TEXT: 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  AUGUST 2017 
  
   
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  GM’S MONTHLY MISCELLANY: AUGUST 2017 
  Featuring	 material	 from	 some	 of	 Raging	 Swan	 Press’s	 newest	 products	 as	 well	 as	 classic	 releases	 of	 yesteryear,	 advice	 articles	 and	
  material	from	Creighton’s	own	Borderland	of	Adventure	campaign,	the	GM’s	Monthly	Miscellany	series	is	a	terrific	free	resource	for	the	
  busy,	time-crunched	GM.		
  	
  Design:	John	Bennett,	Creighton	Broadhurst	and	Thilo	Graf	
  Development:	Creighton	Broadhurst	
  Art:	 William	 McAusland	 and	 V	 Shane.	 Some	 artwork	 copyright	
  William	McAusland,	used	with	permission.	
  Cartography:	Maciej	Zagorski	(The	Forge	Studios)	
  Thank	you	for	purchasing	GM’s	Monthly	Miscellany:	August	
  2017;	we	hope	you	enjoy	it.		
  	
  If	you	did,	please	consider	leaving	a	review.	
  	
  If	you	didn’t,	did	you	know	Raging	Swan	Press	offers	a	money	
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  C O N T E N T S  
  Foreword	......................................................................................	2	
  10	Ogres	with	Personality	............................................................	3	
  Needlebriar	At	A	Glance	...............................................................	4	
  Notable	Locations	at	a	Glance	......................................................	5	
  Oleander's	Sanctuary	At	A	Glance	................................................	6	
  Goblin	Crunch	...............................................................................	8	
  3	Things	NOT	to	Include	in	Your	Dungeon	Design	......................	10	
  Support	Raging	Swan	Press	........................................................	11	
  OGL	V1.0A	..................................................................................	11	
   S O U R C E S  
  As	 well	 as	 new,	 never	 seen	 before	 material	 from	 my	 own	
  Borderland	 of	 Adventure	 campaign,	 this	 instalment	 of	 GM’s	
  Monthly	 Miscellany	 presents	 information	 from	 several	 Raging	
  Swan	Press	products	and	advice	articles	including:	
  § 
  Village	Backdrop:	Needlebriar	John	Bennett.	
  § 
  Places	of	Power:	Oleander’s	Sanctuary	Thilo	Graf.	
  § 
  100%	Crunch:	Goblins	Creighton	Broadhurst.	
  	
  	
  	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	contents	of	GM’s	Monthly	Miscellany:	August	2017	are	Open	
  Game	 Content	 as	 defined	 in	 the	 Open	 Gaming	 License	 version	
  1.0a	 Section	 1(d).	 No	 portion	 of	 this	 work	 other	 than	 the	
  material	designated	as	Open	Game	Content	may	be	reproduced	
  in	any	form	without	written	permission.	The	moral	right	of	John	
  Bennett,	Creighton	Broadhurst	and	Thilo	Graf	to	be	identified	as	
  the	authors	of	this	work	has	been	asserted	in	accordance	with	
  the	 Copyright	 Designs	 and	 Patents	 Act	 1988.	 ©Raging	 Swan	
  Press	2017.	
  	
  Pathfinder	 is	 a	 registered	 trademark	 of	 Paizo	 Inc.,	 and	 the	
  Pathfinder	 Roleplaying	 Game	 and	 the	 Pathfinder	 Roleplaying	
  Game	Compatibility	Logo	are	trademarks	of	Paizo	Inc.,	and	are	
  used	 under	 the	 Pathfinder	 Roleplaying	 Game	 Compatibility	
  License.	 See	 http://paizo.com/pathfinderRPG/compatibility	 for	
  more	information	on	the	compatibility	license.	
  	
  Compatibility	with	the	Pathfinder	Roleplaying	Game	requires	the	
  Pathfinder	
  Roleplaying	
  Game	
  from	
  Paizo	
  Inc.	
  See	
  http://paizo.com/pathfinderRPG	 for	 more	 information	 on	 the	
  Pathfinder	 Roleplaying	 Game.	 Paizo	 Inc.	 does	 not	 guarantee	
  compatibility,	and	does	not	endorse	this	product.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  
  2	
  F O R E W O R D  
  Hopefully	by	the	time	you	read	this	several	things	will	have	come	
  to	pass.	We	will	be	enjoying	proper	summer	weather	(can	you	
  tell	 I’m	 English?),	 the	 renovations	 to	 Global	 HQ	 will	 be	 well	
  underway	and	my	broken	ankle	will	be	fixed	and	I’ll	be	out	and	
  about	again	on	my	amazing	adventures!			
  	
  On	the	plus	side,	the	busted	ankle	means	I	have	more	time	
  to	 write	 (something	 I	 love	 doing)	 and	 I’m	 a	 firm	 believer	 in	
  finding	 the	 positive	 in	 any	 given	 situation.	 It’s	 amazing	 how	
  productive	you	can	be,	if	you	have	no	choice.	
  	
  It’s	shaping	up	to	be	a	cracking	year	at	Raging	Swan	
  Press	 (except	 for	 the	 aforementioned	 ankle)	
  and	I	hope	you	year	is	going	similarly	
  well.	 I	 also	 hope	 the	 material	 in	 these	
  GM's	 Monthly	 Miscellany	 helps	 you	 run	 a	
  more	awesome	campaign.	Why	not	drop	me	a	
  line	and	let	me	know!	
  	
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  T H A N K  Y O U !  
  In	any	event,	I	hope	you	enjoy	the	material	in	this	GM’s	Monthly	
  Miscellany,	but	more	importantly	I	hope	you	find	it	useful	and	
  that	it	enhances	your	campaign.		
  	
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  3	
  1 0  O G R E S  W I T H  P E R S O N A L I T Y  
  Giant	 lumbering	 savages,	 ogres	 are	 ferocious	 and	 dangerous	
  opponents	for	neophyte	adventurers.	Violent	and	cruel	they	are	
  capable	of	unimaginable	savagery	and	depravity.		
  	
  Large	 groups	 can	 also	 pose	 a	 significant	 danger	 to	 more	
  powerful	and	experienced	adventuring	parties,	making	ogres	the	
  perfect	foes	for	a	low-	to	mid-level	campaign.		
  	
  Use	 the	 ogres	 below,	 to	 inject	 some	 flavour	 and	 character	
  into	your	PCs’	adventures:	
  1. Snurg Nashalface:	Hideously	ugly,	even	for	an	ogre,	Snurg	is	
  a	“nashalface”—whatever	one	of	those	might	be.	He	wears	a	
  voluminous,	stained	brown	hooded	cloak	to	hide	his	hideous	
  deformed	face.	One	of	his	eyes	is	partially	covered	by	a	huge	
  growth	that	also	extends	over	much	of	his	forehead.	
  2. Targ Whacker-a-Gnome:	 Targ	 hates	 gnomes,	 after	 a	
  gnomish	hero	stabbed	him	in	the	bottom.	He	slew	the	upstart,	
  but	 never	 forgot	 the	 insult—particularly	 as	 several	 of	 his	 kin	
  joyfully	 repeat	 the	 story,	 when	 drunk.	 Sometimes,	 when	 it	
  rains,	it	hurts	to	sit	down	and	Targ	falls	into	a	foul	mood.	Woe	
  betide	 anyone	 falling	 into	 his	 clutches,	 then.	 Prisoners	 are	
  often	stabbed	in	the	rear	with	his	wickedly	curved	dagger	to,	
  “See	how	they	like	it.”	
  3. Grak:	 Grak	 lived	 with	 goblins	 for	 several	 years	 serving	 as	 a	
  mercenary	and	tribal	champion.	She	has	a	goblin’s	hatred	of	
  dogs	 (and	 wolves,	 which	 she	 has	 trouble	 distinguishing)	 and	
  can	speak	Goblin	(badly).	She	wears	a	filthy,	ragged	dog-	and	
  wolfskin	cloak,	which	is	her	pride	and	joy.	Anyone	damaging	
  the	cloak	faces	her	full—impressive—wrath.	
  4. Barg the Basher:	Barg	wields	a	massive	club.	Little	more	than	
  a	 thick	 tree	 branch	 with	 iron	 spikes	 nailed	 through	 its	 head,	
  the	 weapon	 is	 a	 fearsome	 object	 capable	 of	 inflicting	
  horrific	 wounds.	 Barg	 likes	 to	 use	 it	 on	 helpless	 or	
  unconscious	foes	to	see	how	far	the	blood	and	gore	flies.	
  Even	for	an	ogre,	Barg	is	an	odious	individual,	capable	of	
  literally	 any	 imaginable	 depravity.	 Consequently,	 few	
  creatures	 dwelling	 nearby	 willingly	 have	 anything	 to	 do	
  with	 him.	 Indeed,	 they	 might	 even	 hire	 the	 PCs	 to	 slay	
  their	terrifying	neighbour.	
  5. Warg:	So	named	for	his	savage	anger	and	hunger	for	raw	
  flesh,	 Warg	 has	 filed	 his	 teeth	 to	 sharp	 points.	 Paranoid	
  enemies	might	even	think	he	is	a	vampire.	Dried	blood—
  from	his	last	meal—cakes	his	chest	and	shirt.	In	battle—
  when	 the	 fury	 overwhelms	 him—he	 tries	 to	 grapple	 his	
  foes	and	rip	their	throats	out.	
  6. Cag Fal:	Intelligent	for	his	kind,	books	fascinate	Cag.	He	
  has	 amassed	 a	 small	 library	 from	 travellers	 he	 has	 slain,	
  but	is	unable	to	read.	He	spares	any	“clever	types”	who	
  fall	into	his	clutches	so	they	can	read	to	him.	Of	course,	if	he	
  doesn’t	like	the	books’	contents	the	reader	could	be	in	serious	
  trouble.	
  7. Lell:	 With	 long	 black	 hair	 and	 rippling	 muscles,	 Lell	 is	
  devastatingly	attractive	to	male	ogres.	She	knows	it,	and	likes	
  to	dress	up	and	wear	her	best	skull	necklace	when	at	home.	
  Initially	 she	 welcomes	 intruders	 and	 tries	 to	 put	 them	 at	
  ease…before	 pouncing.	 Her	 lair	 is	 festooned	 with	 gifts	 from	
  male	ogres—crushed	skulls,	crudely	carved	bone	implements	
  and	more.	
  8. Frel Stumpy-Leg:	Early	in	life,	Frel	suffered	a	horrific	injury,	
  and	 lost	 her	 left	 leg	 below	 the	 knee.	 She	 gets	 around	 by	
  strapping	thick	branches	to	the	stump	and	hopping/staggering	
  about.	 Consequently,	 her	 approach	 is	 often	 heralded	 by	 a	
  curious	 thumping	 sound.	 She	 has	 a	 beloved	 cat—a	 spiteful,	
  lazy	 moggy,	 imaginatively	 named,	 “Dog.”	 Because	 it’s	
  hilarious…	
  9. Gark Shivershadow:	Gark’s	fellows	snigger	behind	his	back	
  that	he	has	goblin	blood	flowing	through	his	veins.	It	is	true,	
  Gark	 is	 smaller	 than	 his	 kin	 and	 lacks	 the	 savage,	 imbecilic	
  bravery	 of	 his	 heritage.	 However,	 he	 is	 clever	 and	 quick	 and	
  not	 above	 turning	 on	 his	 fellows	 if	 doing	 so	 gives	 him	 an	
  advantage.	Gark	has	mastered	the	use	of	the	heavy	crossbow	
  and	has	such	a	weapon	sized	for	a	giant.	Sadly,	he	has	but	six	
  bolts	 remaining.	 Consequently,	 he	 chooses	 his	 targets	
  carefully.	
  10. Sharldalla 
  Skinwearer:	
  Sharldalla	
  dreams	
  strange,	
  fantastical	dreams	of	a	forgotten	time	when	ogres	ruled	great	
  swaths	of	the	world	and	all	the	little	races	served	and	lived	at	
  their	
  pleasure.	
  In	
  short,	
  Sharldalla	
  is	
  hopeless	
  and	
  irredeemably	 mad.	 She	 is	 also	 charismatic	 (for	 an	 ogre)	 and	
  plots	to	unite	all	ogres	under	her	banner.	Shardalla	
  is	also	an	enthusiastic	flayer	of	her	enemies	
  and	enjoys	wearing	their	skin	as	clothes.	
  She	 has	 crudely	 stitched	 together	
  several	horrific	outfits	she	wears	to	
  make	 a	 good	 impression	 to	
  other	ogres.		
  	
  
  4	
  N E E D L E B R I A R  A T  A  G L A N C E  
  Ruler:	Boram	Thornnuggle	(but	really	Rillka	Thorngaggle)	
  Government:	Secret	syndicate	
  Alignments:	N,	CN,	NE,	CE	
  Population:	156	(156	halflings)	
  Notable	Folk:	Fosco	Mooncaller	(Thorn	Island),	Maara	Thornhill	
  (Maara’s	Apothecary)		
  Languages:	Common,	Druidic	
  Qualities:	Insular,	notorious;	Disadvantages:	Cursed	
  Corruption:	 +2;	 Crime:	 +1;	 Economy:	 +1;	 Law:	 –7;	 Lore:	 0;	
  Society:	0	
  Danger:	+10	
  M A R K E T P L A C E  
  Resources	 &	 Industry:	 Brewing,	 farming,	 fishing,	 leather	
  working,	pigs	
  Base	Value:	650	gp;	Purchase	Limit:	3,750	gp;	Spellcasting:	3rd	
  (Fosco	Mooncaller	at	location	4,	Maara	Thornhill	at	location	
  5);	Minor	Items:	2d4;	Medium	Items:	1d4;	Major	Items	–	
  Needlebriar	takes	its	name	from	the	thorny	hedgerows	snaking	
  along	 its	 streets	 and	 coiling	 about	 the	 earthen	 halfling	 homes	
  whose	windows	stare	outward	like	cold,	dead	eyes.	The	village	
  air	feels	hot	and	moist,	like	the	open	jaws	of	a	predator	while	its	
  citizens	shuffle	about	in	thick	leather	cloaks	pulled	tight	about	
  them	to	hide	the	tell-tale	shaking	resulting	from	cannibalism.	
  	
  Generations	 ago,	 a	 duke	 forced	 Needlebriar’s	 able-bodied	
  halflings	to	fight	in	his	war.	While	the	men-folk	were	off	dying	as	
  fodder,	 the	 young,	 weak	 and	 old	 fell	 prey	 to	 bandits	 and	
  monsters.	When	the	few	survivors	returned	close	to	winter,	they	
  found	their	loved	ones	on	the	verge	of	starvation.	To	survive,	the	
  remaining	villagers	began	to	consume	the	flesh	of	their	dead.	As	
  they	feasted,	a	feral	howl	ripped	through	the	village,	emanating	
  from	an	ancient,	worn	stone	altar	on	an	island	in	the	middle	of	
  Needlebriar	 Lake.	 The	 villagers	 had	 inadvertently	 awoken	 an	
  ancient,	 corrupted	 animal	 spirit	 imprisoned	 in	 the	 altar.	 The	
  spirit,	Hunger	Devours	Moon,	granted	the	villagers	the	power	to	
  transform	 into	 animals	 and	 hunt	 their	 prey	 as	 long	 as	 they	
  continued	to	practise	cannibalism	and	ritualistic	sacrifice.	
  	
  The	 halflings	 continue	 to	 serve	 the	 fell	 spirit,	 conducting	
  raids	on	the	nearby	human	lands	to	bring	back	prisoners	to	feast	
  upon,	all	the	while	making	the	attacks	seem	like	the	predations	
  of	animals	or	monsters.	The	halflings	try	to	hide	behind	a	veneer	
  of	civility	and	decorum	to	waylay	suspicion,	yet	fall	further	into	
  depravity.	 Needlebriar’s	 ruler	 Rillka	 Thorngaggle,	 the	 Moon	
  Matron,	 pushes	 Needlebriar’s	 citizens	 into	 increasingly	 violent	
  raids,	 supported	 by	 the	 druid,	 Fosco	 Mooncaller.	 Rumours	 are	
  beginning	 to	 crowd	 thickly	 about	 the	 village	 as	 an	 increasing	
  number	of	visitors	and	tax	collectors	are	reported	missing.	
  V I L L A G E  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	 may	 know	 something	 about	 Needlebriar.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	 10:	 Needlebriar	 is	 renowned	 for	 its	 thorny	 hedgerows	
  festooned	with	bright	red	flowers.	
  	
  DC	 15:	 The	 village	 fell	 into	 decline	 years	 ago	 during	 a	 war	
  and	has	not	recovered	well.	
  	
  DC	20:	Several	prominent	merchants	have	disappeared	near	
  the	village	lately.	
  V I L L A G E R S  
  Appearance:	 Needlebriar’s	 citizens	 are	 often	 thin	 for	 halflings,	
  with	 hard,	 wiry	 bodies.	 Both	 men	 and	 women	 wear	 their	 hair	
  long.	Fingernails	and	toenails	are	untrimmed	and	filthy.	
  	
  Dress:	 To	 hide	 the	 effects	 of	 cannibalism,	 many	 of	 the	
  citizens	wear	heavy,	leather	cloaks.	Jewellery	consists	of	bits	of	
  bone	and	any	gems	or	golds	stolen	from	their	victims.	
  	
  Nomenclature:	 male	 Cade,	 Miro,	 Osborn,	 Surnak;	 female	
  Anafa,	
  Reenee,	
  Verna,	
  Yoneedall;	
  family	
  Bristlebrow,	
  Huskwallow,	Needlesticks,	Thornhumper	
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	Needlebriar	
  and	its	surroundings.	This	takes	1d4	hours	and	requires	a	DC	10	
  check.	 A	 PC	 gains	 one	 additional	 rumour	 for	 each	 5	 points	 by	
  which	the	check	result	exceeds	DC	10.	Use	the	table	below,	to	
  determine	which	rumour(s)	the	PC	learns.		
  D6	
  RUMOUR	
  1*	
  The	bodies	of	Needlebriar’s	citizens	are	buried	under	
  the	hedgerows	which	is	why	the	flowers	bloom	red.	
  2*	
  The	 halflings	 of	 Needlebriar	 wear	 heavy	 cloaks	
  because	 they	 are	 ugly	 and	 deformed	 by	 disease,	
  possibly	a	plague	or	leprosy.	
  3*	
  Needlebriar	never	recovered	from	the	war	many	years	
  ago	in	which	most	of	its	citizens	perished.	To	survive,	
  they	 practiced	 evil	 sorcery.	 They	 wear	 the	 skin	 of	
  those	they	defeat	in	spell	duels.	
  4	
  Though	 remote,	 Needlebriar	 is	 known	 for	 its	
  apothecary	shop	and	its	marrow	bone	brewed	beer.	
  5	
  Needlebriar’s	 citizens	 are	 not	 known	 for	 their	
  hospitality	 and	 seem	 to	 dislike	 humans.	 Most	 think	
  this	stems	from	how	they	were	treated	during	the	war	
  many	years	ago.	
  6	
  Needlebriar	 is	 in	 a	 wild,	 remote	 country	 so	 it’s	 not	
  uncommon	 for	 people	 to	 go	 missing	 in	 that	 area.	
  Bandits	and	monsters	abound	in	the	region.	
  *False	rumour	
  	
   
  
  5	
  N O T A B L E  L O C A T I O N S  A T  A  G L A N C E  
  Most	of	Needlebriar	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Prickly	Pixie:	Kaleb	Greenbottle	runs	Needlebriar’s	one	inn	and	
  tavern.	The	quaint	faux	inviting	attire	masks	its	sinister	nature.	
  Many	a	visitor	has	been	poisoned	and	captured	here	only	to	
  end	up	in	a	halfling	stew	pot.	Tunnels	beneath	the	inn	connect	
  to	 Needlebriar	 Wares	 and	 Needlebriar	 Jail,	 allowing	 the	
  halflings	to	move	prisoners	in	secret.	
  2. Needlebriar	Wares:	This	general	store	carries	common	items,	
  farming	 and	 fishing	 equipment,	 as	 well	 as	 some	 adventuring	
  gear,	but	not	armour	or	weapons.	The	owner	and	operator	is	
  Etune	
  Goodbarrel,	
  a	
  mean,	
  violent	
  halfling	
  woman.	
  Underneath	 the	 store	 is	 a	 storehouse	 with	 weapons	 and	
  disguises	 used	 in	 the	 halflings’	 raids.	 Tunnels	 connect	 to	 the	
  Prickly	Pixie	and	jail.	
  3. Needlebriar	Jail:	This	mostly	empty	jail	serves	as	a	front.	The	
  real	 jail	 is	 below	 where	 prisoners	 are	 kept	 before	 they	 are	
  sacrificed	and	eaten.	Needlebriar’s	leader,	Rillka	Thorngaggle,	
  spends	most	of	her	time	here.	
  4. Needlebriar	 Island:	 The	 island	 rests	 in	 a	 small	 lake	 at	 the	
  village’s	 heart.	 Surrounded	 by	 thorny	 hedgerows	 stands	 a	
  decrepit	 stone	 statue.	 The	 statue	 serves	 as	 a	 prison	 for	 the	
  ancient	 animal	 spirit	 Hunger	 Devours	 Moon.	 The	 spirit	 can	
  warp	 a	 few	 worshippers	 into	 animals	 if	 it’s	 appeased	 with	
  blood.	Fosco	Mooncaller,	serves	as	the	spirit’s	emissary.	
  5. Maara’s	Apothecary:	Needlebriar’s	renowned	apothecary	sits	
  at	the	edge	of	the	village.	Maara	Thornhill,	an	expert	herbalist	
  but	impatient	wizard,	runs	the	place.	She	keeps	out	of	Rillka’s	
  and	 the	 village’s	 machinations,	 instead	 focusing	 on	 how	 to	
  bind	Hunger	Devours	Moon	for	her	own	ends.	
  6. Bone	 Pit:	 Whatever	 the	 halflings	 cannot	 eat	 of	 their	 victims,	
  and	the	pigs	do	not	want,	gets	buried	in	this	field.	Usually,	a	
  few	 halflings	 are	 posted	 here	 to	 keep	 an	 eye	 out.	 Strange	
  sights	 and	 sounds	 occur	 in	 the	 Bone	 Pit	 regularly	 and	
  occasionally	 some	 foul	 creature	 emerges	 from	 the	 pit	 to	
  terrorize	the	surrounding	countryside.	
  7. Mayoral	 Residence:	 Needlebriar’s	 puppet	 mayor,	 Boram	
  Thornnuggle,	operates	from	this	modest	home.	He	acts	as	the	
  face	 of	 Needlebriar,	 ensuring	 outsiders	 do	 not	 get	 too	
  suspicious	 of	 what	 occurs	 in	 the	 village.	 Boram	 knows	 his	
  survival	depends	on	doing	his	job	well.	If	he	does	not,	he	will	
  be	Rillka’s	main	course	for	dinner.	
   
  
  6	
  O L E A N D E R ' S  S A N C T U A R Y  A T  A  G L A N C E  
  Ruler	Oleander	
  Population	5	(1	mysterious	entity,	1	intelligent	bear,	1	intelligent	
  hamster,	1	intelligent	owl,	1	intelligent	wolf)	
  Alignments	LG,	NG,	N,	CN	
  Languages	 Common,	 Draconic,	 Dwarven,	 Elven,	 Gnomish,	
  Halfling,	Sylvan	
  Resources	&	Industry	Animal	healing	and	transmutation	
  Protected	to	the	south	by	massive	cliffs,	hidden	deep	within	the	
  forest	and	guarded	by	a	plethora	of	grizzled	old	wolves,	bears	
  and	 worse,	 few	 visit	 the	 sanctuary	 looking	 for	 trouble.	
  Oleander's	 Sanctuary	 is	 an	 obscure	 legend	 at	 best,	 and	 that	 is	
  just	how	Oleander	likes	it.	People	in	the	closest	town,	regard	the	
  prospect	 of	 visiting	 the	 place	 with	 abject	 horror.	 Those	 that	
  know	of	the	sanctuary	remember	all	too	well	Oleander's	displays	
  of	 power,	 whispering	 the	 witch	 in	 the	 woods	 has	 tapped	 into	
  ancient	and	primordial	ley	lines.	The	sanctuary	indeed	seems	to	
  allow	 for	 unique	 transmutations,	 but	 it	 remains	 to	 be	 seen	
  whether	this	is	due	to	its	mistress,	a	ley	line	or	a	stranger	reason	
  yet	undiscovered.		
  M A R K E T P L A C E  
  The	following	services	are	for	sale:	
  § 
  Spellcasting:	Arcane	and	divine	spellcasting	of	up	to	15th	level	
  L O R E  
  A	 PC	 may	 know	 something	 about	 Olenader's	 Sanctuary,	 its	
  history	 and	 surrounds.	 A	 PC	 making	 a	 DC	 20	 Knowledge	
  (geography)	 or	 Knowledge	 (local)	 check	 knows	 one	 or	 more	
  pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	 check	
  gains	all	the	information	revealed	by	a	lesser	check.	
  	
  DC	 20:	 Well-concealed	 in	 the	 wilderness,	 few	 know	 about	
  this	place,	where	pawed	and	taloned	animal	companions	receive	
  care	and	recover	from	all	but	the	direst	of	curses.	Oleander	does	
  not	take	gold,	only	favours	in	return	for	her	service.	
  	
  DC	25:	The	site	is	whispered	to	be	situated	atop	an	ancient	
  ley	 line,	 struck	 by	 a	 stone	 from	 the	 skies	 in	 dark	 ages	 ill-
  remembered.	 The	 magic	 of	 the	 place	 can	 radically	 change	
  creatures	
  treated	
  there.	
  Some	
  druids	
  consider	
  the	
  transmutations	to	be	abominable	violations	of	the	natural	order.	
  	
  DC	30:	Oleander	talks	to	the	animals	while	treating	them	and	
  has	 been	 known	 to	 punish	 cruel	 masters.	 More	 than	 one	 rich	
  owner	 has	 left	 the	 sanctuary	 with	 a	 cursed	 cloven	 foot,	 a	 re-
  growing	 feather	 on	 the	 head	 or	 an	 annoying	 habit	 of	 bleating	
  once	in	every	seventh	sentence.	
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	or	Handle	Animal	(provided	the	PC	can	
  speak	with	animals)	to	gather	information	about	the	sanctuary	
  and	its	surroundings.	This	takes	1d4	hours	and	requires	a	DC	10	
  check.	A	PC	exceeding	this	check	gains	one	additional	rumour	for	
  each	5	points	by	which	he	exceeded	DC	10.	Use	the	table	below,	
  to	determine	which	rumour(s)	the	PC	learns.		
  D6	
  RUMOUR	
  1	
  Old	Garm	was	supposedly	once	a	deadly	companion	of	a	
  particularly	vicious	raider.	
  2*	
  Oleander	 is	 a	 sentient	 swarm	 of	 squirrels,	 cloaked	 in	
  illusions!	
  3	
  Oleander	 can	 be	 just	 as	 poisonous	 as	 her	 namesake.	 If	
  you	have	exotic	poisons	to	peddle,	this	is	a	good	place	to	
  sell	them.	
  4	
  Master	Petz	has	an	irrational	hatred	of	lumberjacks	and	
  wyverns	and	has	clashed	with	them	more	than	once.		
  5	
  Syrouac	 has	 a	 spy	 network	 of	 mice,	 songbirds,	 spiders	
  and	scorpions.	They	are	always	watching.		
  6*	
  Never	 touch	 the	 tea	 or	 the	 food!	 That	 place	 has	 been	
  touched	by	horrors	from	the	void	between	the	stars	and	
  seeks	to	spread	a	mutating	contagion!	
  *False	rumour	
  	
   
  U S I N G  O L E A N D E R ’ S  S A N C T U A R Y  
  Oleander’s	 details	 are	 deliberately	 kept	 vague	 to	 suit	 your	
  campaign’s	needs	and	theme.	Oleander	could	be	one	entity	
  or	a	male	and	a	female	individual,	posing	as	the	same	being.	
  She	 could	 be	 fey,	 a	 creature	 from	 the	 stars,	 an	 eccentric	
  spellcaster	or	something	else	entirely.		
  	
  Her	transmutations,	while	benevolent	and	helpful	for	the	
  subject,	could	be	a	source	of	conflict	between	traditionalist	
  druids	 and	 Oleander.	 Think	 of	 what	 would	 happen	 if	 you'd	
  cross	animal	rights	questions	with	the	central	transhumanist	
  conundrums—Oleander	 has	 only	 the	 best	 interest	 of	 the	
  patients	in	mind,	but	does	she	have	the	right	to	"violate"	the	
  natural	order?	Tonally,	this	can	be	played	for	laughs,	but	at	
  the	same	time,	most	aspects	of	this	place	and	its	inhabitants	
  can	have	a	sinister	edge	as	well.	The	inhabitants	deliberately	
  evoke	 the	 tropes	 of	 childhood	 fairy	 tales	 and	 their	 visuals,	
  but	tints	them	with	an	uncanny	valley	edge	that	allows	a	GM	
  to	turn	the	proceedings	strange,	alien...horrific,	even!		
  	
  If	 your	 campaign	 has	 a	 down	 to	 earth	 tone,	 consider	
  making	 this	 location	 a	 semi-real	 psychedelic	 hallucination	
  generated	 by	 a	 non-carnivorous	 version	 yellow	 musk	
  creeper.	Alternatively,	Oleander's	could	be	a	bridge	between	
  the	fey	realm	and	the	Material	Plane.	
  
  7	
  N O T A B L E  F O L K  
  Most	of	the	residents	are	animals	and	magical	beasts,	but	they	
  share	some	general	characteristics:	
  	
  Appearance:	 Animals	 are	 well-groomed,	 unless	 contrary	 to	
  the	animal’s	nature,	and	they	live	in	peace	with	one	another	
  	
  Dress:	 Oleander	 always	 has	 calloused	 hands,	 stained	 a	
  vibrant	 green,	 but	 keeps	 her	 green-brown	 robe	 in	 immaculate	
  condition.	
  	
  The	permanent	residents	of	the	sanctuary	comprise:	
  § 
  Oleander	 (anywhere,	 N	 androgynous	 mysterious	 entity)	
  Oleander	is	always	busy,	tending	to	wounds,	brewing	strange	
  draughts	or	drying	herbs.	
  § 
  Master	Petz	(location	3	or	9,	CN	very	old	awakened	dire	bear	
  barbarian	5)	Master	Petz	is	very	strong,	but	very	sleepy.	
  § 
  Old	Garm	(location	6,	NG	venerable	awakened	wolf	sorcerer	8)	
  The	old	wolf	acts	as	Oleander's	apprentice	and	assistant.	
  § 
  Syrouac	Fortescree	(location	4,	CN	awakened	owl	rogue	8)	An	
  owl	clad	in	ill-fitting	finery	half	of	the	time,	Syrouac	acts	as	the	
  sanctuary’s	greeter	and	spymaster.	
  § 
  Aasic	 "Wooly"	 Movasi,	 the	 13th	 (location	 4,	 LG	 awakened	
  hamster	 paladin	 1)	 Aasic	 is	 an	 eccentric	 silver-grey	 hamster	
  who	claims	to	be	a	champion	from	outer	space.	
  N O T A B L E  L O C A T I O N S  
  Most	 of	 Oleander's	 Sanctuary	 and	 its	 surrounds	 comprise	
  locations	 of	 little	 interest	 to	 adventurers.	 A	 few	 locations,	
  however,	are	notable:	
  1. Main	 Approach:	 This	 well-concealed	 trail	 leads	 to	 the	
  sanctuary.	Steep	inclines	flank	the	trail.	
  2. Targeting	 Rocks:	 Here	 animals	 suffering	 injuries	 to	 their	 fine	
  motor	skills	learn	once	again	to	precisely	strike	their	foes.	
  3. Daylight	Garden:	This	field	contains	a	variety	of	potent,	exotic	
  herbs	that	should	not	grow	in	these	climates	and	soil.	
  4. Aviary:	Here	grow	unruly	trees	and	bushes,	weaving	a	dense	
  web	of	branches;	the	perfect	spot	to	train	aerial	agility.	
  5. Northern	 Field:	 Here	 grows	 food	 for	 the	 sanctuary’s	 guests	
  and	the	ingredients	for	Oleander's	spiced	bread.	
  6. The	 Witch's	 Tower:	 The	 impressive	 annex	 of	 the	 sanctuary's	
  main	building	contains	Oleander's	private	quarters	as	well	as	a	
  perpetually	locked	cellar	door	and	acts	as	Old	Garm's	library.	
  7. Main	Building:	Here	Oleander	meets	guests	for	herbal	tea.	
  8. Treatment	Tent:	This	massive	gazebo,	allows	for	the	treatment	
  of	animals	that	are	more	confident	outside.	
  9. "The	 Stables":	 This	 massive	 building	 is	 the	 home	 and	 living	
  quarters	for	larger	animals.	
  10. Night	 Garden:	 Below	 the	 main	 building,	 lies	 a	 subterranean	
  cavern	 with	 a	 bubbling	 spring.	 Oleander	 cultivates	 medicinal	
  mushrooms	here.		
  
  8	
  G O B L I N  C R U N C H  
  GOBLIN	FEMALE	
  C R 	1 / 3 	( X P 	1 3 5 ) 	
  This	small,	scrawny	humanoid	is	barely	3	ft	tall.	It	has	a	wide,	
  angular	head	seemingly	too	big	for	its	body.	
  Female	goblin	commoner	1	
  NE	Small	humanoid	(goblinoid)	
  Init	+2;	Senses	darkvision	60	ft.;	Perception	+4,	Sense	Motive	+0	
  Speed	30	ft.;	ACP	0;	Ride	+6,	Stealth	+10	
  AC	14,	touch	14,	flat-footed	11;	CMD	12	
  	 (+2	Dex,	+1	dodge	[Dodge],	+1	size)	
  Fort	+1,	Ref	+2,	Will	+0	
  hp	4	(1	HD)	
  Space	5	ft.;	Base	Atk	+0;	CMB	-1	
  Melee	dagger	+1	(1d3/19-20)	
  Ranged	dagger	(range	10	ft.)	+3	(1d3/19-20)	
  Abilities	Str	11,	Dex	15,	Con	12,	Int	9,	Wis	10,	Cha	6	
  Feats	Dodge	
  Skills	as	above	
  Languages	Goblin		
  Gear	as	above	plus	1d6	cp,	1d4	sp	
  GOBLIN	CHILD		
  C R 	1 / 4 	( X P 	1 0 0 ) 	
  This	 tiny,	 scrawny	 humanoid	 is	 barely	 2	 ft	 tall.	 It	 has	 a	 wide,	
  angular	head	seemingly	too	big	for	its	body.	
  Young	goblin	commoner	1	
  NE	Tiny	humanoid	(goblinoid)	
  Init	+4;	Senses	darkvision	60	ft.;	Perception	+4,	Sense	Motive	+0	
  Speed	30	ft.;	ACP	0;	Ride	+8,	Stealth	+16	
  AC	15,	touch	15,	flat-footed	12;	CMD	11	
  	 (+2	Dex,	+1	dodge	[Dodge],	+2	size)	
  Fort	-1,	Ref	+4,	Will	+0	
  hp	2	(1	HD)	
  Space	5	ft.;	Base	Atk	+0;	CMB	-4	
  Melee	dagger	(reach	0	ft.)	+0	(1d2-2/19-20)	
  Ranged	dagger	(range	10	ft.)	+6	(1d2-2/19-20)	
  Abilities	Str	7,	Dex	19,	Con	8,	Int	9,	Wis	10,	Cha	6	
  Feats	Dodge	
  Skills	as	above	
  Languages	Goblin		
  Gear	as	above		
  GOBLIN	WARRIOR	
  C R 	1 / 3 	( X P 	1 3 5 ) 	
  Clad	 in	 leather	 armour	 this	 dirty,	 skinny	 humanoid	 carries	 a	
  shortbow	and	short	sword.	
  Male	goblin	warrior	1	
  NE	Small	humanoid	(goblinoid)	
  Init	+3;	Senses	darkvision	60	ft.;	Perception	+0,	Sense	Motive	+0	
  Speed	30	ft.;	ACP	-1;	Climb	+3,	Ride	+6,	Stealth	+10	
  AC	17,	touch	14,	flat-footed	14;	CMD	13	
  	 (+2	armour	[leather],	+3	Dex,	+1	shield	[buckler],	+1	size)	
  Fort	+2,	Ref	+3,	Will	+0	
  hp	6	(1	HD)	
  Space	5	ft.;	Base	Atk	+1;	CMB	+0	
  Melee	short	sword		+5	(1d4/19-20)	
  Ranged	shortbow	(range	60	ft.)	+5	(1d4/x3)	
  Combat	Gear	arrows	(20)	
  Abilities	Str	11,	Dex	16,	Con	11,	Int	9,	Wis	10,	Cha	6	
  Feats	Weapon	Finesse	
  Languages	Goblin	
  Gear	as	above	plus	belt	pouch,	1d6	sp	
  GOBLIN	SCOUT		
  C R 	1 / 3 	( X P 	1 3 5 ) 	
  Male	covered	in	mud	and	with	many	twigs	stuck	to	its	leather	
  armour,	this	small	skinny	humanoid	looks	vaguely	ridiculous.		
  Goblin	expert	1	
  NE	Small	humanoid	(goblinoid)	
  Init	+7;	Senses	darkvision	60	ft.;	Perception	+5,	Sense	Motive	+1	
  Speed	30	ft.;	ACP	-1;	Acrobatics	+6,	Climb	+2,	Ride	+6,	Stealth	
  +14	
  AC	17,	touch	14,	flat-footed	14;	CMD	13	
  	 (+2	armour	[leather],	+3	Dex,	+1	shield	[buckler],+1	size)	
  Fort	+0,	Ref	+3,	Will	+3	
  hp	5	(5	HD)	
  Space	5	ft.;	Base	Atk	+0;	CMB	-2		
  Melee	light	mace	+0	(1d4-1)	
  Ranged	light	crossbow	(range	80	ft.)	+4	(1d6/19-20)	
  Combat	Gear	bolts	(20),	tanglefoot	bag	
  Abilities	Str	9,	Dex	17,	Con	10,	Int	9,	Wis	12,	Cha	6	
  Feats	Improved	Initiative	
  Skills	as	above	plus	Survival	+5	
  Languages	Goblin	
  Gear	as	above	plus	backpack,	belt	pouch,	2d6	sp	
  	
   
  
  	
  9	
  GOBLIN	BATTLEDANCER		
  C R 	1 / 2 	( X P 	2 0 0 ) 	
  This	small	humanoid	has	a	flat	face,	squashed	nose	and	a	wide	
  mouth	full	of	fangs.		
  Male	goblin	warrior	1/expert	1	
  NE	Small	humanoid	(goblinoid)	
  Init	+3;	Senses	darkvision	60	ft.;	Perception	+3,	Sense	Motive	-1	
  Speed	 30	 ft.;	 ACP	 0,	 Acrobatics	 +8,	 Climb	 +5,	 Ride	 +7,	 Stealth	
  +15,	Swim	+4	
  AC	17,	touch	14,	flat-footed	14;	CMD	13	
  	 (+3	armour	[mwk	studded	leather],	+3	Dex,	+1	size)	
  Fort	+2,	Ref	+3,	Will	+1	
  hp	11	(2	HD)	
  Space	5	ft.;	Base	Atk	+1;	CMB	+0		
  Melee	kukri	+2	(1d3/18-20)	or	
  Melee	kukri	+0	(1d3/18-20)	and		
  	
  kukri	+0	(1d3/18-20)	
  Combat	Gear	Small	centipede	poison		
  Abilities	Str	10,	Dex	17,	Con	11,	Int	10,	Wis	9,	Cha	6	
  Feats	Two-Weapon	Fighting	
  Skills	as	above	plus	Perform	(dance)	+7	
  Languages	Goblin	
  Gear	as	above	plus	belt	pouch,	sack,	15	sp	
  GOBLIN	CLERIC	
  C R 	1 / 2 	( X P 	2 0 0 ) 	
  This	small,	bald	humanoid	has	a	flat	soot-stained	face,	squashed	
  nose	and	a	wide	mouth	full	of	fangs.		
  Female	goblin	cleric	1	
  NE	Small	humanoid	(goblinoid)	
  Init	+3;	Senses	darkvision	60	ft.;	Perception	+2,	Sense	Motive	+2	
  Speed	30	ft.;	ACP	-1;	Escape	Artist	+4,	Ride	+6,	Stealth	+12	
  AC	18,	touch	14,	flat-footed	15;	CMD	13	
  	 (+3	armour	[mwk	studded	leather],	+3	Dex,	+1	shield	[buckler],	
  +1	size)	
  Fort	+4,	Ref	+3,	Will	+4	
  hp	10	(1	HD)	
  Space	5	ft.;	Base	Atk	+0;	CMB	-1		
  Melee	morningstar	+0	(1d6-1)	or	
  Melee	Touch	touch	of	evil	(3/day)	+0	(sickened	[1	round])	
  Ranged	light	crossbow	(range	80	ft.)	+4	(1d6/19-20)	
  Special	 Actions	 channel	 negative	 energy	 (3/day,	 DC	 10,	 1d6),	
  copycat	
  Copycat	 (Sp	 [standard;	 3/day])	 The	 goblin	 cleric	 creates	 an	
  illusionary	 double	 of	 herself	 (as	 a	 single	 mirror	 image);	
  duration	1	round	(or	until	destroyed).	
  Cleric	 Spells	 Prepared	 (CL	 1st;	 concentration	 +3,	 Evil,	 Trickery;	
  spontaneous	casting	[inflict	spells])	
  1st—bless,	cause	fear	(DC	13),	protection	from	goodD		
  0—bleed,	detect	magic,	resistance	
  Combat	Gear	bolts	(10),	potion	of	cure	light	wounds,	smokestick,	
  tanglefoot	bag	
  Abilities	Str	8,	Dex	16,	Con	14,	Int	8,	Wis	15,	Cha	11	
  SQ	evil	aura	(faint)	
  Feats	Stealthy	
  Skills	as	above	plus	Knowledge	(religion)	+3	
  Languages	Goblin	
  Gear	 as	 above	 plus	 wooden	 holy	 symbol,	 spell	 component	
  pouch,	belt	pouch,	2	gp,	15	sp	
  GOBLIN	DRUMMER	
  C R 	1 / 2 	( X P 	2 0 0 ) 	
  This	short,	scrawny	humanoid	clutches	a	large	drum.	
  Female	goblin	bard	(savage	skald)	1	
  NE	Small	humanoid	(goblinoid)	
  Init	+4;	Senses	darkvision	60	ft.;	Perception	+3,	Sense	Motive	-1	
  Speed	30	ft.;	ACP	-2;	Ride	+6,	Stealth	+14	
  AC	19,	touch	15,	flat-footed	15;	CMD	13	
  	 (+4	armour	[chain	shirt],	+4	Dex,	+1	size)	
  Fort	+1,	Ref	+6,	Will	+1	
  hp	10	(1	HD)	
  Space	5	ft.;	Base	Atk	+0;	CMB	-1	
  Ranged	shortbow	(range	60	ft.)	+5	(1d4/x3)	
  Melee	short	sword	+1	(1d4/19-20)	
  Special	 Actions	 bardic	 performance	 (11	 rounds;	 countersong,	
  distraction,	inspiring	blow	[1	hp],	inspire	courage	[+1])	
  Bard	Spells	Known	(CL	1st;	concentration	+2)	
  1st	(2/day)—cure	light	wounds,	expeditious	retreat	
  0—dancing	lights,	lullaby	(DC	11),	message,	resistance	
  Combat	Gear	arrows	(20)	
  Abilities	Str	10,	Dex	18,	Con	13,	Int	10,	Wis	8,	Cha	13	
  SQ	bardic	knowledge	(+1)	
  Feats	Extra	Performance	
  Skills	as	above	plus	Bluff	+5,	Knowledge	(arcana)	+1,	Knowledge	
  (dungeoneering)	+1,	Knowledge	(engineering)	+1,	Knowledge	
  (geography)	 +1,	 Knowledge	 (history)	 +1,	 Knowledge	 (local)	
  +5,	 Knowledge	 (nature)	 +1,	 Knowledge	 (nobility)	 +1,	
  Knowledge	 (planes)	 +1,	 Knowledge	 (religion)	 +1,	 Linguistics	
  +4,	Perform	(percussion)	+5	
  Languages	Common,	Goblin		
  Gear	as	above	plus	spell	component	pouch,	drum,	12	sp,	4	gp	
  GOBLIN	GUARD		
  C R 	1 / 2 	( X P 	2 0 0 ) 	
  This	 small	 humanoid	 is	 clad	 in	 studded	 leather	 armour	 and	
  carries	a	heavy	wooden	shield	and	longsword.	
  Male	goblin	warrior	1/expert	1	
  NE	Small	humanoid	(goblinoid)	
  Init	+3;	Senses	darkvision	60	ft.;	Perception	+4,	Sense	Motive	+3	
  Speed	30	ft.;	ACP	-2;	Climb	+3,	Ride	+5,	Stealth	+13,	Swim	+1	
  AC	19,	touch	14,	flat-footed	16;	CMD	13	
  	 (+3	armour	[mwk	studded	leather],	+3	Dex,	+2	shield	[heavy	
  wooden],	+1	size)	
  Fort	+2,	Ref	+3,	Will	+1	
  hp	11	(2	HD)	
  Space	5	ft.;	Base	Atk	+1;	CMB	+0	
  Melee	longsword	+3	(1d6/19-20)	
  Combat	Gear	potion	of	cure	light	wounds	
  Abilities	Str	10,	Dex	17,	Con	11,	Int	10,	Wis	9,	Cha	6	
  Feats	Weapon	Focus	(longsword)	
  Skills	as	above	plus	Knowledge	(religion)	+4	
  Languages	Goblin	
  	
   
  
  	
  10	
  3  T H I N G S  N O T  T O  I N C L U D E  I N  Y O U R  D U N G E O N  D E S I G N  
  I've	 previously	 written	 loads	 of	 articles	 about	 good	 dungeon	
  design.	 However,	 I	 haven't	 thus	 far	 listed	 the	 things	 you	
  absolutely	 should	 not	 include	 in	 your	 dungeons.	 Here—in	 no	
  particular	 order—are	 three	 things	 you	 should	 avoid	 in	 your	
  dungeon	design.		
  U N A V O I D A B L E ,  U N K I L L A B L E  M O N S T E R S  
  There's	nothing	wrong	with	having	unavoidable	encounters	in	a	
  dungeon.	(Often	the	"boss"	encounters	falls	into	this	category).	
  I'm	also	not	particularly	fussed	about	the	inclusion	of	unkillable	
  or	virtually	unkillable	opponents	(balance	isn't	all	its	cracked	up	
  to	 be,	 after	 all	 and	 there	 is	 always	 someone	 tougher	 than	
  yourself).		
  	
  However,	 unavoidable,	 unkillable	 encounters	 are	 terrible	
  design.		
  	
  Designing	encounters	the	party	cannot	win	and	cannot	avoid	
  is	 a	 spectacularly	 bad	 idea.	 (Particularly	 if	 you	 are	 deliberately	
  designing	the	encounter	to	kill	characters;	some	GMs	do	this	for	
  “story	reasons”—sob).		
  	
  Such	 encounters	 degrade	 the	 players’	 ability	 to	
  make	 meaningful	 choices	 and	 lead	 to	
  frustration	 and	 anger.	 Normally	 in	
  such	 encounters,	 the	 party	 are	
  wiped	
  out	
  or	
  only	
  survive	
  through	
  the	
  GM’s	
  clumsy	
  intervention.	 (Perhaps	 the	
  GM	has	an	NPC	in	the	party	
  who	 saves	 the	 day	 or	 the	
  monsters	 inexplicably	 stop	
  attacking	because	the	GM	
  is	merciful).		
  	
  Players	 love	 to	 win	
  against	 the	 odds.	 Some	
  of	my	most	memorable	
  gaming	
  encounters	
  come	
  from	
  clever	
  tactics	
  or	
  heroic	
  sacrifices.	None	of	my	most	
  favourite	 gaming	 memories	
  come	 from	 the	 GM	 saving	 the	
  day.		
  " I T ' S  J U S T  M A G I C "  
  Areas	 that	 make	 no	 logical	 sense—except	 in	
  very	narrowly	defined	situations	such	as	in	the	lair	
  of	a	mad	archmage—are	normally	a	bit	pants	(that's	a	
  technical	phrase	meaning	bad	design).		
  	
  You	should	have	a	rational	explanation	for	notable	effects	or	
  strange	 locations	 in	 your	 dungeon.	 The	 PCs	 might	 not	 always	
  figure	out	the	details	(and	that’s	fine).	But,	if	the	effect	doesn’t	
  make	 sense	 to	 you,	 describing	 it	 accurately	 and	 engagingly	
  becomes	 that	 much	 harder.	 The	 rationale	 that	 “it’s	 caused	 by	
  magic”	can	also	crush	the	players’	suspension	of	disbelief	which	
  is—obviously—a	bad	thing.		
  L I N E A R  L A Y O U T  
  Sure—of	 course—sometimes	 small	 sections	 of	 a	 dungeon	 are	
  linear.	Perhaps	the	dungeon	entrance	leads	to	a	guardroom	or	
  you	have	to	go	through	the	torture	chamber	to	get	to	the	cells.	
  That’s	all	well	and	good.	
  	
  Some	 dungeons,	 though,	 are	 so	 linear	 they	 remove	 all	
  meaningful	 choice	 from	 the	 players.	 This	 is	 terrible	 design.	 If	
  there	is	only	one	way	to	go,	that’s	the	way	you’ll	go.	Too	much	
  of	this	can	get	incredibly	frustrating,	for	players.	A	well-designed	
  dungeon	 provides	 the	 players	 with	 meaningful	 choices.	 Badly	
  designed	 dungeons	 don’t.	 This	 is	 truly	 the	 nadir	 of	 dungeon	
  design.	In	such	a	layout,	the	players	have	essentially	
  three	 choices	 in	 any	 given	 encounter:	 go	
  forward,	go	back	or	rest.	Isn’t	that	
  exciting?	
  	
  
  	
  11	
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  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
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  material	by	Jonathan	Tweet,	Monte	Cook	and	Sip	Williams.	
  	
  The	Book	of	Experimental	Might.	©2008,	Malhavoc	Press;	Author:	Monte	Cook.	
  	
  Tomb	 of	 Horrors.	 ©2002,	 Necromancer	 Games,	 Inc.;	 Authors:	 Scott	 Greene,	 with	 Clark	
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  Hawvermale,	Patrick	Lawinger,	and	Bill	Webb;	Based	on	original	content	by	TSR.	
  Hawvermale,	Patrick	Lawinger,	and	Bill	Webb;	Based	on	original	content	by	TSR.	
  	
  Pathfinder	Roleplaying	Game	GameMastery	Guide.	©	2010,	Paizo	Publishing,	LLC;	Author:	
  Cam	Banks,	Wolfgang	Buar,	Jason	Bulmahn,	Jim	Butler,	Eric	Cagle,	Graeme	Davis,	Adam	Daigle,	
  Joshua	 J.	 Frost,	 James	 Jacobs,	 Kenneth	 Hite,	 Steven	 Kenson,	 Robin	 Laws,	 Tito	 Leati,	 Rob	
  McCreary,	Hal	Maclean,	Colin	McComb,	Jason	Nelson,	David	Noonan,	Richard	Pett,	Rich	Redman,	
  Sean	K	reynolds,	F.	Wesley	Schneider,	Amber	Scorr,	Doug	Seacat,	Mike	Selinker,	Lisa	Stevens,	
  James	L.	Sutter,	Russ	Taylor,	Penny	Williams,	Skip	Williams,	Teeuwynn	Woodruff.	
  	
  100%	Crunch:	Goblins.	©Raging	Swan	Press	2013;	Author:	Creighton	Broadhurst.	
  	
  Village	Backdrop:	Needlebriar.	©Raging	Swan	Press	2017;	Author:	John	Bennett.	
  	
  Places	of	Power:	Oleander’s	Sanctuary.	©Raging	Swan	Press	2017;	Author:	Thilo	Graf.	
  	
  GM’s	Monthly	Miscellany:	August	2017.	©Raging	Swan	Press	2016;	Author:	John	Bennett,	
  Creighton	Broadhurst	and	Thilo	Graf.	
  	
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany 2017-08.pdf