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 
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  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. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  DYV8-02 
   
   
   
   
   
  Broken Circle 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™ 
  Regional Adventure set in  
  The Free and Independent City of Dyvers 
   
   
  by Michael Born 
  Circle Reviewer: Tim Sech 
  Triad Reviewer: Kevin Elmore 
  Playtesters: Brian Boeding, Riley Born, Gregory Ison, Janet Ison and Bob Lauderdale,. 
   
   
  A simple job escorting a merchant from Maraven to Dyvers turns into an investigation of the Circle of Crimson Stone at 
  the highest levels. Can you find out if the Circle has finally stepped over line they have been skirting for so long and, if 
  so, can you put a stop to it in time? A one-round Dyvers regional adventure for characters level 4-15 (APLs 6-12). This is 
  the sequel to DYV7-02 Chain of Lies. 
   
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker].
  
  DYV8-02 Broken Circle 
   
  Page 1 
  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 two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  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 rule 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. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session 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. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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 1st-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 1-round Dyvers adventure. As of 
  September 1, 2007, there is no Time Unit cost to play 
  the adventure portion of this adventure; however, 
  standard Time Unit costs still apply to crafting, magic 
  item creation, performing or other non-adventure 
  related activities or penalties. The cost for Standard 
  Upkeep is 12 gp for PCs whose home region is in 
  Dyvers, or 24 gp for out-of-region PCs. Both Rich 
  Upkeep and Luxury Upkeep cost 75 gp regardless of 
  home region.  
   
  PCs 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 PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC 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 PC 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 
  The organized slavery operations in Dyvers have been 
  exposed and scattered, leaving only independent bands of 
  would-be slavers trying to carve out a living on the illegal 
  trade in human flesh.  A growing demand for fighters in 
  the Circle of Crimson Stone has led to an alarming 
  number of allegedly legal indentured servants being 
  thrust into the fighting ring. With the destruction of 
  organized slavery operations in the City of Dyvers, the 
  Dyvers Anti-Slavery League (DASL) has become 
  increasingly focused on what they see as the next worst 
  thing: indentured servitude and the use of these servants 
  in the bloody fights of the Circle of Crimson Stone 
  (CoCS). One such operation was already exposed in Dyv 
  7-02 Chain of Lies, but the main supply line comes from a 
  source much more sinister, and the PCs are drawn in 
  again to put this matter to rest once and for all. 
   
  ADVENTURE SUMMARY 
  The driving force behind the CoCS, a man named 
  Muscootah, has started dealing with the Blackthorn Orcs 
  and Turrosh Mak. The Circle is getting a steady stream of 
  slaves and monsters for use in Circle fights and is, in 
  return, providing Mak with information and cooperation 
  for a planned assault on Dyvers. Muscootah has seen the 
  “writing on the wall” and wants to be on the winning 
  side. He figures Turrosh Mak won’t mind at all if the 
  Circle continues to have public death matches once he is 
  in power. The PCs’ job is to uncover this plot and bring 
  down the CoCS while warning Dyvers of the impending 
  invasion.  
   
  Introduction – A Job is a Job 
  The PCs begin the adventure in Maraven, where they are 
  hired to escort a wealthy merchant to and within the city 
  of Dyvers to conduct some business. 
   
  Encounter 1 – Full Moon Fever 
  The second night out, the party is attacked by an advance 
  scouting party for the Blackthorn Orcs made up of orc 
  were-creatures. The PCs have to defend the merchant 
  from this attack. 
   
  Encounter 2 – Circle Fight 
  DYV8-02 Broken Circle 
   
  Page 2 
  
  While in Dyvers, the merchant the PCs are protecting is 
  invited to a CoCS fight and decides to go see it. The PCs 
  must accompany him as part of their guard duties.  
   
  Encounter 3 – The Circle is Broken 
  At the fight, the combatant creatures are turned loose on 
  the crowd, and many people are turned to stone, 
  including the merchant and a DASL agent that was 
  getting too close to the truth about the CoCS and their 
  dealings with Blackthorn. The PCs likely have to battle 
  the creatures to protect themselves and their charge.  
   
  Encounter 4 – A Stone Cold Deal 
  PCs are questioned by the constabulary, but the 
  interrogation is interrupted by Jal Torak, the DASL agent 
  from DYV7-02 Chain of Lies, who is working with the 
  Constabulary, investigating the CoCS activities. Jal Torak 
  tells the PCs that the ring leader from Chain of Lies, 
  Bertram Krimp, has been spotted in Dyvers and may be 
  conducting slaving activities for the CoCS once again. 
  The PCs are asked to investigate this rumor and are given 
  the name of another DASL agent that has been 
  investigating the CoCS.  The DASL agrees to keep the 
  merchant’s statue safe and return him to his original form 
  if the PCs help. 
   
  Encounter 5: Investigation 
  The PCs are able to discover the next piece of the puzzle 
  in one of two ways. 
   
  Encounter 5A – The Scene of the Crime 
  The PCs can search the scene of the Circle fight and 
  discover the DASL agent (now turned to stone and 
  broken), which leads them back to her house and to 
  evidence she has gathered on a suspected meeting 
  between the CoCS and the Blackthorn orcs. To find the 
  evidence they are looking for, the PCs have to deal with a 
  trap. When they are done searching the house, the PCs 
  encounter a team of CoCS fighters, including Bertram 
  Krimp, the ringleader from Chain of Lies, that were sent 
  to destroy the evidence; or 
    
  Encounter 5B – It’s Not What You Know. . . 
  The PCs can gather information to locate the current 
  hideout of Bertram Krimp, the ringleader from Chain of 
  Lies. They find Krimp’s hideout, but have to deal with a 
  trap before entering and searching for clues.  While the 
  PCs are searching the hideout, Krimp and his team 
  return after having retrieved the evidence from the 
  DASL agent’s house.  
   
  Encounter 6 – Don’t Krimp My Style 
  Whether they go to the DASL agent’s house or to 
  Bertram Krimp’s hideout, The PCs encounter Krimp and 
  his gang and either have to fight, somehow trick or 
  convince them to give up the information and/or leave 
  them alone. The information the PCs get from Krimp or 
  from the DASL agent’s house leads them to the meeting 
  between Blackthorn and the CoCS. 
   
  Encounter 7 – Circle of Treason 
  The PCs may then go to the meeting where they witness 
  the exchange of slaves for information and likely fight 
  both the CoCS ringleaders as well as the Blackthorn 
  agents. They can then learn enough about the CoCS 
  slaving activities to put them out of business (at least for 
  now) as well as learning information about the planned 
  Blackthorn invasion of Dyvers that they can pass on to 
  the appropriate authorities. 
   
  Conclusion 
  The PCs report back to the DASL and/or other Dyvers 
  officials with information about the CoCS treason and 
  the plans of the Blackthorn orcs leads to a thorough 
  cleansing of Dyvers of all CoCS activity and may help in 
  the ongoing conflict with Turrosh Mak.  
   
  PREPARATION FOR PLAY 
  Once the players have chosen characters, you should 
  determine if any of the PCs are current or past members 
  of the Dyvers Anti-Slavery League (DASL) or have any 
  favors or influence with that organization. This allows 
  you to use the appropriate plot hook later in the 
  adventure.  
   
  Also, make a note of any of the PCs that has played 
  DYV7-02 Chain of Lies, as they recognize some of the 
  names and places from that adventure.   
   
  INTRODUCTION 
  It is sunny, there is a gentle warm breeze blowing off 
  the Nyr Dyv, and your belly is full.  It would be a 
  beautiful day in Maraven if not for all the refugees 
  fleeing the conflict in the Gnarley forest to the 
  southwest and if you were not in sore need of another 
  job or adventure.  
   
  After a rather fruitless search of the Cairn Hills 
  for a gnome necromancer and his badger minion, you 
  and your traveling companions took on a job 
  escorting a merchant ship down from Greyhawk city. 
   With that tedious task out of the way, you are all 
  sitting around a table in the Maraven Inn discussing 
  your plans. 
   
  Allow the PCs to introduce themselves at this point. 
  Remind them that they have been traveling and working 
  DYV8-02 Broken Circle 
   
  Page 3 
  
  together for at least a week.  When they are ready, read 
  the following: 
   
  You are interrupted by a short and slightly pudgy 
  Oeridian man dressed in the garb of a Greyhawk 
  merchant.  You recognize the man as one of the 
  passengers on the ship you just escorted to Maraven.  
   
  “Excuse me,” he says. “My name is Nathan 
  Craythor, an honest merchant out of Greyhawk City. 
  I am trying to get a load of iron to the city of Dyvers, 
  but that worthless coward of a captain has refused to 
  sail any further along the coast due to the increase in 
  orc pirate activity.  I have managed to secure wagons 
  and horses, but I need someone to guard them if I am 
  to make this trip by land.  I noticed on our voyage 
  from Greyhawk that you seemed to be in the guard 
  business and was wondering if you would be 
  interested in another job?” 
   
  The merchant is just what he seems and readily answers 
  any questions. He even lets the PCs inspect his 
  merchandise, which are two wagons full of iron bars. He 
  hopes to be able to sell the iron to Dyvers blacksmiths 
  working to supply the army with weapons and armor for 
  the conflict with Turrosh Mak.  
   
  Craythor offers the PCs each 20xAPL gold to escort 
  him along the road to Dyvers and for two days thereafter 
  while he sells his goods in the city (he does not trust the 
  residents of Dyvers and wants to have protection while 
  he is in the city).  
   
  Development: If the PCs accept the job, move on to 
  Encounter 1. The adventure is over for any PC that does 
  not take the job.  
   
  ENCOUNTER 1: A JOB IS A 
  JOB 
  It takes the wagons 3 days to reach Dyvers from Maraven. 
  On the second night out, the party is attacked by an 
  advance scouting party of Blackthorn Orc were-creatures. 
  On the night of the attack the moon is full and the sky is 
  clear. The attack comes during the second watch and the 
  moon provides shadowy illumination unless the PC has 
  lowlight vision, in which case he can see normally.  
   
  The wereboars are in their hybrid form, using their 
  Battleaxes and Gore attacks. The werewolf lord is in his 
  hybrid form and uses its bastard sword and bite attacks. 
  The hill giants are in their hybrid forms, using their 
  greatclubs.  
   
  At APLs 6-10, have any PC that is on watch make 
  Spot and Listen checks opposed by the creatures Hide 
  and Move Silent checks. If any of the PCs on watch win 
  either of these checks against any of the creatures, start 
  the encounter with the creatures 60 feet away (or farther 
  if the PCs spot checks are particularly good and they have 
  lowlight vision). Otherwise, start with a surprise round 
  on which the creatures make a melee attack on the PCs 
  that are awake.   
   
  At APL 12, the Hill Giants are not trying to be quiet, 
  and any PC on watch hears them coming when they are 
  80 feet away. PCs that are asleep, wake at this time as well, 
  but start the first round prone. 
   
  APL 6 (EL 8)  
   
  Wereboars (4): Medium Humanoid; hp 35, 35, 35, 
  35; see Monster Manual, pp. 171. 
   
  APL 8 (EL 10)  
   
  Wereboars (7): Medium Humanoid; hp 35; see 
  Monster Manual, pp. 171. 
   
  APL 10 (EL 13)  
   
  Werewolf Lord: Large Humanoid; hp 132; see 
  Monster Manual, pp. 174-176. 
   
  APL 12 (EL 14)  
   
  Hill Giant Dire Wereboars (3): Large Giant; hp 
  185, 185, 185; see Monster Manual, pp. 174-177. 
   
  The humanoid forms of the wereboars and werewolf are 
  orcs. Searching the corpses reveals markings consistent 
  with the Blackthorn Orcs in addition to the equipment 
  listed in the treasure summary for this encounter. The 
  Hill Giants have tattoos and piercing indicating that they 
  are from the Pomarj. Tracking the werecreatures simply 
  leads back to their last temporary camp, which has 
  nothing of interest or value.  
   
  Treasure: 
   
  APL 6: Loot: 102 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 8: Loot: 170 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 10: Loot: 67 gp; Coin: 0 gp; Magic: +2 Mithril 
  Chain Shirt (425 gp), +3 Heavy Shield (763 gp), +2 
  Bastard Sword (695 gp), Gauntlets of Ogre Power (333 
  gp), Cloak of Resistance +2 (333 gp). 
   
  APL 12: Loot: 10 gp; Coin: 0 gp; Magic: 0 gp 
   
   
  Development: The rest of the trip to Dyvers is 
  uneventful. Move on to Encounter 2: Circle Fight. 
   
  DYV8-02 Broken Circle 
   
  Page 4 
  
  ENCOUNTER 2: CIRCLE 
  FIGHT 
  Barring any unusual circumstances, the PCs’ caravan 
  arrives in Dyvers on the evening of the 3rd day. Upon 
  arrival, read the following: 
   
  As you walk through the streets of Dyvers you get the 
  sense that every resource of the city is being taxed to 
  the limit. The street, inns, and markets are 
  overcrowded. Basic goods and services are in high 
  demand and short supply. The Constabulary seems to 
  have only a loose grasp on order. You feel the tug of 
  stealthy fingers on your purses and pouches on more 
  than one occasion and you even witness a small "riot" 
  that took some time to be quelled. In short, it looks 
  like a city at war, a war that is not going that well.  
   
  Craythor immediately obtains lodging for himself and 
  the PCs at the Sword and Tankard inn, though he 
  grumbles at the prices he has to pay. He suggests that the 
  PCs get a good night’s rest as tomorrow will be a busy 
  day. That night passes uneventfully. Allow the PCs to 
  take any action they wish that evening. If they decide to 
  gather information, everyone is talking about Turrosh 
  Mak’s invasion of the Gnarley Forest and the sad state of 
  Dyvers due the lack of trade through the Gnarley and all 
  the refugees crowding the streets. Feel free to make up 
  rumors on these subjects, true or not, but do not give 
  them any information on Bertram Krimp, the CoCS or 
  Marcia Tell at this point. 
   
  The next day is spent escorting Nathan Craythor to 
  various locations throughout the City while he arranges 
  the sale of his iron. The transactions seem to be going 
  well and Craythor is in high spirits. Shortly after midday, 
  he has sold all his goods and has the following to say to 
  the PCs.  
   
  “I know our deal was for two days in Dyvers, but it 
  looks as if I’ll be leaving by ship tomorrow morning. 
  So, I have one more thing I want to do tonight and 
  then I’ll release you from our deal with full pay. It’s 
  just a bit of entertainment, but I would feel better 
  with a little protection. Since this event starts late, I’ll 
  let you go get some rest now, but I’ll need you to meet 
  me back here at midnight.” 
   
  If the PCs ask what kind of event they are going to, 
  Craythor tells them it is some sort of contest. If pushed, 
  he says it is a fight of some kind, but does not know that 
  it is a Circle of Crimson Stone fight. Craythor is being 
  completely honest at this point and has no hidden 
  agenda or motive.  
   
  If any PC is reluctant to attend the event, remind 
  them that Craythor is within his rights under their 
  agreement to require the PCs to escort and protect him at 
  this event.  
   
  The PCs have enough time to get a full night’s sleep 
  if they go to bed shortly after agreeing to accompany 
  Craythor that night. The PCs may also want to gather 
  information on the CoCS or other things. If so, use some 
  of the rumors in Encounter 5B but do not give any 
  information about Bertram Krimp, or Marcia Tell.  
   
  When they meet Craythor at midnight, he leads 
  them through a maze of back streets and back alleys to 
  the location of the Circle fight. He gives a password to 
  two burly guards and is allowed into the fight.  
   
  See the map of Encounter 2: Circle Fight in the 
  Appendix. Once you have drawn the map, place Craythor 
  and the PCs anywhere in the spectator area of the fight. 
  Place or mark numerous other spectators in the area 
  along with the DASL agent, Marcia Tell. Marcia’s figure 
  should be placed about 30 feet from the PCs location. 
  Once everything is set up, read the following: 
   
  The 60-foot square in which the fight is to take place 
  contains stains from the blood and other parts of 
  previous combatants and is bound on two sides by 30-
  foot-high buildings. On the other two sides of the 
  square are crowds of excited, expectant spectators.  In 
  the corner of the square made by the two walls is a 
  large crate with a hinged lid and a rope leading up the 
  wall to the top of the building. As you watch, the 
  crate shakes, and the disturbing sound of an angry 
  creature can be heard coming from within. In the 
  opposite corner from the crate are 4 humans, dressed 
  in various arms and armor and all bearing the symbol 
  of a black hand on their chests and back.  
   
  At that moment, you can feel some kind of force 
  go up around the other two sides of the square. You 
  can still hear the sounds coming from the crate, but 
  they are muted and come from under and over some 
  kind of invisible wall. You hear people mutter around 
  you about the “special match” and the “magical 
  protections” and more than one person mentions a 
  wall of force.  
   
  At that point a loud voice states: 
   
  “We have a very special treat for you this evening. 
  This match features one of your favorite teams, the 
  Hands of Death, the indentured servants of Onath 
  Shmid versus. …" 
   
  At that moment, the rope is pulled, and the crate 
  falls open, revealing a (fill in the APL-appropriate 
  monster description). The crowd goes wild and the 
  creature(s) charge(s). 
   
  DYV8-02 Broken Circle 
   
  Page 5 
  
  The arena is a 60-foot square patch of dirt with 30-foot 
  high walls on two sides and walls of force put up on the 
  other two sides, each of which is 30 feet tall. Any PC that 
  has played DYV7-02 Chain of Lies recognizes this as the 
  very location in which they fought their Circle fight and 
  recognizes the name of the patron Onath Schmid, as the 
  same man that bought them from Bertram Krimp. They 
  do not catch sight of Onath due to the press of the crowd.  
   
  Development: Nathan insists on being at the front of the 
  crowd, right next to the barrier and that the PCs stay near 
  him in such a dangerous city.  As the fight begins, go to 
  Encounter 3. 
   
  ENCOUNTER 3 – THE CIRCLE 
  IS BROKEN 
  Upon initially seeing monsters that have petrifying 
  attacks, the crowd exclaims in fear, but after realizing that 
  they are protected by the wall of force, they cheer that 
  much louder. After the second round of combat, two of 
  the four Black Hand members have been turned to stone 
  and the other two have made ineffectual attacks on the 
  creature(s). At that point, the mage that put up the walls 
  of force drops the one facing the PCs. This creates 
  confusion, distraction, and a plausible explanation for the 
  “assassination” of the DASL agent Marcia Tell (which is 
  detailed later in this encounter). At this point, read the 
  following: 
   
  You begin to lose interest as you realize that the Black 
  Hand will probably lose this match and end up as 
  statuary in their patron’s manor. At that point you 
  notice a distinct change in the noise of the crowd. 
  Just as you figure out that this change is because 
  sound is no longer echoing off the invisible barrier 
  between you and the combatants, the bull-like 
  creature breathes in the general direction of the 
  crowd and, you notice that many of the spectators 
  have stopped moving and have taken on a decidedly 
  gray color. The yells of encouragement quickly 
  change into screams of panic as the crowd realizes 
  that the barrier has come down, providing no more 
  protection from the awful petrifying attack of the 
  creature(s) within. 
   
  Have the PCs roll initiatives and proceed with their 
  actions/combat. There are a few special rules that apply to 
  this part of the encounter due to the unique nature of the 
  setting. 
   
  • 
  For the first two rounds, the entire area is 
  considered difficult terrain as the crowd 
  scrambles to get out of the area.  
  • 
  Even after the second round, all squares within 
  15 feet of the spectators’ side of the wall of 
  force are considered difficult terrain due to all 
  the new statuary.  
  • 
  The PCs do not have to make a save vs. the 
  creature’s initial breath weapon attack when 
  the wall initially came down. Assume they 
  were not in the cone, but their employer, 
  Nathan Craythor, was just at the edge of it and 
  was turned to stone.  
   
  The first thing the PCs should notice is that their charge, 
  Craythor, has been turned to stone. Remind the PCs that 
  it would be a very bad thing if the merchant were to be 
  knocked over and broken by the panicked crowd. This 
  should convince the PCs to stay and protect the statue, as 
  it is likely far too heavy to move, absent some 
  extraordinary means.  
   
  In the first round of initiative, a CoCS wizard casts 
  flesh to stone on the DASL agent, Marcia Tell. The Circle 
  decided not to leave her death to chance and the “failure” 
  of the wall of force was only a cover for the assassination 
  (for story purposes, Marcia fails the save). Have the PCs 
  make a Spot check DC 20 + APL to notice the wizard 
  casting the spell (the difficulty is increased due to the 
  wizard’s skill in stealthily casting spells). If they succeed, 
  they can make a Spellcraft check DC 21 to determine 
  what the spell was. NOTE: this wizard is here for story 
  purposes only and uses an item to teleport away the next 
  round. Do whatever you need to do to keep the PCs from 
  interfering with the wizard leaving including appropriate 
  contingency spells, rings of counter spells etc.  
   
  If any of the PCs see the wizard cast the spell, they 
  may make a Sense Motive check DC 10 + APL to 
  determine the target of the spell. If they make this check, 
  they automatically notice that the target was turned to 
  stone and was “accidentally” pushed over by one of the 
  fleeing spectators. A Sense Motive check of 15 plus APL 
  tells the PCs that the statue was intentionally pushed 
  over, but the PCs lose the culprit in the crowd. In any 
  event, the statue’s head and arms break off when it is 
  pushed over, and the head mysteriously disappears (taken 
  by a CoCS agent to keep Marcia from being brought back 
  or spoken to). 
   
  During this round of combat, the PCs may also get 
  the idea that they need to protect the statue of Craythor. 
  If they don’t, tell them that a few of the fleeing spectators 
  brushed up against the merchant’s statue and it is 
  teetering precariously, while other broken statues already 
  litter the square. Any PC that states they are trying to 
  DYV8-02 Broken Circle 
   
  Page 6 
  
  protect the statue must withstand 3 bull rush attempts for 
  each of the first two rounds. Assume the opponent for 
  each of these attempts (a fleeing spectator) has a fear-
  induced Strength of 12. If the PC fails a check he is 
  knocked back into the statue but may choose to fall prone 
  rather than knock the statue over. The statue should 
  never actually break, but the PCs should not know that, 
  and you can have some fun with this part of the 
  encounter.  
   
  If, by the third round, the PCs have not actively 
  engaged the creature(s) that is causing all this havoc, it 
  now notices them and, crazed by its captivity, it attacks 
  until killed or incapacitated in some way.  
   
  APL 6 (EL 8)  
   
  Gorgon: Large Magical Beasts; hp 85; see Monster 
  Manual, p. 137. 
   
  APL 8 (EL 10)  
   
  Gorgons (2): Large Magical Beasts; hp 85, 85; see 
  Monster Manual, p. 137. 
   
  APL 10 (EL 11)  
   
  Gorgons (3): Large Magical Beasts; hp 85; 85, 85 see 
  Monster Manual, p. 137. 
   
  APL 12 (EL 13)  
   
  Gorgons (2): Large Magical Beasts; hp 85; 85 see 
  Monster Manual, p. 137. 
   
  Stone Golem: Large Construct, hp 107; see Monster 
  Manual p. 137. 
   
  Tactics: Remember that one Gorgon breathed just as the 
  wall of force came down and is not able to breathe again 
  for another 1d4 rounds. Also, that Gorgon has used two 
  of its five daily breath weapons. Assume the other 
  Gorgon(s) (if applicable) breathed in the first round of 
  combat and that the wall comes down in the 3
  rd round so 
  they may or may not be ready to breathe again and have 
  each used one of their five daily breath weapons. You 
  might also want to have the other Gorgon(s) use their 
  second breath weapon(s) on the crowd in general before 
  engaging the PCs.  
   
  At APL 12, assume the Stone Golem is being commanded 
  by one of the CoCS wizards that put up the wall of force 
  and that he has given it the command to kill anything 
  that moves other than the Gorgons. It continues to fight 
  until destroyed or until it can no longer sense anything 
  moving. 
   
  Development: It is possible that all of the PCs are either 
  turned to stone or are killed. If this happens and any of 
  the PCs. has a favor from the DASL, Jal Torak finds them 
  and either raises them or returns them to flesh. This uses 
  that PCs favor, and the PC must still pay the cost of the 
  raise dead or stone to flesh spell,  
   
  As soon as the PCs finish the fight move on to Encounter 
  4. 
   
  ENCOUNTER 4: A STONE 
  COLD DEAL 
  As you stare around the now deserted square, you see 
  dozens of statues, some whole and standing, others 
  fallen and hopelessly broken. Just as you are trying to 
  decide what to do with your employer, now that he 
  has become unnaturally silent, cold, and heavy, you 
  see two dozen or so Dyvers constables enter the area 
  and start picking their way through the statuary 
  toward you. One sergeant says, “Halt in the name of 
  the law. Put away your weapons and we’ll keep this 
  nice and civil.” 
   
  The officer introduces himself as Sergeant Thadeus 
  Dogood. He questions the PCs closely regarding their 
  involvement in this matter. Dogood is very suspicious of 
  adventures and is somewhat abrasive. Regardless of how 
  the PCs react, he decides that they need to be taken in for 
  further questioning. It is at this point that Jal Torak 
  intervenes. Read the following: 
   
  Just as you are reaching your tolerance for the self-
  righteous Sergeant Dogood, a figure steps forward 
  wearing a long dark cloak with the hood drawn down 
  over his face. He draws back his hood, revealing a 
  dark, grizzled face with a knife scar down the right 
  side of his cheek. The man seems to look at each of 
  you in turn, nodding slightly. He then turns to the 
  Sergeant and says, 
    
  “I believe that these people had nothing to do 
  with this event, sergeant. I would consider it a 
  personal favor if you would release them. I will take 
  personal responsibility for their conduct.”  
    
  “Of course, Mr. Torak,” says the sergeant 
  respectfully. “I’ll leave them in your hands.”  
   
  As Sergeant Dogood steps away, the man called 
  Torak turns to and says, “Sergeant Dogood has a good 
  heart, but he dislikes adventurers and sometimes lets 
  that cloud his judgment.” 
   
  The man is Jal Torak, liaison for the Dyvers Anti-Slavery 
  league (DASL). He listened in on the sergeant 
  questioning the PCs and believes them to be good and 
  basically honest adventurers. He has, therefore, decided 
  DYV8-02 Broken Circle 
   
  Page 7 
  
  to ask them for help. He does so in one of three ways, 
  depending on the PCs experience with the DASL.  
   
  If any of the PCs have played DYV7-02 Chain of Lies, 
  DYV4-05 Tiptoeing Among Dragons, DYV5-03 Dining 
  with the Dragon, or DYV6-02 Into the Dragon's Maw, 
  and does not have the Disfavor of the DASL, read 
  Request #1.  
   
  If any of the PCs have a favor or influence point with the 
  DASL, read Request #2. 
   
  If none of the PCs have played Chain of Lies or have a 
  favor or influence point with the DASL, read Request #3 
   
  Request #1 
   
  It is good to see you again (insert the name of each of 
  the PCs that played Chain of Lies and did not get the 
  Disfavor of the DASL) You have done me a great 
  service in the past and I am hoping that you will once 
  again be willing to champion the cause of freedom in 
  Dyvers.  
   
  Request #2 
   
  “My name is Jal Torak, and I am here on behalf of the 
  Dyvers Anti-Slavery League. I know that some of you 
  have done my organization a service in the past and I 
  am hoping that will once again be willing to 
  champion the cause of freedom in Dyvers.  
   
  Request #3 
   
  “My name is Jal Torak, and I am here on behalf of the 
  Dyvers Anti-Slavery League. I find myself in need of 
  the skills that adventurers seem to posses and, unless 
  I have misjudged you, you are the types of persons 
  that would be willing to champion the cause of 
  freedom in Dyvers.  
   
  Jal Torak completely ignores any PC that has the Disfavor 
  of the DASL. Any member of the DASL is required to 
  assist in this assignment. 
   
  Jal Torak explains that the DASL received a tip that a 
  man named Bertram Krimp had been seen in the city 
  recently. PCs that played Chain of Lies recognize this 
  name as the man who organized a slavery operation 
  whereby 
  he 
  would 
  capture 
  down-on-their 
  luck 
  adventures and illegally sell them as “indentured 
  servants” to members of the CoCS to be used in Circle 
  death matches. Jal Torak explains this to PCs that did not 
  play Chain of Lies.  
   
  Torak goes on to explain that the DASL had an agent 
  working on finding Krimp. Her name was Marcia Tell, 
  and at her last report she indicated that she was getting 
  close to locating Krimp and had learned about an 
  upcoming CoCS fight that she was planning to attend.  
  The DASL had agents posted outside this area before the 
  fight, and one of them saw Marcia go in. Unfortunately, 
  they did not see her come out.  
   
  Those same agents searched the statuary for Marcia 
  while the PCs were being questioned and have found 
  what they believe to be her body, turned to stone. 
  Unfortunately, the statue had fallen over, and the head is 
  now missing. Jal Torak would like the PCs to continue 
  Marcia’s mission and find Bertram Krimp. If they 
  succeed, they are also asked to try and determine what he 
  is doing in the city and take any appropriate steps to 
  expose or end any nefarious activities.  
   
  If the PCs agree, Torak promises to keep the 
  merchant’s statue safe and call in a favor to restores the 
  merchant back to flesh. Torak also agree to pay the PCs 
  50 gp x APL each, of which he is willing to pay half now.  
   
  Also, if any of the PCs have been petrified, Jal Torak 
  uses 
  his 
  influence 
  with 
  the 
  Churches 
  and/or 
  Dweamorcrafter’s Guild to cast any appropriate spells to 
  return them to flesh. The PCs have to pay standard costs 
  for this casting.  
   
  Jal Torak knows very little else at this point, but can 
  provide the following information about the other DASL 
  agent, Marcia Tell: 
   
  • 
  He does not know where Marcia Tell was 
  staying in Dyvers, as they try to protect the 
  personal information of their agents. 
  • 
  Marcia would report to a contact at the Allthing 
  tavern when she had any news, and she last 
  reported two nights ago that she thought Krimp 
  was now only a pawn in a much bigger game. 
  She hoped to find out more at the CoCS fight 
  that was to take place tonight.  
  • 
  Marcia would typically take notes on her 
  investigations and often referred to these when 
  talking to her contact.  
   
  Once the PCs are done talking to Jal Torak, he tells them 
  that if and when they have anything to report, they 
  should go to the Allthing tavern and tell the bartender 
  that they need to see “the fixer.” He puts them in touch 
  with a DASL agent.   
   
  ALL APLs 
   
  Jal Torak: male human leader of the DASL. 
   
  DYV8-02 Broken Circle 
   
  Page 8 
  
  Development: When the PCs agree to aid the DASL, go 
  to Encounter 5. 
   
  ENCOUNTER 5:  
  INVESTIGATION  
  The PCs have to decide on one of two courses to try and 
  find out what Krimp was up to. They can either try and 
  find where Marcia Tell was staying and search for her 
  notes or they have to try and gather information to find 
  Krimp himself. Go to Encounter 5A Scene of the Crime if 
  they decide to look for Marcia Tell’s notes, and use 
  Encounter 5B Its Not What You Know, if they decide to 
  look directly for Bertram Krimp.  
   
  ENCOUNTER 5A – SCENE OF THE CRIME 
   
  Jal Torak shows the PCs the location of the statue of 
  Marcia Tell. The head and both arms of statue broke off 
  when it fell, and the head is nowhere to be found. On a 
  successful DC 20 Search check, the PCs can find the 
  arms. With a Spot or Search check DC 15, the PCs notice 
  a note clutched in one of the hands. The note was also 
  turned to stone, but some of the writing can still be made 
  out.  Give the PCs Player Handout #1.  
   
  NOTE: In the event that the PCs are able to return 
  the note to its original form, the entire note has been 
  reproduced as Player Handout #1A.  
   
  If the PCs figure out Marcia’s address from the note, 
  they likely go straight to her house. If they don’t figure it 
  out or don’t find the note, they could make a DC 35 
  Knowledge Local (VTF) (Marcia is not well known in 
  Dyvers) to see if they “know” the location of Marcia’s 
  residence. Otherwise, the PCs can try to gather 
  information, in which case, go to the Gather Information 
  sections below. Find out what the PCs are asking about 
  and give them the relevant information from the chart. 
  Once they have located Marcia Tell’s residence, continue 
  with the following description: 
   
  You have arrived outside the apartment that you 
  believe to be the residence of Marcia Tell. It is located 
  over a pottery shop on Black Street and is reached via 
  an outside stairway in the alley. There is no one other 
  than you in the alleyway.  
   
  Marcia’s apartment is 20 feet above the ground and has a 
  door off a stairway in the alley and two windows in the 
  front on Black Street. If they are thinking of using the 
  windows, inform the players that the windows face a very 
  busy street and, absent some magical means of hiding, 
  they will likely be spotted by people on the streets and 
  maybe even the City Watch. The windows are locked but 
  not trapped.  
   
   
  Windows: DC 20 Open Lock. 
   
   
  The door to Marcia’s place is at the top of a narrow 
  stairway and is both locked and trapped. Open Locks DC 
  25. If the door is opened in any fashion other than with 
  the key (that is now turned to stone on Marcia body) the 
  trap causes the stairway to collapse. Marcia has also 
  rigged some heavy stones on top of the roof that fall on 
  any PCs that were opening the door or standing near it.  
   
   
  Door: 1 in. thick; hardness 5; hp 10; AC 5; Break DC 
  18, Open Locks DC 25. 
   
  APL 6 (EL 6) 
   
  Collapsing Stair and Falling Stones Trap: CR 6; 
  mechanical; open trigger; no reset; no reflex save on the 
  falling damage as there is nowhere to move to safely (2d6 
  fall) plus Atk +20 melee (5d6 large stones);multiple 
  targets (all targets within a 10-ft.-by-10-ft. area); Search 
  DC 24; Disable Device DC 20. 
   
  APL 8 (EL 8) 
   
  Well Hidden Collapsing Stair and Falling Stones 
  Trap: CR 8; mechanical; open trigger; no reset; no reflex 
  save on the falling damage as there is nowhere to move to 
  safely (2d6 fall) plus Atk +20 melee (8d6 large 
  stones);multiple targets (all targets within a 10-ft.-by-10-
  ft. area); Search DC 27; Disable Device DC 18. 
   
  APL 10 (EL 10) 
   
  Well Hidden Collapsing Stair and Spiked Falling 
  Stones Trap: CR 10; mechanical; open trigger; no reset; 
  no reflex save on the falling damage as there is nowhere 
  to move to safely (2d6 fall) plus Atk +20 melee (12d6 
  spiked stones);multiple targets (all targets within a 10-ft.-
  by-10-ft. area); Search DC 27; Disable Device DC 18. 
   
  APL 12 (EL 12) 
   
  Well Hidden Collapsing Stair and Poisoned 
  Falling Spiked Stones Trap: CR 12; mechanical; open 
  trigger; no reset; no reflex save on the falling damage as 
  there is nowhere to move to safely (2d6 fall) plus Atk +20 
  melee (12d6 spiked stones plus poison); poison (purple 
  worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 
  Str); multiple targets (all targets within a 10-ft.-by-10-ft. 
  area); Search DC 27; Disable Device DC 25. 
   
   
  NOTE: Due to the type of trap, a PC with ranks in 
  Knowledge Engineering can also detect and disable this 
  trap and, at the appropriate APLs, anyone looking on roof 
  DYV8-02 Broken Circle 
   
  Page 9 
  
  notices the rocks, giving them a +10 bonus to detect the 
  trap.  
   
  If there are any PCs standing on the stairway but not 
  at the door when the trap goes off, they take falling 
  damage appropriate to how far up they are, but do not 
  take rock damage.  
   
  Once inside, use Map #2 – Marcia Tell’s Pad/Krimp’s 
  Hideout. The one-room apartment is sparsely furnished 
  and holds only two items of interest.  
   
  A loose floorboard covers a small coffer with 
  Marcia’s savings (see Treasure Summary). The PCs can 
  find this stash with a successful DC 15 Search check plus 
  APL.  
   
  Marcia’s DASL notes are very cleverly hidden in a 
  hollow leg of her bed.  The PCs can locate this 
  compartment with a successful DC 20 Search plus APL.  
  If the PCs are unable to make the Search DC by taking 
  20, give them a DC 15 Spot check to notice that the bed 
  appears to be the nicest piece of furniture in the 
  apartment by some margin.  If the PCs specifically search 
  the bed, give them a +10 bonus to find the hollow leg.  
   
  Marcia’s notes detail her investigation of Bertram 
  Krimp and the CoCS over 30 days or so and culminate in 
  the last page, dated the day of the CoCS fight. Give them 
  Players Handout #2 – Marcia’s Note.  
   
  Developments: When the PCs decide to leave, go to 
  Encounter 6 – Don’t Krimp My Style.  
   
  ENCOUNTER 5B – IT’S NOT WHAT YOU 
  KNOW 
  If the PCs decide to try and find Bertram Krimp on their 
  own, go the Gathering Information section below. With 
  enough time and money, they should be able to locate his 
  new hideout in Box Town. It takes the PCs 2 hours and 
  10 gp x APL to locate Krimp’s hideout. Add 1 hour and 
  another 50gp for every PC that is living at a lifestyle 
  above standard.  
   
  Krimp’s hideout is a series of fairly sturdy-looking crates 
  with a makeshift door as the only entrance. Use Map #2 
  – Marcia Tell’s Pad/Krimp’s Hideout for the layout. The 
  door is not locked but has a very nasty poison gas trap 
  that affects any PC within 10 feet of the door when it is 
  opened. The PCs find absolutely nothing of interest or 
  value in the hideout. Once they decide to leave, go on to 
  encounter 6 – Don’t Krimp My Style. 
   
  APL 6 (EL 6) 
   
  Delayed Poison Gas Trap: CR 6; mechanical; open 
  trigger; manual reset; gas; multiple targets  (all targets in a 
  10-ft. radius); onset delay (2 rounds); poison (insanity 
  mist, DC 15 Fortitude save resists, 1d4 Wis/2d6 Wis); 
  Search DC 20; Disable Device DC 16. 
   
  APL 8 (EL 8) 
   
  Delayed Well Hidden Poison Gas Trap: CR 6; 
  mechanical; open trigger; manual reset; gas; multiple 
  targets  (all targets in a 10-ft. radius); onset delay (1 
  round); poison (insanity mist, DC 15 Fortitude save 
  resists, 1d4 Wis/2d6 Wis); Search DC 25; Disable Device 
  DC 18. 
   
  APL 10 (EL 10) 
   
  Delayed Well Hidden Poison Gas Trap: CR 6; 
  mechanical; open trigger; manual reset; gas; multiple 
  targets  (all targets in a 10-ft. radius); onset delay (1 
  round); poison (Burnt othur fumes, DC 18 Fortitude save 
  resists, 1 Con drain/3d6 Con); Search DC 25; Disable 
  Device DC 18. 
   
  APL 12 (EL 12) 
   
  Delayed Very Well Hidden Poison Gas Trap: CR 
  6; mechanical; open trigger; manual reset; gas; multiple 
  targets  (all targets in a 10-ft. radius); onset delay (1 
  round); poison (Burnt othur fumes, DC 18 Fortitude save 
  resists, 1 Con drain/3d6 Con); Search DC 30; Disable 
  Device DC 25. 
   
  GATHERING INFORMATION 
  The players may attempt to gather information for a 
  various number of reasons. As such, the information 
  listed below contains gossip and rumors on various 
  subjects determined by what’s most popular in those 
  areas of the city. If no information is listed to answer the 
  PCs’ questions, it should be assumed that no pertinent 
  information is available in that area on that topic. 
   
  Nice Part of Town 
  This includes most of the larger churches (cathedrals and 
  temples) except those specifically listed below, high-end 
  taverns like the Tri-Tower Tavern, and sage libraries like 
  the Tower of Pentacles. NOTE: Although no paperwork 
  is needed to go to these places, appearance matters. For 
  example, the Tri-Tower Tavern refuses to admit half-orcs. 
  Other possible locations are at the DM’s discretion. 
   
  Circle of Crimson Stone 
  • 
  15: The CoCS is a semi-secret organization that holds 
  public arena fights, some of which are to the death. 
  • 
  20: Some wealthy merchants and even the more 
  jaded nobility of the city like to watch these death 
  matches. 
  DYV8-02 Broken Circle 
   
  Page 10 
  
  • 
  25: Many of the Circle fighters are indentured 
  servants of wealthy merchants, or even gentry.  
  • 
  30: Some of the fighters are actually slaves, even 
  though that is illegal in Dyvers. 
  Indentured Servants 
  • 
  15: Indentured servitude is legal in Dyvers, though 
  slavery is not. 
  • 
  20: A person may voluntarily choose indentured 
  servitude rather than go to debtor’s prison.  
  • 
  25: The going rate for indentured servants in Dyvers 
  is 200 gp per year of servitude. 
  • 
  30: It is rumored that some indentured servants are 
  really slaves with forged indenture papers. 
  Bertram Krimp 
  • 
  No one in the nice part of town has ever heard of 
  him (or at least they are not willing to admit it if they 
  have). 
  Marcia Tell 
  • 
  No one in the nice part of town has ever heard of her 
  (or at least they are not willing to admit it if they 
  have). 
  Taverns, Guildhalls, Markets, Docks, (the Seedy Parts) 
  There are many taverns to cater to adventurers and all of 
  them have gossip to share. Many tales are shared also at 
  the guildhalls of the various meta-orgs. PCs speaking 
  with their colleagues and superiors may gain this 
  information. 
   
  Circle of Crimson Stone 
  • 
  15: The CoCS is a semi-secret organization that holds 
  public death matches. 
  • 
  20: People from all walks of life come to see the 
  matches including wealthy merchants, nobility, and 
  even some priests. 
  • 
  25: Many of the Circle fighters are indentured 
  servants of wealthy merchants.  
  • 
  30: Some of the fighters are actually slaves, even 
  though that is illegal in Dyvers. 
  Indentured Servants 
  • 
  15: Indentured servitude is legal in Dyvers, though 
  slavery is not. 
  • 
  20: A person may voluntarily choose indentured 
  servitude rather than go to debtor’s prison.  
  • 
  30: It is rumored that some indentured servants are 
  really slaves with forged indenture papers. 
  Bertram Krimp 
  • 
  20: Didn’t he used to run the Universal Trading 
  Company. Got shut down for some technical 
  paperwork violations. 
  • 
  25: Heard he was reduced to living in Box Town 
  after his business got shut down. 
  Marcia Tell 
  • 
  20: Works at some pottery shop over on Black Street. 
  • 
  25: Heard she was an agent of the DASL. 
  Seedier Parts of Town 
  Visitors and previous residents may have learned of 
  certain places across the city where the darker elements 
  like to frequent, taverns like the Althing or the 
  subterranean road Evernight Street. NOTE: Gather 
  Information checks of this variety cost twice as much 
  gold. 
   
  Circle of Crimson Stone 
  • 
  15: The CoCS is a semi-secret organization that holds 
  public death fights. 
  • 
  20: You can make money by fighting since you get to 
  take all your opponents stuff and you can bet on 
  yourself. 
  • 
  25: Many of the Circle fighters are indentured 
  servants or slaves, made to look like indentured 
  servants. 
  • 
  30: The head of CoCS is an Olman man named 
  Muscootah. 
  Indentured Servants 
  • 
  15: Indentured servitude is legal in Dyvers, though 
  slavery is not. 
  • 
  20: A person may voluntarily choose indentured 
  servitude rather than go to debtor’s prison. Debtor’s 
  prison is horrible, and many people die inside. 
  • 
  25: If you are not careful, you may be made into an 
  “indentured servant” against your will. 
  Bertram Krimp 
  • 
  20: He was an agent for the CoCS, who was busted 
  for slavery. 
  • 
  25: Heard he was back to his old tricks, but now he is 
  in Box Town. 
  DYV8-02 Broken Circle 
   
  Page 11 
  
  • 
  30: He’s a front man for head of the CoCS, 
  Muscootah.  
  Marcia Tell 
  • 
  20: She’s an agent of the DASL, been asking around 
  about a fellow named Krimp and the CoCS. 
  • 
  25: She lives over on Black street above “The Golden 
  Pot” pottery shop.  
  • 
  30: The CoCS are on to her and have something 
  nasty planned to shut her up. 
  ENCOUNTER 6: DON’T KRIMP 
  MY STYLE 
  During this encounter, Bertram Krimp (and his thugs at 
  higher APLs) attack the PCs as they are exiting either 
  Marcia Tell’s apartment on Black Street or Krimp’s 
  hideout in Box Town. Read the relevant box text 
  depending on where the encounter takes place. 
   
  Coming out of Marcia Tell’s Apartment: 
   
  As you step into the alley, a tall rangy human of 
  mixed ancestry emerges from the nearby shadows. He 
  looks startled to see you but quickly recovers and 
  says, “You either looking for the same thing I came 
  for or you are thieves that just ran out of luck. Either 
  way, you had better give me whatever you found 
  inside, if you want to live any longer.” 
   
  Any PC that played DYV7-02 Chain of Lies recognizes 
  this man as Bertram Krimp, the ringleader of the illegal 
  indentured servant scheme. Whether or not the PCs give 
  Bertram what he wants, he tries to kill them. They can, 
  however, intimidate him into leaving them alone. If they 
  specifically tell him that they know about the meeting 
  between the orcs and the CoCS and that they plan to 
  expose the entire scheme, they may make a DC 20 + APL 
  Intimidate or Diplomacy check to convince him to 
  abandon the CoCS and head for the hills. Otherwise, you 
  can banter a bit but start the combat at the appropriate 
  time.  
   
  Coming out of Krimp’s Hideout: 
   
  As you step out of Krimp’s hideout, a tall rangy 
  human of mixed ancestry emerges from the nearby 
  shadows. He looks startled to see you but quickly 
  recovers and says, “You either looking for me or 
  you’re thieves that just ran out of luck. Either way, 
  you’re dead.” 
   
  Any PC that played DYV7-02 Chain of Lies recognizes 
  this man as Bertram Krimp, the ringleader of the illegal 
  indentured servant scheme. Give the PCs the chance to 
  talk to Krimp before he attacks if they want to. However, 
  they have nothing that would convince Krimp not to 
  attack them and have to fight eventually.  
   
  APL 6 (EL 8)  
   
  Bertram Krimp: male human Fighter 6/Rogue 2; hp 
  64; see Appendix 1. 
   
  APL 8 (EL 10)  
   
  Bertram Krimp: male human Fighter 6/Rogue 2; hp 
  64; see Appendix 1. 
   
  Krimp’s Gang, (2) male half-orc barbarians 6; hp 60, 
  60; see Appendix 1. 
   
  APL 10 (EL 11)  
   
  Bertram Krimp: male human Fighter 6/Rogue 2; hp 
  64; see Appendix 1. 
   
  Krimp’s Gang, (2) male half-orc barbarians 8; hp 88, 
  88; see Appendix 1. 
   
  APL 12 (EL 14) 
   
  Bertram Krimp: male human Fighter 6/Rogue 2; hp 
  64; see Appendix 1. 
   
  Krimp’s Gang, (2) male half-orc barbarians 11; hp 
  133, 133; see Appendix 1. 
   
  Treasure: 
   
  APL 6: Loot: 0 gp; Coin: 42 gp; Magic: potion of cure 
  serious wounds (63 gp), +2 sap (692 gp),+1 longsword 
  (193 gp), +2 chain shirt (354 gp), +2 buckler (347 gp), +1 
  cloak of resistance (83 gp) 
   
  APL 8: Loot: 0 gp; Coin: 67 gp; Magic: potion of cure 
  serious wounds (63 gp), +2 sap (692 gp),+1 longsword 
  (193 gp), +2 chain shirt (354 gp), +2 buckler (347 gp), +1 
  cloak of resistance (83 gp), +1greataxe (2) (193 gp for 
  each), +1 chain shirt(2) (104 gp each), gauntlets of ogre 
  power (2) (333 gp each), amulet of health +2 (2) (333 gp 
  each). 
   
  APL 10: Loot: 0 gp; Coin: 63 gp; Magic: potion of 
  cure serious wounds (63 gp), +2 sap (692 gp),+1 
  longsword (193 gp), +2 chain shirt (354 gp), +2 buckler 
  (347 gp), +1 cloak of resistance (83 gp) +1greataxe (2) (193 
  gp for each), +1 light fort chain shirt(2) (354 gp each), 
  gauntlets of ogre power (2) (333 gp each), amulet of 
  health +4 (2) (1333 gp each). 
   
  APL 12: Loot: 0 gp; Coin: 63 gp; Magic: potion of 
  cure serious wounds (63 gp), +2 sap (692 gp),+1 
  longsword (193 gp), +2 chain shirt (354 gp), +2 buckler 
  (347 gp), +1 cloak of resistance (83 gp) +2 greataxe (2) 
  (693 gp for each), +2 light fort chain shirt(2) (771 gp 
  DYV8-02 Broken Circle 
   
  Page 12 
  
  each), belt of giant strength +4 (2) (1333 gp each), amulet 
  of health +4 (2) (1333 gp each). 
   
  If the PCs encounter Krimp in Box Town, he has 
  retrieved Marcia Tell’s DASL notes from her apartment 
  and has them with him. Once the PCs have defeated 
  Krimp, give them Player Handout #2 – Marcia’s Notes. 
  If Krimp is still alive, he can also be intimidated or 
  diplomatically convinced to give some additional 
  information about CoCS activities and the meeting 
  between the CoCS and the Blackthorn forces. A 
  successful DC 18 + APL Intimidate check gets Krimp 
  talking. To use diplomacy, the PCs have to tell Krimp 
  they are going to let him go. If they are telling the truth, 
  they can make a DC 15 Diplomacy check to get him 
  talking. If they are lying, they must first make a Bluff 
  Check opposed by Krimp’s Sense Motive, before they can 
  try the Diplomacy check. 
   
  Krimp can provide the following information: 
   
  • 
  The CoCS has been getting slaves and monsters 
  from a group of orcs.  
  • 
  Krimp has personally met with orcs several times. 
  He gives them a sealed envelope and gets the 
  slaves/monsters in return. Krimp has never looked 
  at what is in the envelopes he delivers. 
  • 
  Krimp does not know they are Blackthorn Orcs or 
  agents of Turrosh Mak, but, if asked, he describes 
  them and the PCs can make DC 20 Knowledge 
  (Local) checks to figure out they are Blackthorn 
  Orcs.  
  • 
  Marcia Tell’s notes are correct; there is some sort of 
  big meeting planned for tomorrow evening just after 
  sundown. The leader of the CoCS himself, 
  Muscootah, is going to the meeting (Krimp was not 
  invited).  
   
  NOTE: Any PC that played DYV7-02 Chain of Lies 
  remembers that the Dyver’s Constabulary is offering a 
  500 gp reward for Krimp’s capture. The PCs can collect 
  this reward if they take Krimp to any constabulary station 
  or if they turn him over to the DASL  
   
  Development: If the PCs report what they have found to 
  the DASL, they are asked to spy on the upcoming 
  meeting and, if appropriate, stop the transaction from 
  taking place. The PCs may also just decide to go to the 
  meeting on their own. Either way, once the PCs are ready 
  to go to the meeting spot, go to Encounter 7 – Circle of 
  Treason. 
   
   
   
   
  ENCOUNTER 7: CIRCLE OF 
  TREASON 
  The big meeting takes place just after sundown on the 
  day after the PCs find Marcia Tell’s notes. The leader of 
  the CoCS, an Olman named Muscootah, is personally 
  going to meet with agents of Turrosh Mak to give them 
  vital information on the defenses of Dyvers. In return, 
  Muscootah and the CoCS have been promised a powerful 
  place in Mak’s new territory when Dyvers falls. 
   
  The meeting takes place in a small copse of trees 
  about an hour’s travel from Dyvers. The Blackthorn 
  forces arrive one hour before the meeting is to take place, 
  to scout the area and set up. If the PCs arrive before this, 
  allow them to find a good place to hide about 60 feet from 
  where the meeting takes place. Have them roll Hide 
  checks (they can take 20). Once the Blackthorn forces 
  arrive, roll some Search and Spot checks secretly. For 
  story purposes, the PCs are not to be found, but you can 
  make them a bit nervous.  
   
  If the PCs arrive after the Blackthorn forces get 
  there, have them make DC 10 Spot Checks to notice that 
  the Blackthorn forces have already arrived. They can then 
  make Hide and Move Silently checks to approach the 
  meeting place undetected. For story purposes, allow 
  them to get within 60 feet of the meeting place without 
  being detected, but you can have some fun with bad rolls. 
  Explain that the humanoids are clearly having a hard 
  time in the bright sunlight.  
   
  Once everyone is in place, read the following: 
   
  As you peer cautiously from your hiding place, you 
  see three Olman men approach warily from the 
  direction of Dyvers. The man in the middle is dressed 
  in fine clothing and walks with a haughty air of 
  confidence. As the three men step into the clearing, 
  the largest of the orcs steps forward and says, “Are 
  you Muscootah? Do you have the information 
  promised?” 
   
  The well-dressed man answers, “I am Muscootah, 
  and you are as blunt and unrefined as I was told. Very 
  well, I have the information requested, but what 
  assurance does Turrosh Mak provide that he keeps his 
  end of the bargain?” 
   
  The orc looks puzzled but then he straightens up, 
  eyes blazing and says, “I speak for the great Turrosh 
  Mak, and that is all you get. Either give us what we 
  want and be favored, or do not and be ground to dust 
  with the rest of these puny humans. Decide. I have no 
  time for games or fancy words.” 
   
  Muscootah looks thoughtful for a while, then 
  shrugs and signals to one of his companions, who 
  DYV8-02 Broken Circle 
   
  Page 13 
  
  steps forward and hands the orc a large sheaf of 
  papers. The orc quickly leafs through them and then 
  says to his companions, “With this information, we 
  can take the filthy city before they know it has 
  happened. Dyvers will fall to us like an overripe apple 
  falling from a tree.”  
   
  The orc turns back to Muscootah. “You have 
  made a wise choice. Turrosh Mak will not forget 
  when he is ruler of this place.”  
    
  “See that he does not,” says Muscootah and both 
  sides turn to leave. I 
   
  Any PC that has played DYV6-07 Knave of Box Town can 
  make a DC 15 Wisdom or Intelligence check to 
  recognize the man calling himself Muscootah as the man 
  that they had to deal with to get the washerwoman’s 
  daughter back out of indentured servitude. Any PC that 
  makes a DC 20 Wisdom or Intelligence check realizes 
  that the man looks very similar to the Muscootah they 
  dealt with in Knave of Box Town, but it is not the same 
  person.  
   
  The PCs may interrupt this box text at any time if 
  they want to do something to disrupt the meeting. The 
  PCs should realize that they need to keep the 
  information out of Turrosh Mak’s hands and should 
  intervene at this point. However, if they seem content to 
  let the orcs leave with the information, have one of the 
  scout’s spot them as they are leaving and raise a warning 
  cry, thus starting the combat. Both the Humanoids and 
  the Olman fight to the death to keep the PCs from telling 
  anyone what they know. 
   
  APL 6 (EL 9)  
   
  Blackthorn Forces  
   
  Orc: Medium Humanoid; hp 5 (this orc has been 
  chosen as the representative of Turrosh Mak due to his 
  unusual intelligence (12) but otherwise has all the same 
  statistics as a normal orc); see Monster Manual, p. 203. 
   
  Hobgoblins (2): Medium Humanoid; hp 6; see 
  Monster Manual, p. 153. 
   
  CoCS Forces 
   
  Muscootah: Human Wizard 9; hp 55(70); see 
  Appendix 1. 
   
  Guards (2): Human Fighters 1; hp 12, 12; see 
  Appendix 1. 
   
  APL 8 (EL 11)  
  Blackthorn Forces 
   
  Orc: Medium Humanoid; hp 5 (this orc has been 
  chosen as the representative of Turrosh Mak due to his 
  unusual intelligence (12) but otherwise has all the same 
  statistics as a normal orc). see Monster Manual, p. 203. 
   
  Hill Giants (2): Large Giants; hp 102, 102; see 
  Monster Manual, p. 123. 
   
  CoCS Forces 
   
  Muscootah: Human Wizard 9; hp 55(70); see 
  Appendix 1. 
   
  Guards (2): Human Fighters 1; hp 12, 12; see 
  Appendix 1. 
   
  APL 10 (EL 13)  
  Blackthorn Forces 
   
  Orc: Medium Humanoid; hp 5 (this orc has been 
  chosen as the representative of Turrosh Mak due to his 
  unusual intelligence (12) but otherwise has all the same 
  statistics as a normal orc); see Monster Manual, p. 203. 
   
  Frost Giants (2): Large Giants; hp 133, 133; see 
  Monster Manual, p. 122.  
   
  CoCS Forces 
   
  Muscootah: Human Wizard 11; hp 65(81); see 
  Appendix 1. 
   
  Guards (2): Human Fighters 1; hp 12, 12; see 
  Appendix 1. 
   
  APL 12 (EL 15)  
  Blackthorn Forces 
   
  Orc: Medium Humanoid; hp 5 (this orc has been 
  chosen as the representative of Turrosh Mak due to his 
  unusual intelligence (12) but otherwise has all the same 
  statistics as a normal orc); see Monster Manual, p. 203. 
   
  Fire Giants (2): Large Giants; hp 142, 142; see 
  Monster Manual, p. 121.  
   
  CoCS Forces 
   
  Muscootah: Human Wizard 14; hp 80(96); see 
  Appendix 1. 
   
  Guards (2): Human Fighters 1; hp 12, 12; see 
  Appendix 1. 
   
  Tactics: The real Muscootah is completely concealed in 
  another small copse of trees about 150 feet from the 
  clearing with two additional bodyguards (same stats as 
  the bodyguards below). Muscootah has cast a magic jar 
  spell and is currently occupying the body of his “double” 
  (same physical stats) which is doing the talking at this 
  meeting.  
   
  When the fighting starts, Muscootah uses his 
  borrowed body to fight, knowing that if it is killed, he 
  simply returns to the gem hidden in a pocket in the cloak 
  worn by the double. If his double is killed, he tries to 
  possess one of the most powerful auras he can sense (see 
  the spell description). If the subject makes his Will save, 
  he moves on the next and so forth down the line. Once in 
  DYV8-02 Broken Circle 
   
  Page 14 
  
  a body, no matter whose, he continues to fight as long as 
  he has spells.  
   
  If Muscootah runs out of bodies to possess, he 
  shunts back to his own body and flees. Muscootah has a 
  teleport scroll on his actual body for this purpose. 
  Accordingly, it is highly unlikely that the PCs capture or 
  kill Muscootah. However, the possessions listed for him 
  are the possessions on his double’s body and PCs get 
  those items if they win this fight.  
   
  Treasure: 
   
  APL 6: Loot: 146 gp; Coin: 17 gp; Magic: pot. cure 
  serious (63gp), rod metamagic, silent (917 gp), scrolls of 
  shield (cl 9
  th) (19 gp) scroll of mage armor (cl 9
  th) (19 gp), 
  gloves of dexterity +2 (333 gp), amulet of health +4 (1333 
  gp), headband of intellect +2 (333 gp), ring of protection 
  +2 (667 gp), cloak of resistance +2 (333 gp), dusty rose 
  ioun stone (417 gp), boots of levitation (625 gp), +1 
  dagger (192 gp) 
   
  APL 8: Loot: 152 gp; Coin: 17 gp; Magic: pot. cure 
  serious (63gp), rod metamagic, silent (917 gp), scrolls of 
  shield (cl 9
  th) (19 gp) scroll of mage armor (cl 9
  th) (19 gp), 
  gloves of dexterity +2 (333 gp), amulet of health +4 (1333 
  gp), headband of intellect +2 (333 gp), ring of protection 
  +2 (667 gp), cloak of resistance +2 (333 gp), dusty rose 
  ioun stone (417 gp), boots of levitation (625 gp), +1 
  dagger (192 gp), ring of counterspells (333 gp).  
   
  APL 10: Loot: 185 gp; Coin: 33 gp; Magic pot. cure 
  serious (63gp), rod metamagic, silent (917 gp), scrolls of 
  shield (cl 9
  th) (19 gp) scroll of mage armor (cl 9
  th) (19 gp), 
  gloves of dexterity +2 (333 gp), amulet of health +4 (1333 
  gp), headband of intellect +4 (1333 gp), ring of protection 
  +2 (667 gp), cloak of resistance +2 (333 gp), dusty rose 
  ioun stone (417 gp), boots, winged (2667 gp), +1 dagger 
  (192 gp), ring of counterspells (333 gp). 
   
  APL 12: Loot: 362 gp; Coin: 33 gp; Magic: pot. cure 
  serious (2) (63gp each), greater rod metamagic, silent 
  (2042 gp), scrolls of shield (cl 14
  th) (29 gp) scroll of mage 
  armor (cl 14
  th) (29 gp), gloves of dexterity +4 (1333 gp), 
  amulet of health +4 (1333 gp), headband of intellect +6 
  (3000 gp), ring of protection +4 (2667 gp), cloak of 
  resistance +4 (1333 gp), dusty rose ioun stone (417 gp), 
  boots, winged (2667 gp), +1 dagger (192 gp), ring of 
  counterspells (333 gp). 
   
   
  Developments: If the PCs lose this fight but are not 
  killed outright, they are Sold Into Slavery (see the 
  Adventure Record). If the PCs win, they may loot the 
  bodies. The papers that Muscootah handed over contain 
  detailed information on the defenses of Dyvers and also 
  include a personal note from Muscootah thanking 
  Turrosh Mak for providing slaves and creatures for the 
  Circle fights and reminding Turrosh Mak of his promise 
  to place Muscootah and the CoCS in a place of power and 
  importance after he has taken the City. At this point, the 
  PCs should return to the Althing and report what they 
  have found out.  Move on to the Conclusion. 
   
  CONCLUSION 
  When you return to the Althing, you are immediately 
  shown into the back meeting room and joined shortly 
  by Jal Torak. Once you give a full report, he thanks 
  you for your help and pays the agreed fee. You are 
  allowed to keep anything you looted. 
   
  Jal Torak says, “You have done a great service for 
  the cause of freedom and, indeed, for all the free 
  citizens of Dyvers. I hate to think what Turrosh Mak 
  could have done with this information. As it is, we 
  will be hard pressed when the attack comes.  
    
  “I will take this information to the Gentry 
  Council immediately. This time they will have to 
  listen and put an end to the Circle at the least, and, 
  hopefully, the entire notion of indentured servitude.” 
   
  You also find that your original employer, 
  Nathan Craythor, has been returned to his normal 
  state. He thanks you profusely for helping him and 
  pays you the full amount of your contract.  
   
  A few days later, you learn that while the Circle 
  of Crimson Stone is already illegal, any constables 
  caught accepting bribes from Circle members are to 
  be charged with high treason. An Olman merchant 
  named Muscootah is also being sought on charges of 
  high treason. A reward of 5,000 gp is being offered for 
  Muscootah’s capture, dead or alive.  
   
  Finally, you hear rumors that some of the gentry 
  are 
  considering 
  making 
  indentured 
  servitude 
  unlawful in the lands of Dyvers.  
   
  Treasure: 
   
  APL 6 : Loot: 0 gp; Coin: 360 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 480 gp; Magic: 0 gp 
   
  APL 10: Loot: 0 gp; Coin: 600 gp; Magic: 0 gp 
   
  APL 12: Loot: 0 gp; Coin: 720 gp; Magic: 0 gp 
   
   
   
  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 1 
  Defeat the were creatures 
  APL 6  
  240 XP 
  DYV8-02 Broken Circle 
   
  Page 15 
  
  APL 8  
  300 XP 
  APL 10  
  390 XP 
  APL 12  
  420 XP 
   
  Encounter 3 
  Defeat the monsters from the circle fight 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  Encounter 5a OR 5b (only reward xp once) 
  Bypass, disarm or trigger the trap 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12 
  360 XP 
   
  Encounter 6 
  Defeat Bertram Krimp or avoid the fight 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  330 XP 
  APL 12  
  420 XP 
   
  Encounter 7 
  Defeat the CoCS and Blackthorn agents 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Total possible experience: 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.   
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 1:  A Job is a Job 
   
  APL 6: Loot: 102 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 8: Loot: 170 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 10: Loot: 67 gp; Coin: 0 gp; Magic: +2 mithril 
  chain shirt (425 gp), +3 heavy shield (763 gp), +2 bastard 
  sword (695 gp), gauntlets of ogre power (333 gp), cloak of 
  resistance +2 (333 gp). 
   
  APL 12: Loot: 10 gp; Coin: 0 gp; Magic: 0 gp 
   
   
   
  Encounter 6: Don’t Krimp My Style  
   
  APL 6: Loot: 0 gp; Coin: 42 gp; Magic: potion of cure 
  serious wounds (63 gp), +2 sap (692 gp),+1 longsword 
  (193 gp), +2 chain shirt (354 gp), +2 buckler (347 gp), +1 
  cloak of resistance (83 gp) 
   
  APL 8: Loot: 0 gp; Coin: 67 gp; Magic: potion of cure 
  serious wounds (63 gp), +2 sap (692 gp),+1 longsword 
  (193 gp), +2 chain shirt (354 gp), +2 buckler (347 gp), +1 
  cloak of resistance (83 gp), +1greataxe (2) (193 gp for 
  each), +1 chain shirt(2) (104 gp each), gauntlets of ogre 
  power (2) (333 gp each), amulet of health +2 (2) (333 gp 
  each). 
  DYV8-02 Broken Circle 
   
  Page 16 
  
   
  APL 10: Loot: 0 gp; Coin: 63 gp; Magic: potion of 
  cure serious wounds (63 gp), +2 sap (692 gp),+1 
  longsword (193 gp), +2 chain shirt (354 gp), +2 buckler 
  (347 gp), +1 cloak of resistance (83 gp) +1 greataxe (2) 
  (193 gp for each), +1 light fort chain shirt(2) (354 gp 
  each), gauntlets of ogre power (2) (333 gp each), amulet of 
  health +4 (2) (1333 gp each). 
   
  APL 12: Loot: 0 gp; Coin: 63 gp; Magic: potion of 
  cure serious wounds (63 gp), +2 sap (692 gp),+1 
  longsword (193 gp), +2 chain shirt (354 gp), +2 buckler 
  (347 gp), +1 cloak of resistance (83 gp) +2 greataxe (2) 
  (693 gp for each), +2 light fort chain shirt(2) (771 gp 
  each), belt of giant strength +4 (2) (1333 gp each), amulet 
  of health +4 (2) (1333 gp each). 
   
  Encounter 7:  Circle of Treason 
   
  APL 6: Loot: 146 gp; Coin: 17 gp; Magic: pot. cure 
  serious (63gp), rod metamagic, silent (917 gp), scrolls of 
  shield (CL 9
  th) (19 gp) scroll of mage armor (CL 9
  th) (19 
  gp), gloves of dexterity +2 (333 gp), amulet of health +4 
  (1333 gp), headband of intellect +2 (333 gp), ring of 
  protection +2 (667 gp), cloak of resistance +2 (333 gp), 
  dusty rose ioun stone (417 gp), boots of levitation (625 
  gp), +1 dagger (192 gp) 
   
  APL 8: Loot: 152 gp; Coin: 17 gp; Magic: pot. cure 
  serious (63gp), rod metamagic, silent (917 gp), scrolls of 
  shield (CL 9
  th) (19 gp) scroll of mage armor (CL 9
  th) (19 
  gp), gloves of dexterity +2 (333 gp), amulet of health +4 
  (1333 gp), headband of intellect +2 (333 gp), ring of 
  protection +2 (667 gp), cloak of resistance +2 (333 gp), 
  dusty rose ioun stone (417 gp), boots of levitation (625 
  gp), +1 dagger (192 gp), ring of counterspells (333 gp).  
   
  APL 10: Loot: 185 gp; Coin: 33 gp; Magic pot. cure 
  serious (63gp), rod metamagic, silent (917 gp), scrolls of 
  shield (CL 9
  th) (19 gp) scroll of mage armor (CL 9
  th) (19 
  gp), gloves of dexterity +2 (333 gp), amulet of health +4 
  (1333 gp), headband of intellect +4 (1333 gp), ring of 
  protection +2 (667 gp), cloak of resistance +2 (333 gp), 
  dusty rose ioun stone (417 gp), boots, winged (2667 gp), 
  +1 dagger (192 gp), ring of counterspells (333 gp). 
   
  APL 12: Loot: 362 gp; Coin: 33 gp; Magic: pot. cure 
  serious (2) (63gp each), greater rod metamagic, silent 
  (2042 gp), scrolls of shield (CL 14
  th) (29 gp) scroll of mage 
  armor (CL 14
  th) (29 gp), gloves of dexterity +4 (1333 gp), 
  amulet of health +4 (1333 gp), headband of intellect +6 
  (3000 gp), ring of protection +4 (2667 gp), cloak of 
  resistance +4 (1333 gp), dusty rose ioun stone (417 gp), 
  boots, winged (2667 gp), +1 dagger (192 gp), ring of 
  counterspells (333 gp). 
   
   
  Conclusion  
   
  APL 6: Loot: 0 gp; Coin: 420 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 560 gp; Magic: 0 gp 
   
  APL 10: Loot: 0 gp; Coin: 700 gp; Magic: 0 gp 
   
  APL 12: Loot: 0 gp; Coin: 840 gp; Magic: 0 gp 
   
   
  Total Possible Treasure 
   
  APL 6: Loot: 248 gp; Coin: 479 gp; Magic: 5,251 gp; 
  Total: 5,978 gp; Maximum 900 gp.  
   
  APL 8: Loot: 322 gp; Coin: 644 gp; Magic: 9,242 gp; 
  Total: 10,208 gp; Maximum 1300 gp. 
   
  APL 10: Loot: 252 gp; Coin: 796 gp; Magic: 17,203 
  gp; Total: 18,851 gp; Maximum 2300 gp. 
   
  APL 12: Loot: 372 gp; Coin: 2016 gp; Magic: 25,493 
  gp; Total: 27,881 gp; Maximum 3300 gp. 
   
  Treasure Cap 
  APL 6 
  900 gp 
  APL 8  
  1,300 gp 
  APL 10  
  2,300 gp 
  APL 12  
  3,300 gp 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  Vial of Anti-Petrification: This special metal tube was 
  designed by the Dyvers Anti Slavery League as a failsafe 
  for those that may encounter enemies with petrifying 
  attacks. The vial and its contents are immune to all 
  petrification magic and cannot be turned to stone.  
  Furthermore, if the person in possession of the vial is 
  turned to stone, the vial magically sticks out from 
  whatever pouch, pocket or other place in which it was 
  being kept so that it can be easily seen and removed (this 
  effect does not work if the vial is kept in an extra-
  dimensional space such as a bag of holding or portable 
  hole). The purpose of this function is to allow the 
  petrified person’s friends or other good Samaritans to use 
  the contents of the vial to turn them back into flesh. 
  Most such vials contain stone salve, but a single scroll, 
  such as stone to flesh or break enchantment, also fits in 
  the vial. Each vial comes with a standard inscription in 
  common which reads: “Please use the contents of this vial 
  on the statue you found it with. A REWARD WILL BE 
  PAID.”  
  Moderate transmutation; CL 11th; Craft Wondrous Item, 
  Stone to Flesh: Price 7,500 gp. 
   
  Favor of the DASL: You have performed a valuable 
  service for the Dyvers Anti-Slavery League. If you are 
  ever sold into slavery, you may spend this favor to reduce 
  the time unit cost by 50% as the DASL comes to your 
  rescue.  Those wishing to join the DASL or who are 
  already members, may use this favor to waive one year’s 
  DYV8-02 Broken Circle 
   
  Page 17 
  
  TU cost of membership. Until this favor is expended, the 
  character is deemed to have an Influence Point with the 
  DASL. 
   
  Favor of Dyvers: News quickly spreads of the plot by the 
  CoCS to sell the secrets of Dyvers to the forces of 
  Blackthorn and so does news of your part in thwarting 
  that plan. This favor can be used as a generic favor for any 
  Dyvers organization except the Pit Fighter’s Guild or the 
  CoCS. Once used, the favor is void.  
   
  Sold Into Slavery: You were captured by the forces of 
  Blackthorn and sold into slavery.  You are enslaved for 16 
  TUs until rescued by the Dyvers Anti-Slavery League. 
  You lose all your possessions and money 
   
  Item Access 
  APL 6: 
  • 
  rod of metamagic, silent (Adventure; DMG; 11,000 
  gp),  
  • 
  dusty rose ioun stone (Adventure, DMG, 5,000 gp),  
  • 
  boots of levitation (Adventure, DMG, 7,500),  
  • 
  scroll of shield (CL 9
  th) (Adventure, DMG, 225 gp),  
  • 
  scroll of mage armor (Adventure, DMG, 225 gp) 
  • 
  vial of anti-petrification (Adventure, See Above, 
  7,500 gp) 
  • 
  stone salve (Regional, DMG, 4000 gp) 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  ring of counterspells (Adventure; DMG; 4,000 gp) 
   
  APL 10 (all of APLs 6-8 plus the following): 
  • 
  boots, winged (Adventure; DMG; 16,000 gp) 
   
  APL 12 (all of APLs 6-10 plus the following): 
  • 
  greater rod of metamagic, silent (Adventure; DMG; 
  24,500 gp) 
   
  DYV8-02 Broken Circle 
   
  Page 18 
  
  DYV8-02 Broken Circle 
   
  Page 19 
  APPENDIX 1: APL 6 
  6: DON’T KRIMP MY STYLE  
  B E R T R AM  K RI M P 
  CR  8 
  Male human fighter 6/Rogue 2 
  CE Medium humanoid (Human) 
  Init +7; Senses Listen +0, Spot +4 
  Languages Common  
  AC 22, touch 13, flat-footed 19 
   (+3 Dex, +6 armor, +3 shield) 
  hp 64 (8 HD) 
  Fort +8, Ref +9, Will +5 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.;  
  Melee +2 sap +13/+8 (1d6+7/x2) or 
  +1 longsword +10/+5 (1d8+4; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10 
  Combat Gear: potion of cure serious wounds 
  Abilities Str 17, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 8  
  Feats Blind Fight, Improved Initiative, Iron Will, 
  Power Attack, Cleave, Weapon Focus (Sap), 
  Weapon Specialization (Sap) 
  Skills Bluff +3, Climb +11, Intimidate +8, Jump 
  +11, Search +6, Sense Motive +3 Spot +4, 
  Tumble +6, Use Rope +4. 
  Possessions combat gear plus +2 sap, +1 
  longsword, +2 chain shirt, +2 buckler, +1 cloak 
  of resistance, 250 gp 
   
  7: CIRCLE OF TREASON 
   
  M U S C O O T AH 
  CR  9 
  HUM AN W I ZARD 9 
  LE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +7 
  Languages Common, Olman, Orc  
  AC 23 (25 vs. chaotic enemies), touch 15, flat-
  footed 21 
   (+4 Armor, +2 Dex, +4 Shield, Deflection +2 (+4 
  vs. chaotic enemies), +1 insight) 
  hp 70 (55 plus 15 Temp for false life) (9 HD) 
  Fort +8, Ref +7, Will +9 
  Speed 30 ft.;  
  Melee +1 dagger +5 (1d4+1; 19-20/x2) or Touch 
  +4 (Spell). 
  Ranged Touch +6 (Spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Combat 
  Gear 
  potion 
  cure 
  serious, 
  rod 
  metamagic, silent, scrolls of shield and mage 
  armor (cl 9th) 
  Wizard Spells Prepared (CL 9th): 
   5th—magic jar� (DC 22), baleful polymorph 
  (DC 20), quickened ray of enfeeblement. 
   4th—stoneskin�, Evard's black tentacles, 
  enervation, bestow curse (DC 21). 
   3rd—dispel 
  magic, 
  magic 
  circle 
  against 
  chaos�, fireball (DC 18), slow (DC 18), 
  lightning bolt (DC 18), vampiric touch.  
   2nd—protection from arrows�, glitterdust (DC 
  17), 
  see 
  invisibility�, 
  scorching 
  ray, 
  blindness (DC 19), false life�. 
   1st—shield� (2), mage armor�, ray of 
  enfeeblement (3), magic missile (2) 
   0—detect magic, read magic, light, mage 
  hand, touch of fatigue (DC 17). 
  �Already cast 
  Abilities Str 10, Dex 14, Con 16, Int 20, Wis 12, 
  Cha 14 
  SQ  
  Feats Combat Casting, Eschew Materials, Spell 
  Focus Necromancy, Greater Spell Focus 
  Necromancy, Quicken Spell, Scribe Scroll, 
  Sudden Maximize*  
  Skills Concentration +15 (+19), Decipher Script 
  +6, Knowledge (Arcana) +17, Knowledge 
  (Arch & Eng) +6, Knowledge (dungeoneering) 
  +6 Knowledge (geography) +6 Knowledge 
  (history) +8 Knowledge (local) +6 Knowledge 
  (nature) 
  +6 
  Knowledge 
  (nobility) 
  +17 
  Knowledge (religion) +6 Knowledge (planes) 
  +6, Spellcraft +19, Spot +7. 
  Possessions combat gear plus gloves of 
  dexterity +2, amulet of health +4, headband of 
  intellect +2, ring of protection +2, cloak of 
  resistance +2, dusty rose ioun stone, boots of 
  levitation, +1 dagger. 
  * see Appendix 2: New Rules Items 
   
  G U AR D S  (2) 
   CR  1 
  HUM AN F I G HTE R 1 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +2 
  Languages Common  
  AC 18, touch 11, flat-footed 17 
   (+5 Armor, +1 Dex, +2 Shield) 
  hp 12 (1 HD) 
  Fort +4, Ref +1, Will +2 
  Speed 20 ft. in Breastplate (4 squares), base 
  movement 30 ft.;  
  Melee Masterwork Longsword +6 (1d8+3; 19-
  20/x2) 
  Ranged Shortbow +2 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +4 
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 10  
  Feats Iron Will, Power Attack, Weapon Focus 
  (Longsword) 
  Skills Intimidate +4, Ride +5, Spot +2 
  Possessions masterwork longsword, shortbow, 
  breastplate, heavy steel shield, 20 arrows, 25 
  gp.
  
  APL 8 
  6: DON’T KRIMP MY STYLE  
  B E R T R AM  K RI M P 
  CR  8 
  Male human fighter 6/Rogue 2 
  CE Medium humanoid (Human) 
  Init +7; Senses Listen +0, Spot +4 
  Languages Common  
  AC 22, touch 13, flat-footed 19 
   (+3 Dex, +6 armor, +3 shield) 
  hp 64 (8 HD) 
  Fort +8, Ref +9, Will +5 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.;  
  Melee +2 sap +13/+8 (1d6+7/x2) or 
  +1 longsword +10/+5 (1d8+4; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10 
  Combat Gear: potion of cure serious wounds 
  Abilities Str 17, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 8  
  Feats Blind Fight, Improved Initiative, Iron Will, 
  Power Attack, Cleave, Weapon Focus (Sap), 
  Weapon Specialization (Sap) 
  Skills Bluff +3, Climb +11, Intimidate +8, Jump 
  +11, Search +6, Sense Motive +3 Spot +4, 
  Tumble +6, Use Rope +4. 
  Possessions combat gear plus +2 sap, +1 
  longsword, +2 chain shirt, +2 buckler, +1 cloak 
  of resistance, 250 gp 
   
  KRI M P’ S  G AN G  (2) 
  CR  8 
  Half Orc Barbarian 6 (2) 
  CN Medium humanoid (1/2 Orc) 
  Init +1; Senses Listen +9, Spot +0 
  Languages Common, Orc  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex) 
  hp 60 (6 HD) 
  Fort +8, Ref +3, Will +2 
  Speed 40 (8 squares), base movement 40 ft.;  
  Melee +1 greataxe +11/+6 (1d12+8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +11 
  SA&SQ Fast Movement(Ex), Illiteracy, Rage 
  (2/day), Uncanny Dodge(Ex), Improved Uncanny 
  Dodge(Ex), Trap Sense(Ex); 
  Abilities Str 19, Dex 12, Con 14, Int 8, Wis 10, 
  Cha 10  
  Feats Improved Unarmed Strike, Power Attack, 
  Cleave  
  Skills Climb +13, Intimidate +9, Listen +9, 
  Possessions +1 greataxe, +1 chain shirt, 
  gauntlets of ogre power, amulet of health 
  +2, 75gp 
   
  7: CIRCLE OF TREASON 
   
  M U S C O O T AH 
  CR  9 
  HUM AN W I ZARD 9 
  LE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +7 
  Languages Common, Olman, Orc  
  AC 23 (25 vs. chaotic enemies), touch 15, flat-
  footed 21 
   (+4 Armor, +2 Dex, +4 Shield, Deflection +2 (+4 
  vs. chaotic enemies), +1 insight) 
  hp 70 (55 plus 15 Temp for False Life) (9 HD) 
  Fort +8, Ref +7, Will +9 
  Speed 30 ft.;  
  Melee +1 dagger +5 (1d4+1; 19-20/x2) or Touch 
  +4 (Spell). 
  Ranged Touch +6 (Spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Combat 
  Gear 
  potion 
  cure 
  serious, 
  rod 
  metamagic, silent, scrolls of shield and mage 
  armor (cl 9th) 
  Wizard Spells Prepared (CL 9th): 
   5th—magic jar� (DC 22), baleful polymorph 
  (DC 20), quickened ray of enfeeblement. 
   4th—stoneskin�, Evard's black tentacles, 
  enervation, bestow curse (DC 21). 
   3rd—dispel 
  magic, 
  magic 
  circle 
  against 
  chaos�, fireball (DC 18), slow (DC 18), 
  lightning bolt (DC 18), vampiric touch.  
   2nd—protection from arrows�, glitterdust (DC 
  17), 
  see 
  invisibility�, 
  scorching 
  ray, 
  blindness (DC 19), false life�. 
   1st—shield� (2), mage armor�, ray of 
  enfeeblement (3), magic missile (2) 
   0—detect magic, read magic, light, mage 
  hand, touch of fatigue (DC 17). 
  �Already cast 
  Abilities Str 10, Dex 14, Con 16, Int 20, Wis 12, 
  Cha 14 
  SQ  
  Feats Combat Casting, Eschew Materials, Spell 
  Focus Necromancy, Greater Spell Focus 
  Necromancy, Quicken Spell, Scribe Scroll, 
  Sudden Maximize*  
  Skills Concentration +15 (+19), Decipher Script 
  +6, Knowledge (Arcana) +17, Knowledge 
  (Arch & Eng) +6, Knowledge (dungeoneering) 
  +6 Knowledge (geography) +6 Knowledge 
  (history) +8 Knowledge (local) +6 Knowledge 
  (nature) 
  +6 
  Knowledge 
  (nobility) 
  +17 
  Knowledge (religion) +6 Knowledge (planes) 
  +6, Spellcraft +19, Spot +7. 
  Possessions combat gear plus gloves of 
  dexterity +2, amulet of health +4, headband of 
  intellect +2, ring of protection +2, cloak of 
  resistance +2, dusty rose ioun stone, boots of 
  levitation, +1 dagger. 
  * see Appendix 2: New Rules Items 
   
  G U AR D S  (2) 
   CR  1 
  HUM AN F I G HTE R 1 
  DYV8-02 Broken Circle 
   
  Page 20 
  
  LE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +2 
  Languages Common  
  AC 18, touch 11, flat-footed 17 
   ( +5 Armor, +1 Dex, +2 Shield) 
  hp 12 (1 HD) 
  Fort +4, Ref +1, Will +2 
  Speed 20 ft. in Breastplate (4 squares), base 
  movement 30 ft.;  
  Melee masterwork longsword +6 (1d8+3; 19-
  20/x2) 
  Ranged Shortbow +2 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +4 
  Combat Gear:  
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 10  
  Feats Iron Will, Power Attack, Weapon Focus 
  (Longsword) 
  Skills Intimidate +4, Ride +5, Spot +2 
  Possessions masterwork longsword, shortbow, 
  breastplate, heavy steel shield, 20 arrows, 25 
  gp
  DYV8-02 Broken Circle 
   
  Page 21 
  
  APL 10 
  6: DON’T KRIMP MY STYLE  
  B E R T R AM  K RI M P 
  CR  8 
  Male human fighter 6/Rogue 2 
  CE Medium humanoid (Human) 
  Init +7; Senses Listen +0, Spot +4 
  Languages Common  
  AC 22, touch 13, flat-footed 19 
   (+3 Dex, +6 armor, +3 shield) 
  hp 64 (8 HD) 
  Fort +8, Ref +9, Will +5 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.;  
  Melee +2 sap +13/+8 (1d6+7/x2) or 
  +1 longsword +10/+5 (1d8+4; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10 
  Combat Gear: potion of cure serious wounds 
  Abilities Str 17, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 8  
  Feats Blind Fight, Improved Initiative, Iron Will, 
  Power Attack, Cleave, Weapon Focus (Sap), 
  Weapon Specialization (Sap) 
  Skills Bluff +3, Climb +11, Intimidate +8, Jump 
  +11, Search +6, Sense Motive +3 Spot +4, 
  Tumble +6, Use Rope +4. 
  Possessions combat gear plus +2 sap, +1 
  longsword, +2 chain shirt, +2 buckler, +1 cloak 
  of resistance, 250 gp 
   
  KRI M P’ S  G AN G  (2) 
  CR  10 
  Half Orc Barbarian 8 
  CN Medium humanoid (1/2 Orc) 
  Init +1; Senses Listen +11, Spot +0 
  Languages Common, Orc  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex) 
  hp 88 (8 HD) 
  Fort +10, Ref +3, Will +2 
  Speed 40 (8 squares), base movement 40 ft.;  
  Melee Greataxe +15/+10 (1d12+10/x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +14 
  SA&SQ Fast Movement(Ex), Illiteracy, Rage, 
  Uncanny Dodge(Ex), Improved Uncanny 
  Dodge(Ex), Trap Sense(Ex), Damage Reduction 
  1/-(Ex); 
  Abilities Str 22, Dex 12, Con 18, Int 8, Wis 10, 
  Cha 10  
  Feats Improved Unarmed Strike, Power Attack  
  Skills Climb +15, Intimidate +11, Listen +11 
  Possessions +1 greataxe, +1 light fortification 
  chain shirt, gauntlets of ogre power, amulet of 
  health +4 
   
  7: CIRCLE OF TREASON 
   
  M US CO O TAH                  CR  11 
  HUM AN W I ZARD 11 
  LE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +8 
  Languages Common  
  AC 23 (25 vs. chaotic enemies), touch 15, flat-
  footed 21 
   (+4 Armor, +2 Dex, +4 Shield, Deflection +2 (+4 
  vs. chaotic enemies), +1 insight) 
  hp 81 (65 plus 16 Temp for False Life) (11 HD) 
  Fort +8, Ref +7, Will +10 
  Speed 30 ft.;  
  Melee +1 dagger +6 (1d4+1; 19-20/x2) or Touch 
  +5 (Spell). 
  Ranged Touch +7 (Spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Combat Gear potion of cure serious wounds, rod 
  metamagic, silent, scrolls of shield and mage 
  armor (CL 9th), boots, winged, ring of 
  counterspells (dispel magic) 
  Wizard Spells Prepared (CL 9th): 
   6th—contingency�(blink 
  if 
  grappled), 
  quickened spectral hand, disintegrate (DC 
  22).  
   5th—magic jar� (DC 23), baleful polymorph 
  (DC 21), quickened ray of enfeeblement, 
  waves of fatigue. 
   4th—stoneskin�, Evard's black tentacles, 
  enervation(2), bestow curse (DC 22). 
   3rd—dispel 
  magic, 
  magic 
  circle 
  against 
  chaos�, fireball(2) (DC 19), slow (DC 19), 
  lightning bolt (DC 19), vampiric touch.  
   2nd—protection from arrows�, glitterdust (DC 
  18), see invisibility�, scorching ray(2), 
  blindness (DC 20), false life�. 
   1st—shield� (2), mage armor�, ray of 
  enfeeblement (3), magic missile (2) 
   0—detect magic, read magic, light, mage 
  hand, touch of fatigue (DC 18). 
  �Already cast 
  Abilities Str 10, Dex 14, Con 16, Int 22, Wis 12, 
  Cha 14 
  Feats Combat Casting, Eschew Materials, Spell 
  Focus Necromancy, Greater Spell Focus 
  Necromancy, Quicken Spell, Scribe Scroll, 
  Sudden Maximize*, Sudden Widen*.  
  Skills Concentration +17 (+21), Decipher Script 
  +6, Knowledge (Arcana) +19, Knowledge 
  (Arch & Eng) +6, Knowledge (dungeoneering) 
  +6 Knowledge (geography) +6 Knowledge 
  (history) +6 Knowledge (local) +7 Knowledge 
  (nature) 
  +6 
  Knowledge 
  (nobility) 
  +21 
  Knowledge (religion) +6 Knowledge (planes) 
  +6, Spellcraft +21, Spot +8. 
  Possessions combat gear plus gloves of 
  dexterity +2, amulet of health +4, headband of 
  intellect +4, ring of protection +2, cloak of 
  resistance +2, dusty rose ioun stone, +1 
  dagger. 
  * see Appendix 2: New Rules Items 
  DYV8-02 Broken Circle 
   
  Page 22 
  
   
  G U AR D S  (2) 
   CR  1 
  HUM AN F I G HTE R 1 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +2 
  Languages Common  
  AC 18, touch 11, flat-footed 17 
   (+5 Armor, +1 Dex, +2 Shield) 
  hp 12 (1 HD) 
  Fort +4, Ref +1, Will +2 
  Speed 20 ft. in Breastplate (4 squares), base 
  movement 30 ft.;  
  Melee masterwork longsword +6 (1d8+3; 19-
  20/x2) 
  Ranged Shortbow +2 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +4 
  Combat Gear:  
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 10  
  Feats Iron Will, Power Attack, Weapon Focus 
  (Longsword) 
  Skills Intimidate +4, Ride +5, Spot +2 
  Possessions masterwork longsword, shortbow, 
  breastplate, heavy steel shield, 20 arrows, 25 
  gp
  DYV8-02 Broken Circle 
   
  Page 23 
  
  APL 12 
  6: DON’T KRIMP MY STYLE  
  B E R T R AM  K RI M P 
  CR  8 
  Male human fighter 6/Rogue 2 
  CE Medium humanoid (Human) 
  Init +7; Senses Listen +0, Spot +4 
  Languages Common  
  AC 22, touch 13, flat-footed 19 
   (+3 Dex, +6 armor, +3 shield) 
  hp 64 (8 HD) 
  Fort +8, Ref +9, Will +5 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.;  
  Melee +2 sap +13/+8 (1d6+7/x2) or 
  +1 longsword +10/+5 (1d8+4; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10 
  Combat Gear: potion of cure serious wounds 
  Abilities Str 17, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 8  
  Feats Blind Fight, Improved Initiative, Iron Will, 
  Power Attack, Cleave, Weapon Focus (Sap), 
  Weapon Specialization (Sap) 
  Skills Bluff +3, Climb +11, Intimidate +8, Jump 
  +11, Search +6, Sense Motive +3 Spot +4, 
  Tumble +6, Use Rope +4. 
  Possessions combat gear plus +2 sap, +1 
  longsword, +2 chain shirt, +2 buckler, +1 cloak 
  of resistance, 250 gp 
   
  KRI M P’ S  G AN G  (2) 
  CR  12 
  Half Orc Barbarian 11 
  CN Medium humanoid (1/2 Orc) 
  Init +1; Senses Darkvision, Listen +15, Spot +0 
  Languages Common, Orc  
  AC 17, touch 11, flat-footed 16 
   (+5 Armor, +1 Dex) 
  hp 133 (11 HD) 
  Fort +11, Ref +4, Will +5 
  Speed 40 (8 squares), base movement 40 ft.;  
  Melee Greataxe +18/+13/+8 (1d12+12/x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +18 
  SA&SQ Fast Movement(Ex), Illiteracy, Greater 
  Rage, Uncanny Dodge(Ex), Improved Uncanny 
  Dodge(Ex), Trap Sense(Ex), Damage Reduction 
  2/-(Ex); 
  Abilities Str 24, Dex 12, Con 19, Int 8, Wis 10, 
  Cha 10  
  Feats Improved Unarmed Strike, Power Attack, 
  Cleave, Great Cleave, Iron Will 
  Skills Climb +18, Intimidate +13, Listen +13, 
  Possessions +2 greataxe, +2 light fortification 
  chain shirt, belt of giant strength +4, amulet of 
  health +4, 75 gp 
   
  7: CIRCLE OF TREASON 
   
  M US CO O TAH                  CR  14 
  HUM AN W I ZARD 14 
  LE Medium humanoid (human) 
  Init +3; Senses Listen +1, Spot +10 
  Languages Common  
  AC 26 (28 vs. chaotic enemies), touch 18, flat-
  footed 23 
   (+4 Armor, +3 Dex, +4 Shield, Deflection +4 (+4 
  vs. chaotic enemies), +1 insight) 
  hp 96 (80 plus 16 Temp for False Life) (14 HD) 
  Fort +11, Ref +11, Will +14 
  Speed 30 ft.;  
  Melee +1 dagger +8/+3 (1d4+1; 19-20/x2) or 
  Touch +7/+2 (Spell). 
  Ranged Touch +10 (Spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +7 
  Combat Gear potion of cure serious wounds(2), 
  greater rod metamagic, silent, scrolls of shield 
  and mage armor (CL 14th), boots, winged, ring 
  of counterspells (dispel magic, greater) 
  Wizard Spells Prepared (CL 9th): 
    7th—finger of death (DC 26), waves of 
  exhaustion, quickened fireball (DC 20), 
  quickened vampiric touch.  
   6th—contingency�(dimension 
  door 
  if 
  grappled), eyebite (DC 25), dispel magic, 
  greater, disintegrate (DC 23), quickened 
  spectral hand.  
   5th—magic jar� (DC 24), baleful polymorph 
  (DC 22), cone of cold, quickened ray of 
  enfeeblement, waves of fatigue. 
   4th—stoneskin�, Evard's black tentacles, 
  enervation(2), 
  Otiluke’s 
  resilient 
  sphere, 
  bestow curse (DC 23). 
   3rd—dispel 
  magic, 
  magic 
  circle 
  against 
  chaos�, fireball(2) (DC 20), slow (DC 20), 
  lightning bolt(2) (DC 20), vampiric touch.  
   2nd—protection from arrows�, glitterdust (DC 
  19), see invisibility�, scorching ray(2), 
  blindness (DC 221), false life�. 
   1st—shield� (2), mage armor�, ray of 
  enfeeblement (3), magic missile (2) 
   0—detect magic, read magic, light, mage 
  hand, touch of fatigue (DC 19). 
  �Already cast 
  Abilities Str 10, Dex 16, Con 16, Int 25, Wis 12, 
  Cha 14 
  SQ  
  Feats Combat Casting, Eschew Materials, Spell 
  Focus Necromancy, Greater Spell Focus 
  Necromancy, Quicken Spell, Scribe Scroll, 
  Sudden Maximize*, Sudden Widen*, Sudden 
  Empower*.  
  Skills Concentration +20 (+24), Decipher Script 
  +6, Knowledge (Arcana) +22, Knowledge 
  (Arch & Eng) +6, Knowledge (dungeoneering) 
  +6 Knowledge (geography) +6 Knowledge 
  (history) +6 Knowledge (local) +9 Knowledge 
  (nature) 
  +6 
  Knowledge 
  (nobility) 
  +22 
  DYV8-02 Broken Circle 
   
  Page 24 
  
  Knowledge (religion) +6 Knowledge (planes) 
  +6, Spellcraft +22, Spot +10. 
  Possessions combat gear plus gloves of 
  dexterity +4, amulet of health +4, headband of 
  intellect +6, ring of protection +4, cloak of 
  resistance +4, dusty rose ioun stone, +1 
  dagger. 
  * see Appendix 2: New Rules Items 
   
  G U AR D S  (2) 
   CR  1 
  HUM AN F I G HTE R 1 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +2 
  Languages Common  
  AC 18, touch 11, flat-footed 17 
   ( +5 Armor, +1 Dex, +2 Shield) 
  hp 12 (1 HD) 
  Fort +4, Ref +1, Will +2 
  Speed 20 ft. in Breastplate (4 squares), base 
  movement 30 ft.;  
  Melee masterwork longsword +6 (1d8+3; 19-
  20/x2) 
  Ranged Shortbow +2 (1d6/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +4 
  Combat Gear:  
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 10  
  Feats Iron Will, Power Attack, Weapon Focus 
  (Longsword) 
  Skills Intimidate +4, Ride +5, Spot +2 
  Possessions masterwork longsword, shortbow, 
  breastplate, heavy steel shield, 20 arrows, 25 
  gp 
  DYV8-02 Broken Circle 
   
  Page 25 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Sudden Empower [Metamagic] 
  You can cast a spell to greater effect without special 
  preparation. 
   
  Prerequisite: Any metamagic feat 
   
  Benefit: Once per day you can apply the effect of 
  the Empower feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. 
   
  Source: Complete Arcane 83. 
   
  Sudden Maximize [Metamagic] 
  You can cast a spell to maximum effect without special 
  preparation. 
   
  Prerequisite: Any metamagic feat 
   
  Benefit: Once per day you can apply the effect of 
  the Maximize feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell 
  normally if you have it. 
   
  Source: Complete Arcane  83. 
   
  Sudden Widen [Metamagic] 
  You can increase a spell’s area without special 
  preparation. 
   
   
  Prerequisite: Any metamagic feat 
   
  Benefit: Once per day you can apply the effect of 
  the Widen Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Widen Spell normally 
  if you have it. 
   
  Source: Complete Arcane 83. 
   
  DYV8-02 Broken Circle 
   
  Page 26 
  
  DM’S MAP #1: ENCOUNTER 5: CIRCLE FIGHT 
   
  DYV8-02 Broken Circle 
   
  Page 27 
  
  DM’S MAP #2: ENCOUNTER 5: INVESTIGATION 
   
  DYV8-02 Broken Circle 
   
  Page 28 
  
  PLAYER’S HANDOUT 1 
   
  DYV8-02 Broken Circle 
   
  Page 29 
  
  PLAYER’S HANDOUT 1A 
   
  DYV8-02 Broken Circle 
   
  Page 30 
  
  PLAYER’S HANDOUT 2 
   
  Last Page of Marcia Tell’s Notes 
   
  This note is dated the day of the Circle fight the PCs attended 
   
   
   
  DYV8-02 Broken Circle 
   
  Page 31 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/598/Normal Scenarios/DYV8-02 - Broken Circle (APL 6-12)/DYV8-02 - Broken Circle.pdf