TEXT: 	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  FEBRUARY 2015 
  
  THE SUNKEN PYRAMID 
  A Pathfinder Roleplaying Game Compatible Adventure for 7th‐level characters by Creighton Broadhurst and Marc Radle 
   
  Only a few miles from a small seaside village, the mysterious underwater edifice known as the Sunken Pyramid lies hidden beneath the waves. The 
  handful of sages and scholars with any knowledge of this massive stone structure debate whether it is a completely natural rock formation, a 
  natural site that has been intentionally modified or something built long ago by human, or inhuman, hands.     
    
   Locals  and  ship's  crews  alike  report  signs  of  increased  sahuagin  activity  in  the  waters  around  the  Sunken  Pyramid.  Is  the  recent  rash  of 
  disappearances and abductions which have plagued the area connected in any way? Can these abductions be stopped before even more people 
  are taken? Can those already abducted be found and rescued? And what of the strange and often conflicting rumours which whisper of something 
  far more terrible lurking far beneath the Sunken Pyramid? 
   
   
  “All in all, we get one awesome, first class underwater module…you'll never find an underwater module as easy to run as this one while still 
  remaining engaging, concise and just smart ‐ even beginner's DMs should have a nice time running this…” 
  –Endzeitgeist (five stars and seal of approval) 
   
  “I recommend this product as highly as I can…written by clearly experienced Gms who have gone to great lengths to make your play experience as 
  enjoyable as possible. This has my highest recommendation.” 
  –Strangepork (five stars) 
   
  “…this adventure has everything you need to run it successfully. Very well done.” 
  –DM Jeff (five stars) 
   
  Available in print and PDF 
   
  www.ragingswan.com/sahuagin 
  
  GM’S MONTHLY MISCELLANY: FEBRUARY 2015 
  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:	
     Christian	
     Alipounarian,	
     Creighton	
     Broadhurst,	
     Andy	
    
  Glenn	
    and	
    Jacob	
    Trier	
    
  Development:	
    Creighton	
    Broadhurst	
    
  Editing:	
    Creighton	
    Broadhurst	
    
  Cover	
    Design:	
    Creighton	
    Broadhurst	
    
  Layout:	
    Creighton	
    Broadhurst	
    
  Interior	
     Art:	
     Paul	
     Daly,	
     William	
     McAusland	
     and	
     Matt	
     Morrow.	
    
  Some	
     artwork	
     copyright	
     William	
     McAusland,	
     used	
     with	
    
  permission.	
     Some	
     artwork	
     copyright	
     Paul	
     Daly,	
     used	
     with	
    
  permission.	
    
  Thank	
     you	
     for	
     purchasing	
     GM’s	
     Monthly	
     Miscellany:	
     February	
    
  2015;	
     we	
     hope	
     you	
     enjoy	
     it	
     and	
     that	
     you	
     check	
     out	
     our	
     other	
    
  fine	
    print	
    and	
    PDF	
    products.	
    	
    
  	
    
  Published	
    by	
    Raging	
    Swan	
    Press	
    
  February	
    2015	
    
  ragingswan.com	
    
  gatekeeper@ragingswan.com	
    
  C O N T E N T S  
  Foreword	
    ......................................................................................	
    2	
    
  Player	
    Advice:	
    Inventive	
    Uses	
    For	
    Mid-­‐Level	
    Spells	
    ......................	
    3	
    
  Aldwater	
    At	
    A	
    Glance	
    ....................................................................	
    4	
    
  War-­‐Torn	
    Town:	
    Sights	
    &	
    Sounds	
    .................................................	
    6	
    
  Henchfolk	
    &	
    Hirelings:	
    Hiring	
    Henchfolk	
    ......................................	
    8	
    
  Gloamhold:	
    Rivengate	
    ................................................................	
    10	
    
  GM	
    Advice:	
    Why	
    A	
    GM	
    Should	
    KISS	
    As	
    Much	
    As	
    Possible	
    ..........	
    12	
    
  Legal	
    Stuff	
    ...................................................................................	
    13	
    
   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:	
    
  § 
  Henchfolk	
     &	
     Hirelings	
     Christian	
     Alipounarian,	
     Creighton	
    
  Broadhurst	
    and	
    Andy	
    Glenn.	
    
  § 
  Urban	
    Dressing:	
    War-­‐Torn	
    Town	
    Josh	
    Vogt.	
    
  § 
  Village	
    Backdrop:	
    Aldwater	
    Jacob	
    Trier.	
    
  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:	
     February	
     2015	
     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	
    
  Christian	
     Alipounarian,	
     Creighton	
     Broadhurst,	
     Andy	
     Glenn	
     and	
    
  Jacob	
    Trier	
    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	
    2015.	
    
  	
    
  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  
  Welcome	
     to	
     GM’s	
     Monthly	
     Miscellany:	
     February	
     2015.	
     Herein	
    
  you’ll	
    find	
    excerpts	
    from	
    some	
    of	
    Raging	
    Swan’s	
    newest	
    products	
    
  as	
    well	
    as	
    material	
    from	
    a	
    golden	
    oldie	
    –	
    Henchfolk	
    &	
    Hirelings.	
    
  I’ve	
    also	
    included	
    a	
    selection	
    of	
    advice	
    articles	
    from	
    those	
    posted	
    
  weekly	
     at	
     creightonbroadhurst.com	
     as	
     well	
     as	
     another	
     look	
     at	
    
  Gloamhold	
    –	
    the	
    megadungeon	
    I	
    am	
    live-­‐designing	
    at	
    my	
    blog.	
    
  This	
    week,	
    I	
    take	
    a	
    look	
    at	
    one	
    of	
    the	
    easiest	
    areas	
    to	
    reach	
    –	
    the	
    
  shattered,	
    crumbling	
    cliff-­‐fortress	
    of	
    Rivengate.	
    	
    
  	
    
  It’s	
     been	
     a	
     busy	
     month	
     or	
     so	
     at	
     Raging	
     Swan	
     Press.	
     As	
    
  (hopefully)	
    you’ve	
    noticed	
    we’ve	
    got	
    a	
    new	
    look	
    website.	
    I	
    think	
    
  the	
    general	
    layout	
    and	
    feel	
    of	
    the	
    site	
    is	
    much	
    better	
    than	
    the	
    
  old	
    version,	
    which	
    was	
    getting	
    a	
    little	
    clunky.	
    The	
    downside	
    of	
    
  changing	
    over	
    to	
    a	
    new	
    site	
    is	
    filling	
    it	
    with	
    all	
    the	
    information	
    
  from	
    the	
    old	
    site.	
    Our	
    old	
    site	
    had	
    somewhere	
    in	
    the	
    region	
    of	
    
  250	
     pages,	
     and	
     that’s	
     a	
     lot	
     of	
     information	
     to	
     move	
     across.	
    
  Obviously,	
    I’m	
    not	
    finished	
    yet	
    but	
    hopefully	
    you	
    can	
    see	
    how	
    
  things	
     are	
     shaping	
     up.	
     (In	
     fact,	
     if	
     you’ve	
     got	
     any	
     suggestions	
    
  about	
    improving	
    the	
    site,	
    I’d	
    love	
    to	
    hear	
    them).	
    
  	
    
  You’ll	
    also	
    (hopefully)	
    have	
    noticed	
    that	
    we’ve	
    got	
    more	
    of	
    
  our	
     print	
     products	
     available	
     at	
     RPGNow	
     and	
     DriveThruRPG.	
    
  That’s	
    been	
    a	
    goal	
    of	
    mine	
    for	
    quite	
    some	
    time,	
    but	
    until	
    now	
    
  circumstances	
     and	
     a	
     lack	
     of	
     technology	
     conspired	
     to	
     keep	
     our	
    
  print	
    products	
    away	
    from	
    OBS.	
    	
    By	
    the	
    summer	
    I	
    hope	
    to	
    have	
    all	
    
  our	
    books	
    available	
    there.	
    	
    
  	
    
  In	
    my	
    personal	
    gaming,	
    we	
    are	
    still	
    on	
    a	
    break	
    from	
    my	
    own	
    
  Borderland	
    of	
    Adventure	
    campaign,	
    instead	
    playing	
    some	
    of	
    the	
    
  newest	
    incarnation	
    of	
    the	
    world’s	
    oldest	
    role-­‐playing	
    game.	
    I’m	
    
  still	
     not	
     sure	
     exactly	
     what	
     I	
     think	
     about	
     the	
     game	
     –	
     it’s	
     a	
    
  frustrating	
    mix	
    of	
    things	
    of	
    likes	
    and	
    dislikes!	
    	
    
  	
    
  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.	
     If	
     you’ve	
     got	
     any	
    
  comments	
     or	
     questions	
     about	
     Raging	
     Swan	
     Press,	
     I’d	
     love	
     to	
    
  hear	
    
  from	
    
  you.	
    
  You	
    
  can	
    
  contact	
    
  me	
    
  at	
    
  creighton@raging
  swan.com.	
    
  	
    
   
  
  3	
    
  P L A Y E R  A D V I C E :  I N V E N T I V E  U S E S  F O R  M I D - L E V E L  S P E L L S  
  Adventuring	
    at	
    any	
    level	
    is	
    a	
    tricky	
    business.	
    Death	
    is	
    a	
    constant	
    companion	
    and	
    often	
    the	
    only	
     things	
    separating	
    a	
    PC	
    from	
    its	
    cold	
    
  embrace	
    are	
    his	
    wits	
    and	
    cunning.	
    
  	
    
  Last	
    week,	
    I	
    posted	
    several	
    inventive	
    uses	
    for	
    low-­‐level	
    spells.	
    This	
    week,	
    it	
    seemed	
    natural	
    to	
    examine	
    some	
    mid-­‐level	
    spells.	
    
  S T O N E  S H A P E  
  This	
     seemingly	
     innocuous	
     spell	
     has	
     so	
     many	
     uses	
     an	
     inventive	
    
  player	
    can	
    get	
    some	
    serious	
    mileage	
    out	
    of	
    it.	
    (Note,	
    however,	
    
  because	
     this	
     spell	
     has	
     so	
     many	
     uses,	
     it’s	
     more	
     open	
     to	
     GM	
    
  adjudication	
     than	
     most.)	
     Your	
     GM	
     might	
     not	
     be	
     happy	
     with	
    
  some	
    of	
    these	
    tactics:	
    
  § 
  Fly	
    above	
    a	
    foe	
    and	
    stone	
    shape	
    a	
    block	
    out	
    of	
    the	
    ceiling.	
    The	
    
  block	
     plummets	
     to	
     the	
     ground,	
     squishing	
     whatever	
     stands	
    
  beneath.	
     (In	
     2nd	
     edition,	
     I	
     killed	
     a	
     red	
     dragon	
     using	
     this	
    
  technique!)	
    
  § 
  Create	
    a	
    pit	
    full	
    of	
    dust	
    by	
    casting	
    stone	
    shape	
    on	
    the	
    floor.	
    
  Characters	
    falling	
    into	
    the	
    pit	
    may	
    suffocate	
    before	
    managing	
    
  to	
     climb	
     out.	
     (At	
     the	
     very	
     least,	
     they	
     will	
     be	
     vulnerable	
     to	
    
  attacks	
    of	
    opportunity	
    as	
    they	
    struggle	
    to	
    escape).	
    For	
    extra,	
    
  bonus	
    points	
    cast	
    it	
    directly	
    below	
    a	
    foe.	
    
  § 
  If	
    your	
    foes	
    must	
    climb	
    up	
    (or	
    down)	
    stairs	
    to	
    reach	
    you,	
    use	
    
  stone	
     shape	
     to	
     turn	
     it	
     into	
     a	
     slide	
     when	
     they	
     are	
     halfway	
    
  down.	
    They’ll	
    likely	
    slip	
    and	
    fall,	
    landing	
    prone	
    at	
    the	
    bottom	
    
  of	
    the	
    slide.	
    
  E X P L O S I V E  R U N E S   
  This	
    handy	
    spell	
    has	
    several	
    uses.	
    Cast	
    it	
    on	
    several	
    scrolls	
    and	
    
  keep	
    them	
    about	
    your	
    person.	
    You	
    can	
    do	
    any	
    of	
    the	
    following	
    
  with	
    the	
    scrolls:	
    
  § 
  Throw	
     the	
     scroll	
     behind	
     you	
     to	
    
  throw	
     off	
     (or	
     blow	
     up)	
     pursuing	
    
  enemies	
    (assuming	
    they	
    can	
    read	
    and	
    
  understand	
    a	
    dropped	
    scroll	
    might	
    be	
    
  valuable).	
    
  § 
  Nail	
    the	
    affected	
    scroll	
    to	
    the	
    door	
    of	
    
  the	
     room	
     in	
     which	
     you	
     are	
     resting.	
    
  Monsters	
     are	
     bound	
     to	
     look	
     at	
     the	
     scroll	
    
  before	
     opening	
     the	
     door.	
     The	
     ensuing	
    
  explosion	
     should	
     give	
     you	
     and	
     your	
    
  companions	
     enough	
     time	
     to	
     muster	
     a	
    
  defence	
     before	
     the	
     scorched	
     and	
    
  singed	
    monsters	
    stagger	
    through	
    the	
    
  door.	
    
  § 
  If	
    you	
    encounter	
    guards	
    in	
    the	
    dungeon,	
    loudly	
    state	
    you	
    are	
    
  on	
    their	
    master’s	
    business	
    and	
    the	
    scroll	
    you	
    carry	
    gives	
    you	
    
  authority	
    to	
    act	
    in	
    his	
    name.	
    Offer	
    to	
    let	
    them	
    read	
    it,	
    if	
    they	
    
  don’t	
    believe	
    you…	
    
  F I R E  T R A P  
  	
    This	
    defensive	
    spell	
    has	
    similar	
    applications	
    to	
    explosive	
    runes:	
    
  § 
  Cast	
     fire	
     trap	
     on	
     an	
     escape	
     pouch	
     (preferably	
     containing	
     a	
    
  couple	
     of	
     flasks	
     of	
     alchemist’s	
     fire)	
     and	
     throw	
     it	
     behind	
     you	
    
  when	
    you	
    want	
    to	
    get	
    away	
    from	
    a	
    fight.	
    Hopefully,	
    a	
    pursuer	
    
  will	
    stop	
    to	
    open	
    it,	
    and	
    immolate	
    itself.	
    
  § 
  Use	
     fire	
     trap	
     to	
     defend	
     your	
     camp.	
     Cast	
     it	
     on	
     a	
     door	
     (in	
     a	
    
  dungeon)	
    or	
    tent	
    flap	
    (in	
    the	
    wild)	
    and	
    anyone	
    not	
    attuned	
    to	
    
  the	
    trap	
    passing	
    through	
    the	
    portal	
    will	
    detonate	
    it	
    —	
    giving	
    
  you	
    warning	
    of	
    their	
    approach.	
    
  § 
  Cast	
    the	
    spell	
    on	
    a	
    small	
    box,	
    scroll	
    case	
    or	
    pouch.	
    Keep	
    it	
    safe,	
    
  and	
    use	
    it	
    as	
    a	
    “gift”	
    if	
    negotiations	
    with	
    a	
    dungeon	
    denizen	
    
  are	
    going	
    badly.	
    The	
    resultant	
    explosion	
    will	
    no	
    doubt	
    surprise	
    
  and	
    injure	
    your	
    foe.	
    You	
    might	
    even	
    get	
    a	
    surprise	
    round!	
    
  S E C U R E  S H E L T E R  
  § 
  At	
    first	
    glance,	
    secure	
    shelter	
    does	
    one	
    thing	
    only:	
    it	
    creates	
    a	
    
  comfortable	
     cottage	
     in	
     which	
     to	
     rest.	
     However,	
     the	
     spell	
    
  has	
    several	
    combat	
    applications	
    that	
    often	
    go	
    unnoticed:	
    
  § Casting	
     secure	
     shelter	
     so	
     it	
     blocks	
     a	
     corridor	
     gives	
     you	
    
  valuable	
    time	
    to	
    run	
    away.	
    It	
    can	
    also	
    block	
    off	
    one	
    flank	
    
  so	
     you	
     can	
     focus	
     on	
     foes	
     coming	
     from	
     another	
    
  direction.	
    (It	
    can	
    also	
    be	
    used	
    as	
    a	
    strongpoint	
    or	
    fall-­‐
  back	
     position).	
     Note	
     that	
     due	
     to	
     the	
     long	
     casting	
    
  time,	
    this	
    is	
    best	
    done	
    before	
    combat	
    begins.	
    
  § Secure	
    shelter	
    creates	
    a	
    sturdy	
    cottage,	
    which	
    with	
    its	
    
  arcane	
    lock	
    protected	
    shuttered	
    windows	
    and	
    door	
    is	
    
  hard	
     to	
     get	
     into	
     (or	
     out	
     of).	
     This	
     can	
     make	
     it	
     an	
    
  excellent	
    —	
    if	
    temporary	
    —	
    prison.	
    
  One	
    of	
    the	
    problems	
    adventurers	
    often	
    face	
    is	
    what	
    to	
    
  do	
     with	
     rescued	
     prisoners.	
     Leaving	
     them	
     in	
     a	
     secure	
    
  shelter	
     while	
     the	
     party	
     continues	
     its	
     explorations	
     is	
    
  much	
     better	
     than	
     leaving	
     them	
     huddled	
     in	
     some	
    
  corridor	
    or	
    other	
    unsafe	
    locale.	
    
  
  4	
    
  A L D W A T E R  A T  A  G L A N C E  
  For	
    centuries,	
    Aldwater	
    has	
    stood	
    where	
    the	
    water	
    of	
    Blackraven	
    
  Creek	
    runs	
    off	
    into	
    The	
    Deepmire	
    Marshes.	
    On	
    an	
    island	
    in	
    the	
    
  mouth	
     of	
     the	
     creek,	
     the	
     villagers	
     long	
     ago	
     erected	
     a	
     wooden	
    
  labyrinth	
    to	
    hold	
    the	
    remains	
    of	
    their	
    dead.	
    	
    
  	
    
  At	
    regular	
    intervals,	
    the	
    spiritual	
    leader	
    of	
    the	
    village,	
    Leodus	
    
  Breurk	
    the	
    Spiritspeaker,	
    enters	
    the	
    labyrinth	
    to	
    commune	
    with	
    
  his	
     predecessors’	
     mummified	
     heads	
     through	
     an	
     ancient	
     relic	
    
  called	
    the	
    Crown	
    of	
    Eternal	
    Council.	
    	
    
  	
    
  However,	
     the	
     collective	
     knowledge	
     and	
     wisdom	
     of	
     the	
    
  council	
    is	
    limited	
    to	
    what	
    the	
    individual	
    members	
    knew	
    at	
    the	
    
  time	
     of	
     their	
     death,	
     and	
     the	
     council’s	
     traditionalist	
     advice	
     has	
    
  not	
     been	
     adequate	
     to	
     deal	
     with	
     a	
     recent	
     decrease	
     in	
     the	
    
  populations	
    of	
    fish	
    and	
    marsh	
    animals	
    the	
    villagers	
    rely	
    upon	
    to	
    
  survive.	
    	
    
  	
    
  The	
     villagers	
     suspect	
     the	
     decrease	
     is	
     caused	
     by	
     subtle	
    
  changes	
    in	
    the	
    environment,	
    but	
    strange	
    mutations	
    in	
    some	
    of	
    
  the	
    animals	
    hint	
    at	
    more	
    sinister	
    forces	
    at	
    work.	
    Fear	
    of	
    hostile	
    
  boggard	
     tribes	
     and	
     savage	
     monsters	
     has	
     so	
     far	
     dissuaded	
     the	
    
  villagers	
     from	
     travelling	
     deep	
     into	
     the	
     Deepmire	
     Marshes	
     to	
    
  investigate.	
    
  	
    
  Faced	
     with	
     the	
     prospect	
     of	
     starvation,	
     Leodus	
     Breurk,	
     the	
    
  current	
    Spiritspeaker,	
    recently	
    made	
    an	
    unprecedented	
    decision.	
    
  When	
     a	
     wizard	
     from	
     the	
     nearby	
     village	
     of	
     Fulhurst	
     Moors	
    
  approached	
     him	
     seeking	
     information	
     about	
     ancient	
     sacrificial	
    
  sites	
    in	
    the	
    marshes,	
    Leodus	
    agreed	
    to	
    ask	
    the	
    ancestors	
    for	
    the	
    
  information,	
    in	
    return	
    for	
    a	
    sizable	
    donation.	
    	
    
  	
    
  Since	
     then,	
     Leodus	
     has	
     petitioned	
     the	
     ancestors	
     for	
     advice	
    
  on	
    behalf	
    of	
    half	
    a	
    dozen	
    different	
    strangers,	
    and	
    the	
    rumour	
    is	
    
  slowly	
    spreading.	
    Each	
    new	
    visitor	
    brings	
    much	
    needed	
    gold,	
    but	
    
  many	
    villagers	
    feel	
    the	
    new	
    practice	
    is	
    paramount	
    to	
    sacrilege.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Leodus	
    Breurk	
    (N	
    male	
    human	
    cleric	
    7)	
    
  Government	
    Magical	
    
  Population	
    134	
    (125	
    humans,	
    1	
    gnome,	
    2	
    half-­‐elves,	
    1	
    half-­‐orc,	
    5	
    
  halflings)	
    
  Alignments	
    LN,	
    CN,	
    N	
    
  Languages	
    Boggard,	
    Common,	
    Draconic	
    
  Corruption	
    -­‐4;	
    Crime	
    -­‐4;	
    Economy	
    -­‐1;	
    Law	
    +2;	
    Lore	
    +2;	
    Society	
    -­‐1	
    
  Qualities	
    Holy	
    site,	
    superstitious	
    
  Danger	
    +0;	
    Disadvantages	
    Impoverished	
    
  N O T A B L E 	
    F O L K	
    
  Most	
     of	
     the	
     population	
     are	
     nothing	
     more	
     than	
     hardworking	
    
  peasants.	
    A	
    few,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  Brexander	
     Greenroot	
     (location	
     1;	
     CG	
     male	
     gnome	
     ranger	
     3)	
    
  Brexander	
     is	
     willing	
     to	
     guide	
     travellers	
     into	
     The	
     Deepmire	
    
  Marshes.	
    
  Hollean	
     Uthevere	
     (location	
     6;	
     N	
     male	
     human	
     expert	
     2)	
     Proud	
    
  and	
    ambitious,	
    Hollean	
    owns	
    the	
    Roaring	
    Dragon	
    Inn	
    and	
    is	
    
  the	
    most	
    vocal	
    supporter	
    of	
    Spiritspeaker	
    Breurk.	
    
  Hywain	
     Glengaine	
     (location	
     2;	
     LN	
     male	
     middle-­‐aged	
     human	
    
  fighter	
    4)	
    As	
    captain	
    of	
    the	
    Labyrinth	
    Guardians,	
    Hywain	
    is	
    
  loyal	
     to	
     the	
     Spiritspeaker,	
     even	
     if	
     he	
     disapproves	
     of	
     his	
    
  recent	
    decisions.	
    	
    
  Kerin	
    Banell	
    (location	
    2;	
    LN	
    male	
    human	
    fighter	
    2)	
    Kerin	
    is	
    the	
    
  hot	
     tempered	
     second	
     in	
     command	
     of	
     the	
     Labyrinth	
    
  Guardians.	
    	
    
  Kynell	
     Lawain	
     (location	
     7;	
     NG	
     male	
     human	
     expert	
     2)	
     Kynell	
    
  operates	
    the	
    local	
    trade	
    station.	
    
  Lanna	
     Glengaine	
     (location	
     6;	
     NE	
     female	
     human	
     commoner	
     2)	
    
  Hywain	
     Glengaine’s	
     beautiful,	
     but	
     capricious,	
     daughter	
    
  works	
     as	
     a	
     barmaid	
     and	
     excels	
     in	
     inspiring	
     volatile	
     social	
    
  situations.	
    	
    
  Leodus	
     Breurk	
     (location	
     4;	
     N	
     male	
     human	
     cleric	
     7)	
     As	
    
  Spiritspeaker,	
     Leodus	
     has	
     to	
     make	
     difficult	
     decisions	
    
  affecting	
    the	
    entire	
    community.	
    	
    
  Terric	
    Modan	
    (location	
    5;	
    CN	
    male	
    human	
    sorcerer	
    [aberrant]	
    4)	
    
  Terric	
    goes	
    to	
    great	
    lengths	
    to	
    conceal	
    his	
    growing	
    sorcerous	
    
  powers.	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
     of	
     the	
     village	
     comprises	
     modest	
     homes	
     built	
     on	
     raised	
    
  wooden	
    platforms.	
    A	
    few	
    locations,	
    however,	
    are	
    of	
    interest	
    to	
    
  adventurers:	
    
  1. Brexander	
    Greenroot’s	
    house:	
    Home	
    of	
    the	
    most	
    experienced	
    
  marsh	
    guide	
    in	
    the	
    village.	
    
  2. Guardian’s	
     Hall:	
     Home	
     of	
     the	
     warriors	
     who	
     guard	
     the	
    
  Labyrinth	
    of	
    the	
    Ancestors	
    and	
    act	
    as	
    the	
    village	
    militia.	
    
  3. Labyrinth	
     of	
     the	
     Ancestors:	
     This	
     wooden	
     maze	
     contains	
     the	
    
  earthly	
    remains	
    of	
    Aldwater’s	
    dead.	
    
  4. Spiritspeaker's	
    house:	
    Home	
    of	
    Spiritspeaker	
    Leodus	
    Breurk.	
    
  5. Terric	
    Modan's	
    house:	
    Home	
    of	
    the	
    sorcerer	
    Terric	
    Modan.	
    
  6. The	
    Roaring	
    Dragon:	
    The	
    newly	
    established	
    inn,	
    which	
    many	
    
  locals	
    jokingly	
    refer	
    to	
    as	
    "The	
    Burping	
    Lizard",	
    is	
    often	
    busy.	
    
  7. Trade	
    Station:	
    Kynell	
    Lawain	
    ferries	
    hides	
    and	
    fish	
    up	
    the	
    creek	
    
  and	
    returns	
    with	
    trade	
    goods	
    from	
    nearby	
    settlements.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Fishing,	
    hunting,	
    trapping	
    
  Base	
     Value	
     250	
     gp;	
     Purchase	
     Limit	
     1,250	
     gp;	
     Spellcasting	
     4th;	
    
  Minor	
    Items	
    1d4;	
    Medium	
    Items	
    1d2;	
    Major	
    Items	
    –	
    
  When	
     the	
     PCs	
     arrive	
     in	
     Aldwater,	
     the	
     following	
     items	
     are	
     for	
    
  sale:	
    
  § 
  Potions	
    &	
    Oils	
    endure	
    elements	
    (50	
    gp),	
    light	
    (25	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    obscuring	
    mist	
    (25	
    gp),	
    purify	
    food	
    and	
    drink	
    (12	
    
  gp,	
    5	
    sp)	
    
  § 
  Wand	
    wind	
    wall	
    (37	
    chgs.;	
    8,375	
    gp)	
    
  
  5	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
    may	
    know	
    some	
    information	
    about	
    Aldwater.	
    A	
    successful	
    
  check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
     10:	
     Aldwater	
     lies	
     at	
     the	
     mouth	
     of	
     Blackraven	
     Creek,	
    
  where	
    it	
    flows	
    into	
    the	
    Deepmire	
    Marshes.	
    
  	
    
  DC	
    15:	
    The	
    most	
    prominent	
    feature	
    of	
    Aldwater	
    is	
    the	
    large	
    
  wooden	
    labyrinth	
    on	
    an	
    island	
    in	
    the	
    middle	
    of	
    the	
    village.	
    It	
    is	
    
  said	
    to	
    contain	
    the	
    remains	
    of	
    the	
    villagers’	
    ancestors.	
    
  	
    
  DC	
     20:	
     The	
     spiritual	
     leader	
     of	
     the	
     village	
     can	
     use	
     a	
     secret	
    
  ritual	
    to	
    gain	
    knowledge	
    from	
    the	
    dead.	
    	
    
  V I L L A G E R S  
  Appearance	
    Black	
    hair	
    and	
    blue	
    eyes	
    are	
    dominant	
    among	
    the	
    
  villagers,	
    most	
    of	
    who	
    are	
    below	
    average	
    height.	
    	
    
  	
    
  Dress	
     Most	
     villagers	
     wear	
     loose	
     fitted	
     leggings	
     and	
     shirts,	
    
  made	
    from	
    a	
    light,	
    quick-­‐drying	
    fabric.	
    Scarfs	
    are	
    often	
    wrapped	
    
  around	
    the	
    head	
    to	
    keep	
    away	
    insects.	
    
  	
    
  Nomenclature	
     male	
     Girnach,	
     Henn,	
     Luwain,	
     Morion,	
     Rhylf;	
    
  female	
    Elaida,	
    Grisanna,	
    Isuefar,	
    Nilda,	
    Shavinia;	
    family	
    Aralon,	
    
  Blagant,	
    Glerent,	
    Melydd,	
    Teigan.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Aldwater	
    
  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	
    
  A	
     gigantic	
     frog-­‐like	
     monster	
     lives	
     within	
     the	
     Deepmire	
    
  Marshes.	
    Local	
    boggard	
    tribes	
    worship	
    it	
    as	
    a	
    god.	
    
  2	
    
  There	
    is	
    something	
    strange	
    about	
    Terric	
    Modan.	
    He’s	
    got	
    
  a	
    secret	
    he’s	
    desperate	
    to	
    hide.	
    
  3	
    
  Brexander	
     Greenroot	
     has	
     been	
     trying	
     to	
     catch	
     a	
     huge	
    
  electric	
     eel	
     called	
     Ol’	
     Spark	
     for	
     years.	
     His	
     last	
     attempt	
    
  almost	
    cost	
    him	
    his	
    life.	
    
  4*	
    
  Lanna	
     Glengaine	
     once	
     persuaded	
     Kerin	
     Banell	
     to	
     sneak	
    
  her	
    into	
    the	
    Labyrinth	
    of	
    the	
    Ancestors.	
    
  5	
    
  The	
    last	
    group	
    of	
    strangers	
    who	
    sought	
    knowledge	
    from	
    
  the	
     ancestors	
     in	
     the	
     labyrinth	
     sailed	
     into	
     the	
     Deepmire	
    
  Marshes	
    afterwards.	
    They	
    haven’t	
    returned.	
    
  6*	
    
  The	
     council	
     of	
     ancestors	
     have	
     cursed	
     Leodus	
     Breurk	
    
  because	
    he	
    shares	
    their	
    wisdom	
    with	
    outsiders.	
    
  *False	
    rumour	
    
  	
    
   
  
  6	
    
  W A R - T O R N  T O W N :  S I G H T S  &  S O U N D S  
  Use	
     this	
     table	
     to	
     generate	
     the	
     sights	
     and	
     sounds	
     the	
     PCs	
    
  experience	
     as	
     they	
     move	
     about	
     the	
     war-­‐torn	
     town.	
     Ignore	
    
  inappropriate	
    results	
    and	
    simply	
    re-­‐roll.	
    
  D%	
    
  	
    
  1	
    
  Ash	
     has	
     drifted	
     down	
     from	
     the	
     skies	
     to	
     coat	
    
  every	
    surface	
    in	
    sight.	
    	
    
  2	
    
  The	
     buildings	
     along	
     this	
     street	
     all	
     appear	
     to	
     be	
    
  leaning,	
    as	
    if	
    their	
    foundations	
    are	
    crumbling.	
    
  3	
    
  Smoke	
    plumes	
    into	
    the	
    air	
    as	
    tongues	
    of	
    wicked	
    
  fire	
    lick	
    the	
    buildings.	
    
  4	
    
  A	
    string	
    of	
    black-­‐garbed	
    widows	
    and	
    orphans	
    line	
    
  the	
    street	
    to	
    weep	
    as	
    a	
    squad	
    marches	
    by.	
    
  5	
    
  This	
    whole	
    block	
    has	
    been	
    reduced	
    to	
    rubble	
    and	
    
  wreckage.	
    
  6	
    
  Piles	
    of	
    broken	
    and	
    shattered	
    armour	
    lie	
    strewn	
    
  on	
    the	
    ground,	
    battered	
    beyond	
    use.	
    
  7	
    
  Snapped	
    spears	
    and	
    mangled	
    swords	
    form	
    piles	
    
  off	
    to	
    one	
    side	
    of	
    the	
    street.	
    
  8	
    
  Half-­‐a-­‐dozen	
    corpses	
    are	
    carried	
    by,	
    laid	
    out	
    on	
    
  their	
    own	
    bloodstained	
    shields.	
    
  9	
    
  The	
    soft	
    sound	
    of	
    sobs	
    and	
    choked	
    weeping	
    fills	
    
  the	
    air.	
    
  10	
    
  A	
     priest	
     in	
     a	
     gilded	
     robe	
     strolls	
     by	
     a	
     line	
     of	
    
  recruits,	
    laying	
    hands	
    on	
    each	
    in	
    blessing	
    
  11	
    
  A	
     zealous	
     rebel	
     stands	
     on	
     the	
     corner,	
     ignoring	
    
  glares	
    as	
    he	
    shouts	
    a	
    creed	
    of	
    violent	
    defiance.	
    
  12	
    
  A	
    trio	
    of	
    soldiers	
    are	
    strung	
    up;	
    their	
    arms	
    and	
    
  legs	
     are	
     lashed	
     to	
     spears	
     driven	
     through	
     their	
    
  chests.	
    
  13	
    
  A	
     family	
     cries	
     for	
     help	
     as	
     soldiers	
     raid	
     their	
    
  home,	
    taking	
    every	
    scrap	
    of	
    their	
    food.	
    
  14	
    
  This	
     band	
     of	
     recruits	
     looks	
     to	
     comprise	
     little	
    
  more	
    than	
    children.	
    
  15	
    
  Hard-­‐eyed	
     mercenaries	
     lounge	
     about,	
     drinking	
    
  and	
     scowling	
     at	
     anyone	
     who	
     pays	
     them	
     the	
    
  slightest	
    bit	
    of	
    attention.	
    
  16	
    
  A	
    person	
    entirely	
    encased	
    in	
    plate	
    armour	
    stands	
    
  nearby,	
    watching	
    everyone.	
    
  17	
    
  The	
     air-­‐quaking	
     screams	
     suggest	
     the	
     local	
    
  surgeon	
    is	
    hard	
    at	
    work	
    amputating	
    more	
    limbs.	
    	
    
  18	
    
  These	
     beggars	
     use	
     dented	
     and	
     rusted	
     helms	
     as	
    
  bowls	
    and	
    claim	
    they’re	
    veterans	
    too	
    old	
    to	
    fight.	
    
  19	
    
  A	
    scattering	
    of	
    metal	
    and	
    wooden	
    shards	
    on	
    the	
    
  road	
    is	
    what	
    remains	
    of	
    a	
    knight’s	
    shield.	
    
  20	
    
  In	
     the	
     distance,	
     a	
     row	
     of	
     people	
     on	
     mounts	
     is	
    
  silhouetted	
    against	
    the	
    horizon.	
    
  21	
    
  Distant	
    cries	
    and	
    clashes	
    indicate	
    the	
    battling	
    has	
    
  renewed	
    with	
    increased	
    ferocity.	
    
  22	
    
  Droop-­‐shouldered	
    sentries	
    trudge	
    along	
    the	
    tops	
    
  of	
     the	
     walls,	
     rarely	
     bothering	
     to	
     watch	
     beyond	
    
  the	
    town.	
    
  23	
    
  A	
    horse	
    careens	
    passed,	
    saddle	
    empty,	
    its	
    mouth	
    
  and	
    mane	
    are	
    coated	
    in	
    froth.	
    
  24	
    
  A	
    robed	
    figure	
    nails	
    a	
    flier	
    to	
    a	
    post,	
    announcing	
    
  fresh	
    recruitment	
    efforts.	
    
  25	
    
  This	
     wall	
     is	
     engraved	
     with	
     all	
     the	
     names	
     of	
     the	
    
  dead—there	
    must	
    be	
    hundreds	
    of	
    them.	
    
  26	
    
  A	
     group	
     of	
     children	
     have	
     turned	
     a	
     trash	
     heap	
    
  into	
     the	
     epicentre	
     of	
     their	
     “king	
     of	
     the	
     hill”	
    
  game.	
    
  27	
    
  A	
    cart	
    trundles	
    by,	
    weighed	
    down	
    by	
    dozens	
    of	
    
  stiff	
    and	
    rotting	
    bodies.	
    
  28	
    
  This	
     person	
     appears	
     to	
     be	
     selling	
     scraps	
     and	
    
  goods	
    scrounged	
    from	
    those	
    killed	
    in	
    battle.	
    
  29	
    
  A	
     hedge	
     witch	
     rasps	
     out	
     offers	
     of	
     charms	
     and	
    
  spells	
    to	
    protect	
    one	
    against	
    death.	
    
  30	
    
  As	
     a	
     squad	
     marches	
     by,	
     a	
     woman	
     trails	
     after,	
    
  screaming	
     for	
     one	
     of	
     the	
     soldiers	
     to	
     return	
    
  home.	
    
  31	
    
  A	
     soldier	
     limps	
     by	
     using	
     his	
     sword	
     as	
     a	
     cane;	
     a	
    
  grey	
    beard	
    hangs	
    down	
    to	
    his	
    waist.	
    
  32	
    
  A	
    skinny	
    youth	
    clatters	
    past,	
    his	
    armour	
    far	
    too	
    
  big	
    for	
    his	
    lanky	
    frame.	
    
  33	
    
  The	
     sewers	
     and	
     gutters	
     of	
     the	
     town	
     are	
     full	
     of	
    
  bloody	
    water	
    and	
    crimson	
    mud.	
    
  34	
    
  Terrible	
    shrieks	
    tear	
    the	
    air	
    as	
    a	
    team	
    of	
    horses	
    
  are	
     slaughtered	
     to	
     provide	
     food	
     for	
     the	
    
  townsfolk.	
    
  35	
    
  The	
    heads	
    of	
    enemy	
    soldiers	
    are	
    stuck	
    on	
    pikes	
    
  all	
    around	
    town.	
    
  36	
    
  This	
    building	
    has	
    been	
    brightly	
    painted	
    in	
    loyalist	
    
  colours	
    and	
    insignia.	
    
  37	
    
  A	
    bundle	
    of	
    flags	
    have	
    been	
    set	
    alight	
    and	
    tossed	
    
  to	
    burn	
    in	
    the	
    middle	
    of	
    the	
    road.	
    
  38	
    
  A	
     group	
     of	
     rioters	
     storm	
     down	
     the	
     street,	
    
  chanting	
    violent	
    threats.	
    
  39	
    
  Cries	
    of	
    fear	
    echo	
    as	
    several	
    soldiers	
    kick	
    down	
    
  the	
    door	
    to	
    a	
    home.	
    
  40	
    
  A	
    soldier	
    sits	
    rocking	
    back	
    and	
    forth,	
    cradling	
    his	
    
  sword	
    as	
    if	
    it	
    were	
    a	
    babe.	
    
  41	
    
  The	
     stink	
     of	
     gangrene	
     makes	
     people	
     retch	
     as	
    
  they	
    pass	
    by	
    the	
    local	
    apothecaries’	
    home.	
    
  42	
    
  Agonized	
     weeping	
     comes	
     from	
     the	
     makeshift	
    
  hospital	
    tents	
    set	
    up	
    along	
    the	
    street.	
    
  43	
    
  A	
     family	
     kneels	
     in	
     the	
     street	
     in	
     the	
     wake	
     of	
     a	
    
  squad,	
    offering	
    up	
    prayers	
    for	
    protection	
    to	
    their	
    
  god.	
    
  44	
    
  A	
     pile	
     of	
     battlefield	
     loot	
     sits	
     in	
     the	
     middle	
     of	
    
  town,	
    ignored	
    and	
    untouched	
    by	
    all.	
    
  45	
    
  Whatever	
     this	
     building	
     used	
     to	
     be,	
     all	
     that	
    
  remains	
    is	
    an	
    ashen	
    husk.	
    
  46	
    
  Soldiers	
     pound	
     on	
     every	
     door,	
     searching	
    
  buildings	
    one	
    by	
    one.	
    
  47	
    
  Every	
     street	
     is	
     barricaded	
     by	
     spiked	
     metal	
     and	
    
  wooden	
    posts.	
    
  48	
    
  A	
     sentry	
     tower	
     stands	
     ablaze	
     on	
     the	
     edge	
     of	
    
  town,	
     casting	
     sparks	
     and	
     embers	
     onto	
     the	
    
  nearby	
    rooftops.	
    
  
  7	
    
  49	
    
  A	
     waft	
     of	
     rot	
     emanates	
     from	
     the	
     nearby	
     shop,	
    
  which	
    has	
    shuttered	
    windows	
    and	
    a	
    barred	
    door.	
    
  50	
    
  The	
     supply	
     caravan	
     lumbering	
     into	
     town	
     looks	
    
  like	
    most	
    of	
    its	
    goods	
    have	
    been	
    pilfered	
    by	
    its	
    
  guards.	
    
  51	
    
  The	
    person	
    off	
    to	
    the	
    side	
    has	
    a	
    shifting	
    gaze	
    as	
    
  they	
    sketch	
    out	
    a	
    map	
    of	
    the	
    area.	
    
  52	
    
  A	
    herd	
    of	
    pigs	
    has	
    been	
    outfitted	
    with	
    miniature	
    
  armour	
    and	
    sports	
    iron-­‐capped	
    tusks.	
    
  53	
    
  A	
     pack	
     of	
     snarling,	
     slavering	
     war	
     hounds	
     tug	
     at	
    
  their	
    master’s	
    leashes.	
    
  54	
    
  As	
    a	
    person	
    walks	
    by,	
    a	
    brand	
    under	
    his	
    rags—
  labelling	
    him	
    a	
    deserter—is	
    briefly	
    visible.	
    
  55	
    
  This	
    miserable	
    lot	
    of	
    scarred	
    and	
    wounded	
    slaves	
    
  looks	
    to	
    be	
    culled	
    from	
    enemy	
    ranks.	
    
  56	
    
  Men	
     nail	
     up	
     a	
     variety	
     of	
     charcoal	
     sketches	
    
  detailing	
     a	
     fresh	
     batch	
     of	
     soldiers	
     wanted	
     for	
    
  desertion.	
    
  57	
    
  The	
     general	
     who	
     just	
     staggered	
     by	
     reeks	
     of	
    
  whiskey	
    more	
    than	
    the	
    most	
    drunken	
    beggar.	
    
  58	
    
  A	
     pair	
     of	
     soldiers	
     shows	
     off	
     a	
     weapons	
    
  demonstration	
    to	
    a	
    group	
    of	
    grubby	
    children.	
    
  59	
    
  Two	
    people	
    stand	
    in	
    the	
    street	
    bellowing	
    a	
    mix	
    
  of	
    military	
    propaganda	
    at	
    one	
    another.	
    
  60	
    
  A	
     blind	
     oracle	
     shambles	
     past,	
     muttering	
     the	
    
  word	
    “doom”	
    over	
    and	
    over.	
    
  61	
    
  Every	
     wall	
     surrounding	
     the	
     town	
     appears	
     to	
     be	
    
  falling	
    apart.	
    	
    
  62	
    
  The	
    main	
    gates	
    to	
    the	
    town	
    lie	
    knocked	
    off	
    their	
    
  hinges	
    and	
    cast	
    to	
    the	
    side.	
    
  63	
    
  These	
    painted	
    slogans	
    look	
    to	
    be	
    the	
    work	
    of	
    a	
    
  bunch	
    of	
    soldiers.	
    
  64	
    
  An	
    enemy	
    soldier	
    peers	
    out	
    from	
    behind	
    the	
    bars	
    
  of	
    the	
    local	
    jail.	
    
  65	
    
  A	
     large	
     tent	
     serves	
     as	
     the	
     centre	
     of	
     a	
     bustling	
    
  military	
    camp.	
    
  66	
    
  A	
     uniformed	
     courier	
     dashes	
     by,	
     boots	
     polished	
    
  and	
    sabre	
    rattling	
    in	
    its	
    sheath.	
    
  67	
    
  The	
    squad	
    marching	
    through	
    the	
    town	
    bears	
    the	
    
  royal	
    colours	
    and	
    insignia.	
    
  68	
    
  Every	
    home	
    in	
    town	
    shows	
    some	
    sign	
    of	
    disrepair	
    
  or	
     damage,	
     from	
     caved-­‐in	
     roofs	
     to	
     shattered	
    
  windows.	
    
  69	
    
  A	
     shadowy	
     figure	
     ducks	
     down	
     an	
     alley	
     and	
    
  vanishes	
    into	
    a	
    gutter	
    opening.	
    
  70	
    
  Off	
    to	
    one	
    side,	
    a	
    person	
    touches	
    a	
    brick	
    in	
    a	
    wall	
    
  and	
    a	
    secret	
    door	
    slides	
    open.	
    
  71	
    
  A	
     haunting	
     melody	
     fills	
     the	
     air	
     as	
     a	
     band	
     plays	
    
  dirges	
    as	
    they	
    shuffle	
    passed.	
    
  72	
    
  The	
    doors	
    and	
    windows	
    of	
    these	
    home	
    are	
    laid	
    
  across	
    with	
    thick	
    chains.	
    
  73	
    
  The	
    entire	
    town	
    is	
    blanketed	
    with	
    an	
    unnatural	
    
  silence.	
    
  74	
    
  The	
    screams	
    in	
    the	
    distance	
    have	
    been	
    going	
    on	
    
  for	
    hours,	
    and	
    they	
    don’t	
    sound	
    human.	
    
  75	
    
  A	
    single	
    soldier	
    tries	
    to	
    protect	
    himself	
    as	
    a	
    mob	
    
  of	
    townsfolk	
    curse	
    and	
    fling	
    rocks	
    his	
    way.	
    
  76	
    
  Children	
    scuttle	
    by,	
    digging	
    through	
    garbage	
    and	
    
  heaps	
    for	
    any	
    crumb	
    of	
    food.	
    
  77	
    
  A	
    group	
    of	
    soldiers	
    stand	
    around	
    the	
    entrance	
    to	
    
  a	
    cellar	
    as	
    smoke	
    pours	
    up	
    the	
    stairs.	
    
  78	
    
  A	
     goodly	
     number	
     of	
     trip	
     wires,	
     bear	
     traps	
     and	
    
  hastily	
    
  concealed	
    
  pits	
    
  defend	
    
  this	
    
  neighbourhood.	
    
  79	
    
  Villagers	
     have	
     gathered	
     to	
     work	
     on	
     crumbling	
    
  and	
    charred	
    portions	
    of	
    the	
    town	
    walls.	
    
  80	
    
  Townsfolk	
    work	
    alongside	
    guards	
    to	
    construct	
    a	
    
  catapult	
    out	
    of	
    any	
    wood	
    scraps	
    lying	
    around.	
    
  81	
    
  These	
    stocks	
    stand	
    empty,	
    but	
    the	
    fresh	
    gore	
    on	
    
  the	
    wood	
    indicates	
    recent	
    usage.	
    
  82	
    
  A	
    lone	
    lute,	
    strings	
    cut	
    and	
    frame	
    cracked,	
    lies	
    in	
    
  the	
    middle	
    of	
    the	
    road.	
    
  83	
    
  A	
    whip	
    cracks	
    as	
    a	
    deserter	
    has	
    his	
    back	
    turned	
    
  into	
    a	
    bloody	
    mess	
    beneath	
    the	
    lashings.	
    
  84	
    
  A	
    shirtless	
    man	
    strides	
    by,	
    back	
    straight	
    despite	
    
  his	
    torso	
    being	
    a	
    mass	
    of	
    scars.	
    
  85	
    
  This	
     puppet	
     show	
     is	
     little	
     more	
     than	
     a	
    
  demonstration	
    of	
    gory	
    ways	
    one	
    can	
    be	
    killed	
    in	
    
  battle.	
    
  86	
    
  Several	
     youths	
     flee	
     from	
     a	
     pair	
     of	
     guards	
     who	
    
  look	
    too	
    wearied	
    to	
    give	
    proper	
    chase.	
    
  87	
    
  A	
    child	
    clutches	
    the	
    ankle	
    of	
    a	
    man,	
    pleading	
    for	
    
  “Papa”	
    to	
    not	
    leave.	
    
  88	
    
  An	
     enemy	
     soldier	
     hollers	
     down	
     from	
     atop	
     the	
    
  tower,	
    taunting	
    anyone	
    to	
    try	
    and	
    remove	
    him.	
    
  89	
    
  One	
    soldier	
    falls	
    to	
    the	
    ground	
    in	
    mid-­‐step	
    and	
    is	
    
  left	
    there	
    as	
    his	
    regiment	
    marches	
    on.	
    
  90	
    
  Townsfolk	
    stream	
    along	
    the	
    main	
    street,	
    carrying	
    
  dozens	
    of	
    sealed	
    coffins	
    to	
    the	
    graveyard.	
    
  91	
    
  Enormous	
    stones	
    form	
    a	
    giant	
    cairn	
    in	
    the	
    middle	
    
  of	
    town,	
    dedicated	
    to	
    “All	
    Who	
    Have	
    Fallen.”	
    
  92	
    
  What	
    looks	
    like	
    a	
    heap	
    of	
    muddy	
    rags	
    is	
    revealed	
    
  to	
    be	
    a	
    pile	
    of	
    discarded	
    military	
    uniforms.	
    
  93	
    
  The	
    harsh	
    cawing	
    of	
    buzzards	
    grows	
    louder	
    as	
    a	
    
  flock	
    settles	
    over	
    the	
    town.	
    
  94	
    
  This	
     chapel	
     has	
     been	
     set	
     ablaze;	
     flames	
     pour	
    
  from	
    every	
    window	
    and	
    doorway.	
    	
    	
    
  95	
    
  Several	
     figures	
     crawl	
     down	
     the	
     street,	
     trailing	
    
  filth	
    and	
    blood	
    from	
    their	
    bodies.	
    
  96	
    
  This	
    once-­‐bustling	
    marketplace	
    has	
    been	
    entirely	
    
  shuttered	
    and	
    closed	
    down.	
    
  97	
    
  The	
     road	
     is	
     almost	
     completely	
     clogged	
     with	
    
  abandoned	
    wagons,	
    whose	
    axles	
    and	
    wheels	
    are	
    
  broken.	
    
  98	
    
  Men,	
    women	
    and	
    children	
    scream	
    as	
    they	
    sprint	
    
  away	
    from	
    the	
    approaching	
    soldiers.	
    
  99	
    
  The	
    skies	
    have	
    been	
    blood-­‐red	
    for	
    a	
    week	
    now,	
    
  all	
    day,	
    all	
    night.	
    	
    
  100	
    
  Every	
     guard	
     in	
     town	
     stands	
     perfectly	
     still;	
    
  peering	
    through	
    the	
    bars	
    of	
    their	
    helms	
    reveals	
    
  each	
    one	
    is	
    an	
    animated	
    skeleton.	
    
  	
    
  	
    
  
  8	
    
  H E N C H F O L K  & H I R E L I N G S : H I R I N G  H E N C H F O L K
  Henchfolk	
     are	
     an	
     adventuring	
     hero’s	
     most	
     trusted	
     and	
     useful	
    
  servants.	
     Able	
     to	
     stand	
     with	
     their	
     master	
     in	
     battle,	
     provide	
    
  spellcasting	
     support	
     or	
     simply	
     stay	
     at	
     home	
     and	
     guard	
     their	
    
  master’s	
     chattels,	
     henchmen	
     are	
     a	
     good	
     addition	
     to	
     any	
    
  adventuring	
    party.	
    	
    
  	
    
  Almost	
    any	
    adventuring	
    hero	
    can	
    attract	
    henchfolk.	
    Once	
    a	
    
  PC	
     has	
     attained	
     3rd-­‐level	
     he	
     can	
     attempt	
     to	
     attract	
     henchfolk.	
    
  The	
    overall	
    number	
    of	
    henchmen	
    a	
    PC	
    can	
    have	
    is	
    a	
    function	
    of	
    
  his	
    Charisma	
    and	
    level.	
    Every	
    PC	
    can	
    have	
    a	
    number	
    of	
    henchfolk	
    
  equal	
    to	
    3	
    +	
    1/2	
    the	
    PC’s	
    level	
    +	
    the	
    PC’s	
    Charisma	
    modifier.	
    If	
    a	
    
  henchman	
    dies	
    or	
    leaves	
    the	
    PC,	
    he	
    can	
    be	
    replaced	
    using	
    the	
    
  method	
    detailed	
    below.	
    
  A T T R A C T I N G  H E N C H F O L K  
  There	
     may	
     be	
     many	
     prospective	
     henchfolk	
     in	
     a	
     given	
    
  community,	
    but	
    if	
    the	
    PC	
    does	
    nothing	
    to	
    attract	
    them	
    he	
    will	
    
  never	
    employ	
    them.	
    	
    
  	
    
  The	
    locale	
    in	
    which	
    the	
    PC	
    decides	
    to	
    attract	
    henchmen	
    is	
    a	
    
  crucial	
     factor	
     in	
     determining	
     the	
     final	
     number	
     of	
     prospective	
    
  applicants.	
     No	
     matter	
     how	
     diligent	
     the	
     PC	
     is	
     at	
     seeking	
     out	
     a	
    
  follower,	
     such	
     individuals	
     do	
     not	
     come	
     in	
     an	
     inexhaustible	
    
  supply.	
     The	
     settlement’s	
     size	
     and	
     location	
     determine	
     the	
    
  maximum	
    number	
    of	
    applicants.	
    (Of	
    course,	
    the	
    GM	
    can	
    modify	
    
  these	
    figures	
    if	
    he	
    deems	
    is	
    necessary	
    or	
    desirable).	
    
  COMMUNITY	
    
  SIZE	
    
  BASE	
    NUMBER	
    
  ATTRACTED	
    
  MAXIMUM	
    
  ATTRACTED	
    
  Thorp	
    
  0	
    
  0	
    
  Hamlet	
    
  0	
    
  0	
    
  Village	
    
  0	
    
  1	
    
  Small	
    town	
    
  1	
    
  2	
    
  Large	
    town	
    
  2	
    
  5	
    
  Small	
    city	
    
  3	
    
  12	
    
  Large	
    city	
    
  6	
    
  25	
    
  Metropolis	
    
  10	
    
  50	
    
  	
    
  Additionally,	
     a	
     community’s	
     location	
     affects	
     how	
     many	
    
  suitable	
     individuals	
     may	
     be	
     attracted.	
     A	
     community	
     on	
     a	
    
  borderland	
    or	
    other	
    contested	
    area	
    is	
    treated	
    as	
    if	
    it	
    were	
    one	
    
  size	
    larger	
    (so,	
    for	
    example,	
    a	
    small	
    town	
    would	
    count	
    as	
    a	
    large	
    
  town)	
     in	
     terms	
     of	
     how	
     many	
     potential	
     henchmen	
     live	
     within.	
    
  Similar	
     if	
     a	
     community	
     is	
     very	
     stable	
     and	
     does	
     not	
     have	
    
  significant	
    external	
    threats	
    to	
    contend	
    with,	
    it	
    counts	
    as	
    one	
    size	
    
  smaller	
     (so	
     a	
     small	
     town	
     would	
     only	
     have	
     as	
     many	
     potential	
    
  recruits	
    as	
    a	
    village).
  	
    
  Once	
     the	
     PC	
     has	
     determined	
     where	
     he	
     will	
     search	
     for	
    
  recruits,	
    he	
    must	
    decide	
    which	
    methods	
    to	
    use.	
    A	
    PC	
    can	
    use	
    any	
    
  or	
    all	
    of	
    the	
    methods	
    outlined	
    below,	
    but	
    each	
    activity	
    can	
    only	
    
  be	
     undertaken	
     once	
     a	
     month.	
     If	
     the	
     PC	
     elects	
     to	
     use	
     multiple	
    
  methods	
     at	
     the	
     same	
     time,	
     but	
     this	
     inevitably	
     results	
     in	
     some	
    
  wasted,	
    duplicated	
    effort.	
    
  METHOD1	
    
  COST	
    
  APPLICANTS	
    
  ATTRACTED3,	
    4	
    
  Posting	
    public	
    notices	
    
  50	
    gp	
    
  1d4	
    
  Hiring	
    a	
    crier	
    
  10	
    gp	
    
  1d2	
    
  Hiring	
    agents	
    
  300	
    gp	
    
  2d3	
    
  Frequenting	
     inns,	
     taverns	
     and	
     so	
    
  on2	
    
  var.	
    
  var.	
    
  1:	
     Reduce	
     the	
     overall	
     number	
     of	
     applicants	
     attracted	
     by	
     1	
     for	
    
  each	
    additional	
    method	
    used	
    beyond	
    the	
    first,	
    as	
    duplication	
    of	
    
  effort	
    inevitably	
    results.	
    
  2:	
    Buying	
    drinks	
    for	
    prospective	
    henchfolk,	
    bribing	
    barkeeps	
    and	
    
  servers	
     to	
     mention	
     the	
     employment	
     opportunity	
     to	
     likely	
    
  applicants	
    and	
     so	
    on.	
    For	
    each	
    10	
    gp	
    spent	
    (50	
    gp	
    maximum),	
    
  the	
    PC	
    attracts	
    1d2	
    applicants.	
    
  3:	
    Add	
    the	
    base	
    number	
    available	
    in	
    the	
    settlement.
  4:	
    Add	
    the	
    PC's	
    level	
    to	
    simulate	
    his	
    renown.	
    	
    
  	
    
  	
    
  Post	
    Public	
    Notices:	
    The	
    PC	
    posts	
    public	
    notices	
    in	
    taverns,	
    
  inns	
    and	
    in	
    other	
    public	
    places	
    such	
    as	
    market	
    squares	
    and	
    so	
    
  on.
  	
    
  Hiring	
    a	
    Crier:	
    The	
    PC	
    hires	
    a	
    town	
    crier,	
    or	
    other	
    individual	
    
  such	
     as	
     a	
     wandering	
     bard,	
     to	
     spread	
     the	
     word	
     of	
     his	
     need	
     for	
    
  henchmen.	
    	
    
  	
    
  Hiring	
     Agents:	
     The	
     PC	
     hires	
     agents	
     dedicated	
     to	
     finding	
    
  suitable	
    candidates.	
    Such	
    individuals	
    have	
    contacts	
    in	
    the	
    local	
    
  community	
    and,	
    although	
    expensive,	
    this	
    guarantees	
    results.	
    A	
    
  PC	
     employing	
     this	
     method	
     can	
     reroll	
     one	
     result	
     during	
     the	
    
  Determine	
    Applicants	
    phase.	
    
  	
    
  Frequenting	
     Inns,	
     Taverns	
     and	
     so	
     on:	
     The	
     PC	
     frequents	
    
  locations	
    where	
    prospective	
    henchmen	
    can	
    be	
    found	
    –	
    taverns,	
    
  inns	
    and	
    so	
    on.	
    Such	
    activity	
    is	
    time	
    consuming	
    and	
    the	
    PC	
    can	
    
  carry	
    out	
    no	
    other	
    activity	
    while	
    recruiting	
    henchfolk.	
    
  E X A M P L E  
  Morgan	
     Ironwolf	
     (a	
     4th-­‐level	
     fighter)	
     decides	
     she	
     needs	
     to	
    
  attract	
    some	
     henchfolk.	
    She	
     travels	
     to	
     the	
     nearest	
     large	
     town	
    
  (base	
    number	
    attracted	
    2)	
    and	
    posts	
    public	
    notices	
    (cost	
    50	
    gp,	
    
  attracts	
     1d4	
     henchmen)	
     and	
     hires	
    a	
     crier	
     (cost	
    10	
     gp,	
    attracts	
    
  1d2	
    henchmen)	
    to	
    spread	
    the	
    word.	
    	
    
  	
    
  The	
     public	
     notices	
     attract	
     three	
     prospective	
     henchmen	
    
  while	
     the	
    crier	
    brings	
    in	
    one	
     more.	
     Thus,	
     Morgan	
     attracts	
    ten	
    
  potential	
     recruits	
     (4+2+3+1).	
     Unfortunately,	
     because	
     she	
     used	
    
  two	
    methods	
    to	
    attract	
    recruits	
    this	
    result	
    reduces	
    by	
    one	
    for	
    a	
    
  total	
    of	
    nine	
    potential	
    recruits	
    and	
    a	
    total	
    outlay	
    of	
    60	
    gp.	
    Sadly,	
    
  as	
    she	
    is	
    in	
    a	
    large	
    town	
    this	
    total	
    is	
    reduced	
    to	
    five	
    applicants.	
    
  
  9	
    
  I N T E R V I E W I N G  H E N C H F O L K  
  The	
    PC	
    must	
    interview	
    each	
    prospective	
    henchman	
    to	
    determine	
    
  if	
    the	
    henchman	
    will	
    serve	
    him	
    (and	
    indeed	
    if	
    the	
    PC	
    wants	
    the	
    
  henchman	
    in	
    question).	
    	
    
  	
    
  It	
     is	
     considered	
     poor	
     manners	
     to	
     enspell	
     a	
     prospective	
    
  henchfolk	
    in	
    any	
    way.	
    (This	
    includes	
    divinations	
    such	
    as	
     detect	
    
  evil,	
     detect	
     thoughts	
     and	
     so	
     on.)	
     Searching	
     or	
     restraining	
     the	
    
  applicant	
     in	
     any	
     way	
     results	
     in	
     the	
     applicant	
     leaving	
     at	
     the	
    
  earliest	
    opportunity.	
    	
    
  	
    
  At	
    the	
    start	
    of	
    the	
    interview,	
    treat	
    the	
    prospective	
    henchfolk	
    
  as	
    indifferent.	
    (Although,	
    the	
    applicant	
    is	
    interested	
    in	
    serving	
    as	
    
  a	
    henchman,	
    he	
    is	
    also	
    wary	
    of	
    serving	
    under	
    someone	
    he	
    does	
    
  not	
     yet	
     like	
     or	
     respect.)	
     Roleplay	
     the	
     meeting	
     using	
     the	
     notes	
    
  presented	
    with	
    each	
    sample	
    henchman.	
    To	
    make	
    the	
    henchman	
    
  amenable	
     to	
     enter	
     service,	
     the	
     PC	
     must	
     make	
     him	
     friendly	
    
  (requiring	
    a	
    DC	
    15	
    +	
    henchman	
    Cha	
    modifier	
    Diplomacy	
    check).	
    
  Apply	
    the	
    following	
    modifiers	
    to	
    the	
    check:	
    
  SITUATION
  MODIFIER
  PC	
    is	
    of	
    an	
    atypical	
    race	
    
  -­‐1	
    
  PC	
    is	
    same	
    alignment	
    
  +1	
    
  PC	
    is	
    renown	
    in	
    local	
    area	
    
  +2	
    
  PC	
    is	
    different	
    alignment	
    (one	
    step)	
    
  -­‐1	
    
  PC	
    is	
    different	
    alignment	
    (two	
    step)	
    
  Will	
    not	
    serve	
    
  PC	
    is	
    of	
    same	
    religion	
    
  +2	
    
  PC	
    offers	
    signing	
    bonus	
    (per	
    200	
    gp	
    value)	
    	
    
  +1	
    
  PC	
    uses	
    magic	
    on	
    the	
    henchman	
    
  -­‐4	
    
  	
    
  If	
     the	
     PC	
     fails	
     to	
     render	
     the	
     prospective	
     henchfolk	
     friendly	
     or	
    
  better,	
    the	
    applicant	
    decides	
    that	
    he	
    doesn’t	
    want	
    to	
    serve	
    the	
    
  PC	
    and	
    leaves.	
    If	
    the	
    PC	
    succeeds,	
    the	
    henchman	
    enters	
    service	
    
  and	
     the	
     PC	
     must	
     immediately	
     start	
     paying	
     wages	
     and	
     cost	
     of	
    
  living	
    expenses	
    for	
    the	
    henchman.	
    	
    
  U P K E E P  &  P A Y   
  Once	
     a	
     henchman	
     has	
     accepted	
     employment,	
     the	
     PC	
     must	
    
  provide	
     wages	
     and	
     upkeep.	
     Additionally,	
     as	
     a	
     henchman	
    
  accompanies	
     his	
     master	
     on	
     adventures,	
     he	
     gains	
     XP.	
     (See	
    
  “Advancing	
    Henchfolk”	
    for	
    more	
    information).	
    
  	
    
  Upkeep:	
    A	
    henchfolk	
    accepts	
    upkeep	
    up	
    to	
    one	
    level	
    lower	
    
  than	
     its	
     master's.	
     (Cost	
     of	
     Living,	
     Pathfinder	
     Roleplaying	
     Game	
    
  Core	
     Rulebook,	
     chapter	
     12).	
     Additionally,	
     if	
     an	
     adventure	
    
  requires	
     access	
     to	
     certain	
     equipment	
     (either	
     magical	
     or	
    
  mundane),	
     the	
     henchfolk's	
     employer	
     must	
     provide	
     that	
    
  equipment	
    free	
    of	
    charge.	
    	
    
  	
    
  Pay:	
    All	
    henchfolk	
    draw	
    a	
    monthly	
    wage	
    from	
    their	
    employer	
    
  equal	
     to	
     100	
     gp	
     per	
     level	
     of	
     the	
     henchfolk.	
     Henchfolk	
     accept	
    
  permanent	
     magical	
     items	
     in	
     lieu	
     of	
     payment	
     as	
     long	
     as	
     the	
    
  item(s)	
     in	
     question	
     is	
     useful	
     and	
     relevant	
     to	
     the	
     henchfolk's	
    
  duties	
    and	
    abilities.	
    Every	
    month	
    a	
    henchfolk	
    goes	
    without	
    pay,	
    
  his	
     attitude	
     toward	
     is	
     master	
     drops	
     by	
     one	
     step.	
     When	
     a	
    
  henchfolk	
    becomes	
    unfriendly,	
    he	
    leaves	
    his	
    master	
    unless	
    he	
    is	
    
  immediately	
    paid	
    double	
    the	
    outstanding	
    debt.	
    
  A D V E N T U R I N G  W I T H  H E N C H F O L K  
  A	
    henchman	
    accompanies	
    his	
    master	
    on	
    adventures,	
    sharing	
    the	
    
  risk	
     and	
     reward.	
     While	
     loyal	
     to	
     his	
     master,	
     a	
     henchman	
     is	
     not	
    
  suicidal	
    and	
    does	
    not	
    sacrifice	
    his	
    life	
    so	
    that	
    his	
    master	
    may	
    live,	
    
  or	
    expend	
    significant	
    personal	
    resources	
    at	
    his	
    master's	
    request.	
    
  A	
     henchfolk	
     repeatedly	
     abandoned,	
     abused	
     or	
     cheated	
     leaves	
    
  his	
    master.	
    	
    
  	
    
  	
    
  A	
    henchman	
    is	
    also	
    not	
    the	
    party's	
    general	
    servant;	
    he	
    will	
    
  not	
    fetch	
    and	
    carry	
    for	
    other	
    party	
    members	
    unless	
    ordered	
    to	
    
  do	
    so	
    by	
    his	
    liege.	
    As	
    with	
    all	
    such	
    interactions	
    in	
    a	
    role-­‐playing	
    
  game,	
    the	
    GM	
    has	
    the	
    final	
    say	
    on	
    what	
    a	
    henchman	
    will	
    or	
    will	
    
  not	
    do	
    in	
    any	
    given	
    circumstance.	
    
  D I S M I S S I N G  H E N C H F O L K  
  Through	
    
  in-­‐game	
    
  developments	
    
  or	
    
  because	
    
  of	
    
  other	
    
  considerations,	
     a	
     player	
     may	
     decide	
     to	
     dismiss	
     a	
     henchman.	
    
  Roleplay	
    such	
    an	
    event	
    taking	
    into	
    account	
    how	
    the	
    PCs	
    handles	
    
  the	
     situation.	
     If	
     the	
     henchman	
     and	
     PC	
     part	
     on	
     bad	
     terms,	
     the	
    
  henchman	
    could	
    rubbish	
    the	
    PC’s	
    reputation	
    or	
    even	
    ally	
    himself	
    
  with	
    the	
    PCs’	
    enemies.
  	
    
   
  D E S I G N I N G  H E N C H F O L K  
  The	
    sample	
    henchfolk	
    presented	
    in	
    the	
    following	
    section	
    are	
    all	
    
  1st-­‐level.	
    Each	
    entry	
    lists	
    basic	
    sex,	
    race	
    and	
    class	
    information	
    
  along	
     with	
     notes	
     describing	
     the	
     individual’s	
     background,	
    
  personality,	
    mannerisms	
    and	
    distinguishing	
    features.	
    Use	
    these	
    
  baseline	
    notes	
    to	
    design	
    the	
    henchfolk	
    as	
    a	
    normal	
    NPC,	
    setting	
    
  their	
    level	
    to	
    two	
    below	
    that	
    of	
    their	
    master.	
    The	
    henchman	
    has	
    
  equipment	
     worth	
     the	
     normal	
     amount	
    for	
    a	
     heroic	
    NPC	
     of	
    the	
    
  appropriate	
    level.	
    	
    
  A D V A N C I N G  H E N C H F O L K  
  As	
    henchmen	
    adventure,	
    they	
    gain	
    experience	
    and	
    rise	
    in	
    level.	
    
  To	
     determine	
     how	
     many	
     XP	
     a	
     henchman	
     gains	
     from	
     an	
    
  adventure,	
    divide	
    its	
    level	
    by	
    its	
    master's	
    level	
    and	
    then	
    multiply	
    
  this	
    result	
    by	
    the	
    amount	
    of	
    XP	
    gained	
    by	
    the	
    PC.	
    Add	
    the	
    result	
    
  to	
    the	
    henchfolk's	
    XP	
    total.	
    If	
    a	
    henchfolk	
    is	
    adventuring	
    without	
    
  his	
    master,	
    he	
    gains	
    XP	
    as	
    normal.	
    
  	
    
  When	
     the	
     henchman	
     accumulates	
     enough	
     XP	
     to	
     gain	
     a	
    
  level,	
    advance	
    him	
    as	
    a	
    normal	
    NPC.	
    	
    
  	
    
  Henchfolk	
    must	
    always	
    be	
    a	
    lower	
    level	
    than	
    his	
    master.	
    If	
    a	
    
  henchman	
    ever	
    equals	
    or	
    exceeds	
    his	
    master’s	
    level	
    he	
    leaves	
    
  to	
    seek	
    out	
    his	
    own	
    adventures.	
    	
    
  
  10	
    
  G L O A M H O L D :  R I V E N G A T E  
  Rambling	
     over	
     five	
     main	
     levels,	
     Rivengate	
     comprises	
     much	
     of	
    
  Gloamhold’s	
    ancient	
    outer	
    defences.	
    Originally	
    built	
    to	
    ward	
    the	
    
  approaches	
     to	
     the	
     Twilight	
     City	
     it	
     is	
     the	
     most	
     accessible	
     of	
    
  Gloamhold’s	
    regions,	
    and	
    thus	
    also	
    one	
    of	
    the	
    better	
    known.	
    
  	
    
  Still,	
     Rivengate’s	
     upper	
     levels	
     remain	
     a	
     mystery	
     to	
     most.	
    
  Rumours	
     speak	
     of	
     vast,	
     gloomy	
     temples,	
     as	
     yet	
     undisturbed	
    
  vaults	
     brimming	
     with	
     treasures	
     from	
     a	
     bygone,	
     lost	
     time	
     and	
    
  even	
    of	
    the	
    Splintered	
    Stair	
    —	
    a	
    secret	
    and	
    precipitous	
    passage	
    
  reaching	
    —	
    it	
    is	
    said	
    —	
    all	
    the	
    way	
    up	
    to	
    the	
    Shard	
    high	
    atop	
    the	
    
  Mottled	
    Spire.	
    
  	
    
  Several	
    locales	
    of	
    note	
    lie	
    within	
    Rivengate.	
    Of	
    some,	
    such	
    as	
    
  the	
    Bridge	
    of	
    Sorrows,	
    the	
    Catacombs	
    of	
    the	
    Sundered	
    Obelisk	
    
  and	
     the	
     Shrine	
     of	
     the	
     Cloven	
     Altar,	
     little	
     is	
     known	
     but	
     their	
    
  names.	
    Some	
    of	
    the	
    better	
    known	
    locales	
    in	
    Rivengate,	
    however,	
    
  include:	
    
  T H E  L A N D I N G S  
  Great	
    stone	
    landings,	
    cracked	
    and	
    pitted	
    with	
    age,	
    cluster	
    close	
    
  to	
    Rivergate’s	
    entrance.	
    Once	
    used	
    by	
    Gloamhold’s	
    ancient	
    lords	
    
  for	
     the	
     supply	
     of	
     slaves,	
     tribute	
     and	
     loot	
     to	
     Rivengate	
     the	
    
  smugglers	
    of	
    Rivergate	
    now	
    use	
    the	
    landings	
    for	
    much	
    the	
    same	
    
  purpose.	
    Few	
    boats	
    are	
    permanently	
    moored	
    here.	
    The	
    strength	
    
  of	
    the	
    tides	
    into	
    Gloamhold	
    and	
    along	
    the	
    Murkwater’s	
    course	
    
  coupled	
     with	
     the	
     depredations	
     of	
     rival	
     groups	
     and	
     other	
    
  predators	
    make	
    such	
    practise	
    folly	
    at	
    best.	
    
  T H E  E C H O E S  
  This	
    huge	
    vaulted	
    chamber	
    stretches	
    the	
    length	
    of	
    the	
    Landings	
    
  and	
    once	
    served	
    as	
    a	
    marketplace	
    and	
    muster-­‐grounds.	
    Over	
    the	
    
  centuries	
    many	
    battles	
    and	
    skirmishes	
    have	
    been	
    fought	
    in	
    the	
    
  Echoes	
     –	
     as	
     it	
     has	
     come	
     to	
     be	
     called.	
     Stout,	
     twisted	
     pillars	
    
  adorned	
     with	
     intricate,	
     but	
     disturbing,	
     designs	
     reminiscent	
     of	
    
  tentacles	
    (or	
    possibly	
    impossibly	
    thick	
    strands	
    of	
    seaweed)	
    hold	
    
  aloft	
     the	
     vaulted	
     ceiling.	
     Great	
     arching	
     support	
     struts	
     hewed	
    
  from	
    the	
    living	
    rock	
    link	
    the	
    pillars	
    and	
    provide	
    safe	
    havens	
    for	
    
  several	
     small	
     colonies	
     of	
     giant	
     spiders	
     dwelling	
     far	
     above	
     the	
    
  floor.	
    
  	
    
  The	
     Echoes’	
     cavernous	
     reaches	
     are	
     a	
     no-­‐man’s	
     land	
     of	
    
  sudden	
    death	
    from	
    above.	
    No	
    smuggler	
    group	
    claims	
    the	
    area,	
    
  but	
    all	
    use	
    it	
    as	
    it	
    provides	
    access	
    to	
    most	
    of	
    Rivengate.	
    Small	
    
  bands	
     of	
     smugglers,	
     bearing	
     burning	
     brands	
     to	
     force	
     back	
     the	
    
  darkness	
    and	
    ever-­‐lurking	
    spiders	
    hurry	
    across	
    this	
    great	
    space	
    
  with	
     their	
     illicit	
     cargos.	
     Occasionally,	
     when	
     the	
     spiders	
     grow	
    
  especially	
     bold,	
     the	
     smugglers	
     form	
     a	
     temporary	
     alliance	
     and	
    
  with	
    fire	
    and	
    blade	
    force	
    the	
    eight-­‐legged	
    predators	
    up	
    into	
    the	
    
  farthest	
    recesses	
    of	
    the	
    Echoes’	
    ceiling.	
    
  	
    
  To	
     the	
     west,	
     a	
     great	
     balcony	
     stretches	
     the	
     length	
     of	
     the	
    
  Echoes.	
     Below,	
     stand	
     broken	
     into	
     and	
     looted	
     storage	
     vaults.	
    
  Warded	
     by	
     stone	
     doors,	
     desperate	
     explorers	
     occasionally	
    
  barricade	
     themselves	
     inside	
     a	
     storage	
     vault.	
     The	
     balcony	
     itself	
    
  provides	
     access	
     to	
     Rivengate’s	
     upper	
     levels	
     as	
     well	
     as	
     several	
    
  sections	
    overlooking	
    Hard	
    Bay.	
    Most	
    smugglers	
    have	
    their	
    lairs	
    in	
    
  this	
    area	
    and	
    operate	
    a	
    tacit	
    truce	
    with	
    one	
    another.	
    The	
    broad	
    
  stairs	
    leading	
    up	
    to	
    the	
    balcony	
    are	
    clear	
    of	
    most	
    detritus	
    and	
    
  rubbish,	
     but	
     bones,	
     discarded	
     equipment	
     and	
     the	
     mouldering	
    
  leavings	
    of	
    an	
    ancient	
    civilisation	
    all	
    litter	
    the	
    floor	
    of	
    the	
    main	
    
  chamber.	
    
  T H E  P E N S  
  Gloamhold’s	
    original	
    builders	
    often	
    raided	
    the	
    surface	
    realms	
    for	
    
  prisoners,	
     slaves	
     and	
     sacrifices.	
     Most	
     such	
     unfortunates	
     were	
    
  brought	
     to	
     this	
     sub-­‐level	
     to	
     be	
     catalogued	
     and	
     sold.	
     Cut	
     deep	
    
  into	
     the	
     Mottled	
     Spire,	
     this	
     sub-­‐level	
     lies	
     partially	
     under	
     the	
    
  Murkwater.	
     As	
     a	
     result,	
     cold	
     –	
     almost	
     freezing	
     water	
     –	
     drips	
    
  through	
     ceilings	
     into	
     the	
     cramped	
     cells	
     and	
     corridors.	
     Some	
    
  portions	
     of	
     this	
     miserable	
     place	
     are	
     partially	
     submerged.	
     The	
    
  bones	
    of	
    many	
    of	
    the	
    unfortunately	
    incarcerated	
    in	
    this	
    place	
    yet	
    
  linger	
    among	
    the	
    chilled	
    pools	
    and	
    rubble.	
    As	
    a	
    result,	
    undead	
    —	
    
  corporeal	
    and	
    non-­‐corporeal	
    —	
    lurk	
    here	
    in	
    great	
    numbers.	
    	
    Few	
    
  explorers	
    
  voluntarily	
    
  tread	
    
  these	
    
  forsaken	
    
  corridors.	
    
  Occasionally,	
    a	
    smuggler	
    group	
    —	
    who	
    call	
    this	
    place	
    the	
    Maze	
    
  of	
     Bones	
     —	
     exiles	
     a	
     member	
     into	
     the	
     Pens	
     in	
     punishment	
     for	
    
  some	
     terrible	
     transgression	
     against	
     the	
     group.	
     None	
     survive	
    
  long.	
    
  D E N I Z E N S  
  Although	
     many	
     different	
     creatures	
     lurk	
     in	
     Rivengate,	
     a	
     few	
    
  groups	
     have	
     achieved	
     greater	
     success	
     than	
     others.	
     As	
     well	
     as	
    
  small	
    enclaves	
    of	
    undead,	
    still	
    active	
    guardians	
    such	
    as	
    animated	
    
  statues	
     and	
     magical	
     traps	
     yet	
     ward	
     certain	
     locales,	
     most	
     of	
    
  which	
     are	
     on	
     the	
     upper	
     levels.	
     Wasted	
     and	
     pale	
     skinned	
    
  degenerate	
     humans	
     have	
     even	
     been	
     encounters	
     in	
     the	
     upper,	
    
  remotest	
    reaches	
    of	
    the	
    fortress.	
    How	
    they	
    came	
    to	
    dwell	
    there,	
    
  none	
    know.	
    
  	
    
  Smugglers:	
    Several	
    smuggler	
    gangs	
    lair	
    in	
    Rivengate’s	
    ruins.	
    
  In	
     the	
     main,	
     the	
     smugglers	
     have	
     little	
     interest	
     in	
     exploring	
    
  Gloamhold’s	
    inner	
    reaches.	
    Rather,	
    they	
    use	
    Rivengate	
    as	
    a	
    safe	
    
  place	
    to	
    meet	
    and	
    store	
    their	
    ill-­‐gotten	
    gains.	
    Some	
    –	
    wanted	
    for	
    
  heinous	
     crimes	
     in	
     Languard	
     and	
     its	
     surrounds	
     –	
     permanently	
    
  dwell	
     in	
     Rivengate.	
     Others	
     come	
     here	
     now	
     and	
     then,	
     as	
     their	
    
  business	
     dictates.	
     All	
     such	
     groups	
     have	
     contacts	
     among	
     the	
    
  populace	
    of	
    nearby	
    villages	
    and	
    towns.	
    
  	
    
  Adventurers:	
     Several	
     groups	
     of	
     delvers	
     have	
     set	
     up	
     semi-­‐
  permanent	
     camps	
     in	
     Rivengate.	
     Such	
     locales	
     are	
     normally	
    
  located	
    in	
    hidden,	
    hard	
    to	
    access	
    or	
    out	
    of	
    the	
    way	
    places.	
    From	
    
  these	
     camps,	
     most	
     of	
     the	
     adventurers	
     explore	
     Rivengate’s	
    
  
  11	
    
  deeper	
     reaches.	
     The	
     braver	
     or	
     more	
     skilled	
     among	
     them	
     also	
    
  dare	
     the	
     tight	
     confines	
     of	
     the	
     Twisted	
     Warrens.	
     Here	
     dwell	
    
  troglodytes,	
     derro	
     and	
     other	
     fell	
     things	
     that	
     lurk	
     in	
     the	
     dark	
    
  waiting	
    for	
    prey	
    to	
    stumble	
    into	
    their	
    realm.	
    
  	
    
  Other	
     adventurers	
     of	
     darker	
     hearts	
     also	
     lurk	
     in	
     Rivengate.	
    
  Instead	
     of	
     simply	
     battling	
     the	
     other	
     denizens	
     dwelling	
     here,	
    
  these	
     folk	
     seek	
     to	
     understand	
     Gloamhold’s	
     mysteries	
     and	
     to	
    
  unlock	
    its	
    builders’	
    secrets.	
    Scholars	
    among	
    them	
    believe	
    that	
    as	
    
  yet	
     unfound	
     places	
     of	
     power	
     still	
     await	
     discovery	
     in	
     the	
    
  darkness.	
    What	
    secrets	
    these	
    places	
    hold	
    is	
    unknown.	
    
  	
    
  Adventuring	
    groups	
    known	
    to	
    be	
    active	
    in	
    Gloamhold	
    and	
    its	
    
  environs	
    include:	
    
  § 
  Gloom	
    
  Wardens:	
    
  This	
    
  well	
    
  known,	
    
  successful	
     band	
     are	
    
  veterans	
     of	
     several	
    
  expeditions	
     deep	
     into	
    
  the	
    Twisted	
    Warrens	
    in	
    
  an	
     attempt	
     to	
     force	
     a	
    
  passage	
     through	
     to	
     the	
    
  Twilight	
     City.	
     While	
     they	
    
  have	
     as	
     yet	
     failed	
     to	
     find	
    
  such	
     a	
     path,	
     their	
     exploits	
    
  have	
     gained	
     them	
     much	
    
  fame	
    in	
    Languard’s	
    taprooms.	
    
  It	
    is	
    rumoured,	
    the	
    band	
    are	
    
  currently	
    
  recruiting	
    
  retainers	
     to	
     assist	
     them	
     in	
    
  establishing	
     a	
     permanent	
     base	
    
  of	
     operations	
     somewhere	
     in	
    
  Rivengate.	
    
  § 
  Band	
    of	
    Five	
    Swords:	
    The	
    Band	
    of	
    
  Five	
    Swords	
    are	
    a	
    new	
    adventuring	
    
  group	
    that	
    as	
    yet	
    have	
    enjoyed	
    little	
    
  success.	
    
  A	
    
  few	
    
  skirmishes	
    
  with	
    
  troglodytes	
     and	
     spiders	
     have	
     resulted	
     in	
    
  little	
     treasure	
     for	
     great	
     effort	
     and	
     suffering.	
    
  They	
     currently	
     seek	
     an	
     alliance	
     with	
     the	
     more	
    
  experienced	
     (and	
     luckier)	
     Company	
     of	
     the	
    
  Flaming	
    Torch.	
    
  § 
  Company	
    
  of	
    
  the	
    
  Flaming	
    
  Torch:	
    
  Comprising	
     exclusively	
     of	
     humans,	
     this	
    
  band	
    are	
    renown	
    for	
    carrying	
    excessive	
    
  amounts	
     of	
     torches	
     on	
     their	
     forays	
    
  into	
    Rivengate.	
    One	
    of	
    their	
    number	
    is	
    
  a	
     skilled	
     sailor	
     and	
     so	
     the	
     company	
    
  enjoy	
     greater	
     access	
     to	
     Rivengate	
    
  than	
    most,	
    who	
    must	
    rely	
    on	
    hirelings	
    
  —	
    normally	
    doughty	
    fishermen	
    —	
    to	
    
  transport	
    them	
    across	
    Hard	
    Bay.	
    
  § 
  Valentin’s	
    Venturers:	
    Led	
    by	
    the	
    charismatic	
    paladin,	
    Valentin	
    
  Eronen,	
    Valentin’s	
    Venturers	
    were	
    once	
    more	
    numerous,	
    but	
    a	
    
  disastrous	
     attempt	
     to	
     navigate	
     the	
     Murkwater	
     led	
     to	
     the	
    
  deaths	
    of	
    almost	
    half	
    the	
    party	
    and	
    their	
    retainers.	
    Since	
    then,	
    
  Valentin	
    has	
    sunk	
    into	
    a	
    deep	
    depression,	
    blaming	
    himself	
    for	
    
  his	
    friends’	
    deaths.	
    
  Wanderers:	
     Occasionally,	
     small	
     bands	
     of	
     dark	
     creepers	
     or	
    
  troglodytes,	
     a	
     lone	
     derro	
     or	
     hunters	
     such	
     as	
     chokers	
     and	
     cave	
    
  fishers	
     sneak	
     into	
     Rivergate	
     in	
     search	
     of	
     food,	
     slaves	
     or	
     sport.	
    
  These	
     hunters	
     rarely	
     linger	
     long,	
     retreating	
     into	
     the	
     Twisted	
    
  Warrens	
    once	
    they	
    have	
    sated	
    their	
    hunger.	
    Such	
    hunters	
    prey	
    
  on	
    the	
    smugglers	
    and	
    others	
    dwelling	
    in	
    Rivengate;	
    these	
    low-­‐
  grade	
     skirmishes	
     ensures	
     no	
     group	
     grows	
     overly	
     numerous	
     or	
    
  gains	
    control	
    over	
    too	
    much	
    of	
    Rivengate’s	
    dusty	
    halls.	
    
  	
    
  	
    
  
  12	
    
  G M  A D V I C E :  W H Y  A  G M  S H O U L D  K I S S  A S  M U C H  A S  P O S S I B L E  
  Have	
    no	
    fear.	
    I’m	
    not	
    suggesting	
    you	
    transform	
    your	
    game	
    into	
    an	
    orgy.	
    After	
    all,	
    some	
    things	
    should	
    not	
    be	
    role-­‐played…	
    
  	
    
  I’m	
     a	
     huge	
     fan	
     of	
     keeping	
     it	
     simple	
     (stupid),	
     or	
     KISS	
     for	
     short.	
    	
    
  After	
    all,	
    Einstein	
    said,	
    “Everything	
    should	
    be	
    made	
    as	
    simple	
    as	
    
  possible,	
     but	
     not	
     simpler”	
     and	
     I’m	
     beginning	
     to	
     think	
     he	
     was	
    
  onto	
    something.	
    	
    
  	
    
  In	
     today’s	
     world,	
     there	
     is	
     a	
     natural	
     tendency	
     to	
     embrace	
    
  complexity.	
     Complexity	
     is	
     all	
     around;	
     it	
     beguiles	
     us	
     with	
     the	
    
  promise	
    of	
    a	
    better	
    outcome.	
    But,	
    ask	
    yourself	
    this:	
    is	
    the	
    end	
    
  result	
    worth	
    the	
    extra	
    effort	
    a	
    complex	
    solution	
    requires?	
    
  	
    
  Perhaps,	
    as	
    a	
    player	
    your	
    PC	
    relies	
    on	
    a	
    complex	
    balance	
    of	
    
  feats,	
    class	
    abilities	
    and	
    equipment	
    while	
    as	
    a	
    GM	
    you	
    regularly	
    
  run	
     combats	
     featuring	
     six	
     different	
     kinds	
     of	
     opponents	
     using	
    
  options	
    from	
    a	
    wide	
    range	
    of	
    books.	
    That’s	
    fine	
    as	
    far	
    as	
    it	
    goes	
    
  —	
    and	
    if	
    you	
    are	
    enjoying	
    yourself	
    I’m	
    certainly	
    not	
    going	
    to	
    stop	
    
  you	
     —	
     but	
     often	
     the	
     simpler	
     solution	
     is	
     easier	
     to	
     design	
     and	
    
  implement.	
    
  	
    
  Running	
    a	
    simpler	
    game	
    has	
    two	
    major	
    benefits:	
    
  § 
  Quicker	
     Design:	
     Keeping	
     it	
     simple	
     speeds	
     up	
     prep	
     time	
    
  immeasurably.	
    Whether	
    it	
    means	
    creating	
    fewer	
    —	
    
  or	
    easier	
    to	
    run	
    —	
    NPCs	
    or	
    crafting	
    a	
    less	
    Byzantine	
    
  plot	
    you	
    won’t	
    spend	
    so	
    much	
    time	
    salving	
    away	
    
  between	
    sessions.	
    I’m	
    guessing	
    your	
    life	
    is	
    
  pretty	
    busy,	
    so	
    this	
    is	
    a	
    Good	
    Thing.	
    
  Focusing	
     on	
     fewer	
     things	
     —	
     be	
    
  they	
    
  monsters,	
    
  location	
    
  descriptions,	
     plots	
     or	
     whatever	
    
  —	
     means	
     you’ll	
     make	
     better	
    
  progress	
     designing	
     those	
     things.	
    
  Focusing	
     on	
     more	
     game	
     elements	
     (or	
    
  more	
     complex	
     game	
     elements)	
     means	
    
  you	
     must	
     either	
     spend	
     more	
    
  time	
    designing	
    or	
    spend	
    less	
    time	
    on	
    each	
    design.	
    Neither	
    of	
    
  those	
    options	
    is	
    ideal.	
    
  § 
  Quicker	
     Game	
     Play:	
     Building	
     simpler	
     NPCs	
     or	
     using	
     fewer	
    
  different	
     types	
     of	
     foe	
     in	
     a	
     fight	
     speeds	
     up	
     game	
     play.	
     Using	
    
  rules	
    from	
    one	
    or	
    two	
    books	
    means	
    you’ll	
    be	
    using	
    rules	
    you	
    
  know.	
    This	
    means	
    you’ll	
    spend	
    less	
    time	
    looking	
    up	
    new	
    rules	
    
  options,	
    feats,	
    spells	
    and	
    magic	
    items	
    and	
    more	
    time	
    actually	
    
  playing	
    the	
    game.	
    
  Running	
    a	
    simpler	
    game	
    also	
    has	
    a	
    host	
    of	
    minor	
    benefits.	
    These	
    
  include:	
    
  § 
  Lower	
    Costs:	
    If	
    you	
    agree	
    to	
    only	
    allow	
    certain	
    books	
    into	
    your	
    
  campaign	
     it	
     costs	
     less	
     to	
     play.	
     That’s	
     rather	
     handy	
     if	
     your	
    
  players	
    are	
    at	
    school,	
    have	
    just	
    started	
    a	
    family,	
    moved	
    house	
    
  and	
    so	
    on	
    
  § 
  Lower	
     Barriers	
     of	
     Entry:	
     Running	
     a	
     simpler	
     game	
     makes	
     it	
    
  easier	
     to	
     integrate	
     a	
     new	
     player.	
     They	
     have	
     fewer	
     books	
     to	
    
  accumulate	
    and	
    fewer	
    things	
    to	
    read.	
    This	
    is	
    particularly	
    handy	
    
  of	
    the	
    players	
    is	
    young	
    or	
    experienced.	
    (As	
    an	
    aside,	
    it’s	
    also	
    
  easier	
    to	
    run	
    your	
    chum’s	
    PC	
    if	
    he	
    can’t	
    make	
    the	
    game.)	
    
  § Less	
     GM	
     Burnout:	
     If	
     prepping	
     for	
     the	
     game	
     is	
     a	
    
  doddle,	
    the	
    GM	
    is	
    less	
    likely	
    to	
    burn	
    out	
    and	
    give	
    
  up.	
    GM	
    burnout	
    is	
    bad	
    —	
    it	
    can	
    lead	
    to	
    the	
    end	
    of	
    
  campaigns	
    and	
    even	
    cause	
    groups	
    to	
    implode.	
    
  Neither	
    situation	
    is	
    exactly	
    great.	
    
  § Fewer	
     Arguments:	
     Using	
     fewer	
     rules	
    
  inevitably	
    means	
    everyone	
    at	
    the	
    
  table	
     has	
     a	
     better	
     understanding	
    
  of	
    the	
    rules.	
    This	
    means	
    there	
    are	
    fewer	
    
  arguments.	
     Arguments	
     can	
     cause	
     bad	
    
  feeling	
     and	
     (inevitably)	
     reduce	
     the	
    
  amount	
    of	
    time	
    you	
    spend	
    actually	
    
  playing	
    the	
    game.	
    
  
  13	
    
  L E G A L  S T U F F
  	
    
  	
    
  	
    
  If	
    you	
    enjoyed	
    this	
    product,	
    please	
    consider	
    leaving	
    a	
    review.	
    
  	
    
  	
    
  	
    
  If	
    you	
    didn’t	
    enjoy	
    this	
    product,	
    did	
    you	
    know	
    Raging	
    Swan	
    Press	
    offers	
    a	
    money	
    back	
    guarantee?	
    
  or	
     co-­‐adaptability	
     with	
     any	
     Trademark	
     or	
     Registered	
     Trademark	
     in	
     conjunction	
     with	
     a	
     work	
    
  containing	
     Open	
     Game	
     Content	
     except	
     as	
     expressly	
     licensed	
     in	
     another,	
     independent	
    
  Agreement	
    with	
    the	
    owner	
    of	
    such	
    Trademark	
    or	
    Registered	
    Trademark.	
    The	
    use	
    of	
    any	
    Product	
    
  Identity	
     in	
     Open	
     Game	
     Content	
     does	
     not	
     constitute	
     a	
     challenge	
     to	
     the	
     ownership	
     of	
     that	
    
  Product	
    Identity.	
    The	
    owner	
    of	
    any	
    Product	
    Identity	
    used	
    in	
    Open	
    Game	
    Content	
    shall	
    retain	
    all	
    
  rights,	
    title	
    and	
    interest	
    in	
    and	
    to	
    that	
    Product	
    Identity.	
    
  	
    
  8.	
    Identification:	
    If	
    you	
    distribute	
    Open	
    Game	
    Content	
    You	
    must	
    clearly	
    indicate	
    which	
    
  portions	
    of	
    the	
    work	
    that	
    you	
    are	
    distributing	
    are	
    Open	
    Game	
    Content.	
    
  	
    
  9.	
    Updating	
    the	
    License:	
    Wizards	
    or	
    its	
    designated	
    Agents	
    may	
    publish	
    updated	
    versions	
    
  of	
     this	
     License.	
     You	
     may	
     use	
     any	
     authorized	
     version	
     of	
     this	
     License	
     to	
     copy,	
     modify	
     and	
    
  distribute	
    any	
    Open	
    Game	
    Content	
    originally	
    distributed	
    under	
    any	
    version	
    of	
    this	
    License.	
    
  	
    
  10	
    Copy	
    of	
    this	
    License:	
    You	
    MUST	
    include	
    a	
    copy	
    of	
    this	
    License	
    with	
    every	
    copy	
    of	
    the	
    
  Open	
    Game	
    Content	
    You	
    Distribute.	
    
  	
    
  11.	
    Use	
    of	
    Contributor	
    Credits:	
    You	
    may	
    not	
    market	
    or	
    advertise	
    the	
    Open	
    Game	
    Content	
    
  using	
    the	
    name	
    of	
    any	
    Contributor	
    unless	
    You	
    have	
    written	
    permission	
    from	
    the	
    Contributor	
    to	
    
  do	
    so.	
    
  12	
    Inability	
    to	
    Comply:	
    If	
    it	
    is	
    impossible	
    for	
    You	
    to	
    comply	
    with	
    any	
    of	
    the	
    terms	
    of	
    this	
    
  License	
    with	
    respect	
    to	
    some	
    or	
    all	
    of	
    the	
    Open	
    Game	
    Content	
    due	
    to	
    statute,	
    judicial	
    order,	
    or	
    
  governmental	
    regulation	
    then	
    You	
    may	
    not	
    Use	
    any	
    Open	
    Game	
    Material	
    so	
    affected.	
    
  	
    
  13	
     Termination:	
    This	
     License	
     will	
    terminate	
     automatically	
     if	
    You	
    fail	
    to	
    comply	
     with	
    all	
    
  terms	
    herein	
    and	
    fail	
    to	
    cure	
    such	
    breach	
    within	
    30	
    days	
    of	
    becoming	
    aware	
    of	
    the	
    breach.	
    All	
    
  sublicenses	
    shall	
    survive	
    the	
    termination	
    of	
    this	
    License.
  	
    
  14	
     Reformation:	
     If	
     any	
     provision	
     of	
     this	
     License	
     is	
     held	
     to	
     be	
     unenforceable,	
     such	
    
  provision	
    shall	
    be	
    reformed	
    only	
    to	
    the	
    extent	
    necessary	
    to	
    make	
    it	
    enforceable.	
    
  	
    
  15	
    COPYRIGHT	
    NOTICE:	
    Open	
    Game	
    License	
    v	
    1.0	
    ©2000,	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    
  	
    
  Open	
    Game	
    License	
    v1.0a.	
    Copyright	
    2000,	
    Wizards	
    of	
    the	
    Coast	
    Inc.	
    
  	
    
  System	
     Reference	
     Document:	
     ©2000,	
     Wizards	
     of	
     the	
     Coast,	
     Inc.	
     Authors:	
     Jonathan	
    
  Tweet,	
    Monte	
    Cook,	
    Skip	
    Williams,	
    based	
    on	
    material	
    by	
    E.	
    Gary	
    Gygax	
    and	
    Dave	
    Arneson.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game.	
     ©2008,	
     2009,	
     Paizo	
     Publishing,	
     LLC;	
     Author:	
     Jason	
    
  Bulmahn.	
    
  	
    
  Pathfinder	
     RPG	
     Bestiary.	
     ©2009	
     Paizo	
    Publishing	
     LC;	
    Author	
     Jason	
    Bulmahn,	
     based	
     on	
    
  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	
    
  Peterson,	
     Erica	
     Balsley,	
     Kevin	
     Baase,	
     Casey	
     Christofferson,	
     Lance	
     Hawvermale,	
     Travis	
    
  Hawvermale,	
    Patrick	
    Lawinger,	
    and	
    Bill	
    Webb;	
    Based	
    on	
    original	
    content	
    by	
    TSR.	
    
  	
    
  Advanced	
    Player’s	
    Guide.	
    ©2010,	
    Paizo	
    Publishing,	
    LLC;	
    Author:	
    Jason	
    Bulmahn.	
    
  	
    
  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.	
    
  Pathfinder	
    Roleplaying	
    Game	
    Advanced	
    Player's	
    Guide.	
    ©	
    2010,	
    Paizo	
    Publishing,	
    LLC;	
    Author:	
    
  Jason	
    Bulmahn.	
    
  	
    
  Henchfolk	
     &	
     Hirelings.	
     ©Raging	
     Swan	
     Press	
     2011;	
     Author:	
     Christian	
     Alipounarian,	
    
  Creighton	
    Broadhurst	
    and	
    Andy	
    Glenn.	
    
  	
    
  Village	
    Backdrop:	
    Aldwater.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Jacob	
    Trier.	
    
  	
    
  Urban	
    Dressing:	
    War-­‐Torn	
    Town.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Josh	
    Vogt.	
    
  	
    
  GM’s	
    Monthly	
    Miscellany:	
    February	
    2015.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Christian	
    
  Alipounarian,	
    Creighton	
    Broadhurst,	
    Andy	
    Glenn	
    and	
    Jacob	
    Trier.	
    
  O P E N  G A M E  L I C E N S E  V E R S I O N  1 . 0 A  
  The	
    following	
    text	
    is	
    the	
    property	
    of	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    and	
    is	
    Copyright	
    2000	
    Wizards	
    of	
    
  the	
    Coast,	
    Inc	
    ("Wizards").	
    All	
    Rights	
    Reserved.	
    
  	
    
  1.	
    Definitions:	
    (a)"Contributors"	
    means	
    the	
    copyright	
    and/or	
    trademark	
    owners	
    who	
    have	
    
  contributed	
    Open	
    Game	
    Content;	
    (b)"Derivative	
    Material"	
    means	
    copyrighted	
    material	
    including	
    
  derivative	
     works	
     and	
     translations	
     (including	
     into	
     other	
     computer	
     languages),	
     potation,	
    
  modification,	
    correction,	
    addition,	
    extension,	
    upgrade,	
    improvement,	
    compilation,	
    abridgment	
    
  or	
    other	
    form	
    in	
    which	
    an	
    existing	
    work	
    may	
    be	
    recast,	
    transformed	
    or	
    adapted;	
    (c)	
    "Distribute"	
    
  means	
    to	
    reproduce,	
    license,	
    rent,	
    lease,	
    sell,	
    broadcast,	
    publicly	
    display,	
    transmit	
    or	
    otherwise	
    
  distribute;	
     (d)"Open	
     Game	
     Content"	
     means	
     the	
     game	
     mechanic	
     and	
     includes	
     the	
     methods,	
    
  procedures,	
    processes	
    and	
    routines	
    to	
    the	
    extent	
    such	
    content	
    does	
    not	
    embody	
    the	
    Product	
    
  Identity	
    and	
    is	
    an	
    enhancement	
    over	
    the	
    prior	
    art	
    and	
    any	
    additional	
    content	
    clearly	
    identified	
    
  as	
     Open	
     Game	
     Content	
     by	
     the	
     Contributor,	
     and	
     means	
     any	
     work	
     covered	
     by	
     this	
     License,	
    
  including	
     translations	
     and	
     derivative	
     works	
     under	
     copyright	
     law,	
     but	
     specifically	
     excludes	
    
  Product	
     Identity.	
     (e)	
     "Product	
     Identity"	
     means	
     product	
     and	
     product	
     line	
     names,	
     logos	
     and	
    
  identifying	
    marks	
    including	
    trade	
    dress;	
    artifacts;	
    creatures	
    characters;	
    stories,	
    storylines,	
    plots,	
    
  thematic	
     elements,	
     dialogue,	
     incidents,	
     language,	
     artwork,	
     symbols,	
     designs,	
     depictions,	
    
  likenesses,	
     formats,	
     poses,	
     concepts,	
     themes	
     and	
     graphic,	
     photographic	
     and	
     other	
     visual	
     or	
    
  audio	
     representations;	
     names	
     and	
     descriptions	
     of	
     characters,	
     spells,	
     enchantments,	
    
  personalities,	
    teams,	
    personas,	
    likenesses	
    and	
    special	
    abilities;	
    places,	
    locations,	
    environments,	
    
  creatures,	
     equipment,	
     magical	
     or	
     supernatural	
     abilities	
    or	
     effects,	
     logos,	
     symbols,	
     or	
    graphic	
    
  designs;	
    and	
    any	
    other	
    trademark	
    or	
    registered	
    trademark	
    clearly	
    identified	
    as	
    Product	
    identity	
    
  by	
    the	
    owner	
    of	
    the	
    Product	
    Identity,	
    and	
    which	
    specifically	
    excludes	
    the	
    Open	
    Game	
    Content;	
    
  (f)	
     "Trademark"	
     means	
     the	
     logos,	
     names,	
     mark,	
     sign,	
     motto,	
     designs	
     that	
     are	
     used	
     by	
     a	
    
  Contributor	
    to	
    identify	
    itself	
    or	
    its	
    products	
    or	
    the	
    associated	
    products	
    contributed	
    to	
    the	
    Open	
    
  Game	
    License	
    by	
    the	
    Contributor	
    (g)	
    "Use",	
    "Used"	
    or	
    "Using"	
    means	
    to	
    use,	
    Distribute,	
    copy,	
    
  edit,	
    format,	
    modify,	
    translate	
    and	
    otherwise	
    create	
    Derivative	
    Material	
    of	
    Open	
    Game	
    Content.	
    
  (h)	
    "You"	
    or	
    "Your"	
    means	
    the	
    licensee	
    in	
    terms	
    of	
    this	
    agreement.	
    
  	
    
  2.	
     The	
     License:	
    This	
     License	
     applies	
    to	
     any	
     Open	
    Game	
    Content	
     that	
    contains	
     a	
    notice	
    
  indicating	
    that	
    the	
    Open	
    Game	
    Content	
    may	
    only	
    be	
    Used	
    under	
    and	
    in	
    terms	
    of	
    this	
    License.	
    
  You	
    must	
    affix	
    such	
    a	
    notice	
    to	
    any	
    Open	
    Game	
    Content	
    that	
    you	
    Use.	
    No	
    terms	
    may	
    be	
    added	
    
  to	
    or	
    subtracted	
    from	
    this	
    License	
    except	
    as	
    described	
    by	
    the	
    License	
    itself.	
    No	
    other	
    terms	
    or	
    
  conditions	
    may	
    be	
    applied	
    to	
    any	
    Open	
    Game	
    Content	
    distributed	
    using	
    this	
    License.	
    
  	
    
  3.	
    Offer	
    and	
    Acceptance:	
    By	
    Using	
    the	
    Open	
    Game	
    Content	
    You	
    indicate	
    Your	
    acceptance	
    
  of	
    the	
    terms	
    of	
    this	
    License.	
    
  	
    
  4.	
     Grant	
     and	
     Consideration:	
     In	
     consideration	
     for	
     agreeing	
     to	
     use	
     this	
     License,	
     the	
    
  Contributors	
     grant	
     You	
     a	
     perpetual,	
     worldwide,	
     royalty-­‐free,	
     non-­‐exclusive	
     license	
     with	
     the	
    
  exact	
    terms	
    of	
    this	
    License	
    to	
    Use,	
    the	
    Open	
    Game	
    Content.	
    
  	
    
  5.	
    Representation	
    of	
    Authority	
    to	
    Contribute:	
    If	
    You	
    are	
    contributing	
    original	
    material	
    as	
    
  Open	
    Game	
    Content,	
    You	
    represent	
    that	
    Your	
    Contributions	
    are	
    Your	
    original	
    creation	
    and/or	
    
  You	
    have	
    sufficient	
    rights	
    to	
    grant	
    the	
    rights	
    conveyed	
    by	
    this	
    License.	
    
  	
    
  6.	
    Notice	
    of	
    License	
    Copyright:	
    You	
    must	
    update	
    the	
    COPYRIGHT	
    NOTICE	
    portion	
    of	
    this	
    
  License	
    to	
    include	
    the	
    exact	
    text	
    of	
    the	
    COPYRIGHT	
    NOTICE	
    of	
    any	
    Open	
    Game	
    Content	
    You	
    are	
    
  copying,	
     modifying	
     or	
     distributing,	
     and	
     You	
     must	
     add	
     the	
     title,	
     the	
     copyright	
     date,	
     and	
     the	
    
  copyright	
     holder's	
     name	
     to	
    the	
     COPYRIGHT	
     NOTICE	
    of	
     any	
     original	
    Open	
    Game	
     Content	
     you	
    
  Distribute.
  	
    
  7.	
     Use	
    of	
     Product	
     Identity:	
    You	
    agree	
     not	
     to	
    Use	
    any	
    Product	
    Identity,	
     including	
    as	
    an	
    
  indication	
    as	
    to	
    compatibility,	
    except	
    as	
    expressly	
    licensed	
    in	
    another,	
    independent	
    Agreement	
    
  with	
    the	
    owner	
    of	
    each	
    element	
    of	
    that	
    Product	
    Identity.	
    You	
    agree	
    not	
    to	
    indicate	
    compatibility	
    
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany 2015-02.pdf