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.  
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  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 
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  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
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  adventure author or authors. Visit the LIVING GREYHAWK website at www.rpga.com 
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  FURintro7-01 
   
   
   
   
   
  A Growing Crisis 
   
  A One-Round D&D LIVING GREYHAWK®  
  Introductory Adventure set in Furyondy 
  Version 1.2 
  by Christopher Good 
   
  edited by Michelle Sharp and John du Bois 
   
   
  There is a rumor that on the border between Veluna and Furyondy exists a cabal of Druids dedicated to 
  preserving and protecting the balance of nature. Evidence of this cabal has recently been brought to the 
  attention of a noble knight of Furyondy and he has asked for your help in proving whether or not these 
  rumors are true.  A Furyondy introductory diplomatic adventure for rangers, druids, scouts; as well as 
  other nature minded first level characters. 
  
  FURintro7-01 A Growing Crisis 
   
  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 
  one (1) point.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes 
  you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. This particular adventure is an 
  introductory adventure and may only be played by 
  four to six first level PCs.  
  PCs may chose to 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 or familiars) or 
  the warhorse of a character with the Mounted 
  Combat feat. However, a single PC may only bring 
  two or fewer animals of this type.  
  TIME UNITS AND UPKEEP 
  This 
  is 
  an 
  introductory 
  one-round 
  regional 
  adventure, set in Furyondy.  Characters native to 
  Furyondy pay one Time Unit per round; all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit. 
   Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  
  FURintro7-01 A Growing Crisis 
   
  Page 2 
  the next adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer other in-
  game penalties (or possibly gain in-game benefits) 
  as may be detailed in this scenario. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if the 
  character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  After the events of FUR5-02 Herb Hunting, Sir 
  Frehicald is convinced that Krishena (the druidess 
  that saved his daughter) is part of the larger group 
  of druids that might be able to help the country in 
  its battles with Iuz and any other threats that might 
  arise. However, with most of Furyondy’s heroes off 
  on other assignments, he decides to seek new 
  adventures out to help him contact this group. The 
  primary road block to this is a woman named 
  Celenia. She is a sorceress in the service of Iuz 
  who has been working in the Azkagar manor for 
  some time keeping tabs on his actions. It is only 
  quite recently that her involvement has taken a 
  direct approach with orders from her superiors. For 
  the current plans of her druidic masters to succeed 
  (re-blighting the forest), she must make sure that 
  the defenders of nature Frehicald has sent the 
  PCs to seek are not found. 
  Adventure Summary 
  The adventure begins in Caronis with the PCs 
  enjoying some down time.  
   
  Encounter One: The PCs’ relaxation is 
  interrupted by a young boy who appears to be a 
  messenger of some kind.  
   
  Encounter Two: The boy leads the PCs to the 
  manor of Sir Frehicald where they are given the 
  mission to seek out a group of druids in order to 
  garner their assistance in the coming battles.  
   
  Encounter Three: Upon going toward Dapple 
  Wood, the PCs come across minions of Celenia 
  who attempt to stop them. 
   
  Encounter Four: The PCs enter the town of 
  Kisail to find out more information on what they 
  seek. They learn a little more about Krishena and 
  that she may be found in Dapple Wood. 
   
  Encounter Five: The PCs head into the 
  Dapple and are observed by Krishena in her eagle 
  form. If the PCs tread lightly and show respect to 
  the Dapple then the meeting with her goes a lot 
  easier.  
   
  Encounter 
  Six: 
  The 
  PCs 
  finally reach 
  Krishena’s home and have the chance to speak 
  with her directly. If they are able to gain her trust, 
  she is willing to offer a test of faith. She sends the 
  PCs deeper into the Dapple to find out what has 
  been happening with recent losses of animal and 
  plant life in the forest.  
   
  Encounter Seven: Upon accepting Krishen’a 
  assignment (or using their own skills to find their 
  way) and venturing deeper into the woods the PCs 
  come across two minions of Iuz casting a spell, 
  stopping them and perhaps finding a letter.  
   
  Encounter Eight: PCs may return to Krishena 
  and are given a letter of introduction and directions 
  to a nearby gathering of the group they seek. The 
  Old Faith is not a secretive organization, though a 
  gathering of this size is relatively unheard of.  
   
  Encounter Nine: Upon finding this particular 
  gathering, the PCs discover an attack against the 
  druids.  
   
  Encounter Ten: The PCs attempt to convince 
  the Old Faith to offer aid.  
   
  Encounter Eleven: Whether they succeed or 
  fail, the PCs return to Sir Frehicald to report their 
  findings. They encounter Celenia again, who is 
  now ready for a fight. If and when the PC’s 
  succeed they report to Sir Frehicald their success 
  or failure. 
  Preparation for Play 
  Prior to this and any other Furyondy regional 
  adventure, the DM should ask the PCs the 
  following questions: 
  • 
  Do you or any items you possess detect as 
  evil? 
  • 
  If items detect as evil, do you plan to bring 
  them on this adventure? 
  
  FURintro7-01 A Growing Crisis 
   
  Page 3 
  • 
  Are you presently wanted for any crimes in 
  Furyondy? 
  If the PCs detect as evil or possess any items that 
  do, be sure that they are aware that both are 
  criminal acts in the kingdom and that they are likely 
  to be arrested and prosecuted if captured. 
  Determine what your table composition is and what 
  players are druids, rangers or scouts. Races of 
  these classes matter very little but having the 
  classes at the table make the Diplomacy checks 
  needed to convince Krishena to help in Encounter 
  Six easier. Allow the players to describe their 
  characters, and note who appears to be strongest 
  physically. Finally, as to not interrupt the drama of 
  the encounters (or to tip the players off about 
  events fourth coming) have the players roll 4d20 
  and note their modifiers for the following skills. 
  • 
  Spot 
  • 
  Listen (x2) 
  • 
  Sense Motive 
  Please roll the following for NPC characters as 
  well: 
  • 
  Alacore’s Hide and Move Silently checks at a 
  +8 for Encounter 3 
  • 
  Larena’s Bluff check at a +13 for Encounter 3 
  • 
  Larena’s Sense Motive check at +2 for 
  Encounter 3 
  • 
  Larena’s Perform (sing) check at a +8 to set 
  the Will save DC for her fascinate ability for 
  Encounter 3 
  Ascertain whether any of the characters at the 
  table have played any of the following adventures: 
  FUR2-03 Sheltering Wings, FUR4-03 Bells in 
  Gold, or FUR5-02 Herb Hunting. In that case, 
  there is a chance that the PCs have met some of 
  the prominent NPCs.  
  Introduction 
  The adventure begins in the city of Caronis. Things 
  have settled down quite a bit since the marriage of 
  Lord Olgart Goldsaex and the Countess Rhavelle.
   
   
  The weather is crisp and clean on this early 
  spring day as you find yourself in the Turning 
  Leaf Inn. There are very few people in here… 
  which may or may not be your style. The 
  bartender is an old Oeridian human who 
  appears to have seen some battle in his 
  lifetime. The scars on his face show many a 
  day where he was glad to simply survive. The 
  waitress is a young Flan girl…cheerful enough, 
  if not the most beautiful flower in the garden. 
  There is a half-orc sitting in a corner table 
  taking on all comers in game of arm wrestling 
  while two roguish types attempt to find people 
  for a game of Three-dragon Ante.  It is a quiet 
  day, as most in this area of Caronis seem to 
  be. It seems that you have chosen a good 
  place to come, relax and forget the day’s 
  troubles…certainly nothing out of the ordinary 
  will occur here… 
  Encounter One: The promise 
  of adventure 
   
  The PCs find themselves in one of the quieter 
  taverns of the town called the “Turning Leaf Inn”. 
  The PCs can interact with anyone in the bar, as 
  noted below. PCs who wish may play a short game 
  of Three-Dragon Ante with Gleph or Calis (if there 
  is a deck handy).  
   
  Any PC that wants can arm wrestle Morlog. 
  Roll three opposed Strength checks with the top 
  two winning the match. After the PCs take some 
  time to interact with each other and the few NPCs 
  in the tavern, the relative quiet of the day is broken 
  by a messenger boy barging into the tavern. Upon 
  his entry into the tavern, read the following. 
  As you enjoy some rest and relaxation, the 
  relative peace of the day is broken by a loud 
  thud as the door to the tavern flies open. 
  Standing in the doorway panting like a dog is a 
  young 
  boy. 
  He 
  is 
  dressed 
  in 
  tattered 
  commoners clothes and his messed dirty 
  blond hair and face covered in dirt shows that 
  he has not seen the inside of a bath tub for 
  weeks…if ever. He looks up after a few 
  moments of labored breath and begins to 
  speak. “Um… I am looking for ad-ven-ter-ers… 
  yeah that’s it…adventurers…for a mission. 
  This old guy in white armor gave me a whole 
  gold piece to find some ad-ven-ter-ers to help 
  him do something. So… anyone in here want 
  to go see him?” 
  Creatures: If there are only four PCs at the table, 
  Astra (see Appendix) is also present in the tavern 
  and accompanies the PCs on their adventure. The 
  following is a summary of others present in the 
  bar:  
  Morlog: Male half orc War3/Adept2 (Str 22). 
  Morlog is a gruff old half-orc who has seen entirely 
  too much suffering and torment in his day. Now he 
  
  FURintro7-01 A Growing Crisis 
   
  Page 4 
  wastes his day away taking coins from those 
  foolhardy enough to challenge him. He casts bull’s 
  strength on himself (reflected in the stat above) at 
  the start of each day and plays his game until he is 
  out of spells (usually an hour or two).  
  Gleph: Male half elf Rog2 (Wis 14). 
  Gleph is a traveler of the roads of Furyondy and an 
  avid gambler. He finds himself stuck in Caronis 
  trying to make enough money to pay back his debt 
  to Talister and the Turning Leaf. He is most often 
  found with his sister Calis. 
  Calis: Female human Rog2 (Wis 16). 
  The sister of Gleph, she is a little bit brighter then 
  her brother. She stays with him because, frankly, 
  no one else will. She is kind hearted and truly 
  wishes to help her brother. She is better at the 
  games of chance then her brother and gives much 
  of the money she wins to him to pay off his debt. 
  Talister: Male human Ftr8. 
  Talister is the old bartender of the Turning Leaf. 
  He decided after fighting in the Great Northern 
  Crusade that tending bar was far easier then killing 
  anyone or anything…even minions of Iuz. He is old 
  and gruff but serves anyone any drink they ask for. 
  Minea: Female human Com3 (Cha 12). 
  Minea is the waitress of the Turning Leaf. While 
  she isn’t the prettiest of waitress’ she is nothing to 
  sneeze at. Though she is quick and agile, she is 
  not too bright and hangs on any story of adventure, 
  whether it is true or not. 
  Xandir: Male human Com1.  
  Xandir is a local street-urchin who spends most of 
  his time around Sir Frehicald’s manor occasionally 
  breaking in to steal produce and chicken eggs. He 
  is basically a kind-hearted boy, as most anyone 
  that spends time with him notices.  
   
  Xandir is an orphan and doesn’t have anyone 
  to take care of him. The PCs might not 
  immediately believe the boy but any Sense Motive 
  roll shows that he is excited and absent minded 
  but 
  seems 
  pretty 
  sincere 
  about 
  needing 
  adventurers. The PCs have a choice of either 
  following the boy and continuing with the adventure 
  or not following him and bringing the adventure to 
  end. Below are some questions the PCs might 
  ask. 
  • 
  Who sent you? Some old guy in white 
  armor, I don’t know who… he just gave me 
  a gold piece and told me go find ad-ven-ter-
  ers. 
  • 
  What is this mission? Umm… the old guy 
  didn’t tell… why are you asking so many 
  questions, are you coming or aint cha? 
  • 
  Why did this “old man” choose you? Heck if I 
  know… I was just there and he told me to 
  do it. I am not complaining about a gold 
  piece. (In reality Frehicald chose the boy 
  because he had been stealing from his hen 
  house and he wanted to help the lad out. 
  Frehicald explains his reasoning in Encounter 
  Two) 
  • 
  What is in it for us if we go with you? How 
  would I know that? All I know is that I got a 
  gold piece! 
  • 
  How far is it/How far do we have to go? Oh, 
  it’s on the outside of town… but I know a 
  short cut. 
   
  Development: Questioning Xandir any further 
  proves pointless as he really doesn’t know much 
  else. If asked, the bar patrons say that he is a local 
  street rat but is all together a good kid if someone 
  gives him half a chance. At this point the PCs can 
  make a choice to follow or not. If they do, continue 
  to Encounter Two. 
  Encounter Two:  In the Lap of 
  Luxury 
  When the PCs choose to the follow the boy, he 
  leads them through some of the back alleys of 
  Caronis and finally to the Frehicald estate. 
  The boy leads you through the back alleys and 
  dark corners of Caronis. Finally, before you 
  sits a large manor home with a wide expanse 
  of gardens. Two guards flank the gate. As 
  Xandir approaches the gate the two guards 
  look down at him and sigh. “Oh… it’s you. 
  What have you brought us this time, boy?”  
  The guards of this place are higher and mightier 
  then they should be and react to both Xandir and 
  the PCs with a general air of disrespect. However, 
  they allow the PCs through once given any 
  modicum of a good explanation. 
  The guards sighs, “Very well,” as he opens the 
  gate. Soon you are standing in front of a large 
  mahogany double door that serves as an 
  entrance to the manor. The door opens and 
  standing before you is a breathtakingly 
  beautiful woman. She is human with silky red 
  hair tied up and placed inside a small white 
  bonnet. Her eyes are the color of emeralds and 
  
  FURintro7-01 A Growing Crisis 
   
  Page 5 
  seems to burn holes through your soul as she 
  looks up at you. “Good day sirs and 
  madams…my name is Celenia, I am here to 
  escort you to his lordship Sir Frehicald. Please 
  follow me,” she beckons. Turning, she leads 
  you inside the manor. As you walk down a long 
  hallway you are flanked on either side by 
  tapestries illustrating great warriors and even 
  greater deeds.  
  Celenia has consumed a potion of undetectable 
  alignment to obscure her evil nature. She drinks 
  one of these potions every evening to ensure that 
  the effect does not fade at an inopportune 
  moment. 
   
  A DC 10 Knowledge (religion) check reveals 
  that some of these tapestries are homage to 
  Heironeous and his many battles. A DC 20 
  Knowledge (history) or DC 15 Bardic Knowledge 
  check reveals that there are also tapestries to 
  some of the battles of Furyondy’s past. At this 
  point the PCs are led into Frehicald’s study where 
  he awaits their arrival. Xandir immediately sits 
  down in one of the larger chairs in the room and 
  looks smugly at the noble knight. Frehicald merely 
  laughs and then turns to the PCs. 
  As you leave the hallway you are led into what 
  appears to be a small study. The chair at the 
  fine mahogany desk that heads the room turns 
  towards you and in it sits a man in blue robes 
  with a crest on them.  
   
  A DC 10 Knowledge (religion) check reveals this is 
  a crest of Heironeous. Clerics, paladins or other 
  divine casters who worship Heironeous recognize 
  the symbol automatically, as do any who are 
  members of the Church of Heironeous meta-
  organization.   
  “Well young man…it seems that I have judged 
  correctly and that you are a man of some 
  honor,” Frehicald announces to the young boy. 
  “Indeed. However, I must say that honorable 
  men do not steal from each other. I know you 
  have been stealing food from my gardens.” 
  Frehicald states, looking at the boy.  
   
  “How about this…from one honorable man 
  to another…I could use another man like 
  yourself. I need someone to look after my 
  chickens for me. So, I want you to take care of 
  them. It is hard work but I will give a place to 
  sleep, a good meal and a Sheridan (sp) per day 
  to go along with that gold piece. What say 
  you?” Sir Frehicald asks with a smile.  
   
  “Really, sir? Thank you…I promise to be 
  the best chicken tender ever!” Xandir yells 
  excitedly as he rushes off.  
   
  “Must catch them early…he is a good 
  kid…just needs guidance. You watch, that boy 
  will be a Knight of the Hart someday. Anyway; 
  you must be here in regards to my summons. 
  In this past year my family has been helped 
  immensely by adventurers such as yourselves 
  and by a druid priestess by the name Krishena. 
  It is my belief that Krishena is a member of the 
  Old Faith. What I need for you to do is find a 
  way to secure an alliance with the Old Faith. A 
  simple task for those such as you I would 
  think.” Frehicald explains with a smile as he 
  takes a sip of wine from his glass. 
  At this point the PCs probably have many 
  questions for Sir Frehicald. Below are some 
  answers to what those questions might be. 
  • 
  Why do you seek this “Old Faith”? They seem 
  to be a noble group; I have heard they 
  defend Furyondy’s wilderness. As you all 
  are aware, the threat of Old Wicked is 
  always present in our country. We need all 
  the assistance we can get in our war. 
  • 
  What do we have to negotiate with? A good 
  question. However at this point I am not 
  expecting you to actually garner an alliance 
  with them. My primary goal is to find out if 
  they are willing to talk. Words are going to 
  be your primary bargaining chips here. Be 
  open minded, listen to what they have to 
  say, know that these people are followers 
  of nature and be kind to nature herself. 
  • 
  What can you tell us about this Krishena? Not 
  much, I am afraid. I have not encountered 
  her personally, though about a year ago a 
  group of adventurers such as you came to 
  the aid of my sick daughter and I. Krishena 
  was instrumental in creating a draught that 
  saved my daughter’s life. 
  • 
  Your daughter?/What happened with your 
  daughter? (or anything pertaining to the events 
  of FUR5-02 Herb Hunting) My daughter 
  suffered from an unknown illness. Without 
  the help of Krishena’s medicine, I am afraid 
  that my daughter would have died.  
  • 
  What is this task you wish us to perform?/How 
  do you expect us to be able to secure an 
  alliance with these people? To tell you the 
  truth, I am not sure you can. I have heard 
  
  FURintro7-01 A Growing Crisis 
   
  Page 6 
  that there are a few members of this 
  organization distributed throughout the 
  kingdom but one or two druids won’t 
  amount to much against the hordes of Old 
  Wicked. However, I have also heard rumors 
  that there will soon be a gathering in our 
  kingdom. I want Furyondy represented in 
  that gathering. I am afraid I have little more 
  information for you beyond that. Perhaps 
  Krishena might have a better answer to 
  that question then I can provide. 
  • 
  Where do we find Krishena? I believe the 
  adventurers that helped me in the past 
  mentioned something about the small 
  hamlet of Kisail to the south of here. 
  Perhaps trying there would be the best 
  course of action. 
  Once the PCs have finished asking questions, 
  continue with the text below.  
  “Before you go, while I am unsure of what you 
  will face I can offer you a little assistance. 
  Kalinda, you may enter now,” Sir Azkagar 
  orders. Turning, you see an elven female 
  standing in the door. She has a shortbow 
  slung across her back and the look of an 
  accomplished woods person about her. She 
  walks in and takes a position next to Sir 
  Frehicald.  
   
  “I want you all to meet Kalinda. She is the 
  daughter of one of my most accomplished 
  scouts. Though she is new to my service she 
  knows the woods of Furyondy well and I feel 
  she will be of great help to you. Kalinda, you 
  are now charged with accompanying these fine 
  adventurers. Learn all you can and assist them 
  where needed.” He tells her. She salutes and 
  then joins you.  
   
  “Greetings, my name is Kalinda… my bow 
  and skills are now yours. I recommend we take 
  the southern road to Kisail.” She informs you 
  as she awaits your next move. 
  Stats for Kalinda are presented in Appendix 3. If 
  there are less than six PCs at the table, Kalinda 
  aids the PCs in combat. Otherwise, she merely 
  accompanies them, aiding them in any out-of-
  combat tasks she is capable of performing. 
  Development: Once the PCs indicate they intend 
  to continue to Kisail, proceed to Encounter Three.  
  Encounter Three:  Two roads 
  diverged in Dapple Wood 
  At this point the PCs are finally on their way to 
  Kisail. However, they are soon met by an 
  unexpected visitor. 
  The snows of winter have cleared and what has 
  been left is the reawakening of life in the world. 
  Your trip is interrupted by a lone traveler in the 
  road. She seems to be a young human woman, 
  quite beautiful with flowing brown hair and 
  hazel eyes. She looks lost and confused as she 
  holds a longsword to you. “Who are you?” she 
  utters, obviously scared. 
  Allow the PCs to respond. At this point, off in the 
  trees about thirty feet from the road (see DMs Map 
  1), Alaecore is taking his position. Use his Move 
  Silently check against one of the PCs’ prerolled 
  Listen 
  checks. 
  Success 
  means 
  they 
  hear 
  movement off the road. If PCs at some point 
  indicate looking over into the woods or surrounding 
  area, allow an opposed Spot versus Hide check to 
  determine whether the PC can locate Alaecore. If 
  successful, and the PCs indicate an intention to 
  attack, proceed with initiative. If the PCs instead 
  decide to simply watch Alaecore, ask if they are 
  being discrete about it. PCs attempting to be 
  discrete can roll a Bluff check opposed by Larena’s 
  prerolled Sense Motive check to see if Larena 
  realizes this. If PCs are not attempting to be 
  discrete, she realizes this automatically. If Larena 
  determines the PC is watching Alaecore, Larena 
  speaks directly to that PC to attempt to distract 
  them. Otherwise continue as normal. 
  “My name is Larena. I am a traveling minstrel 
  on my way to Caronis. I seem to have lost my 
  way. Perhaps one of you could point me in the 
  right direction?” 
  Allow PCs to respond.  
   
  At this point if Alacore has been seen and is 
  being observed, the relevant PC notices that he is 
  notching an arrow. Read the following.  
  Through the trees you see an elf staring at you. 
  He seems to be focusing specifically on you as 
  he notches an arrow in his bow… 
  Proceed with initiative. Only PCs specifically 
  watching Alacore are able to act in the surprise 
  round. Larena cannot act as she was not sure 
  when the attack would occur but attacks at her 
  initiative in the next round. Alacore does have 
  cover from ranged weapons. Skip to Tactics 
  below. 
  
  FURintro7-01 A Growing Crisis 
   
  Page 7 
   
  If Alacore has not been spotted, continue with 
  the next text, modifying if the PCs are unable or 
  disinclined to assist the lady with directions. 
  “Thank you kindly good lords and ladies. I am 
  afraid that I am poor and have very little to give 
  you in return. However…perhaps I can repay 
  you with a song?” Without even answering, 
  Larena begins to sing… 
  Larena targets the PC that appears to be the 
  easiest for Alacore to hit with the fascination ability; 
  e.g. the PC that appears most lightly armored. If 
  the PC fails the Will save read the following. 
  The song you hear is the most beautiful thing 
  ever put into words. It lightens your very soul 
  and brings a smile to your heart. The words, 
  the melody, everything just seems to fit so 
  perfectly with the mood of the day…you 
  cannot seem to stop listening…  
  For the rest of the table and if the PC succeeds at 
  the Will save… 
  The song you hear chills you to your very soul. 
  It is a haunting melody about how the great 
  lord Iuz shall cover the Oerth in his black grip 
  and all living things shall wither away and die 
  as his vile influence spreads over the hearts of 
  even the most pious individuals. You know 
  there is a power at work here and your mind 
  almost succumbs… but you are able to shake 
  free of its bonds and remain focused on the 
  fact that the young woman before you is not 
  what she appears to be. 
  Regardless of whether the PC’s succeed, fail, or 
  aren’t even affected by the song continue with the 
  following.  
  An arrow comes flying from the trees around 
  you and you struggle against the affects of the 
  haunting melody of the bard in front of you. 
  Larena smiles and giggles. “The lady is going 
  to pay us pretty well for this.” She declares 
  with a sneer as another man steps from the 
  trees arrow notched at you.  
  At this point, the fascination ends but the trap is 
  sprung, roll initiative. 
  Creatures: 
  APL 2 (EL 3) 
  Larena, Female Human Brd1/Rog1; hp 12; see 
  Appendix 1. 
  Alecore, Male Wood Elf Rgr1; hp 8; see      
  Appendix 1.  
   
  Tactics: Larena is primarily a rogue and does 
  what she can to flank with Alecore. Though 
  Alecore is primarily an archer he is not a fool and 
  realizes that their best chance to win is by working 
  together. Larena does have a few spells that she 
  can use if the mood strikes her (daze and flare) to 
  allow her to sneak attack. The primary focus of 
  both combatants is to flank. 
   
  Treasure:  
   
  APL 2: Loot 51 gp; Coin 10 gp; Magic 0 gp; 
  Total 61 gp. 
   
  Development: The PCs have the first clue to 
  Celenia’s treachery when Larena spoke about 
  “The Lady.” Thus, if PCs capture either of them 
  alive and question them, they can discover the 
  following with a DC 25 Diplomacy check or a DC 
  13 Intimidate check.  
  • 
  Why did you attack us? Because we were 
  paid to stop you…seems like you are 
  getting in someone’s way. 
  • 
  Who hired you? This lady; she said there 
  would be some adventurers coming down 
  this road and that we were supposed to 
  stop them. After that we were supposed to 
  head to a big manor house of some knight 
  in Caronis to get our payment. 
  • 
  What was the name of this knight?/Who’s 
  house? I think his name was Fricheld, 
  Frecheld, Freicheld? I don’t remember… it 
  was just in the message we got… 
  • 
  What message? We just left? A raven 
  delivered us a letter…  
  PCs who Search Larena find Player Handout One, 
  a letter explaining the PCs have been sent on a 
  mission that is counter productive to the plans of 
  the sender of the letter.  
  Encounter Four:  Bumming 
  around Kisail. 
  The primary reason for this encounter is for the 
  PCs to discover more information about Krishena 
  and the Dapple Wood itself. There are numerous 
  places for them to do so. PCs are most likely to try 
  one of the three Inns in town (reactions outlined 
  below); however, as before, the marketplace is 
  their best bet. See GM Aid 1 for information on the 
  town.  
  Kisail is a farming community on the outskirts 
  of Furyondy. This village is lively and the 
  
  FURintro7-01 A Growing Crisis 
   
  Page 8 
  people here are from many different cultures, 
  religions and mind sets. The town is most 
  exemplified by the market in the town square. 
  There are numerous vendors selling everything 
  from berries of all shapes and colors, to 
  fungus seller and even a gnome selling all sort 
  of weird magical oils and potions.  
   
  In addition to that, this town boasts three 
  fine Inns. The “Red Ember Inn” seems to be a 
  good place for all while the “Paladin’s Pride” is 
  a little bit more upscale. The Ogling Orc 
  appears a bit rougher around the edges, 
  although it does afford a great view of “The 
  Beckoning Beauty.” One could probably have a 
  good time there… even if no useful information 
  was gained. There are also a number of small 
  temples in town.  
  It is a fine early spring day with lovely weather. The 
  townsfolk are generally friendly but not immediately 
  helpful. Simple Gather Information checks do not 
  garner anything; the PCs must actually interact 
  with the different people in village to garner the 
  information they seek. The best persons to garner 
  this information from are the berry seller in the 
  marketplace and the owner of the “Red Ember 
  Inn.” 
  However, 
  neither 
  just 
  gives 
  up 
  the 
  information. First, the PCs must explain to them 
  (e.g. roleplay) why they seek Krishena as both 
  have come to respect her. Again, simple 
  Diplomacy checks will not suffice here. The 
  motives of both NPC’s are explained below. If what 
  the PCs say comes close to these motives then 
  allow a DC 20 Diplomacy check to increase the 
  NPC attitude from Friendly to Helpful.  
   
  Aside from Dierna and Domiale, others in town 
  asked about Krishena just direct the PCs to the 
  Red Ember or the marketplace by stating things 
  like I think I have seen her in the marketplace or 
  She sometimes talks to the people over at the Red 
  Ember.  
  Creatures:  
   
  Dierna: Female dwarf Com3. Dierna is the 
  owner of the Red Ember Inn. Krishena has been a 
  customer if not a regular of hers; she has come to 
  respect Krishena and does not wish to see her 
  harmed. The PCs must accomplish two things to 
  open Dierna up: 1) They must explain that they are 
  out to help Furyondy and all its people; and 2) they 
  must explain that they are not part of any problem 
  Krishena has reported. This is likely to be tricky as 
  the PC’s have no idea what Krishena’s issues are. 
  However, if the PCs explain that Sir Friecheld sent 
  them to find Krishena, that accomplishes this. If 
  PCs gain her trust, Dierna tells the PCs a general 
  idea of where in Dapple Wood Krishena’s home is.  
   
  Domiale: Male human Drd2. Domiale is the 
  berry seller at the market who has dealt with 
  Krishena on many occasions (though he knows 
  nothing of the Old Faith). He is not the easiest nut 
  to crack as it were. PCs must show genuine 
  interest in his stock (play this up as a sale pitch 
  and follow the player’s reactions to it) and make a 
  purchase. Once they have done so and ask him 
  where to find Krishena, Domiale tells them she has 
  a home out in the Dapple and the approximate 
  location. If PCs show no interest in his fruit…move 
  along.  
  Development: By the time PCs have found out 
  about where they can likely find Krishena, it is 
  getting late at night. They can stay at the Red 
  Ember for the cost of standard lifestyle. The Ogling 
  Orc is a tavern and has no rooms to rent and the 
  Paladin’s Pride is available for those with high 
  lifestyle. Once PCs indicate they are proceeding 
  into the woods, continue with Encounter Five. 
  Encounter Five:  Lost in the 
  Woods. 
  There are four mini-encounters in this section. 
  Each has a couple of different outcomes that 
  modify the final interaction with Krishena. Krishena 
  is either in eagle form watching the PCs’ 
  interactions or speaks with animals who have 
  observed them.  
   
  Each mini-encounter is separated into a 
  description of what the PCs encounter followed by 
  possible options the players might come up with, 
  listed in the order of most positive to worst (as far 
  as Krishena is concerned). The options presented 
  are possible choices that the players may come up 
  with; use these as guidelines if the PCs do 
  something 
  not 
  listed. 
  Record 
  the 
  number 
  associated with each choice the PCs make (or the 
  most similar choice to what the PCs do) and total 
  the number from each mini-encounter; this total 
  “score” will be used in Encounter Six. DO NOT 
  read the options presented.  
  Mini-Encounter 1:  
  As you walk further into Dapple Wood, your 
  thoughts are broken by the sounds a baby bird 
  chirping. Looking around, you find that a baby 
  sparrow has fallen out of a nest far above it in 
  the trees. This sparrow is obviously too young 
  to fly and too young to defend itself but 
  appears to be in good health otherwise.  
  
  FURintro7-01 A Growing Crisis 
   
  Page 9 
  Some possible options are:  
  • 
  The PCs use something along the lines of 
  mage hand or unseen servant to return the 
  young bird to its nest. Krishena is pleased 
  that they saved the bird without causing it 
  undue stress. (+3) 
  • 
  They ignore the baby sparrow. Krishena is 
  pleased that they did not disturb the 
  natural order. (+1) 
  • 
  They return the baby sparrow to its nest. 
  Krishena is upset by their ignorance of the 
  natural order. (-1) 
  • 
  The PCs do something to the poor bird to 
  kill or otherwise harm it. Krishena is 
  appalled by their lack of compassion. (-5) 
  Mini-Encounter 2:  
  The PCs continue into the woods and soon come 
  across some chipmunks playing. However they 
  can also see (no Spot check needed) a hawk 
  intently watching these fuzzy woodland creatures. 
  Before checking for their response, allow PCs a 
  DC 13 Knowledge (nature) check to realize that 
  the hawk taking the chipmunk is in fact part of the 
  natural order. 
  • 
  They can allow the hawk to take a 
  chipmunk for his meal and move on 
  realizing that this is part of the natural 
  order. Krishena is pleased that despite 
  their instinct to protect cute fuzzy things, 
  they allowed Mother Nature to make her 
  decisions uncontested. (+1) 
  • 
  They can stop the hawk from taking one of 
  the chipmunks for its meal. Krishena can 
  only shake her head and wonder why they 
  would interrupt a natural process of wild. (-
  1) 
  • 
  They can stop the hawk from taking one of 
  the chipmunks for its meal and then move 
  the chipmunks away or otherwise prevent 
  the hawk from coming back. Krishena is 
  annoyed at the length they will go to break 
  the natural order. (-2) 
  • 
  They can do something to kill or otherwise 
  harm the hawk or worse the chipmunks. 
  Krishena is appalled by their lack of 
  compassion. (-5) 
  If the PCs allow the scene to play out 
  uninterrupted, read the following.  
  The hawk swoops down and plucks one of the 
  chipmunks from the ground as the rest scatter 
  for their lives. You assume the hawk will enjoy 
  its meal and the chipmunks will be wiser next 
  time and not play out in the open like that. 
  Thus is nature; we cannot impede the natural 
  order no matter what we may think.  
  Mini-Encounter 3:  
  The PCs continue into the woods for a little while 
  longer and then come upon a small badger 
  trapped in what appears to be a man made spring 
  trap. The badger is injured and seems to be ready 
  for a fight. There is obvious evidence of it has 
  attempted to free itself by gnawing at its own leg. 
  Any attempt to move close to the rusted and old 
  trap results in the badger hissing at the PCs. 
  Again, the PC’s have a few options here. 
  • 
  They 
  calm the badger through the 
  application of Wild Empathy (DC 13). This 
  allows them to approach. If they then heal 
  the badger’s wounds and set it free, it trots 
  off happily. Krishena is impressed with 
  their care and concern for nature and its 
  inhabitants. (+4) 
  • 
  They attempt to calm the badger through 
  the application of Wild Empathy (DC 13) 
  and fail. They still move towards the 
  animal despite the danger of being 
  attacked and heal it. Then they set it free. 
  It bites at them and then runs off. Krishena 
  is quite pleased that they at least 
  attempted to commune with nature and 
  that they showed compassion to the 
  wounded animal. (+3)  
  • 
  They 
  calm the badger through the 
  application of Wild Empathy (DC 13). 
  Upon succeeding, they set the animal free. 
  It limps off. Krishena is pleased by their 
  show of compassion and that they freed 
  the animal but wonders if there was 
  anything more that they could do for it. 
  (+3) 
  • 
  They move towards the badger despite the 
  danger of being attacked and attempt to 
  heal the animal’s wounds. After doing so 
  they free it. It takes another bite at them 
  and then runs off. Krishena is pleased by 
  their compassion. (+2) 
  • 
  They move toward the badger despite the 
  danger. Despite being attacked (see 
  badger in the Monster Manual), they free 
  the creature which bites at them again 
  
  FURintro7-01 A Growing Crisis 
   
  Page 10 
  then runs off. Krishena is interested by the 
  attempt but wonders if anything else could 
  have been done for the creature. (-1) 
  • 
  They attempt to free the creature with a 
  mage hand spell or another means that 
  keeps them at a distance. The creature 
  runs off into the woods. Krishena merely 
  shakes her head and wonders if there was 
  anything more that could have been done 
  for the creature. (-3) 
  • 
  They completely ignore the wounded 
  animal and move on. Krishena is appalled 
  by their lack of compassions. (-5) 
  If the PCs assist the badger such that it leaves 
  happily (the first option), read the following. 
  You lift the rusted teeth from the leg of the 
  poor badger and it sniffs its leg a bit then looks 
  up at you and blinks for a second as if 
  assessing his rescuers. It coos at you and then 
  runs around your legs for a few seconds 
  before happily trotting off. As you watch it trot 
  off it is pounced upon by a few smaller 
  badgers. It coos at them and carries them off 
  on its… no… her back. It appears the smaller 
  badgers are in fact its offspring…you have just 
  saved a mother. Nature will smile upon you for 
  sure one day because of this act.   
  Mini-Encounter 4:  
  More time passes. As you continue to wander 
  the sounds of birds chirping is replaced by 
  another sound…the sound of singing. It is… an 
  interesting song to say the least. Most of the 
  words make sense but the order in which they 
  are sung does not. Its not exactly backwards it 
  just sounds like the words are out of order.  
   
  Investigating the sound further you find the 
  most curious of sights. Moving around a large 
  old oak tree you see a small creature. It is no 
  more then two feet tall and dressed in clothes 
  as bright as any rainbow you have seen from 
  the top of the bright red cap on its head to the 
  dark blue points of its curly toed shoes. It 
  seems to not notice you approach at first as it 
  works to cover a hole in the ground. Looking 
  further at the hole you see what you can only 
  assume to be a gem… a large gem probably of 
  some value. The creature, a small lady fey of 
  some type, turns around and looks you 
  straight in the eye…upon doing so her little 
  eyes go wide…  
   
  “Ahh! Humans!” She screams and flies off. 
  However, she doesn’t get very far before she 
  flies straight into a tree. With a heavy *thud* 
  she falls to the ground and does not move. 
  Creature: 
   
  Telshion: Female Pixie Sor4 
  The crash and subsequent fall put the little fairy at 
  negative four hit points. A DC 12 Heal check 
  reveals that this creature is indeed unconscious 
  and dying. The PCs can do a number of things 
  here. 
  • 
  They can leave the gem be and heal the 
  little fairy. She blinks for a few seconds 
  and then looks down, sees her gem is safe 
  and flies to protect it. Krishena is pleased 
  that they would take the time to help out a 
  creature that has no impact upon them. 
  (+2) 
  • 
  They can take the gem and then help the 
  little fairy. Telshion blinks for a second, 
  goes to thank them but notices that her 
  treasure is gone so she sneers and flies 
  away. Krishena is upset at their greed. (-5) 
  • 
  They can completely ignore the fallen fey 
  and take the gem it was burying. Krishena 
  is appalled by both the greed and the lack 
  of compassion on their part. (-8) 
  This little fey creature can be of great assistance if 
  the PCs play the part right. If the PCs help the 
  pixie and leave her treasure be, read the following. 
  The little creature looks up at you as she 
  protects what appears to be her treasure. 
  Fright is in its eyes as it begins to speak to 
  you… 
  If none of the characters at the table speak Sylvan 
  then this first part comes out as gibberish. Seeing 
  this, Telshion switches to Common and repeats 
  herself. 
  “Who… who are you? What do you want?” The 
  little creature asks looking directly at you.  
  Allow the PCs to respond and paraphrase the 
  following accordingly. 
  “You…you don’t want my treasure? Then what 
  do you want? You are humans right…big 
  people? You don’t want to eat me do you? 
  Because my big brother told me that you 
  humans eat us pixies for small snacks.” The 
  little pixie explicates, still sitting over her 
  treasure. 
  
  FURintro7-01 A Growing Crisis 
   
  Page 11 
  PCs have a chance to garner the assistance of the 
  little fey. Telshion can guide them to where she 
  knows Krishena to be. However, right now her 
  mood is Unfriendly and in order to assist the PCs, 
  she needs to be Friendly. This is accomplished 
  through a DC 25 Diplomacy check. Feel free to 
  assign anywhere from a +5 to -5 circumstance 
  modifiers due to PC interactions with her.  
  If they fail read the following.  
  It seems your attempt was not enough to 
  convince this little creature that your intentions 
  were noble. You lose sight of her and any help 
  she might have been able to give. However, 
  after what seems like days but might have only 
  been a few minutes, you manage to find the 
  path once more. Soon, you find the edge of a 
  clearing, in the center of which is a house that 
  matching the description you have been given. 
  If the PCs succeed, Telshion is a little bit more 
  helpful. 
  The little creature looks at you for a moment or 
  two and then laughs her little head off. 
  “Wow…for humans you are pretty funny…can 
  you tell me joke?” The little creature requests 
  sitting down on its gem looking up at you 
  expectantly.  
  To continue, the PCs must tell Telshion a joke…it 
  doesn’t have to be funny but they must come up 
  with something. Upon doing so, continue below. 
  “HAHAHAHAHA! Wow…humans that I can 
  actually like. This is a switch. My kind and 
  humans don’t usually get along. Humans 
  usually want us for our powers or something 
  like that. Though I never really paid much 
  attention to the big people, so I guess in the 
  end I really don’t know. But then, the ones that 
  came to the fey weren’t interested in jokes… 
  they liked kicking down my house and my shed 
  and my pond, and my dog, and my lion, and 
  my… well, you get the idea. But not you… you 
  seem funny and you haven’t even tried to take 
  my treasure. So… what’s up? What brings you 
  to the woods?” 
  Use the below to answer any questions the PCs 
  may have:  
  • 
  Who are you? I’m Telshion. Who are you? 
  • 
  What are you? I am a pixie…duh! 
  • 
  What is a pixie? Gee…you’re not very smart 
  are you? 
  • 
  What are you doing here? Oh… I am burying 
  my treasure away from the fey for safe 
  keeping. 
  • 
  What is your treasure? This big shiny rock I 
  found a few weeks ago… I can’t figure out 
  why but some wizard wanted it… 
  • 
  Do you come here often? No, this is my first 
  time here. 
  • 
  Do you know how we get out of here? Well… 
  not really, I am a bit lost myself. Though 
  maybe that lady can help us. 
  • 
  Do you know where we can find Krishena? 
  Who? Don’t know her. But if you want we 
  could ask that lady.  
  • 
  What lady? She is another human kind of 
  like you but she turns into other things 
  sometimes.  
  • 
  Where is she/Can you take us to that house? 
  Yeah, her house is right over there…. 
  To most other questions, Telshion insults the PCs.  
   
  Treasure: The gem they may obtain from 
  Telshion is a small diamond. 
  APL 2: Loot – 0 gp, Coin – 10 gp, Magic – none.   
  Development: Once the PCs convince Telshion to 
  help them find the “lady’s house,” or if PCs 
  succeed on a DC 25 Survival check to locate the 
  house on their own, proceed to Encounter Six. If 
  they are unable to locate her home by one of the 
  above methods, proceed to Encounter Seven and 
  adjust accordingly.  
  Encounter Six:  The Druid 
  Krishena 
  Before you is a simple cabin made of earthen 
  materials. It appears that everything has been 
  painstakingly chosen as to not disturb the 
  natural order of life in the area. Everything 
  about this place just seems…natural.   
   
  As you approach the house you noticed a 
  bird, an eagle, flying overhead. Strangely 
  enough, the eagle seems to be watching you 
  just 
  as 
  closely. 
  As 
  you 
  continue 
  your 
  observation of it, it comes down and lands in 
  front of the house. In a few seconds, what was 
  once an eagle turns into a tall, frail looking 
  human woman with wavy, light brown hair. She 
  is dressed in green robes and her brown eyes 
  study you intently. “Trespassers…what brings 
  
  FURintro7-01 A Growing Crisis 
   
  Page 12 
  you to my home? State your business or be 
  gone.” The woman stares at you, awaiting your 
  response. 
  Creatures: Krishena, Drd 12. Krishena is by 
  nature shy; thus, allow the players to interact with 
  her but do not have her lead the discussion. 
  Krishena’s primary goal is to protect the balance of 
  life and nature in Furyondy and across the Oerth. 
  In general anything that lends itself to that goal is 
  praised while anything that detracts from that goal 
  is frowned upon. Anything that stands against that 
  goal is met with defiance.  
   
  Allow the PCs to state their case to Krishena. 
  In general, she is looking for the following before 
  she agrees to help. 
  • 
  The party must identify themselves formally to 
  her. She is looking for respect as these people 
  have trespassed on her land 
  • 
  An explanation of their mission.  
  • 
  A healthy respect for nature and the natural 
  world in the attempt to ascertain help. Basically 
  the PCs must convince her that they are doing 
  this for nature and for people. 
  Krishena’s initial attitude toward the PCs is 
  Unfriendly, and the PCs must sway her to Friendly 
  to prove themselves to her. This requires a DC 25 
  Diplomacy check, which may be modified in the 
  following ways: 
  A. If the players did well in the last encounter, then 
  Krishena is more willing to accept them as 
  defenders of the forest. If, on the other hand, they 
  showed very little compassion or concern it might 
  be next to impossible to garner her trust. Use the 
  “score” from Encounter Five with the chart below 
  to determine a circumstance modifier for any 
  Charisma-related check (e.g. Diplomacy) the PCs 
  make with Krishena. 
  Score 
  Attitude 
  Modifier 
  10 
  Krishena is receptive. 
  +3 
  4 – 9 
   
  Krishena is willing to listen 
  but skeptical of their motives. 
  +2 
  1 – 3 
   
  Krishena is not particularly 
  interested in the PCs and 
  skeptical.  
  +1 
  0 
  Krishena is indifferent to the 
  PC’s.  
  0 
  To -5 
  Krishena is not really willing 
  to listen to PC’s 
  -3 
  To -
  15 
  Krishena is saddened by the 
  actions taken by the PC’s 
  -6 
  -20 
  and 
  below 
  Krishena has no interest in 
  listening to the PC’s.  
  -10 
   
  B. Other factors about party composition or PC 
  actions at this point may make Krishena more or 
  less inclined to listen to the PCs. The chart below 
  summarizes additional circumstance bonuses that 
  the party may earn for selected actions they take 
  or statements they make. Use the bonus noted to 
  adjust 
  any 
  Charisma 
  related 
  checks 
  (e.g. 
  Diplomacy) the PCs make with Krishena. Unless 
  noted otherwise, each of these bonuses may be 
  gained only once. 
  Action 
  Modifier 
  Party pledges to defend nature 
  +3 
  At least one PC is a ranger  
  +1 
  At least one PC is a scout 
  +1 
  At least one PC is a druid 
  +1 
  At least one PC is a cleric of a god 
  with has the Plant or Animal domain 
  (can be awarded up to three times) 
  +1 
  Party is respectful of Krishena 
  +1 
  Party is disrespectful to Krishena 
  (anger, yelling, etc.) 
  -1 
  Party contains a half-orc 
  -2 
  Party ignores the need to defend 
  nature in their attempt to convince her. 
  -3 
   
  C. Other bonuses or penalties can be applied at 
  the GM’s discretion, using the above chart as an 
  example. These discretionary bonuses should total 
  no more than +5.  
   
  If they succeed on the check, they have gained 
  Krishena’s trust. Read the following:  
  “I see. I have observed your actions in the 
  forest and I am impressed with the compassion 
  of heart and strength of will you have shown. It 
  does appear that you are driven to protect the 
  balance of nature and perhaps deserve a 
  chance to prove yourselves.  
   
  “Listen well. Recently there has been a 
  disturbance in the natural order. Orcs have 
  been moving through the Dapple for no 
  
  FURintro7-01 A Growing Crisis 
   
  Page 13 
  apparent reason. Orcs are creatures of evil and 
  have no respect for the forests. Something is 
  happening of late and there is a shift in the 
  random actions of the orcs. They seem to be 
  more organized. I believe something is about 
  to happen and I want to know more about it. I 
  need you to go into the woods and find 
  anything that seems out of the ordinary. I know 
  this is a vague mission but you must 
  understand that I cannot trust you enough yet 
  to tell you more. If you solve this puzzle, then 
  maybe you deserve my trust and we can speak 
  more of the mission that brought you here.” 
  If the players fail the Diplomacy check, they have 
  failed to obtain Krishena’s trust. Instead, read the 
  following. 
   “Enough! I have nothing further to say to you. 
  I am not sure if what you are saying is merely 
  lies for your own entertainment or if you truly 
  feel that I am a fool but I have had enough of 
  this. Be gone and leave my woods in peace. If 
  you truly seek the ‘help’ of the Old Faith 
  perhaps you should have shown more respect 
  to the balance and to the spirits of this world.” 
  With that, Krishena transforms back into an 
  eagle and flies off into the woods. You realize 
  that the only thing left for you to do at this 
  point is depend on your own skills to find the 
  next part of your mission. 
   
  Development: If the PCs gained her trust, 
  then she explains to them that there are many 
  creatures that do not belong in the forest about 
  and that the creatures that are supposed to be 
  there being upset and dwindling in numbers. She 
  tasks the PCs with finding the source (or at least 
  information thereof) of these disturbances. She 
  offers any healing that the PCs might need and 
  offers her clearing as a place to rest before they 
  head out. Once PCs head out, proceed to 
  Encounter Seven.  
   
  If the PCs failed to obtain her trust, the 
  adventure may, in fact, be over. Krishena insists 
  they leave immediately (no healing is given and no 
  rest allowed there). Once they leave Krishena’s 
  clearing, a PC with the Track feat can make a DC 
  12 Survival check to notice a set of tracks that 
  don’t seem to belong there. If PCs chose to 
  investigate, 
  continue 
  to 
  Encounter 
  Seven. 
  Otherwise, continue to Encounter Nine.  
  Encounter Seven:  Tipping 
  the Scales 
  When the PCs leave Krishena’s clearing, they 
  travel to the area of the forest where she directed 
  them and Kalinda is able to locate some tracks 
  that seem out of place. If PCs did not obtain 
  Krishena’s trust in Encounter Six, they may have 
  found their own way here through a successful DC 
  12 Survival check by an individual with the Track 
  feat. 
  You have been traveling for the better part of 
  the day through the forest, following tracks 
  that didn’t seem to belong to anyone that 
  should be in the woods. Approaching a 
  clearing, your senses are assaulted by the 
  smell of something disgusting. You cannot 
  specifically tell what this foul odor is but you 
  know it is coming from in front of you.  
  At this point, use a prerolled Listen check. Read 
  the following to PCs who succeed on a DC 15 
  Listen check: 
  Then you hear it…grunting and cursing in 
  some foul language (PCs who speak Orcish can 
  identify it as this).  
   
  As you move closer to the clearing you can 
  finally tell that the grunting isn’t just grunting, 
  it is chanting. In fact, it is two distinct types of 
  chanting.  
  A DC 17 Knowledge (arcana) check identifies this 
  as an arcane ritual being performed.  
  Closing, you notice three orcs standing in the 
  clearing. One that you assume to be a fighter 
  by the battleaxe he is leaning on seems to be 
  completely and totally bored with what the 
  other two are doing. The other two orcs are 
  standing around a small pit from which 
  emanates the noxious odor you noticed earlier. 
  They are dressed in robes and one has a 
  scimitar at his side.   
  If the PCs decide to move in stealthily, allow Move 
  Silently checks opposed by the orc’s Listen 
  checks. If the PCs succeed they are able to 
  surprise the orcs. Regardless, combat begins once 
  the PCs enter the clearing.  
   
  If the PCs do not hear the orcs, instead read 
  the following. 
  You follow the scent… it starts to burn at your 
  eyes as tears flow from the absolute disgust of 
  it. Finally you reach the source of this odor… 
  
  FURintro7-01 A Growing Crisis 
   
  Page 14 
  three orcs stand around a pit of… something. 
  One of the orcs, obviously a fighter by the 
  battleaxe he is brandishing; screams out in orc 
  as you approach. The other two look up and 
  steel themselves for your approach. 
  Creatures: 
  APL 2 (EL 3) 
  Lekreth, Male orc Wiz1; hp 5; see appendix 1 
  Kargesh, Male half-orc Ftr1; hp 13; see 
  appendix 1 
  Xecnu, Male orc Drd1; hp 9; see appendix 1. 
  Dire Rat (Xecnu’s animal companion); 5 hp; 
  see Monster Manual 64. 
   
  Tactics: The orcs are not very good at 
  working together and do things that may hinder the 
  others. Generally Lekreth casts color spray on the 
  entire opposing party, then casts magic missiles. 
  Xecnu casts entangle followed by summon 
  nature’s ally. Both of them cast whether or not 
  Kragesh is in the way or not. Once Lekreth and 
  Xecnu fall, Kargesh drops his axe and run away.  
   
  Treasure:  
   
  APL 2: Loot 22 gp; Coin 0 gp; Magic 0 gp; 
  Total 22 gp. 
   
  Development: If the party subdues the orcs, 
  they really don’t have much to say. A DC 5 Search 
  in the area reveals the pit mentioned earlier. A DC 
  18 Knowledge (nature) check reveals that the 
  items in the pit are actually different kinds of 
  poisonous herbs. PCs who succeed at those 
  checks as well as a DC 15 Knowledge (arcana) 
  check realize that these were spell components.  
   
  Searching the bodies of the orcs locates a 
  letter (Player Handout Two) that is simply signed 
  “C”. A DC 12 Forgery check reveals that this letter 
  and the letter the PCs acquired from Larena match 
  in both style and handwriting. The letter and the 
  fact they subdued or defeated the orcs is enough 
  information for them to return to Krishena, 
  assuming they gained her trust and were tasked 
  with uncovering more about problems in the area. 
  Once they return to Krishena, proceed to 
  Encounter Eight. If the PCs did not garner 
  Krishena’s trust in Encounter Six, move on to 
  Encounter Nine. 
  Encounter Eight:  The 
  Evidence is Painfully Clear… 
  Note that this encounter only occurs if the PCs 
  succeeded 
  in garnering Krishena’s trust in 
  Encounter Six. If that did not occur, move onto 
  Encounter Nine.  
  Upon returning to Krishena and presenting 
  your report, a crease of worry crosses the 
  druid’s face. She is obviously not happy with 
  the news you have just brought her. “I thank 
  you for bringing me this information. I can now 
  see that I was correct in my estimation of your 
  character. You are in fact strong of will and 
  your hearts are filled with compassion.  
   
  “You have asked to speak to the Old Faith 
  and since, at the very least, you are true to 
  your word you deserve that opportunity. Soon, 
  there will be a gathering deep in Dapple Wood. 
  I will give your scout directions on where you 
  can find them. I also present you with this 
  letter explaining your presence.  
  At this point, give the PCs Players Handout 3. 
  Krishena continues:  
  “I only hope we can determine how to turn 
  back the encroaching darkness. As your trek 
  will be long and the gathering will not occur 
  until tomorrow I offer my clearing as a safe 
  haven for you to rest and recover. Feel free to 
  spend the night here and then continue your 
  journey in the morning. May the Oerth Mother 
  watch over us all.” Before your eyes she 
  transforms back into her eagle form and flies 
  away.  
  Developments: At this point the PCs can once 
  again use Krishena’s home to rest and recuperate 
  before heading off into the woods the next day.  
  Encounter Nine: The 
  Gathering Beset 
  This encounter can be reached in one of two ways. 
  If the PCs arrive with Krishena’s blessing, simply 
  proceed with the read aloud text. It is assumed 
  that Krishena’s directions to the scout were 
  sufficient to allow Kalinda to locate the gathering. 
   
  If the PCs did not garner Krishena’s trust, but 
  still wish to try and locate the Old Faith, allow them 
  a DC 25 Survival check to find a large amount of 
  tracks leading deeper into the forest. If they 
  succeed, continue as below. If they fail, they are 
  
  FURintro7-01 A Growing Crisis 
   
  Page 15 
  unable to locate the gathering; continue on to 
  Conclusion C.  
  It has been a long trek to reach this point; 
  however after spending so much time in these 
  woods over the last few days you are actually 
  quite 
  comfortable 
  being 
  here. 
  Following 
  Kalinda towards the gathering of the Old Faith; 
  you note that the sun is nowhere to be seen 
  and a cold rain falls upon you…and something 
  seems out of place. Moving closer to a clearing 
  in front of you, the sounds of a struggle and 
  then the screams of men and women being 
  killed can be heard.  
  Once PCs indicate they are moving forward, 
  determine initiative and continue with the following. 
  Rushing toward the screams, you come upon a 
  gruesome scene. In the clearing are the dead 
  and 
  mangled 
  bodies 
  of 
  elves, 
  humans, 
  dwarves, gnomes, and halflings.  
   
  “Fools! Why do you even bother asking for 
  mercy? There is no mercy, there is only death.” 
  A human in blood red robes states to them 
  before looking up at you. “Well, well, it appears 
  that 
  we 
  have 
  more 
  interlopers. 
  How… 
  annoying. But then again that leaves more 
  blood for me. Colgoth…we have company.” He 
  declares calmly as he motions over an orc who 
  looks menacingly at you, froth coming from his 
  mouth.  
  Creatures: 
  APL 2 (EL 3) 
  Fireth, Male human Drd2; hp 15; see Appendix 
  1. 
  Colgoth, Male orc Ftr1; hp 12; see Appendix 1. 
  Wolf (Fireth’s animal companion); hp 13; 
  Monster Manual 283. 
   
  Tactics: Before beginning combat, refer to DM 
  Map 2 for starting positions of the combatants. 
  Fireth and Colgoth work very well together. Fireth 
  is primarily a summoner and continually casts 
  summon nature’s ally I to create more things to 
  fight for him. Colgoth charges as best he can and 
  attacks. If the PCs attempt to stay at a distance 
  and attack with ranged weapons, Colgoth simply 
  charges them whilst Fireth moves in to stay just 
  within the reach of his spells and hopefully out of 
  reach of the PC’s weapons. If things start to go 
  bad (i.e. Colgoth falls) he casts his entangle spell 
  and attempts to escape. 
   
  Treasure:  
   
  APL 2: Loot 37 gp; Coin 0 gp; Magic 4 gp; 2 
  potions of cure light wounds (2 gp each); Total 41 
  gp. 
   
  Development: After defeating Fireth and 
  Colgoth, the PCs are joined by a human ranger 
  just as she fells a wolf that appears to have been 
  working with the warriors.  
   
  Anagenise, Female human Rng 2.  
  Ana is a follower of Beory and was seeking the 
  gathering herself for some answers as to what has 
  been going on the forests of the Oerth and 
  Furyondy itself. She is strong willed but accepts 
  the PCs as they have assisted her in her time of 
  need. 
  Upon looking around you see a human archer 
  fell an attacking wolf. She looks up at you 
  panting, obviously out of breath from her fight, 
  drawing an arrow but not notching it. “Who are 
  you? What are your intentions?” 
  Ana does not wish to fight those that seemed to 
  help her and stands down at any reasonable 
  explanation. After giving the PCs a chance to 
  respond continue with the following, assuming the 
  PCs have informed her their actual intentions in 
  the area:  
  “I see…I am afraid that you have not yet 
  reached your goal. This thankfully was not the 
  gathering that we both seek. However, I am 
  saddened by the loss of these fine people. Will 
  you assist me in burying them?” She requests, 
  beginning to do so.  
   
  “Once they are allowed to rest perhaps we 
  can get back to the business at hand of finding 
  the gathering. This attack must be reported to 
  them.” 
  Allow the PCs to act as they would. If they choose 
  to stay and help Ana, read the following.  
  With Ana’s help it takes a few hours for the 
  bodies to be properly placed to rest. Once 
  finished, Ana shakes her head and sighs. 
  “Come, the gathering is not far and it is already 
  underway.”  
  Ana then leads the PCs to the gathering. 
   
  The PCs may simply choose to look for the 
  gathering themselves. If they choose to do so, a 
  DC 20 Survival check by someone with the Track 
  feat is needed to find the path that leads to the 
  gathering. Should they fail, they may return and 
  assist Ana, who then agrees to accompany them 
  
  FURintro7-01 A Growing Crisis 
   
  Page 16 
  (see above) or they may return to Sir Frehicald 
  Azkagar (proceed to the conclusion).  
   
  If the PCs succeed in locating the gathering, 
  either by their own Survival skill or Ana’s 
  assistance, proceed to Encounter Ten. 
  Encounter Ten: The Old man 
  and the Forest 
  This encounter occurs either after Ana leads the 
  PCs through the forest a bit or they find their own 
  way.  
  It takes the better part of the day to reach the 
  clearing where you can clearly see a gathering 
  of robed individuals.  
  If the PCs followed Ana continue with the following. 
  Ana takes a knee and stands on the outside of 
  the throng of people. As she does this you 
  notice that one of the people gathered, a very 
  old elf turns and ‘looks’ at you. At that point, 
  two more members of the gathering stand and 
  notch arrows at you. One appears to be a male 
  elf, much younger then one in the middle. The 
  other archer appears to be a young human girl. 
  The man in the middle simply sighs and states, 
  while his white eyes seem to stare directly at 
  you, “Telios, Melina…that is no way to treat our 
  guests, lower your weapons.” They both 
  begrudgingly appear to do so.  
   
  The man then addresses you in a tired 
  voice: “Please, step forward and address us as 
  it is quite unusual for outsiders to know of a 
  gathering such as this. Please state your 
  reasoning for joining us.”  
  If the PCs found their own way here, instead 
  proceed with the following. 
  At the center of this gathering is a very old elf 
  who turns and ‘looks’ at you. At that point, two 
  more members of the gathering, a younger 
  male elf and a young human girl, stand and 
  notch arrows at you. The man in the middle 
  simply sighs and states, while white eyes seem 
  to stare directly at you, “Telios, Melina…that is 
  no way to treat our guests, lower your 
  weapons.” They both begrudgingly appear to 
  do so.  
   
  The man then addresses you in a tired 
  voice: “Please, step forward and address us as 
  it is quite unusual for outsiders to know of a 
  gathering such as this. Please state your 
  reasoning for joining us.”  
  After the PCs state their business, they are 
  introduced to the seven members of the council 
  (described below). The primary task of the PCs is 
  to present their case for an alliance between 
  Furyondy and the Old Faith as was requested of 
  them by Sir Frehicald. Each of the members of the 
  council has their own agenda and motivation and 
  way to be swayed to vote for or against this 
  alliance (as described in GMs Aid 2). 
   
  Creatures: 
   
  Agamemnon, Male elf Drd15. Agamemnon is 
  a very old (575 years) elf. He has been around for 
  a long time and has seen the rise and fall of many 
  nations. He is dressed in a long white cloak and 
  his eyes are white fields belying his blindness. He 
  is very wise but does not wish to be involved what 
  he feels are “fleeting” politics.  
   
  Telios, Male elf Rgr13. Telios is taller (4’11”) 
  and a bit stockier then most of his kin. He is 
  wearing the traditional trail cloak of elven people 
  and has a longbow slung across his back. He is 
  also far younger then Agamemnon and it shows in 
  his fiery and almost confrontational personality. He 
  wishes for a change in the normal regime, he has 
  heard of places where elves have power and he 
  wishes to make his people better by gaining said 
  power. 
   
  Hannali, Female human Clr12 [Elhonna]. 
  Hannali is an older (55 years) human follower of 
  the Huntress, but unlike some of her brethren she 
  is not warlike. She is dressed in robes of green 
  and white with a prominent symbol of a unicorn 
  emblazoned on the side. Her hair is silver but still 
  shows a few flecks of the auburn it once was. 
  Hannali is a healer by trade and merely wishes to 
  avoid more needless suffering. 
   
  Atrigon, Male halfling Spirit Shaman12. 
  Atrigon is very interesting halfling. He is of average 
  height but seems to be a little bit better built then 
  most of his rather pudgy kin. He is dressed in 
  leather armor that seems to have more plants 
  growing over it than the ground itself and he 
  seems to sit and talk to himself a lot. He always 
  seems to be in some sort of fog except when it 
  comes to Hannali, against whom he appears to 
  have some sort of grudge. 
   
  Xinli, 
  Female 
  human 
  Drd3/Wiz3/Arcane 
  Hierophant8. Xinli is a rather comely looking 
  human in silver and purple robes. She does not 
  carry herself as the traditional druid would and she 
  
  FURintro7-01 A Growing Crisis 
   
  Page 17 
  does not fit the description either. Her black hair is 
  tied back into two small buns on each side of her 
  head and her deep blue eyes appear to always be 
  seeking 
  knowledge. 
  She 
  appreciates 
  the 
  knowledge that outsiders bring her. She holds 
  herself with a noble countenance and despite her 
  relatively young age is recognized as the council 
  second.  
   
  Melina, 
  Female 
  human 
  Scout 
  11. 
  At 
  seventeen, Melina is the youngest member of the 
  council 
  and 
  does 
  not 
  step 
  too 
  far 
  from 
  Agamemnon. She is dressed in tight-fitting leather 
  armor, has red hair and green eyes that appear to 
  be as sharp as the points of the arrows that are 
  strung over her back. Those eye drift over to Telios 
  every once in awhile in an image of both loathing 
  and love seems to fill them. She has a fiery temper 
  and does not take dealing with outsiders too well.  
   
  Selinos 
  Male 
  gnome 
  Clr10 
  [Segojan 
  Earthcaller]. Selinos is a cantankerous old gnome 
  who doesn’t like people. He is wearing brown 
  robes and has a long tangled beard. He doesn’t 
  really seem to like anyone or anything at the 
  gathering for that matter and seems to look down 
  at just about everyone over his giant bulbous nose.  
   
  After giving the PCs time to speak and explain 
  their presence and why they are there, each NPC 
  reacts in turn. Give the PCs a chance to argue (or 
  agree) with their reactions. DM Aid 2 lists each 
  member’s initial position regarding the PCs’ 
  request as well what would change that vote. If the 
  PCs state something that would persuade an NPC 
  to their cause, allow the speaker a chance to roll a 
  DC 20 Diplomacy check to see if they succeed at 
  doing so. PCs who produce the letter from 
  Krishena receive a +5 circumstance bonus on this 
  check with Hannali and Agamemnon. Once the 
  PCs have had a concluded, continue with the 
  following.  
   
  Agememnon sighs and “looks” at his Council. 
  You have given us a lot to think about. Wait 
  here and we shall ponder your request.” He 
  articulates quietly as his council leaves you 
  there to ponder whether your words were 
  enough. 
  At this point note the votes that each member of 
  the council makes and whether the PCs made the 
  proper checks to sway the ones that vote “no.” 
  Count the number of votes for and the number 
  against.  
  If a majority of votes are “yes”, read the following. 
  The council returns and although a few faces 
  are dower, most seem cautiously optimistic. 
  Agamemnon is the first to speak: “You speak 
  with more passion and fire than I have heard in 
  a long time. However, in all of that I hear 
  more… I hear the strength of heart that led you 
  to us. You have shown compassion, valor and 
  a concern for nature. Furyondy is a land where 
  people fight to protect property without 
  concern for the land and its inhabitants. 
  However, you have shown me a different face 
  today.  
   
  “While there are more of us then what you 
  see here today, our numbers are limited; and 
  there is very little I can promise you. I will, 
  however, promise you this one thing…we will 
  continue to defend the balance of nature as we 
  always have. We will not involve ourselves 
  directly in your wars or, worse, your “politics,” 
  but if our goals coincide with the protection of 
  Furyondy and its people…well then…” With 
  that he claps and the remainder of the 
  gathering stands and begins to move back into 
  the forest and out of sight. Ana bows to you 
  and follows close behind the rest. The time has 
  come to return to Caronis with this news. 
  If the majority of votes are for “no”, read the 
  following.  
  The Council returns and by the looks on their 
  faces it does not appear that today is your day. 
  Agamemnon is the first to speak: “I am afraid 
  that we still see no reason to extend any aid to 
  those who fight only for themselves. You see, 
  you miss the point of all of this. We do not 
  gather to plant trees and flowers. We gather to 
  defend the balance of nature. That balance… is 
  something that those like you will never fully 
  understand. Though you have shown some 
  understanding, you will never be able to tap 
  into the potential within yourselves. I am afraid 
  you would do better to seek allies for your 
  petty wars elsewhere. Now be gone from our 
  forest. You are thanked for your help but you 
  are not wanted here.” With that the gathering 
  turns and walks away into the forest. Ana nods 
  to you, then follows them. Any attempt to 
  follow them yourselves is met with dead ends 
  and closed paths. It seems that there is 
  nothing left to do but return to Caronis and 
  report this turn of events.  
  Continue to Encounter Eleven. 
  
  FURintro7-01 A Growing Crisis 
   
  Page 18 
  Encounter Eleven: To 
  Uncover a Spy 
  If the PCs have realized Celenia is a spy, allow 
  them to prepare for the battle in Kisail or in 
  Caronis. 
   
  If the PCs decide to enter the manor house in 
  a clandestine manner (by going in through the 
  window, for example), call for opposed checks as 
  you feel would be appropriate for a manor house’s 
  slightly inattentive guards. If they are noticed, the 
  guards simply prevent them from entering, but do 
  not arrest them (as Azkagar is more forgiving than 
  many other nobles). If they succeed at breaking 
  and entering and are defeated by Celenia, they are 
  guilty of Assault on a Commoner; refer to the most 
  recent version of the Furyondy Laws and 
  Punishments documents for details. 
   
  If the PCs attempt to go in through the front 
  door, read the following. 
  The trip out of the Dapple took longer then you 
  thought but you are finally back into the 
  civilized world. You have a lot to report back 
  about your meeting with the Druid Priestess 
  Krishena, the orc incursion and the Old Faith. 
   
  At the gates of the manor you are met by 
  the same annoying guards that stopped you 
  before. They allow you to pass without much 
  of a hassle. As you reach the door you are met 
  by the lady maid Celenia. “Welcome back good 
  lords and ladies. Sir Frehicald anxiously awaits 
  your arrival in the inner courtyard.” She smiles, 
  bidding you to enter.  
  PCs prepared for battle may choose to attack 
  here. Should they do so within sight of the guards, 
  add two guards (use first level NPC fighters from 
  Table 4-16, DMG p 117). If they follow Celenia into 
  the manor, in which case continue with the 
  following:  
  As you follow her she leads you into the inner 
  courtyard and much to your surprise there is 
  no one to be found. You turn around and she 
  locks the door behind. “FOOLS! You could not 
  leave well enough alone, could you? This did 
  not concern you and yet you had to interfere 
  with my master’s plans. No matter…I shall 
  destroy you and complete the plan myself. 
  Darkness shall fall and my master will reign 
  forever in this disgusting country. Too bad you 
  won’t be around to see it.” 
  Creatures: 
  APL 2 (EL 3) 
  Celenia, Female human Sor3; hp 19, see 
  Appendix 1 
   
  Tactics: This battle occurs in a 25ft long by 
  25ft wide courtyard and there is no way out other 
  then through Celenia (Refer to DMs Map 3). If the 
  PCs have followed Celenia into the courtyard, they 
  have given up their ability to surprise her, as she is 
  well prepared for the possibility of battle (if the PCs 
  do not suspect Celenia or do not believe she would 
  attack them in Azkagar’s home, she may still 
  surprise them). If PCs were not prepared for 
  combat allow a DC 15 Sense Motive check to 
  determine the situation before combat ensues. 
  This is meant to be a tough fight if the players did 
  not deduce the spy. On her first round (surprise or 
  not) she casts color spray on as many targets as 
  she can conceivably hit.  After that she uses magic 
  missle until the PCs are dead or she is out of 
  spells. She only draws her dagger if she has 
  nothing else left.  
   
  Treasure:  
   
  APL 2: Loot 1 gp; Coin 10 gp; Magic 110 gp – 
  cloak of resistance +1 (83 gp), potion of cure 
  moderate wounds (25 gp), potion of cure light 
  wounds (2 gp); Total 111 gp. 
  Development: A search of her body reveals a 
  crest of Iuz. Proceed to the conclusion. 
  Troubleshooting: Clever PCs may attempt to 
  bluff Celenia into thinking that they failed their 
  mission. Celenia’s Sense Motive modifier is +0. If 
  they succeed, proceed to Conclusion section. If the 
  PCs attack Celenia they are taken into custody. If 
  this occurs, read the following. 
  You are taken into custody for your actions 
  and you await the arrival of Sir Frehicald. Soon 
  your patron enters and eyes each of you 
  individually. After a long pause he speaks. 
  “You have five minutes to explain to me why 
  you have assaulted one of my maids in my 
  home before I have you thrown in prison for a 
  very long time.” 
  At this point, the PCs are released to speak freely 
  to Frehicald. They can present any evidence they 
  see fit to present including letters and the words of 
  those that have attacked them. Once the PCs 
  have presented all of the information they have, 
  have them roll a diplomacy check DC 20 with the 
  following modifiers.  
  Action 
  Bonus 
  
  FURintro7-01 A Growing Crisis 
   
  Page 19 
  Present Larena’s Letter 
  +3 
  Present Larena’s Statements 
  +2 
  Present Xecnu’s Letter 
  +4 
  PCs inform Frehicald that they 
  succeeded at their task 
  +4 
   
  If the PC’s succeed on the check or simply don’t 
  attack Celenia, move to Conclusion C, if they fail; 
  move to Conclusion D. 
  Conclusion 
  If the PCs confront and defeat Celenia, continue 
  with the text below. If the PCs did not meet with 
  the Old Faith, Celenia does not confront them; 
  instead proceed to Conclusion D. If instead they 
  attempt to bluff her and succeed, move to 
  Conclusion C 
  Celenia falls at your feet. Despite the victory 
  you can’t help but feeling a bit worried about 
  what she meant by ‘continuing the plan 
  herself’. Who is this master and what plan does 
  she speak of? 
   
  Moments later, you are approached by the 
  guards led by Sir Frehicald. He demands an 
  immediate explanation of what occurred here 
  and why one of his maids lies in a pool of her 
  own blood. Upon showing him the crest of Iuz 
  that you found upon her, he merely blinks. “To 
  think… that an agent of Old Wicked was so 
  close to me… what have you to report to me?” 
  Allow the PCs to report and then continue to 
  Conclusion A or B, depending on what was 
  accomplished.  
  Conclusion A: The PCs managed to 
  acquire the help of the Old Faith. 
  “I see… it seems I was right in placing my trust 
  in you. My colleagues stated that I was 
  foolhardy 
  to 
  think 
  that 
  unseasoned 
  adventurers such as yourselves could handle 
  such an important task but it seems they were 
  mistaken. This news will bring a great boon to 
  our kingdom, I thank you for that and for 
  rooting out the spy…you have done a great 
  service for king and country this day.”  
   
  With that, he bids you adieu. His words 
  ring in your ears as you leave his manor onto 
  whatever far flung portion of the Flanness that 
  your next adventure takes you too. However, 
  no matter what you face you know that at least 
  this day was won for justice and the forces of 
  good…and perhaps even for the Oerth herself. 
   
  Treasure:  
   
  APL 2: Loot 0 gp; Coin 200 gp; Magic 0 gp; 
  Total 200 gp. 
  Conclusion B: The PCs met with the Old 
  Faith but did not secure an alliance. 
  “So you were not able to secure the alliance I 
  asked for. I am slightly disappointed in you all. 
  Perhaps I should have sent diplomats instead 
  of untested adventures such as yourselves. 
  Thank you for services you did render.” With 
  that, Sir Frehicald dismisses you from his 
  manor.  
   
  Despite all your hard work you cannot help 
  but feel somewhat dejected at this turn of 
  events. 
  Perhaps 
  with 
  a 
  little 
  bit 
  more 
  experience you will be able to live up to the 
  standards that will make the nobility and the 
  people of Furyondy proud.  
   
  Treasure:  
   
  APL 2: Loot 0 gp; Coin 200 gp; Magic 0 gp; 
  Total 200 gp. 
  Conclusion C: The PCs bluff Celenia into 
  thinking that they failed in their mission 
  and either attack Celenia and convince 
  Frehicald or don’t attack at all. 
  The PCs may have done well in suspecting that 
  Celenia is a traitor, but without solid evidence they 
  must tread lightly. If they simply allow her to escort 
  them to Frehicald read below otherwise move onto 
  the next set of read-aloud text. 
  You are met at the door by the maid Celenia. 
  She bows courteously to you and escorts you 
  to the chambers of Sir Frehicald. For his part, 
  the noble knight seems to be looking over 
  some 
  paperwork. 
  He 
  looks 
  up 
  at 
  you. 
  “Greetings, adventurers. What news do you 
  have for me?” 
  Give the PCs a chance to respond. At this point 
  they will most likely point out what they suspect 
  about Celenia and the fact they in fact succeeded 
  in their task. Move onto the read-aloud text below. 
   
  If the PCs attacked Celenia and are successful 
  at their diplomacy check forego the above read-
  aloud text and continue below. 
  
  FURintro7-01 A Growing Crisis 
   
  Page 20 
  Frehicald seems to think for a moment on what 
  you have told him and then looks deeply at 
  Celenia. Celenia for her part just blinks a bit. 
  “Celenia… do you have a response to this?” 
  Frehicald asks pointedly. Celenia looks scared 
  and then responds. “My lord… certainly you 
  cannot 
  believe 
  this 
  group 
  of 
  ruffians?” 
  Frehicald actually chuckles at this comment 
  and then looks back at you. “You see my 
  friends… I have suspected a spy in my midst 
  for sometime though I had no evidence of who. 
  With what you have presented me this day I 
  think I can come to a pretty solid conclusion. 
  Guards! Take her into custody.” A pair of 
  guards enter the room and grab Celenia on 
  either side. She sneers at Frehicald and then at 
  you. “I swear in Iuz’s name that you all will pay 
  for this… this is but a minor setback.” Celenia 
  mentions as she is removed from the room. 
  Frehicald smiles and then turns back to you. 
  “I see… it seems I was right in placing my trust 
  in you. My colleagues stated that I was 
  foolhardy 
  to 
  think 
  that 
  unseasoned 
  adventurers such as yourselves could handle 
  such an important task but it seems they were 
  mistaken. This news will bring a great boon to 
  our kingdom, I thank you for that and for 
  rooting out the spy…you have done a great 
  service for king and country this day.”  
   
  With that, he bids you adieu. His words 
  ring in your ears as you leave his manor onto 
  whatever far flung portion of the Flanness that 
  your next adventure takes you too. However, 
  no matter what you face you know that at least 
  this day was won for justice and the forces of 
  good…and perhaps even for the Oerth herself. 
   
  Treasure:  
   
  APL 2: Loot 0 gp; Coin 200 gp; Magic 0 gp; 
  Total 200 gp. 
  Conclusion D: The PCs bluff Celenia into 
  thinking that they failed in their mission 
  and attack Celenia and DO NOT convince 
  Frehicald. 
  This conclusion occurs if the PCs fail the 
  diplomacy check references in Encounter 11.  
  Frehicald sighs. “This is what I get for hiring 
  brigands. Guards… remove them from my 
  estate. Be glad I am being so lenient as to 
  simply banish you from my lands.” With these 
  words you are removed from the Azkagard 
  estate and returned to the world outside. 
  Despite success in your mission you cannot 
  help but feel dejected about this turn of events 
  as you move on to whatever adventure awaits 
  you over the next hill.  
  If this occurs, the PCs do not receive experience 
  for the Encounter 11 and do not receive a gold 
  award from Frehicald. 
   
  Conclusion E: The PCs did not meet with 
  the Old Faith. 
  The trek back to Caronis is a long and cold 
  one. It seems today just wasn’t your day.  
  At this point the PCs can choose to report to 
  Frehicald or simply leave. If they choose to leave, 
  the adventure ends. If they report to Frehicald 
  continue with the following. 
  You are met at the door by the maid Celenia. 
  She bows courteously to you and escorts you 
  to the chambers of Sir Frehicald. For his part, 
  the noble knight seems to be looking over 
  some 
  paperwork. 
  He 
  looks 
  up 
  at 
  you. 
  “Greetings, adventurers. What news do you 
  have for me?” 
  Give the PCs a chance to respond. They can bring 
  up what they have experienced throughout the 
  forest, the fact that they met with Krishena and 
  found the orcs as well as the notes they were able 
  to recover. Following their report, continue with the 
  following:  
  “I see… perhaps the task was too much for 
  untested adventurers such as you. I hope that 
  in the future you take a little bit more care. At 
  least this allowed you to gain some valuable 
  knowledge for next time. Have a pleasant day.” 
  When Frehicald finishes you are quickly 
  escorted out of the manor and back out in the 
  world at large. Although today was not a 
  success, you suspect there is more at work 
  here then you found.  
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value 
  (objectives 
  plus 
  roleplaying) 
  to 
  each 
  character. 
  
  FURintro7-01 A Growing Crisis 
   
  Page 21 
   
  Encounter Three 
   
  Defeat or Subdue Larena and Alacore 
   
   
  APL2 90 xp 
   
  Encounter Seven 
   
  Defeat the orcs in Dapple Wood 
   
   
  APL 2 90 xp 
   
  Encounter Nine 
   
  Defeat Fireth and his orc ally 
   
   
  APL 2 90 xp 
   
  Encounter Eleven 
   
  Defeat or Subdue Celenia 
   
   
  APL 2 90 xp 
   
  Story Award 
   
  Gain Krishena’s Trust 
   
   
  APL 2 20 xp 
   
  Gain the assistance of the Old Faith 
   
   
  APL 2 30 xp 
   
  Discretionary roleplaying award 
   
   
  APL2 40 xp 
   
  Total possible experience: 
   
   
  APL2 450 xp 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to activate 
  it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from 
  the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter Three: Two roads diverged in 
  Dapple Wood… 
   
  APL 2: Loot 51 gp; Coin 10 gp; Magic 0 gp; 
  Total 61 gp. 
  Encounter Seven: Tipping the Scales 
   
  APL 2: Loot 22 gp; Coin 0 gp; Magic 0 gp; 
  Total 22 gp. 
   
  Encounter Nine: The Gathering Beset 
   
  APL 2: Loot 37 gp; Coin 0 gp; Magic 4 gp; 2 
  potions of cure light wounds (2 gp each); Total 41 
  gp. 
   
  Encounter Eleven: To Uncover a Spy 
   
  APL 2: Loot 1 gp; Coin 10 gp; Magic 110 gp – 
  cloak of resistance +1 (83 gp), potion of cure 
  moderate wounds (25 gp), potion of cure light 
  wounds (2 gp); Total 111 gp. 
   
  Conclusion 
   
  APL 2: Loot 0 gp; Coin 200 gp; Magic 0 gp; 
  Total 200 gp. 
  
  FURintro7-01 A Growing Crisis 
   
  Page 22 
   
  Total Possible Treasure 
   
  APL 2: Loot 111 gp; Coin 230 gp; Magic 111 
  gp; Total 452 gp. 
  
  FURintro7-01 A Growing Crisis 
   
  Page 23 
  Appendix One – APL 2
  . 
  Encounter Three  
   
   
   
  L AR E N A  
  CR  2 
  Female human bard1/rogue 1 
  N Medium humanoid (human) 
  Init +1; Senses Listen +5, Spot +0 
  Languages Common, Elven, Orc  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 12 (2 HD) 
  Fort +1, Ref +5, Will +2 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.;  
  Melee mw longsword +1 (1d8/19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Atk Options Sneak attack (1d6) 
  Special Actions Bardic music (1/day): countersong, 
  fascinate, inspire courage (+1) 
  Combat Gear mw longsword, chain shirt, tanglefoot 
  bag 
  Bard Spells Known (CL 1st):  
   0 (2/day)—daze (DC 13), flare (DC 13), ghost 
  sound (DC 13), resistance 
  �Already cast 
  Abilities Str 10, Dex 12, Con 12, Int 14, Wis 10, Cha 
  16  
  SQ Bardic Knowledge, Trapfinding  
  Feats  Persuasive, Skill focus (Bluff)   
  Skills  Bluff +13, Concentration +5, Decipher Script 
  +5, Diplomacy +8, Disable Device +5, Disguise +7, 
  Escape Artist +5, Intimidate +5, Listen +5, Open 
  Lock +3, Perform (sing) +8, Sense Motive +2, 
  Sleight of Hand +6, Tumble +6 
  Countersong (Su) Larena can use her music to 
  counter magical effects that depend on sound (but 
  not that simply have verbal component). Each 
  round of the countersong, she must make a 
  Perform check. Any creature within 30 feet of 
  Larena (including Larena herself) that is affected 
  by a sonic or language-dependent magical attack 
  may use Larena’s Perform check result in place of 
  its saving throw if the Perform check result proves 
  to be higher. If a creature within the range of the 
  counter 
  is 
  already 
  under the effect of a 
  noninstantaneous sonic or language-dependent 
  magical affect, it gains another saving throw 
  against the effect each round it hears the 
  countersong, but must use Larena’s Perform 
  check result for the save. Countersong has no 
  effect against effects that don’t allow saves. 
  Larena may keep up countersong for ten rounds. 
  Fascinate (Sp) Larena can use her music or poetics 
  to cause one creature to become fascinated with 
  her. That creature must be within 90 feet, able to 
  see, hear and pay attention to her. Larena must 
  also be able to see the creature. The distraction of 
  nearby combat or other dangers prevents the 
  ability from working. To use this ability, Larena 
  makes a Perform check. Her check result is the 
  DC for the creature’s Will save against the effect. If 
  a creature’s saving throw succeeds, she cannot 
  attempt to fascinate that creature again for 24 
  hours. If the saving throw fails, the creature sits 
  quietly and listens to the song, taking no other 
  actions for as long as Larena continues to play 
  and 
  concentrate, 
  up 
  to one round. While 
  fascinated, the target takes a -4 penalty on skill 
  checks made as reactions, such as Listen and 
  Spot checks. Any potential threat requires that 
  Larena make another Perform check and allows 
  the creature a new saving throw against a DC 
  equal to the new Perform check result. Any 
  obvious threat, such as someone drawing a 
  weapon, casting a spell, or aiming a ranged 
  weapon at the target, automatically breaks the 
  effect. Fascinate is an enchantment (compulsion), 
  mind-affecting ability. 
  Inspire Courage (Su) Larena can use her music to 
  inspire courage in her allies (including herself), 
  bolstering them against fear and improving their 
  combat abilities. To be affected, an ally must be 
  able to hear Larena sing. The effect lasts for as 
  long as the ally hears the bard sing and five 
  rounds thereafter. An affected ally receives a +1 
  morale bonus on saving throws against charm and 
  fear effects and +1 morale bonus to attack and 
  weapon damage rolls. Inspire Courage is a mind-
  affecting ability. 
   
  ALAC O R E 
  CR  1 
  Male wood elf ranger 1 
  CN Medium humanoid (elf) 
  Init +3; Senses Low light vision; Listen +8, Spot +8 
  Languages Common, Elven  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor) 
  hp 9 (1 HD) 
  Immune magical sleep effects 
  Fort +3, Ref +5, Will +2 (+2 enchantment) 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.;  
  Melee longsword +3 (1d8+2/19-20) or 
  Ranged longbow +4 (1d8/X3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options Point Blank Shot; Favored enemy 
  (human) 
  Special Actions  
  Combat Gear longsword, longbow, 20 arrows, chain 
  shirt 
  Abilities Str 14, Dex 16, Con 12, Int 10, Wis 14, Cha 
  10  
  Feats Point Blank Shot, Track  
  Skills  Hide +7, Knowledge (nature) +4,  Listen +8, 
  Move Silently +7, Search +2, Spot +8, Survival +6 
  
  FURintro7-01 A Growing Crisis 
   
  Page 24 
  Possessions combat gear plus  
  Spellbook spells prepared plus 0— 
  Favored Enemy (Ex) Alacore gains a +2 bonus on 
  Bluff, Listen, Sense Motive, Spot and Survival 
  checks when using these skills against humans. 
  Likewise, he gets a +2 bonus to weapon damage 
  rolls against humans. 
  Wild Empathy (Ex) Alacore can improve the attitude 
  of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a 
  person. He rolls 1d20+1 to determine the wild 
  empathy check results. The typical domestic 
  animal has the starting attitude of indifferent, while 
  wild animals are usually unfriendly. To use wild 
  empathy, Alacore and the animal must be able to 
  study each other, which means that they must be 
  within 30 feet of one another under normal visibility 
  conditions. Generally, influencing an animal in this 
  way takes one minute, but, as with influencing 
  people, it might take more or less time. Alacore 
  can also use this ability to influence a magical 
  beast with an intelligence score of 1 or 2, but he 
  takes a -4 penalty. 
   
  Encounter Seven  
   
   
   
  L E K R E TH 
  CR  1 
  Male orc wizard 1 
  CE Medium humanoid (orc) 
  Init +1; Senses Darkvision 60ft, Listen +0, Spot +0 
  Languages Common, Draconic, Gnoll, Goblin, Orc  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 5 (1 HD);  
  Fort +1, Ref +1, Will +2 
  Weakness Light sensitivity 
  Speed 30 ft. in robes (6 squares);  
  Melee dagger +1 (1d4+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Atk Options  
  Special Actions spells 
  Combat Gear dagger, robes, potion of mage armor� 
  Wizard Spells Prepared (CL 1st): 
   1st—charm person (DC 14), magic missile 
   0—acid splash, detect magic, read magic 
  �Already cast 
  Abilities Str 12, Dex 12, Con 12, Int 16, Wis 10, Cha 
  6  
  Feats Scribe Scroll, Spell Mastery 
  Skills  Concentration +5, Decipher Script +7, 
  Knowledge (arcana) +7, Knowledge (nature) +7, 
  Knowledge (planes) +7, 
  Light Sensitivity (Ex) Lekreth is dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  X E C N U 
  CR  1 
  Male orc druid 1 
  NE Medium humanoid (orc) 
  Init +1; Senses Alertness, Darkvision 60ft, Listen +9, 
  Spot +9 
  Languages Common, Druidic, Orc  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 9 (1 HD);  
  Fort +3, Ref +1, Will +5 
  Weakness Light sensitivity  
  Speed 20 ft. in hide armor (4 squares), base 
  movement 30 ft.;  
  Melee scimitar +1 (1d6+1/18-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Combat Gear scimitar, hide armor 
  Druid Spells Prepared (CL 1st): 
   1st—entangle (DC 14), obscuring mist 
   0—guidance, know direction, mending 
  �Already cast 
  Abilities Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 
  6  
  SQ Nature sense, wild empathy, animal companion 
  (dire rat) 
  Feats Alertness  
  Skills  Knowledge (nature) +9, Listen +9, Spot +9, 
  Survival +9, 
  Nature Sense (Ex) Xecnu gains a +2 bonus on 
  Knowledge (Nature) and Survival checks. 
  Light Sensitivity (Ex) Xecnu is dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Wild Empathy (Ex) Xecnu can improve the attitude 
  of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a 
  person. He rolls 1d20+1 to determine the wild 
  empathy check results. The typical domestic 
  animal has the starting attitude of indifferent, while 
  wild animals are usually unfriendly. To use wild 
  empathy, Xecnu and the animal must be able to 
  study each other, which means that they must be 
  within 30 feet of one another under normal visibility 
  conditions. Generally, influencing an animal in this 
  way takes one minute, but, as with influencing 
  people, it might take more or less time. Xecnu can 
  also use this ability to influence a magical beast 
  with an intelligence score of 1 or 2, but he takes a -
  4 penalty. 
   
  K AR G E S H 
  CR  1 
  Male half-orc fighter 1 
  CE Medium humanoid (orc) 
  Init +1; Senses Darkvision 60ft., Listen -1, Spot -1 
  Languages Common, Orc   
  AC 18, touch 10, flat-footed 18 
   (+6 armor, +2 shield) 
  hp 12 (1 HD)  
  Fort +4, Ref +0, Will +0 
  Speed 20 ft. in splintmail armor (4 squares), base 
  movement 30 ft.;  
  Melee battleaxe +5 (1d8+3/X3)  
  Space 5 ft.; Reach 5 ft. 
  
  FURintro7-01 A Growing Crisis 
   
  Page 25 
  Base Atk +1; Grp +6 
  Atk Options Power Attack 
  Combat Gear battleaxe, splintmail, heavy steel shield 
  Abilities Str 17, Dex 13, Con 14, Int 6, Wis 10, Cha 
  10  
  Feats Power Attack, Weapon Focus (battleaxe),  
  Skills  Intimidate +4, 
   
  Encounter Nine 
   
   
   
   
  F I R E TH 
  CR  2 
  Male human druid 2 
  NE Medium humanoid (human) 
  Init +0; Senses Listen +8, Spot +8 
  Languages Common, Druidic, Orc  
  AC 15, touch 10, flat-footed 15 
   (+3 armor, +2 shield) 
  hp 15 (2 HD) 
  Fort +4, Ref +0, Will +6 
  Speed 20 ft. in hide armor (4 squares), base 
  movement 30 ft.;  
  Melee mw club +4 (1d6+2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Combat Gear masterwork club, hide armor, heavy 
  wooden shield, potion of cure light wounds 
  Druid Spells Prepared (CL 2nd): 
   1st—entangle (DC 14), produce flame, shillelagh 
   0— guidance, mending, resistance, read magic 
  �Already cast 
  Abilities Str 14, Dex 10, Con 12, Int 12, Wis 16, Cha 
  10  
  SQ Nature sense, wild empathy, animal companion 
  (wolf)  
  Feats Augment Summoning, Spell focus (conjuration)  
  Skills  Concentration +7, Handle Animal +5, 
  Knowledge (nature) +8, Listen +8, Spot +8, 
  Survival +9 
  Possessions combat gear plus  
  Nature Sense (Ex) Fireth gains a +2 bonus on 
  Knowledge (Nature) and Survival checks. 
  Wild Empathy (Ex) Fireth can improve the attitude of 
  an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a 
  person. He rolls 1d20+1 to determine the wild 
  empathy check results. The typical domestic 
  animal has the starting attitude of indifferent, while 
  wild animals are usually unfriendly. To use wild 
  empathy, Fireth and the animal must be able to 
  study each other, which means that they must be 
  within 30 feet of one another under normal visibility 
  conditions. Generally, influencing an animal in this 
  way takes one minute, but, as with influencing 
  people, it might take more or less time. Fireth can 
  also use this ability to influence a magical beast 
  with an intelligence score of 1 or 2, but he takes a -
  4 penalty. 
  Woodland Stride (Ex) Fireth may move through any 
  sort of undergrowth (such as natural thorns, briars, 
  overgrown areas), and similar terrain at normal 
  speed without take damage or suffering any other 
  impairment. 
  However, 
  thorns, 
  briars, 
  and 
  overgrown 
  area 
  that 
  have 
  been 
  magically 
  manipulated to impede motion still affect him. 
   
  C O LG O TH   
  CR  1 
  Male orc fighter 1 
  CE Medium humanoid (orc) 
  Init +1; Senses Listen +3, Spot -1 
  Languages Common, Orc  
  AC 15, touch 11, flat-footed 14 
   (+4 armor, +1 Dex) 
  hp 12 (1 HD) 
  Fort +4, Ref +0, Will -1 
  Weakness Light sensitivity 
  Speed 30 ft. in chain shirt (6 squares), base 
  movement 30 ft.;  
  Melee Longsword +6 (1d8+4/19-20x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +6 
  Atk Options Combat Gear longsword, chain shirt, 
  potion of cure light wounds 
  Abilities Str 19, Dex 12, Con 14, Int 6, Wis 8, Cha 11  
  Feats Persuasive, Weapon Focus (Longsword) 
  Skills  Intimidate +6,  
  Light Sensitivity (Ex) Colgoth is dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Encounter Eleven  
   
   
   
  C E LE N I A  
  CR  3 
  Female human sorcerer 3 
  CE Medium humanoid (human)  
  Init +2; Senses Listen +1, Spot +1 
  Languages Common  
  AC 16, touch 16, flat-footed 14 
   (+2 Dex, +4 mage armor) 
  hp 19 (3 HD);  
  Fort +4, Ref +4, Will +5 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft. 
  Melee dagger +0 (1d4-1) or 
  Ranged spell +3 (as per spell)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +0 
  Atk Options: Point Blank Shot 
  Combat Gear dagger, unholy symbol of Iuz, cloak of 
  resistance +1 
  Sorcerer Spells Known (CL 3rd):  
   1st (6/day)— mage armor�, color spray (DC 15), 
  magic missile  
   0 (6/day)—acid splash, daze (DC 14), flare (DC 
  13), ray of frost, touch of fatigue (DC 13) 
  �Already cast 
  Abilities Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 
  16  
  Feats  Point blank shot, Improved Toughness, Spell 
  focus (illusion) 
  Skills  Bluff +9, Concentration +8, Knowledge 
  (arcana) +6  
   
  
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  Appendix Two – Nature Deities 
   
  Below is a list of Deities that garner a bonus to the interaction in Encounter Six.   
   
   
  Deity 
  Worshipers 
  Pertinent Domains 
  Aerdrie Faenya     
  Elves 
  Animal, Weather 
  Atroa 
  Oeridians 
  Plant 
  Baervan Wildwanderer 
  Gnomes 
  Animal, Plant 
  Beory 
  Flan 
  Animal, Plant, Weather 
  Berei 
  Flan 
  Plant 
  Bralm 
  Suel 
  Animal 
  Breeka 
  Touv 
  Animal, Plant 
  Ehlonna 
  Humans and Elves 
  Animal, Plant 
  Fenmarel Mestarine 
  Elves 
  Animal, Plant 
  Gadhelyn 
  Elves 
  Animal, Plant 
  Geshtai 
  Baklunish 
  Plant, Weather 
  Merikka 
  Oeridians 
  Plant 
  Obad-Hai 
  Flan 
  Animal, Plant 
  Phaulkon 
  Suel 
  Animal 
  Phyton 
  Suel 
  Plant 
  Rillifane Rallathil 
  Elves 
  Plant 
  Segojan Earthcaller 
  Gnomes 
  Animal 
  Sheela Peyroyl 
  Halflings 
  Plant, Weather 
  Skerrit 
  Centaurs 
  Animal, Plant 
  Solonor Thelandira 
  Elves 
  Animal, Plant, Weather 
  Sotillion 
  Oerdians 
  Plant 
  Tlazoteotl 
  Olman 
  Animal, Plant 
  Uvot 
  Touv 
  Plant 
  Wenta 
  Oeridians 
  Plant 
  Yondalla 
  Halflings 
  Animal, Plant 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Appendix Three – Sisters in Arms 
  K ALI N D A S AR K AR E N 
  CR  1 
  Female wood elf scout 1 
  NG Medium humanoid (elf) 
  Init +3; Senses Low light vision, Listen +8, Spot +8 
  Languages Common, Elven  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor) 
  hp 8 (1 HD) 
  Immune magical sleep effects 
  Fort +0, Ref +5, Will +2 (+2 enchantment) 
  Speed 30 ft. in chain shirt (6 squares), base movement 
  30 ft.;  
  Melee shortsword +2 (1d6+2/19-20) or 
  Ranged shortbow +3 (1d6/X3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +2 
  Atk Options Point Blank Shot, Skirmish 1d6 
  Special Actions  
  Combat Gear shortbow, chainshirt, shortsword, 30 
  arrows 
  Abilities Str 14, Dex 16, Con 10, Int 10, Wis 14, Cha 12  
  SQ Trapfinding 
  Feats Point Blank Shot  
  Skills  Disable Device +4, Hide +5, Knowledge 
  (geography) +4, Knowledge (nature) +4, Listen +8, 
  Move Silently +5, Search +6, Spot +8, Survival +6 
  Skirmish (Ex) Any round in which Kalinda moves at 
  least ten feet she deals an additional 1d6 damage. 
  The extra damage applies only to attacks taken 
  during her turn and to living creatures with a 
  discernable anatomy. 
  Trapfinding (Ex) Kalinda can use the Search skill to 
  find traps when the DC is higher then 20 She can 
  also use the Disable Device skill to disarm magical 
  traps. 
   
   
  AS TR A T R E LLI N   
  CR  1 
  Female human cleric (Berei) 1  
  NG Medium humanoid (human)  
  Init +0; Senses Listen +3, Spot +3 
  Aura Good (faint)  
  Languages Common  
  AC 16, touch 10, flat-footed 16 
   (+4 armor, +2 shield) 
  hp 9 (1 HD) 
  Fort +2, Ref +0, Will +5 
  Speed 30 ft. in chain shirt (6 squares), base movement 
  30 ft.;  
  Melee club +0 (1d6) or 
  Ranged sling +0 (1d4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Atk Options  
  Special Actions Turn undead 
  Combat Gear chain shirt, club, heavy wood shield, 
  sling 
  Cleric Spells Prepared (CL 1st): 
   1st— blessD, comprehend languages, lesser vigor 
   0—create water, detect poison, purify food and drink 
  D: Domain spell. Deity: Berei. Domains: Community 
  (Use calm emotions as a spell-like ability 1/day. Gain 
  +2 bonus on Diplomacy checks); Plant (PHB p 188).  
  �Already cast 
  Abilities Str 10, Dex 10, Con 12, Int 12, Wis 16, Cha 14  
  Feats Negotiator, Skill Focus (diplomacy)  
  Skills  Diplomacy +13, Heal +7, Knowledge (nature) +5, 
  Knowledge (religion) +5  
  
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  GMs Aid 1 – Kisail 
   
  Several stores and booths are outlined below as a guideline to the products available in town.  
   
  The Marketplace 
  The produce in the market is sold primarily by humans and includes standard produce as well as some 
  exotic fare. Prices are as per the PHB. Use your best judgement as to what is available to the PCs, but 
  note that standard items are available either here or elsewhere in town. Domial, the berry seller is of 
  particular interest to the PCs (see Encounter 4).  
   
  Temples 
  Rao: There is a small shrine to Rao in town, mostly frequented by visitors from across the border in 
  Veluna. Since there have been fewer travellers from the south of late, the shrine is now unmanned. 
  Through the discontent of the locals, it is no longer as well maintained as it was in the past. 
   
  Moradin: Moradin’s temple is located in a small, primarily dwarven district. It remains well frequented and 
  maintained. 
  Heironeous: The largest temple in town is dedicated to Heironeous. Although the townsfolk are not 
  particularly religious, they respect the clergy of Heironeous and speak highly of King Belvor as his servant. 
  The cleric of Heironeous, Cederik, is a middle-aged human who is often asked to preside over local 
  disputes which the populace do not wish to address with the lord. He is a brave and fair man, if somewhat 
  more fond of creature comforts then most of his faith.  
   
  Inns, Taverns and Rooms 
  The Red Ember Inn: Dierna, a female dwarf, runs this common inn and tavern. Dierna is a bustling, 
  motherly sort. Her inn features good but common food and specializes in ale and beer. Dierna is of 
  particular interest to the PCs (see Encounter 4).  
  Paladin’s Pride: This high-class, luxurious inn and tavern is run by Stanislous and Lucina Sharbow. Their 
  reaction to the PCs is dependent on whether they feel the PCs “fit in” here.  This is determined by looking 
  at the PCs lifestyle as well as how they approach the situation. It should also be noted that both of them 
  revere Heironeous. 
  The Ogling Orc: This common tavern is located across the street from the Beckoning Beauty. It serves 
  cold cut dinners, fruit and drink. The proprietor is Jokko Muleskinner (Bbn 1/Ftr 1) who has made his 
  tavern unique by capitalizing on its view of the Beckoning Beauty. He has had two sets of eyes of the 
  eagle (four eyes total) installed and magically merged with the building to discourage theft (removing them 
  will not only take a large portion of the wall but destroys the eyes themselves). He charges a “seating fee” 
  for the four seats (10 wheatsheafs for one hour for one person or 15 wheatsheafs for multiple people). 
  There are typically only one to two tables in use. 
   
  Entertainment Venues 
  Beckoning Beauty: This is a house of ill repute run by Madame Teleril. It is attached to the gambling Hall. 
   
  Grinning Gus’s Gambling Hall: This gambling hall is open most hours of the day and night. It is run by 
  Grinning Gus and is attached to the Beckoning Beauty. In addition to serving alcohol, Gus offers cards, 
  roulette and dice. Many patrons frequent both establishments. 
   
  There is also a bakery, a bathing house, a blacksmith, a jeweler and tailor in town. 
  
  FURintro7-01 A Growing Crisis 
   
  Page 30 
  GMs Aid 2 – The representatives of the gathering 
  Agamemnon  
  Agenda: Preserve the balance of nature; fight 
  the invasion of the outside world into the forests 
  of Oerth. 
  Motivation: Balance, plain and simple. He wishes 
  the Old Faith to be free of the trials and 
  tribulations of the volatile outside world. He 
  responds well to anything that represents 
  balance and harmony with nature and reacts 
  poorly to anything that implies helping political 
  forces. 
  Starting Vote: Abstention. If he can be convinced 
  the PCs wish to bring balance to the world he 
  may sway Melina into voting for the alliance. He 
  is easier to convince if the PCs present 
  Krishena’s letter. 
   
  Telios  
  Agenda: Expand the influence of the Old Faith 
  by taking a more active role in politics. 
  Motivation: Telios is tired of simply tending the 
  forests all the time. He believes that the best way 
  to deal with the invasion of outsiders into the 
  forests is by beating them at their own game. He 
  welcomes the adventurers and the potential 
  alliance they bring. 
  Starting Vote: Yes. Telios vehemently fights for 
  the approval of an alliance unless the PCs have 
  been overtly aggressive toward the gathering or 
  obviously malicious to nature in some way. 
   
  Hannali  
  Agenda: Heal the wounded natural places of 
  Oerth. 
  Motivation: Hannali is a healer by trade and 
  mostly interested in making sure that no one is 
  hurt needlessly. She understands the threat that 
  is posed by the outside world but is concerned 
  that the hedonistic tendencies of the outside 
  world are part of the problem. 
  Starting Vote: No. The PCs can sway her by 
  showing that the threats that Furyondy faces are 
  in fact not brought on by the actions of the 
  people of the country and that many innocent 
  people have been hurt in this needless war. She 
  is easier to convince if the PCs present 
  Krishena’s letter to the gathering.  
   
  Atrigon  
  Agenda: Maintain the connection between the 
  spirit realm and the material plane. Preserve the 
  natural order. 
  Motivation: Atrigon is a Spirit Shaman, a 
  specialized divine caster that calls upon the 
  spirits of nature to garner their power. He 
  understands that there is an energy behind all 
  forms of nature whether it be plant, animal, or 
  man. He seems to have some disagreement 
  with Hannali. 
  Starting Vote: Yes, unless PCs harmed Telshion 
  in anyway (in Encounter 5). 
   
  Xinli  
  Agenda: Expand her knowledge of the world. 
  Motivation: Unlike most of the Old Faith, Xaili 
  understands both the power of the arcane and 
  the divine. She seeks to constantly learn new 
  things no matter what they may lead her to. She 
  reacts favorably to any knowledge the PCs may 
  present her. 
  Starting Vote: Yes, unless the PCs say or do 
  something grossly offensive to her pursuit of 
  knowledge. 
   
  Melina  
  Agenda: The defense of Agamemnon. 
  Motivation: Melina is the youngest of the 
  counsel. She is the staunch defender of the 
  elder Agamemnon and has learned much from 
  him. She feels that any contact with the political 
  forces of Furyondy is a threat to the balance and 
  vehemently oppose anything they have to say. 
  She and Telios argue a lot. 
  Starting Vote: No. She can be convinced only by 
  Agamemnon but is more receptive if the PCs 
  convince her that neither they nor Furyondy 
  poses a threat to the balance or Agamemnon.  
   
  Selinos  
  Agenda: Wishes to be secluded and be left 
  alone. 
  Motivation: Only came to the gathering because 
  of the summons that his clan received. For many 
  years his clan has been threatened by the 
  politics of their area and they simply wish to be 
  left alone. He reacts in a hostile manner to 
  almost anything the PCs have to say. 
  Starting Vote: No. Although a hard sell, the PCs 
  can convince him to begrudgingly agree to the 
  alliance if they convince him that Furyondy will 
  leave him and his clan alone and end their 
  useless war as quickly as possible. 
  
  FURintro7-01 A Growing Crisis 
   
  Page 31 
  DMs Map 1 – Encounter 3 
  
  FURintro7-01 A Growing Crisis 
   
  Page 32 
  DMs Map 2 – Encounter 7 
  
  FURintro7-01 A Growing Crisis 
   
  Page 33 
  DMs Map 3 – Encounter 9 
  
  FURintro7-01 A Growing Crisis 
   
  Page 34 
  DMs Map 4 – Encounter 11   
   
  Celenia starts here 
  Fountain, Impassable 
  
  FURintro7-01 A Growing Crisis 
   
  Page 35 
  Player Handout #1 
   
   
  Larena 
   
  This letter is meant for you and your little friend. Recently it has come to my attention that some adventurers have been 
  sent out in an attempt to stop a plan of my master…  of course I cannot allow this. Your duty is simple…  stop them, kill 
  them, kidnap them; frankly I don’t care as long as they are not allow to reach Kisail. I don’t think I have to tell you 
  about the amount of riches that my master can bestow upon you and your companion if you succeed…  and the amount of 
  pain and torment you will feel if you fail.  
   
  Player Handout #2 
  Lekreth 
   
   
  Our master has given us orders…  soon this country will be brought to its knees and our master’s fist will reach 
  across the light and bring forth total darkness. I have included a list of components needed for the spell. This 
  will only be a small attempt at a greater power but we must first know it will work. I am sending Xencu to 
  assist you and Kargesh to act as a body guard. Remember, we need the results of this test so do try to stay alive 
  long enough to bring them to us. Remember…  even in death our master feeds…  
   
   
   
   
   
   
   
   
   
   
   
   
  C 
   
   
   
  Aconite 
  Ampelopsis 
  Belladonna 
  Bleeding Heart 
  Blood Root 
  Celandine 
  Dead Man’s Hand 
  Deadly Galernia 
  Death Camas 
  Destroying Angel 
  Fox Glove 
  Hemlock 
  Pernettya 
   
  Have Xecnu combined these herbs in the pit and then say the chants… we shall see if the spell does as we 
  believe it will. 
  
  FURintro7-01 A Growing Crisis 
   
  Page 36 
  Player Handout #3 
  Wisened One 
  I present these travelers to you with my blessings. They have ventured through the Dapple 
  and have been proven worthy by its judges. It seems they may have the strength of heart to 
  stem the tide of darkness we have been feeling recently, as well as the compassion to see the 
  balance and to protect it with their lives. I implore you to listen to what they have to say… it 
  seems they are willing to help. 
   
  May the Oerth Mother Shine Upon Us All 
  Krishena 
   
      
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Furyondy/FUR7-A01 - A Growing Crisis.pdf