TEXT:  
   
   
   
   
   
   
   
   
   
   
   
  GM’S MONTHLY MISCELLANY:
  RAGING SWAN PRESS
  NOVEMBER 2014
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  1	
    
  GM’S MONTHLY MISCELLANY: NOVEMBER 2014 
  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:	
    Creighton	
    Broadhurst	
    Josh	
    Vogt	
    and	
    Nicholas	
    Wasko	
    
  Development:	
    Creighton	
    Broadhurst	
    
  Editing:	
    Creighton	
    Broadhurst	
    
  Cover	
    Design:	
    Creighton	
    Broadhurst	
    
  Layout:	
    Creighton	
    Broadhurst	
    
  Interior	
     Art:	
     William	
     McAusland,	
     Matt	
     Morrow	
     and	
     Tommi	
    
  Salama.	
     Some	
     artwork	
     copyright	
     William	
     McAusland,	
     used	
    
  with	
    permission.	
    
  	
    
  Thank	
    you	
    for	
    purchasing	
    GM’s	
    Monthly	
    Miscellany:	
    November	
    
  2014;	
     we	
     hope	
     you	
     enjoy	
     it	
     and	
     that	
     you	
     check	
     out	
     our	
     other	
    
  fine	
    print	
    and	
    PDF	
    products.	
    	
    
  	
    
  Published	
    by	
    Raging	
    Swan	
    Press	
    
  November	
    2014	
    
  ragingswan.com	
    
  gatekeeper@ragingswan.com	
    
  C O N T E N T S  
  Foreword	
    ......................................................................................	
    2	
    
  GM	
    Advice:	
    6	
    Lessons	
    in	
    Adventure	
    Design	
    From	
    the	
    Bond	
    Films	
    3	
    
  Starspun	
    Hollow	
    At	
    A	
    Glance	
    .......................................................	
    4	
    
  Plague	
    Town:	
    Sights	
    &	
    Sounds	
    .....................................................	
    6	
    
  Deksport	
    at	
    a	
    Glance	
    ....................................................................	
    8	
    
  GM	
    Advice:	
    Reoccurring	
    Allies	
    ...................................................	
    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:	
    
  § 
  Urban	
    Dressing:	
    Plague	
    Town	
    Josh	
    Vogt.	
    
  § 
  Town	
    Backdrop:	
    Deksport	
    Creighton	
    Broadhurst.	
    
  § 
  Village	
    Backdrop:	
    Starspun	
    Hollow	
    Nicholas	
    Wasko.	
    
  	
    
  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:	
     November	
     2014	
     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	
    
  Creighton	
     Broadhurst	
     Josh	
     Vogt	
     and	
     Nicholas	
     Wasko	
     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	
    2014.	
    
  	
    
  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
  It’s	
    been	
    a	
    year	
    since	
    Raging	
    Swan	
    Press	
    started	
    releasing	
    GM’s	
    
  Monthly	
    Miscellanies	
    and	
    this	
    is	
    the	
    last	
    normal	
    release	
    of	
    the	
    
  year.	
    Next	
    month,	
    I’m	
    releasing	
    a	
    compilation	
    for	
    the	
    year,	
    which	
    
  gathers	
     together	
     all	
     the	
     material	
     available	
     to	
     date.	
     It	
     will	
     be	
    
  available	
     in	
     print	
     for	
     those	
     collectors	
     out	
     there,	
     and	
     as	
     a	
     Pay	
    
  What	
    You	
    Want	
    PDF	
    where	
    that	
    sales	
    option	
    is	
    available.	
    
  	
    
  In	
    this,	
    the	
    last	
    new	
    instalment	
    of	
    2014,	
    you’ll	
    find	
    excerpts	
    
  from	
     some	
     of	
     Raging	
     Swan’s	
     newest	
     products	
     –	
     Village	
    
  Backdrop:	
    Starspun	
    Hollow	
    and	
    Urban	
    Dressing:	
    Plague	
    Town.	
    I	
    
  didn’t	
    have	
    room	
    last	
    month	
    for	
    Town	
    Backdrop:	
    Deksport	
    and	
    
  so	
     I’ve	
     also	
     included	
     material	
     from	
     that	
     recent	
     publication.	
     It	
    
  doesn’t	
    really	
    count	
    as	
    a	
    golden	
    oldie,	
    but	
    I	
    hope	
    you	
    enjoy	
    it	
    
  anyway!	
     I’ve	
     also	
     included	
     a	
     selection	
     of	
     advice	
     articles	
     from	
    
  those	
     posted	
     weekly	
     at	
     creightonbroadhurst.com;	
     hopefully	
    
  they’ll	
    help	
    you	
    to	
    run	
    a	
    better	
    game.	
    	
    
  	
    
  The	
     image	
     below	
     is	
     by	
     Matt	
     Morrow,	
     and	
     one	
     of	
     my	
    
  favourites	
    of	
    the	
    pictures	
    he	
    has	
    create	
    for	
    Raging	
    Swan	
    Press	
    
  over	
    the	
    last	
    several	
    years.	
    I	
    think	
    it	
    would	
    make	
    a	
    great	
    handout	
    
  for	
    an	
    encounter	
    area	
    set	
    deep	
    in	
    a	
    dungeon.	
    It	
    depicts	
    a	
    scene	
    
  any	
     adventurers	
     would	
     surely	
     want	
     to	
     investigate	
     (carefully).	
    
  What	
    killed	
    these	
    explorers?	
    Is	
    the	
    well	
    itself	
    dangerous	
    or	
    does	
    
  something	
    (or	
    someone)	
    else	
    lurk	
    nearby.	
    Given	
    the	
    state	
    of	
    the	
    
  bodies	
    and	
    the	
    copious	
    cobwebs,	
    whatever	
    happened	
    it	
    surely	
    
  occurred	
    a	
    long	
    time	
    ago.	
    	
    
  	
    
  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	
     haven’t	
     yet	
    
  collected	
    all	
    11	
    instalments	
    this	
    year,	
    you	
    can	
    grab	
    any	
    you	
    are	
    
  missing	
    from	
    wherever	
    you	
    snagged	
    this	
    copy.	
    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@ragingswan.com.	
    
   
  
  3	
    
  G M  A D V I C E :  6  L E S S O N S  I N  A D V E N T U R E  D E S I G N  F R O M  T H E  B O N D  F I L M S   
  S H O C K I N G L Y, 	
     I 	
     L O V E 	
     A C T I O N 	
     A N D 	
     A D V E N T U R E 	
     F I L M S.	
    U N S U R P R I S I N G L Y, 	
     I' V E 	
     S E E N 	
     A L L 	
     T H E 	
     B O N D 	
    
  F I L M S 	
     ( R E P E A T E D L Y) 	
     B U T 	
     U N T I L 	
     R E C E N T L Y 	
     I' D 	
     N E V E R 	
     R E A L L Y	
     R E A L I S E D	
     W H A T 	
     A 	
     G O O D 	
     M O D E L 	
     T H E Y 	
    
  C A N 	
     M A K E 	
     F O R 	
     A N 	
     A D V E N T U R E.	
    
  	
    
  The	
    Bond	
    films	
    have	
    been	
    spectacularly	
    successful	
    over	
    the	
    last	
    
  four	
    decades.	
    This	
    is	
    no	
    accident.	
    The	
    producers	
    have	
    crafted	
    an	
    
  excellent	
     formula	
     for	
     a	
     successful	
     film.	
     Luckily	
     for	
     us,	
     the	
    
  components	
    of	
    an	
    exciting	
    film	
    are	
    nearly	
    identical	
    to	
    those	
    of	
    a	
    
  good	
    adventure.	
    	
    	
    
  	
    
  So,	
    according	
    to	
    the	
    Bond	
    films,	
    what	
    are	
    the	
    components	
    of	
    a	
    
  good	
    adventure?	
    
  § 
  Sinister	
    Villains:	
    Every	
    Bond	
    villain	
    has	
    a	
    unique	
    appearance,	
    
  scheme	
    and	
    personality.	
    Even	
    a	
    villain’s	
    main	
    henchmen	
    have	
    
  unique	
    appearances,	
    weapons	
    and	
    personalities	
    that	
    set	
    them	
    
  apart	
     from	
     normal	
     minions.	
     Bond	
     villains	
     are	
     larger	
     than	
     life	
    
  and	
     wholly	
     intent	
     on	
     completing	
     their	
     evil	
     schemes.	
     Unless	
    
  Bond	
    stops	
    them	
    in	
    a	
    final	
    showdown,	
    there	
    is	
    every	
    chance	
    
  they	
    will	
    succeed.	
    
  § 
  Diabolical	
     Schemes:	
     Villains	
     have	
     diabolical	
     schemes.	
     More	
    
  importantly,	
    each	
    villain's	
    evil	
    plan	
    makes	
    sense	
    when	
    viewed	
    
  through	
    the	
    villain's	
    eyes.	
    These	
    villains	
    aren’t	
    just	
    being	
    evil	
    
  because	
     they	
     liked	
     being	
     evil.	
     Their	
     schemes	
     made	
     perfect	
    
  sense	
    to	
    the	
    villain.	
    
  § 
  Unique	
     Lairs:	
     Whether	
     it	
     was	
     a	
     secret	
     underground	
     lair,	
     an	
    
  orbiting	
    space	
    station	
    or	
    an	
    isolated	
    island,	
    each	
    villain	
    had	
    a	
    
  personal	
    lair.	
    A	
    villain’s	
    lair	
    suited	
    his	
    personality	
    and	
    was	
    built	
    
  with	
     the	
     intention	
     of	
     helping	
     him	
     achieve	
     his	
     goals.	
     Bond	
    
  almost	
     always	
     has	
     to	
     invade	
     that	
     lair	
     to	
     stymie	
     the	
     villain’s	
    
  schemes.	
    
  § 
  Exotic	
    Locations:	
    Bond	
    adventures	
    in	
    amazing	
    places	
    ripe	
    with	
    
  flavour.	
     In	
     many	
     cases,	
     the	
     location	
     is	
     a	
     real	
     part	
     of	
     the	
    
  adventure	
    and	
    not	
    just	
    some	
    humdrum	
    backdrop.	
    Of	
    course,	
    
  not	
     all	
     locations	
     are	
     amazing.	
     During	
     a	
     typical	
     adventure,	
    
  though,	
     Bond	
     quickly	
     moves	
     through	
     a	
     variety	
     of	
     different	
    
  locales,	
    and	
    many	
    of	
    them	
    are	
    exotic	
    and	
    different.	
    
  § 
  Exciting	
    Chases:	
    Every	
    Bond	
    film	
    I	
    can	
    recall	
    has	
    at	
    least	
    one	
    
  set-­‐piece	
     chase.	
     During	
     the	
     chase,	
     Bond	
     interacts	
     with	
     the	
    
  environment,	
     bystanders,	
    various	
    vehicles	
     and	
     more.	
     They	
    
  rarely	
    end	
    with	
    a	
    single	
    fight.	
    The	
    villain	
    might	
    escape,	
    or	
    Bond	
    
  has	
     to	
     defeat	
     various	
     minions	
     before	
     finally	
     reaching	
     his	
    
  nemesis.	
     Whatever	
     the	
     outcome,	
     Bond	
     has	
     to	
     use	
     both	
     his	
    
  guile	
    and	
    physical	
    skills	
    to	
    catch	
    his	
    quarry.	
    
  § 
  Amazing	
     Gadgets:	
     Before	
     he	
     goes	
     off	
     on	
     a	
     mission,	
     Bond	
    
  almost	
    always	
    gets	
    given	
    some	
    new,	
    cool	
    gadgets	
    he	
    invariably	
    
  uses	
     at	
     some	
     critical	
     moment.	
     In	
     fact,	
     many	
     times	
     these	
    
  gadgets	
     are	
     the	
     difference	
     between	
     life	
     and	
     death.	
     Heroes	
    
  clearly	
     need	
     the	
     right	
     equipment	
     to	
     defeat	
     their	
     enemies.	
    
  These	
     gadgets	
     are	
     often	
     special	
     in	
     some	
     way	
     and	
     are	
     things	
    
  the	
    average	
    person	
    is	
    extremely	
    unlikely	
    to	
    possess.	
    
  Of	
    course,	
    you	
    still	
    need	
    to	
    craft	
    an	
    exciting	
    adventure	
    but	
    if	
    you	
    
  add	
    in	
    the	
    above	
    components	
    you	
    should	
    be	
    well	
    on	
    your	
    way!	
    
  	
    
  	
    
  
  4	
    
  S T A R S P U N  H O L L O W  A T  A  G L A N C E  
  When	
    human	
    conquerors	
    expanded	
    into	
    halfling	
    lands,	
    several	
    
  families	
     fled	
     the	
     invaders	
     and	
     built	
     a	
     camp	
     on	
     the	
     edge	
     of	
     a	
    
  wooded	
    fen.	
    The	
    refugees	
    eked	
    out	
    a	
    meagre	
    existence	
    fishing	
    
  and	
    foraging	
    while	
    trying	
    to	
    fend	
    off	
    the	
    vermin	
    plaguing	
    their	
    
  new	
     home.	
     The	
     halflings’	
     luck	
     turned	
     around,	
     however,	
     when	
    
  the	
    druid	
    Mayli	
    Nightwillow	
    happened	
    upon	
    a	
    unique	
    discovery.	
    
  Mayli	
     studied	
     a	
     local	
     arachnid,	
     known	
     as	
     a	
     starweaver	
     spider,	
    
  which	
     attracted	
     prey	
     by	
     reflecting	
     moonlight	
     off	
     its	
     mirror-­‐like	
    
  webs,	
    and	
    soon	
    learned	
    how	
    to	
    harvest	
    and	
    process	
    the	
    spiders’	
    
  silk.	
    This	
    “star	
    silk”	
    could	
    be	
    woven	
    into	
    fabrics	
    that	
    shimmered	
    
  and	
    sparkled	
    even	
    in	
    dim	
    light.	
    Furthermore,	
    star	
    silk	
    showed	
    an	
    
  affinity	
    for	
    colours	
    derived	
    from	
    the	
    surrounding	
    wildlife,	
    which	
    
  led	
    to	
    the	
    development	
    of	
    several	
    vibrant	
    dyes.	
    
  	
    
  It	
    wasn’t	
    long	
    before	
    star	
    silk	
    became	
    popular	
    among	
    foreign	
    
  aristocrats,	
    and	
    the	
    halflings	
    found	
    themselves	
    in	
    possession	
    of	
    a	
    
  valuable	
    commodity.	
    Starweaver	
    spiders	
    were	
    quickly	
    integrated	
    
  into	
     the	
     village’s	
     culture,	
     used	
     to	
     protect	
     crops	
     from	
     pests,	
    
  decorate	
     buildings	
     and	
     even	
     serve	
     as	
     pets.	
     The	
     burgeoning	
    
  community	
     took	
     the	
     name	
     Starspun	
     Hollow	
     in	
     honour	
     of	
     the	
    
  spiders	
     that	
     brought	
     about	
     its	
     fortune.	
     Before	
     long	
     human	
    
  traders	
    started	
    building	
    houses	
    nearby,	
    which	
    contributed	
    to	
    the	
    
  village’s	
    prosperity	
    but	
    concerned	
    the	
    halfling	
    refugees,	
    who	
    still	
    
  remembered	
     being	
     driven	
     from	
     their	
     homes.	
     The	
     result	
     is	
     a	
    
  patchwork	
     of	
     differently	
     sized	
     buildings	
     floating	
     on	
     the	
     fens,	
    
  alive	
    with	
    riotous	
    colour	
    day	
    and	
    night.	
    
  	
    
  Though	
     seemingly	
     peaceful,	
     Starspun	
     Hollow	
     is	
     rife	
     with	
    
  whispers	
    of	
    conflict.	
    Milni	
    Nightwillow,	
    Mayli’s	
    daughter	
    and	
    the	
    
  village	
    reeve,	
    insists	
    on	
    sustainable	
    but	
    low-­‐yield	
    production	
    of	
    
  star	
    silk	
    and	
    dyes,	
    much	
    to	
    the	
    chagrin	
    of	
    Markku	
    Olent,	
    owner	
    
  of	
    the	
    community’s	
    primary	
    dye	
    works.	
    Their	
    increasingly	
    heated	
    
  arguments	
     stir	
     up	
     old	
     racial	
     animosity	
     among	
     the	
     citizens,	
    
  leaving	
    everyone	
    on	
    edge.	
    To	
    make	
    matters	
    worse,	
    the	
    village’s	
    
  most	
    popular	
    dye	
    is	
    derived	
    from	
    a	
    dragonfly	
    considered	
    sacred	
    
  by	
    a	
    large	
    tribe	
    of	
    boggards,	
    who	
    grow	
    more	
    outraged	
    every	
    day	
    
  by	
    the	
    audacity	
    of	
    the	
    “bite-­‐sized”	
    spider	
    catchers.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Milni	
    Nightwillow	
    	
    
  Government	
    Magical	
    
  Population	
    188	
    (79	
    humans,	
    78	
    halflings,	
    19	
    gnomes,	
    7	
    elves,	
    3	
    
  half-­‐elves,	
    2	
    half-­‐orcs)	
    
  Alignments	
    NG	
    
  Languages	
    Common,	
    Halfling	
    
  Corruption	
    -­‐3;	
    Crime	
    -­‐1;	
    Economy	
    +0;	
    Law	
    -­‐1;	
    Lore	
    +3;	
    Society	
    -­‐3	
    
  Qualities	
    Prosperous,	
    rumourmongering	
    citizens	
    
  Danger	
    0;	
    Disadvantages	
    None	
    
  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:	
    
  Aiwin	
    Elestien	
    (location	
    6;	
    CG	
    male	
    elf	
    bard	
    3/expert	
    2)	
    Aiwin	
    is	
    
  patriarch	
    of	
    an	
    elven	
    family	
    of	
    tailors	
    and	
    musicians	
    known	
    
  for	
    their	
    borderline-­‐debaucherous	
    revelries.	
    
  Bekka	
     Murray	
     (location	
     2;	
     NG	
     female	
     halfling	
     druid	
     2)	
     Milni	
    
  Nightwillow’s	
    protégé	
    is	
    eager	
    to	
    please	
    everyone.	
    
  Berno	
     Dewberry	
     (location	
     3;	
     N	
     male	
     halfling	
     expert	
     2)	
     The	
    
  Dream	
    Weaver’s	
    owner	
    is	
    anxious	
    and	
    constantly	
    apologizes.	
    
  Kyler	
     Sylbane	
     (location	
     7;	
     N	
     male	
     human	
     ranger	
     5)	
     A	
     fen	
    
  explorer,	
    Kyler	
    worries	
    about	
    the	
    rising	
    boggard	
    aggression.	
    
  Markku	
    Olent	
    (location	
    5;	
    LN	
    male	
    human	
    aristocrat	
    2)	
    Owner	
    of	
    
  the	
     village’s	
     largest	
     dye	
     works,	
     he	
     believes	
     he	
     can	
     expand	
    
  production	
    by	
    using	
    the	
    fens	
    to	
    replace	
    lost	
    resources.	
    
  Milni	
     Nightwillow	
     (location	
     4;	
     NG	
     female	
     halfling	
     druid	
     7)	
    
  Starspun	
    Hollow’s	
    reeve	
    wearies	
    of	
    politics,	
    but	
    steadfastly	
    
  defends	
    maintaining	
    renewable	
    silk	
    and	
    dye	
    production.	
    
  Ricola	
     Aulburn	
     (location	
     8;	
     CN	
     female	
     halfling	
     rogue	
     4)	
     The	
    
  owner	
    of	
    the	
    general	
    store	
    leads	
    the	
    anti-­‐human	
    radicals.	
    
  Willina	
    Capleaf	
    (location	
    1;	
    NG	
    female	
    halfling	
    expert	
    3)	
    Willina	
    
  is	
    overseer	
    of	
    the	
    village’s	
    crops	
    and	
    star	
    silk	
    cultivation.	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
    of	
    the	
    village	
    comprises	
    peasant	
    homes.	
    A	
    few	
    locations,	
    
  however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  1. Berry	
    Fields	
    Main	
    Office:	
    Agricultural	
    centre	
    and	
    home	
    of	
    the	
    
  starweaver	
    spiders.	
    	
    
  2. Commons:	
    This	
    dry	
    hillock	
    serves	
    as	
    the	
    village	
    centre,	
    festival	
    
  grounds	
    and	
    open-­‐air	
    market.	
    
  3. Dream	
    Weaver	
    Inn:	
    The	
    local	
    inn	
    and	
    tavern.	
    
  4. Nightwillow	
    Manor:	
    Milni’s	
    home	
    and	
    the	
    de	
    facto	
    town	
    hall.	
    
  5. Olent	
    Dye	
    Works:	
    Starspun	
    Hollow’s	
    largest	
    producer	
    of	
    dyes.	
    
  6. Silks	
    &	
    Songs:	
    Home	
    and	
    workplace	
    of	
    the	
    Elestien	
    elves.	
    
  7. Sylbane’s	
    Sojourns:	
    A	
    fishing,	
    hunting	
    and	
    ranging	
    lodge.	
    
  8. Wanderer’s	
    Wares:	
    General	
    store	
    and	
    meeting	
    place	
    for	
    anti-­‐
  human	
    mavericks.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Dyes,	
    farming,	
    fishing	
    and	
    silks	
    
  Base	
     Value	
     650	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     4th;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  The	
    following	
    items	
    are	
    for	
    sale:	
    
  § 
  Ring	
    improved	
    swimming	
    (10,000	
    gp)	
    
  § 
  Scrolls	
    (Divine)	
    control	
    water	
    (700	
    gp),	
    wood	
    shape	
    (150	
    gp)	
    
  § 
  Wand	
    spider	
    climb	
    (34	
    chgs.,	
    3,060	
    gp)	
    
  § 
  Wondrous	
    Item	
    gloves	
    of	
    arrow	
    snaring	
    (4,000	
    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	
    something	
    about	
    Starspun	
    Hollow.	
    A	
    successful	
    
  check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
    10:	
    Starspun	
    Hollow	
    is	
    known	
    as	
    the	
    sole	
    producer	
    of	
    a	
    
  fabric	
    called	
    star	
    silk,	
    as	
    well	
    as	
    numerous	
    clothing	
    dyes.	
    
  	
    
  DC	
     15:	
     The	
     villagers	
     derive	
     several	
     dyes	
     from	
     the	
    
  surrounding	
    wildlife,	
    and	
    are	
    always	
    looking	
    for	
    people	
    to	
    brave	
    
  the	
    fens	
    in	
    search	
    of	
    raw	
    materials.	
    
  	
    
  DC	
     20:	
     The	
     village	
     was	
     built	
     by	
     halflings	
     fleeing	
     human	
    
  invaders.	
    Even	
    though	
    many	
    humans	
    now	
    live	
    there,	
    the	
    small	
    
  folk	
    don’t	
    fully	
    trust	
    them	
    and	
    racial	
    tensions	
    run	
    deep.	
    
  V I L L A G E R S  
  Appearance	
     Villagers	
     tend	
     toward	
     fair	
     skin	
     and	
     brown	
     hair,	
    
  usually	
    bound	
    in	
    braids	
    or	
    buns	
    that	
    fit	
    beneath	
    their	
    shawls.	
    
  	
    
  Dress	
    Villagers	
    wear	
    layers	
    of	
    nets,	
    shawls	
    and	
    veils	
    to	
    keep	
    
  pests	
     off	
     their	
     skin.	
     Clothing	
     is	
     usually	
     made	
     of	
     star	
     silk	
     dyed	
    
  magnificent	
    colours.	
    Leather	
    does	
    not	
    take	
    local	
    dyes	
    well,	
    so	
    it	
    
  is	
    only	
    worn	
    by	
    labourers	
    and	
    seen	
    as	
    improper	
    for	
    social	
    events.	
    
  	
    
  Nomenclature	
     male:	
     Collyn,	
     Daven,	
     Olivir,	
     Timmett,	
     Rolth;	
    
  female:	
    Brenna,	
    Fayli,	
    Liria,	
    Misty,	
    Penni;	
    family:	
    Bryony,	
    Hoplee,	
    
  Kermen,	
    Olmadder,	
    Safflin.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    the	
    village	
    
  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*	
    
  Human	
     merchants	
     are	
     trying	
     to	
     smuggle	
     out	
     some	
    
  starweaver	
    spiders	
    and	
    undercut	
    prices	
    abroad.	
    
  2	
    
  Ricola	
     Aulburn	
     has	
     been	
     sabotaging	
     the	
     dye	
     works	
     to	
    
  show	
     Markku	
     Olent	
     and	
     the	
     other	
     humans	
     they’re	
     not	
    
  welcome.	
    
  3	
    
  Fewer	
    folks	
    are	
    returning	
    from	
    forays	
    into	
    the	
    fens,	
    and	
    
  locals	
    are	
    hearing	
    croaking	
    sounds	
    in	
    the	
    dead	
    of	
    night.	
    
  4	
    
  Markku	
     is	
     trying	
     to	
     undermine	
     Milni’s	
     resolve	
     by	
    
  buttering	
    up	
    to	
    her	
    pupil,	
    Bekka	
    Murray.	
    
  5	
    
  Someone,	
    or	
    something,	
    damaged	
    the	
    webs	
    along	
    the	
    far	
    
  end	
     of	
     the	
     Berry	
     Fields.	
     Willina	
     Capleaf	
     is	
     offering	
     a	
    
  bounty	
    to	
    find	
    the	
    culprit.	
    
  6*	
    
  The	
    Elestien	
    elves	
    are	
    actually	
    evil	
    fey	
    trying	
    to	
    draw	
    the	
    
  whole	
    village	
    into	
    lascivious	
    vice.	
    
  *False	
    rumour	
    
  	
    
  	
    
  
  6	
    
  P L A G U E  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	
    plague	
    town.	
    Some	
    details	
    
  listed	
    here	
    may	
    not	
    be	
    appropriate	
    for	
    the	
    particular	
    adventure	
    
  or	
    campaign	
    you	
    are	
    running.	
    Ignore	
    such	
    results	
    and	
    simply	
    re-­‐
  roll.	
    
  D%	
    
  	
    
  1	
    
  A	
     cart	
     trundles	
     by,	
     driven	
     by	
     a	
     man	
     in	
     black	
    
  robes.	
     The	
     cart	
     is	
     laden	
     with	
     at	
     least	
     twenty	
    
  bloated	
    and	
    stiff	
    corpses.	
    	
    
  2	
    
  A	
     group	
     of	
     purple-­‐and-­‐red	
     robed	
     priests	
     stride	
    
  through	
    the	
    town,	
    calling	
    upon	
    all	
    to	
    worship	
    an	
    
  obscure	
    goddess	
    of	
    disease.	
    
  3	
    
  A	
     wooden	
     pyre	
     has	
     numerous	
     bodies	
     stacked	
    
  upon	
     it.	
     Oil	
     is	
     being	
     poured	
     over	
     the	
     mound	
    
  while	
    a	
    man	
    stands	
    nearby	
    with	
    a	
    torch.	
    
  4	
    
  Bodies	
     lie	
     in	
     the	
     street,	
     arms	
     and	
     legs	
     skewed,	
    
  joints	
    swollen,	
    eyes	
    eaten	
    by	
    the	
    crows.	
    
  5	
    
  A	
     pack	
     of	
     mangy	
     dogs	
     races	
     by,	
     snapping	
     and	
    
  snarling	
    at	
    anyone	
    who	
    gets	
    too	
    close.	
    	
    
  6	
    
  A	
     wailing	
     child	
     sits	
     at	
     a	
     windowsill,	
     apparently	
    
  abandoned.	
    
  7	
    
  A	
     woman	
     stumbles	
     down	
     the	
     street,	
     ragged	
    
  clothing	
    revealing	
    countless	
    open,	
    weeping	
    sores	
    
  on	
    her	
    skin.	
    
  8	
    
  Several	
     columns	
     of	
     thick,	
     black	
     smoke	
     writhe	
    
  above	
    the	
    town,	
    showing	
    where	
    bodies	
    are	
    being	
    
  burnt.	
    
  9	
    
  Every	
     hour	
     on	
     the	
     hour,	
     day	
     and	
     night,	
     the	
    
  temple	
    bells	
    clang,	
    tolling	
    for	
    the	
    dead.	
    
  10	
    
  Guards	
     hack	
     at	
     an	
     infected	
     citizen	
     trying	
     to	
    
  scramble	
     over	
     the	
     barricades	
     around	
     the	
    
  quarantined	
    quarter.	
    
  11	
    
  Beggars	
    shuffle	
    around	
    you,	
    forming	
    a	
    circle	
    that	
    
  blocks	
    your	
    path	
    as	
    they	
    reach	
    for	
    food.	
    
  12	
    
  Soldier	
     use	
     longspears	
     to	
     drive	
     infected	
     people	
    
  to	
    one	
    of	
    the	
    quarantine	
    warehouses.	
    
  13	
    
  A	
    pair	
    of	
    dead	
    lovers	
    lie	
    in	
    the	
    street,	
    stiff	
    limbs	
    
  locked	
    in	
    a	
    final	
    embrace.	
    
  14	
    
  Through	
    a	
    window,	
    a	
    family	
    are	
    visible	
    slumped	
    
  around	
    a	
    table,	
    dead	
    to	
    the	
    last.	
    
  15	
    
  One	
     of	
     the	
     guards	
     on	
     the	
     street	
     corner	
     starts	
    
  hacking	
    and	
    coughing	
    uncontrollably.	
    
  16	
    
  A	
    normal-­‐looking	
    person	
    suddenly	
    keels	
    over	
    and	
    
  begins	
    vomiting	
    copious	
    amounts	
    of	
    blood.	
    
  17	
    
  Several	
    women	
    wrapped	
    in	
    filthy	
    rags	
    hobble	
    by,	
    
  making	
    disturbingly	
    squishing	
    noises.	
    
  18	
    
  All	
     doors	
     and	
     windows	
     here	
     are	
     boarded	
     up;	
     a	
    
  few	
    are	
    chained	
    shut	
    as	
    well.	
    
  19	
    
  Screams	
     of	
     the	
     dying	
     soar	
     over	
     the	
     town	
     at	
     all	
    
  hours,	
    and	
    nothing	
    can	
    drown	
    them	
    out.	
    
  20	
    
  A	
     surgeon	
     has	
     a	
     patient	
     on	
     a	
     stone	
     slab	
     and	
     is	
    
  sawing	
    off	
    an	
    infected	
    limb	
    as	
    the	
    subject	
    shrieks	
    
  in	
    agony.	
    
  21	
    
  A	
    cart	
    delivering	
    fresh	
    food	
    and	
    water	
    is	
    mobbed	
    
  by	
    people	
    who	
    fight	
    over	
    the	
    smallest	
    scraps.	
    
  22	
    
  The	
    water	
    in	
    the	
    well	
    is	
    foul	
    and	
    greasy.	
    A	
    nearby	
    
  bucketful	
    appears	
    to	
    be	
    full	
    of	
    wriggling	
    worms.	
    
  23	
    
  Hundreds	
     of	
     crows	
     and	
     ravens	
     perch	
     on	
     the	
    
  rooftops,	
    eerily	
    silent	
    as	
    they	
    survey	
    the	
    town.	
    
  24	
    
  Dozens	
     of	
     feral	
     cats	
     roam	
     the	
     streets,	
     gnawing	
    
  on	
    corpses	
    of	
    people	
    and	
    other	
    animals	
    alike.	
    
  25	
    
  Every	
    other	
    step	
    splashes	
    into	
    puddles	
    of	
    reeking	
    
  filth,	
    making	
    the	
    ground	
    slick	
    and	
    treacherous.	
    
  26	
    
  Patches	
    of	
    bloody	
    mud	
    dot	
    the	
    street.	
    
  27	
    
  Someone	
    has	
    drawn	
    crude	
    graffiti	
    on	
    numerous	
    
  walls,	
    proclaiming	
    the	
    end	
    of	
    the	
    world.	
    
  28	
    
  A	
    priest	
    in	
    a	
    gaudy	
    robe	
    meanders	
    through	
    town,	
    
  laying	
    pudgy	
    hands	
    on	
    anyone	
    showing	
    signs	
    of	
    
  illness.	
    
  29	
    
  Guards	
    huddle	
    around	
    the	
    main	
    gains,	
    inspecting	
    
  anyone	
    and	
    anything	
    passing	
    by.	
    
  30	
    
  A	
     young	
     man	
     leans	
     out	
     of	
     a	
     window,	
     froth	
    
  flecking	
    his	
    lips.	
    
  31	
    
  A	
     crowd	
     gathers	
     in	
     the	
     town	
     square	
     as	
     a	
    
  supposed	
    witch	
    is	
    tied	
    to	
    stake	
    to	
    be	
    burned	
    for	
    
  cursing	
    the	
    land.	
    
  32	
    
  The	
    criminal	
    chained	
    to	
    the	
    stocks	
    in	
    the	
    centre	
    
  of	
    town	
    looks	
    like	
    he	
    died	
    several	
    days	
    ago.	
    
  33	
    
  The	
    death	
    rattle	
    of	
    infected	
    folk	
    sounds	
    through	
    
  the	
    town.	
    
  34	
    
  Evil	
    eye	
    wards	
    are	
    painted	
    in	
    bright	
    colours	
    on	
    all	
    
  available	
     surfaces,	
     and	
     even	
     on	
     some	
     people’s	
    
  skin.	
    
  35	
    
  Mummified	
    bodies	
    are	
    laid	
    out	
    on	
    stretchers,	
    like	
    
  strips	
    of	
    leather	
    left	
    to	
    dry	
    in	
    the	
    sun.	
    
  36	
    
  Dead	
    beggars	
    have	
    been	
    left	
    to	
    rot	
    on	
    the	
    very	
    
  mats	
    they	
    once	
    huddled	
    on	
    to	
    cry	
    for	
    a	
    few	
    alms.	
    
  37	
    
  A	
    few	
    prostitutes	
    loiter	
    about,	
    their	
    faces	
    heavily	
    
  caked	
    with	
    makeup	
    to	
    hide	
    their	
    sores.	
    
  38	
    
  Dark	
    clouds	
    hang	
    heavy	
    over	
    the	
    town,	
    swirling	
    
  with	
     odd,	
     almost	
     arcane,	
     patterns	
     no	
     matter	
    
  which	
    way	
    the	
    wind	
    blows.	
    
  39	
    
  The	
    stink	
    of	
    rot	
    hangs	
    over	
    the	
    town.	
    
  40	
    
  Bony	
     cows	
     low	
     from	
     the	
     stockyard	
     pens,	
     their	
    
  eyes	
    glistening	
    with	
    mucus.	
    	
    
  41	
    
  The	
     fields	
     of	
     crops	
     surrounding	
     the	
     town	
     are	
    
  wilting	
    and	
    rotting	
    away.	
    
  42	
    
  Every	
     torch	
     and	
     lantern	
     lit	
     around	
     town	
     blazes	
    
  with	
    unnatural	
    green	
    flames.	
    
  43	
    
  Mad	
    laughter	
    rattles	
    through	
    the	
    air.	
    
  44	
    
  From	
    a	
    nearby	
    house,	
    cries	
    tear	
    through	
    the	
    air,	
    
  begging	
    for	
    the	
    release	
    of	
    death.	
    
  45	
    
  A	
    man	
    kneels	
    in	
    the	
    street,	
    weeping	
    and	
    wailing	
    
  prayers	
    for	
    mercy	
    and	
    healing.	
    
  46	
    
  The	
    town	
    temple	
    is	
    packed	
    from	
    wall	
    to	
    wall	
    with	
    
  the	
    sick	
    and	
    dying.	
    
  47	
    
  Amidst	
    the	
    muck	
    and	
    mess	
    of	
    the	
    dying,	
    a	
    single	
    
  clean,	
    smiling	
    person	
    skips	
    along	
    without	
    a	
    care.	
    
  
  7	
    
  48	
    
  A	
     mob	
     has	
     gathered	
     in	
     front	
     of	
     the	
     town	
     hall,	
    
  shouting	
    for	
    the	
    mayor	
    to	
    come	
    and	
    face	
    them.	
    
  49	
    
  Wardens	
     stride	
     by,	
     going	
     door-­‐to-­‐door	
     as	
     they	
    
  take	
    a	
    town	
    census.	
    
  50	
    
  A	
     pair	
     of	
     foreign-­‐looking	
     folk	
     wanders	
     around	
    
  town,	
    taking	
    cryptic	
    notes	
    on	
    all	
    they	
    observe.	
    
  51	
    
  As	
     night	
     falls,	
     a	
     shadowy	
     person	
     tips	
     a	
     vial	
     of	
    
  unknown	
    contents	
    into	
    a	
    well.	
    
  52	
    
  The	
    evening	
    shadows	
    appear	
    to	
    writhe	
    in	
    a	
    way	
    
  that	
    has	
    nothing	
    to	
    do	
    with	
    the	
    setting	
    sun.	
    
  53	
    
  A	
     handful	
     of	
     humanoid	
     figures	
     shamble	
     around	
    
  the	
    graveyard.	
    
  54	
    
  A	
    tent	
    camp	
    stands	
    without	
    the	
    gates;	
    ill	
    people	
    
  are	
    transported	
    there	
    on	
    a	
    daily	
    basis.	
    
  55	
    
  A	
    painted	
    wagon	
    sits	
    in	
    the	
    middle	
    of	
    a	
    square,	
    
  fully	
    ablaze	
    as	
    its	
    owner	
    looks	
    on	
    mournfully.	
    
  56	
    
  A	
    woman	
    sits	
    on	
    a	
    stoop,	
    rocking	
    back	
    and	
    forth	
    
  as	
    she	
    tries	
    to	
    nurse	
    her	
    dead	
    child.	
    
  57	
    
  Beggars	
     clamber	
     over	
     pile	
     of	
     rotting	
     food,	
    
  grabbing	
     fistfuls	
     of	
     mouldy	
     onions,	
     black	
    
  potatoes	
    and	
    crumbling	
    gourds.	
    
  58	
    
  The	
    temple	
    priest	
    staggers	
    by,	
    his	
    robes	
    torn	
    to	
    
  shreds	
    and	
    his	
    gaze	
    distant,	
    unfocused.	
    
  59	
    
  The	
     body	
     slumped	
     in	
     the	
     street	
     looks	
     like	
     the	
    
  flesh	
    has	
    literally	
    melted	
    from	
    its	
    bones.	
    
  60	
    
  A	
    child	
    runs	
    by,	
    looking	
    perfectly	
    healthy	
    except	
    
  for	
    one	
    blackened,	
    withered	
    hand.	
    
  61	
    
  Bloody	
     footprints	
     chart	
     a	
     clear	
     path	
     from	
     one	
    
  side	
    of	
    the	
    town	
    to	
    the	
    other	
    before	
    vanishing.	
    
  62	
    
  A	
    stream	
    of	
    giant	
    squirming	
    maggots	
    roils	
    across	
    
  the	
    path,	
    devouring	
    all	
    dead	
    flesh	
    in	
    their	
    path.	
    
  63	
    
  A	
    body	
    swollen	
    beyond	
    recognition	
    and	
    covered	
    
  in	
    red	
    pustules	
    lies	
    in	
    the	
    street.	
    
  64	
    
  A	
     group	
     of	
     drunks	
     stagger	
     down	
     the	
     street,	
    
  calling	
    for	
    others	
    to	
    join	
    them	
    in	
    a	
    last	
    revel.	
    
  65	
    
  A	
     band	
     of	
     men	
     in	
     yellow	
     masks	
     skulk	
     around	
    
  town,	
    silently	
    watching	
    everything.	
    
  66	
    
  A	
    row	
    of	
    bodies	
    has	
    been	
    dipped	
    in	
    tar	
    to	
    stop	
    
  the	
    disease	
    that	
    claimed	
    them	
    from	
    spreading.	
    
  67	
    
  Every	
     other	
     person	
     is	
     weeping	
     bloody	
     tears,	
    
  which	
    track	
    crimson	
    down	
    their	
    cheeks.	
    
  68	
    
  The	
     houses	
     here	
     have	
     been	
     broken	
     into	
     and	
    
  looted,	
    leaving	
    not	
    a	
    scrap	
    behind.	
    
  69	
    
  Enormous	
     clouds	
     of	
     black,	
     buzzing	
     flies	
     swarm	
    
  the	
    area,	
    trying	
    to	
    crawl	
    into	
    any	
    open	
    orifice.	
    
  70	
    
  The	
    town	
    mayor	
    pauses	
    in	
    his	
    speech	
    and	
    begins	
    
  retching	
    and	
    clutching	
    his	
    stomach.	
    
  71	
    
  Bloated	
     bodies	
     hang	
     from	
     the	
     gallows,	
     guts	
    
  spilling	
    to	
    the	
    ground	
    beneath.	
    	
    
  72	
    
  Those	
     showing	
     plague	
     symptoms	
     have	
     their	
    
  foreheads	
    branded	
    with	
    a	
    hot	
    iron.	
    
  73	
    
  A	
     group	
     of	
     chained	
     slaves	
     rush	
     by,	
     chased	
     by	
    
  their	
    master	
    who	
    has	
    boils	
    all	
    over	
    his	
    body.	
    
  74	
    
  A	
    slick	
    merchant	
    has	
    set	
    up	
    a	
    cart	
    where	
    he	
    sells	
    
  bottles	
    of	
    supposed	
    cures	
    and	
    preventatives.	
    
  75	
    
  White-­‐robed	
     nuns	
     move	
     quietly	
     through	
     the	
    
  town,	
    saying	
    prayers	
    and	
    comforting	
    the	
    sick.	
    
  76	
    
  Several	
    people	
    sit	
    together,	
    singing,	
    their	
    voices	
    
  growing	
    weaker.	
    
  77	
    
  A	
     line	
     for	
     food	
     and	
     water	
     distribution	
     winds	
    
  down	
    the	
    block	
    and	
    around	
    the	
    corner.	
    
  78	
    
  Those	
    residents	
    who’ve	
    fallen	
    too	
    ill	
    to	
    move	
    are	
    
  dragged	
    into	
    a	
    series	
    of	
    large	
    tents	
    on	
    the	
    edge	
    
  of	
    town	
    and	
    never	
    seen	
    again.	
    
  79	
    
  Soldiers	
     march	
     down	
     the	
     street,	
     calling	
     out	
     a	
    
  decree	
    that	
    condemns	
    the	
    town	
    to	
    destruction.	
    
  80	
    
  An	
     army	
     sits	
     outside	
     the	
     town,	
     killing	
     anyone	
    
  who	
    attempts	
    to	
    escape	
    the	
    plague	
    boundaries.	
    
  81	
    
  Vividly	
    coloured	
    serpents	
    slither	
    throughout	
    the	
    
  town,	
    emerging	
    from	
    every	
    crack	
    and	
    cranny.	
    
  82	
    
  Strange.	
     It	
     seems	
     when	
     a	
     person	
     contracts	
     the	
    
  disease	
    their	
    shadow	
    suddenly	
    starts	
    pointing	
    in	
    
  the	
    wrong	
    direction.	
    
  83	
    
  Green-­‐and-­‐blue	
    blobs	
    of	
    animate	
    slime	
    glop	
    their	
    
  way	
    through	
    town	
    and	
    onto	
    random	
    people.	
    
  84	
    
  A	
    row	
    of	
    skulls	
    sits	
    in	
    a	
    window,	
    teeth	
    chattering	
    
  as	
    if	
    they’re	
    talking	
    to	
    each	
    other.	
    
  85	
    
  Rows	
    of	
    charred	
    bodies	
    are	
    laid	
    out	
    and	
    stacked	
    
  like	
    corded	
    wood.	
    
  86	
    
  A	
     woman	
     thrashes	
     in	
     the	
     middle	
     of	
     the	
     street,	
    
  writhing	
    in	
    the	
    grip	
    of	
    a	
    ferocious	
    fever.	
    
  87	
    
  Despite	
     the	
     crowded	
     streets	
     and	
     homes,	
     a	
    
  haunting	
    silence	
    lies	
    over	
    the	
    town.	
    
  88	
    
  A	
    beggar	
    raises	
    a	
    hand,	
    and	
    countless	
    tiny	
    insects	
    
  skitter	
    across	
    his	
    skin	
    like	
    black	
    grains	
    of	
    rice.	
    
  89	
    
  Starving	
     citizens	
     have	
     gathered	
     up	
     mounds	
     of	
    
  dead	
    rats,	
    which	
    they	
    now	
    roast.	
    
  90	
    
  Piles	
    of	
    dead	
    birds	
    lie	
    clumped	
    along	
    the	
    ground,	
    
  frail	
    bodies	
    smashed	
    and	
    rotting.	
    
  91	
    
  A	
     pack	
     of	
     rabid	
     wolves	
     lopes	
     along,	
     howling	
     as	
    
  they	
    attack	
    anyone	
    who	
    reacts	
    in	
    fear.	
    
  92	
    
  People	
     scamper	
     away	
     as	
     a	
     sickly	
     herd	
     of	
     sheep	
    
  moseys	
    through	
    the	
    town,	
    bleating	
    pathetically.	
    
  93	
    
  A	
     healthy	
     citizen	
     races	
     by,	
     pursued	
     by	
     several	
    
  diseased	
    people	
    wielding	
    swords	
    and	
    axes.	
    
  94	
    
  A	
     person	
     lifts	
     their	
     head,	
     revealing	
     they’ve	
    
  chewed	
    their	
    lips	
    off.	
    
  95	
    
  A	
     dozen	
     sickly	
     folks	
     have	
     cast	
     off	
     their	
     clothes	
    
  and	
    now	
    dance	
    naked	
    in	
    the	
    street.	
    
  96	
    
  Practically	
    every	
    wall	
    and	
    post	
    has	
    a	
    set	
    of	
    royal	
    
  orders	
     nailed	
     to	
     it,	
     commanding	
     everyone	
     to	
    
  remain	
    indoors	
    until	
    further	
    notice.	
    
  97	
    
  Everywhere,	
     painful	
     moans	
     and	
     whimpers	
    
  assault	
    the	
    PCs’	
    ears.	
    
  98	
    
  Echoes	
    of	
    rattling	
    chains	
    come	
    from	
    the	
    barred	
    
  windows	
    of	
    the	
    nearby	
    prison	
    
  99	
    
  The	
     baker	
     opens	
     his	
     door	
     and	
     flings	
     rolls	
     of	
    
  mouldy	
    bread	
    into	
    the	
    street.	
    
  100	
    
  A	
    particularly	
    tall,	
    thin	
    figure	
    makes	
    its	
    way	
    down	
    
  the	
     street,	
     clothed	
     in	
     a	
     thick	
     black	
     robe	
     and	
    
  carrying	
    a	
    massive	
    scythe.	
    
  	
    
  	
    
  	
    
  
  8	
    
  D E K S P O R T  A T  A  G L A N C E  
  A	
    pirate	
    enclave	
    surrounded	
    by	
    dense	
    woods	
    on	
    three	
    sides	
    and	
    
  the	
    ocean’s	
    tumultuous	
    waters	
    to	
    the	
    east,	
    Deksport	
    is	
    a	
    perfect	
    
  base	
     from	
     which	
     to	
     raid	
     nearby	
     shipping	
     lanes.	
     Built	
     at	
     the	
    
  mouth	
     of	
     a	
     valley	
     opening	
     into	
     a	
     sheltered	
     bay	
     the	
     town	
    
  possesses	
     a	
     deep,	
     safe	
     natural	
     anchorage.	
     Protected	
     by	
     a	
    
  slippery,	
     seaweed-­‐fringed	
     breakwater	
     of	
     decrepit	
     construct	
     at	
    
  any	
    time	
    up	
    to	
    a	
    dozen	
    ocean-­‐going	
    ships	
    and	
    scores	
    of	
    smaller	
    
  craft	
    rest	
    at	
    anchor	
    in	
    the	
    harbour.	
    	
    
  	
    
  While	
    predominantly	
    a	
    human	
    town,	
    Deksport	
    has	
    a	
    sizeable	
    
  contingent	
    of	
    orcs	
    and	
    goblins	
    among	
    its	
    populace.	
    Each	
    of	
    the	
    
  three	
     main	
     races	
     represented	
     in	
     the	
     town	
     has	
     their	
     own	
     self-­‐
  centred,	
    despotic	
    leader	
    who	
    constantly	
    vies	
    with	
    their	
    rivals	
    for	
    
  wealth,	
    prestige	
    and	
    power.	
    	
    
  D E M O G R A P H I C S  
  Rulers	
     Aune	
     (NE	
     female	
     human	
     fighter	
     2/rogue	
     3/assassin	
     4),	
    
  Olmi	
    (LE	
    male	
    greater	
    barghest	
    rogue	
    [thug]	
    2/fighter	
    1)	
    and	
    
  Nargor	
    (LE	
    male	
    half-­‐orc	
    fighter	
    [weapon	
    master]	
    12)	
    
  Government	
    Council	
    (The	
    Admirals’	
    Council)	
    
  Population	
    4,628	
    (2,145	
    humans,	
    956	
    goblins,	
    734	
    orcs,	
    475	
    half-­‐
  orcs,	
     136	
     half-­‐elves,	
     127	
     others,	
     19	
     dwarves,	
     17	
     elves,	
     12	
    
  gnomes,	
    7	
    halflings)	
    
  Alignments	
    CE,	
    NE,	
    LE,	
    CN	
    
  Languages	
    Common,	
    Orc,	
    Goblin	
    
  Corruption	
    +1;	
    Crime	
    +2;	
    Economy	
    +1;	
    Law	
    -­‐3;	
    Lore	
    -­‐1;	
    Society	
    
  +3	
    
  Qualities	
    
  Notorious,	
    
  rumourmongering	
    
  citizens,	
    
  strategic	
    
  location	
    
  Danger	
    15;	
    Disadvantages	
    None	
    
  T O W N  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
    may	
    know	
    some	
    information	
    about	
    Deksport.	
    A	
    successful	
    
  check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
     10:	
     Deksport	
     is	
     a	
     pirate	
     stronghold.	
     It	
     is	
     a	
     dangerous	
    
  place	
    and	
    possesses	
    a	
    deep,	
    natural	
    anchorage.	
    	
    
  	
    
  DC	
     15:	
     Evil	
     humanoids	
     openly	
     walk	
     Deksport’s	
     streets	
     and	
    
  many	
    serve	
    on	
    the	
    pirate	
    vessels	
    operating	
    from	
    the	
    port.	
    
  	
    
  DC	
    20:	
    Deksport’s	
    three	
    rulers	
    plot	
    against	
    one	
    another,	
    but	
    
  none	
    of	
    the	
    three	
    is	
    powerful	
    enough	
    to	
    rule	
    without	
    the	
    others.	
    
  N O T A B L E  L O C A T I O N S  
  Most	
    of	
    the	
    town	
    comprises	
    homes.	
    A	
    few	
    locations,	
    however,	
    
  are	
    of	
    interest	
    to	
    adventurers:	
    
  1. 
  Spire	
     of	
     the	
     Beacon	
     Eternal:	
     This	
     temple-­‐fortress	
     stands	
    
  on	
     a	
     rocky	
     island	
     linked	
     to	
     the	
     mainland	
     by	
     Dorn’s	
    
  Breakwater;	
    its	
    beacon	
    guides	
    vessels	
    to	
    Deksport	
    at	
    night	
    
  and	
     its	
     clergy-­‐shipwrights	
     make	
     an	
     excellent	
     living	
    
  repairing	
    pirate	
    vessels.	
    
  2. 
  Dorn’s	
    
  Breakwater:	
    
  This	
    
  slippery,	
    
  seaweed-­‐fringed	
    
  breakwater	
    is	
    of	
    ancient	
    and	
    unknown	
    construction.	
    
  3. 
  The	
     Docks:	
     This	
     confused	
     jumble	
     of	
     wharves,	
     jetties	
     and	
    
  ramshackle	
    warehouse	
    is	
    always	
    busy.	
    	
    
  4. 
  The	
    Scorched	
    Anchor:	
    This	
    busy	
    inn	
    standing	
    hard	
    against	
    
  the	
    docks	
    is	
    surprisingly	
    free	
    from	
    brawls	
    and	
    murders;	
    the	
    
  reputation	
     of	
     its	
     owner	
     keeps	
     all	
     but	
     the	
     foolhardiest	
     of	
    
  pirates	
    in	
    line.	
    
  5. 
  The	
    Welcome	
    Mermaid:	
    Almost	
    entirely	
    underground,	
    this	
    
  tavern	
    is	
    popular	
    with	
    orcs,	
    half-­‐orcs	
    and	
    goblins.	
    
  6. 
  The	
    Pens:	
    One	
    of	
    the	
    most	
    odorous	
    and	
    shunned	
    places	
    in	
    
  town,	
     the	
     Pens	
     are	
     home	
     to	
     Deksport’s	
     pernicious	
     (and	
    
  profitable)	
    slave	
    trade.	
    
  7. 
  Dead	
     Man’s	
     Bluff:	
     On	
     this	
     windswept	
     bluff,	
     the	
     pirates	
    
  execute	
    those	
    guilty	
    of	
    serious	
    crimes.	
    
  8. 
  Hall	
     of	
     the	
     Creator:	
     One	
     of	
     the	
     largest	
     buildings	
     in	
    
  Deksport,	
     a	
     stout	
     stone	
     curtain	
     wall	
     protects	
     the	
     priests	
    
  and	
    alchemists	
    hard	
    at	
    work	
    within.	
    
  9. 
  The	
    Shrieking	
    Sailor:	
    The	
    best	
    and	
    safest	
    tavern	
    in	
    town.	
    	
    
  10. 
  Ovlon’s:	
     Run	
     by	
     a	
     bad-­‐tempered	
     duergar	
     weaponsmith,	
    
  the	
    best	
    weapons	
    in	
    the	
    town	
    are	
    to	
    be	
    found	
    here.	
    
  11. 
  The	
    Wailing	
    Tower:	
    In	
    this	
    stout	
    donjon	
    the	
    pirates	
    keep	
    
  those	
    prisoners	
    worthy	
    of	
    ransom.	
    
  12. 
  The	
     Mottled	
     Palace:	
     From	
     this	
     grim	
     fortification	
     Nargor	
    
  rules	
     Deksport.	
     Behind	
     its	
     stout	
     walls	
     he	
     is	
     (mostly)	
     safe	
    
  from	
    his	
    rivals’	
    machinations.	
    
  13. 
  All	
     That	
     Glitters:	
     The	
     dwarf	
     Morild	
     Ovlag	
     runs	
     this	
    
  jewellers	
    and	
    moneychangers.	
    She	
    hires	
    out	
    space	
    in	
    her	
    
  secure	
    vault	
    to	
    those	
    with	
    valuables	
    to	
    store.	
    
  14. 
  Anything	
    &	
    Everything:	
    A	
    pawnbrokers	
    and	
    general	
    store,	
    
  this	
     large	
     shop	
     has	
     an	
     incredible	
     and	
     diverse	
     range	
     of	
    
  stock.	
    
  15. 
  House	
     of	
     Whispers:	
     Here	
     dwells	
     Dunn,	
     the	
     Whisper	
    
  Master.	
    He	
    lives	
    in	
    a	
    secret	
    suite	
    of	
    luxurious	
    rooms	
    and	
    is	
    
  guarded	
    by	
    a	
    cadre	
    of	
    well-­‐paid	
    mercenaries.	
    
  16. 
  The	
    Pit:	
    Dug	
    outside	
    Deksport’s	
    walls,	
    this	
    huge	
    refuse	
    pit	
    
  is	
    teeming	
    with	
    gigantic,	
    ravenous	
    rats	
    and	
    feral	
    goblins.	
    
  N O T A B L E  L O C A T I O N S  B Y  C A T E G O R Y  
  Inns	
     &	
     Taverns	
     the	
     Rusty	
     Anchor,	
     the	
     Shrieking	
     Sailor,	
     the	
    
  Welcome	
    Mermaid	
    	
    
  Personal	
    Residences	
    House	
    of	
    Whispers	
    (Dunn’s	
    home),	
    Mottled	
    
  Palace	
    (Nargor’s	
    home)	
    
  Businesses	
    All	
    That	
    Glitters	
    (jeweller	
    &	
    moneychanger),	
    Anything	
    
  &	
     Everything	
     (pawnbroker	
     and	
     general	
     store),	
     Ovlon’s	
    
  (weaponsmith),	
     the	
     Pens	
     (slaves),	
     Spire	
     of	
     the	
     Beacon	
    
  Eternal	
     (shipbuilding	
     and	
     repair),	
     the	
     Wailing	
     Tower	
    
  (prisoners)	
    
  Fortifications	
    Dorn’s	
    Breakwater,	
    Mottled	
    Palace,	
    	
    
  Temples	
    Hall	
    of	
    the	
    Creator,	
    Spire	
    of	
    the	
    Beacon	
    Eternal	
    
  
  9	
    
  	
    
  
  10	
    
  I N H A B I T A N T S  
  Appearance	
    The	
    dirty	
    and	
    unkempt	
    inhabitants	
    of	
    Deksport	
    pay	
    
  little	
     attention	
     to	
     their	
     cleanliness	
     or	
     appearance.	
     Clothing	
     is	
    
  serviceable	
     and	
     hardwearing	
     while	
     their	
     weapons	
     and	
     armour	
    
  are	
    normally	
    in	
    good	
    condition	
    (and	
    well	
    used).	
    
  	
    
  Dress	
     Most	
     folk	
     dress	
     in	
     shabby,	
     well-­‐used	
     clothes.	
     As	
     the	
    
  result	
    of	
    looting,	
    drunken	
    shopping	
    trips	
    and	
    limited	
    funds,	
    styles	
    
  and	
    fashions	
    are	
    “eclectic.”	
    
  	
    
  Nomenclature	
     Each	
     of	
     Deksport’s	
     major	
     races	
     have	
     their	
    
  own	
    nomenclature:	
    
  § 
  Goblin:	
    male	
    Fug,	
    Hek,	
    Kror,	
    Thag;	
    female	
    Bori,	
    Igne,	
    Ova,	
    Vol;	
    
  family	
    goblins	
    don’t	
    bother	
    with	
    family	
    names.	
    	
    
  § 
  Human:	
    male	
    Aaro,	
    Ilari,	
    Panu,	
    Valto,	
    Viljo;	
    female	
    Asta,	
    Helmi.	
    
  Kaija,	
    Satu,	
    Viivi;	
    family	
    Erola,	
    Keto,	
    Outila,	
    Purho,	
    Varala.	
    
  § 
  Orc:	
    male	
    Davor,	
    Keth,	
    Oggor,	
    Sog;	
    female	
    Davga,	
    Igga,	
    Ogan,	
    
  Uzlen;	
     family	
     orcs	
     often	
     use	
     epithets	
     such	
     as	
     Destroyer,	
    
  Mighty,	
    Throat-­‐Cutter	
    and	
    the	
    like.	
    
  N O T A B L E  F O L K  
  Most	
     of	
     the	
     population	
     are	
     normal	
     pirates	
     and	
     sailors	
     or	
     their	
    
  families.	
    A	
    few,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  Aaro	
    Laitnen	
    (location	
    14;	
    LN	
    male	
    human	
    expert	
    2/warrior	
    1)	
    
  runs	
    Anything	
    &	
    Everything.	
    A	
    pragmatist	
    he	
    knows	
    many	
    of	
    
  the	
    things	
    he	
    sells	
    are	
    likely	
    stolen.	
    
  Amzir	
    (location	
    5;	
    LE	
    female	
    orc	
    fighter	
    2/monk	
    3/bard	
    2)	
    The	
    
  landlady	
    of	
    the	
    Welcome	
    Mermaid	
    is	
    a	
    skilled	
    pugilist.	
    
  Ariquis	
     Pyloninn	
     (location	
     3;	
     NE	
     male	
     elf	
     fighter	
     5/rogue	
    
  2/duellist	
     1)	
     The	
     quick-­‐to-­‐anger	
     captain	
     of	
     the	
     Crimson	
    
  Gorgon	
    is	
    a	
    skilled	
    warrior.	
    	
    
  Aune	
    (location	
    3b;	
    NE	
    female	
    human	
    fighter	
    2/rogue	
    3/assassin	
    
  4)	
    Clever,	
    cunning	
    and	
    as	
    ruthless	
    as	
    a	
    shark,	
    Aune	
    is	
    a	
    skilled	
    
  assassin	
    who	
    loathes	
    her	
    co-­‐rulers.	
    	
    
  Bral	
    (location	
    3;	
    NE	
    male	
    goblin	
    rogue	
    [sniper]	
    7)	
    The	
    Screaming	
    
  Chimera’s	
    captain	
    is	
    an	
    amazing	
    shot	
    with	
    his	
    crossbow.	
    
  Cullen	
     Baire	
     (location	
     3;	
     N	
     male	
     human	
     wizard	
     [evoker]	
     5)	
    
  Captain	
    of	
    the	
    Black	
    Fury;	
    beloved	
    by	
    his	
    crew.	
    
  Cyanae	
    Malninrae	
    (location	
    3;	
    CN	
    female	
    elf	
    sorcerer	
    [draconic	
    
  {red}]	
    8)	
    The	
    Sea	
    Jackal’s	
    captain	
    will	
    soon	
    suffer	
    a	
    mutiny	
    if	
    
  she	
    doesn’t	
    stop	
    destroying	
    ships	
    with	
    her	
    magical	
    fire.	
    
  Dunn	
    the	
    “Many	
    Ear”	
    (location	
    15;	
    NE	
    human	
    rogue	
    [charlatan]	
    
  9)	
    One	
    of	
    the	
    most	
    powerful	
    people	
    in	
    Deksport,	
    Dunn	
    has	
    
  many	
    spies	
    who	
    report	
    to	
    him	
    on	
    all	
    manner	
    of	
    goings	
    on.	
    He	
    
  uses	
    this	
    information	
    for	
    his	
    own	
    gain.	
    
  EInar	
    Burca	
    (location	
    3;	
    CE	
    male	
    half-­‐orc	
    fighter	
    5)	
    Captain	
    of	
    the	
    
  Howl	
    of	
    the	
    Sea	
    and	
    a	
    savage	
    warrior	
    renown	
    for	
    cruelty.	
    
  Fardulf	
     Nantua	
     (location	
     4;	
     N	
     male	
     human	
     wizard	
     [evoker]	
     7)	
    
  Fardulf	
    is	
    widely	
    believed	
    to	
    be	
    a	
    powerful	
    wizard.	
    He	
    runs	
    
  the	
    (comparatively	
    peaceful)	
    Scorched	
    Anchor	
    inn.	
    
  Jar-­‐zit	
    (location	
    3;	
    CE	
    male	
    sahuagin	
    fighter	
    7)	
    The	
    captain	
    of	
    the	
    
  Sea	
     Devil	
     is	
     reviled	
     (and	
     feared)	
     throughout	
     Deksport.	
     Five	
    
  sahuagin	
    serve	
    among	
    his	
    crew.	
    
  Joray	
     Farlink	
     (location	
     6;	
     CE	
     male	
     middle-­‐aged	
     human	
     fighter	
    
  3/rogue	
     5)	
     The	
     slave	
     master	
     deals	
     in	
     suffering	
     and	
     misery,	
    	
    
  and	
    is	
    widely	
    hated	
    and	
    feared	
    by	
    the	
    populace.	
    	
    
  Morild	
     Ovlag	
     (location	
     13;	
     LN	
     female	
     dwarf	
     rogue	
     6)	
     is	
     the	
    
  town’s	
     preeminent	
     jeweller	
     and	
     moneychanger.	
     She	
     is	
     an	
    
  honest,	
    shrewd	
    businesswoman.	
    
  Naillae	
    Natityrr	
    (location	
    11;	
    LE	
    female	
    half-­‐elf	
    fighter	
    3/rogue	
    2)	
    
  Warden	
    of	
    the	
    Wailing	
    Tower,	
    Naillae	
    is	
    ferociously	
    loyal	
    to	
    
  Nargor	
    (with	
    whom	
    she	
    is	
    desperately	
    in	
    love).	
    
  Nargor	
     (location	
     12;	
     LE	
     male	
     half-­‐orc	
     fighter	
     [weapon	
     master]	
    
  12)	
    Nargor	
    leads	
    the	
    orcs	
    of	
    Deskport	
    and	
    openly	
    courts	
    the	
    
  half-­‐orcs	
    (who	
    he	
    sees	
    as	
    the	
    balance	
    of	
    power	
    in	
    the	
    chaotic	
    
  power	
    struggles	
    besetting	
    the	
    town).	
    
  Olmi	
     (location	
     3c;	
     LE	
     male	
     greater	
     barghest	
     rogue	
     [thug]	
    
  2/fighter	
    1)	
    Evil	
    beyond	
    mortal	
    reckoning,	
    Olmi	
    chafes	
    at	
    his	
    
  goblin	
    followers’	
    lowly	
    position	
    in	
    Deksport.	
    
  Ovlon	
     (location	
     10;	
     NE	
     male	
     duergar	
     fighter	
     3/expert	
     2)	
     This	
    
  famed	
    weaponsmith	
    is	
    as	
    bad	
    tempered	
    as	
    he	
    is	
    skilled.	
    	
    	
    
  Sakari	
     (location	
     8;	
     NE	
     male	
     human	
     cleric	
     [Abarin]	
     7)	
     Leading	
    
  Abarin’s	
    flock,	
    Sakari	
    receives	
    gifts	
    and	
    payment	
    from	
    all	
    the	
    
  pirate	
    captains	
    to	
    keep	
    their	
    vessels	
    stocked	
    with	
    alchemist’s	
    
  fire	
    and	
    other	
    weapons	
    of	
    war.	
    	
    
  Sor	
    Gart	
    (location	
    1;	
    CN	
    male	
    human	
    cleric	
    [Serat]	
    7/expert	
    3)	
    
  Sor	
    leads	
    Serat’s	
    faithful	
    in	
    Deksport	
    
  Tarl	
    (location	
    3;	
    CE	
    male	
    orc	
    fighter	
    3/barbarian	
    5)	
    The	
    ferocious	
    
  captain	
    of	
    the	
    Tireless	
    is	
    famed	
    for	
    going	
    into	
    battle	
    drunk.	
    
  Ulp	
     Longshanks	
     (location	
     3;	
     CE	
     male	
     orc	
     barbarian	
     5)	
     The	
    
  captain	
    of	
    the	
    Furious	
    is	
    renown	
    for	
    charging	
    into	
    battle	
    and	
    
  slaying	
    all	
    who	
    stand	
    before	
    him.	
    He	
    hates	
    goblins.	
    
  Urmas	
     Murmi	
     (location	
     1;	
     CN	
     female	
     half-­‐orc	
     fighter	
     4/cleric	
    
  [Serat]	
    3)	
    Urmas	
    is	
    loud,	
    pious	
    and	
    an	
    excellent	
    warrior.	
    
  Vazror	
    (location	
    12;	
    CE	
    male	
    orc	
    barbarian	
    1/fighter	
    6)	
    A	
    relative	
    
  newcomer	
     to	
     Deksport,	
     Vazror	
     possesses	
     a	
     trained	
     wyvern	
    
  mount	
    and	
    a	
    burning	
    hatred	
    for	
    the	
    adventurers	
    who	
    all	
    but	
    
  wiped	
    out	
    his	
    tribe.	
    	
    
  Yorg	
    (location	
    3;	
    NE	
    male	
    half-­‐orc	
    fighter	
    8)	
    Many	
    whisper	
    the	
    
  Blood	
    Shadow’s	
    captain	
    is	
    particularly	
    favoured	
    by	
    Nargor.	
    
  M A R K E T P L A C E  
  Resources	
    &	
    Industry	
    Piracy,	
    shipbuilding	
    	
    
  Base	
    Value	
    2,000	
    gp;	
    Purchase	
    Limit	
    10,000	
    gp;	
    Spellcasting	
    5th;	
    
  Minor	
    Items	
    3d4;	
    Medium	
    Items	
    2d4;	
    Major	
    Items	
    1d4	
    
  When	
     the	
     PCs	
     arrive	
     in	
     Deksport,	
     the	
     following	
     items	
     are	
     for	
    
  sale:	
    
  § 
  Armour	
     +1	
     breastplate	
     (1,700	
     gp),	
     +1	
     leather	
     (1,160	
     gp),	
     +1	
    
  studded	
    leather	
    (1,175	
    gp)	
    
  § 
  Potions	
    &	
    Oils	
    bear’s	
    endurance	
    (300	
    gp),	
    grease	
    (50	
    gp)	
    
  § 
  Rings	
    force	
    shield	
    (8,500	
    gp),	
    sustenance	
    (2,500	
    gp)	
    
  § 
  Scrolls	
    (Divine)	
    doom	
    and	
    sanctuary	
    (50	
    gp),	
    inflict	
    moderate	
    
  wounds	
    (150	
    gp),	
    speak	
    with	
    animals	
    (25	
    gp)	
    
  § 
  Wand	
    ghoul	
    touch	
    (37	
    chgs.;	
    3,300	
    gp)	
    
  § 
  Weapons	
    +1	
    greataxe	
    (2,320	
    gp),	
    +1	
    shock	
    short	
    sword	
    (8,310	
    
  gp),	
    +3	
    heavy	
    flail	
    (18,315	
    gp)	
    
  § 
  Wondrous	
    Items	
    harp	
    of	
    charming	
    (7,500	
    gp)	
    
  
  11	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Deksport	
    
  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.	
    	
    
  D%*	
    
  	
    
  01-­‐02	
    
  A	
     secret	
     hoard	
     of	
     gold	
     is	
     hidden	
     beneath	
     the	
    
  docks,	
    buried	
    deep	
    in	
    the	
    silt.	
    
  03-­‐04	
    
  The	
    captain	
    of	
    the	
    Sea	
    Jackal	
    needs	
    new	
    crew,	
    and	
    
  she	
    is	
    not	
    above	
    press	
    ganging	
    likely	
    recruits.	
    
  05-­‐06	
    
  When	
    mist	
    rolls	
    in	
    from	
    the	
    east,	
    people	
    die.	
    
  07-­‐08	
    
  The	
    Black	
    Fury	
    made	
    port	
    last	
    night	
    with	
    dozens	
    of	
    
  barrels	
    of	
    brandy	
    taken	
    in	
    a	
    raid.	
    Unfortunately,	
    it	
    
  turns	
     out	
     some	
     of	
     the	
     brandy	
     was	
     being	
     used	
     to	
    
  preserve	
    several	
    strange	
    corpses.	
    	
    
  09-­‐10	
    
  Strange	
     ripples	
     have	
     been	
     seen	
     in	
     the	
     harbour.	
    
  Something	
    odd	
    is	
    living	
    in	
    those	
    murky	
    waters.	
    
  11-­‐12	
    
  Several	
    pirates	
    have	
    been	
    murdered	
    recently.	
    Each	
    
  had	
    their	
    eyes	
    gouged	
    out	
    and	
    replaced	
    with	
    worn	
    
  silver	
    coins	
    of	
    unknown	
    origin.	
    
  13-­‐14	
    
  Ghosts	
    of	
    long-­‐dead	
    sailors	
    haunt	
    the	
    breakwater	
    
  and	
    seek	
    to	
    entice	
    the	
    living	
    to	
    a	
    watery	
    grave.	
    
  15-­‐16	
    
  The	
     Sea	
     Devil	
     is	
     always	
     on	
     the	
     lookout	
     for	
     new	
    
  recruits;	
    new	
    crewmen	
    do	
    not	
    last	
    long!	
    	
    
  17-­‐18	
    
  The	
     crew	
     of	
     the	
     Ebon	
     Wind	
     are	
     cannibals.	
    
  Detestable	
     folk,	
     they	
     eat	
     all	
     who	
     fall	
     into	
     their	
    
  clutches	
    –	
    sometimes	
    the	
    captives	
    are	
    still	
    alive!	
    
  19-­‐20	
    
  All	
    the	
    ships’	
    captains	
    are	
    to	
    meet	
    in	
    council;	
    a	
    big	
    
  score	
    is	
    in	
    the	
    wind!	
    	
    
  21-­‐22	
    
  Brawling	
     is	
     rife;	
     23	
     people	
     died	
     last	
     night	
     as	
     a	
    
  result	
    of	
    arguments.	
    
  23-­‐24	
    
  The	
    air	
    smells	
    of	
    storm;	
    something	
    big	
    is	
    going	
    to	
    
  make	
    landfall	
    soon.	
    
  25-­‐26	
    
  A	
    reward	
    has	
    been	
    posted	
    for	
    Derk	
    Hilgar,	
    after	
    	
    he	
    
  was	
    caught	
    in	
    the	
    arms	
    of	
    his	
    captain’s	
    mistress.	
    
  27-­‐28	
    
  Some	
     of	
     the	
     waterfront	
     buildings	
     are	
     so	
     badly	
    
  built,	
    they’ll	
    likely	
    collapse	
    during	
    the	
    next	
    storm.	
    
  29-­‐30	
    
  Someone	
     stole	
     the	
    Tireless’	
    figurehead	
     last	
     night.	
    
  When	
    it’s	
    found,	
    there’ll	
    be	
    hell	
    to	
    pay.	
    
  31-­‐32	
    
  The	
    crew	
    of	
    the	
    Blood	
    Shadow	
    captured	
    a	
    powerful	
    
  cleric	
     on	
     their	
     last	
     foray.	
     They	
     are	
     selling	
     her	
    
  spellcasting	
    services	
    to	
    the	
    highest	
    bidder.	
    
  33-­‐34	
    
  Gert	
     Tralstar	
     possesses	
     a	
     magic	
     sword	
     that	
     floats	
    
  on	
    water.	
    It’s	
    impossible	
    for	
    its	
    owner	
    to	
    drown.	
    
  35-­‐36	
    
  Deksport	
    is	
    built	
    on	
    a	
    pre-­‐human	
    burial	
    ground.	
    	
    
  37-­‐38	
    
  Five	
    years	
    ago,	
    the	
    Scanty	
    Maid	
    was	
    reported	
    lost	
    
  with	
    all	
    hands	
    after	
    a	
    fierce	
    battle.	
    Why,	
    then,	
    has	
    
  the	
    ship’s	
    first	
    mate	
    been	
    skulking	
    about	
    town?	
    
  39-­‐40	
    
  Aune	
     is	
     a	
     skilled	
     assassin.	
     She	
     came	
     to	
     Deksport	
    
  after	
     her	
     last	
     job	
     garnered	
     too	
     much	
     attention.	
    
  Aune	
    is	
    not	
    her	
    real	
    name.	
    
  41-­‐42	
    
  Dunn	
     the	
     “Many	
     Ear”	
     knows	
     everything	
     of	
    
  importance	
     occurring	
     in	
     Deksport	
     and	
     shares	
     his	
    
  knowledge	
    in	
    return	
    for	
    gold	
    or	
    secrets.	
    
  43-­‐44	
    
  Something	
     is	
     living	
     in	
    Dorn’s	
     Breakwater.	
     Strange	
    
  ripples	
     have	
     been	
     seen	
     in	
     the	
     water	
     and	
     several	
    
  vessels	
    have	
    lost	
    crewmen.	
    
  45-­‐46	
    
  Something	
     terrible	
     lives	
     in	
     the	
     surrounding	
    
  woodlands.	
    People	
    who	
    go	
    in	
    don’t	
    come	
    out.	
    
  47-­‐48	
    
  Someone	
     or	
     something	
     has	
     been	
     stealing	
     the	
    
  bodies	
    of	
    those	
    killed	
    on	
    Dead	
    Man’s	
    Bluff.	
    	
    
  49-­‐50	
    
  The	
     rats	
     endemic	
     in	
     the	
     town	
     are	
     getting	
    
  increasingly	
    aggressive.	
    
  51-­‐52	
    
  A	
     small	
     band	
     of	
     feral	
     goblins	
     dwells	
     in	
     tunnels	
    
  they’ve	
     excavated	
     at	
     the	
     bottom	
     of	
     the	
     Pit	
    
  (location	
    16)	
    and	
    hunt	
    the	
    endemic	
    giant	
    rats.	
    	
    
  53-­‐54	
    
  The	
    orc	
    and	
    goblin	
    tribes	
    of	
    the	
    woods	
    are	
    forging	
    
  an	
    alliance	
    against	
    Deksport.	
    
  55-­‐56	
    
  Demonic	
     elves	
     and	
     hideous	
     cyclops	
     dwell	
     in	
     the	
    
  Forest	
    of	
    Grey	
    Spires.	
    
  57-­‐58	
    
  Dorn’s	
    Breakwater	
    is	
    built	
    upon	
    the	
    bones	
    of	
    sea	
    
  serpents.	
    
  59-­‐60	
    
  Serat’s	
     followers	
     hoard	
     great	
     wealth	
     in	
     sunken	
    
  caverns	
    below	
    the	
    Beacon	
    Eternal.	
    
  61-­‐62	
    
  Fardulf	
     Nantua	
     (owner	
     of	
     the	
     Scorched	
     Anchor	
    
  [location	
    4])	
    is	
    a	
    powerful	
    wizard.	
    
  63-­‐64	
    
  A	
    vampire	
    lurks	
    in	
    one	
    of	
    the	
    ruined	
    warehouses.	
    
  65-­‐66	
    
  Shadowy	
     figures	
     have	
     been	
     skulking	
     about	
     the	
    
  town	
    walls.	
    	
    
  67-­‐68	
    
  Someone	
     has	
     removed	
     the	
     corpses	
     of	
     the	
     last	
    
  unfortunates	
    executed	
    at	
    Dead	
    Man’s	
    Bluff.	
    
  69-­‐70	
    
  Several	
     of	
     the	
     ruined	
     buildings	
     in	
     the	
     town	
     are	
    
  ready	
    to	
    collapse.	
    
  71-­‐72	
    
  The	
     shadows	
     about	
     the	
     docks	
     seem	
     deeper	
     and	
    
  longer	
    than	
    they	
    should.	
    
  73-­‐74	
    
  Someone	
    tried	
    to	
    break	
    into	
    Olmi’s	
    warehouse	
    last	
    
  night.	
    The	
    thief’s	
    screams	
    lasted	
    for	
    some	
    time.	
    
  75-­‐76	
    
  Dead	
    Man’s	
    Bluff	
    is	
    haunted.	
    
  77-­‐78	
    
  The	
     Wailing	
     Tower	
     is	
     so	
     named	
     for	
     the	
    
  lamentations	
    of	
    those	
    incarcerated	
    within.	
    
  79-­‐80	
    
  The	
    Shrieking	
    Sailor	
    is	
    a	
    safe	
    place	
    to	
    stay.	
    
  81-­‐82	
    
  Avoid	
    the	
    docks	
    at	
    night;	
    they	
    are	
    not	
    safe.	
    
  83-­‐84	
    
  A	
    sea	
    dragon	
    has	
    been	
    seen	
    swimming	
    near	
    Dorn’s	
    
  Breakwater.	
    
  85-­‐86	
    
  Olmi	
    is	
    plotting	
    against	
    Nargor.	
    
  87-­‐88	
    
  The	
    spirits	
    of	
    those	
    slain	
    during	
    the	
    town’s	
    fall	
    yet	
    
  lurk	
    in	
    some	
    of	
    the	
    more	
    damaged	
    areas.	
    	
    
  89-­‐90	
    
  The	
     folk	
     of	
     Black	
     Wyvern	
     commune	
     with	
     ancient	
    
  nature	
    spirits.	
    
  91-­‐92	
    
  Five	
     corpses	
     washed	
     up	
     on	
     the	
     Breakwater	
    
  yesterday.	
    
  93-­‐94	
    
  Agents	
     of	
     several	
     powerful	
     merchants	
     work	
     to	
    
  destroy	
    Deksport	
    by	
    inciting	
    the	
    pirate’s	
    rivalries.	
    
  95-­‐96	
    
  Loggers	
    recently	
    killed	
    a	
    treant	
    and	
    are	
    auctioning	
    
  its	
    trunk	
    to	
    serve	
    as	
    a	
    ship’s	
    mast.	
    Several	
    captains	
    
  have	
    sworn	
    it	
    will	
    be	
    theirs.	
    
  97-­‐98	
    
  The	
    folk	
    of	
    Red	
    Talon	
    are	
    devil-­‐worshippers.	
    
  99-­‐100	
    
  Roll	
    again;	
    wildly	
    exaggerate	
    the	
    indicated	
    rumour	
    
  using	
    fantastical	
    elements.	
    
  *The	
    GM	
    determines	
    the	
    veracity	
    of	
    any	
    rumour	
    as	
    he	
    desires	
    
  	
    	
    
  
  12	
    
  G M  A D V I C E :  R E O C C U R R I N G  A L L I E S  
  I N 	
     A 	
     S I M I L A R 	
     F A S H I O N 	
     T O 	
     R E O C C U R R I N G 	
     V I L L A I N S, 	
     R E O C C U R R I N G 	
     F R I E N D S 	
     A N D 	
     A L L I E S 	
     A R E 	
     T H E 	
    
  H A L L M A R K 	
     O F 	
     A 	
     G R E A T 	
     C A M P A I G N. 	
     
  	
    
  In	
    my	
    Borderland	
    of	
    Adventure	
    campaign,	
    the	
    party	
    have	
    been	
    
  on	
     many	
     adventures.	
     During	
     the	
     course	
     of	
     those	
     adventures,	
    
  they've	
     slain	
     countless	
     enemies	
     and	
     saved	
     many	
     folk	
     from	
    
  terrible	
     fates.	
     They’ve	
     even	
     made	
     some	
     reoccurring	
     enemies.	
    
  From	
     the	
     captives	
     rescued	
     from	
     the	
     bowels	
     of	
     the	
     Shadowed	
    
  Keep	
    on	
    the	
    Borderlands	
    to	
    the	
    clergy	
    of	
    an	
    isolated	
    monastery	
    
  they	
    saved	
    from	
    the	
    ravages	
    of	
    an	
    undead	
    monstrosity,	
    they've	
    
  also	
     made	
     many	
     friends.	
     As	
     so	
     often	
     happens,	
     when	
     the	
    
  adventure	
    is	
    done	
    the	
    party	
    move	
    on.	
    	
    
  	
    
  However,	
     because	
     my	
     campaign	
     is	
     set	
     in	
     a	
     relatively	
     small	
    
  geographical	
    area,	
    they	
    don't	
    move	
    on	
    too	
    far	
    and	
    in	
    fact	
    often	
    
  return	
     to	
     settlements	
     they've	
     previously	
     passed	
     through.	
     This	
    
  has	
     enabled	
     them	
     to	
     keep	
     in	
     contact	
     with	
     the	
     people	
     they've	
    
  saved	
    in	
    the	
    past.	
    In	
    turn	
    these	
    NPCs	
    –	
    who	
    in	
    many	
    cases	
    owe	
    
  the	
     party	
     their	
     lives	
     –	
     can	
     provide	
     their	
     rescuers	
     with	
     services	
    
  large	
    and	
    small	
    in	
    thanks.	
    These	
    include:	
    
  § 
  Spellcasting:	
     It	
     is	
     a	
     rare	
     party	
     that	
     has	
     the	
     spellcasting	
    
  resources	
    to	
    access	
    any	
    spell	
    they	
    need.	
    Having	
    spellcasters	
    in	
    
  their	
     debt	
     can	
     be	
     a	
     handy	
     source	
     of	
     spell	
     casting	
     either	
     for	
    
  free	
    or	
    for	
    a	
    reduced	
    rate.	
    This	
    is	
    particularly	
    handy	
    for	
    spells	
    
  such	
    as	
    remove	
    curse,	
    remove	
    disease	
    and	
    so	
    on.	
    	
    
  § 
  Crafting:	
    If	
    the	
    party	
    rescue	
    a	
    wizard,	
    cleric	
    or	
    other	
    spellcaster	
    
  he	
    may	
    be	
    able	
    to	
    provide	
    them	
    with	
    magic	
    items	
    crafted	
    to	
    
  order.	
    In	
    many	
    cases,	
    adventurers	
    don't	
    have	
    the	
    time,	
    ability	
    
  or	
    inclination	
    to	
    spend	
    a	
    long	
    time	
    crafting	
    magic	
    items.	
    	
    
  § 
  Rumours:	
     Individuals	
     living	
     in	
     a	
     settlement	
     invariably	
     know	
    
  more	
     about	
     local	
     events	
     than	
     adventurers	
     merely	
    
  passing	
    through.	
    They'll	
    often	
    pass	
    on	
    
  such	
     stories	
     to	
     their	
     friends.	
    
  This	
     might	
     mean,	
     the	
     party	
    
  automatically	
    
  hear	
    
  important	
     rumours	
     or	
    
  the	
     GM	
     may	
     give	
    
  them	
     a	
     bonus	
     to	
    
  gather	
    
  information	
    
  checks.	
    	
    
  § 
  Safe	
     Haven:	
     Having	
     a	
     place	
     to	
     rest	
     and	
     recuperate	
     is	
     always	
    
  handy.	
    If	
    a	
    settlement	
    doesn't	
    have	
    an	
    inn	
    –	
    or	
    the	
    inn	
    has	
    no	
    
  rooms	
    available	
    –	
    having	
    a	
    local	
    offer	
    to	
    take	
    you	
    in	
    and	
    feed	
    
  you	
     is	
     an	
     attractive	
     option	
     for	
     road	
     weary	
     adventurers.	
     Free	
    
  food	
    and	
    drink	
    –	
    while	
    not	
    representing	
    a	
    huge	
    saving	
    is	
    also	
    
  nice,	
    particularly	
    in	
    areas	
    where	
    food	
    is	
    scarce.	
    
  § Social	
     Acceptance:	
     In	
     particular,	
     in	
     insular	
     or	
    
  mistrusting	
     societies	
     having	
     a	
     resident	
     speak	
     on	
    
  your	
    behalf	
    and	
    act	
    publicly	
    as	
    your	
    friend	
    is	
    a	
    
  powerful	
    aid.	
    	
    
  
  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?	
    
  	
    
  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	
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    this	
    
  License	
    with	
    respect	
    to	
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    or	
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    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	
    Bestiary	
    2.	
    ©	
    2010,	
    Paizo	
    Publishing,	
    LLC;	
    Authors	
    Wolfgang	
    
  Baur,	
     Jason	
     Bulmahn,	
     Adam	
     Daigle,	
     Graeme	
     Davis,	
     Crystal	
     Frasier,	
     Joshua	
     J.	
     Frost,	
     Tim	
    
  Hitchcock,	
     Brandon	
     Hodge,	
     James	
     Jacobs,	
     Steve	
     Kenson,	
     Hal	
     MacLean,	
     Martin	
     Mason,	
     Rob	
    
  McCreary,	
    Erik	
    Mona,	
    Jason	
    Nelson,	
    Patrick	
    Renie,	
    Sean	
    K	
    Reynolds,	
    F.	
    Wesley	
    Schneider,	
    Owen	
    
  K.C.	
     Stephens,	
     James	
     L.	
     Sutter,	
     Russ	
     Taylor,	
     and	
     Greg	
     A.	
     Vaughan,	
     based	
     on	
     material	
     by	
    
  Jonathan	
    Tweet,	
    Monte	
    Cook,	
    and	
    Skip	
    Williams.	
    
  	
    
  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.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    Ultimate	
    Combat.	
    ©	
    2011,	
    Paizo	
    Publishing,	
    LLC;	
    Authors:	
    
  Dennis	
    Baker,	
    Jesse	
    Benner,	
    Benjamin	
    Bruck,	
    Jason	
    Bulmahn,	
    Brian	
    J.	
    Cortijo,	
    Jim	
    Groves,	
    Tim	
    
  Hitchcock,	
     Richard	
     A.	
     Hunt,	
    Colin	
     McComb,	
     Jason	
    Nelson,	
     Tom	
     Phillips,	
    Patrick	
    Renie,	
     Sean	
    K	
    
  Reynolds,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     Ultimate	
     Equipment.	
     ©	
     2012	
     Paizo	
     Publishing,	
     LLC;	
    
  Authors:	
    Dennis	
    Baker,	
    Jesse	
    Benner,	
    Benjamin	
    Bruck,	
    Ross	
    Byers,	
    Brian	
    J.	
    Cortijo,	
    Ryan	
    Costello,	
    
  Mike	
    Ferguson,	
    Matt	
    Goetz,	
    Jim	
    Groves,	
    Tracy	
    Hurley,	
    Matt	
    James,	
    Jonathan	
    H.	
    Keith,	
    Michael	
    
  Kenway,	
    Hal	
    MacLean,	
    Jason	
    Nelson,	
    Tork	
    Shaw,	
    Owen	
    KC	
    Stephens,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Duergar	
    of	
    the	
    Obsidian	
    Citadel.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    John	
    Bennett.	
    
  	
    
  Pathways.	
    ©2014	
    Steven	
    D.	
    Russell,	
    Author:	
    Creighton	
    Broadhurst	
    	
    
  	
    
  Town	
    Backdrop:	
    Deksport.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Urban	
    Dressing:	
    Plague	
    Town.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Josh	
    Vogt.	
    
  	
    
  Village	
    Backdrop:	
    Starspun	
    Hollow.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Nicholas	
    Wasko.	
    
  	
    
  GM’s	
    Monthly	
    Miscellany:	
    November	
    2014.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Creighton	
    
  Broadhurst	
    Josh	
    Vogt	
    and	
    Nicholas	
    Wasko.	
    
  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	
    
  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.	
    
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany 2014-11.pdf