, touch 15, flat-footed 20; BAB/Grp: +9/+11;  +12 
  melee (1d6+3/18-20, scimitar +1) or +13 ranged (1d4+2, 
  sling); Full Atk: +12/+7 melee (1d6+3/18-20, scimitar 
  +1) or +13/+8 ranged (1d4+2, sling); SA Favored enemy 
  humanoids (human) +2, deforestation, blightfire, 
  contagious touch 2/day; SQ Darkvision 60’, scent, wild 
  empathy, sustenance, undead wild shape (3/day, large), 
  speak with dead animal, animate dead animal; AL CE; 
  SV Fort +13, Ref +9, Will +13; Str 14, Dex 19, Con 14, 
  Int 10, Wis 18, Cha 10.  
  Skills and Feats: Handle Animal +10, Knowledge 
  (nature) +12, Listen +16, Spot +16, Survival +14; 
  Cheetah’s Speed, Dodge, Improved Initiative, Mobility, 
  Spring Attack, Track. 
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks.  
  Deforestation (Sp):  A blighter can kill all nonsentient 
  plant life within a radius of 20’ per blighter level as a 
  full round action. 
  Blightfire (Su):  A blighter can unleash a scorching 
  blast of fire.  This effect deals 5d6 points of fire damage 
  to all creatures within 10 feet (DC 16 Reflex half) and 
  ignites flammable objects it touches. 
  Sustenance (Ex):  A blighter no longer needs food or 
  water to survive. 
  Undead Wild Shape (Sp):  The blighter gains a 
  version of the wild shape ability.  Undead wild shape 
  Crop Circles 
   
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  functions like the druid’s wild shape ability, except that 
  the blighter adds the skeleton template to the animal 
  form he chooses to transform into.  The blighter’s 
  animal form is altered as follows: 
  • 
  Type changes to undead 
  • 
  Natural armor bonus is +0 (Tiny animal), +1 
  (Small), +2 (Medium or Large), or +3 (Huge) 
  • 
  +2 to Dexterity, no Constitution score 
  • 
  Immunity to cold 
  • 
  Damage reduction 5/bludgeoning 
  Speak with Dead Animal (Sp):  A blighter can 
  converse with dead animals. This ability functions like 
  a speak with dead spell cast by a cleric of a level equal 
  to the total of the characters’ druid and blighter levels, 
  except that it affects only corpses of animal creatures. 
  It is usable once per day. 
  Contagious Touch (Su):  At fifth level, a blighter can 
  produce an effect like that of a contagious touch spell 
  once per day.  She gains one extra use per day of this 
  ability for every two additional blighter levels she 
  acquires. 
  Animate Dead Animal (Sp):  This ability functions 
  like an animate dead spell, except that it affects only 
  corpses of animal creatures and requires no material 
  component.  It is usable once per day. 
   
  Possessions: +1 Hide armor, heavy wooden shield, 
  +1 scimitar, sling w. 10 sling bullets, potion of cure 
  serious wounds, potion of blur, ring of protection +1. 
  Spells Prepared (6/5/4/4/4/2/1; base DC = 14 + spell 
  level): 0—detect magic, flare, ghost sound, inflict 
  minor wounds (2), touch of fatigue; 1st—burning
  hands, decomposition, inflict light wounds, ray of 
  enfeeblement (2); 2nd – death knell, flaming sphere, 
  inflict moderate wounds, warp wood; 3rd – dispel 
  magic, inflict serious wounds, protection from 
  elements, vampiric touch; 4th – flame strike (2), inflict 
  critical wounds, wall of fire; 5th – antilife shell, waves 
  of fatigue; 6th - harm 
   
   
  Crop Circles 
   
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  Appendix Two – New Rules Items 
  Spells: 
  Curse of Ill Fortune  
  Complete Divine, p. 160 
  Transmutation; Level: 
  Blackguard 2, Cleric 2; 
  Components: V, S, DF; Casting Time: 1 standard 
  action; Range: Medium (100 ft. +10 ft. per level); 
  Target: One living creature; Duration: 1 minute/level; 
  Saving Throw: Will negates; Spell Resistance: Yes 
  You place a temporary curse upon the subject, giving 
  her a -3 penalty on attack rolls, saving throws, ability 
  checks, and skill checks.  Curse of ill fortune is negated 
  by any spell that removes a bestow curse spell. 
  Decomposition  
  Complete Divine, p. 161 
  Necromancy; Level: Druid 2; Components: V, S, DF; 
  Casting Time: 1 standard action; Range: 50 ft.; Area: 
  All enemies within a 50-ft radius emanation centered 
  on you; Duration: 1 round/level; Saving Throw: 
  None; Spell Resistance: Yes 
  Whenever an enemy within the area takes normal (not 
  nonlethal) damage, that wound festers for an 
  additional 1 point of damage per round thereafter for 
  the duration of the spell. A successful Heal check (DC 
  15) or the application of any cure spell or other healing 
  magic (heal, healing circle, and so on) stops the 
  festering. Only one wound festers at a time; additional 
  wounds suffered while the first is still festering are not 
  subject to this effect. Once festering has been stopped, 
  however, any new wound suffered while the subject is 
  within the area (before the spell expires) begins the 
  process anew. 
  For example, a subject who takes 6 points of damage 
  from an attack while within the area of a 
  decomposition spell takes 1 points of damage from 
  festering the next round, and another 1 point on the 
  round after that. On the following round, that subject 
  receives 4 points of healing from a cure light wounds 
  spell, so the festering stops and the subject takes no 
  festering damage that round. The next round, the 
  subject remains within the emanation and takes 
  another 3 points of damage in battle. The festering 
  begins again, inflicting 1 point of festering damage on 
  the next round. 
  Recitation 
  Complete Divine, p. 176 
  Level: Clr 4, Purification 3; Components: V, S, DF; 
  Casting Time: 1 standard action; Range: 60 ft.; Area: 
  All allies and foes within a 60-ft.-radius burst centered 
  on you; Duration: 1 round/level; Saving Throw: 
  None; Spell Resistance: Yes 
  By reciting a sacred passage or declaration, you invoke 
  your deity's blessing upon yourself and your allies 
  while causing confusion and weakness among your 
  enemies. The spell affects all allies and foes within the 
  spell's area at the moment you cast it. Your allies gain a 
  +2 luck bonus on attack rolls and saving throws, or a +3 
  luck bonus if they worship the same patron deity as 
  you. Enemies suffer a -2 luck penalty on attack rolls 
  and saving throws. After casting the spell, you are free 
  to take further actions during the spell's duration as 
  you see fit. 
  Divine Focus: In addition to your holy symbol, this 
  spell requires a sacred text as a divine focus. 
  Resurgence 
  Complete Divine, p. 177 
  Abjuration; Level: Blackguard 1; Clr 1, Pal 1; 
  Components:  V, S, DF; Casting Time:  1 standard 
  action; Range:  touch; Target: creature touched; 
  Duration: Instantaneous; Saving Throw:  Will negates 
  (harmless); Spell Resistance:  Yes (harmless).  
   
  By laying hands on a creature and saying a brief 
  prayer, you can convince a higher power to grant a 
  second chance to one of your allies. The target of 
  resurgence can make a second attempt to save against 
  an ongoing spell, spell-like ability or supernatural 
  ability, such as dominate person, a chaos beast’s 
  instability or the sickening effect (but not the damage) 
  from unholy blight. If the target of resurgence is 
  subject to more than one ongoing magic effect, the 
  target chooses one of them to retry the save against. If 
  the subject succeeds at the saving throw on the second 
  attempt, the effect ends immediately. Resurgence 
  never restores hit points or ability score damage, but it 
  does eliminate conditions such as shaken, fatigued or 
  nauseated that were caused by the spell, spell-like 
  ability or supernatural ability.  
   
  If a spell, spell-like ability or supernatural ability 
  doesn’t allow a save (such as power word stun), then 
  resurgence won’t help the subject recover. 
   
  Wrack 
  Complete Divine, p. 190 
  Crop Circles 
   
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  Level: Cleric 3, sorcerer/wizard 4; Components: V, S; 
  Casting Time: 1 standard action; Range: Close (25 ft. + 
  5 ft/2 levels); Area: One humanoid; Duration: 1 
  round/level; Saving Throw: Fortitude negates; Spell 
  Resistance: Yes 
  A humanoid subject of the spellcaster’s choosing is 
  wracked with such pain that he doubles over and 
  collapses. His face and hands blister and drip fluid, and 
  the eyes cloud with blood, rendering him blind. For 
  the duration of the spell, the subject is considered 
  helpless and cannot take actions. 
  Even when the spell ends, the subject is still visibly 
  shaken and suffers a –2 penalty to attack rolls, saves, 
  and checks for 3d10 minutes. The subject’s sight 
  returns at the end of the spell’s duration. 
   
  Feats: 
  Cheetah’s Speed [Wild] 
  You can run with the speed of a cheetah. 
  Prerequisites: Ability to wild shape. 
  Benefit: You can spend one wild shape to change your 
  base land speed to 50 feet.  You may also sprint as a 
  cheetah. Once per hour you may move 10 times your 
  normal speed as part of a charge.  This effect lasts for 
  one hour. 
  Reference: Complete Divine, page 79. 
   
  Improved Toughness [General] 
  You are significantly tougher than normal.  
  Prerequisites: Base Fort save bonus +2.  
  Benefit: You gain a number of hit points equal to your 
  current hit dice.  Each time you gain a HD (such as by 
  gaining a level), you gain one additional hit point.  If 
  you lose a HD (such as by losing a level), you lose one 
  hit point permanently.   
   
  Reference: Complete Warrior, page 101.  
   
  Profane Boost [Divine] 
  You can channel negative energy to increase the power 
  of inflict wounds spells cast near you. 
  Prerequisites: Ability to rebuke undead. 
  Benefit: You can spend a rebuke attempt as a standard 
  action to place an aura of negative energy upon each 
  creature within a 60-ft burst.  Any inflict spell cast on 
  one of these creatures before the end of your next turn 
  is automatically maximized, with no adjustment to the 
  spells level or casting time.   
  Reference: Complete Divine, page 84. 
   
  Staggering Strike [General]  
  You can deliver a wound that hampers an opponent’s 
  movement. 
  Prerequisites: Base attack bonus +6, sneak attack. 
  Benefit: If you deal damage with a melee sneak attack, 
  you can also deliver a wound that limits your foe’s 
  mobility. For 1 round (or until the target is the 
  beneficiary of a DC 15 Heal check or any magical 
  healing that restores at least 1 hit point, whichever 
  comes first), your target is treated as if it were 
  staggered, even if its nonlethal damage doesn’t exactly 
  equal its currently hit points. A target can resist this 
  effect by making a successful Fortitude save (DC equal 
  to damage dealt). Multiple staggering strikes on the 
  same creature do not stack. This feat has no effect on 
  creatures not subject to sneak attack damage. 
  Reference: Complete Divine, page 112. 
   
  Prestige Classes: 
  Blighter 
  Complete Divine, p. 23-26. 
  When a druid turns away from the land, the land turns 
  away from her. Some ex-druids make peace with this 
  change; others seek to restore the bond. A few, 
  however, actually embrace their disconnection from 
  nature and become forces of destruction. These few, 
  called blighters, bring desolation wherever they tread. 
  A blighter gains her spellcasting ability by stripping 
  the earth of life. A swath of deforested land always 
  marks her path through the wilderness. 
  The vast majority of blighters are nomadic loners 
  constantly in search of green lands to destroy. Some 
  are grim; others laugh at the destruction they wreak. 
  Almost all, however, are friendless and mad. What puts 
  them over the edge is the knowledge that nature gets 
  the last laugh: To gain their spells, they must seek out 
  the richest forests of the land, even if it’s only to 
  destroy them. Thus, even though they’ve turned away 
  from nature, they must constantly return to it. 
  Only human ex-druids seem attracted in any number 
  to the blighter’s path. Legends say that a few elven 
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  druids have also turned to destruction over the 
  millennia-a terrifying prospect given how much land 
  they could destroy in their long lifetimes. 
  Adaptation: In many ways, the blighter is to the druid 
  what the blackguard is to the paladin. While it’s likely 
  that blighters are loners, you could also develop a 
  secret cult of blighters devoted to ruining the world’s 
  ecology. 
  Hit Die: d8. 
  Requirements 
  To qualify as a blighter, a character must fulfill the 
  following criteria. 
  Alignment: Any nongood. 
  Base Attack Bonus: +4 
  Special: The character must be an ex-druid previously 
  capable of casting 3rd-level druid spells. 
  Class Skills 
  The blighter’s class skills (and the key ability for each 
  skill) are Concentration (Con), Craft (any) (Int), 
  Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Knowledge (nature) (Int), Listen (Wis), Profession 
  (herbalist) (Wis), Spellcraft (Int), Spot (Wis), Survival 
  (Wis), and Swim (Str). See Chapter 4 of the Player’s 
  Handbook for skill descriptions. 
  Skill Points at Each Level: 4 + Int modifier. 
  Class Features 
  The following are class features of the blighter prestige 
  class. 
  Weapon and Armor Proficiency: Blighters gain no 
  weapon or armor proficiencies. 
  Spells per Day: Since blighters are ex-druids, they lose 
  their druid spellcasting abilities. However, they gain 
  access to new, more destructive spells. At each blighter 
  level, the character gains spells per day according to 
  Table 2-3. She must choose her spells from the blighter 
  spell list, below. The blighter’s caster level is equal to 
  her blighter level plus her druid level. 
  To cast a blighter spell, a blighter must have a Wisdom 
  score of at least 10 + the spell’s level, so a blighter with 
  a Wisdom of 10 or lower cannot cast these spells. 
  Blighter bonus spells are based on Wisdom, and saving 
  throws against these spells have a DC of 10 + spell level 
  + the blighter’s Wisdom modifier. When the blighter 
  gets 0 spells per day of a given level (for instance 2nd 
  level spells for a 2nd level blighter), she gains only the 
  bonus spells she would be entitled to based on her 
  Wisdom score for that spell level. The blighter’s spell 
  list appears below. A blighter has access to any spell on 
  the list and can freely choose which to prepare, just as a 
  druid. A blighter prepares and casts spells just as a 
  druid does (though a blighter cannot spontaneously 
  cast summon spells). 
  The blighter gains access to her daily spells through 
  deforestation (see below). If she goes more than 24 
  hours without deforesting a wooded area, she cannot 
  cast spells until she does so. 
  The default divine focus for any spell cast by a blighter 
  is a desiccated sprig of holly or mistletoe. Any material 
  component for a blighter’s spell must have been dead 
  for at least a day before use. 
  Deforestation (Sp): A blighter can kill all nonsentient 
  plant life within a radius of 20 feet per blighter level as 
  a full-round action once per day. If a potentially 
  affected plant is under the control of another (such as 
  the druid’s liveoak or a dryad’s home tree), the 
  controller can make a Fortitude save (DC 10 + blighter 
  level + blighter’s Wis modifier) to keep it alive. 
  Affected plants immediately cease photosynthesis, root 
  taping, and all other methods of sustenance. Like 
  picked flowers, they appear vibrant for several hours, 
  but within a day, they turn brown and wither. Except 
  for plants selected by a controller, nothing can grow in 
  a deforested area until it has a hallow spell cast upon it 
  and is reseeded. Deforestation enables a blighter to cast 
  her daily allotment of spells. This ability works in any 
  terrain, but deforesting a sandy desert, ice floe, or other 
  environments with only sparse vegetation does not 
  empower the character to cast spells. 
  Blightfire (Su): Starting at 2nd level, as a standard 
  action, a blighter can unleash a scorching blast of fire. 
  This effect deals 5d6 points of fire damage to all 
  creatures within 10 feet (Reflex half; save DC is 10 + 
  blighter’s class level + blighter’s Wis modifier) and 
  ignites flammable objects it touches. Blighters delight 
  in starting wildfires and often use this ability to do so. 
  Sustenance (Ex): At 2nd level and higher a blighter no 
  longer needs food or water to survive. 
  Undead Wild Shape (Sp): At 3rd level, the blighter 
  gains a version of the wild shape ability. Undead wild 
  shape functions like the druid’s wild shape ability, 
  except that the blighter adds the skeleton template to 
  the animal form he chooses to transform into. The 
  blighter’s animal form is altered as follows: 
  Type changes to undead. 
  Natural armor bonus is +0 (Tiny animal), +1 (Small), +2 
  (Medium or Large), or +3 (Huge). 
  Crop Circles 
   
  Page 30 
  
  1st Level: bane, burning hands, curse water, 
  decomposition, 
  detect 
  undead, 
  doom, 
  endure 
  elements, inflict light wounds, invisibility to animals, 
  ray of enfeeblement. 
  +2 Dexterity, no Constitution score. 
  Immunity to cold 
  Damage reduction 5/bludgeoning. 
  2nd Level: chill metal, chill touch, darkness, death 
  knell, fire trap, flaming sphere, heat metal, inflict 
  moderate wounds, produce flame, resist elements, 
  warp wood. 
  The blighter gains one extra use per day of this ability 
  at every even blighter level after 3rd. In addition, she 
  gains the ability to take the shape of a Large skeletal 
  animal at 5th level and a Huge skeletal animal at 9th 
  level. 
  3rd Level: contagion, deeper darkness, desecrate, 
  diminish plants, dispel magic, inflict serious wounds, 
  poison, protection from elements, stinking cloud, 
  vampiric touch. 
  Speak with Dead Animals (Sp): Starting at 4th level, a 
  blighter can converse with dead animals. This ability 
  functions like a speak with dead spell cast by a cleric of 
  a level equal to the total of the character’s druid and 
  blighter levels, except that it affects only corpses of 
  animal creatures. It is usable once per day. 
  4th Level: animate dead, antiplant shell, blight, death 
  ward, flame strike, inflict critical wounds, languor, 
  repel vermin, rusting grasp, transmute mud to rock, 
  transmute rock to mud, unhallow, wall of fire. 
  Contagious Touch (Su): At 5th level and higher, a 
  blighter can produce an effect like that of a contagious 
  touch spell once per day. She gains one extra use per 
  day of this ability for every two additional blighter 
  levels she acquires. 
  5th Level: antilife shell, contagious touch, create 
  undead, forbiddance, repel wood, waves of fatigue. 
  6th Level: acid fog, antipathy, circle of death, finger of 
  death, fireseeds, greater dispel magic, harm. 
  Animate Dead Animal (Sp): This ability, gained at 6th 
  level, functions like an animate dead spell, except that 
  it affects only corpses of animal creatures and requires 
  no material component. It is usable once per day. 
  7th 
  Level: 
  control 
  undead, 
  control 
  weather, 
  earthquake, firestorm, miasma, repel metal or stone, 
  repulsion. 
  Unbond (Sp): Beginning at 8th level, a blighter can 
  temporarily separate a bonded animal or magical best 
  (such a an animal companion, familiar, or mount) from 
  its master once per day. The target creature must be 
  within 40 feet of both its master and the blighter. If the 
  master fails a Will save (DC 10 + blighter level + 
  blighter’s Wis modifier), the bond terminates as if the 
  servitor had died, though this does not cause the 
  experience loss in the case of a familiar. Normally 
  hostile creatures attack their masters but are otherwise 
  unaffected. The bond returns after 1 minute per 
  blighter level, restoring all benefits. Alternatively, the 
  master can regain the servitor through the normal 
  methods of acquisition. 
  8th Level: horrid wilting, mind blank, shambler, waves 
  of exhaustion. 
  9th Level: antipathy, foresight, implosion, incendiary 
  cloud, storm of vengeance. 
   
  Plague (Su): At 10th level and higher, a blighter can 
  spread disease over a large area. This ability functions 
  like the contagious touch ability, except that no attack 
  roll is required and it affects all targets the blighter 
  designates within a 20-foot radius. Plague is usable 
  once per day. 
  Blighter Spell List 
  Blighters choose their spells from the following list. 
  0 Level: detect magic, detect poison, flare, ghost sound, 
  inflict minor wounds, read magic, touch of fatigue. 
  Crop Circles 
   
  Page 31 
  
   
  Table 2-3: The Blighter 
  Spells per Day 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  0 
  1st
  2nd
  3rd
  4th 5th 6th 7th 8th 9th
  1st 
  +0 
  +2 
  +0 
  +2 
  Deforestation 
  4 
  2 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Blightfire, sustenance 
  5 
  3 
  0 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Undead wild shape 1/day 
  5 
  3 
  1 
  0 
  – 
  – 
  – 
  – 
  – 
  – 
  4th 
  +3 
  +4 
  +1 
  +4 
  Speak with dead animal, 
  undead wild shape 2/day 
  6 
  3 
  2 
  1 
  0 
  – 
  – 
  – 
  – 
  – 
  5th 
  +3 
  +4 
  +1 
  +4 
  Contagious touch 1/day, 
  undead wild shape (Large)
  6 
  3 
  3 
  2 
  1 
  0 
  – 
  – 
  – 
  – 
  6th 
  +4 
  +5 
  +2 
  +5 
  Animate dead animal, 
  undead wild shape 3/day 
  6 
  3 
  3 
  3 
  2 
  1 
  0 
  – 
  – 
  – 
  7th 
  +5 
  +5 
  +2 
  +5 
  Contagious touch 2/day 
  6 
  4 
  3 
  3 
  3 
  2 
  1 
  0 
  – 
  – 
  8th 
  +6 
  +6 
  +2 
  +6 
  Unbond, undead wild 
  shape 4/day 
  6 
  4 
  4 
  3 
  3 
  3 
  2 
  1 
  0 
  – 
  9th 
  +6 
  +6 
  +3 
  +6 
  Contagious touch 3/day, 
  undead wild shape (Huge)
  6 
  5 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  0 
  10th 
  +7 
  +7 
  +3 
  +7 
  Plague, undead wild shape 
  5/day 
  6 
  5 
  5 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
   
   
   
  Crop Circles 
   
  Page 32 
  
  Map One: 
   
  Crop Circles 
   
  Page 33 
  
  Map Two: 
   
  Crop Circles 
   
  Page 34 
  
   
  Map Three: 
   
  Crop Circles 
   
  Page 35 
  
  Player Handout #1 
  Excerpt from the well-worn journal found on the ill rider: 
   
  CY596 – Season of the Readying 
  Starday  
  My first mission for the Jerkins – who would have thought it would be like this?  I’ve been 
  asked to observe overland traffic patterns between Libernen and Walthain and report anything 
  out of the ordinary.  I’m not quite sure what ‘normal’ is, but everyone I’ve met thus far has 
  been cordial and pleasant enough.  I hope it gets at least a little bit more exciting than this… 
  Sunday 
  Met some travelers moving east through the kingdom.  They were herb merchants and had some 
  of the finest mint I’ve smelled in years – I had to buy some.  It should make for great tea.  They 
  did mention something odd though, as they traveled through the Dresadoe fields west of here, 
  they noted that whole patches had died off.  They asked if I knew anything about it or how 
  long it had been that way.  I told them I hadn’t been out that way, but since I’ll be going back 
  to base soon, I’ll make it a point to check it out. 
  Moonday 
  The tea was excellent; I’ll have to remember to give some to Baden when I get back to base.  
  I’ve left the main road and traveled overland heading west.  I’ve seen the dead vegetation and 
  I’ve never seen anything like it.  All the plant life in a sort of circular shape is withered and 
  dried up – a fire risk if I’ve ever seen one.  When I checked for evidence at the various sites, I 
  found humanoid tracks, some larger than others and some deeper.  Whatever this is, I need to 
  report it immediately! 
  Godsday 
  I’ve found more and more of these ‘crop circles’… but I can’t figure out a pattern.  We need to 
  get some help down here right away, or else I’m afraid of what might happen to the Dresadoe 
  fields. 
  Just stopped for a quick meal and tankard in Cooridin.  The barkeep, Kaleb, is a nice enough 
  man and the meat pie was pretty good (if a little salty).  Now that my horse has had time to 
  catch its breath, I need to press on if I’m going to reach base by morning… 
  Crop Circles 
   
  Page 36 
  
   
  Player Handout #2 
  A note found at the campsite scrawled on a piece of flat stone using what looks like charcoal: 
   
  �y �oradin�s Hammer, what am I to do��  If you�re reading 
  this and I�m not here to explain, it means I�ve failed and 
  my family needs your help.  
  �e wife and only child are held by wicked derro and I 
  can�t figure a way to get them back.  I don�t know where 
  they�re being held, but I meet the evil things once a week 
  at an old burial ground not too far from here.  Head 
  toward the tallest tree south of here, the one that 
  stands out a bit from the others until you crest a small 
  hill.  At the bottom, in the dell, is the meeting place� 
  maybe you can find them from there.  Do whatever you can 
  to save my family, they don�t deserve the way they�re being 
  treated and I can�t stand to think of anything worse 
  happening to them.   
  If you�re a kind soul, and have an ounce of goodness in 
  you, you�ll please help me and my kin. 
   
   
  ��  
   
  ____________________________________________________________________________________ 
  (If translated into Common) 
  By Moradin’s Hammer, what am I to do?!  If you’re reading this and I’m not here to 
  explain, it means I’ve failed and my family needs your help.  
  Me wife and only child are held by wicked derro and I can’t figure a way to get them 
  back.  I don’t know where they’re being held, but I meet the evil things once a week 
  at an old burial ground not too far from here.  Head toward the tallest tree south of 
  here, the one that stands out a bit from the others until you crest a small hill.  At the 
  bottom, in the dell, is the meeting place… maybe you can find them from there.  Do 
  whatever you can to save my family, they don’t deserve the way they’re being 
  treated and I can’t stand to think of anything worse happening to them.   
  If you’re a kind soul, and have an ounce of goodness in you, you’ll please help me and 
  my kin. 
   
  KG  
   
  Crop Circles 
   
  Page 37 
  
  Player Handout #3 
  A brief note found in the breast-pockets of one of the evil little beings… 
   
  “Evil loves company, so they say… well, we’ve got a bit of company up 
  here that’s for sure!  I don’t know what it is, but I know it’s not what it 
  seems… it’s no match for me and the boys anyways…. When the rest of 
  us get to the surface, it better not still be here… then again, if it is and 
  stays out of our way, who cares?  All the same, we need to know what it 
  is and what it is doing… killing plants is fine, but isn’t killing and 
  torturing surface-dwellers more sport?  That’s okay… we knows where it 
  lives and it doesn’t mind us…. Just wait…. wait…. wait…. if the 
  Black Rider wills it, we can work together… just think of how much 
  more pain we can inflict…. these Furyondians will have no idea what hit 
  them until its too late… too late by far.  By then we’ll rule them all!!!” 
   
   
   
  Following this passage is a crudely drawn map showing a path leading deeper into the Gnarley Forest.  It must be 
  around here somewhere… 
   
   
   
   
  Crop Circles 
   
  Page 38 
  
  Critical Event Summary: FUR6−02 – Crop Circles 
  (Return to HQ or to Michelle Sharp) 
  Please be sure to answer all questions.  Thanks. 
  1. 
  Where did the PCs go after witnessing Garn’s collapse?   
  a. 
  Church of St. Cuthbert 
  b. 
  Golden Sea Tavern 
  c. 
  Other (please indicate: _________________) 
   
  2. 
  Were the PCs successful in saving the trapped family?  
  Y 
  N 
   
  3. 
  Did the PCs eat or drink anything in Cooridin? 
   
  Y 
  N 
  a. 
  If yes, did they use the antidote?  
   
   
  Y 
  N   
   
  4. 
  What is the final status of Gnarrax Gleargem (Brother Stiles)? 
  Alive  
  Dead 
   
   
   
  5. 
  Did the PCs obtain the antidote from the derro? 
   
  Y 
  N 
   
  6. 
  What was the final status of Garn? 
   
   
   
  Alive  
  Dead 
   
  7. 
  Did the PCs locate the Blighter? 
   
   
   
  Y 
  N 
  a. 
  If yes, was he destroyed?  
   
   
   
  Y  
  N 
   
  8. 
  What did the PCs do with the antidote? 
   
   
   
   
   
   
  9. 
  What did PCs do with the note from the derro leader?  
   
   
  10. Were there any PC deaths?  
   
   
   
  Y 
  N 
   
  11. Were any of the PCs members of: 
  a. 
  The Church of St. Cuthbert MO 
   
   
  Y 
  N 
  b. 
  The Green Jerkin MO 
   
   
   
  Y 
  N 
   
  12. Other comments for the author or Triad about this adventure:  
   
   
  Crop Circles 
   
  Page 39 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/596/Normal Scenarios/FUR6-02 - Crop Circles (APL 4-10)/FUR6-02 - Crop Circles.pdf