TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  TSS4-06  
   
   
   
   
   
   
   
  Wind Reaping 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Splintered Sun Meta-Regional Adventure 
  Version 1.0 
   
  Round One 
   
  by Maya Deva Kniese 
  Circle Reviewer: Paul Looby 
  Play Testers: Erno Sombroek, Floris Kraak, Sebastiaan Heukels, Ward van Oosterum, Mark Langereis, Ralf Zuiderhoek 
   
   
  Bullywugs. Wastrians. Enemies so despised in Sunndi, the law itself allows them to be slain on sight. Skulking in the 
  Vast Swamp, long have they dreamt of the day all non-humans are eradicated from the face of the Oerth.  
  Until now.  
  Now, they move… 
  Sequel to the Sunndi Regional, Harvest Time, this is part 2 of the When the Wind Blows series. 
  This scenario is for APLs 4-12. 
   
   
   
   
  
  Wind Reaping 
   
  Page 2 
  Introduction 
  This is an RPGA
  ® Network scenario for the Dungeons & 
  Dragons
  ® game. A five-hour time block has been allocated 
  for each round of this scenario. The rest of the time is spent 
  in preparation before game play, and scoring after the 
  game. The following guidelines are here to help you with 
  both the preparation and voting segment of the game. Read 
  this page carefully so that you know and can communicate 
  to your players the special aspects of playing an RPGA 
  scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, 
  and a character sheet from your convention coordinator or 
  the RPGA Website, and then have any players without a 
  character create on. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario was created 
  to support double-sided printing, but printing it single sided 
  will work as well. There is enough room along the inside 
  margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It may 
  help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, 
  an RPGA scoring packet, and your sense of fun. It is also a 
  good idea to have a way to track movement during combat. 
  This can be as simple as a pad of graph paper and a pencil, as 
  handy as a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more than 
  six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are not 
  free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. It’s 
  strongly recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to actions of the 
  player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and DM 
  score the game. Complete the RPGA scoring grid with 
  names and RPGA numbers only, and the event information 
  at the top. RPGA no longer uses voting for any reported 
  results. Give the Scoring Packet to your event coordinator 
  along with any event tickets.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for combat 
  (most likely being war horses, dogs trained for war), 
  other than those brought by virtue of a class ability (i.e. 
  animal companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number of 
  levels you add to the sum above. Add each character’s 
  animals separately. A single PC may only bring four or 
  fewer animals of this type, and animals with different 
  CRs are added separately. 
  
  Wind Reaping 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined the 
  APL. Throughout this adventure, APLs categorize the level 
  of challenge the PCs will face. APLS are given in even-
  numbered increments. If the APL of your group falls on an 
  odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on help 
  by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four, or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their dogs 
  to attack must succeed at a DC 10 Handle Animal or 
  Charisma check. Failure indicates that the animal will 
  not attack that round. This is a free action (spoken 
  command) that may be attempted each round. If an 
  animal loses half or more hp in a single round it flees, 
  unless another check is successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Splintered Sun Meta-regional 
  adventure, set in Sunndi. Characters native to the 
  Splintered Sun meta region pay one Time Unit per round, 
  all others pay two Time Units per round. Adventurer’s 
  Standard Upkeep costs 12 gp per Time Unit. Rich Upkeep 
  costs 50 gp per Time Unit. Luxury Upkeep costs 100 gp per 
  Time Unit. 
   
   
  Adventure Background 
  This is the second in the series When the Wind Blows, 
  describing why great numbers of Bullywugs come boiling 
  out of the Vast Swamp every 20 or so years and ravage the 
  land. In part 1, SND3-01 Harvest Time, the adventurers 
  found out all is not well, as the Bullywugs that live in the 
  Vast Swamp made their first attack on the people of 
  Sunndi. In Wind Reaping, the Bullywugs attack in full 
  force, their raiding parties swarming across the land, 
  burning and killing all along the border.  
   
  Adventure Summary  
  Introduction: 
  Like Harvest Time, Wind Reaping takes place in 
  Longwood, a village on the edge of the Vast Swamp near 
  Menowood. It is has been 8 months since Harvest Time, 
  and the village is restless with the rumour of war. So far, 
  they’ve been lucky and left undisturbed, but the threat of 
  an attack grows with each day. Therefore, Mayor Chaldea 
  Starglow, accompanied by her granddaughter, the Royal 
  Warder of the Vast Swamp, or Marsh Warder, Chelda 
  Windfang, traveled to Eyedrinn, the seat of the County of 
  Stalward, to speak with Lord Yarinto, Count of Stalward, 
  and request his aid. Chaldea’s daughter Eriane Windfang, 
  and her husband Beor Windfang, also a Royal Warder of 
  the Vast Swamp, currently lead the village. Felan, the half-
  olven innkeeper, and Kregar, mayor Chaldea’s celestial 
  hawk familiar, aid them. 
   
  Encounter 1: Bad Tidings 
  The scenario starts with the party relaxing at the Olve and 
  Bear, when a commotion outside disturbs the peace: the 
  Warder Beor Windfang arrives, half supporting, half 
  dragging a nearly dead lizardman to the temple of Pelor and 
  
  Wind Reaping 
   
  Page 4 
  Esterian, the village priest. Shortly after, Beor’s wife Eriane 
  hurries past as well, and Felan, handing business to his 
  companion Elsterr, is also headed to the temple. Obviously, 
  bad things are about to happen… 
   
  Encounter 2: Inside the Temple 
  When the party goes to investigate, they learn that the 
  lizardman is Ghakarr, of the Sht’ker a tribe that lives about a 
  week’s travel southeast into the swamp. Ghakarr is the sole 
  survivor of a large hunting party exterminated by 
  bullywugs. Careful questioning will make it clear the 
  bullywugs are headed this way, and could arrive as early as 
  tomorrow. Longwood is a border town and can withstand 
  quite a bit, but not a massive attack by an army and the only 
  sensible choice is evacuation. Of course, people are not 
  always sensible, and Eriane, with two children to care for, is 
  as reluctant to leave as most other villagers. 
   
  Encounter 3: A Plea for Help 
  The Guard Tower to the east can hold off an army for much 
  longer, hopefully long enough for the Sunndian Army to 
  arrive; Kregar is sent off to get them. The Guard Tower is 
  about 10 miles to the east, and would normally take only a 
  couple of hours. With the complete village in tow though, 
  half a day or more seems much more likely, never mind the 
  time needed to pack, and there is the distinct possibility of 
  a bullywug attack along the way. 
   
  Encounter 4: Planning 
  With the help of Ghakarr, the leaders of the town and the 
  party begin to make evacuation plans if the bullywugs are 
  on the move. 
   
  Encounter 5: Kregar’s Report 
  When Kregar comes back from his scouting trip, he brings 
  bad news indeed. 
   
  Encounter 6: Evacuation 
  It is up to the party to convince Felan, Beor, and Eriane, 
  that everyone should leave as soon as possible, and then, 
  with their help, to convince the village. With dusk 
  approaching, this is no easy task… 
  Assuming the party succeeds, packing will still take many 
  hours, and the refugee caravan will not be ready to leave 
  until dawn. By then everyone is frantic to leave, hoping 
  against hope to reach the Guard Tower before the 
  bullywugs arrive. 
   
  Encounter 7: On the Road 
  On the road, amphibians, such as toads and newts, harass 
  the party and refugees. Although these tiny animals are 
  incapable to pose anything even remotely resembling a 
  threat, they certainly try. 
  Encounter 8: Amphibians 
  Unfortunately, the bullywugs will arrive before the 
  villagers reach the Tower, and the party will have to defend 
  the refugees, first against a scouting party. 
   
  Encounter 9: Amphibious Rage 
  Next, a second group of bullywugs attacks. 
   
  Encounter 10: The End of the Road 
  At the very foot of the Guard Tower, a third wave of 
  bullywugs attacks, and the rest of the army is coming close 
  on their heels. 
   
  Encounter 11, Waiting… 
  Safe inside the tower but unable to get out, there is nothing 
  to do but wait. 
   
  Troubleshooting: At high APLs, it may be that the party has 
  the means to go out into the swamp and fight the 
  bullywugs on their own ground. If so, by all means let 
  them; simply hand them the 3 encounters all in one go. 
  Add in a lot of the bullywug raiders as well; at these levels 
  bullywugs in the listed encounters are the elite of the army, 
  but of course there are lots of low-level “soldiers” as well. 
   
  On the other hand, in the unlikely case the party 
  chooses not to interfere at all, the bullywugs will overrun 
  the village during the night, slaughtering everyone in sight. 
  In this case the party does get all foes in one big lump, and 
  will probably have to try and flee like everyone else 
   
  Introduction 
  The scenario starts with the adventurers enjoying a late 
  afternoon drink at the Olve and Bear Inn in the village of 
  Longwood, near the border with the Vast Swamp. The 
  dominant topic is the numerous attacks of bullywugs all 
  along the border with the Vast Swamp. People are afraid 
  and angry, but unsure what to do; they don’t want to leave 
  their homes, but the bullywugs have already burned several 
  villages to the ground. Allow the players some time to 
  introduce themselves, and get a feel of the town; if 
  somebody wants to have done some shopping, that’s fine, 
  but keep an eye on the clock. In game, the PCs gather at the 
  Olve and Bear around the fourth bell after noon and the 
  scenario begins. Continue with Encounter 1. 
   
   
   
   
   
   
  
  Wind Reaping 
   
  Page 5 
  � Longwood (village): Conventional; AL NG; 200 gp
  limit; Population: 364 (64% human, 21% olven, 7%
  noniz, 5% hobniz, 3% other; Trade furs, leather, wine,
  woodcarvings. 
   
  Authority Figure: Mayor Chaldea Starglow (LG
  human female Ftr4/Wiz5 [former adventuress]). 
   
  Important NPCs: Esterian (NG, olven male Clr5 of
  Pelor), Felan (NG half-olven male Exp3 [innkeeper]),
  Beor (CG human male Rgr6 [Marsh Warder]), Karzat
  (CG half-euroz male Exp4 [blacksmith]). 
   
  Longwood was founded fairly recently, in 583 CY, when
  the innkeeper Felan, his family and several friends
  settled and rebuilt the ruins of an older village
  destroyed in one of the many battles that had ravaged so
  much of Sunndi’s southern frontier. As a reminder of
  those days, the stockade surrounding the village is kept 
  in excellent repair. Longwood is reasonably prosperous,
  though not exceptionally so.  
   
   
  Encounter 1: 
  Bad Tidings 
   
   
  Ask the players if they played SND3-01 Harvest Time, 
  SND3-02 Murky Waters, or Lizard King. Those that played 
  Harvest Time will recognize Beor and Eriane on sight; 
  those that played either Murky Waters or Lizard King 
  know a Chtaan when they see one. Adjust the boxed text as 
  appropriate. 
   
  Everyone knows that the Road of Fame is covered in rocks 
  and pitfalls, and that many horrid monsters lurk along its 
  margins. Dragons, vampires, insane priests and wizards –
  there’s good reason why not everyone chooses to take the 
  way of the Hero. Even the more mundane roads that 
  brought you to the village of Longwood can be plagued by 
  bandits intent on taking your money and your life.  
   
  Newts though, do not rank highly among the 
  expected dangers.  
   
  Few people go in fear of frogs, and toads are not well 
  known for their teeth. And yet these are precisely the 
  terrors that you faced during the last days as you 
  approached to the borders of the Vast Swamp. Pretty 
  yellow flowers lined the way –from which hopping mad 
  frogs would jump at you, cling to your belt and savage your 
  clothes with no result whatsoever except looking 
  ridiculous – and quite unnerving. Whenever you camped, 
  toads would likewise croak a challenge and leap at you, 
  while silent newts would slither up and nibble your ears at 
  night. Other roadside travelers suffered the same troubles, 
  else you might have thought to be cursed. But if curse it 
  be, then it is quite indiscriminate as the raving amphibians 
  attack anything that moves –including each other.  
  In the village of Longwood itself though, the 
  creatures have long been exterminated, though frog soup, 
  frog leg fricassee and other delicacies are still sold at very 
  low prices. It will be most pleasant to walk around without 
  the constant pestering. 
   
  As the fourth bell of the afternoon tolls, the midday 
  heat is slowly fading, but it is still unpleasantly hot, and a 
  refreshing drink seems an excellent idea. The Olve and 
  Bear, with its beautiful wood paneling and first-rate beer, 
  sounds like a good plan, and service is quick and warm, if 
  somewhat subdued by the ever growing threat of the 
  bullywug invasion. Most conversations around you centre 
  on various raids and bloodshed by the bullywug invaders. 
  Some are even talking of leaving for safer areas like 
  Pitchfield. The great Guard Towers Hazendel ordered 
  build only a few years back have so far succeeded in 
  holding the tide of raids, but if this goes on much longer, 
  surely they must fall. Others are less convinced, and 
  disagree strongly, firmly believing in the protection of the 
  King, and point out that this is exactly why the mayor, 
  Chaldea Starglow, and Marsh Warder Chelda have gone to 
  speak with Lord Yarinto, Count of Stalward. Some even 
  hold the threat of invasion to be vastly overstated, no more 
  than fear mongering by greedy merchants seeking to drive 
  up prices for their own gain. Whatever the truth may be, 
  right here and now, all is quiet and you enjoy your drinks 
  in peace, with not a newt in sight. 
   
  The peace of the afternoon is suddenly broken by 
  shouts from outside - people calling in surprised alarm. 
   
  If the party goes out to investigate, they see an enormous 
  bear of a man half guiding, half carrying what seems to be a 
  cross between a human and a lizard; he is followed by what 
  looks like half the inhabitants of Longwood, wanting to 
  know what the creature is and what is going on. The 
  human however does not respond, and determinedly 
  continues towards the temple of Pelor. 
   
  A successful DC 15 Bardic Knowledge check or 
  Knowledge (Splintered Sun) reveals the creature is a 
  lizardman. A successful DC 20 Bardic Knowledge check or 
  Knowledge (Splintered Sun) reveals that the lizardman is of 
  the Chtaan. A successful DC 25 Bardic Knowledge check or 
  Knowledge (Splintered Suns) reveals that the human is 
  Beor Windfang, one of the two local Royal Warders. Of 
  course, PCs who played SND3-01 Harvest Time will 
  recognize Beor on sight, while those that played SND 3-02 
  
  Wind Reaping 
   
  Page 6 
  Murky Waters or The Lizard King will recognize the 
  Chtaan for what he is (though not his tribe). 
   
  While the PCs decide what to do next, Felan, the half 
  olven innkeeper of the Olve and Bear, asks his companion 
  Elsterr to keep an eye on business as he hurries after Beor 
  and the lizard like creature. PCs who played Harvest Time 
  (or succeed at a DC 25 Bardic Knowledge check or 
  Knowledge (Splintered Sun) check) also recognize one of 
  the villagers close to Beor as Eriane, his wife and the 
  mayor’s daughter. 
   
  If the party inquires after the yellow flowers, show 
  them Player’s Handout 1: The Yellow Flower. 
  A Knowledge Nature will reveal the following: 
  • DC 10: You’ve never seen this flower before 
  • DC 15: This flower is usually *very* rare in Sunndi 
  (except currently it’s growing everywhere) 
  • DC 20: The flower is not native to Sunndi, and should not 
  be growing here at all, let alone in such quantities. 
  That’s probably why it is so sickly. 
  • DC 25: It’s definitely a swamp flower, but it’s not native to 
  the Vast Swamp either. 
  • DC 35: This is weird. These are sun children; the nearest 
  place these plants should grow is the Tilvanot 
  Peninsula… 
   
  A DC 25 Bardic Lore check reveals these flowers were last 
  seen some 20 years ago –during the last bullywug invasion. 
  The strange behavior of the amphibians remains 
  unexplained; let the PCs roll whatever checks you please, 
  then tell them they’ve never have no idea. They haven’t… 
  Should they ask, then yes, the little yellow flowers with 
  their fern-like leaves grow everywhere, though most of the 
  plants seem sickly and bug-ridden. At any point during the 
  scenario except indoors, a DC 10 Search check will turn up 
  one or more patches of yellow flowers. 
   
  If the party follows everyone else to the temple, read or 
  paraphrase: 
   
  The main deity of Longwood is Pelor, and His radiant face 
  reflects the light of the afternoon sun from the front of the 
  temple. Beneath it at the open door, you see a young olven 
  priest listening to the human’s tale as he quickly examines 
  the lizard creature. The human, whose name appears to be 
  Beor, explains how he found the Chtaan (this seems to be 
  the creature) in the swamp several days ago, feverish and 
  all but dead from his festering wounds. The innkeeper 
  Felan and a middle-aged woman stand nearby listening 
  closely, and help Beor lift the Chtaan when the priest 
  invites them inside. The people of Longwood stay outside, 
  talking to each other in excited, worried voices. 
   
  If the PCs offer to help, they are also invited inside. Any PC 
  who played SND3-01 Harvest Time will recognize the 
  woman as Eriane, and she will recognize them, and ask 
  them to come inside as well. If none of the PCs played 
  Harvest Time, Esterian, the priest, will introduce himself to 
  any obvious divine casters, and request their help with the 
  wounded Chtaan. If neither option is available, any PC of 
  level 8 or up is asked to assist regardless; either because 
  they can be recognized as powerful people or because one 
  of the NPCs has heard of them.  
   
  If none of the above applies, and no other way to get 
  the party inside presents itself (like the PCs asking), they 
  will have to wait outside with the villagers. If the party does 
  go inside, the NPCs introduce themselves as appropriate: 
  Esterian, priest of Pelor, Felan, the innkeeper, Beor 
  Windfang, Royal Warder of the Vast Swamp, and Eriane 
  Windfang, master leather worker, daughter of mayor 
  Chaldea and Beor’s wife. 
   
   
  Encounter 2: 
  Inside the Temple 
  Ask if any of the PCs speaks Draconic. Those that do can 
  speak with the Chtaan normally; adjust the boxed text as 
  appropriate. 
   
  Read or paraphrase: 
   
  The cool shade inside the temple seems almost cold 
  after the oppressive heat outside, and the beautiful stained 
  glass windows burn brightly, casting a riot of colors on the 
  floors. Before the altar, lies the Chtaan, motionless and 
  apparently dead. Then he moves – no, something moves 
  on him: a bloated maggot looses its grip on a leg wound 
  and falls to the floor. 
   
  A DC 15 Heal check reveals the Chtaan is still alive, though 
  barely so. It takes a DC 20 Heal check to notice the 
  discoloration to the side of his head that denotes a cracked 
  skull. Rules wise, the Chtaan is at -3 hit points but stable, 
  and could have been healed by Beor, but the marsh fever he 
  attracted is draining his Constitution at an alarming rate. To 
  fully heal him, he needs a remove disease spell, have 8 
  points of Constitution restored, and 20 hit points healed. 
  Luckily, to revive him, the remove disease and 4 hit points 
  are enough, and Esterian can do both if the PCs can’t. 
   
  When all spell casting is done, read or paraphrase: 
   
  As the last syllables of the healing rite fade from hearing, 
  the Chtaan slowly opens two slitted, brightly yellow eyes, 
  and weakly tries to move. A faint hiss is quickly smothered 
  by a hacking cough and the scaly face contorts in what can 
  
  Wind Reaping 
   
  Page 7 
  only be pain. Beor immediately holds out a water skin 
  from his belt, and the Chtaan drinks greedily before 
  looking at you all and hissing something unintelligible. 
  After some hesitation, Beor hisses something in reply, 
  though it takes no expert to realize his response is far from 
  fluid. 
   
  If any of the PCs speak Draconic, then they can help Beor 
  quickly find out what is going on.  Have the PCs interact 
  with Chtaan on behalf of Beor. 
   
  The Chtaan is asking the regular questions: “where am 
  I,” “who are you”, “what happened?” Beor speaks halting, 
  heavily accented draconic, and while he can make himself 
  understood, most complex topics are beyond him. Still, he 
  can interpret for the party if none of them speak Draconic.   
   
  With Beor’s help, the party can learn the following:  
   
  The Chtaan is called Ghakarr, and was part of a large 
  hunting party. They encountered many, many frog folk, 
  who were raving mad and extremely aggressive. The frog 
  folk basically exterminated the Chtaan. Ghakarr isn’t too 
  sure of what happened afterwards. He remembers 
  screaming frog folk cutting up living and dead Chtaan and 
  then the sky exploding into darkness. 
   
  If one or more PCs speak draconic, they can converse 
  directly with Ghakarr, and learn some more information if 
  they ask the right questions: 
   
  There were 12 Chtaan in the hunting party. They were 
  hunting giant crocodiles. All were experienced hunters and 
  heavily armed. Two days away from home, they were 
  ambushed by at least a hundred bullywugs, most of them 
  screaming and frothing at the mouth. They tried to retreat, 
  and then simply to flee as fast as they could, but the 
  bullywugs were faster than them and cut them down on the 
  run. Ghakarr is sure two thirds of the hunting party was 
  dead before they had run a hundred yards. Then he himself 
  was overtaken by 3 bullywugs, and though he is reasonably 
  sure he killed at least one, they fought on long after they 
  should be dead, and kept coming back at him –until one hit 
  him hard on the head. After that his memory is fuzzy at 
  best; he remembers trying to go home to give warning, but 
  obviously he didn’t.  
   
  If asked, Beor can testify he found Ghakarr 3 days south of 
  Longwood, several days northwest of where he should be. 
  It doesn’t take much imagination what the fate of the 
  Sht’ker tribe has been… 
   
  If asked for more details, Ghakarr mentions the 
  bullywug’s unnatural speed and extreme aggressiveness. 
  They ignored any danger to themselves, and some even 
  attacked each other! If pressed, Ghakarr admits that last bit 
  may have been his imagination, but it certainly seemed real. 
   
  Encounter 3: 
  A Plea for Help 
   
  Read or paraphrase: 
   
  There is a heavy silence when Ghakarr is done with his 
  sorry tale. Esterian and the others look pale and 
  frightened. Esterian is the first to speak. 
   
   “Is… Is there a way to determine where those 
  monsters are now?”  
   
  He shivers, as from cold. 
   
  Give the PCs a few moments to come with suggestions, 
  then, if they don’t, continue: 
   
  After a few moments, Eriane stirs and replies, 
   
   “Kregar. He can fly out and find them. That many 
  bullywugs… He can spot them a mile away.” 
   
   Beor nods, and shakes himself. “And what if they are 
  headed here? We can’t possibly defend ourselves from that 
  many bullywugs. We need the army! Kregar can warn 
  them, but what if they can’t be here in time?”  
   
  Eriane shudders and shakes her head, “Let’s not jump 
  to conclusions, love! I will ask Kregar to scout for us. Let’s 
  wait until he returns! The bullywugs may have found their 
  match in Ghakar’s tribe, or simply move elsewhere!”  
   
  With that, she leaves the temple in haste, almost as if 
  she can prevent the bullywugs from coming by acting 
  quickly.  
   
  Felan looks after her and shakes his head sadly, but 
  only says “I will tell the villagers of what we learned; they 
  should know what we may face.” 
   
   Beor nods, and the half olve leaves as well. As 
  Ghakarr looks at everyone with unblinking eyes, Esterian 
  turns to you. 
   
   “If the bullywugs… If they are indeed headed here, 
  we will need all the help we can get. Can you help us? Will 
  you?”  
   
  Kregar is the celestial hawk familiar of mayor Chaldea. He 
  speaks Common, and can indeed scout for the bullywugs. 
  This will take him 2 hours. If the party can come up with a 
  quicker way to find the bullywugs, feel free to use it; 
  likewise for alerting the army.  
   
  Should the party feel up to taking out the bullywug 
  army on their own, make it clear that, while possible, this is 
  *dangerous*, with the challenge rating at least APL+6. Then 
  again, it does allow the party to go in fully buffed and on 
  
  Wind Reaping 
   
  Page 8 
  their own terms – who knows, they might survive. A little 
  magic can go a long way… 
   
  If the party never went inside the temple but are 
  waiting outside, they get the story from Felan, who in that 
  case only has the information Beor could get from Ghakarr. 
  If the party offers to help they can go inside now and 
  question the Chtaan themselves if they can, and can go on 
  with the scenario from there on.  
   
  If the party does not offer to help, the bullywugs will 
  overrun the village during the night, forcing the PCs to flee 
  or be slaughtered. 
   
  If the party sticks to the regular scenario, continue 
  normally. 
   
  While he hopes the party will help from the goodness of 
  their hearts, Esterian, and Beor for that matter, recognizes 
  that not all people are of such stock, and, if asked, will offer 
  reward as well. Note that he will offer most of this as free 
  gifts should the party not ask for rewards, but politely 
  refrains from mentioning so.  
   
  For starters, of course the party can keep any loot they 
  may acquire. Esterian himself will gladly offer his aid in 
  healing, including 6 potions of cure light wounds. If that is 
  not enough, he will also offer temple gold (50gp per APL 
  for each PC). This he will offer only if needed to secure the 
  PCs’ help, although if they don’t take it, he will use it to 
  help pay for a raise dead should one (or more) be needed. 
  He will also speak on behalf of the party to his superiors, so 
  that they only need to pay for the diamonds for a raise dead. 
  Esterian is also willing to speak to mayor Chaldea, a warrior 
  and wizard both, and convince her to open up her 
  spellbooks and teach various rare skills.  Both she and his 
  religious superiors may also be willing to part with various 
  magical items to help those defending the land and its 
  people. 
   
  Once the party agrees to help, Beor wants to know 
  what they can do. He points out that Longwood cannot 
  withstand an army for long; the palisades would not hold 
  even if they had sufficient people to man it. About 10 miles 
  east of Longwood stands one of the Guard Towers that line 
  Sunndi’s southern frontier, and the garrison there could 
  help out.  However, even with the help of the Guard Tower 
  and the wooden fence, a hundred bullywugs would overrun 
  the town.  The stone walls and full garrison of the Guard 
  Tower seem to be the only way to survive this bullywug 
  invasion. The army at Eyedrinn could destroy the 
  bullywugs, but it would take them two days at least to get 
  here, perhaps three. By then Longwood would be long 
  destroyed. 
   
  Although neither Beor nor Esterian says it outright, it 
  should become clear that the only hope for survival for the 
  villagers is evacuation. The Guard Tower can shelter them 
  for a long time. Food would be a problem, but can be taken 
  along from the village, and things would be crowded but 
  safe. Obviously, Beor and Esterian do not relish the 
  thought of having to flee, and neither do Felan and Eriane 
  when they return. They can, however, be convinced by the 
  party, either through role-play and arguments, or a DC 20 
  Diplomacy check (note that there’s no need to do both!).  
   
  If the party cannot convince them, they insist to wait 
  for Kregar’s report before making any decisions. This will 
  take another hour, during which time Felan will return to 
  the inn, both to see to work and to calm down the villagers, 
  while Eriane and Beor return home to watch over their 
  children. If asked, Beor will stay to translate for the party if 
  they want to speak with Ghakarr. Esterian will stay to care 
  for Ghakarr, who is still exhausted from his ordeal. In this 
  case, continue with Encounter 5: Kregar’s Report. 
   
  If the party does convince them of the need to 
  evacuate, Felan still goes to the inn, but he goes to pack, 
  and warn the villagers, while Eriane suggests they move to 
  her mother’s workroom, where there is a large map of the 
  area. Give the Players’ Handout 2: Longwood and 
  Surroundings, and read or paraphrase: 
   
  Reluctantly, Eriane and the others agree that evacuation 
  seems the only way to survive the rampaging bullywugs. 
  While of course, they may not be coming this way, it 
  seems decidedly unlikely.  
   
  Eriane shakes her head worriedly, and says “Kregar 
  has been gone for about an hour now, but there is no way 
  to tell when he’ll be back. I think we had best go to my 
  mother’s workroom, the mayor’s office. There is a large 
  map of the area there, and perhaps Ghakarr can point out 
  the site where they were attacked. Beor can show where 
  he found Ghakarr, and when Kregar returns, he can tell 
  where the bullywugs are now. It will give us a clearer 
  image of the situation, and perhaps be helpful with the 
  evacuation…”  
   
  Felan nods, and adds, “I’ll go back to the Olve, and 
  close up. If things are as bad as it seems, we’ll need time to 
  pack, and we do *not* need frightened people drinking 
  themselves into a stupor.”  
   
  Esterian sighs sadly “I think I have some packing of 
  my own to do –and some unpacking as well; it has been a 
  while since I bore arms in Pelor’s name, but I still can!”  
   
  As Felan and Esterian leave, Eriane gestures at you to 
  follow her. 
   
   
   
   
   
   
  
  Wind Reaping 
   
  Page 9 
  Encounter 4: 
  Planning 
  Assuming the party follows rather than come up with ideas 
  of their own, read or paraphrase: (DM suggestion – modify 
  this if any of the PCs speak Draconic.  The PCs should be 
  interacting with Ghakarr in the italicized (box) text and 
  doing so in an effective way.) 
   
  Outside, frightened villagers besiege you all with dozens 
  of questions, not waiting for answers or even for breath it 
  seems. Felan is calling for silence in a loud voice, and as 
  Eriane and Beor lead you onwards through the throng, 
  Felan tries his best to answer, making his way to the Olve 
  and Bear all the while. 
    
  You are brought to a sturdy, two-story house, one of 
  the few entirely stone buildings in Longwood. The house 
  is still fairly new - metal numbers on the front of the 
  building proclaim that it was built in 586 CY. The first 
  floor is dedicated to an office while the second floor 
  contains the living areas. Inside, you are led to a well-
  furnished room, with tall bookcases between taller 
  windows. A large desk dominates the left half of the room. 
  To the right of the desk stands a perch for a hunting bird. 
  A large map of the area hangs on the wall behind the desk. 
  In the right half of the room are several comfortable chairs 
  around a low table next to a fireplace, now cold and dark.  
   
  Eriane walks over to the map, while Beor, in his 
  stilted draconic, hisses at Ghakarr. After a few tries, 
  Ghakarr seems to understand, and points out an area on 
  the map. Beor looks at the spot closely, then points out 
  where he found the Chtaan. Although the Chtaan village 
  is closer, both spots are uncomfortably close to Longwood 
  as well… 
   
  It is getting towards dinnertime, and outside, things 
  quiet down a bit as most people go home to eat. Still, a 
  sense of fear and looming disaster hangs over the village… 
   
  Give the players some time to study the map and come up 
  with plans to speed up the evacuation and protect the 
  caravan. When they run out of ideas (or time), Kregar 
  returns with alarming news.  
   
  Encounter 5: 
  Kregar’s Report 
  If the party convinced Beor and the others, they are inside 
  the mayor’s house when Kregar returns. Read or 
  paraphrase: 
   
  As you discuss your options for the umpteenth time, a 
  piercing shriek splits the air. Looking up, you see a snowy 
  white hawk balancing on the windowsill, staring at you 
  with fierce, golden eyes.  
   
  Eriane hurries over and opens the window: “Kregar! 
  What have you found?”  
   
  The hawk hops in and sails over to his perch before 
  screeching: “Bleew’gs! Coming here! Scores of bleew’gs! 
  They’ll arrive tonight, tomorrow and kill! Kill! Kill!!”  
   
  Beor and Eriane both turn as pale as Kregar’s 
  feathers… 
   
  The bullywugs are indeed on their way to Longwood, and 
  will most likely arrive around dawn. Kregar counted at least 
  6 score of them: 80 or so bullywugs on their way to 
  Longwood, while another 40 lie dead in the ruins of the 
  gutted Chtaan village. The frogfolk seemed very agitated, 
  and fights would continuously erupt between them, only to 
  be calmed down by heavily tattooed bullywugs waving 
  smoking pots. Kregar does not doubt for a second that the 
  Longwood villagers will be slaughtered to a man if they are 
  still here around dawn. 
   
  If the party did not convince the NPCs, or for some reason 
  is not at the mayor’s house, let them make a DC 12 Listen 
  check to hear Kregar’s ear-piercing shriek and determine 
  where the noise came from. In this case, they arrive just in 
  time to see somebody open the window Kregar is waiting 
  at. This is a servant letting in the bird. Eriane, likewise 
  having heard the screeching, is hurrying towards the 
  building, and gestures the PCs to follow her. Inside, Kregar 
  will give his report as above. 
   
  Encounter 6: 
  Evacuation 
  Note: This is a role-playing encounter, and can take as 
  much time as you let it. If you are pressed for time, you can 
  reduce it to the rolls, but of course that will take away a lot 
  of the fun as well. Also keep in mind, that the player is not 
  the PC. Do not penalize the players for not being as witty, 
  dashing and diplomatic as their character, especially if this 
  is the night slot on the third day of a convention. If the dice 
  says the DC is beaten, it is; the villager is convinced and the 
  xp is earned. 
   
  If the party convinces (turns to Friendly) all the 
  villagers listed below, or gets enough help to get an 
  accumulated Circumstance bonus of +10 or more, assume 
  they convince the rest of the village with little trouble. 
   
  Now that it is clear that Longwood is about to be overrun, 
  the evacuation must not be delayed any longer. However, 
  few of the villagers are willing to leave; for most, it means 
  
  Wind Reaping 
   
  Page 10 
  leaving behind most if not all of their worldly possessions, 
  and as of yet, there’s not a bullywug to be seen… 
   
  The party will have to convince the villagers to flee, 
  and while some will agree readily, others will object very 
  strongly. 
   
  In order to succeed, the party must, through 
  Diplomacy, Bluff or Intimidation, convince a significant 
  part of the population; significant either in numbers or 
  importance. In effect, they must turn the villagers’ attitude 
  to Friendly, as given under the Diplomacy skill in the PHB, 
  page 72. Below is a list of more or less significant villagers, 
  with their current attitude, and a circumstance modifier. If 
  an NPC’s attitude is turned to Friendly, he will agree to 
  leave. If it is turned to Helpful, add the listed Circumstance 
  modifier to all subsequent checks as the NPC actively helps 
  the party to convince others. 
   
  Note that creative use of spells (say, divinations to 
  show the threat is real, or illusions of PCs defeating 
  bullywugs) may help to convince the villagers. Assign a 
  circumstance bonus as appropriate. 
   
  For your convenience, the table from the PHB is given 
  here: 
   
  Initial 
  Attitude 
  ————— New Attitude (DC to achieve)————— 
    
  Hostile 
  Unfriendly 
  Indifferent 
  Friendly 
  Helpful 
  Hostile 
  < 20 
  20 
  25 
  35 
  50 
  Unfriendly 
  < 5 
  5 
  15 
  25 
  40 
  Indifferent 
  — 
  < 1 
  1 
  15 
  30 
  Friendly 
  — 
  — 
  < 1 
  1 
  20 
  Helpful 
  — 
  — 
  — 
  < 1 
  1 
   
  � Esterian, priest of Pelor 
   
  Attitude: Friendly; Circumstance Bonus: 4. 
   
  At this point, Esterian presumably already has been 
  convinced, but in case he was not, he is listed here. As the 
  village priest, he has great influence, and his support is 
  important.  Having heard Ghakar’s tale, he is not terribly 
  hard to convince; Kregar’s word is enough to convince him. 
  A single successful check will turn him to Helpful, 
  granting the +4 Circumstance bonus to all further checks 
  the party makes. 
   
  � Beor, Royal Warder of the Vast Swamp 
   
  Attitude: Friendly; Circumstance Bonus: 3 
   
  Beor is halfway convinced already, he had personal 
  experience with the bullywugs less than a year ago. He’s a 
  bit of an outsider, but as a Marsh Warder and son-in-law of 
  the mayor is still an influential man. 
   
  � Felan, Innkeeper of the Olve & Bear 
   
  Attitude: Indifferent; Circumstance Bonus: +3 
   
  Felan is more or less convinced, but, although he 
  doesn’t say it, really hates to leave his inn behind. Most of 
  the beautiful woodcarvings are his, and he invested heavily 
  in the inn, both in money, time, and soul. Chances of 
  finding anything left afterwards are very small indeed…If 
  the party does gain his help though, he is an influential 
  man in Longwood. 
   
  � Eriane, leatherworker. 
   
  Attitude: Indifferent; Circumstance Bonus: +1 
   
  Eriane is torn. She has two young children to care for 
  and as refugees can’t take much along, they’ll be nothing 
  more than beggars. However, she also has a husband who 
  means the world to her and who barely escaped from his 
  last encounter with bullywugs alive. And Kregar spoke 
  quite clearly about the danger they are facing now. At least 
  her daughter Chelda is safely away. Should the party win 
  her help, Eriane holds some influence as the mayor’s 
  daughter, but, she is used to letting either her mother or 
  her husband take the lead, and has little influence of her 
  own. 
   
  � Darya, weaver 
   
  Attitude: Indifferent; Circumstance Bonus: +1 
   
  Darya is a young, good looking woman who has known 
  little hardship in her life, and sincerely believes that Pelor 
  will protect the faithful. That Pelor may see fit to protect 
  them by having adventurers guide them away from their 
  current life is an entirely new notion, and one that will take 
  some effort for her to believe. 
   
  � Jannen, farmer 
   
  Attitude: Indifferent; Circumstance Bonus: 1 
   
  Farmer Jannen may be known to some of the players; if 
  this is so, his attitude is Friendly, as they saved his life in 
  the last rainy season. Jannen is a practical man, but his 
  knowledge of things not related to farming is limited. He 
  readily accepts that the bullywugs present a great danger, 
  and that they would all be much safer at the Guard Tower. 
  Surely though, if the bullywugs are so close, they will catch 
  up with the villagers and attack on the road, and wouldn’t 
  that be far more dangerous? Shouldn’t they use what time 
  they have to fortify the village and face the danger here, on 
  familiar ground? For instance, his Daisy (the oxen) can be a 
  formidable foe, as he proved on that dangerous trip not so 
  long ago (referring to the Sunndi mini module Rain, where 
  the party encountered a hungry hydra). Setting Daisy loose 
  in the fields will give any bullywug reason for pause. 
  Jannen will bring up this and similar arguments and 
  suggestions, convinced that they will be better off if they 
  stay. 
   
  
  Wind Reaping 
   
  Page 11 
  � Karzat, smith 
   
  Attitude: Indifferent; Circumstance Bonus: +2 
   
  Karzat is a silent, solid figure who rarely strays from 
  his smithy. As a half-euroz orphan born in Ahlissa, he has 
  seen far more than his share of unpleasantness, including 
  what an army set on destruction can do to a village. 
  Longwood is the first place he ever found where the people 
  looked beyond his heritage and appreciated his gift with 
  metal, and the thought of being forced on the road again 
  galls him. In his case, he is not so much unwilling to leave, 
  as he is longing to take the battle to the bullywugs. He 
  wants to fight for his home. 
   
  � Roald, miller and baker. 
   
  Attitude: Unfriendly; Circumstance Bonus: +3 
   
  Roald despises anything that upsets the daily order of 
  his well-structured life. His first (loud) reaction is to deny 
  the existence of any bullywug army, and berate the party 
  for rabblerousing, trouble-making ruffians. The thought of 
  having to leave behind his beautiful mill and bakery, and 
  exchanging his large house and the rich, comfortable life 
  he spends there for the hardships of life as a refugee are 
  abhorrent to him. The notion of exposing his wife and six 
  children to such terrors does nothing to improve his mood.  
   
  In the end, the party should be able to convince the 
  villagers it is better to leave. It is by now late in the evening, 
  which does nothing to improve the general mood of 
  urgency and rising panic. Everywhere, people are packing 
  as much of their belongings as they can gather (baker Roald 
  loading no less that 3 carts), their pace growing more 
  frantic as time passes on. 
   
  Eriane does one more thing before she, too sets to 
  packing: she sends Kregar to her mother, and to the count 
  of Stalward, to raise the alarm and spread the word. 
   
  The party meanwhile has two choices; leaving as soon 
  as possible (roughly 5 hours from now, around midnight), 
  travel through the night, and hope to arrive at the Tower at 
  dawn, or rest 8 hours, giving the villagers more time to 
  pack, and the spellcasters the chance to change spells. 
   
  If they choose to hurry, nothing particular happens; 
  run the encounters as listed. 
   
  If the party chooses to rest and restudy, they will be 
  able to pick spells more appropriate to the dangers they will 
  face (including Esterian). However, in this case the 
  bullywugs in the second combat encounter will have been 
  joined by another band, raising the EL to APL+3. 
   
   
  When all is ready, ask the players how they will 
  position themselves, at the front of the back of the caravan. 
  Beor, Karzat and Esterian will guard the opposite end, 
  while the 3 remaining guardsmen (the others went with 
  the mayor) guard the middle, acting as flankers. Use this 
  for descriptions only; Longwood has over 350 inhabitants, 
  which is a lot more than will fit on the battle mat. 
   
  Encounter 7: 
  On the Road 
  Once all is said and done and the villagers and party are 
  ready to leave, read or paraphrase: 
   
  Distant stars glitter overhead as the entire village of 
  Longwood gets ready to leave, their belongings packed as 
  best they can on wagons, carts, or their own backs. An 
  oppressive mood of bitterness and fear hangs over the 
  villagers as they set out to leave behind all they have. 
   
  Esterian looks at you, the sorrow in his eyes belying 
  the image of the fierce battle priest his plate mail gives 
  him. “We are as ready as we can hope to be…Too 
  much…too much is left behind, but there is nothing more 
  we can do. Let us go, and may Pelor protect us all.”  
   
  He gestures for the people to start moving, and takes 
  his own place in the long line. 
   
  Slowly, the stars overhead turn towards morning, as 
  you make your way towards the distant Guard Tower. At 
  first, nothing seems able to break the gloomy spell, until a 
  surprised shout goes up from among the refugees. Within 
  moments, more shouts and curses can be heard –and then 
  you yourselves are under attack as well! Small, dark 
  shadows sail through the air, striking you in various places 
  and clinging to your body while they savage your clothes 
  with their toothless maws: frogs, toads, and yes, scuffling 
  along the ground, newts. It would appear that whatever 
  curse or strange influence caused these strange attacks as 
  you made your way to Longwood is still in effect. 
   
  Give the party a chance to react, although there is not really 
  much they can do. If asked, the villagers explain that any 
  frogs and other amphibians have long since ended in the 
  cooking pot, making the village relatively safe from these 
  “attacks”. Also, anyone checking will find the weird yellow 
  flowers growing in abundance along the road, especially in 
  the wetter areas. The villagers have never seen the plant 
  before either, although it grew in increasing numbers in 
  and around the village since last spring.  
   
  Once the party indicates they are ready to continue, 
  continue with Encounter 8. 
   
   
   
  
  Wind Reaping 
   
  Page 12 
  Encounter 8: 
  Amphibians 
   
  Read or paraphrase: 
   
  Despite the amphibian savagery, you press on towards the 
  Guard Tower. You still have a long road ahead of you. 
  Dawn is already coloring the heavens, but the sun has not 
  yet actually risen.  
   
  Have everyone roll a DC 15 Listen Check (5 for the 
  bullywugs coming in to attack, +10 for the noise of the 
  creaking wagons and walking people. Anyone scouting 
  ahead gets a +1 bonus for every 10’ he is away from the 
  caravan, to a maximum of +5). Those that make it hear the 
  bullywugs coming and are not surprised. For every 10 
  points someone beats the DC by, he or she gets a full round 
  to prepare (rounding down - so someone making DC 35 
  would hear something coming 2 rounds before the actual 
  attack). 
   
  If the party has a flying scout (like a raven familiar), 
  the scout can make a Spot check as well. A DC 10 spot 
  check reveals the bullywugs in time for the surprise round. 
  For every 5 points someone beats the DC by (rounding 
  down), he or she gets a full round to prepare. Then, it is 
  time to roll initiative. 
   
   
  If the party is traveling at the front, they get attacked 
  by 3 bullywugs. If the party is at the back, Karzat, Beor and 
  Esterian are attacked instead, fighting for their lives while 
  the party presumably hurries towards the battle. 
   
  Karzat and the others fail to do any significant damage 
  (at low APLs, feel free to have them be attacked by and kill 
  some extra bullywugs; at the higher APLs, they’re lucky to 
  escape with their lives). Note that if the PCs do not move to 
  the rescue, they will be killed in short order, whereupon 
  the bullywugs turn on the rest of the caravan, slaughtering 
  everyone in sight until either the PCs attack, or there is 
  nobody left. The refugees of course won’t stand around idly, 
  but will run as fast as they can, scattering into the 
  surrounding masrhland. The bullywugs won’t pursue while 
  there are other targets nearby, but otherwise will cut down 
  anyone they can reach. Including, of course, the party. 
   
  When the battle is over, Esterian will offer healing to 
  those that need it. 
   
  APL 4 (EL 5) 
  � Bullywug raiders, Bbn2 (3): hp 33 each; see Appendix 
  1 
   
  APL 6 (EL 7) 
  � Bullywug raiders, Bbn 4 (2): hp 61 each; see Appendix 
  2 
  � Bullywug War Chief, Bbn3/War chief 1 (1): hp 60, 
  Appendix 2 
   
  APL 8 (EL 9) 
  � Bullywug raiders, Bbn6 (2): hp 99 each; see Appendix 
  3 
  � Bullywug War Chief, Bbn3/War Chief3 (1): hp 83, 
  Appendix 3 
   
  APL 10 (EL 11) 
  � Bullywug raiders, Bbn8 (2): hp 127 each; see Appendix 
  4 
  � Bullywug War Chief, Bbn3/Warchief 5 (1): hp 112, 
  Appendix 4 
   
  APL 12 (EL 13) 
  � Bullywug raiders, Bbn10 (2): hp 145 each; see 
  Appendix 5 
  � Bullywug War Chief, Bbn5/Warchief 5 (1): hp 138, 
  Appendix 5 
   
  Tactics: See Appendix 9: Map of Encounter 8.  
   
  Combat starts with the bullywugs charging from the 
  bushes. If the party is at the rear of the caravan and the 
  bullywugs attack Beor and the others, they concentrate on 
  Karzat (he being a half-orc). 
   
  If there’s a choice, the bullywugs will go for olves first, 
  other non-humans second, and humans last, but mostly, 
  they’ll go for whoever is nearest. Like most religious 
  zealots, they’re less concerned with survival than with 
  smiting the enemy, but otherwise, they use whatever 
  tactics seem best (given they have Int 8). All bullywugs are 
  in constant rage, and this is reflected in their stat blocks. 
   
  DM’s Note: Be sure to read Appendix 7, the War Chief. His 
  presence gives the bullywugs several bonuses, which are 
  *not* yet reflected in the stat blocks, as they vanish with his 
  death. Also note that on APL12, the damage the bullywugs 
  get from the increased Strength is reduced by the Damage 
  Reduction barbarians of their level get. 
   
  Treasure:  
   
  APL 4: Loot: 86 gp; Magic: 3 x +1 leather scale mail (99 
  gp each), 6 x potion of cure moderate wounds (25 gp each) 
   
  APL 6: Loot: 6 gp; Magic: 3 x +1 leather scale mail (99 
  gp each), 3 x +1 greataxe (193 gp each) 
   
  APL 8: Loot: 6 gp; Magic: 3 x +1 dragonhide breastplate 
  (142 gp each), 3 x +1 greataxe (193 gp each), 3 x vest of 
  
  Wind Reaping 
   
  Page 13 
  resistance +1 (167 each) 6 x potion of cure moderate 
  wounds (25 gp each) 
   
  APL 10: Loot: 186 gp; Magic: 3 x +1 keen greataxe (693 
  gp each), 6 x potion of cure moderate wounds (25 gp each) 
   
  APL 12: Loot: 6 gp; Magic: 3 x +1dragonhide 
  breastplate (142 gp each), 3 x +1 keen greataxe (693 gp 
  each), 3 x vest of resistance +1 (167 each), 3 x amulet of 
  natural amour +1 (167 gp each) 3 x ring of protection +1 
  (167 gp each), 3x potion of cure serious wounds (63 gp 
  each) 
   
  detect magic Results: 
  amulet of natural armour +1 (Faint Transmutation) 
  cloak of resistance +1 (Faint Abjuration) 
  +1 dragonhide breastplate (Faint Abjuration) 
  +1 greataxe (Faint Transmutation) 
  +1 leather scale mail (Faint Abjuration) 
  potion of cure moderate wounds (Faint Conjuration) 
  potion of cure serious wounds (Faint Conjuration) 
  ring of protection +1 (Faint Abjuration) 
   
  After the battle, everyone moves on to Encounter 9. 
   
  Encounter 9: 
  Amphibious Rage 
   
  This encounter takes place about an hour after Encounter 8. 
   
  DM’s note: If the party rested in the village to restudy 
  spells, this encounter will be slightly more dangerous, with 
  2 extra bullywugs at each APL. In this case, the encounter is 
  APL+3, although hopefully the party has some good spells 
  at the ready.  
   
  Read or paraphrase: 
   
  As day is dawning, you press onward in silent urgency. 
  The last attack, though minor in itself, gave irrefutable 
  proof the bullywugs are coming, and nobody wants to be 
  on the road when the murderous army strikes. The 
  creaking of the wagons and the laboured breathing of the 
  people seem exceptionally loud in the still morning air. 
  Ahead, the road crosses a sluggish river by a wooden span. 
  The bridge is simple but strong, and Felan, with the keen 
  eyes of his olven ancestors, calls out that he can see the 
  Guard Tower in the distance. 
   
  PCs with Low Light vision can likewise make out the tower 
  in the distance across the river. 
   
  Again, have everyone roll a Listen Check; this 
  encounter is much like the last, save the foes are stronger. 
  The DC is still 15 (5 for the bullywugs coming in to attack, 
  +10 for the noise of the creaking wagons and walking 
  people. Anyone scouting ahead gets a +1 bonus for every 10’ 
  he is away from the caravan, to a maximum of +10). Those 
  that make it hear the bullywugs coming and are not 
  surprised. For every 10 points someone beats the DC by, he 
  or she gets a full round to prepare (rounding down - so 
  someone making DC 35 would hear something coming 2 
  rounds before the actual attack. 
   
  If the party has a flying scout (like a raven familiar), 
  the scout can make a Spot check as well; a DC 10 spot check 
  reveals the bullywugs in time for the surprise round; for 
  every 5 points someone beats the DC by (rounding down), 
  he or she gets a full round to prepare 
   
  And again, it is time to roll initiative.  
   
  As before, the bullywugs will slaughter everyone in 
  sight unless killed by the party. Afterwards, Esterian will 
  offer healing again. 
   
  APL 4 (EL 6) 
  � Bullywug raiders, Bbn2 (4): hp 33 each; see Appendix 
  1 
   
  APL 6 (EL 8) 
  � Bullywugs, Bbn4 (3): hp 61 each; see Appendix 2 
  � Bullywug War Chief Bbn3/Warchief 1 (1) hp 60, 
  Appendix 2 
   
  APL 8 (EL 10) 
  � Bullywugs, Bbn6 (3): hp 99 each; see Appendix 3 
  � Bullywug War Chief, Bbn3/Warchief 3 (1) hp 83, 
  Appendix 3 
   
  APL 10 (EL 12) 
  � Bullywugs, Bbn8 (3): hp 127 each; see Appendix 4 
  � Bullywug War Chief, Bbn3/Warchief 5 (1) hp 112, 
  Appendix 4 
   
  APL 12 (EL 14) 
  � Bullywugs, Bbn10 (3): hp 145 each; see Appendix 5 
  � Bullywug War Chief, Bbn3/Warchief 7 (1) hp 138, 
  Appendix 5 
   
  Tactics: See Appendix 10: Map of Encounter 9 
   
  If there’s a choice, the bullywugs will go for olves first, 
  other non-humans second, and humans last, but mostly, 
  they’ll go for whoever is nearest. Like most religious 
  zealots, they’re less concerned with survival than with 
  smiting the enemy, but otherwise, they use whatever 
  tactics seem best (Int 8). All bullywugs are in constant rage, 
  and this is reflected in their stat blocks. 
   
  
  Wind Reaping 
   
  Page 14 
  DM’s note: Be sure to read Appendix 7, the War Chief. His 
  presence gives the bullywugs several bonuses, which are 
  *not* yet reflected in the stat blocks, as they vanish with his 
  death. Also note that on APL12, the damage the bullywugs 
  get from the increased Strength is reduced by the Damage 
  Reduction barbarians of their level get. 
   
  Treasure:  
   
  APL 4: Loot: 115 gp; Magic: 4 x +1 leather scale mail (99 
  gp each), 8 x potion of cure moderate wounds (25 gp each) 
   
  APL 6: Loot: 8 gp; Magic: 4 x +1 leather scale mail (99 
  gp each), 4 x +1  greataxe (193 gp each) 
   
  APL 8: Loot: 8 gp; Magic: 4 x +1 dragonhide breastplate 
  (142 gp each), 4 x +1 greataxe (193 gp each), 4 x vest of 
  resistance +1 (167 each) 8 x potion of cure moderate 
  wounds (25 gp each) 
   
  APL 10: Loot: 248 gp; Magic: 4 x +1 keen greataxe (693 
  gp each), 8 x potion of cure moderate wounds (25 gp each) 
   
  APL 12: Loot: 6 gp; Magic: 4 x +1 dragonhide 
  breastplate (142 gp each), 4 x +1 keen greataxe (693 gp 
  each), 4 x vest of resistance +1 (167 each), 4 x amulet of 
  natural armour +1 (167 gp each); 4 x ring of protection +1 
  (167gp each); 4 x potion of cure serious wounds (63gp 
  each). 
   
  detect magic Results: 
  amulet of natural armour +1 (Faint Transmutation) 
  cloak of resistance +1 (Faint Abjuration) 
  +1 dragonhide breastplate (Faint Abjuration) 
  +1 greataxe (Faint Transmutation) 
  +1 leather scale mail (Faint Abjuration) 
  potion of cure moderate wounds (Faint Conjuration) 
  potion of cure serious wounds (Faint Conjuration) 
  ring of protection +1 (Faint Abjuration) 
   
  Encounter 10: 
  The End of the Road 
  Read or paraphrase: 
   
  Having survived another pitched battle, you wearily cross 
  the bridge and continue on to the tower. But before you 
  have gone very far, you see six riders approaching! 
   
  Within moments, five soldiers and a sergeant clad in 
  the colours of Sunndi have reached the head of the 
  caravan and start peppering you with questions. Eriane 
  explains the sorry tale of Longwood, and the sergeant nods 
  grimly, offering the protection of the tower.  
   
  Then he asks: “Are there any among you still fit to 
  fight? If more of the accursed toad men are on the loose, 
  we’ll need a rear guard while these good folk pass through 
  the gates!”  
   
  Karzat, Beor and Esterian, as well as the Longwood 
  militia immediately step up, weary but still ready to defend 
  the townspeople. 
   
  If the PCs likewise offer their help, they and the others 
  form a rear guard for the caravan. See Appendix 11: The 
  Guard Tower, for a map of the area. 
   
  If the party does not offer to help, Eriane and Beor will 
  speak up and praise their bravery, and explicitly ask them to 
  help.  
   
  Should the party refuse, the villagers will be surprised 
  and upset, but the sergeant will cut short any discussion, as 
  obviously haste is required. 
   
  Assuming the party does offer to help, read or paraphrase: 
   
  Less than half an hour later, a general sigh of relief runs 
  through the column of weary refugees, as you reach the 
  Guard Tower safely and the drawbridge is lowered to let 
  everyone in. Of course, letting a complete village move 
  inside is no swift task, and you have ample time to 
  examine the terrain and pick a good place to guard the 
  caravan. You stand anxiously ready to face whatever 
  dangers may come at you, while behind you, the 
  frightened villagers are barely restrained by good manners 
  and the soldiers of the garrison from rushing the gates in a 
  panicked mob. After what seems like ages, most of the 
  people are inside, but still not all are safe, and the tension 
  in the air can be cut with a knife. 
   
  Once more, Listen checks are in order. The DC is 25 (5 
  standard, +5 for the remaining villagers, +15 for the 
  distance). Those that make it hear the bullywugs coming 
  and can act in the surprise round. Those that make it by 10 
  or more (rounding down) get an extra full round to prepare 
  as they hear the bullywugs from further off. Then roll 
  initiative. On their initiative, the bullywugs (but not their 
  spellcasters) will burst from the bushes and move to within 
  70’ of the gate (their maximum movement this round). 
  Anyone not surprised can also act. 
   
  Part of the bullywugs will engage with the NPCs, 
  leaving the Bullywugs listed to fight the party 
   
  While the rearguard thus keeps the bullywugs at bay, 
  the refugees hurry inside, making way for the rearguard to 
  retreat as well –which is good, for after 8 rounds, the entire 
  bullywug army arrives and anyone caught outside will be 
  butchered. A fighting retreat is still possible, but making a 
  stand outside the walls is suicide. 
   
  APL 4 (EL 7) 
  � Bullywugs, Bbn2 (3): hp 33 each; see Appendix 1 
  
  Wind Reaping 
   
  Page 15 
  � Sunnaugi, Wastrian Wizard (1), male human Wiz3: hp 
  15; see Appendix 1 
  � Banruru, Wastrian Cleric (1), male human Clr3: hp 21; 
  see Appendix 1 
   
  APL 6 (EL 9) 
  � Bullywugs, Bbn4 (2): hp 61 each; see Appendix 2 
  � Bullywug War Chief, Bbn3/Warchief 1 (1): hp 60; see 
  Appendix 2 
  � Sunnaugi, Wastrian Wizard (1), male human Wiz5: hp 
  25; see Appendix 2 
  � Banruru, Wastrian Cleric (1), male human Clr5: hp33; 
  see Appendix 2 
   
  APL 8 (EL 11) 
  � Bullywugs, Bbn6 (3): hp 99 each; see Appendix 3 
  � Bullywug War Chief, Bbn3/Warchief 3 (1): hp 83; see 
  Appendix 3 
  � Sunnaugi, Wastrian Wizard (1), male human Wiz7: hp 
  35; see Appendix 3 
  � Banruru, Wastrian Cleric (1), male human Clr7: hp45; 
  see Appendix 3 
   
  APL 10 (EL 13) 
  � Bullywugs, Bbn8 (2): hp 127 each; see Appendix 4 
  � Bullywug War Chief, Bbn3/Warchief 5 (1): hp 112; 
  see Appendix 4 
  � Sunnaugi, Wastrian Wizard (1), male human Wiz9: hp 
  45; see Appendix 4 
  � Banruru, Wastrian Cleric (1), male human Clr9: hp66; 
  see Appendix 4 
   
  APL 12 (EL 15) 
  � Bullywug Raiders, Bbn10 (2): hp 145 each; see 
  Appendix 5 
  � Bullywug War Chief, Bbn3/Warchief 7 (1): hp 138; 
  see Appendix 5 
  � Sunnaugi, Wastrian Wizard (1), male human Wiz11: 
  hp 55; see Appendix 5 
  � Banruru, Wastrian Cleric (1), male human Clr11; 
  hp77; see Appendix 5 
   
  Tactics: See Appendix 11: Map of Encounter 10 
   
  The bullywug raiders behave just as in the two 
  previous encounters, ready to give their all for the greater 
  glory of Wastri. 
   
  The cleric and the wizard feel the same way, and will 
  mostly act the same, but consider themselves to be far too 
  important to the great scheme to be wasted in a skirmish 
  like this, and will fight accordingly. Both prefer to fight 
  from a distance, and, while they won’t just waste such 
  valuable resources, are not particularly attached to the 
  bullywugs. 
   
  Treasure:  
   
  APL 4: Loot: 217 gp; Magic: 3 x +1 leather scale mail (99 
  gp each), 7 x potion of cure moderate wounds (25 gp each), 
  pearl of power L1 (83 gp), +1 glaive (193 gp) 
   
  APL 6: Loot: 385 gp; Magic: 3 x +1 leather scale mail (99 
  gp each), 3 x +1 greataxe (193 gp each), pearl of power L1 
  (83 gp), 2 x potion of cure moderate wounds (25 gp each), 
  +1 glaive (193 gp) 
   
  APL 8: Loot: 418 gp; Magic: 3 x +1 dragonhide 
  breastplate (142 gp each), 3 x +1 greataxe (193 gp each), 3x 
  vest of resistance +1 (167 each) 6 x potion of cure moderate 
  wounds (25 gp each), headband of intellect +2 (333 gp), +1 
  glaive (193 gp), periapt of wisdom +2 (333 gp) 
   
  APL 10: Loot 623 gp; Magic: 3 x +1 keen greataxe (693 
  gp each), 6 x potion of cure moderate wounds (25 gp each), 
  5 x pearl of power L1 (83 gp each), headband of intellect +2 
  (333 gp), +1 glaive (193 gp), +1 full plate (233 gp), periapt of 
  wisdom +2 (333 gp), vest of resistance +1 (167 each) 
   
  APL 12: Loot (443 gp); Magic: 3 x +1 dragonhide 
  breastplate (142 gp each), 3x keen +1 greataxe (693 gp each), 
  3 x vest of resistance +1 (167 each), 3 x amulet of natural 
  armor +1 (167 gp each) 3 x ring of protection +1 (167 gp 
  each), 3 x potion of cure serious wounds (45 gp each), 
  headband of intellect +4 (1333 gp), +1 glaive (193 gp) full 
  plate +1 (233 gp), periapt of wisdom +4 (1333 gp) 
   
  detect magic Results:  
  pearl of power 1 (Strong Transmutation) 
  potion of cure moderate wounds (Faint Conjuration) 
  headband of intellect +2 (Moderate Transmutation) 
  headband of intellect +4 (Moderate Transmutation) 
  periapt of wisdom +2 (Moderate Transmutation) 
  periapt of wisdom +4 (Moderate Transmutation) 
  +1 glaive (Faint Transmutation) 
  +1 full plate (Faint Abjuration) 
   
  Encounter 11: 
  Waiting… 
  Unless the party actually thinks of a way to exterminate 
  some 3 score bullywugs, there is nothing for them to do 
  now but wait for the Army of Sunndi to come to the rescue. 
  The soldiers manning the Guard Tower can hold off the 
  bullywugs for quite a while, and Kregar by now should 
  have raised the alarm. Halmus, the Captain of the Tower, 
  scornfully dismisses a group of Wastrian priests, coming 
  forward under flags of truce to demand surrender. There 
  really is nothing left to do but wait. 
  
  Wind Reaping 
   
  Page 16 
   
  However, anyone looking outside can make a Spot 
  check to notice something peculiar. Anyone beating DC15 
  sees an ominous column of smoke rising from the direction 
  of Longwood. Anyone beating DC 25 sees something else 
  as well: the bullywug raiders, bereft of anything else to 
  attack, are now turning upon each other just as ferociously 
  as they fought the refugees before. Just as Kregar 
  mentioned before, only the Wastrian priests with their 
  stinking smoke pots are preventing the bullywugs from 
  exterminating themselves. Moreover, their barbaric rage, 
  rather than wearing off after a while, seems only to increase 
  as they endure forced idleness.  
   
   
  As the day passes, more and more bullywugs arrive, 
  massively swelling the enemy ranks and easily replacing 
  those killed in fights among themselves. Then, as the day 
  passes towards late afternoon, the now enormous bullywug 
  army begins to move north, soon fading from sight, until 
  only a small contingent is left, no more than 30 or 40 
  bullywugs -still quite enough to keep the refugees cooped 
  up inside.  These bullywugs (having been fed a Heroes 
  Feast for breakfast) are far quieter than before, and much 
  less noisy. And so it is likely that nobody notices their 
  departure deep into the night, as a solid fog covers all. 
   
  Next morning, when Pelor rises, His rays fall upon an 
  empty land… 
   
  Conclusion 
  With the disappearance of the bullywugs, the PCs and the 
  villagers alike are free to go. Longwood has been burned to 
  the ground, and will take considerable effort to rebuild.  
   
  Since the Guard Tower can not house so many people 
  for more than a few days at best, the villagers will have to 
  find refuge elsewhere. To this end, Halmus, Captain of the 
  Guard Tower, requests that the party bring the villagers to 
  Eyedrinn, and present the report he wrote to Lord Yarinto, 
  Count of Stalward. If the party refuses, Halmus will instead 
  use soldiers for the escort, and the scenario ends here. If the 
  party accepts, they will reach Eyedrinn safely, meeting a 
  large contingent of soldiers headed for Longwood halfway. 
  With 
  the 
  soldiers 
  are 
  Mayor 
  Chaldea 
  and 
  her 
  granddaughter, both extremely relieved to see their family 
  and friends alive. 
   
  In Eyedrinn, the party is presented to Lord Yarinto, 
  who asks for a full report before rewarding them for their 
  bravery and resourcefulness. He also asks the party to hand 
  over most of the spoils of battle (as in, all loot over the gold 
  cap except what’s used for raise deads etc), so these bereft 
  people may have some funds to rebuild their lives with. 
   
  If the party mentions them, Mayor Chaldea, who is 
  present during the interview, is very interested in both the 
  yellow flowers and the behavior of the amphibians the 
  party encountered, remembering stories about a strange 
  weed and rabid frogs from her youth. The same stories that 
  mentioned the “War Wind”, a strong, hot wind from the 
  south –much like the wind that was blowing 8 months ago, 
  during last year’s harvest time… 
   
  � Favor of Count Jarinto of Stalward,: As a reward for 
  rescuing the villagers of Longwood, Count Jarinto will 
  arrange for any one weapon of your choice to be enchanted 
  (at normal cost), with the following enhancements: 
  axiomatic, keen, mighty cleaving, bane-aquatic. Likewise, 
  any one set of armor can be enhanced with acid, electricity, 
  fire and/or cold resistance. In addition the favor can be 
  used for standard things, though to become a knight in 
  Count Jarinto's service one's alignment need to be LN or N. 
   
  � Favor of Chaldea Starglow: In thanks for your courage 
  in saving the entire village of Longwood, you may copy 
  spells from her spellbook as if she were a fellow PC. 
  Chaldea's Spellbook: 1st- acid orb lesser, burning hands, 
  endure elements, expeditious retreat, magic missile, magic 
  weapon, sonic orb lesser, true strike, unseen servant, mage 
  armor, shield, feather fall; 2nd- alter self, bull's strength, 
  cat's grace, darkvision, false life, rope trick, see invisibility; 
  3rd- greater magic weapon fireball, haste, keen edge, 
  lightning bolt, slow, 4th- evard’s black tentacles, 
  polymorph, acid orb, sonic orb 
   
  � Favor of Longwood: In gratitude for their rescue, the 
  villagers of Longwood are willing to craft certain special 
  items, normal and masterwork. All items listed under Items 
  Found with frequency Regional can be purchased now, 
  after a Sunndi Regional, or, at the extra cost of 1TU, after 
  any other Living Greyhawk scenario. 
   
  Campaign  
  Consequences 
  Did the party succeed in convincing the villagers to 
  evacuate? 
   
  Did the party succeed in bringing the villagers to the Guard 
  Tower? 
   
  Did the party mention the flowers and amphibians to 
  Mayor Chaldea? 
   
  Please send the answers to poc@sunndi.org  
   
  The End 
   
  
  Wind Reaping 
   
  Page 17 
  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 
  role-playing) to each character. 
   
  Encounter 6: Evacuation 
  Experience objective: Convince the villagers to evacuate 
  APL4  
  100 XP  
  APL6  
  100 XP  
  APL8  
  100 XP 
  APL10  
  100 XP 
  APL12  
  100 XP 
   
  Encounter 8: Amphibians 
  Experience objective: Protect the caravan 
   
  APL4  
  150 XP  
  APL6  
  210 XP  
  APL8  
  270 XP 
  APL10  
  330  XP 
  APL12  
  390 XP 
   
  Encounter 9: Amphibious Rage 
  Experience objective: Protect the caravan 
   
  APL4  
  180 XP  
  APL6  
  240 XP  
  APL8  
  300 XP 
  APL10  
  360 XP 
  APL12  
  420 XP 
   
  Encounter 10: The End of the Road 
  Experience objective: Protect the caravan 
   
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP 
  APL10  
  390 XP 
  APL12  
  450 XP 
   
  Discretionary Role-playing Award 
  APL4  
    35 XP  
  APL6  
    80 XP  
  APL8  
  125 XP 
  APL10  
  170 XP 
  APL12  
  215 XP 
   
  Total Possible Experience:  
   
  APL4  
  675 XP  
  APL6  
  900 XP  
  APL8  
  1125 XP 
  APL10  
  1350 XP 
  APL12  
  1575 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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
   
   
   
   
   
   
  
  Wind Reaping 
   
  Page 18 
  Encounter 8: Amphibians 
   
  APL 4: Loot: 86 gp; Magic: 3 x +1 leather scale mail (99 
  gp each), 6 x potion of cure moderate wounds (25 gp each) 
   
  APL 6: Loot: 6 gp; Magic: 3 x +1 leather scale mail (99 
  gp each), 3 x +1 greataxe (193 gp each) 
   
  APL 8: Loot: 6 gp; Magic: 3 x +1 dragonhide breastplate 
  (142 gp each), 3 x +1 greataxe (193 gp each), 3 x vest of 
  resistance +1 (167 each) 6 x potion of cure moderate 
  wounds (25 gp each) 
   
  APL 10: Loot: 186 gp; Magic: 3 x +1 keen greataxe (693 
  gp each), 6 x potion of cure moderate wounds (25 gp each) 
   
  APL 12: Loot: 6 gp; Magic: 3 x +1dragonhide 
  breastplate (142 gp each), 3 x +1 keen greataxe (693 gp 
  each), 3 x vest of resistance +1 (167 each), 3 x amulet of 
  natural amour +1 (167 gp each) 3 x ring of protection +1 
  (167 gp each), 3x potion of cure serious wounds (63 gp 
  each) 
   
  Encounter 9: Amphibious Rage 
   
  APL 4: Loot: 115 gp; Magic: 4 x +1 leather scale mail (99 
  gp each), 8 x potion of cure moderate wounds (25 gp each) 
   
  APL 6: Loot: 8 gp; Magic: 4 x +1 leather scale mail (99 
  gp each), 4 x +1  greataxe (193 gp each) 
   
  APL 8: Loot: 8 gp; Magic: 4 x +1 dragonhide breastplate 
  (142 gp each), 4 x +1 greataxe (193 gp each), 4 x vest of 
  resistance +1 (167 each) 8 x potion of cure moderate 
  wounds (25 gp each) 
   
  APL 10: Loot: 248 gp; Magic: 4 x +1 keen greataxe (693 
  gp each), 8 x potion of cure moderate wounds (25 gp each) 
   
  APL 12: Loot: 6 gp; Magic: 4 x +1 dragonhide 
  breastplate (142 gp each), 4 x +1 keen greataxe (693 gp 
  each), 4 x vest of resistance +1 (167 each), 4 x amulet of 
  natural armour +1 (167 gp each); 4 x ring of protection +1 
  (167gp each); 4 x potion of cure serious wounds (63gp 
  each). 
   
  Encounter 10: The End of the Road 
   
  APL 4: Loot: 217 gp; Magic: 3 x +1 leather scale mail (99 
  gp each), 7 x potion of cure moderate wounds (25 gp each), 
  pearl of power L1 (83 gp), +1 glaive (193 gp) 
   
  APL 6: Loot: 385 gp; Magic: 3 x +1 leather scale mail (99 
  gp each), 3 x +1 greataxe (193 gp each), pearl of power L1 
  (83 gp), 2 x potion of cure moderate wounds (25 gp each), 
  +1 glaive (193 gp) 
   
  APL 8: Loot: 418 gp; Magic: 3 x +1 dragonhide 
  breastplate (142 gp each), 3 x +1 greataxe (193 gp each), 3x 
  vest of resistance +1 (167 each) 6 x potion of cure moderate 
  wounds (25 gp each), headband of intellect +2 (333 gp), +1 
  glaive (193 gp), periapt of wisdom +2 (333 gp) 
   
  APL 10: Loot 623 gp; Magic: 3 x +1 keen greataxe (693 
  gp each), 6 x potion of cure moderate wounds (25 gp each), 
  5 x pearl of power L1 (83 gp each), headband of intellect +2 
  (333 gp), +1 glaive (193 gp), +1 full plate (233 gp), periapt of 
  wisdom +2 (333 gp), vest of resistance +1 (167 each) 
   
  APL 12: Loot (443 gp); Magic: 3 x +1 dragonhide 
  breastplate (142 gp each), 3x keen +1 greataxe (693 gp each), 
  3 x vest of resistance +1 (167 each), 3 x amulet of natural 
  armor +1 (167 gp each) 3 x ring of protection +1 (167 gp 
  each), 3 x potion of cure serious wounds (45 gp each), 
  headband of intellect +4 (1333 gp), +1 glaive (193 gp) full 
  plate +1 (233 gp), periapt of wisdom +4 (1333 gp) 
   
  Total Possible Treasure 
   
  APL 4: Loot 418 gp; Magic: +1 10 x leather scale mail 
  (99gp each), 20 x potion of cure moderate wounds (25 gp 
  each), pearl of power L1 (83 gp), +1 glaive (192 gp). Total: 
  2,183 gp  
  Cap: 650 gp 
   
  APL 6: Loot 22 gp; Magic: 10 x +1 leather scale mail (99 
  gp each), 10 x +1 greataxe  (193 gp each), pearl of power L1 
  (83 gp), 2 x potion of cure moderate wounds (25 gp each), 
  +1 glaive (193 gp). Total: 3,268 gp;  
  Cap 900 gp 
   
  APL 8: Loot 432 gp; Magic: 10 x +1 dragonhide 
  breastplate (142 gp each), 10 x +1 greataxe (193 gp each), 10 
  x vest of resistance +1 (167 each) 20 x potion of cure 
  moderate wounds (25 gp each), headband of intellect +2 
  (333 gp), +1 glaive (193 gp), periapt of wisdom +2 (333 gp). 
  Total: 6,411 gp;  
  Cap 1,300 gp. 
   
  APL 10: Loot 1057 gp; Magic: 10 x +1 keen greataxe 
  (693 gp each), 20 x potion of cure moderate wounds (25 gp 
  each), 5 x pearl of power L1 (83 gp each), headband of 
  intellect +2 (333 gp), +1 glaive (193 gp), +1 full plate (233 
  gp), periapt of wisdom +2 (333 gp), vest of resistance +1 
  (167 gp) Total: 10,150gp;  
  Cap: 2,300 gp. 
   
  APL 12: Loot 456 gp; Magic: 10 x +1 dragonhide 
  breastplate (142gp each), 10 x +1 keen greataxe (693 gp 
  each), 10 x vest of resistance +1 (167 gp each), 10 x amulet 
  of natural armor +1 (167 gp each) 10 x ring of protection +1 
  (167 gp each), 10 x potion of cure serious wounds (63 gp 
  each)), headband of intellect +4 (1333 gp), +1  glaive (193gp) 
  +1 full plate (233 gp), periapt of wisdom +4 (1333gp). Total: 
  17,638gp.  
  Cap: 3,300 gp. 
   
  Special 
  New Items: See Appendix 8. 
  Wrist Sheath, Leather Scale. 
   
   
   
   
  
  Wind Reaping 
   
  Page 19 
  New Spells: See Appendix 8. 
  L1: 
  lesser acid orb; lesser cold orb, lesser electric  
  orb; lesser fire orb; lesser sonic orb. 
  L2:  
  ice knife, indifference 
  L3: 
  ice burst, negative energy burst 
  L4: 
  acid orb, electric orb, sonic orb 
  L5: 
  energy buffer, ghostform 
   
  Items for the Adventure Record 
   
  � Favor of Count Jarinto of Stalward,: As a reward for 
  rescuing the villagers of Longwood, Count Jarinto will 
  arrange for any one weapon of your choice to be enchanted 
  (at normal cost), with the following enhancements: 
  axiomatic, keen, mighty cleaving, bane-aquatic. Likewise, 
  any one set of armor can be enhanced with acid, electricity, 
  fire and/or cold resistance. In addition the favor can be 
  used for standard things, though to become a knight in 
  Count Jarinto's service one's alignment need to be LN or N. 
   
  � Favor of Chaldea Starglow: In thanks for your courage 
  in saving the entire village of Longwood, you may copy 
  spells from her spellbook as if she were a fellow PC. 
  Chaldea's Spellbook: 1st- acid orb lesser, burning hands, 
  endure elements, expeditious retreat, magic missile, magic 
  weapon, sonic orb lesser, true strike, unseen servant, mage 
  armor, shield, feather fall; 2nd- alter self, bull's strength, 
  cat's grace, darkvision, false life, rope trick, see invisibility; 
  3rd- greater magic weapon fireball, haste, keen edge, 
  lightning bolt, slow, 4th- evard’s black tentacles, 
  polymorph, acid orb, sonic orb 
   
  � Favor of Longwood: In gratitude for their rescue, the 
  villagers of Longwood are willing to craft certain special 
  items, normal and masterwork. All items listed under Items 
  Found with frequency Regional can be purchased now, 
  after a Sunndi Regional, or, at the extra cost of 1TU, after 
  any other Living Greyhawk scenario. 
   
  � Sunnaugi's spellbook: APL4: 1st—acid orb, lesser, cold 
  orb, lesser, electric orb, lesser, feather fall, fire orb, lesser, 
  mage armor, magic missile, protection from good, ray of 
  enfeeblement, shield, sonic orb, lesser, true strike; 2nd—
  false life, glitterdust, ice knife, indifference, invisibility, 
  scorching ray, see invisibility 
  APL 6: All of APL4, plus the following: 2nd—resist energy, 
  touch of idiocy; 3rd—dispel magic, fireball, fly, haste, ice 
  burst, negative energy burst, slow  
  APL 8: All of APL6 plus the following: 3rd— hold person, 
  lightning bolt, 4th — acid orb, dimension door, enervation, 
  greater invisibility, sonic orb;  
  APL 10: All of APL8 plus the following: 4th — electric orb, 
  mass enlarge person, 5th — cone of cold, energy buffer, 
  feeblemind, ghostform 
  APL 12: All of APL10 plus the following: 5th — dominate 
  person, waves of fatigue; 6th — chain lightning, 
  disintegrate. 
   
  Item Access 
  APL 4 (All of APL 2 plus the following) 
  pearl of power L1 (Regional, Caster Level 5, DMG) 
  pearl of power, L2  (Regional, Caster Level 7, DMG) 
  scroll of acid orb (Regional, Caster Level 7, Tome & Blood) 
  scroll of sonic orb (Regional, Caster Level 7, Tome & Blood) 
  mighty whip (Regional, Arms & Equipment) 
  whip-dagger (Regional, Arms & Equipment) 
  mighty whip-dagger, (Regional, Arms & Equipment) 
  Leather Scale (Regional, Arms & Equipment) 
  Large versions of any weapon found in the PHB. Metal 
  weapons can be made from steel, cold iron or silver. 
  (Regional, PHB) 
  Sunnaugi's spellbook (Adventure; see above) 
   
  APL 6 (All of APL 4 plus the following) 
  Sunnaugi's spellbook (Adventure; see above) 
   
  APL 8 (All of APLs 4-6 plus the following) 
  Dragonhide Breastplate (Adventure, Caster Level, DMG) 
  vest of resistance +1 (Adventure, Caster Level, DMG) 
  Sunnaugi's spellbook (Adventure; see above) 
   
  APL 10 (All of APLs 4-8 plus the following) 
  +1 keen greataxe (Adventure, Caster Level, DMG) 
  Sunnaugi's spellbook (Adventure; see above) 
   
  APL 12 (All of APLs 4-10 plus the following) 
  amulet of natural armor +1 (Adventure, Caster Level, DMG) 
  potion of cure serious wounds (Adventure, Caster Level, 
  DMG) 
  Sunnaugi's spellbook (Adventure; see above) 
   
  
  Wind Reaping 
   
  Page 20 
  Appendix 1: 
  APL 4 
  Encounter 8: Amphibians 
   
  Bullywug raider (3), male bullywug Bbn2: CR 2; 
  Medium-size humanoid (aquatic); 2d12+14; hp 33; Init 
  1; Spd 30 ft., swim 40 ft.; AC 16, touch 9, flat-footed 15; 
  Base Atk +2; Grp +6; Atk +7 melee (1d12+6/x3, 
  greataxe); Full Atk +7 melee (1d12+6/x3, greataxe); SA 
  Rage 1/day; SQ Marsh move; AL NE; SV Fort +10, Ref 
  +1, Will +2; Str 19, Dex 12, Con 24, Int 8, Wis 11, Cha 6. 
   
  Skills and Feats: Hide +2 (+8 in swamps), Jump +9, 
  Listen +5; Power Attack. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, masterwork 
  greataxe, +1 leather scale mail, potion of cure moderate 
  wounds. 
   
  Encounter 9: Amphibious Rage 
   
  Bullywug raider (4), male bullywug Bbn2: CR 2; 
  Medium-size humanoid (aquatic); 2d12+14; hp 33; Init 
  1; Spd 30 ft., swim 40 ft.; AC 16, touch 9, flat-footed 15; 
  Base Atk +2; Grp +6; Atk +7 melee (1d12+6/x3, 
  greataxe); Full Atk +7 melee (1d12+6/x3, greataxe); SA 
  Rage 1/day; SQ Marsh move; AL NE; SV Fort +10, Ref 
  +1, Will +2; Str 19, Dex 12, Con 24, Int 8, Wis 11, Cha 6. 
   
  Skills and Feats: Hide +2 (+8 in swamps), Jump +9, 
  Listen +5; Power Attack. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, masterwork 
  greataxe, +1 leather scale mail, potion of cure moderate 
  wounds. 
   
  Encounter 10: The End of the Road 
   
  Bullywug raider (3), male bullywug Bbn2: CR 2; 
  Medium-size humanoid (aquatic); 2d12+14; hp 33; Init 
  1; Spd 30 ft., swim 40 ft.; AC 16, touch 9, flat-footed 15; 
  Base Atk +2; Grp +6; Atk +7 melee (1d12+6/x3, 
  greataxe); Full Atk +7 melee (1d12+6/x3, greataxe); SA 
  Rage 1/day; SQ Marsh move; AL NE; SV Fort +10, Ref 
  +1, Will +2; Str 19, Dex 12, Con 24, Int 8, Wis 11, Cha 6. 
   
  Skills and Feats: Hide +2 (+8 in swamps), Jump +9, 
  Listen +5; Power Attack. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, masterwork 
  greataxe, +1 leather scale mail, potion of cure moderate 
  wounds. 
   
  Sunnaugi, Wastrian Wizard (1), male human Wiz3: 
  CR 3; Medium-size humanoid; 3d4+6; hp 15; Init +1; 
  Spd 30 ft.; AC 11, touch 11, flatfooted 10; Base Atk +1; 
  Grp +1; Atk +1 melee (1d4 19-20/x2, dagger); Full Atk 
  +1 melee (1d4 19-20/x2, dagger); AL LE; SV Fort +3, 
  Ref +2, Will +4; Str 10, Dex 13, Con 14, Int 15, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Concentration +8, Knowledge 
  Arcana +8, Knowledge (religion) +8, Spellcraft +10; 
  Scribe Scroll, Point Blank Shot, Precise Shot, Spell 
  Focus (evocation) 
   
  Spells Prepared (4/3/2); base DC = 12 + spell level): 
  0—read magic, ray of frost, acid splash, detect magic; 
  1st—shield, mage armor, magic missile; 2nd—false 
  life, scorching ray 
  
  Wind Reaping 
   
  Page 21 
   
  Spellbook: 0—acid splash, arcane mark, dancing 
  lights, detect magic, detect poison, disrupt undead, 
  flare, ghost sound, light, mage hand, mending, 
  message, open/close, prestidigitation, ray of frost, read 
  magic, daze, resistance, touch of fatigue; 1st—acid orb, 
  lesser, cold orb, lesser, electric orb, lesser, feather fall, 
  fire orb, lesser, mage armor, magic missile, protection 
  from good, ray of enfeeblement, shield, sonic orb, 
  lesser, true strike; 2nd—false life, glitterdust, ice knife, 
  indifference, invisibility, scorching ray, see invisibility 
   
  Possessions: Wrist sheath, dagger, pearl of power 
  level 1 
   
  Banruru, Wastrian Cleric (1), male human Clr3: CR 3; 
  Medium-size humanoid; 3d8+3; hp 21; Init +1; Spd 20 
  ft.; AC 16, touch 11, flatfooted 15; Base Atk +2; Grp +4; 
  Atk +6 melee (1d10+3/x3, +1 glaive); Full Atk +6 melee 
  (1d10+3/x3, +1 glaive); AL LE; SV Fort +4, Ref +2, Will 
  +5; Str 14, Dex 12, Con 13, Int 10, Wis 15, Cha 8; 
   
  Skills and Feats: Concentration +7, Knowledge 
  Religion +6, Spellcraft +6; Weapon Focus (glaive), 
  Endurance, Die Hard, Power Attack; 
   
  Spells Prepared (4/4/3; base DC = 12 + spell level): 
  0—read magic, guidance, resistance, detect magic; 
  1st—protection from chaos*, bless, divine favor, 
  command; 2nd—spiritual weapon*, hold person, 
  sound burst. 
   
  *Domain spell. Domains: War (weapon focus 
  (glaive)); Law (cast law spells at +1 caster level) 
   
  Possessions: wrist sheath, dagger, breastplate, +1 
  glaive, potion of cure moderate wounds 
  
  Wind Reaping 
   
  Page 22 
  Appendix 2 
  APL6 
  Encounter 8: Amphibians 
   
  Bullywug raider (2), male bullywug Bbn4: CR 4; 
  Medium-size humanoid (aquatic); 4d12+28; hp 61; Init 
  1; Spd 30 ft., swim 40 ft.; AC 16, touch 9, flat-footed 15; 
  Base Atk +4; Grp +9; Atk +10 melee (1d12+8/x3, +1 
  greataxe); Full Atk +10 melee (1d12+8/x3, +1 greataxe); 
  SA Rage 1/day; SQ Marsh move; AL NE; SV Fort +11, 
  Ref +2, Will +3; Str 20, Dex 12, Con 24, Int 8, Wis 11, 
  Cha 6. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +11, Listen +7; Power Attack, Powerful Charge. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: Wrist sheath, dagger, +1 greataxe, +1 
  leather scale mail, potion of cure moderate wounds. 
   
  Bullywug 
  Warchief 
  (1), 
  male 
  bullywug 
  Bbn3/Warchief 1: CR 4; Medium-size humanoid 
  (aquatic); 3d12+1d10+28; hp 60; Init 1; Spd 30 ft., swim 
  40 ft.; AC 16, touch 9, flat-footed 15; Base Atk +3; Grp 
  +8; Atk +9 melee (1d12+8/x3, +1 greataxe); Full Atk +9 
  melee (1d12+8/x3, +1 greataxe); SA Rage 1/day, tribal 
  frenzy; SQ Marsh move; AL NE; SV Fort +12, Ref +1, 
  Will +5; Str 20, Dex 12, Con 24, Int 8, Wis 11, Cha 6. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +12, Listen +7; Power Attack, Powerful Charge 
   
  Tribal Frenzy (Ex): A warchief is able to inspire 
  his followers to acts of extreme battle frenzy. The 
  warchief may activate the frenzy as a standard action. 
  He may then maintain it as a free action. It ends at the 
  conclusion of any turn in which the warchief does not 
  maintain it. The frenzy affects any creature that is a 
  member of the warchief’s race and tribe that starts its 
  turn within 30 feet of the warchief, and that is able to 
  hear the warchief. The frenzy grants a +2 enhancement 
  bonus to the Strength score of each affected ally (not 
  including the warchief himself). At the start of each of 
  their turns, everyone affected by the Strength boost 
  takes 1 point of damage for each Hit Die they have. 
  Thus, an orc warchief can grant +2 Strength to each 
  member of the pack of 1
  st level orc warriors he 
  commands, but they each take 1 point of damage per 
  round as long as the Strength boost remains in effect. 
  Every two levels (3
  rd, 5
  th, 7
  th, 9
  th), the bonus to Strength 
  increases by +2. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: Wrist sheath, dagger, +1 greataxe, +1 
  leather scale mail, potion of cure moderate wounds. 
   
  Encounter 9: Amphibious rage 
   
  Bullywug raider (3), male bullywug Bbn4: CR 4; 
  Medium-size humanoid (aquatic); 4d12+28; hp 61; Init 
  1; Spd 30 ft., swim 40 ft.; AC 16, touch 9, flat-footed 15; 
  Base Atk +4; Grp +9; Atk +10 melee (1d12+8/x3, +1 
  greataxe); Full Atk +10 melee (1d12+8/x3, +1 greataxe); 
  SA Rage 1/day; SQ Marsh move; AL NE; SV Fort +11, 
  Ref +2, Will +3; Str 20, Dex 12, Con 24, Int 8, Wis 11, 
  Cha 6. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +11, Listen +7; Power Attack, Powerful Charge. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 greataxe, +1 
  leather scale mail, potion of cure moderate wounds. 
   
  
  Wind Reaping 
   
  Page 23 
  Bullywug 
  Warchief 
  (1), 
  male 
  bullywug 
  Bbn3/Warchief 1: CR 4; Medium-size humanoid 
  (aquatic); 3d12+1d10+28; hp 60; Init 1; Spd 30 ft., swim 
  40 ft.; AC 16, touch 9, flat-footed 15; Base Atk +3; Grp 
  +8; Atk +9 melee (1d12+8/x3, +1 greataxe); Full Atk +9 
  melee (1d12+8/x3, +1 greataxe); SA Rage 1/day, tribal 
  frenzy; SQ Marsh move; AL NE; SV Fort +12, Ref +1, 
  Will +5; Str 20, Dex 12, Con 24, Int 8, Wis 11, Cha 6. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +12, Listen +7; Power Attack, Powerful Charge 
   
  Tribal Frenzy (Ex): A warchief is able to inspire 
  his followers to acts of extreme battle frenzy. The 
  warchief may activate the frenzy as a standard action. 
  He may then maintain it as a free action. It ends at the 
  conclusion of any turn in which the warchief does not 
  maintain it. The frenzy affects any creature that is a 
  member of the warchief’s race and tribe that starts its 
  turn within 30 feet of the warchief, and that is able to 
  hear the warchief. The frenzy grants a +2 enhancement 
  bonus to the Strength score of each affected ally (not 
  including the warchief himself). At the start of each of 
  their turns, everyone affected by the Strength boost 
  takes 1 point of damage for each Hit Die they have. 
  Thus, an orc warchief can grant +2 Strength to each 
  member of the pack of 1
  st level orc warriors he 
  commands, but they each take 1 point of damage per 
  round as long as the Strength boost remains in effect. 
  Every two levels (3
  rd, 5
  th, 7
  th, 9
  th), the bonus to Strength 
  increases by +2. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 greataxe, +1 
  leather scale mail, potion of cure moderate wounds. 
   
  Encounter 10: The End of the Road 
   
  Bullywug raider (2), male bullywug Bbn4: CR 4; 
  Medium-size humanoid (aquatic); 4d12+28; hp 61; Init 
  1; Spd 30 ft., swim 40 ft.; AC 16, touch 9, flat-footed 15; 
  Base Atk +4; Grp +9; Atk +10 melee (1d12+8/x3, +1 
  greataxe); Full Atk +10 melee (1d12+8/x3, +1 greataxe); 
  SA Rage 1/day; SQ Marsh move; AL NE; SV Fort +11, 
  Ref +2, Will +3; Str 20, Dex 12, Con 24, Int 8, Wis 11, 
  Cha 6. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +11, Listen +7; Power Attack, Powerful Charge. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 greataxe, +1 
  leather scale mail, potion of cure moderate wounds. 
   
  Bullywug 
  Warchief 
  (1), 
  male 
  bullywug 
  Bbn3/Warchief 1: CR 4; Medium-size humanoid 
  (aquatic); 3d12+1d10+28; hp 60; Init 1; Spd 30 ft., swim 
  40 ft.; AC 16, touch 9, flat-footed 15; Base Atk +3; Grp 
  +8; Atk +9 melee (1d12+8/x3, +1 greataxe); Full Atk +9 
  melee (1d12+8/x3, +1 greataxe); SA Rage 1/day, tribal 
  frenzy; SQ Marsh move; AL NE; SV Fort +12, Ref +1, 
  Will +5; Str 20, Dex 12, Con 24, Int 8, Wis 11, Cha 6. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +12, Listen +7; Power Attack, Powerful Charge 
   
  Tribal Frenzy (Ex): A warchief is able to inspire 
  his followers to acts of extreme battle frenzy. The 
  warchief may activate the frenzy as a standard action. 
  He may then maintain it as a free action. It ends at the 
  conclusion of any turn in which the warchief does not 
  maintain it. The frenzy affects any creature that is a 
  member of the warchief’s race and tribe that starts its 
  turn within 30 feet of the warchief, and that is able to 
  hear the warchief. The frenzy grants a +2 enhancement 
  bonus to the Strength score of each affected ally (not 
  including the warchief himself). At the start of each of 
  their turns, everyone affected by the Strength boost 
  takes 1 point of damage for each Hit Die they have. 
  Thus, an orc warchief can grant +2 Strength to each 
  member of the pack of 1
  st level orc warriors he 
  commands, but they each take 1 point of damage per 
  round as long as the Strength boost remains in effect. 
  Every two levels (3
  rd, 5
  th, 7
  th, 9
  th), the bonus to Strength 
  increases by +2. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  
  Wind Reaping 
   
  Page 24 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 greataxe, +1 
  leather scale mail, potion of cure moderate wounds. 
   
  Sunnaugi, Wastrian Wizard (1), male human Wiz5: 
  CR 5; Medium-size humanoid; 5d4+10; hp 25; Init +1; 
  Spd 30 ft.; AC 11, touch 11, flatfooted 10; Base Atk +2; 
  Grp +2; Atk +2 melee (1d4 19-20/x2, dagger); Full Atk 
  +2 melee (1d4 19-20/x2, dagger); AL LE; SV Fort +3, 
  Ref +2, Will +5; Str 10, Dex 13, Con 14, Int 16, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Concentration +10, Knowledge 
  Arcana +11, Knowledge (religion) +11, Spellcraft +13; 
  Scribe Scroll, Point Blank Shot, Precise Shot, Spell 
  Focus (evocation), Empower Spell 
   
  Spells Prepared (4/4/3/2); base DC = 13 + spell 
  level): 0—read magic, ray of frost, acid splash, detect 
  magic; 1st—shield, mage armor, magic missile, ray of 
  enfeeblement; 2nd—false life, glitterdust, scorching 
  ray; 3
  rd — dispel magic, fireball 
   
  Spellbook: 0—acid splash, arcane mark, dancing 
  lights, detect magic, detect poison, disrupt undead, 
  flare, ghost sound, light, mage hand, mending, 
  message, open/close, prestidigitation, ray of frost, read 
  magic, daze, resistance, touch of fatigue; 1st—acid orb, 
  lesser, cold orb, lesser, electric orb, lesser, feather fall, 
  fire orb, lesser, mage armor, magic missile, protection 
  from good, ray of enfeeblement, shield, sonic orb, 
  lesser, true strike; 2nd—false life, glitterdust, ice knife, 
  indifference, invisibility, resist energy, scorching ray, 
  see invisibility, touch of idiocy; 3rd—dispel magic, 
  fireball, fly, haste, ice burst, 
   
  Possessions: wrist sheath, dagger, pearl of power 
  level 1, potion of cure moderate wounds 
   
  Banruru, Wastrian Cleric (1), male human Clr5: CR 5; 
  Medium-size humanoid; 5d8+5; hp 33; Init +1; Spd 20 
  ft.; AC 19, touch 11, flatfooted 18; Base Atk +3; Grp +5; 
  Atk +7 melee (1d10+3/x3, +1 glaive); Full Atk +7 melee 
  (1d10+3/x3, +1 glaive); AL LE; SV Fort +5, Ref +2, Will 
  +7; Str 14, Dex 12, Con 13, Int 10, Wis 16, Cha 8; 
   
  Skills and Feats: Concentration +10, Knowledge 
  Religion +8, Spellcraft +8; Weapon Focus (glaive), 
  Endurance, Die Hard, Power Attack; 
   
  Spells Prepared (5/5/4/3; base DC = 13 + spell 
  level): 0—read magic, guidance, resistance, detect 
  magic, mending; 1st—protection from chaos*, bless, 
  divine favor, shield of faith, command; 2nd—spiritual 
  weapon*, hold person, sound burst, resist energy (fire); 
  3
  rd—magic 
  vestment*, 
  dispel 
  magic, 
  blindness/deafness. 
   
  *Domain spell. Domains: War (weapon focus 
  (glaive)); Law (cast law spells at +1 caster level). 
   
  Possessions: wrist sheath, dagger, full plate, +1 
  glaive, potion of cure moderate wounds 
   
  
  Wind Reaping 
   
  Page 25 
  Appendix 3 
  APL8 
  Encounter 8: Amphibians 
   
  Bullywug raider (2), male bullywug Bbn6: CR 6; 
  Medium-size humanoid (aquatic); 6d12+42; hp 99; Init 
  1; Spd 30 ft., swim 40 ft.; AC 18, touch 9, flat-footed 17; 
  Base Atk +6; Grp +11; Atk +12 melee (1d12+8/x3, +1 
  greataxe); Full Atk +12/+7 melee (1d12+8/x3, +1 
  greataxe); SA Rage 1/day; SQ Marsh move; AL NE; SV 
  Fort +13, Ref +4, Will +5; Str 20, Dex 12, Con 24, Int 8, 
  Wis 11, Cha 6. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +11, Listen +7; Power Attack, Powerful Charge, Greater 
  Powerful Charge. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: Wrist sheath, dagger, +1 greataxe, 
  dragonhide breastplate, vest of resistance +1, potion of 
  cure moderate wounds. 
   
  Bullywug 
  Warchief 
  (1), 
  male 
  bullywug 
  Bbn3/Warchief 3: CR 6; Medium-size humanoid 
  (aquatic); 3d12+3d10+42; hp 83; Init 1; Spd 30 ft., swim 
  40 ft.; AC 18, touch 9, flat-footed 17; Base Atk +5; Grp 
  +10; Atk +11 melee (1d12+7/x3, +1 greataxe); Full Atk 
  +11 melee (1d12+7/x3, +1 greataxe); SA Rage 1/day, 
  tribal frenzy; SQ Marsh move; AL NE; SV Fort +14, Ref 
  +4, Will +7; Str 20, Dex 12, Con 24, Int 8, Wis 11, Cha 8. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +12, Listen +7; Power Attack, Powerful Charge 
   
  Tribal Frenzy (Ex): A warchief is able to inspire 
  his followers to acts of extreme battle frenzy. The 
  warchief may activate the frenzy as a standard action. 
  He may then maintain it as a free action. It ends at the 
  conclusion of any turn in which the warchief does not 
  maintain it. The frenzy affects any creature that is a 
  member of the warchief’s race and tribe that starts its 
  turn within 30 feet of the warchief, and that is able to 
  hear the warchief. The frenzy grants a +2 enhancement 
  bonus to the Strength score of each affected ally (not 
  including the warchief himself). At the start of each of 
  their turns, everyone affected by the Strength boost 
  takes 1 point of damage for each Hit Die they have. 
  Thus, an orc warchief can grant +2 Strength to each 
  member of the pack of 1
  st level orc warriors he 
  commands, but they each take 1 point of damage per 
  round as long as the Strength boost remains in effect. 
  Every two levels (3
  rd, 5
  th, 7
  th, 9
  th), the bonus to Strength 
  increases by +2. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 greataxe, 
  dragonhide breastplate, vest of resistance +1, potion of 
  cure moderate wounds. 
   
  Encounter 9: Amphibious Rage 
   
  Bullywug raider (3), male bullywug Bbn6: CR 6; 
  Medium-size humanoid (aquatic); 6d12+42; hp 99; Init 
  1; Spd 30 ft., swim 40 ft.; AC 18, touch 9, flat-footed 17; 
  Base Atk +6; Grp +11; Atk +12 melee (1d12+8/x3, +1 
  greataxe); Full Atk +12/+7 melee (1d12+8/x3, +1 
  greataxe); SA Rage 1/day; SQ Marsh move; AL NE; SV 
  Fort +13, Ref +4, Will +5; Str 20, Dex 12, Con 24, Int 8, 
  Wis 11, Cha 6. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +11, Listen +7; Power Attack, Powerful Charge, Greater 
  Powerful Charge. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  
  Wind Reaping 
   
  Page 26 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 greataxe, 
  dragonhide breastplate, vest of resistance +1, potion of 
  cure moderate wounds. 
   
  Bullywug 
  Warchief 
  (1), 
  male 
  bullywug 
  Bbn3/Warchief 3: CR 6; Medium-size humanoid 
  (aquatic); 3d12+3d10+42; hp 83; Init 1; Spd 30 ft., swim 
  40 ft.; AC 18, touch 9, flat-footed 17; Base Atk +5; Grp 
  +10; Atk +11 melee (1d12+7/x3, +1 greataxe); Full Atk 
  +11 melee (1d12+7/x3, +1 greataxe); SA Rage 1/day, 
  tribal frenzy; SQ Marsh move; AL NE; SV Fort +14, Ref 
  +4, Will +7; Str 20, Dex 12, Con 24, Int 8, Wis 11, Cha 8. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +12, Listen +7; Power Attack, Powerful Charge 
   
  Tribal Frenzy (Ex): A warchief is able to inspire 
  his followers to acts of extreme battle frenzy. The 
  warchief may activate the frenzy as a standard action. 
  He may then maintain it as a free action. It ends at the 
  conclusion of any turn in which the warchief does not 
  maintain it. The frenzy affects any creature that is a 
  member of the warchief’s race and tribe that starts its 
  turn within 30 feet of the warchief, and that is able to 
  hear the warchief. The frenzy grants a +2 enhancement 
  bonus to the Strength score of each affected ally (not 
  including the warchief himself). At the start of each of 
  their turns, everyone affected by the Strength boost 
  takes 1 point of damage for each Hit Die they have. 
  Thus, an orc warchief can grant +2 Strength to each 
  member of the pack of 1
  st level orc warriors he 
  commands, but they each take 1 point of damage per 
  round as long as the Strength boost remains in effect. 
  Every two levels (3
  rd, 5
  th, 7
  th, 9
  th), the bonus to Strength 
  increases by +2. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 greataxe, 
  dragonhide breastplate, vest of resistance +1, potion of 
  cure moderate wounds. 
   
  Encounter 10: The End of the Road 
   
  Bullywug raider (2), male bullywug Bbn6: CR 6; 
  Medium-size humanoid (aquatic); 6d12+42; hp 99; Init 
  1; Spd 30 ft., swim 40 ft.; AC 18, touch 9, flat-footed 17; 
  Base Atk +6; Grp +11; Atk +12 melee (1d12+8/x3, +1 
  greataxe); Full Atk +12/+7 melee (1d12+8/x3, +1 
  greataxe); SA Rage 1/day; SQ Marsh move; AL NE; SV 
  Fort +13, Ref +4, Will +5; Str 20, Dex 12, Con 24, Int 8, 
  Wis 11, Cha 6. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +11, Listen +7; Power Attack, Powerful Charge, Greater 
  Powerful Charge. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 greataxe, 
  dragonhide breastplate, vest of resistance +1, potion of 
  cure moderate wounds. 
   
  Bullywug 
  Warchief 
  (1), 
  male 
  bullywug 
  Bbn3/Warchief 3: CR 6; Medium-size humanoid 
  (aquatic); 3d12+3d10+42; hp 83; Init 1; Spd 30 ft., swim 
  40 ft.; AC 18, touch 9, flat-footed 17; Base Atk +5; Grp 
  +10; Atk +11 melee (1d12+7/x3, +1 greataxe); Full Atk 
  +11 melee (1d12+7/x3, +1 greataxe); SA Rage 1/day, 
  tribal frenzy; SQ Marsh move; AL NE; SV Fort +14, Ref 
  +4, Will +7; Str 20, Dex 12, Con 24, Int 8, Wis 11, Cha 8. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +12, Listen +7; Power Attack, Powerful Charge 
   
  Tribal Frenzy (Ex): A warchief is able to inspire 
  his followers to acts of extreme battle frenzy. The 
  warchief may activate the frenzy as a standard action. 
  He may then maintain it as a free action. It ends at the 
  conclusion of any turn in which the warchief does not 
  maintain it. The frenzy affects any creature that is a 
  member of the warchief’s race and tribe, that starts its 
  turn within 30 feet of the warchief, and that is able to 
  hear the warchief. The frenzy grants a +2 enhancement 
  bonus to the Strength score of each affected ally (not 
  including the warchief himself). At the start of each of 
  their turns, everyone affected by the Strength boost 
  takes 1 point of damage for each Hit Die they have. 
  
  Wind Reaping 
   
  Page 27 
  Thus, an orc warchief can grant +2 Strength to each 
  member of the pack of 1
  st level orc warriors he 
  commands, but they each take 1 point of damage per 
  round as long as the Strength boost remains in effect. 
  Every two levels (3
  rd, 5
  th, 7
  th, 9
  th), the bonus to Strength 
  increases by +2. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 greataxe, 
  dragonhide breastplate, vest of resistance +1, potion of 
  cure moderate wounds. 
   
  Sunnaugi, Wastrian Wizard (1), male human Wiz7: 
  CR 7; Medium-size humanoid; 7d4+14; hp 36; Init +1; 
  Spd 30 ft.; AC 11, touch 11, flatfooted 10; Base Atk +3; 
  Grp +3; Atk +3 melee (1d4 19-20/x2, dagger); Full Atk 
  +3 melee (1d4 19-20/x2, dagger); AL LE; SV Fort +4, 
  Ref +3, Will +6; Str 10, Dex 13, Con 14, Int 18, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Concentration +12, Knowledge 
  Arcana +14, Knowledge (religion) +14, Spellcraft +16; 
  Scribe Scroll, Point Blank Shot, Precise Shot, Spell 
  Focus (evocation), Empower Spell, Greater Spell Focus 
  (evocation),  
   
  Spells Prepared (4/5/5/5/2); base DC = 14 + spell 
  level): 0—read magic, ray of frost, acid splash, detect 
  magic; 1st—shield, mage armor, magic missile, magic 
  missile, 
  ray 
  of 
  enfeeblement; 
  2nd—false 
  life, 
  glitterdust, resist energy (fire), scorching ray (2); 3
  rd — 
  dispel magic, fly, hold person, fireball (2); 4
  th —greater 
  invisibility, sonic orb 
   
  Spellbook: 0—acid splash, arcane mark, dancing 
  lights, detect magic, detect poison, disrupt undead, 
  flare, ghost sound, light, mage hand, mending, 
  message, open/close, prestidigitation, ray of frost, read 
  magic, daze, resistance, touch of fatigue; 1st—acid orb, 
  lesser, cold orb, lesser, electric orb, lesser, feather fall, 
  fire orb, lesser, mage armor, magic missile, protection 
  from good, ray of enfeeblement, shield, sonic orb, 
  lesser, true strike; 2nd—false life, glitterdust, ice knife, 
  indifference, invisibility, resist energy, scorching ray, 
  see invisibility, touch of idiocy; 3rd—dispel magic, 
  fireball, fly, haste, hold person, ice burst, lightning 
  bolt, negative energy burst, slow; 4
  th — dimension 
  door, greater invisibility, sonic orb 
   
  Possessions: wrist sheath, dagger, headband of 
  intellect +2 (already included in the stats above) 
   
  Banruru, Wastrian Cleric (1), male human Clr7: CR 7; 
  Medium-size humanoid; 7d8+7; hp 45; Init +1; Spd 20 
  ft.; AC 19, touch 11, flatfooted 18; Base Atk +5; Grp +7; 
  Atk +9 melee (1d10+3/x3, +1 glaive); Full Atk +9 melee 
  (1d10+3/x3, +1 glaive); AL LE; SV Fort +6, Ref +3, Will 
  +9; Str 14, Dex 12, Con 13, Int 10, Wis 18, Cha 8; 
   
  Skills and Feats: Concentration +12, Knowledge 
  Religion +10, Spellcraft +10; Weapon Focus (glaive), 
  Endurance, Die Hard, Power Attack, Empower Spell; 
   
  Spells Prepared (6/6/5/4/3; base DC = 14 + spell 
  level): 0—read magic, guidance, resistance, detect 
  magic, mending, virtue; 1st—protection from chaos*, 
  bless, divine favor, shield of faith, sanctuary, command; 
  2nd—spiritual weapon*, hold person, sound burst, 
  resist energy (fire), remove paralysis; 3
  rd—magic 
  vestment*, 
  dispel 
  magic, 
  invisibility 
  purge, 
  blindness/deafness; 4th—order’s wrath*, divine power, 
  cure critical wounds. 
   
  *Domain spell. Domains: War (weapon focus 
  (glaive)); Law (cast law spells at +1 caster level). 
   
  Possessions: wrist sheath, dagger, full plate, +1 
  glaive, potion of cure moderate wounds, periapt of 
  wisdom +2 (already included in the stats above) 
  
  Wind Reaping 
   
  Page 28 
  Appendix 4 
  APL10 
  Encounter 8: Amphibians 
   
  Bullywug raider (2), male bullywug Bbn8: CR 8; 
  Medium-size humanoid (aquatic); 8d12+56; hp 127; 
  Init 1; Spd 30 ft., swim 40 ft.; AC 17 (touch 9, flat-
  footed 15); Base Atk +8; Grp +13; Atk +14 melee 
  (1d12+8/19-20, x3, keen +1 keen greataxe); Full Atk 
  +14/+9 melee (1d12+8/19-20, x3, keen +1 keen 
  greataxe); SA Rage 1/day; SQ Marsh move; AL NE; SV 
  Fort +13, Ref +3, Will +5; Str 20, Dex 12, Con 24, Int 8, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +11, Listen +7; Power Attack, Powerful Charge, Greater 
  Powerful Charge. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  places the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 keen 
  greataxe, dragonhide breastplate, 2 potions of cure 
  moderate wounds. 
   
  Bullywug 
  Warchief 
  (1), 
  male 
  bullywug 
  Bbn3/Warchief 5: CR 8; Medium-size humanoid 
  (aquatic); 3d12+5d10+56; hp 112; Init 1; Spd 30 ft., 
  swim 40 ft.; AC 17, touch 9, flat-footed 15; Base Atk +6; 
  Grp +11; Atk +12 melee (1d12+8/19-20, x3, +1 keen 
  greataxe); Full Atk +12/+7 melee (1d12+8/19-20, x3, +1 
  keen greataxe); SA Rage 1/day, tribal frenzy; SQ Marsh 
  move; AL NE; SV Fort +14, Ref +3, Will +8; Str 20, Dex 
  12, Con 24, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +12, Listen +7; Power Attack, Powerful Charge 
   
  Tribal Frenzy (Ex): A warchief is able to inspire 
  his followers to acts of extreme battle frenzy. The 
  warchief may activate the frenzy as a standard action. 
  He may then maintain it as a free action. It ends at the 
  conclusion of any turn in which the warchief does not 
  maintain it. The frenzy affects any creature that is a 
  member of the warchief’s race and tribe, that starts its 
  turn within 30 feet of the warchief, and that is able to 
  hear the warchief. The frenzy grants a +2 enhancement 
  bonus to the Strength score of each affected ally (not 
  including the warchief himself). At the start of each of 
  their turns, everyone affected by the Strength boost 
  takes 1 point of damage for each Hit Die they have. 
  Thus, an orc warchief can grant +2 Strength to each 
  member of the pack of 1
  st level orc warriors he 
  commands, but they each take 1 point of damage per 
  round as long as the Strength boost remains in effect. 
  Every two levels (3
  rd, 5
  th, 7
  th, 9
  th), the bonus to Strength 
  increases by +2. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 keen 
  greataxe, dragonhide breastplate, potion of cure 
  moderate wounds. 
   
  Encounter 9: Amphibious Rage 
   
  Bullywug raider (3), male bullywug Bbn8: CR 8; 
  Medium-size humanoid (aquatic); 8d12+56; hp 127; 
  Init 1; Spd 30 ft., swim 40 ft.; AC 17, touch 9, flat-footed 
  15; Base Atk +8; Grp +13; Atk +14 melee (1d12+8/19-20, 
  x3, +1 keen greataxe); Full Atk +14/+9 melee 
  (1d12+8/19-20, x3, +1 keen greataxe); SA Rage 1/day; 
  SQ Marsh move; AL NE; SV Fort +13, Ref +3, Will +5; 
  Str 20, Dex 12, Con 24, Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +11, Listen +7; Power Attack, Powerful Charge, Greater 
  Powerful Charge. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  
  Wind Reaping 
   
  Page 29 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 keen 
  greataxe, dragonhide breastplate, 2 potions of cure 
  moderate wounds. 
   
  Bullywug 
  Warchief 
  (1), 
  male 
  bullywug 
  Bbn3/Warchief 5: CR 8; Medium-size humanoid 
  (aquatic); 3d12+5d10+56; hp 112; Init 1; Spd 30 ft., 
  swim 40 ft.; AC 17, touch 9, flat-footed 15; Base Atk +6; 
  Grp +11; Atk +12 melee (1d12+8/19-20, x3, +1 keen 
  greataxe); Full Atk +12/+7 melee (1d12+8/19-20, x3, +1 
  keen greataxe); SA Rage 1/day, tribal frenzy; SQ Marsh 
  move; AL NE; SV Fort +14, Ref +3, Will +8; Str 20, Dex 
  12, Con 24, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +12, Listen +7; Power Attack, Powerful Charge 
   
  Tribal Frenzy (Ex): A warchief is able to inspire 
  his followers to acts of extreme battle frenzy. The 
  warchief may activate the frenzy as a standard action. 
  He may then maintain it as a free action. It ends at the 
  conclusion of any turn in which the warchief does not 
  maintain it. The frenzy affects any creature that is a 
  member of the warchief’s race and tribe that starts its 
  turn within 30 feet of the warchief, and that is able to 
  hear the warchief. The frenzy grants a +2 enhancement 
  bonus to the Strength score of each affected ally (not 
  including the warchief himself). At the start of each of 
  their turns, everyone affected by the Strength boost 
  takes 1 point of damage for each Hit Die they have. 
  Thus, an orc warchief can grant +2 Strength to each 
  member of the pack of 1
  st level orc warriors he 
  commands, but they each take 1 point of damage per 
  round as long as the Strength boost remains in effect. 
  Every two levels (3
  rd, 5
  th, 7
  th, 9
  th), the bonus to Strength 
  increases by +2. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 keen 
  greataxe, dragonhide breastplate, potion of cure 
  moderate wounds. 
   
  Encounter 10: The End of the Road 
   
  Bullywug raider (2), male bullywug Bbn8: CR 8; 
  Medium-size humanoid (aquatic); 8d12+56; hp 127; 
  Init 1; Spd 30 ft., swim 40 ft.; AC 17, touch 9, flat-footed 
  15; Base Atk +8; Grp +13; Atk +14 melee (1d12+8/19-20, 
  x3, +1 keen greataxe); Full Atk +14/+9 melee 
  (1d12+8/19-20, x3, +1 keen greataxe); SA Rage 1/day; 
  SQ Marsh move; AL NE; SV Fort +13, Ref +3, Will +5; 
  Str 20, Dex 12, Con 24, Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +11, Listen +7; Power Attack, Powerful Charge, Greater 
  Powerful Charge. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 keen 
  greataxe, dragonhide breastplate, 2 potions of cure 
  moderate wounds. 
   
  Bullywug 
  Warchief 
  (1), 
  male 
  bullywug 
  Bbn3/Warchief 5: CR 8; Medium-size humanoid 
  (aquatic); 3d12+5d10+56; hp 112; Init 1; Spd 30 ft., 
  swim 40 ft.; AC 17 (touch 9, flat-footed 15); Base Atk +6; 
  Grp +11; Atk +12 melee (1d12+8/19-20, x3, +1 keen 
  greataxe); Full Atk +12/+7 melee (1d12+8/19-20, x3, +1 
  keen greataxe); SA Rage 1/day, tribal frenzy; SQ Marsh 
  move; AL NE; SV Fort +14, Ref +3, Will +8; Str 20, Dex 
  12, Con 24, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +12, Listen +7; Power Attack, Powerful Charge 
   
  Tribal Frenzy (Ex): A warchief is able to inspire 
  his followers to acts of extreme battle frenzy. The 
  warchief may activate the frenzy as a standard action. 
  He may then maintain it as a free action. It ends at the 
  conclusion of any turn in which the warchief does not 
  maintain it. The frenzy affects any creature that is a 
  member of the warchief’s race and tribe that starts its 
  turn within 30 feet of the warchief, and that is able to 
  hear the warchief. The frenzy grants a +2 enhancement 
  bonus to the Strength score of each affected ally (not 
  including the warchief himself). At the start of each of 
  
  Wind Reaping 
   
  Page 30 
  their turns, everyone affected by the Strength boost 
  takes 1 point of damage for each Hit Die they have. 
  Thus, an orc warchief can grant +2 Strength to each 
  member of the pack of 1
  st level orc warriors he 
  commands, but they each take 1 point of damage per 
  round as long as the Strength boost remains in effect. 
  Every two levels (3
  rd, 5
  th, 7
  th, 9
  th), the bonus to Strength 
  increases by +2. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 keen 
  greataxe, dragonhide breastplate, potion of cure 
  moderate wounds. 
   
  Sunnaugi, Wastrian Wizard (1), male human Wiz9: 
  CR 9; Medium-size humanoid; 9d4+18; hp 46; Init +2; 
  Spd 30 ft.; AC 12 (touch 12, flatfooted 10); Base Atk +4; 
  Grp +4; Atk +4 melee (1d4 19-20/x2, dagger); Full Atk 
  +4 melee (1d4 19-20/x2, dagger); AL LE; SV Fort +5, 
  Ref +5, Will +7; Str 10, Dex 14, Con 14, Int 18, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Concentration +14, Knowledge 
  Arcana +16, Knowledge (religion) +16, Spellcraft +18; 
  Scribe Scroll, Point Blank Shot, Precise Shot, Spell 
  Focus (evocation), Empower Spell,  Greater Spell Focus 
  (evocation), Quicken Spell. 
   
  Spells Prepared (4/5/5/5/3/1); base DC = 14 + 
  spell level): 0—read magic, ray of frost, acid splash, 
  detect magic; 1st—shield, mage armor, magic missile, 
  magic missile, ray of enfeeblement; 2nd—false life, 
  glitterdust, resist energy (fire), scorching ray (2); 3
  rd — 
  dispel magic, fly, hold person, fireball (2); 4
  th — 
  dimension door, greater invisibility, empowered 
  scorching ray, 5
  th — quickened truestrike 
   
  Spellbook: 0—acid splash, arcane mark, dancing 
  lights, detect magic, detect poison, disrupt undead, 
  flare, ghost sound, light, mage hand, mending, 
  message, open/close, prestidigitation, ray of frost, read 
  magic, daze, resistance, touch of fatigue; 1st—acid orb, 
  lesser, cold orb, lesser, electric orb, lesser, feather fall, 
  fire orb, lesser, mage armor, magic missile, protection 
  from good, ray of enfeeblement, shield, sonic orb, 
  lesser, true strike; 2nd—false life, glitterdust, ice knife, 
  indifference, invisibility, resist energy, scorching ray, 
  see invisibility, touch of idiocy; 3rd—dispel magic, 
  fireball, fly, haste, hold person, ice burst, lightning 
  bolt, negative energy burst, slow; 4
  th — acid orb, 
  dimension door, electric orb, enervation, greater 
  invisibility, mass enlarge person, sonic orb; 5
  th — cone 
  of cold, energy buffer, feeblemind, ghostform 
   
  Possessions: wrist sheath, dagger, headband of 
  intellect +2 (already included in the stats above), pearl 
  of power level 1 
   
  Banruru, Wastrian Cleric (1), male human Clr9: CR 9; 
  Medium-size humanoid; 9d8+18; hp 66; Init +1; Spd 20 
  ft.; AC 20 (touch 11, flatfooted 19); Base Atk +6; Grp +8; 
  Atk +10 melee (1d10+3/x3, +1 glaive); Full Atk +10/+5 
  melee (1d10+3/x3, +1 glaive); AL LE; SV Fort +9, Ref 
  +5, Will +12; Str 14, Dex 12, Con 14, Int 10, Wis 20, 
  Cha 8; 
   
  Skills and Feats: Concentration +14, Knowledge 
  Religion +12, Spellcraft +12; Weapon Focus (glaive), 
  Endurance, Die Hard, Power Attack, Empower Spell, 
  Quicken Spell; 
   
  Spells Prepared (6/7/6/5/4/3; base DC = 15 + spell 
  level): 0—read magic, guidance, resistance, detect 
  magic, mending, virtue; 1st—protection from chaos*, 
  bless, divine favor, shield of faith, remove fear, 
  sanctuary, command; 2nd—spiritual weapon*, hold 
  person (2), sound burst, resist energy (fire), remove 
  paralysis; 
  3
  rd—magic 
  vestment*, 
  dispel 
  magic, 
  invisibility purge, prayer, blindness/deafness; 4th—
  divine power*, greater magic weapon, freedom of 
  movement, cure critical wounds; 5th—flame strike*, 
  slay living, flame strike. 
   
  *Domain spell. Domains: War (weapon focus 
  (glaive)); Law (cast law spells at +1 caster level). 
   
  Possessions: wrist sheath, dagger, +1 full plate, +1 
  glaive, 2 x pearl of power L1, vest of resistance +1, 
  periapt of wisdom +2 (already included in the stats 
  above) 
  
  Wind Reaping 
   
  Page 31 
  Appendix 5: APL 12
  Encounter 8: Amphibians 
   
  Bullywug raider (2), male bullywug Bbn10: CR 10; 
  Medium-size humanoid (aquatic); 10d12+70; hp 145; 
  Init 1; Spd 30 ft., swim 40 ft.; AC 20, touch 9, flat-footed 
  19; Base Atk +10; Grp +15; Atk +16 melee (1d12+8/19-
  20, x3, +1 keen greataxe); Full Atk +16/+11 melee 
  (1d12+7/x3, +1 keen greataxe); SA Rage 3/day, 
  improved uncanny dodge, trap sense +3, damage 
  reduction 2/-; SQ Marsh move; AL NE; SV Fort +15, 
  Ref +5, Will +7; Str 20, Dex 12, Con 24, Int 8, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Hide +7 (+13 in swamps), Jump 
  +18, Listen +14; Power Attack, Powerful Charge, 
  Greater Powerful Charge, Improved Critical (Greataxe). 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  places the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 keen 
  greataxe, +1 dragonhide breastplate, amulet of natural 
  armor +1, ring of protection +1, vest of resistance +1, 
  potion of cure moderate wounds. 
   
  Bullywug 
  Warchief 
  (1), 
  male 
  bullywug 
  Bbn3/Warchief 7: CR 10; Medium-size humanoid 
  (aquatic); 3d12+7d10+70; hp 138; Init 1; Spd 30 ft., 
  swim 40 ft.; AC 20, touch 9, flat-footed 19; Base Atk +8; 
  Grp +11; Atk +14 melee (1d12+8/19-20, x3, +1 keen 
  greataxe); Full Atk +14/+9 melee (1d12+8/19-20, x3, +1 
  keen greataxe); SA Rage 1/day, tribal frenzy; SQ Marsh 
  move; AL NE; SV Fort +16, Ref +5, Will +10; Str 20, 
  Dex 12, Con 24, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +12, Listen +7; Power Attack, Powerful Charge, Greater 
  Powerful Charge, Improved Critical (greataxe) 
   
  Tribal Frenzy (Ex): A warchief is able to inspire his 
  followers to acts of extreme battle frenzy. The warchief 
  may activate the frenzy as a standard action. He may 
  then maintain it as a free action. It ends at the 
  conclusion of any turn in which the warchief does not 
  maintain it. The frenzy affects any creature that is a 
  member of the warchief’s race and tribe that starts its 
  turn within 30 feet of the warchief, and that is able to 
  hear the warchief. The frenzy grants a +2 enhancement 
  bonus to the Strength score of each affected ally (not 
  including the warchief himself). At the start of each of 
  their turns, everyone affected by the Strength boost 
  takes 1 point of damage for each Hit Die they have. 
  Thus, an orc warchief can grant +2 Strength to each 
  member of the pack of 1
  st level orc warriors he 
  commands, but they each take 1 point of damage per 
  round as long as the Strength boost remains in effect. 
  Every two levels (3
  rd, 5
  th, 7
  th, 9
  th), the bonus to Strength 
  increases by +2. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 keen 
  greataxe, +1 dragonhide breastplate, amulet of natural 
  armor +1, ring of protection +1, vest of resistance +1, 
  potion of cure moderate wounds. 
   
  Encounter 9: Amphibious Rage 
   
  Bullywug raider (3), male bullywug Bbn10: CR 10; 
  Medium-size humanoid (aquatic); 10d12+70; hp 145; 
  Init 1; Spd 30 ft., swim 40 ft.; AC 20, touch 9, flat-footed 
  19; Base Atk +10; Grp +15; Atk +16 melee (1d12+8/19-
  20, x3, +1 keen greataxe); Full Atk +16/+11 melee 
  (1d12+7/x3, +1 keen greataxe); SA Rage 3/day, 
  improved uncanny dodge, trap sense +3, damage 
  reduction 2/-; SQ Marsh move; AL NE; SV Fort +15, 
  Ref +5, Will +7; Str 20, Dex 12, Con 24, Int 8, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Hide +7 (+13 in swamps), Jump 
  +18, Listen +14; Power Attack, Powerful Charge, 
  Greater Powerful Charge, Improved Critical (greataxe). 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  
  Wind Reaping 
   
  Page 32 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 keen 
  greataxe, +1 dragonhide breastplate, amulet of natural 
  armor +1, ring of protection +1, vest of resistance +1, 
  potion of cure moderate wounds. 
   
  Bullywug 
  Warchief 
  (1), 
  male 
  bullywug 
  Bbn3/Warchief 7: CR 10; Medium-size humanoid 
  (aquatic); 3d12+7d10+70; hp 138; Init 1; Spd 30 ft., 
  swim 40 ft.; AC 20, touch 9, flat-footed 19; Base Atk +8; 
  Grp +11; Atk +14 melee (1d12+8/19-20, x3, +1 keen 
  greataxe); Full Atk +14/+9 melee (1d12+8/19-20, x3, +1 
  keen greataxe); SA Rage 1/day, tribal frenzy; SQ Marsh 
  move; AL NE; SV Fort +16, Ref +5, Will +10; Str 20, 
  Dex 12, Con 24, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +12, Listen +7; Power Attack, Powerful Charge, Greater 
  Powerful Charge, Improved Critical (Greataxe) 
   
  Tribal Frenzy (Ex): A warchief is able to inspire his 
  followers to acts of extreme battle frenzy. The warchief 
  may activate the frenzy as a standard action. He may 
  then maintain it as a free action. It ends at the 
  conclusion of any turn in which the warchief does not 
  maintain it. The frenzy affects any creature that is a 
  member of the warchief’s race and tribe, that starts its 
  turn within 30 feet of the warchief, and that is able to 
  hear the warchief. The frenzy grants a +2 enhancement 
  bonus to the Strength score of each affected ally (not 
  including the warchief himself). At the start of each of 
  their turns, everyone affected by the Strength boost 
  takes 1 point of damage for each Hit Die they have. 
  Thus, an orc warchief can grant +2 Strength to each 
  member of the pack of 1
  st level orc warriors he 
  commands, but they each take 1 point of damage per 
  round as long as the Strength boost remains in effect. 
  Every two levels (3
  rd, 5
  th, 7
  th, 9
  th), the bonus to Strength 
  increases by +2. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  places the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 keen 
  greataxe, +1 dragonhide breastplate, amulet of natural 
  armor +1, ring of protection +1, vest of resistance +1, 
  potion of cure moderate wounds. 
   
  Encounter 10: The End of the Road 
   
  Bullywug raider (2), male bullywug Bbn10: CR 10; 
  Medium-size humanoid (aquatic); 10d12+70; hp 145; 
  Init 1; Spd 30 ft., swim 40 ft.; AC 20, touch 9, flat-footed 
  19; Base Atk +10; Grp +15; Atk +16 melee (1d12+8/19-
  20, x3, +1 keen greataxe); Full Atk +16/+11 melee 
  (1d12+7/x3, +1 keen greataxe); SA Rage 3/day, 
  improved uncanny dodge, trap sense +3, damage 
  reduction 2/-; SQ Marsh move; AL NE; SV Fort +15, 
  Ref +5, Will +7; Str 20, Dex 12, Con 24, Int 8, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Hide +7 (+13 in swamps), Jump 
  +18, Listen +14; Power Attack, Powerful Charge, 
  Greater Powerful Charge, Improved Critical (greataxe). 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 keen 
  greataxe, +1 dragonhide breastplate, amulet of natural 
  armor +1, ring of protection +1, vest of resistance +1, 
  potion of cure moderate wounds. 
   
  Bullywug 
  Warchief 
  (1), 
  male 
  bullywug 
  Bbn3/Warchief 7: CR 10; Medium-size humanoid 
  (aquatic); 3d12+7d10+70; hp 138; Init 1; Spd 30 ft., 
  swim 40 ft.; AC 20, touch 9, flat-footed 19; Base Atk +8; 
  Grp +11; Atk +14 melee (1d12+8/19-20, x3, +1 keen 
  greataxe); Full Atk +14/+9 melee (1d12+8/19-20, x3, +1 
  keen greataxe); SA Rage 1/day, tribal frenzy; SQ Marsh 
  move; AL NE; SV Fort +16, Ref +5, Will +10; Str 20, 
  Dex 12, Con 24, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +4 (+10 in swamps), Jump 
  +12, Listen +7; Power Attack, Powerful Charge, Greater 
  Powerful Charge, Improved Critical (greataxe) 
  
  Wind Reaping 
   
  Page 33 
   
  Tribal Frenzy (Ex): A warchief is able to inspire his 
  followers to acts of extreme battle frenzy. The warchief 
  may activate the frenzy as a standard action. He may 
  then maintain it as a free action. It ends at the 
  conclusion of any turn in which the warchief does not 
  maintain it. The frenzy affects any creature that is a 
  member of the warchief’s race and tribe that starts its 
  turn within 30 feet of the warchief, and that is able to 
  hear the warchief. The frenzy grants a +2 enhancement 
  bonus to the Strength score of each affected ally (not 
  including the warchief himself). At the start of each of 
  their turns, everyone affected by the Strength boost 
  takes 1 point of damage for each Hit Die they have. 
  Thus, an orc warchief can grant +2 Strength to each 
  member of the pack of 1
  st level orc warriors he 
  commands, but they each take 1 point of damage per 
  round as long as the Strength boost remains in effect. 
  Every two levels (3
  rd, 5
  th, 7
  th, 9
  th), the bonus to Strength 
  increases by +2. 
   
  Marsh move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  place the bullywugs in a near permanent rage. These 
  are taken into account in the stats above. It provides a 
  +4 bonus on strength and constitution, a +2 morale 
  bonus on Will saves and a -2 penalty on AC. Any thing 
  that suppresses a barbarian’s rage or creates an 
  immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! 
   
  Possessions: wrist sheath, dagger, +1 keen 
  greataxe, +1 dragonhide breastplate, amulet of natural 
  armor +1, ring of protection +1, vest of resistance +1, 
  potion of cure moderate wounds. 
   
  Sunnaugi, Wastrian Wizard (1), male human Wiz11: 
  CR 11; Medium-size humanoid; 11d4+22; hp 56; Init 
  +2; Spd 30 ft.; AC 12, touch 12, flatfooted 10; Base Atk 
  +5; Grp +5; Atk +5 melee (1d4 19-20/x2, dagger); Full 
  Atk +5 melee (1d4 19-20/x2, dagger); AL LE; SV Fort 
  +5, Ref +5, Will +8; Str 10, Dex 14, Con 14, Int 20, Wis 
  12, Cha 8. 
   
  Skills and Feats: Concentration +16, Knowledge 
  Arcana +19, Knowledge (religion) +19, Spellcraft +21; 
  Scribe Scroll, Point Blank Shot, Precise Shot, Spell 
  Focus (evocation), Empower Spell, Greater Spell Focus 
  (evocation), Improved Initiative, Quicken Spell. 
   
  Spells Prepared (4/6/5/5/4/3/1; base DC = 15 + 
  spell level): 0—read magic, ray of frost, acid splash, 
  detect magic; 1st—shield, mage armor, magic missile, 
  magic missile, true strike, ray of enfeeblement; 2nd—
  false life, glitterdust, resist energy (fire), scorching ray 
  (2); 3
  rd — dispel magic, fly, hold person, fireball (2); 4
  th 
  — dimension door, greater invisibility, empowered 
  scorching ray, enervation; 5
  th — quickened truestrike, 
  feeblemind, empowered fireball; 6
  th — disintegrate . 
   
  Spellbook: 0—acid splash, arcane mark, dancing 
  lights, detect magic, detect poison, disrupt undead, 
  flare, ghost sound, light, mage hand, mending, 
  message, open/close, prestidigitation, ray of frost, read 
  magic, daze, resistance, touch of fatigue; 1st—acid orb, 
  lesser, cold orb, lesser, electric orb, lesser, feather fall, 
  fire orb, lesser, mage armor, magic missile, protection 
  from good, ray of enfeeblement, shield, sonic orb, 
  lesser, true strike; 2nd—false life, glitterdust, ice knife, 
  indifference, invisibility, resist energy, scorching ray, 
  see invisibility, touch of idiocy; 3rd—dispel magic, 
  fireball, fly, haste, hold person, ice burst, lightning bolt, 
  negative energy burst, slow; 4
  th — acid orb, dimension 
  door, electric orb, enervation, greater invisibility, mass 
  enlarge person, sonic orb; 5
  th — cone of cold, dominate 
  person, energy buffer, feeblemind, ghostform, waves of 
  fatigue; 6
  th — chain lightning, disintegrate. 
   
  Possessions: wrist sheath, dagger, headband of 
  intellect +4 (already included in the stats above) 
   
  Banruru, Wastrian Cleric (1), male human Clr11; CR 
  11; Medium-size humanoid; 10d8+22; hp 77; Init +?; 
  Spd 20 ft.; AC 19 (touch 11, flatfooted 22); Base Atk +8; 
  Grp +8; Atk +12 melee (1d10+1/x3, +1 glaive); Full Atk 
  +12/+7 melee (1d10+1/x3, +1 glaive); AL LE; SV Fort 
  +9, Ref +4, Will +12; Str 14, Dex 12, Con 14, Int 10, Wis 
  20, Cha 8; 
   
  Skills and Feats: Concentration +16, Knowledge 
  Religion +14, Spellcraft +14; Weapon Focus (glaive), 
  Endurance, Die Hard, Power Attack, Empower Spell, 
  Quicken Spell; 
   
  Spells Prepared (6/8/6/6/5/4/2; base DC = 15 + 
  spell level): 0—read magic, guidance, resistance, detect 
  magic, mending, virtue; 1st—protection from chaos*, 
  bless, divine favor, shield of faith, remove fear, 
  sanctuary, doom, command; 2nd—spiritual weapon*, 
  hold person (2), sound burst, resist energy (fire), 
  remove paralysis; 3
  rd—magic vestment*, dispel magic, 
  invisibility 
  purge, 
  prayer, 
  wind 
  wall, 
  blindness/deafness; 4th—divine power*, greater magic 
  weapon, freedom of movement, spell immunity, cure 
  critical wounds; 5th—flame strike*, righteous might, 
  slay living, quickened inflict  light wounds; 6th—
  shield barrier*, harm. 
   
  *Domain spell. Domains: War (weapon focus 
  (glaive)); Law (cast law spells at +1 caster level). 
  
  Wind Reaping 
   
  Page 34 
  Possessions: +1 glaive, +1 full plate, periapt of wisdom 
  +4 (already included in the stats above) 
   
  Wastrian Cleric (1), male human Clr11: CR 11; 
  Medium-size humanoid; 11d8+22; hp 80; Init +1; Spd 
  20 ft.; AC 20, touch 11, flatfooted 19; Base Atk +8; Grp 
  +8; Atk +12 melee (1d10+1/x3, +1 glaive); Full Atk 
  +12/+7 melee (1d10+1/x3, +1 glaive); AL LE; SV Fort 
  +9, Ref +4, Will +12; Str 14, Dex 12, Con 14, Int 10, Wis 
  20, Cha 8; 
   
  Skills and Feats: Concentration +16, Knowledge 
  Religion +14, Spellcraft +14; Weapon Focus (glaive), 
  Endurance, Die Hard, Power Attack, Empower Spell, 
  Quicken Spell; 
   
  Spells Prepared (6/8/6/6/5/4/2; base DC = 15 + 
  spell level): 0—read magic, guidance, resistance, detect 
  magic, mending, virtue; 1st—protection from chaos*, 
  bless, divine favor, shield of faith, remove fear, 
  sanctuary, doom, command; 2nd—spiritual weapon*, 
  hold person (2), sound burst, resist energy (fire), 
  remove paralysis; 3
  rd—magic vestment*, dispel magic, 
  invisibility 
  purge, 
  prayer, 
  wind 
  wall, 
  blindness/deafness; 4th—divine power*, greater magic 
  weapon, freedom of movement, spell immunity, cure 
  critical wounds; 5th—flame strike*, righteous might, 
  slay living, quickened inflict  light wounds; 6th—
  shield barrier*, harm. 
   
  *Domain spell. Domains: War (weapon focus 
  (glaive)); Law (cast law spells at +1 caster level). 
  Possessions: wrist sheath, dagger, +1 full plate, +1 
  glaive, periapt of wisdom +4 (already included in the 
  stats above) 
   
   
   
   
  
  Wind Reaping 
   
  Page 35 
  Appendix 6: The Bullywug  
   (Source: Monster Companion: Monsters of Fearun, 
  page 25) 
   
  Medium-Size Humanoid (Aquatic) 
  Hit Dice: 1d8 + 3 (7 hp) 
  Initiative: +0 
  Speed: 20 ft., swim 30 ft. 
  AC: 15 (+2 leather, +3 natural) 
  Attacks: Halfspear +1 melee; or halfspear +1 ranged 
  Damage: Halfspear 1d6; or halfspear 1d6 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
  Special Qualities: Marsh move, summoning (clerics 
  only) 
  Saves: Fort +5, Ref +0, Will -2 
  Abilities: Str 10, Dex 10, Con 16, Int 7, Wis 7, Cha 7 
  Skills: Hide +0*, Listen -2, Spot -2 
  Feats: Endurance 
   
  Climate/Terrain: Temperate and warm aquatic and 
  marsh 
  Organization: Solitary (1), pad (4), float (8), or pond 
  (16-48) 
  Challenge Rating: 1 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
   
  Life as a bullywug is nasty, brutish, and wet. Bullywugs 
  kill for sport, systematically destroy their own hunting 
  grounds, and make a religious fetish of summoning 
  monsters who may or may not stay within their 
  control. 
   
  Bullywugs 
  are 
  frog-headed 
  amphibious 
  humanoids with green, gray, or mottled yellow skin. 
  They have long, flicking tongues that can barely fit 
  themselves around a form of stunted Common. They 
  stand 4 to 7 feet tall, weigh 100 to 300 pounds, and 
  fight with spears and other sharp weapons they can 
  poke out of the water. Bullywugs make it a point of 
  pride to wear at least leather armor, even though 
  swimming in armor isn’t easy. 
   
  Most bullywugs encountered outside their homes 
  are warriors; the information in the statistics block is 
  for of 1
  st level (see Chapter 2 of the Dungeon Master’s 
  Guide for more information about the warrior class). 
   
  Combat 
  Bullywugs prefer to fight in or near water. Whenever 
  possible, they use summoned monsters as the first 
  wave of attack. In any given fight, there is a 50% chance 
  that bullywugs will fight to death, no matter how 
  stupid that seems, and a 50% chance that they will flee 
  for their lives when some of their number have fallen, 
  even if they otherwise could win the fight. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Summoning (Sp): Bullywug clerics are notorious 
  for their powerful but unpredictable summoning 
  abilities. When a bullywug cleric uses a summon 
  monster spell, there is 50% chance that one more 
  monster than the spell would ordinarily summon will 
  appear. In such cases, there is then a 25% chance that 
  the summoned monster will not be in the bullywug’s 
  control, rampaging and attacking at random. It is not 
  uncommon for bullywugs that have summoned 
  monsters and failed to control them to spend all their 
  efforts fighting their own summoned creatures instead 
  of attacking their original foe. 
   
  Skills: *Bullywugs have a +6 racial bonus on Hide 
  checks when in marshes because of their skill at 
  camouflage. 
   
  Bullywug Characters 
  Bullywug sometimes gain levels as barbarians. The 
  biggest bullywug in the pond frequently is at least a 2
  nd-
  level barbarian. 
   
  Bullywug Society 
  Bullywugs hunt things, eat things, bully things, and 
  worship their noxious deities. There are many 
  bullywug clerics; as many as 10% of bullywugs in some 
  ponds have one or more levels as a cleric. Bullywug 
  clerics can choose from the domains of Chaos, Evil, 
  and Water. Bullywug clerics are more limited then 
  those of other races, and can only choose three types of 
  spells: summon monster spells (their culturally 
  preferred choice), inflict spells, and their domain 
  spells. 
   
  In the Vast Swamp 
  The bullywugs is the Vast Swamp tend to be more 
  intelligent and organized then their more wild cousins. 
  They worship the lawful deity Wastri who promotes 
  the destruction of dwarves, elves, gnomes and 
  halflings, and who considers humans and amphibians 
  far superior. Unlike regular bullywug clerics, clerics of 
  Wastri are treated as normal clerics and they can chose 
  from the domains Animal, Law and War. They can only 
  rebuke undead and cast spontaneous inflict spells. 
  
  Wind Reaping 
   
  Page 36 
  Appendix 7: The War Chief  
  (Source: Miniatures Handbook, page 24) 
   
  A warchief leads a primitive, aggressive tribe of 
  humanoids, especially when they turn to marauding. 
  The warchief calls on his indomitable presence and 
  terrible visage to spur his followers to feats of great 
  courage and sacrifice for the tribe. The tribe member 
  who hangs back learns firsthand that the warchief’s 
  displeasure is a terror eclipsing even the hardships of 
  war – better to die in glory on the battlefield than 
  under the warchief’s tortuous punishments. Inspired to 
  a killing frenzy, the warchief and his band sweep the 
  enemies of the tribe before their onslaught. 
  Warchiefs are self-made leaders, more often than not 
  reaching their elevated status by deposing the previous 
  warchief in a bloody coup. A warchief doesn’t become 
  the sole authority by worrying about the needs of 
  others, and thus good-aligned leaders are rarely 
  members of this class. The martial classes – especially 
  fighter, ranger and warrior – are most likely to become 
  warchiefs. NPC warchiefs might be found throughout 
  the savage lands, leading tribes of brutal humanoids to 
  bloody ends. Luckily for those in civilized lands, 
  warchiefs most often array their followers against other 
  bands of savages. 
   
  Hit Die: d10 
   
  Requirements: To qualify to become a warchief, a 
  character must fulfill all the following criteria: 
   
  Base Attack Bonus: +3 
   
  Special: Must have led a tribe in battle. 
   
  Class Skills: 
  The warchief’s class skills are Bluff (Cha), Climb (Str), 
  Craft (Int), Diplomacy (Cha), Handle Animal (Cha), 
  Intimidate (Cha), Jump (Str), Ride (Dex), Sense Motive 
  (Wis), and Swim (Str). 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
   
  Class Features: 
  All of the following are class features of the warchief. 
   
  Weapon and Armor Proficiency: Warchiefs gain no 
  proficiency with any weapon or armor. 
   
  Tribal Frenzy (Ex): A warchief is able to inspire his 
  followers to acts of extreme battle frenzy. The warchief 
  may activate this frenzy as a standard action. He may 
  then maintain it as a free action. The frenzy affects any 
  creature that is a member of the warchief’s race and 
  tribe, that starts its turn within 30 feet of the warchief, 
  and that is able to hear the warchief. The frenzy grants 
  a +2 enhancement bonus to the strength score of each 
  affected ally (not including the warchief himself). At 
  the start of each of their turns, everyone affected by the 
  strength boost takes 1 point of damage for each Hit Die 
  they have. Every two levels (3
  rd, 5
  th, 7
  th and 9
  th), the 
  bonus to Strength increases by +2. 
   
  Ability Boost (Ex): As a warchief gains levels in this 
  prestige class, his Charisma score increases as noted in 
  the accompanying table. 
   
  Level 
  Base Attack Bonus   
  Fort Save 
  Ref Save 
  Will Save 
  Special 
  1st 
  +0 
  +2 
  +0 
  +2 
  Tribal Frenzy (Str+2) 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Ability Boost (Cha+2) 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Tribal Frenzy (Str+4) 
  4th 
  +3 
  +4 
  +1 
  +4 
  - 
  5th 
  +3 
  +4 
  +1 
  +4 
  Tribal Frenzy (Str+6) 
  
  Wind Reaping 
   
  Page 37 
  Appendix 8:  
  New Rules Items 
  New Items: 
   
  Leather Scale (Arms & Equipment) 
  Leather scale armor is just like the scale mail described 
  in Chapter 7 of the PHB, except that the scales are 
  made of cured leather instead of metal. Cost: 45gp; 
  Armor Bonus: +3; Max Dex Bonus: +6; Armor Check 
  Penalty: -2; Arcane Spell Failure: 15%; Speed: 30ft/20ft; 
  Weight: 20lb. 
   
  Sheath, Wrist (Arms & Equipment) 
  This sheath fits along the inside of the forearm, 
  allowing weapons stored inside it to be drawn quickly. 
  A wrist sheath can hold one Tiny weapon, such as a 
  dagger, or one wand. Weapons of unusual shape, like a 
  bladed gauntlet, do not fit into a wrist sheath regardless 
  of their size. Drawing or replacing the contents of a 
  wrist sheath is a move-equivalent action. 
   
  New Spells: 
   
  Acid Orb, Lesser (Miniatures Handbook) 
  Conjuration (Creation) [Acid] 
  Level: Sor/Wiz 1, WMG1 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: One orb of Acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of acid damage. 
  You must succeed at a ranged touch attack to hit your 
  target. For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 at 3rd 
  level, 3d8 at 5th level, 4d8 at 7th level, and the 
  maximum of 5d8 at 9th level or higher. 
   
  Cold Orb, Lesser (Miniatures Handbook) 
  Conjuration (Creation) [Cold] 
  Level: Sor/Wiz 1, WMG1 
  As lesser acid orb, except lesser cold orb deals cold 
  damage. 
   
  Electric Orb, Lesser (Miniatures Handbook) 
  Conjuration (Creation) [Electricity] 
  Level: Sor/Wiz 1, WMG1 
  As lesser acid orb, except lesser electric orb deals 
  electricity damage. 
   
  Fire Orb, Lesser (Miniatures Handbook) 
  Conjuration (Creation) [Fire] 
  Level: Sor/Wiz 1, WMG1 
  As lesser acid orb, except lesser fire orb deals fire 
  damage. 
   
  Sonic Orb, Lesser (Miniatures Handbook) 
  Conjuration (Creation) [Fire] 
  Level: Sor/Wiz 1, WMG1 
  As lesser acid orb, except lesser sonic orb deals sonic 
  damage. 
   
  Ice Knife (Tome & Blood) 
  Conjuration (Creation) [Cold] 
  Level: Sor/Wiz 2 
  Components: V S, M 
  Casting Time: 1 action 
  Range: Long (400 ft. +40 ft./level) 
  Effect: One icy missile 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
  A magical shard of ice springs from your hand and 
  speeds to its target. You must succeed at a normal 
  ranged attack to hit. For every two caster levels, you 
  gain a +2 modifier on the ranged attack roll. The shard 
  deals 1d8 points of piercing damage, plus 1d8 points of 
  cold damage and 2 points of cold Dexterity damage. 
  Creatures that are immune to cold damage take no 
  Dexterity damage. A successful Fortitude save reduces 
  the cold damage by half and negates the Dexterity 
  damage. 
  A miss creates a shower of ice crystals in a 10-footradius 
  burst centered where the shard lands (see the rules for 
  grenade like weapons on page 138 of the Player’s 
  Handbook), The icy burst deals 1d8 points of splash 
  damage. 
  A creature within the burst area can make a Reflex save 
  to take only half damage. 
  Material Component: A drop of water or piece of ice. 
   
  Indifference (Tome & Blood) 
  Enchantment [Mind-Affecting] 
  Level: Sor/Wiz 2 
  Components: V, S, M 
  Casting Time: 1 full round 
  
  Wind Reaping 
   
  Page 38 
  Range: Touch 
  Target: Living creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (see text) 
  Spell Resistance: Yes 
  This spell drains emotion from the creature touched. 
  The subject becomes immune to fear and compulsion 
  effects of 2nd level or lower and gains a +4 
  circumstance modifier on saving throws against fear or 
  compulsion effects of 3rd level or higher. Furthermore, 
  morale bonuses or penalties do not affect the subject 
  while the spell lasts. However, the subject’s lack of 
  emotion imposes a -4 circumstance penalty on 
  Charisma checks. If the subject already is under a fear 
  or compulsion effect when receiving this spell, a failed 
  saving throw ends that effect and leaves the subject 
  dazed for 1 round. 
  Material Component: A small stone. 
   
  Ice Burst (Tome & Blood) 
  Evocation [Cold] 
  Level: Sor/Wiz 3 
  Components: V S, M 
  Casting Time: 1 action 
  Range: Medium (100 ft. +10 ft./level) 
  Area: 30-ft. -radius burst 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  A hail of magical ice chunks erupts from a point in 
  space. The chunks fly in all directions, hitting 
  everything within the burst. The pelting ice deals 1d4 
  points of cold damage +1 point of blunt damage per 
  caster level, to a maximum of 10d4+10. 
  Material Component: A chunk of ice or a single pearl. 
   
  Negative Energy Burst (Tome & Blood) 
  Necromancy 
  Level: Sor/Wiz 3 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Effect: 20-ft.–radius burst 
  Duration: Instantaneous 
  Saving Throw: Will half (see text) 
  Spell Resistance: Yes 
  You release a silent burst of negative energy from a 
  point you indicate. The burst deals 1d8 points of 
  damage to living creatures in the area +1 point per 
  caster level (maximum 1d8+10). A successful Will save 
  reduces damage by half.  
  Since undead are powered by negative energy, this 
  spell cures them of a like amount of damage, rather 
  than harming them. 
   
  Acid Orb (Tome & Blood) 
  Evocation [Acid] 
  Level: Sor/Wiz 4 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. +5 ft./2 levels) 
  Targets: One or more creatures or objects, no two of 
  which can be more than 30 ft. apart 
  Duration: Instantaneous 
  Saving Throw: Fortitude half (see text) 
  Spell Resistance: Yes 
  One or more orbs of acid about 3 inches across shoot 
  from your palm at their targets. You must succeed at a 
  ranged touch attack to hit your target. The orbs deal a 
  total of 1d6 points of acid damage per caster level 
  (maximum 15d6), divided any way you see fit, but a 
  single orb must deal at least 1d6 points of damage. You 
  declare the damage division before making your attack 
  rolls. A creature struck directly takes the orb’s damage 
  and becomes nauseated from the acid’s noxious fumes 
  for 1 round. A successful Fortitude save reduces 
  damage by half and negates the nausea. If you miss, 
  acid splashes in a 10-foot burst, dealing 2 points per die 
  of damage dealt by that orb. A successful Reflex 
  reduces splash damage by half. 
   
  Electric Orb (Tome & Blood) 
  Evocation [Electricity] 
  Level: Sor/Wiz 4 
  As acid orb, except electric orb deals electricity 
  damage. A creature struck directly takes the orb’s 
  damage, and the play of electricity leaves its metal 
  accouterments magnetized for 1 round. A creature 
  wearing metal armor is effectively entangled and 
  suffers a –2 penalty to attack rolls and a –4 penalty to 
  effective Dexterity. If the surfaces surrounding the 
  creature are metallic, it cannot move. Otherwise, it 
  moves at half speed and can’t run or charge. If the 
  creature attempts to cast a spell, it must make a 
  Concentration check (DC 15) or lose the spell. 
  A successful Fortitude save reduces damage by half and 
  negates the magnetism. 
   
  Sonic Orb (Tome & Blood) 
  Evocation [Sonic] 
  Level: Sor/Wiz 4 
  As acid orb, except sonic orb deals sonic damage. A 
  creature struck directly takes the orb’s damage and is 
  
  Wind Reaping 
   
  Page 39 
  deafened for 1 round. A deafened creature cannot hear, 
  suffers a –4 penalty to initiative checks, and has a 20% 
  chance of spell failure when casting spells with verbal 
  components. The creature cannot make Listen checks. 
  A successful Fortitude save reduces damage by half and 
  negates the deafening effect. 
   
  Energy Buffer (Tome & Blood) 
  Abjuration 
  Level: Sor/Wiz 5 
  Components: V, S 
  Casting Time: 1 action 
  Range: Touch 
  Target: You 
  Duration: 24 hours or until discharged 
  This abjuration grants you protection against damage 
  from any type of energy: acid, cold, electricity, fire, or 
  sonic. The spell protects your equipment as well. 
  Whenever you are exposed to energy damage, a multi-
  hued aura covers your body and absorbs up to 1d6 
  points per caster level (maximum 15d6) of whatever 
  type of energy triggered the effect. The protective aura 
  lasts for 1 round or until it absorbs all the damage it 
  can, whichever comes first. Once the aura begins 
  absorbing damage, you cannot change the type of 
  damage it absorbs. 
  Energy buffer overlaps (and does not stack with) 
  endure elements, resist elements, and protection from 
  elements. If you are warded by energy buffer and one 
  or more of the other spells, the energy buffer spell 
  absorbs damage until it is exhausted, no matter what 
  type of energy the other spells ward against. If you are 
  subjected to a second type of energy after energy buffer 
  is activated, any warding spell that protects you from 
  the second type of energy is still effective. For example, 
  Mialee casts energy buffer on herself and also receives 
  protection from elements (fire) and resist elements 
  (cold) from Jozan. Later, a white dragon and a group of 
  ogres ambush Mialee’s party. The ogres hurl flasks of 
  alchemist’s fire at Mialee, which triggers her energy 
  buffer spell. The buffer easily absorbs all the fire 
  damage Mialee would 
  have suffered, and the protection from elements (fire) 
  spell absorbs nothing. Later, in the surprise round, the 
  white dragon looses its breath weapon. Because 
  Mialee’s energy buffer spell is absorbing fire damage, it 
  is ineffective against the cold damage the dragon’s 
  breath weapon deals, but Mialee still gets the benefit of 
  the resist elements (cold) spell.  
   
  Ghostform (Tome & Blood) 
  Transmutation 
  Level: Sor/Wiz 5 
  Components: V, S 
  Casting Time: 1 action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  You assume a visible, incorporeal form similar to the 
  form a ghost assumes when manifesting. While the 
  spell lasts, your body shifts onto the Ethereal Plane. 
  You are visible to, and can be attacked by, creatures on 
  the Material Plane, but you have no material body. You 
  can be harmed only by other incorporeal creatures, +1 
  or better magic weapons, and spells, spell-like abilities, 
  or supernatural abilities. You are immune to all 
  nonmagical attack forms. Even when hit by spells or 
  magic weapons, you have a 50% chance to ignore any 
  damage from a corporeal source (except for force 
  effects, such as magic missile, or attacks made with 
  ghost touch weapons). Creatures on the Material Plane 
  ignore all your armor and natural armor bonuses, but 
  you gain a deflection modifier equal to your Charisma 
  modifier (always at least +1, even if your Charisma 
  score does not normally provide a bonus). You cannot 
  make physical attacks against foes on the Material 
  Plane except with ghost touch weapons; in this case, 
  you have no effective Strength score, but your 
  Dexterity modifier applies to all your melee attack 
  rolls. Your spells affect targets on the Material Plane 
  normally unless the spells rely on touch. Your touch 
  spells don’t work on material targets. Against foes on 
  the Ethereal Plane, all your attacks and defenses work 
  normally. 
  While incorporeal, you cannot run, but you can fly 
  (perfect maneuverability) at your normal speed. You 
  can pass through solid objects as any incorporeal 
  creature can. When the spell ends, you return fully to 
  the Material Plane. If you return inside a material 
  object (such as a solid wall), you are shunted off to the 
  nearest open space and take 1d6 points of damage per 5 
  feet that you so travel. 
   
   
   
  Wastri’s Breath: The effects of Wastri’s Breath 
  places the bullywugs in a near permanent rage. It 
  provides a +4 bonus on strength and constitution, a +2 
  morale bonus on Will saves and a -2 penalty on AC. 
  Any thing that suppresses a barbarian’s rage or creates 
  an immunity to poison removes this effect. Unlike a 
  barbarian the bullywug will be exhausted. Note that 
  these bonuses do NOT stack with regular barbarian 
  rage! Further details will become clear in future 
  scenarios. 
  
  Wind Reaping 
   
  Page 40 
  Appendix 9: 
  Map of Encounter 8 
   
  
  Wind Reaping 
   
  Page 41 
  Appendix 10: 
  Map of Encounter 9 
   
  
  Wind Reaping 
   
  Page 42 
  Appendix 11: 
  Map of Encounter 10 
   
  
  Wind Reaping 
   
  Page 43 
   
  Player’s Handout 1:  
  The yellow flower
  
  Wind Reaping 
   
  Page 44 
   
  Player’s Handout 2: 
  Map of Longwood 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Splintered Suns/594/Normal Scenarios/TSS4-06 - Wind Reaping (APL 4-12)/TSS4-06 - Wind Reaping.pdf