TEXT: A TIME TO 
   HARVEST
  ULT 
  C
  HAOS
  C
  OF
  The
  A
  Organized Play Campaign
  
  A TIME TO HARVEST
  Organized Play Edition
  is copyright © 2016 by Chaosium Inc. All rights reserved. 
  The names of public personalities may be referred to, but any resemblance  
  of a scenario character to persons living or dead is strictly coincidental. 
  This supplement is best used with the CALL OF CTHULHU (7th Edition) roleplaying game,  
  available separately from www.chaosium.com
  This is a work of fiction. The names of personalities, places, and events may be referred to, but any resemblance of sce-
  nario and game related characters to persons living or dead is strictly coincidental. All material is fictionalized and de-
  scribed through the lens of the Cthulhu Mythos, and no offense to persons living or dead is intended.
  The reproduction of material from within this book for the purposes of personal or corporate profit by photographic, 
  electronic, or other retrieval media is prohibited.
  Find more Chaosium Inc. products and join The Cult of Chaos, Chaosium’s Organized Play program, at www.chaosium.com
  Original concept by: Brian M. Sammons and Charles P. Zaglanis
  Written by: Brian M. Sammons, Glynn Owen Barrass, Charles P. Zaglanis, with Mike Mason
  Map designs originally conceived by: Glynn Owen Barrass 
  Editing, Development by: Mike Mason
  Additional Development: Michael O’Brien
  Layout by: Nick Nacario
  Cover Art by: Victor Leza
  Cartography by: Dean Englehardt
  Chaosium Organized Play Program: Todd Gardiner - todd@chaosium.com, Dustin Wright - dustin@chaosium.com
  Interior art: period photographs were taken from Wiki Commons or Flickr Commons and are in the public domain.
  Elements derived from H. P. Lovecraft’s Arkham, originally written by Keith Herber. Miskatonic University main  
  campus descriptions derived from Miskatonic University and originally written by Sam Johnson and Sandy Antunes.
  Special thanks to Peter Devlin, Keary Birch, and Chaosium’s Cult of Chaos.
  Credits
  
  Table of Contents
  Episode 4   � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �4
  Running Episode Four   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  4
  Day One: Home Improvements  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  5
  Day Two: The Waiting Game  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  5
  Handout: Harvest Papers #15  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  7
  Day Three: That Crazy Old Farmer  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  8
  Handout: Harvest Papers #16  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .11
  A Night of Chaos  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .12
  The Mine Entrance at Broken Hill  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .14
  The Round Hill Complex  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .15
  The Great Escape  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .21
  Rewards  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .22
  Appendix A: Personalities and Monsters   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .23
  Player Handouts .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .26
  
  Month 4
  A Time to Harvest
  4
  Episode 4
  “There were queer footprints or claw-prints in the mud of brook-
  margins and barren patches, and curious circles of stones, with the 
  grass around them worn away, which did not seem to have been 
  placed or entirely shaped by Nature. There were, too, certain caves 
  of problematical depth in the sides of the hills; with mouths closed 
  by boulders in a manner scarcely accidental, and with more than 
  an average quota of the queer prints leading both toward and 
  away from them”
   — H. P. Lovecraft, The Whisperer in Darkness
  Dark Delving
  Shaking off the recent terrible attack, the FOC team is ready 
  to depart for Vermont on Abelard’s mission to hunt down the 
  mi-go. Here, the investigators become reacquainted with the 
  people and sights of Cobb’s Corners while seeking further clues 
  about the elusive Fungi from Yuggoth. Best-laid plans are torn 
  asunder as the investigators are plunged into a night of chaos 
  and blood. With what could spell the destruction of Cobb’s 
  Corners, the investigators must run a gauntlet of horror and 
  death, lest they too fall victim to the hideous plans of the mi-go.
  Running Episode Four
  Following the attack and escape of the deep ones from FOC’s 
  Detroit facility, one or more of the investigators may be injured or 
  dead; the same goes for their FOC teammates. Where necessary, 
  Abelard brings in replacement personnel to fill any empty 
  shoes; this provides players with the option to either create an 
  investigator drawn from FOC’s ranks or perhaps a close friend 
  or associate from Miskatonic University. If from Miskatonic, 
  existing investigators may “meet up” with potential new 
  investigators when they return to Arkham or the investigator’s 
  home state for the funeral (travel costs and funereal expenses 
  covered by FOC)—allowing close friends, family members, and 
  university associates to be drawn into the plot.
  If Larry Nekler, David Drake, Sarah Matherson, or Sam 
  Morrison were killed in Episode Three, they should be replaced 
  by a person with the same area of knowledge and expertise—
  thus, rather than creating a whole new NPC from scratch, just 
  use the dead NPC’s characteristics and skills with a new name 
  and persona. This episode assumes these four NPCs survived 
  and go to Cobb’s Corners with the investigators.
  Injured investigators get some time to heal. Abelard can 
  postpone the mission for up to a month if necessary to provide 
  time for hit points to more or less return to normal maximums. 
  The Keeper should shorten this time if only minor wounds 
  were suffered. While Abelard is happy to delay the mission 
  to give time for burials and medical treatment, he knows any 
  delay brings a greater chance of discovery by the agents of the 
  mi-go. His growing paranoia (only made worse following the 
  deep one attack) causes him to double the guards at the FOC 
  building in Detroit, as well as send plain clothed protection for 
  any investigators leaving the building to attend funerals or for 
  any other reason. 
  This episode provides the investigators with another 
  opportunity to explore Cobb’s Corners. Residents who were 
  interviewed in Episode One can be revisited, allowing the 
  Keeper to further develop red herrings, sow seeds for future 
  plot hooks, as well as plant any clues and information perhaps 
  missed during the investigators first visit. Two new residents 
  are introduced in this episode; both can provide further insight 
  and clues to the mi-go and also the cult of The Young. The 
  Keeper should refer back to Episode One and the information 
  given in Chapter 2 to refresh their memory of Cobb’s Corners 
  and its residents.
  The climax of this episode takes the investigators into 
  the heart of the mi-go base beneath Broken Hill. The Keeper 
  needs to ensure the investigators are drawn into the base by 
  the capture of some of the FOC personnel or at least one of 
  
  Episode 4
  A Time to Harvest
  5
  the investigators—motivating the others to mount a rescue (as 
  described in Little Pigs, Little Pigs, page 12). If things do not 
  go to plan and either no one is captured or the investigators 
  are disinclined to save their friends and comrades, ensure 
  any surviving FOC personnel shame the investigators into 
  action, calling them cowards for refusing to assist in a rescue 
  mission. Avoid overtly railroading the players into this course 
  of action—instead apply sound argument and passion (via the 
  NPCs) to convince them to take action. If the players won’t 
  budge, that’s fine; finish up this episode accordingly and move 
  on to Episode Five.
  For ease of reference, NPC and monster statistics are 
  provided in Appendix A: Personalities and Monsters (page 23). 
  Start: Mission to Vermont
  The investigators, along with Larry Nekler, David Drake, Sarah 
  Matherson, and Sam Morrison leave Detroit and travel by train 
  to Pittsfield, Massachusetts. The equipment and automobiles 
  they require for their mission are also placed on the train, taking 
  up two entire boxcars plus a flatcar for the autos. The team 
  spends the night in Pittsfield at a comfortable hotel and then 
  leaves early the next morning on another train heading north 
  through the Appalachian Mountains bound for Brattleboro, 
  Vermont. On arrival in Brattleboro everything is taken off the 
  train and loaded into the team’s two vehicles. 
  Unless the investigators insist, they all set off for Cobb’s 
  Corners with Sam Morrison in the lead driving the car and 
  Larry Nekler driving the truck.
  Day One: Home Improvements
  After a relatively short and pleasant road trip, the investigators 
  travel through familiar, but perhaps not so fondly remembered, 
  Cobb’s Corners. Their little procession attracts plenty of 
  curious looks from the locals, and some disapproving ones too, 
  the latter is most notably seen on the face of Sheriff Spenser. 
  As the investigators arrive back at the Maclearan farmhouse, 
  an unexpected sight greets them: three large trucks with 
  “Federated Oil and Chemical” painted on their sides, and a 
  group of about twenty men busily working at various tasks. 
  Sam Morrison explains Abelard sent these men ahead to fix up 
  the old place to make it comfortable for the team. As true as 
  this statement is, Abelard also knows this bluster of activity will 
  draw the attention of the mi-go.
  The FOC workmen have already built a shed onto the 
  side of the farmhouse to store a generator. They have dug an 
  underground bunker fifty yards north of the farmhouse to hold 
  four 50-gallon drums of gasoline; the bunker is built so that if 
  the drums of gasoline somehow explode, they won’t damage 
  the house. Battery powered electric lights have been placed 
  all around the outside of the building, and a string of electric 
  lights have been run out to a newly constructed (and almost 
  uncomfortably close) outhouse. The southern bridge over the 
  Gismend River—that was washed out in Episode One—has 
  been replaced by a very sturdy looking structure. From the 
  outside, the farmhouse appears not to have been altered; 
  however, on entering, it’s plain to see it has been reinforced 
  with oak and steel beams. 
  With the arrival of the investigators, the workmen finish 
  their duties and help to unload the team’s equipment (see 
  Handout: Harvest Papers 15), while also hooking up the 
  generator to the radio, and attaching the radio’s antenna to 
  the roof of the house. A small group of men follow Morrison’s 
  instructions and help him lay a series of traps and alarms around 
  the farmhouse. These precautions includes simple snares, 
  wicked looking bear traps, nets in the trees to capture flying 
  mi-go and others designed to fall on ground based targets, large 
  covered pits concealing cages, and trip-wires which trigger a 
  warning alarm inside the farmhouse. Such work lasts until early 
  evening. Once everything is complete, the workmen drive away 
  in their trucks, leaving the investigators and their four new 
  friends on their own.
  Unless already decided, the team must agree on who is 
  sitting watch tonight. Despite some possible apprehension 
  from the investigators, the team enjoys a peaceful night and 
  restful sleep. 
  Day Two: The Waiting Game
  In the morning, while breakfast is being made, Sam Morrison 
  goes outside to check the traps and snares. He soon returns and 
  calls the group to come outside to see what he has discovered. 
  About sixty-feet from the rear of the building a bear trap 
  has been sprung. The trap is covered in a sickly, foul smelling, 
  yellowish-green goo. It’s clear something triggered the trap as 
  the dirt all around it has been disturbed. Matherson takes a 
  sample of the slime for analysis—on examination, she confirms 
  it seems to be the same material a mi-go dissolves into when it 
  dies. Morrison concludes that, last night, one of the aliens must 
  have come by to have a look at them and wound up losing a leg, 
  as there doesn’t appear to be enough of the slime to warrant a 
  whole mi-go. 
  Today, Morrison and Drake plan to take a hike into the 
  nearby hills to look for signs of the mi-go signs. Matherson 
  stays behind at the farmhouse to set up of his laboratory and to 
  study the mi-go slime. Nekler also stays home to give his radio 
  report and to tinker with the truck as, “It didn’t sound right on 
  the drive here.”
  As for the investigators, they can follow any course of 
  action they wish. Some might want to accompany Morrison 
  and Drake on the scouting trip. Those with a scientific 
  background could lend Matherson a hand, and anyone with 
  mechanical knowledge could assist Nekler. Alternatively, the 
  investigators might wish to head into town to speak with the 
  locals—perhaps to ask about current events (strange sightings) 
  or to simply continue gathering local lore possibly connected 
  to the mi-go (this is a good opportunity for the investigators to 
  meet any residents they missed the first time around). At the 
  
  Month 4
  A Time to Harvest
  6
  Keeper’s discretion, the sheriff may call by to see what’s going 
  on and remind the investigators that he can just as easily run 
  them out of town—again—if they’ve only come back to cause 
  more trouble. Whatever actions taken, this day should go by 
  smoothly, with no major discoveries being made. This is the 
  calm before the storm. 
  Second Night
  The Keeper should tantalize an investigator on watch, or one 
  who had to take a late night trip to the outhouse, with vague 
  and unrecognizable shapes moving in the distance. Perhaps 
  they hear a slight buzzing sound echoing down from the hills 
  or see strange lights in the woods nearby. Whatever the Keeper 
  decides to do, it should not lead to any immediate confrontation 
  
  Episode 4
  A Time to Harvest
  7
  Handout: Harvest Papers 15
  The Team’s Equipment and Armory
  In addition to any personal weapons brought, are the following:
  • 
  Six British Lee-Enfield Mk3 .303 rifles, with 600 rounds
  • 
  Four Colt model 1917 .45 revolvers
  • 
  Two Thompson M1921 submachine guns, with 800 rounds
  • 
  Three Very pistols (flare guns), with 50 flares for each
  • 
  Case of 24 hand grenades
  Key:
  † Burn: Luck roll to avoid catching fire; take minimum damage first round, double damage each round thereafter until extinguished. 
  *Grenade: delivers 4D10 damage to all within 3 yards, 2D10 to those within 6 yards, and 1D10 to those within 9 yards.
  • 
  Bedding
  • 
  Canned food
  • 
  Bottled water
  • 
  Medical supplies
  • 
  Kerosene lanterns
  • 
  Electric torches (with plenty of batteries)
  • 
  Three pairs of binoculars
  • 
  Miscellaneous tools
  • 
  An extensive chemistry and biology lab
  • 
  Two short-wave radios 
  • 
  A nine-foot tall radio antenna (to be attached to 
  the roof of the farmhouse)
  • 
  A portable generator (used only to power the radio)
  • 
  Four 50-gallon steel drums of gasoline
  • 
  Ford model TT truck 
  • 
  Ford model A car
  Weapon
  Skill
  Damage
  Base Range
  Uses per 
  Round
  Magazine
  Malfunction
  .303 Rifle 
  Lee-Enfield Mk3 
  Rifle
  2D6+4
  110 yards
  1
  10
  00
  .45 Revolver 
  Colt model 1917 
  Handgun
  1D10+2
  15 yards
  1 (3)
  6
  00
  Submachine Gun 
  Thompson M1921
  SMG
  1D10+2
  20 yards
  1 or Full Auto
  30
  96
  Signal/Flare Gun
  Very Pistol
  Handgun
  1D10+1D3 burn †
  10 yards
  1/2
  1
  00
  Hand Grenade
  Throw
  4D10* (3 yards)
  STR/5 yards
  1/2
  1
  99
  
  Month 4
  A Time to Harvest
  8
  with the mi-go, nor any proof the aliens were actually there. 
  Feel free to also have a wild animal spring a trap and cry out 
  in the darkness. These events should be used just to unnerve. 
  Ideally, they serve to keep the investigator wondering if what 
  he or she saw was real or just their imagination. 
  Day Three:  
  That Crazy Old Farmer
  The third day is spent pretty much like the one before with one 
  exception: if the investigators are interviewing the locals, they 
  get to make the acquaintance of Alexandru Cuzra, a Romanian 
  immigrant, elderly farmer, and overly superstitious man. The 
  investigators can either come upon Cuzra’s farmhouse (north 
  of the town) by chance, or perhaps another local they are 
  interviewing could mention the “crazy old farmer and his 
  strange stories” to the investigators.
  When investigators approach Cuzra’s farmhouse, they 
  begin to notice a few peculiarities. Foremost is a large cross, 
  nailed to the front of the house’s only door. Next to the door, 
  hang numerous lengths of rope that have been tied into many 
  knots—a successful Occult roll suggests the knots are believed 
  to entrap and beguile spirits. At each window are hung cloves of 
  garlic and small bundles of purplish flowers—the flowers can be 
  identified with a successful Science (Biology) or Natural World 
  roll as Aconitum Napellus, commonly known as Helmet Flowers, 
  Monkshood, and more infamously, Wolfsbane. An Occult roll 
  can confirm Wolfsbane is believed to ward off evil creatures.  
  Cuzra’s superstitious nature is a result of his Romanian 
  upbringing, reinforced due to the fact that the group of cultist 
  known as The Young has for years frequented the woods behind 
  his farm (for their rituals and meetings with the mi-go). The 
  Young use this spot due to its proximity to the standing stones 
  and altar their predecessors erected when the cult was first formed.
  Cuzra only gives the investigators a few moments of his 
  time before spitting on the ground at their feet, curling the 
  fingers of his left hand into a strange sign (a successful Occult 
  roll recognizes this as a ward against the Evil Eye), and telling 
  the group in broken English to get off his land or be shot. 
  Cuzra is not kidding. After making his threat, he goes into his 
  house and come back out with a double-barreled shotgun. If 
  that’s not enough to get the investigators moving, the farmer 
  waits another thirty seconds before firing above one of the 
  interloper’s heads. The next shot won’t be so friendly.
  The reason behind Cuzra’s rash action is his paranoid 
  distrust of strangers. He is also somewhat crazy. Very quick 
  thinking investigators might be able to make an Extreme 
  Persuade or Fast Talk roll to stay his hand but, more likely, 
  they will have to leave and return if they want to gain Cuzra’s 
  confidence. If the investigators can convince the farmer they 
  are not here to harm him, that they are opposed to whatever 
  evil haunts the woods near his farm, and that they truly believe 
  there are strange critters in the woods, then Cuzra tells them 
  his tale. Depending on the investigator’s approach, the Keeper 
  may require a Hard or Regular Persuade or Fast Talk roll. Of 
  course, if the investigators can somehow bring tangible hard 
  proof to convince Cuzra of their good intentions, then things 
  may go a lot easier all round.
  Alexandru Cuzra, age 49, 
  superstitious farmer
  • 
  Appearance/Traits: rather short, grizzled and 
  rough looking, and clearly a farmer. He has 
  unkempt black hair, which appears to have not 
  seen a comb in months, dark brown bloodshot 
  eyes, and bushy eyebrows. He has a perpetual 
  “wild eyed” look about him. He usually dresses 
  in old pants supported by suspenders, well-
  worn flannel shirts, and mud-caked boots. 
  Cuzra is also a chain-smoker who always has a 
  lit hand-rolled cigarette in his hand or mouth. 
  • 
  Common knowledge: investigators might 
  have heard mention of the “mad farmer” if 
  they asked around Cobb’s Corners for the 
  craziest man in the local area. Other than that, 
  the investigators notice his thick Romanian 
  accent as soon as they meet him.
  • 
  Insider information: born and raised in 
  Romania by parents just one generation 
  removed from Gypsies, Cuzra inherited much 
  in the way of their beliefs and superstitions 
  as well. When he came to America, Cuzra 
  thought he had left the Old World behind, 
  but once he started noticing strange things 
  behind his farm (the activities of The Young), 
  his superstitious nature got the better of him. 
  Cuzra has suffered from nearly thirty years 
  worth of fear and paranoia on his farm and, 
  needless to say, it has not done wonders for 
  the man’s mental health. The stressed-out 
  farmer is not far from permanent insanity. 
  Hopefully, the investigators aren’t the ones 
  that cause him to snap.
  • 
  Plot: with his wild stories about the striga 
  and moroi that haunt the woods behind his 
  farmhouse, Cuzra can point the investigators 
  in the right direction to find The Young’s 
  sacred meeting place. Unfortunately, the 
  timing of their discovering Cuzra and the 
  stone circle most likely happens too late for 
  them to stop Deputy Cutter’s grand plan for 
  the harvesting of Cobb’s Corners.  
  
  Episode 4
  A Time to Harvest
  9
  Cuzra’s Tale
  Cuzra tells the investigators he often sees mysterious lights 
  and disembodied voices coming from the wooded hills north 
  of his farm, which he calls “Evil spirits.” If that was not bad 
  enough, about two years’ ago two of his cows disappeared, and 
  once, maybe a year ago, he found one of his cows slaughtered 
  in the field, with “the devil’s hoof prints’ all around the corpse.” 
  Cuzra knows exactly what is happening, explaining “it’s striga 
  (witches) cavorting with the devil and possibly moroi (vampires).” 
  He knows this to be true because on some nights he can hear 
  the horrible bellowing and roaring of demons and the voices 
  of children the striga must use in their blood sacrifices. These 
  Sabbats happen once a month, usually when there is no moon 
  in the sky, and have been going on for years. Cuzra has gone 
  to the sheriff with his stories but, since the Sabbaths have not 
  stopped, he now believes the sheriff must be one of the striga and 
  so should be avoided—Sheriff Spenser told Deputy Cutter to 
  check out the crazy man’s stories; Cutter, naturally, did nothing 
  and reported that nothing was going on. The only person who 
  believed Cuzra was old Jethro Cratchett, but he’s gone now and 
  Emelda, his widow, “don’t come round any more,” (see Looking 
  For The Widow Cratchett, following page).
  If investigators wish to explore the area where Cuzra says 
  the witches’ Sabbats are held, they must go to the northern 
  edge of Cuzra’s farm and walk through over two hundred 
  yards of thick undergrowth, thorn bushes, and deep mud 
  before reaching a clearing. At the center of the clearing is a 
  low mound on top of which are five standing stones in a circle, 
  with a block of stone laid on its side in the center (an altar). 
  The standing stones are very old and range from five to six-
  feet in height. Some have strange symbols carved into them. 
  A successful Cthulhu Mythos roll believes these symbols to be 
  related to the Outer God, Shub-Niggurath, the Mother With 
  A Thousand Young. If no one has any skill in Cthulhu Mythos, 
  a Hard Occult roll suggests the symbols are representations 
  of an agricultural and fertility deity. The altar stone is darkly 
  stained from years of blood sacrifice. 
  Examining the area could turn up some useful clues. 
  Successes with these skills reveal the following:
  • 
  Track roll on the mound:  finds many light footprints 
  on the mound, the result of numerous people visiting 
  numerous times. Most are small to mid-size, obviously 
  the tracks of children and teens, and consequently it is 
  difficult to determine old how they are—possibly as 
  recent as a month ago.  
  • 
  Track roll outside of the stones, around the clearing: 
  a huge and deep hoof print, at least twenty-six inches 
  across. 
  • 
  Spot Hidden roll near the mound: a child’s yo-yo toy.
  Looking For  
  The Widow Cratchett
  Investigators who discovered the letter from Emelda Cratchett 
  while searching Robert Blaine’s room in Episode Two 
  (Handout: Harvest Papers 8), probably want to see if they find 
  Mrs. Cratchett—an Idea roll might be used if the players have 
  forgotten this lead (see The Idea Roll, page 199, Call of Cthulhu 
  Rulebook). If the investigators are not privy to this information, 
  then they may hear of Jethro Cratchett’s unfortunate death 
  and of the existence of his widow from either Alexandru 
  Cuzra (page 9) or Agnus Bellweather, if they decide to pay 
  her another visit (see Episode One, page 51). Unfortunately, 
  Jethro’s bereaved wife, Emelda Cratchett, has been out of town 
  the last few days making arrangements to move in with some 
  relatives. 
  Emelda Cratchett, age 24, 
  bewildered widow
  • 
  Appearance/Traits: small stature, honey-blond 
  hair, green eyes, and a beauty mark on her 
  left cheek. She is quite attractive, although 
  when the investigators meet her, she appears 
  less so due to her sadness. She’ll be wearing a 
  conservative black dress.
  • 
  Common knowledge: investigators might 
  know Emelda’s name from her letter to Robert 
  Blaine or from Daphne Devine’s journal (both 
  may be found in Blaine’s room in Episode Two). 
  • 
  Insider information: born in Kingsport and 
  raised in Cobb’s Corners, Emelda belonged to 
  a large farming family of two sisters and four 
  brothers. She knew Jethro Cratchett most of 
  her life, having been attracted to the good-
  looking, soft-spoken farm boy since her early 
  teens. Emelda loved Jethro with all her heart, 
  but he was known to have a wandering eye. An 
  unresolved argument about the good-looking 
  Daphne Devine and Jethro’s obvious attraction 
  to her took place  just before the man’s death 
  and now Emelda is wracked with grief. She has 
  decided living in Cobb’s Corners is too painful, 
  so is she moving away as quickly as she can.
  • 
  Plot: Emelda can provide access to the 
  journals of her late husband’s well-traveled 
  grandfather.
  
  Month 4
  A Time to Harvest
  10
  Mrs. Cratchett originally hailed from Kingsport, having 
  moved to Cobb’s Corners with her family when she was three 
  years old. She eventually married Jethro about seven years 
  ago after a relatively short courtship. The pair raised enough 
  livestock and crops to modestly support themselves and led 
  a fairly comfortable life. It was Jethro’s love for folktales and 
  legends that led him to befriend Alexandru Cuzra. 
  Investigators approaching the house notice the bushes 
  and flowerbeds decorating the front have been allowed to run 
  riot and a “For Sale” sign has been pounded into the front 
  lawn. Small signs of disrepair are evident here and there, such 
  as a loose step or peeling paint. 
  An attractive woman in a conservative black dress 
  greets those knocking. If introducing themselves as students 
  from the university, the investigators are in for a hard time, 
  as Emelda blames the other students (Robert Blaine and 
  Daphne Devine in particular) for the death of her beloved 
  Jethro. It takes a clever investigator and a Hard Persuade 
  or Hard Charm roll to get in this distraught widow’s good 
  graces, but once achieved, the team is rewarded with some 
  useful information.
   Those able to get Emelda Cratchett to talk are invited 
  into her home, where it is obvious she is in the process of 
  moving out. She leads the investigators to the sitting room, 
  where everything but a few chairs has been packed away 
  already. Emelda explains she’s moving to Brattleboro to live 
  with her sister, Agnes. When everyone is comfortable, the 
  young widow answers questions to the best of her ability. 
  • 
  Jethro was a gregarious fellow, who learned many tall 
  tales from his grandfather; a carpetbagger originally 
  from Petersburg, Indiana. His grandfather kept journals 
  of his travels from town-to-town, writing down what 
  he saw, who he talked to, and any tales he heard (see 
  The Journals of Mortimer R. Cratchett for details). 
  • 
  Jethro would often visit old Mrs. Bellweather and 
  swap stories. He even formed a close friendship with 
  Alexandru Cuzra, occasionally sleeping over when 
  Alexandru thought the witches would be dancing 
  around behind his house. 
  • 
  When those college students, Ms. Devine and Mr. 
  Blaine, came around asking for local legends, they 
  were told to speak to Jethro, and he was glad to help 
  them. He told them all about Sarah’s Shade but they 
  wanted to know about creatures that were supposed 
  to live in the hills around here. Jethro wouldn’t say 
  anything about it, but that Ms. Devine told him some 
  things and gave him some hooch. She won him over 
  with her lies. They came back a few times, always 
  wanting to look in one of his journals and know more 
  about the creatures in the hills. Then the students went 
  up into the mountains and died. Not long after that, 
  Jethro died.
  Mythos Tome
  The Journals Of Mortimer R. Cratchett
  English, by Mortimer R. Cratchett
  • 
  Sanity loss: 1D6
  • 
  Cthulhu Mythos: +1%/+3%
  • 
  Mythos Rating: 12% 
  • 
  Study: 12 weeks
  • 
  Spells: none
  • 
  Skills: Anthropology, History, Natural World, 
  Occult
  A series of twelve journals; each of the volumes varies in 
  size and color of binding. These books have been well cared 
  for but have been thumbed through often and they are 
  beginning to show their age. The journals cover Cratchett’s 
  twenty-year career as a traveling salesman, visiting the mid-
  west and eastern portions of the country. In addition to the 
  Sanity loss and Cthulhu Mythos skill gain, reading all twelve 
  of the journals grants the reader skill experience checks to 
  Anthropology, History, Natural World, and Occult.
  Only one of the journal’s Mythos information has been 
  detailed (as follows), the Keeper is encouraged to imbue the 
  other journals in this set with Mythos references Cratchett 
  may have inadvertently stumbled upon, and so provide plot 
  seeds and hooks for further investigation—potentially, the 
  investigators could send the journals back to Miskatonic 
  University, where they are later discovered by a whole new 
  party of investigators keen to seek out hidden truths. 
  The third journal is the one Emelda Cratchett 
  remembers Daphne Devine being particularly interested 
  in—she will point it out to the investigators. Written 
  during a span of two years from 1853 to 1855, this journal 
  is a log of interesting places and people Mortimer Cratchett 
  encountered on his sales trips. Interspersed with his often 
  comical, sometimes harrowing, dealings with other people, 
  Cratchett unknowingly penned two instances of Mythos 
  related conversation. The first involved a freakishly ugly 
  young girl he caught trying to steal his wallet in Boston, 
  who claimed to be running away from her abusive family 
  who lived near the Old Mill Cemetery graveyard. Mortimer 
  writes she ran off with a strange, loping gait before he 
  could find out the name of her kin. The second instance of 
  Mythos activity involves a conversation he had with a man 
  in an empty cattle car in an old rail yard (Handout: Harvest 
  Papers 16).
  
  Episode 4
  A Time to Harvest
  11
  Episode 4
  May 10th 1853
  Finally on my way home again, the sun is shining, birds are singing, 
  and I am sitting in the most wretched smelling boxcar between 
  here and Vermont. I almost didn’t make the train, but was 
  luckily helped aboard by an Indian fella. We’ve spent most of the 
  day talking and swapping stories while a few other passengers 
  lie on the other side of the car, snoring fit to raise the dead.
  This Indian, I’ll call him ‘Hank’ as I didn’t get his real name, told 
  me a peculiar story. Hank said his people are the Abenaki’s from 
  the Green Mountains in Vermont, close to my home in Cobb’s 
  Corners. One mountain he mentioned by name was Broken Hill 
  and I think I recall hearing that name back in my youth. According 
  to Hank, strange critters had been living in the mountains there 
  since before God created man. In fact, he said these creatures 
  don’t worship no Christian God, he says they worship other 
  things. These creatures don’t really bother anybody much, as 
  long as folk keep their distance from certain hills where they 
  live. Hank said you can find such places if you know what to 
  look for. Places animals shy from, spooky quiet places, or have 
  strange old stones marking the territory. Sometimes they take 
  people in the night, especially people who go poking around in 
  their hills. Sometimes they send the people back, but changed, 
  and never the same as they was before.
  Hank swore that one time when he was a boy, his father pointed 
  out one of the creatures flying haphazardly across a moonlit 
  sky. Hank asked his father why the thing flew like a wounded 
  duck. His pa told him that, just as he could never swim as well 
  as a fish, neither would this creature fly like a bird, as if the 
  sky was not its home. Hank’s father warned him to watch were 
  he stepped, as the creatures loved to dig in the earth and had 
  created vast warrens in the mountains. From what I gather, 
  these things are digging for something, like precious metals or 
  gems or some such. Apparently, they can’t find whatever they 
  are looking for anywhere else. 
  It got me to thinking as I sat quiet looking at Hank. I’m sure I 
  recall about some caves up in a mountain called Broken Hill near 
  home. I’m writing this all down to remind me to look into it 
  when I get home. A fella could make a killing selling these critters 
  mineral rights!
  Harvest: Handout 16
  
  Month 4
  A Time to Harvest
  12
  • 
  Jethro was found in the hog pen; unfortunately no one 
  knew how he died because the hogs had already been 
  at him. 
  If the investigators ask to see the journals, Emelda is 
  willing to let them peruse them; if they promise to try to get 
  them published, she’ll let them keep the books as the thought 
  of having Jethro immortalized in print quite overcomes her.
  A Night Of Chaos
  Deputy Cutter has told to his cult about a revelation he has 
  received, a glorious vision sent by The Mother. Cutter has seen 
  Cobb’s Corners stripped of its capacity to sustain life, and he 
  has beheld a mass sacrifice of all the people living here. He 
  has seen the cult of The Young taken to a place beyond our 
  reality to suckle on The Mother’s milk for all eternity. Cutter 
  claims the revelation is clearly a course of action, dictated by 
  The Mother, that they all must enact.
  The Young have accepted Cutter’s words. During the Dark 
  of the Moon, the cult intends to summon a terrible storm 
  (using the Alter Weather spell). Once accomplished, The Young 
  begin calling forth dark young to first attack outlying farms 
  and houses, and then they move into the heart of town. Once 
  several dark young have been summoned, the cultists begin the 
  “Harvest”—sacrificing people to The Mother, believing She 
  will appear and wipe away all life in the entire valley, while 
  transporting her favored ones to eternal reward.    
  The mi-go know exactly what Cutter is planning—they read 
  it in his mind during their last face-to-face meeting. Normally, 
  they would not allow the cult to carry out this demented plan, 
  as it would bring far too much attention to the area; however, 
  the mi-go have concluded that the plan, somewhat adjusted, 
  will efficiently deal with some current problems.
  The Fungi’s main intent is to eliminate the small FOC 
  army (yes, they already know about them) waiting to rush to 
  the investigators’ aid. They also plan to kidnap one or more of 
  the FOC people at the Maclearan farmhouse so their brains 
  can be harvested to determine just what these humans know 
  about mi-go, as well as to learn more about Federated Oil 
  and Chemical. To facilitate this enterprise, a group of mi-go 
  soldiers are sent to the FOC encampment in the woods, where 
  they summon some dark young to destroy the camp. The mi-go 
  soldiers “assist” using their hi-tech weaponry to destroy any 
  humans who escape the dark young. For the investigators and 
  those at the Maclearan farmhouse, the mi-go summon and 
  direct a dark young to charge at the farmhouse, grab two or 
  three of the humans inside, and return to the mine entrance on 
  Broken Hill. Meanwhile, in town, the mi-go allows The Young 
  to initiate their plan of mass sacrifice, providing a suitable 
  distraction to the mi-go’s true goals. See Little Pigs, Little Pigs 
  (below) for details of running the “night of chaos.”
  Timing Events
  The following section describes the various events that unfold 
  once the mi-go (and The Young) unleash their plan. This train 
  of events can start at the Keeper’s discretion—probably on the 
  evening of day three or four. It is recommended not to wait too 
  long before unleashing the dark young, as the investigators are 
  likely to want to go exploring, which may mean they end up in 
  the wrong place at the wrong time. 
  If they already know the location of the standing stones 
  behind Cuzra’s farm, they may be planning a stake out or raid. 
  Before they can action such ideas, have the mi-go plan go in 
  to affect—while the investigators are at the farmhouse ideally. 
  Thus, having spoken to Cuzra and possibly Emelda 
  Cratchett, the investigators know that if something is going to 
  happen, it will be at the Dark of the Moon. No doubt, at least 
  one of the players will ask when the next New Moon is due. 
  Be prepared with your answer: if the players are asking this 
  question, then they are likely to want to act quickly; tell them 
  that tonight is the Dark of the Moon and advance the mi-go 
  plan accordingly. 
  Little Pigs, Little Pigs
  As the investigators arrive at the farmhouse (possibly of day 
  three or four), it should be getting quite late: it’s pretty dark as 
  it’s a New Moon, and a light rain has begun to sprinkle down 
  from the sky. Probably, the investigators are studying Cratchett’s 
  journals and making plans to return to the standing stones or 
  scout out Broken Hill; however, before they can follow up those 
  plans, the following events transpire.    
  After they grab a bite to eat and start to settle in for the 
  night, an alarm bell starts clanging in the kitchen at the back 
  of the building. Anyone looking outside sees nothing but 
  overgrown vegetation and trees. Nekler, not one for taking 
  chances, cranks up the radio and calls the nearby FOC security 
  team, asking for a group of the men to come over to the 
  farmhouse and look the place over. A voice on the other end 
  confirms the request—any investigators near the radio can hear 
  the voice yelling orders about going to the farmhouse. 
  A few moments after Nekler stops transmitting, a crash 
  is heard from outside the rear of the farmhouse. Anyone so 
  inclined may go to the back window with Drake, Matherson, 
  and Morrison to see what’s out there. Those looking see nothing 
  at first, but then, slowly, they can make out through the darkness 
  what appears to be something huge, like a large misshapen tree, 
  seemingly pulling one of its many roots (legs?) out of a large pit 
  trap; its limbs flailing about wildly in apparent agitation. Call for 
  a Sanity roll (1D3/1D10 loss) to see a dark young.
  Those who stayed close to the radio with Nekler are privy 
  to his attempt to raise the rescue party again, but this time his 
  pleas are only met with static. 
  The dark young outside takes a few moments to assess the 
  situation and then charges at the rear of the building. Those at the 
  rear window see the thing begin to charge at them—hopefully 
  
  Episode 4
  A Time to Harvest
  13
  they get the idea to MOVE NOW! As the beast hammers 
  against the building and begins to thrash about, it should become 
  painfully clear the farmhouse (albeit recently strengthened) 
  cannot stand against this creature’s preternatural strength. 
  Morrison grabs Nekler and declares that they are going to 
  sneak around to the side of the building and lob grenades at 
  the thing—they eagerly accept any aid the investigators wish 
  to provide. Those who go outside to watch or attack the dark 
  young may be impressed by how little damage the explosives 
  and their guns do to it—also, they are now good candidates for 
  capture or crushing by the beast. 
  Whom this monster captures depends on how the Keeper 
  feels about dealing with a divided group. The dark young has 
  been ordered to capture the tenants of the farmhouse, and 
  has five attacks each round, four of which can be maneuvers 
  to grab four humans. Likely candidates for capture are Nekler 
  and Drake as their skills will be the least valuable during the 
  rest of the episode. Rather than drain STR or outright kill any 
  captured humans, the dark young simply holds them tight in its 
  tentacles. Those held are unable to break free, although a lithe 
  investigator might be allowed an Extreme DEX roll to slip out 
  of the monster’s grasp (and take something like 1D6 falling 
  damage). Naturally, certain spells might cause the monster to 
  release one of its prisoners. In all cases, the dark young should be 
  allowed to (eventually) depart with at least two of the humans; 
  ideally, these should be people the investigators care enough 
  about that they will pursue in the hope of mounting a rescue. 
  If anyone is to be killed outright by the dark young during 
  the abduction attempt, it will most likely be Morrison, who’ll 
  bravely (albeit foolishly) attack the creature the most. Of 
  course, complete stupidity on an investigator’s part should be 
  met with deadly force. 
  Just when things look their bleakest and a couple of humans 
  are wrapped up in the monster’s tentacles, a truckload of FOC 
  “soldiers” comes roaring through the now torrential rain. The 
  driver, on seeing the monster, accelerates hard and rams into 
  the creature, seemingly driving it off. A generous Keeper may 
  decide that since a dark young takes normal damage from hand-
  to-hand combat, any impact related damage (i.e. a fast moving 
  vehicle) delivers normal damage: in this case, say, upwards of 
  3D6 damage. On the other hand, if the Keeper feels the group 
  of mercenaries overbalances the situation, feel free to have 
  another dark young come crashing out of the night—and keep 
  in mind that, while the creatures have orders to capture the 
  tenants of the farmhouse, there is no such constraint against 
  crushing these new arrivals. 
  Once the dark young has disappeared into the night and 
  the survivors wounds have been tended to, if no one has a plan, 
  one of the FOC soldiers suggest following the creature and 
  finishing it off. Anyone questioning this plan is shown a series 
  of small puddles leading from what remains of the farmhouse, 
  which seem to consist of dissolving goo which could be 
  its blood. The soldiers take this as proof that the monster is 
  clearly wounded and nearly done for. Ideally, have one of the 
  investigators spot the dark young’s blood, which could spark 
  the desire to mount a rescue.
  With thoughts of pursuing the monster and rescuing their 
  companions, the investigators (or one of the NPCs) may want 
  to quickly head to the FOC camp to pick up supplies, weapons, 
  and more men—see The Massacre, following. Otherwise, go to 
  Options (page 14).
  The Massacre
  Approaching the FOC mercenaries’ camp through the heavy 
  rain, the investigators hear the sounds of a battle. Screams, 
  gunfire, guttural growls, and other less identifiable but terrifying 
  sounds rage over the night air. 
  Arriving at the edge of the campsite reveals a scene of utter 
  horror. What’s left of the camp is strewn about as though a 
  train had come crashing through its center. The remains of what 
  once were experienced fighting men dot the area, seemingly 
  tossed about like dolls. Some appeared to be frozen solid. 
  Yet, the battle isn’t over. Before the investigators’ eyes 
  they see four dark young and ten mi-go soldiers (see Mi-Go 
  Soldier, page 25, Appendix A) are methodically butchering the 
  remaining men. Here and there puddles of yellowish-green goo 
  float on the blood soaked mud. Those men not lying twisted at 
  odd angles on the ground after being trampled outright, have 
  been ripped to pieces, or are hanging from trees. The Fungi 
  have the campsite nearly surrounded (the investigators have 
  wandered in through a break in the line), while the dark young 
  finish off any remaining resistance. Viewing such a devastating 
  scene of carnage provokes a Sanity roll (1D2/1D10 loss). 
  It should be painfully obvious there’s little, if anything, the 
  investigators can do. A kindhearted Keeper may allow brave and 
  quick-thinking investigators to stealthily snatch one or two of 
  the nearby surviving wounded and lead them to safety. Try to 
  avoid the entire party of investigators getting killed; if they all 
  attempt to engage the monsters, have enough investigators and/
  or NPCs survive (i.e. they remain hidden, out of the fight) so that 
  there’s enough characters for all of the players to continue with. 
  Alternatively, have the dark young capture the investigators. 
  Should anyone attempt to use one of the trucks, they find it’s 
  engine (and the men seated inside the cabin) frozen solid. If 
  necessary, don’t forget a viable consequence of insanity and a 
  bout of madness is to have the character flee the scene.
  Eventually the mi-go send the dark young to assault the 
  town while they take wing for Broken Hill (see The Mine 
  Entrance at Broken Hill, page 15). 
  If the investigators arrive at the camp after the mi-go have 
  attacked, or wisely wait for the monsters to leave, they may wish 
  to wade through the destruction and search for any survivors 
  or useful equipment. A successful Listen roll detects a low 
  moaning coming from an area of trees and thick brush. Upon 
  inspection, first one frozen foot, then another, can be found. 
  Next, chips of what appear to be frozen meat and bone point to 
  the frosted pant legs of one of Abelard’s men, his back against 
  a tree. Holding his frozen left arm, broken off at the elbow, 
  madness is writ in bold strokes upon his face; a soldier who 
  survived the horrors of the Great War only to lose everything 
  
  Month 4
  A Time to Harvest
  14
  fighting creatures whose presence makes a lie of all he held 
  sacred. Examination of the man leaves the investigators with 
  the certain knowledge that he is not long for this world. While 
  there is little in the way of First Aid to help him, comforting 
  words (or a successful Psychoanalysis roll) brings him out 
  of his catatonic state, whereupon he says, “All of sudden the 
  trees started to attack us... They just started grabbin’ men an 
  stomping… We couldn’t... Big bugs flew down from the trees 
  an’...an’... They had guns that froze things…”
  The soldier, whose name turns out to be Teddy Hobson, 
  slowly begins to realize he’s holding his frozen arm, and then 
  he glances at his legs. A look of understanding breaks across his 
  face as he examines his stumps and loses what little sanity he 
  had left, falling silent as the light goes out of his eyes. Within 
  moments he is dead.
  Note that if the investigators go straight to Broken Hill 
  rather than heading to the campsite first, they may visit 
  this scene of carnage once they have escaped. If so, use the 
  description as written but leave out the monsters (who are long 
  gone). Everyone at the site is dead except for Teddy (allowing 
  him to deliver his short monologue). Sanity loss for seeing the 
  remains of the massacre is 1/1D6.
  Options
  At this point the investigators have three options available to 
  them:
  Try to leave the valley: very difficult as a number of dark 
  young have been ordered to guard the only road in or out 
  of Cobb’s Corners. Attempts to sneak past will be all but 
  impossible, with the dark young employing The Red Sign spell 
  (see Spell Appendix, page 64, Chapter 1), effectively closing 
  off all avenues of escape. At some point, the arrival of Shub-
  Niggurath supersedes the mi-gos’ control, causing the creatures 
  to join their brothers in town for the killing spree. 
  Stay and hide in the farmhouse: simply means waiting for a 
  bunch of mi-go soldiers to swing by to check for survivors. They 
  root out any hidden investigators and order them at gunpoint 
  to Broken Hill. If there’s any doubt to this outcome, have two 
  dark young turn up as well.
  Attempt a rescue: ideally, the investigators chase the dark young 
  who kidnapped their friend(s) through the fields (on foot or 
  with their vehicles). The dark young is easy to track as it’s huge 
  and is not subtle in its journey to the mi-go. It’s a slow process, 
  as the fields are not easily traversed by man or automobile when 
  dry, let alone in the increasingly powerful deluge showering 
  down upon them. The dark young, who doesn’t worry about 
  tripping over corn furrows, makes good headway and delivers 
  any captured humans to its mi-go masters at Broken Hill with 
  plenty of time to spare. The mi-go use spore guns to render 
  the humans unconscious and then carry them through the 
  mines connecting to Round Hill for later interrogation. The 
  dark young is ordered to guard the Broken Hill mine entrance, 
  which it does until Shub-Niggurath manifests (as described in 
  Episode Five).
  The Mine Entrance  
  At Broken Hill
  Having followed the dark young or simply followed in the 
  wake of it destructive passing, the investigators arrive at Broken 
  Hill. The dark young can be seen stood someway up the hill, 
  as if guarding something. Observant investigators note their 
  captured comrades are nowhere to be seen. 
  Through the darkness, a successful Hard Spot Hidden roll 
  notices the monster is stood below some bushes—if Stealth 
  is used to move closer, the difficulty of the Spot Hidden roll 
  is reduced to Regular. Getting past this lone guardian may be 
  problematic, requiring cunning and stealth. 
  A few White Pine trees cluster around and up the hill, along 
  with various bushes and vegetation. Due to the recent activity 
  of the mi-go and dark young, the mine’s entrance is clear of 
  the vegetation used to disguise it, although it is hard to spot 
  in the darkness (Hard Spot Hidden roll). The entrance, a hole 
  roughly six-feet in diameter, is some two-hundred-and-fifty-
  feet up the hill. Keepers wishing to make the mine entrance 
  a more obvious clue might have the investigators arrive just as 
  the mi-go are carrying their captured comrades inside.
  The mine entrance is too small for the dark young to enter, 
  so an easy way to get past the creature is to have someone act 
  as bait to lure the monster away, allowing everyone else access 
  to the mine. The “bait” can hopefully circle back to enter before 
  the dark young returns. Less imaginative investigators may 
  attempt to kill the thing, which won’t be easy, even if it was 
  wounded by being hit with the mercenaries’ truck.      
  Once entrance is gained, the tunnel slopes downward at 
  a 45-degree angle for several feet before opening up into the 
  actual mine. No lights are available here, so hopefully someone 
  thought to bring some illumination. If not, a kind keeper may 
  allow a Luck roll to find an old, near empty, oil lamp—proving 
  that humans once used these dark tunnels for some reason. 
  The smell of the mi-go, somewhat like mildew mixed with old 
  moss, pervades the tunnels and grows stronger the closer the 
  investigators get to Round Hill. No rats, bats, or other vermin 
  inhabit these caves; terrestrial animals avoid the strange scent 
  and sub-atomic vibrations produced by the Fungi. 
   Approximately five miles worth of tunnel exist between 
  Broken Hill and the mi-go base beneath Round Hill. Those at 
  the Broken Hill end comprise a naturally formed cave complex, 
  which the mi-go have expanded to allow access through to 
  Round Hill. Fungi logic demands an orderly layout for their 
  mining operation and their technology enabled them to tunnel 
  in a near straight line from their base at Round Hill to join up 
  with the older cave system at Broken Hill. 
  The mi-go corridors are uniformly twenty-five-feet in 
  height and width, large enough to accommodate their mining 
  
  Episode 4
  A Time to Harvest
  15
  equipment. Almost all the corridors have been bored through 
  solid granite. The floors of many are perforated by twenty-foot 
  squares cut hundreds of feet deep (if the investigators could see 
  to the bottom). These cutout squares are the result of the mi-go 
  mining machine (see Earthquake Mining Machine, page 12, 
  Chapter 1). 
  All the investigators have to do follow the natural caves 
  down to the main mi-go corridor and follow it for five miles 
  until they come to the aliens’ base at Round Hill. Taking time 
  to negotiate the seemingly random twenty-foot square holes 
  means the investigators can avoid falling to their deaths. If 
  insane or otherwise in danger, avoiding these pits may call for 
  a DEX or Jump roll (and possibly a last ditch Climb or DEX 
  roll to avoid certain death). Obviously, cautious investigators 
  who rope themselves together or who simply keep hold of each 
  other’s hands can avoid letting a colleague fall to their doom.
  If following the main corridor, occasional tunnels branch 
  off from this corridor, leading to other mines or places of 
  interest to the Fungi. Chances of encountering mi-go along 
  this path should be little to none as they do not expect any 
  humans to get past the dark young and they don’t expect any 
  ore shipments from their other mines for quite some time. 
  Investigators making a successful Science (Geology) roll notice 
  small chunks of the Pasqualle Ore (if they are familiar with it) 
  in the strata of the rock. These deposits are too small for the mi-
  go to waste effort in extracting them. In one of the side tunnels 
  to the main corridor sits a twenty-foot high earthquake mining 
  machine. If an investigator meddles with the machine, ask for 
  a Luck roll: a result of 99 or 100 indicates they’ve managed to 
  somehow turn it on momentarily. The machine growls to life, 
  vibrating and humming with alien menace. Call for a Sanity 
  roll by the investigator who tampered with the machine (0/1D3 
  loss). After a few seconds the machine powers down and the 
  investigators (if they’ve not already run away) can breath a sigh 
  of relief. The mining machine was recently been brought here 
  to seal the corridor should the mi-go plan go wrong and lead to 
  inquisitive and angry humans finding their lair.
  The Moon Gate
  Eventually, the investigators see a faint blue-green glow 
  ahead. Closer inspection and a successful Science (Biology or 
  Botany) roll identifies it as coming from an unknown variety of 
  luminescent fungus (possibly extraterrestrial, if a sample is taken 
  and analyzed later). This mi-go engineered fungus, which can be 
  found throughout much of the Round Hill complex, emits light 
  just bright enough for a human to read and move about. 
  The fungus covers a wall to the right, in which another 
  corridor exists; this one a mere seven-feet in height, four-feet 
  wide. This corridor leads directly to the Round Hill base. 
  Directly ahead of the investigators, the corridor they’ve been 
  following stops dead at a bare wall of rock surrounded by a 
  five-foot diameter, one-foot deep arch reaching to the ceiling. 
  The arch is forged out of a metal that cannot be identified and 
  covered in mi-go script. Within the metal frame several dull 
  stones are embedded. This is the mi-go’s Gate to the Moon, 
  which plays a major part in Episode Six of the campaign. 
  The Moon Gate is currently inert and does not react to any 
  tampering or prodding by the investigators. 
  The Round Hill Complex
  The mi-go at Round Hill can be considered a token force at best. 
  Since the aliens consider all points of entrance well guarded, 
  internal security is very lax. The Fungi will be moving about their 
  complex, so if the investigators hope to pull off this rescue mission, 
  they should use stealth and wait for suitable opportunities. 
  Occasionally, the investigators may come across mi-go 
  sleeping in hallways and rooms—the aliens don’t have specific 
  sleeping quarters, so they pretty much work until they’re tired 
  and go back to work when they wake. Thus, sleeping mi-go 
  might be found curled up in the corner of a room, hanging 
  upside down from a corridor ceiling, or seemingly collapsed 
  next to a work station. Very few of the mi-go here are armed. 
  If the unthinkable happens and the mi-go find undesirables 
  in their base, they seal up important rooms and begin actively 
  patrolling the base in well-armed groups.
  In some rooms and often along the corridors are large 
  grates set into the floor, each approximately ten-feet in 
  diameter. The sound of running water can be heard in the 
  darkness below, suggesting some sort of underground river. The 
  grates can be lifted and removed with a successful STR roll 
  opposed by SIZ 150 (investigators will find it much easier if 
  they work together to lift a grate—see Physical Human Limits, 
  page 88, Call of Cthulhu Rulebook). Taking the plunge into the 
  unknown and jumping down through one of these holes, lands 
  the investigator in the river and out of the complex—go to The 
  Underground River, page 21.
  Illumination in the corridors and rooms comes from light 
  emitting fungus, which grows on walls and ceilings throughout 
  the complex. Investigators worried about getting lost in this 
  labyrinth can easily scrape small arrows in the fungus to point 
  their way out. 
  Optional Short Cut
  Keepers who don’t wish to have their players wandering 
  about in this potentially dangerous area may allow their 
  investigators to notice a soft radiance in the natural 
  caves inside Broken Hill. The light is emitted from a 
  metal arch leading into a room filled with other metal 
  arches, clearly of strange and futuristic design. The arch 
  is a Gate, costing 1 magic point and 1 Sanity point, 
  which deposits the investigators in one of the many 
  Gate rooms in the Round Hill complex (as described 
  in Gate Rooms, page 19).
  
  Month 4
  A Time to Harvest
  16
  Food Storage Rooms
  Roughly nine to ten-feet wide by twenty-feet long, these rooms 
  are filled with racks of trays covered in pale, almost transparent  
  (alien) fungus. A three-foot wide central pathway divides the 
  rooms in half. The whole place smells of rotting flesh, provoking 
  a CON roll: failure causes an investigator to become nauseous 
  and throw-up.
  The strange fungus consumed by the mi-go is stored 
  here after being imported from their home dimension. The 
  fungus, if consumed, is a lethal poison to humans (4D10 
  damage; Extreme CON roll to reduce damage by half). Its 
  extraterrestrial origin can be ascertained with a successful 
  Science (Biology or Botany) roll. The slimy, near transparent 
  food of the mi-go dissolves into nothingness in a month if a 
  sample is collected. It can neither reproduce nor long survive 
  in this dimension. 
  Libraries
  Huge rooms, three-hundred-feet long, by thirty-feet wide, 
  by one-hundred-and-eighty-feet in height, the libraries of 
  the mi-go hold the accumulated knowledge of their race. The 
  shelves were created in the walls by cutting away slabs of rock. 
  Suspended from the ceiling in each of these rooms is a mi-go 
  librarian (see Mi-Go Librarians, page 18, Chapter 1).  
  The mi-go librarian is a huge expanse of a mold-like 
  substance that covers the entire ceiling. Hanging down from 
  this mass are many long and tuberous tentacles, which the 
  librarian uses to communicate with other mi-go, allowing 
  it to retrieve the desired texts. Due to the dim lighting, the 
  investigators probably won’t notice this life form until one of 
  its tentacles snakes down from above and gently caresses one of 
  their faces—provoking a Sanity roll (0/1 loss). Looking up to 
  see the bizarre alien entity calls for Sanity check (0/1D3 loss).
  Sticky fingered investigators may decide to purloin a few 
  books—actually, collections of five-sided discs (see Disc Books, 
  page 12, Chapter 1)—for future reading. The Keeper may wish 
  to add a tracking device of some sort in the cylinder of the 
  book, to ensure mi-go agents come looking for the stolen 
  books at a later date. If the Keeper decides to go easy on the 
  players, the discs could yield fantastic discoveries once they are 
  translated, like new surgical techniques; an informative account 
  of the wars between alien races in Earth’s history; or even 
  details about how the mi-go have shepherded our evolution 
  for their own purposes. All such knowledge requires translation 
  and should come with a suitable Sanity loss.
  Computer Room
  This hexagonal shaped room contains three mi-go. Two are 
  wingless scientists, while the third is barely recognizable as a 
  member of the same species, a mi-go computer (see Mi-Go 
  Scientist profile, page 25, Appendix A; and page 17, Chapter 1 for 
  Mi-Go Computer). Investigators entering the room with stealth, 
  see the backs of the two scientists, who are in communication 
  with the computer—colors of various shades and intensity dance 
  upon the ellipsoid heads of the three aliens—the investigators 
  may choose to take a surprise attack. Those entering more noisily 
  will be heard and lose any potential for surprise. 
  Those making a concerted attempt to kill the scientists 
  find them relatively easy prey; all the aliens have to defend 
  themselves are their nippers. The living computer sends a silent 
  distress call to the other mi-go bases; if the investigators don’t 
  depart the complex quickly, they are liable for a hard time, as 
  armed and armored mi-go soldiers come flooding into the base 
  from various Gate rooms, spoiling for a fight.
  Suspended Animation Chambers
  The complex contains several rooms holding transparent 
  tubes, each filled with a pinkish fluid similar looking to the 
  stuff found in brain cylinders (if such devices have already 
  been encountered). Each room is circular, thirty-feet in 
  circumference, with the tubes lining the walls. In the center of 
  each room is a mi-go computer. A smaller “cousin” to the one 
  found in the Computer Room, its head is approximately eight-
  feet in diameter, with the rest of its atrophied body strewn on 
  the floor. Tendrils sprout from the pulsating head; each runs to 
  section of the tubes, somewhat like a power supply. 
  The tubes contain many representatives of species the 
  mi-go have encountered on this world and others. Humans, 
  bears, snakes, fish, and so on, all sleep away the ages unaware 
  the Fungi occasionally perform experiments on them; placing 
  them back in their prisons when finished (or sometimes back 
  into the world at large). 
  Exploring The Complex
  During the search for their captured colleagues, the 
  investigators may come across all manner of differing 
  rooms; each designed to fulfill differing functions. The 
  Keeper is at liberty to expand, cut, and otherwise alter 
  such rooms and the map of the mi-go complex to best 
  suit their needs. Exploring the base should be a thing of 
  frightening wonder, excited trepidation, and fear—not 
  a laborious exercise in cartography. 
  The map presented here shows a range of rooms, 
  which can be placed anywhere and in any order the 
  Keeper wishes. Feel free to make up your own alien 
  sights to insert in the path of the investigators. The 
  complex is uniform in look and design, so corridors are 
  identical and provide the opportunity for disorientation. 
  Sometimes things might not make sense to human 
  minds—remember, this complex was built by alien 
  minds, so anything goes.
  
  Episode 4
  A Time to Harvest
  17
  
  Month 4
  A Time to Harvest
  18
  Of special interest may be the occasional Mythos creatures 
  (and their accompanying Sanity loss) found floating in the 
  pink soup: deep one (0/1D6), elder thing (0/1D6), serpent 
  person (0/1D6), and a tiny insect from Shaggai (0/1D6) are 
  all likely candidates for imprisonment and experimentation by 
  the mi-go. A truly ostentatious Keeper might even have more 
  exotic exhibits. Note that the suspension fluid both sustains 
  and anesthetizes, so these creatures are unlikely to react to the 
  investigators’ presence (at the Keeper’s discretion). At the base 
  of each tube is a plaque written in mi-go script providing a 
  “scientific” description for each of the captives. 
  Investigators wishing to free any of the prisoners will have a 
  difficult time. The small mi-go computer regulates and controls 
  the tubes; it can read human thoughts (see Mi-Go Telepathy, 
  page 18, Chapter 1),  although it will not be concerned by or 
  event notice any humans entering the chamber. Should the 
  investigators harm the mi-go computer or attempt to damage 
  the tubes, the computer takes notice. In the split second it takes 
  to assess the situation and the interlopers’ intent, the computer 
  scans the investigators’ minds—most likely a mix of anger, fear, 
  insanity, and horror. Judging such thoughts to be threatening, 
  it sends out a distress signal. How long before mi-go soldiers 
  appear is determined by the Keeper: it takes at least 1D10+10 
  rounds, and more likely around 10 minutes, before the soldiers 
  can be heard entering the complex—providing the investigators 
  with a bit of time for any last actions or searches before they are 
  forced to flee the complex.
  Concerted and repeated force breaks open a tube (each 
  tube has 50 HP, once 25 points of damage has been received 
  the tube cracks open). Creatures freed become conscious within 
  a few minutes. Anything non-human will attempt to flee at 
  the first opportunity; although Mythos creatures may want to 
  snack on the investigators before they depart. The commotion 
  this is likely to cause can be a good or bad thing depending 
  on how much attention the investigators have already drawn 
  to themselves—certainly, the ensuing chaos of multiple 
  escapees might just cause enough of a distraction to allow the 
  investigators to slip away unnoticed.
  Worship Room
  The investigators smell this room before they enter it: a fetid 
  odor, like sour milk, pervades the surrounding corridors. 
  Dominating the center of this huge chamber (roughly one-
  hundred-feet square) is a crude sculpture of Shub-Niggurath, 
  somehow defying gravity and hovering over a circle of five 
  standing stones. Unlike the elder things, the mi-go lack artistic 
  expression in their drone-like society, concepts of beauty or art 
  are incomprehensible to them. Thus, this representation of the 
  Outer God boasts little in the way of detail or artistic insight. 
  It is so poorly depicted that the investigators do not have to 
  make Sanity rolls to view this “Cubist-like” artifact; although 
  should an investigator succeed with a Cthulhu Mythos roll, 
  recognizing what the sculpture actually is, they should make a 
  Sanity roll (0/1D4 loss). Sometimes, ignorance is bliss.
  Those entering notice there is a tarry substance on the floor, 
  making the ground sticky to walk upon. If Matherson is with 
  the group, she readily identifies the stuff as the decomposing 
  matter mi-go leave behind when they die. Judging by the 
  thickness and spread of the goo, staggering amounts of mi-go 
  have met their end here. 
  The standing stones are about five-feet high and covered 
  in mi-go script and unnerving depictions of crudely drawn 
  mouths, eyes, and what could be tentacles. Those able to read 
  this writing can see the stones are dedicated to the summoning 
  of Shub-Niggurath. The stones can be identified as being of 
  extraterrestrial origin with a successful Science (Geology) 
  roll. Furthermore, the stones have been enchanted to aid in 
  the summoning of the Outer god (adding +50% to chance of 
  success in casting the Call Shub-Niggurath spell).   
  Being in this chamber automatically sets the investigators’ 
  on edge. The sticky floor, the nauseating smell, and the 
  weird stones, all combine to make this place feel strange and 
  dangerous. If the investigators dwell too long in here (after five 
  minutes or so), describe how the walls are seemingly pressing 
  in on the investigators, how the air is growing thick and hot, 
  and how strange flickering can be seen in the corners of their 
  eyes. These are just the after effects of a place deeply imbued 
  with the otherworldly energy of an Outer God. Such feelings 
  only grow if the investigators tarry here too long—a growing 
  sense of dread that something awful is coming. The Keeper 
  is free to be inventive in describing such senses and feelings 
  and, if necessary, may call for a Sanity roll (1/1D4 loss), which 
  provokes a swift exit from the chamber.
  Note: the truth is that mi-go reproduction is (usually) 
  performed in the presence of their goddess; on those rare 
  occasions, Shub-Niggurath is summoned to attend over a 
  frenzied orgy, resulting in the death of the attendant mi-go. The 
  baby mi-go crawl out from their parents decomposing corpses, 
  latching on to “nurse” mi-go, much like remora sticking to a 
  shark; it’s a rite no human is ever likely to see or comprehend. 
  Storage Rooms
  Scattered throughout the complex are rooms containing supplies. 
  Each varies in size, with some as large sporting stadium containing 
  row upon row of mining machines. Supplies are stored in deep 
  shelves. Some things are crated up, while others lie loose, their 
  placement seeming to follow neither rhyme nor reason.
  Most of the items found are beyond human comprehension. 
  Many are strange bio-organic-machine parts that have no 
  Earthly analogy. Some look more like organs covered in a slimy 
  film, others like dried seed husks from which tendrils emerge 
  when touched. Despite the strange array of alien components, 
  several items may be of interest to nosey investigators. A 
  successful Spot Hidden roll discovers several thousands of 
  dollars in various currencies. Human clothing of various types 
  is neatly packaged in transparent bags, and various earthly items 
  (such as flashlights, tools, wigs, and so on) can also be found. 
  
  Episode 4
  A Time to Harvest
  19
  There are no weapons here. In addition, large quantities of raw 
  ore of all types, especially gold and silver, can be found. Some 
  rooms hold stacks of human books in a variety of languages 
  (all non-Mythos), their pages and bindings coated by a barely 
  detectable plastic film. 
  Gate Rooms
  There are several of these rooms in the complex. Each is 
  hexagonal in shape, with one of the sides containing the room’s 
  entrance and the others being utilized as Gates. The walls are 
  uniformly six-foot squares. The gates are the same as the Moon 
  Gate (page 15): five-foot in diameter, with a one-foot deep arch 
  reaching to the ceiling. The Gate ‘s rim is covered in mi-go 
  script and inset with several glowing stones.
  Note: if the Keeper is letting the investigators use a Gate from 
  the Broken Hills caves, one of these rooms would be its exit 
  point. In theory, the investigators could return the same way to 
  escape back to Broken Hill if suitable precautions are taken (i.e. 
  scratch an “X” in front of the correct Gate, plus use some means 
  to retrace their steps back to this room). 
  Some of these Gates lead to other mi-go bases on Earth, 
  while others send the brave traveler to worlds millions of light 
  years away, offering a glimpse of sights no human has ever 
  seen. The Gates are sometimes used by the human agents of 
  the mi-go and, consequently, have been adapted to alter the 
  traveler to suit the environment they arrive at, thereby avoiding 
  instant death; if a human traveled to a world where the gravity 
  was twenty times that of the Earth’s and the atmosphere was 
  pure methane, he or she would not be crushed like a pancake 
  and would be able to breathe. Upon returning to earth through 
  the same Gate, they would be returned to their normal state. 
  The alteration process is uncomfortable but otherwise near 
  seamless—how it manifests is left to the Keeper to determine. 
  Visiting such bizarre places may lead unwary investigators into 
  deadly situations, as well as necessitate Sanity rolls.
  Here are some of the possible Gates the investigators may 
  encounter and the magic point cost for their use (travel also 
  costs 1 Sanity point per person per journey). The Keeper is left 
  to determine appropriate sights (and the accompanying Sanity 
  loss) the investigators are likely to experience while looking 
  through each gate—see the Distant Vistas box nearby for some 
  suggestions.
  Destination
  Magic Points
  Mi-go base - Appalachians Mountains
  1
  Mi-go base - Andes Mountains
  3
  Mi-go base - Himalayan Mountains
  3
  Mi-go base - Moon
  5
  Mi-go base - Mars
  8
  Mi-go base - Yuggoth
  9
  Aldebaran
  14
  Fomalhaut
  14
  Sharnoth
  16
  Xoth
  18
  Kythamil
  19
  Shub-Niggurath
  20
  Brain Cylinder Storage Rooms
  The infamous brain cylinders of the mi-go are kept in these, 
  circular, fifty-foot circumference rooms. Within the walls are 
  carved niches holding individual cylinders. Strewn about the 
  floor are numerous cables, seemingly connected to the various 
  cylinders.
  Those attempting to remove a cylinder from its niche 
  must disconnect it from three cables attached to the sockets 
  in its front (sensory apparatus). For further details see Brain 
  Cylinder, page 11, Chapter 1). 
  Captured investigators and NPCs who have had their brains 
  removed could be found here—assuming the investigators have 
  enough time to check through all of the many cylinders, and 
  take time to plug in the sensory equipment so they can identify 
  a cylinder’s inhabitant.
  Option: a potential encounter here could be with Laurence 
  Jarvis, the assassin, from Episode Two. If he wasn’t killed in 
  Arkham—or more specifically, if his brain wasn’t completely 
  destroyed—then his brain might be found here in one of 
  the cylinders. Jarvis has all of the sensory cables attached, 
  allowing him to see, hear, and speak. When he recognizes the 
  investigators, he does his best to kill them in a fit of revenge. 
  Even though confined to a cylinder, Jarvis is still a potent foe 
  due his enhanced psychic abilities. He can create illusions, use 
  telekinesis to make cables whip out in attack (assume 40% to hit, 
  1D3 damage) or trap and bind (opposed STR or DEX versus 
  Jarvis’ POW), the worst part for the investigators is that they 
  won’t know who or what is attacking them, as Jarvis remains 
  silent. If the investigators manage to escape this mental assault, 
  Jarvis attempts to get the attention of any mi-go passing by.
  Surgery Rooms
  The surgery rooms are hexagonal, each wall being a ten-foot 
  square. In each room, the doorway is obscured by the roiling 
  green gas (produced by Anti-Bacteriological Misters, see 
  Chapter 1). If entering inside, the gas vapor causes intestinal 
  cramps and requires a Hard CON roll: if failed, apply increased 
  difficulty to physical actions (increase difficulty level by one 
  step or apply a penalty die) for 1D6+3 hours.
  In the center of each of these rooms are multi-positional 
  metal tables, complete with pliable metal straps for holding 
  “patients” in place. Within the walls, shelves hold vicious-
  looking and nightmare inducing alien surgical tools, as well 
  as empty brain cylinders and containers holding a wide array 
  
  Month 4
  A Time to Harvest
  20
  of noxious and unknown chemicals. At the far side of the 
  rooms are vats, some containing what look to be mi-go limbs 
  and organs, including: wings, arms, brain matter, and a host of 
  other organs of unknown purpose. The body parts float in a 
  pinkish-white milky liquid, which clings to flesh if touched (it 
  eventually disintegrates after 10 hours). 
  Nearby the vats are mi-go in various stages of (what looks 
  like) vivisection; limbs removed, torsos cut open, and so on. All 
  of these mi-go are in a state of limited suspended animated, so 
  are unlikely to become aware of the investigators. These aliens 
  are currently being re-engineered for new tasks. Seeing such 
  alien science provokes a Sanity roll (0/1D6 loss).  
  In the floor are at least one or two grates through which 
  the sound of running water can be heard. The mi-go use 
  the grates to flush blood, body parts, and other offal into an 
  underground stream below the complex. The holes are about 
  twenty-feet deep by ten-feet in diameter and possess the same 
  anti-bacteriological misting system as the doorways. 
  One of the surgery rooms contains tanks in which float 
  human bodies, of various ages, in a clear, syrupy liquid. All 
  specimens appear to be in very robust health. All the bodies, 
  be they children up to around 35 years-of-age, have had their 
  brains replaced by cables running from the ceiling. These people 
  are undergoing alteration to become enhanced agents (see Mi-
  Go Human Agent: Enhanced Body, Chapter 1). 
  Captives’ Room
  Along with two scientists (see Mi-Go Scientist, Chapter 1), 
  this room holds any humans (investigators, NPCs) recently 
  captured by the dark young or mi-go. The room is hexagonal, 
  each wall being a ten-foot square. With a successful Stealth 
  roll, investigators may slip inside and watch events while 
  hidden behind various shelving units and storage boxes.
  What the investigators see is dependent on recent events:
  • 
  If the investigators have caused an alarm to trip in the 
  complex: the Fungi are armed with spoor guns or mist 
  projectors. 
  • 
  If no alarm has been raised: the mi-go are armed only 
  with their strange alien surgical tools. 
  If the investigators simply watch, the following procedures take 
  place:
  If only one human was captured: one of the Fungi is spreading 
  some substance (see Arterial Contraction Cream, Chapter 1) 
  on the victim’s head. The mi-go then cuts open the person’s 
  skull with a sonic emitter and gingerly removes the brain, 
  transferring it to an empty braincase. After checking diagnostics 
  on the cylinder (to make sure the brain is still functional), the 
  Fungi attach a hose from a device on the floor and activate 
  it. The machine produces a truth serum, which will be used 
  to determine how much this human knows about the mi-go. 
  After five minutes, the mi-go attach cables linked to hearing 
  and speaking devices, allowing the brain to be questioned.
  If more than one person was captured: event proceed as 
  described above; however, one of their friends (perhaps even 
  a player character) is already in a brain cylinder and being 
  questioned, with everyone else unconscious on the floor. 
  Hopefully the investigators step in before it’s too late—if 
  they don’t, then call for a Sanity roll (1/1D4+1 loss) for allowing 
  the operation to proceed.
  Investigators who haven’t already roused the base and who 
  use stealthy melee attacks to incapacitate or kill the two mi-go, 
  probably won’t draw any further unwanted attention, while 
  Distant Vistas
  Mi-go bases (except for Yuggoth): virtually identical to 
  the complex at Round Hill.
  Mi-go base – Moon: a small base overlooking 
  an ancient (now sunken) city of the Great Race, 
  comprising a series of pyramids—each holding secrets 
  man was not meant to know.
  Mi-go base – Mars: a mi-go laboratory and 
  experimentation colony, positioned near to an unknown 
  ancient city (possibly Mars’ indigent race).
  Mi-go base – Yuggoth: dark, windowless towers of 
  basalt fashioned aeons ago now hold the largest mi-go 
  colony in the solar system—same as the Round Hill 
  base, but on a massive scale.
  Aldebaran: a dark planet on which flows the black 
  waters of the Lake of Hali, across from the foreboding 
  and nightmare city of Carcosa, where Hastur is said to 
  dwell.             
                    
  Fomalhaut: the radiantly bright home of Cthugha and 
  its court of flame-like creatures, where substance has 
  no form. 
  Sharnoth: where the Crawling Chaos sits in a dead city, 
  surrounded by statuary reminiscent of ancient Egypt.
  Xoth: the home of the repulsive Star-Spawn, who lie 
  in death-sleep inside crumbling cyclopean towers of 
  strange angles and dimensions.  
  Kythamil: said to be home of Tsathoggua prior to its 
  descent to the Earth. Oceans of black viscous matter 
  spawn abominable creatures without shape or sense. 
  
  Episode 4
  A Time to Harvest
  21
  those using guns undoubtedly will. If the mi-go realize that the 
  investigators have them outgunned, they pretend to surrender, 
  and in buzzing voices engage the investigators in conversation; 
  answering questions with lies, and agreeing to lead them out of 
  the complex (only to steer them towards more mi-go). If they 
  think the investigators will go for it, they offer eternal life as 
  agents; no human has ever breached the security of this base 
  and the mi-go would like to have these industrious individuals 
  working for them. The Fungi give a hard sell, explaining 
  the camaraderie the human brains feel as they explore the 
  universe in the safety of their cases, and how their brains can 
  be transplanted into better bodies, even biologically enhanced 
  bodies, stronger and more durable than their current “shells.”
  If the investigators prefer to use guile rather than might 
  to rescue their friends, all they need to do is cause a suitable 
  distraction to draw the mi-go from the room. This is a risky 
  exercise though, as the aliens will avoid leaving their charges 
  for too long and may raise an alarm if they suspect humans 
  have infiltrated the base. The Keeper should judge any schemes 
  of this nature on their own merit and apply appropriate skill 
  rolls as necessary.
  The Great Escape
  At this point, the investigators may have four options for 
  escape:
  • 
  They could use the Gate from Round Hill to return 
  to the Broken Hill mine—assuming the investigators 
  had already found the Gate and can find their way 
  back to the appropriate Gate Room. Successfully 
  taking this course of action concludes Episode Four.
  • 
  They could try to use some of the mi-go as hostages and 
  force their way out—possibly a bad idea, as individual 
  Fungi care nothing for themselves and only for the good 
  of the colony. Any hostages attempt to cause trouble: 
  leading the investigators into traps, sounding alarms, 
  and so on. If the investigators survive and manage to 
  exit the complex, they conclude Episode Four.
  • 
  Another possibility is that the humans defeat the mi-
  go scientists without rousing the entire base and slip 
  out the way they came in (either through the Gate to 
  Broken Hill or back along the main corridor) without 
  raising an alarm. Successfully taking this course of 
  action concludes Episode Four.
  • 
  Unlikely though it is, the investigators could somehow 
  find their way out of the complex up through the maze 
  of corridors and out onto the side of Round Hill, some 
  five miles distant from Broken Hill. Successfully tak-
  ing this course of action concludes Episode Four.
  • 
  The final option involves taking a desperate plunge 
  through a floor grate into the underground river 
  running beneath the complex. This option may be the 
  only way out if the mi-go have been alerted to the 
  investigators presence—see the next section.
  The Underground River
  Investigators taking their chances with the river fall a distance 
  of forty-feet and land in surprisingly warm water. The water 
  has an average depth of fourteen-feet and a slight current 
  gently pulls the investigators along a meandering path through 
  lightless caverns.
  As long as they can float, the investigators won’t have to 
  swim—quick thinking or good planning means the investigators 
  might use an empty brain cylinder as a floatation device, as well 
  as serving to house and protect matches, flashlights, guns, and 
  the like from the water. An INT or Luck roll might nudge the 
  investigators to think of this solution. Otherwise, a successful 
  Swim roll is needed to safely exit the caverns through the river.
  Those individuals who loaded up on gold, cylinders, books, or 
  other ill-gotten gains will have to relinquish them go or make a 
  successful Hard Swim roll to survive the river (the Keeper is well 
  within their rights to make this roll Extreme if an investigator 
  is ridiculously weighed down with plunder). Generous Keepers 
  may allow investigators to share the burden if they’ve declared 
  they’re attempting to stick close to one another. 
  Failure to bring floatation devices or swim out of the river 
  means a chance of drowning (see Table III: Other Forms of 
  Damage, page 124, Call of Cthulhu Rulebook). Allow other 
  investigators to support if nearby (either automatically ending 
  the danger, or at least providing a bonus die to CON rolls). 
  As they float or swim, the sounds of trickling water, the by-
  product of the raging storm overhead, and the occasional claw-
  on-stone scurrying of a mi-go in the base above them can be 
  heard echoing throughout the caverns. After an indeterminable 
  period of floating along in total darkness, light can be seen to 
  flicker sporadically across the cavern ceiling several yards in 
  front of the investigators. With the occasional play of light 
  to guide them, the investigators find a rocky beach to exit the 
  water and rest up. 
  Curious individuals checking out the far side of the beach 
  find an underwater cave. Light (possibly from lightning 
  flashes or sunlight, depending on the time) can clearly be seen 
  emanating through the water, suggesting a way outside. Diving 
  into the submerged cave, allows the investigators to exit at the 
  far end of the cave, bringing them outside into the open air (no 
  Swim roll required). Those who stay in the cavern are doomed 
  to a slow death by starvation.
  Having escaped the mi-go lair, the investigators have 
  concluded Episode Four. Episode 5 picks up immediately from 
  this point.
  
  Month 4
  A Time to Harvest
  22
  Rewards For Episode Four
  • 
  Rescuing friends and comrades from the clutches 
  of the mi-go grants +1D6 Sanity points per person 
  rescued.
  
  Episode 4
  A Time to Harvest
  23
  Friends And Acquaintances
  Alexandru Cuzra, age 49, farmer
  STR 75 
  CON 65 
  SIZ 60 
  DEX 40 
  INT 70 
  APP 45 
  POW 50 
  EDU 45 
  SAN 23  
  HP 12
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 12
  Brawl 
   
  60% (30/16), damage 1D3,  
   
   
  knife 1D4 + 2 + 1D4 
  12-g shotgun (2B) 
  45% (22/9), damage 4D6/3D6/2D6
  Dodge 
   
  25% (12/5) 
  Skills: Art/Craft (Farming) 70%, Art/Craft (Woodwork) 60%, 
  Climb 50%, Cuss & Swear 70%, Credit Rating 12%, Fast Talk 
  45%, History 45%, Intimidate 50%, Listen 60%, Mechanical 
  Repair 65%, Natural World 75%, Navigate 55%, Occult 65%, 
  Psychology 30%, Ride 50%, Science (Astronomy) 45%, Stealth 
  55%, Swim 40%, Track 65%.
  Languages: English 70%, Romanian 80%.
  Emelda Cratchett, age 24, widow
  STR 50 
  CON 80 
  SIZ 40 
  DEX 75 
  INT 65 
  APP 75 
  POW 70 
  EDU 55 
  SAN 70 
  HP 12
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 14
  Brawl 
   
  25% (12/5), damage 1D3 
  Dodge 
   
  45% (22/9) 
  Skills: Accounting 45%, Art/Craft (Home Maker) 70%, 
  Charm 50%, Credit Rating 21%, First Aid 60%, Grieve 85%, 
  Listen 60%, Natural World 50%, Occult 20%, Persuade 70%, 
  Psychology 50%, Spot Hidden 50%, Stealth 60%, Swim 45%, 
  Throw 35%.
  Languages: English 60%.
  FOC Mercenaries, fighting men
  Use the following for all FOC mercenaries. Each will be armed 
  with one of the firearms listed below.
  STR 65 
  CON 70 
  SIZ 55 
  DEX 70 
  INT 65 
  APP 50 
  POW 60 
  EDU 70 
  SAN 60 
  HP 12
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 12
  Brawl 
   
  80% (40/16), damage 1D3,  
   
   
   
  knife 1D8 
  .303 Lee-Enfield rifle 
  60% (30/12), damage 2D6 + 4
  Thompson SMG  
  45% (22/9), damage 1D10 + 2 
  Browning Automatic Rifle MG 
  40% (20/8), damage   
   
   
   
  2D6 + 4
  .45 revolver   
  45% (22/9), damage 1D10 + 2
  Hand grenade  
  40% (20/8), damage  
   
   
   
   
  4D10/2D10/1D10 (3/6/9 yards)
  Dodge 
   
  35% (17/7) 
  Armor: none.
  Adversaries
  Jarvis, psychic brain
  Killing Jarvis is pretty easy so long as the investigators can find 
  his brain cylinder amongst all of those in the mi-go cylinder 
  storage room. Being just a brain, physical statistics are not 
  provided.
  STR — 
  CON — 
  SIZ — 
  DEX — 
  INT 85 
  APP — 
  POW 110 EDU — 
  SAN 00  
  HP 1
  DB: — 
  Build: — 
  Move: — MP: 12
  Spells: Contact Mi-Go.
  Psychic Powers: 
  • 
  Go Unseen (cost: 5 magic points per person affected): 
  can direct an individual’s mind not to notice his pres-
  Appendix A:  
  Personalities and Monsters
  
  Month 4
  A Time to Harvest
  24
  ence, in effect, making him invisible. This invisibility 
  has no effect on mindless things, such as cameras and 
  the like. The effect can be maintained for up to an 
  hour’s duration but may end sooner if Jarvis does 
  something drastic to draw attention upon himself 
  (like knocking over a shelf or attacking the target).      
  • 
  Send Nightmare (cost: 8 magic points): sends a hor-
  rific nightmare to a sleeping target, causing them to 
  wake up screaming and lose 1D3 Sanity points. 
  • 
  Telekinesis (cost: variable magic points: 1 point equiv-
  alent to 5 STR): mentally moves an object. Useful for 
  bringing an item to hand, hurling objects at a person, 
  or lashing out with a telekinetic blow. Every 1 magic 
  point spent provides Jarvis with 5 points of STR for 
  use in one task. Small things, like directing a book to 
  his hand may only cost 1 magic point, while trying to 
  push someone out of a window would require Jarvis’ 
  telekinetic STR to be matched against the target in 
  an opposed roll (assume the target’s STR if they were 
  aware of the coming attack, or their SIZ if a surprise 
  attack). 
  Dark Young of Shub-Niggurath  
  Use the following for any dark young encountered during this 
  episode.
  These enormous beings, formed from a mass of ropy, black 
  tentacles, with many large, puckered mouths scattered over 
  their surface, all dripping green goo. This walking nightmare 
  strides upon three stout tentacles ending in black hooves and 
  stand between twelve and twenty-feet tall. When unmoving, 
  they can resemble trees; although, they smell like open graves. 
  STR 220 
  CON 80 
  SIZ 220 
  DEX 80 
   INT 60 
  APP —  
  POW 90 
  EDU — 
  SAN — 
  HP 30 
  DB: +4D6 Build: 5 
  Move: 8 
  MP: 18 
   
  Attacks per round: 5 (may only use one Trample attack per 
  round)
  In its masses of tentacles, a typical dark young has four thicker 
  sinuous tentacles with which it attacks. Each of these thicker 
  tentacles can strike out to injure. It may also kick out with its 
  hooves, simply crush, or strike with its massive bulk.
  Trample: may trample with its massive hooves, typically hooting 
  and bellowing as it rears up to trample as many opponents as 
  it can (up to 1D4 humans if they are situated close together).
  Grab (maneuver): may use its tentacles to grab and capture up 
  to four victims. If a victim is grabbed, he or she may be held up 
  to one of the horrible sucking mouths and drained of 1D10+5 
  STR per round (this STR loss cannot be restored). Those held 
  are unable to break free, although a lithe investigator might be 
  allowed an Extreme DEX roll to slip out of the monster’s grasp 
  (and suffer 1D6 falling damage).
  Note: in this episode, the dark young sent to the farmhouse 
  have been ordered to capture rather than kill humans. 
  Fighting 
   
  80% (40/16), damage 4D6
  Grab (mnvr)  
  grabbed and held 
  Trample  
   
  40% (20/8), damage 2D6 + 4D6 
  Dodge 
   
  40% (20/8)
  Armor: firearms attacks deal only 1 point of damage per bullet 
  (2 points for an impale). Hand-to-hand weapons inflict normal 
  damage. Attacks dependent on heat, blast, corrosion, electrical 
  charge or poisoning have no effect.
  Spells: Knows up to 6 spells; suggest: Cloud Memory, Contact 
  Mi-Go, Enthrall Victim, Fist of Yog-Sothoth, Shrivelling, The 
  Red Sign.
  Skills: Hoot Loudly 80%, Stealth (bonus die in woods) 30%.
  Sanity Loss: 1D3/1D10 Sanity points to see a dark young.
  Mi-Go Soldier
  Use the following for mi-go soldiers encountered during this 
  episode.
  STR 100 
  CON 100 SIZ 80 
  DEX 85 
  INT 65 
  APP —  
  POW 65 
  EDU — 
  SAN — 
  HP 18 
  DB: +1D6 Build: 2 
  Move: 1/11 flying 
  MP: 13 
   
  Attacks per round: 2 claws or 1 grab/hold, or 1 weapon
  Can attack in hand-to-hand combat with two nippers at once. 
  If the target is hit, the mi-go can attempt to hold the victim 
  (maneuver) and fly into the sky to drop the victim from a 
  height, or take the victim up so high that his or her lungs burst.  
  Fighting 
    
  70% (35/14), damage 1D8 + 1D6
  Seize (mnvr) 
  seize victim (of their build or  
   
   
   
  smaller) and carry them into the sky
  Electric gun  
  65% (32/13), damage 1D10 + special  
   
   
  (see Chapter 1)
  Mist Projector 
  60% (30/12), damage 1D10 per  
   
   
   
  round (see Chapter 1)
  Dodge  
   
  45% (22/9)
  Armor: 3-point carapace; extra-terrene body causes all impaling 
  weapons to do minimum possible damage.
  Spells: Each has 30% chance to know 1D3 spells.
  Sanity Loss: 0/1D6 sanity points to see a soldier mi-go.
  
  Episode 4
  A Time to Harvest
  25
  Mi-Go Standard Form
  Use the following for a typical mi-go encountered in the 
  Round Hill complex. 
  STR 60 
  CON 50 
  SIZ 50 
  DEX 70 
  INT 65 
  APP —  
  POW 65 
  EDU — 
  SAN — 
  HP 10 
  DB: 0 
  Build: 0 
  Move: 7/13 flying 
  MP: 13 
   
  Attacks per round: 2 claws or 1 grab/hold, or 1 weapon
  May attack in hand-to-hand combat with two nippers at once. 
  If the target is hit, the mi-go can attempt to hold the victim 
  (maneuver) and fly into the sky to drop the victim from a 
  height, or take the victim up so high that his or her lungs burst.  
  Fighting  
   
  45% (22/9), 1D6 
  Seize (mnvr) 
  seize victim (of their build or  
   
   
   
  smaller) and carry them into the sky
  Spoor gun  
  40% (20/8), special (see Chapter 1)
  Electric Gun  
  35% (17/7), damage 1D10+Special  
   
   
  (see Chapter 1)
  Mist Projector  
  40% (20/8), damage 1D10 per round  
   
   
  (see Chapter 1)
  Dodge  
   
  35% (17/7)
  Special powers: Hypnosis, Telepathy, Void Light (see Chapter 1).
  Armor: None, however their resonating extra-terrene body 
  causes all piercing weapons (bullets included) to do the 
  minimum damage.
  Spells: Each has an INT x2 chance to know 1D3 spells.
  Sanity Loss: 0/1D6 Sanity points to see a mi-go.
  Mi-Go Scientist
  Use the following for the mi-go scientists encountered in the 
  alien’s Round Hill complex. 
  STR 55 
  CON 55 
  SIZ 55 
  DEX 55  
  INT 110 
  APP —  
  POW 65 
  EDU — 
  SAN — 
  HP 11 
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 13 
   
  Attacks per round: 2 claws or 1 weapon
  Fighting 
    
  30% (15/6), damage 1D6 
  Electric gun* 
  25% (12/5), damage 1D10 + special  
   
   
  (see Electric Gun)
  Dodge  
   
  30% (15/6)
  *Not carried.
  Armor: None; extra-terrene body causes all impaling weapons 
  to do minimum possible damage.
  Spells: Each has 40% chance to know 1D3 spells.
  Sanity Loss: 0/1D6 sanity points to see a scientist mi-go.
  
  Month 4
  A Time to Harvest
  26
  Player Handouts
  Player Handouts
  May 10th 1853
  Finally on my way home again, the sun is shining, birds are singing, 
  and I am sitting in the most wretched smelling boxcar between 
  here and Vermont. I almost didn’t make the train, but was 
  luckily helped aboard by an Indian fella. We’ve spent most of the 
  day talking and swapping stories while a few other passengers 
  lie on the other side of the car, snoring fit to raise the dead.
  This Indian, I’ll call him ‘Hank’ as I didn’t get his real name, told 
  me a peculiar story. Hank said his people are the Abenaki’s from 
  the Green Mountains in Vermont, close to my home in Cobb’s 
  Corners. One mountain he mentioned by name was Broken Hill 
  and I think I recall hearing that name back in my youth. According 
  to Hank, strange critters had been living in the mountains there 
  since before God created man. In fact, he said these creatures 
  don’t worship no Christian God, he says they worship other 
  things. These creatures don’t really bother anybody much, as 
  long as folk keep their distance from certain hills where they 
  live. Hank said you can find such places if you know what to 
  look for. Places animals shy from, spooky quiet places, or have 
  strange old stones marking the territory. Sometimes they take 
  people in the night, especially people who go poking around in 
  their hills. Sometimes they send the people back, but changed, 
  and never the same as they was before.
  Hank swore that one time when he was a boy, his father pointed 
  out one of the creatures flying haphazardly across a moonlit 
  sky. Hank asked his father why the thing flew like a wounded 
  duck. His pa told him that, just as he could never swim as well 
  as a fish, neither would this creature fly like a bird, as if the 
  sky was not its home. Hank’s father warned him to watch were 
  he stepped, as the creatures loved to dig in the earth and had 
  created vast warrens in the mountains. From what I gather, 
  these things are digging for something, like precious metals or 
  gems or some such. Apparently, they can’t find whatever they 
  are looking for anywhere else. 
  It got me to thinking as I sat quiet looking at Hank. I’m sure I 
  recall about some caves up in a mountain called Broken Hill near 
  home. I’m writing this all down to remind me to look into it 
  when I get home. A fella could make a killing selling these critters 
  mineral rights!
  Harvest: Handout 16
  
  Episode 4
  A Time to Harvest
  27
  Handout: Harvest Papers 15
  The Team’s Equipment and Armory
  In addition to any personal weapons brought, are the following:
  • 
  Six British Lee-Enfield Mk3 .303 rifles, with 600 rounds
  • 
  Four Colt model 1917 .45 revolvers
  • 
  Two Thompson M1921 submachine guns, with 800 rounds
  • 
  Three Very pistols (flare guns), with 50 flares for each
  • 
  Case of 24 hand grenades
  Key:
  † Burn: Luck roll to avoid catching fire; take minimum damage first round, double damage each round thereafter until extinguished. 
  *Grenade: delivers 4D10 damage to all within 3 yards, 2D10 to those within 6 yards, and 1D10 to those within 9 yards.
  • 
  Bedding
  • 
  Canned food
  • 
  Bottled water
  • 
  Medical supplies
  • 
  Kerosene lanterns
  • 
  Electric torches (with plenty of batteries)
  • 
  Three pairs of binoculars
  • 
  Miscellaneous tools
  • 
  An extensive chemistry and biology lab
  • 
  Two short-wave radios 
  • 
  A nine-foot tall radio antenna (to be attached to 
  the roof of the farmhouse)
  • 
  A portable generator (used only to power the radio)
  • 
  Four 50-gallon steel drums of gasoline
  • 
  Ford model TT truck 
  • 
  Ford model A car
  Weapon
  Skill
  Damage
  Base Range
  Uses per 
  Round
  Magazine
  Malfunction
  .303 Rifle 
  Lee-Enfield Mk3 
  Rifle
  2D6+4
  110 yards
  1
  10
  00
  .45 Revolver 
  Colt model 1917 
  Handgun
  1D10+2
  15 yards
  1 (3)
  6
  00
  Submachine Gun 
  Thompson M1921
  SMG
  1D10+2
  20 yards
  1 or Full Auto
  30
  96
  Signal/Flare Gun
  Very Pistol
  Handgun
  1D10+1D3 burn †
  10 yards
  1/2
  1
  00
  Hand Grenade
  Throw
  4D10* (3 yards)
  STR/5 yards
  1/2
  1
  99
  
  Month 3
  A Time to Harvest
  28
  
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