TEXT: SND3-01 
   
   
   
   
   
   
   
   
   
   
  Harvest Time 
   
  A One Round Regional  
  LIVING GREYHAWK Adventure 
  APLs 1-8 
   
  Part One of When the Wind Blows series. 
  Version 1.0 
   
  by Maya Deva Kniese 
  Circle Reviewer: Creighton Broadhurst 
  Editor: Pieter Sleijen 
   
   
   
  The first of the defensive keeps King Hazendel ordered build along the border of the Vast Swamp is ready, and people 
  will soon celebrate this with a great harvest festival. But distressing signs are found when people go missing even before 
  the festival starts.  
   
   
   
   
   
  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. 
   
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three hours. 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.  
   
  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 three 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 rule books 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. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the “best” amongst the group, or when the 
  adventure is run in tournament format with winners 
  and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. It players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Harvest Time 
   
  Page 2 
  
   
  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. 
   
  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 
  following 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. 
   
  CR 
  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 
  5 
  6 
  7 
   
  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. Three or 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 three 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 Handle 
  Animal or Charisma check (DC 10). 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. 
  1. 
  A group of APL 1 characters that desires an extra 
  hand can “enlist an iconic.” The stats for the 1
  st 
  level versions or Tordek, Mialee, Lidda, and 
  Jozan are included at the end of this adventure. 
  The group may pick one of these characters to 
  accompany them on the adventure. The DM 
  controls that NPC. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure. 
  Characters hailing from Sunndi pay one Time Unit to 
  participate in the adventure. All other characters pay two 
  Time Units. Adventures’ Standard Upkeep costs 12 gp. 
  Rich Upkeep costs 50 gp, and Luxury Upkeep costs 100 
  gp. 
   
  Swimming and Drowning Rules 
  Swimming 
  Check: A successful Swim check allows the character to 
  swim one-quarter of the character's speed as a move-
  equivalent action or one-half the character's speed as a 
  full-round action. Roll once per round. If the character 
  fails, the character makes no progress through the water. 
  If the character fails by five or more, the character goes 
  underwater and starts to drown. 
   
  If the character is underwater (whether drowning or 
  swimming underwater intentionally), the character 
  suffers a cumulative –1 penalty to the character's Swim 
  Harvest Time 
   
  Page 3 
  
  check for each consecutive round the character has been 
  underwater. 
   
  The DC for the Swim check depends on the water: 
   
  Water Conditions 
  DC 
  Calm water 
   
  10 
  Rough water 
   
  15 
  Stormy water 
   
  20 
   
  Each hour that the character swims, make a Swim check 
  (DC 20) or take 1d6 points of subdual damage from 
  fatigue. 
   
  Special: Instead of an armour check penalty, the 
  character suffers a penalty of –1 for each 5 pounds of gear 
  the character is carrying or wearing. 
   
  Drowning 
  Any character can hold her breath for a number of rounds 
  equal to twice her Constitution score. After this period of 
  time, the character must make a Constitution check (DC 
  10) every round in order to continue holding her breath. 
  Each round, the DC increases by 1. 
   
  When the character finally fails her Constitution 
  check, she begins to drown. In the first round, she falls 
  unconscious (0 hp). In the following round, she drops to 
  –1 hit points and is dying. In the third round, she dies.  
   
  Note that holding your breath is an automatic reflex; 
  it makes no difference if the character is wounded or 
  even unconscious (though she would continue to bleed 
  to death if below 0hp). 
   
  Adventure Summary and 
  Background 
  This is the first in the series, When the Wind Blows, 
  which deals with the reasons why great numbers of 
  Bullywugs come boiling out of the Vast Swamp every 20 
  or so years and ravage the land. In Harvest Time, the 
  adventurers find out all is not well. While this a regional, 
  future parts may be meta-regional scenarios. 
   
  Harvest Time takes place in Longwood, a small 
  village on the edge of the Vast Swamp. about a week 
  before the yearly harvest festivals. This year’s festivities 
  will be extra grand, to celebrate the completion of the 
  Guard Tower. The Guard Tower is the first in a string of 5 
  towers, later to be keeps, that King Hazendel ordered 
  built along the edge of the swamp, to protect his subjects 
  from incursions by bullywugs, evil lizardfolk, undead and 
  other foes.  
   
  The Guard Tower is located several hours travel east 
  of Longwood, and can just be seen over the top of a hill. 
   
  During the scenario, the party is approached by the 
  village mayor and asked to investigate the disappearance 
  of two human villagers. Following the directions given by 
  the mayor, the party picks up the trail of the missing 
  trappers, and soon finds out that they were abducted. 
  Following this new trail, they catch up with a group of 
  bullywugs, who captured the two trappers alive and are 
  taking them deep into the swamp for unclear reasons. 
   
  Hopefully, the party will manage to rescue the pair, 
  and return home victorious. 
   
  Introduction 
  The scenario begins around dinnertime, when the various 
  party members arrive in the “Olf and Bear”, Longwood’s 
  inn, on their way to attend the festivities around the 
  completion of the Guard Tower (or for whatever reason 
  they see fit). 
   
  The inn is crowded and busy, but there are a few 
  empty tables left for the party to settle down. Allow the 
  PCs to introduce themselves and settle down for their 
  meal. 
   
  Note: Encounter One potentially includes a lot of 
  role-playing. If the scenario should be finished within 4 
  hours, it may be advisable to summarize. 
   
  Encounter One:  
  Dinner Time 
  When the players are settled, read or paraphrase the 
  following: 
   
  The Olf and Bear inn is rustic, none too large (but 
  clean and reasonably priced) and tastefully decorated 
  with carved wooden panelling of olven make. Of 
  course, it’s rather crowded now because of the coming 
  festival; it will be a week yet, but the first travellers 
  are already arriving. Many merchants and traders 
  hope to sell their wares, bards and jugglers to earn 
  some coin, and the common people to have a fine day.
   
   
   
  If a PC pays attention, the merry mood is occasionally 
  disturbed by soft words and worried looks as some 
  villagers discuss the unusually late return of two fur 
  trappers. Apparently, they should have returned two days 
  ago.  
   
  The villagers Roald (the baker, a middle-aged burly 
  man who has had slightly too much to drink), Darya the 
  weaver, (a handsome, talkative woman) and farmer 
  Jannen, (a sturdy man in his late forties who saw too 
  much blood in the wars to really enjoy the tale-telling) are 
  considering various reasons for their late return. They are 
  partly trying to reassure themselves it is nothing and 
  Harvest Time 
   
  Page 4 
  
  � 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/Wis5
  [former adventuress]). 
   
  Important NPCs: Esterian (NG,
  olven male Clr4 of Pelor),  Felan (NG half-
  olven male Exp3 [innkeeper]), Beor (CG
  human male Rgr6 [Royal Warden]),
  Karzat 
  (CG 
  half-euroz 
  male 
  Exp4
  [blacksmith]). 
   
  Longwood was founded fairly recently, in
  583, 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. In memory of those 
  days, the stockade surrounding the village
  is kept in excellent repair. Longwood is
  reasonably 
  prosperous, 
  though 
  not
  exceptionally so.  
  partly 
  trying 
  to 
  outdo their 
  companions in scary stories. The trappers’ fate ranges 
  from having been eaten by crocodiles or ghouls, to being 
  turned into zombies by evil mages, to having found a 
  dragon’s hoard and being slowed down by the weight of 
  the gold. If asked, they will happily share their tales of all 
  the horrors that live in the swamp, though it should not 
  take a very bright mind to realise that at least half their 
  “valuable information” is just so much hot air. 
  partly 
  trying 
  to 
  outdo their 
  companions in scary stories. The trappers’ fate ranges 
  from having been eaten by crocodiles or ghouls, to being 
  turned into zombies by evil mages, to having found a 
  dragon’s hoard and being slowed down by the weight of 
  the gold. If asked, they will happily share their tales of all 
  the horrors that live in the swamp, though it should not 
  take a very bright mind to realise that at least half their 
  “valuable information” is just so much hot air. 
   
  A Bardic Lore, Knowledge (local), Knowledge 
  (nature) or similar check (DC15) indicates that the 
  various swamp monsters include crocodiles of all sizes, 
  stirges, dire rats and giant leeches. A more successful 
  check (DC18) indicates the PC also knows skeletons, 
  zombies and ghouls can be found within the swamp.  
   
  A Bardic Lore, Knowledge (local), Knowledge 
  (nature) or similar check (DC15) indicates that the 
  various swamp monsters include crocodiles of all sizes, 
  stirges, dire rats and giant leeches. A more successful 
  check (DC18) indicates the PC also knows skeletons, 
  zombies and ghouls can be found within the swamp.  
   
  The 
  villager’s 
  information 
  on 
  the 
  trappers 
  themselves is far more reliable. The fur trappers are father 
  and daughter, Beor and Chelda Windfang, and should 
  have been back at least two days ago. They left town six 
  days ago to empty their traps, as they do every week. The 
  trip normally takes them five days, six if the weather 
  turns bad. But it has been a week now, and the weather 
  has been fine, warm and sunny. So its no surprise people 
  are worried, especially Eriane Windfang, wife and mother 
  to the missing fur trappers, and her two boys, Sigurd and 
  Eirik. See The Windfang Family for more details). 
   
  The 
  villager’s 
  information 
  on 
  the 
  trappers 
  themselves is far more reliable. The fur trappers are father 
  and daughter, Beor and Chelda Windfang, and should 
  have been back at least two days ago. They left town six 
  days ago to empty their traps, as they do every week. The 
  trip normally takes them five days, six if the weather 
  turns bad. But it has been a week now, and the weather 
  has been fine, warm and sunny. So its no surprise people 
  are worried, especially Eriane Windfang, wife and mother 
  to the missing fur trappers, and her two boys, Sigurd and 
  Eirik. See The Windfang Family for more details). 
   
  Felan, the half-olven inn keeper, is slightly 
  concerned about the matter, but has no new information; 
  the two trappers know their way around in the swamp, 
  but Felan definitely does not. He can tell them that 
  Eriane windfang is the daughter of the mayor, Chaldea 
  Starglow.  
   
  Felan, the half-olven inn keeper, is slightly 
  concerned about the matter, but has no new information; 
  the two trappers know their way around in the swamp, 
  but Felan definitely does not. He can tell them that 
  Eriane windfang is the daughter of the mayor, Chaldea 
  Starglow.  
   
  At an opportune moment, read the following: 
   
  At an opportune moment, read the following: 
   
  As you enjoy the evening and the local gossip, the 
  door to the inn opens, and two strong-looking human 
  males enter. Armed with swords and dressed in chain 
  mail under a shirt displaying a sun shining over 
  mountains of glass or crystal, they are obviously 
  guards. As a hush falls over the gathered people, they 
  look around, and their eyes fasten on you. Swiftly, 
  they make their way to your table. 
  As you enjoy the evening and the local gossip, the 
  door to the inn opens, and two strong-looking human 
  males enter. Armed with swords and dressed in chain 
  mail under a shirt displaying a sun shining over 
  mountains of glass or crystal, they are obviously 
  guards. As a hush falls over the gathered people, they 
  look around, and their eyes fasten on you. Swiftly, 
  they make their way to your table. 
  The guards approach, and ask if they are indeed speaking 
  with [insert random PC’s name, though preferably a 
  member of the Royal Wardens]. If told yes, they will say 
  that Mrs Starglow, the mayor, wishes to speak with 
  [name] and friends at once. The party is cordially invited 
  to follow the guards to her home.  
  The guards approach, and ask if they are indeed speaking 
  with [insert random PC’s name, though preferably a 
  member of the Royal Wardens]. If told yes, they will say 
  that Mrs Starglow, the mayor, wishes to speak with 
  [name] and friends at once. The party is cordially invited 
  to follow the guards to her home.  
   
  If told no, they will ask if the PCs know where 
  [name] is, as the mayor wishes to speak with him/her. If 
  the party again says no, and [name] does not reveal 
  him/herself, 
  the 
  guards 
  will 
  apologise 
  for 
  the 
  misunderstanding and leave.  
   
  If told no, they will ask if the PCs know where 
  [name] is, as the mayor wishes to speak with him/her. If 
  the party again says no, and [name] does not reveal 
  him/herself, 
  the 
  guards 
  will 
  apologise 
  for 
  the 
  misunderstanding and leave.  
   
  The party may wish to investigate the gossip on the 
  vanished traders (see above), or turn in for the night. If 
  they do the latter, they will leave undisturbed next 
  morning and will have missed the adventure. If the party 
  accepts the mayor’s invitation, go to the next part, The 
  Mayor. If the party visits the family of the missing 
  trappers, go to the Wingfang Family. 
   
  The party may wish to investigate the gossip on the 
  vanished traders (see above), or turn in for the night. If 
  they do the latter, they will leave undisturbed next 
  morning and will have missed the adventure. If the party 
  accepts the mayor’s invitation, go to the next part, The 
  Mayor. If the party visits the family of the missing 
  trappers, go to the Wingfang Family. 
   
  The Mayor
  The Mayor 
  The mayor of Longwood is a graceful, elderly lady named 
  Chaldea Starglow, a mage, warrior, and former 
  adventuress. She lives in a sturdy, two-story house, one of 
  the few entirely stone buildings in Longwood. Still fairly 
  new; metal numbers on the front of the building 
  proclaim that it was build in 586. The first floor is 
  dedicated to an office while the second floor contains the 
  living areas. 
   
  When the party is brought to the major, read the 
  following: 
   
  You enter a well-furnished room, with tall bookcases 
  between taller windows. On a large desk that 
  dominates the left half of the room, lie several stacks 
  of paper and other signs of the day’s work. A large 
  map of the area hangs on the wall behind the desk. 
  On a stand to the right sits a large snowy white hawk, 
  watching everything with interested, golden eyes. 
   
   
  In the right half of the room stand several 
  comfortable chairs around a low table next to a fire 
  Harvest Time 
   
  Page 5 
  
  place, in front of which stands a graceful, elderly lady. 
  She nods gravely at you and says, “Greetings, and well 
  met. I am Chaldea Starglow, mayor of Longwood. 
  Thank you for responding to my invitation. Please, be 
  seated.” 
   
  When the PCs are seated, Chaldea continues,  
   
  I have sent for you, because I would ask your help in a 
  matter of some concern. Perhaps you already heard, 
  but my son-in-law and granddaughter the Royal 
  Warden Beor Windfang, and his daughter Chelda 
  have disappeared, Even if they were not my family 
  and my friends, this would deserve my concern, but I 
  fear this is no normal case.” She gestures at the large 
  hawk, and it flies across the room to sit on the back of 
  Chaldea’s chair,  
   
  “Th s morning, I send out Krega, my familiar, to 
  search for Beor and Chelda. When he returned after a 
  long flight, Krega had found no sign of them, but he 
  had found a band of bullywugs camping some three 
  days walk into the swamp.” 
  i
  l
   
  Chaldea falls silent for a moment, staring back 
  into o d memories, then grimly continues,  
   
  “I know quite well the two events may be 
  unrelated, but bullywugs coming so close to our 
  village is never a good sign. I remember the disasters 
  of twenty years ago quite well! Therefore, I would like 
  to ask you to go out into the swamp and find out what 
  these amphibian monsters are up to, and if they have 
  anything to do with the late return of Beor and 
  Chelda. If they have, or if you find anything else 
  indicating what happened to them, I would be most 
  grateful to know.” 
   
  Chaldea will do her best to answer any questions the 
  party may have. As she said, she knows quite well the 
  bullywugs may have nothing to do with the 
  disappearance of the trappers, but she all too clearly 
  remembers the horrors of 20 years ago, when armies of 
  bullywugs went rampaging through the land, brutally 
  murdering anyone they could lay their hands on, and the 
  many bloody battles it took to drive them off. It was in 
  those years that she broke off her mage studies and took 
  up the sword, joining the fight. Many years later she 
  settled here in Longwood, and took up her mage craft 
  again. But she never forgot (See Appendix A: The 
  Villagers for more details on Chaldea).  
   
  Today, she fervently hopes it is nothing more than 
  coincidence and bad memories, but she cannot shake the 
  feeling it is much, much more. 
   
  Chaldea has little reward to offer (the village 
  invested a lot in the building of the Guard Tower, and 
  will invest more in the keep that will accompany it), but 
  hopes the party will take up the quest all the same. Of 
  course, Beor is a Royal Warden of the Vast Swamp, and 
  Chaldea has contacts with the Royal Wardens herself. 
  Helping them will allow the PCs to come into contact 
  with the Royal Wardens and gain their favour. Not to 
  mention that to any Wardens among the PCs it is their 
  duty to help out.  
   
  Chaldea can draw a map of the swamp and the 
  location of the bullywug camp (Give the party Handout 
  Two: The Swamp and copy Chaldea’s Route onto it from 
  the DM’s map of the Swamp). Chaldea can tell the party 
  anecdotes and personal titbits about Beor and Chelda, but 
  few useful details. She suggests the party speak with her 
  daughter, Eriane Windfang. (See The Windfang Family 
  below for more details). She also suggests the party leaves 
  as soon as possible, as every moment may well count. 
   
  If asked about the War Wind (see below, Other 
  Encounters), she will shake her head and acknowledge 
  the tale, but she herself does not remember any special 
  weather from that time, although, she admits with a 
  crooked grin, her mind was not exactly occupied by the 
  clouds in those days. 
   
  NB: if the party contains a mage with a flying 
  familiar of their own and want to send it scouting before 
  they leave, point out that this will take several hours at 
  least. If they insist, the party looses half a day, but gains 
  the information that the bullywugs have left camp. If the 
  DUNGEON MASTER feels generous for some reason, she 
  may also tell the party there are two humans with the 
  bullywugs. 
   
  Other Encounters within Longwood 
  These include the blacksmith, the miller, the carpenter, 
  several farmers, and other villagers, all of whom have 
  their own view on the matter (though none yet know 
  about the bullywugs) all of whom will happily share it, 
  especially over a drink. If told about the bullywugs, they 
  get dismissive, upset, or disbelieving; those old enough to 
  remember twenty years ago have no desire to be 
  reminded of those dark days. However, if a Diplomacy, or 
  a straight Charisma check (DC 18), adjusted by +1 
  circumstance bonus for every drink drunk by the villager 
  succeeds, a grim stare into nowhere is followed by a 
  fearful shiver and the remark that “The old people tell 
  stories about terrible fights, and legends of even older, 
  previous battles, that were heralded by a hot wind from 
  the south, from across the Spine Ridge. The War Wind, 
  they called it, and would make the sign to ward of evil. 
  Mere superstition of course, nothing but children’s tales, 
  and a bad one at that!” After which the villager will beg 
  off, claiming business elsewhere. All the while looking to 
  the south, from where a hot, steady wind has been 
  blowing for days… 
  Harvest Time 
   
  Page 6 
  
   
  Bardic Knowledge or Knowledge (history) check 
  (DC 20) reveals that the last bullywug invasion lasted 7 
  years, from 572 till 579, and that something called the 
  War Wind is indeed associated with the invasions. A 
  successful Bardic Knowledge or Knowledge (history) 
  check (DC 25) reveals that major bullywug invasions 
  happen roughly every 20 years. 
   
  The Windfang Family 
  For statistics and more details on the Windfang family, 
  see Appendix A, The  Villagers. 
   
  Beor and his wife not only have a daughter, but also 
  two sons, Sigurd (age 11) and Eirik (age 13). 
   
  They live in a large, white-washed cottage with a 
  thatched roof at the southern edge of the village and are, 
  while not rich, reasonably well off. To the left of the 
  house is a small crop garden, to the back a large shed 
  doubling as storage room and working area. A chicken 
  coop and woodpile can be seen to the right. A wicker 
  wood fence surrounds it all. Everything appears well 
  tended, though currently unusually quiet. 
   
  When the party knocks on the door, or otherwise 
  makes their presence known, read the following: 
   
  Inside, a dog begins to bark, and shortly after the 
  front door opens and a handsome, homely woman 
  with long brown curls comes out. 
   
  She looks quite distraught, and as she looks at the 
  party, hope and fear flash over her face. 
   
  “Good day to you, gentles, How may I help you?” 
  She hesitates, and then swiftly adds, “Do you bring 
  news of my husband and daughter?” 
   
  Behind her, just inside the door, two young boys 
  look at you anxiously. 
   
  Eriane and her sons are sick with worry and grief, and 
  beseech the party to search for Beor and Chelda. They 
  gladly offer their meagre savings (60 gp in various coins) 
  and whatever else they can think of (fine furs, for 
  example, and the clothes Eriane makes of them, or a 
  Nagaika - a large whip) if only the party will return their 
  family to them. 
   
  If the party accepts, they are welcomed inside, into 
  the large kitchen, where Eriane offers them food and 
  drink while her sons calm down a large dog standing 
  protectively over a nest of puppies in the corner. Once 
  everyone is seated, the three will do their very best to 
  answer any questions the party may have. Some sample 
  questions are: 
   
  When did they leave?  
  A week ago, just before sunrise. They expected to return 
  five days later in the evening.  
   
  What way would they go?  
  Eriane will draw a map (Give the party Handout Two: The 
  Swamp, and copy the Trappers’ Route onto it from the 
  DUNGEON MASTER’s map of the Swamp) 
   
  What could have happened to them? 
  Any number of horrors, from simple accidents to being 
  eaten by crocodiles.  
   
  Could bullywugs be involved? 
  Not likely; they live far to the south and know better than 
  to trouble the humans. 
   
  Can we borrow/buy a boat?  
  Yes, but there is little point; the path the party should 
  take crosses far to many dry spots and areas with thick 
  growths of reeds for a boat to be of much use, making 
  wading the only real option. The water will rarely be 
  deeper than three feet. 
   
   
  If none in the party has the Tracking ability, Eirik, 
  the oldest son, will offer to accompany the party (insist is 
  a better word). Eriane is not happy with this, but 
  acknowledges the boy’s skill, and the need for a guide in 
  the swamp.  
   
  Should the party decide not to help the Windfang 
  family, Eriane and her sons will grow quite upset, and 
  seek to get rid of their unwanted visitors as soon as 
  possible. 
   
  Encounter Two: 
  The Swamp 
  If the party decides to go into the swamp, they can follow 
  the trapper’s route, or they can decide to follow the 
  directions of Chaldea, going directly to the Bullywug 
  camp. 
   
  Note: It is possible only for the party to gain 
  experience points for either completing Encounter Three 
  or Four. PCs cannot gain more experience points than the 
  APL cap for this module even if they complete both 
  encounters. 
   
  The swamp itself is sub-tropical; hot, humid, and 
  teeming with life. In open areas and waterways sight can 
  extend several hundred yards before being blocked by 
  reeds and bushes; within the reeds it is limited to a few 
  feet at best. Mosquitoes and leeches are a constant pest, 
  leaving bleeding wounds (no damage, but distressing) 
  when removed. Large, hairy (harmless) spiders scuttle 
  through the reeds, and small crocodiles swim about (and 
  flee when the PCs pay them any attention; all of this is 
  just scenery for the DUNGEON MASTER to describe, not 
  actual encounters). Other swamp life includes otters, 
  muskrats, silver white herons, kingfishers, ducks, geese 
  Harvest Time 
   
  Page 7 
  
  and countless other birds. Occasionally an alder or other 
  swamp tree clings on to life on a dry spot, covered in 
  Spanish moss and similar, long tendrilled lichen.  A 
  constant warm wind makes the temperature bearable, but 
  causes the reeds to rustle, giving a –3 circumstance 
  penalty to any Listen checks. 
   
  Note that the party frequently will have to wade 
  through the muddy water, which may cause occasional 
  trouble for halflings and dwarves, as well as spellbooks 
  and miscellaneous equipment. At most points, there is 
  about three inches of mud covered by one foot of water, 
  though occasionally this may change to one foot of mud 
  under two feet of water for a total depth of three foot. 
  Also, if the party does not takes steps to test the ground 
  (prodding with sticks), drop them into hidden, mud-filled 
  holes as often as you like. 
   
  Of course everything will be slimy, smelly and filthy 
  in no time whatsoever anyway, so given enough time, feel 
  free to dwell on all the mucky details. 
   
  Encounter Three: 
  The Trapper’s Route 
  During the first two days along this route, the party will 
  face nothing worse than a soaked campsite, and a 
  Wilderness check (DC 20) will prevent even that. The 
  route described by Eriane Windfang is reasonably clear a 
  Tracking or Wilderness Lore check (DC 10) being 
  required to follow it. It is “lined” with skilfully set traps, 
  Spot check (DC 15) to notice, at various points along the 
  route. The third such trap is sprung, and contains a 
  muskrat, killed less than a day ago. A Wilderness L check 
  (DC 15) is required to gain this information. If Eirik is 
  with the party, he wants to empty and reset the trap and 
  take the cleaned animal along. 
   
  On the third day, near sunset, the party comes upon 
  a grisly sight: a group of centipedes feasting on the 
  remains of a dead humanoid and equally dead dog. The 
  vermin are hungry and eager to expand their meal, but 
  will flee if half their number is killed.  
   
  APL 2 (EL 4) 
   
  � Monstrous Centipede, Medium-Size (6): 4 hp each; 
  see Monster Manual page 207 
   
  APL 4 (EL 6) 
  � Monstrous Centipede, Large (6): 9 hp each; see 
  Monster Manual page 208 
   
  APL 6 (EL 8) 
  � 8 HD Advanced Monstrous Centipede, Huge (6): 
  36 hp each; see Appendix B 
   
  APL 8 (EL 10) 
  � 12 HD Advanced Monstrous Centipede, Huge (6): 
  54 hp each; see Appendix B 
   
  After the vermin have been dispatched, the party can 
  examine the corpse and the area. The corpse is a dead 
  bullywug, but decayed and eaten as it is, this is difficult to 
  determine requiring a successful Healing check DC 25.  
   
  Examining the area and a successful Search check 
  (DC 15) will reveal traces of a fight. A Tracking check 
  (DC 15) will show that it was few against many, a 
  Tracking check (DC 20) determines that two people were 
  ambushed here by about half a dozen foes. The fight 
  occurred several days ago, but some tracks requiring a 
  Tracking check (DC 15) or a Spot check (DC 20) can be 
  found leading roughly southeast (the direction of the 
  bullywug camp according to Mayor Chaldea’s directions). 
   
  Should the party disregard or miss the tracks and 
  continue to follow the trapper’s route, they will come 
  across a sprung trap some two hours later. No Spot or 
  Wilderness Lore check is needed here, the thing smells 
  horribly. The trap contains a dead otter, hanging from a 
  hemp rope above the water. The little corpse is rife with 
  maggots and clearly has been dead for many days. A 
  successful Wilderness Lore check (DC 15) shows it’s been 
  here for four or five days); this trap was not checked for 
  too long, and the creature’s pelt is ruined completely. If 
  Eirik is with the party, he is convinced his father and 
  sister never reached this trap, and that, for whatever 
  reason, they deviated from their intended course. He 
  suggests they go back to the ambush site and search again 
  for tracks in the morning. 
   
  When the party finds and follows the tracks left by 
  the bullywugs and their prisoners, they follow them for 
  another two days before coming to where the bullywugs 
  camped. The tracks will lead to Encounter 5: The 
  Abandoned Camp. 
   
  Encounter Four: 
  Chaldea’s Route 
  With the help of Chaldea’s map, the party travels through 
  the swamp, roughly south, southwest. 
   
  During the second day of their journey, as the party 
  walks around a deeper part of the swamp (four feet deep 
  instead of one foot deep) several hungry crocodiles rush 
  from the deeper part towards the party. 
   
  A successful Spot check (DC 17) indicates the party 
  sees the crocodiles coming. At APL 2 this means the party 
  spots the crocodiles while they are still 80 feet away; at 
  higher APLs the distance is a mere 20 feet and it only 
  means the crocodiles do not flat-foot the party. 
  Harvest Time 
   
  Page 8 
  
   
  In all cases, a crocodile that loses three-quaters of its 
  hit points (or half its hit points in one blow) flees.  
   
  DMs Note: Crocodiles do not hunt together and will 
  not consciously try to flank or even avoid hindering 
  another crocodile; they simply attack the nearest target. 
   
  APL 2 (EL 4) 
  � Crocodiles (2): hp 22 each; see Monster Manual page 
  195. 
   
  APL 4 (EL 6) 
  � Huge Crocodiles (2): hp 59 each; see Monster 
  Manual page 195. 
   
  APL 6 (EL 8) 
  � Huge Crocodiles (4): hp 59 each; see Monster 
  Manual page 195. 
   
  APL 8 (EL 10) 
  � 14 HD Advanced Giant Crocodile (4): hp 118 each; 
  see Appendix B 
   
  After three days of wading (and possibly soaked nights), 
  the party reaches the campsite – and finds the bullywugs 
  have left.  
   
  See Encounter Five: The Abandoned Camp for more 
  details 
   
  Encounter Five:  
  The Abandoned Camp 
  If the party took Chaldea’s route the campsite was 
  cleared, leaving few tracks, but a Search check (DC 15) 
  still shows about half a dozen amphibian humanoids 
  camped here for a number of days before leaving some 
  two days ago.  
   
  A Tracking check (DC 18) reveals that six people 
  camped here, but eight people left. A Spot check (DC 15) 
  reveals a recently dug pit, which contains various sorts of 
  waste, and the trapper’s gear (except for weapons; those 
  the bullywugs took for themselves). Another Tracking 
  check (DC 15) reveals the way south the bullywugs and 
  their prisoners took when they left.  
   
  There are also traces of a fire, and some sort of 
  ceremony seems to have taken place (this was a ritual to 
  prepare the prisoners for the sacrifice). Recognizing the 
  signs will be nearly impossible, but a Knowledge 
  (religion) check (DC 20) will make it possible to 
  recognize it as a ritual in honour of Wasrti. A successful 
  Knowledge (religion) check (DC 25) reveals that it is a 
  ritual to prepare a humanoid for sacrifice to Wastri. 
   
  When the party is ready to go, continue with The 
  Chase. 
   
  DMs Note: If the PCs took the Trapper’s Route they 
  arrive two days later at the scene. All the DCs mentioned 
  above will be two higher due to the fact that more time 
  has past. 
   
  Encounter Six: 
  The Chase 
  Depending on the route they took, it takes the party three 
  (Chaldea’s route) or five (Trappers’ route) days to catch up 
  with the bullywugs (who are severely hampered in their 
  movement by their prisoners and the need to keep them 
  alive and well, for the sacrifice, and the fact that their 
  drugged state makes them inclined to stop and watch the 
  flowers grow). Because of this (and because they did not 
  expect to be followed in the first place), the bullywugs 
  left an easy trail to follow; even after two (or four) days all 
  that is required is a successful Tracking check (DC 10 [or 
  12]). Remember that a Search check can substitute a 
  Wilderness Lore check when the Track DC is 10 or lower. 
   
  If there is time, feel free to run riot with all the 
  discomforts and trouble of trekking through a swamp, 
  but if time is running out, gloss it over; the players should 
  imagine a hard trek and worry a lot about what is to come, 
  but not spend so much time on the chase that there’s 
  nothing left for the final battle. 
   
  On the second day of the chase, when the party 
  camps for the night, roll some dice, then tell the PC on 
  watch he sees something glimmering somewhat east of 
  the campsite, like eyes looking at him. If the PC(s) 
  investigate, read the following:  
   
  After splashing some hundred yards towards the 
  source of the light, you come upon a disturbing scene: 
   a skeleton with glowing eyes reclines against a shrub, 
  the swampy water halfway up to its chest.  
   
  Mossy tendrils like a mockery of hair cover its 
  skull, and it grins at you with a gap-too hed grin, its 
  jaw hanging open. Its flesh and garments long gone, 
  its sole remaining possession seems to be a golden 
  ring on its left hand, invisible in the murky water save 
  that it reflects the light from the skeleton’s skull.  
  t
   
  An eerie silence hangs over the swamp as the 
  thing returns your stares with a vacant, electric blue 
  gaze. 
   
  The skeleton is just that; the long dead remains of a 
  hapless traveller who got lost in the swamp. It is, 
  however, inhabited. 
   
  The glow from the skull is caused by a Will-O-’Wisp, 
  who, for reasons of its own, took up residence inside the 
  skull. 
  If the party investigates the skeleton, the Will-O-’Wisp 
  changes colour and attacks. 
  Harvest Time 
   
  Page 9 
  
   
  During the fight, whenever the Will-O-’Wisp attacks 
  or is hit, it changes to a random, bright colour. It also 
  mutters in an off-key “voice” about funny smoke, the land 
  changing colour, and pink elephants drifting by. In short, 
  its on a trip. 
   
  When the bullywugs passed here, the Will-O-’Wisp 
  tried to attack them while they were drugging Beor again, 
  who was showing signs of waking up. 
   
  The Will-O-’Wisp got caught in the smoke, and has 
  been only marginally lucid since. It wants to frighten the 
  party and feed on their fears, but isn’t quite sure how to 
  do so. At APL 4 and up, this does not actually affect its 
  combat effectiveness, though any hits will seem chance 
  rather than design.  
   
  At APL 2, the Will-O-’Wisp does only half damage 
  with each attack, and will abandon the fight for no 
  apparent reason after the third successful attack, shutting 
  down its light and muttering constantly to itself as it 
  drifts away erratically (The Will-O’-Wisps’ language is 
  Auran, but they also speak Common). 
   
  At APLs 6 and 8, more Will-O-’Wisps will appear 
  after one round. Whether or not these are under the 
  influence of the smoke is up to the DM. 
   
  APL 2 (EL 4) 
  � Will-O-’Wisp: 40 hp, see Monster Manual page 183. 
  NB: This creature only inflicts half damage due to its 
  “state”. 
   
  APL 4 (EL 6) 
  � Will-O-’Wisp: 40 hp, see Monster Manual page 183 
   
  APL 6 (EL 8) 
  � Will-O-’Wisp (2): 40 hp each, see Monster Manual 
  page 183 
   
  APL 8 (EL 10) 
  � Will-O-’Wisp (4): 40 hp each, see Monster Manual 
  page 183 
   
  Treasure  
  APL 2, 4 and 6 
  Magic +1 ring of protection (166 gp).  
   
  APL 8 
  Magic +2 ring of protection (666 gp)  
   
  Note: The ring is decorated with a ruby, carved to 
  resemble a fish. The fish-shaped ruby will be used in a 
  future scenario.  
   
  Note that the party will come this way again after the 
  encounter with the Bullywugs; if they did not defeat the 
  Will-O-‘Wisp(s) now, they may then choose to engage 
  them again –or walk swiftly on. 
   
  If the party somehow manages to retrieve the ring 
  without fighting and/or killing the Will-O-‘wisp(s), this 
  counts as defeating it; they receive full XP. 
   
  Encounter Seven: 
  Showtime 
  During the hot, humid afternoon of this day, the party 
  finally catches up with the bullywugs and their prisoners. 
   
  If the party has scouts (and remember the wind is 
  still blowing, giving a –2 circumstance penalty to all 
  Listen checks), they can spot the bullywugs (who have a –
  3 penalty on Hide due to their prisoners and need to keep 
  them moving, but of course also have their normal +6 for 
  being in a swamp). The bullywugs do have two of their 
  members constantly on the lookout, and may spot the 
  party (but suffer the normal –2 penalty in addition to the 
  –3 wind penalty).  
   
  If the bullywugs spot the party first, four of the 
  scouts will engage in combat, while the fifth, with the 
  shaman, attempts to get the prisoners away. All 
  bullywugs will fight to the death, and do whatever it 
  takes to stop the party from freeing the prisoners, being 
  far to fanatic to accept failure –and they wouldn’t be 
  welcome returning empty-handed anyway. 
   
  At APL 2, Beor has managed to break out of his daze, 
  and fights two of the Bullywugs. He is unarmed, but 
  almost as strong as his namesake, and not holding back. 
  The two bullywugs on the other hand perforce can only 
  attack to do subdual damage – it would hardly do to 
  damage their sacrifice. Towards the end of the fight, Beor 
  will grab hold of both his opponents, and with a loud 
  roar, bang their heads together hard enough to break 
  their necks (or whatever else the DM deems impressive).  
   
  If the party spots the bullywugs first, normal combat 
  will ensue, though the shaman and one scout will take 
  any opportunity to retreat with the prisoners as per the 
  above text. 
   
  If the party successfully rescues the prisoners, they 
  will have some trouble getting them to move at first, but 
  the drug soon wears of, and they can return to Longwood 
  victorious. 
   
  If the bullywugs escape with the prisoners, the party 
  can pursue and continue the fight if they so choose, but if 
  not, the two trappers will meet a sorry end, and several 
  villages along the edge of the Vast Swamp will be raided 
  before spring. 
   
  APL 2 (EL 4) 
  � Bullywug shaman: Clr1; 8 hp, see Appendix B. 
  Harvest Time 
   
  Page 10 
  
  � Bullywug scouts (3): Rnr1; 9 hp each, see Appendix 
  B. 
   
  APL 4 (EL 6) 
  � Bullywug shaman: Clr1; 8 hp, see Appendix B. 
  � Bullywug scouts (5):Rnr1; 9 hp each, see Appendix B. 
   
  APL 6 (EL 8) 
  � Bullywug shaman: Clr3; 22 hp, see Appendix B. 
  � Bullywug scouts (5): Rnr3; 27 hp each, see Appendix 
  B. 
   
  APL 8 (EL 10) 
  � Bullywug shaman: Clr5; 38 hp, see Appendix B. 
  � Bullywug scouts (5): Rnr5; 42 hp each, see Appendix 
  B. 
  Treasure 
  If the PCs defeat the Bullwugs they may find the 
  following treasure: 
   
  APL 2 
  Loot 136 gp; Coin 4 gp; Magic Pearl of power (1st level 
  spell) (83 gp). 
   
  APL 4 
  Loot 287 gp ; Coin 53 gp; Magic  Pearl of power (1st level 
  spell) (83 gp). 
   
  APL 6 
  Loot 287  gp; Coin 3 gp; Magic  Pearl of power (2nd level 
  spell) (333 gp). 
   
  APL 8 
  Loot 212  gp; Coin 28 gp; Pearl of power (2nd level spell) 
  (333 gp). 
   
  Conclusion:  
  Homeward 
  After the party has defeated the bullywugs and rescued 
  Beor and Chelda, they must of course return them to 
  Longwood. 
   
  If Eirik is with the party, he is ecstatic about the 
  rescue, but also very worried about the well-being of his 
  father and sister. He has no idea what to do about their 
  drugged state, other than to bring them to Chaldea in the 
  hope that she can help. 
   
  If Beor is awake, he will reassure his son, and thank 
  the party, introducing himself as Marshwarden Beor. He 
  will explain that the bullywugs attacked by night, 
  trapping him and Chelda with tanglefoot bags before 
  knocking them unconscious. After that, everything is a 
  haze, though he does remember breathing a cloying 
  smoke that seemed to fill his entire body. He has no idea 
  how much time passed since their capture, or what the 
  bullywugs wanted. 
   
  The last is not entirely true; though he was only a 
  child at the time, he is old enough to remember the last 
  invasion attempt by the bullywugs, and, though he tries 
  to hide it (especially if Eirik is present), he is deeply 
  disturbed by the possible implications of his kidnapping. 
   
  The trip home through the swamp is fairly 
  uneventful; only mosquitoes plague the party. 
   
  When the party returns to Longwood with Beor and 
  Chelda, a jubilant village greets them. Mayor Chaldea, 
  through her familiar Kregar, kept an eye on the party at 
  times, and informed Eriane of their success. Eriane and 
  her sons are beside themselves with joy, unable to do 
  more than cry and shout with happiness. 
   
  Chaldea welcomes and congratulates the heroes, and 
  introduces them to Esterian, the Olven priest of Pelor. 
  Esterian heals Chelda and Beor (if they are still under the 
  influence of the shaman’s drug) and will gladly cure any 
  party member in need of healing. 
   
  With the harvest feasts and the completion of the 
  Guard Tower imminent, the party is in for a celebration 
  that will last for a week. During that time, they will, of 
  course, be the guests of the Windfang family. 
   
  If the party did not succeed, a rather less cheerful 
  audience greets them, and though the completion of the 
  Guard Tower is good news, the mood in the village 
  remains fearful, and few if any festive activities will occur. 
  In this case, the party will get no rewards or favours. 
   
  In either case, Eriane and Chaldea both want a full 
  account of what happened; the party is invited to give a 
  full report at the Mayor’s office. At Chaldea ‘s office, they 
  listen to the party’s report, and seem none to happy with 
  it.  
   
  Read the following after the party has finished with 
  their report: 
   
  Chaldea and her daughter listen silen ly to your tale, 
  and all cheer seems to have left them. When you 
  finish, Chaldea nods slowly, exchanging meaningful 
  looks with Chelda, as if some suspicion has been 
  confirmed.  
  t
    
   
  “I am afraid this is ill news indeed that you carry.” 
  She looks at you all, and then continues, “While you 
  were gone, I did some research, and found that the 
  bullywugs have tried to invade Sunndi once every 
  generation for at least the last several hundred years.” 
  She shakes her head, “I have no idea what causes 
  these invasions, but they always spell disaster. Many 
  records were lost in our struggle to free ourselves 
  from the Great Kingdom and I have little more to tell 
  you, though I did find multiple references to the War 
  Harvest Time 
   
  Page 11 
  
  Wind. How the two connect together however, I 
  haven’t the faintest idea. 
   
  But I now strongly suspects that another invasion 
  is about to begin” She falls silent for a moment then 
  sighs.  
   
  “I can only hope that your rescue of Beor and 
  Chelda will cause the bullywugs to loose courage, at 
  least for a while, and if not, that the castles King 
  Hazendel ordered built will prevent an invasion, but I 
  do fear the worst. I fear we are at the beginning of a 
  dark period indeed.” 
   
  If the party failed to rescue Beor and Chelda, change the 
  last part of the text to: 
   
  “I can only hope that their abduction of Beor and 
  Chelda will not arouse the bullywugs to attack 
  immediately, or if it does, that the castles King 
  Hazendel ordered built will prevent an invasion, but I 
  do fear the worst. I fear we are at the beginning of a 
  dark period indeed.” 
   
  The mayor has little other information to offer; she has, 
  after all, had barely a week to inquire.  
   
  If the party did rescue the two trappers, Beor will ask 
  if any of the PCs are interested in becoming Marsh 
  Wardens; they have proven their resourcefulness, and he 
  will gladly speak on their behalf, now or in the future. 
  Beor's wife Eriane is more than willing to make a nagaika 
   for an interested PC in the future. Eriane is a very skilled 
  leather worker, and can create all mighty nagaikas, 
  masterwork nagaikas or normal nagaikas. Interested PCs 
  must of course still pay the normal costs of such an item. 
  For more information regarding nagaikas refer to Masters 
  of the Wild, page 27. 
   
  Pleased with the party’s success, Mayor Chaldea is 
  willing to allow PCs to copy any one spell from her spell 
  book. She is also willing to teach an interested PC one of 
  the following feats: (Tome and Blood): Extra Slot, 
  Improved Familiar (tables 2-2 and 2-3), (Sword and Fist): 
  Hold the Line. However each PC can only choose one of 
  these options. The AR contains more information. 
  More Details can be found on the Adventure Record. 
   
  If the party did not rescue the Rangers, they receive 
  none of the favours and opportunities mentioned above, 
  though they can of course keep the loot they found. 
  Eriane will insist any items that belonged to Beor and 
  Chelda be returned to her. 
   
  No matter how the PCs have fared, you should fill in 
  the Critical Event Summary below either by E-mail or on 
  paper and hand it over to the Triad of Sunndi. The email 
  of 
  the 
  contact 
  person 
  can 
  be 
  found 
  at 
  http://sunndi.blackstar.nl  
   
  If you run this adventure after July 2003, this is not 
  necessary, since the results will have no impact on how 
  things will proceed in the campaign. 
   
  The End? 
  Critical Event Summary 
  • 
  What were the names, race, classes, level, 
  alignment and religion of the PCs that played 
  this game? 
  • 
  Did the PCs rescue Beor and Chelda? 
  • 
  What did the PCs report to Mayor Chaldea? 
  If you have got the time, a short summary on what 
  happened during the adventure will be highly 
  appreciated. If you as a DUNGEON MASTER lack the 
  time, it is fine to ask one of the players to write one. 
  These will be used to write any news flashes later on.
  Harvest Time 
   
  Page 12 
  
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished and assign the experience 
  award accordingly. Then assign the discretionary role-
  playing experience award. The role-playing award should 
  be given for consistent character portrayal and 
  contribution to the fun of the game. You can award 
  different role-playing amounts to different characters. 
  Award the total value (objectives + roleplaying) to each 
  character 
   
  Encounter 3: The Trappers’ Route 
  Defeating the centipedes: 
   
  APL 2  
  120 XP 
   
  APL 4  
  180 XP 
   
  APL 6  
  240 XP 
   
  APL 8  
  300 XP 
   
  OR: 
   
  Encounter 4 Chaldea’s Route 
   
  Defeating the crocodiles: 
   
  APL 2  
  120 XP 
   
  APL 4  
  180 XP 
   
  APL 6  
  240 XP 
   
  APL 8  
  300 XP 
   
  Encounter 6:  The Chase 
  Defeating the Will-O-‘Wisp(s): 
   
  APL 2  
  120 XP 
   
  APL 4  
  180 XP 
   
  APL 6  
  240 XP 
   
  APL 8  
  300 XP 
   
  Encounter 7: Showtime 
  Rescuing Beor and Chelda 
   
   
  APL 2  
  120 XP 
   
  APL 4  
  180 XP 
   
  APL 6  
  240 XP 
   
  APL 8  
  300 XP 
   
  Discretionary Role-playing Award 
   
  APL 2  
  90 XP 
   
  APL 4  
  135 XP 
   
  APL 6  
  180 XP 
   
  APL 8  
  225 XP 
   
  Total Possible Experience 
   
   
  APL 2  
  450 XP 
   
  APL 4  
  675 XP 
   
  APL 6  
  900 XP 
   
  APL 8  
  1,125 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 Meta-regional scenario, characters from Meta-region 5 
  may spend additional Time Units to practice professions or 
  create items immediately after the adventure so this total 
  may be modified by other circumstances. 
   
  Treasure Key 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
   
  Maximum Treasure Totals 
  The maximum amount of treasure that a player character 
  is able to take from this module is linked to the APL at 
  which the module is played. These totals are: 
  Harvest Time 
   
  Page 13 
  
   
  APL 2:  
  400 gp 
  APL 4: 
  600 gp 
  APL 6: 
  800 gp 
  APL 8: 
  1,250 gp 
  APL 10:   2,100 gp 
   
  Encounter Six: The Chase 
  Looting the skeleton 
   
  APL 2, 4 and 6 
  Magic +1 ring of protection (166 gp).  
   
  APL 8 
  Magic +2 ring of protection (666 gp)  
   
  Note: the fish-shaped ruby will be used in a future 
  scenario. 
   
  Encounter Seven: Showdown 
  Looting the Bullywugs 
   
  APL 2 
  Loot 136 gp; Coin 4 gp; Magic Pearl of power (1st level 
  spell) (83 gp). 
   
  APL 4 
  Loot 287 gp ; Coin 53 gp; Magic  Pearl of power (1st level 
  spell) (83 gp). 
   
  APL 6 
  Loot 287  gp; Coin 3 gp; Magic  Pearl of power (2nd level 
  spell) (333 gp). 
   
  APL 8 
  Loot 212  gp; Coin 28 gp; Pearl of power (2nd level spell) 
  (333 gp). 
   
  The shaman wears a holy symbol of Wastri made of silver, 
  mother-of-pearl, and several pearls. Most of these pearls 
  are of low quality, however one of them is exceptionally 
  beautiful. This is, in fact, a pearl of power.  
   
  The pearl of power can easily be detached from the 
  holy symbol, and be used normally. The scrap value of the 
  holy symbol depends on the APL (see there). Leaving the 
  pearl in place does not significantly increase the value of 
  the symbol (other than with the value of the pearl itself), 
  nor does it affect the use of the pearl in any way. 
   
  Conclusion 
  ALL APLs 
  Possible Reward from Windfang Family 
  Coin 10 gp. 
   
  � A favour with the Royal Wardens. 
   
  � A favour with Chaldea that gives access to either ONE 
  of several Builder Book feats when a slot becomes 
  available, or ONCE access to Chaldea’s spellbook for the 
  purpose of copying one spell. 
   
  � If the party did rescue the two trappers, Beor will ask 
  if any of the PCs are interested in becoming Marsh 
  Wardens; they have proven their resourcefulness, and he 
  will gladly speak on their behalf, now or in the future. 
  Beor's wife Eriane is more than willing to make a nagaika 
   for an interested PC in the future. Eriane is a very skilled 
  leather worker, and can create all mighty nagaikas, 
  masterwork nagaikas or normal nagaikas. Interested PCs 
  must of course still pay the normal costs of such an item. 
  For more information regarding nagaikas refer to Masters 
  of the Wild, page 27. 
   
   
   
   
   
   
   
  Harvest Time 
   
  Page 14 
  
  Appendix A: The Villagers  
   
  The Mayor, Chaldea Starglow 
  Chaldea Starglow, human female, Wiz5/Ftr4: CR 9; hp 
  55; Init + 6; Spd 30 ft.; AC 21 (+2 Dex, +7 Armour, +2 
  Magic); Atk +10/+5 (1d6+5, +1 rapier); AL NG; SV Fort 
  + 7, Ref + 4, Will + 5; Str 14, Dex 14, Con 14, Int 16, Wis 
  10, Cha 10. 
   
  Skills and Feats: Concentration + 5, Jump + 4, 
  Knowledge (arcana) + 5, Knowledge (History) + 5, 
  Knowledge (Local) + 5, Ride + 4, Spellcraft + 5, Spot + 3, 
  Swim + 0; Combat Casting, Combat Reflexes, Extra 
  Slot, Hold the Line, Improved Familiar, Improved 
  Initiative, Scribe Scroll, Trustworthy, Weapon Focus 
  (rapier), Weapon Specialization (rapier). 
   
  Spells Known (8/4/3/2): 0- arcane mark, dancing 
  lights, daze, detect magic, detect poison, disrupt 
  undead, flare, ghost sound, light, mage hand, mending, 
  open/close, prestidigitation, ray of frost, read magic, 
  resistance; 1
  st- burning hands, endure elements, 
  expeditious retreat, feather fall, jump, magic weapon, 
  shocking grasp, spider climb; 2
  nd- bull's strength, cat's 
  grace, darkvision, rope trick; 3
  rd- haste, keen edge. 
   
  Spells Prepared (4/7/4/2; base DC = 13 + spell 
  level): 0- detect magic, detect poison, mage hand (2) 
  read magic; 1
  st- burning hands, endure elements, 
  expeditious retreat, feather fall, jump, magic weapon, 
  spider climb, shocking grasp; 2
  nd- bull's strength, cat's 
  grace, fox’s cunning, owl’s wisdom; 3
  rd- haste, keen 
  edge. 
   
  Possessions: +1 rapier, +1 mithral shirt, mithral 
  large shield, ring of wizardry (I), +2 amulet of natural 
  armour, heward's handy haversack. 
   
  Familiar: Kregar, Celestial Hawk: 27 hp, see 
  Monster Manual and Player’s Handbook. 
   
  Background 
  At age 17, Chaldea was a promising young wizard, 
  whose peaceful life was shattered by the war against the 
  Great Kingdom. Her family slaughtered by raiders, she 
  was taken in by an uncle who disliked magic and 
  convinced her to take up the sword. In the years that 
  followed, Chaldea learned the trade of war quite 
  sufficiently, and gave ample proof of her heroic nature.  
   
  Six years later, in 560, Chaldea married and bore a 
  daughter, Eriane. Chaldea settled down, and for twelve 
  years lived peacefully with her family, picking up her 
  mage studies again. Then the bullywugs invaded 
  Sunndi. 
   
  In 572, Ashthorn was burned to the ground, and 
  the Starglow family barely escaped. 
   
  They found refuge in Eyedrin, Stalward’s capital, 
  and Chaldea grimly took up the sword again as the 
  amphibious marauders kept pouring from the swamp. 
   
  It was in these years that she learned to combine 
  her wizardly skills with her fighting abilities, and in 
  these years also that she bonded with the celestial 
  hawk, Kregar.  
   
  Finally, in 579, the last Bullywugs were defeated. 
   
  Chaldea, now 42 years old, was rewarded for her 
  valour by Lord Jorinto, Count of Stalward, and became 
  mayor of the newly build village of Longwood. 
   
  Today, Chaldea is 56 years old, and “too damn old 
  for another war!” as she claims. 
   
  A claim she’ll forget in an instant should anything 
  threaten “her” village, not to mention her daughter, 
  son-in-law, and grand-children, the Windfang family. 
   
  The Windfang family 
  Beor, Male Human Rgr6: CR 6; Medium humanoid 
  (human); HD 6d10+12; hp 50; Init +1 (+1 Dex); Spd 30 
  ft.; AC 11 (+1 Dex, +5 studded leather); Atk +11/+6 
  melee (1d8+4 [x3], masterwork battleaxe), +12/+7 
  ranged (1d6+4 [x3] masterwork mighty nagaika); SA 
  Favoured enemy +2 (humanoid/aquatic), Favoured 
  enemy +1 (animal); SQ Spells, two-weapon fighting; AL 
  NG; SV Fort +7, Ref +3, Will +3; Str 18, Dex 12, Con 14, 
  Int 10, Wis 12, Cha 10. 
  Skills and Feats: Hide +6, Intuit Direction +9, 
  Knowledge (nature) +5, Listen +4, Move Silently +6, 
  Spot +4, Swim +0, Use Rope +3, Wilderness Lore +12; 
  Cleave, Exotic Weapon Proficiency (nagaika), Power 
  Attack, Skill Focus (wilderness lore), Track. 
  Spells Prepared (2: Base DC = 11 + spell level): 
  None. 
   
  Possessions: Masterwork mighty (+4) nagaika, 
  masterwork silver battleaxe, +2 studded leather, 
  explorer's outfit, Heward's handy haversack, boots of 
  elvenkind. 
   
  Animal Companion: Male war hound (dead), 
  female war hound (at home with litter) 
   
  Background 
  Born in 558, Beor was still a boy when the bullywugs 
  raided his village killing all but a lucky few.  He swore 
  vengeance, and together with his aunt, an experienced 
  ranger, he hunted and fought the amphibians for 4 
  years. 
   
  Then, on a trip to Eyedrin with information for 
  Lord Jorinto, he met Chaldea, and her daughter Eriane. 
  They fell in love on the spot, and married within the 
  year, a daughter on the way. 
   
  Three years later, the bullywugs defeated, the 
  young Windfang family moved into Longwood when 
  Chaldea became mayor of the village. Beor took up the 
  Harvest Time 
   
  Page 15 
  
  post of Marshwarden of Longwood, and became a 
  trapper for his livelihood.  
   
  At age 36, he is the proud father of three children, 
  and knows every reed within five days’ walk of 
  Longwood. A strong giant of a man, he takes special 
  pleasure in his skill with the Nagaika, an enormous, 
  lethal whip; the battle axe is for when a crocodile wants 
  to get up close anyway, or something appears that 
  requires silver. 
   
  Chelda, female human Rgr4: CR 4; Medium 
  Humanoid (human); HD 4d10+4; hp 29; Init +3 (+3 
  Dex); Spd 30 ft.; AC18 (+3 Dex, +4 studded leather, +1 
  shield); Atk +4 melee (1d6 [19-20/x2], short sword), +8 
  ranged (1d8+1/ x3, +1 composite longbow); SA 
  Favoured enemy +1 (animal); SQ Two-weapon fighting; 
  AL CG; SV Fort +5, Ref +4, Will +1; Str 11, Dex 16, Con 
  12, Int 13, Wis 10, Cha 13. 
   
  Skills and Feats: Heal +2, Hide +3, Intuit Direction 
  +5, Knowledge (nature) +5, Listen +7, Move Silently +4, 
  Spot +7, Swim -3, Wilderness Lore +5; Point Blank 
  Shot, Precise Shot, Rapid Shot, Track. 
   
  Possessions: +1 composite longbow, arrows (50), 
  silver short sword, +1 studded leather, buckler, 
  explorer's outfit. 
   
  Background 
  Born during the last years of the bullywug invasion, 
  Chelda remembers little of that time, only the horror 
  stories from her family. 
   
  She always loved the swamp, and never wanted to 
  be anything but a ranger like her father. 
   
  18 years old now, she’s been learning the trade for 
  several years now, and knows she made the right 
  choice. 
   
  Eirik, Male Human Rgr1: CR 1; Medium humanoid 
  (human); HD 1d10; hp 10; Init +2 (+2 Dex); Spd 20 ft.; 
  AC 15 (+2 Dex, +3 Studded Leather); Atk +0 melee (1d4-
  1 [19-20/x2], silver dagger), +3 ranged (1d6-1 [x3], 
  shortbow); SA Favoured enemy (animal); AL CG; SV 
  Fort +2, Ref +2, Will +2; Str 8, Dex 15, Con 11, Int 14, 
  Wis 14, Cha 13. 
   
  Skills and Feats: Hide +3, Intuit Direction +8, 
  Listen +6, Move Silently +3, Spot +6, Swim -4, Use 
  Rope +4, Wilderness Lore +8; Skill Focus (intuit 
  direction), skill focus (wilderness lore), Track. 
   
  Possessions: Shortbow, silver dagger, arrows (50), 
  masterwork studded leather, flint and steel, backpack, 
  pouch, belt, silk rope, signal whistle; waterskin (full), 
  explorer's outfit. 
   
  Background 
  13 years old, curious and forward, Eiric is a typical 
  teenager, convinced he can take on the world. Of 
  course, he’s far from stupid, and both his father and 
  elder sister have made sure he knows the swamp is no 
  playground; Eiric has a healthy respect for both the 
  swamp and its inhabitants.  
   
  If he comes with the party, he will try to both 
  show off his knowledge of all things natural, and be 
  modest about it (and make sure everyone knows he’s 
  being modest; otherwise what’s the point?). He is 
  however very worried about his father and sister; 
  although he tries to hide it, it is easy to see he is more 
  than a little afraid. 
   
  In case of battle, Eiric will make good use of his 
  bow and be as helpful as the DM wants him to, but 
  makes sure there’s plenty of distance between him and 
  the monsters; he knows quite well most would kill him 
  with one blow.  
   
  Eriane, Female Human Exp3: CR 2; Medium 
  humanoid (human); HD 3d6+3; hp 13; Init +2 (+2 Dex); 
  Spd 30 ft.; AC 12 (+2 Dex); Atk +3 melee (1d4+1 [19-
  20/x2], dagger), +4 ranged (1d8 [19-20/x2], light 
  crossbow); AL N; SV Fort +2, Ref +5, Will +6; Str 12, 
  Dex 14, Con 12, Int 13, Wis 12, Cha 13. 
   
  Skills and Feats: Appraise +7, Craft (cobbling) +5, 
  Craft (leatherworking) +9, Diplomacy +5, Handle 
  Animal +5, Knowledge (nature) +5, Profession (farmer) 
  +5, Profession (tanner) +7, Sense Motive +5, Swim +5, 
  Wilderness Lore +3; Skill focus (leatherworking), Iron 
  Will, Lightning Reflexes 
   
  Background 
  Beor is her soul, and the thought that she may have lost 
  both him and her daughter drives her to distraction. 
   
  Eriane knows all the horrors of the Bullywug 
  invasion, and the thought that another such might be 
  coming makes her cold to the marrow. 
   
  If asked, she remembers the War Wind, but has no 
  idea of its meaning. 
   
  Sigurd 
  The youngest of the Windfang family, Sigurd has 
  recently celebrated his 11
  th birthday, and flatly refuses 
  to believe anything bad could have happened to his 
  father and sister, pointing out they had Ceran, Beor’s 
  war hound, with them. 
   
  Mostly though, Sigurd stays with Linta, the bitch, 
  and her puppies, telling them not to worry as their 
  daddy will come home soon. 
   
  Harvest Time 
   
  Page 16 
  
  Other Villagers 
  Esterian, Male Grey Elf Clr4: CR 4; Medium 
  humanoid (elf); HD 4d8; hp 20; Init +2 (+2 Dex); Spd 20 
  ft.; AC 19 (+2 Dex, +5 chain mail, +2 large steel shield); 
  Atk +4 melee (1d8+1, masterwork heavy mace); SA 
  Turn undead; SQ Elven traits, immunity to sleep spells, 
  low-light vision, +2 racial bonus to Enchantment spells, 
  spontaneous healing; AL NG; SV Fort +4, Ref +3, Will 
  +7; Str 10, Dex 14, Con 10, Int 12, Wis 16, Cha 14. 
   
  Skills and Feats: Heal +5, Knowledge (religion) +3, 
  Listen +5, Search +2, Spellcraft +2, Spot +5; Brew 
  Potion, Extra Turning. 
   
  Spells Prepared (5/5/4; Spell DC = 13 + spell level): 
  0 - detect magic, detect poison, light, purify food and 
  drink, resistance; 1st - bless x2, cure light wounds
  *, 
  magic weapon, protection from evil; 2nd - calm 
  emotions, cure moderate wounds
  *, remove paralysis, 
  speak with animals. 
   
  *Domain Spell. Deity: Pelor. Domains: Healing (+1 
  caster level with healing spells); Sun (greater turning 
  1/day). 
   
  Possessions: Masterwork heavy mace, masterwork 
  chainmail, masterwork large steel Shield, Cleric's 
  vestments. Necklace of prayer beads (blessing), 8x 
  potions of cure light wounds. 
   
  Background 
  A devout follower of Pelor, Esterian is friendly if a bit 
  reserved, readily willing to help the party. 
   
  He knows very little of the Bullywug invasion, as 
  he lived deep within Rieuwood at the time. As the 
  village priest, he makes sure there is a good supply of 
  healing available at all times, and currently has eight 
  potions of cure light wounds which he will sell to the 
  party if asked. 
   
  Roald 
  A middle-aged, burly human, who likes his ale. As both 
  the village miller and baker, he is well off, and likes 
  nothing better than to chat over a mug of ale. Happily 
  married and father of two children, the only thing that 
  will upset him is talk of war; he praises himself lucky to 
  have missed all fighting completely, and will not talk of 
  such atrocities.  
   
  Darya 
  The local weaver is a handsome, talkative human, 
  young and looking for a husband. 
   
  She enjoys gossip, does not seriously believe 
  bullywugs can be a threat to good, honest people who 
  mind their own business, but likes a good tale as well as 
  the next person. 
   
  Jannen 
  Farmer Jannen, a sturdy human in his late forties, 
  knows damn well that bullywugs can be a danger; he 
  fought in the wars and prays to the gods nothing like 
  that will ever happen again. 
   
  If asked, he advises the party to be very careful; the 
  swamp is dangerous enough without the insane 
  followers of the Madly Hopping Prophet, and if there 
  are bullywugs involved, the danger has only multiplied. 
   
  Felan 
  The half-olven innkeeper is a good friend of the 
  Windfang family, and deeply concerned about the late 
  return of Beor and Chelda. His practical knowledge of 
  the Vast Swamp is limited, but he knows there are 
  many dangers, and although the two trappers generally 
  can take care of themselves, accidents can happen, and 
  there is no need at all to conjure unpleasant fantasies; 
  simple reality can be lethal enough. 
   
  Karzat 
  As a half-euroz, Karzat has seen more than his share of 
  unpleasantness, especially before he came to Sunndi. 
  An unequalled master at both blacksmithing and 
  weaponsmithing however, he has earned himself 
  respect and acceptance in Longwood and takes the 
  safety of its people personally. Withdrawn and not very 
  talkative, he has more than half convinced himself he 
  should go after the Windfangs; the only thing that 
  holds him back is his complete ignorance of everything 
  concerning the Vast Swamp. 
   
   
   
  Harvest Time 
   
  Page 17 
  
  Appendix B: The Monsters 
  APL2 (EL4) 
  Encounter 3: The Trapper’s Route 
  Monstrous Centipede, Medium-Size (6): 4 hp each, 
  see Monster Manual page 207. 
   
  Encounter 4: Chaldea’s Route 
  Crocodiles (2): hp 22 each; see Monster Manual page 
  195. 
   
  Note: Crocodiles do not hunt together and will 
  not consciously try to flank or even avoid hindering 
  another crocodile; they simply attack the nearest target, 
  disregarding almost everything else.  
   
  Encounter 6: The Chase 
  Will-O-’Wisp: 40 hp, see Monster Manual page 183. 
   
  Note: Remember that the Will-O-’Wisp is 
  drugged, does only half damage, and abandons the fight 
  after the third successful attack. 
   
  Encounter 7: Showtime 
  Bullywug shaman Shaastrih, Male Bullywug Clr1: 
  CR 1; Medium Humanoid (Aquatic); HD 1d8+3; hp 8; 
  Init +1 (+1 Dex); Spd 20 ft., Swim 30 ft.; AC 17 (+1 Dex, 
  +3 studded leather, +3 natural); Atk +0 (1d6 [x3], 
  halfspear; SA Rebuke undead, spontaneous inflict 
  spells, spells; SQ Marsh move, summoning; AL LE; SV 
  Fort +5, Ref +1, Will +4; Str 10, Dex 12, Con 16, Int 10, 
  Wis 14, Cha 7. 
   
  Skills and Feats: Concentration +5, Hide +0
  *, 
  Knowledge (nature) +4, Knowledge (religion) +2; 
  Combat Casting. *+6 racial bonus on Hide checks when 
  in marshes.  
   
  Spells Prepared (3/2; base DC = 12 + spell level): 0- 
  detect magic, detect poison, resistance; 1
  st - bless, calm 
  animals
  *, summon monster I. 
   
  *Domain Spell. Deity: Wastri. Domains: Animal 
  (animal friendship 1/d; Law (cast lawful spells at 2
  nd lvl). 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties in marshes or mud. 
   
  Summoning (Sp): When summoning monsters, 
  Bullywug clerics have a 50% chance of summoning one 
  or more monster than usual. When this happens, there 
  is a 25% chance these monsters are not under the 
  cleric’s control and wildly attack friend and foe. 
   
  Possessions: Studded leather, pouch with various 
  unknown herbs, halfspear, pearl of power (1
  st level 
  spell). 
   
  Animal Companion: Snake, 4 hp, small viper 
  Monster Manual p202. 
   
  Bullywug scouts (3), Male Bullywug Rgr1: CR 1; 
  Medium Humanoid (Aquatic); hp 9; Init +6 (+2 Dex, +4 
  Improved Initiative); Spd 20 ft., Swim 30 ft.; AC 18 (+2 
  Dex, +3 studded leather, +3 natural); Atk +2 melee (1d6 
  [x3], masterwork halfspear), +4 ranged (1d6 [x3], 
  masterwork halfspear); SA favoured enemy +1 (elves); 
  AL LE; SV Fort +5, Ref +2, Will +0; Str 10, Dex 14, Con 
  16, Int 8, Wis 11, Cha 7. 
   
  Skills and Feats: Hide +4
  *, Listen +3, Spot +3, 
  Wilderness Lore +4; Improved Initiative, Track. * +6 
  racial bonus on hide when in marshes. 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties in marshes or mud. 
   
  Possessions: 
  Masterwork 
  halfspear, 
  studded 
  leather armour. 
   
  APL 4 (EL 6) 
  Encounter 3: The Trapper’s Route 
  Monstrous Centipede, Large: (6):  
  9 hp each, see Monster Manual page 208. 
   
  Encounter 4: Chaldea’s Route 
  Giant Crocodile (2): hp 59 each; see Monster Manual 
  page 195. 
   
  Note: crocodiles do not hunt together and will not 
  consciously try to flank or even avoid hindering 
  another crocodile; they simply attack the nearest target, 
  disregarding almost everything else.  
   
  Encounter 6: The Chase 
  Will-O-’Wisp: 40 hp, see Monster Manual page 183. 
   
  Encounter 7: Showtime 
  Bullywug shaman Shaastrih, Male Bullywug Clr1: 
  CR 1; Medium Humanoid (Aquatic); HD 1d8+3; hp 8; 
  Init +1 (+1 Dex); Spd 20 ft., Swim 30 ft.; AC 17 (+1 Dex, 
  +3 studded leather, +3 natural); Atk +0 (1d6 [x3], 
  halfspear); SA Rebuke undead, spontaneous inflict 
  spells, spells; SQ marsh move, summoning; AL LE; SV 
  Fort +5, Ref +1, Will +4; Str 10, Dex 12, Con 16, Int 10, 
  Wis 14, Cha 7. 
   
  Skills and Feats: Concentration +5, Hide +0
  *, 
  Knowledge (nature) +4, Knowledge (religion) +2; 
  Combat Casting. *+6 racial bonus on Hide checks when 
  in marshes. 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties in marshes or mud. 
  Harvest Time 
   
  Page 18 
  
   
  Summoning (Sp): When summoning monsters, 
  Bullywug clerics have a 50% chance of summoning 1 
  more monster than usual. When this happens, there is 
  a 25% chance these monsters are not under the cleric’s 
  control and wildly attack friend and foe. 
   
  Spells Prepared (3/2; base DC = 12 + spell level): 0- 
  detect magic, detect poison, resistance; 1
  st- bless, calm 
  animals
  *, summon monster I. 
   
  *Domain Spell. Deity: Wastri. Domains: Animal 
  (animal friendship 1/d; Law (cast lawful spells at 2
  nd lvl). 
   
  Possessions: Studded leather armour, pouch with 
  various unknown herbs, halfspear, pearl of power (1
  st 
  level spell).  
   
  Animal Companion: Snake, 4 hp, small viper Monster 
  Manual p202 
   
  Bullywug scouts (5), Male Bullywug Rgr1: CR 1; 
  Medium Humanoid (Aquatic); hp 9; Init +6 (+2 Dex, +4 
  Improved Initiative); Spd 20 ft., Swim 30 ft.; AC 18 (+2 
  Dex, +3 studded leather, +3 natural); Atk +2 melee (1d6 
  [x3], masterwork halfspear), +4 ranged (1d6 [x3], 
  masterwork halfspear); SA favoured enemy +1 (elves); 
  AL LE; SV Fort +5, Ref +2, Will +0; Str 10, Dex 14, Con 
  16, Int 8, Wis 11, Cha 7. 
   
  Skills and Feats: Hide +4
  *, Listen +3, Spot +3, 
  Wilderness Lore +4; Improved Initiative, Track. * +6 
  racial bonus on hide when in marshes. 
   
  Marsh 
  Move 
  (Ex): 
  Bullywugs 
  suffer 
  no 
  movement penalties in marshes or mud. 
   
  Possessions: 
  Masterwork 
  halfspear, 
  studded 
  leather armour. 
   
  APL 6 (EL 8) 
  Encounter 3: The Trapper’s Route 
  Advanced Monstrous Centipede, Huge (6): CR 4; 
  Huge Vermin; HD 8d8; hp 36; Init +2 (+2 Dex); Spd 40 
  ft.; AC 16 (-2 size, +2 Dex, +6 natural); Face/Reach 10 ft. 
  by 30 ft./10 ft.; Atk +9 melee (2d6+4 + poison, bite); SA 
  Poison; SQ: Vermin; AL N; SV Fort +6, Ref +4, Will +2; 
  Str 17, Dex 15, Con 10, Int -, Wis 10, Cha 2. 
   
  Skills: Climb +11, Hide +1, Spot +7 
   
  Poison (Ex): Fortitude DC 18, 1d6 Dex/1d6 Dex. 
   
  Vermin (Ex):  Immune to mind-influencing 
  effects. 
   
  Encounter 4: Chaldea’s Route 
  Giant Crocodile (4): hp 59; see Monster Manual page 
  195. 
   
  Note: Crocodiles do not hunt together and will 
  not consciously try to flank or even avoid hindering 
  another crocodile; they simply attack the nearest target, 
  disregarding almost everything else. 
   
  Encounter 6: The Chase 
  Will-O-’Wisp (2): 40 hp each, see Monster Manual 
  page 183. 
   
  Encounter 7: Showtime 
  Bullywug shaman Shaastrih, Male Bullywug Clr3: 
  CR 3; Medium Humanoid (Aquatic); HD 3d8+6; hp 24; 
  Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft., 
  Swim 30 ft.; AC 17 (+1 Dex +3 studded leather, +3 
  natural); Atk +2 melee (1d6 [x3], halfspear) or +3 ranged 
  touch 
  (tanglefoot 
  bag); 
  SA 
  Rebuke 
  undead, 
  spontaneous inflict wounds, spells; SQ Marsh move, 
  summoning, spells; AL LE; SV Fort +6, Ref +2, Will +5; 
  Str 10, Dex 12, Con 16, Int 10, Wis 14, Cha 7. 
   
  Skills and Feats: Concentration +8, Hide +1
  *, 
  Knowledge (nature) +5, Knowledge (religion) +2; 
  Combat Casting, Improved Initiative. *+6 racial bonus 
  on Hide checks when in marshes. 
   
  Marsh Move (Ex): Bullywugs have no movement 
  penalties in marshes or mud. 
   
  Summoning (Sp): When summoning monsters, 
  Bullywug clerics have a 50% chance of summoning 1 
  more monster than usual. When this happens, there is 
  a 25% chance these monsters are not under the cleric’s 
  control and wildly attack friend and foe. 
   
  Spells Prepared (4/3/2; base Spell DC = 12 + spell 
  level): 0- cure minor wounds (2), detect poison, 
  resistance; 1
  st- bless, calm animals
  *, sanctuary, summon 
  monster I; 2
  nd- hold animal
  *, silence, summon monster 
  II. 
   
  *Domain Spell. Deity: Wastri. Domains: Animal 
  (animal friendship 1/d; Law (cast lawful spells at 4
  th lvl). 
   
  Possessions: Tanglefoot bags (3), masterwork 
  studded leather armour, pearl of power (2
  nd level spell). 
   
  Animal Companion: Snake, hp 13, large viper 
  MM p202 
   
  Bullywug scouts (5), Male Bullywug Rgr3: CR 3; 
  Medium Humanoid (Aquatic); HD 3d10+9; hp 27; Init 
  +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft., Swim 30 
  ft.; AC 18 (+2 Dex, +3 studded leather, +3 natural); Atk 
  +5 melee (1d6 [x3], masterwork halfspear), +7 ranged 
  (1d6 [x3], masterwork halfspear) or +5 ranged touch 
  (tanglefoot bag); SA favoured enemy (elves); AL LE; SV 
  Fort +6, Ref +3, Will +1; Str 10, Dex 14, Con 16, Int 8, 
  Wis 11, Cha 7. 
   
  Skills and Feats: Hide +5
  *, Listen +3, Move Silently 
  +6, Spot +3, Wilderness Lore +6; Improved Initiative, 
  Track, Weapon Focus (halfspear). * +6 racial bonus on 
  hide when in marshes. 
   
  Marsh Move (Ex): Bullywugs have no movement 
  penalties in marshes or mud. 
  Harvest Time 
   
  Page 19 
  
   
  Possessions: Masterwork halfspear, tanglefoot bags 
  (3), masterwork studded leather armour. 
   
  APL 8 (EL 10) 
  Encounter 3: The Trapper’s Route 
  Advanced Monstrous Centipede, Huge (6): CR 5; 
  Huge Vermin; HD 12d8; hp 54; Init +2 (+2 Dex); Spd 40 
  ft.; AC 16 (+2 Dex, +6 natural, -2 size); Atk +12 melee 
  (2d6+4 + poison, bite); Face/Reach 10 ft. By 30 ft./10 
  ft. ; SA Poison; SQ Vermin; AL N; SV Fort +8, Ref +6, 
  Will 4; Str 17, Dex 15, Con 10, Int -, Wis 10, Cha 2. 
   
  Skills: Climb +11 Hide +1, Spot +7. 
   
  Poison (Ex): Fortitude DC 18, 1d6 Dex/1d6 Dex. 
   
  Vermin (Ex): Immune to mind-influencing 
  magic. 
   
  Encounter 4: Chaldea’s Route 
  Advanced Giant Crocodile (4): CR 6; HD 14d8+56; hp 
  118; Init +1 (+1 Dex); Spd 20 ft. Swim 30 ft.; AC 16 (+1 
  Dex , -2 size, +7 natural); Atk +18 melee (2d8+12, bite) 
  OR +18 melee (1d12+12, tail slap); Reach/Face 10 ft. by 
  20 ft./10 ft.; SA Improved grab (Ex); AL N; SV Fort +8, 
  Ref +8, Will +10; Str 27, Dex 12, Con 19, Int 1, Wis 12, 
  Cha 2. 
   
  Skills: Hide +0
  *, Listen +5, Spot +5. * +12 bonus to 
  hide when submerged. 
   
  Note: Crocodiles do not hunt together and will 
  not consciously try to flank or even avoid hindering 
  another crocodile; they simply attack the nearest target, 
  disregarding almost everything else.  
   
  Encounter 6: The Chase 
  Will-O-’Wisp (4): 40 hp, see Monster Manual page 
  183. 
   
  Encounter 7: Showtime 
  Bullywug shaman Shaastrih, Male Bullywug Clr5: 
  CR 5; Medium Humanoid (Aquatic); HD 5d8+15; hp 
  40; Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft., 
  Swim 30 ft.; AC 17 (+1 Dex, +3 studded leather, +3 
  natural,); Atk +3 melee (1d6 [x3], halfspear), +4 range 
  touch 
  (tanglefoot 
  bag); 
  SA 
  Rebuke 
  undead, 
  spontaneous 
  inflict, 
  spells; 
  SQ 
  Marsh 
  move, 
  summoning, spells; AL LE; SV Fort +7, Ref +2, Will +6; 
  Str 10, Dex 12, Con 16, Int 10, Wis 15, Cha 7. 
   
  Skills and Feats: Concentration +8, Hide +1
  *, 
  Knowledge (nature) +7, Knowledge (religion) +4; 
  Combat Casting, Improved Initiative. *+6 racial bonus 
  on Hide checks when in marshes. 
   
  Marsh Move (Ex): Bullywugs have no movement 
  penalties in marshes or mud. 
   
  Summoning (Sp): When summoning monsters, 
  Bullywug clerics have a 50% chance of summoning 1 
  more monster than usual. When this happens, there is 
  a 25% chance these monsters are not under the cleric’s 
  control and wildly attack friend and foe. 
   
  Spells Prepared (5/4/3/1; base spell DC = 12 + spell 
  level): 0- cure minor wounds (2), detect poison, 
  guidance, resistance; 1
  st- cure light wounds (2), calm 
  animals
  *, protection from good, sanctuary; 2
  nd- hold 
  animal
  *, hold person, silence, summon monster II; 3
  rd- 
  magic circle against chaos
  *, summon monster III. 
   
  *Domain Spell. Deity: Wastri. Domains: Animal 
  (animal friendship 1/d; Law (cast lawful spells at 6
  th lvl). 
   
  Possessions: Tanglefoot bags (3), masterwork 
  studded leather armour, halfspear, Pearl of power (2
  nd 
  level spell). 
   
  Animal Companions (2): Snake, hp 9, medium 
  viper, and Snake, 13 hp, large viper; both Monster 
  Manual p202 
   
  Bullywug scouts (5), Male Bullywug Rgr5: CR 5; 
  Medium Humanoid (Aquatic); HD 5d10+15; hp 47; Init 
  +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft., Swim 30 
  ft.; AC 18 (+2 Dex, +3 studded leather, +3 natural); Atk 
  +7 melee (1d6 [x3], masterwork halfspear), +8 ranged 
  (1d6 [x3], masterwork halfspear) or +7 range touch 
  (tanglefoot bag); SA favoured enemy +2 (elves), 
  favoured enemy +1 (halfling); SQ Marsh move; AL LE; 
  SV Fort +7, Ref +3, Will +2; Str 10, Dex 14, Con 16, Int 
  8, Wis 12, Cha 7. 
   
  Skills and Feats: Hide +5
  *, Listen +5, Move Silently 
  +8, Spot +5, Wilderness Lore +9; Improved Initiative, 
  Track, Weapon Focus [halfspear]. * +6 racial bonus on 
  hide when in marshes. 
   
  Marsh Move (Ex): Bullywugs have no movement 
  penalties in marshes or mud. 
   
  Spells Prepared (1; base spell DC = 11 + spell level): 
  1
  st- entangle. 
   
  Possessions: Masterwork halfspear, tanglefoot bags 
  (3),  masterwork studded leather armour. 
   
  Harvest Time 
   
  Page 20 
  
  Appendix C: Handouts 
   
  Handout 1: The Vast Swamp (Player’s Map) 
  Harvest Time 
   
  Page 21 
  
  Appendix D: Maps 
   
  The Vast Swamp (Dungeon Master Map) 
   
  Harvest Time 
   
  Page 22 
  
  Appendix E: 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 clercs 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 nocious 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 prefred 
  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. 
  Harvest Time 
   
  Page 23 
  
   
  Appendix F: New Rules
  Hold the Line [General, Fighter Feat]
   
  Sword and Fist, page 7. 
   
  You are trained in defensive techniques against 
  charging opponents. 
   
  Prerquisites: Base attack bonus +2, Combat 
  Reflexes. 
   
  Benefit: You may make an attack of opportunity 
  against an opponent who charges you when he enters 
  an area you threaten. Your attack of opportunity 
  happens immediately before the charge attack is 
  resolved. 
   
  Extra Slot [General] 
  Tome and Blood, page 40. 
   
  You can cast an extra spell. 
   
  Prerequisites: Spellcaster level 4
  th+. 
   
  Benefit: You gain one extra spell slot in your daily 
  allotment. This extra slot can be at any level up to one 
  level lower then the highest-level spell you can cast. 
  For example, a 4
  th-level sorcerer gains either an extra 0-
  level or 1
  st-level slot, allowing him to cast any spell 
  known spell of the chosen level one more time each 
  day. A 4
  th-level wizard can prepare any extra 0-level or 
  1
  st-level spell he knows. Once selected, the extra spell 
  slot never migrates up or down in level. 
   
  Special: You can gain this feat multiple times. 
  Each time, you gain an extra spell slot at any level up to 
  one level lower than the highest-level spell you can 
  cast. 
   
  Improved Familiar [General] 
  Tome and Blood, page 40. 
   
  As long as you are able to acquire a familiar, you may 
  choose your new familiar from a nonstandard list. 
   
  Prerequisite: Ability to acquire a new familiar, 
  compatible alignment. 
   
  Benefit: When choosing a familiar, the following 
  creatures are also available to you. You may choose a 
  familiar with an alignment up to one step away on each 
  of the alignment axes (lawful through chaotic, good 
  through evil). 
   
  The improved familiar is magically linked to its 
  master like a normal familiar. The familiar uses the 
  basic statistics for a creature of its kinds, as given in the 
  Monster Manual. 
   
  Familiar 
  Alignment 
  Arcane 
  Spellcaster 
  Level 
  Shocker Lizard 
  Neutral 
  5 
  Stirge 
  Neutral 
  5 
  Formian Worker 
  Lawful neutral  
  7 
  Imp 
  Lawful evil 
  7 
  Pseudodragon 
  Neutral good 
  7 
  Quasit 
  Chaotic evil 
  7 
   
  Familiar 
  Type/Subtype 
  Arcane 
  Spellcaster 
  Level 
  Celestial Hawk
  * 
  Good 
  3 
  Fiendish Viper
  ** 
  Evil 
  3 
  Air Elemental, small 
  Air  
  5 
  Earth Elemental, small 
  Earth 
  5 
  Fire Elemental, small 
  Fire 
  5 
  Shocker lizard 
  Electricity 
  5 
  Water elemental, small 
  Water 
  5 
  Homunculus
  *** 
  Construct 
  7 
  Ice mephit 
  Cold 
  7 
  * Or other celestial animal from the standard familiar 
  list. 
  ** Or other fiendish animal from the standard familiar 
  list. 
  *** The master must first create the homunculus, 
  substituting ichor or another part of the master’s body 
  for blood if necessary. 
   
  Trustworthy [General] 
  Song and Silence, page 40 
   
  Others feel comfortable telling you their secrets/ 
  Benefit: You gain a +2 bonus on all Diplomacy and 
  Gather Information checks. 
   
  Nagaika [exotic weapon] 
  Masters of the Wild, page 26. 
   
  The nagaika is a leather lash studded with glass. Unlike 
  the whip, it deals normal damage and can damage 
  armored foes. Although you keep it in your hands, treat 
  it as a projectile weapon with a maximum range of 15 
  feet and no range penalties. 
   
  Because the nagaika can wrap around an enemy’s 
  leg or other limb, you can make trip attacks with it. You 
  can drop it to avoid being tripped during your own trip 
  attempt. You also gain a +2 bonus on your opposed 
  attack rolls when using the nagaika to disarm an 
  opponent (including the roll to keep from being 
  disarmed if your attempt fails). 
   
  Nagaika; 25 gp; 1d6 dmg; Crit x3; Weight 4 lbs; 
  Type slashing. 
   
  Nagaika mighty, +1 str bonus: 225 gp 
  Harvest Time 
   
  Page 24 
  
   
  Nagaika mighty, +2 str bonus: 325 gp 
   
  Nagaika mighty, +3 str bonus: 425 gp 
   
  Nagaika mighty, +4 str bonus: 525 gp 
   
  Fox's Cunning 
  Tome and Blood page 89 
   
  Transmutation 
  Level: Brd 2, Clr 2, Sor/Wiz 2 
  Components: V,S,M/DF 
  Casting Time: 1 action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The transmuted creature becomes smarter. The spell 
  grants an enhancement bonus to Intelligence of 1d4+1 
  points, adding the usual benefits to Intelligence-related 
  skills. Wizards who receive Fox's Cunning do not gain 
  extra spells, but the save DC for their spells increases. 
   
  Arcane Material Component: a few hairs, or a 
  pinch of dung, from a fox. 
   
  Owl's Wisdom 
  Tome and Blood, page 94 
   
  Transmutation 
  Level: Brd 2, Clr 2, Sor/Wiz 2 
  Components: V,S,M/DF 
  Casting Time: 1 action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The transmuted creature becomes wiser. The spell 
  grants an enhancement bonus to Wisdom of 1d4+1 
  points, 
  adding 
  the 
  usual 
  benefits 
  to 
  Wisdom-related skills. Clerivs, driuids, paladins and 
  rangers who receive Owl's Wisdom do not gain extra 
  spells, but the save DC for their spells increases. 
   
  Arcane Material Component: a few feathers, or a 
  pinch of droppings, from an owl. 
  Harvest Time 
   
  Page 25 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/593/Normal Scenarios/SND3-01 - Harvest Time (APL 2-8)/SND3-01 - Harvest Time.pdf