TEXT:  
   
   
   
   
   
   
   
   
   
   
   
  GM’S MONTHLY MISCELLANY:
  RAGING SWAN PRESS
  COMPENDIUM 2014
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  GM’S MONTHLY MISCELLANY: COMPENDIUM 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	
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  busy,	
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    GM.	
    	
    GM’s	
    Monthly	
    Miscellany:	
    Compendium	
    2014	
    collates	
    the	
    material	
    presented	
    in	
    the	
    first	
    eleven	
    instalments	
    of	
    
  the	
    line	
    as	
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    new	
    material	
    including	
    backdrops	
    and	
    new	
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    articles,	
    all	
    designed	
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    make	
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    game	
    as	
    simple	
    and	
    easy	
    
  as	
    possible.	
    
  	
    
  Design:	
     Christian	
     Alipounarian,	
     Alexander	
     Augunas,	
     Aaron	
    
  Bailey,	
    John	
    Bennett,	
    Creighton	
    Broadhurst,	
    Robert	
    Brookes,	
    
  Alex	
     Connell,	
     Eric	
     Hindley,	
     Greg	
     Marks,	
     Eric	
     Menge,	
     Brian	
    
  Wiborg	
     Mønster,	
     David	
     Posener,	
     Marc	
     Radle,	
     Jacob	
     Trier,	
    
  Josh	
    Vogt	
    and	
    Nicholas	
    Wasko	
    and	
    Mike	
    Welham	
    
  Development:	
    Creighton	
    Broadhurst,	
    Steven	
    “Taz”	
    Cansdale	
    and	
    
  Martin	
    “I’d	
    Hyphenate	
    That”	
    Tideswell	
    
  Editing:	
     Creighton	
     Broadhurst,	
     Steven	
     “Taz”	
     Cansdale	
     and	
    
  Martin	
    “I’d	
    Hyphenate	
    That”	
    Tideswell	
    
  Cover	
    Design:	
    Creighton	
    Broadhurst	
    
  Layout:	
    Creighton	
    Broadhurst	
    
  Interior	
     Art:	
     Philippa	
     Broadhurst,	
     Robert	
     Brookes,	
     Paul	
     Daly,	
    
  Pawet	
     Dobosz	
     (The	
     Forge	
     Studios),	
     Thomas	
     Fayen,	
     Erik	
    
  Frankhouse,	
     Garth	
     Jones,	
     William	
     McAusland,	
     Bradley	
     K.	
    
  McDevitt	
    Matt	
    Morrow,	
    Dave	
    Peterson,	
    Arthur	
    Rackham,	
    V	
    
  Shane,	
     Ryan	
     Sumo.	
     Michael	
     Tumey,	
     Frank	
     Walls	
     (Standard	
    
  Stock	
    Art:	
    Issue	
    1	
    by	
    Empty	
    Room	
    Studios	
    Publishing),	
    Seth	
    
  White	
     and	
     Maciej	
     Zagorski	
     (The	
     Forge	
     Studios).	
     Some	
    
  artwork	
    copyright	
    William	
    McAusland,	
    used	
    with	
    permission.	
    
  Some	
    artwork	
    copyright	
    Paul	
    Daly,	
    used	
    with	
    permission.	
    
  Cartography:	
    Simon	
    Butler,	
    Thomas	
    Fayen	
    and	
    Tommi	
    Salama	
    
  Thank	
    
  you	
    
  for	
    
  purchasing	
    
  GM’s	
    
  Monthly	
    
  Miscellany:	
    
  Compendium	
    2014;	
    we	
    hope	
    you	
    enjoy	
    it	
    and	
    that	
    you	
    check	
    out	
    
  our	
    other	
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    print	
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  Published	
    by	
    Raging	
    Swan	
    Press	
    
  January	
    2015	
    
  ISBN:	
    978-­‐0-­‐9931082-­‐1-­‐1	
    
  	
    
  	
    
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  the	
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    GM’s	
    Monthly	
    Miscellany:	
    Compendium	
    2014	
    are	
    
  Open	
     Game	
     Content	
     as	
     defined	
     in	
     the	
     Open	
     Gaming	
     License	
    
  version	
    1.0a	
    Section	
    1(d).	
    No	
    portion	
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    work	
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  in	
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     right	
     of	
    
  Christian	
     Alipounarian,	
     Alexander	
     Augunas,	
     Aaron	
     Bailey,	
     John	
    
  Bennett,	
     Creighton	
     Broadhurst,	
     Robert	
     Brookes,	
     Alex	
     Connell,	
    
  Eric	
     Hindley,	
     Greg	
     Marks,	
     Eric	
     Menge,	
     Brian	
     Wiborg	
     Mønster,	
    
  David	
    Posener,	
    Marc	
    Radle,	
    Jacob	
    Trier,	
    Josh	
    Vogt	
    and	
    Nicholas	
    
  Wasko	
    and	
    Mike	
    Welham	
    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.	
    
  	
    
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     Roleplaying	
    
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  License.	
     See	
     http://paizo.com/pathfinderRPG/compatibility	
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    Roleplaying	
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  from	
    
  Paizo	
    
  Inc..	
    
  See	
    
  http://paizo.com/pathfinderRPG	
     for	
     more	
     information	
     on	
     the	
    
  Pathfinder	
     Roleplaying	
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     Inc.	
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    License,	
    visit	
    
  wizards.com/d20.	
    
  
  2	
    
  C O N T E N T S  
  Contents	
    .......................................................................................	
    2	
    
  Featured	
    Products	
    ........................................................................	
    3	
    
  About	
    the	
    Designers	
    .....................................................................	
    4	
    
  Foreword	
    ......................................................................................	
    6	
    
  Reading	
    Stat	
    Blocks	
    ..................................................................	
    126	
    
  Open	
    Game	
    License	
    Version	
    1.0A	
    ............................................	
    127	
    
  A D V I C E  A R T C I L E S  
  Freelance	
    Advice:	
    Three-­‐Part	
    Adventures	
    ...................................	
    8	
    
  Freelance	
    Advice:	
    Are	
    YOU	
    A	
    Pixie	
    Dust	
    Designer?	
    ......................	
    9	
    
  Gaming	
    Advice:	
    How	
    to	
    Build	
    Your	
    Own	
    Gaming	
    Kit	
    .................	
    10	
    
  Gaming	
    Advice:	
    6	
    Ways	
    To	
    Help	
    New	
    Players	
    ............................	
    11	
    
  GM	
    Advice:	
    4	
    Reasons	
    To	
    Have	
    A	
    Barroom	
    Brawl	
    .....................	
    12	
    
  GM	
    Advice:	
    5	
    Ways	
    to	
    Improve	
    Your	
    GMing	
    ..............................	
    13	
    
  GM	
    Advice:	
    6	
    Lessons	
    in	
    Adventure	
    Design	
    From	
    Bond	
    Films	
    ...	
    14	
    
  GM	
    Advice:	
    8	
    Module	
    Prepping	
    Tips	
    ..........................................	
    15	
    
  GM’s	
    Advice:	
    8	
    Tips	
    For	
    Beginning	
    GMs	
    .....................................	
    16	
    
  GM	
    Advice:	
    Designing	
    Unique	
    Magic	
    Items	
    ...............................	
    17	
    
  GM	
    Advice:	
    Enhancing	
    Combat	
    Encounters	
    ...............................	
    18	
    
  GM	
    Advice:	
    How	
    and	
    Why	
    To	
    Say	
    “No”	
    .....................................	
    19	
    
  GM	
    Advice:	
    How	
    to	
    Deal	
    with	
    GM	
    Fatigue	
    ................................	
    20	
    
  GM	
    Advice:	
    PC	
    Rewards	
    .............................................................	
    21	
    
  GM	
    Advice:	
    Reoccurring	
    Allies	
    ...................................................	
    22	
    
  GM	
    Advice:	
    Reoccurring	
    Villains	
    ................................................	
    23	
    
  Gaming	
    Advice:	
    What	
    Has	
    Gaming	
    Done	
    For	
    Me?	
    .....................	
    24	
    
  GM	
    Advice:	
    How	
    to	
    use	
    the	
    Slow	
    Advancement	
    Track	
    ..............	
    25	
    
  GM	
    Advice:	
    Why	
    I	
    Love	
    the	
    Slow	
    Advancement	
    Track	
    ...............	
    26	
    
  GM	
    Advice:	
    Why	
    Urban	
    Adventures	
    Are	
    Different	
    ....................	
    27	
    
  Player	
    Advice:	
    Looming	
    Disaster	
    ................................................	
    28	
    
  Player	
    Advice:	
    Principles	
    of	
    Successful	
    Adventuring	
    ..................	
    29	
    
  Player	
    Advice:	
    Why	
    Adventure	
    Together	
    ...................................	
    30	
    
  B A C K D R O P S  
  Chasm	
    At	
    a	
    Glance	
    .....................................................................	
    32	
    
  Deksport	
    at	
    a	
    Glance	
    ..................................................................	
    34	
    
  Fulhurst	
    Moors	
    at	
    a	
    Glance	
    ........................................................	
    38	
    
  Hjalward	
    At	
    A	
    Glance	
    .................................................................	
    40	
    
  Mith’Varal	
    At	
    A	
    Glance	
    ...............................................................	
    42	
    
  Prayer’s	
    Point	
    At	
    A	
    Glance	
    .........................................................	
    44	
    
  Riverburg	
    At	
    a	
    Glance	
    ................................................................	
    46	
    
  Severed	
    Umbra	
    At	
    A	
    Glance	
    .......................................................	
    48	
    
  Starspun	
    Hollow	
    At	
    A	
    Glance	
    .....................................................	
    50	
    
  Star	
    Run	
    Falls	
    At	
    a	
    Glance	
    ..........................................................	
    52	
    
  Summerford	
    At	
    a	
    Glance	
    ............................................................	
    54	
    
  Trickletrek	
    At	
    A	
    Glance	
    ...............................................................	
    56	
    
  The	
    Twilight	
    Demesne	
    At	
    A	
    Glance	
    ............................................	
    58	
    
  Vulcanbridge	
    At	
    A	
    Glance	
    ...........................................................	
    60	
    
  Wolverton	
    At	
    a	
    Glance	
    ...............................................................	
    62	
    
  F R O M  M Y  C A M P A I G N  
  House	
    Rules	
    ...............................................................................	
    68	
    
  Personality:	
    Belak	
    the	
    Red	
    .........................................................	
    70	
    
  Personality:	
    Lord	
    Monel	
    Dehar	
    ..................................................	
    71	
    
  Personality:	
    Valrim	
    Torevin	
    ........................................................	
    72	
    
  Personality:	
    Vilimzair	
    Aralivar	
    ....................................................	
    74	
    
  Personality:	
    Vesicwyr	
    .................................................................	
    75	
    
  Personality:	
    Escaping	
    Vesicwyr	
    ..................................................	
    77	
    
  Pirate	
    Town	
    ................................................................................	
    78	
    
  Unique	
    Magic	
    Items	
    ...................................................................	
    80	
    
  Warband	
    ....................................................................................	
    82	
    
  M I S C E L L A N E O U S  O F F E R I N G S  
  Barroom	
    Brawls:	
    Brawl	
    Triggers	
    ................................................	
    86	
    
  Barroom	
    Brawl:	
    Brawl	
    Events	
    ....................................................	
    87	
    
  Brethren	
    of	
    the	
    Crimson	
    Altar	
    ...................................................	
    88	
    
  Caves	
    &	
    Caverns:	
    The	
    Last	
    Nail	
    (EL	
    8;	
    XP	
    4,800)	
    ........................	
    90	
    
  Dungeon	
    Ceilings:	
    Dressing	
    &	
    Features	
    .....................................	
    92	
    
  Dungeon	
    Entrances:	
    Dressings	
    &	
    Features	
    ................................	
    94	
    
  Dungeon	
    Floors:	
    Dressing	
    &	
    Features	
    ........................................	
    96	
    
  Dungeon	
    Walls:	
    Dressings	
    &	
    Features	
    .......................................	
    98	
    
  Goblin’s	
    Pockets:	
    Broken	
    &	
    Battered	
    .......................................	
    100	
    
  Goblin’s	
    Pockets:	
    Yummy	
    Nibbles	
    ............................................	
    101	
    
  Haunted	
    Houses:	
    Dressing	
    .......................................................	
    102	
    
  Hobgoblins	
    of	
    the	
    Mailed	
    Fist	
    ..................................................	
    104	
    
  Infested	
    Sewers:	
    An	
    Alternate	
    Dungeon	
    ..................................	
    106	
    
  Kobolds	
    of	
    the	
    Fallen	
    Halls	
    .......................................................	
    108	
    
  Minotaurs	
    of	
    the	
    Black	
    Hills	
    .....................................................	
    110	
    
  Mystic	
    Groves:	
    Dressing	
    ...........................................................	
    112	
    
  Pazuzu’s	
    Fury	
    ...........................................................................	
    114	
    
  Plague	
    Town:	
    Sights	
    &	
    Sounds	
    .................................................	
    116	
    
  So	
    What’s	
    The	
    Zombie	
    Like	
    Anyway?:	
    Zombie	
    Templates	
    .......	
    118	
    
  Slum	
    Town:	
    Sights	
    &	
    Sounds	
    ....................................................	
    120	
    
  The	
    Sunken	
    Pyramid:	
    Sharkjaw	
    Skeletons	
    ...............................	
    122	
    
  The	
    Sunken	
    Pyramid:	
    New	
    Magic	
    Items	
    ..................................	
    123	
    
  Tribes	
    Most	
    Foul:	
    Goblins	
    of	
    the	
    Black	
    Fur	
    ..............................	
    124	
    
  	
    
  	
    
   
  
  3	
    
  F E A T U R E D  P R O D U C T S  
  As	
     well	
     as	
     new,	
     never	
     seen	
     before	
     material	
     from	
     my	
     own	
    
  Borderland	
     of	
     Adventure	
     campaign,	
     GM’s	
     Monthly	
     Miscellany:	
    
  Compendium	
     2014	
     presents	
     information	
     from	
     many	
     Raging	
    
  Swan	
    Press	
    products	
    and	
    advice	
    articles	
    including:	
    
  § 
  Alternate	
    Dungeons:	
    Haunted	
    House	
    Alexander	
    Augunas.	
    
  § 
  Alternate	
    Dungeons:	
    Infested	
    Sewer	
    Alexander	
    Augunas.	
    
  § 
  Alternate	
    Dungeons:	
    Mystic	
    Groves	
    Alexander	
    Augunas	
    
  § 
  Barroom	
    Brawls	
    Creighton	
    Broadhurst	
    
  § 
  Brethren	
    of	
    the	
    Crimson	
    Altar	
    Creighton	
    Broadhurst.	
    
  § 
  Caves	
    &	
    Caverns	
    by	
    Creighton	
    Broadhurst	
    and	
    David	
    Posener	
    
  § 
  Demiplanes:	
    The	
    Twilight	
    Demesne	
    Robert	
    Brookes.	
    
  § 
  Dungeon	
    Dressing:	
    Ceilings	
    Aaron	
    Bailey	
    
  § 
  Dungeon	
    Dressing:	
    Dungeon	
    Entrances	
    Greg	
    Marks	
    
  § 
  Dungeon	
    Dressing:	
    Floors	
    by	
    Mike	
    Welham	
    
  § 
  Dungeon	
    Dressing:	
    Goblin’s	
    Pockets	
    Eric	
    Hindley	
    
  § 
  Dungeon	
    Dressing:	
    Walls	
    Alexander	
    Augunas	
    
  § 
  Hobgoblins	
    of	
    the	
    Mailed	
    Fist	
    Creighton	
    Broadhurst.	
    
  § 
  Kobolds	
    of	
    the	
    Fallen	
    Halls	
    Creighton	
    Broadhurst.	
    
  § 
  Minotaurs	
    of	
    the	
    Black	
    Hills	
    Creighton	
    Broadhurst	
    
  § 
  Pazuzu’s	
    Fury	
    Eric	
    Menge.	
    
  § 
  So	
    What’s	
    The	
    Zombie	
    Like,	
    Anyway?	
    Greg	
    Marks	
    
  § 
  Subterranean	
    Enclave:	
    Mith’Varal	
    Brian	
    Wiborg	
    Mønster.	
    
  § 
  Subterranean	
    Enclaves:	
    Severed	
    Umbra	
    Mike	
    Welham	
    
  § 
  The	
    Sunken	
    Pyramid	
    Creighton	
    Broadhurst	
    and	
    Marc	
    Radle	
    
  § 
  Town	
    Backdrop:	
    Deksport	
    Creighton	
    Broadhurst.	
    
  § 
  Town	
    Backdrop:	
    Wolverton	
    John	
    Bennett.	
    
  § 
  Tribes	
    Most	
    Foul:	
    Goblins	
    Creighton	
    Broadhurst	
    
  § 
  Urban	
    Dressing:	
    Plague	
    Town	
    Josh	
    Vogt.	
    
  § 
  Urban	
    Dressing:	
    Slum	
    Town	
    Josh	
    Vogt.	
    
  § 
  Village	
    Backdrop:	
    Chasm	
    by	
    Christian	
    Alipounarian	
    
  	
    
  § 
  Village	
    Backdrop:	
    Fulhurst	
    Moors	
    Jacob	
    Trier.	
    
  § 
  Village	
    Backdrop:	
    Hjalward	
    Robert	
    Brookes.	
    
  § 
  Village	
    Backdrop:	
    Prayer’s	
    Point	
    Alexander	
    Augunas	
    
  § 
  Village	
    Backdrop:	
    Riverburg	
    Brian	
    Wiborg	
    Mønster	
    
  § 
  Village	
    Backdrop:	
    Star	
    Run	
    Falls	
    John	
    Bennett.	
    
  § 
  Village	
    Backdrop:	
    Starspun	
    Hollow	
    Nicholas	
    Wasko.	
    	
    
  § 
  Village	
    Backdrop:	
    Summerford	
    Alex	
    Connell	
    
  § 
  Village	
    Backdrop:	
    Trickletrek	
    Alexander	
    Augunas	
    
  § 
  Village	
    Backdrop:	
    Vulcanbridge	
    Mike	
    Welham.	
    
  	
    	
    
  	
    
  
  4	
    
  A B O U T  T H E  D E S I G N E R S  
  Christian	
     Alipounarian	
     has	
     been	
     wasting	
     copious	
     amounts	
     of	
    
  time	
     gaming	
     since	
     1981.	
     He	
     joined	
     the	
     Living	
     Greyhawk	
    
  campaign	
    staff	
    in	
    the	
    nineties	
    as	
    regional	
    adventure	
    coordinator	
    
  and	
     editor	
     for	
     the	
     Kingdom	
     of	
     Keoland	
     region.	
     He	
     has	
     written	
    
  many	
    rounds	
    of	
    modules	
    for	
    not	
    just	
    that	
    campaign	
    but	
    also	
    for	
    
  the	
     RPGA's	
     Living	
     Kingdoms	
     of	
     Kalamar	
     and	
     Living	
     Death	
    
  campaigns,	
     as	
     well	
     as	
     for	
     the	
     independent	
     Legends	
     of	
     the	
    
  Shining	
     Jewel.	
     He	
     was	
     a	
     playtest	
     lead	
     for	
     the	
     4th	
     Edition	
    
  Dungeons	
     &	
     Dragons	
     game	
     and	
     is	
     a	
     contributor	
     to	
     products	
    
  produced	
     by	
     Empty	
     Room	
     Studios	
     Publishing	
     and	
     Raging	
     Swan	
    
  Press.	
     He	
     holds	
     an	
     undergraduate	
     degree	
     in	
     history	
     and	
     a	
    
  graduate	
     degree	
     in	
     social	
     science.	
     He	
     lives	
     in	
     northern	
     New	
    
  Jersey	
    with	
    his	
    cat,	
    Ava.	
    
  	
    
  Alexander	
    Augunas	
    lives	
    outside	
    of	
    Philadelphia,	
    USA	
    where	
    
  he	
    tries	
    to	
    make	
    a	
    living	
    as	
    an	
    educator.	
    When	
    he's	
    not	
    shaping	
    
  the	
     future	
     leaders	
     of	
     tomorrow,	
     Alex	
     is	
     a	
     freelance	
     writer	
     for	
    
  esteemed	
    Third-­‐Party	
    Publishers	
    for	
    the	
    Pathfinder	
    Roleplaying	
    
  Game	
    such	
    as	
    Radiance	
    House	
    (Pact	
    Magic	
    Unbound	
    series)	
    and	
    
  Raging	
    Swan	
    Press	
    (Alternate	
    Dungeons	
    series)	
    and	
    acts	
    as	
    a	
    co-­‐
  host	
    and	
    blogger	
    on	
    Know	
    Direction's	
    Private	
    Sanctuary	
    Podcast,	
    
  where	
     he	
     has	
     earned	
     the	
     nickname,	
     "The	
     Everyman	
     Gamer."	
    
  Recently,	
     Alex	
     has	
     forayed	
     into	
     the	
     realm	
     of	
     First-­‐Party	
    
  Freelancing	
     and	
     also	
     operates	
     his	
     own	
     publishing	
     company,	
    
  Everyman	
    Gaming,	
    LLC.	
    
  	
    
  Aaron	
    Bailey	
    is	
    an	
    avid	
    dungeon	
    delver	
    with	
    over	
    a	
    decade	
    
  of	
    experience	
    in	
    facing	
    the	
    villainous	
    dangers	
    created	
    by	
    his	
    best	
    
  friend	
    and	
    GM	
    Dave	
    I’ons	
    (who	
    it	
    must	
    be	
    said	
    inspired	
    Aaron	
    to	
    
  be	
    a	
    GM	
    and	
    to	
    design	
    games).	
    
  	
    
  Aaron	
    is	
    looking	
    to	
    broaden	
    his	
    RPG	
    horizons	
    by	
    running	
    a	
    
  pathfinder	
    campaign	
    as	
    previously	
    he	
    had	
    only	
    played	
    AD&D	
    2nd	
    
  Edition.	
    Aaron	
    lives	
    in	
    Luton,	
    just	
    north	
    of	
    London	
    in	
    the	
    UK	
    with	
    
  his	
    most	
    adored	
    wife	
    and	
    their	
    furry	
    family	
    of	
    4	
    cats.	
    
  	
    
  John	
    Bennett	
    makes	
    his	
    lair	
    in	
    the	
    tree-­‐cloaked	
    hills	
    of	
    New	
    
  Hampshire.	
    He	
    enjoys	
    heavy	
    metal,	
    beer	
    and	
    cigars	
    as	
    much	
    as	
    
  he	
    enjoys	
    playing	
    RPGs.	
    John	
    has	
    been	
    writing	
    since	
    the	
    age	
    of	
    6	
    
  when	
    he	
    would	
    narrate	
    stories	
    about	
    dinosaurs	
    and	
    robots	
    to	
    his	
    
  mother.	
    He	
    has	
    a	
    degree	
    in	
    film	
    production	
    and	
    a	
    pile	
    of	
    reject	
    
  letters	
     to	
     go	
     with	
     his	
     scripts.	
     Currently,	
     he	
     is	
     pursuing	
     his	
    
  Master’s	
    degree	
    in	
    Organizational	
    Leadership.	
    He	
    is	
    also	
    striving	
    
  to	
    achieve	
    at	
    least	
    one	
    skill	
    rank	
    in	
    Perform	
    (guitar)	
    but	
    too	
    little	
    
  avail.	
     Coerced	
     into	
     playing	
     1st	
     edition	
     D&D	
     by	
     an	
     older	
     (and	
    
  bigger)	
    kid	
    in	
    the	
    neighbourhood	
    at	
    the	
    age	
    of	
    8,	
    he	
    would	
    like	
    to	
    
  take	
    a	
    moment	
    to	
    thank	
    his	
    friend,	
    Danny,	
    for	
    introducing	
    him	
    to	
    
  the	
    world	
    of	
    gaming	
    many	
    long	
    years	
    ago.	
    While	
    his	
    friends	
    and	
    
  players	
     know	
     what	
     he	
     is	
     talking	
     about,	
     John	
     has	
     been	
    
  unsuccessful	
    in	
    explaining	
    what	
    bugbears	
    are	
    to	
    his	
    family	
    and	
    
  co-­‐workers,	
    the	
    latter	
    fleeing	
    his	
    office	
    when	
    he	
    begins	
    rambling.	
    
  	
    
  Creighton	
     Broadhurst	
     lives	
     in	
     Torquay,	
     England	
     where,	
    
  apparently,	
    the	
    palm	
    trees	
    are	
    plastic	
    and	
    the	
    weather	
    is	
    warm.	
    
  He	
     shares	
     a	
     ramshackle	
     old	
     mansion	
     with	
     his	
     two	
     children	
    
  (“Genghis”	
     and	
     “Khan”)	
     and	
     his	
     patient	
     wife.	
     Famed	
     for	
     his	
    
  unending	
     love	
     affair	
     with	
     booze	
     and	
     pizza	
     he	
     is	
     an	
     enduring	
    
  GREYHAWK	
    fan.	
    
  	
    
  An	
     Ennie	
     Award	
     winning	
     designer	
     (Madness	
     At	
     Gardmore	
    
  Abbey)	
     Creighton	
     has	
     worked	
     with	
     Expeditious	
     Retreat	
     Press,	
    
  Paizo	
    and	
    Wizards	
    of	
    the	
    Coast.	
    He	
    believes	
    in	
    the	
    Open	
    Gaming	
    
  License	
    and	
    is	
    dedicated	
    to	
    making	
    his	
    games	
    as	
    fun	
    and	
    easy	
    to	
    
  enjoy	
    as	
    possible	
    for	
    all	
    participants.	
    Reducing	
    or	
    removing	
    entry	
    
  barriers,	
     simplifying	
     pre-­‐game	
     prep	
     and	
     easing	
     the	
     GM's	
    
  workload	
    are	
    the	
    key	
    underpinning	
    principles	
    of	
    the	
    products	
    he	
    
  now	
     releases	
     through	
     Raging	
     Swan	
     Press.	
     You	
     can	
     read	
     his	
    
  thoughts	
    on	
    game	
    design	
    at	
    creightonbroadhurst.com.	
    
  	
    
  Robert	
    Brookes	
    was	
    one	
    of	
    the	
    top	
    4	
    finalists	
    in	
    Paizo	
    Inc’s	
    
  RPG	
     Superstar	
     2014	
     competition.	
     He	
     is	
     a	
     freelancer	
     with	
     a	
    
  background	
    in	
    video	
    game	
    design	
    both	
    as	
    a	
    content	
    designer	
    and	
    
  concept	
     artist	
     and	
     leverages	
     that	
     experience	
     in	
     his	
     tabletop	
    
  design.	
     You	
     can	
     find	
     more	
     of	
     his	
     design	
     insights	
     and	
     OGL	
    
  creations	
     at	
     his	
     personal	
     Pathfinder	
     blog,	
     the	
     Encounter	
     Table	
    
  encountertable.blogspot.com.	
    
  	
    
  Alex	
     Connell	
     loves	
     games	
     of	
     all	
     sorts.	
     He	
     plays	
     tabletop	
    
  games,	
     computer	
     games,	
     Xbox	
     games,	
     board	
     games	
     and	
     card	
    
  games.	
    Pathfinder,	
    EVE	
    Online,	
    Skyrim	
    and	
    Agricola	
    are	
    some	
    of	
    
  his	
    favourites,	
    in	
    no	
    particular	
    order.	
    Raging	
    Swan	
    has	
    been	
    one	
    
  of	
     his	
     favourite	
     third-­‐party	
     publishers	
     for	
     the	
     Pathfinder	
     RPG,	
    
  and	
    it's	
    a	
    thrill	
    to	
    be	
    writing	
    for	
    them.	
    
  	
    
  Alex	
     is	
     married	
     to	
     another	
     gamer,	
     and	
     they	
     have	
     one	
     son.	
    
  They	
     live	
     in	
     Ohio,	
     in	
     the	
     middle	
     of	
     nowhere	
     (as	
     it	
     turns	
     out,	
    
  everywhere	
    in	
    Ohio	
    is	
    the	
    middle	
    of	
    nowhere).	
    When	
    he's	
    not	
    
  gaming,	
     Alex	
     is	
     a	
     pastor,	
     most	
     recently	
     serving	
     as	
     a	
     pastor	
     for	
    
  teens	
    and	
    their	
    families	
    in	
    Ohio.	
    Useless	
    fact:	
    Alex	
    played	
    a	
    Fire	
    
  Wizard	
    in	
    his	
    most	
    recent	
    campaign.	
    
  	
    
  Eric	
    Hindley	
    is	
    a	
    proud	
    weaver	
    of	
    many	
    paths	
    and	
    an	
    expert	
    
  in	
    every	
    field	
    (or	
    at	
    least	
    a	
    jack	
    of	
    all	
    trades).	
    He	
    began	
    his	
    RPG	
    
  career	
    in	
    the	
    early	
    1990s,	
    badgering	
    his	
    friends	
    to	
    let	
    him	
    have	
    
  the	
     17	
     Cha	
     he	
     needed	
     to	
     play	
     2nd	
     edition	
     paladins	
     at	
     every	
    
  chance.	
     He	
     migrated	
     to	
     3rd	
     edition	
     in	
     2000	
     because	
     the	
     book	
    
  was	
    shiny	
    and	
    new	
    out	
    front	
    of	
    a	
    Coles	
    bookstore	
    on	
    some	
    kind	
    
  of	
     cardboard	
     display.	
     Pathfinder	
     caught	
     his	
     interest	
     almost	
    
  immediately	
     after	
     being	
     announced,	
     and	
     he	
     has	
     been	
     a	
     firm	
    
  believer	
    ever	
    since.	
    
  	
    
  He	
    began	
    GMing	
    primarily	
    to	
    force	
    other	
    people	
    to	
    play	
    with	
    
  him	
    while	
    at	
    university	
    in	
    Toronto.	
    After	
    honing	
    his	
    skills	
    picking	
    
  off	
    characters	
    in	
    the	
    far-­‐flung	
    town	
    of	
    Banff,	
    Alberta,	
    Canada,	
    he	
    
  is	
     currently	
     exploring	
     new	
     campaign	
     worlds	
     with	
     a	
     variety	
     of	
    
  groups.	
    Most	
    of	
    the	
    rest	
    of	
    his	
    time	
    is	
    spent	
    painting	
    toy	
    soldiers	
    
  for	
     Warhammer	
     (both	
     fantasy	
     and	
     40k)	
     and	
     Warmachine,	
    
  working	
     in	
     the	
     entertainment	
     industry	
     as	
     a	
     technician	
     or	
    
  tormenting	
     an	
     assortment	
     of	
     cats	
     (and	
     occasionally	
     his	
     wife,	
    
  Kalyna).	
    	
    
  
  5	
    
  	
    
  Eric	
    was	
    a	
    competitor	
    in	
    Paizo’s	
    RPG	
    Superstar	
    competition	
    
  in	
    2010	
    and	
    2011,	
    and	
    won	
    Open	
    Design’s	
    Tin	
    Crown	
    in	
    2012.	
    
  	
    
  Greg	
    Marks	
    is	
    an	
    evil	
    mastermind	
    directing	
    his	
    criminal	
    army	
    
  of	
     precocious	
     felines	
     from	
     the	
     birthplace	
     of	
     gaming:	
     Lake	
    
  Geneva,	
     Wisconsin.	
     He	
     and	
     his	
     cat	
     minions	
     have	
     worked	
     on	
    
  products	
     for	
     multiple	
     editions	
     of	
     Dungeons	
     and	
     Dragons	
    
  including	
     Complete	
     Scoundrel,	
     City	
     of	
     Stormreach,	
     Dragon	
    
  Magic,	
     and	
     Dungeon	
     Delve.	
     They	
     have	
     written	
     numerous	
    
  adventures	
    for	
    the	
    RPGA	
    along	
    with	
    administering	
    many	
    of	
    their	
    
  organized	
     play	
     campaigns	
     with	
     Living	
     Forgotten	
     Realms	
     being	
    
  the	
     most	
     recent.	
     Greg	
     and	
     his	
     cats	
     have	
     also	
     contributed	
    
  repeatedly	
    to	
    all	
    incarnations	
    of	
    Dragon	
    and	
    Dungeon	
    Magazine,	
    
  and	
     co-­‐authored	
     several	
     products	
     for	
     Fantasy	
     Flight	
     Games'	
    
  Midnight	
     setting	
     including:	
     Star	
     and	
     Shadow,	
     Hammer	
     and	
    
  Shadow,	
     Legends	
     of	
     Shadow,	
     and	
     Honor	
     and	
     Shadow.	
     He	
     has	
    
  previous	
    worked	
    for	
    Raging	
    Swan	
    Press	
    on	
    So	
    What's	
    the	
    Zombie	
    
  Like,	
     Anyway?,	
     Dungeon	
     Dressing:	
     Secret	
     Doors,	
     Dungeon	
    
  Dressing:	
    Thrones	
    and	
    Wilderness	
    Dressing:	
    Travellers.	
    
  	
    
  Eric	
     Menge	
     is	
     an	
     author,	
     editor,	
     game-­‐designer	
     and	
    
  intermittent	
    attorney.	
    He	
    has	
    designed	
    adventures,	
    written	
    web	
    
  articles	
     and	
     acted	
     as	
     a	
     campaign	
     administrator	
     for	
     Wizards	
     of	
    
  the	
    Coast.	
    He	
    is	
    an	
    author	
    and	
    editor	
    for	
    Raging	
    Swan	
    Press.	
    He	
    
  has	
    served	
    as	
    a	
    telecommunications	
    attorney	
    for	
    the	
    U.S.	
    Small	
    
  Business	
     Administration	
     and	
     then	
     in	
     private	
     practice	
     where	
     he	
    
  represented	
     wireless	
     telecom	
     companies	
     and	
     a	
     non-­‐profit	
    
  broadcaster.	
    	
    
  	
    
  Eric	
     lives	
     in	
     Virginia	
     with	
     his	
     linguistic	
     wife	
     Amy	
     and	
     his	
    
  daughter	
    who	
    is	
    doing	
    her	
    best	
    to	
    ruin	
    his	
    productivity	
    through	
    
  sheer	
    cuteness.	
    He	
    is	
    currently	
    creating	
    an	
    online	
    graphic	
    novel	
    
  Snow-­‐by-­‐Night	
    (snowbynight.com),	
    a	
    tale	
    of	
    colonial	
    fantasy.	
    He	
    
  now	
    dreams	
    of	
    muskets,	
    alchemy	
    and	
    snow	
    in	
    the	
    moonlight.	
    
  	
    
  Brian	
     Wiborg	
     Mønster	
     hails	
     from	
     Denmark	
     the	
     ancient	
    
  Viking	
     kingdom,	
     where	
     he	
     lives	
     with	
     his	
     overbearing	
     wife	
     and	
    
  two	
     young	
     sons,	
     whom	
     he	
     trains	
     to	
     be	
     wizards,	
     although	
     it	
    
  seems	
     that	
     a	
     bard	
     and	
     a	
     barbarian	
     is	
     most	
     likely	
     result	
     of	
     his	
    
  manipulation.	
    	
    He	
    has	
    played	
    RPGs	
    since	
    1990	
    and	
    has	
    tried	
    a	
    
  variety	
    from	
    AD&D,	
    Call	
    of	
    Cthulhu,	
    TMNT,	
    and	
    Star	
    Wars,	
    the	
    
  old	
     D6	
     version	
     mind	
     you,	
     not	
     the	
     modern	
     D20.	
     Today	
     it	
     is	
    
  Pathfinder	
    he	
    mainly	
    plys	
    his	
    evil	
    trade	
    in.	
    	
    
  	
    
  He	
    started	
    GM’ing	
    mainly	
    because	
    he	
    thought	
    the	
    dungeons	
    
  he	
    explored	
    were	
    built	
    by	
    kind-­‐hearted	
    souls,	
    he	
    was	
    convinced	
    
  that	
    a	
    trap	
    should	
    aim	
    to	
    kill	
    or	
    at	
    least	
    seriously	
    maim,	
    because	
    
  why	
    else	
    would	
    you	
    bother	
    with	
    using	
    the	
    trap	
    to	
    protect	
    yours	
    
  precious	
     dungeon?	
     This	
     idea	
     was	
     sparked	
     by	
     his	
     exposure	
     to	
    
  Grimtooth	
     the	
     Troll	
     and	
     his	
     magnificent	
     traps.	
     He	
     has	
     been	
    
  called	
    an	
    evil	
    GM	
    but	
    he	
    usually	
    just	
    replies	
    “I	
    am	
    a	
    realistic	
    GM,	
    
  and	
    you	
    take	
    65	
    points	
    of	
    damage,	
    so	
    roll	
    up	
    a	
    new	
    character!”	
    
  Apart	
    from	
    rpgs	
    he	
    also	
    enjoys	
    everything	
    Sword	
    and	
    Sorcery	
    be	
    
  it	
    books,	
    comics,	
    RPGs,	
    or	
    movies,	
    especially	
    Conan.	
    
  	
    
  David	
    Posener	
    adores	
    his	
    long-­‐suffering	
    wife	
    and	
    two	
    sons	
    
  who,	
    frankly,	
    have	
    no	
    idea	
    what	
    he’s	
    talking	
    about	
    most	
    of	
    the	
    
  time.	
     David	
     is	
     based	
     in	
     Sydney,	
     and	
     his	
     work	
     as	
     a	
     Logistics	
    
  Consultant,	
    much	
    to	
    his	
    disappointment,	
    contains	
    fewer	
    undead-­‐
  filled	
    warehouses	
    and	
    demon-­‐possessed	
    forklifts	
    than	
    he	
    was	
    led	
    
  to	
     believe.	
     David	
     started	
     gaming	
     with	
     the	
     book	
     Grey	
     Star	
     the	
    
  Wizard,	
    circa	
    1985,	
    back	
    when	
    we	
    eschewed	
    that	
    dice	
    business	
    
  and	
    goddamn	
    STABBED	
    out	
    random	
    numbers.	
    The	
    next	
    year,	
    he	
    
  received	
    the	
    D&D	
    Basic	
    Set	
    red	
    box	
    as	
     a	
    birthday	
    present	
    and	
    
  has	
    been	
    gaming	
    ever	
    since.	
    His	
    GMing	
    style	
    has	
    been	
    likened	
    to	
    
  a	
     horrible	
     Frankenstein	
     combination	
     of	
     historical	
     epic,	
     gritty	
    
  survival	
     horror	
     and	
     Flight	
     of	
     the	
     Concords-­‐style	
     song-­‐filled	
    
  whimsy.	
    	
    
  	
    
  He	
    is	
    yet	
    to	
    live	
    down	
    naming	
    a	
    NPC	
    “The	
    Crimea	
    Reaver”.	
    	
    
  	
    
  Marc	
    Radle	
    is	
    a	
    professional	
    graphic	
    artist	
    and	
    designer	
    by	
    
  trade.	
    He	
    is	
    married	
    and	
    has	
    three	
    kids	
    (one	
    teenaged	
    son	
    and	
    
  two	
    very	
    spoiled	
    cats).	
    
  	
    
  He	
     started	
     playing	
     D&D	
     in	
     the	
     late	
     70’s	
     –	
     good	
     old	
     First	
    
  Edition	
     AD&D!	
     He	
     also	
     played	
     many	
     other	
     RPGs	
     back	
     then…	
    
  Marvel	
    Superheroes,	
    Champions,	
    Elfquest,	
    FASA's	
    Star	
    Trek,	
    Star	
    
  Frontiers,	
     the	
     list	
     goes	
     on…but	
     it	
     always	
     came	
     back	
     to	
     AD&D!	
    
  Marc	
    faded	
    out	
    of	
    gaming	
    sometime	
    after	
    2nd	
    Edition	
    came	
    out	
    
  –	
    partially	
    because	
    2nd	
    Edition	
    just	
    didn't	
    quite	
    do	
    it	
    for	
    him	
    but	
    
  also	
    because	
    his	
    gaming	
    friends	
    turned	
    into	
    grownups,	
    got	
    real	
    
  lives	
    and	
    moved	
    away	
    when	
    Marc	
    wasn't	
    looking!	
    
  	
    
  Third	
     Edition	
     D&D	
     really	
     pulled	
     Marc	
     back	
     into	
     the	
     hobby	
    
  and	
    he	
    has	
    since	
    become	
    a	
    HUGE	
    fan	
    of	
    the	
    Pathfinder	
    RPG!	
    He	
    
  is	
     absolutely	
     thrilled	
     with	
     what	
     Paizo	
     has	
     done	
     for	
     gamers	
    
  everywhere	
     and	
     is	
     even	
     more	
     thrilled	
     that	
     he	
     can	
     still	
     enjoy	
    
  playing	
    (and	
    contributing	
    to)	
    the	
    game	
    he	
    loves.	
    Thanks	
    Paizo!	
    
  	
    
  Marc	
     has	
     written	
     and/or	
     illustrated	
     for	
     a	
     number	
     of	
     great	
    
  game	
     companies,	
     including	
     Kobold	
     Quarterly,	
     Open	
     Design,	
    
  Super	
     Genius	
     Games,	
     Last	
     Unicorn	
     Games	
     (back	
     in	
     the	
     day),	
    
  Headless	
     Hydra	
     Games,	
     Jon	
     Brazer	
     Enterprises,	
     Tricky	
     Owlbear	
    
  Publishing,	
    Louis	
    Porter,	
    Jr	
    Design	
    and	
    Raging	
    Swan	
    Press.	
    
  	
    
  Jacob	
     Trier	
     has	
     been	
     a	
     book-­‐worm	
     since	
     before	
     he	
     could	
    
  walk.	
    Growing	
    up,	
    the	
    library	
    was	
    one	
    of	
    his	
    favorite	
    places,	
    and	
    
  his	
    love	
    of	
    fantasy	
    and	
    role-­‐playing	
    games	
    was	
    kindled	
    by	
    Sword	
    
  and	
     Sorcery	
     pick-­‐your-­‐path	
     books	
     and	
     Dragonlance	
     novels.	
     At	
    
  age	
     ten,	
     he	
     got	
     his	
     hands	
     on	
     the	
     AD&D	
     2nd	
     edition	
     Players	
    
  Handbook,	
     and	
     he	
     has	
     been	
     a	
     gamer	
     ever	
     since.	
     His	
     singular	
    
  claim	
     to	
     fame	
     was	
     an	
     unsuccessful	
     run	
     at	
     the	
     title	
     of	
     RPG	
    
  Superstar	
    in	
    2012.	
    
  	
    
  When	
     he	
     isn’t	
     slaying	
     trolls	
     or	
     guiding	
     his	
     players	
     towards	
    
  certain	
    death	
    and	
    dismemberment,	
    he’s	
    busy	
    playing	
    the	
    roles	
    of	
    
  father	
    and	
    husband.	
    He	
    and	
    his	
    lovely	
    wife	
    are	
    the	
    proud	
    parents	
    
  of	
    two	
    lively	
    sons,	
    both	
    future	
    gamers	
    if	
    their	
    dad	
    has	
    anything	
    
  to	
    say	
    about	
    it.	
    Trained	
    as	
    a	
    journalist,	
    he	
    pays	
    the	
    bills	
    handling	
    
  communication	
    at	
    a	
    local	
    Social	
    and	
    Health	
    Care	
    College.	
    He	
    lives	
    
  near	
    Aarhus,	
    Denmark.	
    
  	
    
  Josh	
    Vogt	
    is	
    a	
    full-­‐time	
    freelance	
    writer	
    and	
    editor.	
    He	
    works	
    
  with	
     a	
     variety	
     of	
     RPG	
     developers	
     and	
     publishers	
     and	
     has	
     sold	
    
  fiction	
    to	
    Paizo's	
    Pathfinder	
    Tales,	
    Grey	
    Matter	
    Press,	
    the	
    UFO2	
    
  &	
    UFO3	
    anthologies,	
    Intergalactic	
    Medicine	
    Show	
    and	
    Shimmer,	
    
  among	
     others.	
     His	
     upcoming	
     debut	
     fantasy	
     novel	
     is	
     also	
     with	
    
  
  6	
    
  Paizo's	
     Pathfinder	
     Tales.	
     You	
     can	
     find	
     him	
     at	
    JRVogt.com	
    or	
    
  @JRVogt.	
    He	
    is	
    made	
    out	
    of	
    meat."	
    
  	
    
  Nick	
     Wasko	
     is	
     a	
     soon-­‐to-­‐be	
     doctor	
     currently	
     at	
     the	
    
  University	
    of	
    Connecticut	
    School	
    of	
    Medicine.	
    He	
    devotes	
    most	
    
  of	
    his	
    time	
    to	
    his	
    academics,	
    pursuing	
    interests	
    in	
    neuroscience	
    
  and	
    stem	
    cell	
    research.	
    When	
    not	
    studying,	
    Nick	
    enjoys	
    reading,	
    
  writing,	
     exploring	
     the	
     wilderness	
     with	
     his	
     girlfriend,	
     and	
    
  performing	
    improvisational	
    comedy	
    -­‐	
    all	
    of	
    which	
    synergize	
    with	
    
  his	
    love	
    for	
    the	
    Pathfinder	
    RPG.	
    He	
    has	
    spent	
    the	
    past	
    four	
    years	
    
  designing	
    a	
    homebrew	
    campaign	
    setting	
    with	
    his	
    identical	
    twin	
    
  brother	
     Chris,	
     and	
     recently	
     started	
     exploring	
     freelance	
     design.	
    
  Nick	
     is	
     delighted	
     to	
     be	
     making	
     his	
     professional	
     writing	
     debut	
    
  with	
     Raging	
     Swan	
     Press,	
     and	
     is	
     looking	
     forward	
     to	
     more	
    
  opportunities	
    to	
    contribute	
    to	
    the	
    Pathfinder	
    RPG	
    community.	
    
  	
    
  Mike	
    Welham	
    has	
    been	
    gaming	
    off-­‐and-­‐on	
    for	
    over	
    30	
    years.	
    
  While	
     he	
     has	
     played	
     using	
     numerous	
     game	
     systems,	
     he	
     has	
    
  always	
     had	
     a	
     fondness	
     for	
     Dungeons	
     &	
     Dragons	
     and	
     its	
    
  offshoots.	
    The	
    third	
    edition	
    of	
    Dungeons	
    &	
    Dragons	
    renewed	
    a	
    
  flagging	
     interest	
     in	
     roleplaying	
     games,	
     but	
     the	
     introduction	
     of	
    
  Pathfinder	
     sparked	
     a	
     long-­‐dormant	
     desire	
     to	
     write	
     for	
    
  roleplaying	
     games.	
     Mike	
     has	
     written	
     for	
     Clockwork	
     Gnome	
    
  Publishing,	
    Open	
    Design,	
    Paizo,	
    and	
    Rite	
    Publishing,	
    and	
    (much	
    
  to	
    his	
    surprise)	
    he	
    won	
    Paizo’s	
    RPG	
    Superstar	
    contest	
    in	
    2012.	
    He	
    
  is	
     quite	
     happy	
     with	
     the	
     prospect	
     of	
     his	
     first	
     publication	
     with	
    
  Raging	
    Swan	
    Press.	
    	
    
  	
    
  Mike	
     lives	
     in	
     Kernersville,	
     North	
     Carolina,	
     with	
     his	
     ever-­‐
  patient	
     wife,	
     two	
     roleplaying	
     game-­‐savvy	
     children	
     (one	
     has	
    
  started	
    his	
    university	
    career,	
    however),	
    a	
    puggle,	
    three	
    cats	
    and	
    
  a	
    turtle.	
    He	
    believes	
    the	
    solution	
    to	
    the	
    impending	
    empty	
    nest	
    
  syndrome	
    will	
    be	
    to	
    allow	
    more	
    creatures	
    of	
    his	
    imagination	
    to	
    
  make	
    themselves	
    at	
    home.	
    
   
  F O R E W O R D  
  2014	
    has	
    been	
    an	
    incredibly	
    busy	
    year	
    for	
    Raging	
    Swan	
    Press.	
    	
    At	
    
  time	
    of	
    writing,	
    we’ve	
    released	
    over	
    70	
    products	
    including	
    16	
    (or	
    
  so)	
    print	
    products!	
    I’m	
    knackered,	
    but	
    jolly	
    proud	
    of	
    what	
    we’ve	
    
  achieved.	
    	
    
  	
    
  The	
    GM’s	
    Monthly	
    Miscellany	
    line	
    was	
    born	
    out	
    of	
    a	
    desire	
    
  to	
    showcase	
    the	
    great	
    material	
    Raging	
    Swan	
    Press	
    releases	
    on	
    a	
    
  weekly	
    basis,	
    and	
    in	
    that	
    it	
    has	
    succeeded	
    admirably.	
    Thousands	
    
  of	
    downloads	
    later	
    it’s	
    secured	
    its	
    place	
    in	
    the	
    release	
    schedule	
    
  for	
    2015.	
    I’m	
    sure	
    it	
    can	
    be	
    even	
    better,	
    though,	
    in	
    2015	
    so	
    if	
    
  you’ve	
    any	
    thoughts	
    as	
    to	
    how	
    to	
    improve	
    the	
    line	
    please	
    drop	
    
  me	
    a	
    line	
    at	
    creighton@ragingswan.com.	
    	
    
  	
    
  Also	
     remember	
     many	
     of	
     the	
     articles	
     presented	
     herein	
     also	
    
  appear	
    on	
    my	
    blog.	
    I	
    blog	
    daily	
    about	
    gaming,	
    gaming	
    advice	
    and	
    
  even	
    freelancer	
    game	
    design	
    so	
    if	
    you	
    are	
    interested	
    in	
    free	
    daily	
    
  content	
     hurtle	
     over	
     to	
     creightonbroadhurst.com	
     for	
     a	
     closer	
    
  look.	
    I’d	
    love	
    to	
    see	
    you	
    there!	
    
  	
    
  So,	
    you	
    are	
    probably	
    wondering	
    what	
    Raging	
    Swan	
    Press	
    will	
    
  be	
    getting	
    up	
    to	
    in	
    2015.	
    Well	
    in	
    some	
    ways	
    more	
    of	
    the	
    same:	
    
  we’ll	
     be	
     releasing	
     great	
     products	
     on	
     a	
     weekly	
     basis	
     as	
     well	
     as	
    
  continuing	
    our	
    foray	
    into	
    print	
    (but	
    on	
    a	
    less	
    frenetic	
    basis).	
    
  	
    
  I’m	
    planning	
    a	
    new	
    line	
    in	
    a	
    similar	
    vein	
    to	
    Village	
    Backdrops,	
    
  which	
     has	
     proved	
     jolly	
     popular.	
     Tentatively	
     entitled	
     “Places	
     of	
    
  Power”	
     the	
     line	
     presents	
     various	
     places	
     of	
     interest	
     –	
     castles,	
    
  shrines,	
    wizard’s	
    towers	
    and	
    so	
    on	
    –	
    designed	
    so	
    a	
    GM	
    can	
    easily	
    
  drop	
    them	
    into	
    his	
    own	
    campaign.	
    	
    
  	
    
  The	
     big	
     news,	
     though,	
     is	
     that	
     I’ll	
     be	
     live	
     designing	
     a	
    
  megadungeon	
    on	
    my	
    blog	
    next	
    year.	
    (I’ll	
    probably	
    have	
    already	
    
  started	
    by	
    the	
    time	
    you	
    read	
    this	
    –	
    I’m	
    chomping	
    at	
    the	
    bit	
    to	
    get	
    
  going!)	
    I’ve	
    long	
    lusted	
    after	
    writing	
    a	
    decent	
    megadungeon,	
    but	
    
  the	
     task	
     has	
     always	
     seemed	
     daunting.	
     The	
     blog,	
     though,	
     gives	
    
  me	
    the	
    perfect	
    place	
    to	
    write.	
    Adding	
    content	
    every	
    week	
    seems	
    
  much	
    more	
    doable	
    than	
    writing	
    tens	
    of	
    thousands	
    of	
    works	
    in	
    a	
    
  creative	
     vacuum.	
     Of	
     course,	
     megadungeons	
     are	
     the	
     kind	
     of	
    
  things	
    that	
    are	
    never	
    (and	
    indeed	
    should	
    never	
    be)	
    finished	
    but	
    
  I’m	
     looking	
     forward	
     to	
     next	
     year	
     immensely!	
     So	
     what’s	
     the	
    
  megadungeon	
    going	
    to	
    include?	
    Here’s	
    an	
    excert:	
    
  	
    
  “Glowering	
    amid	
    dark	
    rumours	
    and	
    terrible	
    stories	
    of	
    desperate	
    
  adventure,	
    death,	
    betrayal	
    and	
    glimmering	
    treasures	
    squat	
    the	
    
  unutterably	
     ancient	
     halls	
     of	
     Gloamhold.	
     This	
     crumbling,	
    
  benighted,	
     haunted	
     dungeon	
     complex	
     of	
     unknown,	
     but	
    
  undeniably	
     vast,	
     extent	
     is	
     buried	
     deep	
     within	
     the	
     grim	
     and	
    
  brooding	
     spray-­‐drenched	
     headland	
     of	
     the	
     Mottled	
     Spire,	
     it	
     is	
     a	
    
  place	
    of	
    legends,	
    madness	
    and	
    death.	
    A	
    harsh	
    chunk	
    of	
    limestone	
    
  rearing	
     hundreds	
     of	
     feet	
     into	
     the	
     perpetually	
     cloudy	
     sky	
     the	
    
  Mottled	
    Spire	
    looms	
    over	
    the	
    turbulent	
    waters	
    of	
    Hard	
    Bay	
    like	
    a	
    
  malevolent	
    giant.”	
    
  	
    
  And	
    here’s	
    a	
    bit	
    about	
    one	
    of	
    the	
    dungeon’s	
    main	
    locations:	
    
  	
    
  “Buried	
    in	
    an	
    immense	
    cavern	
    at	
    the	
    very	
    heart	
    of	
    the	
    Mottled	
    
  Spire,	
     the	
     Twilight	
     City	
     sprawls	
     across	
     a	
     series	
     of	
     low	
     islands	
    
  struggling	
    above	
    the	
    cold,	
    dark	
    waters	
    of	
    the	
    Sunless	
    Lake.	
    The	
    
  city	
    is	
    one	
    of	
    the	
    best-­‐known	
    locations	
    within	
    Gloamhold	
    and	
    is	
    
  intermittently	
     explored,	
     claimed	
     and	
     fought	
     over	
     by	
     dungeon	
    
  denizens	
    and	
    adventurers	
    alike.”	
    	
    
  	
    
  In	
    any	
    event,	
    thank	
    you	
    very	
    much	
    for	
    your	
    support	
    of	
    Raging	
    
  Swan	
    Press.	
    I’m	
    delighted	
    to	
    have	
    you	
    along	
    for	
    the	
    ride	
    and	
    I	
    
  hope	
    you	
    continue	
    to	
    enjoy	
    our	
    material	
    for	
    years	
    to	
    come!	
    
  	
    
  	
    
  
  7	
    
   
   
   
   
   
   
   
   
   
  ADVICE ARTICLES 
  	
    
   
  
  8	
    
  F R E E L A N C E  A D V I C E :  T H R E E - P A R T  A D V E N T U R E S  
  A T 	
     I T S 	
     H E A R T, 	
     A N 	
     A D V E N T U R E 	
     I S 	
     A 	
     S T O R Y 	
     – 	
     A 	
    
  S T O R Y 	
     S H A R E D 	
     B E T W E E N 	
     T H E 	
     P L A Y E R S 	
     A N D 	
     T H E 	
    
  GM. 	
     A S 	
     E V E R Y O N E 	
     K N O W S, 	
     A 	
     G O O D 	
     S T O R Y 	
     H A S 	
    
  A 	
     D I S T I N C T 	
     B E G I N N I N G, 	
     M I D D L E 	
     A N D 	
     E N D. 	
    	
    
  	
    
  Deciding	
     on	
     an	
     outline	
     and	
     structure	
     is	
     a	
     vital	
     first	
     step	
     in	
    
  crafting	
     an	
     exciting,	
     compelling	
     adventure.	
     A	
     three-­‐part	
    
  adventure	
    (shockingly)	
    comprises	
    three	
    parts: 
  § 
  Introduction	
    
  § 
  Main	
    
  § 
  Conclusion	
    
  As	
     a	
     rule	
     of	
     thumb,	
     both	
     the	
     Introduction	
     and	
     the	
     Conclusion	
    
  should	
     each	
     comprise	
     about	
     1/5	
     of	
     the	
     total	
     material	
     (be	
     it	
    
  encounters,	
    word	
    count	
    or	
    whatever).	
    This	
    leaves	
    3/5ths	
    of	
    the	
    
  material	
    for	
    the	
    main	
    body	
    of	
    the	
    adventure.	
    	
    
  	
    
  This	
    structure	
    works	
    with	
    pretty	
    much	
    any	
    kind	
    of	
    story-­‐based	
    
  adventure.	
     I	
     used	
     his	
     style	
     of	
     adventure	
     design	
     for	
     Retribution	
    
  (Raging	
    Swan's	
    first	
    adventure)	
    –	
    an	
    investigation	
    and	
    dungeon	
    
  crawl	
    set	
    in	
    a	
    remote	
    monastery	
    cut	
    off	
    by	
    a	
    savage	
    winter	
    storm	
    
  –	
     and	
     it	
     served	
     me	
     very	
     well.	
     The	
     only	
     kind	
     of	
     adventure	
     this	
    
  structure	
    is	
    ill-­‐suited	
    for	
    is	
    the	
    sandbox	
    style	
    in	
    which	
    exploration	
    
  is	
    the	
    main	
    goal.	
    	
    
  I N T R O D U C T I O N  
  The	
    introduction	
    sets	
    the	
    scene,	
    introduces	
    the	
    adventure	
    and	
    
  provides	
     the	
     PCs	
     with	
     a	
     definite	
     reason	
     to	
     embark	
     on	
     their	
    
  quest.	
    This	
    part	
    of	
    the	
    adventure	
    should	
    contain	
    some	
    or	
    all	
    of	
    
  the	
    following	
    elements:	
    
  § 
  Present	
    the	
    adventure	
    locale	
    and	
    setting.	
    
  § 
  Establish	
    the	
    tone	
    of	
    the	
    adventure.	
    
  § 
  Provide	
     a	
     "call	
     to	
     adventure"	
    
  that	
     disturbs	
     the	
     PCs'	
     normal	
    
  activities	
     and	
     entices	
     them	
    
  into	
     the	
     adventure.	
     This	
     may	
    
  or	
    may	
    not	
    involve	
    a	
    patron.	
    	
    	
    
  § 
  Introduces	
    the	
    opposition.	
    
  § 
  Compels	
    the	
    PCs	
    to	
    move	
    to	
    the	
    main	
    part	
    of	
    the	
    adventure.	
    
  M A I N  P A R T  
  This	
    part	
    of	
    the	
    adventure	
    deals	
    with	
    how	
    the	
    PCs	
    travel	
    to	
    or	
    
  gather	
     the	
     necessary	
     components/information	
     to	
     defeat	
     the	
    
  villain.	
    It	
    should	
    contain	
    some	
    of	
    the	
    following	
    elements:	
    
  § 
  Various	
    encounters	
    with	
    the	
    villain's	
    minions.	
    
  § 
  A	
    mentor	
    may	
    appear	
    to	
    aid	
    the	
    PCs	
    in	
    their	
    quest.	
    
  § 
  The	
    PCs	
    face	
    one	
    or	
    more	
    moral	
    dilemmas	
    or	
    temptations	
    that	
    
  could	
    derail	
    their	
    quest.	
    
  § 
  The	
     PCs	
     recover	
     an	
     item	
     that	
     could	
     help	
     them	
     in	
     their	
     final	
    
  battle.	
    
  § 
  The	
     PCs	
     move	
     to	
     the	
     concluding	
     part	
     of	
     the	
     adventure.	
    
  Perhaps	
    a	
    clue,	
    success	
    or	
    disaster	
    is	
    the	
    catalyst.	
    
  C O N C L U S I O N  
  In	
     the	
     final	
     part	
     of	
     the	
     adventure,	
     the	
     PCs	
     confront	
     the	
     main	
    
  villain	
    of	
    the	
    piece.	
    This	
    part	
    of	
    the	
    adventure	
    should	
    include	
    the	
    
  following	
    elements:	
    
  § 
  The	
    PCs	
    defeat	
    the	
    villain's	
    chief	
    henchmen	
    or	
    personal	
    guards	
    
  § 
  The	
    PCs	
    defeat	
    the	
    villain.	
    
  § 
  The	
    PCs	
    triumph	
    (hopefully)	
    and	
    are	
    rewarded.	
    
  § 
  The	
    PCs	
    tie	
    up	
    any	
    loose	
    ends.	
    
  § 
  Provide	
    links	
    or	
    hooks	
    to	
    further	
    adventures	
    as	
    well	
    as	
    a	
    sense	
    
  of	
    what	
    the	
    adventure	
    means	
    in	
    the	
    larger	
    sense/picture.	
    
  Do	
    you	
    have	
    any	
    other	
    adventure	
    writing	
    tips?	
    Do	
    you	
    include	
    
  other	
     key	
     elements	
     in	
     your	
     introduction,	
     main	
     body	
     or	
    
  conclusion.	
     Why	
     not	
     let	
     us	
     know	
     what	
     they	
     are	
     in	
     the	
    
  comments	
     below	
     and	
     remember	
     you	
     can	
    
  download	
     this	
     –	
     and	
     every	
     other	
     advice	
    
  article	
    
  –	
    
  for	
    
  free	
    
  at	
    
  ragingswan.com/articles.	
    
  	
    
  	
    
  
  9	
    
  F R E E L A N C E  A D V I C E :  A R E  Y O U  A  P I X I E  D U S T  D E S I G N E R ?  
  P I X I E 	
     D U S T 	
     D E S I G N E R S 	
     A R E 	
     A M A Z I N G, 	
     N A T U R A L L Y 	
     T A L E N T E D 	
     D E S I G N E R S. 	
     W H A T E V E R 	
     P R O J E C T 	
     T H E Y 	
    
  T O U C H, 	
     T H E Y 	
     E F F O R T L E S S L Y 	
     S P R I N K L E 	
     I T 	
     W I T H 	
     T H E I R 	
     M A G I C 	
     P I X I E 	
     D U S T. 	
     W O U L D N’ T 	
     I T 	
     B E 	
     G R E A T 	
     T O 	
    
  B E 	
     A 	
     P I X I E 	
     D U S T 	
     D E S I G N E R? 	
    	
    
  	
    
  Pixie	
    dust	
    designers	
    are	
    somewhat	
    of	
    a	
    rarity.	
    In	
    fact,	
    I’d	
    go	
    so	
    
  far	
     as	
     to	
     say	
     they	
     don’t	
     really	
     exist.	
     It’s	
     easy	
     to	
     look	
     at	
     a	
    
  designer’s	
    body	
    of	
    work	
    and	
    only	
    see	
    the	
    result.	
    It’s	
    much	
    harder	
    
  to	
    look	
    at	
    their	
    material	
    and	
    see	
    all	
    the	
    hard	
    work	
    and	
    effort	
    that	
    
  goes	
    into	
    its	
    creation.	
    	
    
  	
    
  Successful	
    designers	
    work	
    at	
    all	
    facets	
    of	
    their	
    craft.	
    They	
    don’t	
    
  rely	
     on	
     pixie	
     dust.	
     Successful	
    
  designers	
     know	
     there	
     is	
     no	
    
  such	
     thing	
     as	
     a	
     quick	
     fix	
     as	
     a	
    
  freelance	
     game	
     designer.	
     They	
    
  build	
    solid	
    skills	
    and	
    practises	
    to	
    
  enable	
    themselves	
    to	
    produce	
    the	
    
  best	
    material	
    possible.	
    A	
    successful	
    
  designer:	
    
  § 
  Researches:	
     Before	
     approaching	
     a	
    
  company,	
     a	
     successful	
     designer	
    
  does	
    his	
    research.	
    If	
    he	
    is	
    pitching	
    a	
    
  project	
    to	
    a	
    company	
    he	
    knows	
    what	
    
  kind	
    
  of	
    
  products	
    
  the	
    
  company	
    
  normally	
    releases	
    and	
    makes	
    certain	
    his	
    
  projects	
     fits.	
     If	
     a	
     company	
     focuses	
     on	
    
  player	
    options	
    (new	
    feats,	
    classes	
    and	
    so	
    
  on)	
    he	
    doesn’t	
    pitch	
    them	
    a	
    GM-­‐focused	
    
  supplement	
    (and	
    vice	
    versa).	
    	
    
  § 
  Trains:	
    A	
    successful	
    freelance	
    game	
    designer	
    
  practises	
     his	
     craft.	
     He	
     might	
     post	
     game	
    
  material	
    –	
    stat	
    blocks,	
    encounters,	
    feats	
    and	
    so	
    on	
    –	
    
  regularly	
    to	
    his	
    blog.	
    	
    
  § 
  Reads:	
     Reading	
     a	
     wide	
     range	
     of	
     material	
     is	
     key	
     to	
    
  being	
    a	
    successful	
    game	
    designer.	
    
  He	
     reads	
     around	
     the	
     subject	
     of	
    
  game	
    design	
    and	
    linked	
    fields	
    of	
    
  interest	
    
  to	
    
  increase	
    
  his	
    
  knowledge.	
     He	
     reads	
     related	
    
  subjects	
    to	
    the	
    genre	
    or	
    rule	
    set	
    
  in	
    which	
    he	
    works.	
    He	
    reads	
    not	
    
  only	
    new	
    releases	
    but	
    also	
    their	
    reviews	
    
  so	
    he	
    knows	
    what	
    people	
    like	
    and	
    don’t	
    
  like.	
    In	
    short,	
    he	
    reads...	
    a	
    lot.	
    
  § 
  Up	
    To	
    Date:	
    Keeping	
    up	
    to	
    date	
    with	
    industry	
    developments	
    
  and	
    trends	
    is	
    particularly	
    important	
    in	
    a	
    fast-­‐moving	
    industry	
    
  such	
    as	
    the	
    game	
    industry.	
    If	
    an	
    industry	
    leader	
    releases	
    a	
    new	
    
  set	
    of	
    rules,	
    a	
    successful	
    freelance	
    designer	
    keep	
    abreast	
    of	
    the	
    
  development.	
    	
    
  § 
  Sweats	
     the	
     Details:	
     Even	
     if	
     his	
     creation	
     is	
     the	
     greatest	
    
  adventure,	
    collection	
    of	
    feats	
    or	
    whatever	
    he	
    
  still	
     sweats	
     the	
     details.	
     He	
     edits	
     his	
     work,	
    
  ruthlessly,	
     for	
     grammatical	
     errors,	
     loose	
    
  writing	
     and	
     the	
     like.	
     He	
     knows	
     that	
     making	
    
  the	
     editor’s	
     life	
     easier	
     is	
     the	
     key	
     to	
     securing	
    
  additional	
    work.	
    	
    
  Successful	
    designers	
    realise	
    the	
    importance	
    of	
    
  getting	
    it	
    right	
    the	
    first	
    time.	
    They	
    live	
    by	
    the	
    
  mantra,	
    “If	
    it’s	
    worth	
    doing,	
    it’s	
    worth	
    doing	
    
  properly.”	
     	
     They	
     take	
     the	
     time	
     to	
     get	
     it	
    
  right.	
    They	
    treat	
    their	
    freelance	
    works	
    as	
    a	
    
  proper	
    job,	
    and	
    not	
    a	
    hobby.	
    
  	
    
  In	
    short,	
    a	
    successful	
    game	
    designer	
    does	
    not	
    
  rely	
    on	
    pixie	
    dust.	
    
   
  
  10	
    
  G A M I N G  A D V I C E :  H O W  T O  B U I L D  Y O U R  O W N  G A M I N G  K I T  
  F O R 	
     A 	
     G A M E 	
     T H A T 	
     T A K E S 	
     A L M O S T 	
     C O M P L E T E L Y 	
     I N 	
     M Y 	
     I M A G I N A T I O N, 	
     I 	
     F I N D 	
     I 	
     N E E D 	
     A 	
     S U R P R I S I N G L Y 	
    
  L A R G E 	
     A M O U N T 	
     O F 	
     P A R A P H E R N A L I A 	
     T O 	
     P L A Y.	
    
  	
    
  I’ve	
    tinkered	
    with	
    my	
    gamer’s	
    kit	
    for	
    years	
    now	
    and	
    I	
    think	
    I’m	
    
  bringing	
     everything	
     I	
     need	
     to	
     a	
     gaming	
     session.	
     So	
     what	
     do	
     I	
    
  have	
    in	
    my	
    gaming	
    kit?	
    Well	
    that	
    depends	
    on	
    if	
    I’m	
    playing	
    or	
    
  GMing.	
    
  P L A Y I N G  
  When	
    I’m	
    playing,	
    I	
    normally	
    have	
    the	
    following	
    things	
    with	
    me:	
    
  § 
  Dice:	
    I	
    had	
    a	
    player	
    who	
    used	
    to	
    always	
    turn	
    up	
    without	
    any	
    
  dice.	
     It	
     drove	
     me	
     insane.	
     Dice	
     are	
     integral	
     to	
     the	
     game	
     and	
    
  assuming	
    you	
    can	
    just	
    borrow	
    someone	
    else’s	
    is	
    presumptuous	
    
  and/orrude.	
    People	
    can	
    get	
    funny	
    about	
    other	
    people	
    touching	
    
  their	
    dice.	
    Bring	
    your	
    own.	
    
  § 
  Character	
    Sheet:	
    I	
    always	
    ensure	
    my	
    character	
    sheet	
    is	
    up	
    to	
    
  date	
     before	
     the	
     session.	
     If	
     I’m	
     close	
     to	
     levelling,	
     I	
     also	
     bring	
    
  along	
    a	
    pre-­‐levelled	
    version	
    to	
    save	
    game	
    time.	
    	
    
  § 
  Rulebooks:	
    I	
    normally	
    just	
    store	
    these	
    on	
    my	
    iPad	
    mini.	
    It	
    takes	
    
  up	
    no	
    space	
    at	
    the	
    table	
    and	
    the	
    various	
    search	
    functions	
    are	
    
  so	
    handy.	
    	
    
  § 
  Spare	
     Paper,	
     Pencils	
     etc.:	
     Being	
     able	
     to	
     take	
     notes,	
     record	
    
  damage,	
    ongoing	
    spell	
    effects	
    and	
    so	
    on	
    is	
    handy.	
    You	
    should	
    
  never	
    be	
    without	
    paper	
    and	
    pencils.	
    I’m	
    also	
    a	
    huge	
    fan	
    of	
    post	
    
  it	
    notes.	
    You	
    can	
    attach	
    them	
    to	
    virtually	
    anything	
    and	
    they	
    are	
    
  very	
    easy	
    to	
    see.	
    I	
    carry	
    a	
    variety	
    of	
    sized	
    notes	
    in	
    my	
    kit.	
    
  § 
  Character	
     Figure:	
     I	
     can’t	
     paint	
     to	
     save	
     my	
     life,	
     but	
     over	
     the	
    
  years	
     I’ve	
     built	
     up	
     a	
     nice	
     collections	
     of	
     very	
     well	
     painted	
    
  figures.	
    It’s	
    cool	
    to	
    have	
    a	
    decent	
    character	
    figure	
    on	
    the	
    table.	
    
  § 
  Snacks	
     &	
     Drinks:	
     Gaming	
     is	
     thirsty	
     work	
     and	
     I	
     always	
     bring	
    
  snacks	
    with	
    me	
    to	
    keep	
    my	
    energy	
    levels	
    up.	
    
  G M I N G  
  When	
    I’m	
    running	
    a	
    game,	
    with	
    the	
    
  exception	
     of	
     a	
     character	
     sheet	
    
  and	
     character	
     figure,	
     I	
     carry	
    
  many	
     of	
     the	
     same	
     things	
     I	
     use	
    
  to	
     play.	
     However,	
     being	
     the	
    
  GM	
     means	
     I’ve	
     got	
     to	
    
  bring	
    
  more	
    
  stuff.	
    
  When	
    I’m	
    GMing,	
    I	
    normally	
    bring	
    these	
    extra	
    things	
    with	
    me:	
    
  § 
  The	
     Adventure:	
     It	
     is	
     unlikely	
     the	
     session	
     will	
     be	
     a	
     roaring	
    
  success	
     without	
     the	
     actual	
     module.	
     Of	
     all	
     the	
     things	
     in	
     my	
    
  GM’s	
     kit	
     it	
     is	
     the	
     most	
     vital.	
     Without	
     it,	
     the	
     session	
     will	
    
  probably	
    fail	
    to	
    go	
    ahead.	
    
  § 
  Spare	
    Encounters:	
    You	
    can’t	
    plan	
    for	
    every	
    eventuality	
    so	
    it’s	
    
  good	
    to	
    have	
    a	
    couple	
    of	
    prepared	
    encounters	
    you	
    can	
    drop	
    
  into	
    the	
    session	
    when	
    you	
    need	
    to	
    think,	
    if	
    the	
    PCs	
    are	
    going	
    
  the	
    wrong	
    way	
    or	
    you	
    just	
    want	
    to	
    pad	
    things	
    out	
    a	
    bit.	
    
  § 
  GM	
    Screen:	
    I’ve	
    talked	
    about	
    GM	
    screens	
    before;	
    sufficed	
    to	
    
  say	
    I	
    think	
    these	
    are	
    a	
    vital	
    piece	
    of	
    a	
    GM’s	
    kit.	
    
  § 
  Winging	
    It	
    Books:	
    I	
    like	
    books	
    that	
    enable	
    me	
    to	
    add	
    dungeon	
    
  features,	
    NPCs,	
    richly	
    detailed	
    treasure	
    and	
    so	
    on	
    quickly	
    and	
    
  easily	
     to	
     a	
     game.	
     They	
     make	
     me	
     look	
     awesomely	
     prepared	
    
  when	
    in	
    fact	
    I’m	
    frantically	
    winging	
    it!	
    
  § 
  Campaign	
     Folder:	
     This	
     contains	
     my	
     campaign	
     notes	
     which	
    
  include	
    details	
    of	
    prominent	
    NPCs,	
    places	
    the	
    PCs	
    have	
    been	
    
  before,	
     the	
     PCs’	
     backgrounds,	
     copies	
     of	
     previous	
     adventures	
    
  and	
    so	
    on.	
    This	
    can	
    get	
    pretty	
    hefty,	
    but	
    some	
    of	
    my	
    players	
    
  have	
    the	
    irritating	
    habit	
    of	
    asking	
    questions	
    about	
    events	
    that	
    
  occurred	
    weeks	
    or	
    months	
    ago.	
    
  § 
  Sorted	
    Monster	
    Figures:	
    Rummaging	
    through	
    a	
    gigantic	
    pile	
    of	
    
  minis	
    to	
    find	
    the	
    right	
    one	
    is	
    a	
    pain.	
    Pre-­‐sorting	
    minis	
    means	
    
  the	
    game	
    doesn’t	
    grind	
    to	
    a	
    halt	
    while	
    I	
    look	
    for	
    that	
    perfect	
    
  figure	
    I’ve	
    got	
    lying	
    around	
    somewhere.	
    
  § 
  Battle	
    Mat:	
    A	
    battle	
    mat	
    is	
    very	
    handy	
    for	
    combats.	
    It’s	
    less	
    
  handy	
     if	
     you	
     can’t	
    
  actually	
    clean	
    it	
    in-­‐
  between	
     battles.	
    
  That’s	
    
  why	
    
  along	
    
  with	
    
  pens,	
     I	
     always	
    
  bring	
    
  tissues	
    
  and	
     cleaning	
    
  spray.	
    	
    
   
  
  	
    
  11	
    
  G A M I N G  A D V I C E :  6  W A Y S  T O  H E L P  N E W  P L A Y E R S  
  N E W 	
     P L A Y E R S 	
     A R E 	
     T H E 	
     L I F E B L O O D 	
     O F 	
     O U R 	
     H O B B Y. 	
     W I T H O U T 	
     T H E M, 	
     T H E 	
     R O L E-­‐ P L A Y I N G 	
     H O B B Y 	
     W I L L 	
    
  I N E V I T A B L Y 	
     F A I L. 	
     T H I S 	
     W O U L D 	
     B E 	
     A 	
     B A D 	
     T H I N G 	
     A N D 	
     S O 	
     I T’ S 	
     U P 	
     T O 	
     A L L 	
     O F 	
     U S 	
     T O 	
     M A K E 	
     A 	
     N E W 	
    
  P L A Y E R' S 	
     F I R S T 	
     F E W 	
     G A M E S 	
     A S 	
     S T R E S S 	
     F R E E 	
     A N D 	
     E X C I T I N G 	
     A S 	
     P O S S I B L E. 	
     
  	
    
  I	
    love	
    introducing	
    new	
    players	
    to	
    the	
    game	
    -­‐	
    gaming	
    has	
    given	
    
  me	
    so	
    much	
    in	
    life	
    and	
    I	
    want	
    to	
    pass	
    that	
    gift	
    onto	
    
  others.	
     My	
     own	
     boys	
     (aged	
     7	
     and	
     9)	
     have	
     already	
    
  played	
    a	
    couple	
    of	
    basic	
    games	
    and	
    we'll	
    soon	
    be	
    trying	
    
  the	
     Pathfinder	
     Beginner’s	
     Box.	
     In	
     preparation	
     for	
    
  doing	
    so,	
    I've	
    thought	
    long	
    and	
    hard	
    about	
    how	
    in	
    
  the	
    past	
    I've	
    introduced	
    new	
    players	
    to	
    the	
    hobby.	
    
  I've	
    come	
    up	
    with	
    the	
    following	
    tactics,	
    to	
    make	
    the	
    
  first	
    few	
    games	
    as	
    easy	
    as	
    possible:	
    	
    
  § 
  Help	
     With	
     Character	
     Generation:	
     Character	
    
  choices	
     is	
     one	
     of	
     the	
     most	
     baffling	
     things	
     with	
    
  which	
     a	
     new	
     player	
     has	
     to	
     contend.	
     With	
    
  literally	
     thousands	
     of	
     choices	
     to	
     make	
     it	
    
  can	
     be	
     a	
     frustrating,	
     time-­‐consuming	
    
  experience.	
    
  Helping	
    
  with	
    
  character	
    
  generation	
     not	
     helps	
     speeds	
     up	
     this	
    
  process,	
    but	
    helps	
    you	
    to	
    get	
    to	
    know	
    
  the	
    new	
    player.	
    He'll	
    probably	
    have	
    a	
    
  preferred	
     style	
     of	
     game	
     play	
     –	
    
  although	
    he	
    doesn't	
    know	
    it	
    yet	
    –	
    and	
    
  helping	
     him	
     design	
     a	
     character	
     is	
     a	
    
  great	
     way	
     of	
     gaining	
     insights	
     into	
     that	
    
  style.	
    
  § 
  Provide	
     Choices	
     (But	
     Not	
     Too	
     Many):	
     It's	
    
  best	
    to	
    keep	
    the	
    first	
    couple	
    of	
    sessions	
    
  simple,	
    both	
    in	
    terms	
    of	
    tactical	
    options	
    
  available	
    and	
    plot.	
    Similarly,	
    if	
    the	
    player	
    
  asks	
    for	
    suggestions	
    as	
    to	
    what	
    to	
    do	
    next	
    provide	
    a	
    
  couple	
     of	
     choices	
     and	
     let	
     them	
     pick	
     the	
     one	
     they	
    
  want	
     to	
     do.	
     Giving	
     them	
     only	
     one	
     option	
     doesn't	
    
  provide	
     them	
     with	
     the	
     opportunity	
     to	
     make	
     their	
    
  own	
     choice	
     while	
     giving	
     them	
     too	
     many	
     choices	
     is	
    
  going	
    to	
    baffle	
    them	
    and	
    slow	
    game	
    play	
    to	
    a	
    crawl.	
    
  § 
  Give	
    Them	
    More	
    Stuff:	
    If	
    your	
    game	
    is	
    one	
    in	
    which	
    
  you	
     often	
     find	
     treasure,	
     consider	
     letting	
     the	
     new	
    
  player	
     have	
     more	
     than	
     everyone	
     else.	
     In	
     particular,	
    
  treasure	
    that	
    makes	
    their	
    character	
    more	
    effective	
    –	
    
  magic	
     weapons,	
     armour	
     and	
     consumables	
     –	
     gives	
    
  them	
    more	
    survivability.	
    Given	
    they	
    won't	
    be	
    playing	
    
  at	
    an	
    optimal	
    tactical	
    level	
    yet	
    it	
    makes	
    sense	
    to	
    give	
    them	
    a	
    
  little	
    extra	
    cushion	
    in	
    case	
    things	
    go	
    wrong.	
    
  § Give	
     Them	
     Time	
     In	
     The	
     Spotlight:	
     Part	
     of	
     the	
     fun	
     of	
    
  roleplaying	
     is	
     learning	
     how	
     the	
     game	
     works	
     and	
     achieving	
    
  things	
     with	
     your	
     character.	
     With	
     that	
     in	
     mind,	
     let	
     the	
     new	
    
  player	
     take	
     the	
     lead	
     when	
     it	
     is	
     appropriate	
     for	
     their	
    
  character	
     to	
     do	
     so.	
     This	
     could	
     be	
     doing	
     such	
     mundane	
    
  things	
     as	
     detecting	
     magic,	
     searching	
     for	
     secret	
     doors	
     or	
    
  using	
    diplomacy	
    to	
    bypass	
    an	
    encounter.	
    After	
    all,	
    you've	
    
  probably	
    done	
    these	
    things	
    thousands	
    of	
    times	
    before.	
    
  § Play	
     Slow:	
     Roleplaying	
     is	
     replete	
     with	
     rules	
     and	
    
  assumptions	
     that	
     for	
    
  experienced	
    
  players	
    
  come	
    
  as	
    
  second	
    
  nature.	
    
  New	
    
  players	
     rarely	
     have	
     this	
    
  foundation	
    of	
    knowledge	
    and	
    
  so	
     you	
     need	
     to	
     play	
     slow	
     so	
    
  you	
     can	
     explain	
     things	
     such	
    
  as	
    setting	
    details,	
    how	
    rules	
    
  work	
     and	
     so	
     on.	
     Accepting	
    
  you	
    won't	
    get	
    as	
    much	
    done	
    
  in	
    a	
    session	
    with	
    a	
    new	
    player	
    
  is	
     a	
     great	
     way	
     of	
     ditching	
     the	
    
  worry	
    of	
    "wasting	
    time."	
    You	
    are	
    
  not	
    
  wasting	
    
  time,	
    
  you	
    
  are	
    
  investing	
    in	
    a	
    new	
    player.	
    
  § Play	
     Simple:	
     With	
     a	
     new	
     player	
     at	
    
  the	
     table,	
     it	
     might	
     not	
     be	
     the	
     perfect	
    
  time	
    to	
    attack	
    a	
    demon	
    lord	
    in	
    its	
    lair.	
    
  Consider	
    –	
    if	
    at	
    all	
    possible	
    –	
    playing	
    a	
    
  low-­‐level	
    game	
    for	
    a	
    session	
    to	
    two	
    so	
    
  that	
    the	
    new	
    player	
    can	
    get	
    a	
    grip	
    of	
    
  the	
    basic	
    rules.	
    Once	
    they	
    know	
    the	
    
  basics,	
     you	
     can	
     get	
     back	
     to	
     your	
    
  normal	
    campaign.	
    
  	
    
  	
    
  
  12	
    
  G M  A D V I C E :  4  R E A S O N S  T O  H A V E  A  B A R R O O M  B R A W L  
  B R A W L S 	
     A R E 	
     C H A O T I C 	
     A F F A I R S 	
     W I T H 	
     C O M B A T A N T S 	
     U S I N G 	
     W H A T E V E R 	
     I S 	
     A T 	
     H A N D 	
     T O 	
     S M A S H 	
     A N D 	
    
  B A S H 	
     T H E I R 	
     E N E M I E S 	
     I N T O 	
     S U B M I S S I O N. 	
    I N 	
     S H O R T, 	
     T H E Y 	
     A R E 	
     T R E M E N D O U S 	
     F U N!	
    
  	
    
  I	
    love	
    running	
    barroom	
    brawls.	
    
  	
    
  Barroom	
    brawls	
    are	
    one	
    of	
    the	
    quintessential	
    events	
    that	
    occur	
    
  in	
     taverns,	
     inns	
     and	
     pubs	
     of	
     a	
     certain	
     quality.	
     Alcohol	
     mixed	
    
  liberally	
    with	
    folk	
    used	
    to	
    solving	
    problems	
    with	
    violence	
    is	
    an	
    
  explosive	
     combination.	
     The	
     great	
     thing	
     about	
     barroom	
     brawls,	
    
  though,	
     is	
     that	
     although	
     people	
     get	
     hurt,	
     it’s	
     rare	
     that	
     anyone	
    
  dies.	
    This	
    means	
    the	
    players	
    can	
    let	
    their	
    hair	
    down	
    and	
    try	
    some	
    
  crazy	
    stuff	
    they’d	
    never	
    try	
    in	
    a	
    “proper”	
    battle.	
    	
    
  	
    
  One	
    of	
    my	
    earliest	
    gaming	
    memories	
    is	
    of	
    running	
    a	
    village	
    brawl	
    
  back	
    while	
    I	
    was	
    at	
    school.	
    Recently,	
    I	
    ran	
    a	
    barroom	
    brawl	
    in	
    my	
    
  Borderland	
    of	
    Adventure	
    campaign	
    that	
    culminated	
    in	
    the	
    party	
    
  being	
    thrown	
    out	
    of	
    town!	
    	
    
  	
    
  I've	
    run	
    brawls	
    for	
    several	
    reasons:	
    
  § 
  Change	
    of	
    Pace:	
    The	
    great	
    thing	
    about	
    barroom	
    brawls	
    is	
    that	
    
  although	
     people	
     get	
     hurt,	
     they	
     rarely	
     die.	
     This	
     means	
     the	
    
  players	
     can	
     try	
     all	
     manner	
     of	
     hair-­‐raising,	
     insane	
     tactics	
    
  without	
     having	
     to	
     worry	
     about	
     their	
    
  PC's	
     imminent	
     demise.	
     They	
     are	
     a	
    
  great	
    way	
    for	
    the	
    players	
    to	
    blow	
    off	
    
  steam	
    
  after	
    
  a	
    
  successful	
    
  (or	
    
  disastrous)	
    adventure.	
    
  § 
  Different	
    
  Type	
    
  of	
    
  Challenge:	
    
  Barroom	
    brawls	
    often	
    utilise	
    lots	
    
  of	
     lesser	
     known	
     rules	
     (such	
    
  as	
    
  unarmed	
    
  combat,	
    
  improvised	
     weapons	
    
  and	
     so	
     on).	
     Such	
    
  events	
     offer	
     different	
    
  challenges	
     to	
     a	
     normal	
    
  dungeon	
    delve.	
    They	
    are	
    
  also	
     a	
     sneaky	
     way	
     of	
    
  introducing	
     the	
     PCs	
     to	
    
  lesser-­‐known	
    
  rules	
    
  they	
     might	
     need	
     in	
    
  the	
    near	
    future.	
    	
    
  § 
  Introduce	
    an	
    NPC:	
    Brawls	
    are	
    a	
    great	
    opportunity	
    to	
    introduce	
    
  NPCs	
    to	
    the	
    party.	
    If	
    they	
    save	
    someone	
    from	
    a	
    serious	
    beating	
    
  they	
    could	
    make	
    a	
    friend	
    for	
    life	
    who	
    may	
    be	
    able	
    to	
    help	
    them	
    
  in	
    the	
    future.	
    However,	
    they	
    can	
    just	
    as	
    easily	
    make	
    an	
    enemy.	
    
  Such	
    an	
    enemy	
    is	
    different	
    to	
    their	
    normal	
    adversaries.	
    Instead	
    
  of	
    just	
    trying	
    to	
    kill	
    them,	
    he	
    could	
    make	
    the	
    PCs'	
    lives	
    a	
    misery	
    
  in	
     town	
     –	
     rubbishing	
     their	
     reputation,	
     stymieing	
     their	
    
  information	
    gathering	
    and	
    so	
    on.	
    Perhaps	
    the	
    party	
    brawl	
    with	
    
  another	
     group	
     of	
     adventurers	
     and	
     from	
     this	
     innocuous	
    
  beginning	
    a	
    deadly	
    rivalry	
    slowly	
    grows.	
    
  § 
  Start	
    An	
    Adventure:	
    A	
    barroom	
    brawl	
    is	
    a	
    much	
    better	
    start	
    to	
    
  an	
     adventure	
     than	
     a	
     mysterious	
     stranger	
     approaching	
     the	
    
  party	
    with	
    an	
    offer	
    of	
    employment.	
    Things	
    can	
    get	
    broken	
    or	
    
  stolen	
     in	
     a	
     brawl.	
     They	
     are	
     also	
     excellent	
     cover	
     for	
     theft,	
    
  kidnap,	
    assassination	
    and	
    more.	
    A	
    prospective	
    employer	
    could	
    
  even	
     deliberately	
     start	
     a	
     brawl	
     to	
     judge	
     the	
     adventurers'	
    
  capabilities.	
    
  Remember	
     the	
     reasons	
     above	
     are	
     not	
     mutually	
     exclusive.	
     A	
    
  brawl	
    can	
    serve	
    several	
    purposes	
    at	
    the	
    same	
    time.	
    
  	
    
  	
    
  
  	
    
  13	
    
  G M  A D V I C E :  5  W A Y S  T O  I M P R O V E  Y O U R  G M I N G  
  A 	
     W I S E 	
     GM 	
     K N O W S 	
     T H E R E 	
     I S 	
     A L W A Y S 	
     R O O M 	
     F O R 	
     I M P R O V E M E N T. 	
     O N L Y 	
     A N 	
     I D I O T 	
     B E L I E V E S 	
     H I S 	
     G A M E 	
    
  I S 	
     P E R F E C T. 	
     
  	
    
  Although	
    it	
    might	
    seem	
    daunting,	
    actually	
    running	
    a	
    game	
    is	
    quite	
    easy.	
    Sadly,	
    though,	
    like	
    many	
    things	
    mastering	
    GMing	
    can	
    take	
    a	
    
  lifetime.	
    Luckily,	
    the	
    good	
    news	
    is	
    that	
    improving	
    your	
    GMing	
    skills	
    isn't	
    actually	
    that	
    difficult.	
    You	
    simply	
    need	
    to	
    be	
    open	
    to	
    learning.	
    	
    
  	
    
  To	
    get	
    started	
    improving	
    your	
    GMing	
    skills,	
    consider	
    one	
    or	
    more	
    of	
    the	
    following	
    tactics:	
    
  § 
  Watch	
    the	
    Players:	
    The	
    way	
    players	
    react	
    to	
    situations	
    
  in	
    the	
    game	
    is	
    a	
    great	
    indicator	
    of	
    the	
    kind	
    of	
    encounters	
    and	
    
  adventures	
     they	
     enjoy.	
     Keeping	
     that	
     in	
     mind	
     while	
    
  gaming	
     can	
     provide	
     valuable	
     insights	
     for	
     a	
     GM	
     plotting	
    
  upcoming	
     sessions.	
     Take	
     time	
     to	
     review	
     previous	
    
  sessions.	
    Did	
    the	
    players	
    enjoy	
    the	
    time	
    spent	
    role-­‐playing	
    
  or	
    did	
    they	
    simply	
    get	
    it	
    out	
    of	
    the	
    way	
    quickly	
    so	
    
  they	
     could	
     get	
     into	
     the	
     dungeon?	
     Alternatively,	
     do	
    
  some	
    of	
    your	
    players	
    seem	
    bored	
    or	
    distracted?	
    If	
    
  so,	
    work	
    out	
    why!	
    
  § 
  Play	
    More:	
    GMing	
    is	
    a	
    vastly	
    different	
    experience	
    
  to	
     playing.	
     A	
     GM	
     should	
     spend	
     as	
     much	
     time	
     as	
    
  possible	
    on	
    the	
    other	
    side	
    of	
    the	
    screen	
    to	
    get	
    a	
    
  feel	
    for	
    the	
    player's	
    experience.	
    Some	
    situations,	
    
  that	
    from	
    behind	
    the	
    GM's	
    screen	
    might	
    seem	
    
  like	
     tremendous	
     fun,	
     could	
     actually	
     be	
    
  frustrating	
     for	
     the	
     players.	
     Walking	
     a	
     mile	
     in	
    
  their	
     shoes	
     helps	
     a	
     GM	
     craft	
     sessions	
    
  players	
    look	
    forward	
    to	
    (and	
    remember).	
    
  § 
  Reduce,	
    Reuse	
    &	
    Recycle:	
    I	
    could	
    write	
    an	
    
  entire	
     post	
     on	
     this	
     subject	
     (and	
     I	
    
  might	
    in	
    the	
    future).	
    When	
    prepping	
    for	
    a	
    
  session,	
    resist	
    the	
    urge	
    to	
    reinvent	
    
  the	
    wheel.	
    Do	
    you	
    really	
    need	
    to	
    stat	
    up	
    
  the	
     evil	
     wizard	
     from	
     scratch?	
    
  Can	
     you	
     simply	
     tweak	
     an	
     existing	
     stat	
    
  block	
     in	
     your	
     library	
     instead?	
    
  It's	
    faster	
    and	
    gives	
    you	
    more	
    time	
    for	
    
  other	
     prep.	
     (After	
     all,	
     I'm	
    
  virtually	
     certain	
     the	
     players	
     won’t	
    
  even	
    notice	
    if	
    you	
    change	
    the	
    
  spell	
    selection	
    and	
    loot).	
    	
    
  § 
  Read	
     Widely:	
     Reading	
     widely	
     can	
    
  give	
     a	
     GM	
     a	
     great	
     base	
     of	
    
  knowledge.	
    
  Reading	
    
  almost	
    
  anything	
    can	
    help	
    improve	
    a	
    
  GM's	
     game.	
     For	
     example,	
    
  novels	
    
  might	
    
  contain	
    
  exciting	
     action	
     sequences	
    
  or	
     interesting	
     scenarios	
     a	
    
  GM	
     can	
     steal	
     for	
     his	
    
  game	
    while	
    even	
    articles	
    
  in	
    
  newspapers	
    
  can	
    
  spark	
    
  a	
    
  reader's	
    
  imagination.	
     On	
     the	
    
  internet,	
    
  countless	
    
  resources	
     exist	
     to	
    
  help	
     a	
     GM	
     improve	
     his	
    
  game,	
    
  from	
    
  messageboards	
     to	
     blogs	
    
  they	
     are	
     all	
     only	
     a	
    
  few	
    clicks	
    away!	
    
  § 
  Podcasts:	
    Loads	
    of	
    
  podcasts	
     discuss	
     gaming	
    
  and	
    
  GMing.	
    
  I	
    
  listen	
     to	
     podcasts	
     while	
    
  running.	
     With	
     no	
    
  other	
    distractions	
    it’s	
    a	
    
  great	
     use	
     of	
     my	
    
  time.	
     Of	
     course,	
     you	
    
  can	
     also	
     listen	
     to	
    
  podcasts	
    while	
    driving	
    
  to	
    
  work,	
    
  working	
    
  around	
     the	
     house	
     and	
    
  so	
    on.	
    I	
    find	
    that	
    when	
    
  I'm	
    
  doing	
    
  something	
    
  physical,	
     my	
     brain	
     is	
    
  much	
     more	
     receptive	
     to	
    
  information	
     and	
     I	
     almost	
    
  always	
    
  come	
    
  away	
    
  with	
    
  ideas.	
    
  
  14	
    
  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  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!	
    
  
  15	
    
  G M  A D V I C E :  8  M O D U L E  P R E P P I N G  T I P S  
  E V E N T U A L L Y 	
     E V E R Y 	
     GM 	
     E N D S 	
     U P 	
     R U N N I N G 	
     A 	
     C O M M E R C I A L 	
     M O D U L E. 	
     F O L L O W I N G 	
     T H E S E 	
     T I P S 	
     W I L L 	
    
  M A K E 	
     Y O U R 	
     P R E P 	
     Q U I C K E R 	
     A N D 	
     E A S I E R 	
     A S 	
     W E L L 	
     A S 	
     M A K I N G 	
     G A M E 	
     P L A Y 	
     S M O O T H E R.	
    
  	
    
  Almost	
    every	
    GM	
    on	
    the	
    planet	
    has	
    –	
    at	
    one	
    time	
    or	
    another	
    –	
    
  run	
     a	
     module	
     they	
     did	
     not	
     write	
     themselves.	
     Doing	
     so	
     is	
    
  undoubtedly	
    a	
    timesaver	
    as	
    everything	
    –	
    the	
    map,	
    the	
    plot,	
    the	
    
  stat	
    blocks	
    and	
    so	
    on	
    –	
    is	
    done	
    for	
    you.	
    	
    
  	
    
  Sometimes,	
     though,	
     preparing	
     a	
     module	
     can	
     be	
     intimidating.	
    
  Perhaps	
     it’s	
     really	
     big	
     or	
     you	
     just	
     don’t	
     have	
     a	
     lot	
     of	
     time.	
    
  Following	
    these	
    tips	
    can	
    help	
    you	
    prepare	
    modules	
    better	
    and	
    
  quicker	
    than	
    before.	
    	
    
  T E C H N I Q U E S  
  § 
  Selective	
    Reading:	
    Read	
    the	
    Adventure	
    Background,	
    Synopsis	
    
  and	
     Conclusion	
     first.	
     These	
     give	
     you	
     a	
     quick	
     overview	
     of	
     the	
    
  module,	
    its	
    background	
    and	
    expected	
    conclusion.	
    Having	
    this	
    
  information	
    committed	
    to	
    memory	
    reduces	
    your	
    page	
    flipping	
    
  and	
    confusion	
    when	
    preparing	
    the	
    rest	
    of	
    the	
    module.	
    
  § 
  Introduction	
    and	
    Final	
    Encounter:	
    Knowing	
    how	
    it	
    starts	
    and	
    
  how	
    it	
    is	
    meant	
    to	
    end	
    enables	
    a	
    better	
    understanding	
    of	
    the	
    
  rest	
    of	
    the	
    text.	
    Having	
    a	
    really	
    good	
    understanding	
    of	
    these	
    
  conditions	
     enables	
     you	
     to	
     ad	
     lib	
     where	
     necessary	
     –	
     after	
     all	
    
  you	
    know	
    where	
    the	
    players	
    started	
    and	
    where	
    you	
    need	
    to	
    
  get	
    them.	
    
  § 
  Break	
     The	
     Module	
     Down:	
     Personally,	
     I	
     can’t	
     read	
     a	
     module	
    
  from	
    cover	
    to	
    cover	
    –	
    I	
    just	
    find	
    it	
    colossally	
    boring.	
    While	
    I’m	
    
  delighted	
     to	
     learn	
     about	
     a	
     villain’s	
     touch	
     AC	
     or	
     the	
     combat	
    
  benefits	
     of	
     hiding	
     behind	
     a	
     pillar	
     I	
     can	
     only	
     take	
     so	
     much	
    
  before	
    giving	
    up.	
    Thus,	
    instead,	
    I	
    break	
    the	
    module	
    down	
    into	
    
  easily	
    manageable	
    sections.	
    To	
    do	
    this,	
    I	
    look	
    at	
    the	
    map	
    and	
    
  work	
     out	
     where	
     the	
     players	
     are	
     likely	
     to	
     go	
     first.	
     This	
     is	
    
  particularly	
    easy	
    to	
    do	
    in	
    a	
    dungeon.	
    Once	
    I’ve	
    worked	
    this	
    
  out,	
     I	
     prepare	
     these	
     sections	
     first.	
     Using	
     this	
     tactic,	
     I	
    
  generally	
     like	
     to	
     stay	
     a	
     session	
     ahead	
     of	
     the	
     players.	
     This	
    
  also	
     makes	
     it	
     very	
     easy	
     to	
     quickly	
     refreshing	
     my	
    
  knowledge	
    of	
    the	
    module	
    before	
    the	
    next	
    session	
    as	
    I	
    am	
    
  not	
    trying	
    to	
    read	
    everything	
    again.	
    
  § 
  Gather	
    Supplies:	
    No	
    doubt,	
    you’ll	
    need	
    additional	
    materials	
    to	
    
  run	
    the	
    module	
    well.	
    You	
    might	
    need	
    miniatures	
    for	
    the	
    PCs’	
    
  opponents	
     or	
     to	
     prepare	
     maps.	
     Some	
     modules	
     don’t	
     always	
    
  contain	
    all	
    the	
    stat	
    blocks	
    you	
    need	
    (or	
    they	
    only	
    print	
    them	
    
  once).	
     Physically	
     gathering	
     all	
     these	
     additional	
     materials	
     into	
    
  one	
    place	
    facilitates	
    the	
    session	
    and	
    reduces	
    the	
    time	
    you	
    are	
    
  looking	
     through	
     a	
     gigantic	
     box	
     of	
     figures	
     for	
     the	
     right	
    
  miniature.	
    
  § 
  Change	
     Stuff:	
     Any	
     GM	
     worth	
     his	
     Special	
     GM	
     T-­‐Shirt	
     should	
    
  alter	
    and	
    change	
    a	
    module	
    as	
    he	
    sees	
    fit.	
    Doing	
    so	
    enhances	
    
  game	
    play	
    by	
    making	
    the	
    module	
    a	
    better	
    fit	
    for	
    his	
    campaign	
    
  and	
    players.	
    	
    
  § 
  Use	
    A	
    Highlighter:	
    Highlighting	
    important	
    parts	
    of	
    the	
    text	
    can	
    
  be	
    incredibly	
    useful.	
    Be	
    sparing	
    with	
    this	
    technique	
    –	
    after	
    all,	
    
  if	
     everything	
     is	
     highlighted,	
     nothing	
     is	
     highlighted.	
     But	
     for	
    
  important	
     facts	
     –	
     perhaps	
     important	
     clues,	
     visual	
     cues	
     or	
    
  hidden	
     treasures	
     –	
    highlighting	
     the	
     relevant	
     text	
    is	
     essential.	
    
  You	
     can	
     even	
     use	
     different	
     colour	
     highlighters	
     for	
     different	
    
  things.	
    
  § 
  Make	
    Copious	
    Notes:	
    Most	
    modules	
    have	
    loads	
    of	
    white	
    space	
    
  around	
     the	
     margins.	
     You	
     can	
     use	
     this	
     to	
     make	
     notes,	
     add	
     in	
    
  rules	
    page	
    references	
    and	
    so	
    on.	
    
  T O O L S  
  § Post	
    It	
    Notes:	
    For	
    notes	
    you	
    have	
    to	
    move	
    around,	
    
  use	
     post	
     it	
     notes.	
     They	
     come	
     in	
     a	
     huge	
     variety	
     of	
    
  colours,	
     shapes	
     and	
     sizes	
     and	
     can	
     be	
     easily	
     moved	
     from	
    
  page	
    to	
    page.	
    
  §  
  Glue	
    &	
    Paper:	
    When	
    I’m	
    preparing	
    a	
    module,	
    I	
    
  normally	
    set	
    the	
    printer	
    to	
    only	
    print	
    on	
    one	
    side	
    of	
    the	
    
  paper.	
    This	
    gives	
    me	
    a	
    gigantic	
    amount	
    of	
    space	
    in	
    which	
    to	
    
  make	
    notes	
    and	
    so	
    on.	
    One	
    of	
    the	
    things	
    I	
    hate	
    about	
    
  some	
    commercial	
    modules	
    is	
    they	
    don’t	
    always	
    
  include	
    all	
    the	
    relevant	
    stat	
    blocks	
    (or	
    only	
    print	
    
  them	
    once,	
    simply	
    providing	
    a	
    page	
    reference	
    if	
    
  the	
    monster	
    appears	
    more	
    than	
    once).	
    To	
    
  combat	
    this,	
    I	
    print	
    extra	
    copies	
    of	
    the	
    
  relevant	
    stat	
    blocks	
    and	
    physically	
    
  glue	
    them	
    onto	
    the	
    empty	
    page	
    
  facing	
    the	
    encounter	
    in	
    which	
    
  they	
    appear.	
    	
    
  
  16	
    
  G M ’ S  A D V I C E :  8  T I P S  F O R  B E G I N N I N G  G M S  
  GM I N G 	
     I S 	
     O N E 	
     O F 	
     T H E 	
     M O S T 	
     R E W A R D I N G 	
     A S P E C T S 	
     O F 	
     R O L E P L A Y I N G. 	
     I T' S 	
     A L S O 	
     O N E 	
     O F 	
     T H E 	
     M O S T 	
    
  D A U N T I N G, 	
     P A R T I C U L A R L Y 	
     F O R 	
     N E W 	
     G A M E R S. 	
    L U C K I L Y, 	
     I T’ S 	
     A C T U A L L Y 	
     P R E T T Y 	
     E A S Y 	
     T O 	
     D O 	
     W E L L. 	
    	
    
  	
    
  I've	
     been	
     gaming	
     for	
     30	
     years	
     and	
     in	
     that	
     time	
     I've	
     seen	
    
  thousands(ish)	
     of	
     gamers	
     take	
     their	
     place	
     for	
     the	
     first	
     time	
    
  behind	
     the	
     screen.	
     Recently,	
     my	
     youngest	
     son	
     ran	
     me	
    
  through	
    
  his	
    
  first	
    
  dungeon.	
    
  Rules,	
    
  logic	
    
  and	
    
  verisimilitude	
    were	
    all	
    thrown	
    aside	
    in	
    the	
    pursuit	
    of	
    
  fun.	
    We	
    had	
    a	
    great	
    time	
    –	
    I	
    even	
    survived	
    –	
    and	
    it	
    
  got	
    me	
    thinking	
    about	
    advice	
    for	
    beginning	
    GMs.	
    	
    
  	
    
  If	
     you	
     are	
     a	
     beginning	
     GM,	
     consider	
     the	
    
  following	
    when	
    planning	
    your	
    first	
    game:	
    
  § 
  Remember	
     Rule	
     0:	
     Everyone	
     at	
     your	
    
  table	
    is	
    there	
    (hopefully)	
    to	
    have	
    fun.	
    As	
    
  long	
    as	
    everyone	
    has	
    fun,	
    the	
    game	
    was	
    
  a	
     success.	
     Everything	
     else	
     is	
     pretty	
    
  much	
     irrelevant.	
     After	
     all,	
     what's	
     the	
    
  point	
     in	
     running	
     a	
     game	
     that	
     follows	
    
  the	
     rules	
     and	
     module	
     text	
     to	
     the	
    
  letter,	
     but	
     which	
     no	
     one	
     really	
    
  enjoyed?	
     That	
     doesn't	
     mean	
     give	
    
  the	
    PCs	
    an	
    easy	
    ride	
    or	
    deluge	
    them	
    
  in	
    treasure	
    (unless	
    it's	
    a	
    trap).	
    Focus	
    
  on	
    the	
    fun	
    and	
     everything	
    else	
    will	
    
  come.	
    
  § 
  Remember	
    Rule	
    1:	
    At	
    the	
    table,	
    you	
    
  are	
     the	
     ultimate	
     arbiter	
     about	
     how	
    
  the	
     game	
     is	
     run.	
     Use	
     this	
     authority	
    
  wisely,	
     but	
     don't	
     be	
     afraid	
     to	
     make	
    
  rulings	
     and	
     move	
     on.	
     You	
     can	
     always	
    
  readdress	
    them	
    after	
    the	
    game	
    in	
    the	
    
  pub	
    with	
    a	
    beer!	
    
  § 
  Keep	
     It	
     Simple:	
     For	
     your	
     first	
    
  adventure,	
     keep	
     it	
     simple.	
     Run	
     an	
    
  easy	
     dungeon	
     crawl	
     for	
     low-­‐level	
    
  characters	
    –	
    don't	
    shoot	
    for	
    a	
    high-­‐
  level	
    game	
    or	
    one	
    with	
    a	
    Byzantine	
    
  plot.	
    Keep	
    it	
    as	
    simple	
    as	
    possible	
    
  and	
    focus	
    on	
    the	
    basics.	
    Basics	
    are	
    fundamental	
    to	
    the	
    game.	
    
  Once	
     you've	
     got	
     those	
     down,	
     you	
     can	
     advance	
     to	
     more	
    
  complex	
    adventures.	
    	
    
  § Accept	
    You'll	
    Get	
    Stuff	
    "Wrong":	
    Remember	
    the	
    best	
    GM	
    in	
    
  the	
    world	
    started	
    out	
    knowing	
    next	
    to	
    nothing	
    about	
    how	
    to	
    
  run	
     a	
     game.	
     As	
     long	
     as	
     your	
     errors	
     don't	
     end	
     up	
     with	
    
  someone	
     losing	
     a	
     character	
     or	
     a	
     major	
     piece	
     of	
     magical	
    
  equipment,	
     ultimately	
     it	
     doesn't	
     really	
     matter	
     as	
     long	
     as	
    
  everyone	
    is	
    having	
    fun	
    (see	
    "Remember	
    Rule	
    0"	
    above).	
    	
    
  § Prepare:	
    Be	
    as	
    ready	
    as	
    you	
    can	
    for	
    the	
    game.	
    If	
    you	
    
  need	
    to	
    read	
    the	
    module	
    three	
    times,	
    do	
    so.	
    Make	
    
  copious	
     notes,	
     look	
     up	
     relevant	
     rules,	
     spell	
    
  descriptions	
    and	
    so	
    on	
    and	
    prepare	
    any	
    game	
    aids	
    
  such	
     as	
     maps,	
     figures	
     and	
     anything	
     else	
     you'll	
    
  need.	
     Doing	
     all	
     that	
     before	
     the	
     game	
     is	
     much	
    
  easier	
    than	
    doing	
    it	
    with	
    your	
    friends	
    waiting.	
    
  § Delegate:	
     You	
     don’t	
     need	
     to	
     do	
     everything.	
    
  Someone	
     else	
     can	
     run	
     initiative,	
     clean	
     off	
     the	
    
  battle	
    matt	
    and	
    so	
    on.	
    Let	
    them	
    help,	
    so	
    you	
    can	
    
  focus	
    on	
    running	
    the	
    game.	
    
  § If	
     You	
     Need	
     Help,	
     Ask:	
     If	
     you	
     get	
     stuck	
     with	
     a	
    
  ruling	
    or	
    need	
    some	
    advice	
    about	
    how	
    to	
    handle	
    a	
    
  situation,	
    simply	
    ask.	
    You	
    can	
    either	
    ask	
    the	
    group,	
    
  or	
     speak	
     privately	
     with	
     an	
     experienced	
     player	
     or	
    
  GM.	
    Gaming	
    is	
    a	
    cooperative	
    experience	
    and	
    your	
    
  friends	
    want	
    you	
    to	
    have	
    a	
    good	
    time	
    –	
    remember	
    
  that.	
    
  § Relax:	
     Relax	
     and	
     enjoy	
     the	
     game.	
     If	
     you	
     are	
    
  stressed	
     out	
     about	
     running	
     the	
     game,	
     you	
     won't	
    
  enjoy	
     the	
     experience.	
     If	
     you	
     don't	
     enjoy	
     the	
    
  experience,	
    chances	
    are	
    your	
    players	
    won’t	
    either.	
    
  More	
    importantly,	
    you	
    won't	
    want	
    to	
    run	
    another	
    
  game	
    which	
    is	
    a	
    shame	
    as	
    GMing	
    can	
    be	
    incredibly	
    
  rewarding.	
    
  	
    
   
  
  17	
    
  G M  A D V I C E :  D E S I G N I N G  U N I Q U E  M A G I C  I T E M S  
  E V E R Y 	
     P L A Y E R 	
     L O V E S 	
     M A G I C 	
     I T E M S.	
    T H A T 	
     S A I D, 	
     M A G I C 	
     I T E M S 	
     C A N 	
     A L S O 	
     B E 	
     Q U I T E 	
     B O R I N G. 	
    T H E 	
     B E S T 	
    
  GM S 	
     T A K E 	
     T H E 	
     T I M E 	
     T O 	
     M A K E 	
     T H E I R 	
     M A G I C 	
    
  I T E M S 	
     U N I Q U E 	
     A N D 	
     C O M P E L L I N G. 
  	
    
  Magic	
    items	
    make	
    PCs	
    stronger	
    and	
    more	
    capable	
    –	
    they	
    are	
    
  a	
    vital	
    part	
    of	
    the	
    game.	
    Players	
    love	
    getting	
    them,	
    but	
    once	
    
  their	
     affects	
     have	
     been	
     added	
     to	
     a	
     character's	
    abilities	
    or	
    
  they've	
    been	
    used	
    a	
    couple	
    of	
    times	
    they	
    tend	
    to	
    fade	
    into	
    
  the	
    background.	
    	
    
  	
    
  When	
    you've	
    seen	
    one	
    +1	
    longsword,	
    for	
    example,	
    you've	
    
  seen	
     them	
     all.	
     Designing	
     unique	
     treasures	
     for	
     your	
    
  campaign	
    is	
    time	
    well	
    spent.	
    	
    
  	
    
  I	
     include	
     unique	
     treasures	
     in	
     my	
     campaign	
     for	
     several	
    
  reasons:	
    
  § 
  Flavour:	
    Magic	
    items	
    with	
    a	
    defined	
    history	
    and	
    place	
    in	
    
  the	
    world	
    are	
    a	
    great	
    way	
    of	
    stealth	
    world	
    building.	
    If	
    an	
    
  item	
     was	
     present	
     at	
     certain	
     events	
     or	
     was	
     created	
     or	
    
  wielded	
     by	
     a	
     powerful	
     or	
     legendary	
     figure	
     the	
     PCs	
     are	
    
  bound	
    to	
    want	
    to	
    know	
    more.	
    This	
    provides	
    a	
    GM	
    with	
    
  an	
    excellent	
    opportunity	
     to	
     share	
     cool	
     facts	
     about	
     his	
    
  campaign	
    world.	
    What	
    GM	
    doesn't	
    want	
    to	
    do	
    that?	
    
  § 
  Family	
    Heirloom:	
    A	
    PC	
    who	
    carries	
    a	
    unique	
    magic	
    item	
    
  tied	
    directly	
    to	
    his	
    family	
    is	
    much	
    more	
    invested	
    in	
    the	
    
  item	
    than	
    if	
    it	
    were	
    merely	
    a	
    standard	
    magic	
    item.	
    Cool	
    
  heirloom	
     items	
     include	
     those	
     that	
     are	
     sentient	
    
  or	
    those	
    whose	
    powers	
    scale	
    as	
    the	
    PC	
    gains	
    in	
    power.	
    
  § 
  Plot	
    Device:	
    Often	
    a	
    unique	
    magic	
    item	
    can	
    serve	
    as	
    a	
    
  plot	
    device.	
    Perhaps	
    the	
    PCs	
    possess	
    something	
    the	
    evil	
    
  villain	
     coverts	
     or	
     the	
     are	
     searching	
     for	
     a	
     legendary	
    
  weapon	
     that	
     can	
     be	
     used	
     to	
     kill	
     a	
    rampaging	
    dragon,	
    
  demon	
    or	
    whatever.	
    Hunting	
    for	
    a	
    specific,	
    famed	
    
  weapon	
    is	
    much	
    more	
    fun	
    than	
    simply	
    buying	
    a	
    
  bane	
    weapon	
    of	
    the	
    relevant	
    type.	
    
  § 
  Differentiate	
     Hero:	
    Anyone	
     can	
     own	
     a	
     +1	
    
  spear,	
    but	
    only	
    one	
    person	
    can	
    wield	
    the	
    Spear	
    
  of	
     the	
     North.	
     Owning	
     such	
     an	
     item	
     marks	
     the	
    
  hero	
    as	
    someone	
    special	
    –	
    perhaps	
    someone	
    with	
    an	
    
  important	
    destiny.	
    	
    
  M A K I N G  T H E M  U N I Q U E  
  Making	
     unique	
     items	
     is	
     relatively	
     simple.	
     A	
     time-­‐crunched	
    
  GM	
    can	
    create	
    a	
    unique	
    item	
    in	
    a	
    matter	
    of	
    minutes.	
    
  § Name:	
    A	
    unique	
    item	
    must	
    have	
    a	
    name.	
    The	
    item’s	
    name	
    is	
    
  a	
    great	
    way	
    of	
    setting	
    the	
    theme	
    for	
    the	
    item	
    (and	
    can	
    also	
    
  serve	
     as	
     an	
     introduction	
     to	
     its	
     crafter	
     or	
     most	
     famous	
    
  owner	
    and	
    so	
    on).	
    For	
    example,	
    a	
    sword	
    named	
    “Arundel’s	
    
  Bane”	
    raises	
    the	
    question	
    of	
    Arundel’s	
    identity	
    and	
    why	
    the	
    
  sword	
    was	
    his	
    bane.	
    
  § Appearance:	
    Creating	
    a	
    description	
    for	
    an	
    item	
    is	
    a	
    huge	
    
  signpost	
    to	
    the	
    players	
    that	
    it	
    is	
    different	
    to	
    the	
    norm.	
    	
    
  § Powers:	
    
  Giving	
    
  a	
    
  standard	
    
  item	
    
  other	
    
  powers	
    
  differentiates	
    it	
    from	
    the	
    norm.	
    These	
    powers	
    don’t	
    have	
    
  to	
     be	
     amazing	
     and	
     spectacular,	
     but	
     should	
     make	
     sense	
    
  when	
    viewed	
    in	
    conjunction	
    with	
    the	
    item’s	
    main	
    power.	
    
  Perhaps,	
     for	
     example,	
     a	
     wand	
     of	
     burning	
     hands	
     could	
    
  provide	
    a	
    +2	
    bonus	
    on	
    saving	
    throws	
    against	
    fire	
    while	
    a	
    
  weapon	
    could	
    render	
    its	
    wielder	
    less	
    susceptible	
    to	
    fear.	
    	
    
  § History:	
    Giving	
    the	
    item	
    a	
    history	
    is	
    a	
    great	
    way	
    to	
    world	
    
  build	
     and	
     to	
     give	
     the	
     item	
     context	
     in	
     regards	
     to	
     the	
    
  campaign.	
    An	
    item’s	
    history	
    is	
    also	
    an	
    opportunity	
    for	
    the	
    
  PCs	
    to	
    learn	
    about	
    it	
    using	
    their	
    various	
    knowledge	
    skills.	
    
  Uncovering	
     such	
     information	
     –	
     or	
     even	
     snippets	
     of	
    
  forgotten	
    lore	
    –	
    further	
    invest	
    the	
    players	
    in	
    the	
    item.	
    
  	
    
   
  
  18	
    
  G M  A D V I C E :  E N H A N C I N G  C O M B A T  E N C O U N T E R S  
  W R I T I N G 	
     A 	
     C O M B A T 	
     E N C O U N T E R 	
     I S 	
     E A S Y: 	
     S T I C K 	
     A 	
     C O U P L E 	
     O F 	
     O R C S 	
     I N 	
     A	
     R O O M 	
     A N D 	
     Y O U 	
     A R E 	
     D O N E. 	
    
  C R E A T I N G 	
     A N 	
     E X C I T I N G, 	
     E N G A G I N G 	
     E N C O U N T E R, 	
     T H O U G H,	
     R E Q U I R E S	
     A 	
     L I T T L E 	
     S O M E T H I N G 	
     E X T R A, 	
    
  B E Y O N D 	
     I N T E R E S T I N G 	
     F O E S. 
  	
    
  Encounter	
    enhancements	
    can	
     add	
     an	
     extra	
     level	
     of	
     excitement	
    
  to	
    a	
    battle.	
    Don't	
    add	
    these	
    to	
    every	
    combat	
    encounter	
    –	
    they'll	
    
  just	
     become	
     the	
     norm	
     –	
     but	
     use	
     them	
     to	
     spice	
     up	
     important	
    
  battles	
     –	
     perhaps	
     an	
     adventure's	
     climax.	
     When	
     designing	
    
  encounter	
    enhancements	
    don't	
    do	
    so	
    with	
    the	
    goal	
    of	
    screwing	
    
  over	
    the	
    PCs.	
    Design	
    enhancements	
    that	
    clever	
    combatants	
    can	
    
  use	
    to	
    their	
    advantage.	
    
  	
    
  Enhancements	
    fall	
    into	
    several	
    basic	
    categories:	
    
  § 
  Time	
    Sensitive:	
     Applying	
     a	
     time	
     constraint	
     to	
     an	
     encounter	
    
  adds	
    a	
    level	
    of	
    urgency	
    otherwise	
    not	
    present.	
    For	
    example,	
    if	
    
  the	
     PCs	
     must	
     slay	
     their	
     enemies	
     before	
     the	
     ceiling	
     caves	
     in,	
    
  they	
    don't	
    have	
    time	
    to	
    hang	
    about!	
    Similarly,	
    if	
    their	
    foes	
    are	
    
  giving	
    time	
    for	
    the	
    main	
    villain	
    to	
    escape,	
    the	
    party	
    must	
    cut	
    
  them	
    down	
    as	
    quickly	
    as	
    possible.	
    	
    
  § 
  Interesting	
    Terrain:	
     A	
     battle	
     fought	
     on	
     a	
     bridge	
     spanning	
    a	
    
  chasm	
     is	
    intrinsically	
    different	
     to	
     one	
     fought	
     on	
     a	
     road.	
    
  Interesting	
    terrain	
    should	
    both	
    set	
    the	
    theme	
    for	
    an	
    encounter	
    
  as	
     well	
     as	
     providing	
     interesting	
    tactical	
    options	
     to	
     employ	
     or	
    
  overcome.	
    Even	
    furniture	
    can	
    be	
    interesting.	
    For	
    example,	
    PCs	
    
  fighting	
     in	
     a	
     library	
     could	
     push	
     over	
     bookshelves	
     onto	
     their	
    
  enemies	
    or	
    leap	
    atop	
    them	
    to	
    gain	
    other	
    advantages.	
    	
    
  § 
  Hostages:	
     If	
     the	
     PCs'	
     enemies	
     have	
    hostages,	
     it	
     is	
     likely	
     the	
    
  party	
     won't	
     be	
     able	
     to	
     use	
     the	
     full	
     range	
     of	
     their	
     abilities.	
    
  Spellcasters	
    in	
    particular	
    will	
    probably	
    not	
    be	
    able	
    to	
    use	
    their	
    
  area	
    of	
    affect	
    spells	
    for	
    fear	
    of	
    injuring	
    or	
    slaying	
    the	
    hostages.	
    
  Neutral	
    observers,	
    such	
    as	
    townsfolk,	
    can	
    also	
    add	
    the	
    same	
    
  restraint	
    to	
    the	
    party.	
    
  § 
  Changeable	
    Battlefield:	
     This	
     is	
     related	
     to	
     interesting	
     terrain	
    
  above,	
     but	
     in	
     some	
     cases	
     the	
     battlefield	
     may	
     change	
     from	
    
  round	
    to	
    round	
    providing	
    a	
    unique	
    set	
    of	
    challenges.	
    Are	
    PCs	
    
  fighting	
    on	
    a	
    beach	
    as	
    storm-­‐lashed	
    waves	
    burst	
    about	
    them	
    or	
    
  are	
     they	
     battling	
     on	
     a	
     high	
     moor	
     as	
     strong	
     winds	
     batter	
     the	
    
  battlefield?	
    Both	
    situation	
    force	
    the	
    combatants	
    to	
    adapt	
    and	
    
  provide	
    an	
    ongoing	
    level	
    of	
    uncertainty.	
    
  § 
  Weather:	
    Weather	
    can	
    be	
    a	
    boon	
    or	
    a	
    curse	
    to	
    combatants.	
    
  Winds	
    make	
    ranged	
    attacks	
    harder,	
    while	
    fog	
    and	
    mist	
    can	
    
  make	
     sneaking	
     about	
     easier.	
    Canny	
     combatants	
     work	
    
  with	
    the	
    weather,	
    not	
    against	
    it,	
    	
    	
    
  	
    
   
  
  19	
    
  G M  A D V I C E :  H O W  A N D  W H Y  T O  S A Y  “ N O ”  
  “N O.” 	
    I S 	
     T H E R E 	
     A N Y 	
     M O R E 	
     H A T E D 	
     W O R D 	
     F O R 	
     A 	
     P L A Y E R 	
     T O 	
     H E A R 	
     F R O M 	
     H I S 	
    GM?	
    
  	
    
  In	
    recent	
    years,	
    the	
    trend	
    has	
    been	
    to	
    say	
    "yes"	
    or	
    "yes,	
    but..."	
    to	
    
  your	
    players'	
    requests.	
    That's	
    fine	
    as	
    far	
    as	
    it	
    goes,	
    but	
    eventually	
    
  a	
     GM	
     just	
     has	
     to	
     say	
     no.	
     Saying	
     "no",	
     though,	
     can	
     be	
     unfun.	
    
  What's	
    a	
    GM	
    to	
    do? 
  W H Y  S A Y  N O  
  There	
    are	
    three	
    main	
    reasons	
    a	
    GM	
    should	
    say	
    “no”	
    to	
    a	
    player	
    
  § 
  Balance:	
    A	
    player	
    might	
    want	
    to	
    play	
    a	
    race	
    or	
    class	
    the	
    GM	
    
  views	
    as	
    wildly	
    unbalanced.	
    Alternately,	
    he	
    might	
    want	
    to	
    buy	
    
  a	
    certain	
    magic	
    item	
    that	
    grants	
    his	
    character	
    Ultimate	
    Power	
    
  (or	
    an	
    approximation	
    thereof).	
    While	
    the	
    game	
    is	
    never	
    going	
    
  to	
     be	
     fair	
     -­‐	
     some	
     players	
     are	
     just	
     better	
     at	
     making	
     powerful	
    
  characters	
    than	
    others	
    -­‐	
    a	
    GM	
    has	
    a	
    duty	
    to	
    make	
    certain	
    the	
    
  party	
    is	
    at	
    least	
    vaguely	
    balanced.	
    
  § 
  Flavour:	
    Sometimes	
    the	
    flavour	
    of	
    an	
    option	
    a	
    player	
    wants	
    to	
    
  choose	
    just	
    doesn't	
    work	
    in	
    the	
    GM's	
    campaign.	
    I	
    have	
    a	
    friend	
    
  who	
     doesn't	
     allow	
     any	
     oriental	
     themed	
     characters	
     (samuari,	
    
  ninja,	
    wu-­‐jens	
    and	
    so	
    on)	
    in	
    his	
    game,	
    for	
    example.	
    At	
    the	
    end	
    
  of	
     the	
     day,	
     the	
     GM	
     has	
     worked	
     hard	
     to	
     make	
     his	
     campaign	
    
  world	
     his	
     own.	
     He	
     is	
     perfectly	
     within	
     his	
     rights	
     to	
     allow	
     or	
    
  disallow	
    any	
    option	
    he	
    sees	
    fit.	
    	
    
  § 
  Access:	
    If	
    a	
    player	
    routinely	
    asks	
    to	
    use	
    options	
    from	
    a	
    book	
    no	
    
  one	
     else	
     owns	
     the	
     GM	
     should	
     carefully	
     consider	
     whether	
     to	
    
  allow	
    such	
    access.	
    	
    Often,	
    the	
    options	
    in	
    non-­‐core	
    books	
    are	
    
  more	
    powerful	
    than	
    those	
    in	
    the	
    basic	
    game.	
    If	
    only	
    one	
    player	
    
  has	
    access	
    to	
    these,	
    it's	
    intrinsically	
    unfair	
    to	
    allow	
    him	
    to	
    
  use	
    them.	
    This	
    isn't	
    an	
    ideal	
    situation	
    when	
    the	
    
  player	
    has	
    purchased	
    the	
    books,	
    but	
    it	
    might	
    
  be	
    necessary	
    to	
    quash	
    bad	
    feeling	
    among	
    the	
    
  other	
    players.	
    
  H O W  T O  S A Y  N O  
  Given	
     you	
     (probably)	
     play	
     with	
     a	
     group	
     of	
    
  friends	
    there	
    is	
    an	
    art	
    to	
    saying	
    "no."	
    
  § 
  Explain:	
    Don't	
    just	
    say	
    "no."	
    Explain	
    
  your	
    
  reasoning	
    
  and	
    
  invite	
    
  feedback.	
    It's	
    possible	
    your	
    player	
    
  might	
     have	
     thought	
     of	
     something	
    
  you	
    haven't.	
    	
    
  § 
  Challenge	
    the	
    Player	
    To	
    Make	
    It	
    Work:	
    Sometimes	
    when	
    you	
    
  say	
    “no”	
    you	
    are	
    actually	
    saying,	
    "I	
    don't	
    know	
    how	
    to	
    make	
    
  this	
    work.	
    Saying	
    no	
    is	
    easier."	
    For	
    example,	
    in	
    my	
    Borderland	
    
  of	
     Adventure	
     campaign	
     the	
     subject	
     of	
     orc	
     (or	
     other	
     non-­‐
  standard)	
    PC	
    races	
    recently	
    came	
    up.	
    I	
    first	
    dismissed	
    the	
    idea,	
    
  but	
    after	
    discussing	
    it	
    as	
    a	
    group	
    we	
    came	
    to	
    a	
    compromise	
    
  that	
    both	
    I	
    and	
    the	
    players	
    were	
    happy	
    with.	
    
  § 
  No,	
     Unless...	
     "No,	
     unless..."	
     is	
     a	
     much	
     cooler	
     (and	
     inclusive)	
    
  response	
    than	
    just	
    "no."	
    Instead	
    of	
    denying	
    a	
    player's	
    request	
    
  offering	
     conditions	
     is	
     a	
     good	
     way	
     of	
     softening	
     the	
     blow	
     and	
    
  finding	
     a	
     mutually	
     acceptable	
     way	
     forward.	
     For	
     example,	
     a	
    
  player	
     in	
     my	
     campaign	
     wanted	
     to	
     play	
     a	
     samurai.	
     Instead	
     of	
    
  just	
    saying	
    "no",	
    I	
    stipulated	
    his	
    character	
    would	
    have	
    to	
    come	
    
  from	
    a	
    certain	
    far	
    away	
    culture.	
    He'd	
    also	
    have	
    to	
    explain	
    why	
    
  his	
    character	
    travelled	
    thousands	
    of	
    miles	
    from	
    home.	
    In	
    this	
    
  fashion,	
     the	
     player	
     got	
     what	
     he	
     wanted	
     (as	
     well	
     as	
     a	
     cool	
    
  character	
    background)	
    and	
    I	
    got	
    what	
    I	
    wanted	
    –	
    a	
    character	
    
  that	
    while	
    a	
    little	
    odd	
    made	
    sense	
    in	
    the	
    overall	
    context	
    of	
    the	
    
  campaign.	
    
  W H E N  N E V E R  T O  S A Y  " N O "  
  There	
    is	
    one	
    situation	
    in	
    which	
    a	
    GM	
    should	
    never	
    say	
    “no.”	
    
  § 
  Character	
    Action:	
    A	
    player	
    is	
    perfectly	
    entitled	
    to	
    have	
    his	
    PC	
    
  act	
    as	
    he	
    sees	
    fit.	
    There	
    may	
    be	
    consequences	
    to	
    those	
    actions	
    
  –	
    imprisonment,	
    death	
    and	
    so	
    on	
    –	
    but	
    he	
    should	
    still	
    get	
    to	
    
  take	
    those	
    actions.	
    It's	
    his	
    PC	
    –	
    not	
    the	
    GM's.	
    
  § The	
    Only	
    Possible	
    Exception:	
    The	
    only	
    possible	
    
  exception	
     to	
     never	
     saying	
     no	
     is	
     when	
     a	
     PC	
    
  voluntarily	
    attacks	
    another	
    PC.	
    Such	
    fights	
    
  rarely	
    end	
    well	
    and	
    bad	
    blood	
    between	
    
  the	
    players	
    is	
    almost	
    inevitable.	
    
  So	
    that's	
    my	
    take	
    on	
    how	
    and	
    why	
    to	
    say	
    
  “no.”	
     Do	
     you	
     have	
     any	
     strategies	
     or	
    
  reasons	
    for	
    saying	
    "no"	
    to	
    a	
    player?	
    Share	
    
  them	
     in	
     the	
     comments	
     below	
     and	
    
  remember	
     you	
     can	
     download	
     this	
    
  –	
    and	
    every	
    other	
    advice	
    article	
    
  –	
    
  for	
    
  free	
    
  at	
    
  ragingswan.com/articles.	
    
  	
    
  	
    
  
  20	
    
  G M  A D V I C E :  H O W  T O  D E A L  W I T H  G M  F A T I G U E  
  N O 	
     M A T T E R 	
     H O W 	
     M U C H 	
     Y O U 	
     E N J O Y 	
     R U N N I N G 	
     G A M E S 	
     F O R 	
     Y O U R 	
     F R I E N D S, 	
     S O M E T I M E S 	
     Y O U 	
     J U S T 	
    
  N E E D 	
     T O 	
     T A K E 	
     A 	
     B R E A K. 	
    B U T 	
     W H I L E 	
     Y O U 	
     R E S T, 	
     W H A T 	
     H A P P E N S 	
     T O 	
     Y O U R 	
     C A M P A I G N?	
    
  	
    
  By	
     and	
     large,	
     the	
     GM	
     is	
     the	
     most	
     invested	
     member	
     of	
     any	
    
  gaming	
    group.	
    After	
    all,	
    he	
    is	
    likely	
    the	
    person	
    spending	
    the	
    most	
    
  time	
    and	
     money	
    getting	
    ready	
    for	
     the	
    game.	
    With	
    modules	
    to	
    
  prep,	
    figures	
    to	
    buy	
    and	
    paint	
    and	
    a	
    campaign	
    world	
    to	
    develop	
    
  GMing	
    can	
    seem	
    like	
    a	
    full-­‐time	
    job.	
    Other	
    times,	
    the	
    pressures	
    
  of	
    real	
    life	
    can	
    impose	
    on	
    a	
    GM's	
    schedule.	
    That's	
    why,	
    every	
    GM	
    
  suffers	
    from	
    GM	
    fatigue	
    every	
    now	
    and	
    then. 
  	
    
  How	
    you	
    deal	
    with	
    GM	
    fatigue	
    is	
    critical.	
    The	
    GM's	
    influence	
    on	
    
  the	
    game	
    is	
    pivotal.	
    If	
    he	
    is	
    tired,	
    unmotivated	
    or	
    off	
    his	
    game	
    
  the	
    entire	
    session	
    suffers.	
    	
    
  	
    
  Sometimes,	
    the	
    fatigue	
    is	
    a	
    short-­‐term	
    issue.	
    If	
    this	
    is	
    the	
    case,	
    
  you've	
    got	
    a	
    couple	
    of	
    options:	
    
  § 
  Cancel	
    the	
    session.	
    After	
    all,	
    missing	
    one	
    session	
    isn't	
    going	
    to	
    
  kill	
    the	
    group	
    or	
    derail	
    a	
    regular	
    game.	
    
  § 
  Play	
    Something	
    Else.	
    You	
    could	
    play	
    a	
    board	
    game	
    or	
    a	
    card	
    
  game.	
    You	
    still	
    get	
    to	
    game,	
    but	
    you	
    don't	
    have	
    to	
    prepare.	
    
  § 
  Someone	
     Else	
     Runs	
     a	
     One-­‐Shot.	
     This	
     only	
     works	
     normally	
     if	
    
  you	
    give	
    the	
    other	
    players	
    a	
    decent	
    amount	
    of	
    warning,	
    and	
    
  requires	
    a	
    heroic	
    volunteer	
    to	
    step	
    into	
    the	
    breach.	
    
  If	
    the	
    fatigue	
    is	
    a	
    more	
    long-­‐standing	
    problem,	
    the	
    group	
    needs	
    
  to	
    come	
    to	
    a	
    more	
    drastic	
    solution:	
    
  § 
  End	
     the	
     Campaign:	
     This	
     is	
     the	
     "nuclear"	
     option	
     and	
     should	
    
  only	
     be	
     used	
     as	
     a	
     last	
     resort.	
     Normally,	
     by	
     the	
     time	
     a	
     GM	
    
  suffers	
    burnout	
    the	
    campaign	
    has	
    been	
    running	
    for	
    some	
    time.	
    
  It's	
    a	
    shame	
    to	
    throw	
    all	
    that	
    progress	
    away.	
    
  § 
  Pause	
    the	
    Campaign:	
    Sometime,	
    the	
    GM	
    still	
    enjoys	
    the	
    game	
    
  but	
    needs	
    to	
    take	
    a	
    break.	
    In	
    this	
    instance,	
    getting	
    someone	
    
  else	
     to	
     run	
     something	
     for	
     a	
     while	
     is	
     a	
     great	
     solution.	
     Most	
    
  commercially	
    purchased	
    adventures	
    last	
    for	
    multiple	
    sessions	
    
  which	
    provides	
    the	
    main	
    GM	
    a	
    decent	
    break	
    to	
    recharge	
    his	
    
  batteries.	
    
  § 
  Use	
     a	
     Temporary	
     GM:	
     Last	
     year	
     in	
     my	
     Borderland	
     of	
    
  Adventure	
    campaign,	
    I	
    took	
    a	
    short	
    break	
    from	
    GMing.	
    One	
    of	
    
  the	
    other	
    players	
    volunteered	
    to	
    run	
    a	
    one-­‐shot	
    adventure	
    and	
    
  luckily	
     it	
     fit	
     perfectly	
     into	
     the	
     campaign	
     setting!	
     He	
     ran	
     the	
    
  adventure,	
    and	
    we	
    set	
    it	
    in	
    the	
    same	
    geographical	
    area.	
    This	
    
  was	
    cool	
    as	
    it	
    kept	
    everyone	
    else	
    in	
    touch	
    with	
    the	
    campaign,	
    
  gave	
    me	
    a	
    break	
    (and	
    let	
    me	
    play)	
    and	
    enabled	
    everyone	
    else	
    
  to	
     roll	
     up	
     new	
     characters	
     that	
     could	
     conceivably	
     enter	
     the	
    
  main	
    campaign	
    in	
    the	
    future.	
    
  
  	
    
  21	
    
  G M  A D V I C E :  P C  R E W A R D S  
  N O T 	
     E V E R Y 	
     R E W A R D 	
     H A S 	
     T O 	
     B E 	
     I N 	
     T H E 	
     F O R M 	
     O F 	
     M A G I C 	
     O R 	
     G O L D. 	
     S O M E T I M E S 	
     R E W A R D S 	
     D O 	
     N O T 	
    
  G L I T T E R, 	
     B U T 	
     A R E 	
     V A L U A B L E 	
     N O N E T H E L E S S.	
    
  	
    
  A	
     GM	
     doesn't	
     have	
     to	
     constantly	
     reward	
     his	
     players	
     with	
     gold	
    
  and	
    magic	
    items.	
    Providing	
    other	
    types	
    of	
    rewards	
    keeps	
    
  things	
     fresh	
     and	
     interesting	
     while	
     building	
     the	
    
  verisimilitude	
    and	
    depth	
    of	
    the	
    campaign	
    world.	
    	
    
  § 
  Favours:	
    Having	
    a	
    person	
    owe	
    you	
    a	
    favour	
    
  can	
     be	
     very	
     rewarding.	
     Of	
     course,	
     the	
    
  "power"	
    of	
    the	
    favour	
    depends	
    on	
    who	
    owes	
    
  it,	
     but	
     even	
     the	
     humblest	
     peasant	
     can	
    
  provide	
     neophyte	
     adventurers	
     with	
     shelter,	
    
  local	
     knowledge	
     and	
     so	
     on.	
     Noblemen,	
    
  powerful	
    clergy	
    and	
    archmages	
    can	
    offer	
    truly	
    
  unique,	
     priceless	
     assistance	
     to	
     people	
     to	
    
  whom	
    they	
    owe	
    a	
    favour.	
    
  § 
  Information:	
     Information	
     is	
     power.	
     Having	
    
  the	
     right	
     kind	
     of	
     information	
     to	
     bypass	
     a	
    
  deadly	
     trap,	
     slay	
     a	
     particular	
     foe	
     or	
     to	
     even	
    
  find	
     the	
     dungeon	
     is	
     often	
     the	
     difference	
    
  between	
     glorious	
     success	
     and	
     bloody	
     failure.	
     That's	
    
  well	
    worth	
    a	
    few	
    piece	
    of	
    gold!	
    
  § 
  Items:	
    In	
    games	
    in	
    which	
    the	
    PCs	
    cannot	
    simply	
    
  buy	
    whatever	
    magic	
    items	
    they	
    fancy	
    having	
    a	
    
  NPC	
     gift	
     or	
     craft	
     them	
     the	
     item(s)	
     of	
     their	
    
  dreams	
    is	
    a	
    huge	
    favour.	
    The	
    PC	
    may	
    even	
    be	
    
  able	
     to	
     make	
     the	
     item	
     slightly	
     different	
     to	
    
  normal	
     examples	
     of	
     such	
     items	
     perhaps	
     by	
    
  customising	
     its	
     appearance	
     or	
     slightly	
    
  tweaking	
    its	
    abilities.	
    
  § 
  Property:	
    
  Rundown	
    
  buildings,	
    
  small	
    
  businesses	
    and	
    suchlike	
    can	
    make	
    great	
    
  rewards.	
     They	
     provide	
     something	
     for	
    
  the	
     PCs	
     to	
     do	
     outside	
     adventuring	
    
  and	
     can	
     act	
     as	
     springboards	
     to	
    
  future	
    adventures.	
    
  § 
  Renown:	
    Success	
    breeds	
    fame	
    and	
    fame	
    is	
    often	
    a	
    handy	
    thing	
    
  to	
     have.	
     The	
     PCs	
     may	
     receive	
     preferential	
     treatment	
     in	
    
  towns,	
    the	
    mention	
    of	
    their	
    names	
    may	
    reduce	
    many	
    of	
    
  their	
     enemies	
     to	
     quaking	
     cowards	
     and	
     so	
     on.	
     (Of	
    
  course,	
     this	
     can	
     also	
     work	
     against	
     them	
     as	
     various	
    
  shadowy	
     cults,	
     evil	
     villains	
     and	
     suchlike	
     can	
     learn	
    
  about	
     them	
     by	
     listening	
     to	
     the	
     stories	
     of	
     their	
    
  heroics.)	
    
  § Spellcasting:	
     Sometimes	
     the	
     party	
     doesn't	
    
  have	
    access	
    to	
    all	
    the	
    spells	
    it	
    needs	
    –	
    perhaps	
    
  the	
     classic	
     example	
     is	
     raise	
     dead.	
     Often,	
     such	
    
  spells	
    
  have	
    
  valuable	
    
  or	
    
  rare	
    
  material	
    
  components	
    the	
    party	
    may	
    also	
    not	
    possess.	
    In	
    
  this	
    situation,	
    having	
    an	
    NPC	
    cast	
    these	
    spells	
    
  for	
    you	
    is	
    a	
    terrific	
    reward.	
    
  § Story	
     Progression:	
     As	
     well	
     as	
     clearing	
     the	
    
  dungeon	
     and	
     slaying	
     its	
     master,	
     in	
     a	
    
  campaign	
     with	
     an	
     over	
    
  arcing	
     plot	
     the	
     PCs	
     can	
    
  gain	
    
  the	
    
  information	
    
  required	
     to	
     continue	
     to	
     the	
    
  next	
     adventure.	
     Alternatively,	
     the	
    
  PCs	
     could	
     gain	
     information	
     that	
     provides	
    
  them	
     with	
     a	
     substantial	
     advantage.	
     Gaining	
    
  such	
    information	
    can	
    provide	
    the	
    players	
    with	
    
  an	
    amazing	
    sense	
    of	
    achievement.	
    
  § Titles:	
     Some	
     titles	
     are	
     meaningless	
     while	
    
  others	
    may	
    come	
    with	
    land	
    and	
    property.	
    All	
    
  have	
    responsibilities	
    and	
    elevate	
    the	
    holder	
    
  above	
    the	
    great	
    unwashed	
    masses.	
    
  	
    
  	
    
  
  22	
    
  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.	
    	
    
  
  23	
    
  G M  A D V I C E :  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 	
     V I L L A I N S: 	
     P L A Y E R S 	
     L O V E 	
     K I L L I N G 	
     T H E M, 	
     A N D 	
     GM S 	
     L O V E 	
     P L A Y I N G 	
     T H E M. 	
     E V E R Y 	
    
  C A M P A I G N 	
     N E E D S 	
     A 	
     R E O C C U R R I N G 	
     V I L L A I N 	
    ( O R 	
     T W O!) 
  	
    
  In	
     my	
     own	
     Borderland	
     of	
     Adventure	
     campaign,	
     we've	
     been	
    
  playing	
     for	
     over	
     two	
     years	
     and	
     in	
     that	
     time	
     countless	
    
  foes	
     have	
     fallen	
     before	
     the	
     party's	
     blades.	
     However,	
    
  some	
    villains	
    have	
    escaped	
    their	
    doom	
    more	
    than	
    once!	
    
  The	
     villains	
     in	
     question	
     don't	
     turn	
     up	
     very	
     often,	
     but	
    
  when	
     they	
     do	
     the	
     party	
     make	
     a	
     special	
     effort	
     to	
     kill	
    
  them.	
    Why?	
    
  § 
  Emotional	
    Investment:	
    If	
    a	
    villain	
    has	
    escaped	
    the	
    
  party	
    repeatedly	
    or	
    even	
    slain	
    one	
    or	
    more	
    party	
    
  members,	
     the	
     players	
     often	
     thirst	
     for	
     revenge.	
    
  Defeating	
     such	
     a	
     foe	
     is	
     far	
     more	
     satisfying	
     than	
    
  killing	
    a	
    random	
    evil	
    overlord.	
    	
    
  § 
  Plot	
     Device:	
     Players	
     emotionally	
     involved	
     in	
     the	
    
  struggle	
     against	
     a	
     villain's	
     schemes	
     need	
     few	
    
  excuses	
     to	
     hurl	
     themselves	
     into	
     an	
     adventure	
    
  featuring	
    the	
    villain,	
    his	
    minions	
    or	
    plots.	
    Using	
    a	
    
  reoccurring	
     villain	
     is	
     a	
     terrific	
     way	
     of	
     driving	
     a	
    
  story	
     forward	
     without	
     overtly	
     railroading	
     the	
    
  party.	
    
  § 
  Continuity:	
     A	
     villain	
     that	
     grows	
     and	
    
  develops	
     along	
     with	
     the	
     party	
     is	
     a	
     great	
    
  feature	
    of	
    an	
    ongoing	
    campaign.	
    It	
    creates	
    
  continuity	
     of	
     story	
     and	
     helps	
     keep	
     the	
    
  campaign	
    on	
    track	
    and	
    on	
    theme.	
    	
    
  § 
  Verisimilitude:	
     A	
     reoccurring	
     villain	
     is	
     often	
    
  one	
    well-­‐rooted	
    in	
    the	
    game	
    world.	
    They	
    may	
    
  or	
    may	
    not	
    be	
    uber-­‐powerful	
    when	
    the	
    PCs	
    first	
    
  cross	
     them	
     or	
     their	
     minions,	
     but	
     their	
     presence	
    
  makes	
     sense	
     in	
     the	
     overall	
     campaign.	
     If	
     the	
    
  reoccurring	
     villain	
     is	
     particularly	
     powerful	
     it	
    
  removes	
    the	
    knotty	
    question	
     of	
    exactly	
     where	
    
  all	
    these	
    powerful	
    evil	
    high	
    priests	
    or	
    archmagi	
    
  are	
    coming	
    from.	
    
  U S I N G  
  A  
  R E O C C U R R I N G  
  V I L L A I N  
  Like	
     any	
     important	
     campaign	
     facet,	
     using	
     a	
    
  reoccurring	
    villain	
    properly	
    is	
    not	
    as	
    simple	
    as	
    
  plonking	
    them	
    down	
    in	
    a	
    dungeon	
    room	
    and	
    
  waiting	
    for	
    the	
    PCs	
    to	
    attack.	
    
  § 
  Use	
     Sparingly:	
     In	
     my	
     campaign,	
     reoccurring	
     villains	
     only	
    
  appear	
     occasionally;	
     they	
     are	
     not	
     a	
     feature	
     of	
     every	
    
  adventure.	
    Some	
    appear	
    only	
    once	
    or	
    twice	
    in	
    a	
    year	
    and	
    
  then	
    the	
    PCs	
    might	
    not	
    even	
    get	
    to	
    fight	
    them.	
    
  § Use	
    Intelligently:	
    Make	
    sure	
    that	
    when	
    the	
    reoccurring	
    
  villain	
     occurs,	
     it	
     makes	
     sense	
     for	
     him	
     to	
     do	
     so.	
     A	
    
  reoccurring	
     villain	
     should	
     have	
     an	
     overall	
     plan	
     or	
    
  scheme	
    and	
    should	
    only	
    appear	
    in	
    adventures	
    that	
    
  further	
    his	
    scheme	
    in	
    some	
    way.	
    
  § Use	
    Evilly:	
    The	
    players	
    must	
    have	
    
  a	
    reason	
    to	
    hate	
    the	
    reoccurring	
    
  villains	
    and	
    to	
    want	
    him	
    dead.	
    "Off	
    
  camera"	
     events,	
     "he	
     killed	
     my	
    
  parents"	
     don't	
     often	
     work	
     well	
    
  because	
     the	
     players	
     are	
     not	
     truly	
    
  invested	
     in	
     the	
     event.	
     Rather,	
    
  perhaps	
    the	
    villain	
    defeated	
    the	
    
  party,	
    stole	
    an	
    item	
    they	
    were	
    
  also	
    
  searching	
    
  for,	
    
  or	
    
  managed	
    to	
    frame	
    them	
    for	
    
  a	
    crime	
    they	
    didn't	
    commit.	
    
  If	
     these	
     events	
     happen	
     in	
    
  game,	
     they	
     have	
     much	
     more	
    
  emotional	
    impact.	
    	
    
  F I N A L  N O T E  
  Sometimes,	
     a	
     GM	
     can't	
     predict	
     which	
    
  villains	
    will	
    survive	
    the	
    party's	
    attentions	
    
  and	
    which	
    will	
    not.	
    Having	
    a	
    reoccurring	
    
  villain	
     develop	
     organically	
     during	
     play	
     is	
    
  more	
    than	
    fine	
    –	
    in	
    fact,	
    it's	
    great.	
    	
    
  	
    
  A	
     GM	
     should	
     also	
     remember	
     that	
     even	
    
  reoccurring	
     villains	
     are	
     not	
     immortal.	
     They	
    
  die	
     just	
     like	
     any	
     other	
     villains.	
     To	
     be	
     truly	
    
  memorable,	
    eventually	
    there	
    must	
    be	
    a	
    final	
    
  showdown	
     between	
     the	
     party	
     and	
     their	
    
  nemesis.	
    
  	
    
   
  
  24	
    
  G A M I N G  A D V I C E :  W H A T  H A S  G A M I N G  D O N E  F O R  M E ?  
  O N 	
     T H E 	
     F A C E 	
     O F 	
     I T, 	
     S I T T I N G 	
     A R O U N D 	
     W I T H 	
     F R I E N D S 	
     R O L L I N G 	
     D I C E 	
     I S 	
     A 	
     F U N 	
     W A Y 	
     T O 	
     P A S S 	
     S O M E 	
    
  T I M E. 	
    W H E N 	
     Y O U 	
     T H I N K 	
     A B O U T 	
     I T, 	
     T H O U G H, 	
     T H E 	
     B E N E F I T S 	
     O F 	
     G A M I N G 	
     G O 	
     M U C H 	
     D E E P E R...	
    
  	
    
  As	
     part	
     of	
     plotting	
     my	
     boys'	
     initiation	
     into	
     gaming,	
     I	
     was	
    
  pondering	
    the	
    other	
    day	
    exactly	
    why	
    I	
    game	
    and	
    what	
    gaming	
    
  has	
    done	
    for	
    me	
    over	
    the	
    last	
    thirty	
    years.	
    	
    
  	
    
  When	
    you	
    think	
    about	
    it,	
    the	
    benefits	
    of	
    gaming	
    go	
    way	
    beyond	
    
  mere	
     fun.	
     Obviously,	
     I	
     love	
     this	
     hobby	
     –	
     or	
     I	
     wouldn't	
     still	
     be	
    
  doing	
    it	
    –	
    but	
    the	
    more	
    I	
    think	
    about	
    it	
    the	
    more	
    I	
    realise	
    it	
    has	
    
  hidden	
    benefits	
    I	
    really	
    want	
    to	
    pass	
    onto	
    my	
    boys.	
    
  	
    
  For	
    me,	
    the	
    benefits	
    of	
    gaming	
    fall	
    into	
    four	
    main	
    categories:	
     
  § 
  Maths	
    and	
    Reading:	
    I	
    started	
    gaming	
    when	
    I	
    was	
    ten	
    years	
    old.	
    
  After	
     school,	
     I	
     used	
     to	
     rush	
     home	
     to	
     do	
     more	
     reading	
     and	
    
  maths.	
    Of	
    course,	
    I	
    didn't	
    realise	
    it	
    at	
    the	
    time	
    –	
    I	
    just	
    wanted	
    
  to	
    whack	
    orcs	
    –	
    but	
    gaming	
    gave	
    me	
    a	
    real	
    boost	
    in	
    (probably)	
    
  the	
    two	
    most	
    essential	
    life	
    skills.	
    I	
    think	
    it’s	
    fair	
    to	
    say,	
    a	
    large	
    
  part	
    of	
    my	
    life-­‐long	
    love	
    of	
    reading	
    comes	
    from	
    gaming.	
    Later	
    
  on,	
     when	
     I	
     started	
     writing	
     my	
     own	
     adventures	
     and	
    
  supplements,	
    gaming	
    gave	
    me	
    the	
    impetuous	
    to	
    learn	
    how	
    to	
    
  write	
    properly.	
    
  § 
  Teamwork:	
    Gaming	
    taught	
    me	
    the	
    benefits	
    of	
    teamwork.	
    After	
    
  all,	
    if	
    you	
    go	
    into	
    the	
    dungeon	
    on	
    your	
    own	
    you	
    are	
    going	
    to	
    
  die	
    (horribly).	
    Gaming	
    is	
    a	
    cooperative	
    experience.	
    If	
    the	
    party	
    
  works	
     together,	
     they'll	
     likely	
     triumph	
     over	
     their	
     enemies.	
     If	
    
  they	
     don't	
     disaster	
     likely	
     looms.	
     The	
     ethos	
     of	
     teamwork	
     is	
    
  another	
    incredibly	
    important	
    life	
    skill.	
    	
    
  § 
  Good	
     Friends:	
     This	
     is	
     a	
     huge	
     one	
     for	
     me.	
     With	
     only	
     one	
    
  notable	
    exception,	
    all	
    the	
    long-­‐term	
    friends	
    I	
    have	
    made	
    have	
    
  all	
    been	
    through	
    gaming.	
    I'm	
    very	
    lucky	
    in	
    that	
    my	
    main	
    group	
    
  has	
    had	
    an	
    extremely	
    stable	
    roster	
    of	
    players.	
    Of	
    the	
    seven	
    of	
    
  us,	
    I've	
    gamed	
    with	
    two	
    of	
    them	
    for	
    the	
    best	
    part	
    of	
    20	
    years.	
    
  Of	
    the	
    others,	
    I've	
    gamed	
    with	
    one	
    for	
    over	
    a	
    decade	
    and	
    the	
    
  others	
    for	
    less	
    time	
    –	
    but	
    in	
    two	
    cases	
    probably	
    around	
    five	
    
  years	
    or	
    so.	
    Looking	
    at	
    my	
    wider	
    group	
    of	
    friends,	
    I've	
    chums	
    
  scattered	
    all	
    over	
    the	
    UK	
    and	
    the	
    world	
    I	
    met	
    through	
    gaming.	
    
  § 
  A	
    Great	
    Job:	
    As	
    you	
    may	
    know,	
    I	
    own	
    Raging	
    Swan	
    Press	
    and	
    
  publish	
    Pathfinder	
    compatible	
    games	
    under	
    that	
    brand.	
    That's	
    
  right,	
    I	
    get	
    to	
    sit	
    at	
    home	
    and	
    game	
    when	
    most	
    of	
    my	
    friends	
    
  are	
     at	
     their	
     proper	
     work!	
     How	
     cool	
     is	
     that?	
     While	
     I'll	
     likely	
    
  never	
    earn	
    enough	
    to	
    buy	
    a	
    desert	
    island,	
    I	
    have	
    immense	
    job	
    
  satisfaction	
    and	
    a	
    great	
    quality	
    of	
    life.	
    (Even	
    better	
    than	
    that,	
    I	
    
  often	
     write	
     or	
     commission	
     projects	
     that	
     I'll	
     be	
     using	
     in	
     my	
    
  Borderland	
    of	
    Adventure	
    campaign	
    making	
    my	
    campaign	
    prep	
    
  considerably	
    easier!)	
    	
    
  	
    
   
  
  25	
    
  G M  A D V I C E :  H O W  T O  U S E  T H E  S L O W  A D V A N C E M E N T  T R A C K  
  I 	
     R E C E N T L Y 	
     W R O T E 	
     A B O U T 	
     H O W 	
     M U C H 	
     I 	
     E N J O Y 	
     U S I N G 	
     T H E 	
     S L O W 	
     A D V A N C E M E N T 	
     T R A C K 	
     I N 	
     M Y 	
    
  B O R D E R L A N D 	
     O F 	
    A D V E N T U R E 	
     C A M P A I G N. 	
    H O W E V E R, 	
     U S I N G 	
     T H E 	
     S L O W 	
     A D V A N C E M E N T 	
     T R A C K 	
    ( S A D L Y) 	
    
  I S 	
     N O T 	
     A S 	
     S I M P L E 	
     A S 	
     J U S T 	
     P L U G G I N G 	
     I T 	
     I N T O 	
     A 	
     N O R M A L 	
     C A M P A I G N…	
    
  	
    
  A	
    slow	
    advancement	
    campaign	
    is	
    a	
    different	
    kind	
    of	
    beast	
    to	
    a	
    
  normal	
    campaign.	
    Using	
    the	
    slow	
    advancement	
    track	
    
  alters	
    the	
    playing	
    experience	
    in	
    several	
    fundamental	
    
  ways.	
     	
     Diving	
     into	
     a	
     slow	
     advancement	
     campaign	
    
  without	
    recognising	
    and	
    planning	
    for	
    this	
    is	
    a	
    recipe	
    
  for	
    disaster.	
    The	
    GM	
    should:	
    
  § 
  Set	
     Expectations:	
     Your	
     players	
     are	
    
  likely	
     used	
     to	
     levelling	
     pretty	
     fast	
     –	
    
  perhaps	
     every	
     2-­‐3	
     sessions.	
     With	
     slow	
    
  advancement,	
     fast	
     levelling	
     is	
     a	
     thing	
     of	
    
  the	
    past.	
    You	
    need	
    to	
    explain	
    this	
    to	
    the	
    
  players	
     so	
     they	
     are	
     ready	
     for	
     the	
    
  experience.	
     Depending	
     on	
     how	
     long	
    
  your	
     campaign	
     runs,	
     the	
     players	
     may	
    
  never	
    reach	
    10th-­‐level	
    (or	
    even	
    5th).	
    
  Many	
     players	
     like	
     to	
     plan	
     their	
    
  characters	
     in	
     advance.	
     With	
     this	
     in	
    
  mind,	
    discuss	
    how	
    long	
    the	
    campaign	
    
  will	
     likely	
     last	
     and	
     what	
     level	
     you	
     see	
    
  the	
    PCs	
    reaching.	
    After	
    all,	
    a	
    PC’s	
    build	
    
  may	
     differ	
     radically	
     if	
     the	
     campaign	
     is	
    
  destined	
    to	
    never	
    reach	
    high	
    levels.	
    
  § 
  Focus	
     on	
     the	
     Story:	
     The	
     PCs	
     will	
    
  not	
    be	
    advancing	
    mechanically	
    
  –	
     levelling	
     –	
     as	
     often.	
     It’s	
    
  therefore	
    
  important	
    
  they	
    
  progress	
     in	
     other	
     areas,	
     so	
    
  they	
     have	
     a	
     sense	
     of	
     achievement	
     and	
    
  accomplishment.	
    	
    The	
    overall	
    story	
    arc	
    of	
    
  the	
     campaign	
     is	
     an	
     excellent	
     way	
     of	
    
  giving	
     your	
     players	
     that	
     sense	
     of	
    
  achievement.	
     Defeating	
     the	
     kobolds	
    
  threatening	
    
  the	
    
  nearby	
    
  mine,	
    
  thwarting	
    an	
    attempt	
    to	
    burn	
    down	
    a	
    
  village	
     or	
     gaining	
     a	
     clue	
     regarding	
    
  the	
    PCs’	
    shadowy	
    enemy	
    all	
    provide	
    
  a	
    sense	
    of	
    real	
    achievement.	
    This	
    is	
    
  particularly	
    true	
    if	
    the	
    players	
    can	
    
  see	
    how	
    their	
    actions	
    and	
    choices	
    
  affect	
    the	
    overall	
    campaign.	
    
  § 
  Make	
    the	
    PCs	
    Feel	
    Special	
    in	
    Other	
    Ways:	
    	
    Gold,	
    XP	
    and	
    magic	
    
  are	
    only	
    three	
    kinds	
    of	
    reward	
    you	
    can	
    bestow	
    upon	
    the	
    PCs.	
    
  Fame,	
     recognition,	
     titles,	
     land	
     or	
     favours	
     are	
     all	
     excellent	
    
  rewards.	
    
  § Provide	
     Special	
     Items:	
     Instead	
     of	
     having	
     tons	
     of	
     magic	
    
  items,	
     perhaps	
     one	
     or	
     more	
     of	
     the	
     PCs	
     gain	
     certain	
    
  weapons	
     or	
     items	
     that	
     are	
     famous	
     in	
     their	
     own	
    
  right.	
    
  Anyone	
    
  can	
     wield	
     a	
     +1	
    
  longsword,	
    but	
    only	
    
  one	
    
  person	
    
  can	
    
  wield	
     Arnual’s	
     Bane.	
    
  Running	
    
  a	
    
  slow	
    
  advancement	
    
  campaign	
     is	
     a	
     great	
    
  excuse	
     to	
     design	
     more	
    
  unique	
    
  treasures	
    
  for	
    
  your	
    PCs.	
    
  F I N A L  N O T E  
  The	
     slow	
     advancement	
     track	
    
  doesn’t	
     suit	
     everyone	
     or	
     every	
    
  kind	
    of	
    game.	
    It’s	
    wildly	
    unsuitable	
    
  for	
    short	
    campaigns	
    featuring	
    only	
    a	
    
  few	
    
  modules	
    
  or	
    
  one-­‐shot	
    
  adventures.	
     It’s	
     best	
     suited	
     for	
    
  stable	
    groups	
    intent	
    on	
    long-­‐term	
    
  games	
    
  ripe	
    
  with	
    
  story	
    
  and	
    
  character	
    
  development.	
    
  (For	
    
  example,	
     at	
     the	
     time	
     of	
     writing	
    
  we’ve	
     just	
     completed	
     our	
     80th	
    
  session	
     of	
     the	
     Borderland	
     of	
    
  Adventure	
    campaign).	
    
  
  26	
    
  G M  A D V I C E :  W H Y  I  L O V E  T H E  S L O W  A D V A N C E M E N T  T R A C K  
  M Y 	
     B O R D E R L A N D 	
     O F 	
     A D V E N T U R E 	
     C A M P A I G N 	
     H A S 	
     B E E N 	
     R U N N I N G 	
     S I N C E 	
     O C T O B E R 	
     2012. 	
     I N 	
     T H A T 	
    
  T I M E 	
     W E’ V E 	
     H A D 	
     A B O U T 	
     80 	
     S E S S I O N S 	
     A N D 	
     P L A Y E D 	
     T H R O U G H 	
     O V E R 	
     T W O 	
     A C T I O N-­‐ P A C K E D 	
     Y E A R S 	
     O F 	
    
  G A M E 	
     T I M E. 	
     O F 	
     A L L 	
     T H E 	
     C A M P A I G N S 	
     I’ V E 	
     R U N 	
     I N 	
     R E C E N T 	
     M E M O R Y, 	
     I’ V E 	
     E N J O Y E D 	
     T H I S 	
     O N E 	
     T H E 	
    
  M O S T. 	
     T H E 	
     M A I N 	
     D I F F E R E N C E 	
     B E T W E E N 	
     T H I S 	
     C A M P A I G N 	
     A N D 	
     O T H E R S 	
     I’ V E 	
     R U N 	
     I S 	
     T H E 	
     S L O W 	
    
  A D V A N C E M E N T 	
     T R A C K.	
    
  	
    
  The	
     campaign	
     links	
     to	
     a	
     previous	
     kingdom-­‐building	
     campaign	
    
  (which	
    began	
    two	
    game	
    years	
    previously	
    and	
    suffered	
    a	
    rather	
    
  spectacular	
     end	
     in	
     a	
     certain	
     ruined	
     elven	
     tower).	
     In	
     total,	
     the	
    
  extended	
    campaign	
    has	
    been	
    running	
    for	
    about	
    four	
    game	
    years.	
    
  The	
     most	
     played	
     characters	
     on	
     the	
     Borderland	
     of	
     Adventure	
    
  have	
    now	
    achieved	
    the	
    dizzying	
    heights	
    of	
    6th-­‐level.	
    (Everyone	
    
  has	
    more	
    than	
    one	
    character	
    to	
    facilitate	
    multiple	
    story	
    arcs	
    and	
    
  give	
    players	
    a	
    chance	
    to	
    take	
    a	
    different	
    role	
    in	
    the	
    party	
    now	
    
  and	
    then).	
    
  	
    
  In	
    previous	
    campaigns,	
    I’d	
    grown	
    frustrated	
    by	
    the	
    speed	
    in	
    
  which	
     PCs	
     seemed	
     to	
     level.	
     In	
     some	
     cases,	
     we	
     were	
     levelling	
    
  every	
    other	
    week.	
    It	
    seemed	
    our	
    characters	
    could	
    go	
    from	
    1st-­‐	
    
  to	
    20th-­‐level	
    in	
    under	
    a	
    year	
    of	
    game	
    time,	
    which	
    didn’t	
    seem	
    
  very	
     particularly	
     attractive	
     (or	
     dare	
     I	
     say	
     it	
     realistic).	
     It	
     made	
    
  levelling	
     mundane	
     and	
     reduced	
     it	
     to	
     something	
     akin	
     to	
     mere	
    
  bookkeeping.	
    
  	
    
  So	
     we	
     decided	
     to	
     try	
     the	
     slow	
     advancement	
     track	
     for	
     a	
    
  change.	
    I’ve	
    been	
    delighted	
    with	
    the	
    results.	
    To	
    my	
    mind,	
    there	
    
  are	
    several	
    main	
    advantages	
    to	
    the	
    slow	
    advancement	
    track:	
    
  § 
  Tell	
     a	
     Cogent	
     Story	
     with	
     Slowly	
     Scaling	
     Challenges:	
     The	
    
  Borderland	
    of	
    Adventure	
    campaign	
    is	
    set	
    in	
    a	
    relatively	
    small	
    
  geographical	
    area.	
    Because	
    the	
    PCs	
    are	
    progressing	
    slowly	
    it	
    is	
    
  possible	
    to	
    tell	
    a	
    tight,	
    cogent	
    story	
    in	
    which	
    the	
    villains	
    make	
    
  sense.	
    With	
    the	
    slow	
    advancement	
    track,	
    the	
    PCs’	
    opponents	
    
  (ostensibly	
     orcs	
     and	
     their	
     shadowy,	
     unknown	
     masters)	
     still	
    
  make	
     sense.	
     In	
     a	
     faster	
     game,	
     I	
     would	
     by	
     now	
     have	
     had	
     to	
    
  come	
     up	
     with	
     reasons	
     why	
     the	
     orcs	
     had	
     been	
     replaced	
     by	
    
  giants	
    (or	
    whatever)	
    as	
    the	
    party’s	
    main	
    foes.	
    That’s	
    fine	
    as	
    far	
    
  as	
    it	
    goes,	
    but	
    it	
    doesn’t	
    make	
    a	
    lot	
    of	
    sense	
    given	
    the	
    region’s	
    
  flavour.	
    Because	
    the	
    PCs	
    are	
    slowly	
    gaining	
    in	
    power,	
    it	
    is	
    much	
    
  easier	
    to	
    slowly	
    scale	
    the	
    threat	
    they	
    face	
    in	
    a	
    way	
    that	
    makes	
    
  sense	
    to	
    the	
    overarching	
    story.	
    This	
    also	
    means	
    they	
    get	
    fewer	
    
  sudden,	
    fatal	
    surprises	
    as	
    they	
    slowly	
    learn	
    more	
    about	
    their	
    
  capabilities	
    (and	
    their	
    opponents’).	
    
  § 
  Get	
    to	
    know	
    the	
    PCs:	
    With	
    the	
    slow	
    advancement	
    track,	
    the	
    
  PCs	
    are	
    not	
    exactly	
    rocketing	
    up	
    the	
    levels.	
    Because	
    of	
    this,	
    the	
    
  players	
     get	
     to	
     know	
     their	
     PC’s	
     capabilities	
     very	
     well.	
     More	
    
  importantly,	
     they	
     get	
     to	
     know	
     the	
     capabilities	
     of	
     their	
    
  comrades,	
    which	
    means	
    they	
    act	
    much	
    better	
    as	
    a	
    group.	
    This	
    
  has	
     improved	
     their	
     survivability	
     dramatically.	
     To	
     date,	
     we’ve	
    
  only	
    had	
    a	
    handful	
    of	
    PC	
    deaths	
    –	
    and	
    I’m	
    not	
    exactly	
    renown	
    
  as	
    an	
    easy	
    GM.	
    
  § 
  Players	
     Are	
     More	
     Invested	
     In	
     Their	
     Characters:	
     The	
     players	
    
  are	
     much	
     more	
     invested	
     in	
     their	
     characters	
     because	
     they’ve	
    
  been	
    playing	
    them	
    longer	
    and	
    have	
    grown	
    to	
    know	
    them	
    much	
    
  better	
     than	
     a	
     normal	
     character.	
     When	
     you’ve	
     played	
     a	
    
  character	
    for	
    50	
    sessions	
    you	
    are	
    careful	
    with	
    that	
    character;	
    
  losing	
     one	
     would	
     be	
     a	
     real	
     blow.	
     Interestingly	
     enough,	
     the	
    
  players	
     also	
     seem	
     much	
     more	
     invested	
     in	
     other	
     people’s	
    
  characters	
    –	
    which	
    is	
    a	
    very	
    nice	
    bonus	
    –	
    as	
    they	
    take	
    risks	
    to	
    
  keep	
    one	
    another	
    safe.	
    
  § 
  Sense	
     of	
     Achievement:	
     The	
     sense	
     of	
     achievement	
     you	
     feel	
    
  when	
    achieving	
    something	
    is	
    directly	
    related	
    to	
    how	
    hard	
    it	
    is	
    
  to	
    achieve	
    the	
    goal.	
    It	
    takes	
    time	
    and	
    effort	
    to	
    gain	
    power	
    in	
    
  the	
     slow	
     advancement	
     track.	
     I’ve	
     found	
     because	
     of	
     this	
     the	
    
  players	
     enjoy	
     levelling	
     and	
     savour	
     their	
     achievements	
     much	
    
  more	
    than	
    if	
    they	
    level	
    every	
    session	
    (or	
    every	
    other	
    session).	
    
  Reaching	
    3rd-­‐level	
    was	
    a	
    real	
    achievement.	
    Now	
    some	
    PCs	
    are	
    
  6th-­‐level,	
    attainment	
    of	
    levels	
    in	
    prestige	
    classes	
    is	
    now	
    a	
    real	
    
  possibility.	
     PCs	
     entering	
     such	
     an	
     august	
     class	
     have	
     achieved	
    
  something	
    special	
    –	
    nay	
    prestigious.	
    Imagine	
    how	
    they’ll	
    feel	
    
  when	
    they	
    reach	
    9th-­‐level!	
    
  § 
  Worldbuilding:	
    I	
    think	
    the	
    world	
    makes	
    much	
    more	
    sense,	
    if	
    
  you	
    assume	
    the	
    slow	
    advancement	
    track.	
    It	
    means,	
    NPCs	
    over	
    
  5th-­‐level	
     are	
     special	
     and	
     those	
     over	
     9th-­‐level	
     are	
     truly	
    
  amazing.	
    When	
    the	
    PCs	
    reach	
    9th-­‐level,	
    they	
    will	
    be	
    some	
    of	
    
  the	
    most	
    powerful	
    folk	
    in	
    the	
    nation.	
    In	
    normal	
    games,	
    you	
    are	
    
  barely	
    getting	
    going	
    at	
    9th!	
    It	
    also	
    means	
    that	
    qualifying	
    for	
    a	
    
  prestige	
    class	
    is	
    actually	
    special.	
    I	
    feel	
    prestige	
    classes	
    have	
    lost	
    
  their	
    lustre	
    a	
    bit	
    in	
    recent	
    years	
    –	
    they	
    often	
    seem	
    to	
    be	
    taken	
    
  for	
    a	
    couple	
    of	
    levels	
    to	
    get	
    a	
    cool	
    ability	
    and	
    not	
    for	
    the	
    kudos	
    
  of	
    actually	
    belonging	
    to	
    the	
    relevant	
    organisation.	
    
  § 
  Low	
    Fantasy:	
    By	
    its	
    very	
    nature,	
    the	
    slow	
    advancement	
    track	
    
  naturally	
     promotes	
     a	
     low	
     fantasy	
     campaign	
     over	
     its	
     high	
    
  fantasy	
    counterparts.	
    Think	
    about	
    it	
    for	
    a	
    second.	
    In	
    a	
    game	
    
  where	
     it	
     takes	
     longer	
     to	
     gain	
     power,	
     there	
     are	
     fewer	
     higher	
    
  level	
    spellcasters	
    in	
    the	
    campaign.	
    This	
    means	
    there	
    are	
    fewer	
    
  people	
    capable	
    of	
    making	
    magic	
    items	
    (particularly	
    permanent	
    
  ones).	
    Thus,	
    there	
    are	
    fewer	
    magic	
    items	
    available.	
    This	
    makes	
    
  magic	
     items	
     more	
     special	
     and	
     far	
     less	
     mundane	
     than	
     they	
    
  seem	
    to	
    have	
    become	
    in	
    recent	
    years.	
    
  
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  G M  A D V I C E :  W H Y  U R B A N  A D V E N T U R E S  A R E  D I F F E R E N T  
  U R B A N 	
     A D V E N T U R E S 	
     C A N 	
     B E 	
     I N C R E D I B L Y 	
     F U N 	
     A N D 	
     A 	
     G R E A T 	
     C H A N G E 	
     O F 	
     P A C E. 	
     T O 	
     S U C C E S S F U L 	
     R U N 	
    
  A N 	
     U R B A N 	
     A D V E N T U R E, 	
     T H O U G H, 	
     T H E 	
     GM 	
     M U S T 	
     R E A L I S E 	
     T H E Y 	
     A R E 	
     F U N D A M E N T A L L Y 	
     D I F F E R E N T 	
     T O 	
    
  W I L D E R N E S S 	
     O R 	
     D U N G E O N 	
     A D V E N T U R E S. 
  	
    
  In	
    my	
    Borderland	
    of	
    Adventure	
    –	
    after	
    over	
    two	
    years	
    of	
    game	
    
  play	
     –	
     we	
     are	
     about	
     to	
     start	
     our	
     first	
     major	
     urban	
     adventure.	
    
  We've	
     done	
     small,	
     side	
     trek	
     urban	
     adventures	
     before	
     but	
    
  nothing	
    on	
    the	
    scale	
    the	
    PCs	
    will	
    soon	
    attempt.	
    In	
    preparation	
    
  for	
     the	
     adventure,	
     I've	
     been	
     considering	
     exactly	
     how	
     urban	
    
  adventures	
    are	
    different	
    to	
    "normal"	
    adventures.	
    I've	
    come	
    up	
    
  with	
    the	
    following	
    differences:	
    
  § 
  Law	
    &	
    Order:	
    Urban	
    settlements	
    almost	
    always	
    have	
    a	
    watch	
    
  or	
    guard.	
    They	
    always	
    have	
    laws	
    the	
    PCs	
    must	
    follow	
    (or	
    risk	
    
  getting	
    into	
    serious	
    legal	
    difficulties).	
    Many	
    settlements	
    have	
    
  laws	
    about	
    citizens	
    wandering	
    about	
    town	
    heavily	
    armed	
    and	
    
  armoured	
     which	
     affects	
     the	
     combat	
     capabilities	
     of	
     most	
    
  groups.	
    Murder,	
    theft	
    and	
    arson	
    –	
    features	
    of	
    many	
    dungeon	
    
  delves	
    –	
    are	
    likely	
    also	
    frowned	
    upon.	
    This	
    means	
    the	
    PCs	
    may	
    
  have	
    to	
    use	
    different	
    tactics	
    to	
    achieve	
    their	
    goals.	
    
  § 
  Help	
    &	
    Hindrance:	
    Many	
    vested	
    interests	
    lurk	
    in	
    a	
    town.	
    The	
    
  thieves'	
    guild	
    may	
    not	
    take	
    kindly	
    to	
    the	
    PCs	
    poking	
    around	
    an	
    
  abandoned	
     manor	
     while	
     the	
     city	
     watch	
     might	
     welcome	
     any	
    
  help	
     the	
     PCs	
     can	
     offer	
     in	
     solving	
     a	
     spate	
     of	
     grisly	
     murders.	
    
  Similarly,	
    a	
    range	
    of	
    faiths	
    and	
    powerful	
    personages	
    may	
    help	
    
  or	
    hinder	
    the	
    PCs	
    in	
    their	
    quest.	
    	
    
  § 
  Spellcasting	
    &	
    Services:	
    The	
    PCs	
    have	
    ready	
    access	
    to	
    a	
    range	
    
  of	
     services	
     they	
     wouldn't	
     normally	
     be	
     able	
     to	
     use	
     in	
     a	
    
  dungeon.	
    They	
    will	
    be	
    able	
    to	
    hire	
    spellcasters,	
    shop	
    for	
    items	
    
  (both	
    magical	
    and	
     mundane)	
    they	
    suddenly	
    need	
    and	
     so	
    on.	
    
  This	
    is	
    a	
    great	
    boon	
    to	
    the	
    hard-­‐pressed	
    adventurer.	
    
  § 
  Home:	
    If	
    the	
    adventure	
    takes	
    place	
    in	
    a	
    PC’s	
    home	
    town,	
    he’ll	
    
  have	
     much	
     more	
     knowledge	
     of	
     the	
     locality.	
     He’ll	
     also	
     likely	
    
  have	
    a	
    vested	
    interest	
    in	
    completing	
    the	
    adventure.	
    In	
    a	
    home	
    
  town,	
    the	
    PC	
    will	
    also	
    have	
    a	
    support	
    network	
    of	
    friends	
    and	
    
  family	
     he	
     can	
     call	
     on.	
     Such	
     individuals	
     can	
     be	
     a	
     source	
     of	
    
  material	
    aid	
    as	
    well	
    as	
    being	
    excellent	
    sources	
    of	
    information.	
    
  § 
  Go	
     Anywhere:	
     The	
     PCs	
     can	
     literally	
     go	
     anywhere	
     and	
     visit	
    
  hundreds	
    of	
    locales.	
    The	
    GM	
    must	
    be	
    far	
    more	
    prepared	
    –	
    or	
    
  very	
    good	
    at	
    ad-­‐libbing	
    details	
    of	
    places	
    and	
    people.	
    
  § 
  Different	
    Challenges:	
    Urban	
    adventures	
    are	
    less	
    likely	
    to	
    deal	
    
  with	
     the	
     traditional	
     types	
     of	
     adventures	
     –	
     the	
     kind	
     of	
    
  adventures	
     where	
     you	
     kick	
     the	
     door	
     down	
     and	
     kill	
     everyone	
    
  inside.	
    Instead,	
    they'll	
    probably	
    require	
    more	
    role-­‐playing	
    and	
    
  investigation	
    to	
    complete	
    successfully.	
    That's	
    not	
    to	
    say	
    there	
    
  won't	
    be	
    combat	
    –	
    there	
    almost	
    certainly	
    will	
    –	
    but	
    there'll	
    be	
    
  less	
    than	
    normal.	
    
  	
    
   
  
  28	
    
  P L A Y E R  A D V I C E :  L O O M I N G  D I S A S T E R  
  TPK S 	
     R A R E L Y 	
     J U S T 	
     H A P P E N. 	
     N O R M A L L Y, 	
     T H E 	
     P A R T Y 	
     G E T S 	
     A T 	
     L E A S T 	
     S E V E R A L 	
     R O U N D S 	
     W A R N I N G 	
    
  B E F O R E 	
     T H I N G S 	
     G O 	
     H O R R I B L Y 	
     W R O N G. 	
    W H A T 	
     S H O U L D 	
     T H E Y 	
     D O?	
    
  	
    
  I've	
    blogged	
    before	
    about	
    TPKs	
    (Total	
    Party	
    Kills)	
    and	
    how	
    a	
    GM	
    
  should	
    deal	
    with	
    them.	
    What	
    I	
    haven't	
    done	
    before	
    is	
    talk	
    about	
    
  how	
     the	
     PCs	
     can	
     avoid	
     such	
     a	
     catastrophic	
     end	
     to	
     their	
    
  adventuring	
     careers.	
     Assuming	
     the	
     PCs	
     get	
     some	
     warning	
     of	
    
  their	
     impending	
     doom	
     they	
     can	
     pursue	
     one	
     of	
     four	
     basic	
    
  strategies: 
  § 
  Bribery:	
     If	
     you	
     can't	
     run	
     away	
     and	
     you	
     don't	
     want	
     to	
    
  surrender,	
    bribery	
    is	
    a	
    great	
    choice.	
    Paying	
    your	
    enemies	
    to	
    
  go	
    away	
    is	
    a	
    time-­‐honoured	
    tactic	
    and	
    there	
    is	
    no	
    reason	
    it	
    
  won't	
     work	
     on	
     your	
     foes	
     –	
     particularly	
     if	
     they	
     are	
     not	
     your	
    
  mortal	
     enemies.	
     Some	
     enemies	
     might	
     covet	
     gold	
     or	
     magic,	
    
  while	
     others	
     may	
     be	
     satisfied	
     with	
     food.	
     Still	
     others	
     might	
    
  demand	
     a	
     service	
     of	
     the	
     party	
     for	
     letting	
     them	
     go.	
     All	
    
  these	
    options	
    are	
    better	
    than	
    dying.	
    
  § 
  Fight	
    On:	
    The	
    party	
    may	
    choose	
    to	
    fight	
    on.	
    If	
    they	
    do	
    so,	
    
  though,	
    they	
    should	
    fight	
    hard.	
    This	
    means	
    pulling	
    out	
    
  all	
     those	
     one-­‐shot	
     items	
     saved	
     for	
     an	
     emergency	
    
  and	
     using	
     them!	
     It's	
     always	
     better	
     to	
     expend	
    
  equipment	
     than	
     to	
     actually	
     die	
     –	
     sometimes	
    
  this	
    gets	
    forgotten	
    (particularly	
    in	
    games	
    which	
    
  focus	
    on	
    wealth	
    by	
    character	
    level).	
    If	
    you	
    fight	
    
  hard	
    and	
    you	
    still	
    die,	
    at	
    least	
    you	
    gave	
    it	
    your	
    
  best	
    shot.	
    
  § 
  Run	
    Away:	
    If	
    things	
    look	
    grim,	
    the	
    party	
    
  can	
     always	
     run	
     away.	
     Extricating	
    
  the	
     entire	
     group	
     from	
     combat	
    
  can	
     be	
     tricky	
     and	
     so	
     everyone	
    
  needs	
     to	
     be	
     on-­‐board	
     with	
     this	
    
  strategy.	
     Sometimes,	
     a	
     heroic	
    
  party	
     member	
     will	
     stay	
    
  behind	
     to	
     hold	
     off	
     their	
    
  enemies	
    while	
    the	
    others	
    
  escape.	
    
  Alternatively,	
    
  scattering	
    
  loot	
    
  or	
    
  food	
    behind	
    you	
    as	
    
  you	
    flee	
    is	
    a	
    good	
    
  way	
     of	
     slowing	
    
  down	
    pursuit.	
    	
    
  Surrender:	
     PCs	
     almost	
     never	
     use	
     this	
     option.	
     Nevertheless,	
    
  surrender	
    is	
    a	
    viable	
    option	
    if	
    you	
    want	
    to	
    live	
    to	
    fight	
    another	
    
  day.	
     Sometimes,	
     PCs	
     are	
     reluctant	
     to	
     surrender	
     because	
    
  subconsciously	
     they	
     know	
     what	
     they	
     do	
     to	
     those	
     falling	
     into	
    
  their	
     hands!	
     (And	
     hell,	
     the	
     party	
     are	
     good-­‐aligned,	
     imagine	
    
  what	
    the	
    evil	
    villain	
    will	
    do	
    to	
    them...)	
    PCs	
    that	
    surrender	
    are	
    
  rarely	
     killed	
     out	
     of	
     hand.	
     Their	
     foes	
     may	
     imprison	
     them	
     for	
    
  ransom,	
    save	
    them	
    for	
    a	
    starring	
    role	
    in	
    an	
    upcoming	
    religious	
    
  ceremony	
     or	
     sell	
     them	
     into	
     slavery.	
     Assuming	
     they	
     are	
     not	
    
  killed	
     outright,	
     PCs	
     that	
     surrender	
     normally	
     have	
     a	
     chance	
     to	
    
  escape	
    and	
    to	
    turn	
    the	
    tables	
    on	
    their	
    foes	
    before	
    their	
    doom	
    is	
    
  upon	
    them.	
    
  	
    
  
  29	
    
  P L A Y E R  A D V I C E :  P R I N C I P L E S  O F  S U C C E S S F U L  A D V E N T U R I N G  
  C H A R G E! 	
     H A C K! 	
     M A I M! 	
     K I L L! 	
     S A D L Y, 	
     F O R 	
     M A N Y 	
     A D V E N T U R I N G 	
     G R O U P S 	
     T H I S 	
     I S 	
     P R E T T Y 	
     M U C H 	
     T H E 	
    
  E X T E N T 	
     O F 	
     T H E I R 	
     T A C T I C A L 	
     P L A N N I N G. 	
     S U C H 	
     G R O U P S 	
     C H A R G E 	
     I N T O 	
     T H E 	
     D U N G E O N 	
     W I T H 	
     L I T T L E 	
    
  T H O U G H T 	
     F O R 	
     T A C T I C S, 	
     P L A N N I N G 	
     O R 	
     O T H E R 	
     C O N S I D E R A T I O N S. 	
    M O S T 	
     S U C H 	
     G R O U P S 	
     A R E 	
     D O O M E D. 	
    	
    
  	
    
  You	
    really	
    don’t	
    want	
    to	
    be	
    one	
    of	
    those	
    groups.	
    A	
    little	
    bit	
    of	
    
  forethought	
     and	
     planning	
     can	
     turn	
     a	
     potentially	
     disastrous	
    
  foray	
    into	
    a	
    stunning	
    triumph.	
    	
    
  	
    
  I	
    remember	
    repeatedly	
    reading	
    pages	
    107	
    –	
    109	
    of	
    the	
    AD&D	
    
  Player’s	
     Handbook	
     almost	
     thirty	
     years	
     ago	
     in	
     an	
     attempt	
     to	
    
  occasionally	
    survive	
    an	
    adventure.	
    Over	
    almost	
    thirty	
    years	
    of	
    
  game	
     play	
     I’ve	
     learnt	
     a	
     fair	
     amount	
     about	
     how	
     to	
     survive	
     a	
    
  dungeon	
    crawl,	
    but	
    this	
    learning	
    has	
    been	
    pretty	
    haphazard	
    and	
    
  hard	
    to	
    codify.	
    	
    
  	
    
  Recently,	
     I’ve	
     thought	
     a	
     lot	
     about	
     the	
     principles	
     of	
     successful	
    
  adventuring	
    and	
    how	
    to	
    provide	
    a	
    general	
    structure	
    to	
    enhance	
    
  the	
    chances	
    of	
    a	
    successful	
    delve	
    (or	
    whatever).	
    Luckily,	
    there	
    is	
    
  a	
    lot	
    of	
    help	
    out	
    there!	
    Some	
    of	
    the	
    best	
    principles	
    I’ve	
    found	
    
  come	
     from	
     the	
     British	
    
  Army.	
     Obviously,	
     these	
    
  must	
     be	
     modified	
     –	
    
  designed	
    as	
    they	
    are	
    for	
    
  a	
     large,	
     modern	
     fighting	
    
  force.	
    
  Even	
    
  with	
    
  this	
    
  caveat,	
     though,	
     they	
     are	
     a	
    
  fantastic	
    
  resource	
    
  for	
    
  adventurers	
     (in	
     any	
     game	
     or	
    
  genre)	
    to	
    draw	
    upon.	
    	
    
  § 
  Selection	
     and	
     Maintenance	
    
  of	
    
  the	
    
  Goal:	
    
  A	
    
  single,	
    
  unambiguous	
     goal	
     is	
     the	
    
  keystone	
     of	
     a	
     successful	
    
  foray.	
    
  Selection	
    
  and	
    
  maintenance	
     of	
     the	
     goal	
     is	
     the	
    
  master	
    principle	
    of	
    adventuring.	
    
  Do	
     not	
     get	
     sidetracked	
     or	
    
  distracted;	
    that	
    way,	
    disaster	
    lies.	
    
  § 
  Maintenance	
     of	
     Morale:	
     Morale	
     is	
    
  a	
    positive	
    state	
    of	
    mind	
    derived	
    from	
    
  inspired	
     leadership,	
     a	
     sense	
     of	
     shared	
    
  purpose	
    
  and	
    
  values,	
    
  well	
    
  being,	
    
  perception	
    of	
    group	
    worth	
    and	
    cohesion.	
    
  A	
     party	
     with	
     high	
     morale	
     succeeds	
    
  where	
    others	
    fail.	
    
  § 
  Offensive	
     Action:	
     Offensive	
     action	
     is	
     the	
     practical	
     way	
     in	
    
  which	
    a	
    group	
    of	
    adventurers	
    seek	
    to	
    gain	
    advantage,	
    sustain	
    
  momentum	
    and	
    seize	
    the	
    initiative.	
    	
    
  § 
  Security:	
     Security	
     is	
     the	
     provision	
     and	
     maintenance	
     of	
     an	
    
  operating	
    environment	
    that	
    affords	
    the	
    necessary	
    freedom	
    of	
    
  action,	
    to	
    achieve	
    the	
    objective.	
    
  § 
  Surprise:	
    Surprise	
    is	
    the	
    consequence	
    of	
    shock	
    and	
    confusion	
    
  induced	
     by	
     the	
     deliberate	
     or	
     incidental	
     introduction	
     of	
     the	
    
  unexpected	
    to	
    the	
    enemy.	
    
  § 
  Concentration	
     of	
     Force:	
     This	
     could	
     also	
     be	
     called,	
     “Don’t	
    
  split	
    the	
    party.”	
    Concentration	
    of	
    force	
    involves	
    the	
    decisive,	
    
  synchronised	
     application	
     of	
     superior	
     fighting	
     power	
     to	
    
  achieve	
    success.	
    
  § 
  Economy	
     of	
     Effort:	
     Economy	
     of	
     effort	
     is	
     the	
     judicious	
    
  exploitation	
     of	
     the	
     party’s	
     resources	
     including	
     manpower,	
    
  material	
    and	
    time	
    to	
    achieve	
    the	
    objective.	
    Use	
    just	
    enough	
    
  of	
    your	
    resources	
    to	
    achieve	
    your	
    objective.	
    	
    
  § Flexibility:	
    Flexibility	
    –	
    the	
    ability	
    to	
    change	
    readily	
    to	
    
  meet	
     new	
     circumstances	
     –	
     comprises	
     agility,	
    
  responsiveness,	
    
  resilience,	
    
  acuity	
    and	
    adaptability.	
    	
    
  § Cooperation:	
    
  Cooperation	
    
  entails	
     the	
     incorporation	
     of	
    
  teamwork	
     and	
     a	
     sharing	
     of	
    
  dangers,	
     burdens,	
     risks	
     and	
    
  opportunities.	
     Every	
     member	
     of	
    
  the	
     group	
     should	
     participate	
    
  equally	
     taking	
     into	
     account	
     his	
    
  abilities,	
    skills	
    and	
    gear.	
    	
    
  § Sustainability:	
    To	
    sustain	
    a	
    force	
    to	
    
  generate	
     the	
     means	
     by	
     which	
     its	
    
  fighting	
     power	
     and	
     freedom	
     of	
    
  action	
     are	
     maintained.	
     Make	
     sure	
    
  you	
    are	
    properly	
    equipped.	
    	
    
  So	
     there	
     you	
     have	
     it.	
     If	
     you	
     follow	
    
  the	
     ten	
     principles	
     listed	
     above	
     you	
    
  will	
     immeasurably	
     improve	
     your	
    
  chances	
    of	
    a	
    successful	
    adventure.	
    
   
   
  
  30	
    
  P L A Y E R  A D V I C E :  W H Y  A D V E N T U R E  T O G E T H E R  
  E X P L O R I N G 	
     D A N K 	
     C A V E R N S, 	
     C R U M B L I N G 	
     L O S T 	
     C I T I E S 	
     A N D 	
     U N D E A D 	
     I N F E S T E D, 	
     B O N E-­‐ F I L L E D 	
     T O M B S 	
     I S 	
    
  A 	
     D A N G E R O U S 	
     J O B. 	
    I T 	
     M A K E S 	
     S E N S E 	
     T O 	
     D O 	
     I T, 	
     T H E N, 	
     W I T H 	
     P E O P L E 	
     Y O U 	
     K N O W 	
     A N D 	
     T R U S T. 	
    	
    
  	
    
  In	
    a	
    recent	
    article,	
    I	
    discussed	
    why	
    individual	
    PCs	
    may	
    adventure.	
    
  It’s	
    also	
    a	
    good	
    idea	
    to	
    consider	
    why	
    the	
    group	
    as	
    a	
    whole	
    has	
    
  formed.	
     Adventuring	
     is,	
     after	
     all,	
     a	
     very	
     dangerous	
     profession	
    
  and	
    it	
    makes	
    sense	
    to	
    do	
    it	
    with	
    others	
    who	
    share	
    your	
    goals	
    and	
    
  aspirations.	
    	
    
  	
    
  Sadly,	
    all	
    to	
    often	
    (in	
    my	
    experience),	
    a	
    group	
    of	
    adventurers	
    has	
    
  no	
    real	
    reason	
    to	
    be	
    together	
    beyond	
    the	
    hunt	
    for	
    treasure	
    and	
    
  experience.	
    That’s	
    a	
    shame,	
    as	
    a	
    common	
    hook	
    or	
    interest	
    can	
    
  add	
    depth	
    to	
    the	
    roleplaying	
    experience.	
    	
    
  	
    
  Beyond	
     sharing	
     an	
     individual	
     PC’s	
     goal,	
     a	
     group	
     can	
     form	
     for	
    
  many	
     reasons.	
     The	
     following	
     list	
     presents	
     some	
     of	
     the	
     most	
    
  common:	
    	
    
  § 
  Childhood	
    Friends:	
    In	
    this	
    group,	
    the	
    party	
    have	
    known	
    each	
    
  other	
     for	
     many	
     years.	
     They	
     know	
     and	
     trust	
     each	
     other	
     and	
    
  look	
     out	
     for	
     each	
     other.	
     A	
     downside	
     of	
     this	
     kind	
     of	
     group	
    is	
    
  that	
    it	
    can	
    be	
    hard	
    to	
    justify	
    the	
    inclusion	
    of	
    new	
    members	
    if	
    
  someone	
    should	
    fall	
    during	
    their	
    adventures.	
    
  § 
  Defend	
    The	
    Realm:	
    The	
    PCs	
    are	
    natives	
    of	
    the	
    same	
    kingdom.	
    
  Perhaps	
     orcs	
     raid	
     from	
     nearby	
     mountains	
     or	
     volatile	
     border	
    
  areas	
    are	
    rife	
    with	
    banditry.	
    This	
    group	
    goes	
    where	
    it	
    must	
    to	
    
  defend	
    the	
    kingdom.	
    	
    
  § 
  Mercenaries:	
    The	
    group	
    is	
    gathered	
    by	
    a	
    patron	
    to	
    accomplish	
    
  a	
     specific	
     job.	
     Their	
     incentive	
     to	
     trust	
     one	
     another	
     is	
     their	
    
  handsome	
    pay	
    for	
    a	
    job	
    well	
    done.	
    
  § 
  Noble	
    Patron:	
    The	
    group	
    may	
    be	
    outfitted	
    or	
    sponsored	
    by	
    a	
    
  particular	
    noble	
    patron.	
    In	
    a	
    group	
    of	
    this	
    sort,	
    all	
    its	
    members	
    
  should	
    be	
    loyal	
    to	
    their	
    lord.	
    
  § 
  Religious	
    Order:	
    In	
    this	
    group,	
    most	
    if	
    not	
    all	
    of	
    the	
    members	
    
  belong	
     to	
     the	
     same	
    religious	
    order.	
    Their	
    goals	
    and	
    missions	
    
  must	
    fit	
    with	
    the	
    faith’s	
    belief	
    system	
    and	
    priorities.	
    If	
    a	
    party	
    
  member	
    is	
    not	
    of	
    the	
    same	
    faith	
    as	
    his	
    fellows	
    he	
    must	
    have	
    a	
    
  compelling	
    reason	
    to	
    travel	
    with	
    the	
    group	
    (and	
    for	
    the	
    group	
    
  to	
    trust	
    him).	
    
  § 
  Self	
    Interest:	
    The	
    adventuring	
    band	
    could	
    form	
    in	
    the	
    crucible	
    
  of	
     battle.	
     Perhaps	
     individually	
     the	
     adventurers	
     are	
     travelling	
    
  with	
     a	
     merchant	
     caravan	
     or	
     resting	
     in	
     an	
     inn	
     when	
     it	
     is	
    
  attacked.	
    	
    The	
    group	
    must	
    bond	
    to	
    survive.	
    
  § 
  Strangers	
     in	
     a	
     Strange	
     Land:	
     Perhaps	
     the	
     adventuring	
     group	
    
  forms	
     in	
     a	
     distant	
     land	
     and	
     its	
     members	
     band	
     together	
    
  because	
    they	
    are	
    the	
    only	
    foreigners	
    in	
    the	
    vicinity.	
    The	
    party	
    
  could	
    be	
    comprised	
    solely	
    of	
    a	
    specific	
    race	
    –	
    such	
    as	
    a	
    group	
    
  of	
     dwarves	
     adventuring	
     in	
     a	
     human	
     land	
     –	
     or	
     simply	
     be	
    
  strangers	
    banded	
    together	
    for	
    self	
    protection.	
    Escaped	
    slaves	
    
  and	
     shipwrecked	
     travellers	
     make	
     an	
     excellent	
     nucleus	
     for	
     an	
    
  adventuring	
    group.	
    
  The	
    list	
    above	
    is	
    by	
    no	
    means	
    comprehensive,	
    but	
    it	
    is	
    a	
    good	
    
  start.	
    	
    	
    
  	
    
  	
    	
    
   
  
  31	
    
   
   
   
   
   
   
   
   
   
   
  BACKDROPS 
  
  32	
    
  C H A S M  A T  A  G L A N C E  
  This	
     ramshackle,	
     rough-­‐and-­‐tumble	
     village	
     is	
     the	
     sole	
     stop	
     for	
    
  many	
     miles	
     along	
     a	
     well-­‐worn	
     road	
     winding	
     through	
     the	
    
  badlands.	
     Formerly	
     known	
     as	
     Callowright,	
     the	
     origin	
     of	
     the	
    
  village’s	
    new	
    name	
    is	
    unmistakable	
    –	
    a	
    great	
    gorge	
    has	
    rent	
    the	
    
  earth	
    here,	
    and	
    the	
    ruined	
    wreck	
    of	
    half	
    the	
    village’s	
    buildings	
    
  that	
     slid	
     into	
     the	
     ravine	
     can	
     still	
     be	
     seen	
     below.	
     A	
     crazy	
    
  latticework	
     of	
     rope	
     bridges	
     crisscross	
     the	
     chasm	
     connecting	
    
  ledges	
     and	
     caves.	
     Skulking	
     around	
     in	
     the	
     chasm’s	
     shadowy	
    
  depths	
     are	
     the	
     rarely-­‐seen	
     deep	
     dwarves	
     –	
     the	
     evil	
     duergar	
     –	
    
  who	
    have	
    been	
    united	
    by	
    tragedy	
    into	
    an	
    uneasy	
    but	
    mutually	
    
  beneficial	
    alliance	
    with	
    the	
    villagers.	
    Adventurers	
    often	
    come	
    to	
    
  Chasm,	
    for	
    arms	
    and	
    armour	
    of	
    adamantine,	
    mithral	
    and	
    other	
    
  more	
    exotic	
    materials	
    may	
    be	
    found	
    here.	
    
  D E M O G R A P H I C S	
    
  Ruler	
     Mayor	
     	
     Kuno	
     Allahan	
     (NE	
     male	
     human	
     bard	
     5)	
     and	
    
  Clanmaster	
     Urgot	
     Hellhammer	
     (LE	
     duergar	
     barbarian	
    
  2/fighter	
    4).	
    	
    
  Government	
    Contested	
    
  Population	
    198	
    (101	
    humans,	
    81	
    dwarves	
    (all	
    duergar),	
    6	
    half-­‐
  elves,	
    4	
    elves,	
    3	
    half-­‐orcs,	
    3	
    halflings)	
    
  Alignments	
    LN,	
    LE,	
    N,	
    NE	
    
  Languages	
    Common,	
    Dwarven,	
    Undercommon	
    
  Corruption	
    +2;	
    Crime	
    -­‐3;	
    Economy	
    +1;	
    Law	
    +2;	
    Lore	
    -­‐1;	
    Society	
    0	
    
  Qualities	
    Prosperous,	
    racially	
    intolerant	
    (non-­‐duergar	
    dwarves)	
    
  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:	
    
  Annelben	
    Khune	
    (Location	
    1;	
    CG	
    female	
    human	
    rogue	
    7)	
    Khune	
    
  is	
     the	
     proprietor	
     of	
     The	
     Slide,	
     the	
     town’s	
     sole	
     inn.	
     She’s	
    
  mainly	
    honest,	
    but	
    sometimes	
    cheats	
    evil	
    folk.	
    
  Burr	
     Kander	
     (Location	
     3,	
     LN	
     male	
     human	
     expert	
     5)	
     Kander	
     is	
    
  Chasm’s	
     most	
     renowned	
     weaponsmith.	
     He	
     lives	
     in	
     a	
     small	
    
  house	
    adjacent	
    to	
    the	
    smithy.	
    
  “Daft”	
     	
     Fulco	
     (Location	
     8,	
     CN	
     male	
     human	
     druid	
     3)	
     Every	
     few	
    
  weeks,	
     a	
     strange	
     but	
     familiar	
     figure	
     wanders	
     into	
     Chasm.	
    
  This	
    old	
    fellow	
    is	
    wild-­‐eyed	
    and	
    dishevelled,	
    his	
    mismatched	
    
  clothes	
    almost	
    in	
    tatters.	
    
  Pyvanel	
    Aldarrae	
    (Location	
    6,	
    N	
    male	
    elf	
    expert	
    4)	
    This	
    elf	
    hardly	
    
  looks	
    like	
    a	
    smith,	
    with	
    a	
    slender	
    build	
    even	
    by	
    the	
    standards	
    
  of	
    his	
    kind.	
    He	
    is	
    the	
    proprietor	
    of	
    Aldarrae’s	
    Steel	
    Skin	
    and	
    
  lives	
    in	
    a	
    small	
    apartment	
    over	
    the	
    shop.	
    
  Katredies	
    Pick	
    (Location	
    2,	
    NG	
    male	
    human	
    expert	
    3)	
    Katredies	
    
  runs	
    The	
    Dour	
    Beagle.	
    He	
    is	
    one	
    of	
    the	
    few	
    people	
    who	
    views	
    
  the	
    opening	
    of	
    the	
    chasm	
    as	
    a	
    positive	
    event.	
    
  Vennisair	
     (Location	
     11,	
     LN	
     male	
     half-­‐elf	
     [appears	
     human	
     with	
    
  hat	
    of	
    disguise]	
    sorcerer	
    8)	
    Publicly	
    the	
    owner	
    of	
    the	
    Chasm	
    
  Trading	
    Post,	
    he	
    is	
    in	
    truth	
    the	
    only	
    surviving	
    apprentice	
    of	
    
  the	
    sorceress	
    Jeriaster	
    whose	
    digging	
    led	
    to	
    the	
    calamity	
    that	
    
  befell	
     the	
     village.	
     He	
     conceals	
     his	
     identity	
     with	
     a	
     hat	
     of	
    
  disguise.	
    
  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. The	
     Slide:	
     Once	
     a	
     sprawling	
     inn	
     and	
     tavern	
     known	
     as	
     The	
    
  Roadside,	
    this	
    structure	
    straddles	
    the	
    great	
    earthen	
    rift.	
    
  2. The	
     Dour	
     Beagle:	
     With	
     the	
     destruction	
     of	
     The	
     Roadside’s	
    
  taproom,	
    The	
    Dour	
    Beagle	
    became	
    the	
    only	
    bar	
    in	
    town.	
    
  3. Kraken’s	
    Arms:	
    Burr	
    Kander	
    and	
    a	
    trio	
    of	
    harried	
    apprentices	
    
  work	
    the	
    forges	
    of	
    this	
    armsmith.	
    
  4. The	
    Holy	
    House:	
    This	
    square	
    structure	
    has	
    unadorned	
    stained	
    
  glass	
    windows.	
    Inside,	
    shrines	
    to	
    various	
    deities	
    can	
    be	
    found.	
    	
    
  5. The	
     Web:	
     Rope	
     bridges	
     crisscross	
     the	
     chasm	
     and	
     provide	
    
  access	
    to	
    the	
    duergars’	
    mines.	
    
  6. Aldarrae’s	
     Steel	
     Skin:	
     Pyvanel	
     Aldarrae	
     and	
     his	
     two	
     elven	
    
  apprentices	
    forge	
    all	
    manner	
    of	
    metals	
    into	
    armour.	
    
  7. The	
     Old	
     Well:	
     This	
     well	
     is	
     boarded	
     up	
     and	
     sealed	
     tight	
     with	
    
  crisscrossing	
    planks	
    and	
    bolts.	
    
  8. Cavern	
     Entrances:	
     All	
     entrances	
     to	
     the	
     duergar	
     caverns	
     are	
    
  guarded;	
    access	
    for	
    non-­‐duergar	
    is	
    forbidden.	
    
  9. The	
    Stone	
    Heroes:	
    A	
    quartet	
    of	
    statues	
    stand	
    here.	
    
  10. Chasm	
     Trading	
     Post:	
     The	
     Chasm	
     Trading	
     Post	
     is	
     home	
     to	
    
  Vennisair,	
     a	
     quiet,	
     intense	
     trader	
     who	
     has	
     driven	
     all	
    
  competitors	
    out	
    of	
    business.	
    
  11. The	
    Tower:	
    The	
    tower	
    that	
    was	
    Chasm’s	
    genesis	
    still	
    stands	
    in	
    
  the	
    village;	
    it	
    hangs	
    perilously	
    over	
    the	
    edge	
    of	
    the	
    chasm.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Mining,	
    smithing,	
    trade	
    
  Base	
    Value	
    1,300	
    gp;	
    Purchase	
    Limit	
    7,500	
    gp;	
    Spellcasting	
    1st;	
    
  Minor	
     Items	
     4d4;	
     Medium	
     Items	
     3d4;	
     Major	
     Items	
     1d6	
    
  (arms	
    and	
    armour	
    only)	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Chasm,	
    the	
    following	
    items	
    are	
    for	
    sale:	
    
  § 
  Armour	
     elven	
     chain	
     (5,150	
     gp),	
     mithral	
     shirt	
     (1,100	
     gp),	
     +1	
    
  scale	
    mail	
    (1,200	
    gp),	
    +1	
    full	
    plate	
    of	
    light	
    fortification	
    (5,650	
    
  gp),	
    +1	
    glamered	
    leather	
    armour	
    (9,160	
    gp).	
    
  § 
  Potions	
    &	
    Oils	
    bless	
    weapon	
    (50	
    gp),	
    cure	
    light	
    wounds	
    (50	
    gp),	
    
  darkvision	
    (300	
    gp),	
    neutralize	
    poison	
    (750	
    gp).	
    
  § 
  Scrolls	
    (Arcane)	
    lightning	
    bolt	
    (375	
    gp),	
    unseen	
    servant	
    (25	
    gp),	
    
  wall	
    of	
    fire	
    (1,125	
    gp).	
    
  § 
  Weapons	
    cold	
    iron	
    masterwork	
    longsword	
    (330	
    gp),	
    +1	
    ghost	
    
  touch	
    greataxe	
    (8,320	
    gp).	
    
  	
    
  G O V E R N M E N T  T Y P E :  C O N T E S T E D  
  A	
    contested	
    settlement	
    has	
    more	
    than	
    one	
    ruler.	
    These	
    rulers	
    
  compete	
     among	
     themselves	
     for	
     control	
     of	
     the	
     settlement.	
    
  (Corruption	
    +2;	
    Law	
    +1).	
    
  
  33	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
     some	
     information	
     about	
     the	
     village.	
     A	
     successful	
     check	
    
  reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
    10:	
    Chasm	
    is	
    a	
    village	
    that	
    stands	
    along	
    a	
    trade	
    route	
    that	
    
  passes	
    through	
    badlands.	
    It	
    got	
    its	
    name	
    because	
    years	
    ago,	
    a	
    
  rift	
     opened	
     and	
     sent	
     half	
     the	
     place	
     careening	
     into	
     the	
     fissure.	
    
  Dwarves	
    are	
    not	
    welcome	
    in	
    Chasm.	
    
  	
    
  DC	
    15:	
    The	
    people	
    of	
    Chasm	
    have	
    a	
    peace	
    agreement	
    with	
    a	
    
  clan	
     of	
     duergar	
     who	
     bring	
     forth	
     rare	
     metals	
     from	
     their	
     mines.	
    
  Skilled	
    village	
    smiths	
    forge	
    the	
    metal	
    into	
    arms	
    and	
    armour.	
    
  	
    
  DC	
     20:	
     A	
     sorceress	
     built	
     a	
     (now	
     abandoned)	
     tower	
     in	
     the	
    
  village.	
     The	
     sorceress	
     disappeared	
     at	
     the	
     same	
     time	
     as	
     the	
    
  chasm	
    opened	
    and	
    the	
    duergar	
    emerged.	
    Few	
    believe	
    this	
    is	
    a	
    
  coincidence.	
    Her	
    fate,	
    and	
    that	
    of	
    her	
    apprentices,	
    is	
    unknown.	
    
  V I L L A G E R S  
  Appearance	
     Dusky	
     skinned	
     with	
     slight	
     yellow	
     undertones,	
     rich	
    
  black	
     or	
     deep	
     brown	
     hair,	
     and	
     almond-­‐shaped	
     eyes.	
     Most	
     are	
    
  well-­‐tanned,	
    with	
    those	
    spending	
    a	
    great	
    deal	
    of	
    time	
    outdoors	
    
  having	
    almost	
    leathery	
    skin.	
    
  	
    
  Dress	
    They	
    dress	
    in	
    loose-­‐fitting,	
    cool	
    clothing,	
    often	
    stained	
    
  red	
    by	
    the	
    rust-­‐coloured	
    mud	
    of	
    the	
    badlands.	
    
  	
    
  Nomenclature	
    male	
    Alaric,	
    Horsa,	
    Odo,	
    Warin;	
    female	
    Adela,	
    
  Frida,	
    Ima,	
    Saxa;	
    family	
    Batini,	
    Fosi,	
    Njars,	
    Ubi.	
    
  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	
     character	
     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*	
    
  The	
    tower	
    has	
    a	
    secret	
    passage	
    that	
    leads	
    to	
    the	
    duergar	
    
  caverns.	
    It	
    is	
    magically	
    warded.	
    
  2	
    
  The	
     creature	
     that	
     lived	
     in	
     the	
     old	
     well	
     was	
     a	
     devil	
    
  accidentally	
     summoned	
     by	
     Jeriaster’s	
     apprentices.	
     The	
    
  creature	
    was	
    bound	
    inside	
    a	
    magic	
    circle,	
    but	
    the	
    circle	
    
  was	
    compromised	
    when	
    the	
    chasm	
    opened.	
    
  3	
    
  The	
     four	
     petrified	
     adventurers	
     would	
     reward	
     their	
    
  rescuers	
     handsomely	
     if	
     someone	
     could	
     find	
     a	
     way	
     to	
    
  restore	
    them.	
    
  4	
    
  “Daft”	
    	
    Fulco	
    is	
    a	
    druid.	
    He	
    was	
    driven	
    insane	
    when	
    he	
    
  saw	
     something	
     no	
     one	
     was	
     meant	
     to	
     see.	
     Now	
     he	
     just	
    
  grows	
    vegetable	
    and	
    mumbles	
    to	
    himself.	
    
  5	
    
  Mayor	
    Allahan	
    is	
    a	
    cultist	
    of	
    some	
    sort	
    of	
    evil	
    being.	
    He	
    is	
    
  intent	
    on	
    bringing	
    the	
    being’s	
    influence	
    to	
    Chasm	
    and	
    has	
    
  been	
    skimming	
    money	
    from	
    the	
    village’s	
    coffers	
    to	
    do	
    so.	
    	
    
  6	
    
  Burr	
    Kander	
    of	
    the	
    Kraken’s	
    Arms	
    isn’t	
    looking	
    too	
    well	
    
  lately.	
    Some	
    say	
    he’s	
    dying.	
    
  *False	
    rumour	
    
  	
    
  	
    
  
  34	
    
  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	
    
  
  35	
    
  	
    
  
  36	
    
  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)	
    
  
  37	
    
  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	
    
  	
    	
    
  
  38	
    
  F U L H U R S T  M O O R S  A T  A  G L A N C E  
  The	
     windswept	
     moorland	
     around	
     Fulhurst	
     Moors	
     was	
     once	
     a	
    
  lush	
    forest.	
    Savage	
    clans	
    lived	
    here	
    and	
    sacrificed	
    captives	
    and	
    
  slaves	
     in	
     the	
     bogs	
     below	
     the	
     hills,	
     where	
     the	
     waters	
     of	
     the	
    
  Blackraven	
    Creek	
    cut	
    through	
    the	
    acidic	
    valley	
    soil.	
    	
    
  	
    
  The	
     sacrifices	
     attracted	
     strings	
     of	
     will-­‐o’-­‐wisps,	
     who	
     fed	
    
  eagerly	
    on	
    their	
    dying	
    victims’	
    fears.	
    As	
    the	
    clansmen	
    cut	
    down	
    
  trees	
    for	
    timber	
    and	
    firewood,	
    the	
    rain	
    washed	
    the	
    nutrients	
    out	
    
  of	
    the	
    exposed	
    soil.	
    Desolate	
    moor	
    replaced	
    the	
    forest,	
    the	
    clans	
    
  migrated	
    elsewhere,	
    and	
    the	
    wisps	
    starved.	
    
  	
    
  Centuries	
     passed,	
     and	
     other	
     humans	
     settled	
     beside	
    
  Blackraven	
    Creek.	
    They	
    built	
    solid	
    stone	
    houses,	
    raised	
    flocks	
    of	
    
  rugged	
    sheep	
    on	
    the	
    moor	
    and	
    dug	
    peat	
    from	
    the	
    bog’s	
    brown	
    
  waterlogged	
    soil.	
    	
    
  	
    
  A	
     few	
     years	
     ago,	
     the	
     wizard	
     Kelurn	
     Tinddar	
     settled	
     in	
    
  Fulhurst	
    Moors.	
    Seeking	
    ancient	
    artefacts	
    buried	
    in	
    the	
    sacrificial	
    
  sites,	
    he	
    struck	
    a	
    terrible	
    pact	
    with	
    the	
    will-­‐o’-­‐wisps	
    yet	
    haunting	
    
  the	
    bog:	
    in	
    return	
    for	
    the	
    locations	
    of	
    ancient	
    sacrificial	
    sites,	
    he	
    
  began	
    arranging	
    deadly	
    accidents	
    and	
    ambushes	
    to	
    both	
    foster	
    
  an	
    atmosphere	
    of	
    fear	
    in	
    the	
    village	
    and	
    provide	
    the	
    will-­‐o’-­‐wisps	
    
  with	
    fresh	
    victims.	
    
  	
    
  The	
     effects	
     of	
     this	
     terrible,	
     secret	
     compact	
     are	
     easily	
    
  apparent	
     to	
     anyone	
     visiting	
     Fulhurst	
     Moors.	
     The	
     anxiety	
     is	
    
  almost	
    palpable,	
    and	
    only	
    a	
    handful	
    of	
    villagers	
    are	
    bold	
    enough	
    
  to	
     move	
     about	
     as	
     they	
     please.	
     The	
     rest	
     huddle	
     behind	
     their	
    
  stone	
     walls	
     and	
     speculate	
     who	
     will	
     be	
     the	
     next	
     to	
     meet	
     their	
    
  doom	
    upon	
    the	
    moor.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Minerva	
    Meriweather	
    	
    
  Government	
    Autocracy	
    
  Population	
     140	
     (127	
     humans,	
     6	
     dwarves,	
     2	
     half-­‐elves,	
     3	
     half-­‐
  orcs,	
    2	
    halflings)	
    
  Alignments	
    LN,	
    LG,	
    NG,	
    N,	
    CN,	
    NE	
    
  Languages	
    Common	
    	
    
  Corruption	
    -­‐1;	
    Crime	
    -­‐2;	
    Economy	
    -­‐5;	
    Law	
    -­‐3;	
    Lore	
    +1;	
    Society	
    -­‐6	
    
  Qualities	
    Insular,	
    rumormongering	
    citizens	
    
  Danger	
    +20;	
    Disadvantages	
    Hunted	
    
  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:	
    
  Aisha	
    Brackenridge	
    (location	
    1;	
    NG	
    female	
    half-­‐elf	
    expert	
    2)	
    The	
    
  feisty	
     and	
     independent	
     proprietor	
     of	
     the	
     village’s	
     general	
    
  store,	
    Aisha	
    is	
    irked	
    by	
    her	
    neighbours’	
    anxious	
    prattling.	
    	
    
  Bulgrim	
    Graycairn	
    (location	
    6;	
    N	
    male	
    dwarf	
    expert	
    3)	
    Solid	
    as	
    
  the	
    walls	
    of	
    his	
    inn,	
    Bulgrim	
    is	
    the	
    proud	
    owner	
    of	
    the	
    Bell	
    
  and	
    Whistles.	
    
  Devyn	
    Matson	
    (location	
    7;	
    LN	
    male	
    human	
    fighter	
    1/warrior	
    3)	
    
  Stern,	
    Devyn	
    takes	
    his	
    duties	
    as	
    constable	
    seriously.	
    
  Eliza	
    Reede	
    (location	
    2;	
    N	
    female	
    human	
    adept	
    4)	
    Practical	
    and	
    
  pragmatic,	
     Eliza	
     brews	
     potions,	
     delivers	
     babies	
     and	
     cures	
    
  minor	
    ailments.	
    
  Esmond	
     Wynne	
     (location	
     5;	
     LG	
     male	
     human	
     cleric	
     5)	
     Chaplain	
    
  Esmond	
    tends	
    to	
    the	
    spiritual	
    needs	
    of	
    Fulhurst	
    Moors,	
    and	
    
  is	
    plagued	
    by	
    his	
    inability	
    to	
    console	
    his	
    congregation.	
    	
    
  Grefford	
    Hinks	
    (location	
    3;	
    CN	
    male	
    old	
    human	
    rogue	
    2/expert	
    
  2)	
     Never	
     a	
     fan	
     of	
     authority,	
     old	
     man	
     Hinks	
     is	
     the	
     resident	
    
  manufacturer	
    of	
    moonshine	
    whiskey.	
    
  Kelurn	
    
  Tinddar	
    
  (location	
    
  8;	
    
  NE	
    
  male	
    
  human	
    
  wizard	
    
  [necromancer]	
     6)	
     Beneath	
     his	
     chubby	
     stature	
     and	
     well	
    
  respected	
    position	
    in	
    the	
    village,	
    Kelurn	
    hides	
    a	
    dark	
    secret.	
    
  Minerva	
     Meriweather	
     (location	
     4;	
     LN	
     female	
     middle-­‐aged	
    
  human	
    expert	
    2)	
    A	
    prosperous	
    wool	
    merchant,	
    Minerva	
    has	
    
  been	
    mayor	
    of	
    Fulhurst	
    Moors	
    for	
    over	
    a	
    decade.	
    
  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. Brackenridge	
     Mercantile:	
     Aisha	
     Brackenridge	
     and	
     her	
     wife	
    
  Heather	
    run	
    this	
    well-­‐stocked	
    general	
    store.	
    	
    
  2. Eliza	
    Reede's	
    Hut:	
    From	
    her	
    modest	
    hut,	
    Eliza	
    Reede	
    offers	
    a	
    
  selection	
    of	
    potions	
    and	
    remedies.	
    
  3. Grefford	
     Hinks's	
     House:	
     Thirsty	
     villagers	
     know	
     to	
     call	
     on	
    
  Grefford	
    for	
    a	
    jug	
    of	
    moonshine.	
    	
    
  4. Mayor	
    Meriweather's	
    Home:	
    This	
    large	
    stone	
    house	
    is	
    home	
    
  to	
    Mayor	
    Minerva	
    Meriweather	
    and	
    her	
    husband	
    Darinn.	
    
  5. Temple:	
    The	
    local	
    temple	
    is	
    often	
    half-­‐empty	
    at	
    services	
    these	
    
  days,	
    much	
    to	
    the	
    chagrin	
    of	
    chaplain	
    Esmond.	
    
  6. The	
     Bell	
     and	
     Whistles:	
     Despite	
     the	
     mayor	
     having	
     banned	
    
  strong	
    alcohol,	
    the	
    tavern	
    is	
    full	
    almost	
    every	
    night.	
    
  7. Village	
     Hall:	
     The	
     village	
     hall	
     functions	
     as	
     a	
     meeting	
     hall,	
    
  courthouse	
    and	
    jail.	
    The	
    constable,	
    Devyn	
    Matson,	
    lives	
    here.	
    
  8. Wizard’s	
    Tower:	
    Home	
    of	
    the	
    wizard	
    Kelurn.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Sheep	
    farming,	
    peat	
    cutting	
    
  Base	
     Value	
     400	
     gp;	
     Purchase	
     Limit	
     2,500	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Fulhurst	
    Moors,	
    the	
    following	
    items	
    are	
    
  for	
    sale:	
    
  § 
  Potions	
    &	
    Oils	
    endure	
    elements	
    (50	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    silent	
    image	
    (25	
    gp),	
    ice	
    storm	
    (700	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    holy	
    smite	
    (700	
    gp)	
    
  § 
  Wand	
    mage	
    armour	
    (28	
    chgs.;	
    420	
    gp)	
    
  
  39	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
     may	
     know	
     some	
     information	
     about	
     Fulhurst	
     Moors.	
     A	
    
  successful	
     check	
     reveals	
     all	
     information	
     revealed	
     by	
     a	
     lesser	
    
  check.	
    
  	
    
  DC	
    10:	
    The	
    land	
    around	
    Fulhurst	
    Moors	
    is	
    useless	
    for	
    raising	
    
  crops,	
     but	
     the	
     locals	
     graze	
     flocks	
     of	
     sheep	
     in	
     the	
     hills	
     and	
     cut	
    
  peat	
    from	
    the	
    bog.	
    
  	
    
  DC	
    15:	
    Something	
    sinister	
    lurks	
    in	
    the	
    vicinity	
    of	
    the	
    village.	
    
  Both	
    locals	
    and	
    travellers	
    have	
    disappeared	
    or	
    turned	
    up	
    dead.	
    
  	
    
  DC	
    20:	
    The	
    bog	
    where	
    the	
    villagers	
    cut	
    peat	
    is	
    rumoured	
    to	
    
  hold	
    the	
    remains	
    of	
    ancient	
    sacrificial	
    sites.	
    
  V I L L A G E R S  
  Appearance	
     Mainly	
     of	
     short	
     and	
     stocky	
     build,	
     most	
     villagers	
    
  have	
    thick	
    auburn	
    hair	
    and	
    grey	
    eyes.	
    The	
    peat	
    cutters	
    usually	
    
  emit	
    a	
    persistent	
    waterlogged	
    odour.	
    	
    
  	
    
  Dress	
     The	
     shepherds	
     of	
     Fulhurst	
     Moors	
     favour	
     sheepskin	
    
  vests	
    and	
    grey	
    woollen	
    cloaks,	
    while	
    the	
    peat	
    cutters	
    wear	
    long	
    
  oilskin	
     trousers,	
     rugged	
     shirts,	
     wide	
     brimmed	
     hats	
     and	
     solid	
    
  boots.	
    	
    
  	
    
  Nomenclature	
    male	
    Eruc,	
    Garel,	
    Huine,	
    Kalet,	
    Woric;	
    female	
    
  Ashina,	
     Dedra,	
     Kalen,	
     Lyeisse,	
     Therdra;	
     family	
     Beynet,	
     Drackir,	
    
  Kalsard,	
    Thaelm,	
    Wyerran.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
     PC	
     can	
     use	
     Diplomacy	
     to	
     gather	
     information	
     about	
     Fulhurst	
    
  Moors	
    and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    
  DC	
     10	
     check.	
     A	
     PC	
     exceeding	
     this	
     check	
     gains	
     one	
     additional	
    
  rumour	
    for	
    each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    
  table	
    below,	
    to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1	
    
  Old	
    man	
    Grefford	
    hides	
    a	
    whiskey	
    still	
    somewhere	
    on	
    the	
    
  moor.	
    	
    
  2	
    
  A	
     local	
     youngster	
     was	
     found	
     dead	
     in	
     the	
     bog,	
     covered	
    
  with	
    burns	
    as	
    if	
    he	
    had	
    been	
    struck	
    by	
    lightning.	
    	
    
  3	
    
  The	
     parents	
     of	
     the	
     halfling	
     twins	
     Aisha	
     and	
     Heather	
    
  Brackenridge	
     adopted	
     suffered	
     a	
     horrible	
     fate	
     while	
    
  travelling	
    to	
    the	
    village.	
    
  4*	
    
  The	
     misfortunes	
     plaguing	
     the	
     village	
     are	
     caused	
     by	
     the	
    
  spirits	
     of	
     the	
     ancient	
     dead,	
     who	
     are	
     angry	
     the	
     peat	
    
  cutting	
    has	
    disturbed	
    their	
    burial	
    sites.	
    
  5	
    
  If	
    you	
    know	
    what	
    to	
    look	
    for,	
    you	
    can	
    see	
    signs	
    of	
    long	
    
  abandoned	
    settlements	
    on	
    the	
    moor.	
    
  6*	
    
  When	
    Eliza	
    Reede	
    goes	
    off	
    to	
    gather	
    ingredients	
    for	
    her	
    
  potions,	
    she	
    sometimes	
    turns	
    into	
    a	
    crow	
    or	
    fox.	
    
  *False	
    rumour	
    
  	
    
   
  
  40	
    
  H J A L W A R D  A T  A  G L A N C E  
  Thousands	
    of	
    years	
    ago,	
    the	
    Vurdfell	
    Spine	
    stood	
    as	
    the	
    western	
    
  bastion	
     of	
     the	
     sprawling	
     frost	
     giant	
     kingdom	
     of	
     Isgiltur.	
     Little	
    
  remains	
     of	
     Isgiltur;	
     now	
     these	
     lonely,	
     snow-­‐capped	
     peaks	
     are	
    
  famed	
    only	
    for	
    their	
    inhospitable	
    terrain.	
    One	
    remnant	
    of	
    Isgiltur	
    is	
    
  the	
    Hjalward,	
    a	
    colossal	
    wall	
    of	
    stone	
    following	
    the	
    Vurdfell	
    Spine	
    
  for	
    nearly	
    200	
    miles,	
    crossing	
    over	
    the	
    crown	
    of	
    Mount	
    Kalisford.	
    It	
    
  is	
    an	
    engineering	
    marvel,	
    sixty	
    feet	
    thick	
    and	
    200	
    ft.	
    tall,	
    supported	
    
  by	
    flying	
    buttresses.	
    Every	
    ten	
    miles	
    rises	
    a	
    500	
    ft.	
    tall	
    watchtower,	
    
  called	
    an	
    augan	
    in	
    Giant.	
    Each	
    was	
    crowned	
    with	
    an	
    iron	
    brazier	
    
  that—when	
     filled	
     with	
     timber	
     and	
     lit—can	
     be	
     seen	
     by	
     adjacent	
    
  augans.	
    
  	
    
  Today,	
    one	
    third	
    of	
    the	
    Hjalward	
    stands	
    at	
    its	
    full	
    height	
    and	
    
  only	
     nine	
     of	
     its	
     196	
     augan	
     remain	
     intact.	
     Thirty-­‐seven	
     breaches	
    
  rent	
     the	
     wall;	
     some	
     created	
     by	
     monstrous	
     incursions,	
     others	
     by	
    
  time	
    itself.	
    Most	
    of	
    the	
    intact	
    augan	
    stand	
    in	
    remote	
    portions	
    of	
    
  the	
    Vurdfell	
    Spine,	
    serving	
    as	
    lairs	
    for	
    monsters.	
    	
    
  	
    
  A	
     surviving	
     augan	
     on	
     Mount	
     Middenvurd’s	
     southern	
     slope	
     is	
    
  the	
     centre	
     of	
     a	
     young	
     frontier	
     village	
     of	
     miners	
     come	
     to	
     find	
    
  fortune	
    in	
    the	
    shadow	
    of	
    giants.	
    Named	
    after	
    the	
    monolithic	
    ruin,	
    
  the	
     village	
     has	
     a	
     rough	
     history	
     speckled	
     with	
     silver	
     and	
     blood.	
    
  Founded	
     seven	
     years	
     ago,	
     it	
     began	
     as	
     a	
     prospecting	
     camp	
     after	
    
  Olan	
     Hammersfall	
     discovered	
     silver	
     deposits	
     in	
     the	
     Wolfsbane	
    
  basin	
    at	
    the	
    foot	
    of	
    Mount	
    Middenvurd.	
    Trekking	
    up	
    the	
    mountain,	
    
  following	
     the	
     flow	
     of	
     the	
     Wolfsbane	
     River,	
     Olan	
     found	
     not	
     only	
    
  surface	
     deposits	
     of	
     silver	
     in	
     the	
     higher	
     reaches	
     of	
     the	
     mountain	
    
  beneath	
    the	
    snow	
    and	
    ice,	
    but	
    also	
    the	
    ruin	
    once	
    tended	
    by	
    the	
    
  land's	
    departed	
    giant	
    masters.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Olan	
    Hammersfell	
    
  Government	
    Autocracy	
    
  Population	
    188	
    (182	
    humans,	
    4	
    dwarves,	
    2	
    half-­‐elves)	
    
  Alignments	
    LN	
    
  Languages	
    Common,	
    Giant	
    
  Corruption	
    +1;	
    Crime	
    -­‐1;	
    Economy	
    +0;	
    Law	
    0;	
    Lore	
    +0;	
    Society	
    -­‐1	
    
  Qualities	
    Prosperous	
    
  Danger	
    0	
    
  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:	
    
  Alvar	
    Rurig	
    (location	
    1;	
    N	
    middle-­‐aged	
    male	
    human	
    expert	
    3)	
    Alvar	
    
  was	
    a	
    skilled	
    weaponsmith	
    in	
    his	
    youth,	
    but	
    an	
    injury	
    that	
    took	
    
  his	
    right	
    hand	
    hobbled	
    his	
    career.	
    	
    
  Bael	
     Siegeram	
     (location	
     6;	
     LN	
     male	
     dwarf	
     rogue	
     6)	
     Explorer	
     and	
    
  entrepreneur,	
    Bael	
    is	
    convinced	
    the	
    village	
    is	
    sitting	
    on	
    a	
    vast	
    
  cache	
    of	
    magic	
    from	
    the	
    lost	
    kingdom	
    of	
    the	
    frost	
    giants.	
    	
    
  Ioder	
     Thamm	
     (location	
     7;	
     N	
     old	
     male	
     human	
     adept	
     4)	
     Priest	
     of	
    
  Aether,	
     god	
     of	
     the	
     dead,	
     and	
     chief	
     bureaucrat	
     in	
     Hjalward,	
    
  Ioder	
    serves	
    as	
    Hjalward’s	
    steward.	
    
  Olan	
    Hammersfell	
    (location	
    7;	
    LE	
    middle-­‐aged	
    male	
    human	
    expert	
    
  4)	
    Olan	
    Hammersfell	
    was	
    a	
    member	
    of	
    the	
    Wolfsbane	
    Hollow	
    
  thieves’	
    guild.	
    He	
    retired	
    after	
    sixteen	
    years	
    of	
    service,	
    only	
    to	
    
  find	
    his	
    fortune	
    silver	
    prospecting.	
    
  Shom	
    Falwell	
    (location	
    3;	
    N	
    male	
    human	
    warrior	
    4/rogue	
    1)	
    Olan’s	
    
  oldest	
    friend	
    secretly	
    works	
    for	
    the	
    thieves’	
    guild.	
    	
    
  Uther	
    Longbarrow	
    (location	
    7;	
    LN	
    male	
    human	
    fighter	
    7)	
    A	
    major	
    
  in	
    the	
    Wolfsbane	
    Hollow	
    army,	
    Uther	
    is	
    Hjalward’s	
    captain	
    of	
    
  the	
    guard	
    under	
    orders	
    of	
    Wolfsbane’s	
    burgomaster.	
    	
    
  Vivia	
    Dilacretti	
    (location	
    8;	
    NG	
    middle-­‐aged	
    female	
    human	
    bard	
    5)	
    
  Storyteller,	
    
  merchant	
    
  and	
    
  fortune-­‐teller,	
    
  Vivia	
    
  is	
    
  the	
    
  representative	
    of	
    the	
    ethnic	
    Valyn	
    immigrants	
    in	
    Hjalward.	
    	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
     of	
     Hjalward	
     comprises	
     mining	
     lodges	
     and	
     tents.	
     A	
     few	
    
  locations,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  1. Rurig’s	
     Mill:	
     Great	
     heat	
     emanates	
     from	
     this	
     large	
     stone	
     and	
    
  wood	
    lodge.	
    Its	
    barn	
    doors	
    are	
    frequently	
    left	
    wide	
    open.	
    
  2. Sorting	
    Yard:	
    This	
    open	
    air	
    slate-­‐roofed	
    shelter	
    is	
    surrounded	
    
  by	
    enormous	
    stone	
    furnaces	
    and	
    smelters.	
    	
    
  3. The	
    Blackened	
    Bucket:	
    This	
    ramshackle	
    two-­‐storey	
    wood	
    lodge	
    
  perches	
    on	
    the	
    banks	
    on	
    the	
    Wolfsbane	
    River.	
    	
    
  4. Sundered	
     Emporium:	
     This	
     enormous	
     ruin	
     of	
     crumbling	
     stone	
    
  walls	
    sixty	
    feet	
    high	
    in	
    places	
    surrounds	
    a	
    menagerie	
    of	
    tents,	
    
  shacks	
    and	
    other	
    shelters	
    serving	
    as	
    Hjalward’s	
    marketplace.	
    	
    
  5. Shrine	
     of	
     Aether:	
     A	
     stone	
     etched	
     with	
     the	
     holy	
     symbol	
     of	
    
  Aether,	
    god	
    of	
    the	
    dead,	
    crowns	
    this	
    pile	
    of	
    rubble.	
    	
    
  6. Bael’s	
    Expeditions:	
    Covered	
    in	
    mammoth	
    bones,	
    this	
    is	
    a	
    large,	
    
  squat	
    wood	
    lodge.	
    
  7. The	
    Augan:	
    Scaffolding	
    surrounds	
    the	
    bottom	
    of	
    this	
    500	
    ft.	
    tall	
    
  tower.	
    Its	
    upper	
    reaches	
    are	
    in	
    various	
    states	
    of	
    ruin.	
    
  8. Caravan	
     Grounds:	
     Horse-­‐drawn	
     carriages	
     and	
     caravans	
     park	
    
  here	
    for	
    mutual	
    protection.	
    	
    
  9. Hammersfall	
     Mine:	
     This	
     mine	
     is	
     a	
     labyrinth	
     of	
     hand-­‐carved	
    
  passages,	
    some	
    dangerously	
    close	
    to	
    the	
    surface.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Hunting,	
    metalworking,	
    lead,	
    silver,	
    iron	
    
  Base	
     Value	
     650	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    —	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Hjalward,	
    the	
    following	
    items	
    are	
    for	
    sale:	
    
  § 
  Potions	
    &	
    Oils	
    cure	
    light	
    wounds	
    (50	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    endure	
    elements	
    (25	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    create	
    food	
    and	
    water	
    (375	
    gp)	
    
  § 
  Wondrous	
    flask	
    of	
    curses	
    (eversmoking	
    bottle)	
    [cursed]	
    
  
  41	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    check	
    
  may	
    know	
    some	
    information	
    about	
    Hjarward.	
    A	
    successful	
    check	
    
  reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
    10:	
    Hjalward	
    gets	
    its	
    name	
    from	
    the	
    enormous	
    ruined	
    wall	
    
  that	
    cuts	
    through	
    it	
    and	
    is	
    a	
    prosperous	
    mining	
    community.	
    
  	
    
  DC	
    15:	
    Other	
    than	
    silver,	
    lead	
    and	
    iron	
    the	
    village	
    is	
    famous	
    for	
    
  the	
     occasional	
     cache	
     of	
     magical	
     treasures	
     wrested	
     from	
     frozen	
    
  ruins	
    discovered	
    up	
    and	
    down	
    the	
    mountain.	
    
  	
    
  DC	
    20:	
    The	
    upper	
    levels	
    of	
    the	
    augan	
    tower	
    have	
    been	
    sealed	
    
  ever	
    since	
    a	
    group	
    of	
    adventurers	
    died	
    exploring	
    them.	
    
  V I L L A G E R S  
  Appearance	
     Covering	
     a	
     wide	
     range	
     of	
     ethnicities,	
     the	
     people	
     of	
    
  Hjalward	
    are	
    a	
    stubborn	
    and	
    resilient	
    bunch	
    with	
    skin	
    weathered	
    
  by	
     the	
     cold	
     and	
     grime	
     from	
     working	
     in	
     the	
     mine	
     caking	
     their	
    
  clothes	
    and	
    hands.	
    
  	
    
  Dress	
     Most	
     villagers	
     dress	
     heavily	
     for	
     the	
     cold	
     in	
     fur	
     and	
    
  leather,	
     though	
     mine	
     workers	
     often	
     go	
     bare-­‐chested	
     due	
     to	
     the	
    
  sweltering	
    heat	
    in	
    the	
    deeper	
    tunnels.	
    
  	
    
  Nomenclature	
    male	
    Soan,	
    Bjern,	
    Dali,	
    Bomer;	
    female	
    Ael,	
    Hrist,	
    
  Lani,	
    Wyss;	
    family	
    Coldharbor,	
    Deepstrike,	
    Karlslund,	
    Moorhan.	
    
  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	
    
  Mayor	
    Olan	
    is	
    hiding	
    a	
    significant	
    discovery	
    regarding	
    the	
    
  vanished	
    frost	
    giants	
    in	
    the	
    upper	
    reaches	
    of	
    the	
    augan.	
    	
    
  2*	
    
  Vivia	
     Dilacretti	
     cursed	
     Alvar	
     Rurig,	
     causing	
     him	
     to	
     chop	
    
  off	
    his	
    own	
    hand	
    while	
    working	
    one	
    day.	
    
  3	
    
  Miners	
     are	
     worried	
     some	
     of	
     the	
     older	
     surface	
     tunnels	
    
  might	
     cause	
     a	
     cave-­‐in	
     but	
     Olan	
     refuses	
     to	
     do	
     anything	
    
  about	
    it.	
    
  4	
    
  One	
    of	
    Bael’s	
    employees	
    claims	
    to	
    have	
    spotted	
    a	
    winter	
    
  wolf	
    watching	
    the	
    village.	
    
  5	
    
  When	
     the	
     wind	
     blows	
     hard	
     and	
     cold	
     at	
     night,	
     you	
     can	
    
  sometimes	
    hear	
    voices	
    whispering	
    in	
    the	
    tongue	
    of	
    the	
    
  fallen	
    giants.	
    
  6	
    
  The	
    Sundered	
    Emporium	
    has	
    an	
    exquisite	
    magic	
    decanter	
    
  recovered	
    from	
    nearby	
    ruins.	
    
  *False	
    rumour	
    
  	
    
   
  
  42	
    
  M I T H ’ V A R A L  A T  A  G L A N C E  
  Four	
    centuries	
    ago,	
    the	
    first	
    survey	
    expedition	
    from	
    the	
    dwarven	
    
  kingdom	
     of	
     Thandrur	
     finally	
     reached	
     the	
     Endless	
     Sea.	
     Amid	
    
  ancient	
     ruins	
     they	
     discovered	
     rich	
     veins	
     of	
     mithral	
     on	
     the	
    
  peninsula	
    south	
    of	
    the	
    fortress	
    that	
    would	
    later	
    become	
    known	
    
  as	
    Sorrowhall.	
    To	
    secure	
    the	
    mithral	
    they	
    founded	
    a	
    village	
    for	
    
  the	
    miners	
    working	
    in	
    the	
    nearby	
    mines	
    and	
    named	
    it	
    Mith’Varal	
    
  after	
    the	
    dwarven	
    words	
    for	
    mithral	
    and	
    mine.	
    	
    
  	
    
  The	
     Black	
     Stream,	
     an	
     underground	
     river,	
     flows	
     through	
    
  Mith’Varal	
     and	
     makes	
     the	
     site	
     perfect	
     for	
     a	
     settlement.	
    
  Mith’Varal	
     prospered	
     for	
     nearly	
     four	
     centuries,	
     with	
     caravans	
    
  leaving	
    the	
    village	
    each	
    week	
    with	
    arms,	
    armour	
    and	
    raw	
    ore;	
    
  taking	
    their	
    goods	
    back	
    to	
    the	
    bigger	
    forge	
    towns	
    of	
    Thandrur.	
    	
    
  	
    
  Two	
    decades	
    ago	
    the	
    veins	
    of	
    mithral	
    ran	
    out.	
    Over	
    the	
    next	
    
  few	
    years	
    Mith’Varal	
    went	
    from	
    being	
    an	
    important	
    place,	
    to	
    a	
    
  backwater	
     village	
     barely	
     worth	
     a	
     mention	
     in	
     the	
     annals	
     of	
    
  Thandrur.	
    The	
    thegn	
    keeps	
    his	
    subjects	
    mining	
    in	
    the	
    hopes	
    of	
    
  regaining	
     the	
     glory	
     of	
     the	
     past,	
     but	
     regardless	
     no	
     new	
     mithral	
    
  veins	
    have	
    been	
    uncovered	
    for	
    twenty	
    years.	
    	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Thegn	
    Thorak	
    Arnirsson	
    
  Government	
    Overlord	
    
  Population	
    182	
    (180	
    dwarves,	
    2	
    cloakers)	
    
  Alignments	
    NG,	
    N,	
    NE	
    
  Languages	
    Dwarven,	
    Undercommon	
    
  Corruption	
    +1;	
    Crime	
    -­‐8;	
    Economy	
    -­‐1;	
    Law	
    +4;	
    Lore	
    -­‐1;	
    Society	
    -­‐1	
    
  Qualities	
    Insular,	
    superstitious	
    	
    
  Danger	
    0;	
    Disadvantages	
    None	
    
  N O T A B L E 	
    F O L K	
    
  Most	
     of	
     the	
     population	
     are	
     nothing	
     more	
     than	
     hardworking	
    
  miners.	
    A	
    few,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  Astor	
     Helmarson	
     (location	
     8;	
     N	
     male	
     dwarf	
     expert	
     3)	
     The	
     last	
    
  dwarven	
    engineer	
    in	
    Mith’Varal,	
    he	
    guides	
    the	
    official	
    effort	
    
  to	
    rediscover	
    the	
    mithral	
    veins	
    in	
    Varal	
    Tarak.	
    He	
    works	
    for	
    
  the	
    thegn,	
    but	
    secretly	
    helps	
    Lila.	
    
  Bergda	
     Yngradottir	
     (location	
     4;	
     NG	
     female	
     dwarf	
     expert	
     4)	
    
  Bergda,	
    with	
    her	
    husband	
    Sweirik,	
    runs	
    the	
    Mead	
    and	
    Meats.	
    
  Captain	
    Gunar	
    Hammerblow	
    (location	
    2;	
    NE	
    male	
    dwarf	
    fighter	
    
  8)	
    Gunar	
    Hammerblow	
    is	
    the	
    captain	
    of	
    the	
    Faceless	
    Guard.	
    
  He	
    is	
    the	
    only	
    member	
    of	
    the	
    guard	
    to	
    reveal	
    his	
    face,	
    and	
    
  his	
    scarred	
    visage	
    is	
    a	
    common	
    sight	
    throughout	
    Mith’Varal	
    
  Half-­‐face	
    Thorsson	
    (location	
    8;	
    NE	
    male	
    dwarf	
    barbarian	
    6)	
    The	
    
  overseer	
    of	
    the	
    Varal	
    Tarak	
    mine,	
    he	
    is	
    unquestionably	
    loyal	
    
  to	
    the	
    thegn	
    and	
    the	
    Faceless	
    Guard.	
    
  Lila	
    Steindottir	
    (location	
    6;	
    NG	
    female	
    dwarf	
    adept	
    6)	
    Lila	
    is	
    the	
    
  village’s	
    only	
    divine	
    healer,	
    as	
    the	
    temple	
    is	
    abandoned;	
    she	
    
  practises	
    from	
    her	
    home,	
    but	
    secretly	
    dreams	
    of	
    opening	
    the	
    
  temple	
    again.	
    She	
    also	
    leads	
    rogue	
    miners	
    in	
    Varal	
    Tarak.	
    
  Nirls	
    “Anvil”	
    Gundersen	
    (location	
    3;	
    N	
    male	
    dwarf	
    expert	
    4)	
    Nirls	
    
  runs	
    the	
    only	
    operational	
    smithy	
    in	
    the	
    village;	
    he	
    is	
    also	
    one	
    
  of	
     the	
     remaining	
     few	
     that	
     knows	
     the	
     secret	
     of	
     forging	
    
  mithral	
    arms	
    and	
    armours.	
    
  Thegn	
     Thorak	
     Arnirsson	
     (location	
     1;	
     NE	
     male	
     dwarf	
     aristocrat	
    
  4/fighter	
    7)	
    The	
    ruler	
    of	
    Mith’Varal	
    lairs	
    in	
    his	
    castle.	
    He	
    has	
    
  not	
    been	
    seen	
    publicly	
    in	
    over	
    a	
    decade,	
    and	
    has	
    not	
    given	
    
  audiences	
    for	
    almost	
    as	
    long.	
    
  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. 
  Mith’Varal	
     Castle:	
     The	
     castle	
     sits	
     on	
     a	
     pillar	
     of	
     rock	
    
  protruding	
     from	
     a	
     deep	
     natural	
     pit	
     in	
     the	
     middle	
     of	
     the	
    
  village.	
    Only	
    one	
    bridge	
    leads	
    across	
    the	
    pit;	
    it	
    is	
    riddled	
    with	
    
  traps	
    and	
    heavily	
    guarded.	
    
  2. 
  Garrison:	
     This	
     fortified	
     building,	
     once	
     an	
     inn,	
     is	
     now	
     the	
    
  headquarters	
    of	
    the	
    Faceless	
    Guard.	
    
  3. 
  Nirls’	
     Mithralworks:	
     The	
     only	
     smithy	
     in	
     Mith’Varal,	
     it	
     is	
    
  located	
    amid	
    several	
    abandoned	
    and	
    ruined	
    smithies.	
    	
    
  4. 
  Mead	
     and	
     Meats:	
     This	
     two-­‐storey	
     building	
     is	
     in	
     good	
    
  condition.	
     The	
     inn	
     caters	
     both	
     for	
     the	
     locals	
     and	
     any	
    
  travellers	
    come	
    to	
    explore	
    the	
    ruins	
    west	
    of	
    Mith’Varal.	
    
  5. 
  The	
    Old	
    Temple:	
    As	
    mines	
    played	
    out,	
    the	
    villagers	
    turned	
    to	
    
  their	
     gods	
     for	
     help,	
     but	
     no	
     divine	
     aid	
     was	
     forthcoming.	
    
  Today,	
    the	
    temple	
    is	
    in	
    disrepair	
    and	
    empty.	
    
  6. 
  Lila’s	
    private	
    home:	
    This	
    small	
    nondescript	
    house	
    is	
    where	
    
  Lila	
    is	
    when	
    not	
    in	
    the	
    temple.	
    
  7. 
  The	
    Black	
    Stream:	
    This	
    river	
    supplies	
    Mith’Varal	
    with	
    fresh	
    
  water	
    and	
    once	
    powered	
    the	
    village’s	
    many	
    smithies.	
    
  8. 
  Varal	
    Tarak:	
    Literally	
    Tarak’s	
    Mine,	
    this	
    is	
    the	
    only	
    working	
    
  mine	
    near	
    Mith’Varal	
    and	
    the	
    village’s	
    last	
    hope.	
    The	
    mine	
    is	
    
  a	
     maze	
     of	
     shafts	
     and	
     caverns,	
     where	
     several	
     groups	
     dig	
     in	
    
  the	
    hopes	
    of	
    finding	
    mithral	
    or	
    any	
    other	
    kind	
    of	
    metal.	
    
  9. 
  Ancient	
     Ruins:	
     These	
     mysterious	
     ruins	
     lie	
     to	
     the	
     west	
     of	
    
  Mith’Varal.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Hunting	
    and	
    mining	
    
  Base	
     Value	
     500	
     gp;	
     Purchase	
     Limit	
     2,500	
     gp;	
     Spellcasting	
     1st;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Mith’Varal,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  § 
  Potions	
    &	
    Oils	
    jump	
    (50	
    gp)	
    mirror	
    image	
    (300	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    detect	
    secret	
    doors	
    (25	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    remove	
    fear	
    (25	
    gp),	
    bull’s	
    strength	
    (150	
    gp)	
    
  
  43	
    
  M I T H  V A R A L  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
     may	
     know	
     some	
     information	
     about	
     Mith’Varal.	
     A	
    
  successful	
    check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    
  check.	
    
  	
    
  DC	
    10:	
    Mith’Varal	
    means	
    “mithral	
    mine”	
    in	
    Dwarven,	
    and	
    it	
    
  is	
    the	
    name	
    of	
    the	
    village	
    which	
    marks	
    the	
    dwarven	
    kingdom	
    of	
    
  Thandrur’s	
    eastern	
    border.	
    
  	
    
  DC	
    15:	
    Mith’Varal	
    was	
    founded	
    atop	
    rich	
    mithral	
    veins	
    and	
    
  prospered	
    as	
    a	
    result.	
    Twenty	
    years	
    ago	
    the	
    veins	
    ran	
    dry	
    and	
    
  Mith’Varal	
    has	
    been	
    in	
    a	
    steady	
    decline	
    ever	
    since.	
    
  	
    
  DC	
     25:	
     The	
     current	
     thegn	
     of	
     Mith’Varal,	
     Thorak	
     Arnirsson,	
    
  has	
    not	
    been	
    seen	
    in	
    almost	
    two	
    decades.	
    Today	
    the	
    village	
    is	
    led	
    
  by	
    the	
    Faceless	
    Guard,	
    masked	
    dwarven	
    men	
    and	
    women	
    who	
    
  bring	
    edicts	
    to	
    the	
    villagers	
    from	
    the	
    thegn	
    lurking	
    in	
    his	
    castle.	
    
  V I L L A G E R S  
  Appearance	
     The	
     villagers	
     often	
     wear	
     worn	
     clothes;	
     miners	
    
  appear	
    covered	
    with	
    dirt	
    and	
    grime.	
    
  	
    
  Dress	
    The	
    dress	
    style	
    of	
    Mith’Varal	
    favors	
    grey	
    shades.	
    The	
    
  miners	
     break	
     the	
     grey	
     monotony	
     with	
     vibrant	
     colors	
     such	
     as	
    
  yellow	
    or	
    red,	
    to	
    be	
    seen	
    in	
    case	
    of	
    a	
    cave	
    ins.	
    
  	
    
  Nomenclature	
     male	
     Gorak,	
     Larog,	
     Thomir;	
     female	
     Deera,	
    
  Herdig,	
    Yrsa;	
    family	
    Annildottir,	
    Jernsson,	
    Thunderspear.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Mith’Varal	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
     A	
     character	
     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	
    
  Astor	
     Helmarson	
     is	
     the	
     oldest	
     dwarf	
     in	
     Mith’Varal.	
     He	
    
  knows	
    everything	
    there	
    is	
    to	
    know	
    about	
    the	
    village	
    and	
    
  everything	
    that	
    happens	
    below	
    Mith’Varal.	
    
  2*	
    
  The	
    thegn	
    is	
    dead	
    and	
    Captain	
    Hammerblow	
    is	
    the	
    real	
    
  ruler	
    of	
    Mith’Varal.	
    
  3	
    
  There	
     is	
     a	
     secret	
     route	
     from	
     the	
     Black	
     Stream	
     to	
     the	
    
  hidden	
    caverns	
    beneath	
    the	
    ancient	
    ruins.	
    
  4	
    
  There	
    are	
    some	
    groups	
    of	
    miners	
    digging	
    in	
    Varal	
    Tarak,	
    
  that	
    even	
    the	
    Half-­‐face	
    does	
    not	
    know	
    about.	
    
  5	
    
  Nirls’	
    Mithralworks	
    is	
    the	
    place	
    to	
    go	
    for	
    anything	
    mithral	
    
  related,	
    if	
    you	
    can	
    pay	
    the	
    price.	
    
  6	
    
  The	
    Faceless	
    Guards	
    do	
    not	
    only	
    count	
    dwarves	
    in	
    their	
    
  ranks.	
    
  *False	
    rumour	
    
  	
    	
    
   
  
  44	
    
  P R A Y E R ’ S  P O I N T  A T  A  G L A N C E  
  The	
    quaint	
    village	
    of	
    Prayer’s	
    Point	
    has	
    always	
    been	
    blessed	
    with	
    
  prosperity,	
    but	
    in	
    recent	
    decades	
    that	
    prosperity	
    has	
    blossomed.	
    
  Named	
    for	
    the	
    favourite	
    meditation	
    spot	
    of	
    a	
    legendary	
    paladin	
    
  of	
     yore,	
     Prayer’s	
     Point	
     attracts	
     travellers	
     looking	
     to	
     find	
     their	
    
  fortunes	
     in	
     the	
     lost	
     ruins	
     of	
     a	
     dwarven	
     hold	
     and	
     pilgrims	
     who	
    
  believe	
     the	
     village’s	
     namesake,	
     Prayer’s	
     Rock,	
     is	
     touched	
     by	
    
  divinity.	
    Residents	
    certainly	
    believe	
    the	
    village	
    is	
    blessed,	
    for	
    the	
    
  waters	
    of	
    Angel’s	
    Bay	
    glows	
    as	
    pure	
    as	
    truegold	
    each	
    morning	
    as	
    
  the	
     sun	
     rises	
     and	
     children	
     born	
     in	
     Prayer’s	
     Point	
     often	
     show	
    
  traces	
     of	
     the	
     divine:	
     nowhere	
     else	
     in	
     the	
     known	
     world	
     has	
     as	
    
  high	
    a	
    concentration	
    of	
    locally-­‐born	
    aasimar	
    children	
    and	
    these	
    
  children	
     are	
     often	
     born	
     to	
     families	
     with	
     no	
     history	
     of	
     divine	
    
  contact.	
    
  	
    
  Still,	
     even	
     such	
     a	
     tranquil	
     place	
     as	
     Prayer’s	
     Point	
     isn’t	
    
  without	
    its	
    problems.	
    Some	
    villagers	
    whisper	
    lycanthropes	
    in	
    the	
    
  nearby	
    forest,	
    Nirvanna,	
    are	
    the	
    only	
    explanation	
    for	
    the	
    sudden	
    
  disappearance	
    of	
    the	
    forest’s	
    animal	
    life	
    and	
    the	
    strange	
    howls	
    
  echoing	
     through	
     the	
     woods	
     at	
     nights.	
     Drunk	
     beggars	
     claim	
    
  ghosts	
     walk	
     the	
     city’s	
     graveyard	
     and	
     that	
     strange,	
     rotting	
    
  carcasses	
     float	
     down	
     Angel’s	
     Run	
     towards	
     the	
     bay	
     but	
     such	
    
  claims	
     are	
     often	
     dismissed	
     by	
     most	
     as	
     the	
     ramblings	
     of	
    
  superstitious	
    oafs.	
    In	
    fact,	
    resentment	
    between	
    Prayer’s	
    Point’s	
    
  growing	
    mercantile	
    and	
    aristocratic	
    elite	
    and	
    the	
    poor	
    grows	
    by	
    
  the	
    day	
    as	
    more	
    and	
    more	
    folk	
    are	
    evicted	
    from	
    their	
    homes	
    due	
    
  to	
     inflated	
     property	
     taxes	
     designed	
     to	
     drive	
     them	
     from	
     the	
    
  village.	
    And	
    underneath	
    this	
    class	
    warfare	
    and	
    superstition	
    lies	
    
  the	
    horrible	
    truth:	
    terrible,	
    unnatural	
    things	
    that	
    crave	
    nothing	
    
  more	
    than	
    wanton	
    death	
    lurk	
    within	
    Mount	
    Hoarfrost.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Neelah	
    Strongblood	
    
  Government	
    Autocracy	
    
  Population	
    180	
    (98	
    humans,	
    62	
    aasimar,	
    10	
    halflings,	
    4	
    dwarves,	
    
  2	
    elves,	
    2	
    half-­‐elves,	
    2	
    kitsune)	
    
  Alignments	
    LG,	
    NG,	
    N,	
    LN	
    
  Languages	
    Common,	
    Celestial,	
    Elven,	
    Sylvan	
    
  Corruption	
    0;	
    Crime	
    +0;	
    Economy	
    +1;	
    Law	
    +2;	
    Lore	
    +0;	
    Society	
    
  +0	
    
  Qualities	
    Tourist	
    attraction	
    
  Danger	
    +0	
    
  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:	
    
  Creig	
     Broadton	
     (location	
     8;	
     LN	
     male	
     human	
     cleric	
     2)	
     Prayer’s	
    
  Point’s	
    only	
    residential	
    cleric,	
    Creigh	
    spends	
    most	
    of	
    his	
    time	
    
  tending	
    the	
    village’s	
    graveyard.	
    
  Delilah	
     Silversheen	
     (location	
     4;	
     NG	
     female	
     aasimar	
     bard	
     2)	
    
  Deliah’s	
     store,	
     Silversheen	
     Odds	
     and	
     Ends,	
     is	
     the	
     only	
    
  establishment	
    in	
    the	
    village	
    selling	
    adventuring	
    gear.	
    
  Evorn	
     Whisperleaf	
     (location	
     7;	
     LG	
     male	
     elf	
     paladin	
     4)	
     Evorn	
    
  dwells	
    in	
    Beggar’s	
    Haunt	
    and	
    protects	
    and	
    tends	
    its	
    denizens.	
    
  Hans	
    Trueblood	
    (location	
    3;	
    LG	
    male	
    aasimar	
    paladin	
    6)	
    Prayer’s	
    
  Point’s	
    finest	
    son,	
    Hans	
    has	
    become	
    a	
    champion	
    of	
    his	
    home.	
    
  Kyomi	
     Weifeng	
     (location	
     2;	
     NG	
     female	
     kitsune	
     rogue	
     3)	
     The	
    
  owner	
     of	
     Prayer’s	
     Point’s	
     treasured	
     inn,	
     Kyomi	
     keeps	
     to	
    
  herself	
    in	
    fear	
    of	
    prosecution	
    from	
    the	
    villagers.	
    
  Neelah	
    Strongblood	
    (location	
    3;	
    N	
    female	
    aasimar	
    aristocrat	
    3)	
    
  Prayer’s	
     Point’s	
     mayor	
     loathes	
     her	
     reliance	
     on	
     the	
     coin	
     of	
    
  travellers	
    and	
    seeks	
    to	
    make	
    the	
    village	
    self-­‐sufficient.	
    
  Rodrick	
     Yarlson	
     (location	
     4;	
     LG	
     male	
     dwarf	
     expert	
     3)	
     The	
    
  blacksmith	
     of	
     Prayer’s	
     Point,	
     Rodrick	
     was	
     exiled	
     from	
     his	
    
  home	
    in	
    youth	
    for	
    a	
    crime	
    he	
    didn’t	
    commit.	
    	
    
  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. Prayer’s	
     Rock:	
     Sitting	
     in	
     the	
     village	
     square,	
     this	
     stone	
     is	
     the	
    
  subject	
    of	
    many	
    legends	
    and	
    is	
    the	
    village’s	
    namesake.	
    
  2. The	
    Lass	
    &	
    Lady:	
    Kyomi	
    Breezeblessed’s	
    inn	
    has	
    a	
    reputation	
    
  among	
    travellers	
    for	
    its	
    quality	
    and	
    comfort.	
    	
    
  3. Village	
    Hall:	
    Erected	
    before	
    Prayer’s	
    Rock,	
    the	
    town	
    hall	
    acts	
    
  as	
    the	
    legal	
    and	
    economical	
    heart	
    of	
    Prayer’s	
    Point.	
    
  4. Silversheen	
     Odds	
     and	
     Ends:	
     Prayer’s	
     Point’s	
     general	
     store	
     is	
    
  stocked	
    with	
    exotic	
    goods	
    brought	
    to	
    the	
    village	
    by	
    pilgrims.	
    
  5. Angel’s	
    Bay:	
    Fed	
    by	
    Angel’s	
    Run,	
    the	
    shores	
    of	
    this	
    bay	
    glisten	
    
  like	
    truegold	
    in	
    the	
    morning	
    light.	
    
  6. Rainbow	
    Bridge:	
    Named	
    for	
    its	
    iridescent	
    dwarven	
    panelling,	
    
  this	
    bridge	
    glistens	
    like	
    its	
    namesake	
    in	
    the	
    morning	
    sun.	
    
  7. Beggar’s	
     Haunt:	
     Those	
     too	
     poor	
     to	
     own	
     homes	
     in	
     Prayer’s	
    
  Point	
    have	
    taken	
    to	
    living	
    under	
    the	
    Rainbow	
    Bridge.	
    
  8. Elder’s	
     Cradle:	
     Across	
     Angel’s	
     Run	
     from	
     Prayer’s	
     Point	
     lies	
    
  Elder’s	
    Cradle,	
    the	
    final	
    resting	
    place	
    of	
    the	
    village’s	
    dead.	
    
  9. Nirvana:	
    Named	
    after	
    a	
    legendary	
    celestial	
    realm,	
    this	
    nearby	
    
  forest	
    boasts	
    a	
    high	
    concentration	
    of	
    celestial	
    animals.	
    
  10. Mount	
     Hoarfrost:	
     Looming	
     above	
     Prayer’s	
     Point,	
     Mount	
    
  Hoarfrost	
    is	
    a	
    majestic	
    mountain	
    with	
    a	
    dark	
    secret.	
    
  M A R K E T P L A C E	
    
  Resources	
     &	
     Industry	
     Animal	
     game	
     (hunting	
     and	
     fishing),	
    
  lumber,	
    tourism	
    
  Base	
     Value	
     600	
     gp;	
     Purchase	
     Limit	
     2,500	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Prayer’s	
    Point,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  § 
  Potions	
    &	
    Oils	
    oil	
    of	
    align	
    weapon	
    (good	
    only),	
    cure	
    moderate	
    
  wounds	
    (2),	
    protection	
    from	
    evil	
    
  § 
  Scrolls	
    (Arcane)	
    haste	
    
  § 
  Scroll	
    (Divine)	
    magic	
    circle	
    against	
    evil	
    
  
  45	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
     may	
     know	
     some	
     information	
     about	
     Prayer’s	
     Point.	
     A	
    
  successful	
    check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    
  check.	
    
  	
    
  DC	
     10:	
     Prayer’s	
     Point	
     is	
     a	
     small	
     village	
     at	
     the	
     mouth	
     of	
    
  Angel’s	
    Run.	
    Mothers	
    who	
    spend	
    most	
    of	
    their	
    pregnancy	
    there	
    
  reportedly	
    have	
    an	
    unusually	
    high	
    chance	
    of	
    birthing	
    an	
    aasimar.	
    
  	
    
  DC	
    20:	
    Prayer’s	
    Point	
    is	
    named	
    for	
    a	
    legendary	
    paladin	
    who	
    
  would	
    meditate	
    at	
    Prayer’s	
    Rock	
    each	
    day	
    while	
    he	
    prepared	
    his	
    
  holy	
     magic	
     before	
     climbing	
     Mount	
     Hoarfrost	
     to	
     do	
     his	
     god’s	
    
  work.	
     The	
     villagers	
     believe	
     this	
     is	
     the	
     source	
     of	
     the	
     unusual	
    
  powers	
    of	
    Angel	
    Bay’s	
    waters.	
    
  	
    
  DC	
     30:	
     Aether	
     Dawnbringer,	
     the	
     paladin	
     of	
     legend,	
     fought	
    
  against	
    horrible	
    monsters	
    from	
    the	
    depths	
    of	
    the	
    Abyss	
    dwelling	
    
  within	
    the	
    hollow	
    heart	
    of	
    Mount	
    Hoarfrost.	
    	
    
  V I L L A G E R S  
  Appearance	
     The	
     villager’s	
     are	
     well	
     dressed	
     and	
     practice	
    
  excellent	
    hygiene.	
    Most	
    model	
    their	
    appearances	
    after	
    aasimar,	
    
  using	
    makeup	
    to	
    hide	
    blemishes	
    and	
    bleach	
    to	
    lighten	
    their	
    hair.	
    
  Dress	
     The	
     people	
     of	
     Prayer’s	
     Point	
     favour	
     bright,	
     plain	
    
  clothing	
    reminiscent	
    of	
    clerical	
    garb.	
    Wealthy	
    villagers	
    trim	
    their	
    
  clothing	
    with	
    precious	
    metals	
    and	
    jewels.	
    
  Nomenclature	
     male	
     Bar,	
     Hans,	
     Olaf,	
     Sven;	
     female	
     Anna,	
    
  Deliliah,	
    
  Hannah,	
    
  Neelah;	
    
  family	
    
  Broadton,	
    
  Silversheen,	
    
  Strongblood.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
     PC	
     can	
     use	
     Diplomacy	
     to	
     gather	
     information	
     about	
     Prayer’s	
    
  Point	
    and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    
  DC	
     10	
     check.	
     A	
     PC	
     exceeding	
     this	
     check	
     gains	
     one	
     additional	
    
  rumour	
    for	
    each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    
  table	
    below	
    to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1*	
    
  A	
    family	
    of	
    werefoxes	
    dwells	
    in	
    Nirvana.	
    
  2	
    
  Humanoid	
    body	
    parts	
    sometimes	
    float	
    down	
    Angel’s	
    Run	
    
  towards	
    the	
    bay.	
    
  3	
    
  Game	
    has	
    become	
    scare	
    in	
    Nirvanna,	
    the	
    nearby	
    forest.	
    
  4*	
    
  The	
    cleric	
    of	
    Elder’s	
    Rest	
    has	
    been	
    seen	
    digging	
    up	
    graves	
    
  in	
    the	
    middle	
    of	
    the	
    night	
    to	
    use	
    in	
    dark	
    rituals.	
    
  5	
    
  Women	
    who	
    spend	
    much	
    of	
    their	
    pregnancy	
    in	
    Prayer’s	
    
  Point	
     have	
     an	
     unusually	
     high	
     chance	
     of	
     birthing	
     an	
    	
    
  aasimar	
    children.	
    
  6	
    
  Mount	
    Hoarfrost	
    used	
    to	
    house	
    a	
    dwarven	
    hold,	
    but	
    the	
    
  hold	
    and	
    its	
    residents	
    mysterious	
    vanished	
    centuries	
    ago.	
    
  *False	
    rumour	
    
  	
    
   
  
  46	
    
  R I V E R B U R G  A T  A  G L A N C E  
  In	
    the	
    Darkclaw	
    Forest,	
    just	
    below	
    the	
    point	
    where	
    three	
    rivers	
    
  meet	
     and	
     form	
     the	
     Greater	
     Gurden	
     River	
     which	
     flows	
     lazily	
     to	
    
  the	
     coast,	
     stands	
     the	
     village	
     of	
     Riverburg.	
     It	
     rises	
     from	
     the	
    
  muddy	
     waters	
     on	
     sturdy	
     poles,	
     and	
     stilts	
     supporting	
     the	
    
  platforms	
    on	
    which	
    the	
    buildings	
    stand.	
     The	
    Singing	
    Bargeman	
    
  Inn	
    was	
    the	
    beginning,	
    built	
    240	
    years	
    ago,	
    as	
    a	
    safe	
    place	
    to	
    rest	
    
  for	
     the	
     bargemen	
     travelling	
     up	
     and	
     down	
     the	
     rivers.	
     Over	
     the	
    
  years,	
     more	
     platforms	
     have	
     been	
     built	
     and	
     connected	
     to	
     each	
    
  other,	
    slowly	
    transforming	
    the	
    lowly	
    river	
    inn	
    into	
    a	
    village.	
    The	
    
  name	
    Riverburg	
    was	
    first	
    used	
    as	
    a	
    sarcastic	
    name	
    for	
    the	
    village	
    
  by	
     the	
     bargemen,	
     referring	
     to	
     the	
     mostly	
     ramshackle	
     look	
     of	
    
  most	
    of	
    the	
    platforms,	
    but	
    the	
    name	
    stuck	
    and	
    the	
    villagers	
    liked	
    
  the	
    grandiose	
    sounding	
    name.	
    Today	
    Riverburg	
    is	
    known	
    for	
    the	
    
  river	
     guides	
     making	
     their	
     living	
     guiding	
     barges	
     through	
     the	
    
  treacherous	
    waters	
    of	
    the	
    three	
    rivers	
    upstream.	
    	
    	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Mayor	
    Tarden	
    Neuporter	
    
  Government	
    Autocracy	
    
  Population	
     178	
     (161	
     humans,	
     11	
     halflings,	
     4	
     half-­‐elves,	
     2	
     half-­‐
  orcs)	
    
  Alignments	
    NG,	
    N,	
    NE	
    
  Languages	
    Common,	
    Halfling	
    
  Corruption	
    +1;	
    Crime	
    +2;	
    Economy	
    +2;	
    Law	
    -­‐1;	
    Lore	
    +1;	
    Society	
    
  +1	
    
  Qualities	
    Notorious,	
    strategic	
    location	
    
  Danger	
    +10;	
    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:	
    
  	
    “Boss”	
     Huggins	
     (location	
     2;	
     NE	
     male	
     human	
     rogue	
     5)	
     Boss	
    
  Huggins	
     is	
     the	
     guildmaster	
     of	
     the	
     Rivermen’s	
     Guild.	
     A	
     big	
    
  bald,	
     sweaty	
     man,	
     he	
     is	
     rarely	
     seen	
     without	
     his	
     two	
    
  bodyguards	
    Trask	
    and	
    Grask	
    (NE	
    male	
    half-­‐orc	
    fighter	
    3)	
    	
    
  Father	
     Olgart	
     (location	
     6;	
     NG	
     male	
     human	
     cleric	
     5)	
     An	
     elderly	
    
  cleric	
    of	
    the	
    Goddess	
    of	
    Light.	
    He	
    is	
    currently	
    trying	
    to	
    raise	
    
  funds	
    to	
    restore	
    the	
    local	
    temple.	
    
  Jarelia	
    (location	
    8;	
    CG	
    female	
    human	
    expert	
    2)	
    Jarelia	
    runs	
    the	
    
  Dusky	
    Sylph,	
    the	
    local	
    brothel.	
    
  Old	
     Pew	
     (location	
     7;	
     N	
     male	
     human	
     fighter	
     7)	
     Old	
     Pew	
     is	
     the	
    
  local	
    drunkard;	
    he	
    is	
    usually	
    trading	
    tall	
    tales	
    for	
    drinks	
    at	
    the	
    
  Singing	
    Bargeman.	
    
  Shallya	
    Radover	
    (location	
    5;	
    CG	
    female	
    human	
    expert	
    3)	
    A	
    slim,	
    
  silent	
    woman.	
    She	
    is	
    in	
    charge	
    of	
    the	
    market	
    platform	
    and	
    
  settles	
    the	
    many	
    minor	
    disputes	
    between	
    vendors.	
    	
    
  Syll	
    Jollybottom	
    (location	
    1;	
    CN	
    male	
    halfling	
    bard	
    2)	
    The	
    eldest	
    
  Jollybottom	
     brother	
     entertains	
     the	
     guests	
     at	
     the	
     Singing	
    
  Bargeman,	
    and	
    enjoys	
    trading	
    tales	
    with	
    travellers.	
    
  Tarden	
     Neuporter	
     (location	
     3;	
     LN	
     male	
     expert	
     2)	
     Tarden	
     is	
     a	
    
  small	
    man	
    with	
    rat-­‐like	
    features;	
    he	
    has	
    been	
    the	
    mayor	
    for	
    
  the	
    last	
    eight	
    years.	
    	
    
  Vill	
     Jollybottom	
     (location	
     1;	
     LN	
     male	
     halfling	
     expert	
     2)	
     Syll’s	
    
  younger	
     brother.	
     He	
     is	
     tall	
     for	
     a	
     halfling,	
     and	
     works	
     as	
     a	
    
  bartender	
    and	
    cook	
    at	
    the	
    Singing	
    Bargeman.	
    
  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. The	
     Singing	
     Bargeman	
     Inn:	
     One	
     of	
     the	
     few	
     two-­‐storey	
    
  buildings	
    in	
    Riverburg,	
    the	
    Singing	
    Bargeman	
    is	
    also	
    the	
    only	
    
  inn.	
    It	
    caters	
    mostly	
    to	
    bargemen	
    travelling	
    up	
    and	
    down	
    the	
    
  river.	
     The	
     whole	
     Jollybottom	
     family	
     lives	
     in	
     the	
     adjoining	
    
  building	
    (and	
    work	
    in	
    the	
    inn).	
    
  2. Rivermen’s	
     Guildhall:	
     A	
     big	
     one-­‐storey	
     building,	
     intricate	
    
  woodcarvings	
    of	
    bargemen	
    and	
    other	
    river	
    scenes	
    decorate	
    its	
    
  walls.	
    	
    
  3. Tarden	
     Neuporter’s	
     Home	
     and	
     Office:	
     A	
     small,	
     unimposing	
    
  house	
     serves	
     as	
     the	
     mayor’s	
     home	
     and	
     offices;	
     here	
     he	
    
  oversees	
    Riverburg’s	
    daily	
    affairs.	
    
  4. “Boss”	
     Huggins	
     Home:	
     This	
     plain-­‐looking	
     house,	
     provides	
     no	
    
  clues	
    as	
    to	
    who	
    lives	
    within.	
    
  5. The	
    Market	
    Platform:	
    This	
    large	
    platform	
    is	
    where	
    the	
    villagers	
    
  buy,	
    sell	
    or	
    barter	
    their	
    goods.	
    
  6. The	
     Hall	
     of	
     Light:	
     The	
     former	
     temple	
     of	
     the	
     river	
     god,	
     now	
    
  serves	
     as	
     the	
     temple	
     of	
     the	
     growing	
     congregation	
     of	
     Father	
    
  Olgart.	
    
  7. Old	
    Pew’s	
    Home:	
    This	
    ramshackle	
    rickety	
    house	
    precariously	
    
  balances	
    on	
    only	
    three	
    stilts.	
    
  8. The	
     Dusky	
     Sylph:	
     A	
     large	
     two-­‐storey	
     building,	
     only	
     the	
     dark	
    
  blue	
    silk	
    draperies	
    adorning	
    the	
    walls	
    hint	
    at	
    what	
    lies	
    within.	
    
  9. The	
     Gate	
     Platform:	
     A	
     drawbridge	
     connects	
     Riverburg	
     to	
     the	
    
  riverbank;	
    it	
    is	
    also	
    where	
    the	
    constabulary	
    have	
    their	
    office.	
    	
    
  10. The	
     Moaning	
     Caves:	
     The	
     caves	
     located	
     a	
     few	
     miles	
     into	
     the	
    
  Darkclaw	
     Forest	
     occasionally	
     emits	
     long	
     drawn	
     moans.	
    
  Legends	
    tell	
    the	
    caves	
    connect	
    to	
    the	
    Ebon	
    Realm.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Fishing,	
    hunting,	
    river	
    guides	
    
  Base	
     Value	
     700	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
     the	
     PCs	
     arrive	
     in	
     Riverburg,	
     the	
     following	
     items	
     are	
     for	
    
  sale:	
    
  § 
  Armour	
    +1	
    studded	
    leather	
    (1,175	
    gp)	
    
  § 
  Potions	
    &	
    Oils	
    cure	
    light	
    wounds	
    (50	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    water	
    breathing	
    (375	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    delay	
    poison	
    (150	
    gp),	
    water	
    walk	
    (375	
    gp)	
    
  § 
  Weapons	
    +1	
    flail	
    (2,308	
    gp)	
    
  	
    
  
  47	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
    may	
    know	
    some	
    information	
    about	
    Riverburg.	
    A	
    successful	
    
  check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
     10:	
     Riverburg	
     is	
     built	
     on	
     the	
     Greater	
     Gurden	
     River,	
    
  originally	
    as	
    a	
    place	
    to	
    provide	
    rest	
    and	
    safety	
    to	
    the	
    rivermen.	
    	
    
  	
    
  DC	
    15:	
    Today	
    very	
    few	
    barges	
    make	
    the	
    trip	
    up	
    river	
    without	
    
  a	
    guide	
    from	
    the	
    Rivermen’s	
    Guild.	
    
  	
    
  DC	
    20:	
    The	
    biggest	
    danger	
    to	
    the	
    barges	
    and	
    their	
    crew	
    on	
    
  the	
    river	
    is	
    the	
    Darkclaw	
    River	
    Pirates.	
    
  V I L L A G E R S  
  Appearance	
    Most	
    of	
    the	
    villagers	
    seem	
    to	
    have	
    a	
    smear	
    of	
    dirt	
    
  on	
    their	
    clothes	
    at	
    all	
    times,	
    the	
    Rivermen’s	
    Guild	
    members	
    are	
    
  an	
    exception	
    to	
    this	
    as	
    are	
    the	
    workers	
    at	
    the	
    Dusky	
    Sylph.	
    
  	
    
  Dress	
     The	
     villagers	
     dress	
     in	
     practical	
     well-­‐worn	
     clothes	
    
  related	
     to	
     their	
     jobs.	
     Hunters	
     wear	
     browns	
     and	
     greens	
     while	
    
  fishermen	
     favour	
     brighter	
     colours	
     such	
     as	
     yellow	
     or	
     red.	
     The	
    
  members	
    of	
    the	
    Rivermen’s	
    guild	
    are	
    easily	
    recognizable	
    in	
    their	
    
  light	
    blue	
    shirts	
    and	
    white	
    trousers.	
    	
    
  	
    
  Nomenclature	
     male	
    
  Djens,	
    
  Holger,	
    
  Svert,	
    
  Tallion,	
     Walen;	
     female	
    
  Hilda,	
     Ursula,	
     Wika;	
    
  family	
    
  Baumer,	
    
  Dellier,	
    Hanster	
    
  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	
     character	
     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	
    
  There	
     is	
     treasure	
     in	
     the	
     Moaning	
     Caves;	
     treasure	
     and	
    
  death.	
    
  2	
    
  Father	
    Olgart	
    has	
    been	
    seen	
    visiting	
    the	
    Dusky	
    Sylph,	
    but	
    
  no	
    one	
    knows	
    why.	
    
  3	
    
  You	
    can	
    get	
    anything	
    on	
    the	
    market	
    platform	
    if	
    you	
    know	
    
  who	
    to	
    ask.	
    
  4*	
    
  Jarelia	
     consorts	
     with	
     demons	
     I	
     say,	
     lust	
     demons	
     to	
     be	
    
  sure…but	
    demons	
    nonetheless.	
    
  5	
    
  On	
    foggy	
    nights,	
    Boss	
    Huggins	
    has	
    been	
    seen	
    rowing	
    up	
    
  river	
    with	
    one	
    of	
    his	
    bodyguards.	
    
  6	
    
  There	
    is	
    more	
    to	
    Old	
    Pew	
    than	
    meets	
    the	
    eye.	
    
  *False	
    rumour	
    
   
  	
    
  
  48	
    
  S E V E R E D  U M B R A  A T  A  G L A N C E  
  Swallowed	
     by	
     a	
     massive	
     sinkhole	
     and	
     cut	
     off	
     from	
     both	
     the	
    
  surface	
    and	
    underworld	
    decades	
    ago,	
    Severed	
    Umbra	
    represents	
    
  a	
     seemingly	
     impossible	
     story	
     of	
     survival.	
     Now	
     exposed	
     to	
     the	
    
  surface,	
     the	
     village	
     serves	
     as	
     a	
     way	
     station	
     for	
     explorers	
    
  intending	
    to	
    delve	
    further	
    into	
    the	
    underworld.	
    	
    
  	
    
  Severed	
     Umbra	
     comprises	
     the	
     remnants	
     of	
     the	
     slums	
    
  underneath	
     the	
     city	
     of	
     Fairhaven	
     and	
     a	
     dark	
     folk	
     enclave	
     that	
    
  surrounded	
     a	
     subterranean	
     lake.	
     When	
     the	
     slums	
     fell	
     into	
     the	
    
  lake	
    many	
    residents	
    as	
    well	
    as	
    the	
    surprised	
    dark	
    folk	
    died.	
    In	
    the	
    
  disaster’s	
     aftermath,	
     the	
     survivors	
     realized	
     they	
     must	
     work	
    
  together	
     to	
     survive.	
     Thus	
     languished	
     the	
     survivors	
     and	
     their	
    
  descendants	
     until	
     a	
     group	
     of	
     adventurers	
     tunnelled	
     down	
     into	
    
  Severed	
    Umbra,	
    suddenly	
    granting	
    the	
    population	
    access	
    to	
    the	
    
  wider	
     world.	
     Today,	
     the	
     odd	
     mix	
     of	
     the	
     inhabitants’	
     spirit	
     of	
    
  cooperation	
    still	
    holds,	
    to	
    the	
    bewilderment	
    of	
    visitors.	
    
  	
    
  Now	
     led	
     by	
     the	
     aging	
     human	
     aristocrat	
     Jenndra	
     and	
     the	
    
  conniving	
     dark	
     stalker	
     Morden,	
     the	
     folk	
     of	
     Severed	
     Umbra	
    
  harvest	
     fungi	
     and	
     domesticate	
     the	
     lizards	
     they	
     found	
     in	
     their	
    
  subterranean	
    home.	
    They	
    had	
    the	
    foresight	
    to	
    mine	
    gems	
    and	
    
  silver,	
    otherwise	
    worthless	
    to	
    their	
    survival,	
    but	
    now	
    essential	
    to	
    
  the	
     village’s	
     prosperity.	
     Phosphorescent	
     moulds	
     illuminate	
     the	
    
  village’s	
    caverns,	
    and	
    the	
    non-­‐dark	
    folk	
    inhabitants	
    have	
    similarly	
    
  glowing	
    irises.	
    
  	
    
  The	
    people	
    of	
    Severed	
    Umbra	
    treat	
    visitors	
    with	
    respect,	
    and	
    
  seem	
     blissfully	
     unconcerned	
     with	
     events	
     on	
     the	
     surface.	
     They	
    
  also	
     meet	
     questions	
     regarding	
     the	
     strange	
     mix	
     of	
     races	
     with	
    
  blank	
    stares.	
    	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Jenndra	
    (CG	
    female	
    old	
    human	
    aristocrat	
    3)	
    and	
    Morden	
    
  (CN	
    male	
    dark	
    stalker	
    warrior	
    5)	
    
  Government	
    Autocracy	
    
  Population	
    121	
    (43	
    humans,	
    27	
    half-­‐orcs,	
    18	
    half-­‐elves,	
    17	
    dark	
    
  creepers,	
    14	
    halflings,	
    2	
    dark	
    stalkers)	
    
  Alignments	
    CG,	
    N,	
    CN,	
    CE	
    
  Languages	
    Common,	
    Dark	
    Folk,	
    Halfling,	
    Orc,	
    Undercommon	
    
  Corruption	
    +1;	
    Crime	
    +0;	
    Economy	
    +1;	
    Law	
    +1;	
    Lore	
    +1;	
    Society	
    
  +1	
    
  Qualities	
    Insular,	
    prosperous	
    
  Danger	
    +5;	
    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:	
    
  Cerise	
    Indra	
    (location	
    4;	
    CE	
    female	
    halfling	
    wizard	
    [evoker]	
    9)	
    A	
    
  wild-­‐haired	
    halfling,	
    this	
    evoker	
    incinerates	
    the	
    dead.	
    
  Flick	
    (location	
    6	
    and	
    8;	
    CG	
    female	
    dark	
    creeper	
    expert	
    2/cleric	
    7)	
    
  The	
    strange	
    rag-­‐tailor	
    Flick	
    worships	
    a	
    benevolent	
    deity,	
    and	
    
  ministers	
    to	
    the	
    people	
    of	
    Severed	
    Umbra.	
    
  Gurga	
    (location	
    2;	
    N	
    female	
    half-­‐orc	
    druid	
    6)	
    Gurga	
    oversees	
    the	
    
  subterranean	
    lizard	
    farm	
    and	
    acts	
    as	
    adjunct	
    healer.	
    
  Jenndra	
    (location	
    10;	
    CG	
    female	
    human	
    aristocrat	
    3)	
    The	
    shrewd	
    
  yet	
    fair	
    Jenndra	
    is	
    Severed	
    Umbra’s	
    elected	
    co-­‐leader.	
    
  Kraark	
    (location	
    5;	
    CN	
    male	
    half-­‐orc	
    expert	
    3/barbarian	
    3)	
    Kraark	
    
  is	
    married	
    to	
    Gurga	
    and	
    is	
    Severed	
    Umbra’s	
    smith.	
    
  Mad	
     Bren	
     (location	
     3	
     and	
     7;	
     CE	
     male	
     halfling	
     expert	
     3)	
     Mad	
    
  Bren,	
     who	
     has	
     wild	
     hair	
     and	
     hyperkinetic	
     energy,	
     raises	
    
  mushrooms	
    to	
    feed	
    the	
    lizards	
    and	
    the	
    villagers.	
    
  Morden	
    (location	
    10;	
    CN	
    male	
    dark	
    stalker	
    warrior	
    5)	
    Morden	
    is	
    
  the	
    well-­‐spoken,	
    raspy	
    voiced	
    co-­‐leader	
    of	
    Severed	
    Umbra.	
    
  Vishell	
     (location	
     1;	
     CG	
     male	
     half-­‐elf	
     commoner	
     3)	
     Vishell	
     plies	
    
  Umbra	
    Lake’s	
    waters	
    to	
    spear	
    fish	
    to	
    feed	
    his	
    fellows.	
    
  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. Umbra	
    Lake:	
    Severed	
    Umbra	
    surrounds	
     a	
    subterranean	
    lake,	
    
  which	
    provides	
    fish	
    and	
    mostly	
    fresh	
    water	
    for	
    the	
    residents.	
    
  2. Gurga’s	
    Corral:	
    Giant	
    lizards	
    raised	
    for	
    meat	
    roam	
    this	
    area.	
    
  3. Shadow	
     Arms:	
     A	
     hastily-­‐built	
     wooden	
     structure	
     acts	
     as	
     a	
    
  tavern	
    and	
    inn	
    for	
    surface	
    visitors.	
    
  4. The	
    Foundry:	
    Cerise	
    Indra	
    applies	
    her	
    mastery	
    of	
    fire	
    to	
    help	
    at	
    
  Kraark’s	
    Smithy	
    and	
    to	
    dispose	
    of	
    the	
    dead.	
    
  5. Kraark’s	
    Smithy:	
    Kraark	
    fashions	
    tools,	
    weapons	
    and	
    armour	
    –	
    
  business	
    has	
    increased	
    as	
    more	
    explorers	
    visit	
    the	
    village.	
    
  6. Ragwoman’s	
    Outfitters:	
    When	
    not	
    at	
    her	
    shrine,	
    Flick	
    oversees	
    
  this	
    clothing	
    shop,	
    which	
    employs	
    halflings	
    and	
    dark	
    creepers.	
    
  7. Mad	
    Bren’s	
    Gardens:	
    Edible	
    mushrooms	
    fill	
    the	
    gardens.	
    
  8. Dark	
    Shrine:	
    Despite	
    its	
    sinister	
    name,	
    this	
    location	
    serves	
    as	
    a	
    
  quiet,	
    safe	
    place	
    of	
    healing.	
    
  9. The	
    Vault:	
    This	
    building	
    stores	
    valuable	
    ore	
    and	
    semi-­‐precious	
    
  gems	
    harvested	
    from	
    the	
    surrounding	
    mines.	
    
  10. Village	
     Hall:	
     Jenndra	
     and	
     Morden	
     spend	
     most	
     of	
     their	
     time	
    
  here,	
    overseeing	
    the	
    day-­‐to-­‐day	
    running	
    of	
    the	
    village.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Exotic	
    food,	
    shelter,	
    trade	
    
  Base	
     Value	
     650	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Severed	
    Umbra,	
    the	
    following	
    items	
    are	
    
  for	
    sale:	
    
  § 
  Potions	
     &	
     Oils	
     cure	
     light	
     wounds	
     (50	
     gp),	
     lesser	
     restoration	
    
  (300	
    gp),	
    protection	
    from	
    law	
    (50	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    continual	
    flame	
    (375	
    gp),	
    hold	
    person	
    (150	
    gp)	
    
  § 
  Weapon	
    sleep	
    arrow	
    (132	
    gp)	
    
  § 
  Wondrous	
    Item	
    necklace	
    of	
    fireballs	
    type	
    I	
    (1,650	
    gp)	
    
  
  49	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
     some	
     information	
     about	
     the	
     village.	
     A	
     successful	
     check	
    
  reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
     10:	
     Fairhaven’s	
     slums	
     were	
     lost	
     when	
     a	
     sinkhole	
    
  swallowed	
    them	
    decades	
    ago.	
    
  	
    
  DC	
     15:	
     Severed	
     Umbra	
     recently	
     restored	
     contact	
     with	
     the	
    
  surface	
    when	
    adventurers	
    discovered	
    the	
    village.	
    
  	
    
  DC	
     20:	
     The	
     village	
     houses	
     a	
     mix	
     of	
     humanoid	
     descendants	
    
  from	
     Fairhaven’s	
     slums	
     and	
     dark	
     folk,	
     who	
     have	
     curiously	
    
  worked	
    together	
    for	
    their	
    mutual	
    survival.	
    
  	
    
  DC	
     25:	
     Severed	
     Umbra	
     rests	
     alongside	
     a	
     vein	
     of	
     silver	
     and	
    
  near	
    a	
    cache	
    of	
    precious	
    gems;	
    rumours	
    say	
    the	
    village	
    sits	
    on	
    an	
    
  untapped	
    vein	
    of	
    more	
    exotic	
    ores.	
    
  V I L L A G E R S  
  Appearance	
    The	
    villagers	
    vary	
    widely	
    in	
    hair	
    and	
    skin	
    colour,	
    but	
    
  the	
    non-­‐dark	
    folk	
    feature	
    iridescent	
    eyes	
    of	
    blue,	
    green	
    or	
    violet.	
    
  	
    
  Dress	
     The	
     villagers	
     have	
     adopted	
     the	
     dark	
     folk	
     style	
     of	
    
  raggedy	
     dress,	
     but	
     non-­‐dark	
     folk	
     do	
     not	
     wear	
     nearly	
     as	
     many	
    
  layers.	
    
  	
    
  Nomenclature	
     male	
     Bren,	
     Kraark,	
     Morden,	
     Vishell;	
     female	
    
  Cerise,	
    Flick,	
    Gurga,	
    Jenndra,	
    Valeen;	
    family	
    none.	
    
  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	
    
  Umbra	
    Lake	
    hides	
    the	
    remains	
    of	
    a	
    gigantic	
    serpent	
    and	
    
  its	
    treasure.	
    They	
    are	
    said	
    to	
    lie	
    at	
    least	
    100	
    ft.	
    below	
    the	
    
  surface.	
    
  2	
    
  Vishell	
     and	
     his	
     sibling	
     are	
     the	
     only	
     original	
     survivors	
     of	
    
  the	
     cataclysm	
     spawning	
     Severed	
     Umbra;	
     neither	
     talks	
    
  about	
    their	
    experiences.	
    
  3	
    
  While	
    exceptionally	
    strange	
    that	
    a	
    dark	
    creeper	
    became	
    
  a	
    divine	
    caster,	
    Flick	
    claims	
    her	
    deity	
    spoke	
    directly	
    to	
    her	
    
  and	
    told	
    her	
    of	
    the	
    necessity	
    for	
    a	
    village	
    healer.	
    
  4	
    
  Gurga	
    spotted	
    a	
    xorn	
    that	
    emerged	
    from	
    the	
    ground	
    and	
    
  took	
    one	
    of	
    her	
    lizards.	
    
  5*	
    
  Cerise	
    has	
    become	
    increasingly	
    agitated	
    by	
    the	
    arrival	
    of	
    
  so	
    many	
    visitors	
    and	
    plans	
    to	
    destroy	
    the	
    village.	
    
  6*	
    
  Jenndra	
    and	
    Morden	
    are	
    lovers,	
    and	
    plan	
    to	
    extend	
    their	
    
  rule	
    to	
    encompass	
    Fairhaven.	
    
  *False	
    rumour	
    
  	
    
   
  
  50	
    
  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)	
    
  
  51	
    
  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	
    
  	
    
  	
    
  
  52	
    
  S T A R  R U N  F A L L S  A T  A  G L A N C E  
  The	
    shimmering	
    waterfall	
    known	
    as	
    the	
    Star	
    Run	
    cascades	
    353	
    
  ft.	
    into	
    a	
    large,	
    deep	
    pool	
    about	
    which	
    the	
    elven	
    settlement	
    of	
    
  Star	
    Run	
    Falls	
    rests	
    in	
    the	
    shade	
    of	
    the	
    surrounding	
    forest.	
    Star	
    
  Run	
    Falls’	
    citizens	
    live	
    an	
    almost	
    idyllic	
    life	
    in	
    homes	
    magically	
    
  formed	
     within	
     the	
     trunks	
     of	
     the	
     trees.	
     Open	
     to	
     outsiders,	
    
  traders	
    regularly	
    come	
    upriver	
    to	
    trade	
    with	
    the	
    elves	
    for	
    fish	
    
  and	
    furs	
    or	
    consult	
    with	
    the	
    wizards	
    at	
    its	
    small	
    academy.	
    Some	
    
  visit	
    just	
    to	
    marvel	
    at	
    the	
    Star	
    Run.	
    Even	
    fey	
    visit	
    the	
    elves	
    from	
    
  time	
     to	
     time	
     with	
     a	
     few	
     of	
     the	
     mysterious	
     creatures	
     being	
    
  familiar	
     faces	
     in	
     the	
     village.	
     The	
     elves,	
     in	
     turn,	
     keep	
     the	
    
  surrounding	
    area	
    free	
    of	
    predators	
    such	
    as	
    the	
    goblins	
    lurking	
    
  nearby.	
    
  	
    
  Recently,	
    a	
    small	
    group	
    of	
    human	
    villagers	
    took	
    refuge	
    in	
    the	
    
  village	
    after	
    their	
    homes	
    were	
    destroyed	
    in	
    a	
    raid	
    perpetuated	
    
  by	
     a	
     rising	
     force	
     of	
     goblins	
     and	
     hobgoblins.	
     Though	
     generally	
    
  less	
    insular	
    than	
    most	
    elven	
    communities,	
    the	
    elves	
    struggle	
    to	
    
  accept	
    the	
    permanent	
    presence	
    of	
    humans	
    in	
    the	
    village.	
    
  	
    
  However,	
    a	
    new	
    fear	
    grips	
    the	
    village,	
    one	
    that	
    threatens	
    its	
    
  peaceful	
     tranquillity.	
     An	
     entity	
     only	
     known	
     as	
     the	
     Crimson	
    
  Shadow	
     King	
     has	
     arisen	
     in	
     the	
     forest,	
     gathering	
     a	
     band	
     of	
    
  goblinoids	
    including	
    hobgoblins	
    and	
    bugbears	
    about	
    his	
    banner.	
    
  Elven	
    mothers	
    fear	
    the	
    sudden	
    chirping	
    of	
    crickets	
    drowning	
    out	
    
  the	
    birdsong	
    in	
    the	
    predawn	
    mornings	
    for	
    that	
    is	
    when	
    it	
    is	
    said	
    
  the	
     Crimson	
     Shadow	
     King	
     appears	
     to	
     steal	
     newborn	
     elven	
    
  babies	
    for	
    some	
    unknown,	
    dire	
    purpose.	
    In	
    truth,	
    the	
    Crimson	
    
  Shadow	
    King	
    is	
    seeking	
    to	
    raise	
    his	
    own	
    army	
    of	
    dark	
    elves	
    to	
    
  add	
    to	
    his	
    twisted,	
    labyrinthine	
    realm	
    deep	
    within	
    the	
    forest.	
    
  D E M O G R A P H I C S	
    
  Ruler	
     Guardian	
     Ferleden	
     Tayaos	
     (CG	
     male	
     half-­‐elf	
     fighter	
    
  3/wizard	
    [universalist]	
    3)	
    
  Government	
    Council	
    
  Population	
    167	
    (127	
    elves,	
    20	
    half-­‐elves,	
    15	
    humans,	
    5	
    gnomes)	
    
  Alignments	
    CG,	
    LG,	
    NG,	
    LN,	
    N,	
    CN	
    
  Languages	
    Elven,	
    Common,	
    Sylvan	
    
  Corruption	
    -­‐1;	
    Crime	
    0;	
    Economy	
    0;	
    Law	
    -­‐3;	
    Lore	
    -­‐2;	
    Society	
    +4	
    
  Qualities	
    Academy,	
    tourist	
    attraction	
    
  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:	
    
  Grimish	
    Featherknocker	
    (location	
    1;	
    CG	
    male	
    gnome	
    expert	
    3)	
    A	
    
  personable	
     gnome,	
     Grimish	
     runs	
     the	
     village	
     inn,	
     the	
     Star	
    
  Landing.	
    
  Unya	
    Ilyren	
    (location	
    5;	
    CG	
    female	
    elf	
    ranger	
    4)	
    Star	
    Run	
    Falls’	
    
  former	
    guardian,	
    Unya	
    now	
    runs	
    a	
    successful	
    general	
    store.	
    
  Alera	
    Solwyn	
    (location	
    6;	
    CG	
    female	
    elf	
    aristocrat	
    1)	
    A	
    princess	
    
  in	
     hiding,	
     Alera	
     fled	
     to	
     Star	
     Run	
     Falls	
     with	
     her	
     guardian,	
    
  Balas.	
    
  Balas	
    Solwyn	
    (location	
    6;	
    NG	
    male	
    half-­‐dragon	
    unicorn)	
    Alera’s	
    
  guardian,	
    Balas	
    disguises	
    himself	
    as	
    her	
    grandfather.	
    
  Hol	
    Stannish	
    (location	
    4;	
    N	
    male	
    human	
    commoner	
    2)	
    One	
    of	
    
  the	
    human	
    refugees,	
    Hol	
    represents	
    his	
    people’s	
    interest	
    in	
    
  the	
    village.	
    
  Ferleden	
    Tayaos	
    (location	
    2;	
    (CG	
    male	
    half-­‐elf	
    fighter	
    3/wizard	
    
  [universalist]	
    3)	
    
  Appointed	
     guardian,	
     Ferleden’s	
     duties	
     include	
     defence	
     of	
     the	
    
  village.	
    
  Dalaros	
    Vynardis	
    (location	
    7;	
    CN	
    male	
    elf	
    aristocrat	
    3)	
    A	
    recent	
    
  arrival,	
    Dalaros	
    takes	
    great	
    interest	
    in	
    local	
    politics.	
    
  Twyno/Twyna	
    Veshara	
    (location	
    3;	
    CG	
    female/male	
    elf	
    wizard	
    
  7)	
     The	
     elven	
     twins	
     who	
     share	
     one	
     body	
     run	
     the	
     local	
    
  academy.	
    
  Ziz	
     (location	
     9;	
     CN	
     female	
     pixie)	
     A	
     fun	
     loving	
     pixie,	
     Ziz	
     enjoys	
    
  bathing	
    in	
    the	
    waterfall’s	
    pool	
    and	
    playing	
    tricks.	
    
  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. 
  The	
    Star	
    Landing:	
    The	
    village’s	
    one	
    inn,	
    it	
    contains	
    a	
    slender	
    
  tower	
    offering	
    a	
    panoramic	
    view	
    of	
    the	
    Star	
    Run.	
    
  2. 
  Council	
    Hall:	
    The	
    village	
    council	
    conducts	
    their	
    business	
    in	
    this	
    
  elaborate	
    hall	
    formed	
    from	
    the	
    intertwining	
    of	
    many	
    trees.	
    
  3. 
  Star	
    Falls	
    Academy:	
    Young	
    elves	
    learn	
    magic	
    here	
    under	
    the	
    
  tutelage	
    of	
    the	
    elven	
    twins,	
    Twyno	
    and	
    Twyna	
    Veshera.	
    
  4. 
  Bellshire:	
    The	
    human	
    refugees	
    live	
    in	
    this	
    small	
    district.	
    
  5. 
  Unya’s	
     General	
     Store:	
     This	
     general	
     store	
     is	
     a	
     trade	
     hub	
     for	
    
  merchants	
    coming	
    upriver.	
    
  6. 
  Solwyn	
    House:	
    Alera	
    and	
    her	
    guardian,	
    Balas,	
    live	
    in	
    this	
    small	
    
  house	
    in	
    an	
    attempt	
    to	
    hide	
    her	
    true	
    identity.	
    
  7. 
  Dalaros’s	
    House:	
    After	
    losing	
    favour	
    at	
    an	
    elven	
    court,	
    Dalaros	
    
  now	
    lingers	
    in	
    this	
    modest	
    house,	
    plotting	
    his	
    return	
    to	
    power.	
    
  8. 
  The	
     Star	
     Run:	
     Thousands	
     of	
     fireflies	
     make	
     this	
     waterfall	
    
  appear	
    as	
    a	
    flowing	
    river	
    of	
    stars,	
    giving	
    it	
    its	
    name.	
    
  9. 
  Star	
    Run	
    Grotto:	
    A	
    grotto	
    behind	
    the	
    waterfall	
    serves	
    as	
    home	
    
  to	
    a	
    tribe	
    of	
    sprites	
    and	
    a	
    few	
    other	
    fey.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Fishing,	
    hunting,	
    trade	
    
  Base	
    Value	
    600	
    gp;	
    Purchase	
    Limit	
    2,500	
    gp;	
    Spellcasting	
    4th;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Star	
    Run	
    Falls,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  § 
  Potions	
    &	
    Oils	
    barkskin	
    (50	
    gp),	
    shield	
    (50	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    confusion	
    (700	
    gp),	
    tiny	
    hut	
    (350	
    gp)	
    
  § 
  Scrolls	
    (Divine)	
    summon	
    monster	
    I	
    (25	
    gp)	
    
  
  53	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
     may	
     know	
     some	
     information	
     about	
     the	
     village.	
     A	
    
  successful	
    check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    
  check.	
    
  	
    
  DC	
    10:	
    Star	
    Run	
    Falls	
    is	
    an	
    elven	
    village	
    that	
    takes	
    its	
    name	
    
  from	
    the	
    spectacular	
    waterfall	
    around	
    which	
    it	
    stands.	
    
  	
    
  DC	
     15:	
     Recently,	
     a	
     group	
     of	
     humans	
     arrived	
     in	
     the	
     village	
    
  seeking	
    sanctuary,	
    which	
    the	
    elves	
    granted.	
    
  	
    
  DC	
    20:	
    Rumours	
    of	
    fell	
    creatures	
    in	
    the	
    forest	
    have	
    many	
    of	
    
  the	
    villagers	
    worried,	
    especially	
    expecting	
    elven	
    mothers.	
    
  V I L L A G E R S  
  Appearance	
     Tall	
     and	
     slender	
     with	
     pointed	
     ears	
     and	
     almond	
    
  shaped	
     eyes	
     ranging	
     from	
     brown,	
     grey	
     to	
     green,	
     the	
     villagers	
    
  wear	
    their	
    dark	
    hair	
    long	
    and	
    unbraided.	
    
  	
    
  Dress	
    The	
    villagers	
    dress	
    in	
    long	
    tunics	
    of	
    green,	
    brown	
    or	
    
  dark	
     blue.	
     Many	
     wear	
     thigh	
     high	
     boots	
     made	
     from	
     doe	
     skin.	
    
  They	
    wear	
    little	
    jewellery,	
    except	
    slender	
    pendants	
    or	
    brooches	
    
  fashioned	
    from	
    gold	
    or	
    silver	
    about	
    a	
    single	
    gemstone.	
    
  	
    
  Nomenclature	
     male	
     Kiyden,	
     Norlerden,	
     Pythos,	
     Tarloyen;	
    
  female	
     Anwa,	
     Cerles,	
     Martya,	
     Yevera;	
     family	
     Enderleas,	
    
  Forylaen,	
    Onmonoas,	
    Sirlydeen	
    
  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	
    
  Dalaros	
    Vynardis	
    used	
    to	
    be	
    a	
    noble	
    from	
    a	
    distant	
    elven	
    
  court	
    but	
    his	
    brash	
    ways	
    got	
    him	
    exiled	
    to	
    the	
    village.	
    
  2*	
    
  The	
     human	
     refugees	
     plan	
     on	
     bringing	
     in	
     more	
     of	
     their	
    
  kind	
    to	
    gain	
    more	
    power	
    over	
    village	
    affairs.	
    
  3	
    
  Beware	
    if	
    you	
    hear	
    the	
    incessant	
    chirping	
    of	
    crickets	
    in	
    
  the	
     predawn	
     hours	
     for	
     the	
     Crimson	
     Shadow	
     King	
     is	
     on	
    
  the	
    hunt.	
    
  4	
    
  Unya	
     only	
     stepped	
     down	
     as	
     guardian	
     because	
     she	
     was	
    
  the	
    one	
    who	
    supported	
    allowing	
    the	
    humans	
    to	
    live	
    in	
    
  the	
    village.	
    
  5*	
    
  The	
    grotto	
    behind	
    the	
    waterfall	
    contains	
    a	
    pool	
    leading	
    
  to	
    another	
    world.	
    
  6	
    
  Ferleden	
    has	
    been	
    especially	
    grim	
    of	
    late,	
    because	
    of	
    the	
    
  increase	
    of	
    goblins	
    in	
    the	
    forest.	
    
  *False	
    rumour	
    
  	
     
   
   
  
  54	
    
  S U M M E R F O R D  A T  A  G L A N C E  
  Nearly	
     50	
     years	
     ago,	
     Janos	
     and	
     Laelia	
     Orctooth	
     established	
     a	
    
  homestead	
    along	
    the	
    Mauro	
    River.	
    That	
    homestead	
    proved	
    to	
    be	
    
  an	
    ideal	
    place	
    for	
    passing	
    barges	
    travelling	
    down	
    river	
    to	
    stop	
    to	
    
  take	
    on	
    provisions	
    and	
    to	
    dabble	
    in	
    trade.	
    	
    
  	
    
  As	
     luck	
     would	
     have	
     it,	
     a	
     few	
     miles	
     away,	
     an	
     iron	
     mine	
    
  (named	
    Iron	
    Hill	
    for	
    the	
    vast	
    deposits	
    of	
    iron	
    deposited	
    relatively	
    
  close	
    to	
    the	
    surface)	
    was	
    established	
    months	
    later.	
    In	
    response	
    
  to	
    this	
    fortuitous	
    development,	
    the	
    family	
    set	
    up	
    a	
    trading	
    post	
    
  around	
    which	
    sprang	
    up	
    a	
    prosperous	
    village.	
    While	
    Iron	
    Hill	
    is	
    
  now	
    the	
    village’s	
    primary	
    source	
    of	
    revenue,	
    it	
    is	
    also	
    its	
    chief	
    
  cause	
     of	
     conflict.	
     Kobolds	
     repeatedly	
     attack	
     the	
     mine,	
     killing	
    
  many	
     of	
     the	
     miners	
     toiling	
     therein.	
     The	
     families	
     of	
     the	
     slain	
    
  miners	
     are	
     eager	
     to	
     see	
     the	
     mine	
     close,	
     but	
     the	
     traders	
     who	
    
  profit	
     from	
     the	
     iron	
     brought	
     forth	
     from	
     its	
     deep	
     tunnel	
     are	
    
  unwilling	
    to	
    acquiesce	
    to	
    their	
    demands.	
    
  	
    
  Fabius	
    
  Orctooth,	
    
  Janos’	
    
  grandson,	
    
  now	
    
  serves	
    
  as	
    
  Summerford’s	
     mayor.	
     His	
     small	
     cadre	
     of	
     guards	
     help	
     keep	
     the	
    
  uneasy	
    and	
    tense	
    peace	
    between	
    the	
    traders	
    and	
    the	
    villagers,	
    
  but	
    are	
    powerless	
    to	
    deal	
    with	
    the	
    kobolds	
    plaguing	
    the	
    mines.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Lord	
    Fabius	
    Orctooth	
    (LN	
    male	
    human	
    aristocrat	
    3)	
    
  Government	
    Overlord	
    
  Population	
    191	
    (171	
    humans,	
    7	
    half-­‐elves,	
    6	
    elves,	
    3	
    dwarves,	
    1	
    
  gnome,	
    1	
    half-­‐orc,	
    1	
    halfling)	
    
  Alignments	
    LN,	
    NG,	
    CN	
    
  Languages	
    Common	
    
  Corruption	
    +1;	
    Crime	
    -­‐3;	
    Economy	
    +1;	
    Law	
    +2;	
    Lore	
    +0;	
    Society	
    -­‐
  3	
    
  Qualities	
    Prosperous,	
    strategic	
    location	
    
  Danger	
    0;	
    Disadvantages	
    None	
    
  N O T A B L E 	
    F O L K	
    
  Most	
    of	
    the	
    population	
    are	
    nothing	
    more	
    than	
    peasants,	
    miners	
    
  or	
    merchants.	
    A	
    few,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  Andrus	
    (location	
    5;	
    N	
    male	
    human	
    commoner	
    2)	
    A	
    survivor	
    of	
    a	
    
  recent	
    attack	
    at	
    the	
    iron	
    mine,	
    Andruz	
    can	
    be	
    found	
    deep	
    in	
    
  his	
    cups	
    at	
    the	
    Rusty	
    Rapier.	
    
  Aurelia	
     Tuburo	
     (location	
     4;	
     NG	
     female	
     human	
     commoner	
     1)	
    
  Aurelia	
    is	
    the	
    distressed	
    wife	
    of	
    a	
    deceased	
    miner.	
    
  Brenton	
     Ivyhurst	
     (location	
     5;	
     CG	
     male	
     human	
     expert	
     2)	
     The	
    
  owner	
    of	
    the	
    Rusty	
    Rapier	
    Brenton	
    also	
    secretly	
    sells	
    magic	
    
  items	
    on	
    the	
    black	
    market.	
    
  Ezra	
     Olfoot	
     (location	
     9;	
     NG	
     female	
     human	
     wizard	
     3)	
     A	
     recent	
    
  arrival	
     in	
     Summerford,	
     Ezra	
     lives	
     on	
     the	
     outskirts	
     of	
     the	
    
  village.	
    Rumours	
    of	
    necromancy	
    swirl	
    about	
    her.	
    
  Faerevar	
     Erklen	
     (location	
     6;	
     LG	
     gnome	
     male	
     inquisitor	
     5)	
    
  Faerevar	
     runs	
     the	
     foundry,	
     but	
     is	
     secretly	
     looking	
     for	
    
  enemies	
    of	
    his	
    faith.	
    
  Lord	
    Fabius	
    Orctooth	
    (location	
    1;	
    LN	
    male	
    human	
    aristocrat	
    3)	
    
  The	
    grandson	
    of	
    Janos	
    Orctooth,	
    the	
    reclusive	
    Lord	
    Fabius	
    is	
    
  Summerford’s	
    mayor.	
    
  Ormen	
    (location	
    8;	
    N	
    male	
    venerable	
    human	
    druid	
    8)	
    The	
    Arch-­‐
  druid	
     of	
     The	
     Green	
     Shrine	
     is	
     Summerford’s	
     oldest	
     human	
    
  resident.	
    
  Sir	
    Titus	
    Lytera	
    (location	
    1;	
    LN	
    male	
    human	
    fighter	
    4)	
    Captain	
    of	
    
  the	
    watch	
    and	
    Orctooth’s	
    right-­‐hand	
    man.	
    
  Timaulth	
     (location	
     3;	
     CN	
     male	
     half-­‐elf	
     bard	
     4)	
     Timaulth	
     is	
     the	
    
  smooth-­‐talking	
    leader	
    of	
    the	
    local	
    merchants’	
    guild.	
    
  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. Orctooth	
     Manor:	
     The	
     Orctooth’s	
     much	
     expanded	
     original	
    
  homestead	
    also	
    houses	
    the	
    village	
    guard.	
    
  2. The	
    Docks:	
    The	
    real	
    reason	
    Summerford	
    is	
    as	
    prosperous	
    as	
    it	
    
  is	
    lies	
    in	
    the	
    deepwater	
    shore	
    on	
    the	
    east	
    side	
    of	
    the	
    Mauro	
    	
    
  which	
    enables	
    trade	
    ships	
    to	
    dock.	
    
  3. Summerford	
     Trading	
     Post:	
     Run	
     by	
     a	
     guild	
     of	
     merchants,	
     the	
    
  trading	
    post	
    is	
    the	
    heart	
    of	
    Summerford’s	
    economy.	
    	
    
  4. Tuburo	
     Residence:	
     Aurelia	
     Tuburo’s	
     husband	
     was	
     recently	
    
  killed	
     in	
     a	
     kobold	
     attack	
     on	
     Iron	
     Hill.	
     She	
     is	
     not-­‐so-­‐secretly	
    
  campaigning	
    for	
    the	
    cessation	
    of	
    all	
    mining	
    activities.	
    
  5. The	
     Rusty	
     Rapier:	
     Brenton	
     Ivyhurst	
     runs	
     the	
     local	
     tavern,	
    
  which	
    serves	
    as	
    the	
    unofficial	
    meeting	
    place	
    of	
    the	
    village.	
    	
    
  6. Foundry:	
    Run	
    by	
    Faerevar	
    Erklen,	
    the	
    foundry	
    turns	
    iron	
    ore	
    
  from	
     the	
     mine	
     into	
     tradable	
     ingots,	
     which	
     are	
     then	
     sent	
     on	
    
  into	
    nearby	
    cities.	
    
  7. The	
     Iron	
     Bridge:	
     The	
     only	
     way	
     across	
     the	
     river	
     for	
     30	
     miles.	
    
  Lord	
    Orctooth	
    charges	
    non-­‐residents	
    a	
    toll	
    to	
    cross	
    the	
    bridge.	
    
  8. The	
     Green	
     Shrine:	
     Ormen	
     established	
     this	
     druid-­‐haven	
     soon	
    
  after	
    the	
    Orctooth	
    family	
    founded	
    Summerford.	
    
  9. Olfoot	
    Homestead:	
    One	
    of	
    the	
    latest	
    arrivals	
    to	
    Summerford,	
    
  this	
    hedge	
    wizard’s	
    home	
    is	
    just	
    outside	
    the	
    village.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Mining,	
    trading	
    
  Base	
     Value	
     700	
     gp;	
     Purchase	
     Limit	
     2,500	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d6;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Summerford,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  § 
  Potions	
     &	
     Oils	
     arcane	
     mark	
     (25	
     gp),	
     cure	
     light	
     wounds*	
     (50	
    
  gp),	
    disguise	
    self	
    (50	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    obscuring	
    mist	
    (25	
    gp),	
    protection	
    from	
    law*	
    
  (25	
    gp),	
    ray	
    of	
    exhaustion	
    
  § 
  Scroll	
    (Divine)	
    locate	
    object	
    (375	
    gp),	
    sound	
    burst	
    (150	
    gp)	
    
  § 
  Wand	
    protection	
    from	
    evil	
    (40	
    chgs.;	
    600	
    gp)	
    
  § 
  Wondrous	
    Items	
    elixir	
    of	
    tumbling*(250	
    gp)	
    
  *	
    Item	
    is	
    on	
    the	
    black	
    market	
    from	
    Brenton	
    Ivyhurst	
    (location	
    5).	
    
  
  55	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
    some	
    information	
    about	
    Summerford.	
    A	
    successful	
    check	
    
  reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
    10:	
    Summerford	
    is	
    a	
    prosperous	
    village	
    whose	
    economy	
    
  is	
    based	
    on	
    a	
    trading	
    post	
    and	
    a	
    nearby	
    iron	
    mine.	
    
  	
    
  DC	
     15:	
     A	
     large	
     tribe	
     of	
     kobolds	
     lives	
     relatively	
     close	
     to	
    
  Summerford	
    and	
    often	
    raid	
    the	
    iron	
    mine.	
    
  	
    
  DC	
    20:	
    Summerford	
    is	
    known	
    as	
    a	
    trading	
    post,	
    but	
    a	
    small,	
    
  discrete	
    black	
    market	
    also	
    thrives	
    in	
    the	
    village.	
    
  V I L L A G E R S  
  Appearance	
     Summerford	
     villagers	
     have	
     pale	
     skin	
     and	
     light	
    
  coloured	
    hair.	
    
  	
    
  Dress	
    The	
    people	
    tend	
    toward	
    warmer	
    clothes	
    of	
    fur	
    in	
    the	
    
  winter	
    and	
    lighter	
    vestments	
    during	
    the	
    summer.	
    
  	
    
  Nomenclature	
     male	
     Cassian,	
     Felix,	
     Marcus,	
     Tiberius,	
     Titus;	
    
  female	
     Aemilia,	
     Drusa,	
     Hilaria,	
     Lucia,	
     Sabina,	
     Tatiana,	
     Varinia;	
    
  family	
    Albinus,	
    Cato,	
    Galba,	
    Nasica,	
    Strabo,	
    Varus.	
    
  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	
     surrounds.	
     This	
     takes	
     1d4	
     hours	
     and	
     requires	
     a	
     DC	
     10	
    
  check.	
     A	
     character	
     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	
    
  The	
    nearby	
    iron	
    mine	
    has	
    been	
    attacked	
    by	
    kobolds	
    more	
    
  than	
     once,	
     putting	
     a	
     major	
     dent	
     in	
     production.	
     The	
    
  merchants	
    are	
    fed	
    up	
    with	
    the	
    kobolds.	
    
  2	
    
  Sometimes,	
     the	
     barge	
     captains	
     bring	
     Brenton	
     Ivyhurst	
    
  rare	
    magic	
    items	
    to	
    sell	
    on	
    the	
    black	
    market.	
    
  3	
    
  Aurelia	
    Tuburo	
    lost	
    her	
    husband	
    when	
    the	
    iron	
    mine	
    was	
    
  attacked	
     by	
     kobolds.	
     She’s	
     had	
     enough	
     of	
     dead	
     miners	
    
  and	
    is	
    going	
    to	
    incite	
    a	
    riot.	
    
  4*	
    
  The	
    reclusive	
    Orctooth	
    family	
    has	
    been	
    consorting	
    with	
    
  devils	
    in	
    order	
    to	
    remain	
    in	
    power.	
    	
    
  5*	
    
  Ezra	
    Olfoot	
    has	
    been	
    reanimating	
    corpses;	
    that’s	
    why	
    she	
    
  lives	
    so	
    close	
    to	
    the	
    graveyard.	
    	
    
  6	
    
  Faerevar	
     Erklen,	
     the	
     smelter,	
     has	
     an	
     elaborate,	
     golden	
    
  shrine	
    dedicated	
    to	
    a	
    gnomish	
    god	
    in	
    his	
    home.	
    He	
    tries	
    
  to	
    keep	
    it	
    hidden	
    from	
    visitors.	
    
  *False	
    rumour	
    
  
  56	
    
  T R I C K L E T R E K  A T  A  G L A N C E  
  Surrounded	
     by	
     human	
     towns	
     and	
     villages,	
     the	
     gnomish	
    
  settlement	
    of	
    Trickletrek	
    has	
    gone	
    by	
    many	
    names	
    throughout	
    
  its	
    history,	
    as	
    gnomes	
    take	
    particular	
    joy	
    in	
    a	
    good-­‐spirited	
    pun	
    
  or	
    a	
    particularly	
    clever	
    name.	
    Currently	
    named	
    for	
    the	
    service	
    it	
    
  provides	
     to	
     travellers,	
     things	
     have	
     quickly	
     gone	
     from	
     bad	
     to	
    
  worse	
     for	
     the	
     resident	
     of	
     Trickletrek.	
     Local	
     legends	
     claim	
     the	
    
  gnomes	
     of	
     Trickletrek	
     have	
     dwelled	
     in	
     the	
     forest	
     they	
     call	
     the	
    
  Great	
    Greens	
    since	
    before	
    the	
    region’s	
    human	
    tribes	
    united	
    into	
    
  the	
     kingdoms	
     that	
     exist	
     today.	
     By	
     far	
     the	
     most	
     successful	
    
  gnomish	
    settlement	
    in	
    the	
    area,	
    the	
    gnomes	
    of	
    Trickletrek	
    were	
    
  until	
    recently	
    constructing	
    new	
    neighbourhoods	
    and	
    a	
    bridge	
    of	
    
  dwarven	
    design.	
    
  	
    
  All	
    this	
    changed	
    when	
    a	
    mysterious	
    asteroid	
    crashed	
    into	
    the	
    
  waters	
     of	
     the	
     Swishswirl	
     Cove.	
     In	
     the	
     following	
     months,	
     a	
    
  strange	
    sickness	
    spread	
    across	
    the	
    glades	
    to	
    the	
    north,	
    poisoning	
    
  its	
     inhabitants	
     and	
     causing	
     an	
     unnatural	
     blight	
     in	
     the	
     gnomes	
    
  dwelling	
     in	
     Trickletrek.	
     The	
     village	
     is	
     now	
     in	
     a	
     state	
     of	
    
  emergency.	
    The	
    ghastly	
    illness	
    drains	
    the	
    gnomes	
    of	
    their	
    vibrant	
    
  colouration,	
    leaving	
    a	
    sickly,	
    otherworldly	
    colour	
    in	
    its	
    wake.	
    	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Helga	
    Hedgeman	
    
  Government	
    Autocracy	
    
  Population	
     70	
     (43	
     gnomes,	
     24	
     humans,	
     8	
     halflings,	
     1	
     dwarf,	
     1	
    
  half-­‐elf)	
    
  Alignments	
    N	
    
  Languages	
    Common,	
    Gnome	
    
  Corruption	
    +0;	
    Crime	
    +0;	
    Economy	
    –3	
    Law	
    –4;	
    Lore	
    +1	
    Society	
    –
  10	
    
  Qualities	
    Rumormongering	
    citizens,	
    strategic	
    location	
    
  Danger	
    +20;	
    Disadvantages	
    Cursed,	
    hunted	
    
  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:	
    
  Cezar	
    Valeborn	
    (location	
    2;	
    NG	
    male	
    half-­‐elf	
    bard	
    [archaeologist]	
    
  5)	
    A	
    lover	
    of	
    forgotten	
    lore	
    and	
    avid	
    studier	
    of	
    paranormal	
    
  events,	
    Cezar	
    has	
    relocated	
    to	
    Trickletrek	
    from	
    a	
    nearby	
    city.	
    
  Dapperfield	
     Daisylocks	
     (location	
     10;	
     NE	
     male	
     colour-­‐blighted	
    
  gnome	
    bard	
    [animal	
    speaker]	
    4)	
    Trickletrek’s	
    local	
    orchardist,	
    
  Dapperfield	
    was	
    ostracized	
    when	
    he	
    showed	
    signs	
    of	
    illness.	
    	
    
  Gabber	
     Gygarian	
     (location	
     9;	
     N	
     male	
     gnome	
     bard	
     2)	
     Eccentric	
    
  storyteller	
     and	
     town	
     greeter	
     Gabber	
     is	
     named	
     for	
     his	
    
  obsession	
    with	
    small	
    talk	
    and	
    local	
    happenings.	
    
  Gladius	
     Gnarlbeard	
     (location	
     6;	
     CE	
     colour-­‐blighted	
     bodak)	
     A	
    
  renowned	
     dwarven	
     architect,	
     Gladius	
     Gnarlbeard	
     went	
    
  missing	
     several	
     days	
     after	
     the	
     asteroid	
     crashed	
     into	
    
  Swishswirl	
    Cove.	
    
  Gunter	
    Greatgreen	
    (location	
    8;	
    NE	
    male	
    colour-­‐blighted	
    gnome	
    
  druid	
     [blight	
     druid]	
     8)	
     The	
     caretaker	
     of	
     the	
     Great	
     Greens	
    
  vanished	
    not	
    long	
    after	
    the	
    asteroid	
    struck	
    Swishswirl	
    Cove.	
    
  Helga	
     Hedgeman	
     (location	
     1;	
     LN	
     female	
     human	
     ranger	
     [urban	
    
  ranger]	
     5)	
     The	
     mayor	
     of	
     Trickletrek,	
     Helga	
     has	
     held	
     this	
    
  position	
     uncontested	
     for	
     14	
     years	
     because	
     of	
     gnomish	
    
  disdain	
    for	
    the	
    monotony	
    of	
    leadership.	
    	
    
  Kevinnen	
    Jamear	
    (location	
    2;	
    N	
    male	
    halfling	
    rogue	
    3)	
    Kevinnen	
    
  is	
    a	
    Swirlside	
    investor	
    who	
    purchased	
    the	
    local	
    inn	
    after	
    its	
    
  owner	
    perished	
    from	
    colour	
    degradation.	
    
  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. Trickletrek	
     Town	
     House:	
     This	
     building	
     is	
     generally	
     empty	
     as	
    
  the	
    Trickletrek	
    gnomes	
    hold	
    a	
    strong	
    disdain	
    for	
    politics.	
    
  2. Jamear’s	
     Market:	
     Gnomes	
     from	
     all	
     over	
     the	
     Great	
     Greens	
    
  come	
    here	
    to	
    barter	
    and	
    trade	
    tales	
    and	
    baubles.	
    
  3. The	
    Trickletrek:	
    The	
    path	
    from	
    Trickletrek	
    down	
    to	
    the	
    shores	
    
  of	
    the	
    Great	
    Trickle	
    is	
    infamously	
    perilous.	
    Most	
    gnomes	
    make	
    
  their	
    living	
    acting	
    as	
    guides	
    up	
    and	
    down	
    this	
    path.	
    
  4. Insaneta	
    Crossit:	
    Designed	
    to	
    make	
    the	
    trek	
    across	
    the	
    Great	
    
  Trickle	
     easier,	
     this	
     incomplete	
     bridge	
     was	
     never	
     finished	
    
  because	
    of	
    its	
    architect’s	
    disappearance.	
    
  5. Swishswirl	
     Cove:	
     Named	
     for	
     its	
     gentle	
     whirlpool,	
     some	
    
  gnomes	
     correlate	
     the	
     asteroid	
     that	
     struck	
     the	
     cove	
     to	
     the	
    
  happenings	
    in	
    Trickletrek.	
    
  6. Swirlside	
    Construction	
    Site:	
    Intended	
    for	
    new	
    homes	
    to	
    house	
    
  Trickletrel’s	
     growing	
     populace,	
     construction	
     on	
     Swirlside	
    
  stopped	
    after	
    its	
    architect	
    vanished.	
    
  7. The	
     Rotting	
     Wood:	
     The	
     northernmost	
     groves	
     of	
     the	
     Great	
    
  Green	
    reek	
    of	
    a	
    sickness	
    that	
    drains	
    away	
    a	
    person’s	
    colour.	
    
  8. Gunter	
     Greatgreen’s	
     Grove:	
     This	
     beloved	
     grove	
     has	
     become	
    
  quarantined	
     as	
     the	
     bleaching	
     sickness	
     spreads	
     southbound	
    
  from	
    the	
    Rotting	
    Wood.	
    
  9. Gabber	
     the	
     Greeter’s	
     Abode:	
     Located	
     on	
     the	
     outskirts	
     of	
    
  Trickletrek,	
    Gabber’s	
    cottage	
    is	
    a	
    rest	
    stop	
    for	
    visitors.	
    
  10. The	
     Bleached	
     Ranch:	
     Located	
     south	
     of	
     the	
     main	
     village,	
     the	
    
  gnomes	
     of	
     Trickletrek	
     began	
     avoiding	
     the	
     Dapperfield	
     Ranch	
    
  when	
    the	
    colour	
    started	
    to	
    drain	
    from	
    its	
    owner’s	
    complexion.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Fruit,	
    guide	
    services,	
    lumber,	
    venison	
    	
    
  Base	
     Value	
     550	
     gp;	
     Purchase	
     Limit	
     2,500	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Trickletrek,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  § 
  Potions	
    &	
    Oils	
    barkskin,	
    charm	
    animal,	
    cure	
    moderate	
    wounds,	
    
  speak	
    with	
    animals	
    
  	
    
  
  57	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
     may	
     know	
     some	
     information	
     about	
     the	
     village.	
     A	
    
  successful	
    check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    
  check.	
    
  	
    
  DC	
    10:	
    Named	
    for	
    the	
    great	
    river	
    that	
    lies	
    west	
    of	
    the	
    village,	
    
  the	
     gnomes	
     of	
     Trickletrek	
     primarily	
     make	
     their	
     living	
     guiding	
    
  travellers	
    down	
    the	
    jagged	
    canyon	
    surrounding	
    the	
    Great	
    Trickle.	
    
  	
    
  DC	
    15:	
    Headed	
    by	
    Gladius	
    Gnarlbeard,	
    a	
    second	
    settlement	
    
  appropriately	
    sized	
    for	
    “big	
    folk”	
    was	
    slated	
    for	
    constructed	
    near	
    
  Swishswirl	
    Cove,	
    but	
    construction	
    has	
    ceased.	
    Mayor	
    Hedgeman	
    
  seeks	
    to	
    eventually	
    unite	
    the	
    two	
    settlements	
    into	
    a	
    single	
    town.	
    
  	
    
  DC	
     20:	
     The	
     nomenclature	
     for	
     the	
     Great	
     Greens	
     and	
     its	
    
  surrounding	
    regions	
    was	
    chosen	
    by	
    Gunter	
    Greatgreen,	
    a	
    local	
    
  druid	
    selected	
    to	
    be	
    the	
    region’s	
    warden	
    by	
    the	
    local	
    archdruid.	
    
  V I L L A G E R S  
  Appearance	
    The	
    residents	
    of	
    Trickletrek	
    prefer	
    vibrant,	
    natural	
    
  colours	
    in	
    their	
    garb	
    such	
    as	
    vivid	
    greens,	
    pale	
    pinks	
    and	
    blues	
    
  and	
    rich	
    browns.	
    Person	
    hygiene	
    is	
    emphasized	
    and	
    knickknacks	
    
  such	
    as	
    small	
    charms	
    are	
    celebrated	
    as	
    symbols	
    of	
    individuality.	
    
  	
    
  Dress	
    The	
    villagers	
    prefer	
    simple	
    garments	
    with	
    cool,	
    vibrant	
    
  colours.	
     Fancy	
     embroideries	
     and	
     coat-­‐of-­‐arms	
     are	
     popular	
    
  among	
     the	
     residents,	
     although	
     such	
     garb	
     seldom	
     impedes	
     its	
    
  wearer’s	
    ability	
    to	
    perform	
    outdoor	
    labour.	
    	
    
  	
    
  Nomenclature	
     Nomenclature	
     is	
     fickle	
     and	
     mercurial.	
    
  Gnomes	
    are	
    prone	
    to	
    altering	
    their	
    given	
    and	
    family	
    names	
    on	
    
  personal	
     whim,	
     resulting	
     in	
     few	
     naming	
     trends	
     and	
     a	
     town	
    
  genealogy	
    that	
    is	
    neigh	
    impossible	
    to	
    fathom.	
    
  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	
     character	
     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*	
    
  Gunter	
     Greatgreen	
     is	
     inflicting	
     an	
     otherworldly	
    sickness	
    
  upon	
     the	
     people	
     of	
     Trickletrek	
     for	
     encroaching	
     too	
     far	
    
  upon	
    the	
    ancient	
    forests	
    of	
    the	
    Great	
    Greens.	
    
  2	
    
  Cezar	
    Valeborn	
    has	
    taken	
    a	
    fancy	
    for	
    Trickletrek’s	
    mayor.	
    
  3*	
    
  Gladius	
    Gnarlbeard	
    met	
    a	
    gruesome	
    death	
    in	
    the	
    Great	
    
  Greens	
    and	
    now	
    haunts	
    his	
    incomplete	
    bridge.	
    
  4*	
    
  The	
     illness	
     infecting	
     Trickletrek	
     is	
     a	
     direct	
     result	
     of	
     the	
    
  mayor’s	
    ungnomely	
    leadership	
    practices.	
    	
    
  5	
    
  Gabber	
     the	
     Greeter	
     wards	
     off	
     illness	
     by	
     drinking	
     a	
    
  strange	
    tonic	
    he	
    found	
    while	
    wandering	
    in	
    the	
    woods.	
    
  6	
    
  The	
     Swirlside	
     asteroid	
     impact	
     might	
     be	
     related	
     to	
     the	
    
  strange	
    illness	
    spreading	
    throughout	
    the	
    Great	
    Greens.	
    	
    
  *False	
    rumour	
    
  	
    
  	
    
  
  58	
    
  T H E  T W I L I G H T  D E M E S N E  A T  A  G L A N C E  
  The	
    Twilight	
    Demesne	
    is	
    an	
    umbral	
    forest	
    woven	
    from	
    a	
    thread	
    
  of	
     the	
     Plane	
     of	
     Shadow	
     in	
     the	
     ancient	
     past	
     by	
     a	
     goddess	
     of	
    
  starlight	
    and	
    darkness.	
    It	
    exists	
    within	
    an	
    infinitely	
    narrow	
    space	
    
  between	
     where	
     the	
     Plane	
     of	
     Shadow	
     and	
     the	
     Material	
     Plane	
    
  overlap,	
     neither	
     coterminous	
     to	
     nor	
     separate	
     from	
     either	
     and	
    
  can	
     be	
     reached	
     from	
     both.	
     Nearly	
     all	
     the	
     demiplane	
     is	
     a	
    
  labyrinthine	
     pine	
     forest.	
     Above	
     rests	
     a	
     seemingly	
     unending	
    
  starry	
    night’s	
    sky	
    and	
    eternally	
    full	
    moon	
    called	
    the	
    Eye	
    of	
    the	
    
  Keeper.	
     A	
     second,	
     smaller	
    moon	
     hangs	
     like	
     an	
     shadow	
     against	
    
  the	
     sky	
     in	
     this	
     in-­‐between	
     realm,	
     nearly	
     hidden	
     against	
     the	
    
  darkness	
     between	
     the	
     stars,	
     containing	
     a	
     secret	
     trove	
     of	
    
  knowledge	
    long	
    since	
    forgotten.	
    	
    
  P O R T A L  
  The	
    twisting	
    dirt	
    path	
    disappears	
    into	
    a	
    suffocating,	
    smoke-­‐like	
    
  darkness	
    from	
    which	
    no	
    light	
    escapes.	
    
  The	
    Twilight	
    Demesne	
    has	
    no	
    artificial	
    means	
    of	
    entrance.	
    Paths	
    
  leading	
    to	
    the	
    demiplane	
    appear	
    seemingly	
    at	
    random	
    on	
    either	
    
  the	
    Material	
    Plane	
    or	
    the	
    Plane	
    of	
    Shadow.	
    The	
    spells	
     shadow	
    
  walk	
     and	
     plane	
     shift	
     can	
     access	
     the	
     demiplane,	
     but	
     only	
    
  transports	
    travellers	
    into	
    the	
    midnight	
    labyrinth.	
    	
    
  	
    
  The	
    portal	
    out	
    of	
    the	
    demiplane	
    exists	
    within	
    the	
    Midnight	
    
  Labyrinth	
    (location	
    2)	
    as	
    one	
    of	
    its	
    many	
    serpentine	
    pathways;	
    
  its	
     position	
     is	
     constantly	
     shifting	
     and	
     can	
     only	
     be	
     found	
     by	
    
  successfully	
    navigating	
    the	
    labyrinth.	
    
  P H Y S I C A L  T R A I T S  
  Gravity	
     Normal;	
     Time	
     Timeless;	
     Shape	
     and	
     Size	
     Fluid,	
     self-­‐
  contained	
    
  O T H E R  T R A I T S  
  Alignment	
     Mildly	
     neutral-­‐aligned;	
     Magic	
     Magically	
     morphic,	
    
  enhanced	
     magic	
     (light	
     and	
     darkness	
     descriptor),	
     impeded	
    
  magic	
    (divination)	
    
  N O T A B L E  D E N I Z E N S  
  “The	
     Keeper”	
     (location	
     1;	
     NG	
     female	
     kitsune	
     oracle	
     [heavens]	
    
  13)	
    Known	
    as	
    “the	
    Keeper,”	
    this	
    enigmatic	
    kistune	
    protects	
    
  the	
    Starlight	
    Shrine.	
    
  Ilsil	
    (location	
    1;	
    CG	
    female	
    lyrakien	
    azata)	
    Familiar	
    to	
    the	
    Keeper	
    
  and	
    benefactor	
    to	
    good-­‐aligned	
    travelers.	
    
  Hrourvex	
    (location	
    6;	
    NE	
    male	
    mature	
    adult	
    umbral	
    dragon)	
    An	
    
  ancient	
    invader	
    who	
    seeks	
    the	
    Twilight	
    Demesne’s	
    secrets.	
    	
    
  Pilum	
     (location	
     6;	
     LE	
     augur	
     kyton)	
     One	
     of	
     a	
     pack	
     of	
     dreaded	
    
  kyton	
    that	
    invaded	
    the	
    demesne,	
    now	
    allied	
    with	
    Hrourvex	
    
  to	
    wrest	
    control	
    of	
    the	
    plane	
    from	
    the	
    Keeper.	
    
  Salukh	
    Am-­‐Namaar	
    (location	
    4;	
    LN	
    male	
    wayang	
    bard	
    [shadow	
    
  puppeteer]	
    6)	
    A	
    storyteller	
    from	
    the	
    Plane	
    of	
    Shadow	
    living	
    
  in	
    hiding	
    in	
    the	
    Twilight	
    Demesne.	
    
  N O T A B L E  L O C A T I O N S  
  1. Starlight	
     Shrine:	
     A	
     temple-­‐library	
     maintained	
     by	
     the	
     Keeper	
    
  serving	
    as	
    a	
    repository	
    of	
    knowledge	
    and	
    divinations.	
    
  2. Midnight	
     Labyrinth:	
     A	
     seemingly	
     endless	
     forest	
     of	
     light-­‐
  devouring	
    trees	
    that	
    encompasses	
    most	
    of	
    the	
    plane.	
    
  3. Dusk	
     Blossom	
     Grove:	
     A	
     place	
     of	
     respite	
     within	
     the	
     labyrinth	
    
  that	
    monsters	
    avoid.	
    
  4. Gloom	
    Willow:	
    Burrows	
    beneath	
    this	
    shadowy	
    willow	
    tree,	
    are	
    
  the	
    lair	
    of	
    the	
    reclusive	
    wayang	
    bard	
    Salukh	
    Am-­‐Namaar.	
    
  5. Wailing	
    Wood:	
    A	
    horrifying	
    forest	
    of	
    kytons	
    transmuted	
    into	
    
  trees	
    after	
    a	
    failed	
    invasion	
    of	
    the	
    demiplane.	
    
  6. Dragonglass	
     Moon:	
     This	
     bizarre	
     moon	
     of	
     obsidian	
     contains	
    
  unfathomable	
     clockwork	
     devices	
     forged	
     by	
     the	
     demiplane’s	
    
  creator	
    and	
    is	
    now	
    home	
    to	
    the	
    sinister	
    dragon	
    Hrourvex.	
    
  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (planes)	
     check	
     may	
     know	
     some	
    
  information	
    about	
    Twilight	
    Demesne.	
    A	
    successful	
    check	
    reveals	
    
  all	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
    15:	
    The	
    Twilight	
    Demesne	
    is	
    forged	
    from	
    the	
    essence	
    of	
    
  the	
     Plane	
     of	
     Shadow,	
     and	
     inherited	
     some	
     of	
     its	
     fluidic	
     form,	
    
  making	
    mapping	
    the	
    plane	
    all	
    but	
    impossible.	
    
  	
    
  DC	
     20:	
     Divination	
     magic	
     is	
     impeded	
     across	
     the	
     demiplane	
    
  except	
    within	
    the	
    walls	
    of	
    the	
    Starlight	
    Shrine.	
    	
    
  	
    
  DC	
     25:	
     The	
     stars	
     in	
     the	
     plane’s	
     sky	
     are	
     an	
     ever-­‐changing	
    
  illusion	
    that	
    sometimes	
    mirrors	
    celestial	
    alignments	
    from	
    other	
    
  Material	
    Plane	
    worlds.	
    	
    
   
  
  59	
    
  D E M I P L A N E  D R E S S I N G  
  Use	
    the	
    table	
    below,	
    to	
    determine	
    minor	
    points	
    of	
    interest	
    the	
    
  party	
    discover	
    during	
    their	
    exploration	
    of	
    the	
    Twilight	
    Demesne.	
    
  D20	
    
  	
    
  1	
    
  An	
     illusory	
     swarm	
     of	
     darkly-­‐hued	
     butterflies	
    
  swarm	
     about	
     the	
     party.	
     A	
     DC	
     18	
     Will	
     save	
    
  reveals	
     them	
     to	
     be	
     an	
     illusion.	
     The	
     swarm	
    
  disappears	
    after	
    a	
    few	
    minutes.	
    
  2	
    
  A	
    
  spontaneous	
    
  manifestation	
    
  of	
    
  deeper	
    
  darkness	
     (CL	
     15)	
     targets	
     a	
     random	
     PC’s	
     main	
    
  weapon.	
    
  3	
    
  The	
     remains	
     of	
     a	
     skeletal	
     corpse	
     clutching	
     a	
    
  compass	
    and	
    carrying	
    an	
    empty	
    water	
    skin	
    lies	
    
  in	
     the	
     bushes	
     near	
     the	
     trail	
     (DC	
     20	
     Perception	
    
  spots).	
    
  4	
    
  Shards	
    of	
    obsidian	
    litter	
    the	
    trail.	
    
  5	
    
  A	
     spontaneous	
     manifestation	
     of	
     darkness	
     (CL	
    
  10)	
    targets	
    a	
    random	
    PC’s	
    primary	
    weapon.	
    
  6	
    
  A	
    low,	
    indistinct	
    whispering	
    emanates	
    from	
    the	
    
  forest.	
     If	
     the	
     PCs	
     investigate,	
     the	
     whispering	
    
  moves	
    away.	
    
  7	
    
  A	
     bright	
     patch	
     of	
     stars	
     is	
     visible	
     through	
     the	
    
  forest	
    canopy.	
    
  8	
    
  A	
    shooting	
    star	
    streaks	
    across	
    the	
    sky.	
    
  9	
    
  A	
     large	
     and	
     unusually	
     luminous	
     duskblossom	
    
  (sheds	
    light	
    as	
    a	
    torch)	
    grows	
    near	
    the	
    path.	
    If	
    
  picked,	
    it	
    sheds	
    light	
    for	
    an	
    hour.	
    
  10	
    
  Temperature	
    drops	
    20	
    degrees	
    for	
    1	
    minute.	
    
  11	
    
  Temperature	
    rises	
    20	
    degrees	
    for	
    1	
    minute.	
    
  12	
    
  A	
    random	
    PC’s	
    shadow	
    moves	
    on	
    its	
    own;	
    as	
    the	
    
  PCs	
     watch	
     it	
     seems	
     to	
     try	
     and	
     strangle	
     the	
    
  shadow	
    of	
    his	
    nearest	
    companion.	
    
  13	
    
  An	
     ancient,	
     unlit	
     stone	
     lantern	
     lies	
     among	
     a	
    
  crowded	
    tangle	
    of	
    weeds.	
    
  14	
    
  The	
    stars	
    briefly	
    go	
    out	
    simultaneously,	
    plunging	
    
  the	
    forest	
    into	
    darkness.	
    At	
    that	
    moment,	
    a	
    faint	
    
  breeze	
    caresses	
    the	
    nearby	
    trees.	
    
  15	
    
  An	
     aurora	
     ripples	
     overhead	
     for	
     1	
     hour,	
    
  increasing	
    the	
    light	
    level	
    by	
    one	
    step.	
    
  16	
    
  A	
     spontaneous	
     manifestation	
     of	
     light	
     (CL	
     10)	
    
  targets	
    a	
    random	
    PC’s	
    primary	
    weapon.	
    
  17	
    
  The	
    roots	
    of	
    a	
    huge	
    tree	
    have	
    split	
    a	
    nearby	
    tall,	
    
  hexagonal	
    plinth.	
    
  18	
    
  A	
     tree	
     trunk	
     carved	
     with	
     a	
     useless	
     directional	
    
  arrow	
    points	
    in	
    a	
    random	
    direction.	
    The	
    carving	
    
  is	
    crude	
    and	
    was	
    obviously	
    done	
    in	
    haste.	
    
  19	
    
  A	
    spontaneous	
    manifestation	
    of	
    daylight	
    (CL	
    15)	
    
  targets	
    a	
    random	
    PC’s	
    primary	
    weapon.	
    
  20	
    
  With	
    a	
    sickening	
    crack,	
    the	
    branch	
    of	
    a	
    nearby	
    
  tree	
     breaks	
     free	
     and	
     falls	
     onto	
     the	
     path,	
    
  narrowly	
    missing	
    the	
    party.	
    
  	
    
  	
    
  	
    	
    
   
  
  60	
    
  V U L C A N B R I D G E  A T  A  G L A N C E  
  The	
     volcanic	
     plain	
     upon	
     which	
     Vulcanbridge	
     stands	
     was	
    
  uninhabited	
     until	
     350	
     years	
     ago.	
     A	
     group	
     of	
     dwarf	
     and	
     gnome	
    
  adventurers	
    wound	
    up	
    on	
    the	
    plain	
    through	
    a	
    series	
    of	
    mishaps	
    
  (or	
    divine	
    providence,	
    depending	
    on	
    who	
    tells	
    the	
    tale).	
    A	
    minor	
    
  eruption	
    spat	
    unfinished	
    emeralds	
    up	
    onto	
    the	
    plain,	
    and	
    one	
    of	
    
  the	
     adventurers	
     noted	
     the	
     lava	
     contained	
     traces	
     of	
     gold	
     and	
    
  silver.	
     Realizing	
     they	
     had	
     discovered	
     a	
     treasure	
     trove	
     beyond	
    
  their	
    wildest	
    reckoning,	
    the	
    group	
    vowed	
    to	
    settle	
    the	
    area.	
    
  The	
     original	
     settlers	
     perished	
     trying	
     to	
     tame	
     the	
     volcanic	
    
  plain,	
     but	
     their	
     associates	
     and	
     family	
     carried	
     on.	
     Eventually,	
    
  dwarf	
     engineers	
     devised	
     several	
     pylons	
     and	
     bridges	
     between	
    
  them	
    that	
    would	
    allow	
    the	
    settlers	
    to	
    live	
    safely	
    above	
    the	
    plain	
    
  while	
     scooping	
     up	
     whatever	
     material	
     random	
     eruptions	
    
  provided.	
    A	
    gnome	
    alchemist,	
    Tervor	
    Vulcan,	
    further	
    enhanced	
    
  the	
     pylons	
     to	
     protect	
     against	
     seismic	
     events	
     plaguing	
     the	
    
  settlement,	
    which	
    took	
    its	
    name	
    from	
    the	
    alchemist.	
    
  Today,	
    Vulcanbridge	
    still	
    reaps	
    the	
    benefits	
    of	
    the	
    gems	
    and	
    
  minerals	
    buried	
    in	
    deep	
    caverns	
    below	
    the	
    plain.	
    However,	
    the	
    
  workers	
    have	
    shifted	
    their	
    focus	
    to	
    delving	
    beneath	
    the	
    surface	
    
  lava,	
    which	
    no	
    longer	
    has	
    the	
    ready	
    treasure	
    accounting	
    for	
    the	
    
  village’s	
     initial	
     success.	
     Additionally,	
     the	
     village	
     protects	
    
  travellers	
    who	
    blunder	
    across	
    the	
    dangerous	
    land	
    and	
    provides	
    a	
    
  safe	
    site	
    for	
    breath-­‐taking	
    vistas.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Korron	
    Greymantle	
    
  Government	
    Autocracy	
    
  Population	
     185	
     (91	
     dwarves,	
     31	
     gnomes,	
     23	
     half-­‐orcs,	
     15	
    
  halflings,	
    14	
    humans,	
    11	
    half-­‐elves)	
    
  Alignments	
    LG,	
    LN,	
    NG,	
    CG	
    
  Languages	
    Common,	
    Draconic,	
    Dwarven,	
    Elven,	
    Gnome	
    
  Corruption	
    –1;	
    Crime	
    –2;	
    Economy	
    +2;	
    Law	
    +2;	
    Lore	
    –1;	
    Society	
    
  +0	
    
  Qualities	
    Insular,	
    prosperous,	
    strategic	
    location	
    
  Danger	
    +5;	
    Disadvantages	
    Volcanic	
    activity	
    
  N O T A B L E 	
    F O L K	
    
  Most	
     of	
     the	
     population	
     are	
     nothing	
     more	
     than	
     hardworking	
    
  miners.	
    A	
    few,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  Ander	
     Hale	
     (location	
     3;	
     LN	
     male	
     human	
     fighter	
     1/aristocrat	
     2)	
    
  Ander,	
    a	
    shrewd	
    businessman	
    who	
    feels	
    he	
    can	
    improve	
    the	
    
  village’s	
    prospects,	
    seeks	
    lordship	
    when	
    Korron	
    steps	
    down.	
    
  Dwilla	
    Copperpot	
    (location	
    9;	
    CG	
    female	
    gnome	
    expert	
    4)	
    The	
    
  danger-­‐seeking	
    
  gnome	
    
  Dwilla	
    
  possesses	
    
  remarkable	
    
  engineering	
    insight.	
    
  Korron	
     Greymantle	
     (locations	
     4	
     and	
     10;	
     LN	
     male	
     dwarf	
    
  aristocrat	
     1/expert	
     3)	
     Current	
     lord	
     of	
     Vulcanbridge,	
     Korron	
    
  looks	
    forward	
    to	
    returning	
    to	
    “real	
    work”	
    in	
    two	
    months.	
    
  Manda	
     Grimsdottir	
     (location	
     7;	
     LG	
     female	
     dwarf	
     expert	
     4)	
    
  Vulcanbridge’s	
     most	
     successful	
     miner,	
     Manda	
     has	
     an	
    
  uncanny	
    sense	
    for	
    the	
    volcanic	
    plain’s	
    irregular	
    eruptions.	
    
  Tagrissa	
     (locations	
     4	
     and	
     6;	
     LN	
     female	
     half-­‐orc	
     warrior	
     4)	
    
  Tagrissa	
    has	
    served	
    as	
    head	
    of	
    Vulcanbridge’s	
    guard	
    all	
    her	
    
  adult	
    life,	
    protecting	
    against	
    external	
    and	
    internal	
    threats.	
    
  Verrix	
     Gravelbeard	
     (location	
     variable;	
     LG	
     male	
     young	
     gold	
    
  dragon)	
    Verrix	
    has	
    not	
    broken	
    from	
    his	
    dwarf	
    persona	
    since	
    
  he	
    arrived	
    in	
    Vulcanbridge	
    27	
    years	
    ago.	
    
  Yendari	
    Indra	
    (location	
    1;	
    NG	
    female	
    halfling	
    rogue	
    3/expert	
    3)	
    
  Yendari	
    took	
    refuge	
    in	
    Vulcanbridge	
    eight	
    years	
    ago	
    and	
    has	
    
  since	
    taken	
    ownership	
    of	
    the	
    Crimson	
    Light	
    Inn.	
    
  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. Crimson	
    Light	
    Inn:	
    Situated	
    at	
    the	
    base	
    of	
    Centre	
    Pylon	
    (Pylon	
    
  One),	
    this	
    inn	
    gets	
    its	
    name	
    from	
    the	
    constant	
    glow	
    shed	
    by	
    
  lava	
    resting	
    on	
    the	
    surface.	
    
  2. Sorrel’s	
     Sundries:	
     More	
     for	
     visitors	
     to	
     Vulcanbridge,	
     the	
    
  gnome	
    Sorrel	
    sells	
    protective	
    gear	
    and	
    rations	
    from	
    this	
    store.	
    
  3. Hale	
    Imports	
    and	
    Exports:	
    From	
    here,	
    Ander	
    Hale	
    conducts	
    his	
    
  business	
    deals	
    that	
    have	
    proven	
    lucrative	
    for	
    Vulcanbridge.	
    
  4. The	
     Hall:	
     This	
     utilitarian	
     building	
     houses	
     Vulcanbridge’s	
    
  government	
    and	
    serves	
    as	
    headquarters	
    for	
    the	
    guard.	
    
  5. Cooling	
    Vault:	
    This	
    refrigerated	
    chamber	
    provides	
    a	
    safe	
    place	
    
  in	
    emergency	
    situations	
    and	
    relief	
    for	
    those	
    succumbing	
    to	
    the	
    
  constant	
    heat.	
    
  6. Watchtower:	
     Situated	
     atop	
     Pylon	
     Two,	
     this	
     location	
     has	
     the	
    
  clearest	
    view	
    of	
    the	
    surrounding	
    land.	
    
  7. Manda’s	
    Pylon:	
    Pylon	
    Three	
    is	
    named	
    for	
    Vulcanbridge’s	
    most	
    
  successful	
    delver.	
    
  8. Rooster	
    Geyser:	
    West	
    of	
    Pylon	
    Four,	
    superheated	
    water	
    blasts	
    
  up	
    100	
    feet	
    every	
    morning	
    at	
    precisely	
    the	
    same	
    time.	
    
  9. The	
     Skunkworks:	
     Located	
     on	
     the	
     little	
     used	
     Pylon	
     Four,	
     and	
    
  named	
     more	
     for	
     the	
     smell	
     than	
     the	
     experimentation,	
     Dwilla	
    
  and	
    her	
    subordinates	
    perfect	
    mineral	
    extraction	
    techniques.	
    
  10. Pylon	
    Five:	
    A	
    recent	
    powerful	
    earthquake	
    cracked	
    Pylon	
    Five’s	
    
  foundations,	
    forcing	
    an	
    evacuation	
    of	
    the	
    crew	
    there;	
    several	
    
  engineers	
    work	
    day	
    and	
    night	
    to	
    repair	
    the	
    pylon.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Mining,	
    shelter,	
    sightseeing,	
    trade	
    
  Base	
    Value	
    1,000	
    gp;	
    Purchase	
    Limit	
    4,500	
    gp;	
    Spellcasting	
    4th;	
    
  Minor	
    Items	
    2d6;	
    Medium	
    Items	
    1d6;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Vulcanbridge,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  § 
  Potions	
    &	
    Oils	
    protection	
    from	
    energy	
    (fire,	
    375	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    resist	
    energy	
    (fire,	
    CL	
    7th,	
    350	
    gp)	
    
  § 
  Scrolls	
    (Divine)	
    endure	
    elements	
    (13	
    gp)	
    
  § 
  Wondrous	
    Items	
    elixir	
    of	
    swimming	
    (250	
    gp)	
    
  
  61	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
     may	
     know	
     some	
     information	
     about	
     the	
     village.	
     A	
    
  successful	
    check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    
  check.	
    
  	
    
  DC	
    10:	
    Founded	
    centuries	
    ago,	
    Vulcanbridge	
    built	
    its	
    fortune	
    
  on	
     gems	
     and	
     metal	
     readily	
     available	
     in	
     the	
     lava	
     flowing	
     from	
    
  beneath	
     the	
     surface.	
     This	
     was	
     not	
     a	
     trivial	
     matter,	
     as	
     those	
    
  collecting	
    the	
    wealth	
    endured	
    hellish	
    heat	
    and	
    poisonous	
    gases.	
    
  	
    
  DC	
     15:	
     Vulcanbridge	
     also	
     serves	
     as	
     shelter	
     for	
     those	
    
  desperate	
    or	
    crazy	
    enough	
    to	
    cross	
    the	
    volcanic	
    plain.	
    
  	
    
  DC	
     20:	
     The	
     village	
     no	
     longer	
     benefits	
     from	
     easily	
     obtained	
    
  wealth.	
     Instead,	
     the	
     workers	
     must	
     delve	
     beneath	
     the	
     plain’s	
    
  surface	
    to	
    gather	
    its	
    treasures.	
    
  V I L L A G E R S  
  Appearance	
    Natives	
    of	
    Vulcanbridge	
    have	
    black	
    hair,	
    dark	
    eyes	
    
  of	
    various	
    colours	
    and	
    reddish	
    skin.	
    Most	
    residents	
    have	
    shorn	
    
  heads,	
    but	
    dwarven	
    residents	
    still	
    insist	
    on	
    wearing	
    full	
    beards.	
    
  	
    
  Dress	
     Most	
     villagers	
     wear	
     loose-­‐fitting	
     and	
     utilitarian	
    
  clothing.	
    Those	
    who	
    deal	
    with	
    outsiders	
    dress	
    more	
    fancily	
    and	
    
  wear	
    jewels	
    and	
    gems	
    harvested	
    from	
    beneath	
    the	
    village.	
    
  	
    
  Nomenclature	
     male	
     Berrik,	
     Kaarl,	
     Trystan;	
     female	
     Dioni,	
    
  Nessa,	
    Quionne;	
    family	
    Deepdelver,	
    Forgeborn,	
    Vinnis.	
    
  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	
     character	
     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	
    
  The	
    planned	
    Pylon	
    Six	
    never	
    got	
    completed,	
    since	
    it	
    sank	
    
  beneath	
    the	
    plain.	
    
  2	
    
  Water	
    is	
    naturally	
    difficult	
    for	
    the	
    village	
    to	
    obtain,	
    and	
    
  the	
    latest	
    supply	
    never	
    arrived.	
    
  3	
    
  When	
    Verrix	
    drinks	
    too	
    much,	
    he	
    turns	
    discussion	
    to	
    an	
    
  ancient	
    
  red	
    
  dragon	
    
  whose	
    
  hoard	
    
  has	
    
  fattened	
    
  Vulcanbridge’s	
    coffers	
    while	
    the	
    creature	
    sleeps.	
    
  4*	
    
  Pylon	
    Five’s	
    damage	
    was	
    caused	
    by	
    sabotage	
    timed	
    with	
    
  a	
    convenient	
    earthquake.	
    
  5	
    
  To	
     every	
     villager’s	
     surprise,	
     Rooster	
     Geyser	
     failed	
     to	
    
  erupt	
     last	
     week—this	
     marks	
     the	
     first	
     time	
     in	
     anyone’s	
    
  recollection	
    this	
    has	
    happened.	
    
  6	
    
  A	
     couple	
     of	
     villagers	
     have	
     seen	
     fiery	
     human	
     shapes	
    
  several	
    hundred	
    yards	
    to	
    the	
    west	
    just	
    after	
    sunset.	
    
  *False	
    rumour	
    
  	
    
  	
    
  
  62	
    
  W O L V E R T O N  A T  A  G L A N C E  
  A	
    sturdy	
    wooden	
    stockade	
    protects	
    the	
    mud,	
    squalor	
    and	
    noise	
    
  of	
     Wolverton,	
     the	
     largest	
     settlement	
     on	
     the	
     Lonely	
     Coast	
     and	
    
  the	
    seat	
    of	
    the	
    Lochers’	
    power.	
    Ships	
    crowd	
    its	
    docks	
    in	
    a	
    bustle	
    
  of	
    commerce	
    that	
    flows	
    up	
    the	
    Arisum	
    and	
    along	
    the	
    Cliff	
    Way	
    to	
    
  the	
     villages	
     of	
     Swallowfeld,	
     Bossin,	
     Hosford	
     and	
     notorious	
    
  Oakhurst.	
    
  D E M O G R A P H I C S  
  Ruler	
    Therrin	
    Bhule	
    (aristocrat	
    2/fighter	
    4)	
    
  Government	
    Autocracy	
    
  Population	
     1,923	
     (1,851	
     humans,	
     33	
     dwarves,	
     21	
     halflings,	
     9	
    
  half-­‐elves,	
    4	
    elves,	
    3	
    half-­‐orcs,	
    2	
    gnomes)	
    
  Alignments	
    LG,	
    NG,	
    LN,	
    N,	
    LE,	
    NE	
    
  Languages	
    Common,	
    Dwarf,	
    Elven,	
    Goblin	
    
  Corruption	
    +0;	
    Crime	
    +0;	
    Economy	
    +1	
    Law	
    +1;	
    Lore	
    +1;	
    Society	
    
  +0	
    
  Qualities	
    Racially	
    intolerant	
    (half-­‐goblins),	
    strategic	
    location	
    
  Danger	
    0;	
    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	
     Wolverton.	
     A	
    
  successful	
    check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    
  check.	
    
  	
    
  DC	
    10:	
    Wolverton	
    is	
    named	
    after	
    the	
    vicious	
    shadow	
    wolves	
    
  dwelling	
    in	
    the	
    Tangled	
    Woods.	
    
  	
    
  DC	
    15:	
    Gangs	
    of	
    smugglers	
    regularly	
    dock	
    at	
    Wolverton.	
    
  	
    
  DC	
    20:	
    Merchants	
    plot	
    against	
    Lord	
    Locher	
    to	
    rule	
    Wolverton	
    
  and	
    the	
    Lonely	
    Coast	
    in	
    his	
    stead.	
    
  N O T A B L E  L O C A T I O N S  
  Most	
     of	
     the	
     town	
     comprises	
     peasant	
     homes.	
     A	
     few	
     locations,	
    
  however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  11. Artolek’s	
    Tower:	
    The	
    illusionist,	
    Artolek,	
    dwells	
    in	
    this	
    tower	
    
  whose	
    appearance	
    constantly	
    shifts	
    to	
    suit	
    his	
    whim.	
    
  12. The	
    Hare	
    and	
    the	
    Ass:	
    Having	
    few	
    rooms,	
    locals	
    crowd	
    its	
    large	
    
  tavern	
    room	
    for	
    its	
    fairly	
    priced	
    meals	
    and	
    ales.	
    
  13. Kersey	
     and	
     Mayne:	
     This	
     shop	
     specializes	
     in	
     travel	
     and	
    
  adventuring	
    equipment.	
    
  14. Therrin	
    Bhule’s	
    Manor:	
    The	
    reeve’s	
    manor.	
    
  15. Kiyana’s	
    Armour	
    Shop:	
    Kiyana	
    fashions	
    and	
    repairs	
    armour	
    in	
    
  the	
    workshop	
    attached	
    to	
    her	
    shop.	
    
  16. The	
     River’s	
     Rest:	
     This	
     pleasant	
     inn	
     and	
     tavern	
     catering	
     to	
    
  outsiders	
    stands	
    on	
    the	
    Arisum’s	
    east	
    bank.	
    
  17. Cemetery:	
    Wolverton’s	
    citizens	
    lie	
    interred	
    in	
    mausoleums.	
    
  18. Gio	
     Varrin’s	
     House:	
     The	
     inventor	
     and	
     tinkerer	
     Gio	
     Varrin	
    
  creates	
    strange	
    wonders	
    in	
    his	
    home.	
    
  19. White	
    Cliffs:	
    Wolverton’s	
    elite	
    build	
    their	
    homes	
    on	
    the	
    steep	
    
  bluffs	
    overlooking	
    the	
    ocean.	
    
  20. The	
    Moonlight	
    Knavery:	
    Wolverton’s	
    only	
    theatre.	
    
  21. Wolverton	
     Jail:	
     Wolverton	
     confines	
     its	
     criminals	
     in	
     this	
     well-­‐
  maintained	
    and	
    well-­‐manned	
    prison.	
    
  22. Justice	
    of	
    the	
    Light:	
    A	
    small	
    temple	
    dedicated	
    to	
    Darlen	
    also	
    
  serves	
    as	
    Wolverton’s	
    courts.	
    
  23. The	
    Veale	
    House:	
    Twin	
     witches,	
    one	
    mute,	
    one	
    blind,	
    divine	
    
  fortunes	
    from	
    their	
    home.	
    
  24. Beryan’s	
     Forge:	
     Beryan	
     runs	
     Wolverton’s	
     most	
     prosperous	
    
  smithy.	
    
  25. Fellowship	
    of	
    Friendship:	
    This	
    stout,	
    richly	
    appointed	
    temple	
    
  houses	
    the	
    followers	
    of	
    the	
    god,	
    Conn.	
    
  26. The	
    Smiling	
    Wolf:	
    This	
    seedy	
    bar	
    near	
    the	
    docks	
    serves	
    as	
    the	
    
  Night	
    Reavers’	
    base.	
    
  27. The	
     Goblin	
     Hole:	
     Sailors	
     often	
     frequent	
     this	
     sprawling,	
    
  dilapidated	
    tavern	
    near	
    the	
    docks.	
    
  28. The	
     Golden	
     Turnip:	
     A	
     dicing	
     hall	
     and	
     brothel	
     hides	
     the	
    
  activities	
    of	
    the	
    Crazy	
    Sharks	
    gang.	
    
  29. Water	
    Meadows:	
    Wolverton’s	
    weekly	
    market	
    takes	
    place	
    here	
    
  in	
    this	
    often	
    flooded	
    field.	
    
  30. Kargan’s	
    Manse:	
    The	
    fiery	
    evoker	
    Kargan	
    the	
    Red	
    lives	
    in	
    this	
    
  stout	
    tower.	
    
  31. Beren	
    Skewes’	
    Warehouse:	
    Skewes’	
    warehouse	
    serves	
    as	
    the	
    
  hideout	
    of	
    the	
    wicked	
    Blood	
    Weepers	
    gang.	
    
  32. Ahearn’s	
    Emporium:	
    This	
    well	
    to	
    do	
    shop	
    serves	
    the	
    general	
    
  populace	
    of	
    Wolverton.	
    
  33. Feradul’s	
     Tower:	
     The	
     secluded	
     necromancer	
     Feradul	
     plots	
    
  from	
    this	
    dark	
    stoned	
    tower.	
    
  34. Docks:	
     Wolverton’s	
     docks	
     are	
     always	
     a	
     riotous	
     collection	
     of	
    
  noise,	
    sights	
    and	
    smells.	
    
  35. Din	
     Kershal:	
     A	
     narrow	
     ridge	
     of	
     rock	
     connects	
     this	
     stony	
    
  promontory	
    to	
    the	
    mainland.	
    
  36. Morveren’s	
    Galley:	
    A	
    network	
    of	
    caves	
    riddles	
    Din	
    Kershal.	
    
  37. Caer	
     Syllan:	
     The	
     Lochers’	
     castle	
     rests	
     on	
     the	
     western	
     end	
     of	
    
  Din	
    Kershal.	
    
  38. The	
    Arisum:	
    This	
    river	
    divides	
    Wolverton	
    almost	
    in	
    half.	
    
  L O C A T I O N S  B Y  C A T E G O R Y  
  Inns	
    The	
    Hare	
    and	
    the	
    Ass,	
    the	
    River’s	
    Rest	
    
  Taverns	
    The	
    Goblin	
    Hole,	
    the	
    Golden	
    Turnip,	
    the	
    Smiling	
    Wolf	
    
  Homes	
     Artolek’s	
     tower,	
     Feradul’s	
     tower,	
     Gio	
     Varrin’s	
     house,	
    
  Kargan’s	
    Manse,	
    Therrin	
    Bhule’s	
    manor,	
    the	
    Veale	
    house	
    
  Businesses	
     Ahearn’s	
     Emporium,	
     Beryan’s	
     Forge,	
     Kersey	
     and	
    
  Manye,	
    Kiyana’s	
    Armour	
    Shop,	
    the	
    Moonlight	
    Knavery	
    
  Fortifications	
    Caer	
    Syllan,	
    Din	
    Kershal	
    
  Temples	
    Fellowship	
    of	
    Friendship,	
    Justice	
    of	
    the	
    Light	
    
  	
    
  	
    
  
  63	
    
  	
    
   
  
  64	
    
  I N H A B I T A N T S  
  Appearance	
    Men	
    keep	
    their	
    hair	
    and	
    beards	
    short	
    while	
    women	
    
  often	
    wear	
    their	
    hair	
    coiled	
    up	
    in	
    buns	
    atop	
    their	
    heads.	
    	
    
  	
    
  Dress	
     Most	
     citizens	
     wear	
     drab,	
     earth	
     and	
     neutral	
     tone	
    
  clothing	
    of	
    simple	
    tunics	
    and	
    breeches.	
    Merchants	
    wear	
    lots	
    of	
    
  jewellery	
     and	
     belt	
     their	
     tunics	
     with	
     brightly	
     coloured	
     sashes.	
    
  Jewellery	
    is	
    often	
    simple,	
    fashioned	
    from	
    semi-­‐precious	
    stones.	
    	
    
  	
    
  Nomenclature	
     male	
     Alan,	
     Conton,	
     Deryan,	
     Ferrin,	
     Nory,	
    
  Tendrist;	
     female	
     Camsyn,	
     Dory,	
     Keryan,	
     Odrel,	
     Yseld;	
     family	
    
  Ahearn,	
    Bhule,	
    Jewell,	
    Negus,	
    Varrin.	
    
  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:	
    
  Alan	
     Jewell	
     (location	
     27;	
     LN	
     male	
     human	
     expert	
     3/warrior	
     2)	
    
  Alan	
    serves	
    Lord	
    Locher	
    as	
    a	
    capable	
    and	
    dedicated	
    steward.	
    	
    
  Artolek	
    (location	
    1;	
    CN	
    male	
    human	
    wizard	
    [illusionist]	
    8)	
    Artolek	
    
  keeps	
    his	
    true	
    appearance	
    hidden	
    by	
    magic	
    and	
    shrouds	
    his	
    
  tower	
    in	
    illusiona	
    to	
    add	
    to	
    his	
    mystique.	
    
  Beren	
     Skewes	
     (location	
     21;	
     LE	
     male	
     human	
     rogue	
     3/expert	
     3)	
    
  Considered	
     one	
     of	
     Wolverton’s	
     “nobles”	
     and	
     the	
     second	
    
  richest	
    man	
    in	
    town,	
    Beren	
    seeks	
    to	
    find	
    a	
    way	
    into	
    rulership.	
    
  Beryan	
    Huln	
    (location	
    14;	
    N	
    male	
    human	
    ex-­‐paladin	
    3)	
    A	
    paladin	
    
  whose	
    vices	
    got	
    the	
    better	
    of	
    him,	
    Beryan	
    is	
    now	
    a	
    smith.	
    
  Cadan	
     Manye	
     (location	
     3;	
     LN	
     male	
     half-­‐elf	
     fighter	
     3/wizard	
     3)	
    
  With	
    his	
    gnome	
    partner,	
    Cadan	
    runs	
    a	
    general	
    shop	
    catering	
    
  to	
    explorers,	
    adventurers	
    and	
    the	
    foolhardy.	
    
  Conton	
     Willowpole	
     (location	
     18;	
     CN	
     male	
     halfling	
     rogue	
    
  3/fighter	
    2)	
    Conton	
    heads	
    the	
    struggling	
    Crazy	
    Sharks	
    gang	
    
  and	
    tries	
    to	
    keep	
    peace	
    between	
    Wolverton’s	
    smugglers.	
    
  Digory	
     Ahearn	
     (location	
     22;	
     LN	
     male	
     human	
     expert	
     3)	
    
  Wolverton’s	
    wealthiest	
    and	
    greediest	
    merchant.	
    
  Ebrel	
     Menadue	
     (location	
     9;	
     LN	
     old	
     female	
     human	
     aristocrat	
    
  3/bard	
     2)	
     Born	
     into	
     money,	
     Ebrel’s	
     social	
     balls	
     are	
     the	
    
  lynchpin	
    
  of	
    
  Wolverton’s	
    
  slowly	
    
  emerging	
    
  moneyed	
    
  aristocratic	
    class.	
    
  Enrist	
     Negus	
     (location	
     20;	
     LE	
     male	
     human	
     wizard	
     3)	
     Scrawny,	
    
  troublemaking	
    Enrist,	
    an	
    apprentice	
    to	
    Kargan	
    the	
    Red,	
    feels	
    
  his	
    newfound	
    power	
    elevates	
    him	
    above	
    “common”	
    folk.	
    
  Eseld	
     Negus	
     (location	
     20;	
     LE	
     female	
     human	
     fighter	
     1/rogue	
     1)	
    
  Enrist’s	
    older	
    and	
    bigger	
    sister,	
    Eseld	
    feels	
    it	
    is	
    her	
    duty	
    to	
    
  humiliate	
    those	
    who	
    mock	
    or	
    disrespect	
    her	
    family.	
    
  Feradul	
     Alwynnaith	
     (location	
     23;	
     LE	
     male	
     half-­‐elf	
     wizard	
    
  [necromancer]	
    7)	
    This	
    brooding	
    necromancer	
    seeks	
    lichdom	
    
  and	
    dominion	
    over	
    the	
    Lonely	
    Coast.	
    
  Galden	
    Hearthtop	
    (location	
    15;	
    LN	
    male	
    halfling	
    cleric	
    5/expert	
    
  3)	
     Rumour	
     has	
     it	
     the	
     serious-­‐minded	
     Galden,	
     Wolverton’s	
    
  first	
    halfling	
    high	
    priest	
    of	
    Conn,	
    has	
    a	
    bit	
    of	
    dwarf	
    in	
    him.	
    
  Gio	
    Varrin	
    (location	
    8;	
    NG	
    male	
    human	
    expert	
    3)	
    Inventor	
    and	
    
  tinkerer,	
    Gio	
    is	
    also	
    the	
    father	
    of	
    Hosford’s	
    current	
    reeve.	
    
  Gor	
     Thunderhammer	
     (location	
     2;	
     CG	
     male	
     half-­‐orc	
     expert	
    
  2/fighter	
     4)	
     Gor	
     owns	
     The	
     Hare	
     and	
     the	
     Ass	
     and	
     brews	
     a	
    
  popular	
    dark	
    beer	
    taught	
    to	
    him	
    by	
    the	
    dwarven	
    family	
    that	
    
  took	
    him	
    in	
    and	
    raised	
    him.	
    
  Hoff	
     Stelde	
     (location	
     6;	
     N	
     male	
     human	
     expert	
     3)	
     A	
     prim	
     and	
    
  meticulous	
    man,	
    Hoff	
    takes	
    great	
    pride	
    in	
    the	
    River’s	
    Rest.	
    
  Hols	
    Nance	
    (location	
    11;	
    LN	
    male	
    human	
    fighter	
    6)	
    Nicknamed	
    
  “No	
     Nonsense	
     Nance”,	
     this	
     grizzled	
     warrior	
     keeps	
     strict	
    
  order	
    in	
    Wolverton	
    as	
    the	
    captain	
    of	
    the	
    town	
    guard.	
    
  Is’t’sha’ka	
     (location	
     26;	
     LE	
     male	
     dark	
     naga)	
     This	
     hideous	
     dark	
    
  naga	
    recently	
    took	
    control	
    of	
    the	
    Blood	
    Weepers.	
    
  Jory	
    Veale	
    (location	
    13;	
    N	
    male	
    human	
    witch	
    4)	
    Blind	
    Jory,	
    along	
    
  with	
    his	
    mute	
    twin	
    sister,	
    deal	
    in	
    fortunes	
    and	
    divinations.	
    
  Kargan	
    the	
    Red	
    (location	
    20;	
    CG	
    male	
    dwarf	
    wizard	
    7)	
    Boisterous	
    
  and	
    loud,	
    Kargan	
    prefers	
    loud,	
    flashy	
    spells.	
    
  Kiyana	
     Yuellywn	
     (location	
     5;	
     CG	
     female	
     elf	
     expert	
     5/wizard	
    
  [universalist]	
     8)	
     This	
     lithe	
     armourer	
     crafts	
     the	
     best	
     armour	
    
  on	
    the	
    coast.	
    
  Lord	
     Kenver	
     Locher	
     (location	
     27;	
     LN	
     male	
     human	
     aristocrat	
    
  2/fighter	
    6)	
    Lord	
    Locher	
    rules	
    with	
    a	
    stern	
    but	
    fair	
    hand.	
    
  Lory	
     Veale	
     (location	
     13;	
     N	
     female	
     human	
     witch	
     4)	
     Mute,	
     Lory	
    
  and	
    her	
    blind	
    twin	
    brother	
    specialize	
    in	
    fortune	
    telling	
    and	
    
  divination,	
    often	
    of	
    lost	
    objects	
    and	
    missing	
    persons.	
    
  Melyor	
    Vosper	
    (location	
    12;	
    LG	
    female	
    old	
    human	
    cleric	
    7)	
    The	
    
  high	
     priestess	
     of	
     Darlen,	
     Melyor	
     is	
     Wolverton’s	
     magistrate	
    
  and	
     is	
     somewhat	
     hardened	
     by	
     years	
     of	
     dispensing	
     frontier	
    
  justice.	
    
  Pera	
    Safaden	
    (location	
    21;	
    NE	
    male	
    human	
    cleric	
    5)	
    Turned	
    to	
    
  evil	
     by	
     a	
     curse,	
     the	
     former	
     lover	
     of	
     Bossin’s	
     Jacca	
     Landers	
    
  leads	
    the	
    infamous	
    Night	
    Reavers	
    gang.	
    
  Ruan	
     Kersey	
     (location	
     3;	
     NG	
     male	
     gnome	
     rogue	
     4)	
     Retired	
    
  trapfinder	
    and	
    “security”	
    expert,	
    Ruan	
    runs	
    a	
    general	
    store	
    
  with	
    his	
    former	
    adventuring	
    partner.	
    
  Tamsyn	
     Locher	
     (location	
     27;	
     NG	
     female	
     human	
     sorcerer	
    
  [destined]	
     1)	
     Lord	
     Locher’s	
     headstrong	
     daughter	
     and	
     only	
    
  child,	
    Tamsyn’s	
    magic	
    powers	
    began	
    to	
    manifest	
    at	
    her	
    16th	
    
  birthday,	
    a	
    fact	
    she	
    hides	
    from	
    her	
    father.	
    
  Therrin	
     Bhule	
     (location	
     4;	
     LN	
     male	
     middle-­‐aged	
     human	
    
  aristocrat	
     2/fighter	
     4)	
     Therrin	
     serves	
     as	
     Wolverton’s	
     loyal	
    
  reeve.	
    
  Tillo	
     Iwanda	
     (location	
     10;	
     CN	
     male	
     human	
     bard	
     6)	
     Exotically	
    
  handsome	
    Tillo	
    owns	
    Wolverton’s	
    first	
    (and	
    only)	
    theatre.	
    
  Zar	
     the	
     Mangler	
     (location	
     21;	
     CE	
     male	
     half-­‐orc	
     barbarian	
    
  6/rogue	
     3)	
     Zar’s	
     half-­‐orc	
     nature	
     makes	
     him	
     the	
     perfect	
    
  puppet	
    for	
    Is’t’sha’ka’s	
    as	
    the	
    leader	
    of	
    the	
    Blood	
    Weepers.	
    
  M A R K E T P L A C E  
  Resources	
    &	
    Industry	
    Farming,	
    fishing,	
    trade	
    
  Base	
    Value	
    1,100	
    gp;	
    Purchase	
    Limit	
    5,000	
    gp;	
    Spellcasting	
    4th;	
    
  Minor	
    Items	
    3d4;	
    Medium	
    Items	
    1d6;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Wolverton,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  § 
  Armour	
    +2	
    chainmail	
    (4,300	
    gp	
    
  § 
  Potions	
    &	
    Oils	
    potion	
    of	
    disguise	
    self	
    (50	
    gp),	
    potion	
    of	
    detect	
    
  thoughts	
    (300	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    identify	
    (25	
    gp),	
    tongues	
    (375	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    entropic	
    shield	
    (25	
    gp),	
    augury	
    (150	
    gp)	
    
  § 
  Weapon	
    +1	
    bastard	
    sword	
    (2,335	
    gp)	
    
  § 
  Wondrous	
    Item	
    cloak	
    of	
    resistance	
    +4	
    (16,000)	
    
  
  65	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Wolverton	
    
  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	
    
  Lord	
     Locher	
     wishes	
     to	
     expand	
     his	
     holdings	
     by	
    
  creating	
    a	
    new	
    settlement	
    at	
    Deepwater	
    Lake.	
    He	
    
  needs	
    heroes	
    to	
    clear	
    the	
    area	
    of	
    monsters.	
    
  03-­‐04	
    
  Strange	
     things	
     happen	
     around	
     Lord	
     Locher’s	
    
  daughter,	
    Tamsyn;	
    she’s	
    rarely	
    seen	
    in	
    public,	
    now.	
    
  05-­‐06*	
    
  The	
     witch,	
     Morveren,	
     lives!	
     She	
     kidnaps	
     naughty	
    
  children	
    at	
    night	
    and	
    spirits	
    them	
    away.	
    
  07-­‐08	
    
  Pera	
    Safaden	
    recently	
    visited	
    the	
    temple	
    of	
    Conn.	
    
  When	
    she	
    left,	
    she	
    looked	
    angry.	
    	
    
  09-­‐10*	
    
  The	
    ladies	
    like	
    that	
    newcomer,	
    Tillo	
    Iwanda.	
    They	
    
  say	
     a	
     faraway	
     king	
     put	
     a	
     bounty	
     on	
     his	
     head	
     for	
    
  stealing	
    away	
    his	
    queen.	
    
  11-­‐12	
    
  A	
     fisherman	
     saw	
     something	
     lithe	
     and	
     black	
     dive	
    
  from	
    Morveren’s	
    Galley	
    into	
    the	
    water.	
    
  13-­‐14	
    
  Digory	
    Ahearn’s	
    daughter,	
    Jenna,	
    eloped	
    with	
    the	
    
  Skewes	
    boy.	
    Digory’s	
    been	
    trying	
    to	
    track	
    her	
    down	
    
  but	
    he’s	
    had	
    no	
    luck.	
    
  15-­‐16	
    
  Hols	
     Nance	
     is	
     grimmer	
     than	
     usual.	
     He	
     worries	
    
  about	
    “dark	
    shadows	
    slipping	
    into	
    town.”	
    
  17-­‐18*	
    
  Never	
     visit	
     Artolek	
     uninvited.	
     Those	
     who	
     do	
    
  wander	
    forever	
    in	
    the	
    maze	
    hidden	
    in	
    his	
    tower.	
    
  19-­‐20	
    
  Kargan	
    the	
    Red	
    wants	
    to	
    open	
    a	
    magical	
    academy.	
    
  He	
    can’t	
    even	
    control	
    his	
    one	
    apprentice!	
    
  21-­‐22	
    
  The	
    Veale	
    twins	
    are	
    an	
    odd	
    lot.	
    They	
    often	
    talk	
    to	
    a	
    
  third	
    sibling	
    who	
    isn’t	
    even	
    there.	
    	
    
  23-­‐24	
    
  Feradul	
     seeks	
     adventurers	
     to	
     explore	
     Arius’	
    
  Watchtower.	
    
  25-­‐26	
    
  Gor	
     brews	
     the	
     best	
     dwarven	
     beer	
     and	
     he’s	
     not	
    
  even	
    a	
    dwarf!	
    This	
    annoys	
    his	
    dwarven	
    customers.	
    
  27-­‐28*	
    
  Therrin	
     Bhule	
     is	
     plotting	
     with	
     Beren	
     Skewes	
     to	
    
  overthrow	
    Lord	
    Locher.	
    
  29-­‐30	
    
  Alan	
     Jewell’s	
     been	
     consulting	
     with	
     Wolverton’s	
    
  resident	
    wizards	
    about	
    accursed	
    Oakhurst.	
    
  31-­‐32	
    
  That	
    so	
    called	
    “wizard,”	
    Enrist,	
    and	
    his	
    bully	
    sister	
    
  are	
    always	
    looking	
    for	
    a	
    fight.	
    	
    
  33-­‐34	
    
  Late	
    at	
    night,	
    I	
    saw	
    a	
    half-­‐goblin	
    in	
    Wolverton!	
    
  35-­‐36	
    
  Beren	
     Skewes	
     is	
     always	
     interested	
     in	
     employing	
    
  those	
    with	
    certain	
    “talents.”	
    	
    
  37-­‐38	
    
  Feradul	
    slinks	
    around	
    the	
    graveyard	
    at	
    night.	
    
  39-­‐40*	
    
  The	
     Veale	
     twins	
     are	
     descended	
     from	
     Morveren	
    
  and	
    they	
    curse	
    people	
    they	
    don’t	
    like.	
    
  41-­‐42	
    
  Explosions	
     often	
     come	
     from	
     Gio	
     Varrin’s	
     house.	
    
  What	
    is	
    that	
    crazy	
    old	
    man	
    working	
    on	
    now?	
    
  43-­‐44	
    
  Some	
    of	
    Conn’s	
    clergy	
    aren’t	
    happy	
    with	
    having	
    a	
    
  halfling	
    high	
    priest.	
    	
    
  45-­‐46	
    
  Kiyana	
    is	
    a	
    great	
    armourer	
    but	
    she	
    makes	
    her	
    best	
    
  armour	
    only	
    for	
    those	
    she	
    considers	
    friends.	
    
  47-­‐48*	
    
  A	
    shadow	
    wolf	
    is	
    loose	
    in	
    town!	
    
  49-­‐50	
    
  Tillo	
    Iwanda	
    wants	
    Artolek	
    the	
    illusionist	
    to	
    assist	
    
  him	
    in	
    crafting	
    a	
    new	
    performance	
    for	
    his	
    theatre.	
    
  51-­‐52*	
    
  The	
    watch	
    commander,	
    Hols	
    Nance,	
    and	
    the	
    high	
    
  magistrate,	
    Melyor	
    Vosper,	
    are	
    lovers.	
    	
    
  53-­‐54	
    
  Magistrate	
     Melyor	
     Vosper	
     will	
     not	
     rest	
     until	
     she	
    
  has	
     eradicated	
     corruption	
     from	
     Wolverton.	
     She	
    
  particularly	
    hates	
    that	
    merchant,	
    Beren	
    Skewes.	
    
  55-­‐56	
    
  Beryan	
    is	
    in	
    love	
    with	
    that	
    elf	
    lady	
    in	
    town	
    but	
    too	
    
  shy	
    to	
    court	
    her.	
    That’s	
    why	
    he	
    is	
    drinking	
    again.	
    
  57-­‐58	
    
  The	
     town	
     guard	
     is	
     keeping	
     an	
     eye	
     on	
     the	
    
  graveyard;	
    someone	
    is	
    stealing	
    corpses.	
    
  59-­‐60	
    
  Hoff	
    Stelde	
    is	
    a	
    bit	
    of	
    a	
    cold	
    fish	
    but	
    if	
    you	
    have	
    a	
    
  lot	
    of	
    coin	
    or	
    a	
    bit	
    of	
    fame,	
    he	
    warms	
    right	
    up.	
    
  61-­‐62*	
    
  Lord	
     Locher’s	
     daughter	
     is	
     a	
     hideous,	
     deformed	
    
  creature	
    –	
    some	
    even	
    say	
    a	
    demon.	
    That’s	
    why	
    no	
    
  one	
    has	
    seen	
    her	
    lately.	
    
  63-­‐64	
    
  No	
    one	
    talks	
    about	
    it,	
    but	
    Pera	
    Safaden	
    and	
    that	
    
  gloomy	
     wizard,	
     Feradul,	
     used	
     to	
     adventure	
     with	
    
  Jacca	
    Landers,	
    the	
    reeve	
    of	
    Bossin.	
    	
    
  65-­‐66	
    
  The	
    soldiers	
    report	
    they’ve	
    been	
    seeing	
    lone	
    half-­‐
  goblins	
    close	
    to	
    Wolverton.	
    What	
    are	
    they	
    up	
    to?	
    
  67-­‐68	
    
  Beren	
     Skewes	
     was	
     seen	
     leaving	
     the	
     Goblin	
     Hole	
    
  last	
    night.	
    
  69-­‐70	
    
  The	
    merchants	
    are	
    putting	
    economic	
    pressure	
    on	
    
  Lord	
    Locher	
    to	
    remove	
    Bhule	
    as	
    reeve	
    and	
    institute	
    
  a	
    merchant’s	
    council.	
    
  71-­‐72	
    
  Ruan	
    Kersey	
    retired	
    from	
    adventuring	
    after	
    losing	
    
  his	
    lover	
    during	
    an	
    adventure.	
    
  73-­‐74*	
    
  Kargan	
    is	
    going	
    to	
    challenge	
    Feradul	
    to	
    a	
    duel!	
    
  75-­‐76	
    
  Gio	
     Varrin	
     is	
     working	
     on	
     a	
     new	
     invention	
     that	
    
  might	
    actually	
    work!	
    	
    
  77-­‐78	
    
  Melyor	
     Vosper	
     wants	
     to	
     crack	
     down	
     on	
     the	
     local	
    
  smugglers	
    but	
    lacks	
    the	
    necessary	
    manpower.	
    
  79-­‐80	
    
  Enrist	
     Negus	
     has	
     been	
     spending	
     time	
     with	
     the	
    
  Blood	
    Weepers.	
    That	
    can’t	
    be	
    good!	
    
  81-­‐82	
    
  The	
    work	
    on	
    the	
    jail	
    is	
    going	
    poorly.	
    The	
    merchants	
    
  keep	
    raising	
    the	
    prices	
    of	
    building	
    materials.	
    
  83-­‐84	
    
  Cadan	
    Manye	
    keeps	
    a	
    special	
    stash	
    of	
    magic	
    items	
    
  for	
    sale	
    to	
    special	
    customers.	
    
  85-­‐86	
    
  I	
    heard	
    some	
    dwarves	
    talking	
    about	
    how	
    to	
    steal	
    
  Gor	
    Thunderhammer’s	
    beer	
    recipe.	
    
  87-­‐88*	
    
  I	
    saw	
    Artolek’s	
    true	
    face	
    –	
    he	
    is	
    one	
    of	
    those	
    dark	
    
  skinned	
    elves	
    from	
    the	
    Ebon	
    Realms.	
    
  89-­‐90	
    
  Pera	
     Safaden	
     once	
     saved	
     me	
     from	
     being	
     robbed;	
    
  she’s	
    not	
    as	
    bad	
    as	
    people	
    say.	
    
  91-­‐92	
    
  More	
     corpses	
     float	
     in	
     the	
     Arisum	
     as	
     the	
     Night	
    
  Reavers	
    and	
    Blood	
    Weepers	
    settle	
    old	
    scores.	
    	
    
  93-­‐94	
    
  Lady	
    Menadue	
    is	
    planning	
    a	
    party	
    but	
    only	
    the	
    rich	
    
  are	
    invited.	
    She’s	
    always	
    looking	
    for	
    extra	
    security.	
    
  95-­‐96	
    
  A	
     young	
     girl	
     has	
     been	
     asking	
     about	
     magic.	
     Why	
    
  doesn’t	
    she	
    visit	
    one	
    the	
    wizards	
    living	
    here?	
    
  97-­‐98	
    
  Many	
     people	
     think	
     we’d	
     be	
     better	
     with	
     the	
    
  merchants	
    instead	
    of	
    Lord	
    Locher	
    running	
    things.	
    
  99-­‐100*	
    
  Alan	
     Jewell,	
     Locher’s	
     steward,	
     is	
     an	
     evil	
     magician	
    
  that	
    uses	
    his	
    powers	
    to	
    enslave	
    Lord	
    Locher!	
    
  *False	
    rumour	
    
  	
    
  	
    
  
  66	
    
   
  	
    
   
  
  67	
    
   
   
   
   
   
   
   
   
   
   
  FROM MY CAMPAIGN 
  	
    
  	
    
  
  68	
    
  H O U S E  R U L E S  
  Like	
    any	
    GM,	
    I	
    have	
    house	
    rules	
    for	
    my	
    campaign	
    to	
    better	
    suit	
    
  my	
    style	
    of	
    play.	
    My	
    house	
    rules	
    are	
    in	
    flux;	
    those	
    listed	
    below	
    
  are	
     the	
     ones	
     I’m	
     currently	
     using.	
     Others	
     have	
     been	
     discarded	
    
  after	
    player	
    feedback.	
    
  	
    
  Keep	
    in	
    mind	
    when	
    reading	
    these	
    rules	
    that	
    I'm	
    somewhat	
    of	
    
  an	
    old	
    school	
    gamer	
    and	
    prefer	
    a	
    grittier,	
    lower-­‐magic	
    version	
    of	
    
  the	
     game	
     than	
     that	
     presented	
     in	
     the	
     Pathfinder	
     Roleplaying	
    
  Game	
     Core	
     Rulebook.	
     The	
     rules	
     I	
     use	
     are	
     designed	
     to	
     help	
    
  achieve	
     my	
     goals;	
     if	
     you	
     like	
     high	
     fantasy,	
     superhero	
     style	
    
  gaming,	
    they	
    will	
    likely	
    not	
    work	
    for	
    you.	
    
  	
    
  I	
    also	
    prefer	
    campaigns	
    in	
    which	
    the	
    PCs	
    do	
    not	
    race	
    to	
    20th-­‐
  level	
    in	
    a	
    few	
    months	
    of	
    game	
    time.	
    As	
    well	
    as	
    using	
    the	
    slow	
    
  advancement	
    track,	
    some	
    of	
    my	
    rules	
    are	
    deliberately	
    designed	
    
  to	
    slow	
    down	
    the	
    pace	
    of	
    advancement.	
    I	
    find	
    this	
    enables	
    me	
    to	
    
  tell	
    much	
    better,	
    more	
    coherent	
    stories.	
    It	
    also	
    means	
    we	
    have	
    
  progressed	
     through	
     over	
     two	
     years	
     of	
     game	
     time	
     –	
     PCs	
     have	
    
  even	
    celebrated	
    birthdays	
    which	
    is	
    a	
    new	
    experience	
    for	
    us!	
    
  A B I L I T Y  S C O R E S  
  Roll	
     3d6	
     six	
     times	
     for	
     each	
     ability	
     and	
     take	
     the	
     best	
     score.	
     A	
    
  player	
    may	
    swap	
    one	
    pair	
    of	
    values	
    –	
    for	
    example	
    swapping	
    your	
    
  Intelligence	
    score	
    for	
    Wisdom	
    –	
    to	
    qualify	
    for	
    a	
    class	
    they	
    really	
    
  want	
    to	
    play.	
    
  	
    
  Creighton’s	
    Thoughts:	
    I	
    much	
    prefer	
    the	
    PCs	
    to	
    be	
    the	
    centre	
    
  of	
    attention,	
    not	
    their	
    shiny	
    magic	
    items.	
    Giving	
    the	
    PCs	
    better	
    
  stats	
    somewhat	
    mollifies	
    the	
    lack	
    of	
    ready	
    access	
    to	
    magic	
    items	
    
  for	
     sale	
     (see	
     later	
     house	
     rules	
     for	
     more	
     details).	
     This	
     stat	
    
  generation	
    method	
    also	
    means	
    players	
    almost	
    always	
    qualify	
    for	
    
  the	
    class	
    they	
    want	
    to	
    play	
    as	
    individual	
    statistics	
    are	
    normally	
    
  above	
    average.	
    
  0 - L E V E L  S P E L L S  
  Spellcasters’	
     0-­‐level	
     spells	
     do	
     not	
     represent	
     an	
     unlimited	
    
  resource	
    and	
    a	
    spellcaster	
    cannot	
    treat	
    them	
    as	
    at-­‐will	
    powers.	
    
  	
    
  A	
     spellcaster	
     memorises,	
     knows	
     or	
     has	
     access	
     to	
     0-­‐level	
    
  spells	
     as	
     normal	
     but	
     can	
     only	
     cast	
     a	
     limited	
     number	
     of	
     such	
    
  minor	
    spells	
    per	
    day.	
    At	
    1st-­‐level,	
    a	
    spellcaster	
    can	
    use	
    his	
    0-­‐level	
    
  spells	
     a	
     total	
     of	
     3	
     +	
     spellcasting	
     stat	
     modifier	
     per	
    
  day.	
    Spellcasters	
    gain	
    an	
    extra	
    use	
    of	
    their	
    0-­‐level	
    spells	
    for	
    every	
    
  two	
    level	
    of	
    the	
    relevant	
    spellcasting	
    class	
    they	
    gain.	
    
  	
    
  For	
     example,	
     a	
     1st-­‐level	
     wizard	
     with	
     an	
     Intelligence	
     of	
     16	
    
  could	
    use	
    his	
    0-­‐level	
    spells	
    a	
    total	
    of	
    6	
    times	
    per	
    day.	
    When	
    he	
    
  reaches	
    2nd-­‐level	
    he	
    can	
    cast	
    seven	
    0-­‐level	
    spells	
    per	
    day.	
    
  	
    
  Creighton’s	
     Thoughts:	
     I	
     hate	
     with	
     the	
     flaming	
     passion	
     of	
     a	
    
  thousand	
     fiery	
     suns	
     unlimited	
     0-­‐level	
     spells.	
     Unlimited	
     detect	
    
  magic,	
     for	
     example,	
     enables	
     the	
     PCs	
     to	
     find	
     all	
     hidden	
     magic	
    
  items	
    and	
    to	
    dodge	
    pretty	
    much	
    every	
    magic	
    trap.	
    Detect	
    poison	
    
  similarly	
     is	
     tremendously	
     helpful	
     and	
     means	
     a	
     party	
     member	
    
  should	
    never	
    be	
    affected	
    by	
    a	
    poisoned	
    trap.	
    
  B U Y I N G  M A G I C  I T E M S  
  There	
    are	
    no	
    magic	
    item	
    shops	
    with	
    a	
    limitless	
    inventory	
    of	
    items	
    
  for	
    sale.	
    Most	
    settlements,	
    however,	
    have	
    retired	
    adventurers,	
    
  their	
    dependants,	
    down-­‐on-­‐their-­‐luck	
    merchants	
    and	
    nobles	
    and	
    
  so	
    on	
    that	
    desire	
    to	
    sell	
    their	
    magical	
    items.	
    Characters	
    can	
    seek	
    
  out	
     and	
     purchase	
     these	
     items,	
     but	
     there	
     is	
     no	
     guarantee	
     the	
    
  items	
    they	
    want	
    will	
    be	
    available.	
    
  	
    
  Creighton’s	
    Thoughts:	
    I	
    hate	
    magic	
    item	
    shops.	
    I	
    realise	
    how	
    
  in	
     a	
     game	
     featuring	
     dragons	
     and	
     suchlike	
     that	
     realism	
     is	
     a	
    
  strange	
    thing	
    to	
    strive	
    for	
    but	
    shops	
    stuffed	
    full	
    of	
    magic	
    items	
    
  are	
    a	
    step	
    too	
    far	
    for	
    me.	
    That’s	
    something	
    to	
    be	
    avoided	
    in	
    my	
    
  book!	
     I	
     have	
     lists	
     of	
     what	
     is	
     available	
     at	
     any	
     given	
     time	
     in	
     a	
    
  settlement.	
    (For	
    this,	
    I	
    use	
    So	
    What’s	
    For	
    Sale	
    Anyway?	
    and	
    its	
    
  companion	
     supplements).	
     Sometimes	
     the	
     PCs	
     are	
     lucky,	
     and	
    
  sometimes	
    they	
    are	
    not.	
    	
    
  	
    
  Additionally,	
    ready	
    access	
    to	
    magic	
    items	
    downgrades	
    them	
    
  from	
     wondrous	
     items	
     to	
     a	
     mere	
     commodity.	
     This	
     rule	
     has	
     a	
    
  knock	
    on	
    effect	
    of	
    PCs	
    keeping	
    magic	
    items	
    they	
    would	
    normally	
    
  sell	
    and	
    promoting	
    more	
    inventive	
    use	
    of	
    magic	
    items.	
    The	
    PCs	
    
  have	
    a	
    less	
    designed,	
    more	
    organic	
    feel	
    to	
    them.	
    
  C R A F T I N G  M A G I C  I T E M S  
  The	
    material	
    cost	
    of	
    crafting	
    magical	
    items	
    remains	
    unchanged,	
    
  but	
    the	
    time	
    it	
    takes	
    to	
    craft	
    items	
    has	
    increased	
    by	
    a	
    factor	
    of	
    
  seven.	
    Thus,	
    to	
    craft	
    a	
    item	
    it	
    takes	
    one	
    week	
    per	
    1,000	
    gp	
    value	
    
  (or	
    fraction	
    thereof).	
    NPCs	
    able	
    to	
    craft	
    magic	
    items	
    do	
    exist	
    and	
    
  may	
    take	
    contracts	
    to	
    produce	
    such,	
    but	
    they	
    must	
    be	
    found	
    and	
    
  convinced	
    to	
    do	
    so.	
    
  	
    
  Creighton’s	
    Thoughts:	
    This	
    rule	
    exists	
    purely	
    to	
    slow	
    down	
    
  the	
    PCs’	
    advancement	
    by	
    providing	
    pauses	
    between	
    adventures	
    
  for	
    any	
    required	
    crafting.	
    It	
    also	
    acts	
    as	
    a	
    foil	
    for	
    PCs	
    deciding	
    to	
    
  go	
    into	
    business	
    making	
    magic	
    items,	
    because	
    of	
    their	
    relative	
    
  scarcity.	
    
  H E N C H F O L K  
  The	
     Leadership	
     feat	
     is	
     unavailable	
     for	
     use	
     in	
     my	
     campaign.	
    
  Instead,	
     when	
     a	
     PC	
     reaches	
     3rd-­‐level	
     he	
     may	
     begin	
     to	
     employ	
    
  henchfolk	
    using	
    the	
    rules	
    laid	
    out	
    in	
    Henchfolk	
    &	
    Hirelings.	
    
  S C A R R I N G  
  If	
    a	
    character	
    is	
    reduced	
    to	
    a	
    negative	
    hit	
    point	
    total	
    greater	
    than	
    
  half	
    his	
    Constitution	
    score	
    the	
    injury	
    is	
    deemed	
    so	
    severe	
    that	
    
  even	
     magical	
     healing	
     cannot	
     remove	
     the	
     resultant	
     scarring.	
    
  Determine	
    randomly	
    which	
    body	
    part	
    is	
    scarred	
    and	
    note	
    such	
    
  on	
    your	
    character’s	
    description.	
    
  	
    
  Creighton’s	
     Thoughts:	
     This	
     rule	
     is	
     a	
     throwback	
     to	
     a	
     little	
    
  known	
     1st	
     edition	
     rule.	
     It	
     has	
     no	
     real	
     game	
     application;	
     I	
     just	
    
  think	
    it’s	
    a	
    cool	
    piece	
    of	
    flavour.	
    	
    
  
  69	
    
  N E A R  D E A T H  E X P E R I E N C E S   
  The	
    world	
    is	
    a	
    dangerous	
    place	
    and	
    near	
    death	
    experiences	
    will	
    
  be	
    plentiful.	
    Characters	
    reduced	
    to	
    below	
    0	
    hit	
    points	
    (but	
    that	
    
  do	
    not	
    die)	
    suffer	
    a	
    traumatic	
    event	
    than	
    magical	
    healing	
    cannot	
    
  completely	
    remove.	
    
  	
    
  First	
     Instance:	
     During	
     an	
     adventure,	
     the	
     first	
     time	
     a	
    
  character	
     is	
     reduced	
     to	
     negative	
     hit	
     points	
     (and	
     subsequently	
    
  healed)	
    he	
    is	
    considered	
    fatigued	
    until	
    he	
    undergoes	
    a	
    week	
    of	
    
  bed	
    rest.	
    	
    
  	
    
  A	
    DC	
    20	
    Constitution	
    check	
    made	
    when	
    the	
    character	
    regains	
    
  consciousness	
    removes	
    this	
    effect.	
    
  	
    
  Second	
     Instance:	
     During	
     an	
     adventure,	
     the	
     second	
     time	
     a	
    
  character	
     is	
     reduced	
     to	
     negative	
     hit	
     points	
     (and	
     subsequently	
    
  healed)	
    he	
    is	
    considered	
    fatigued	
    until	
    he	
    undergoes	
    two	
    weeks	
    
  of	
    bed	
    rest.	
    	
    
  	
    
  A	
    DC	
    20	
    Constitution	
    check	
    made	
    when	
    the	
    character	
    regains	
    
  consciousness	
    reduces	
    this	
    duration	
    to	
    one	
    week.	
    
  	
    
  Third	
     Instance:	
     During	
     an	
     adventure,	
     the	
     third	
     time	
     a	
    
  character	
     is	
     reduced	
     to	
     negative	
     hit	
     points	
     (and	
     subsequently	
    
  healed)	
     he	
     is	
     considered	
     exhausted	
     until	
     he	
     undergoes	
     three	
    
  weeks	
    of	
    bed	
    rest.	
    	
    
  	
    
  A	
    DC	
    20	
    Constitution	
    check	
    made	
    when	
    the	
    character	
    regains	
    
  consciousness	
    reduces	
    this	
    effect	
    to	
    fatigued	
    for	
    two	
    weeks.	
    
  CONDITION	
    
  MODIFIER	
    
  Diehard	
    feat	
    
  +2	
    
  Endurance	
    feat	
    
  +2	
    
  Great	
    Fortitude	
    feat	
    
  +1	
    
  Improved	
    Great	
    Fortitude	
    feat	
    
  +1	
    
  Orc	
    Ferocity	
    racial	
    feature*	
    
  +2	
    
  Per	
    previous	
    check	
    made	
    
  -­‐1	
    
  *or	
    similar	
    race	
    or	
    class	
    feature	
    
  	
    
  	
    
  	
    
  	
    
  Any	
     magical	
     effect	
     that	
     can	
     remove	
     the	
     conditions	
     noted	
    
  above	
    works	
    as	
    normal.	
    
  	
    
  Creighton’s	
     Thoughts:	
     Being	
     close	
     to	
     death	
     should	
     be	
     a	
    
  traumatic	
    experience.	
    Bouncing	
    back	
    from	
    such	
    an	
    event,	
    with	
    	
    
  no	
    short-­‐term	
    side	
    effects	
    seems	
    a	
    little	
    odd.	
    This	
    rules	
    provides	
    
  the	
    PCs	
    with	
    another	
    reason	
    to	
    avoid	
    unconsciousness!	
    
  	
    
  	
    
  	
    
  	
    
  
  70	
    
  P E R S O N A L I T Y :  B E L A K  T H E  R E D   
  In	
    my	
    campaign,	
    Belak	
    was	
    encountered	
    and	
    slain	
    in	
    a	
    sunken	
    
  citadel	
    that	
    had	
    fallen	
    into	
    a	
    great	
    crevice	
    many	
    years	
    ago.	
    He	
    
  was	
    the	
    first	
    minion	
    of	
    the	
    dragon	
    cult	
    encountered	
    by	
    the	
    party.	
    
  In	
    the	
    battle	
    in	
    which	
    he	
    was	
    slain,	
    he	
    was	
    protected	
    by	
    three	
    
  half-­‐red	
    dragon	
    human	
    skeletons,	
    whose	
    stat	
    blocks	
    also	
    appear	
    
  here.	
    
  	
    
  Background:	
     While	
     a	
     child,	
     Belak	
     witnessed	
     a	
     red	
     dragon	
    
  annihilate	
     his	
     home	
     village.	
     Instead	
     of	
     being	
     terrified	
     by	
     the	
    
  dragon’s	
    awesome	
    might,	
    Belak	
    was	
    fascinated.	
    While	
    the	
    few	
    
  other	
    survivors	
    fled,	
    Belak	
    headed	
    into	
    the	
    hills	
    in	
    the	
    direction	
    
  in	
     which	
     the	
     wyrm	
     flew	
     off.	
     After	
     weeks	
     of	
     hard	
     travel,	
     he	
    
  eventually	
    stumbled	
    upon	
    the	
    dragon’s	
    lair.	
    	
    
  	
    
  A	
    small	
    cult	
    of	
    dragon	
    cultists	
    served	
    the	
    dragon	
    in	
    its	
    lair,	
    
  and	
    Belak	
    quickly	
    fell	
    afoul	
    of	
    their	
    sentries.	
    His	
    quick	
    talking	
    –	
    
  and	
     obvious	
     fascination	
     with	
     dragons	
     –	
     stayed	
     the	
     cultist’s	
    
  blades	
    and	
    eventually	
    he	
    became	
    one	
    with	
    them.	
    Since	
    then,	
    he	
    
  has	
    served	
    the	
    cult	
    with	
    devotion.	
    	
    
  	
    
  Personality:	
    Single-­‐minded	
    in	
    his	
    devotion	
    to	
    dragons	
    Belak	
    
  is	
     a	
     very	
     dangerous	
     individual.	
     Able	
     to	
     justify	
     any	
     action	
     –	
     no	
    
  matter	
    how	
    depraved	
    or	
    vicious	
    –	
    as	
    long	
    as	
    it	
    benefits	
    himself	
    
  or	
     the	
     cult,	
     Belak	
     is	
     utterly	
     without	
     conscience.	
     He	
     loves	
     to	
    
  collect	
     trophies	
     from	
     those	
     he	
     slays	
     and	
     often	
     carries	
     their	
    
  remains	
     –	
     figure	
     bones,	
     rotting	
     ears	
     and	
     other	
     small,	
     easily	
    
  severed	
    body	
    parts	
    –	
    in	
    a	
    pouch	
    at	
    his	
    belt.	
    
  	
    
  Mannerisms:	
     Belak	
     rarely	
     blinks;	
     this	
     can	
     be	
     disconcerting	
    
  for	
    those	
    subjected	
    to	
    his	
    glare.	
    
  	
    
  Distinguishing	
    Features:	
    Belak’s	
    grasp	
    of	
    personal	
    hygiene	
    is	
    
  not	
    good.	
    Beyond	
    a	
    strange,	
    cloying	
    smell	
    that	
    clings	
    to	
    him	
    he	
    
  often	
    appears	
    dirty	
    and	
    unkempt.	
    
  	
    
  Hooks:	
    Belak	
    serves	
    his	
    draconic	
    overlords	
    with	
    great	
    relish.	
    
  He	
     is	
     most	
     likely	
     encountered	
     near	
     or	
     in	
     areas	
     of	
     draconic	
    
  activity.	
     He	
     could	
     be	
     recovering	
     the	
     bones	
     of	
     a	
     fallen	
     wyrm,	
    
  convincing	
    a	
    dragon	
    to	
    join	
    the	
    dragon	
    cult	
    or	
    simply	
    leading	
    a	
    
  small	
    group	
    of	
    depraved	
    followers.	
    	
    
  BELAK	
    	
    
  C R 	
    2 	
    ( X P 	
    6 0 0 ) 	
    
  This	
     human	
     wears	
     a	
     tarnished	
     breastplate.	
     He	
     is	
     dirty	
     and	
    
  unkempt.	
    	
    
  Male	
    human	
    cleric	
    3	
    
  NE	
    Medium	
    humanoid	
    (human)	
    
  Init	
    -­‐1;	
    Senses	
    Perception	
    +3,	
    Sense	
    Motive	
    +9	
    
  Speed	
     20	
     ft.,	
     base	
     speed	
     30	
     ft.;	
     ACP	
     -­‐3;	
     Acrobatics	
     -­‐4	
     (-­‐8	
    
  jumping)	
    
  AC	
    17,	
    touch	
    9,	
    flat-­‐footed	
    17;	
    CMD	
    12	
    
  	
     (+7	
     armour	
     [+1	
     breastplate],	
     -­‐1	
     Dex,	
     +1	
     shield	
     [mwk	
     light	
    
  steel])	
    
  Fort	
    +3,	
    Ref	
    +0,	
    Will	
    +6	
    
  hp	
    23	
    (3	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +2;	
    CMB	
    +3	
    	
    
  Melee	
    mwk	
    flail	
    +4	
    (1d8+1)	
    or	
    
  Melee	
    Touch	
    touch	
    of	
    evil	
    (6/day)	
    +3	
    (sickened	
    [1	
    rd.])	
    
  Atk	
    Options	
    destructive	
    smite	
    	
    
  Destructive	
    Smite	
    (Su	
    [6/day])	
    Belak	
    deals	
    1	
    additional	
    point	
    of	
    
  damage	
    with	
    his	
    next	
    successful	
    melee	
    attack.	
    
  Special	
     Actions	
     channel	
     negative	
     energy	
     (4/day;	
     DC	
     12	
     2d6;	
    
  Selective	
    Turning	
    [1])	
    	
    
  Cleric	
     Spells	
     Prepared	
     (CL	
     3rd;	
     concentration	
     +6	
     [+10	
     casting	
    
  defensively	
     or	
     grappling],	
     Destruction,	
     Evil;	
     spontaneous	
    
  casting	
    [inflict	
    spells])	
    
  2nd—bull’s	
    strength,	
    cure	
    moderate	
    wounds,	
    shatterD	
    
  1st—bless,	
    cure	
    light	
    wounds,	
    true	
    strikeD,	
    protection	
    from	
    good	
    
  0—bleed	
    (DC	
    13),	
    detect	
    magic,	
    guidance,	
    light	
    
  Combat	
    Gear	
    scroll	
    of	
    cure	
    moderate	
    wounds,	
    scroll	
    of	
    silence,	
    
  silversheen	
    	
    
  Abilities	
    Str	
    12,	
    Dex	
    8,	
    Con	
    10,	
    Int	
    14,	
    Wis	
    17,	
    Cha	
    13	
    
  Feats	
    Combat	
    Casting,	
    Selective	
    Turning,	
    ToughnessB	
    	
    
  Skills	
     as	
     above	
     plus	
     Diplomacy	
     +7,	
     Knowledge	
     (arcana)	
     +8,	
    
  Knowledge	
    (religion)	
    +8,	
    Spellcraft	
    +8	
    
  Languages	
    Common,	
    Goblin,	
    Infernal	
    
  Gear	
    as	
    above	
    plus	
    silver	
    holy	
    symbol,	
    spell	
    component	
    pouch,	
    
  dragon	
    ring,	
    36	
    gp,	
    57	
    sp	
    
  HALF-­‐RED	
    DRAGON	
    HUMAN	
    SKELETON	
    	
     	
    
  	
    
  C R 	
    1 / 2 	
    ( X P 	
    2 0 0 ) 	
    
  This	
    humanoid	
    skeleton	
    has	
    furled	
    wings	
    of	
    bone	
    jutting	
    from	
    its	
    
  back	
    and	
    	
    a	
    large	
    maw	
    filled	
    with	
    wickedly	
    sharp	
    fangs.	
    Both	
    
  arms	
    end	
    in	
    long	
    claws.	
    It	
    wears	
    a	
    rusty	
    chain	
    shirt.	
    
  NE	
    Medium	
    undead	
    
  Init	
    +6;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +0,	
    Sense	
    Motive	
    +0	
    
  Speed	
    30	
    ft.;	
    ACP	
    -­‐2	
    
  AC	
    16,	
    touch	
    12,	
    flat-­‐footed	
    14;	
    CMD	
    18	
    
  	
     (+2	
    armour	
    [rusty	
    chain	
    shirt],	
    +2	
    Dex,	
    +2	
    natural)	
    
  Immune	
    mind-­‐affecting	
    effects,	
    death	
    effects,	
    disease,	
    paralysis,	
    
  poison,	
     sleep	
     effects,	
     stunning,	
     nonlethal	
     damage,	
     ability	
    
  drain,	
    energy	
    drain,	
    damage	
    to	
    physical	
    abilities,	
    exhaustion,	
    
  fatigue,	
     massive	
     damage,	
     any	
     effect	
     requiring	
     a	
     Fortitude	
    
  save	
    (unless	
    it	
    affects	
    objects	
    or	
    is	
    harmless),	
    cold	
    
  Fort	
    +1,	
    Ref	
    +2,	
    Will	
    +2	
    
  hp	
    6	
    (1	
    HD);	
    DR	
    bludgeoning/5	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +0;	
    CMB	
    +6	
    
  Melee	
    2	
    claws	
    +6	
    (1d4+6)	
    and	
    
  	
    
  2	
    claws	
    +6	
    (1d6+6)	
    
  Abilities	
    Str	
    23,	
    Dex	
    14,	
    
  Con	
     —,	
     Int	
     —,	
    
  Wis	
     10,	
     Cha	
    
  12	
    
  Feats	
     Improved	
    
  Initiative	
    
  	
    
   
  
  71	
    
  P E R S O N A L I T Y :  L O R D  M O N E L  D E H A R  
  LORD	
    MONEL	
    DEHAR	
    
  C R 	
    1 9 	
    ( X P 	
    2 0 4 ,8 0 0 ) 	
    
  Clad	
    in	
    soot-­‐stained,	
    blood-­‐splattered	
    plate	
    armour	
    this	
    scorched	
    
  and	
    burnt	
    skeletal	
    lord	
    wields	
    a	
    gigantic	
    greataxe.	
    A	
    palpable	
    
  aura	
    of	
    death	
    and	
    evil	
    surrounds	
    the	
    warrior.	
    
  Male	
    advanced	
    human	
    graveknight	
    fighter	
    17	
    
  CE	
    Medium	
    undead	
    (augmented	
    humanoid)	
    
  Init	
    +8;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +30,	
    Sense	
    Motive	
    
  +5	
    
  Speed	
    20	
    ft.,	
    base	
    speed	
    30	
    ft.;	
    Step	
    Up;	
    ACP	
    0;	
    Acrobatics	
    +4	
    (+0	
    
  jumping),	
    Climb	
    +31,	
    Ride	
    +32	
    
  AC	
    35,	
    touch	
    14,	
    flat-­‐footed	
    31;	
    CMD	
    35	
    (+37	
    vs.	
    overrun)	
    
  	
     (+13	
     armour	
     [+4	
     mithral	
     full	
     plate],	
     +2	
     deflection	
     [ring	
     of	
    
  protection	
    +2],	
    +3	
    Dex,	
    +1	
    dodge	
    [Dodge],	
    +6	
    natural)	
    
  Immune	
    mind-­‐affecting	
    effects,	
    death	
    effects,	
    disease,	
    paralysis,	
    
  poison,	
     sleep	
     effects,	
     stunning,	
     nonlethal	
     damage,	
     ability	
    
  drain,	
     energy	
     drain,	
     damage	
     to	
     physical	
     abilities,	
     exhaustion,	
    
  fatigue,	
    massive	
    damage,	
    any	
    effect	
    requiring	
    a	
    Fortitude	
    save	
    
  (unless	
    it	
    affects	
    objects	
    or	
    is	
    harmless),	
    cold,	
    electricity,	
    fire	
    
  Fort	
    +20,	
    Ref	
    +13,	
    Will	
    +14	
    (+18	
    vs.	
    channelling);	
    SR	
    30	
    
  hp	
    272	
    (17	
    HD);	
    DR	
    magic/10	
    
  Space	
     5	
     ft.;	
     sacrilegious	
     aura	
     (30	
     ft.);	
     Base	
     Atk	
     +17;	
     CMB	
     +28	
    
  (+30	
    overrun)	
    
  Sacrilegious	
     Aura	
     (Su)	
     This	
     aura	
     functions	
     as	
     a	
     desecrate	
     spell	
    
  and	
    Lord	
    Dehar’s	
    armour	
    acts	
    as	
    an	
    altar.	
    Any	
    creature	
    that	
    
  attempts	
     to	
     summon	
     positive	
     energy	
     must	
     make	
     a	
     DC	
     24	
    
  concentration	
    check.	
    If	
    the	
    check	
    fails,	
    the	
    effect	
    is	
    expended	
    
  but	
    does	
    not	
    function.	
    
  Melee	
     +2	
     human	
     bane	
     adamantine	
     greataxe	
     (Power	
     Attack	
     [-­‐
  5/+15])	
    +38/+33/+28/+23	
    (1d12+28	
    plus	
    4d6	
    fire/19-­‐20	
    x3)	
    
  or	
    
  Melee	
    slam	
    (Power	
    Attack	
    [-­‐5/+10])	
    +33/+28/+23/+18	
    	
    (1d4+16	
    
  plus	
    4d6	
    fire)	
    
  Atk	
    Options	
    Cleave,	
    Critical	
    Mastery	
    (Bleeding	
    Critical,	
    Blinding	
    
  Critical),	
     Dazzling	
     Display	
     (+44),	
     Greater	
     Vital	
     Strike,	
    
  Improved	
    
  Overrun,	
    
  Lunge,	
    
  Ride-­‐By	
    
  Attack,	
    
  channel	
    
  destruction	
    (fire),	
    devastating	
    blast	
    
  Devastating	
    Blast	
    (Su	
    [standard;	
    3/day])	
    Lord	
    Dehar	
    unleashes	
    a	
    
  30	
    ft.	
    cone	
    of	
    fire;	
    10d6	
    fire;	
    DC	
    24	
    Reflex	
    halves.	
    
  Special	
    Actions	
    phantom	
    mount,	
    undead	
    mastery	
    
  Phantom	
     Mount	
     (Su	
     [standard;	
     1/hour])	
     Lord	
     Dehar	
     can	
    
  summon	
     a	
     skeletal	
     horse	
     similar	
     to	
     a	
     phantom	
     steed,	
     but	
    
  which	
    can	
    carry	
    an	
    additional	
    rider,	
    with	
    these	
    statistics	
    (AC	
    
  18,	
    hp	
    24,	
    speed	
    100	
    ft.,	
    fly	
    100	
    ft,	
    Fly	
    +17).	
    
  Undead	
     Mastery	
     (Su	
     [standard;	
     at	
     will])	
     Lord	
     Dehar	
     can	
     bend	
    
  any	
    undead	
    creatures	
    within	
    50	
    ft.	
    to	
    his	
    will.	
    Each	
    undead	
    
  must	
    make	
    a	
    DC	
    24	
    Will	
    save	
    or	
    fall	
    under	
    the	
    his	
    control.	
    
  This	
     control	
     is	
     permanent	
     for	
     unintelligent	
     undead,	
     but	
     an	
    
  intelligent	
    undead	
    can	
    make	
    a	
    new	
    save	
    each	
    day	
    to	
    throw	
    
  off	
    the	
    control.	
    A	
    creature	
    that	
    successfully	
    saves	
    cannot	
    be	
    
  affected	
    by	
    Lord	
    Dehar’s	
    undead	
    mastery	
    for	
    24	
    hours.	
    Lord	
    
  Dehar	
    can	
    control	
    85	
    HD	
    of	
    undead.	
    	
    
  Combat	
    Gear	
    	
    
  Abilities	
    Str	
    33,	
    Dex	
    18,	
    Con	
    —,	
    Int	
    16,	
    Wis	
    20,	
    Cha	
    22	
    
  SQ	
     armour	
     training	
     (4),	
     bravery	
     (+4),	
     rejuvenation,	
     ruinous	
    
  revivification	
    (fire),	
    weapon	
    training	
    (axes	
    [+4],	
    heavy	
    blades	
    
  [+1],	
    natural	
    [+3],	
    spears	
    [+2])	
    
  Feats	
    Bleeding	
    CriticalB,	
    Blinding	
    Critical,	
    Cleave,	
    Critical	
    Mastery,	
    
  Dazzling	
     DisplayB,	
     DodgeB,	
     Greater	
     Vital	
     StrikeB,	
     Greater	
    
  Weapon	
    Focus	
    (greataxe)B,	
    Greater	
    Weapon	
    SpecialisationB,	
    
  Improved	
    Critical	
    (greataxe),	
    Improved	
    InitiativeB,	
    Improved	
    
  Overrun,	
    Improved	
    Vital	
    Strike,	
    Intimidating	
    Prowess,	
    Lunge,	
    
  Mounted	
    CombatB,	
    Power	
    Attack,	
    Ride-­‐By	
    AttackB,	
    Step	
    UpB,	
    
  ToughnessB,	
     Vital	
     StrikeB,	
     Weapon	
     Focus	
     (greataxe)B,	
    
  Weapon	
    SpecialisationB	
    
  Skills	
     as	
     above	
     plus	
     Intimidate	
     +44,	
     Knowledge	
     (history)	
     +12,	
    
  Knowledge	
    (religion)	
    +11	
    
  Languages	
    Abyssal,	
    Common,	
    Orc,	
    Goblin	
    
  Gear	
    as	
    above	
    plus	
    cloak	
    of	
    resistance	
    +2,	
    belt	
    of	
    giant	
    strength	
    
  +4,	
    unholy	
    symbol	
    
  Recently	
    identified	
    as	
    the	
    power	
    behind	
    the	
    attacks	
    on	
    the	
    PCs’	
    
  home	
     kingdom,	
     Lord	
     Monel	
     Dehar	
     is	
     a	
     sinister	
     figure	
     of	
    
  legend,	
    terror	
    and	
    infamy.	
    Lairing	
    in	
    an	
    isolated	
    stretch	
    of	
    
  hills	
    he	
    claims	
    as	
    his	
    own,	
    he	
    is	
    surrounded	
    by	
    legions	
    of	
    
  both	
     unintelligent	
     and	
     intelligent	
     undead.	
     Surrounding	
    
  kingdoms	
    leave	
    his	
    territory	
    well	
    alone.	
    
  	
    
  Lord	
     Dehar	
     is	
     famed	
     for	
     his	
     depravity,	
     viciousness	
     and	
    
  battle-­‐skill.	
     Over	
     the	
     long	
     centuries	
     of	
     his	
     life,	
     he	
     has	
     hunted	
    
  down	
     and	
     slain	
     many	
     valiant	
     knights	
     and	
     has	
     developed	
     a	
    
  burning	
    hatred	
    for	
    the	
    northern	
    barbarians	
    and	
    their	
    allies.	
    
  
  72	
    
  P E R S O N A L I T Y :  V A L R I M  T O R E V I N  
  VALRIM	
    TOREVIN	
    
  C R 	
    2 ( 6 0 0 	
    X P ) 	
    
  Wearing	
    stout	
    traveller’s	
    clothes,	
    this	
    heavily	
    armed	
    dwarf	
    has	
    a	
    
  faraway,	
    almost	
    haunted,	
    look	
    in	
    his	
    eyes.	
    
  Male	
    dwarf	
    wizard	
    (earth	
    elementalist)	
    3	
    	
    
  LG	
    Medium	
    humanoid	
    (dwarf)	
    
  Init	
    +2;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +5	
    (+7	
    vs.	
    unusual	
    
  stonework	
    [stonecunning]),	
    Sense	
    Motive	
    +3	
    
  Speed	
    20	
    ft.;	
    ACP	
    0;	
    Acrobatics	
    +2	
    (-­‐2	
    jumping),	
    Stealth	
    +8	
    (+9	
    in	
    
  hilly	
    or	
    rocky	
    areas)	
    
  AC	
    13,	
    touch	
    13,	
    flat-­‐footed	
    10;	
    CMD	
    15	
    (+19	
    vs.	
    bull	
    rush	
    or	
    trip;	
    
  earth	
    supremacy);	
    +4	
    vs.	
    giant	
    type	
    foes	
    
  	
     (+2	
    Dex,	
    +1	
    dodge	
    [Dodge])	
    
  Earth	
    Supremacy	
    (Su)	
    Valrim	
    gains	
    a	
    +2	
    enhancement	
    bonus	
    to	
    
  his	
     CMD	
     vs.	
     bull	
     rush,	
     trip	
     and	
     overrun	
     attempts	
     if	
     he	
     is	
    
  touching	
    the	
    ground.	
    
  Fort	
    +5	
    (+7	
    vs.	
    poison),	
    Ref	
    +3,	
    Will	
    +6;	
    +2	
    vs.	
    spells	
    and	
    spell-­‐like	
    
  abilities	
    
  hp	
    24	
    (3	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +1;	
    CMB	
    +2	
    
  Melee	
     +1	
     battleaxe	
     (sheds	
     light	
     as	
     light	
     on	
     command)	
     +3	
    
  (1d8+2/x3)	
    
  Melee	
    adamantine	
    warhammer	
    +2	
    (1d8+1/x3)	
    or	
    
  Melee	
    dagger	
    +2	
    (1d4+1/19-­‐20)	
    	
    
  Ranged	
    light	
    crossbow	
    (range	
    80	
    ft.)	
    +3	
    (1d8/19-­‐20)	
    
  Atk	
    Options	
    +1	
    attack	
    vs.	
    orc	
    and	
    goblinoids,	
    earth	
    supremacy	
    
  Earth	
    Supremacy	
    (Su)	
    Valrim	
    gains	
    a	
    +1	
    insight	
    bonus	
    on	
    melee	
    
  attack	
    and	
    damage	
    rolls	
    if	
    he	
    and	
    his	
    target	
    are	
    touching	
    the	
    
  ground.	
    
  Special	
    Actions	
    acid	
    cloud	
    
  Acid	
     Cloud	
     (Su	
     [standard;	
     6/day)	
     Valrim	
     creates	
     a	
     5	
     ft.	
     radius	
    
  cloud	
     of	
     acid	
     vapour	
     within	
     30	
     ft.	
     that	
     lasts	
     1	
     round.	
     The	
    
  cloud	
    deals	
    1d6+1	
    acid	
    damage	
    and	
    sickens	
    all	
    creatures	
    in	
    
  the	
    cloud	
    for	
    1	
    round	
    (DC	
    14	
    Fortitude	
    halves	
    the	
    damage	
    
  and	
     negates	
     the	
     sicken	
     effect).	
     Creatures	
     beginning	
     their	
    
  turn	
    in	
    the	
    cloud	
    can	
    move	
    out	
    without	
    penalty,	
    but	
    those	
    
  entering	
    the	
    cloud	
    are	
    affected.	
    	
    
  Wizard	
     Spells	
     Prepared	
     (CL	
     3rd;	
     concentration	
     +6;	
     barred	
    
  schools:	
    air;	
    arcane	
    bond	
    [ring])	
    
  2nd—glitterdustE	
    (DC	
    16),	
    web	
    (2;	
    DC	
    16)	
    
  1st—expeditious	
     retreat,	
     greaseE	
     (DC	
     15),	
     mage	
     armour,	
     sleep	
    
  (DC	
    14)	
    
  0	
     (6/day)—acid	
     splashE,	
     detect	
     magic,	
     mage	
     hand,	
     message,	
    
  read	
    magic	
    
  Combat	
    Gear	
    bolts	
    (12),	
    acid	
    flask	
    (5),	
    caltrops,	
    tangle	
    bolts	
    (2),	
    
  antitoxin	
    
  Scrolls	
    shield	
    (CL	
    2;	
    2)	
    
  Potions	
    cure	
    light	
    wounds	
    (2)	
    
  Wands	
    magic	
    missiles	
    (CL	
    1;	
    3	
    chgs.),	
    protection	
    from	
    evil	
    (CL	
    1;	
    9	
    
  chgs.)	
    
  Abilities	
    Str	
    13,	
    Dex	
    15,	
    Con	
    17,	
    Int	
    16,	
    Wis	
    16,	
    Cha	
    10	
    
  SQ	
    alternate	
    racial	
    trait	
    (lorekeeper),	
    earth	
    supremacy,	
    weapon	
    
  familiarity	
    (dwarven)	
    
  Feats	
    Dodge,	
    Scribe	
    ScrollB,	
    Spell	
    Focus	
    (conjuration)	
    
  Skills	
     as	
     above	
     plus	
     Knowledge	
     (arcana)	
     +9,	
     Knowledge	
    
  (dungeoneering)	
    +8,	
    Knowledge	
    (engineering)	
    +7,	
    Knowledge	
    
  (history)	
     +7	
     (+9	
     vs.	
     dwarf	
     or	
     dwarf	
     enemies),	
     Knowledge	
    
  (local)	
     +7,	
     Knowledge	
     (planes)	
     +7,	
     Knowledge	
     (religion)	
     +7,	
    
  Profession	
    (engineer)	
    +7,	
    Spellcraft	
    +9	
    
  Traits	
    Hedge	
    Magician,	
    Highlander,	
    Resilient	
    
  Hedge	
    Magician	
    Valrim	
    reduces	
    the	
    cost	
    of	
    magic	
    items	
    he	
    crafts	
    
  by	
    5%	
    
  Languages	
    Common,	
    Draconic,	
    Dwarven,	
    Giant,	
    Terran	
    
  Gear	
     as	
     above	
     plus	
     traveller’s	
     outfit,	
     spell	
     component	
     pouch,	
    
  backpack,	
    belt	
    pouch,	
    rope	
    (50	
    ft.;	
    hemp),	
    piton	
    (2),	
    rations	
    
  (3),	
    waterskin	
    
  Wealth	
    8,093	
    gp,	
    7	
    sp	
    
  Spellbook	
     2nd—glitterdustE,	
     web;	
     1st—burning	
     hands,	
     detect	
    
  secret	
    doors,	
    endure	
    elements,	
    expeditious	
    retreat,	
    greaseE,	
    
  hold	
     portal,	
     identify,	
     mage	
     armour,	
     magic	
     weapon,	
     mount,	
    
  ray	
    of	
    enfeeblement,	
    shield,	
    sleep;	
    0—all	
    	
    
  Valrim	
     is	
     a	
     middle-­‐aged	
     dwarf	
     who	
     was	
     until	
     last	
     year	
     happily	
    
  married	
    to	
    his	
    wife,	
    Alrid.	
    They	
    were	
    very	
    much	
    in	
    love	
    and	
    had	
    a	
    
  son	
    Elgal.	
    
  B A C K G R O U N D  
  Valrim	
    hails	
    from	
    an	
    isolated	
    dwarven	
    hold	
    deep	
    in	
    the	
    eastern	
    
  fringes	
    of	
    a	
    mighty	
    mountain	
    range.	
    The	
    hold	
    –	
    Gimsten	
    –	
    is	
    built	
    
  above	
     a	
     played	
     out	
     mine	
     set	
     at	
     the	
     head	
     of	
     a	
     narrow	
     valley	
    
  perfect	
    for	
    sheep	
    farming.	
    Most	
    of	
    the	
    dwarves	
    has	
    long	
    since	
    
  moved	
     away,	
     but	
     a	
     few	
     remain	
     farming	
     the	
     valley	
     below	
     and	
    
  tinkered	
    in	
    their	
    workshops.	
    
  	
    
  For	
    much	
    of	
    his	
    adult	
    life,	
    Vlarim	
    was	
    married	
    to	
    Alrid,	
    his	
    
  wife	
    and	
    confidant.	
    They	
    had	
    a	
    son,	
    Elgal,	
    and	
    were	
    happy.	
    In	
    his	
    
  72nd	
     year,	
     Elgal	
     discovered	
     something	
     that	
     changed	
     his	
    
  personality	
     drastically.	
     Where	
     once	
     he	
     was	
     outgoing	
     and	
    
  gregarious	
     (for	
     a	
     dwarf)	
     he	
     became	
     sullen	
     and	
     withdrawn.	
     He	
    
  C R E I G H T O N ’ S  N O T E S  
  Valrim	
    is	
    my	
    character	
    and	
    it	
    might	
    seem	
    odd	
    I	
    have	
    a	
    character	
    
  in	
    my	
    own	
    campaign,	
    but	
    (as	
    normal)	
    it’s	
    Andy’s	
    fault!	
    One	
    of	
    
  my	
    players	
    offered	
    to	
    give	
    me	
    a	
    GMing	
    break	
    for	
    a	
    couple	
    of	
    
  months	
    by	
    running	
    a	
    low-­‐level	
    module.	
    The	
    module	
    fit	
    so	
    well	
    
  into	
    my	
    overall	
    campaign	
    we	
    decided	
    to	
    set	
    it	
    in	
    the	
    same	
    area	
    
  and	
    have	
    its	
    conclusion	
    affect	
    the	
    greater	
    campaign.	
    	
    
  	
    
  In	
    regards	
    to	
    balance,	
    Valrim	
    is	
    wildly	
    over	
    equipped	
    for	
    a	
    
  3rd-­‐level	
     character.	
     Luckily,	
     this	
     is	
     pretty	
     easy	
     to	
     fix.	
     Simply	
    
  remove	
     8,000	
     gp,	
     the	
     adamantine	
     warhammer	
     and	
     the	
     +1	
    
  battleaxe	
     from	
     his	
     stat	
     block.	
     Additionally,	
     because	
     we	
     use	
     a	
    
  slightly	
     different	
     stat	
     rolling	
     system,	
     his	
     stats	
     are	
     better	
     than	
    
  normal.	
    Instead	
    of	
    modifying	
    them,	
    simply	
    increase	
    his	
    CR	
    by	
    1.	
    
  	
    
  Finally,	
     you’ll	
     also	
     note	
     that	
     some	
     parts	
     of	
     Valrim’s	
    
  background	
    are	
    quite	
    generic;	
    because	
    my	
    campaign	
    is	
    set	
    in	
    a	
    
  commercially	
    available	
    world,	
    I’ve	
    had	
    to	
    scrub	
    all	
    the	
    product	
    
  identity	
    from	
    the	
    text.	
    	
    
  
  73	
    
  would	
    often	
    lock	
    himself	
    way	
    in	
    his	
    chambers	
    (which	
    he	
    began	
    
  to	
    refer	
    to	
    as	
    his	
    workshop)	
    and	
    pore	
    through	
    old,	
    dusty	
    tomes	
    
  retrieved	
    from	
    the	
    hold’s	
    library.	
    For	
    two	
    years,	
    this	
    behaviour	
    
  went	
     on	
     and	
     Valrim	
     and	
     Alrid	
     became	
     progressively	
     more	
    
  concerned	
    about	
    their	
    son.	
    Although	
    Valrim	
    tried	
    to	
    talk	
    with	
    his	
    
  son	
    often	
    about	
    exactly	
    what	
    he	
    was	
    up	
    to,	
    Elgal	
    was	
    evasive	
    and	
    
  would	
     only	
     say	
     that	
     his	
     work	
     would	
     soon	
     unlock	
     great	
     secrets	
    
  lost	
    to	
    the	
    dwarven	
    race	
    for	
    generations.	
    Before	
    long,	
    chanting	
    
  in	
     ancient,	
     near-­‐forgotten	
     tongues	
     could	
     be	
     heard	
     emanating	
    
  from	
     his	
     apartments	
     and	
     certain	
     pungent	
     and	
     noxious	
     smells	
    
  fouled	
    the	
    air	
    of	
    the	
    nearby	
    corridors.	
    
  	
    
  Abruptly	
    a	
    year	
    ago,	
    this	
    behaviour	
    ceased	
    and	
    Elgal	
    began	
    
  to	
    spend	
    more	
    and	
    more	
    time	
    exploring	
    the	
    deep	
    workings	
    of	
    
  Gimten’s	
    mines	
    –	
    now	
    	
    all	
    but	
    abandoned	
    by	
    the	
    other	
    dwarves.	
    
  This	
    strange	
    behaviour	
    took	
    its	
    toll	
    on	
    Alrid	
    who	
    became	
    more	
    
  and	
     more	
     nervous	
     about	
     her	
     son’s	
     actions.	
     Eventually,	
     she	
    
  gathered	
    her	
    courage	
    and	
    followed	
    him	
    into	
    the	
    mines.	
    After	
    her	
    
  absence	
     was	
     noted	
     a	
     general	
     search	
     was	
     organised	
     and	
     her	
    
  broken	
    body	
    was	
    found	
    at	
    the	
    bottom	
    of	
    a	
    deep	
    shaft.	
    From	
    the	
    
  position	
     of	
     her	
     body,	
     it	
     was	
     determined	
     that	
     she	
     had	
     been	
    
  running	
    when	
    she	
    tumbled	
    into	
    the	
    shaft.	
    
  	
    
  When	
     Elgal	
     returned	
     from	
     his	
     sojourn	
     later	
     that	
     week	
     a	
    
  grieving	
     Valrim	
     demanded	
     answers.	
     Elgal	
     promised	
     to	
     reveal	
    
  everything,	
     insisting	
     he	
     had	
     something	
     in	
     his	
     chambers	
     that	
    
  would	
    make	
    everything	
    clear.	
    He	
    went	
    to	
    retrieve	
    the	
    item	
    and	
    
  never	
    returned.	
    Outraged,	
    Valrim	
    shortly	
    thereafter	
    discovered	
    
  Elgal	
     had	
     been	
     seem	
     leaving	
     the	
     hold	
     in	
     the	
     company	
     of	
     a	
    
  stooped,	
    hooded	
    figure.	
    
  	
    
  After	
     burying	
     his	
     wife,	
     Valrim	
     sold	
     most	
     of	
     his	
     possessions	
    
  and	
    set	
    out	
    into	
    the	
    world	
    to	
    find	
    his	
    son	
    and	
    demand	
    an	
    
  explanation	
    for	
    his	
    wife’s	
    death	
    and	
    the	
    strange	
    research	
    
  Elgal	
    has	
    spent	
    so	
    much	
    time	
    performing.	
    
  P E R S O N A L I T Y  
  Brave	
     but	
     cautious,	
     Valrim	
     prefers	
     to	
     resolve	
     battles	
     and	
    
  problems	
     through	
     the	
     clever	
     use	
     of	
     magic.	
     He	
     is	
     obsessed	
    
  with	
     destroying	
     evil	
     and	
     greatly	
     desires	
     to	
     find	
     his	
     son.	
     In	
    
  the	
    back	
    of	
    Valrim’s	
    head	
    is	
    the	
    worry	
    Elgal	
    has	
    fallen	
    under	
    
  the	
    spell	
    of	
    a	
    dark	
    power	
    and	
    that	
    if	
    he	
    is	
    unable	
    to	
    break	
    
  that	
     hold	
     he	
     may	
     have	
     to	
     slay	
     his	
     own	
     son	
     to	
     stop	
    
  its	
    malign	
    influence	
    spreading	
    further.	
    
  	
    
  Fascinated	
     by	
     history,	
     he	
     collects	
     books	
     and	
    
  artifacts	
    of	
    the	
    dwarven	
    kingdoms	
    of	
    old.	
    	
    
  D I S T I N G U I S H I N G  F E A T U R E S  
  A	
    faraway,	
    almost	
    haunted	
    look,	
    often	
    comes	
    across	
    
  Valrim	
     when	
     he	
     is	
     at	
     rest.	
     He	
     sleeps	
     poorly,	
     and	
    
  often	
    looks	
    exhausted.	
    
  M A N N E R I S M S  
  Valrim	
    plays	
    with	
    his	
    impressively	
    braided	
    beard	
    when	
    thinking	
    
  and	
    speaks	
    in	
    a	
    low,	
    deep	
    voice.	
    
  H O O K S  
  Valrim	
    can	
    be	
    encountered	
    anywhere	
    as	
    he	
    searches	
    for	
    his	
    
  son.	
    While	
    he	
    does	
    not	
    confide	
    his	
    fears	
    in	
    just	
    anyone,	
    he	
    is	
    
  a	
     staunch	
     companion	
     stout	
     in	
     the	
     face	
     of	
     evil	
     and	
    
  accompanies	
     any	
     adventurers	
     exploring	
     lost	
     sites	
     of	
    
  dwarven	
    interest.	
    
  	
    
  	
    
  
  74	
    
  P E R S O N A L I T Y :  V I L I M Z A I R  A R A L I V A R  
  A	
     wandering	
     adventurer,	
     Vilimzair	
     assisted	
     the	
     band	
     of	
     heroes	
    
  destined	
     to	
     become	
     known	
     as	
     the	
     Heroes	
     of	
     the	
     Wood	
     with	
    
  sacking	
    an	
    orc	
    fortress	
    hidden	
    deep	
    in	
    the	
    southern	
    forests.	
    He	
    
  played	
     no	
     part	
     in	
     the	
     subsequent	
     battle,	
     however,	
     and	
     his	
    
  current	
    whereabouts	
    is	
    unknown.	
    
  	
    
  Background:	
     His	
     elven	
     mother	
     died	
     in	
     childbirth	
     and	
     so	
    
  Vilimzair	
    was	
    brought	
    up	
    by	
    his	
    human	
    father	
    –	
    a	
    wizard/sage	
    of	
    
  prodigious	
     learning.	
     As	
     a	
     child,	
     he	
     loved	
     lurking	
     in	
     his	
     father’s	
    
  library	
    and	
    reading	
    his	
    many	
    books.	
    	
    
  	
    
  Personality:	
    Fascinated	
    by	
    magic	
    and	
    knowledge	
    of	
    all	
    forms,	
    
  Vilimzair’s	
    mind	
    is	
    always	
    hungry	
    for	
    more.	
    He	
    loves	
    information	
    
  and	
     “interesting”	
     facts	
     and	
     often	
     provides	
     these	
     to	
     his	
    
  companions	
     whether	
     they	
     want	
     them	
     or	
     not.	
     He	
     also	
     loves	
    
  reading	
     and	
     can	
     often	
     be	
     found	
     with	
     his	
     nose	
     in	
     a	
     recently	
    
  acquired	
    tome.	
    	
    
  	
    
  Brave	
     to	
     a	
     fault,	
     he	
     never	
     willingly	
     enters	
     combat.	
     He	
     far	
    
  prefers	
     to	
     hang	
     back	
     and	
     support	
     his	
     companions	
     with	
     magic	
    
  and	
    his	
    bardic	
    abilities.	
    
  	
    
  Mannerisms:	
    Vilimzair	
    often	
    checks	
    his	
    hair,	
    particular	
    when	
    
  about	
    to	
    meet	
    someone	
    or	
    before	
    giving	
    a	
    performance.	
    
  	
    
  Distinguishing	
    Features:	
    Vilimzair	
    is	
    very	
    handsome;	
    his	
    face	
    
  is	
    without	
    scaring	
    of	
    any	
    kind.	
    He	
    wears	
    his	
    hair	
    short	
    and	
    he	
    is	
    
  always	
    clean	
    shaven.	
    	
    
  	
    
  Hooks:	
     Vilimzair	
     is	
     a	
     wanderer	
     and	
     could	
     be	
     encountered	
    
  almost	
     anywhere.	
     Very	
     aware	
     of	
     his	
     lack	
     of	
     combat	
     skills,	
    
  though,	
     he	
     never	
     adventures	
     alone.	
     He	
     is	
     most	
     likely	
     to	
     be	
    
  encountered	
     in	
     a	
     town	
     or	
     village	
     where	
     he	
     could	
     be	
     either	
    
  waiting	
    for	
    a	
    band	
    of	
    heroes	
    to	
    join	
    or	
    in	
    deep	
    conversation	
    with	
    
  a	
    learned	
    soul.	
    
  VILIMZAIR	
    ARALIVAR	
    	
    
  C R 	
    3 	
    ( X P 	
    8 0 0 ) 	
    
  This	
     handsome	
     half-­‐elf	
     man	
     has	
     short	
     black	
     hair	
     and	
     sparkling	
    
  green	
    eyes.	
    
  Male	
    half-­‐elf	
    bard	
    1/sorcerer	
    (rakshasa)	
    3	
    
  CG	
    Medium	
    humanoid	
    (elf,	
    human)	
    
  Init	
    +2;	
    Senses	
    low-­‐light	
    vision;	
    Perception	
    +9,	
    Sense	
    Motive	
    +4	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Stealth	
    +6	
    
  AC	
    16,	
    touch	
    12,	
    flat-­‐footed	
    14;	
    CMD	
    12	
    
  	
     (+4	
    armour	
    (mithral	
    chain	
    shirt),	
    +2	
    Dex)	
    
  Immune	
    sleep	
    
  Fort	
    +4,	
    Ref	
    +6,	
    Will	
    +6;	
    +2	
    vs.	
    enchantments	
    
  hp	
    31	
    (4	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +1;	
    CMB	
    +0	
    
  Melee	
    mwk	
    rapier	
    +1	
    (1d6-­‐1/18-­‐20)	
    
  Ranged	
    dagger	
    (range	
    10	
    ft.)	
    +3	
    (1d4-­‐1/19-­‐20)	
    
  Special	
     Actions	
     bardic	
     performance	
     (7	
     rounds;	
     countersong,	
    
  distraction,	
    fascinate,	
    inspire	
    courage	
    [+1]),	
    mind	
    reader	
    
  Mind	
    Reader	
    (Sp	
    [1/day;	
    standard])	
    Vilimzair	
    can	
    read	
    minds	
    as	
    
  a	
     spell-­‐like	
     ability.	
     This	
     ability	
     acts	
     like	
     detect	
     thoughts	
    
  (duration	
    1	
    round)	
    and	
    if	
    the	
    target	
    fails	
    a	
    DC	
    14	
    Will	
    save	
    
  Vilimzair	
    gains	
     information	
     as	
     if	
     he	
     had	
    concentrated	
     for	
     3	
    
  rounds.	
    
  Bard	
    Spells	
    Known	
    (CL	
    1st;	
    concentration	
    +4)	
    
  1st	
    (2/day)—cure	
    light	
    wounds,	
    hideous	
    laughter	
    (DC	
    15)	
    
  0—daze	
    (DC	
    14),	
    message,	
    prestidigitation,	
    summon	
    instrument	
    
  Sorcerer	
    Spells	
    Known	
    (CL	
    3rd;	
    concentration	
    +6)	
    
  1st	
    (6/day)—charm	
    person	
    (DC	
    15),	
    colour	
    spray	
    (DC	
    14),	
    magic	
    
  missile,	
    shield	
    
  0—acid	
     splash,	
     detect	
     magic,	
     dancing	
     lights,	
     mage	
     hand,	
     read	
    
  magic	
    
  Combat	
     Gear	
     potion	
     of	
     cure	
     moderate	
     wounds,	
     scroll	
     of	
    
  invisibility,	
     scroll	
     of	
     expeditious	
     retreat,	
     scroll	
     of	
     deep	
    
  slumber	
     and	
     greater	
     magic	
     weapon,	
     wand	
     of	
     cure	
     light	
    
  wounds	
    (33	
    chgs.),	
    wand	
    of	
    magic	
    missiles	
    (CL	
    3rd;	
    14	
    chgs.),	
    
  wand	
    of	
    lightning	
    bolts	
    (7	
    chgs.)	
    
  Abilities	
    Str	
    8,	
    Dex	
    14,	
    Con	
    14,	
    Int	
    12,	
    Wis	
    10,	
    Cha	
    17	
    
  SQ	
    bardic	
    knowledge	
    (+1),	
    multitalented	
    (bard,	
    sorcerer)	
    
  Feats	
     Arcane	
     Armour	
     Training,	
     Eschew	
     MaterialsB,	
     Skill	
     Focus	
    
  (Bluff)B,	
    Spell	
    Focus	
    (enchantment)	
    	
    
  Skills	
     as	
     above	
     plus	
     Bluff	
     +13	
     (silver	
     tongue),	
     Diplomacy	
     +8,	
    
  Knowledge	
     (arcana)	
     +7,	
     Knowledge	
     (dungeoneering)	
     +2,	
    
  Knowledge	
     (engineering)	
     +2,	
     Knowledge	
     (geography)	
     +2,	
    
  Knowledge	
     (history)	
     +2,	
     Knowledge	
     (local)	
     +2,	
     Knowledge	
    
  (nature)	
    +2,	
    Knowledge	
    (nobility)	
    +2,	
    Knowledge	
    (planes)	
    +2,	
    
  Knowledge	
    (religion)	
    +2,	
    Perform	
    (wind)	
    +7,	
    Spellcraft	
    +5	
    
  Silver	
    Tongue	
    (Su	
    [6/day;	
    swift])	
    Vilimzair	
    gains	
    a	
    +5	
    bonus	
    to	
    
  one	
    Bluff	
    check	
    made	
    to	
    convince	
    another	
    of	
    the	
    truth	
    of	
    his	
    
  words.	
    If	
    a	
    magical	
    effect	
    is	
    used	
    against	
    him	
    to	
    detect	
    lies	
    or	
    
  force	
     him	
     to	
     speak	
     the	
     truth	
     the	
     user	
     must	
     make	
     a	
     DC	
     13	
    
  caster	
    level	
    check	
    to	
    succeed.	
    
  Languages	
    Common,	
    Elven,	
    Orc	
    
  Gear	
    as	
    above	
    plus	
    cloak	
    of	
    resistance	
    +1,	
    126	
    gp,	
    adventuring	
    
  gear	
    
  	
    
  
  75	
    
  	
    
   
  
  76	
    
  P E R S O N A L I T Y :  V E S I C W Y R  
  Consumed	
     with	
     anger	
     at	
     the	
     treatment	
     meted	
     out	
     by	
     her	
    
  siblings,	
     this	
     small	
     dragon	
     is	
     much	
     more	
     dangerous	
     than	
     she	
    
  looks.	
    
  	
    
  Background:	
     Vesicwyr	
     has	
     always	
     been	
     small	
     for	
     her	
     size;	
    
  forced	
    to	
    flee	
    her	
    parents’	
    lair	
    after	
    her	
    siblings	
    tried	
    to	
    eat	
    her,	
    
  she	
     wandered	
     for	
     months	
     before	
     finally	
     discovering	
     a	
     small,	
    
  uninhabited	
     cave	
     in	
     the	
     depths	
     of	
     the	
     woods.	
     A	
     small	
     tribe	
     of	
    
  kobolds	
    dwelled	
    nearby	
    and	
    Vesicwyr	
    quickly	
    broke	
    them	
    to	
    her	
    
  will.	
    Now	
    she	
    rules	
    the	
    tribe	
    with	
    an	
    iron	
    grip	
    using	
    them	
    as	
    little	
    
  more	
     than	
     bandits	
     (albeit	
     cruel,	
     cunning	
     bandits).	
     The	
     kobolds	
    
  lurk	
    in	
    the	
    woods	
    and	
    waylay	
    travellers,	
    bringing	
    their	
    valuables	
    
  to	
     Vesicwyr.	
     In	
     turn,	
     she	
     aids	
     them	
     against	
     their	
     enemies	
     and	
    
  allows	
    their	
    chieftain	
    and	
    his	
    favourites	
    to	
    keep	
    the	
    treasures	
    for	
    
  which	
    she	
    has	
    no	
    use.	
    
  	
    
  Personality:	
    Cruel,	
    but	
    relatively	
    intelligent,	
    Vesicwyr	
    knows	
    
  physically	
    she	
    is	
    not	
    as	
    imposing	
    as	
    her	
    siblings	
    (who	
    she	
    hates	
    
  and	
    fears).	
    She	
    loves	
    shiny	
    treasure,	
    but	
    has	
    no	
    need	
    or	
    desire	
    
  for	
     mans’	
     trinkets	
     such	
     as	
     weapons	
     and	
     armour.	
     Fiercely	
    
  territorial,	
    she	
    guards	
    her	
    realm	
    jealously.	
    She	
    loves	
    swimming	
    
  and	
    often	
    launches	
    ambushes	
    from	
    beneath	
    a	
    river	
    or	
    woodland	
    
  pool.	
    
  	
    
  Although	
    she	
    loves	
    to	
    give	
    herself	
    over	
    to	
    the	
    savage	
    battle	
    
  lust	
     lurking	
     within	
     her	
     blood,	
     she	
     is	
     pragmatic	
     about	
     her	
    
  prowess.	
     She	
     loves	
     using	
     her	
     breath	
     weapon	
     on	
     enemies	
     and	
    
  flees	
    battle	
    if	
    reduced	
    to	
    half	
    hit	
    points.	
    
  	
    
  Mannerisms:	
    When	
    angry	
    or	
    upset,	
    Vesicwyr	
    snorts	
    loudly.	
    
  She	
     loves	
     the	
     feel	
     of	
     flesh	
     between	
     her	
     teeth	
     and	
     savagely	
    
  worries	
    fallen	
    foes.	
    
  	
    
  Distinguishing	
    Features:	
    Vesicwyr	
    is	
    small	
    for	
    her	
    age.	
    This	
    
  sometimes	
    leads	
    foes	
    to	
    underestimate	
    her	
    –	
    with	
    catastrophic	
    
  results	
    (for	
    them).	
    
  	
    
  Hooks:	
    Vesicwyr’s	
    kobold	
    servants	
    fall	
    upon	
    the	
    PCs.	
    The	
    PCs	
    
  may	
    chase	
    the	
    survivors	
    back	
    to	
    their	
    lair	
    or	
    discover	
    news	
    of	
    the	
    
  dragon	
     from	
     a	
     captured	
     warrior.	
     Alternatively,	
     if	
     the	
     party	
     is	
    
  particularly	
    numerous	
    or	
    obviously	
    powerful,	
    Vesicwyr	
    may	
    aid	
    
  in	
    the	
    kobolds’	
    attack.	
    
  	
    
  V E S I C W Y R 	
    	
    
  	
    C R 	
    8 	
    ( X P 	
    4 ,8 0 0 ) 	
    
  This	
    emerald	
    green	
    dragon	
    has	
    a	
    single	
    horn	
    protruding	
    from	
    its	
    
  snout.	
    	
    
  Female	
    young	
    juvenile	
    green	
    dragon	
    
  LE	
    Medium	
    dragon	
    (air)	
    
  Init	
     +3;	
     Senses	
     blindsense	
     60	
     ft.,	
     darkvision	
     120	
     ft.,	
     dragon	
    
  senses;	
    Perception	
    +16,	
    Sense	
    Motive	
    +11	
    
  Dragon	
    Senses	
    (Ex)	
    Vesicwyr	
    sees	
    four	
    times	
    as	
    well	
    as	
    a	
    human	
    
  in	
    dim	
    light	
    and	
    twice	
    as	
    well	
    in	
    normal	
    light	
    
  Speed	
    40	
    ft.,	
    fly	
    200	
    ft.	
    (poor),	
    swim	
    (40	
    ft.),	
    woodland	
    stride;	
    
  ACP	
    0;	
    Acrobatics	
    +3	
    (+7	
    jumping),	
    Fly	
    +13,	
    Swim	
    +22	
    
  Woodland	
    Stride	
    (Ex)	
    Vesicwyr	
    can	
    move	
    through	
    normal	
    foliage	
    
  at	
     full	
     speed	
     without	
     taking	
     damage	
     or	
     suffering	
    
  impediment.	
    Foliage	
    affected	
    by	
    magic,	
    affects	
    her	
    normally.	
    
  AC	
    26,	
    touch	
    14,	
    flat-­‐footed	
    22;	
    CMD	
    29	
    
  	
     (+3	
     Dex,	
     +1	
     dodge	
     [Dodge],	
     +12	
     natural	
     [Improved	
     Natural	
    
  Armour])	
    
  Immune	
    acid,	
    sleep,	
    paralysis	
    
  Fort	
    +9,	
    Ref	
    +10,	
    Will	
    +11;	
    SR	
    19	
    
  hp	
    93	
    (11	
    HD)	
    
  Space	
    10	
    ft.	
    (frightful	
    presence	
    120	
    ft.);	
    Base	
    Atk	
    +11;	
    CMB	
    +15	
    	
    
  Frightful	
    Presence	
    (Ex)	
    Creatures	
    within	
    120	
    ft.	
    of	
    Vesicwyr	
    with	
    
  less	
     than	
     11	
     HD	
     must	
     make	
     a	
     DC	
     17	
     Will	
     save	
     or	
     become	
    
  shaken	
    (or	
    panicked	
    if	
    it	
    has	
    4	
    HD	
    or	
    fewer)	
    for	
    5d6	
    rounds	
    if	
    
  they	
    see	
    her	
    charge	
    or	
    attack.	
    A	
    creature	
    making	
    a	
    successful	
    
  saving	
     throw	
     is	
     immune	
     to	
     her	
     frightful	
     presence	
     for	
     24	
    
  hours.	
    This	
    is	
    a	
    mind-­‐affecting	
    fear	
    effect.	
    
  Melee	
    bite	
    (reach	
    10	
    ft.)	
    +14	
    (1d8+6),	
    
  	
    
  2	
    claws	
    +14	
    (1d6+4),	
    
  	
    
  2	
    wings	
    	
    +12	
    (1d4+2)	
    and	
    
  	
    	
    
  tail	
    slap	
    	
    +14	
    (1d6+6)	
    
  Atk	
    Options	
    Combat	
    Reflexes,	
    Lunge	
    
  Special	
     Actions	
     breath	
     weapon	
     (40	
     ft.	
     cone,	
     8d6	
     acid;	
     DC	
     17	
    
  Reflex	
    halves)	
    
  Sorcerer	
    Spells	
    Known	
    (CL	
    1st;	
    concentration	
    +3)	
    
  1st	
    (4/day)—alarm,	
    mage	
    armour	
    
  0—detect	
    magic,	
    ghost	
    sound	
    (DC	
    12),	
    mage	
    hand,	
    resistance	
    
  Spell-­‐Like	
    Abilities	
    (CL	
    11th;	
    concentration	
    +13)	
    
  At-­‐Will	
    charm	
    person	
    (DC	
    13),	
    entangle	
    (DC	
    13)	
    	
    
  Abilities	
    Str	
    19,	
    Dex	
    16,	
    Con	
    15,	
    Int	
    14,	
    Wis	
    15,	
    Cha	
    14	
    
  SQ	
    water	
    breathing	
    
  Water	
     Breathing	
     (Ex)	
     Vesicwyr	
     can	
     breathe	
     underwater	
    
  indefinitely	
     and	
     can	
     freely	
     use	
     her	
     breath	
     weapons,	
     spells	
    
  and	
    other	
    abilities	
    while	
    submerged.	
    
  Feats	
    Combat	
    Reflexes,	
    Dodge,	
    Improved	
    Natural	
    Armour,	
    Iron	
    
  Will,	
    Lunge,	
    Multi-­‐Attack	
    
  Skills	
     as	
     above	
     plus	
     Intimidate	
     +16,	
     Knowledge	
     (arcana)	
     +16,	
    
  Spellcraft	
    +16,	
    Use	
    Magic	
    Device	
    +16	
    
  Languages	
    Common,	
    Draconic,	
    Goblin	
    
  Gear	
    hoard	
    total	
    value	
    10,050	
    gp	
    
  	
    
  	
    
  I N  M Y  C A M P A I G N  
  In	
     my	
     campaign,	
     Vesicwyr	
     works	
     for	
     an	
     as	
     yet	
     unknown	
    
  shadowy	
    figure	
    that	
    works	
    against	
    the	
    PCs	
    homeland.	
    Thus,	
    I’ve	
    
  had	
    to	
    omit	
    certain	
    parts	
    of	
    her	
    backstory	
    as	
    the	
    PCs	
    have	
    yet	
    to	
    
  uncover	
     all	
     the	
     relevant	
     details.	
     Still,	
     you’ve	
     certainly	
     got	
    
  enough	
    to	
    use	
    Vesicwyr	
    in	
    your	
    own	
    campaign!	
    
  
  77	
    
  P E R S O N A L I T Y :  E S C A P I N G  V E S I C W Y R  
  In	
     my	
     campaign,	
     the	
     party	
     failed	
     to	
     kill	
     Vesicwyr	
     when	
     they	
    
  finally	
     uncovered	
     her	
     lair.	
     With	
     the	
     approach	
     of	
     a	
     small	
     pirate	
    
  army	
    intent	
    on	
    looting	
    her	
    lair,	
    I	
    thought	
    the	
    heroes	
    would	
    flee	
    
  the	
    area.	
    As	
    it	
    turned	
    out,	
    I	
    was	
    wrong,	
    but	
    here	
    is	
    the	
    chase	
    I	
    
  designed.	
    Hopefully,	
    you’ll	
    get	
    more	
    use	
    out	
    of	
    it	
    than	
    I	
    did!	
    
  C A R D  1  
  § 
  Fallen	
    Trees:	
    DC	
    10	
    Climb	
    
  § 
  Dense	
    Thicket:	
    DC	
    15	
    Escape	
    Artist	
    
  C A R D  2  
  § 
  Narrow	
    Stream:	
    DC	
    10	
    Acrobatics	
    
  § 
  Spot	
    Ford:	
    DC	
    15	
    Perception	
    
  C A R D  3  
  § 
  Narrow	
    Cavern	
    Through	
    Hill:	
    DC	
    15	
    Escape	
    Artist	
    
  § 
  Steep	
    Hill:	
    DC	
    10	
    Climb	
    
  C A R D  4  
  § 
  Huge	
    Fallen	
    Tree:	
    DC	
    10	
    Climb	
    	
    
  § 
  Muddy	
    Low-­‐Lying	
    Bog:	
    DC	
    15	
    Acrobatics	
    
  C A R D  5  
  § 
  Dense	
    Thicket	
    DC	
    20	
    Escape	
    Artist	
    
  § 
  Shortcut	
    DC	
    15	
    Perception	
    
  C A R D  6  
  § 
  Crumbling	
    Hilltop	
    Path:	
    DC	
    15	
    Acrobatics	
    
  § 
  Placid	
    Pool:	
    DC	
    10	
    Swim	
    
  C A R D  7  
  § 
  Sluggish	
    River:	
    DC	
    10	
    Swim	
    
  § 
  Fallen	
    Tree	
    Spanning	
    River:	
    DC	
    15	
    Acrobatics	
    
  C A R D  8  
  § 
  Slippery	
    Path:	
    DC	
    15	
    Acrobatics	
    
  § 
  Shortcut:	
    DC	
    20	
    Perception	
    
  C A R D  9  
  § 
  Sinkhole	
    DC	
    15	
    Acrobatics	
    
  § 
  Steep	
    Hill	
    DC	
    10	
    Climb	
    
  C A R D  1 0  
  § 
  Escaped!	
    
  P U R S U E R S  
  And,	
    of	
    course,	
    you	
    can’t	
    have	
    a	
    chase	
    without	
    pursuers.	
    	
    
  VETERAN	
    HUMAN	
    PIRATE	
    
  C R 	
    2 	
    ( X P 	
    8 0 0 )
   	
    
  Clad	
    in	
    dirty	
    studded	
    leather	
    armour	
    this	
    human	
    has	
    a	
    distinctly	
    
  unsavoury	
    look	
    about	
    him.	
    
  Male	
    human	
    warrior	
    3/expert	
    (sailor)	
    1	
    
  NE	
    Medium	
    humanoid	
    (human)	
    
  Init	
    +2;	
    Senses	
    Perception	
    +5,	
    Sense	
    Motive	
    +0	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Acrobatics	
    +6,	
    Climb	
    +7,	
    Swim	
    +6	
    
  AC	
    17,	
    touch	
    13,	
    flat-­‐footed	
    14;	
    CMD	
    17	
    
  	
     (+3	
    armour	
    [mwk	
    studded	
    leather],	
    +2	
    Dex,	
    +1	
    dodge	
    [Dodge],	
    
  +1	
    shield	
    [mwk	
    buckler])	
    
  Fort	
    +4,	
    Ref	
    +3,	
    Will	
    +3	
    
  hp	
    32	
    (4	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +3;	
    CMB	
    +4	
    
  Melee	
    mwk	
    scimitar	
    +6	
    (1d6+1/18-­‐20)	
    or	
    
  Melee	
    dagger	
    +4	
    (1d4+1/19-­‐20)	
    
  Ranged	
    mwk	
    light	
    crossbow	
    (range	
    80	
    ft.)	
    +6	
    (1d8/19-­‐20)	
    
  Combat	
    Gear	
    bolts	
    (10),	
    potion	
    of	
    cure	
    light	
    wounds,	
    potion	
    of	
    
  shield	
    of	
    faith	
    
  Abilities	
    Str	
    12,	
    Dex	
    14,	
    Con	
    13,	
    Int	
    9,	
    Wis	
    10,	
    Cha	
    8	
    
  Feats	
    DodgeB,	
    Toughness,	
    Weapon	
    Focus	
    (scimitar)	
    
  Skills	
    as	
    above	
    Intimidate	
    +3,	
    Profession	
    (sailor)	
    +6	
    
  Languages	
    Common	
    
  Gear	
    as	
    above	
    plus	
    1d8	
    sp	
    
  VETERAN	
    ORC	
    PIRATE	
    	
    
  C R 	
    1 / 3 	
    ( X P 	
    1 3 5 ) 	
    
  Clad	
    in	
    a	
    chain	
    shirt,	
    this	
    ugly,	
    muscular	
    humanoid	
    wields	
    a	
    huge	
    
  curved	
    sword.	
    
  Male	
    orc	
    warrior	
    3/expert	
    1	
    
  CE	
    Medium	
    humanoid	
    (orc)	
    
  Init	
    +4;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +3,	
    Sense	
    Motive	
    -­‐2	
    
  Speed	
    30	
    ft.;	
    ACP	
    -­‐1;	
    Acrobatics	
    +3,	
    Climb	
    +8Swim	
    +8	
    
  AC	
    15,	
    touch	
    10,	
    flat-­‐footed	
    15;	
    CMD	
    14	
    
  	
     (+4	
    armour	
    [mwk	
    chain	
    shirt],	
    +1	
    shield	
    [mwk	
    buckler])	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    Orcs	
    are	
    dazzled	
    in	
    areas	
    of	
    bright	
    light	
    or	
    
  within	
    a	
    daylight	
    spell.	
    	
    
  Fort	
    +4,	
    Ref	
    +1,	
    Will	
    +1	
    
  hp	
    28	
    (4	
    HD);	
    ferocity	
    
  Ferocity	
    (Ex)	
    An	
    orc	
    veteran	
    pirate	
    remains	
    conscious	
    when	
    its	
    
  hit	
    point	
    total	
    is	
    below	
    0.	
    It	
    is	
    staggered	
    and	
    loses	
    1	
    hit	
    point	
    
  each	
    round,	
    and	
    dies	
    when	
    it	
    reaches	
    -­‐12	
    hp.	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +3;	
    CMB	
    +7	
    
  Melee	
    mwk	
    falchion	
    +8	
    (2d4+6/18-­‐20)	
    
  Ranged	
    mwk	
    light	
    crossbow	
    (range	
    80	
    ft.)	
    +4	
    (1d8/19-­‐20)	
    
  Combat	
    Gear	
    bolts	
    (10),	
    potion	
    of	
    cure	
    light	
    wounds,	
    potion	
    of	
    
  shield	
    of	
    faith	
    
  Abilities	
    Str	
    18,	
    Dex	
    11,	
    Con	
    12,	
    Int	
    8,	
    Wis	
    7,	
    Cha	
    6	
    
  SQ	
    weapon	
    familiarity	
    (orc)	
    
  Feats	
    Improved	
    Initiative,	
    Weapon	
    Focus	
    (falchion)	
    	
    
  Skills	
    as	
    above	
    plus	
    Profession	
    (sailor)	
    +2	
    
  Languages	
    Common,	
    Orc	
    
  Gear	
    as	
    above	
    plus	
    12	
    gp	
    
  
  78	
    
  P I R A T E  T O W N   
  T H E  S C O R C H E D  A N C H O R  
  This	
     raucous	
     tavern	
     stands	
     near	
     the	
     docks	
     and	
     rarely	
     closes.	
    
  Frequented	
    by	
    pirates	
    and	
    other	
    scoundrels	
    it	
    serves	
    as	
    neutral	
    
  ground	
    between	
    rival	
    crews;	
    brawls	
    and	
    murders	
    are	
    rare	
    here.	
    
  § 
  DC	
     10	
     Knowledge	
     (local)	
     Brawls	
     are	
     rare	
     at	
     the	
     Scorched	
    
  Anchor,	
    despite	
    its	
    rough	
    and	
    ready	
    clientele.	
    
  § 
  DC	
    15	
    Knowledge	
    (local)	
    Fardulf,	
    the	
    tavern’s	
    proprietor,	
    is	
    a	
    
  powerful	
    wizard.	
    It	
    is	
    his	
    reputation	
    that	
    keeps	
    the	
    peace.	
    
  The	
    Scorched	
    Anchor	
    has	
    been	
    a	
    fixture	
    of	
    the	
    town’s	
    social	
    life	
    
  for	
     the	
     last	
     few	
     years.	
     During	
     that	
     time,	
     it	
     has	
     had	
     but	
     one	
    
  owner:	
    
  § 
  Fardulf	
    Nantua	
    (N	
    male	
    human	
    wizard	
    [evoker]	
    7)	
    is	
    reputed	
    
  to	
     have	
     personally	
     sunk	
     several	
     ships	
     during	
     his	
     brief	
     pirate	
    
  career.	
     As	
     such	
     this	
     loud,	
     gregarious	
     fellow	
     is	
     respected	
     and	
    
  feared	
    by	
    his	
    clientele.	
    	
    
  A	
    huge	
    scorched	
    anchor	
    hangs	
    on	
    chains	
    from	
    the	
    ceiling	
    of	
    the	
    
  common	
     room.	
     The	
     anchor	
     is	
     the	
     only	
     surviving	
     piece	
     of	
     the	
    
  Black	
    Knave,	
    a	
    pirate	
    ship	
    Fardulf	
    destroyed	
    at	
    the	
    culmination	
    
  of	
    a	
    bitter	
    rivalry	
    between	
    himself	
    and	
    its	
    captain.	
    He	
    hangs	
    it	
    
  here	
    to	
    remind	
    himself	
    (and	
    others)	
    of	
    his	
    greatest	
    victory.	
    	
    
  	
    
  The	
    offering	
    at	
    the	
    Rusty	
    Anchor	
    is	
    basic,	
    but	
    wholesome.	
    
  § 
  Food	
    &	
    Drink	
    meal	
    3	
    sp,	
    ale	
    4	
    cp,	
    wine	
    (pitcher)	
    2	
    sp.	
    
  § 
  Accommodation	
     The	
     Scorched	
     Anchor	
     does	
     not	
     have	
     any	
    
  rooms	
    for	
    travellers.	
    
  O V L O N ’ S  
  Run	
     by	
     a	
     bad-­‐tempered	
     duergar	
     weaponsmith,	
     much	
     of	
     this	
    
  establishment	
    lies	
    underground	
    in	
    extensive,	
    multi-­‐level	
    cellars	
    
  dug	
    out	
    by	
    its	
    owner	
    in	
    a	
    bid	
    to	
    escape	
    the	
    harsh	
    light	
    of	
    the	
    
  surface	
    world.	
    
  § 
  DC	
    10	
    Knowledge	
    (local)	
    Ovlon	
    is	
    a	
    bitter,	
    foul	
    tempered	
    man,	
    
  but	
    makes	
    the	
    best	
    weapons	
    in	
    town.	
    	
    
  § 
  DC	
    15	
    Knowledge	
    (local)	
    Ovlon	
    is	
    a	
    duergar.	
    His	
    workshop	
    is	
    
  actually	
    in	
    the	
    cellars	
    below	
    his	
    shop.	
    	
    
  § 
  DC	
    20	
    Knowledge	
    (local)	
    Ovlon	
    has	
    a	
    few	
    magical	
    weapons	
    for	
    
  sale.	
    
  Ovlon	
     is	
     the	
     best	
     weaponsmith	
     in	
     town,	
     and	
     he	
     knows	
     it.	
     A	
    
  fugitive	
     from	
     his	
     subterranean	
     home,	
     he	
     has	
     powerful	
     allies	
    
  among	
    the	
    town’s	
    rulers.	
    These	
    allies	
    enable	
    him	
    to	
    live	
    here	
    in	
    
  relative	
    peace,	
    but	
    he	
    must	
    occasionally	
    complete	
    commissions	
    
  on	
    their	
    behalf.	
    This	
    reliance	
    chafes	
    Ovlon’s	
    pride	
    and	
    he	
    dreams	
    
  of	
    the	
    day	
    he	
    is	
    once	
    again	
    a	
    free	
    man.	
    	
    
  § 
  Ovlon	
    Urnivin	
    (NE	
    male	
    duergar	
    fighter	
    3/expert	
    2)	
    is	
    a	
    skilled	
    
  weaponsmith	
    as	
    famed	
    for	
    his	
    bad	
    temper	
    as	
    his	
    creations.	
    He	
    
  emerges	
    from	
    his	
    forge	
    at	
    night	
    to	
    drink	
    in	
    the	
    various	
    nearby	
    
  taverns.	
    
  Ovlon	
    employs	
    only	
    human	
    apprentices	
    and	
    forbids	
    any	
    light	
    in	
    
  his	
     subterranean	
     lair.	
     Thus,	
     much	
     of	
     the	
     mundane	
     work	
     is	
    
  carried	
    on	
    upstairs	
    while	
    Ovlon	
    works	
    in	
    the	
    lightless	
    depths	
    on	
    
  special	
    commission	
    and	
    the	
    like.	
    	
    
  	
    
  A	
    racist,	
    he	
    charges	
    dwarves	
    and	
    those	
    of	
    elven	
    descent	
    10%	
    
  extra.	
    He	
    has	
    a	
    few	
    special	
    items	
    for	
    sale:	
    
  § 
  Special	
     Item	
     for	
     Sale	
     +1	
     cold	
     iron	
     falchion	
     (4,450	
     gp),	
     +1	
    
  scimitar	
    (2,315	
    gp),	
    masterwork	
    cold	
    iron	
    longsword	
    (330	
    gp).	
    	
    
  T H E  P E N S  
  While	
     all	
     pirates	
     have	
     a	
     black	
     heart,	
     some	
     are	
     more	
     black-­‐
  hearted	
    than	
    others.	
    Several	
    of	
    the	
    crews	
    engage	
    in	
    slavery	
    and	
    
  carry	
    off	
    the	
    survivors	
    of	
    their	
    raids	
    to	
    be	
    sold	
    here.	
    
  § 
  DC	
     10	
     Knowledge	
     (local)	
     If	
     you	
     need	
     a	
     slave,	
     visit	
     the	
     Pens.	
    
  Joray	
    Farlink	
    will	
    sell	
    you	
    what	
    you	
    need.	
    
  § 
  DC	
    15	
    Knowledge	
    (local)	
    Normally,	
    only	
    captured	
    merchants,	
    
  sailors	
     and	
     the	
     like	
     are	
     thrown	
     into	
     the	
     Pen.	
     On	
     occasion,	
    
  however,	
    Joray	
    has	
    secured	
    specific	
    types	
    of	
    slave	
    for	
    his	
    best	
    
  customers	
    from	
    the	
    town’s	
    populace.	
    
  A	
     stout	
     wooden	
     stockade	
     surrounds	
     three	
     squalid,	
     stinking	
    
  buildings.	
     Manned	
     guard	
     towers	
     topped	
     with	
     ballista	
     keep	
     the	
    
  slaves	
     in	
     (and	
     troublesome	
     do-­‐gooders	
     out).	
     Originally	
    
  warehouses,	
     the	
     Pens	
     have	
     served	
     as	
     the	
     town’s	
     slave	
     market	
    
  for	
    years.	
    	
    
  	
    
  	
    
  At	
     any	
     time,	
     there	
     are	
     between	
     30	
     and	
     100	
     slaves	
     in	
     the	
    
  Pens.	
    The	
    manacled	
    slaves	
    are	
    free	
    to	
    move	
    about	
    between	
    the	
    
  three	
    buildings	
    as	
    they	
    please,	
    but	
    any	
    attempt	
    at	
    escape	
    is	
    dealt	
    
  with	
     harshly.	
     Joray	
     occasionally	
     rents	
     out	
     slaves	
     to	
     the	
     town	
    
  council	
     to	
     do	
     the	
     jobs	
     no	
     one	
     else	
     will	
     do.	
     In	
     return,	
     he	
     is	
    
  handsomely	
    compensated.	
    	
    
  § 
  Joray	
    Farlink	
    (CE	
    male	
    middle-­‐aged	
    human	
    fighter	
    3/rogue	
    5)	
    
  is	
     entirely	
     without	
     morals	
     or	
     scruples.	
     Once	
     a	
     pirate,	
     he	
    
  discovered	
     that	
     selling	
     other	
     people’s	
     spoils	
     makes	
     for	
     an	
    
  easier	
    and	
    far	
    less	
    dangerous	
    life.	
    He	
    is	
    a	
    brutal,	
    odious	
    man	
    
  with	
    absolutely	
    no	
    redeeming	
    features.	
    
  § 
  Slaver	
    Guards	
    (NE	
    male	
    human	
    fighter	
    3)	
    Thirty	
    guards	
    keep	
    
  the	
    slaves	
    in	
    line.	
    They	
    are	
    as	
    brutal	
    and	
    inured	
    to	
    suffering	
    as	
    
  Joray.	
    
  Joray	
     dwells	
     on	
     the	
     top	
     floor	
     of	
     a	
     stout	
     stone	
     tower	
     in	
     an	
    
  opulent	
    fortress-­‐	
    apartment.	
    	
    Once	
    a	
    wizard’s	
    home,	
    the	
    building	
    
  
  79	
    
  fell	
     into	
     Joray’s	
     hands	
     after	
     the	
     previous	
     owner	
     angered	
     the	
    
  wrong	
    pirate	
    captain.	
    His	
    guards	
    dwell	
    on	
    the	
    lower	
    levels.	
    
  § 
  Adventure	
    Hook:	
    Persistent	
    rumours	
    speak	
    of	
    hidden	
    tunnels	
    
  and	
    chambers	
    below	
    Joray’s	
    tower.	
    Joray	
    himself	
    has	
    failed	
    to	
    
  find	
    them	
    and	
    so	
    their	
    treasures	
    may	
    yet	
    lie	
    unclaimed.	
    
  T H E  P I T  
  This	
     deep	
     pit	
     is	
     used	
     by	
     the	
     townsfolk	
     to	
     dump	
     rubbish	
     that	
    
  would	
     not	
     wash	
     out	
     to	
     sea.	
     The	
     town	
     has	
     no	
     formal	
     burial	
    
  ground.	
    Thus,	
    the	
    bodies	
    of	
    the	
    slain	
    also	
    often	
    end	
    up	
    dumped	
    
  here.	
    
  § 
  DC	
    10	
    Knowledge	
    (local)	
    Scores	
    of	
    huge	
    rats	
    dwell	
    in	
    the	
    pit	
    
  and	
    sneak	
    forth	
    at	
    night	
    to	
    gorge	
    on	
    the	
    day’s	
    leavings.	
    
  § 
  DC	
     15	
     Knowledge	
     (local)	
     Some	
     sadistic	
     pirates	
     hurl	
     drunks,	
    
  defeated	
    enemies	
    and	
    so	
    on	
    into	
    the	
    pit	
    to	
    be	
    consumed	
    by	
    
  the	
    ravenous	
    rats.	
    
  Dug	
     by	
     slaves,	
     the	
     pit	
     was	
     once	
     50	
     ft.	
     deep,	
     but	
     now	
     rubbish,	
    
  bones	
    and	
    so	
    on	
    fill	
    the	
    put	
    over	
    half	
    full.	
    In	
    the	
    near	
    future,	
    the	
    
  pit	
    will	
    be	
    filled	
    in	
    and	
    another	
    dug	
    nearby.	
    	
    
  W H I S P E R S  &  R U M O U R S  
  A	
     PC	
     can	
     use	
     Diplomacy	
     to	
     gather	
     information.	
     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.	
    	
    
  	
    
  D20	
    
  RUMOUR1	
    
  1	
    
  A	
     secret	
     hoard	
     of	
     gold	
     is	
     hidden	
     beneath	
     the	
    
  docks,	
    buried	
    deep	
    in	
    the	
    silt.	
    
  2	
    
  The	
    captain	
    of	
    the	
    Singing	
    Harpy	
    needs	
    new	
    crew,	
    
  and	
    he	
    is	
    not	
    above	
    press	
    ganging	
    likely	
    recruits.	
    
  3	
    
  When	
    the	
    mist	
    rolls	
    in	
    from	
    the	
    east,	
    murder	
    will	
    
  visit	
    the	
    town.	
    
  4	
    
  The	
    Black	
    Raven	
    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.	
     Several	
     people	
    
  have	
    died	
    after	
    drinking	
    the	
    brandy.	
    
  5	
    
  Strange	
     ripples	
     have	
     been	
     seen	
     in	
     the	
     harbour.	
    
  Something	
    odd	
    is	
    living	
    in	
    those	
    murky	
    waters.	
    
  6	
    
  Several	
    pirates	
    have	
    been	
    murdered	
    recently.	
    Each	
    
  had	
    their	
    eyes	
    gouged	
    out	
    and	
    replaced	
    with	
    worn	
    
  silver	
    coins	
    of	
    unknown	
    origin.	
    
  7	
    
  Ghosts	
    of	
    long-­‐dead	
    sailors	
    haunt	
    the	
    breakwater	
    
  and	
    yet	
    seek	
    to	
    entice	
    the	
    living	
    to	
    a	
    watery	
    grave.	
    
  8	
    
  The	
    Sea	
    Shadow	
    is	
    always	
    on	
    the	
    lookout	
    for	
    new	
    
  recruits.	
     Word	
     is	
     that	
     new	
     crewmen	
     do	
     not	
     last	
    
  long	
    aboard	
    that	
    ship.	
    	
    
  9	
    
  The	
     crew	
     of	
     the	
     Ebon	
     Wind	
     are	
     cannibals.	
    
  Detestable	
     folk,	
     they	
     eat	
     all	
     who	
     fall	
     into	
     their	
    
  clutches	
    –	
    sometimes	
    the	
    captives	
    are	
    still	
    alive!	
    
  10	
    
  All	
    the	
    ships’	
    captains	
    are	
    to	
    meet	
    in	
    council;	
    a	
    big	
    
  score	
    is	
    in	
    the	
    wind!	
    	
    
  11	
    
  Brawling	
     is	
     rife;	
     23	
     people	
     died	
     last	
     night	
     as	
     a	
    
  result	
    of	
    arguments.	
    
  12	
    
  The	
    air	
    smells	
    of	
    storm;	
    something	
    big	
    is	
    going	
    to	
    
  make	
    landfall	
    soon.	
    
  13	
    
  A	
     reward	
     has	
     been	
     posted	
     for	
     Derk	
     Hilgar;	
    	
    
  apparently	
     he	
     was	
     caught	
     in	
     the	
     arms	
     of	
     his	
    
  captain’s	
    mistress.	
    
  14	
    
  Some	
     of	
     the	
     waterfront	
     buildings	
     are	
     so	
     badly	
    
  built,	
    they’ll	
    likely	
    collapse	
    during	
    the	
    next	
    storm.	
    
  15	
    
  Someone	
     stole	
     the	
     Blood	
     Sword’s	
     figurehead	
     last	
    
  night.	
    When	
    it’s	
    found,	
    there’ll	
    be	
    hell	
    to	
    pay.	
    
  16	
    
  The	
    crew	
    of	
    the	
    Blood	
    Shadow	
    captured	
    a	
    powerful	
    
  cleric	
     on	
     their	
     last	
     foray.	
     They	
     are	
     selling	
     her	
    
  spellcasting	
    services	
    to	
    the	
    highest	
    bidder.	
    
  17	
    
  The	
    famous	
    pirate	
    Gert	
    Tralstar	
    possesses	
    a	
    magic	
    
  sword	
     that	
     floats	
     on	
     water.	
     It’s	
     impossible	
     for	
     its	
    
  owner	
    to	
    drown.	
    
  18	
    
  This	
     town	
     is	
     built	
     on	
     a	
     pre-­‐human	
     burial	
     ground.	
    
  Bored	
     or	
     drunk	
     corsairs	
     can	
     often	
     be	
     spotted	
    
  digging	
    random	
    holes	
    in	
    search	
    of	
    forgotten	
    burial	
    
  goods.	
    One	
    day,	
    the	
    dead	
    will	
    rise	
    and	
    claim	
    us	
    all!	
    
  19	
    
  Five	
    years	
    ago,	
    the	
    Scanty	
    Maid	
    was	
    reported	
    lost	
    
  with	
     all	
     hands	
     after	
     a	
     fierce	
     battle	
     with	
     a	
     rival	
    
  crew.	
     Why,	
     then,	
     has	
     the	
     ship’s	
     first	
     mate	
     	
     been	
    
  seen	
    skulking	
    about	
    town?	
    
  20	
    
  Roll	
    again;	
    wildly	
    exaggerate	
    the	
    indicated	
    rumour	
    
  using	
     fantastical	
     elements	
     a	
     superstitious	
     pirate	
    
  might	
    believe	
    exists.	
    
  1	
    These	
    rumours	
    can	
    be	
    true	
    or	
    false,	
    as	
    the	
    GM	
    requires.	
    
  	
    
  W H A T ’ S  F O R  S A L E ,  A N Y W A Y ?  
  The	
    following	
    items	
    are	
    for	
    sale	
    in	
    the	
    town,	
    when	
    the	
    PCs	
    first	
    
  arrive:	
    
  § 
  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)	
    
  
  80	
    
  U N I Q U E  M A G I C  I T E M S  
  G R A I L  O F  A S H E N Y A R  
  This	
    elegantly-­‐carved	
    hollow	
    golden	
    horn	
    is	
    slightly	
    warm	
    to	
    the	
    
  touch	
    and	
    radiates	
    a	
    barely	
    perceptible	
    glow.	
    
  Aura	
    Strong	
    conjuration	
    [healing]	
    and	
    conjuration	
    [creation]	
    (DC	
    
  21	
    Knowledge	
    [arcana]);	
    Identify	
    DC	
    28	
    Spellcraft;	
    CL	
    13th	
    
  Knowledge	
    (arcana	
    or	
    history)	
    DC	
    15	
    The	
    Grail	
    of	
    Ashenyar	
    is	
    a	
    
  powerful	
     relic	
     of	
     an	
     ancient	
     dragon.	
     Many	
     heroes	
     of	
     good	
    
  have	
    wielded	
    it	
    over	
    the	
    centuries.	
    It	
    has	
    many	
    powers.	
    
  Knowledge	
    (arcana	
    or	
    history)	
    DC	
    20	
    Ashenyar	
    was	
    an	
    ancient	
    
  gold	
     dragon	
     born	
     1,000	
     years	
     ago.	
     He	
     dwelled	
     in	
     the	
    
  mountains	
    and	
    was	
    ever	
    evil’s	
    implacable	
    foe.	
    
  Knowledge	
     (arcana	
     or	
     history)	
     DC	
     25	
     During	
     a	
     battle	
     against	
    
  demons,	
     Ashenyar	
     was	
     sorely	
     beset	
     and	
     was	
     saved	
     from	
    
  certain	
     death	
     by	
     the	
     legendary	
     paladin	
     Ilmari	
     Nononen.	
     In	
    
  thanks,	
    Ashenyar	
    gifted	
    the	
    heroic	
    warrior	
    one	
    of	
    his	
    horns	
    
  that	
    had	
    broken	
    off	
    during	
    the	
    battle	
    and	
    imbued	
    it	
    with	
    a	
    
  portion	
    of	
    his	
    power.	
    
  Knowledge	
    (arcana	
    or	
    history)	
    DC	
    30	
    The	
    Grail	
    of	
    Ashenyar	
    is	
    a	
    
  legendary	
     relic	
     imbued	
     with	
     powers	
     of	
     protection	
     and	
    
  rejuvenation.	
     However,	
     its	
     possessor	
     often	
     dies	
     in	
     battle	
    
  against	
    evil’s	
    great	
    champions:	
    demons,	
    devils	
    and	
    chromatic	
    
  dragons.	
    
  Powers	
    The	
    Grail	
    of	
    Ashenyar	
    has	
    the	
    following	
    powers:	
    
  Blessing	
    of	
    the	
    Virtuous	
    (1/month)	
    When	
    bathed	
    in	
    the	
    light	
    of	
    
  the	
     full	
     moon	
     and	
     blessed	
     with	
     a	
     prayer	
     spell	
     cast	
     in	
     a	
    
  consecrated	
     area	
     by	
     a	
     good-­‐aligned	
     cleric,	
     the	
     Grail	
     of	
    
  Ashenyar	
    is	
    imbued	
    with	
    protective	
    magics.	
    Thereafter,	
    the	
    
  possessor	
    can	
    cause	
    the	
    grail	
    to	
    fill	
    with	
    a	
    thick,	
    effervescent	
    
  sweet-­‐tasting	
     golden	
     liquid.	
     Up	
     to	
     13	
     creatures	
     can	
     drink	
    
  from	
     the	
     grail	
     and	
     those	
     doing	
     so	
     are	
     protected	
     as	
     if	
     they	
    
  had	
     consumed	
     a	
     heroes’	
     feast.	
     Once	
     conjured,	
     this	
     liquid	
    
  cannot	
     be	
     again	
     called	
     forth	
     until	
     the	
     grail	
     is	
     recharged	
     by	
    
  completing	
    the	
    above	
    ritual	
    under	
    a	
    new	
    full	
    moon.	
    
  Virtuous	
    Reborn	
    (1/year)	
    The	
    grail’s	
    greatest	
    power	
    is	
    the	
    ability	
    
  to	
    banish	
    death	
    itself.	
    Once	
    per	
    year,	
    it	
    can	
    be	
    used	
    to	
    return	
    
  a	
    slain	
    creature	
    to	
    life.	
    To	
    do	
    so,	
    the	
    possessor	
    must	
    sprinkle	
    
  5,000	
    gp	
    worth	
    of	
    diamond	
    dust	
    into	
    the	
    grail	
    and	
    pray	
    to	
    
  the	
    powers	
    of	
    goodness	
    and	
    light.	
    	
    Doing	
    so	
    imbues	
    the	
    dust	
    
  with	
    the	
    power	
    to	
    restore	
    life	
    to	
    the	
    fallen.	
    A	
    corpse	
    covered	
    
  in	
    the	
    dust	
    is	
    affected	
    as	
    if	
    by	
    a	
    raise	
    dead	
    spell.	
    To	
    restore	
    
  this	
     power	
     to	
     the	
     grail,	
     it	
     must	
     be	
     bathed	
     in	
     holy	
     water	
    
  within	
    a	
    consecrated	
    area	
    by	
    the	
    light	
    of	
    the	
    first	
    full	
    moon	
    
  of	
    the	
    year.	
    
  Drawback	
     Powerful	
     champions	
     of	
     evil	
     –	
     demons,	
     devils	
     and	
    
  chromatic	
    dragons	
    	
    –	
    can	
    sense	
    the	
    Grail	
    when	
    within	
    100	
    
  miles	
    of	
    the	
    relic.	
    The	
    creature	
    senses	
    the	
    direction	
    in	
    which	
    
  the	
     Grail	
     lies	
     (as	
     if	
     it	
     could	
     visualise	
     it	
     while	
     affected	
     by	
     a	
    
  locate	
    object	
    spell),	
    but	
    does	
    not	
    know	
    its	
    exact	
    location.	
    	
    
  Slot	
    None	
    (use	
    activated);	
    Price	
    51,380	
    gp;	
    Weight	
    4	
    lbs.	
    
  Requirements	
     Craft	
     Wondrous	
     Item,	
     heroes’	
     feast,	
     raise	
     dead;	
    
  Cost	
    25,690	
    gp	
    
  P R I C I N G  N O T E  
  I’ve	
    priced	
    this	
    item	
    as	
    a	
    staff	
    as	
    it	
    has	
    broadly	
    similar	
    style	
    of	
    
  powers.	
     However,	
     I	
     have	
     applied	
     an	
     overall	
     30%	
     discount	
    
  because	
    of	
    the	
    restriction	
    of	
    use.	
    
  	
    
  	
    
  
  81	
    
  A R L A N ’ S  E F F I C A C I O U S  R O D  
  This	
     rod	
     comprises	
     two	
     twisted	
     iron	
     rods	
     and	
     is	
     tipped	
     with	
     a	
    
  small	
    transparent	
    red	
    carnelian.	
    
  Aura	
    Strong	
    (no	
    school)	
    (DC	
    24	
    Knowledge	
    [arcana]);	
    Identify	
    
  DC	
    32	
    Spellcraft;	
    CL	
    17th	
    
  Slot	
    None	
    (use	
    activated);	
    Price	
    3,000	
    gp;	
    Weight	
    5	
    lbs.	
    
  Requirements	
    Craft	
    Rod,	
    Extend	
    Spell;	
    Cost	
    1,500	
    gp	
    	
    
  Powers	
     Arlan’s	
     Efficacious	
     Rod	
     is	
     a	
     lesser	
     metamagic	
     rod	
     of	
    
  extend	
    spell.	
    
  History:	
     Crafted	
     by	
     the	
     pompous,	
     egotistical	
     half-­‐elf	
     diviner	
    
  Arlan	
     Farseer	
     almost	
     a	
     century	
     ago,	
     this	
     rod	
     has	
     been	
     broken	
    
  and	
    mended	
    several	
    times.	
    Eventually	
    lost	
    by	
    its	
    owner	
    in	
    an	
    ill-­‐
  advised	
    game	
    of	
    chance	
    it	
    has	
    passed	
    through	
    many	
    hands	
    over	
    
  the	
    intervening	
    years.	
    Many	
    minor	
    heroes	
    and	
    protectors	
    of	
    the	
    
  kingdom	
    have	
    wielded	
    it	
    in	
    defence	
    of	
    the	
    realm.	
    
  	
    
  The	
    rod	
    was	
    lost	
    in	
    battle	
    against	
    the	
    orcs	
    of	
    the	
    southlands	
    
  some	
    ten	
    years	
    ago.	
    It	
    was	
    not	
    recovered	
    until	
    a	
    wandering	
    band	
    
  of	
     freeswords	
     –	
     The	
     Crimson	
     Blades	
     –	
     wrested	
     it	
     from	
     a	
    
  particularly	
     vile	
     and	
     odorous	
     ogre	
     mercenary	
     in	
     the	
     southern	
    
  foothills	
    on	
    the	
    kingdom’s	
    border.	
    The	
    Blades	
    subsequently	
    used	
    
  the	
    rod	
    to	
    gain	
    a	
    local	
    lord’s	
    favour.	
    It	
    languished	
    in	
    the	
    lord’s	
    
  treasure	
     vault	
     until	
     he	
     gifted	
     it	
     to	
     a	
     brave	
     adventurer	
     who	
    
  rescued	
    his	
    son	
    from	
    ritual	
    sacrifice	
    at	
    the	
    hands	
    of	
    savage	
    orcs.	
    	
    
  E L I R ’ S  B A N E  
  This	
    simple,	
    slender	
    golden	
    band	
    is	
    of	
    elven	
    manufacture	
    and	
    is	
    
  obviously	
    very	
    old.	
    A	
    polished	
    black	
    onyx	
    tops	
    the	
    ring.	
    
  Aura	
     Moderate	
     transmutation	
     (DC	
     17	
     Knowledge	
     [arcana]);	
    
  Identify	
    DC	
    22	
    Spellcraft;	
    CL	
    7th	
    
  Slot	
    Ring;	
    Price	
    25,000	
    gp;	
    Weight	
    –	
    
  Requirements	
    Forge	
    Ring,	
    jump;	
    Cost	
    12,500	
    gp	
    	
    
  Powers	
    Elir’s	
    Bane	
    is	
    a	
    cursed	
    ring	
    of	
    evasion.	
    
  Curse	
     The	
     ring	
     bestows	
     upon	
     the	
     wearer	
     a	
     -­‐4	
     penalty	
     on	
    
  attack	
    rolls,	
    saving	
    throws,	
    ability	
    checks	
    and	
    skill	
    checks.	
    
  Once	
     worn,	
     it	
     cannot	
     be	
     removed,	
     unless	
     successfully	
    
  affected	
    with	
    a	
    remove	
    curse.	
    
  This	
    ring	
    is	
    of	
    ancient	
    elven	
    artifice	
    and	
    was	
    likely	
    crafted	
    in	
    
  one	
    of	
    the	
    near-­‐mythical	
    elven	
    kingdom	
    that	
    dominated	
    the	
    
  great	
    southern	
    woods	
    before	
    the	
    coming	
    of	
    men	
    a	
    millennia	
    
  ago.	
     Ruins	
     of	
     those	
     kingdoms	
     yet	
     lie	
     scattered	
     across	
     the	
    
  region.	
     However,	
     the	
     most	
     famous	
     ruin	
     of	
     that	
     time	
     is	
     the	
    
  cursed	
    fallen	
    City	
    of	
    Stars,	
    which	
    lie	
    hundreds	
    of	
    miles	
    to	
    the	
    
  south.	
    It	
    is	
    likely	
    that	
    performing	
    some	
    (as	
    yet	
    unknown)	
    elvish	
    
  ritual	
    in	
    one	
    of	
    these	
    ruins	
    could	
    remove	
    ring’s	
    curse.	
    
  H A M M E R  O F  T H E  M O U N T A I N S  
  This	
     heavy	
     warhammer	
     has	
     a	
     thick	
     haft	
     and	
     is	
     crafted	
     of	
     a	
    
  dark,	
     glittering	
     metal.	
     Its	
     surface	
     is	
     pristine	
     –	
     no	
     dents,	
    
  scratches	
     or	
     rust	
     mar	
     its	
     surface.	
     The	
     hammer	
     bears	
     a	
    
  maker’s	
    mark	
    –	
    a	
    crossed	
    sword	
    and	
    hammer.	
    
  Aura	
    None	
    
  Slot	
    None	
    (use	
    activated);	
    Price	
    3,012	
    gp;	
    Weight	
    5	
    lbs.	
    
  Requirements	
    None;	
    Cost	
    1,506	
    gp	
    	
    
  Powers	
     The	
     Hammer	
     of	
     the	
     Mountains	
     is	
     an	
     adamantine	
    
  warhammer.	
    
  History:	
     This	
     adamantine	
     warhammer	
     was	
     crafted	
     by	
     a	
    
  legendary	
    dwarven	
    smith	
    two	
    centuries	
    ago	
    to	
    use	
    in	
    his	
    war	
    of	
    
  vengeance	
     against	
     the	
     orcs	
     and	
     trolls	
     of	
     the	
     surrounding	
    
  mountains.	
    The	
    hammer	
    was	
    lost	
    in	
    the	
    ruin	
    of	
    his	
    citadel,	
    but	
    
  surfaced	
    several	
    decades	
    later	
    in	
    the	
    hands	
    of	
    the	
    violent	
    half-­‐
  orc	
    bandit,	
    Kronk	
    Bloodfang.	
    He	
    was	
    slain	
    after	
    terrorising	
    the	
    
  kingdom’s	
    western	
    borderlands	
    almost	
    five	
    years.	
    The	
    hammer	
    
  passed	
    through	
    many	
    hands	
    before	
    coming	
    into	
    the	
    possession	
    
  of	
    a	
    powerful	
    noblemen	
    who	
    used	
    it	
    as	
    a	
    gift	
    to	
    an	
    adventurer	
    
  who	
    rescued	
    his	
    son	
    from	
    ritual	
    sacrifice	
    at	
    the	
    hands	
    of	
    savage	
    
  orcs.	
    
  S P E A R  O F  T H E  N O R T H  
  Wickedly	
     sharp	
     and	
     featuring	
     barbs	
     to	
     tear	
     and	
     opponent’s	
    
  flesh,	
    the	
    shaft	
    of	
    this	
    fine-­‐crafted	
    spear	
    is	
    stained	
    with	
    the	
    
  blood	
    of	
    countless	
    foe.	
    
  Aura	
     Faint	
     evocation	
     and	
     abjuration	
     (DC	
     16	
     Knowledge	
    
  [arcana]);	
    Identify	
    DC	
    16	
    Spellcraft;	
    CL	
    3rd	
    
  Slot	
    None	
    (use	
    activated);	
    Price	
    6,305	
    gp;	
    Weight	
    9	
    lbs.	
    
  Requirements	
     Craft	
     Magic	
     Arms	
     and	
     Armour,	
     CL	
     3	
     creator,	
    
  remove	
    fear;	
    Cost	
    3,153	
    gp	
    	
    
  Powers	
    The	
    Spear	
    of	
    the	
    North	
    has	
    the	
    following	
    powers:	
    
  Magic	
    Weapon	
    The	
    spear	
    is	
    a	
    +1	
    	
    longspear.	
    
  Resist	
    Fear	
    The	
    wielder	
    gains	
    a	
    +4	
    morale	
    bonus	
    against	
    fear	
    
  effects.	
    
  History:	
     Of	
     ancient	
     design,	
     the	
     Spear	
     of	
     the	
     North	
     was	
    	
    
  originally	
    wielded	
    by	
    the	
    warrior-­‐hero	
    Haragern	
    Kurast	
    during	
    
  the	
    conquest	
    of	
    what	
    would	
    become	
    the	
    kingdom	
    over	
    four	
    
  centuries	
     ago.	
     A	
     companion	
     and	
     close	
     confidant	
     of	
     the	
     first	
    
  overlord	
    of	
    the	
    kingdom,	
    it	
    was	
    carried	
    in	
    many	
    of	
    the	
    crucial	
    
  engagements	
    of	
    the	
    conquest.	
    	
    
  	
    
  Kurast’s	
    descendants	
    carried	
    the	
    spear	
    for	
    over	
    400	
    years.	
    It	
    
  was	
    lost	
    20	
    years	
    ago	
    during	
    the	
    fall	
    of	
    the	
    southern	
    lands	
    when	
    
  its	
     wielder,	
     Kallarn	
     Kurast,	
     was	
     slain	
     by	
     orcs	
     and	
     ogres	
     as	
     he	
    
  struggled	
    to	
    protect	
    the	
    fleeing	
    folk	
    of	
    some	
    nameless	
    hamlet	
    
  on	
    the	
    kingdom’s	
    southern	
    border.	
    	
    
  	
    
   
  
  82	
    
  W A R B A N D  
  In	
    my	
    campaign,	
    the	
    party	
    will	
    soon	
    be	
    pitted	
    in	
    a	
    race	
    against	
    
  time	
    to	
    retrieve	
    something	
    of	
    great	
    value	
    to	
    the	
    nation	
    they	
    are	
    
  defending.	
    While	
    the	
    great	
    and	
    good	
    are	
    distracted	
    at	
    a	
    wedding	
    
  of	
     great	
     political	
     import,	
     mercenaries	
     infiltrate	
     a	
     nearby	
     vault	
    
  and	
    steal	
    an	
    item	
    representing	
    the	
    burgeoning	
    alliance	
    between	
    
  two	
    traditional	
    enemies.	
    The	
    PCs	
    are	
    tasked	
    to	
    get	
    it	
    back	
    before	
    
  the	
    alliance	
    collapses.	
    	
    	
    
  	
    
  Not	
     long	
     after	
     the	
     theft,	
     the	
     surviving	
     mercenaries	
    
  rendezvous	
     with	
     an	
     orc	
     warband	
     and	
     make	
     a	
     dash	
     for	
     the	
    
  border.	
     The	
     PCs	
     must	
     give	
     chase	
     and	
     stop	
     the	
     thieves	
     getting	
    
  over	
     the	
     border	
     and	
     into	
     the	
     wilderness	
     wherein	
     they	
     will	
    
  undoubtedly	
    disappear	
    before	
    returning	
    to	
    their	
    fell	
    master.	
    
  	
    
  The	
    stat	
    blocks	
    and	
    encounter	
    groups	
    below	
    represent	
    the	
    
  orc	
    warband	
    and	
    the	
    surviving	
    thief.	
    Obviously,	
    the	
    PCs	
    are	
    not	
    
  going	
    to	
    encounter	
    the	
    entire	
    band	
    at	
    the	
    same	
    time;	
    that	
    would	
    
  be	
    wildly	
    unfair.	
    Instead,	
    the	
    resultant	
    chase	
    will	
    feature	
    several	
    
  encounters	
     with	
     small	
     groups.	
     When	
     looking	
     at	
     the	
     below	
    
  encounter	
    groups	
    keep	
    in	
    mind	
    two	
    things:	
    	
    
  § 
  The	
     party	
     has	
     six	
     main	
     members,	
     one	
     of	
     whom	
     has	
     a	
     flying	
    
  steed.	
    
  § 
  One	
    member	
    of	
    the	
    party	
    is	
    a	
    6th-­‐level	
    sorcerer	
    with	
    access	
    to	
    
  fireball.	
    
  E N C O U N T E R  G R O U P S  
  These	
    listings	
    represent	
    small	
    groups	
    of	
    the	
    warband	
    left	
    behind	
    
  to	
    slow	
    down	
    the	
    pursuing	
    PCs.	
    These	
    fights	
    are	
    intended	
    to	
    be	
    
  difficult	
    and	
    dangerous	
    for	
    a	
    group	
    of	
    5th-­‐	
    to	
    6th-­‐level	
    PCs.	
    
  § 
  Skirmishers	
    (EL	
    4;	
    1,200):	
    orc	
    warriors	
    (6)	
    
  § 
  Blocking	
     Force	
     (EL	
     6;	
     XP	
     2,400):	
     orc	
     warriors	
     (6),	
     ogre	
    
  swordsman	
    (1)	
    
  § 
  Ambush	
    (EL	
    7;	
    XP	
    3,200):	
    orc	
    warriors	
    (2),	
    orc	
    archer	
    (2),	
    ogre	
    
  swordsman	
    (2)	
    
  § 
  Axewall	
    (EL	
    8;	
    XP	
    4,800):	
    orc	
    warriors	
    (6),	
    orc	
    archer	
    (6),	
    ogre	
    
  swordsman	
    (2)	
    
  § 
  Tiren	
    &	
    Bodyguard	
    (EL	
    8;	
    XP	
    4,800):	
    minotaur	
    mercenary	
    (1),	
    
  Tiren	
    
  S T A T  B L O C K S  
  MINOTAUR	
    M E R C E N A R Y 	
    (1)	
    
  C R 	
    6 	
    ( X P 	
    2 ,4 0 0 ) 	
    
  This	
    powerfully	
    built	
    man	
    has	
    the	
    head	
    of	
    a	
    snarling	
    bull.	
    
  Male	
    minotaur	
    fighter	
    2	
    
  CE	
    Large	
    monstrous	
    humanoid	
    
  Init	
    +5;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +13,	
    Sense	
    Motive	
    
  +1	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Stealth	
    +3	
    
  AC	
     20,	
     touch	
     10,	
     flat-­‐footed	
     20;	
     CMD	
     27	
     (+29	
     vs.	
     bull	
     rush);	
    
  natural	
    cunning	
    
  	
     (+5	
    armour	
    [mwk	
    scale	
    mail],	
    +1	
    Dex,	
    +5	
    natural,	
    -­‐1	
    size)	
    
  Natural	
    Cunning	
    (Ex)	
    A	
    minotaur	
    is	
    never	
    caught	
    flat-­‐footed.	
    
  Immune	
    maze	
    
  Fort	
    +11,	
    Ref	
    +6,	
    Will	
    +6	
    (+7	
    vs.	
    fear)	
    
  hp	
    82	
    (8	
    HD)	
    
  Space	
    10	
    ft.;	
    Base	
    Atk	
    +8;	
    CMB	
    +16	
    (+18	
    bull	
    rush)	
    
  Melee	
     mwk	
     greatsword	
     (reach	
     10	
     ft.;	
     Power	
     Attack	
     [-­‐2/+6])	
    
  +16/+11	
    (3d6+10/19-­‐20)	
    and	
    
  	
    
  gore	
    (reach	
    10	
    ft.;	
    Power	
    Attack	
    [-­‐2/+2])+9	
    (1d6+7)	
    
  Atk	
     Options	
     Improved	
     Bull	
     Rush,	
     Vital	
     Strike,	
     powerful	
     charge	
    
  (gore	
    +14,	
    2d6+7)	
    
  Abilities	
    Str	
    23,	
    Dex	
    12,	
    Con	
    19,	
    Int	
    7,	
    Wis	
    12,	
    Cha	
    6	
    
  SQ	
    bravery	
    (+1)	
    
  Feats	
    Great	
    Fortitude,	
    Improved	
    Bull	
    Rush,	
    Improved	
    Initiative,	
    
  Power	
    Attack,	
    Vital	
    StrikeB,	
    Weapon	
    Focus	
    (greatsword)B	
    
  Skills	
    as	
    above	
    plus	
    Intimidate	
    +4,	
    Survival	
    +11	
    (cannot	
    get	
    lost)	
    
  Languages	
    Giant	
    	
    
  Gear	
    as	
    above	
    
  OGRE	
    S W O R D S M A N 	
    (5)	
    
  C R 	
    4 	
    ( X P 	
    1 ,2 0 0 ) 	
    
  This	
     lumbering	
     giant	
     has	
     small,	
     beady	
     eyes	
     and	
     a	
     wide	
     mouth	
    
  filled	
     with	
     ill-­‐fitting	
     teeth.	
     It	
     wears	
     half-­‐plate	
     armour	
     and	
    
  carries	
    a	
    gigantic	
    shield.	
    
  Male	
    ogre	
    fighter	
    1	
    
  CE	
    Large	
    humanoid	
    (giant)	
    
  Init	
    +0;	
    Senses	
    darkvision	
    60	
    ft.,	
    low-­‐light	
    vision;	
    Perception	
    +6,	
    
  Sense	
    Motive	
    +1	
    
  Speed	
    30	
    ft.,	
    base	
    speed	
    40	
    ft.;	
    ACP	
    -­‐14;	
    Climb	
    +10,	
    Stealth	
    -­‐18	
    
  AC	
    26,	
    touch	
    9,	
    flat-­‐footed	
    26;	
    CMD	
    22	
    
  	
     (+8	
     armour	
     [mwk	
     half-­‐plate],	
     +5	
     natural,	
     +4	
     shield	
     [mwk	
    
  tower],	
    -­‐1	
    size)	
    
  Fort	
    +10,	
    Ref	
    +0,	
    Will	
    +4	
    
  hp	
    54	
    (5	
    HD)	
    
  Space	
    10	
    ft.;	
    Base	
    Atk	
    +4;	
    CMB	
    +12	
    
  Melee	
    mwk	
    bastard	
    sword	
    (reach	
    10	
    ft.)	
    +12	
    (2d8+7/19-­‐20)	
    
  Ranged	
    javelin	
    (range	
    30	
    ft.)	
    +3	
    (1d8+7)	
    
  Combat	
     Gear	
     javelins	
     (4),	
     javelin	
     of	
     lightning,	
     potion	
     of	
     cure	
    
  moderate	
    wounds	
    
  Abilities	
    Str	
    25,	
    Dex	
    10,	
    Con	
    19,	
    Int	
    6,	
    Wis	
    12,	
    Cha	
    5	
    
  Feats	
     Exotic	
     Weapon	
     Proficiency	
     (bastard	
     sword),	
     Iron	
     Will,	
    
  Toughness,	
    Weapon	
    Focus	
    (bastard	
    sword)	
    
  Skills	
    as	
    above	
    	
    
  Languages	
    Giant	
    	
    
  Gear	
    as	
    above	
    plus	
    mixed	
    coinage	
    (20	
    gp)	
    
  
  83	
    
  ORC	
    WARRIOR	
    (20)	
    
  C R 	
    1 / 2 	
    ( X P 	
    2 0 0 ) 	
    
  This	
    savage,	
    muscular	
    humanoid	
    has	
    green-­‐gray	
    skin	
    and	
    greasy	
    
  black	
    hair.	
    It	
    wears	
    chainmail	
    and	
    carries	
    a	
    huge	
    axe.	
    
  Male	
    orc	
    warrior	
    2	
    	
    
  CE	
    Medium	
    humanoid	
    (orc)	
    
  Init	
    +0;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    -­‐1,	
    Sense	
    Motive	
    -­‐1	
    
  Speed	
     20	
     ft.,	
     base	
     speed	
     30	
     ft.;	
     ACP	
     -­‐5;	
     Acrobatics	
     -­‐5	
     (-­‐9	
    
  jumping)	
    
  AC	
    16,	
    touch	
    10,	
    flat-­‐footed	
    16;	
    CMD	
    15	
    
  	
     (+6	
    armour	
    [chainmail])	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    Orcs	
    are	
    dazzled	
    in	
    areas	
    of	
    bright	
    light	
    or	
    
  within	
    a	
    daylight	
    spell.	
    	
    
  Fort	
    +4,	
    Ref	
    +0,	
    Will	
    -­‐1	
    
  hp	
    15	
    (2	
    HD);	
    ferocity	
    
  Ferocity	
    (Ex)	
    The	
    orc	
    remains	
    conscious	
    when	
    its	
    hit	
    point	
    total	
    is	
    
  below	
    0.	
    It	
    is	
    staggered	
    and	
    loses	
    1	
    hit	
    point	
    each	
    round,	
    and	
    
  dies	
    when	
    it	
    reaches	
    -­‐12	
    hp.	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +2;	
    CMB	
    +5	
    
  Melee	
    greataxe	
    +6	
    (1d12+4/x3)	
    
  Ranged	
    javelin	
    (range	
    30	
    ft.)	
    +2	
    (1d6+3)	
    
  Combat	
    Gear	
    javelin	
    (4),	
    oil	
    of	
    magic	
    weapon	
    
  Abilities	
    Str	
    17,	
    Dex	
    11,	
    Con	
    12,	
    Int	
    7,	
    Wis	
    8,	
    Cha	
    6	
    
  SQ	
    weapon	
    familiarity	
    (orc)	
    
  Feats	
    Weapon	
    Focus	
    (greataxe)	
    
  Skills	
    as	
    above	
    plus	
    Intimidate	
    +3	
    
  Languages	
    Common,	
    Orc	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    15	
    sp	
    
  ORC	
    ARCHER	
    (8)	
    
  C R 	
    1 / 2 	
    ( X P 	
    2 0 0 ) 	
    
  This	
    savage	
    humanoid	
    has	
    green-­‐gray	
    skin	
    and	
    greasy	
    black	
    hair.	
    	
    
  Male	
    orc	
    warrior	
    2	
    	
    
  CE	
    Medium	
    humanoid	
    (orc)	
    
  Init	
    +1;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    -­‐1,	
    Sense	
    Motive	
    -­‐1	
    
  Speed	
     20	
     ft.,	
     base	
     speed	
     30	
     ft.;	
     ACP	
     -­‐5;	
     Acrobatics	
     -­‐4	
     (-­‐8	
    
  jumping)	
    
  AC	
    17,	
    touch	
    11,	
    flat-­‐footed	
    16;	
    CMD	
    15	
    
  	
     (+6	
    armour	
    [chainmail],	
    +1	
    Dex)	
    
  Weakness	
    light	
    sensitivity	
    
  Light	
    Sensitivity	
    (Ex)	
    Orcs	
    are	
    dazzled	
    in	
    areas	
    of	
    bright	
    light	
    or	
    
  within	
    a	
    daylight	
    spell.	
    	
    
  Fort	
    +4,	
    Ref	
    +1,	
    Will	
    -­‐1	
    
  hp	
    15	
    (2	
    HD);	
    ferocity	
    
  Ferocity	
    (Ex)	
    The	
    orc	
    remains	
    conscious	
    when	
    its	
    hit	
    point	
    total	
    is	
    
  below	
    0.	
    It	
    is	
    staggered	
    and	
    loses	
    1	
    hit	
    point	
    each	
    round,	
    and	
    
  dies	
    when	
    it	
    reaches	
    -­‐12	
    hp.	
    
  Combat	
    Gear	
    potion	
    of	
    shield	
    of	
    faith	
    (+2)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +2;	
    CMB	
    +4	
    
  Ranged	
    longbow	
    (range	
    100	
    ft.)	
    +4	
    (1d8/x3)	
    
  Melee	
    heavy	
    flail	
    +4	
    (1d10+3/19-­‐20)	
    
  Combat	
    Gear	
    arrows	
    (20)	
    
  Abilities	
    Str	
    15,	
    Dex	
    13,	
    Con	
    12,	
    Int	
    7,	
    Wis	
    8,	
    Cha	
    6	
    
  SQ	
    weapon	
    familiarity	
    (orc)	
    
  Feats	
    Weapon	
    Focus	
    (longbow)	
    
  Skills	
    as	
    above	
    plus	
    Intimidate	
    +3	
    
  Languages	
    Common,	
    Orc	
    
  Gear	
    as	
    above	
    plus	
    belt	
    pouch,	
    15	
    sp	
    
  TIREN	
    
  C R 	
    6 	
    ( X P 	
    2 ,4 0 0 ) 	
    
  Slender	
     and	
     darkly	
     handsome,	
     this	
     half-­‐elf	
     wears	
     well	
     worn	
    
  travelling	
    robes	
    of	
    a	
    dark	
    hue.	
    
  Male	
    half-­‐elf	
    wizard	
    [necromancy]	
    5/rogue	
    2	
    
  NE	
    Medium	
    humanoid	
    (elf,	
    human)	
    
  Init	
    +2;	
    Senses	
    low-­‐light	
    vision;	
    Perception	
    +12	
    (+13	
    vs.	
    traps),	
    
  Sense	
    Motive	
    +10	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Acrobatics	
    +10,	
    Stealth	
    +10	
    
  AC	
    13,	
    touch	
    12,	
    flat-­‐footed	
    11;	
    CMD	
    14	
    
  	
     (+2	
    Dex,	
    +2	
    shield	
    [+1	
    mithral	
    buckler])	
    
  Immune	
    sleep	
    
  Fort	
    +2,	
    Ref	
    +6	
    (evasion),	
    Will	
    +4;	
    +2	
    vs.	
    enchantments	
    
  hp	
    36	
    (7	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +3;	
    CMB	
    +2	
    
  Melee	
    dagger	
    +1	
    (1d4-­‐1/19-­‐20)	
    or	
    
  Melee	
    Touch	
    grave	
    touch	
    (6/day)	
    +2	
    (shaken	
    [2	
    rds.])	
    
  Atk	
    Options	
    sneak	
    attack	
    (+1d6)	
    
  Special	
    Actions	
    power	
    over	
    undead	
    
  Power	
    over	
    Undead	
    (Su	
    [standard;	
    6/day])	
    Tiren	
    can	
    Command	
    
  Undead,	
    as	
    the	
    Feat	
    (DC	
    14	
    Will	
    resists).	
    	
    
  Wizard	
    Spells	
    Prepared	
    (CL	
    5th;	
    concentration	
    +7)	
    
  3rd—ray	
    of	
    exhaustion	
    (2;	
    DC	
    18),	
    vampiric	
    touch	
    
  2nd—blindness/deafness	
    (DC	
    17),	
    false	
    life,	
    hideous	
    laughter	
    (DC	
    
  15),	
    invisibility	
    
  1st—mage	
    armour,	
    magic	
    missile	
    (2),	
    ray	
    of	
    enfeeblement	
    (2;	
    DC	
    
  16)	
    
  0—detect	
    magic,	
    disrupt	
    undead,	
    mage	
    hand,	
    ray	
    of	
    frost	
    
  Combat	
     Gear	
     potion	
     of	
     blur,	
     wands	
     of	
     glitterdust	
     (7	
     charges),	
    
  invisibility	
    (12	
    charges),	
    scorching	
    ray	
    (11	
    charges)	
    
  Abilities	
    Str	
    8,	
    Dex	
    14,	
    Con	
    12,	
    Int	
    16,	
    Wis	
    10,	
    Cha	
    15	
    
  SQ	
    rogue	
    talent	
    (charmer),	
    trapfinding	
    (+1)	
    
  Feats	
     Craft	
     Wand,	
     Deceitful,	
     Eschew	
     Material,	
     Greater	
     Spell	
    
  Focus	
     (necromancy),	
     Persuasive,	
     Scribe	
     ScrollB,	
     Skill	
     Focus	
    
  (Use	
    Magic	
    Device),	
    Spell	
    Focus	
    (necromancy)	
    	
    
  Skills	
    as	
    above	
    plus	
    Bluff	
    +10,	
    Diplomacy	
    +10	
    (charmer),	
    Disable	
    
  Device	
    +10,	
    Disguise	
    +10,	
    Intimidate	
    +8,	
    Knowledge	
    (arcana)	
    
  +10,	
    Knowledge	
    (religion)	
    +10,	
    Sleight	
    of	
    Hand	
    +7,	
    Spellcraft	
    
  +10,	
    Use	
    Magic	
    Device	
    +10	
    
  Charmer	
     (Ex	
     [1/day])	
     Tiren	
     can	
     roll	
     two	
     dice	
     while	
     making	
     a	
    
  Diplomacy	
    check,	
    and	
    take	
    the	
    best	
    result.	
    He	
    must	
    choose	
    
  to	
    use	
    this	
    talent	
    before	
    making	
    the	
    Diplomacy	
    check.	
    
  Languages	
    Aklo,	
    Common,	
    Celestial,	
    Draconic,	
    Elven	
    
  Gear	
     as	
     above	
     plus	
     masterwork	
     thieves’	
     tools,	
     masterwork	
    
  mortician’s	
    equipment,	
    3	
    onyx	
    gems	
    (100	
    gp	
    each)	
    
  Spellbook	
     (barred	
     schools	
     conjuration	
     and	
     transmutation):	
     as	
    
  above	
    plus	
    1st—charm	
    person,	
    detect	
    undead,	
    magic	
    missile,	
    
  shield;	
    0—all	
    except	
    conjuration	
    and	
    transmutation	
    spells	
    
  	
    
  	
    
  B O R D E R L A N D  O F  A D V E N T U R E  
  To	
    keep	
    up	
    with	
    my	
    Borderland	
    of	
    Adventure	
    campaign,	
    check	
    
  out	
    
  www.creightonbroadhurst.com/borderland-­‐of-­‐adventure	
    
  where	
    I	
    post	
    session	
    summaries,	
    campaign	
    handouts	
    and	
    more!	
    
  
  84	
    
  	
    
  
  85	
    
   
   
   
   
   
   
   
   
   
   
  MISCELLANEOUS OFFERINGS 
  	
    
   
  
  86	
    
  B A R R O O M  B R A W L S :  B R A W L  T R I G G E R S  
   
  Many	
     events	
     can	
     trigger	
     a	
     barroom	
     brawl:	
     a	
     gambler	
     can	
     be	
    
  caught	
    cheating,	
    two	
    men	
    may	
    argue	
    over	
    a	
    woman,	
    someone	
    
  may	
     spill	
     another’s	
     pint	
     or	
     simmering	
     animosity	
     may	
     suddenly	
    
  boil	
    over	
    into	
    violence.	
    A	
    GM	
    can	
    simply	
    determine	
    the	
    brawl’s	
    
  trigger	
    or	
    roll	
    on	
    the	
    table	
    below.	
    
  D20	
    
  BRAWL	
    TRIGGER	
    
  1-­‐2	
    
  A	
    group	
    gamble	
    at	
    a	
    table.	
    One	
    of	
    the	
    group	
    is	
    accused	
    
  of	
    cheating,	
    but	
    denies	
    the	
    charge.	
    He	
    refuses	
    to	
    return	
    
  his	
    winnings	
    and	
    a	
    brawl	
    quickly	
    ensures.	
    
  3	
    
  A	
     drunk	
     staggers	
     against	
     a	
     table	
     sending	
     the	
     drinks	
    
  upon	
    it	
    flying.	
    Those	
    around	
    the	
    table	
    attack	
    the	
    drunk,	
    
  furious	
    at	
    his	
    clumsiness.	
    The	
    drunk’s	
    friends	
    leap	
    to	
    his	
    
  aid...	
    
  4	
    
  An	
     argument	
     erupts	
     at	
     one	
     table	
     and	
     quickly	
     several	
    
  patrons	
     are	
     fighting.	
     The	
     brawl	
     is	
     a	
     diversion;	
     one	
     of	
    
  the	
    other	
    customers	
    (perhaps	
    even	
    a	
    PC)	
    is	
    marked	
    for	
    
  assassination	
     and	
     while	
     the	
     fight	
     distracts	
     witnesses	
    
  the	
    assassin	
    strikes.	
    
  5	
    
  A	
     pickpocket	
     fails	
     spectacularly	
     to	
     lift	
     a	
     purse.	
     The	
    
  owner	
    notices	
    and	
    tries	
    to	
    grab	
    the	
    thief.	
    He	
    twists	
    out	
    
  of	
     the	
     man’s	
     hands	
     but	
     falls	
     into	
     a	
     nearby	
     table,	
    
  smashing	
    it	
    and	
    spilling	
    all	
    the	
    drinks	
    on	
    it.	
    	
    
  6	
    
  A	
     drunk	
     man	
     staggers	
     to	
     the	
     bar	
     and	
     demands	
     more	
    
  ale.	
    The	
    barkeep	
    refuses	
    and	
    the	
    man	
    gets	
    belligerent.	
    
  A	
    regular	
    steps	
    in	
    to	
    defuse	
    the	
    situation	
    and	
    the	
    drunk	
    
  attacks	
     him.	
     As	
     the	
     regular	
     staggers	
     back,	
     he	
     knocks	
    
  over	
    another	
    man	
    who	
    leaps	
    to	
    his	
    feet	
    enraged.	
    From	
    
  there,	
    the	
    chaos	
    quickly	
    spreads...	
    
  7	
    
  A	
    prostitute	
    moves	
    around	
    the	
    tavern	
    seeking	
    business.	
    
  Two	
     drunken	
     men	
     begin	
     to	
     argue	
     over	
     who	
     should	
    
  enjoy	
    the	
    pleasure	
    of	
    her	
    company	
    first.	
    She	
    draws	
    the	
    
  two	
    men	
    into	
    a	
    brief	
    bidding	
    war,	
    which	
    ends	
    with	
    one	
    
  smashing	
    a	
    flagon	
    over	
    the	
    others	
    head.	
    	
    
  8	
    
  A	
    server	
    weaves	
    through	
    the	
    taproom	
    with	
    a	
    full	
    tray	
    of	
    
  drinks.	
    However,	
    when	
    she	
    sets	
    it	
    down,	
    two	
    groups	
    of	
    
  drinkers	
    claim	
    that	
    the	
    drinks	
    are	
    for	
    them.	
    Both	
    groups	
    
  are	
    drunk	
    and	
    the	
    ensuing	
    argument	
    turns	
    violent.	
    
  9	
    
  A	
     server	
     delivers	
     a	
     drink	
     to	
     a	
     table,	
     but	
     the	
     (drunk)	
    
  patron	
     refuses	
     to	
     pay.	
     After	
     a	
     short	
     argument,	
     the	
    
  drunk	
    pushes	
    her	
    away	
    and	
    she	
    falls.	
    Several	
    regulars	
    
  take	
    exception	
    to	
    this	
    and	
    move	
    to	
    punish	
    the	
    drunk.	
    
  Others	
    intervene	
    and	
    an	
    epic	
    brawl	
    quickly	
    breaks	
    out.	
    
  10	
    
  A	
    small	
    contingent	
    of	
    the	
    Watch	
    enter	
    the	
    tavern	
    and	
    
  start	
     to	
     belligerently	
     search	
     for	
     a	
     fugitive	
     last	
     seen	
    
  nearby.	
     The	
     search	
     angers	
     many	
     of	
     the	
     regulars	
     and	
    
  eventually	
    one	
    hurls	
    a	
    flagon	
    at	
    a	
    guard	
    in	
    protest.	
    As	
    
  the	
    guards	
    attempt	
    to	
    apprehend	
    their	
    attacker	
    other	
    
  patrons	
     join	
     in.	
     Inevitably,	
     some	
     of	
     the	
     missiles	
     hit	
    
  other	
    patrons	
    and	
    a	
    confused	
    melee	
    breaks	
    out.	
    
  11	
    
  An	
     old	
     beggar	
     enters	
     the	
     taproom	
     and	
     moves	
     from	
    
  table	
    to	
    table	
    begging	
    for	
    spare	
    coins	
    and	
    food.	
    A	
    few	
    
  patrons	
    give	
    him	
    their	
    scraps	
    but	
    one	
    shouts	
    and	
    curses	
    
  at	
    him	
    before	
    pushing	
    him	
    away.	
    As	
    the	
    beggar	
    falls	
    to	
    
  the	
    floor,	
    several	
    other	
    patrons	
    move	
    to	
    help	
    him	
    and	
    
  remonstrate	
     with	
     his	
     attacker.	
     Unsurprisingly,	
     the	
    
  attacker	
    does	
    not	
    take	
    kindly	
    to	
    their	
    opinions	
    and	
    an	
    
  argument	
     quickly	
     develops.	
     Eventually,	
     it	
     leads	
     to	
    
  violence.	
    After	
    the	
    brawl,	
    there	
    is	
    no	
    sign	
    of	
    the	
    beggar.	
    
  12	
    
  Two	
    drunken	
    patrons	
    (one	
    a	
    huge	
    warrior)	
    are	
    dancing	
    
  (very	
    badly)	
    when	
    one	
    of	
    them	
    trips	
    and	
    falls.	
    The	
    other	
    
  trips	
     over	
     the	
     first	
     and	
     lands	
     in	
     the	
     lap	
     of	
     a	
     courting	
    
  couple.	
     Wine	
     gets	
     spilled	
     all	
     over	
     the	
     couple,	
     which	
    
  enrages	
    the	
    woman.	
    She	
    smashes	
    an	
    empty	
    flagon	
    over	
    
  the	
     head	
     of	
     her	
     “attacker.”	
     By	
     that	
     point,	
     the	
     first	
    
  dancer	
    has	
    regained	
    his	
    feet	
    and	
    totters	
    over	
    to	
    aid	
    his	
    
  friend.	
    	
    
  13	
    
  Two	
    men	
    standing	
    at	
    the	
    bar	
    begin	
    to	
    push	
    and	
    shove	
    
  each	
     other.	
     They	
     inevitably	
     bump	
     into	
     other	
     patrons	
    
  and	
    matters	
    go	
    downhill	
    rapidly	
    thereafter.	
    
  14	
    
  A	
    man	
    weaves	
    his	
    way	
    through	
    the	
    crowd	
    carrying	
    two	
    
  handfuls	
    of	
    drinks.	
    Suddenly,	
    he	
    trips	
    and	
    the	
    drinks	
    go	
    
  flying.	
     He	
     is	
     quickly	
     to	
     his	
     feet,	
     accusing	
     a	
     nearby	
    
  customer	
    of	
    deliberately	
    tripping	
    him.	
    Meanwhile,	
    the	
    
  three	
    men	
    he	
    has	
    just	
    drenched	
    in	
    beer	
    decide	
    to	
    teach	
    
  him	
    a	
    lesson.	
    	
    
  15	
    
  A	
     customer	
     drops	
     his	
     belt	
     pouch	
     and	
     gold	
     and	
     silver	
    
  coins	
     tumble	
     to	
     the	
     floor.	
     As	
     he	
     tries	
     to	
     retrieve	
     his	
    
  wealth,	
     other	
     nearby	
     customers	
     scramble	
     to	
     grab	
     the	
    
  coins.	
    Almost	
    immediately,	
    several	
    fights	
    break	
    out.	
    	
    
  16	
    
  Two	
    groups	
    of	
    rival	
    warriors	
    or	
    workmen	
    are	
    drinking	
    
  heavily	
     in	
     the	
     taproom.	
     As	
     they	
     get	
     drunker	
     the	
     two	
    
  groups	
     exchange	
     insults.	
     Veiled	
     at	
     first,	
     they	
     become	
    
  more	
     demeaning	
     as	
     the	
     alcohol	
     flows.	
     Eventually,	
     a	
    
  fight	
     breaks	
     out	
     between	
     the	
     two	
     groups;	
     innocent	
    
  bystanders	
    get	
    dragged	
    into	
    the	
    melee.	
    	
    
  17	
    
  Four	
    toughs	
    have	
    been	
    bribed	
    to	
    beat	
    up	
    a	
    customer.	
    
  They	
    enter	
    the	
    bar,	
    buy	
    drinks	
    and	
    take	
    a	
    table	
    close	
    to	
    
  their	
    target.	
    They	
    wait	
    until	
    their	
    target	
    is	
    drunk	
    before	
    
  pouncing.	
    Other	
    customers	
    go	
    to	
    the	
    target’s	
    aid	
    and	
    a	
    
  general	
    melee	
    ensues.	
    
  18	
    
  A	
     man	
     buying	
     drinks	
     at	
     the	
     bar	
     believes	
     he	
     has	
     been	
    
  short-­‐changed.	
     The	
     barkeep	
     denies	
     the	
     charge	
     and	
    
  refuses	
    to	
    pay	
    up.	
    The	
    customer	
    reaches	
    across	
    the	
    bar	
    
  and	
    tries	
    to	
    grab	
    some	
    coins.	
    Several	
    regulars	
    leap	
    to	
    
  the	
     barkeep’s	
     aid.	
     Seeing	
     this,	
     the	
     customer’s	
     friends	
    
  come	
    to	
    his	
    aid.	
    
  19	
    
  Two	
     men	
     get	
     into	
     an	
     argument	
     over	
     a	
     woman	
     sitting	
    
  nearby.	
     As	
     they	
     begin	
     to	
     fight,	
     other	
     patrons	
     gather	
    
  round	
    to	
    watch.	
    Soon,	
    however,	
    one	
    of	
    the	
    men	
    knocks	
    
  another	
     customer	
     over	
     and	
     the	
     chaos	
     soon	
     spreads.	
    
  (Alternatively	
    two	
    women	
    can	
    argue	
    over	
    a	
    man).	
    
  20	
    
  A	
     fleeing	
     man	
     bursts	
     through	
     the	
     tavern’s	
     door	
     and	
    
  rushes	
     through	
     the	
     taproom	
     knocking	
     over	
     chairs,	
    
  spilling	
    drinks	
    and	
    so	
    on.	
    Patrons	
    leap	
    to	
    their	
    feet	
    in	
    
  indignation.	
     Moments	
     later,	
     a	
     small	
     group	
     of	
     guards	
    
  enter	
     the	
     tavern	
     and	
     try	
     to	
     follow	
     the	
     man.	
     Chaos	
    
  ensues	
    as	
    the	
    guards	
    try	
    to	
    force	
    their	
    way	
    through	
    a	
    
  crowd	
    of	
    angry	
    patrons.	
    
   
  
  87	
    
  B A R R O O M  B R A W L :  B R A W L  E V E N T S  
  Barroom	
    brawls	
    are	
    chaotic	
    affairs	
    and	
    the	
    most	
    bizarre	
    events	
    
  can	
    occur	
    during	
    them.	
    Some	
    are	
    to	
    be	
    expected,	
    the	
    innkeeper	
    
  calling	
     for	
     the	
     watch	
     or	
     opportunistic	
     thieves	
     trying	
     to	
     steal	
    
  unattended	
     wagers,	
     while	
     others	
     are	
     completely	
     unexpected:	
    
  tables	
    collapse,	
    kegs	
    of	
    beer	
    spring	
    leaks	
    and	
    chandeliers	
    fall.	
    In	
    
  the	
     most	
     deadly	
     brawls,	
     fires	
     can	
     accidentally	
     start	
     that	
     if	
     left	
    
  unchecked	
    can	
    destroy	
    the	
    tavern	
    .	
    	
    
  	
    
  Every	
    round	
    of	
    a	
    brawl,	
    roll	
    on	
    the	
    table	
    below	
    to	
    determine	
    
  the	
    brawl	
    event	
    before	
    describing	
    it	
    colourfully.	
    	
    
  D%	
    
  BRAWL	
    EVENT	
    
  01-­‐40	
    
  No	
    event	
    of	
    note.	
    
  41-­‐50	
    
  The	
    innkeeper	
    calls	
    loudly	
    for	
    the	
    Watch.	
    
  51-­‐52	
    
  A	
    brawler	
    tips	
    over	
    a	
    table.	
    Atop	
    the	
    table	
    lies	
    a	
    small	
    
  pile	
    of	
    coins	
    —	
    the	
    pot	
    of	
    some	
    game	
    now	
    unattended.	
    
  2d20	
     cp	
     and	
     2d10	
     sp	
     clatter	
     to	
     the	
     floor.	
     Nearby	
    
  brawlers	
     dive	
     for	
     the	
     coins	
     and	
     try	
     to	
     gather	
     up	
     as	
    
  many	
    as	
    possible.	
    	
    
  53-­‐55	
    
  A	
    brawler	
    kicks	
    over	
    a	
    bench,	
    chair	
    or	
    table.	
    The	
    next	
    
  person	
     who	
     isn’t	
     a	
     PC,	
     to	
     move	
     through	
     the	
     square	
    
  trips	
    over	
    it	
    and	
    falls	
    prone.	
    	
    
  56-­‐59	
    
  A	
    brawler	
    tries	
    to	
    punch	
    a	
    target,	
    misses	
    and	
    smashes	
    a	
    
  beer	
    keg.	
    Beer	
    gushes	
    out,	
    creating	
    a	
    15	
    ft.	
    cone	
    of	
    slick	
    
  floor	
     (DC	
     10	
     Acrobatics	
     check	
     to	
     move	
     at	
     half-­‐speed	
    
  through	
     the	
     area;	
     failure	
     by	
     5	
     or	
     more	
     and	
     the	
    
  character	
     falls	
     prone).	
     The	
     innkeeper	
     wails	
     at	
     this	
    
  unfortunate	
    event.	
    
  60-­‐61	
    
  A	
    random	
    brawler	
    hurls	
    a	
    flagon	
    or	
    chair	
    at	
    a	
    PC.	
    	
    
  62-­‐64	
    
  A	
    small	
    contingent	
    of	
    the	
    Watch	
    arrive	
    to	
    break	
    up	
    the	
    
  brawl.	
     They	
     use	
     nonlethal	
     attacks	
     to	
     subdue	
     the	
    
  brawlers,	
    beating	
    them	
    with	
    the	
    ends	
    of	
    their	
    spears.	
    
  Brawlers	
    fight	
    to	
    get	
    away	
    from	
    the	
    Watch	
    as	
    no	
    one	
    
  wants	
    to	
    get	
    arrested.	
    	
    
  65-­‐66	
    
  A	
    brawler	
    leaps	
    onto	
    the	
    bar	
    and	
    starts	
    to	
    kick	
    half-­‐full	
    
  flagons	
    of	
    beer	
    into	
    the	
    melee.	
    Every	
    time	
    he	
    scores	
    a	
    
  hit	
    he	
    shouts	
    in	
    triumph.	
    	
    
  67-­‐68	
    
  Someone	
     shouts	
     that	
     the	
     Watch	
     is	
     coming.	
     At	
     that,	
    
  many	
    of	
    the	
    combatants	
    make	
    a	
    break	
    for	
    the	
    nearest	
    
  exit.	
    The	
    area	
    around	
    the	
    front	
    and	
    back	
    doors	
    of	
    the	
    
  tavern	
    get	
    congested	
    as	
    patrons	
    fight	
    each	
    other	
    to	
    get	
    
  away.	
    	
    
  69-­‐70	
    
  One	
    brawler	
    throws	
    another	
    1d2	
    x	
    5	
    ft.	
    onto	
    a	
    chair	
    or	
    
  table.	
    The	
    piece	
    of	
    furniture	
    collapses	
    and	
    the	
    thrown	
    
  brawler	
    lands	
    prone.	
    	
    
  71	
    
  Somehow,	
    high-­‐strength	
    alcohol	
    (such	
    as	
    brandy)	
    lands	
    
  in	
     the	
     fire.	
     All	
     combatants	
     within	
     5	
     ft.	
     suffer	
     1	
     fire	
    
  damage	
    as	
    the	
    fire	
    sparks	
    and	
    spits.	
    	
    
  72-­‐74	
    
  The	
    innkeeper	
    (or	
    other	
    staff	
    member)	
    gets	
    attacked	
    by	
    
  a	
    brawler.	
    The	
    innkeeper	
    shouts	
    for	
    help;	
    if	
    a	
    PC	
    assists	
    
  him,	
    he	
    gets	
    free	
    board	
    and	
    lodgings	
    for	
    one	
    week.	
    	
    
  75-­‐76	
    
  Three	
    brawlers	
    gang	
    up	
    on	
    another	
    patron	
    and	
    quickly	
    
  kick	
    him	
    to	
    the	
    floor.	
    They	
    beat	
    him	
    unconscious	
    in	
    two	
    
  rounds	
    before	
    moving	
    onto	
    another	
    target.	
    
  	
    
  77-­‐79	
    
  Desperate	
    to	
    escape	
    the	
    violence,	
    a	
    patron	
    dives	
    under	
    
  a	
    table	
    and	
    screams	
    for	
    help.	
    The	
    man	
    is	
    well-­‐dressed	
    
  and	
    gives	
    his	
    rescuer	
    a	
    reward	
    of	
    2	
    gp.	
    
  80-­‐82	
    
  Skirting	
     the	
     violence,	
     a	
     patron	
     moves	
     from	
     table	
     to	
    
  table	
     stealing	
     coins,	
     downing	
     drinks	
     and	
     so	
     on.	
     After	
    
  three	
    rounds	
    of	
    this,	
    he	
    is	
    spotted	
    and	
    attacked	
    by	
    irate	
    
  patrons.	
    
  83	
    
  A	
     large	
     brawler	
     picks	
     up	
     a	
     bench	
     and	
     belts	
     nearby	
    
  targets	
    with	
    it.	
    Once	
    he	
    has	
    knocked	
    unconscious	
    a	
    few	
    
  other	
     brawlers,	
     the	
     rest	
     avoid	
     him	
     and	
     so	
     he	
     goes	
     in	
    
  search	
    of	
    new	
    targets.	
    He	
    settles	
    on	
    the	
    nearest	
    PC.	
    
  84-­‐85	
    
  A	
    female	
    patron	
    jumps	
    onto	
    the	
    back	
    of	
    a	
    brawler	
    and	
    
  starts	
     hitting	
     him	
     over	
     the	
     head	
     with	
     a	
     flagon.	
     It	
    
  smashes,	
     blinding	
     him	
     for	
     one	
     round	
     with	
     ale.	
     In	
     the	
    
  next	
    round,	
    he	
    pulls	
    her	
    off	
    and	
    throws	
    her	
    to	
    the	
    floor.	
    
  86-­‐87	
    
  A	
     table	
     collapses	
     dumping	
     the	
     patron	
     on	
     it	
     onto	
     the	
    
  floor.	
    The	
    patron	
    falls	
    prone.	
    
  88	
    
  A	
    patron	
    dives	
    behind	
    the	
    bar	
    and	
    grabs	
    several	
    bottles	
    
  or	
     brandy	
     or	
     other	
     expensive	
     beverage.	
     On	
     the	
     next	
    
  round,	
     he	
     makes	
     a	
     break	
     for	
     the	
     door	
     clutching	
     his	
    
  prizes.	
    	
    
  89	
    
  The	
    fight	
    spills	
    out	
    into	
    the	
    street	
    as	
    several	
    brawlers	
    
  fall	
    through	
    the	
    tavern’s	
    door.	
    	
    
  90	
    
  A	
    brawler	
    is	
    thrown	
    through	
    a	
    window	
    or	
    door	
    into	
    the	
    
  street.	
    Three	
    rounds	
    later,	
    the	
    Watch	
    arrives.	
    
  91	
    
  Amid	
     the	
     chaos,	
     a	
     thief	
     rifles	
     the	
     pouch	
     of	
     a	
     fallen	
    
  brawler.	
    If	
    no	
    one	
    stops	
    him,	
    he	
    moves	
    onto	
    his	
    next	
    
  mark.	
    If	
    accosted,	
    he	
    flees.	
    
  92	
    
  A	
     patron	
     lies	
     slumped	
     over	
     a	
     table.	
     Underneath	
     the	
    
  table,	
     his	
     hound	
     barks	
     ferociously	
     and	
     tries	
     to	
     bite	
    
  anyone	
    entering	
    an	
    adjacent	
    square.	
    
  93	
    
  A	
     brawler	
     staggers	
     out	
     of	
     the	
     melee,	
     blood	
     dripping	
    
  from	
    a	
    nasty	
    scalp	
    wound	
    (caused	
    by	
    a	
    broken	
    bottle).	
    
  He	
     screams	
     in	
     agony	
     and	
     flails	
     about	
     looking	
     for	
    
  assistance.	
    
  94	
    
  A	
    brawler	
    stands	
    over	
    his	
    unconscious	
    foe.	
    The	
    two	
    are	
    
  hated	
    enemies;	
    the	
    brawler	
    gives	
    his	
    fallen	
    foe	
    a	
    good	
    
  kicking.	
     If	
     no	
     one	
     intervenes,	
     he	
     eventually	
     kills	
     his	
    
  enemy.	
    	
    
  95-­‐96	
    
  A	
    brawler	
    takes	
    this	
    opportunity	
    to	
    knife	
    an	
    enemy.	
    He	
    
  draws	
    a	
    dagger	
    and	
    tries	
    to	
    stab	
    him	
    in	
    the	
    back.	
    	
    	
    
  97-­‐98	
    
  A	
    brawler	
    tries	
    to	
    grab	
    the	
    tavern’s	
    ready	
    cash	
    before	
    
  fleeing.	
    The	
    barkeep	
    notices	
    this	
    attempt	
    and	
    screams	
    
  for	
     help	
     before	
     attempting	
     to	
     apprehend	
     the	
     thief.	
    
  There	
     is	
     a	
     50%	
     chance	
     that	
     any	
     patron	
     grabbing	
     the	
    
  thief	
    tries	
    to	
    steal	
    some	
    of	
    the	
    money	
    himself.	
    	
    
  99	
    
  Fire!	
    Flames	
    from	
    a	
    knocked	
    over	
    torch	
    or	
    similar	
    fire	
    
  source	
    catch	
    on	
    a	
    tapestry,	
    straw	
    covering	
    the	
    floor	
    and	
    
  so	
    on.	
    Unless	
    extinguished,	
    the	
    fire	
    advances	
    5	
    ft.	
    every	
    
  second	
    round.	
    (A	
    DC	
    15	
    Reflex	
    save	
    extinguishes	
    a	
    5	
    ft,	
    
  section	
    of	
    fire	
    as	
    a	
    full-­‐round	
    action).	
    Characters	
    in	
    the	
    
  fire	
    suffer	
    1d6	
    fire	
    damage	
    and	
    catch	
    on	
    fire.	
    
  100	
    
  GM’s	
    discretion	
    –	
    something	
    truly	
    bizarre	
    happens;	
    the	
    
  floor	
    collapses,	
    chickens	
    escape	
    from	
    the	
    kitchen	
    etc.	
    
  	
    
   
  
  88	
    
  B R E T H R E N  O F  T H E  C R I M S O N  A L T A R  
  The	
     Brethren	
     of	
     the	
     Crimson	
     Altar	
     are	
     a	
     quartet	
     of	
     vampires	
    
  dedicated	
    to	
    serving	
    the	
    Crimson	
    Altar	
    of	
    Kulan-­‐Wyr,	
    an	
    ancient	
    
  artefact	
    of	
    fell	
    provenance.	
    The	
    number	
    of	
    Brethren	
    fluctuates	
    
  over	
     time	
     and	
     depends	
     upon	
     the	
     current	
     members	
     reaching	
    
  agreement	
    on	
    whether	
    a	
    new	
    member	
    should	
    join	
    their	
    august,	
    
  if	
    somewhat	
    depraved,	
    company.	
    Currently,	
    the	
    Brethren	
    are:	
    	
    
  § 
  Tregereth	
     Faull:	
     LE	
     female	
     human	
     vampire	
     wizard	
     (diviner)	
    
  5/loremaster	
    8.	
    
  § 
  Daveth	
    Goninan:	
    NE	
    male	
    half-­‐orc	
    vampire	
    fighter	
    10.	
    
  § 
  Margh	
    Vosper:	
    LE	
    male	
    human	
    vampire	
    aristocrat	
    4/bard	
    9.	
    
  § 
  Terl	
    
  Yarg:	
    
  NE	
    
  male	
    
  doppelganger	
    
  vampire	
    
  rogue	
    
  5/shadowdancer	
    2.	
    
  Each	
    of	
    the	
    Brethren	
    is	
    a	
    powerful	
    adversary	
    in	
    his	
    or	
    her	
    own	
    
  right	
    but	
    together	
    they	
    are	
    a	
    major	
    threat	
    to	
    even	
    a	
    formidable	
    
  party	
    of	
    adventurers.	
    Although	
    bound	
    together	
    by	
    their	
    common	
    
  cause	
    of	
    the	
    Crimson	
    Altar,	
    they	
    are	
    disparate	
    individuals	
    with	
    
  their	
    own	
    goals	
    and	
    desires.	
    Tregereth	
    Faull,	
    for	
    example,	
    ever	
    
  hunts	
    for	
    lost,	
    esoteric	
    knowledge	
    whilst	
    Margh	
    Vosper	
    loves	
    the	
    
  limelight,	
    spending	
    many	
    evenings	
    performing	
    for	
    the	
    great	
    and	
    
  good	
    of	
    the	
    town.	
    In	
    contrast,	
    Terl	
    Yarg	
    instinctively	
    lurks	
    in	
    the	
    
  shadows	
    and	
    delights	
    in	
    stealing	
    jewellery	
    and	
    valuable	
    trinkets	
    
  and	
    works	
    of	
    art,	
    but	
    of	
    the	
    four,	
    Daveth	
    Goninan	
    is	
    the	
    most	
    
  savage.	
    Delighting	
    in	
    wanton	
    slaughter	
    he	
    is	
    the	
    most	
    likely	
    to	
    
  drag	
     the	
     Brethren	
     into	
     a	
     confrontation	
     with	
     vengeful	
    
  adventurers	
    or	
    the	
    local	
    authorities.	
    	
    
  	
    
  The	
     Brethren	
     (with	
     the	
     exception	
     of	
     Daveth)	
     dwell	
     in	
     and	
    
  around	
     a	
     large	
     town	
     or	
     city,	
     hiding	
     their	
     true	
     natures	
     while	
    
  advancing	
    both	
    their	
    individual	
    agendas	
    and	
    the	
    schemes	
    of	
    the	
    
  Crimson	
     Altar	
     of	
     Kulan-­‐Wyr.	
     Rarely	
     together	
     in	
     public,	
     it	
     is	
    
  unlikely	
    that	
    any	
    band	
    of	
    PCs	
    would	
    be	
    unlucky	
    enough	
    to	
    battle	
    
  more	
     than	
     one	
     at	
     a	
     time.	
     In	
     dealing	
     with	
     troublemakers	
     (read	
    
  nosy	
    adventurers)	
    they	
    prefer	
    subtlety	
    and	
    tact	
    over	
    attention-­‐
  grabbing	
     violence.	
     Instead	
     of	
     attacking	
     irritating	
     adventurers,	
    
  they	
    prefer	
    to	
    send	
    them	
    off	
    on	
    wild	
    goose	
    chases	
    towards	
    the	
    
  location	
    of	
    the	
    Crimson	
    Altar.	
    For	
    those	
    adventurers	
    that	
    start	
    to	
    
  get	
    close	
    to	
    their	
    secret,	
    they	
    try	
    to	
    frame	
    them	
    for	
    crimes	
    they	
    
  did	
    not	
    commit.	
    	
    
  	
    
  As	
    a	
    last	
    resort,	
    they	
    use	
    intermediaries	
    and	
    disguises	
    to	
    hire	
    
  dozens	
    of	
    thugs	
    which	
    they	
    unleash	
    against	
    irritant	
    adventurers.	
    
  If	
     the	
     PCs	
     suspect	
     the	
     presence	
     of	
     a	
     vampire,	
     they	
     direct	
     an	
    
  enslaved	
    vampire	
    (of	
    which	
    they	
    have	
    a	
    small	
    network	
    around	
    
  the	
    city	
    they	
    use	
    to	
    keep	
    a	
    watchful	
    eye	
    on	
    local	
    events)	
    to	
    lead	
    
  the	
    attack.	
    The	
    enslaved	
    vampire	
    (of	
    course)	
    has	
    orders	
    not	
    to	
    
  speak	
    of	
    its	
    master’s	
    involvement	
    and	
    is	
    established	
    in	
    its	
    own	
    
  lair	
    so	
    that	
    its	
    destruction	
    does	
    not	
    occur	
    under	
    its	
    master’s	
    own	
    
  roof.	
    In	
    this	
    way,	
    the	
    vampires	
    seek	
    to	
    deflect	
    the	
    PCs’	
    suspicions	
    
  away	
    from	
    themselves	
    and	
    onto	
    their	
    dupe.	
    
  C O M B A T  &  T A C T I C S  
  Unless	
     they	
     choose	
     to	
     do	
     so,	
     all	
     of	
     the	
     Brethren	
     but	
     Dareth	
    
  rarely	
     enter	
     physical	
     combat.	
     Protected	
     by	
     hired	
     thugs	
     and	
    
  favoured	
    minions	
    (who	
    are	
    unaware	
    of	
    their	
    true	
    nature)	
    they	
    
  lurk	
    out	
    of	
    reach	
    of	
    all	
    but	
    the	
    most	
    puissant	
    adventurers.	
    	
    
  	
    
  If	
     they	
     do	
     enter	
     combat,	
     none	
     of	
     the	
     Brethren	
     (again	
     with	
    
  the	
    exception	
    of	
    Daveth)	
    fight	
    to	
    the	
    “death”,	
    instead	
    fleeing	
    if	
    
  the	
    fortune	
    of	
    battle	
    turns	
    against	
    them.	
    In	
    flight	
    (as	
    in	
    battle)	
    
  Tregereth,	
    Margh	
    and	
    Terl	
    do	
    not	
    use	
    any	
    abilities	
    that	
    clearly	
    
  mark	
    them	
    as	
    a	
    vampire.	
    Well	
    aware	
    that	
    their	
    greatest	
    defence	
    
  is	
    their	
    opponent’s	
    ignorance	
    of	
    their	
    nature	
    the	
    vampires	
    use	
    
  every	
     other	
     means	
     at	
     their	
     disposal	
     to	
     defeat	
     their	
     foes.	
     Only	
    
  when	
    detection	
    is	
    impossible,	
    victory	
    is	
    certain	
    or	
    when	
    forced	
    
  to	
    assume	
    gaseous	
    form	
    do	
    they	
    use	
    their	
    vampiric	
    abilities.	
    	
    
  I N  Y O U R  C A M P A I G N  
  Brethren	
     of	
     the	
     Crimson	
     Altar’s	
     is	
     easy	
     to	
     insert	
     into	
     a	
     home	
    
  campaign.	
     If	
     the	
     GM	
     does	
     not	
     want	
     to	
     use	
     the	
     Brethren	
     as	
     a	
    
  distinct	
    group,	
    he	
    can	
    easily	
    utilise	
    one	
    or	
    more	
    of	
    its	
    members	
    
  as	
    random	
    encounters,	
    the	
    PCs’	
    arch-­‐nemesis	
    and	
    so	
    on.	
    	
    
  	
    
  It	
     is	
     best	
     to	
     insert	
     the	
     Brethren	
     into	
     the	
     campaign	
     long	
    
  before	
    the	
    PCs	
    come	
    into	
    conflict	
    with	
    them.	
    Perhaps	
    the	
    PCs	
    
  are	
    in	
    need	
    of	
    a	
    sage	
    and	
    contact	
    Tretereth	
    Faull	
    or	
    Terl	
    Yarg	
    
  steals	
     an	
     item	
     from	
     them.	
     Alternatively,	
     the	
     PCs	
     could	
     attend	
    
  one	
    of	
    Margh	
    Vosper’s	
    performances.	
    	
    
  	
    
  Before	
     placing	
     the	
     Brethren	
     in	
     his	
     campaign,	
     a	
     GM	
     must	
    
  determine	
    who	
    far	
    the	
    Crimson	
    Altar	
    of	
    Kulan-­‐Wyr’s	
    plans	
    have	
    
  advanced.	
     Is	
     the	
     ancient	
     high	
     priest	
     close	
     to	
     his	
     goal	
     of	
    
  shattering	
    the	
    boundary	
    that	
    keeps	
    Death’s	
    legions	
    at	
    bay	
    or	
    is	
    
  this	
    goal	
    far	
    off?	
    	
    
  A  G E N E R I C  N O T E  
  In	
    places,	
    this	
    document	
    speaks	
    of	
    “the	
    town”,	
    “the	
    village”	
    and	
    
  so	
     on,	
     avoiding	
     specifics.	
     This	
     is	
     a	
     deliberate	
     design	
     decision	
    
  taken	
    to	
    give	
    the	
    GM	
    as	
    much	
    “wiggle	
    room”	
    as	
    possible	
    when	
    
  inserting	
     these	
     powerful	
     NPCs	
     into	
     his	
     campaign.	
     The	
     text	
    
  assumes	
    that	
    the	
    vampires	
    dwell	
    in	
    the	
    same	
    general	
    location	
    
  as	
    each	
    other	
    (a	
    large	
    town	
    or	
    city)	
    but	
    they	
    could	
    just	
    as	
    easily	
    
  be	
    living	
    some	
    distance	
    apart.	
    This	
    makes	
    it	
    harder	
    for	
    them	
    to	
    
  hunt,	
    however,	
    and	
    thus	
    they’ll	
    probably	
    come	
    to	
    the	
    PCs’	
    or	
    
  the	
    authorities’	
    attention	
    sooner	
    or	
    later.	
    
  	
    
  Similarly,	
    the	
    Crimson	
    Altar	
    is	
    hidden	
    below	
    a	
    forlorn,	
    ruined	
    
  fortress.	
     The	
     fortress	
     remains	
     unnamed	
     and	
     can	
     stand	
     in	
     any	
    
  remote,	
    out	
    of	
    the	
    way	
    locale.	
    This	
    locale	
    does	
    not	
    need	
    to	
    be	
    
  near	
     the	
     Brethrens’	
     “home”	
     town	
     because	
     the	
     vampires	
     can	
    
  travel	
    there	
    using	
    Tregereth’s	
    teleport.	
    (She	
    also	
    have	
    greater	
    
  teleport	
    in	
    her	
    spellbook.)	
    	
    
  	
    
  
  89	
    
  L A I R S  
  Each	
     of	
     the	
     Brethren	
     has	
     established	
     their	
     own	
     home-­‐lair.	
    
  Vampire	
     spawn	
     and	
     enslaved	
     vampires	
     protect	
     their	
     inner	
    
  sanctums,	
    while	
    living	
    servants	
    (many	
    of	
    them	
    unaware	
    of	
    the	
    
  vampire’s	
    true	
    natures)	
    provide	
    a	
    façade	
    of	
    respectability.	
    	
    
  	
    
  Tregereth	
     Faull:	
     The	
     diviner	
     dwells	
     in	
     a	
     stoutly-­‐built,	
     tall	
    
  townhouse	
     on	
     an	
     affluent	
     street.	
     Extensive	
     cellars	
     below	
     her	
    
  house	
    (which	
    she	
    can	
    access	
    via	
    a	
    narrow	
    shaft	
    reaching	
    to	
    her	
    
  private	
     chambers)	
     contain	
     a	
     vast	
     amount	
     of	
     clothes	
     –	
     many	
    
  excellent	
    examples	
    of	
    styles	
    long	
    since	
    gone	
    out	
    of	
    fashion	
    –	
    and	
    
  her	
    coffin.	
    A	
    few	
    liveried	
    vampire	
    spawn	
    protect	
    her	
    coffin,	
    while	
    
  impeccably	
    turned	
    out	
    living	
    servants	
    run	
    the	
    main	
    house.	
    	
    
  	
    
  Daveth	
    Goninan:	
    The	
    only	
    one	
    of	
    the	
    Brethren	
    to	
    not	
    dwell	
    
  in	
     town,	
     Daveth	
     guards	
     the	
     Crimson	
     Altar	
     of	
     Kulan-­‐Wyr	
     in	
     its	
    
  remote,	
     crumbling	
     fortress.	
     Here	
     he	
     oversees	
     the	
     undead	
    
  guardians	
    of	
    the	
    places	
    and	
    hunts	
    down	
    the	
    living	
    captives	
    his	
    
  comrades	
    bring	
    him	
    for	
    sport.	
    (In	
    this	
    way,	
    they	
    both	
    control	
    his	
    
  bloodlust	
     and	
     keep	
     him	
     from	
     taking	
     actions	
     that	
     could	
     draw	
    
  unwelcome	
    attention	
    to	
    the	
    Brethren’s	
    actions).	
    
  	
    
  Margh	
    Vosper:	
    Un-­‐Life	
    has	
    been	
    good	
    to	
    Margh;	
    the	
    rewards	
    
  garnered	
     by	
     his	
     frequent	
     performances	
     enable	
     him	
     to	
     live	
     in	
    
  comparative	
     luxury	
     in	
     a	
     small	
     estate	
     surrounded	
     by	
     richly	
    
  appointed	
    gardens	
    in	
    the	
    noble	
    quarter.	
    High	
    walls	
    protect	
    his	
    
  privacy	
    while	
    the	
    shadowy	
    depths	
    of	
    several	
    thick	
    stands	
    of	
    trees	
    
  provide	
    areas	
    in	
    which	
    he	
    can	
    occasionally	
    meet	
    with	
    those	
    he	
    
  must	
    speak	
    with	
    during	
    the	
    day.	
    	
    
  	
    
  Terl	
    Yarg:	
    By	
    day,	
    Terl	
    lurks	
    in	
    a	
    rambling	
    series	
    of	
    bricked	
    up	
    
  cellars	
    that	
    run	
    deep	
    below	
    a	
    ramshackle	
    tenement	
    building	
    in	
    
  the	
    Poor	
    Quarter.	
    Secretly	
    the	
    owner	
    of	
    the	
    building	
    above,	
    he	
    
  blocked	
     off	
     access	
     to	
     the	
     cellars	
     decades	
     ago	
     and	
     has	
     dwelt	
    
  there	
    alone	
    ever	
    since.	
    
  	
    
  Secret	
     passages	
     provide	
     access	
     to	
     the	
     sewers	
     enabling	
     the	
    
  master	
    thief	
    to	
    reach	
    anywhere	
    in	
    the	
    immediate	
    vicinity	
    quickly.	
    
  Narrow	
     crawl-­‐ways	
     also	
     lead	
     to	
     several	
     places	
     within	
     the	
    
  building	
    including	
    an	
    apartment	
    in	
    which	
    he	
    ostensibly	
    dwells	
    in	
    
  his	
    guise	
    as	
    the	
    building’s	
    owner.	
    	
    
  H O O K S  A N D  S C H E M E S  
  The	
     Brethren	
     do	
     not	
     simply	
     sit	
     around	
     waiting	
     for	
     things	
     to	
    
  happen.	
     They	
     are	
     proactive	
     and	
     organised,	
     destroying	
     any	
    
  threats	
     to	
     their	
     existence.	
     In	
     particular,	
     Tregereth	
     Faull	
     meets	
    
  and	
     interacts	
     with	
     many	
     adventurers	
     in	
     her	
     guise	
     as	
     a	
     sage	
    
  specialising	
     in	
     magic	
     item	
     identification	
     and	
     all	
     manners	
     of	
    
  divinations.	
    She	
    never	
    acts	
    openly	
    against	
    adventurers	
    but	
    those	
    
  strong	
    in	
    the	
    causes	
    of	
    good	
    and	
    law	
    often	
    come	
    to	
    grief	
    at	
    the	
    
  hands	
    of	
    her	
    hired	
    thugs	
    or	
    end	
    their	
    lives	
    deep	
    in	
    the	
    wilderness	
    
  –	
    usually	
    in	
    the	
    location	
    of	
    the	
    fortress	
    that	
    holds	
    the	
    Crimson	
    
  Altar	
    –	
    in	
    search	
    of	
    a	
    treasure	
    that	
    never	
    was.	
    	
    
  	
    
  Little	
    of	
    import	
    occurs	
    in	
    the	
    Poor	
    Quarter	
    without	
    Terl	
    Yarg	
    
  hearing	
     of	
     it.	
     In	
     one	
     of	
     his	
     many	
     guises,	
     and	
     using	
     his	
     innate	
    
  ability	
     to	
     read	
     others’	
     thoughts,	
     few	
     secrets	
     are	
     safe	
     from	
     the	
    
  lonely	
    doppelganger.	
    Superbly	
    skilled	
    at	
    infiltration,	
    Terl	
    is	
    able	
    
  to	
     steal	
     items	
     of	
     import	
     or	
     plant	
     them	
     on	
     those	
     the	
     Brethren	
    
  wish	
    to	
    implicate	
    in	
    his	
    crimes	
    (also	
    inflicting	
    this	
    treatment	
    on	
    
  rival	
    thieves).	
    
  	
    
  Of	
     course,	
     the	
     Brethren	
     must	
     hunt	
     and	
     do	
     so	
     by	
     stalking	
    
  those	
     unlikely	
     to	
     be	
     missed	
     –	
     travellers,	
     itinerant	
     tradesmen,	
    
  outcasts	
     and	
     the	
     like.	
     Fugitives,	
     sailors,	
     mercenary	
     guards	
     and	
    
  the	
    like	
    are	
    all	
    favourite	
    targets	
    as	
    no	
    one	
    is	
    going	
    to	
    miss	
    those	
    
  whose	
     business	
     involves	
     frequent	
     travel.	
     They	
     rarely	
     target	
    
  locals	
    and	
    never	
    take	
    anyone	
    of	
    true	
    importance;	
    in	
    preference,	
    
  they	
    much	
    prefer	
    to	
    hunt	
    strangers	
    and	
    travellers.	
    	
    
  	
    
  The	
     Brethren	
     must	
     also	
     acquire	
     sacrifices	
     for	
     the	
     Crimson	
    
  Altar	
    and	
    do	
    so	
    in	
    a	
    similar	
    fashion	
    to	
    their	
    hunting,	
    transporting	
    
  them	
    to	
    the	
    altar	
    using	
    teleport	
    and	
    similar	
    magic.	
    	
    
  	
    
  If	
     travellers	
     wander	
     to	
     close	
     to	
     the	
     altar’s	
     resting	
     place,	
    
  Daveth	
     unleashes	
     the	
     fortress’	
     guardians	
     upon	
     them.	
     Leading	
    
  the	
    assault	
    himself	
    the	
    undead	
    paralyse	
    or	
    otherwise	
    subdue	
    as	
    
  many	
     victims	
     as	
     possible	
     before	
     carrying	
     them	
     back	
     to	
     the	
    
  fortress	
    where	
    they	
    end	
    their	
    lives	
    screaming	
    upon	
    the	
    Crimson	
    
  Altar	
    itself.	
    	
    
  L O R E  
  Character	
     with	
     ranks	
     in	
     Knowledge	
     (religion)	
     can	
     learn	
     about	
    
  the	
    Brethren	
    of	
    the	
    Crimson	
    Altar	
    with	
    a	
    successful	
    skill	
    check.	
    A	
    
  successful	
     check	
     reveals	
     all	
     information	
     revealed	
     by	
     a	
     lesser	
    
  check.	
    
  	
    
  DC	
    12:	
    This	
    is	
    a	
    vampire,	
    a	
    powerful	
    undead	
    creature.	
    	
    
  	
    
  DC	
    17:	
    Vampires	
    are	
    able	
    to	
    summon	
    bats	
    and	
    wolves	
    to	
    aid	
    
  them	
    in	
    battle	
    and	
    have	
    many	
    defences	
    including	
    resistance	
    to	
    
  many	
    weapons,	
    cold	
    and	
    electricity.	
    	
    
  	
    
  DC	
     22:	
     Vampires	
     are	
     very	
     hard	
     to	
     kill	
     as	
     they	
     are	
     able	
     to	
    
  regenerate	
     damage	
     to	
     dealt	
     to	
     them.	
     Exposure	
     to	
     bright	
    
  sunlight	
     kills	
     them	
     as	
     does	
     immersion	
     in	
     running	
     water	
     or	
    
  driving	
    a	
    wooden	
    stake	
    through	
    a	
    helpless	
    vampire’s	
    heart.	
    
  	
    
  Additionally,	
     characters	
     can	
     learn	
     about	
     the	
     Crimson	
     Altar	
     of	
    
  Kulan-­‐Wyr	
     with	
     a	
     Knowledge	
     (history)	
     or	
     (religion)	
     check.	
     A	
    
  successful	
     check	
     reveals	
     all	
     information	
     revealed	
     by	
     a	
     lesser	
    
  check.	
    
  	
    
  DC	
     25:	
     The	
     Brethren	
     of	
     the	
     Crimson	
     Altar	
     are	
     an	
     ancient	
    
  shadowy	
     cabal	
     of	
     vampires	
     that	
     serve	
     the	
     Crimson	
     Altar	
     of	
    
  Kulan-­‐Wyr.	
     Their	
     number	
     varies	
     over	
     the	
     years,	
     but	
     all	
     are	
    
  powerful	
    and	
    twisted	
    foes	
    dedicated	
    to	
    Death.	
    	
    
  	
    
  DC	
     30:	
     The	
     Crimson	
     Altar	
     is	
     an	
     object	
     of	
     ancient	
     origin.	
     It	
    
  has	
    powerful	
    abilities;	
    countless	
    lives	
    have	
    ended	
    upon	
    its	
    hard,	
    
  blood	
    splattered	
    surface,	
    but	
    its	
    fell	
    purpose	
    remains	
    unknown.	
    	
    
  	
    
  DC	
    35:	
    Said	
    to	
    be	
    have	
    carved	
    from	
    the	
    very	
    bedrock	
    of	
    Hell,	
    
  the	
     Crimson	
     Altar	
     lies	
     in	
     a	
     mile-­‐deep	
     cave	
     below	
     a	
     forlorn,	
    
  crumbling	
    fortress	
    of	
    ancient	
    origin.	
    A	
    maze	
    of	
    natural	
    caverns	
    
  and	
    undead	
    guardians	
    protect	
    the	
    altar.	
    
  	
    
  	
    
  
  90	
    
  C A V E S  &  C A V E R N S :  T H E  L A S T  N A I L  ( E L  8 ;  X P  4 , 8 0 0 )  
  Last	
    Nail	
    is	
    the	
    blade	
    made	
    famous	
    by	
    Nornell	
    the	
    Havoctide	
    on	
    
  his	
    bloody	
    rampage	
    through	
    the	
    Ebon	
    Realm	
    and	
    the	
    Bleeding	
    
  Nights	
    of	
    slaughter	
    in	
    the	
    lands	
    above.	
    No	
    ordinary	
    weapon,	
    Last	
    
  Nail	
    is	
    a	
    vampiric	
    mimic	
    who	
    devoutly	
    worships	
    battle	
    and	
    blood.	
    
  His	
    obsession	
    holds	
    him	
    to	
    the	
    extent	
    that	
    he	
    takes	
    the	
    form	
    of	
    a	
    
  rust-­‐coloured	
     weapon	
     and	
     yearns	
     to	
     be	
     wielded	
     in	
     sanguinary	
    
  battle-­‐feasts.	
    	
    
  The	
    PCs	
    can	
    encounter	
    Last	
    Nail	
    in	
    almost	
    any	
    underground	
    
  environment.	
    He	
    can	
    be	
    clutched	
    in	
    the	
    hands	
    of	
    a	
    slain	
    enemy,	
    
  left	
    amongst	
    the	
    ruined	
    corpses	
    of	
    a	
    subterranean	
    war	
    or	
    resting	
    
  atop	
     a	
     pile	
     of	
     gold	
     and	
     gems	
     in	
     a	
     guarded	
     vault.	
     Last	
     Nail	
     is	
    
  described	
    below	
    as	
    a	
    sword,	
    but	
    assumes	
    the	
    form	
    of	
    his	
    host’s	
    
  favoured	
    weapon.	
    
  A	
    GM	
    can	
    use	
    Last	
    Nail	
    as	
    a	
    hidden	
    evil	
    within	
    the	
    party,	
    an	
    
  interesting	
    variant	
    on	
    a	
    sentient	
    magic	
    item,	
    or	
    as	
    an	
    ally	
    for	
    a	
    
  dark	
    villain.	
    
  L A S T  N A I L  
  Last	
    Nail	
    lives	
    for	
    the	
    bloody	
    arousal	
    that	
    deadly	
    combat	
    brings.	
    	
    
  Background:	
    Last	
    Nail	
    was	
    born	
    again	
    as	
    a	
    vampire	
    after	
    a	
    
  vampiric	
    drider	
    slew	
    him.	
    The	
    mimic	
    served	
    his	
    master	
    as	
    a	
    
  weapon	
     for	
     ten	
     years	
     before	
     the	
     drider	
     fell	
     in	
    
  combat.	
    
  Personality:	
     Last	
     Nail	
     loves	
    
  bathing	
     in	
     the	
     blood	
     of	
     his	
    
  enemies	
    
  and	
    
  hates	
    
  being	
    
  cleaned.	
    The	
    mimic	
    has	
    no	
    drive	
    
  to	
     talk,	
     and	
     can	
     remain	
     silent	
    
  for	
    years	
    if	
    not	
    prompted.	
    If	
    the	
    
  PCs	
     eventually	
     discover	
     Last	
    
  Nail’s	
     sentient	
     nature,	
     he	
    
  grudgingly	
    
  communicates	
    
  with	
     them,	
     but	
     is	
     single-­‐
  minded	
    in	
    his	
    purpose.	
    	
    
  Mannerisms:	
     As	
    
  a	
    vampire,	
    Last	
    Nail	
    
  cannot	
    operate	
    in	
    
  daylight,	
    
  and	
    
  refuses	
    
  to	
    
  leave	
    
  the	
    
  scabbard	
    
  during	
    
  such	
    
  times,	
    
  using	
    
  its	
    
  adhesive	
    ability	
    to	
    remain	
    stuck	
    fast	
    to	
    avoid	
    being	
    drawn.	
    If	
    Last	
    
  Nail	
    is	
    overpowered,	
    it	
    assumes	
    gaseous	
    form	
    and	
    lurks	
    in	
    the	
    
  scabbard	
     until	
     returned	
     to	
     darkness.	
     Last	
     Nail	
     can	
     treat	
     any	
    
  scabbard	
    as	
    its	
    coffin.	
    
  Distinguishing	
    Features:	
    Last	
    Nail	
    can	
    take	
    the	
    form	
    of	
    any	
    
  object	
     he	
     chooses,	
     but	
     prefers	
     that	
     of	
     a	
     deadly	
     slashing	
     or	
    
  piercing	
    weapon.	
    In	
    each	
    form,	
    identical	
    runes	
    cover	
    his	
    blade,	
    
  (which	
    Last	
    Nail	
    treats	
    as	
    his	
    holy	
    symbol).	
    The	
    mimic	
    has	
    all	
    but	
    
  forgotten	
    its	
    original	
    form.	
    
  T A C T I C S  
  Last	
    Nail	
    typically	
    does	
    not	
    fight	
    itself,	
    preferring	
    the	
    visceral	
    feel	
    
  of	
     bodily	
     cleaving	
     through	
     flesh	
     and	
     bone	
     in	
     the	
     hands	
     of	
     a	
    
  mortal	
     wielder.	
     The	
     mimic	
     surreptitiously	
     casts	
     a	
     silent	
     still	
    
  magic	
     weapon	
     on	
     himself	
     on	
     the	
     first	
     round	
     of	
     combat,	
     along	
    
  with	
    align	
    weapon	
    when	
    necessary.	
    	
    
  	
    
  Maintaining	
     its	
     disguise,	
     Last	
     Nail	
     keeps	
     an	
     undetectable	
    
  alignment	
    spell	
    operating	
    constantly	
    and	
    does	
    not	
    communicate	
    
  with	
     its	
     host.	
     Last	
     Nail	
     uses	
     his	
     domination	
     ability	
     to	
     subtly	
    
  control	
    its	
    host,	
    pushing	
    it	
    towards	
    bloody	
    conflict.	
    The	
    mimic’s	
    
  disguise	
    can	
    be	
    uncovered	
    as	
    it	
    doesn’t	
    appear	
    cast	
    a	
    reflection	
    
  or	
    shadow.	
    
  	
    
  After	
     several	
     days	
     Last	
     Nail	
     begins	
     to	
     feed	
     on	
     his	
     host,	
    
  dealing	
     1d4	
     Constitution	
     damage	
     with	
     his	
     blood	
     drain	
     ability	
    
  each	
    night	
    while	
    the	
    creature	
    sleeps.	
    By	
    the	
    morning,	
    the	
    host	
    
  naturally	
    heals	
    1	
    point	
    of	
    this	
    damage,	
    and	
    Last	
    Nail	
    ensures	
    his	
    
  host	
     never	
     has	
     more	
     than	
     2	
     points	
     of	
     Constitution	
     damage	
    
  outstanding.	
    From	
    this	
    point,	
    Last	
    Nail	
    also	
    begins	
    granting	
    the	
    
  creature	
    its	
    battle	
    rage	
    and	
    vision	
    of	
    madness	
    domain	
    abilities	
    
  during	
    combat,	
    along	
    with	
    other	
    beneficial	
    spells	
    such	
    as	
    prayer	
    
  or	
    shield	
    other.	
    	
    
  	
    
  Last	
     Nail	
     can	
     be	
     damaged	
     by	
     area	
     effects	
     and	
     sundering	
    
  during	
     combat,	
     and	
     relies	
     on	
     its	
     vampiric	
     fast	
     healing	
     and	
    
  negative	
    energy	
    channelling	
    to	
    recover.	
    
  	
    
  If	
     the	
     mimic	
     is	
     attacked	
     by	
     the	
     PCs,	
     it	
     grapples	
     with	
     its	
    
  adhesive	
    ability	
    while	
    energy	
    draining	
    its	
    victim.	
    	
    
  S C A L I N G  T H E  E N C O U N T E R  
  To	
    modify	
    this	
    encounter,	
    apply	
    the	
    following	
    changes:	
    
  	
    
  EL	
    7	
    (XP	
    3,200):	
    Apply	
    the	
    young	
    creature	
    template	
    to	
    Last	
    
  Nail	
    (+2	
    on	
    all	
    Dex-­‐based	
    rolls;	
    -­‐2	
    on	
    all	
    other	
    rolls;	
    hp	
    77).	
    	
    
  EL	
     9	
     (XP	
     6,400):	
     Apply	
     the	
     advanced	
     creature	
     template	
     to	
    
  Last	
     Nail	
     (+2	
     on	
     all	
     rolls	
     [including	
     damage]	
     and	
     special	
     ability	
    
  DCs;	
    AC	
    32,	
    touch	
    21,	
    flat-­‐footed	
    26;	
    CMD	
    34;	
    hp	
    125).	
    
  	
    
  	
    
   
  
  91	
    
  L A S T  N A I L  L O R E  
  Aura	
     faint	
     (transmutation;	
     DC	
     16	
     Knowledge	
     [arcana]);	
     DC	
     21	
    
  identifies	
    as	
    a	
    +1	
    weapon	
    [DC	
    31	
    reveals	
    there	
    is	
    something	
    
  strange	
    about	
    the	
    weapon).	
    
  Lore	
     (DC	
     15	
     Knowledge	
     [history])	
     This	
     is	
     Last	
     Nail,	
     a	
     weapon	
    
  wielded	
    by	
    Nornell	
    the	
    Havoctide.	
    	
    
  Lore	
    (DC	
    20	
    Knowledge	
    [history])	
    Nornell	
    was	
    a	
    vampiric	
    drider	
    
  who	
     used	
     the	
     blade	
     through	
     the	
     Bleeding	
     Nights	
     –	
     an	
    
  infamous	
    orgy	
    of	
    slaughter	
    wrought	
    on	
    the	
    surface	
    by	
    drow.	
    
  Lore	
     (DC	
     25	
     Knowledge	
     [history])	
     Last	
     Nail	
     possesses	
     a	
     feral	
    
  intelligence,	
    and	
    urges	
    its	
    wielder	
    onwards	
    to	
    spill	
    blood.	
    	
    
  Abilities	
    Last	
    Nail	
    is	
    a	
    +1	
    greatsword,	
    but	
    can	
    assume	
    the	
    form	
    
  of	
    any	
    two-­‐handed	
    melee	
    weapon.	
    	
    
  	
    
  L A S T 	
    N A IL	
    
  C R 	
    8 	
    ( X P 	
    4 ,8 0 0 ) 	
    
  This	
    heavy,	
    rust-­‐coloured	
    blade	
    glows	
    faintly	
    with	
    an	
    ephemeral	
    
  red	
    radiance.	
    Tiny,	
    perfectly	
    formed	
    runes	
    mar	
    the	
    stained	
    
  steel	
    like	
    implacable	
    covenants	
    with	
    carnage.	
    
  Male	
    young	
    vampire	
    mimic	
    cleric	
    5	
    	
    
  NE	
    Small	
    undead	
    (augmented,	
    shapechanger)	
    
  Init	
    +9;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +25,	
    Sense	
    Motive	
    
  +15	
    
  Speed	
    10	
    ft.;	
    gaseous	
    form	
    (fly	
    20	
    ft.	
    [perfect]),	
    spider	
    climb	
    
  Gaseous	
    Form	
    (Su)	
    Last	
    Nail	
    can	
    assume	
    gaseous	
    form	
    (CL	
    5th)	
    
  at	
    will,	
    and	
    can	
    remain	
    gaseous	
    indefinitely.	
    
  Spider	
    Climb	
    (Ex)	
    Last	
    Nail	
    can	
    climb	
    sheer	
    surfaces	
    as	
    though	
    
  affected	
    by	
    spider	
    climb.	
    
  ACP	
    0;	
    Climb	
    +17,	
    Stealth	
    +13	
    
  AC	
    28,	
    touch	
    17,	
    flat-­‐footed	
    22;	
    CMD	
    30;	
    Dodge	
    
  	
    
  (+1	
    size,	
    +5	
    Dex,	
    +1	
    dodge,	
    +11	
    natural)	
    
  Immune	
     mind-­‐affecting	
     effects,	
     death	
     effects,	
     disease,	
    
  paralysis,	
     poison,	
     sleep	
     effects,	
     stunning,	
     nonlethal	
     damage,	
    
  ability	
     drain,	
     energy	
     drain,	
     damage	
     to	
     physical	
     abilities,	
    
  exhaustion,	
     fatigue,	
     massive	
     damage,	
     any	
     effect	
     requiring	
     a	
    
  Fortitude	
    save	
    (unless	
    it	
    affects	
    objects	
    or	
    is	
    harmless);	
    Resist	
    
  cold	
    10,	
    electricity	
    10;	
    Weakness	
    vampire	
    weaknesses	
    (garlic,	
    
  mirrors,	
     cannot	
     enter	
     private	
     homes	
     unless	
     invited,	
     direct	
    
  sunlight,	
    running	
    water,	
    wooden	
    stakes)	
    
  Fort	
    +8,	
    Ref	
    +10,	
    Will	
    +14	
    
  hp	
     101	
     	
     (12	
     HD);	
     fast	
     healing	
     5,	
     gaseous	
     form;	
     DR	
     magic	
     and	
    
  silver/10	
    
  Gaseous	
    Form	
    (Su)	
    If	
    reduced	
    to	
    0	
    hit	
    points,	
    Last	
    Nail	
    assumes	
    
  gaseous	
    form	
    and	
    flees	
    to	
    its	
    coffin-­‐scabbard.	
    Once	
    at	
    rest,	
    
  it	
     is	
     helpless	
     for	
     one	
     hour	
     until	
    it	
     regains	
     1	
     hit	
     point.	
     It	
     is	
    
  then	
    no	
    longer	
    helpless	
    and	
    fast	
    healing	
    affects	
    it	
    normally.	
    	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +8;	
    CMB	
    +14	
    	
    
  Melee	
    slam	
    +17	
    (1d6+10	
    plus	
    adhesive	
    plus	
    energy	
    drain)	
    	
    
  Atk	
    Options	
    Combat	
    Reflexes,	
    adhesive,	
    blood	
    drain,	
    constrict	
    
  (slam,	
    1d6+10),	
    create	
    spawn,	
    energy	
    drain	
    
  Adhesive	
     (Ex)	
     Last	
     Nail	
     exudes	
     a	
     thick	
     slime	
     that	
     acts	
     as	
     a	
    
  powerful	
     adhesive,	
     holding	
     fast	
     creatures	
     or	
     items	
     that	
    
  touch	
    it.	
    When	
    adhesive-­‐covered	
    it	
    automatically	
    grapples	
    
  any	
     creature	
     it	
     hits	
     with	
     a	
     slam	
     attack.	
     Opponents	
     so	
    
  grappled	
    cannot	
    get	
    free	
    while	
    he	
    is	
    alive	
    without	
    removing	
    
  the	
    adhesive	
    first.	
    A	
    weapon	
    that	
    strikes	
    Last	
    Nail	
    is	
    stuck	
    
  fast	
    (DC	
    20	
    Reflex	
    negates).	
    The	
    wielder	
    can	
    wrench	
    a	
    stuk	
    
  weapon	
     free	
     with	
     a	
     DC	
     20	
     Strength	
     check	
     or	
     by	
     applying	
    
  strong	
     alcohol	
     or	
     universal	
     solvent	
     (but	
     Last	
     Nail	
     can	
     still	
    
  grapple	
    normally).	
    He	
    can	
    dissolve	
    the	
    adhesive	
    at	
    will.	
    The	
    
  substance	
    breaks	
    down	
    5	
    rounds	
    after	
    it	
    dies.	
    	
    
  Blood	
    Drain	
    (Su)	
    If	
    Last	
    Nail	
    establishes	
    or	
    maintains	
    a	
    pin	
    it	
    can	
    
  suck	
    a	
    grappled	
    opponent’s	
    blood	
    dealing	
    1d4	
    Constitution	
    
  damage.	
    It	
    heals	
    5	
    hp	
    or	
    gains	
    5	
    temporary	
    hit	
    points	
    for	
    1	
    
  hour	
    (up	
    to	
    a	
    maximum	
    equal	
    to	
    its	
    full	
    normal	
    hit	
    points)	
    
  each	
    round	
    it	
    drains	
    blood.	
    
  Create	
    Spawn	
    (Su)	
    Last	
    Nail	
    can	
    create	
    spawn	
    out	
    of	
    those	
    it	
    
  slays	
     with	
     blood	
     drain	
     or	
     energy	
     drain,	
     provided	
     that	
     the	
    
  slain	
    creature	
    is	
    an	
    aberration.	
    The	
    victim	
    rises	
    from	
    death	
    
  as	
     a	
     vampire	
     in	
     1d4	
     days.	
     This	
     vampire	
     is	
     under	
     the	
    
  command	
     of	
     Last	
     Nail,	
     and	
     remains	
     enslaved	
     until	
     its	
    
  master's	
     destruction.	
     Last	
     Nail	
     may	
     have	
     enslaved	
     spawn	
    
  totalling	
    no	
    more	
    than	
    24	
    Hit	
    Dice;	
    any	
    spawn	
    it	
    creates	
    that	
    
  exceed	
    this	
    limit	
    become	
    free-­‐willed	
    undead.	
    Last	
    Nail	
    may	
    
  free	
    an	
    enslaved	
    spawn	
    in	
    order	
    to	
    enslave	
    a	
    new	
    spawn,	
    
  but	
    once	
    freed,	
    a	
    spawn	
    cannot	
    be	
    enslaved	
    again.	
    
  Energy	
     Drain	
     (Su)	
     Once	
     a	
     round,	
     a	
     creature	
     hit	
     by	
     Last	
     Nail’s	
    
  slam	
    gains	
    2	
    negative	
    levels	
    (DC	
    19	
    Fortitude	
    restores).	
    
  Special	
     Attacks	
     change	
     shape,	
     channel	
     energy	
     (6/day;	
     3d6	
    
  negative	
    energy	
    [DC	
    15	
    Will];	
    Command	
    Undead),	
    children	
    
  of	
    the	
    night,	
    dominate,	
    mimic	
    object	
    
  Change	
    Shape	
    (Su)	
    Last	
    Nail	
    can	
    assume	
    the	
    form	
    of	
    a	
    dire	
    bat	
    
  or	
    wolf,	
    as	
    beast	
    shape	
    II.	
    
  Children	
    of	
    the	
    Night	
    (Su)	
    Once	
    per	
    day,	
    Last	
    Nail	
    can	
    call	
    forth	
    
  1d6+1	
     rat	
     swarms,	
     1d4+1	
     bat	
     swarms	
     or	
     2d6	
     wolves	
     as	
     a	
    
  standard	
    action.	
    These	
    creatures	
    arrive	
    in	
    2d6	
    rounds	
    and	
    
  serve	
    Last	
    Nail	
    for	
    1	
    hour.	
    
  Dominate	
    (Su)	
    Last	
    Nail	
    can	
    crush	
    the	
    will	
    of	
    a	
    humanoid	
    within	
    
  30	
    ft.	
    (DC	
    19	
    Will	
    negates)	
    as	
    dominate	
    person	
    (CL	
    12th).	
    	
    
  Mimic	
    Object	
    (Ex)	
    Last	
    Nail	
    can	
    assume	
    the	
    form	
    of	
    any	
    Small	
    
  object,	
     but	
     cannot	
     substantially	
     alter	
     its	
     size,	
     though.	
     His	
    
  body	
     is	
     hard	
     and	
     has	
     a	
     rough	
     texture,	
     no	
     matter	
     what	
    
  appearance	
    it	
    might	
    present.	
    	
    
  Domain	
    Spell-­‐Like	
    Abilities	
    (CL	
    5th;	
    concentration	
    +9;	
    Madness,	
    
  War	
    [Blood	
    subdomain])	
    
  8/day—battle	
    rage	
    (+2	
    damage;	
    1	
    round),	
    vision	
    of	
    madness	
    (+2	
    
  attack	
     rolls,	
     saving	
     throws	
     or	
     skill	
     checks;	
     -­‐2	
     to	
     other	
     two	
    
  categories;	
    3	
    rounds)	
    
  Cleric	
    Spells	
    Prepared	
    (CL	
    5th;	
    concentration	
    +9;	
    Madness,	
    War	
    
  [Blood	
    subdomain])	
    
  3rd—silent	
    still	
    magic	
    weapon	
    (2),	
    rageD	
    
  2nd—align	
    
  weapon,	
    
  shield	
    
  other,	
    
  spiritual	
    
  weaponD,	
    
  undetectable	
    alignment	
    
  1st—magic	
    weapon	
    (4),	
    magic	
    weapon	
    D	
    	
    
  0—bleed	
    (DC	
    15),	
    detect	
    magic,	
    mending,	
    light	
    
  Abilities	
    Str	
    25,	
    Dex	
    20,	
    Con	
    -­‐,	
    Int	
    10,	
    Wis	
    20,	
    Cha	
    16	
    
  SQ	
    shadowless	
    
  Feats	
    AlertnessB,	
    Combat	
    ReflexesB,	
    Command	
    Undead,	
    DodgeB,	
    
  Great	
     Fortitude,	
     Improved	
     InitiativeB,	
     Lightning	
     ReflexesB,	
    
  Silent	
     Spell,	
     Skill	
     Focus	
     (Disguise),	
     Still	
     Spell,	
     ToughnessB,	
    
  Weapon	
    Focus	
    (slam)	
    
  Skills	
     as	
     above	
     plus	
     Bluff	
     +11,	
     Disguise	
     +24	
     (+44	
     when	
    
  mimicking	
    objects),	
    Knowledge	
    (religion)	
    +15,	
    Spellcraft	
    +8	
    
  Languages	
    Common	
    
  
  92	
    
  D U N G E O N  C E I L I N G S :  D R E S S I N G  &  F E A T U R E S  
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    features	
    for	
    your	
    ceiling.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  A	
    section	
    of	
    the	
    ceiling	
    appears	
    to	
    have	
    melted;	
    
  molten	
    rock	
    has	
    dripped	
    onto	
    the	
    floor	
    below.	
    
  2	
    
  A	
     fresco	
     of	
     a	
     ruling	
     noble	
     has	
     been	
     vandalised	
    
  with	
    the	
    words	
    “Power	
    to	
    the	
    rebellion.”	
    
  3	
    
  Dark	
    green	
    moss	
    and	
    lichen	
    has	
    grown	
    across	
    the	
    
  moist	
    stone	
    ceiling.	
    	
    
  4	
    
  The	
    prints	
    of	
    wet	
    bare	
    feet	
    are	
    visible	
    across	
    the	
    
  ceiling.	
    
  5	
    
  A	
    haze	
    of	
    green	
    flame	
    wreaths	
    the	
    ceiling.	
    A	
    DC	
    
  15	
     Knowledge	
     (dungeoneering)	
     check	
     reveals	
     it	
    
  as	
    highly	
    combustible	
    natural	
    gas.	
    
  6	
    
  Long,	
     thick	
     viscous	
     globules	
     of	
     a	
     dark	
     brown	
    
  slime	
    hang	
    down	
    from	
    the	
    rough	
    stone	
    ceiling.	
    
  7	
    
  Stuck	
     upon	
     the	
     ceiling	
     is	
     a	
     long	
     white	
     funeral	
    
  gown	
    which	
    flutters	
    in	
    an	
    unseen	
    draught.	
    
  8	
    
  A	
    long,	
    thin	
    ladder	
    leans	
    against	
    the	
    wall.	
    A	
    pot	
    
  of	
    whitewash	
    balances	
    on	
    the	
    top	
    rung.	
    
  9	
    
  The	
    mouldering	
    corpse	
    of	
    a	
    dungeon	
    denizen	
    lies	
    
  partially	
     buried	
     by	
     the	
     rubble	
     of	
     the	
     collapsed	
    
  ceiling.	
    
  10	
    
  The	
    vaulted	
    ceiling	
    is	
    decorated	
    with	
    numerous	
    
  pennants	
    and	
    banners.	
    
  11	
    
  A	
     profusion	
     of	
     javelins,	
     crossbow	
     bolts,	
     arrows	
    
  and	
    axes	
    are	
    imbedded	
    in	
    the	
    ceiling.	
    
  12	
    
  A	
    tatty	
    canvas	
    has	
    been	
    strung	
    up	
    as	
    a	
    hammock	
    
  between	
    two	
    rafters.	
    
  13	
    
  Silk	
     streamers	
     in	
     a	
     multitude	
     of	
     colours	
     hang	
    
  from	
    the	
    ceiling.	
    
  14	
    
  Of	
     shattered	
     plaster	
     and	
     charred	
     stone,	
     the	
    
  ceiling	
    is	
    crackling	
    with	
    arcs	
    of	
    red	
    lightning.	
    
  15	
    
  The	
     buttresses	
     supporting	
     the	
     vaulted	
     ceiling	
    
  have	
     been	
     sabotaged.	
     A	
     DC	
     15	
     Knowledge	
    
  (engineering)	
     check	
     reveals	
     a	
     loud	
     noise	
     could	
    
  trigger	
    collapse.	
    
  16	
    
  A	
    crimson	
    pool	
    collects	
    as	
    blood	
    drips	
    from	
    the	
    
  rafters.	
     A	
     DC	
     12	
     Perception	
     spots	
     a	
     corpse	
    
  slumped	
    among	
    the	
    trusses.	
    
  17	
    
  Soft	
     glowing	
     runes	
     mark	
     the	
     eves	
     of	
     this	
     high,	
    
  vaulted	
    ceiling.	
    
  18	
    
  The	
     ceiling	
     is	
     cold.	
     This	
     causes	
     condensation	
     to	
    
  form	
    and	
    water	
    to	
    drip	
    down	
    into	
    the	
    room.	
    
  19	
    
  The	
     vivid	
     illusion	
     of	
     a	
     beautiful	
     sunrise	
     on	
     the	
    
  ceiling	
    is	
    flickering	
    and	
    failing.	
    
  20	
    
  Several	
    blocks	
    of	
    stone	
    have	
    been	
    removed	
    from	
    
  the	
    ceiling	
    to	
    reveal	
    a	
    small	
    storage	
    niche.	
    
  21	
    
  A	
    small	
    black	
    cat	
    is	
    meowing	
    softly	
    as	
    it	
    perches	
    
  among	
    the	
    rafters	
    and	
    trusses.	
    
  22	
    
  Glowering	
    eyes	
    peer	
    at	
    you	
    from	
    the	
    shadowed	
    
  ceiling.	
    Light	
    reveals	
    no	
    lurking	
    creatures.	
    
  23	
    
  A	
     bucking	
     and	
     swaying	
     sack	
     hangs	
     from	
     the	
    
  ceiling.	
    Inside	
    is	
    an	
    irritated	
    and	
    angry	
    cat.	
    	
    
  24	
    
  A	
     rope	
     hangs	
     from	
     the	
     ceiling	
     above	
     a	
     huge	
    
  chasm	
     which	
     has	
     swallowed	
     a	
     large	
     section	
     of	
    
  the	
    floor.	
    
  25	
    
  The	
    skeletons	
    of	
    unlucky	
    individuals	
    are	
    impaled	
    
  on	
    spikes	
    protruding	
    from	
    the	
    ceiling.	
    
  26	
    
  The	
     boards	
     which	
     make	
     up	
     the	
     ceiling	
     have	
    
  become	
    swollen	
    leaving	
    several	
    unsightly	
    bulges.	
    
  27	
    
  The	
    impaled	
    body	
    of	
    a	
    humanoid	
    lies	
    on	
    the	
    floor	
    
  grasping	
    a	
    stalactite	
    which	
    has	
    broken	
    off	
    from	
    
  the	
    ceiling	
    above.	
    
  28	
    
  Thick	
    roots	
    of	
    several	
    trees	
    have	
    grown	
    through	
    
  the	
    ceiling	
    forcing	
    several	
    blocks	
    of	
    stone	
    to	
    fall.	
    
  29	
    
  A	
     russet-­‐coloured	
     mould	
     is	
     growing	
     in	
     thick	
    
  clumps	
    across	
    the	
    ceiling	
    and	
    walls.	
    
  30	
    
  Bloodied	
     and	
     lifeless,	
     a	
     body	
     lies	
     next	
     to	
    
  scrawled	
    
  words	
    
  written	
    
  in	
    
  blood	
    
  “Look	
    
  above….for	
    we	
    are	
    all	
    lost.”	
    
  31	
    
  A	
    lit	
    lantern	
    sits	
    on	
    the	
    floor.	
    A	
    trail	
    of	
    gore	
    and	
    
  ichor	
    splatters	
    the	
    floor,	
    one	
    wall	
    and	
    ceiling.	
    
  32	
    
  A	
     beautiful	
     dream	
     catcher	
     hangs	
     from	
     the	
    
  ceiling.	
    
  33	
    
  An	
    inexpertly	
    hidden	
    net	
    hangs	
    from	
    the	
    ceiling.	
    
  34	
    
  Dark	
    green	
    algae	
    covers	
    the	
    trusses	
    of	
    the	
    ceiling	
    
  as	
    if	
    the	
    chamber	
    had	
    been	
    submerged	
    in	
    water.	
    
  35	
    
  A	
     dark	
     black	
     tar-­‐like	
     substance	
     is	
     dripping	
     from	
    
  the	
    ceiling.	
    It	
    sizzles	
    when	
    it	
    hits	
    the	
    floor.	
    
  36	
    
  Deep	
    gouging	
    claw	
    marks	
    are	
    visible	
    in	
    the	
    stone	
    
  ceiling.	
    
  37	
    
  An	
     owl	
     hoots	
     and	
     tilts	
     his	
     head	
     to	
     watch	
     the	
    
  party	
    from	
    its	
    perch	
    among	
    the	
    rafters.	
    
  38	
    
  A	
    huge	
    humanoid-­‐shaped	
    dent	
    has	
    been	
    made	
    in	
    
  the	
    metal	
    ceiling.	
    
  39	
    
  Two	
     chains	
    attached	
     to	
     iron	
     rings	
     in	
     the	
     ceiling	
    
  swing	
    gently.	
    Broken	
    manacles	
    lie	
    on	
    the	
    floor.	
    
  40	
    
  Several	
    large	
    hewn	
    logs	
    are	
    being	
    used	
    to	
    brace	
    
  the	
    ceiling.	
    
  41	
    
  A	
     thick	
     caustic	
     smell	
     fills	
     the	
     chamber	
     as	
     white	
    
  vapours	
     emerges	
     from	
     the	
     chamber’s	
     ceiling,	
    
  rafters	
    and	
    pillars.	
    
  42	
    
  Nailed	
     across	
     the	
     ceiling	
     is	
     a	
     banner	
     with	
     the	
    
  word	
    “Welcome”	
    in	
    large	
    bright	
    green	
    letters.	
    
  43	
    
  The	
     ceiling	
     appears	
     in	
     a	
     state	
     of	
     mid-­‐collapse;	
    
  fractured	
    stone	
    hangs	
    impossibly	
    in	
    midair.	
    
  44	
    
  Thick	
     curling	
     tendrils	
     of	
     steam	
     sprays	
     into	
     the	
    
  room	
    through	
    small	
    holes	
    in	
    the	
    stone	
    ceiling.	
    
  45	
    
  The	
     faint	
     sound	
     of	
     grinding	
     from	
     above	
     is	
    
  accompanied	
     by	
     falling	
     sawdust.	
     A	
     DC	
     12	
    
  Knowledge	
    (nature)	
    check	
    identifies	
    termites	
    as	
    
  the	
    source.	
    
  46	
    
  A	
     rough	
     and	
     teetering	
     scaffold	
     tower	
     has	
     been	
    
  built	
    to	
    repaint	
    a	
    section	
    of	
    the	
    ceiling.	
    
  47	
    
  A	
    red	
    tinted	
    light	
    glimmers	
    on	
    the	
    ceiling.	
    	
    
  48	
    
  Soot	
    covers	
    the	
    ceiling.	
    
  
  93	
    
  49	
    
  A	
     section	
     of	
     plaster	
     has	
     cracked	
     and	
     fallen	
     to	
    
  smash	
    on	
    the	
    floor;	
    thick	
    dust	
    covers	
    everything.	
    
  50	
    
  The	
     coffered	
     ceiling	
     has	
     had	
     several	
     panels	
    
  vandalised;	
    one	
    once	
    protected	
    a	
    secret	
    niche.	
    
  51	
    
  The	
     ceiling	
     has	
     a	
     subtle	
     mauve	
     glow.	
     A	
     DC	
     13	
    
  Knowledge	
    (arcana)	
    check	
    identifies	
    it	
    as	
    similar	
    
  to	
    faerie	
    fire.	
    
  52	
    
  Hundreds	
    of	
    dark	
    but	
    luscious	
    green	
    vines	
    have	
    
  crept	
    up	
    the	
    pillars	
    and	
    now	
    blanket	
    the	
    ceiling.	
    
  53	
    
  A	
     multitude	
     of	
     furniture	
     is	
     stacked	
     precariously	
    
  in	
    one	
    corner.	
    The	
    tower	
    reaches	
    the	
    ceiling.	
    
  54	
    
  The	
     wooden	
     buttresses	
     supporting	
     the	
     ceiling	
    
  have	
    begun	
    to	
    bow;	
    signs	
    of	
    cracking	
    are	
    evident.	
    
  55	
    
  Many	
    cracks	
    run	
    through	
    the	
    ceiling.	
    
  56	
    
  Many	
     of	
     the	
     glass	
     panes	
     comprising	
     the	
     ceiling	
    
  have	
    been	
    smashed;	
    glass	
    litters	
    the	
    floor.	
    
  57	
    
  The	
    unadorned	
    rafters	
    and	
    ceiling	
    has	
    been	
    hung	
    
  with	
     macabre	
     trophies	
     of	
     skulls	
     and	
     bones	
     of	
    
  humanoids.	
    
  58	
    
  A	
     once	
     elaborate	
     fresco,	
     the	
     ceiling	
     has	
     been	
    
  vandalised	
    and	
    several	
    portraits	
    removed.	
    
  59	
    
  The	
    lifeless	
    body	
    of	
    an	
    unfortunate	
    rogue	
    hangs	
    
  from	
    his	
    malfunctioned	
    climbing	
    harness.	
    
  60	
    
  The	
    lifeless	
    body	
    of	
    a	
    knight	
    in	
    full	
    plate	
    is	
    stuck	
    
  to	
     the	
     metal	
     ceiling	
     with	
     his	
     sword	
     skewered	
    
  through	
    his	
    chest.	
    Beneath	
    him	
    is	
    a	
    pressure	
    pad	
    
  slick	
    with	
    blood.	
    	
    
  61	
    
  Several	
     small	
     holes	
     pierce	
     the	
     ceiling.	
     They	
     are	
    
  spy	
    holes.	
    
  62	
    
  The	
     ceiling	
     is	
     suspiciously	
     low.	
     A	
     DC	
     15	
    
  Knowledge	
    (dungeoneering)	
    check	
    reveals	
    it	
    as	
    a	
    
  suspended	
    ceiling.	
    
  63	
    
  An	
    ‘X’	
    has	
    been	
    marked	
    on	
    the	
    ground	
    beneath	
    a	
    
  large	
    stone	
    medallion	
    on	
    the	
    ceiling.	
    
  64	
    
  The	
    ceiling	
    is	
    thick	
    with	
    a	
    frost	
    which	
    glows	
    with	
    
  a	
    bright	
    crystal-­‐like	
    shimmer.	
    
  65	
    
  The	
    plain	
    plaster	
    walls	
    are	
    covered	
    in	
    pencil	
    work	
    
  in	
     preparation	
     for	
     being	
     painted.	
     It	
     depicts	
     the	
    
  outlines	
    of	
    a	
    flight	
    of	
    dragons.	
    
  66	
    
  A	
    section	
    of	
    one	
    of	
    the	
    pillars	
    has	
    broken	
    and	
    a	
    
  metal	
    strong	
    box	
    is	
    wedged	
    in	
    the	
    gap	
    to	
    support	
    
  the	
    ceiling.	
    
  67	
    
  The	
    ceiling	
    is	
    a	
    forest	
    of	
    stalactites;	
    among	
    it	
    lives	
    
  a	
    bat	
    colony	
    that	
    swarms	
    if	
    disturbed.	
    
  68	
    
  The	
    imprint	
    of	
    a	
    large	
    gauntleted	
    fist	
    in	
    the	
    stone	
    
  ceiling	
    is	
    easily	
    visible.	
    
  69	
    
  A	
    perfectly	
    round	
    hole	
    pierces	
    the	
    glass	
    ceiling;	
    
  shattered	
    glass	
    lies	
    beneath	
    the	
    hole.	
    	
    
  70	
    
  The	
    paint	
    and	
    plaster	
    on	
    the	
    ceiling	
    has	
    thinned	
    
  enough	
    to	
    make	
    out	
    the	
    sigil	
    of	
    a	
    deity	
    beneath.	
    
  A	
    DC	
    14	
    Knowledge	
    (religion)	
    check	
    reveals	
    it	
    as	
    
  the	
    symbol	
    of	
    the	
    goddess	
    of	
    ill	
    fortune.	
    
  71	
    
  The	
     metal	
     ceiling	
     is	
     stretching	
     and	
     rivets	
     are	
    
  breaking;	
    water	
    is	
    spurting	
    	
    through	
    the	
    gaps.	
    
  72	
    
  The	
     stalactites	
     have	
     been	
     removed	
     from	
     the	
    
  ceiling.	
    They	
    have	
    been	
    stacked	
    nearby.	
    
  73	
    
  A	
    sign	
    says,	
    “Ceiling	
    unsafe.”	
    
  74	
    
  A	
    bloodied	
    notepad	
    of	
    sketches	
    and	
    notes	
    about	
    
  hundreds	
    of	
    frescos	
    and	
    vaulted	
    ceilings	
    lies	
    on	
    
  the	
    floor.	
    
  75	
    
  The	
    chamber	
    is	
    thick	
    with	
    viscous	
    spider	
    web.	
    A	
    
  DC	
     13	
     Perception	
     check	
     reveals	
     five	
     cocooned	
    
  corpses	
     secreted	
     into	
     a	
     dark	
     corner	
     of	
     the	
    
  ceiling.	
    
  76	
    
  The	
    ceiling	
    has	
    small	
    magical	
    lights;	
    several	
    have	
    
  gone	
    out	
    while	
    others	
    blink	
    intermittently.	
    
  77	
    
  Screaming	
     emanates	
     through	
     the	
     iron	
     grill	
    
  ceiling.	
    Blood	
    rains	
    down	
    and	
    the	
    screams	
    cease.	
    
  78	
    
  Several	
     climbing	
     pitons	
     have	
     been	
     driven	
     into	
    
  the	
    stone	
    ceiling.	
    A	
    long	
    rope	
    connects	
    each	
    pin	
    
  allowing	
    easier	
    climbing	
    (+5	
    bonus	
    to	
    Climb).	
    
  79	
    
  Ornamental	
     gargoyles	
     decorate	
     each	
     corner	
     of	
    
  the	
    ceiling	
    	
    
  80	
    
  A	
    shoeless	
    body	
    lies	
    broken	
    on	
    the	
    floor.	
    A	
    DC	
    13	
    
  Perception	
    check	
    spots	
    shoes	
    stuck	
    to	
    the	
    ceiling.	
    
  81	
    
  Several	
     pillars	
     lie	
     smashed	
     over	
     the	
     segmented	
    
  body	
    of	
    a	
    gargantuan	
    centipede.	
    
  82	
    
  Sections	
     of	
     the	
     ceiling	
     have	
     been	
     repaired	
     with	
    
  permanent	
    walls	
    of	
    force.	
    
  83	
    
  The	
     ceiling	
     has	
     been	
     covered	
     with	
     a	
     layer	
     of	
    
  slippery	
    orange	
    ooze	
    (+5	
    to	
    Climb	
    DC).	
    
  84	
    
  Several	
     horse	
     bridles	
     are	
     tied	
     to	
     a	
     thick	
     chain	
    
  wrapped	
    around	
    the	
    ceiling’s	
    thickest	
    rafter.	
    
  85	
    
  Several	
     sheets	
     of	
     parchment	
     are	
     stuck	
     against	
    
  the	
    ceiling	
    from	
    a	
    strong	
    draught.	
    
  86	
    
  A	
    set	
    of	
    platemail-­‐covered	
    legs	
    protrude	
    through	
    
  several	
    broken	
    boards	
    in	
    the	
    ceiling.	
    
  87	
    
  A	
     huge	
     boulder	
     has	
     shattered	
     the	
     ceiling	
     and	
    
  now	
    rests	
    precariously	
    on	
    three	
    pillars.	
    
  88	
    
  Hundreds	
     of	
     candles	
     flicker	
     on	
     the	
     ceiling’s	
    
  rafters.	
    Wax	
    covers	
    the	
    rafters.	
    
  89	
    
  A	
    large	
    block	
    of	
    stone	
    hangs	
    in	
    a	
    primitive	
    crane	
    
  ready	
    to	
    be	
    hoisted	
    into	
    a	
    gap	
    in	
    the	
    ceiling.	
    
  90	
    
  Dust	
     and	
     dirt	
     falls	
     from	
     the	
     ceiling	
     as	
     a	
     small	
    
  tremor	
    shakes	
    the	
    ground.	
    
  91	
    
  Refuse	
     and	
     sewage	
     drains	
     through	
     a	
     large	
    
  opening	
    in	
    the	
    ceiling.	
    
  92	
    
  The	
     ceiling	
     is	
     teeming	
     with	
     thousands	
     of	
     shiny	
    
  scarab	
    beetles.	
    
  93	
    
  A	
     noose	
     looped	
     over	
     the	
     rafters	
     hangs	
     around	
    
  the	
    neck	
    of	
    a	
    mouldering	
    corpse.	
    
  94	
    
  A	
    stone	
    block	
    has	
    fallen	
    from	
    the	
    ceiling.	
    Blood	
    
  splatter	
    surrounds	
    it.	
    
  95	
    
  The	
    painted	
    depicts	
    a	
    summer	
    sky.	
    
  96	
    
  A	
    grinning	
    skull	
    painting	
    decorates	
    the	
    ceiling.	
    
  97	
    
  A	
    mass	
    of	
    rusted	
    chains	
    hang	
    from	
    the	
    ceiling.	
    
  98	
    
  A	
    damp	
    patch	
    mars	
    the	
    ceiling.	
    Cold	
    water	
    drips	
    
  from	
    it	
    onto	
    the	
    floor.	
    
  99	
    
  Thick,	
    wet	
    cobwebs	
    cover	
    the	
    ceiling.	
    They	
    are	
    so	
    
  damp	
     they	
     resist	
     natural	
     fire;	
     only	
     magic	
     can	
    
  burn	
    them	
    away.	
    
  100	
    
  Roll	
     again	
     to	
     determine	
     the	
     ceiling’s	
     dressing.	
    
  The	
    ceiling	
    is	
    also	
    trapped.	
    Refer	
    to	
    pages	
    6	
    –	
    7.	
    
  	
    
   
  
  94	
    
  D U N G E O N  E N T R A N C E S :  D R E S S I N G S  &  F E A T U R E S  
  Use	
     this	
     table,	
     to	
     generate	
     interesting	
     features	
     for	
     your	
    
  entrance.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐02	
    
  A	
    cave-­‐in,	
    rock	
    fall	
    or	
    collapsed	
    wall	
    has	
    covered	
    
  the	
     entrance	
     and	
     requires	
     several	
     hours	
     of	
    
  excavation	
    to	
    clear	
    a	
    path.	
    Once	
    half	
    the	
    rubble	
    
  is	
     cleared,	
     a	
     DC	
     10	
     Knowledge	
     (engineering)	
     is	
    
  needed	
     to	
     prevent	
     the	
     rubble	
     from	
     collapsing	
    
  again,	
    negating	
    the	
    progress	
    made	
    so	
    far.	
    	
    	
    
  03-­‐04	
    
  The	
     entrance	
     has	
     been	
     barricaded	
     with	
     boxes,	
    
  chests	
     and	
     barrels	
     in	
     defence	
     of	
     the	
     dungeon.	
    
  There	
    are	
    signs	
    of	
    a	
    struggle:	
    sprays	
    of	
    blood,	
    a	
    
  few	
    old	
    bones,	
    and	
    a	
    discarded	
    boot.	
    Given	
    the	
    
  barricade	
    has	
    been	
    pushed	
    aside,	
    it	
    appears	
    that	
    
  whomever	
     attacked	
     was	
     able	
     to	
     successfully	
    
  breach	
    the	
    entrance.	
    	
    
  05-­‐06	
    
  As	
     above,	
     but	
     the	
     barricade	
     appears	
     to	
     have	
    
  been	
    arranged	
    to	
    keep	
    something	
    in.	
    	
    
  07-­‐08	
    
  Large-­‐sized,	
    clawed	
    footprints	
    of	
    some	
    creature	
    
  track	
    in	
    and	
    out	
    of	
    the	
    entrance.	
    	
    
  09-­‐10	
    
  The	
     entrance	
     has	
     been	
     overtaken	
     by	
     nature.	
    
  Trees	
    (or	
    giant	
    mushrooms,	
    shrubs	
    or	
    other	
    flora	
    
  appropriate	
     to	
     the	
     climate)	
     partially	
     occlude	
    
  entry.	
    	
    
  11-­‐12	
    
  The	
     entrance	
     has	
     been	
     covered	
     by	
     an	
     illusion	
    
  making	
     it	
     appear	
     as	
     the	
     surrounding	
     landscape	
    
  (DC	
    14	
    Will	
    disbelieves;	
    CL	
    7).	
    
  13-­‐14	
    
  The	
    entrance	
    shows	
    signs	
    of	
    recent	
    cleaning	
    and	
    
  maintenance.	
    	
    
  15-­‐16	
    
  The	
    entrance	
    is	
    covered	
    with	
    dense	
    spider	
    webs.	
    	
    	
    
  17-­‐18	
    
  Seven	
     rotting	
     humanoid	
     heads	
     have	
     been	
    
  mounted	
     on	
     spears	
     in	
     a	
     semicircle	
     before	
     the	
    
  entrance.	
    All	
    of	
    them	
    have	
    been	
    roughly	
    severed	
    
  and	
     are	
     too	
     decayed	
     to	
     recognize.	
     The	
     smell	
     is	
    
  overpowering.	
    
  19-­‐20	
    
  A	
     crudely	
     painted	
     blue	
     door	
     on	
     the	
     side	
     of	
     a	
    
  monstrous	
     conifer	
     provides	
     a	
     magical	
     entrance	
    
  to	
     the	
     dungeon.	
     Turning	
     the	
     shiny	
     brass	
     door	
    
  knob	
     reveals	
     a	
     blinding	
     aquamarine	
     light.	
    
  Travellers	
     find	
     themselves	
     in	
     a	
     new	
     location	
    
  when	
    it	
    clears.	
    
  21-­‐22	
    
  A	
     cart	
     hitched	
     to	
     a	
     donkey	
     is	
     parked	
     near	
     the	
    
  entrance.	
     The	
     donkey	
     happily	
     chews	
     on	
     grass,	
    
  ignoring	
     anyone	
     approaching.	
     The	
     cart	
     is	
     filled	
    
  with	
     booty	
     looted	
     from	
     the	
     dungeon	
     including	
    
  old	
     doors,	
     torch	
     sconces,	
     old	
     furniture	
     and	
     a	
    
  large	
    statue	
    of	
    a	
    smiling	
    elven	
    maiden	
    swaddled	
    
  in	
    a	
    shawl.	
    The	
    goods	
    can	
    be	
    sold	
    for	
    60	
    gp.	
    	
    
  23-­‐24	
    
  Splashes	
    of	
    different	
    colours	
    paint	
    the	
    area	
    near	
    
  the	
    entrance.	
    Their	
    purpose	
    is	
    not	
    clear.	
    	
    
  25-­‐26	
    
  A	
    large	
    branch,	
    wilting	
    but	
    still	
    green,	
    lies	
    in	
    front	
    
  of	
    the	
    entrance.	
    	
    
  27-­‐28	
    
  A	
    triggered	
    pit	
    lies	
    just	
    inside	
    the	
    entrance.	
    It	
    is	
    
  ten	
    feet	
    across	
    and	
    blocks	
    entry	
    further	
    into	
    the	
    
  dungeon.	
     The	
     pit	
     is	
     twenty	
     feet	
     deep	
     and	
     has	
    
  iron	
    spikes	
    at	
    the	
    bottom.	
    There	
    are	
    no	
    bodies	
    at	
    
  the	
     bottom,	
     but	
     brown	
     stains	
     of	
     dried	
     blood	
    
  suggest	
    that	
    someone	
    did	
    indeed	
    fall	
    into	
    it.	
    	
    
  29-­‐30	
    
  A	
    dented	
    helmet	
    with	
    a	
    blood	
    encrusted	
    feather	
    
  plume	
    lies	
    on	
    the	
    ground	
    near	
    the	
    entrance.	
    	
    
  31-­‐32	
    
  A	
    pair	
    of	
    torches	
    flank	
    the	
    entrance.	
    One	
    burns	
    
  with	
     a	
     magical	
     cold	
     flame,	
     while	
     the	
     other	
     is	
    
  unlit.	
     The	
     flame	
     for	
     the	
     active	
     torch	
     is	
    
  permanently	
     extinguished	
     if	
     the	
     torch	
     is	
    
  removed	
    from	
    its	
    sconce.	
    	
    
  33-­‐34	
    
  A	
    big	
    red	
    "X"	
    has	
    been	
    drawn	
    on	
    the	
    wall	
    or	
    floor	
    
  near	
    the	
    entrance.	
    	
    
  35-­‐36	
    
  Placed	
     facing	
     the	
     entrance	
     are	
     hundreds	
     of	
    
  eyeballs	
     of	
     all	
     sizes	
     and	
     colours,	
     floating	
     in	
     jars	
    
  filled	
     with	
     a	
     clear,	
     thick	
     liquid.	
     They	
     do	
     not	
    
  radiate	
    magic.	
    	
    
  37-­‐38	
    
  The	
    corpse	
    of	
    a	
    female	
    halfling	
    explorer	
    lies	
    just	
    
  outside	
    the	
    entrance,	
    a	
    dried	
    stain	
    leaving	
    a	
    trail	
    
  into	
    the	
    entrance	
    from	
    where	
    she	
    crawled.	
    She	
    
  appears	
    to	
    have	
    died	
    within	
    the	
    last	
    three	
    days	
    
  from	
     multiple	
     bite	
     wounds.	
     Much	
     of	
     her	
    
  equipment	
     is	
     missing,	
     but	
     she	
     still	
     carries	
     a	
    
  pouch	
    that	
    has	
    12	
    sp	
    and	
    an	
    unlabeled	
    potion	
    of	
    
  protection	
    from	
    evil.	
    
  39-­‐40	
    
  A	
     trail	
     of	
     27	
     silver	
     coins,	
     spaced	
     evenly,	
     leads	
    
  into	
     the	
     entrance.	
     Ominous	
     blood	
     splatters	
     are	
    
  clearly	
    visible	
    along	
    the	
    path	
    the	
    coins	
    take.	
    	
    
  41-­‐42	
    
  A	
     copper	
     coin	
     with	
     the	
     number	
     one	
     crudely	
    
  etched	
     upon	
     it	
     has	
     been	
     wedged	
     into	
     a	
     crack,	
    
  crevice	
    or	
    under	
    a	
    stone	
    near	
    the	
    entrance.	
    
  43-­‐44	
    
  A	
    crow	
    picks	
    at	
    a	
    tangle	
    of	
    colourful	
    string	
    caught	
    
  in	
    a	
    thorny	
    bush.	
    Careful	
    inspection	
    reveals	
    it	
    has	
    
  tassels	
     and	
     appears	
     to	
     have	
     been	
     torn	
     from	
     a	
    
  thin	
     material,	
     such	
     as	
     a	
     shawl.	
     The	
     scrap	
     is	
     no	
    
  bigger	
     that	
     a	
     man's	
     finger,	
     but	
     looks	
     of	
     good	
    
  craftsmanship.	
    
  45-­‐46	
    
  Faint	
     acrid	
     smoke	
     periodically	
     wafts	
     from	
     the	
    
  entrance.	
    
  It	
    
  is	
    
  not	
    
  enough	
    
  to	
    
  provide	
    
  concealment.	
    
  47-­‐48	
    
  A	
     long	
     abandoned	
     campsite	
     is	
     hidden	
     in	
     the	
    
  underbrush	
    a	
    bow	
    shot	
    from	
    the	
    entrance.	
    There	
    
  is	
     a	
     ring	
     of	
     stones	
     for	
     a	
     small	
     fire	
     and	
     three	
    
  depressions	
     that	
     suggest	
     someone	
     slept	
     there.	
    
  Those	
    that	
    excavate	
    the	
    fire	
    pit	
    find	
    the	
    remains	
    
  of	
    old	
    animal	
    bones	
    and	
    a	
    partially	
    melted	
    brass	
    
  cap	
    for	
    a	
    scroll	
    tube.	
    	
    
  49-­‐50	
    
  Scorch	
     marks	
     mar	
     the	
     entrance	
     and	
     a	
     wand	
    
  made	
     of	
     yew,	
     snapped	
     into	
     three	
     pieces,	
     lies	
    
  discarded	
     on	
     the	
     ground.	
     If	
     the	
     entrance	
     was	
    
  barred	
    or	
    otherwise	
    blocked,	
    the	
    obstruction	
    has	
    
  been	
    damaged	
    by	
    the	
    flames	
    and	
    is	
    now	
    at	
    50%	
    
  of	
    its	
    original	
    hit	
    points.	
    	
    
  
  95	
    
  51-­‐52	
    
  A	
     large	
     wooden	
     pole	
     with	
     a	
     crossbeam	
     atop	
     it	
    
  has	
     been	
     set	
     into	
     the	
     ground	
     before	
     the	
    
  entrance.	
    	
    An	
    orc	
    in	
    a	
    rent	
    chain	
    shirt	
    has	
    been	
    
  crucified	
    upon	
    it.	
    Several	
    arrows	
    pierce	
    his	
    body.	
    	
    
  53-­‐54	
    
  Half	
    of	
    a	
    set	
    of	
    mangled	
    battered	
    manacles,	
    now	
    
  covered	
     in	
     rust,	
     lie	
     atop	
     a	
     rock.	
     The	
     top	
     of	
     the	
    
  rock	
     shows	
     damage	
     from	
     where	
     something	
    
  heavy	
    was	
    pounded	
    against	
    it.	
    	
    
  55-­‐56	
    
  A	
    burnt	
    out	
    torch	
    stub	
    is	
    wedged	
    into	
    a	
    crack	
    in	
    
  the	
     wall.	
     Soot	
     stains	
     the	
     wall	
     behind	
     it.	
     If	
     lit,	
     it	
    
  burns	
    for	
    one	
    minute.	
    
  57-­‐58	
    
  Shattered	
     red	
     glass	
     litters	
     the	
     floor	
     inside	
     the	
    
  entrance.	
     In	
     the	
     middle	
     of	
     the	
     shards	
     lies	
     a	
    
  carved	
     bone	
     stopper	
     shaped	
     as	
     a	
     fist	
     with	
     one	
    
  finger	
    pointing	
    out.	
    It	
    is	
    worth	
    2	
    gp.	
    
  59-­‐60	
    
  A	
    grave	
    has	
    been	
    dug	
    in	
    the	
    dirt	
    (or	
    piled	
    under	
    
  rubble	
    if	
    the	
    floor	
    is	
    not	
    easily	
    excavated)	
    and	
    a	
    
  shield	
    lies	
    on	
    top.	
    The	
    top	
    half	
    of	
    the	
    heavy	
    steel	
    
  shield	
    is	
    painted	
    blue	
    and	
    the	
    bottom	
    is	
    yellow.	
    
  Emblazoned	
    upon	
    the	
    front	
    is	
    a	
    longsword,	
    point	
    
  down,	
    with	
    a	
    pair	
    of	
    feathered	
    wings	
    sprouting	
    
  from	
    the	
    middle	
    of	
    the	
    blade.	
    Inside	
    the	
    grave	
    is	
    
  a	
    set	
    of	
    humanoid	
    bones.	
    	
    
  61-­‐62	
    
  A	
     large	
     brown	
     bear	
     sleeps	
     in	
     front	
     of	
     the	
    
  entrance.	
     It	
     has	
     randomly	
     wandered	
     by,	
     and	
     if	
    
  the	
    party	
    returns	
    later,	
    it	
    has	
    moved	
    on.	
    	
    
  63-­‐64	
    
  The	
     smell	
     of	
     sweet,	
     flowery	
     perfume	
     hangs	
     in	
    
  the	
     air.	
     There	
     is	
     no	
     obvious	
     source,	
     but	
     the	
    
  odour	
    dissipates	
    over	
    thirty	
    minutes.	
    	
    
  65-­‐66	
    
  A	
    crumpled	
    piece	
    of	
    parchment	
    has	
    been	
    tacked	
    
  to	
    the	
    wall	
    or	
    a	
    nearby	
    tree.	
    In	
    Common,	
    it	
    reads	
    
  "Wanted	
     Dalat	
     Thunderock,	
     For	
     Banditry	
     and	
    
  Murder."	
    It	
    gives	
    a	
    description	
    of	
    a	
    burly	
    dwarf	
    
  missing	
    one	
    arm.	
    
  67-­‐68	
    
  Several	
     small	
     niches	
     have	
     been	
     carved	
     around	
    
  the	
    
  entrance.	
    
  Each	
    
  contains	
    
  some	
    
  small	
    
  keepsake	
     in	
     remembrance	
     of	
     the	
     fallen:	
     a	
    
  dagger,	
    a	
    silver	
    necklace	
    (5	
    gp),	
    a	
    brass	
    ring	
    (15	
    
  gp),	
     three	
     feathers	
     tied	
     together	
     with	
     a	
     green	
    
  string	
     and	
     a	
     blue	
     enamelled	
     steel	
     gauntlet;	
    
  among	
    others.	
    In	
    all,	
    they	
    are	
    worth	
    35	
    gp.	
    	
    
  69-­‐70	
    
  A	
     reinforced	
     wall	
     of	
     stone	
     blocks	
     has	
     been	
    
  erected	
     across	
     the	
     entrance	
     (AC	
     3,	
     hardness	
     8,	
    
  hp	
    90,	
    DC	
    35	
    Break).	
    	
    
  71-­‐72	
    
  A	
     maggot-­‐infested	
     corpse	
     of	
     a	
     large	
     dog	
     lies	
    
  inside	
    the	
    entrance.	
    The	
    corpse	
    is	
    only	
    a	
    day	
    or	
    
  two	
    old.	
    One	
    of	
    the	
    dog’s	
    legs	
    lies	
    ten	
    feet	
    away	
    
  from	
    the	
    rest	
    of	
    the	
    body.	
    	
    
  73-­‐74	
    
  Lightning	
     has	
     struck	
     nearby	
     and	
     turned	
     the	
    
  ground	
    to	
    glass.	
    	
    
  75-­‐76	
    
  A	
     dozen	
     caltrops	
     have	
     been	
     spread	
     before	
     the	
    
  entrance.	
     They	
     are	
     old	
     and	
     dirt	
     encrusted	
     and	
    
  easily	
    missed	
    (DC	
    15	
    Perception).	
    	
    	
    
  77-­‐78	
    
  A	
     brown	
     cloth	
     sack	
     with	
     a	
     loaf	
     of	
     hard,	
     stale	
    
  bread	
     has	
     been	
     discarded	
     in	
     the	
     entryway.	
     A	
    
  coin-­‐sized	
     hole	
     has	
     been	
     gnawed	
     through	
     the	
    
  cloth	
    and	
    rodent	
    droppings	
    lie	
    nearby.	
    	
    
  79-­‐80	
    
  Three	
     empty,	
     dark	
     glass	
     bottles	
     lie	
     haphazardly	
    
  on	
    their	
    sides.	
    They	
    smell	
    of	
    strong	
    alcohol,	
    but	
    
  are	
    empty.	
    	
    
  81-­‐82	
    
  Written	
    in	
    Draconic	
    sloppily	
    over	
    the	
    entrance	
    in	
    
  dried	
     blood	
     are	
     the	
     words	
     "Welcome	
     to	
     Hell."	
    
  Fingerprints	
     in	
     the	
     blood	
     make	
     it	
     clear	
     the	
    
  writing	
    was	
    done	
    by	
    a	
    small	
    clawed	
    hand.	
    	
    
  83-­‐84	
    
  A	
     piece	
     of	
     paper	
     is	
     trapped	
     against	
     the	
     side	
     of	
    
  the	
     entrance,	
     fluttering	
     in	
     a	
     slight	
     breeze.	
     A	
    
  closer	
    inspection	
    shows	
    a	
    sketch	
    of	
    the	
    entrance	
    
  with	
     three	
     armoured	
     men	
     entering	
     seen	
     from	
    
  behind	
     and	
     a	
     young	
     woman	
     in	
     leathers	
     with	
     a	
    
  sketch	
    pad	
    in	
    the	
    foreground.	
    The	
    quality	
    of	
    the	
    
  sketch	
    is	
    very	
    good	
    and	
    might	
    be	
    sold	
    for	
    5	
    gp.	
    
  There	
     is	
     enough	
     detail	
     in	
     the	
     sketch	
     to	
     identify	
    
  the	
    woman,	
    if	
    she	
    is	
    ever	
    encountered.	
    	
    
  85-­‐86	
    
  The	
     entrance	
     is	
     chipped	
     and	
     shows	
     signs	
     of	
    
  having	
    been	
    pried	
    open.	
    A	
    bent	
    crowbar	
    lies	
    in	
    a	
    
  nearby	
    corner.	
    	
    
  87-­‐88	
    
  Two	
    dozen	
    caltrops	
    have	
    been	
    scattered	
    outside	
    
  the	
    entrance	
    and	
    a	
    large	
    puddle	
    of	
    flammable	
    oil	
    
  is	
    inside	
    the	
    entrance.	
    Bloody	
    rags	
    are	
    discarded	
    
  further	
    inside.	
    	
    
  89-­‐90	
    
  A	
    wagon	
    of	
    weathered	
    timber,	
    missing	
    all	
    of	
    its	
    
  wheels,	
     rests	
     on	
     two	
     logs	
     in	
     front	
     of	
     the	
    
  entrance.	
    Tall	
    grass	
    grows	
    up	
    around	
    it	
    and	
    the	
    
  hardware	
    
  is	
    
  heavily	
    
  corroded	
    
  with	
    
  rust,	
    
  suggesting	
     the	
     wagon	
     has	
     been	
     here	
     for	
     some	
    
  time.	
    
  91-­‐92	
    
  Wisps	
     of	
     colourful	
     light	
     dance	
     before	
     the	
    
  entrance,	
     shedding	
     light	
     for	
     twenty	
     feet.	
     The	
    
  lights	
     can	
     be	
     suppressed	
     with	
     a	
     dispel	
     magic	
    
  against	
    caster	
    level	
    5,	
    but	
    return	
    after	
    an	
    hour.	
    	
    
  93-­‐94	
    
  The	
    stub	
    of	
    a	
    purple	
    candle	
    rests	
    in	
    a	
    puddle	
    of	
    
  wax.	
     If	
     lit,	
     the	
     candle	
     has	
     enough	
     wick	
     left	
     to	
    
  burn	
    for	
    fifteen	
    minutes.	
    	
    
  95-­‐96	
    
  A	
     DC	
     15	
     Perception	
     notes	
     a	
     tripwire	
     strung	
    
  across	
    the	
    entrance	
    way.	
    Those	
    that	
    don’t	
    spot	
    
  the	
     tripwire	
     must	
     make	
     a	
     DC	
     12	
     Reflex	
     saving	
    
  throw	
    or	
    fall	
    prone.	
    If	
    seen,	
    the	
    tripwire	
    can	
    be	
    
  avoided	
    with	
    a	
    DC	
    5	
    Acrobatics	
    check	
    or	
    cut	
    by	
    
  doing	
     2	
     points	
     of	
     damage	
     with	
     a	
     slashing	
    
  weapon.	
    	
    
  97-­‐98	
    
  A	
    wooden	
    stool,	
    sized	
    for	
    a	
    Medium	
    creature,	
    is	
    
  next	
    to	
    the	
    entrance.	
    Placed	
    next	
    to	
    the	
    stool	
    is	
    a	
    
  crude	
    wooden	
    box.	
    The	
    word	
    "fee"	
    is	
    written	
    in	
    
  Common	
    on	
    the	
    side	
    of	
    the	
    box.	
    	
    
  99-­‐100	
    
  A	
     statue	
     has	
     been	
     dragged	
     in	
     front	
     of	
     the	
    
  entrance,	
    gouges	
    in	
    the	
    ground	
    making	
    it	
    clear	
    it	
    
  came	
     from	
     inside	
     the	
     dungeon.	
     The	
     statue	
    
  portrays	
     a	
     snarling,	
     fanged	
     woman	
     with	
     a	
    
  serpent's	
     tail	
     and	
     six	
     arms.	
     Each	
     arm	
     holds	
     an	
    
  actual	
     metal	
     weapon	
     that	
     can,	
     with	
     some	
     care,	
    
  be	
    removed	
    from	
    the	
    statue's	
    grip.	
    The	
    weapons	
    
  carried	
    include	
    a	
    spear,	
    a	
    longsword,	
    a	
    dagger,	
    a	
    
  trident,	
    a	
    khopesh	
    and	
    a	
    kama.	
    	
    
  
  96	
    
  D U N G E O N  F L O O R S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     your	
     floors.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  Fresh	
    guano	
    coats	
    the	
    floor.	
    
  2	
    
  The	
    floor	
    shows	
    evidence	
    of	
    a	
    heavy	
    rectangular	
    
  object	
     dragged	
     from	
     one	
     wall	
     to	
     another;	
     the	
    
  characters	
    find	
    no	
    secret	
    doors	
    at	
    either	
    end.	
    
  3	
    
  In	
    a	
    dark	
    corner	
    of	
    this	
    room,	
    a	
    cluster	
    of	
     five-­‐
  foot-­‐tall	
     purple	
     fungi	
     grow	
     in	
     damp	
     earth	
    
  exposed	
    by	
    the	
    floor’s	
    cracked	
    surface.	
    
  4	
    
  Charred	
     insect	
     carcasses	
     litter	
     the	
     floor’s	
    
  entirety;	
    a	
    handful	
    of	
    insects	
    reflexively	
    twitch.	
    	
    
  5	
    
  A	
    10-­‐foot	
    square	
    section	
    of	
    the	
    floor	
    glows	
    red	
    
  and	
     becomes	
     warm	
     to	
     the	
     touch,	
     dealing	
     no	
    
  damage	
    to	
    a	
    character	
    who	
    touches	
    it.	
    
  6	
    
  A	
    thin	
    coating	
    of	
    grease	
    covers	
    the	
    floor	
    (DC	
    17	
    
  Perception	
     spots).	
     Those	
     moving	
     at	
     full	
     speed	
    
  must	
    make	
    a	
    DC	
    12	
    Reflex	
    save	
    or	
    fall	
    prone.	
    
  7	
    
  Long	
    grooves	
    mar	
    the	
    floor’s	
    surface,	
    as	
    though	
    a	
    
  large	
    clawed	
    creature	
    pawed	
    at	
    it.	
    The	
    stone	
    is	
    
  scrapped	
    and	
    splintered.	
    
  8	
    
  A	
    ten-­‐foot-­‐high	
    ant	
    mound	
    has	
    erupted	
    through	
    
  the	
    floor;	
    thousands	
    of	
    ants	
    swarm	
    nearby.	
    
  9	
    
  Crude	
     chalk	
     arrows	
     mark	
     a	
     seemingly	
     random	
    
  path	
    along	
    this	
    floor.	
    
  10	
    
  Broken	
     shards	
     of	
     glass,	
     situated	
     so	
     the	
     pointy	
    
  sides	
    are	
    up,	
    fill	
    the	
    floor;	
    treat	
    them	
    as	
    caltrops.	
    
  11	
    
  One	
     section	
     of	
     floor	
     gives	
     slightly	
     when	
     a	
    
  character	
     weighing	
     more	
     than	
     150	
     pounds	
    
  crosses	
    it	
    (DC	
    16	
    Perception	
    spots).	
    
  12	
    
  The	
     floor	
     suddenly	
     ripples	
     as	
     if	
     some	
     large	
    
  creature	
    moved	
    just	
    below	
    it.	
    
  13	
    
  The	
    floor	
    constantly	
    cleans	
    itself;	
    blood,	
    dirt	
    and	
    
  other	
    minor	
    detritus	
    dissolves	
    within	
    2	
    rounds.	
    
  14	
    
  A	
     hole	
     pierces	
     the	
     floor	
     in	
     one	
     corner	
     as	
     if	
     a	
    
  rodent	
    had	
    chewed	
    through	
    it	
    from	
    underneath.	
    
  15	
    
  The	
     word	
     “Danger”	
     is	
     scrawled	
     on	
     the	
     floor	
     in	
    
  relatively	
    fresh	
    blood.	
    	
    
  16	
    
  A	
    thin	
    layer	
    of	
    pebbles	
    covers	
    the	
    floor,	
    imposing	
    
  a	
    –4	
    penalty	
    to	
    Stealth	
    checks.	
    
  17	
    
  A	
    series	
    of	
    two-­‐foot-­‐tall	
    wooden	
    barricades	
    have	
    
  been	
    affixed	
    to	
    the	
    floor.	
    
  18	
    
  The	
     floor	
     suddenly	
     lurches	
     upward	
     5	
     feet	
    
  knocking	
    characters	
    who	
    fail	
    a	
    DC	
    14	
    Reflex	
    save	
    
  prone;	
    1	
    round	
    later,	
    the	
    floor	
    resets.	
    
  19	
    
  Something	
    has	
    removed	
    the	
    top	
    of	
    the	
    floor;	
    the	
    
  new	
    surface	
    bears	
    indentions	
    indicating	
    the	
    floor	
    
  was	
    carved	
    into	
    a	
    jigsaw	
    puzzle	
    before	
    removal.	
    
  20	
    
  Insubstantial	
    tentacles	
    erupt	
    from	
    the	
    floor	
    and	
    
  grasp	
    ineffectively	
    at	
    the	
    characters.	
    
  21	
    
  Each	
    five-­‐foot	
    section	
    of	
    this	
    floor	
    holds	
    up	
    until	
    
  all	
    creatures	
    leave	
    that	
    section,	
    at	
    which	
    point	
    it	
    
  falls	
    away	
    into	
    a	
    pit	
    of	
    indeterminate	
    depth.	
    
  22	
    
  Clumps	
    of	
    animal	
    hair	
    (DC	
    11	
    Knowledge	
    [nature]	
    
  reveals	
    it	
    comes	
    from	
    a	
    variety	
    of	
    domestic	
    cats	
    
  and	
    dogs)	
    cover	
    the	
    floor.	
    
  23	
    
  Water	
    bubbles	
    up	
    through	
    cracks	
    in	
    the	
    floor.	
    
  24	
    
  The	
    rotting	
    remains	
    of	
    a	
    partially	
    eaten	
    corpse	
    lie	
    
  on	
    the	
    floor.	
    
  25	
    
  A	
     repeated	
     thumping	
     sounds	
     comes	
     from	
    
  beneath	
    the	
    floor.	
    	
    
  26	
    
  A	
     two-­‐inch-­‐diameter,	
     four-­‐inch-­‐deep	
     gouge	
     in	
    
  the	
     floor	
     shows	
     where	
     something	
     extremely	
    
  heavy	
    hit	
    the	
    floor.	
    
  27	
    
  The	
    floor	
    had	
    symbols	
    or	
    a	
    pattern	
    on	
    it,	
    but	
    they	
    
  have	
    been	
    effaced	
    by	
    scratches.	
    
  28	
    
  “Lose	
    1	
    turn”	
    is	
    written	
    in	
    chalk	
    on	
    the	
    floor.	
    
  29	
    
  Soapy	
    water	
    covers	
    a	
    section	
    of	
    the	
    floor	
    and	
    an	
    
  abandoned	
    mop	
    lies	
    near	
    the	
    puddle	
    of	
    water.	
    
  30	
    
  Drying	
    pools	
    of	
    blood	
    cover	
    this	
    floor,	
    and	
    a	
    trail	
    
  of	
    blood	
    leads	
    out	
    the	
    opposite	
    door.	
    
  31	
    
  A	
    chunk	
    of	
    floor	
    sits	
    loosely	
    over	
    its	
    former	
    spot,	
    
  as	
    if	
    something	
    tried	
    to	
    unsuccessfully	
    hide	
    it;	
    a	
    
  pair	
    of	
    coins	
    lies	
    beneath	
    the	
    loose	
    flooring.	
    
  32	
    
  Dozens	
     of	
     marbles	
     cover	
     the	
     floor.	
     Characters	
    
  moving	
    at	
    full	
    speed	
    through	
    them	
    must	
    make	
    a	
    
  DC	
    14	
    Reflex	
    save	
    or	
    fall	
    prone.	
    
  33	
    
  A	
    thick	
    fog	
    roils	
    up	
    from	
    the	
    floor	
    to	
    a	
    height	
    of	
    
  five	
    feet;	
    creatures	
    in	
    the	
    fog	
    gain	
    concealment	
    
  and	
    treat	
    everything	
    else	
    as	
    having	
    concealment.	
    
  34	
    
  A	
    five-­‐foot	
    wide	
    slime	
    trail	
    coats	
    the	
    floor.	
    
  35	
    
  A	
    pair	
    of	
    skeletons	
    rest	
    on	
    the	
    floor;	
    both	
    reach	
    
  out	
    to	
    a	
    door	
    with	
    their	
    right	
    arms.	
    
  36	
    
  One	
     section	
     of	
     the	
     floor	
     has	
     melted	
     as	
     if	
     some	
    
  incredibly	
     powerful,	
     but	
     self-­‐contained,	
     fire	
    
  struck	
    the	
    area.	
    
  37	
    
  A	
     small	
     campsite	
     occupies	
     one	
     of	
     the	
     room’s	
    
  corners;	
    two	
    bedrolls	
    and	
    the	
    ashen	
    remains	
    of	
    a	
    
  fire	
    mark	
    the	
    site.	
    
  38	
    
  A	
    jumble	
    of	
    muddy	
    tracks	
    crisscross	
    the	
    floor.	
    
  39	
    
  A	
     beaten	
     metal	
     tray	
     rests	
     on	
     the	
     floor;	
    
  investigation	
    reveals	
    the	
    tray	
    was	
    used	
    to	
    serve	
    
  meals,	
    and	
    the	
    remnants	
    are	
    days	
    old.	
    
  40	
    
  A	
     seven-­‐foot	
     diameter	
     hole	
     pierces	
     the	
     floor;	
    
  earth	
     lies	
     scattered	
     around	
     the	
     hole	
     and	
     a	
    
  nearby	
    pickaxe	
    is	
    jammed	
    into	
    the	
    floor.	
    
  41	
    
  The	
    shadows	
    cast	
    by	
    the	
    characters	
    on	
    the	
    floor	
    
  do	
     not	
     seem	
     to	
     match	
     perfectly	
     with	
     their	
    
  movements;	
    those	
    on	
    the	
    walls	
    appear	
    correct.	
    
  42	
    
  Crude	
    chalk	
    drawings	
    of	
    a	
    dragon	
    eating	
    various	
    
  humanoids	
    adorn	
    the	
    floor.	
    
  43	
    
  A	
     small	
     tree	
     etched	
     or	
     illustrated	
     on	
     the	
     floor	
    
  animates,	
    growing	
    taller	
    and	
    blossoming.	
    
  44	
    
  Scratches,	
    made	
    by	
    a	
    knife	
    or	
    other	
    blade,	
    form	
    a	
    
  tally	
    sheet	
    on	
    the	
    floor;	
    the	
    count	
    stands	
    at	
    44.	
    
  45	
    
  When	
     a	
     particular	
     character	
     treads	
     upon	
     the	
    
  floor,	
    it	
    seeps	
    blood;	
    there	
    is	
    no	
    apparent	
    source	
    
  for	
    the	
    blood.	
    
  
  97	
    
  46	
    
  Soot	
    covers	
    the	
    floor	
    with	
    the	
    exception	
    of	
    a	
    ten-­‐
  foot-­‐square	
    area,	
    which	
    marks	
    the	
    location	
    of	
    a	
    
  recently	
    moved	
    object.	
    
  47	
    
  One	
    section	
    of	
    floor	
    has	
    been	
    removed,	
    revealing	
    
  earth	
    beneath	
    the	
    floor.	
    
  48	
    
  A	
    chalk	
    drawing	
    on	
    the	
    floor	
    has	
    an	
    alternating	
    
  set	
    of	
    single	
    and	
    double	
    squares	
    leading	
    up	
    to	
    a	
    
  semicircle;	
    two	
    pebbles	
    rest	
    in	
    separate	
    squares.	
    
  49	
    
  Thick	
    dust	
    covers	
    the	
    floor.	
    
  50	
    
  Tiny	
    holes	
    cover	
    the	
    floor’s	
    entirety;	
    a	
    handful	
    of	
    
  the	
    worms	
    that	
    bored	
    through	
    still	
    crawl	
    on	
    it.	
    	
    
  51	
    
  Spikes	
    –	
    a	
    tripped	
    trap	
    –	
    jut	
    up	
    from	
    the	
    floor.	
    	
    
  52	
    
  A	
     hastily	
     sketched	
     summoning	
     circle	
     covers	
     the	
    
  floor;	
    a	
    tiny	
    section	
    of	
    the	
    circle	
    has	
    been	
    erased.	
    
  53	
    
  A	
    slight	
    bulge	
    (DC	
    21	
    Perception	
    spots)	
    marks	
    the	
    
  location	
     of	
     a	
     Colossal	
     creature’s	
     skull;	
     further	
    
  digging	
    reveals	
    the	
    creature’s	
    intact	
    skeleton.	
    
  54	
    
  A	
    roughly	
    circular	
    section	
    of	
    the	
    floor	
    has	
    been	
    
  bleached	
    and	
    still	
    smells	
    of	
    caustic	
    chemicals.	
    
  55	
    
  When	
    a	
    character	
    steps	
    on	
    the	
    floor,	
    it	
    crumbles	
    
  into	
     dust,	
     which	
     results	
     in	
     a	
     six-­‐inch	
     drop;	
     the	
    
  remainder	
    of	
    the	
    floor	
    behaves	
    the	
    same	
    way.	
    
  56	
    
  Something	
     has	
     placed	
     a	
     ring	
     crafted	
     from	
     a	
    
  specific	
    metal	
    (bronze,	
    copper,	
    iron	
    and	
    lead)	
    on	
    
  the	
    floor	
    in	
    each	
    corner	
    of	
    this	
    room.	
    
  57	
    
  The	
     words	
     “Go	
     to	
     t...”	
     crudely	
     inscribed	
     in	
     the	
    
  floor,	
    trail	
    off	
    at	
    the	
    final	
    ‘t,’	
    as	
    if	
    something	
    had	
    
  hauled	
    away	
    the	
    inscriber	
    mid-­‐stroke.	
    
  58	
    
  A	
    crude	
    drill	
    stands	
    upright	
    here;	
    the	
    iron	
    bit	
    has	
    
  only	
    penetrated	
    the	
    floor	
    by	
    about	
    an	
    inch.	
    
  59	
    
  A	
    chalk	
    pentagram	
    mars	
    the	
    floor.	
    
  60	
    
  A	
     section	
     of	
     floor	
     shows	
     pitting	
     and	
     stains	
     that	
    
  indicate	
    a	
    caustic	
    liquid	
    was	
    spilled	
    on	
    it.	
    
  61	
    
  A	
     rat-­‐sized	
     black	
     and	
     red	
     spider	
     scurries	
     across	
    
  the	
    floor	
    and	
    disappears	
    into	
    a	
    gap	
    in	
    a	
    corner.	
    
  62	
    
  A	
    pipe	
    running	
    beneath	
    the	
    floor	
    bursts,	
    seeping	
    
  sludge	
    through	
    the	
    floor’s	
    surface.	
    
  63	
    
  Rusted	
     caltrops	
     cover	
     the	
     floor.	
     A	
     character	
    
  injured	
    by	
    a	
    caltrop	
    may	
    contract	
    filth	
    fever.	
    
  64	
    
  A	
    chalk	
    cross	
    marks	
    one	
    part	
    of	
    the	
    floor.	
    
  65	
    
  The	
    floor	
    briefly	
    (for	
    1	
    round	
    or	
    less)	
    displays	
    a	
    
  scene	
    from	
    another	
    location	
    in	
    the	
    dungeon.	
    
  66	
    
  One	
     at	
     a	
     time,	
     one-­‐foot-­‐square	
     sections	
     of	
     the	
    
  floor	
    levitate,	
    creating	
    an	
    escalating	
    path,	
    which	
    
  seems	
    to	
    lead	
    to	
    nothing.	
    
  67	
    
  A	
     sundial	
     set	
     in	
     the	
     floor	
     tracks	
     something,	
    
  evidenced	
    by	
    the	
    moving	
    shadow,	
    but	
    it	
    does	
    not	
    
  follow	
    the	
    normal	
    flow	
    of	
    time.	
    
  68	
    
  Scattered	
     rice	
     covers	
     the	
     floor;	
     a	
     single	
     set	
     of	
    
  tracks	
    passes	
    through	
    the	
    mess.	
    
  69	
    
  A	
     slight	
     tremor	
     cracks	
     the	
     floor;	
     the	
     characters	
    
  must	
    make	
    a	
    DC	
    13	
    Reflex	
    save	
    or	
    fall	
    prone.	
    	
    
  70	
    
  A	
     single	
     skeletal	
     arm	
     reaches	
     through	
     the	
     floor	
    
  and	
    attempts	
    to	
    grasp	
    at	
    one	
    of	
    the	
    character’s	
    
  legs;	
    the	
    arm	
    does	
    nothing	
    afterwards.	
    
  71	
    
  For	
    every	
    step	
    a	
    character	
    takes	
    on	
    the	
    floor,	
    a	
    
  faint	
    shriek	
    emanates	
    from	
    elsewhere.	
    
  72	
    
  A	
     crude	
     palisade	
     is	
     set	
     on	
     the	
     floor,	
     spear	
     tips	
    
  pointing	
    towards	
    the	
    characters’	
    entrance.	
    
  73	
    
  Pinpricks	
    of	
    violet	
    light	
    appear	
    and	
    disappear	
    on	
    
  the	
    floor	
    in	
    no	
    discernible	
    pattern.	
    
  74	
    
  A	
    large	
    canvas	
    map	
    of	
    the	
    world	
    covers	
    the	
    floor;	
    
  pins	
    stick	
    out	
    of	
    multiple	
    locations	
    on	
    the	
    map.	
    
  75	
    
  A	
     five-­‐foot	
     square	
     section	
     of	
     the	
     floor	
     has	
     a	
    
  reverse	
     gravity	
     effect,	
     which	
     cause	
     only	
     slight	
    
  disorientation	
    unless	
    a	
    character	
    stops	
    there.	
    
  76	
    
  A	
    pentagram	
    drawn	
    on	
    the	
    floor	
    slowly	
    dissolves	
    
  into	
    smoke	
    after	
    the	
    characters	
    enter	
    the	
    room.	
    
  77	
    
  When	
    a	
    character	
    steps	
    on	
    a	
    section	
    of	
    floor,	
    an	
    
  audible	
    click	
    sounds,	
    but	
    nothing	
    else	
    happens.	
    
  78	
    
  The	
    floor	
    suddenly	
    drops	
    six	
    inches;	
    this	
    has	
    no	
    
  adverse	
    effect	
    on	
    the	
    characters	
    standing	
    on	
    it.	
    
  79	
    
  A	
     chill	
     pervades	
     this	
     area;	
     a	
     thin	
     rime	
     of	
     frost	
    
  covers	
    the	
    floor.	
    
  80	
    
  Brambles	
     grow	
     through	
     the	
     floor	
     creating	
     an	
    
  effect	
    similar	
    to	
    entangle.	
    
  81	
    
  An	
     explosion	
     has	
     reduced	
     one	
     section	
     of	
     the	
    
  floor	
    to	
    rubble;	
    a	
    corpse	
    lies	
    beneath	
    the	
    rubble.	
    
  82	
    
  Mould	
    and	
    mushrooms	
    cover	
    the	
    floor.	
    
  83	
    
  Rubble	
    fallen	
    from	
    the	
    ceiling	
    covers	
    the	
    floor.	
    
  84	
    
  An	
    inch	
    of	
    standing	
    water	
    covers	
    the	
    floor.	
    
  85	
    
  A	
    section	
    of	
    the	
    floor	
    audibly	
    cracks.	
    
  86	
    
  A	
    pristine	
    tablecloth	
    lies	
    on	
    the	
    floor.	
    
  87	
    
  A	
    rat	
    emerges	
    from	
    a	
    hole	
    in	
    the	
    floor.	
    
  88	
    
  Gouts	
    of	
    steam	
    erupt	
    from	
    the	
    floor.	
    
  89	
    
  Several	
    metal	
    racks	
    rest	
    on	
    the	
    floor;	
    a	
    number	
    
  of	
    cooling	
    pies	
    sit	
    on	
    the	
    racks.	
    
  90	
    
  A	
    ten-­‐foot	
    square	
    section	
    of	
    the	
    floor	
    is	
    outlined	
    
  in	
    a	
    luminescent	
    material.	
    
  91	
    
  A	
     mild	
     adhesive	
     coats	
     the	
     floor;	
     while	
     sticky,	
     it	
    
  does	
    not	
    appreciably	
    impact	
    movement.	
    
  92	
    
  Wind	
    swirls	
    a	
    pile	
    of	
    leaves	
    about	
    the	
    floor.	
    
  93	
    
  A	
    section	
    of	
    floor	
    suddenly	
    explodes.	
    
  94	
    
  The	
     floor	
     shines	
     with	
     an	
     intense	
     light,	
     dazzling	
    
  those	
     nearby	
     for	
     1d6	
     minutes	
     (DC	
     13	
     Fortitude	
    
  negates).	
    
  95	
    
  The	
    smell	
    of	
    rotten	
    eggs	
    rises	
    from	
    the	
    floor;	
    the	
    
  odour	
    causes	
    mild	
    discomfort	
    to	
    those	
    who	
    can	
    
  smell	
    it,	
    but	
    otherwise	
    causes	
    no	
    ill	
    effect.	
    
  96	
    
  The	
    top	
    section	
    of	
    floor	
    slides	
    into	
    a	
    wall;	
    those	
    
  on	
    the	
    floor	
    fall	
    prone	
    (DC	
    19	
    Reflex	
    negates).	
    
  97	
    
  Nozzles	
    rise	
    up	
    from	
    the	
    floor	
    and	
    spray	
    oil	
    on	
    all	
    
  characters	
     who	
     fail	
     a	
     DC	
     17	
     Reflex	
     save;	
     such	
    
  characters	
    catch	
    on	
    fire	
    if	
    they	
    take	
    fire	
    damage.	
    
  98	
    
  Several	
    unflattering	
    chalk	
    caricatures	
    of	
    the	
    PCs	
    
  cover	
    the	
    floor.	
    
  99	
    
  Intermittent	
    rust	
    spots	
    dot	
    the	
    floor.	
    
  100	
    
  The	
     floor	
     briefly	
     liquefies	
     and	
     then	
     solidifies;	
     a	
    
  character	
     who	
     fails	
     a	
     DC	
     16	
     Reflex	
     save	
     must	
    
  make	
    a	
    subsequent	
    DC	
    14	
    Strength	
    check	
    to	
    free	
    
  his	
    feet	
    from	
    the	
    floor.	
    
  	
    
   
  
  98	
    
  D U N G E O N  W A L L S :  D R E S S I N G S  &  F E A T U R E S  
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    features	
    for	
    your	
    walls.	
    As	
    
  with	
    Table	
    A,	
    this	
    table	
    assumes	
    each	
    result	
    applies	
    to	
    a	
    single	
    
  wall;	
    at	
    the	
    GM’s	
    decision,	
    a	
    dressing	
    may	
    be	
    applied	
    to	
    multiple	
    
  walls	
     within	
     a	
     chamber	
     or	
     multiple	
     rolls	
     on	
     the	
     table	
     can	
    
  generate	
     dressings	
     for	
     each	
     wall	
     in	
     the	
     chamber.	
     Instead	
     of	
    
  rolling	
     on	
     the	
     table,	
     a	
     GM	
     may	
     choose	
     which	
     dressings	
     are	
    
  appropriate	
    for	
    the	
    chamber.	
    Should	
    a	
    feature	
    be	
    inappropriate	
    
  for	
    a	
    dungeon’s	
    setup,	
    ignore	
    or	
    modify	
    the	
    entry	
    as	
    needed.	
    
  	
    
  Some	
     features	
     include	
     the	
     potential	
     for	
     encounters,	
     noted	
    
  by	
     a	
     CR	
     entry	
     on	
     the	
     table.	
     GMs	
     should	
     adjust	
     the	
     number	
     or	
    
  type	
    of	
    creatures	
    present	
    as	
    appropriate.	
    	
    
  D%	
    
  	
    
  01	
    
  The	
     wall	
     is	
     missing	
     without	
     signs	
     of	
     it	
     having	
    
  been	
    uprooted	
    or	
    removed.	
    
  02	
    
  A	
    proclamation	
    of	
    love	
    is	
    carved	
    into	
    the	
    wall;	
    a	
    
  set	
    of	
    initials	
    surrounded	
    by	
    a	
    heart.	
    
  03	
    
  A	
     mould	
     infestation	
     has	
     taken	
     over	
     the	
     wall,	
    
  reducing	
    its	
    hardness	
    by	
    half.	
    
  04	
    
  A	
    patch	
    of	
    deadly	
    russet	
    mold	
    (CR	
    6)	
    has	
    grown	
    
  over	
    the	
    wall.	
    
  05	
    
  A	
     patch	
     of	
     deadly	
     mindslaver	
     mold	
     (CR	
     3)	
     has	
    
  taken	
    over	
    the	
    wall.	
    
  06	
    
  An	
     important	
     clue	
     has	
     been	
     inscribed	
     into	
     the	
    
  wall,	
    either	
    as	
    graffiti	
    or	
    scraping	
    it	
    into	
    the	
    wall’s	
    
  surface.	
    
  07	
    
  The	
    wall	
    possesses	
    a	
    patch	
    of	
    space	
    that	
    is	
    lighter	
    
  and	
     cleaner	
     than	
     the	
     area	
     surrounding	
     it,	
    
  suggesting	
     an	
     item	
     was	
     hung	
     there	
     for	
     a	
     time	
    
  and	
    then	
    removed.	
    
  08	
    
  The	
     wall	
     contains	
     1d4	
     signs	
     of	
     combat,	
     such	
     as	
    
  nicks	
    or	
    dents	
    from	
    a	
    deflected	
    weapon	
    blow.	
    
  09	
    
  Part	
    of	
    the	
    wall	
    is	
    charred	
    save	
    for	
    a	
    humanoid-­‐
  shaped	
    spot	
    in	
    the	
    centre	
    of	
    the	
    damage.	
    
  10	
    
  Someone	
    appears	
    to	
    have	
    recently	
    attempted	
    to	
    
  clean	
    the	
    wall	
    with	
    soap	
    and	
    water	
    in	
    1d4	
    places	
    
  before	
    giving	
    up.	
    
  11	
    
  A	
     light	
     or	
     one-­‐handed	
     weapon	
     is	
     wedged	
     into	
    
  the	
    wall,	
    likely	
    as	
    a	
    result	
    of	
    a	
    misplaced	
    swing.	
    
  12	
    
  Small	
    numerals	
    are	
    etched	
    into	
    the	
    wall,	
    noting	
    
  the	
    passage	
    of	
    time.	
    
  13	
    
  A	
    meaty	
    slop	
    clings	
    to	
    the	
    wall	
    as	
    though	
    a	
    plate	
    
  of	
    food	
    were	
    thrown	
    at	
    it.	
    
  14	
    
  Once-­‐eldritch	
    runes	
    decorate	
    the	
    wall,	
    expended	
    
  following	
    the	
    casting	
    of	
    a	
    powerful	
    spell.	
    
  15	
    
  Several	
    love	
    letters	
    have	
    been	
    stuck	
    to	
    the	
    wall;	
    
  at	
    the	
    GM’s	
    decision,	
    these	
    letters	
    may	
    require	
    
  translation	
    from	
    an	
    exotic	
    tongue.	
    
  16	
    
  The	
     spoils	
     of	
     conquest	
     are	
     proudly	
     displayed	
    
  upon	
     the	
     wall,	
     including	
     weapons,	
     armour	
     or	
    
  even	
    severed	
    limbs.	
    
  17	
    
  Water	
    oozes	
    from	
    the	
    base	
    of	
    the	
    wall.	
    
  18	
    
  The	
    wall	
    has	
    been	
    smeared	
    with	
    a	
    foul-­‐smelling	
    
  substance	
    by	
    a	
    superstitious	
    denizen.	
    
  19	
    
  A	
    childish	
    illustration	
    has	
    been	
    drawn	
    or	
    carved	
    
  into	
    the	
    wall’s	
    surface.	
    
  20	
    
  An	
     animal	
     skin,	
     a	
     paper	
     covering	
     or	
     a	
     similar	
    
  material	
     obscures	
     one	
     of	
     the	
     wall’s	
     dressings	
    
  from	
    Table	
    A.	
    
  21	
    
  The	
     wall	
     has	
     been	
     used	
     as	
     a	
     canvas	
     by	
     an	
    
  obviously	
    talented	
    artist.	
    
  22	
    
  Blood	
    splatter	
    coats	
    the	
    wall.	
    
  23	
    
  Damage	
     from	
     arrows,	
     crossbow	
     bolts	
     or	
     similar	
    
  pieces	
     of	
     ammunition	
     dot	
     the	
     wall.	
     There	
     is	
     a	
    
  25%	
    chance	
    several	
    projectile	
    remain	
    embedded	
    
  in	
    the	
    wall.	
    
  24	
    
  Hundreds	
     of	
     sketches	
     of	
     a	
     particular	
     subject	
    
  adorn	
     the	
     wall;	
     at	
     the	
     GM’s	
     decision,	
     these	
    
  sketches	
    may	
    be	
    of	
    a	
    PC	
    or	
    a	
    prominent	
    NPC.	
    
  25	
    
  Any	
    flammable	
    dressings	
    from	
    Table	
    A	
    the	
    wall	
    
  possessed	
    have	
    been	
    burned	
    away,	
    leaving	
    only	
    
  charred	
    remains.	
    
  26	
    
  Wild	
    flowers	
    have	
    been	
    dried	
    and	
    pressed	
    onto	
    
  the	
    wall.	
    
  27	
    
  Roll	
     once	
     on	
     Table	
     A;	
     a	
     suitable	
     dressing	
    
  described	
    by	
    your	
    result	
    is	
    actually	
    a	
    wandering	
    
  mimic	
    (CR	
    4)	
    in	
    disguise.	
    
  28	
    
  Major	
    patches	
    of	
    the	
    wall	
    are	
    damaged	
    and	
    have	
    
  begun	
    to	
    crumble	
    away;	
    treat	
    the	
    wall	
    as	
    though	
    
  it	
    had	
    half	
    its	
    total	
    number	
    of	
    hit	
    points.	
    
  29	
    
  Roll	
     once	
     on	
     Table	
     A;	
     the	
     wall	
     was	
     repurposed	
    
  from	
     its	
     original	
     dressings	
     to	
     the	
     result’s	
    
  dressings,	
    but	
    faint	
    traces	
    of	
    the	
    original	
    remain.	
    
  30	
    
  A	
    number	
    of	
    wax	
    dolls	
    have	
    been	
    pinned	
    to	
    the	
    
  wall	
    by	
    their	
    heads;	
    at	
    the	
    GM’s	
    decision,	
    these	
    
  dolls	
    resemble	
    the	
    PCs	
    or	
    a	
    prominent	
    NPC.	
    
  31	
    
  The	
    wall	
    is	
    slowly	
    sloughing	
    away	
    in	
    some	
    places.	
    
  32	
    
  Damage	
    from	
    acidic	
    corrosion	
    dots	
    the	
    wall.	
    
  33	
    
  Water	
     leaks	
     into	
     the	
     chamber	
     from	
     a	
     small	
    
  opening	
    at	
    the	
    top	
    of	
    the	
    wall.	
    
  34	
    
  The	
    wall	
    is	
    scarred	
    and	
    heavily	
    cracked;	
    treat	
    the	
    
  wall	
    as	
    though	
    it	
    had	
    half	
    its	
    total	
    number	
    of	
    hit	
    
  points.	
    
  35	
    
  Something	
     has	
     made	
     the	
     wall	
     unnaturally	
    
  smooth	
    to	
    the	
    touch.	
    
  36	
    
  Several	
    iron	
    pegs	
    were	
    hammered	
    into	
    the	
    wall	
    
  without	
     care	
     for	
     whatever	
     dressings	
     that	
     might	
    
  have	
    already	
    been	
    located	
    there.	
    
  37	
    
  A	
     crude	
     drawing	
     of	
     a	
     monster	
     has	
     been	
     drawn	
    
  onto	
     the	
     wall.	
     There	
     is	
     a	
     25%	
     chance	
     this	
    
  illustration	
     correlates	
     to	
     the	
     creature	
     with	
     the	
    
  highest	
    individual	
    CR	
    in	
    the	
    dungeon.	
    
  38	
    
  The	
     wall	
     is	
     a	
     hotspot	
     for	
     germ	
     activity	
     and	
    
  creatures	
    that	
    come	
    within	
    5	
    feet	
    might	
    contract	
    
  filth	
    fever	
    (DC	
    12	
    Fortitude	
    resists).	
    
  39	
    
  The	
    wall	
    has	
    been	
    modified	
    to	
    include	
    a	
    trap;	
    see	
    
  Table	
    C	
    for	
    possible	
    traps.	
    
  40	
    
  Someone	
    has	
    painted	
    a	
    picture	
    of	
    a	
    person	
    onto	
    
  the	
    wall.	
    The	
    portrait	
    is	
    covered	
    with	
    darts	
    and	
    
  
  99	
    
  other	
    signs	
    of	
    impact;	
    at	
    the	
    GM’s	
    decision,	
    this	
    
  sketch	
    is	
    of	
    a	
    PC	
    or	
    a	
    prominent	
    NPC.	
    
  41	
    
  Vines	
    choke	
    the	
    wall,	
    obscuring	
    its	
    surface.	
    These	
    
  vines	
     offer	
     no	
     protection	
     to	
     the	
     dressings	
    
  beneath	
    them.	
    
  42	
    
  As	
     above,	
     except	
     an	
     assassin	
     vine	
     (CR	
     3)	
     also	
    
  lurks	
    on	
    the	
    wall.	
    
  43	
    
  Ancient	
     runes	
     written	
     in	
     a	
     long-­‐dead	
     language	
    
  pepper	
    the	
    wall.	
    
  44	
    
  A	
    piece	
    of	
    furniture	
    has	
    been	
    smashed	
    into	
    the	
    
  wall;	
    its	
    broken	
    pieces	
    litter	
    the	
    ground.	
    
  45	
    
  The	
    wall	
    has	
    been	
    recently	
    refurbished.	
    
  46	
    
  A	
     religious	
     saying	
     has	
     been	
     written	
     or	
     carved	
    
  onto	
    the	
    wall.	
    
  47	
    
  A	
     holy	
     (or	
     unholy)	
     symbol	
     has	
     been	
     drawn	
     or	
    
  carved	
    onto	
    the	
    wall.	
    
  48	
    
  A	
    severed	
    limb	
    from	
    a	
    fallen	
    adversary	
    has	
    been	
    
  nailed	
     onto	
     the	
     wall	
     without	
     concern	
     for	
     its	
    
  existing	
    dressings.	
    
  49	
    
  The	
    wall	
    is	
    littered	
    with	
    the	
    notes	
    and	
    musings	
    of	
    
  a	
    genius	
    artist,	
    writer,	
    wizard	
    or	
    philosopher.	
    
  50	
    
  Glittering	
    specks	
    of	
    minerals	
    cling	
    to	
    the	
    wall	
    and	
    
  create	
    a	
    rainbow	
    of	
    colours	
    in	
    even	
    the	
    faintest	
    
  light.	
    
  51	
    
  Spots	
    on	
    the	
    wall	
    are	
    unexplainably	
    darker	
    than	
    
  other	
    parts.	
    
  52	
    
  The	
     wall	
     has	
     been	
     stained	
     through	
     careless	
    
  behaviour.	
    
  53	
    
  Countless	
     fist-­‐sized	
     holes	
     dot	
     the	
     wall.	
     A	
     bat	
    
  swarm	
    (CR	
    2)	
    makes	
    its	
    home	
    in	
    these	
    holes.	
    
  54	
    
  A	
    gargoyle	
    (CR	
    4)	
    clings	
    to	
    the	
    wall,	
    pretending	
    to	
    
  be	
    part	
    of	
    the	
    wall’s	
    dressings.	
    
  55	
    
  The	
    
  wall	
    
  and	
    
  its	
    
  dressings	
    
  have	
    
  been	
    
  unexplainably	
    bleached	
    of	
    their	
    colour.	
    	
    
  56	
    
  Curtains	
    cover	
    the	
    wall	
    and	
    any	
    dressings	
    under	
    
  them	
    the	
    dungeon’s	
    denizens	
    find	
    unappealing.	
    
  57	
    
  Countless	
     fist-­‐sized	
     holes	
     dot	
     the	
     wall.	
     A	
    
  centipede	
    swarm	
    (CR	
    4)	
    makes	
    its	
    home	
    in	
    these	
    
  holes.	
    
  58	
    
  A	
    silken	
    tapestry	
    	
    of	
    spider	
    webs	
    cling	
    to	
    the	
    wall.	
    	
    
  59	
    
  Countless	
    fist-­‐sized	
    holes	
    dot	
    the	
    wall.	
    A	
    spider	
    
  swarm	
    (CR	
    1)	
    makes	
    its	
    home	
    in	
    these	
    holes.	
    
  60	
    
  Cracks,	
     erosion	
     and	
     mould	
     damage	
     have	
     the	
    
  unexplainable	
     consequence	
     of	
     imprinting	
     a	
    
  random	
    PC	
    or	
    NPC’s	
    likeness	
    upon	
    the	
    wall.	
    
  61	
    
  Any	
     metallic	
     dressings	
     the	
     wall	
     possesses	
     have	
    
  rusted	
    over.	
    If	
    none	
    exist,	
    reroll	
    this	
    dressing.	
    
  62	
    
  The	
     wall	
     is	
     covered	
     in	
     a	
     magically	
     engineered	
    
  mushroom.	
    If	
    it	
    is	
    cut	
    a	
    character	
    can	
    extract	
    1d4	
    
  doses	
    of	
    greenblood	
    oil	
    poison.	
    
  63	
    
  The	
    wall	
    is	
    leaking	
    a	
    green,	
    slimy	
    substance.	
    
  64	
    
  The	
    wall	
    has	
    been	
    split	
    open	
    by	
    water	
    erosion.	
    
  65	
    
  The	
    wall	
    is	
    drenched	
    in	
    a	
    slick	
    oil,	
    increasing	
    the	
    
  DC	
    to	
    climb	
    it	
    by	
    10	
    and	
    causing	
    the	
    entire	
    wall	
    
  to	
    burst	
    into	
    flames	
    if	
    it	
    is	
    dealt	
    fire	
    damage.	
    
  66	
    
  Countless	
     fist-­‐sized	
     holes	
     dot	
     the	
     wall.	
     A	
     rat	
    
  swarm	
    (CR	
    2)	
    makes	
    its	
    home	
    in	
    these	
    holes.	
    
  67	
    
  A	
    dark	
    spirit	
    passed	
    through	
    the	
    wall,	
    sapping	
    it	
    
  and	
     all	
     of	
     its	
     dressings	
     of	
     any	
     resemblance	
     of	
    
  warmth,	
    cheer	
    or	
    good	
    tidings.	
    
  68	
    
  Letters	
     have	
     been	
     cut	
     from	
     various	
     tomes	
     and	
    
  pressed	
    onto	
    the	
    wall,	
    spelling	
    out	
    one	
    or	
    more	
    
  of	
    the	
    PCs’	
    names.	
    
  69	
    
  Countless	
    fist-­‐sized	
    holes,	
    now	
    plugged	
    up	
    with	
    
  mortar,	
    dot	
    the	
    wall.	
    
  70	
    
  The	
    wall	
    is	
    defaced	
    with	
    foul	
    language.	
    
  71	
    
  A	
     random	
     piece	
     of	
     poetry	
     or	
     philosophy	
     has	
    
  been	
    written	
    onto	
    the	
    wall.	
    
  72	
    
  The	
     wall	
     oozes	
     a	
     gooey,	
     amber	
     sap	
     that	
     has	
    
  ensnared	
    thousands	
    of	
    insects.	
    
  73	
    
  A	
     foul,	
     violet	
     mist	
     leaks	
     into	
     the	
     chamber	
     from	
    
  cracks	
    in	
    the	
    wall.	
    
  74	
    
  Countless	
     fist-­‐sized	
     holes	
     dot	
     the	
     wall.	
     A	
     grey	
    
  ooze	
    (CR	
    3)	
    makes	
    its	
    home	
    in	
    these	
    holes.	
    
  75	
    
  The	
    wall	
    is	
    coated	
    with	
    a	
    grainy	
    substance	
    that,	
    if	
    
  licked,	
    tastes	
    like	
    the	
    individual’s	
    favourite	
    meal.	
    
  76	
    
  The	
     wall	
     is	
     coated	
     with	
     1d6	
     doses	
     of	
     medium	
    
  spider	
    venom.	
    (Contact	
    poison;	
    DC	
    14	
    Fortitude).	
    
  77	
    
  Parts	
    of	
    the	
    wall	
    have	
    been	
    removed	
    and	
    piled	
    
  into	
    the	
    centre	
    of	
    the	
    chamber.	
    
  78	
    
  The	
     wall	
     possesses	
     a	
     major	
     image	
     (DC	
     14	
     Will)	
    
  that	
     causes	
     the	
     viewer	
     to	
     see	
     an	
     idealized	
    
  version	
    of	
    its	
    ideal	
    mate.	
    	
    
  79	
    
  Countless	
     fist-­‐sized	
     holes	
     dot	
     the	
     wall.	
     A	
     wasp	
    
  swarm	
    (CR	
    3)	
    makes	
    its	
    home	
    in	
    these	
    holes.	
    
  80	
    
  Countless	
     fist-­‐sized	
     holes	
     dot	
     the	
     wall.	
     A	
    
  cockroach	
    swarm	
    (CR	
    2)	
    dwells	
    within.	
    
  81-­‐82	
    
  Any	
     dressings	
     on	
     the	
     wall	
     have	
     been	
     perfected	
    
  by	
     masterwork	
     transformation,	
     changing	
     them	
    
  into	
    masterwork	
    items.	
    
  83-­‐84	
    
  The	
     wall	
     is	
     coated	
     with	
     dust	
     from	
     the	
     Shadow	
    
  Plane,	
     dispelling	
     magical	
     light	
     effects	
     present	
    
  within	
    the	
    chamber	
    as	
    a	
    darkness	
    spell	
    would.	
    
  85-­‐86	
    
  The	
    wall	
    has	
    been	
    altered	
    by	
    warp	
    wood,	
    stone	
    
  shape	
    or	
    a	
    similar	
    effect	
    into	
    an	
    imperfect	
    form.	
    
  87-­‐88	
    
  Religious	
    symbol	
    is	
    crudely	
    carved	
    into	
    the	
    wall.	
    
  89-­‐93	
    
  Roll	
     once	
     on	
     Table	
     A.	
     The	
     resulting	
     dressing	
     is	
    
  present	
    on	
    the	
    wall,	
    but	
    was	
    clearly	
    added	
    after	
    
  the	
    wall’s	
    construction.	
    
  94-­‐98	
    
  A	
     trap	
     has	
     been	
     built	
     onto	
     (or	
     into)	
     the	
     wall	
    
  following	
    its	
    original	
    construction;	
    see	
    Table	
    C	
    for	
    
  a	
     list	
     of	
     suitable	
     traps.	
     Attempts	
     to	
     locate	
     this	
    
  trap	
    with	
    Perception	
    gain	
    a	
    +5	
    bonus.	
    
  99	
    
  Drab	
    paint	
    covers	
    the	
    wall.	
    A	
    DC	
    20	
    Perception	
    
  check	
     reveals	
     the	
     faint	
     outline	
     of	
     another	
    
  painting	
    below	
    it.	
    
  100	
    
  Several	
    bricks	
    have	
    been	
    removed	
    from	
    the	
    wall	
    
  at	
    human	
    head	
    height	
    to	
    reveal	
    an	
    (empty)	
    once-­‐
  secret	
    niche.	
    
  	
    
  	
    
  
  100	
    
  G O B L I N ’ S  P O C K E T S :  B R O K E N  &  B A T T E R E D  
  Use	
     this	
     table	
     to	
     generate	
     the	
     broken	
     and	
     battered	
     things	
     a	
    
  goblin	
    keeps	
    in	
    his	
    pockets.	
    	
    
  D%	
    
  	
    
  01-­‐05	
    
  A	
    scratched	
    brass	
    ring,	
    all	
    of	
    the	
    precious	
    stones	
    
  have	
    been	
    pried	
    from	
    their	
    settings.	
    
  06-­‐10	
    
  A	
    small	
    silver	
    case	
    has	
    had	
    a	
    hole	
    punched	
    in	
    it,	
    
  likely	
    from	
    an	
    arrow.	
    
  11-­‐12	
    
  This	
    small	
    knife,	
    the	
    tip	
    of	
    which	
    has	
    snapped	
    off,	
    
  is	
    otherwise	
    still	
    sharp.	
    
  13-­‐14	
    
  A	
     heavily	
     used	
     fork,	
     none	
     of	
     its	
     tines	
     form	
     a	
    
  straight	
    line.	
    
  15-­‐16	
    
  An	
     enormous	
     belt	
     buckle	
     with	
     a	
     barely	
     legible	
    
  inscription	
     reading	
     “Best	
     in	
     the	
     world”	
     atop	
     a	
    
  two-­‐headed	
    eagle.	
    
  17-­‐18	
    
  A	
     small	
     ceramic	
     figurine	
     has	
     been	
     crudely	
    
  repainted	
     enough	
     times	
     it	
     is	
     more	
     paint	
     than	
    
  clay.	
    
  19-­‐20	
    
  The	
    finely	
    wrought	
    iron	
    hilt	
    of	
    a	
    dagger.	
    
  21-­‐22	
    
  The	
     brass	
     ring	
     from	
     a	
     door	
     knocker	
     bears	
    
  scratches	
     where	
     it	
     was	
     savagely	
     removed	
     from	
    
  its	
    housing.	
    
  23-­‐24	
    
  A	
    short	
    length	
    of	
    pewter	
    chain,	
    bent	
    and	
    shorn	
    in	
    
  places.	
    
  25-­‐26	
    
  A	
    handful	
    of	
    steel	
    and	
    iron	
    arrowheads,	
    broken	
    
  pieces	
    of	
    shaft	
    are	
    still	
    attached	
    to	
    some.	
    
  27-­‐28	
    
  A	
    well-­‐used	
    sling	
    stone	
    shows	
    signs	
    of	
    gnawing.	
    
  29-­‐30	
    
  A	
     pocket	
     watch	
     rattles	
     with	
     sound	
     of	
     loose	
    
  springs,	
    cogs	
    and	
    gears;	
    though	
    its	
    arms	
    still	
    turn,	
    
  they	
    do	
    not	
    keep	
    the	
    proper	
    time.	
    
  31-­‐32	
    
  A	
    well-­‐used	
    iron	
    key,	
    its	
    teeth	
    have	
    been	
    heavily	
    
  scratched	
    and	
    chipped.	
    
  33-­‐34	
    
  A	
     locket	
     has	
     had	
     its	
     painting	
     defaced	
     with	
     a	
    
  crude	
    moustache.	
    
  35-­‐36	
    
  A	
    leather	
    holster	
    for	
    a	
    set	
    of	
    lock	
    picks	
    has	
    been	
    
  filled	
    with	
    bent	
    and	
    broken	
    tools.	
    
  37-­‐38	
    
  A	
     small	
     harmonica	
     has	
     only	
     three	
     intact	
     reeds,	
    
  allowing	
     it	
     to	
     produce	
     only	
     a	
     handful	
     of	
     sour	
    
  notes.	
    
  39-­‐40	
    
  A	
    decorative	
    pepper	
    shaker,	
    still	
    full	
    of	
    pepper.	
    It	
    
  is	
     shaped	
     like	
     an	
     exotic	
     cat,	
     though	
     one	
     of	
     its	
    
  ears	
    has	
    broken	
    off.	
    
  41-­‐42	
    
  A	
     ripped	
     sack,	
     it	
     has	
     some	
     traces	
     of	
     white	
    
  powder	
    within.	
    
  43-­‐44	
    
  A	
    water-­‐logged	
    torch,	
    so	
    damp	
    it	
    will	
    not	
    light.	
    
  45-­‐46	
    
  The	
     bowl	
     of	
     a	
     large	
     wooden	
     serving	
     ladle,	
    
  snapped	
    clear	
    of	
    its	
    handle.	
    
  47-­‐48	
    
  A	
     sharpening	
     stone	
     with	
     a	
     deep	
     groove	
     worn	
    
  into	
    the	
    centre.	
    
  49-­‐50	
    
  About	
    3	
    feet	
    of	
    tangled	
    string	
    with	
    a	
    small	
    stone	
    
  tied	
    to	
    one	
    end.	
    
  51-­‐52	
    
  A	
    small	
    box	
    with	
    hinges,	
    though	
    its	
    lid	
    has	
    been	
    
  misplaced.	
    
  53-­‐54	
    
  The	
     shards	
     of	
     a	
     holy	
     symbol	
     of	
     a	
     sun	
     god,	
    
  collected	
    in	
    a	
    filthy	
    rag.	
    
  55-­‐56	
    
  A	
    fishing	
    hook	
    has	
    been	
    bent	
    straight	
    and	
    thrust	
    
  through	
    a	
    rubber	
    ball.	
    
  57-­‐58	
    
  A	
     crude	
     drawing	
     of	
     a	
     masked	
     face	
     on	
     this	
    
  compass	
    leaves	
    only	
    half	
    the	
    cardinal	
    face	
    visible.	
    
  59-­‐60	
    
  A	
    hammer	
    head	
    has	
    surprisingly	
    and	
    impressively	
    
  had	
    its	
    claws	
    bent	
    into	
    separate	
    directions.	
    
  61-­‐62	
    
  A	
    signet	
    ring	
    has	
    had	
    rocks	
    strategically	
    glued	
    to	
    
  it	
     to	
     change	
     the	
     insignia	
     to	
     something	
     more	
    
  suited	
    to	
    a	
    goblin—an	
    impaled	
    eagle.	
    
  63-­‐64	
    
  This	
     cheaply-­‐made	
     magnifying	
     glass	
     has	
     a	
     large	
    
  crack	
    down	
    the	
    centre.	
    
  65-­‐66	
    
  A	
     small	
     bird	
     statuette	
     has	
     had	
     its	
     eyes	
     gouged	
    
  out	
    and	
    its	
    wings	
    broken.	
    
  67-­‐68	
    
  A	
     battered	
     belt	
     buckle	
     displays	
     a	
     heavily	
    
  scratched	
    bull’s	
    head.	
    	
    
  69-­‐70	
    
  The	
    trigger	
    mechanism	
    from	
    a	
    heavy	
    crossbow;	
    
  though	
    intact,	
    it	
    is	
    seized	
    completely.	
    
  71-­‐72	
    
  A	
    small	
    book	
    has	
    had	
    many	
    of	
    its	
    pages	
    torn	
    out	
    
  and	
     others	
     folded	
     into	
     various	
     animal	
     shapes,	
    
  which	
    have	
    been	
    crushed	
    between	
    the	
    covers.	
    
  73-­‐74	
    
  A	
     crumpled	
     and	
     torn	
     wanted	
     poster	
     displaying	
    
  the	
    uncanny	
    likeness	
    of	
    one	
    of	
    the	
    PCs.	
    
  75-­‐76	
    
  A	
     wooden	
     handle	
     has	
     come	
     loose	
     from	
     its	
    
  original	
    utensil,	
    leaving	
    no	
    clue	
    as	
    to	
    its	
    purpose.	
    
  77-­‐78	
    
  A	
    heavily	
    scratched	
    monocle	
    has	
    come	
    detached	
    
  from	
    its	
    chain.	
    	
    
  79-­‐80	
    
  A	
     compass	
     seems	
     to	
     have	
     become	
     completely	
    
  and	
     irrevocably	
     magnetized—its	
     needle	
     just	
    
  spins	
    endlessly.	
    
  81-­‐82	
    
  A	
    leather	
    strap	
    with	
    buckles	
    that	
    seems	
    to	
    have	
    
  been	
    torn	
    from	
    some	
    article	
    of	
    armour.	
    
  83-­‐84	
    
  A	
    butterfly	
    net	
    has	
    had	
    a	
    substantial	
    hole	
    torn	
    in	
    
  it	
    and	
    a	
    wide	
    variety	
    of	
    insect	
    parts	
    tangled	
    in	
    its	
    
  mesh.	
    
  85-­‐86	
    
  A	
     battered	
     tin	
     cup	
     has	
     been	
     crushed	
     out	
     of	
    
  shape.	
    It’s	
    handle	
    is	
    crushed	
    flat	
    to	
    the	
    cup	
    itself	
    
  and	
    is	
    unusable.	
    
  87-­‐88	
    
  This	
     small	
     scalpel	
     blade	
     has	
     been	
     worn	
    
  completely	
    dull.	
    Dried	
    bloodstains	
    and	
    rust	
    coat	
    
  the	
    blade.	
    
  89-­‐90	
    
  A	
    heavily	
    defaced	
    pendant	
    is	
    cast	
    in	
    the	
    shape	
    of	
    
  an	
     angel,	
     though	
     its	
     wings	
     have	
     been	
     snapped	
    
  off	
    leaving	
    ragged	
    stumps.	
    
  91-­‐92	
    
  A	
    beer	
    stein	
    large	
    enough	
    to	
    serve	
    as	
    a	
    goblin’s	
    
  helmet	
    has	
    eye	
    holes	
    gouged	
    through	
    it.	
    
  93-­‐94	
    
  A	
     well-­‐worn	
     paintbrush	
     has	
     only	
     three	
     lonely	
    
  bristles	
    remaining.	
    
  95-­‐99	
    
  Roll	
     twice	
     on	
     this	
     table,	
     the	
     items	
     have	
     been	
    
  nailed	
    together.	
    
  100	
    
  Roll	
     twice	
     on	
     this	
     table,	
     and	
     once	
     on	
     the	
     Shiny	
    
  Treasures	
     table.	
     All	
     three	
     items	
     have	
     been	
     tied	
    
  together	
    to	
    form	
    a	
    necklace.	
    
  	
    
  
  101	
    
  G O B L I N ’ S  P O C K E T S :  Y U M M Y  N I B B L E S  
  Use	
    this	
    table	
    to	
    generate	
    the	
    “yummy	
    nibbles”	
    a	
    goblin	
    keeps	
    in	
    
  his	
    pockets.	
    	
    
  D%	
    
  	
    
  01-­‐05	
    
  A	
     half-­‐eaten	
     pickle	
     on	
     the	
     end	
     of	
     a	
     yellowed	
    
  piece	
    of	
    string.	
    
  06-­‐10	
    
  A	
     lump	
     of	
     heavily	
     boiled	
     grey	
     meat	
     shows	
     no	
    
  clue	
    as	
    which	
    animal	
    it	
    came	
    from.	
    
  11-­‐12	
    
  A	
    damp	
    brown	
    bag	
    containing	
    three	
    fish	
    heads,	
    
  all	
    well	
    past	
    their	
    prime.	
    
  13-­‐14	
    
  A	
    lightly	
    toasted	
    scorpion	
    on	
    the	
    end	
    of	
    a	
    stick;	
    
  its	
    tail	
    has	
    been	
    bitten	
    off.	
    
  15-­‐16	
    
  Half	
    an	
    orange	
    has	
    had	
    the	
    majority	
    of	
    its	
    juices	
    
  squeezed	
    out.	
    
  17-­‐18	
    
  The	
     stem	
     of	
     a	
     pineapple,	
     bearing	
     numerous	
    
  tooth	
    marks.	
    
  19-­‐20	
    
  This	
    quarter	
    of	
    a	
    waffle	
    has	
    been	
    soaked	
    in	
    a	
    foul	
    
  smelling	
    bluish	
    liquid.	
    
  21-­‐22	
    
  A	
    half-­‐eaten	
    right	
    shoe	
    soaked	
    in	
    brine.	
    Various	
    
  root	
    vegetables	
    fill	
    the	
    shoe.	
    
  23-­‐24	
    
  A	
    hunk	
    of	
    half-­‐melted	
    butter	
    wrapped	
    in	
    a	
    thin	
    
  slice	
    of	
    rank	
    ham.	
    
  25-­‐26	
    
  A	
     small	
     jar	
     of	
     pickled	
     elf	
     ears,	
     plus	
     a	
     toe	
     from	
    
  some	
    enormous	
    humanoid.	
    
  27-­‐28	
    
  This	
    chunk	
    of	
    thighbone	
    from	
    a	
    massive	
    bovine	
    
  still	
    has	
    a	
    few	
    scraps	
    of	
    fresh,	
    raw	
    meat	
    on	
    it.	
    
  29-­‐30	
    
  A	
     heavily	
     gnawed,	
     rock-­‐hard	
     stale	
     chunk	
     of	
    
  bread.	
    
  31-­‐32	
    
  A	
     shuriken	
     with	
     a	
     different	
     insect	
     impaled	
     on	
    
  each	
    of	
    its	
    tines.	
    
  33-­‐34	
    
  A	
    chunk	
    of	
    honeycomb	
    still	
    holding	
    the	
    candied	
    
  bodies	
    of	
    several	
    bees.	
    
  35-­‐36	
    
  A	
    sack	
    full	
    of	
    stale	
    bread	
    crusts	
    has	
    just	
    started	
    
  to	
    show	
    signs	
    of	
    mould.	
    
  37-­‐38	
    
  A	
    jar	
    of	
    brightly-­‐coloured	
    birds	
    soaked	
    in	
    brine.	
    
  39-­‐40	
    
  A	
    variety	
    of	
    dull	
    feathers	
    congealed	
    in	
    a	
    mass	
    of	
    
  bright	
    green	
    gelatine.	
    It	
    is	
    lime	
    flavoured.	
    
  41-­‐42	
    
  An	
    open	
    jar	
    of	
    some	
    kind	
    of	
    grease	
    or	
    rendered	
    
  fat,	
    its	
    source	
    unclear.	
    
  43-­‐44	
    
  This	
     hunk	
     of	
     meat	
     still	
     has	
     ruddy	
     brown	
     fur	
     on	
    
  one	
    side,	
    most	
    likely	
    from	
    some	
    type	
    of	
    canine.	
    
  45-­‐46	
    
  The	
    ragged	
    gristle	
    from	
    a	
    prime	
    roast,	
    left	
    to	
    age	
    
  long	
    enough	
    to	
    be	
    chewy.	
    
  47-­‐48	
    
  A	
     withered	
     hunk	
     of	
     meat	
     soaked	
     in	
     something	
    
  sticky	
     –	
     a	
     number	
     of	
     still-­‐living	
     flies	
     struggle	
     to	
    
  escape.	
    
  49-­‐50	
    
  A	
    shrivelled	
    handful	
    of	
    raisins	
    still	
    on	
    the	
    vine.	
    
  51-­‐52	
    
  A	
     handful	
     of	
     raw	
     bacon	
     on	
     a	
     string	
     –	
     both	
     the	
    
  bacon	
    and	
    string	
    are	
    partly	
    chewed.	
    
  53-­‐54	
    
  A	
     wooden	
     skewer	
     looks	
     like	
     it	
     was	
     once	
     at	
     the	
    
  heart	
    of	
    a	
    chunk	
    of	
    meat.	
    
  55-­‐56	
    
  A	
    sack	
    of	
    bird	
    heads,	
    roughly	
    half	
    of	
    them	
    have	
    
  had	
    their	
    beaks	
    bitten	
    off.	
    
  57-­‐58	
    
  Half	
    a	
    toad,	
    the	
    missing	
    half	
    is	
    wrapped	
    in	
    greasy	
    
  leaves,	
    seemingly	
    to	
    keep	
    it	
    fresh.	
    Green	
    ichors	
    
  stains	
    the	
    leaves.	
    
  59-­‐60	
    
  A	
     porous	
     sack	
     leaks	
     stinking,	
     harmless	
     greenish	
    
  ooze,	
     which	
     stains	
     clothes	
     and	
     skin.	
     The	
     sack	
    
  contains	
    a	
    lumpy,	
    congealed	
    stew.	
    
  61-­‐62	
    
  An	
    assortment	
    of	
    fish	
    scales,	
    fins	
    and	
    bird	
    wings	
    
  basted	
    in	
    clotted	
    blood.	
    
  63-­‐64	
    
  A	
    strip	
    of	
    flesh	
    has	
    been	
    torn	
    from	
    the	
    haunch	
    of	
    
  an	
    alligator,	
    its	
    hide	
    still	
    attached.	
    
  65-­‐66	
    
  A	
    green,	
    half-­‐eaten	
    apple	
    contains	
    six	
    half-­‐eaten	
    
  worms.	
    
  67-­‐68	
    
  A	
     rotten	
     potato	
     has	
     grown	
     long	
     roots	
     from	
     its	
    
  eyes,	
    some	
    of	
    which	
    have	
    been	
    woven	
    together.	
    
  69-­‐70	
    
  A	
     large	
     beetle,	
     dribbling	
     yellowish	
     ichor,	
     still	
    
  wriggles	
    on	
    the	
    end	
    of	
    a	
    long	
    skewer.	
    	
    
  71-­‐72	
    
  A	
    small	
    bag	
    of	
    sugar-­‐dusted	
    spiders’	
    legs	
    and	
    rat	
    
  tails.	
    The	
    whole	
    smells	
    musty.	
    
  73-­‐74	
    
  A	
     small	
     pie	
     powdered	
     with	
     dirt	
     and	
     filled	
     with	
    
  reddish	
    clotted	
    blood	
    and	
    giblets.	
    
  75-­‐76	
    
  A	
    meat	
    pie	
    has	
    traces	
    of	
    whole	
    birds	
    within	
    it—
  beaks,	
    feathers,	
    bones	
    and	
    so	
    on.	
    
  77-­‐78	
    
  This	
    half-­‐eaten	
    frog	
    is	
    now	
    just	
    legs	
    and	
    the	
    rear	
    
  half.	
    It	
    is	
    coated	
    in	
    mustard	
    seeds.	
    
  79-­‐80	
    
  A	
     mouldy	
     sponge,	
     dripping	
     with	
     bacteria-­‐laden	
    
  liquids,	
    wrapped	
    in	
    a	
    filthy	
    piece	
    of	
    leather.	
    
  81-­‐82	
    
  A	
     chunk	
     of	
     chocolate	
     cake	
     has	
     become	
     nearly	
    
  petrified,	
     seemingly	
     more	
     useful	
     as	
     a	
     weapon	
    
  than	
    a	
    snack.	
    
  83-­‐84	
    
  A	
     reddish	
     paste,	
     presumably	
     the	
     remnants	
     of	
    
  some	
     fruit	
     made	
     into	
     a	
     crude	
     jam,	
     gives	
     off	
     a	
    
  rancid	
    stench.	
    
  85-­‐86	
    
  A	
    hunk	
    of	
    cheese	
    is	
    so	
    covered	
    in	
    greenish	
    fuzz	
    it	
    
  seems	
     as	
     though	
     it	
     may	
     grow	
     legs	
     at	
     any	
    
  moment	
    and	
    run	
    off.	
    
  87-­‐88	
    
  A	
    small	
    pouch	
    full	
    of	
    wriggling	
    insects,	
    specially	
    
  selected	
     for	
     their	
     size	
     and	
     bright	
     colours.	
     They	
    
  taste	
    strangely	
    tasty.	
    
  89-­‐90	
    
  Skin	
     strips	
     from	
     the	
     skull	
     of	
     a	
     small	
     stoat	
     has	
    
  been	
    turned	
    into	
    a	
    crude	
    container	
    for	
    its	
    well-­‐
  marinated	
    brain.	
    
  91-­‐92	
    
  A	
     jar	
     of	
     green	
     olives	
     has	
     had	
     the	
     pimentos	
    
  sucked	
    out	
    of	
    them.	
    
  93-­‐94	
    
  A	
    sack	
    of	
    dried	
    beans.	
    Hidden	
    within	
    are	
    several	
    
  strips	
     of	
     beef	
     jerky	
     wrapped	
     in	
     a	
     covering	
     of	
    
  oiled	
    leaves.	
    
  95-­‐99	
    
  Roll	
    twice	
    on	
    this	
    table,	
    the	
    items	
    have	
    been	
    put	
    
  together	
    into	
    a	
    sandwich.	
    
  100	
    
  Roll	
     thrice	
     on	
     this	
     table;	
     the	
     items	
     have	
     been	
    
  made	
    into	
    a	
    hearty	
    stew.	
    
  	
    
  	
    
  
  102	
    
  H A U N T E D  H O U S E S :  D R E S S I N G  
  The	
     appearance	
     and	
     characteristics	
     of	
     a	
     haunted	
     house	
     are	
     a	
    
  vital	
     facet	
     of	
     highlighting	
     the	
     site	
     as	
     a	
     unique	
     and	
     exciting	
    
  adventure	
    locale.	
    Whether	
    the	
    haunted	
    house	
    is	
    the	
    site	
    of	
    cult	
    
  activity,	
     the	
     lair	
     of	
     a	
     vampire	
     or	
     the	
     home	
     of	
     a	
     family	
     who	
    
  perished	
    in	
    a	
    tragic	
    fire,	
    choosing	
    appropriate	
    dressings	
    for	
    the	
    
  haunted	
    house	
    establishes	
    the	
    tone	
    of	
    the	
    adventure.	
    It	
    also	
    sets	
    
  the	
     players’	
     expectations	
     for	
     what	
     horrors	
     might	
     dwell	
     among	
    
  the	
    shifting	
    shadow	
    within	
    the	
    manor’s	
    decrepit	
    walls.	
    
  F U N C T I O N  
  Haunted	
     houses	
     are	
     typically	
     abandoned,	
     though	
     this	
     isn’t	
    
  always	
    the	
    case	
    if	
    the	
    house	
    has	
    only	
    recently	
    become	
    the	
    site	
    of	
    
  paranormal	
     activity.	
     As	
     a	
     result,	
     haunted	
     houses	
     usually	
     count	
    
  supernatural	
     creatures,	
     especially	
     undead	
     and	
     evil-­‐aligned	
    
  outsiders,	
     among	
     their	
     inhabitants.	
     Below	
     are	
     some	
     common	
    
  examples	
    of	
    how	
    a	
    dwelling	
    can	
    become	
    the	
    site	
    of	
    a	
    haunt.	
    
  	
    
  Death	
     Knell	
     Curse:	
     Powerful	
     witches	
     are	
     able	
     to	
     leave	
    
  lasting	
     imprints	
     upon	
     the	
     land	
     with	
     their	
     final	
     breaths,	
    
  transforming	
     themselves	
     into	
     powerful,	
     incorporeal	
     undead	
    
  through	
     extreme	
     hatred	
     and	
     emotional	
     distress.	
     Often	
    
  manifesting	
    as	
    ghosts,	
    spectres	
    or	
    wraiths,	
    these	
    witches	
    blight	
    
  the	
     land	
     and	
     cause	
     strange	
     murders	
     and	
     ill	
     fortunate	
     to	
     beset	
    
  the	
     locals	
     until	
     they	
     move	
     away	
     from	
     the	
     site	
     of	
     the	
     curse.	
    
  Manors	
     are	
     often	
     at	
     the	
     apex	
     of	
     these	
     death	
     knell	
     curses	
    
  because	
     a	
     witch’s	
     vengeance	
     is	
     directed	
     at	
     an	
     individual	
     or	
    
  specific	
     group	
     of	
     people,	
     who	
     quickly	
     perish	
     from	
     her	
    
  supernatural	
    vengeance	
    or	
    flee	
    from	
    their	
    homes	
    for	
    fear	
    of	
    a	
    
  grisly	
     demise.	
     Products	
     of	
     a	
     witch’s	
     death	
     knell	
     curse	
     last	
     for	
    
  hundreds	
    of	
    years	
    and	
    typically	
    are	
    not	
    stopped	
    until	
    someone	
    is	
    
  able	
    to	
    find	
    the	
    spirit	
    and	
    slay	
    it,	
    destroying	
    its	
    strange	
    hold	
    upon	
    
  the	
    building	
    and	
    the	
    surrounding	
    region.	
    	
    
  	
    
  Murder:	
     When	
     a	
     creature	
     dies,	
     any	
     intense	
     emotions	
     it	
    
  experiences	
     at	
     the	
     time	
     of	
     death	
     are	
     often	
     left	
     behind	
     as	
     a	
    
  psychic	
    footprint.	
    Fear,	
    anger,	
    hatred	
    and	
    sorrow	
    are	
    by	
    far	
    the	
    
  most	
     powerful	
     of	
     these	
     emotions	
     and	
     often	
     causes	
     the	
     most	
    
  dangerous	
    and	
    destructive	
    haunts	
    to	
    manifest.	
    It	
    should	
    come	
    as	
    
  no	
    surprise	
    an	
    act	
    as	
    evil	
    as	
    murder,	
    which	
    often	
    comprises	
    all	
    
  three	
     of	
     these	
     emotions	
     and	
     more,	
     is	
     a	
     leading	
     cause	
     of	
     the	
    
  creation	
     of	
     powerful	
     supernatural	
     entities.	
     Ghosts,	
     spectres,	
    
  wraiths	
     and	
     poltergeists	
     are	
     all	
     commonly	
     created	
     in	
     this	
    
  manner,	
    and	
    when	
    created	
    they	
    seldom	
    stray	
    far	
    from	
    the	
    place	
    
  where	
    they	
    were	
    murdered.	
    	
    
  	
    
  Suicide:	
     In	
     many	
     ways,	
     a	
     haunted	
     house	
     is	
     created	
     by	
    
  suicide	
    in	
    the	
    same	
    way	
    it	
    is	
    created	
    by	
    murder,	
    though	
    sorrow	
    
  and	
    self-­‐loathing	
    often	
    fuel	
    the	
    supernatural	
    entities	
    born	
    from	
    
  suicide	
    rather	
    than	
    fear,	
    anger	
    or	
    hatred	
    as	
    is	
    true	
    with	
    murder.	
    	
    
  	
    
  Summoning	
    Gone	
    Wrong:	
    When	
    it	
    comes	
    to	
    planar	
    magic,	
    
  mages	
    are	
    often	
    tinkering	
    with	
    forces	
    they	
    scarcely	
    comprehend,	
    
  let	
    alone	
    control.	
    A	
    single	
    misspoken	
    word	
    or	
    a	
    stray	
    line	
    within	
    
  a	
     magic	
     circle	
     can	
     cause	
     a	
     spell	
     to	
     backfire	
     with	
     tremendous	
    
  force,	
     calling	
     an	
     outsider	
     into	
     the	
     mortal	
     realm.	
     In	
     rare	
    
  circumstances,	
     the	
     outsider	
     may	
     be	
     physically	
     unable	
     to	
     leave	
    
  the	
    place	
    it	
    was	
    summoned	
    within	
    for	
    reasons	
    even	
    it	
    is	
    unlikely	
    
  to	
     understand.	
     Perhaps	
     the	
     mage’s	
     home	
     is	
     inscribed	
     with	
    
  warding	
    runes	
    as	
    a	
    fail-­‐safe	
    or	
    the	
    magic	
    is	
    unstable,	
    preventing	
    
  the	
    creature	
    from	
    straying	
    far	
    from	
    its	
    point	
    of	
    summoning.	
    Even	
    
  more	
    horrifying	
    are	
    the	
    outsiders	
    who	
    possess	
    unfettered	
    access	
    
  to	
     the	
     Material	
     Plane,	
     retreating	
     to	
     abandoned	
     structures	
     by	
    
  daylight	
    only	
    to	
    prey	
    again	
    on	
    mortal	
    flesh	
    come	
    dusk.	
    
  	
    
  Tragedy:	
    Any	
    event	
    causing	
    a	
    suitable	
    amount	
    of	
    negative	
    
  emotion	
    can	
    create	
    a	
    haunt,	
    whether	
    this	
    tragedy	
    is	
    a	
    massive	
    
  fire	
    at	
    an	
    orphanage,	
    the	
    demise	
    of	
    a	
    family	
    or	
    the	
    deaths	
    of	
    an	
    
  entire	
    neighbourhood	
    from	
    an	
    epidemic.	
    	
    	
    	
    
  D R E S S I N G S  
  Use	
     the	
     table	
     on	
     the	
     following	
     page	
     to	
     generate	
     interesting	
    
  characteristics	
     for	
     your	
     haunted	
     house.	
     Some	
     of	
     the	
     features	
    
  listed	
    below	
    may	
    be	
    inappropriate	
    for	
    your	
    haunted	
    house	
    based	
    
  upon	
    its	
    setup	
    —	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  	
    
  Expensive	
    Materials:	
    Some	
    of	
    the	
    haunted	
    house	
    dressings	
    
  described	
     below	
     include	
     descriptions	
     of	
     expensive	
     art	
     objects.	
    
  These	
    dressings	
    typically	
    have	
    a	
    gp	
    value	
    equal	
    to	
    the	
    gp	
    award	
    
  for	
    an	
    encounter	
    with	
    a	
    CR	
    equal	
    to	
    the	
    party’s	
    APL	
    –2.	
    
  	
    
  Harvesting	
     Dressings:	
     Canny	
     PCs	
     can	
     harvest	
     a	
     dressing	
    
  from	
     a	
     haunted	
     house	
     by	
     succeeding	
     at	
     an	
     appropriate	
     skill	
    
  check	
    with	
    a	
    DC	
    of	
    15	
    +	
    the	
    average	
    CR	
    of	
    an	
    encounter	
    within	
    
  the	
    haunted	
    house.	
    Failing	
    by	
    5	
    or	
    more	
    ruins	
    the	
    item.	
    
  	
    
  Modifying	
     Statistics:	
     Some	
     dressings	
     provide	
     bonuses	
     to	
    
  the	
    creatures	
    encountered	
    within	
    a	
    haunted	
    house.	
    A	
    creature	
    
  receives	
    these	
    benefits	
    after	
    dwelling	
    within	
    the	
    haunted	
    house	
    
  for	
    one	
    uninterrupted	
    month.	
    These	
    bonuses	
    typically	
    fade	
    if	
    the	
    
  creature	
    spends	
    too	
    much	
    time	
    away	
    from	
    the	
    haunted	
    house	
    
  without	
    regularly	
    returning	
    to	
    it.	
    
  	
    
  Multiple	
     Dressings:	
     A	
     GM	
     may	
     roll	
     multiple	
     times	
     for	
    
  dressings.	
    Alternatively,	
    a	
    GM	
    may	
    pick	
    dressings	
    to	
    create	
    the	
    
  desired	
    atmosphere.	
    
  	
    
  
  103	
    
  D%	
    
  HAUNT	
    HOUSE	
    DRESSINGS	
    
  01	
    
  The	
     haunted	
     house	
     has	
     a	
     constant	
     nightmare	
    
  effect	
     that	
     targets	
     all	
     living	
     creature	
     sleeping	
    
  within.	
    
  02	
    
  Living	
    creatures	
    hunger	
    and	
    thirst	
    twice	
    as	
    fast	
    as	
    
  normal	
    within	
    the	
    haunted	
    house.	
    
  03–05	
    
  Disturbing	
    an	
    object	
    in	
    the	
    haunted	
    house	
    causes	
    
  it	
    to	
    ooze	
    sticky,	
    green	
    slime.	
    
  06–08	
    
  Mirrors	
     reflect	
     their	
     subjects’	
     images,	
     but	
    
  endowed	
    with	
    fiendish	
    qualities.	
    
  09–10	
    
  Cobwebs	
     as	
     thick	
     as	
     curtains	
     fill	
     1d4	
     rooms	
    
  within	
    the	
    haunted	
    house.	
    
  11–13	
    
  One	
     room	
     possesses	
     a	
     darkwood	
     crown	
    
  moulding	
    around	
    its	
    doors.	
    
  14–16	
    
  Dusty	
    skeletons	
    sit	
    in	
    every	
    chair	
    and	
    upon	
    every	
    
  couch	
    within	
    the	
    haunted	
    house.	
    
  17–20	
    
  Dirty,	
     white	
     sheets	
     cover	
     every	
     piece	
     of	
    
  furniture.	
    
  21–23	
    
  Dust	
    that	
    has	
    settled	
    within	
    the	
    haunted	
    house	
    is	
    
  impossible	
     to	
     clean	
     off,	
     sticking	
     to	
     everything	
    
  within	
    the	
    house	
    and	
    resettling	
    moments	
    after	
    it	
    
  is	
    cleaned.	
    
  24–26	
    
  All	
     food	
     discovered	
     within	
     the	
     house	
     appears	
    
  edible,	
    but	
    is	
    actually	
    rotten	
    and	
    sickens	
    for	
    one	
    
  minute	
    anyone	
    who	
    eats	
    it.	
    
  27–28	
    
  Threats	
     towards	
     intruders	
     are	
     carved	
     into	
     the	
    
  walls	
    of	
    1d4	
    rooms	
    within	
    the	
    haunted	
    house.	
    
  29–30	
    
  The	
    gaze	
    of	
    every	
    portrait	
    in	
    the	
    haunted	
    house	
    
  seems	
    to	
    follow	
    explorers’	
    progress.	
    
  31	
    
  One	
    room	
    is	
    filled	
    with	
    illusory	
    people	
    (as	
    silent	
    
  image);	
    the	
    illusions	
    dance	
    in	
    a	
    ballroom,	
    eat	
    in	
    a	
    
  dining	
    room	
    etc.	
    
  34–36	
    
  Each	
     time	
     a	
     PC	
     exits	
     a	
     room,	
     the	
     furniture	
     and	
    
  decorations	
    rearrange	
    themselves.	
    
  37–38	
    
  Thunderstorms	
     and	
     a	
     strong	
     wind	
     (21	
     mph)	
    
  constantly	
    batter	
    the	
    haunted	
    house.	
    
  39–40	
    
  A	
    graveyard	
    with	
    freshly	
    dug	
    graves	
    sits	
    behind	
    
  the	
     haunted	
     house.	
     One	
     empty	
     grave	
     per	
    
  intruder	
    pierces	
    the	
    ground.	
    
  41–45	
    
  Choking	
    vines	
    cover	
    the	
    outside	
    of	
    the	
    haunted	
    
  house	
    and	
    seem	
    to	
    grow	
    rapidly	
    if	
    cut	
    down.	
    
  46–50	
    
  The	
     haunted	
     house	
     includes	
     a	
     moat,	
     river,	
     or	
    
  pond	
    filled	
    with	
    spectral	
    (or	
    skeletal)	
    fish.	
    
  51–54	
    
  Every	
    tree	
    within	
    100	
    feet	
    of	
    the	
    haunted	
    house	
    
  is	
    twisted	
    into	
    the	
    shape	
    of	
    an	
    agonized	
    human.	
    
  55–59	
    
  Every	
     room	
     within	
     the	
     haunted	
     house	
     is	
    
  supernaturally	
     cold;	
     explorers	
     can	
     see	
     their	
    
  breath	
    at	
    all	
    times.	
    
  60	
    
  Creatures	
    that	
    die	
    within	
    the	
    haunted	
    house	
    are	
    
  transformed	
     into	
     chaotic	
     evil	
     ghosts	
     5	
     minutes	
    
  after	
    death	
    (unless	
    slain	
    by	
    a	
    creature	
    with	
    the	
    
  create	
    spawn	
    ability,	
    which	
    takes	
    precedent).	
    
  61–63	
    
  Shadows	
     within	
     the	
     haunted	
     house	
     appear	
     to	
    
  constant	
     move	
     and	
     the	
     PCs’	
     shadows	
     do	
     not	
    
  mirror	
    their	
    movements.	
    
  64–66	
    
  A	
     gilded	
     adamantine	
     weapon	
     hangs	
     over	
     a	
    
  fireplace.	
    	
    
  67–60	
    
  A	
    still-­‐beating	
    human	
    heart	
    lies	
    near	
    a	
    corpse	
    in	
    
  the	
     master	
     bedroom.	
     Its	
     beating	
     echoes	
    
  throughout	
    the	
    entire	
    house.	
    
  61-­‐63	
    
  No	
    matter	
    where	
    the	
    PCs	
    are	
    within	
    the	
    haunted	
    
  house,	
    they	
    hear	
    sobbing	
    whispers.	
    
  64–65	
    
  A	
    mirror	
    in	
    the	
    nursery	
    (or	
    similar	
    room)	
    reflects	
    
  living	
    creatures	
    as	
    young	
    children.	
    
  66–70	
    
  Ghastly	
     sounds	
     of	
     someone	
     gorging	
     on	
     an	
    
  endless	
     feast	
     whisper	
     endlessly	
     in	
     the	
     dining	
    
  room.	
    	
    
  71–73	
    
  Any	
     creature	
     sleeping	
     in	
     the	
     haunted	
     house	
     is	
    
  only	
    able	
    to	
    speak	
    in	
    Abyssal,	
    Infernal	
    or	
    a	
    similar	
    
  evil	
    tongue	
    for	
    one	
    day	
    afterwards.	
    
  74–76	
    
  Blood	
     spilled	
     within	
     the	
     house	
     drains	
     into	
     the	
    
  floor,	
    accompanied	
    by	
    a	
    faint	
    slurping	
    sound.	
    
  77–70	
    
  Flowers,	
    fruit	
    and	
    similar	
    plant	
    products	
    brought	
    
  inside	
    the	
    haunted	
    house	
    quickly	
    wither	
    and	
    rot.	
    
  71	
    
  The	
     house	
     rumbles	
     any	
     time	
     positive	
     energy	
     is	
    
  channelled	
     within,	
     causing	
     all	
     creatures	
     to	
     fall	
    
  prone	
    (Reflex	
    DC	
    11	
    negates).	
    
  72–75	
    
  Antique	
    carving	
    of	
    evil	
    spirits	
    cover	
    the	
    walls	
    in	
    
  every	
    room.	
    
  76–80	
    
  Any	
     creature	
     sleeping	
     in	
     the	
     haunted	
     house	
    
  wakes	
     up	
     covered	
     in	
     tiny	
     bite	
     marks	
     the	
     next	
    
  morning.	
    
  81–83	
    
  Living	
    creatures	
    randomly	
    begin	
    crying	
    within	
    the	
    
  haunted	
    house	
    (DC	
    15	
    Will	
    resists).	
    
  84–86	
    
  Heavy	
     footsteps	
     echo	
     throughout	
     the	
     haunted	
    
  house’s	
     rooms	
     at	
     random	
     intervals.	
     This	
     never	
    
  occurs	
    in	
    the	
    room	
    explorers	
    occupy.	
    
  87–89	
    
  Children	
     that	
     pass	
     within	
     sight	
     of	
     the	
     haunted	
    
  house	
    
  sometimes	
    
  make	
    
  vague,	
    
  horrifying	
    
  comments	
    they	
    don’t	
    remember	
    saying.	
    	
    
  90	
    
  The	
    illumination	
    level	
    within	
    the	
    haunted	
    house	
    
  cannot	
    be	
    raised	
    higher	
    than	
    dim	
    light.	
    Shadows	
    
  seem	
     particularly	
     thick	
     and	
     bestow	
     a	
     +5	
    
  circumstance	
     bonus	
     to	
     Stealth	
     checks	
     made	
     to	
    
  hide.	
    
  91–93	
    
  Musical	
     objects	
     within	
     the	
     haunted	
     house	
    
  randomly	
    play	
    themselves	
    for	
    any	
    living	
    audience	
    
  that	
    can	
    hear	
    them	
    perform.	
    
  94–95	
    
  Objects	
     within	
     the	
     house	
     harmlessly	
     break	
     or	
    
  explode	
    when	
    a	
    living	
    creature	
    passes	
    nearby.	
    
  96–97	
    
  Spectral	
    voices	
    hiss	
    threats	
    at	
    intruders	
    carrying	
    
  good-­‐aligned	
     weapons,	
     casting	
     good-­‐aligned	
    
  spells,	
     holding	
     holy	
     water	
     or	
     similarly	
     blessed	
    
  objects	
    or	
    who	
    possess	
    an	
    aura	
    of	
    good.	
    
  98–99	
    
  Supernatural	
     cold	
     fills	
     the	
     house.	
     This	
     does	
     not	
    
  cause	
    
  damage,	
    
  but	
    
  it	
    
  uncomfortable	
    
  for	
    
  explorers.	
    Roll	
    again	
    and	
    apply	
    the	
    results.	
    
  100	
    
  The	
     house	
     is	
     a	
     nexus	
     of	
     evil.	
     An	
     object	
     hidden	
    
  within	
     serves	
     as	
     the	
     altar	
     for	
     a	
     desecrate	
     spell.	
    
  Roll	
    twice	
    more	
    and	
    apply	
    the	
    results.	
    
   
   
   
   
  
  104	
    
  H O B G O B L I N S  O F  T H E  M A I L E D  F I S T  
  Skilled	
     and	
     disciplined	
     warriors,	
     the	
     Hobgoblins	
     of	
     the	
     Mailed	
    
  Fist	
     operate	
     as	
     fighters-­‐for-­‐hire.	
     They	
     dwell	
     in	
     three	
     heavily	
    
  fortified	
    hill	
    forts	
    (Eir-­‐Andra,	
    Eir-­‐Darrh	
    and	
    Eir-­‐Othim)	
    deep	
    in	
    a	
    
  range	
     of	
     bare,	
     sombre	
     crag-­‐studded	
     hills.	
     From	
     there	
     they	
    
  operate	
    six	
    battles	
    (war	
    bands	
    500	
    strong)	
    under	
    the	
    employ	
    of	
    
  diverse	
     employers	
     including	
     powerful	
     nobles	
     and	
     even	
     nation	
    
  states.	
    The	
    tribe’s	
    most	
    feared	
    weapons	
    –	
    even	
    more	
    dreaded	
    
  than	
    their	
    mail	
    clad	
    war	
    bands	
    –	
    are	
    the	
    huge	
    black	
    bats	
    upon	
    
  which	
    ride	
    their	
    most	
    puissant	
    warriors	
    and	
    spellcasters.	
    	
    
  	
    
  	
    The	
    tribe	
    does	
    not	
    trouble	
    nearby	
    kingdoms	
    instead	
    raiding	
    
  surrounding	
    humanoid	
    tribes	
    for	
    plunder	
    and	
    slaves.	
    Thus,	
    while	
    
  the	
     tribe	
     remains	
     lawful	
     evil	
     in	
     outlook,	
     most	
     of	
     its	
     civilised	
    
  neighbours	
    do	
    not	
    view	
    them	
    as	
    an	
    active	
    threat.	
    Indeed,	
    several	
    
  kingdoms	
     pay	
     the	
     Mailed	
     Fist	
     a	
     yearly	
     tribute	
     to	
     attack	
     other	
    
  humanoid	
     tribes	
     infesting	
     the	
     surrounding	
    
  hills,	
     thus	
     binding	
     them	
     together	
     in	
     an	
    
  alliance	
    of	
    sorts.	
    	
    
  E C O L O G Y  &  S O C I E T Y  
  Unsurprisingly,	
     the	
     Mailed	
     Fist	
     has	
     a	
    
  regimented,	
     organised	
     society.	
     Every	
     adult	
    
  tribe	
    member	
    has	
    served	
    or	
    yet	
    serves	
    in	
    the	
    
  in	
     a	
     battle	
     and	
     many	
     specialise	
     in	
     useful,	
    
  martial	
     trades	
     as	
     well.	
     Consequently,	
     the	
    
  tribe	
    numbers	
    engineers,	
    animal	
    trainers	
    and	
    
  siege	
    specialists	
    among	
    its	
    strength.	
    	
    
  	
    
  Relatively	
    peaceful	
    contact	
    with	
    so	
    many	
    
  nearby	
    
  kingdoms	
    
  and	
    
  other	
    
  powerful	
    
  employers	
     has	
     somewhat	
     mellowed	
     the	
    
  tribe’s	
    natural	
    proclivity	
    toward	
    evil.	
    While	
    the	
    
  tribe	
    as	
    a	
    whole	
    is	
    still	
    lawful	
    evil	
    in	
    outlook	
    the	
    
  incidence	
    of	
    non-­‐evil	
    individuals	
    is	
    far	
    higher	
    than	
    
  in	
    other	
    goblinoid	
    tribes.	
    Additionally,	
    being	
    highly	
    
  lawful	
     in	
     outlook,	
     the	
     tribe	
     has	
     garnered	
     a	
    
  reputation	
    for	
    always	
    honouring	
    a	
    contract.	
    
  	
    
  The	
     tribe’s	
     society	
     (surprisingly	
     for	
     evil	
     humanoids)	
     thrives	
    
  on	
    equality	
    with	
    tribal	
    members	
    making	
    no	
    distinction	
    between	
    
  the	
     sexes.	
     All	
     adults	
     serve	
     in	
     one	
     of	
     their	
     fort’s	
     battles	
     for	
     a	
    
  minimum	
    of	
    five	
    years	
    and	
    thus	
    both	
    males	
    and	
    females	
    can	
    rise	
    
  to	
    the	
    position	
    of	
    war	
    leader.	
    
  	
    
  The	
     tribe	
     numbers	
     about	
     6,500	
     individuals	
     of	
     which	
     3,000	
    
  are	
     warriors.	
     Each	
     hill	
     fort	
     maintains	
     two	
     battles.	
     It	
     is	
     for	
     the	
    
  services	
    of	
    these	
    units	
    that	
    employers	
    dare	
    the	
    long	
    journey	
    to	
    
  the	
    Mailed	
    Fist’s	
    gates.	
    Normally,	
    one	
    battle	
    garrisons	
    each	
    fort	
    
  while	
    the	
    other	
    is	
    on	
    campaign.	
    
  	
    
  Appearance:	
     Tall	
     and	
     muscular,	
     hobgoblins	
     of	
     the	
     Mailed	
    
  Fist	
     are	
     hairless,	
     pale	
     skinned	
     warriors.	
     Many	
     mark	
     kills	
     by	
    
  adding	
    a	
    small	
    tattoo	
    to	
    their	
    scalp	
    for	
    every	
    slain	
    enemy.	
    	
    
  	
    
  Nomenclature:	
     Tribal	
     members	
     do	
     not	
     differentiate	
    
  between	
     males	
     and	
     females.	
     Thus,	
     both	
     sexes	
     share	
     the	
     same	
    
  list	
     of	
     names:	
     Aryex,	
     Berastif,	
     Ceral,	
     Cerastuf,	
     Daryex,	
     Derarak,	
    
  Keral,	
     Felyex	
     Gerarix,	
     Herastuf,	
     Leral,	
     Lerastif,	
     Marak,	
     Raryex,	
    
  Sarak,	
    Saryex,	
    Terall,	
    Uverix,	
    Yex.	
    
  	
    
  Arcane	
    Magic:	
    Members	
    of	
    the	
    Mailed	
    Fist	
    are	
    the	
    rarest	
    of	
    
  hobgoblins	
    because	
    they	
    use	
    “elf	
    magic”	
    to	
    wage	
    war.	
    This	
    is	
    a	
    
  new	
     development	
     for	
     the	
     tribe	
     only	
     beginning	
     after	
     the	
     tribe	
    
  settled	
    their	
    hill	
    fort	
    homes.	
    The	
    tribe’s	
    sorcerers	
    (there	
    are	
    no	
    
  wizards)	
     theorize	
     that	
     some	
     forgotten	
     echo	
     of	
     whoever	
     or	
    
  whatever	
    built	
    the	
    hill	
    forts	
    yet	
    lingers	
    in	
    these	
    desolate	
    places	
    
  and	
     that	
     its	
     unseen	
     influence	
     sometimes	
     unlocks	
     the	
     arcane	
    
  potential	
     lurking	
     in	
     a	
     select	
     few	
     of	
     the	
     tribe.	
     Such	
     sorcerers	
    
  exclusively	
    possess	
    either	
    the	
    draconic	
    or	
    elemental	
    bloodline.	
    
  	
    
  Religion:	
    The	
    Mailed	
    Fist	
    worship	
    a	
    war	
    god,	
    the	
    details	
    of	
    
  which	
     will	
     vary	
     from	
     campaign	
     to	
     campaign.	
     By	
     default,	
     battle	
    
  clerics	
    and	
    battle	
    masters	
    have	
    access	
    to	
    the	
    
  Protection	
    and	
    War	
    domains.	
    A	
    GM	
    changing	
    
  these	
    
  domains	
    
  should	
    
  remember	
    
  the	
    
  Protection	
     domain’s	
     resistance	
     bonus	
     to	
    
  saving	
    throws.	
    
  L A I R S  
  The	
     Mailed	
     Fist	
     dwells	
     in	
     three	
     heavily	
    
  fortified	
    hill	
    forts	
    (Eir-­‐Andra,	
    Eir-­‐Darrh	
    and	
    Eir-­‐
  Othim)	
     hidden	
     deep	
     within	
     an	
     inaccessible	
    
  range	
    of	
    hills.	
    The	
    hill	
    forts	
    sprawl	
    across	
    the	
    
  highest	
    and	
    least	
    accessible	
    hills	
    and	
    are	
    visible	
    
  from	
    the	
    others.	
    All	
    are	
    sited	
    well	
    for	
    defence	
    
  and	
     have	
     excellent	
     views	
     of	
     the	
     surrounding	
    
  area.	
     Surprising	
     the	
     Mailed	
     Fist	
     in	
     strength	
     is	
    
  difficult,	
    if	
    not	
    impossible,	
    without	
    magical	
    aid.	
    	
    
  	
    
  The	
    tribe	
    clear	
    the	
    land	
    around	
    each	
    hill	
    fort,	
    
  cutting	
     back	
     encroaching	
     vegetation	
     every	
    
  spring,	
    
  preparing	
    
  and	
    
  maintaining	
    
  their	
    
  defensive	
    works.	
    Steep-­‐sided	
    ditches,	
    hidden	
    pits	
    and	
    fields	
    of	
    
  caltrops	
    litter	
    these	
    bleak,	
    wasted	
    areas.	
    	
    
  	
    
  The	
    Mailed	
    Fist	
    has	
    augmented	
    and	
    expanded	
    the	
    hill	
    forts	
    –	
    
  themselves	
    the	
    progeny	
    of	
    an	
    unknown	
    elder	
    race	
    –	
    and	
    have	
    
  constructed	
    their	
    own	
    stone	
    redoubts	
    as	
    a	
    final	
    refugee	
    in	
    the	
    
  face	
     of	
     overwhelming	
     force.	
     Caves	
     and	
     caverns	
     pockmark	
     the	
    
  hills	
    upon	
    which	
    the	
    forts	
    stand.	
    Within	
    these	
    lightless	
    realms,	
    
  the	
    tribe’s	
    bat	
    masters	
    train	
    the	
    great	
    beasts	
    for	
    which	
    the	
    tribe	
    
  is	
    famed.	
    These	
    beasts,	
    a	
    surviving	
    remnant	
    of	
    an	
    elder	
    age,	
    have	
    
  served	
    the	
    Mailed	
    Fist	
    for	
    generations.	
    	
    
  
  105	
    
  I N  Y O U R  C A M P A I G N  
  Hobgoblins	
    of	
    the	
    Mailed	
    Fist’s	
    design	
    enables	
    a	
    GM	
    to	
    easily	
    
  insert	
     the	
     tribe	
     into	
     a	
     home	
     campaign;	
     their	
     hill	
     fort	
     bases	
    
  standing	
    in	
    the	
    kind	
    of	
    desolate,	
    isolated	
    hill	
    range	
    that	
    marks	
    
  the	
    border	
    of	
    many	
    civilised	
    kingdoms.	
    	
    
  	
    
  Due	
    to	
    the	
    tribe’s	
    mercenary	
    proclivities,	
    its	
    warriors	
    appear	
    
  in	
     a	
     variety	
     of	
     locations	
     and	
     situations	
     –	
     even	
     far	
     away	
     from	
    
  their	
    hill	
    top	
    fortresses	
    if	
    employed.	
    	
    
  	
    
  Alternatively,	
    a	
    player	
    could	
    play	
    a	
    tribal	
    member	
    cast	
    out	
    
  of	
    his	
    tribe	
    for	
    some	
    terrible	
    crime.	
    Hobgoblins	
    make	
    excellent	
    
  fighters,	
     rangers	
     and	
     rogues,	
     but	
     (of	
     course)	
     often	
     elicit	
    
  negative	
    reactions	
    in	
    civilised	
    nations.	
    The	
    skill	
    and	
    reputation	
    
  of	
    the	
    Mailed	
    Fist	
    can	
    go	
    some	
    way	
    to	
    mollify	
    these	
    reactions,	
    
  but	
    such	
    a	
    character	
    will	
    no	
    doubt	
    have	
    more	
    than	
    his	
    fair	
    share	
    
  of	
    encounters	
    with	
    bigots,	
    racists	
    and	
    so	
    on.	
    In	
    an	
    all-­‐hobgoblin	
    
  campaign,	
    the	
    players	
    could	
    take	
    the	
    roles	
    of	
    squad	
    members	
    
  employed	
     to	
     eradicate	
     an	
     infestation	
     of	
     humanoids	
     or	
     other	
    
  similar	
    menace.	
    	
    
  T R I B A L  L O R E  
  Character	
    with	
    ranks	
    in	
    Knowledge	
    (local)	
    can	
    learn	
    more	
    about	
    
  the	
    Hobgoblins	
    of	
    the	
    Mailed	
    Fist	
    with	
    a	
    successful	
    skill	
    check.	
    A	
    
  successful	
     check	
     reveals	
     all	
     information	
     revealed	
     by	
     a	
     lesser	
    
  check.	
    
  	
    
  DC	
    6:	
    This	
    creature	
    is	
    a	
    hobgoblin.	
    
  	
    
  DC	
    11:	
    The	
    hobgoblin	
    belongs	
    of	
    the	
    Mailed	
    Fist	
    tribe.	
    The	
    
  Mailed	
     Fist	
     are	
     renowned	
     as	
     doughty,	
     disciplined	
     warriors,	
    
  some	
    of	
    who	
    fly	
    into	
    battle	
    upon	
    gigantic	
    bats.	
    	
    	
    
  	
    
  DC	
    16:	
    The	
    Mailed	
    Fist	
    often	
    despatches	
    war	
    bands	
    to	
    serve	
    
  nearby	
    kingdoms	
    and	
    other	
    employers	
    as	
    mercenaries.	
    	
    	
    
  	
    
  C O M B A T  &  T A C T I C S  
  Trusting	
    to	
    their	
    heavy	
    armour	
    and	
    superior	
    training,	
    units	
    of	
    the	
    
  Mailed	
     Fist	
     often	
     prevail	
     against	
     far	
     more	
     numerous	
     foes	
     by	
    
  forming	
    nigh-­‐impenetrable	
    shield	
    walls.	
    Their	
    training,	
    discipline	
    
  and	
    lawful	
    nature	
    enables	
    them	
    to	
    keep	
    fighting	
    long	
    after	
    other	
    
  more	
     disorganised	
     rabbles	
     have	
     spent	
     themselves	
     against	
     the	
    
  Mailed	
    Fist’s	
    defences.	
    Against	
    cavalry,	
    they	
    sow	
    the	
    ground	
    in	
    
  front	
    of	
    their	
    lines	
    with	
    caltrops	
    and	
    their	
    sorcerers	
    ward	
    their	
    
  fellows	
    with	
    trench	
    and	
    other	
    defensive	
    magic.	
    
  	
    
  Heavily	
    protected	
    by	
    their	
    fine	
    armour,	
    warriors	
    often	
    fight	
    
  defensively	
    to	
    limit	
    casualties	
    while	
    pinning	
    their	
    opponents	
    in	
    
  place	
     for	
     their	
     archers	
     to	
     annihilate.	
     Utilising	
     their	
     darkvision,	
    
  the	
    tribe	
    is	
    equally	
    able	
    to	
    fight	
    during	
    the	
    day	
    and	
    night	
    –	
    an	
    
  advantage	
    they	
    ruthlessly	
    exploit.	
    
  	
    
  Overhead	
     the	
     famed	
     black	
     wings	
     soar.	
     Clad	
     in	
     intricate	
    
  barding	
    and	
    commanded	
    by	
    the	
    tribe’s	
    most	
    puissant	
    warriors	
    
  and	
     potent	
     spellcasters,	
     they	
     provide	
     a	
     valuable	
     battle	
    
  advantage	
    to	
    the	
    tribe.	
    	
    
  	
    
  A N A T O M Y  O F  A  B A T T L E  
  Each	
     battle	
     is	
     subdivided	
     into	
     five	
     companies	
     of	
     103	
     warriors	
    
  each.	
    Each	
    company	
    comprises	
    nine	
    ten-­‐man	
    squads	
    led	
    by	
    an	
    
  elite	
    warrior.	
    Every	
    third	
    company	
    comprises	
    archers	
    led	
    by	
    an	
    
  elite	
     archer	
     while	
     three	
     war	
     chanters	
     aid	
     the	
     company’s	
    
  commanding	
    battle	
    cleric.	
    Thus,	
    every	
    company	
    comprises:	
    
  § 
  60	
    Mailed	
    Fist	
    warriors	
    
  § 
  6	
    elite	
    Mailed	
    Fist	
    warriors	
    
  § 
  30	
    Mailed	
    Fist	
    archers	
    
  § 
  3	
    Mailed	
    Fist	
    elite	
    archers	
    
  § 
  3	
    war	
    chanters	
    
  § 
  1	
    battle	
    cleric	
    
  A	
    full	
    battle	
    comprises:	
    
  § 
  300	
    Mailed	
    Fist	
    warriors	
    
  § 
  30	
    elite	
    Mailed	
    Fist	
    warriors	
    
  § 
  150	
    Mailed	
    Fist	
    archers	
    
  § 
  15	
    Mailed	
    Fist	
    elite	
    archers	
    
  § 
  15	
    war	
    chanters	
    
  § 
  5	
    battle	
    clerics	
    
  § 
  1	
    battle	
    marshal	
    
  Battle	
    Cleric:	
    Standing	
    in	
    the	
    front	
    ranks	
    with	
    their	
    comrades,	
    
  battle	
     clerics	
     provide	
     much	
     needed	
     healing	
     and	
     protection	
     as	
    
  well	
    as	
    commanding	
    a	
    company.	
    
  	
    
  Battle	
    Marshal:	
    Battle	
    marshals	
    stand	
    in	
    the	
    very	
    centre	
    of	
    
  the	
     front	
     line	
     inspiring	
     their	
     men	
     and	
     driving	
     them	
     on.	
     Battle	
    
  marshals	
     rarely	
     bother	
     to	
     hurl	
     javelins	
     and	
     so	
     on,	
     instead	
    
  concentrating	
    on	
    spellcasting	
    and	
    inspiring	
    their	
    men.	
    A	
    cadre	
    
  of	
    war	
    chanters	
    always	
    accompanies	
    a	
    battle	
    marshal	
    so	
    that	
    he	
    
  can	
    easily	
    pass	
    orders	
    to	
    his	
    troops.	
    
  	
    
  War	
    Chanter:	
    Deployed	
    behind	
    the	
    front	
    line,	
    groups	
    of	
    war	
    
  chanters	
    beat	
    their	
    drums	
    both	
    to	
    inspire	
    their	
    companions	
    to	
    
  great	
     heroics	
     and	
     to	
     quickly	
     transfer	
     orders	
     across	
     the	
    
  battlefield.	
    Before	
    an	
    advance,	
    war	
    chanters	
    pass	
    through	
    the	
    
  lines	
    to	
    demoralise	
    the	
    enemy	
    using	
    Dazzling	
    Display.	
    	
    
  	
    
  War	
     chanters	
     also	
     serve	
     as	
     emergency	
     healers	
     for	
     their	
    
  companions	
     using	
     their	
     ability	
     to	
     spontaneous	
     cast	
     spells	
     to	
    
  save	
    those	
    close	
    to	
    death.	
    
  B L A C K  W I N G S  
  A	
     squadron	
     of	
     Black	
     Wings	
     always	
     accompanies	
     deployed	
    
  battles.	
     The	
     exact	
     makeup	
     and	
     composition	
     of	
     this	
     squadron	
    
  depends	
    on	
    the	
    nature	
    of	
    the	
    battle’s	
    mission	
    and	
    the	
    depth	
    of	
    
  its	
    patron’s	
    purse.	
    Black	
    Wing	
    can	
    act	
    as	
    scouts,	
    an	
    extremely	
    
  mobile	
    strike	
    force	
    able	
    to	
    strike	
    at	
    the	
    best	
    protected	
    targets	
    
  with	
    near-­‐impunity	
    or	
    aerial	
    artillery.	
    
  
  106	
    
  I N F E S T E D  S E W E R S :  A N  A L T E R N A T E  D U N G E O N  
  Sewers	
     are	
     a	
     vital	
     part	
     of	
     any	
     large	
     community.	
     They	
     help	
    
  prevent	
     disease	
     by	
     filtering	
     out	
     waste	
     and	
     give	
     excess	
     water	
    
  accumulated	
    during	
    a	
    rainstorm	
    somewhere	
    to	
    go	
    instead	
    of	
    on	
    
  the	
    roads	
    or	
    into	
    a	
    citizen’s	
    basement.	
    But	
    sewers	
    also	
    attract	
    a	
    
  certain	
    amount	
    of	
    danger,	
    be	
    it	
    annoying	
    beasts	
    like	
    skittering	
    
  rats	
     or	
     terrifying	
     monsters	
     such	
     as	
     otyugh	
     dwelling	
     mere	
     feet	
    
  from	
     the	
     populace.	
     These	
     creatures’	
     presence	
     is	
     seldom	
    
  deliberate;	
     instead	
     they	
     crawl,	
     squirm	
     or	
     barge	
     their	
     way	
     into	
    
  the	
    sewers	
    in	
    search	
    of	
    food	
    or	
    shelter.	
    And	
    when	
    they	
    nestle	
    in	
    
  and	
    begin	
    to	
    breed,	
    that’s	
    when	
    the	
    infestation	
    begins.	
    
  	
    
  Infested	
     sewers	
     are	
     often	
     some	
     of	
     the	
     first	
     places	
     local	
    
  authorities	
    send	
    the	
    PCs	
    when	
    they	
    arrive	
    in	
    a	
    new	
    settlement.	
    
  Whether	
    to	
    test	
    their	
    mettle	
    or	
    to	
    simply	
    send	
    someone	
    no	
    one	
    
  will	
    miss	
    into	
    a	
    life-­‐endangering	
    situation,	
    infested	
    sewers	
    make	
    
  for	
     classic	
     encounters,	
     but	
     they	
     are	
     often	
     designed	
     to	
     be	
    
  extremely	
    short	
    and	
    linear	
    affairs.	
    Their	
    lack	
    of	
    terrain	
    options	
    
  and	
    physical	
    features	
    are	
    often	
    uninspiring	
    for	
    GMs,	
    making	
    the	
    
  design	
    of	
    a	
    truly	
    memorable	
    adventure	
    within	
    an	
    infested	
    sewer	
    
  a	
    chore.	
    This	
    section	
    provides	
    GMs	
    with	
    advice	
    for	
    transforming	
    
  common	
    tunnels	
    and	
    canals	
    into	
    a	
    memorable	
    adventure	
    site.	
    
  D E F I N I N G  T H E  D U N G E O N  
  An	
    infested	
    sewer	
    is	
    a	
    series	
    of	
    underground	
    tunnels,	
    usually	
    no	
    
  wider	
    than	
    20	
    feet	
    across	
    built	
    underneath	
    a	
    settlement	
    in	
    order	
    
  to	
    control	
    the	
    flow	
    of	
    water	
    and	
    waste.	
    Because	
    sewers	
    tend	
    to	
    
  stretch	
    the	
    entire	
    length	
    of	
    a	
    settlement,	
    the	
    only	
    limit	
    to	
    the	
    
  size	
     of	
     an	
     infested	
     sewer	
     is	
     the	
     size	
     of	
     the	
     settlement	
     above.	
    
  Places	
    within	
    the	
    sewer	
    that	
    aren’t	
    infested	
    are	
    likely	
    boring	
    to	
    
  explore,	
     so	
     choose	
     a	
     specific	
     area	
     defined	
     by	
     the	
     structures	
    
  above	
     or	
     near	
     the	
     sewer.	
     For	
     example,	
     running	
     a	
     dungeon	
     in	
    
  “the	
     infested	
     catacombs	
     beneath	
     the	
     trade	
     district”	
     helps	
     to	
    
  define	
     the	
     dungeon	
     more	
     clearly	
     than	
     the	
     more	
     vaguely	
    
  described	
    “catacombs	
    beneath	
    Dulwich”.	
    
  D E S I G N I N G  T H E  D U N G E O N  
  Designing	
     an	
     infested	
     sewer	
     as	
     a	
     dungeon	
     is	
     little	
     different	
     to	
    
  designing	
     any	
     other	
     dungeon.	
     Like	
     most	
     classic	
     dungeon	
    
  settings,	
    a	
    sewer	
    is	
    a	
    subterranean	
    setting	
    specifically	
    designed	
    
  to	
    perform	
    a	
    specific	
    task.	
    Unlike	
    most	
    dungeons,	
    which	
    are	
    built	
    
  as	
    strongholds,	
    vaults	
    or	
    similar	
    defensible	
    positions,	
    a	
    sewer’s	
    
  primary	
     function	
     is	
     to	
     allow	
     things	
     to	
     exit	
     the	
     area,	
     typically	
    
  using	
     flowing	
     water.	
     Additionally,	
     sewers	
     are	
     seldom	
     spacious	
    
  and	
    are	
    typically	
    designed	
    in	
    a	
    very	
    predictable,	
    almost	
    formulaic	
    
  manner	
     and	
     seldom	
     possess	
     manufactured	
     traps.	
     Below	
     are	
    
  some	
     considerations	
     a	
     GM	
     could	
     use	
     when	
     designing	
     infested	
    
  sewers.	
    
  	
    
  Dangerous:	
     Infested	
     sewers	
     are	
     literally	
     crawling	
     with	
     life	
    
  and	
    most	
    of	
    it	
    is	
    hostile.	
    Increase	
    the	
    chances	
    of	
    encountering	
    
  wandering	
    monsters	
    within	
    an	
    infested	
    sewer	
    by	
    up	
    to	
    20%	
    to	
    
  represent	
    this	
    threat.	
    
  	
    
  Filth:	
     Settlers	
     use	
     their	
     settlement’s	
     sewers	
     to	
     dispose	
     of	
    
  just	
     about	
     anything	
     and	
     everything,	
     from	
     rotten	
     food	
     and	
    
  discarded	
    goods	
    to	
    their	
    own	
    biological	
    waste.	
    Because	
    of	
    this,	
    
  all	
     sewers	
     (not	
     just	
     infested	
     ones)	
     are	
     disgusting	
     places.	
     Upon	
    
  entering	
    a	
    sewer,	
    a	
    character	
    becomes	
    sickened	
    for	
    as	
    long	
    as	
    
  she	
     remains	
     within	
     the	
     sewer	
     unless	
     she	
     makes	
     a	
     DC	
     15	
    
  Fortitude	
     save.	
     Each	
     hour	
     she	
     remains	
     within	
     the	
     sewer,	
     she	
    
  must	
    save	
    again	
    or	
    become	
    sickened.	
    
  	
    
  Far	
     worse	
     than	
     the	
     stench	
     is	
     the	
     sewer	
     water	
     itself.	
    
  Creatures	
     swimming	
     in	
     sewer	
     water	
     must	
     make	
     a	
     DC	
     12	
    
  Fortitude	
    save	
    or	
    contract	
    filth	
    fever:	
    
  § 
  Filth	
    Fever:	
    save	
    Fortitude	
    DC	
    12;	
    onset	
    1d3	
    days;	
    frequency	
    
  1/day;	
     effect	
     1d3	
     Dex	
     damage	
     and	
     1d3	
     Con	
     damage;	
     Cure	
     2	
    
  consecutive	
    saves.	
    	
    
  At	
     the	
     GM’s	
     discretion,	
     characters	
     suffering	
     hit	
     point	
     damage	
    
  may	
    take	
    up	
    to	
    a	
    –2	
    penalty	
    on	
    saving	
    throws	
    made	
    against	
    filth	
    
  fever,	
     as	
     their	
     wounds	
     are	
     prone	
     to	
     infection	
     in	
     such	
     a	
     filthy	
    
  environment.	
    
  	
    
  Flowing	
    Water:	
    A	
    sewer’s	
    primary	
    function	
    is	
    to	
    transport	
    
  filth	
     away	
     from	
     the	
     settlement.	
     Typically	
     this	
     is	
     done	
     using	
    
  running	
     water.	
     Although	
     the	
     water	
     isn’t	
     as	
     fast	
     as,	
     say,	
     river	
    
  rapids,	
    it	
    moves	
    quickly	
    enough	
    that	
    creatures	
    must	
    make	
    a	
    DC	
    
  10	
    Swim	
    check	
    to	
    move	
    through	
    the	
    water.	
    In	
    some	
    locations,	
    
  the	
    water	
    is	
    considerably	
    rougher,	
    such	
    as	
    when	
    water	
    is	
    gushing	
    
  out	
    from	
    one	
    part	
    of	
    the	
    sewer	
    into	
    another.	
    This	
    increases	
    the	
    
  DC	
    of	
    Swim	
    checks.	
    
  	
    
  Landless:	
    Not	
    all	
    sewers	
    are	
    designed	
    with	
    adventurers	
    in	
    
  mind.	
    Most,	
    especially	
    those	
    built	
    within	
    small	
    settlements,	
    are	
    
  more	
     likely	
     to	
     have	
     simple	
     passageways	
     without	
     any	
     way	
     to	
    
  avoid	
    trekking	
    through	
    the	
    murk	
    and	
    filth.	
    In	
    such	
    a	
    sewer,	
    the	
    
  PCs	
    are	
    always	
    considered	
    to	
    be	
    swimming	
    for	
    the	
    purpose	
    of	
    
  the	
     filth	
     feature	
     (see	
     above)	
     and	
     all	
     passable	
     terrain	
     is	
    
  considered	
    difficult	
    terrain.	
    
  	
    
  Unkempt:	
     Sewers	
     often	
     fall	
     into	
     disarray	
     because	
     few	
    
  settlers	
    are	
    willing	
    to	
    perform	
    the	
    necessary	
    maintenance	
    work.	
    
  As	
    a	
    result,	
    there	
    is	
    a	
    20%	
    chance	
    every	
    door,	
    manhole,	
    lock	
    or	
    
  similar	
    device	
    within	
    the	
    sewer	
    is	
    stuck	
    and	
    cannot	
    be	
    opened	
    
  without	
    a	
    DC	
    15	
    Strength	
    check.	
    
  	
    
  	
    
  
  107	
    
  R U N N I N G  T H E  D U N G E O N  
  Running	
    an	
    infested	
    sewer	
    as	
    an	
    adventure	
    site	
    is	
    little	
    different	
    
  to	
     a	
     traditional	
     dungeon.	
     Below	
     are	
     some	
     considerations	
     GMs	
    
  should	
    keep	
    in	
    mind	
    when	
    using	
    an	
    infested	
    sewer	
    as	
    a	
    dungeon.	
    
  	
    
  Concealment:	
     Sewers	
     of	
     all	
     sorts	
     are	
     seldom	
     visited	
     by	
    
  surface-­‐dwelling	
    folk.	
    As	
    a	
    result	
    shadows	
    permeate	
    the	
    area.	
    As	
    
  most	
     adventurers	
     rely	
     on	
     torches	
     or	
     torch-­‐like	
     spell	
     effects	
     to	
    
  see	
    in	
    such	
    areas,	
    most	
    of	
    the	
    sewer’s	
    unwanted	
    residents	
    make	
    
  use	
     of	
     the	
     shadows	
     to	
     ambush	
     intruders.	
     The	
     smartest	
    
  creatures,	
     however,	
     often	
     rely	
     on	
     hit-­‐and-­‐run	
     tactics,	
     striking	
    
  fast	
    before	
    scurrying	
    back	
    into	
    the	
    shadows.	
    
  	
    
  Slick:	
    Sewers	
    are	
    damp	
    and	
    filled	
    with	
    running	
    water.	
    When	
    
  this	
     water	
     splashes	
     onto	
     the	
     few	
     passable	
     routes	
     within	
     the	
    
  sewer	
    it	
    creates	
    areas	
    where	
    it	
    is	
    difficult	
    to	
    move	
    safely.	
    This	
    
  terrain	
     is	
     considered	
     difficult	
     terrain	
     and	
     requires	
     a	
     DC	
     2	
    
  Acrobatics	
    check	
    to	
    safely	
    move	
    across	
    if	
    the	
    passageway	
    is	
    at	
    
  least	
     3	
     feet	
     wide.	
     If	
     the	
     passageway	
     is	
     narrower,	
     the	
     DC	
    
  increases	
    as	
    noted	
    in	
    the	
    Acrobatics	
    skill	
    description.	
    
  	
    
  Sneaking:	
     Although	
     the	
     sound	
     of	
     running	
     water	
     obscures	
    
  soft	
     sounds,	
     it	
     is	
     difficult	
     to	
     move	
     quietly	
     while	
     walking	
     in	
     a	
    
  sewer	
    because	
    the	
    vaulted	
    spaces	
    creates	
    an	
    echo,	
    magnifying	
    
  the	
     sound	
     of	
     trespassers.	
     All	
     creatures	
     using	
     Stealth	
     to	
     move	
    
  silently	
    on	
    land	
    suffer	
    a	
    –4	
    penalty	
    on	
    Stealth	
    checks.	
    Creatures	
    
  lurking	
    within	
    the	
    sewer’s	
    filthy	
    water	
    do	
    not	
    suffer	
    this	
    penalty.	
    
  	
    
  Wandering	
     Monsters:	
     Most	
     creatures	
     move	
     into	
     a	
     sewer	
    
  because	
     humanoid	
     waste	
     provides	
     an	
     adequate	
     (though	
     not	
    
  preferred)	
     supply	
     of	
     food	
     that	
     requires	
     little	
     work	
     to	
     obtain.	
    
  Most	
    creatures	
    living	
    in	
    sewers	
    are	
    scavengers	
    and	
    seldom	
    scoff	
    
  twice	
    at	
    attacking	
    whoever	
    wanders	
    into	
    their	
    domain.	
    Using	
    the	
    
  darkness	
    to	
    their	
    advantage,	
    most	
    sewer	
    dwellers	
    wait	
    until	
    their	
    
  prey	
    is	
    alone	
    or	
    preoccupied	
    to	
    strike.	
    For	
    this	
    reason,	
    there	
    is	
    a	
    
  1	
    in	
    20	
    chance	
    during	
    any	
    encounter	
    an	
    additional	
    monster	
    joins	
    
  the	
    fray,	
    eager	
    to	
    snag	
    a	
    bite	
    of	
    hero	
    to	
    sate	
    its	
    own	
    belly.	
    Each	
    
  round	
    a	
    monster	
    does	
    not	
    appear	
    in	
    a	
    given	
    combat	
    increases	
    
  the	
    likelihood	
    one	
    appears	
    on	
    subsequent	
    rounds	
    by	
    1	
    in	
    20.	
    
  	
    
  Additionally,	
    remember	
    a	
    creature	
    suffers	
    a	
    –1	
    penalty	
    on	
    
  opposed	
     Perception	
     checks	
     for	
     every	
     10	
     feet	
     between	
     the	
    
  creature	
    and	
    a	
    hidden	
    foe.	
    	
    
  S A C K I N G  T H E  D U N G E O N  
  Despite	
    being	
    a	
    trash	
    refuse,	
    sewers	
    are	
    filled	
    with	
    the	
    promise	
    
  of	
    wealth	
    and	
    treasure,	
    though	
    PCs	
    often	
    have	
    to	
    search	
    harder	
    
  for	
    it	
    then	
    they	
    would	
    at	
    other	
    adventuring	
    sites.	
    Listed	
    below	
    
  are	
    inspirational	
    ideas	
    for	
    unique,	
    thematic	
    treasures	
    that	
    await	
    
  PCs	
    adventuring	
    within	
    an	
    infested	
    sewer.	
    
  	
    
  Fungi:	
     The	
     dim	
     light	
     and	
     the	
     ready	
     source	
     of	
     fertilization	
    
  make	
    fungi	
    a	
    common	
    find	
    within	
    most	
    sewers,	
    especially	
    types	
    
  that	
    thrive	
    in	
    damp	
    environments	
    such	
    as	
    mould.	
    Although	
    most	
    
  fungi	
     possess	
     insignificant	
     value,	
     some	
     rare	
     types	
     are	
     used	
     to	
    
  craft	
     different	
     types	
     of	
     poison	
     or	
     as	
     alchemical	
     reagents.	
     The	
    
  following	
     types	
     of	
     poison	
     (and	
     their	
     gp	
     value)	
     can	
     be	
     crafted	
    
  using	
    rare	
    fungi	
    harvested	
    from	
    the	
    sewers:	
    drow	
    poison	
    (25	
    gp),	
    
  id	
     moss	
     (40	
     gp),	
     stripped	
     toadstool	
     (60	
     gp)	
     and	
     violet	
     venom	
    
  (250	
    gp).	
    
  	
    
  Hoards:	
    Many	
    of	
    the	
    different	
    kinds	
    of	
    creatures	
    infesting	
    
  sewers	
     also	
     hoard	
     shiny	
     objects	
     within	
     their	
     nests.	
     Small,	
     light	
    
  objects	
    such	
    as	
    gold	
    and	
    silver	
    coins,	
    keys	
    and	
    jewellery	
    can	
    all	
    
  be	
     hoarded	
     in	
     this	
     manner,	
     assuming	
     the	
     creatures	
     are	
     large	
    
  enough	
    to	
    gather	
    these	
    treasures.	
    A	
    single	
    hoard	
    is	
    usually	
    worth	
    
  as	
    much	
    as	
    a	
    CR-­‐equivalent	
    encounter	
    for	
    the	
    PCs.	
    Larger	
    hoards	
    
  kept	
     by	
     more	
     powerful	
     (or	
     more	
     numerous)	
     creatures	
     can	
    
  exceed	
    this	
    figure.	
    
  	
    
  Immurement:	
     The	
     grisly	
     practice	
     of	
     entombing	
     someone	
    
  within	
    the	
    sewers’	
    walls	
    serves	
    as	
    a	
    means	
    of	
    execution	
    through	
    
  starvation	
     and	
     dehydration.	
     In	
     most	
     civilized	
     societies,	
    
  immurement	
    is	
    illegal,	
    so	
    most	
    tombs	
    PCs	
    stumble	
    across	
    hold	
    
  missing	
    persons	
    or	
    ritualistic	
    sacrifices.	
    Masterwork	
    chains	
    and	
    
  locks,	
     masterwork	
     daggers	
     and	
     missing	
     persons	
     bounties	
     are	
    
  trademark	
     “treasures”	
     the	
     PCs	
     can	
     recover	
     from	
     a	
     sewer.	
     The	
    
  reward	
    for	
    a	
    missing	
    person	
    (whether	
    immured	
    or	
    not)	
    is	
    often	
    
  equal	
    to	
    1	
    gp	
    per	
    100	
    residents	
    within	
    the	
    city,	
    up	
    to	
    four	
    times	
    
  the	
    recommended	
    gp	
    value	
    for	
    an	
    encounter	
    of	
    the	
    PCs’	
    level.	
    
  	
    
  Labour:	
     Occasionally,	
     PCs	
     can	
     find	
     a	
     way	
     to	
     make	
    
  themselves	
    useful	
    within	
    a	
    sewer,	
    such	
    as	
    by	
    clearing	
    blockages	
    
  or	
     replacing	
     a	
     damaged	
     manhole.	
     These	
     tasks	
     are	
     menial	
     and	
    
  seldom	
     worth	
     more	
     than	
     1	
     silver	
     per	
     task.	
     If	
     the	
     task	
     requires	
    
  skilled	
    labour,	
    a	
    PC	
    may	
    make	
    an	
    appropriate	
    Profession	
    check	
    
  to	
     complete	
     the	
     task.	
     Since	
     this	
     check	
     represents	
     a	
     full	
     day’s	
    
  work,	
    the	
    PCs	
    must	
    remain	
    within	
    the	
    sewer	
    for	
    8	
    hours	
    while	
    
  the	
    work	
    is	
    completed.	
    Typically	
    there	
    is	
    a	
    chance	
    for	
    a	
    random	
    
  encounter	
    with	
    the	
    sewer’s	
    denizens	
    every	
    hour.	
    This	
    time	
    does	
    
  not	
    count	
    against	
    the	
    amount	
    of	
    time	
    the	
    PCs	
    need	
    to	
    perform	
    
  their	
    job.	
    
  	
    
  Taxidermy:	
     The	
     hides	
     of	
     powerful	
     creatures	
     infesting	
    
  sewers	
    are	
    often	
    worth	
    a	
    sizable	
    sum	
    to	
    collectors,	
    conspiracy	
    
  theorists	
     or	
     local	
     authorities.	
     Typically,	
     the	
     amount	
     of	
     gold	
    
  offered	
    for	
    a	
    creature	
    is	
    set	
    when	
    the	
    PCs	
    accept	
    the	
    job.	
    This	
    
  value	
     is	
     often	
     enough	
     gp	
     to	
     make	
     up	
     for	
     at	
     least	
     half	
     of	
     the	
    
  recommended	
    wealth	
    for	
    the	
    encounters	
    the	
    PCs	
    face	
    within	
    the	
    
  infested	
    sewers,	
    with	
    discovered	
    treasure	
    making	
    up	
    the	
    rest	
    of	
    
  their	
    bounty.	
    However,	
    if	
    a	
    character	
    with	
    Profession	
    (tanner)	
    or	
    
  a	
     similar	
     skill	
     prepares	
     the	
     body	
     before	
     it	
     is	
     delivered	
     to	
     the	
    
  authorities,	
    increase	
    the	
    bounty	
    the	
    PCs	
    receive	
    by	
    an	
    amount	
    
  equal	
    to	
    the	
    Profession	
    check	
    result.	
    	
    
   
  
  108	
    
  K O B O L D S  O F  T H E  F A L L E N  H A L L S  
  Two	
     centuries	
     ago,	
     the	
     green	
     dragons	
     Klauthosk	
     and	
     Yeiarxin	
    
  annihilated	
     the	
     dwarves	
     of	
     Clan	
     Nurthen,	
     taking	
     the	
     isolated	
    
  hold	
     of	
     Vongyth	
     as	
     their	
     own.	
     Served	
     by	
     the	
     kobolds	
     of	
     the	
    
  Blackened	
     Eye	
     their	
     depraved	
     hegemony	
     over	
     the	
     benighted	
    
  dwarven	
    hold	
    ended	
    in	
    blood	
    and	
    slaughter	
    upon	
    The	
    Crimson	
    
  Sword’s	
    (a	
    band	
    of	
    skilled	
    and	
    daring	
    adventurers)	
    blades.	
    Not	
    all	
    
  the	
    dragons’	
    progeny	
    perished	
    in	
    the	
    battle,	
    however,	
    and	
    when	
    
  a	
     rival	
     appeared	
     to	
     challenge	
     the	
     lone	
     survivor’s	
     rule	
     over	
     the	
    
  shattered	
     remnants	
     of	
     the	
     Blackened	
     Eye,	
     bloody	
     and	
     ruinous	
    
  war	
     swept	
     through	
     the	
     endless,	
     cloying	
     dark	
     of	
     Vongyth.	
    
  Decades	
     later,	
     the	
     survivors	
     of	
     two	
     degenerate	
     splinter-­‐tribes	
    
  seek	
    the	
    utter	
    annihilation	
    of	
    the	
    other	
    through	
    sudden	
    ambush	
    
  and	
     deadly	
     trap	
     in	
     the	
     dusty,	
     forgotten	
     halls	
     of	
     the	
     dwarves’	
    
  crumbling	
    fortress.	
    
  H I S T O R Y  
  Little	
    known,	
    the	
    dwarves	
    of	
    clan	
    Nurthen	
    were	
    typical	
    of	
    their	
    
  kind;	
     industrious	
     miners	
     toiling	
     deep	
     beneath	
     the	
     earth	
     in	
    
  Vongyth	
     (their	
     small,	
     isolated	
     mine-­‐hold).	
     Their	
     small	
     success,	
    
  however,	
     spelt	
     their	
     doom.	
     A	
     mated	
     pair	
     of	
     green	
     dragons,	
    
  Klauthosk	
    and	
    Yeiarxin,	
    intercepted	
    several	
    merchants	
    carrying	
    
  gold	
    bars	
    and	
    other	
    precious	
    metals	
    to	
    market.	
    After	
    torturing	
    
  (and	
     then	
     eating)	
     the	
     survivors,	
     they	
     learnt	
     the	
     location	
     of	
    
  Vongyth	
    and	
    exhibiting	
    typical,	
    draconic	
    greed	
    led	
    their	
    kobold	
    
  minions	
    in	
    a	
    devastating	
    attack	
    on	
    the	
    unsuspecting	
    dwarves.	
    	
    
  	
    
  With	
     acid	
     and	
     fang,	
     they	
     drove	
     the	
     dwarves	
     from	
     their	
    
  fortress,	
     slaughtering	
     all	
     they	
     discovered.	
     After	
     the	
     orgy	
     of	
    
  slaughter	
    and	
    looting,	
    the	
    pair	
    settled	
    in	
    the	
    hold	
    and	
    ordered	
    
  their	
     kobold	
     servants	
     to	
     search	
     out	
     every	
     scrap	
     of	
     treasure	
    
  hidden	
    therein.	
    Sated	
    by	
    the	
    slaughter	
    and	
    hoard-­‐wealth	
    of	
    the	
    
  dwarves,	
     Yeiarxin	
     laid	
     several	
     eggs,	
     and	
     with	
     their	
     new	
     home	
    
  secured,	
     the	
     dragons	
     began	
     to	
     terrorise	
     and	
     loot	
     the	
    
  surrounding	
     area.	
     Thus	
     did	
     matters	
     stand	
     until	
     The	
     Crimson	
    
  Swords	
    invaded	
    the	
    hold	
    40	
    years	
    ago	
    and	
    slaughtered	
    Klauthosk	
    
  and	
    Yeiarxin	
    along	
    with	
    scores	
    of	
    their	
    servants.	
    Exulting	
    in	
    their	
    
  victory	
    the	
    surviving	
    adventurers	
    looted	
    the	
    dragon’s	
    wealth	
    and	
    
  returned	
    to	
    civilisation,	
    but	
    they	
    failed	
    to	
    expunge	
    the	
    menace	
    
  lurking	
    in	
    Vongyth.	
    A	
    few	
    hundred	
    kobolds	
    survived	
    as	
    did	
    one	
    of	
    
  the	
    pair’s	
    offspring	
    –	
    Dereghwyr	
    –	
    an	
    odious,	
    vicious	
    creature.	
    	
    
  	
    
  Dereghwyr	
     immediately	
     set	
     about	
     cementing	
     her	
     rule	
     over	
    
  the	
     depleted	
     kobolds,	
     but	
     the	
     arrival	
     of	
     Antharuthux	
     (a	
     very	
    
  young	
     black	
     dragon	
     fleeing	
     the	
     slaughter	
     of	
     his	
     brood-­‐mates)	
    
  threw	
     chaos	
     atop	
     chaos	
     in	
     Vongyth.	
     Dereghwyr	
     immediately	
    
  sought	
     to	
     slay	
     the	
     newcomer,	
     but	
     failed.	
     Forced	
     into	
     ignoble	
    
  retreat,	
     she	
     retreated	
     into	
     the	
     fortress’	
     depths	
     to	
     wage	
     a	
    
  guerrilla	
     war	
     against	
     Antharuthux	
     and	
     his	
     newly	
     subjugated	
    
  kobold	
     followers.	
     On	
     that	
     day,	
     the	
     Blackened	
     Eye	
     was	
     broken	
    
  with	
    those	
    falling	
    under	
    Antharuthux’s	
    sway	
    taking	
    the	
    mantle	
    of	
    
  the	
    Bloodied	
    Tail.	
    
  	
    
  For	
    the	
    last	
    twenty	
    years,	
    a	
    silent	
    war	
    of	
    sudden	
    ambush	
    and	
    
  counter	
    ambush	
    has	
    crept	
    through	
    the	
    halls,	
    passageways	
    and	
    
  chambers	
    of	
    Vongyth.	
    Scores	
    of	
    kobolds	
    have	
    fallen	
    and	
    now	
    but	
    
  a	
    remnant	
    survive	
    on	
    either	
    side.	
    Driven	
    on	
    by	
    their	
    implacable	
    
  draconic	
     leaders,	
     the	
     kobolds	
     continue	
     the	
     fight,	
     dedicated	
     to	
    
  the	
    utter	
    destruction	
    of	
    their	
    rivals.	
    	
    
  A P P E A R A N C E  
  Kobolds	
     are	
     small,	
     hairless	
     scaly	
     creatures	
     that	
     stand	
     about	
     3	
    
  feet	
    tall	
    and	
    weigh	
    between	
    35	
    and	
    45	
    pounds.	
    Their	
    hides	
    run	
    
  the	
    gamut	
    of	
    colours	
    from	
    dark	
    rusty	
    brown	
    to	
    rusty	
    black	
    and	
    
  two	
    small	
    off-­‐white	
    horns	
    top	
    their	
    small	
    heads.	
    Their	
    eyes	
    are	
    
  crimson	
     red	
     in	
     hue.	
     Kobolds	
     possess	
     a	
     non-­‐prehensile	
     tail	
     and	
    
  smell	
    of	
    damp	
    dogs	
    and	
    stagnant	
    water.	
    	
    
  	
    
  Kobolds	
    speak	
    Draconic,	
    in	
    a	
    high,	
    yapping	
    voice	
    akin	
    to	
    the	
    
  barking	
    of	
    a	
    small	
    dog.	
    
  E C O L O G Y  &  S O C I E T Y  
  All	
     kobolds	
     nurture	
     a	
     particular	
     hatred	
     of	
     gnomes	
     and	
     fey	
    
  creatures,	
     but	
     the	
     tribes	
     of	
     the	
     Fallen	
     Halls	
     also	
     loath	
     one	
    
  another	
     with	
     a	
     deep,	
     burning	
     passion	
     and	
     reserve	
     their	
     most	
    
  imaginative	
    tortures	
    for	
    rivals	
    falling	
    into	
    their	
    hands.	
    	
    
  	
    
  In	
     kobold	
     society,	
     the	
     strongest	
     rule	
     and	
     the	
     weak	
     serve.	
    
  Chieftains	
    are	
    always	
    the	
    cleverest,	
    most	
    cunning	
    warriors	
    of	
    the	
    
  tribe.	
     They	
     carry	
     the	
     best	
     weapons	
     and	
     armour	
     and	
     loyal	
    
  bodyguards	
    attend	
    them.	
    	
    
  	
    
  Theoretically,	
     kobolds	
     can	
     live	
     to	
     be	
     135	
     years	
     old,	
     but	
     in	
    
  practise,	
     few	
     survive	
     into	
     their	
     fifties.	
     The	
     few	
     older	
     kobolds,	
    
  who	
    remember	
    a	
    time	
    before	
    Klauthosk’s	
    and	
    Yeiarxin’s	
    deaths,	
    
  are	
    repositories	
    of	
    great	
    knowledge.	
    	
    
  	
    
  Females	
    lay	
    eggs,	
    placing	
    them	
    to	
    be	
    protected	
    and	
    nurtured	
    
  in	
    a	
    communal	
    nursery.	
    Many	
    females	
    die	
    birthing	
    these	
    eggs,	
    or	
    
  suffer	
    frenzied	
    beatings	
    by	
    the	
    stronger,	
    more	
    numerous	
    warrior	
    
  males.	
    Thus,	
    there	
    are	
    roughly	
    half	
    as	
    many	
    females	
    in	
    the	
    tribes	
    
  as	
    there	
    are	
    males.	
    Young	
    are	
    even	
    scarcer,	
    numbering	
    roughly	
    
  one-­‐tenth	
    of	
    the	
    tribe’s	
    warrior	
    strength.	
    Both	
    tribes	
    are	
    slowly	
    
  dying,	
     the	
     blood	
     of	
     their	
     warriors	
     staining	
     the	
     bones	
     of	
     those	
    
  who	
    have	
    fallen	
    before	
    them.	
    
  I N  Y O U R  C A M P A I G N  
  Kobolds	
    of	
    the	
    Fallen	
    Hall’s	
    design	
    enables	
    a	
    GM	
    to	
    easily	
    insert	
    
  the	
    kobolds	
    of	
    this	
    doomed,	
    forlorn	
    dwarven	
    hold	
    into	
    a	
    home	
    
  campaign.	
     The	
     tribes’	
     home	
     can	
     stand	
     in	
     almost	
     any	
     hill	
     or	
    
  mountain	
     range.	
     Similarly,	
     as	
     the	
     builders	
     were	
     not	
     a	
    
  particularly	
    successful	
    or	
    prosperous	
    clan	
    that	
    fell	
    decades	
    ago,	
    
  their	
    presence	
    should	
    not	
    disrupt	
    the	
    campaign	
    back	
    story.	
    A	
    DC	
    
  15	
     Knowledge	
     (local)	
     check	
     identifies	
     Clan	
     Nurthen’s	
     crossed	
    
  axe	
    and	
    hammer	
    device	
    (found	
    throughout	
    the	
    Vongyth).	
    	
    	
    
  
  109	
    
  	
    
  Neither	
     Antharuthux	
     or	
     Dereghwyr	
     care	
     for	
     the	
     kobolds’	
    
  fate,	
     seeing	
     their	
     pathetic	
     servants	
     as	
     nothing	
     more	
     than	
    
  expendable	
     tools.	
     Many	
     of	
     the	
     kobolds	
     recognise	
     their	
     ruler’s	
    
  disdain,	
     but	
     can	
     do	
     nothing	
     to	
     overthrow	
     their	
     harsh,	
     prideful	
    
  draconic	
    masters.	
    The	
    tribes’	
    societies	
    –	
    never	
    exactly	
    a	
    hotbed	
    
  of	
    culture	
    –	
    have	
    stagnated	
    under	
    the	
    dragons’	
    rule.	
    The	
    kobolds	
    
  create	
    no	
    new	
    (crude)	
    art	
    and	
    the	
    only	
    stories	
    they	
    now	
    tell	
    are	
    
  battle	
     stories	
     designed	
     to	
     whip	
     warriors	
     into	
     a	
     killing	
     frenzy.	
    
  Most	
     have	
     even	
     forgotten	
     the	
     traditional	
     kobold	
     gods,	
     instead	
    
  venerating	
    their	
    draconic	
    masters	
    as	
    divine	
    powers.	
    	
    
  	
    
  Doomed	
    to	
    die	
    in	
    the	
    lightless	
    passages	
    under	
    the	
    mountain,	
    
  the	
     kobolds	
     fight	
     on;	
     their	
     only	
     real	
     goal	
     to	
     survive	
     the	
     next	
    
  desperate	
    skirmish.	
    	
    
  L A I R  
  Both	
    tribes	
    claim	
    Vongyth’s	
    shadowed	
    halls	
    as	
    their	
    own,	
    but	
    in	
    
  practice,	
    each	
    group	
    controls	
    only	
    a	
    small	
    portion	
    of	
    the	
    hold.	
    
  The	
     balance	
     of	
     the	
     dusty	
     hallways	
     and	
     passages	
     are	
     a	
    
  battleground	
    littered	
    with	
    devious	
    traps,	
    the	
    grinning	
    skeletons	
    
  and	
    mouldering	
    corpses	
    of	
    the	
    fallen	
    and	
    the	
    remnants	
    of	
    the	
    
  dwarves’	
    fallen	
    civilisation.	
    	
    
  	
    
  Each	
     tribe’s	
     domain	
     is	
     heavily	
     fortified;	
     traps	
     litter	
     all	
    
  approaches	
     and	
     many	
     entrances	
     have	
     been	
     blocked	
     off	
     with	
    
  strategic	
     rock	
     falls	
     to	
     channel	
     invaders	
     into	
     prepared	
     killing	
    
  zones.	
     The	
     depth	
     and	
     complexity	
     of	
     these	
    
  defences	
     has	
     rendered	
     both	
    
  tribes’	
     lairs	
     virtually	
    
  impenetrable.	
     No	
     serious	
     assault	
     on	
     either	
     lair	
     has	
     been	
    
  launched	
    for	
    half	
    a	
    decade.	
    
  C O M B A T  &  T A C T I C S  
  Cowardly	
     and	
     sadistic,	
     kobolds	
     prefer	
     to	
     strike	
     from	
     ambush	
    
  with	
    missile	
    weapons	
    or	
    to	
    kill	
    from	
    a	
    great	
    distance	
    by	
    luring	
    
  enemies	
     into	
     devious	
     and	
     deadly	
     traps.	
     When	
     forced	
     to	
     fight,	
    
  kobolds	
    do	
    so	
    only	
    when	
    they	
    vastly	
    outnumber	
    their	
    foes.	
    They	
    
  eschew	
     fair	
     fights,	
     instead	
     concentrating	
     on	
     wounded	
     or	
    
  weakened	
     foes.	
     (Scouts	
     and	
     stragglers	
     are	
     also	
     favourite	
    
  targets.)	
    	
    
  	
    
  Skilled	
    trap-­‐makers,	
    they	
    enjoy	
    luring	
    opponents	
    into	
    hidden	
    
  traps.	
     They	
     excel	
     at	
     making	
     concealed	
     spiked	
     pit	
     traps	
     and	
    
  mechanical	
    traps	
    that	
    fire	
    crossbow	
    bolts	
    and	
    other	
    weapons	
    or	
    
  tripwires	
    that	
    drop	
    nets	
    onto	
    unsuspecting	
    interlopers.	
    Enemies	
    
  falling	
    into	
    a	
    kobold	
    pit	
    are	
    often	
    deluged	
    with	
    flaming	
    oil,	
    jars	
    of	
    
  poisonous	
    insects,	
    or	
    worse	
    shortly	
    thereafter.	
    	
    
  	
    
  Kobolds	
    encountering	
    adventurers	
    exploring	
    Vongyth’s	
    dusty	
    
  halls	
     initially	
     avoid	
     the	
     intruders,	
     instead	
     seeking	
     to	
     gain	
    
  intelligence	
     as	
     to	
     the	
     interlopers’	
     purpose.	
     The	
     adventurers	
    
  represent	
     a	
     chance	
     to	
     decisively	
     shift	
     Vongyth’s	
     balance	
     of	
    
  power	
     and	
     thus	
     a	
     (expendable)	
     warrior	
     under	
     a	
     flag	
     of	
     parley	
    
  approaches	
     adventurers	
     not	
     obviously	
     allied	
     with	
     the	
     tribe’s	
    
  enemies.	
    Adventurers	
    willing	
    to	
    negotiate	
    are	
    granted	
    audience	
    
  with	
    the	
    tribe’s	
    draconic	
    master.	
    Those	
    agreeing	
    to	
    eradicate	
    the	
    
  rival	
     tribe	
     are	
     offered	
     safe	
     haven,	
     sanctuary	
     and	
     a	
     few	
     choice	
    
  ancient	
    dwarven	
    treasures.	
    (Of	
    course,	
    the	
    adventurers	
    should	
    
  beware	
     of	
     the	
     perfidious	
     kobolds	
     and	
     their	
     greedy	
    
  rulers,	
    for	
    slaughter	
    and	
    treachery	
    may	
    result.)	
    
  
  110	
    
  M I N O T A U R S  O F  T H E  B L A C K  H I L L S  
  The	
     servants	
     of	
     a	
     now	
     all	
     but	
     extinct,	
     powerful	
     race,	
     the	
    
  minotaurs	
    of	
    the	
    Scarlet	
    Axe	
    yet	
    dwell	
    among	
    the	
    rough,	
    craggy	
    
  peaks	
     of	
     their	
     ancient	
     home.	
     Protecting	
     the	
     places	
     of	
     their	
    
  winged	
    masters	
    —	
    the	
    Yith	
    —	
    the	
    Scarlet	
    Axe	
    tribe	
    continues	
    its	
    
  bloody	
     tradition	
     of	
     warring	
     against	
     the	
     centaurs	
     claiming	
     the	
    
  surrounding	
    moorland.	
    	
    
  	
    
  The	
     Yith	
     were	
     ancient	
     even	
     before	
     the	
     tribe’s	
     distant	
    
  ancestors	
    emerged	
    from	
    the	
    passages	
    twisting	
    through	
    the	
    hill’s	
    
  deep	
    roots.	
    Belligerent	
    warriors	
    and	
    confident	
    in	
    their	
    ability	
    to	
    
  claim	
    this	
    new	
    place	
    as	
    their	
    own,	
    the	
    Yith’s	
    demands	
    of	
    fealty	
    
  meant	
    nothing	
    to	
    the	
    minotaurs.	
    Bloody	
    war	
    swept	
    the	
    hills	
    as	
    
  the	
    Yith	
    rose	
    up	
    to	
    crush	
    the	
    upstart	
    invaders.	
    When	
    it	
    was	
    over,	
    
  the	
     surviving	
     minotaurs	
     knelt	
     in	
     the	
     blood-­‐soaked	
     dust	
     before	
    
  their	
     new	
     overlords.	
     Now,	
     living	
     only	
     to	
     serve	
     their	
     winged	
    
  masters,	
    the	
    Scarlet	
    Axe	
    carefully	
    guards	
    all	
    approaches	
    to	
    the	
    
  Yith’s	
    three	
    nigh-­‐impenetrable	
    citadels.	
    
  E C O L O G Y  &  S O C I E T Y  
  The	
    Scarlet	
    Axe	
    is	
    a	
    chaotic,	
    warlike	
    society	
    in	
    which	
    perceived	
    
  weakness	
     is	
     a	
     virtual	
     death	
     sentence.	
     Might	
     is	
     all	
     within	
     the	
    
  tribe,	
     with	
     each	
     minotaur’s	
     personal	
     position	
     in	
     its	
     hierarchy	
    
  depending	
    upon	
    its	
    ability	
    to	
    crush	
    enemies	
    and	
    bind	
    others	
    to	
    
  its	
     service.	
     Blood	
     feuds	
     among	
     them	
     are	
     commonplace	
     and	
    
  usually	
    only	
    end	
    with	
    the	
    death	
    of	
    one	
    of	
    the	
    protagonists.	
    	
    
  	
    
  No	
    chieftains	
    or	
    warlords	
    dwell	
    among	
    the	
    tribe's	
    ranks	
    for	
    
  the	
     Yith	
     tolerate	
     no	
     rule	
     but	
     their	
     own.	
     Instead,	
     powerful	
    
  minotaurs	
    become	
    champions	
    and	
    gather	
    about	
    them	
    a	
    retinue	
    
  of	
    followers.	
    A	
    champion	
    rules	
    his	
    warband	
    through	
    a	
    mixture	
    of	
    
  bribery	
    and	
    threats	
    and	
    a	
    champion’s	
    status	
    is	
    directly	
    related	
    to	
    
  the	
     number	
     of	
     warriors	
     he	
     commands.	
     Warriors	
     only	
     remain	
    
  loyal	
     to	
     a	
     leader	
     who	
     provides	
     booty	
     and	
     slaves	
     and	
     quickly	
    
  abandon	
    an	
    unlucky	
    or	
    stingy	
    leader.	
    Successful	
    raids	
    enhance	
    a	
    
  champion's	
     status	
     and	
     promises	
     of	
     battle-­‐glory	
     and	
     treasure	
    
  easily	
    sway	
    the	
    bestial	
    minotaurs’	
    allegiances.	
    Thus,	
    such	
    bands	
    
  are	
    in	
    a	
    state	
    of	
    constant	
    flux	
    as	
    warriors	
    abandon	
    one	
    champion	
    
  for	
     another.	
     The	
     greatest	
     champions	
     command	
     warbands	
     of	
    
  forty	
     individuals	
     while	
     lesser	
     warriors	
     sometimes	
     only	
     lead	
     a	
    
  half-­‐dozen	
    followers.	
    A	
    champion’s	
    will	
    only	
    extends	
    as	
    far	
    as	
    he	
    
  can	
    enforce	
    it;	
    infighting	
    between	
    bands	
    is	
    common.	
    	
    
  	
    
  The	
    Scarlet	
    Axe	
    is	
    unusually	
    civilised.	
    The	
    Yith	
    taught	
    them	
    
  many	
     secrets	
     –	
     metal	
     work,	
     rudimentary	
     architecture	
     and	
    
  engineering,	
    the	
    science	
    of	
    war,	
    and	
    so	
    on.	
    The	
    Yith	
    even	
    taught	
    
  the	
    minotaurs	
    to	
    tame	
    the	
    raging	
    lust	
    for	
    violence	
    and	
    slaughter	
    
  running	
     through	
     their	
     veins.	
     Thus,	
     many	
     tribal	
     warriors	
     have	
    
  levels	
    of	
    fighter	
    and	
    ranger	
    instead	
    of	
    barbarian.	
    
  	
    
  After	
    so	
    many	
    years	
    living	
    in	
    their	
    thrall,	
    the	
    taint	
    of	
    the	
    Yith	
    
  runs	
    strongly	
    through	
    the	
    tribe.	
    Sorcerers	
    are	
    relatively	
    common	
    
  among	
     them	
     and	
     are	
     accorded	
     high	
     status.	
     Powerful	
     minotaur	
    
  sorcerers	
    take	
    on	
    many	
    aspects	
    of	
    their	
    ancient	
    masters	
    and	
    the	
    
  most	
     accomplished	
     are	
     even	
     summoned	
     to	
     dwell	
     within	
     the	
    
  vitrified	
    lairs	
    of	
    the	
    batfolk.	
    	
    
  	
    
  Nomenclature:	
    The	
    minotaurs	
    favour	
    short,	
    simple	
    personal	
    
  names	
    but	
    often	
    add	
    flavoursome	
    epithets	
    based	
    on	
    their	
    battle	
    
  exploits	
    or	
    physical	
    attributes.	
    Examples	
    of	
    their	
    names	
    include:	
    	
    
  	
    
  Personal	
    Names:	
    Culs,	
    Drec,	
    Hefr,	
    Llasnn,	
    Lult,	
    Nilv,	
    Rhannt,	
    
  Slost,	
    Tawld,	
    Tyfrt,	
    Vethk,	
    Vywunt,	
    Zul.	
    	
    
  	
    
  Epithets:	
    Blood	
    Axe,	
    Curved	
    Horn,	
    Strong	
    Arm.	
    
  L A I R S  
  Dwelling	
    in	
    small	
    groups	
    throughout	
    the	
    Black	
    Hills,	
    the	
    Scarlet	
    
  Axe	
     tribe	
     normally	
     claim	
     convoluted,	
     multi-­‐level	
     cave	
     systems	
    
  with	
    many	
    entrances	
    as	
    their	
    homes.	
    The	
    minotaurs	
    know	
    these	
    
  cavern	
    systems	
    intimately	
    and	
    use	
    them	
    as	
    home	
    and	
    armoury.	
    	
    
  	
    
  Only	
     the	
     most	
     powerful	
     and	
     honoured	
     sorcerers	
     dwell	
    
  among	
    the	
    Yith;	
    for	
    the	
    rest,	
    the	
    caverns	
    of	
    the	
    Black	
    Hills	
    are	
    
  their	
    home.	
    A	
    few	
    sorcerers	
    serve	
    champions	
    while	
    others	
    dwell	
    
  alone	
    –	
    better	
    to	
    explore	
    their	
    unique	
    heritage.	
    	
    	
    
  I N  Y O U R  C A M P A I G N  
  Minotaurs	
     of	
     the	
     Black	
     Hills’	
     design	
     enables	
     a	
     GM	
     to	
     easily	
    
  insert	
    the	
    Scarlet	
    Axe	
    tribe	
    into	
    a	
    home	
    campaign.	
    Although	
    as	
    
  written	
    they	
    are	
    servants	
    of	
    the	
    Yith,	
    it	
    is	
    simple	
    to	
    change	
    the	
    
  minotaurs’	
     ancient	
     lords	
     to	
     another	
     race	
     more	
     suitable	
     to	
     a	
    
  GM’s	
    campaign.	
    Alternatively,	
    the	
    GM	
    can	
    simply	
    rule	
    the	
    Yith	
    
  extinct	
     and	
     that	
     the	
     minotaurs	
     linger	
     in	
     the	
     Black	
     Hills	
     simply	
    
  because	
    it	
    is	
    their	
    home.	
    
  	
    
  In	
     any	
     event,	
     adventurers	
     successfully	
     exploring	
     the	
     Black	
    
  Hills	
     gain	
     the	
     thanks	
     of	
     the	
     Centaurs	
     of	
     the	
     Cloven	
     Horn	
     (see	
    
  Centaurs	
    of	
    the	
    Bleak	
    Moor	
    for	
    more	
    information).	
    	
    
  T R I B A L  L O R E  
  A	
     character	
     making	
     a	
     Knowledge	
     (nature)	
     check	
     may	
     know	
    
  some	
    information	
    about	
    the	
    tribe.	
    A	
    successful	
    check	
    reveals	
    all	
    
  information	
    gained	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
     14:	
     This	
     is	
     a	
     minotaur	
     of	
     the	
     Scarlet	
     Axe	
     tribe.	
     The	
    
  Scarlet	
     Axe	
     tribe	
     dwell	
     in	
     the	
     Black	
     Hills	
     and	
     are	
     relatively	
    
  civilised	
    by	
    minotaur	
    standards.	
    
  	
    
  DC	
    19:	
    The	
    Scarlet	
    Axe	
    tribe	
    are	
    the	
    enemies	
    of	
    the	
    Cloven	
    
  Horn	
     centaur	
     tribe	
     that	
     dwells	
     on	
     the	
     Bleak	
     Moor.	
     The	
    
  minotaurs	
    guard	
    three	
    ancient	
    fortresses	
    in	
    the	
    Black	
    Hills	
    and	
    
  launch	
    regular	
    raids	
    from	
    them	
    into	
    the	
    Bleak	
    Moor.	
    
  	
    
  DC	
    24:	
    The	
    Scarlet	
    Axe	
    tribe	
    were	
    once	
    servants	
    of	
    an	
    elder	
    
  race	
    that	
    haunted	
    the	
    Black	
    Hills.	
    The	
    Yith	
    were	
    a	
    race	
    of	
    bat-­‐
  like	
     humanoids	
     that	
     held	
     sway	
     over	
     the	
     hills	
     and	
     surrounding	
    
  moorland.	
    	
    
  	
    
  	
    
  
  111	
    
  C O M B A T  &  T A C T I C S  
  Incredibly	
    disciplined	
    and	
    organised	
    for	
    minotaurs,	
    the	
    warriors	
    
  of	
     the	
     Scarlet	
     Axe	
     remain	
    
  bloodthirsty	
     maniacs	
    
  that	
    revel	
    in	
    the	
    din	
    and	
    gore	
    
  of	
    battle.	
    Trained	
    
  by	
     their	
     masters	
     to	
     control	
    
  the	
    
  raging	
    
  bloodlust	
    
  coursing	
    
  through	
    
  their	
     veins,	
     they	
     yet	
    
  yearn	
    for	
    the	
    clamour	
    
  and	
     chaos	
     of	
     battle.	
    
  Revelling	
    
  in	
    
  their	
    
  enemies'	
    suffering	
    and	
    
  pain	
     they	
     hunger	
     for	
    
  the	
    
  honour	
    
  and	
    
  prestige	
    of	
    slaughtering	
    
  their	
    foes.	
    	
    
  	
    
  At	
    
  the	
    
  start	
    
  of	
    
  battle,	
    
  the	
    
  warriors	
    
  quickly	
    
  close	
    
  with	
    
  their	
    
  enemies,	
     using	
     their	
     powerful	
    
  charge	
    to	
    inflict	
    devastating	
    wounds.	
    
  Once	
     in	
     battle,	
     they	
     harry	
     their	
     foes	
    
  mercilessly,	
     cleaving	
     them	
     with	
     their	
    
  massive	
    greataxes.	
    	
    
  	
    
  Formidable	
     opponents	
     on	
     their	
    
  own,	
     warriors	
     fight	
     in	
     pairs	
     cooperating	
    
  to	
    defeat	
    a	
    single	
    opponent	
    before	
    moving	
    
  onto	
    the	
    next.	
    	
    
  	
    
  Sorcerers	
    hang	
    back	
    from	
    melee	
    (at	
    least	
    
  until	
    their	
    bloodlust	
    overcomes	
    them)	
    using	
    
  their	
    spells	
    to	
    target	
    enemy	
    leaders.	
    
  N O T A B L E  I N D I V I D U A L S  
  Heloc:	
    
  Heavily	
    
  scarred,	
    
  this	
    
  powerful	
    
  champion	
    leads	
    a	
    dozen	
    warriors.	
    Savage	
    even	
    
  by	
     a	
     minotaur’s	
     standards,	
     Heloc's	
     (male	
    
  minotaur	
     barbarian	
     3/fighter	
     2)	
     implacable	
    
  hatred	
    is	
    legendary	
    among	
    the	
    tribe.	
    
  	
    
  Lult:	
    The	
    most	
    skilled	
    smith	
    of	
    the	
    tribe,	
    Lult	
    
  (male	
    minotaur	
    fighter	
    2/sorcerer	
    7)	
    dwells	
    in	
    a	
    
  rambling	
    series	
    of	
    tunnels	
    and	
    caves	
    deep	
    in	
    the	
    
  hills.	
    Attended	
    by	
    three	
    apprentice-­‐smiths,	
    he	
    is	
    
  much	
     sought	
     after	
     for	
     the	
     magical	
     weapons	
     he	
    
  crafts.	
    	
    	
    
  	
    
  Modnal:	
    A	
    powerful	
    sorcerer,	
    Modnal	
    (female	
    
  minotaur	
     sorcerer	
     5)	
     is	
     devoted	
     to	
     the	
     Yith	
     and	
    
  dreams	
     of	
     one	
     day	
     living	
     among	
     them.	
     She	
     is	
    
  ferociously	
     loyal	
     to	
     her	
     overlords	
     and	
     often	
     accompanies	
     raids	
    
  into	
    the	
    Bleak	
    Moor	
    for	
    centaur	
    heads	
    to	
    adorn	
    her	
    hidden	
    lair.	
    	
    
  	
    
  Stawld:	
     Preferring	
     solitude	
     to	
     the	
     riotous	
     caverns	
     of	
     her	
    
  brethren,	
    Stawld	
    (female	
    minotaur	
    ranger	
    3/fighter	
    2)	
    stalks	
    the	
    
  hills	
    alone	
    searching	
    for	
    intruders.	
    She	
    prefers	
    to	
    capture	
    her	
    foe	
    
  alive.	
    Brutal	
    and	
    depraved	
    she	
    inflicts	
    horrific	
    suffering	
    on	
    those	
    
  falling	
    into	
    her	
    clutches	
    –	
    often	
    flaying	
    them	
    alive.	
    
  	
    
  Thryt:	
     Seen	
     by	
     many	
     champions	
     as	
     a	
     young	
     upstart,	
     a	
    
  nameless	
     feeling	
     of	
     great	
     destiny	
     drives	
     Thryt	
     (male	
     minotaur	
    
  fighter	
    4)	
    to	
    take	
    ever	
    greater	
    risks	
    in	
    search	
    of	
    fame,	
    glory	
    and	
    
  wealth.	
    	
    
  	
    
   
  
  112	
    
  M Y S T I C  G R O V E S :  D R E S S I N G  
  The	
    appearance	
    and	
    characteristic	
    of	
    a	
    mystic	
    grove	
    are	
    a	
    vital	
    
  part	
     of	
     highlighting	
     the	
     site	
     as	
     a	
     unique,	
     exciting	
     place	
     of	
    
  adventure.	
     Whether	
     the	
     mystic	
     grove	
     is	
     the	
     abandoned	
     haven	
    
  for	
    an	
    ancient	
    druid	
    or	
    the	
    lair	
    of	
    an	
    insidious	
    pack	
    of	
    gremlins,	
    
  choosing	
     appropriate	
     dressings	
     for	
     your	
     mystic	
     grove	
     helps	
     to	
    
  establish	
     the	
     tone	
     of	
     the	
     adventure	
     as	
     well	
     as	
     player	
    
  expectations	
    for	
    what	
    horrors	
    might	
    lurk	
    behind	
    every	
    tree.	
    	
    
  F U N C T I O N  
  Most	
     mystic	
     groves	
     serve	
     as	
     homes	
     for	
     wildlife	
     and	
     lairs	
     for	
    
  powerful	
    druids	
    who	
    covet	
    them	
    as	
    wellsprings	
    of	
    natural	
    divine	
    
  magic.	
     Because	
     most	
     animals	
     and	
     fey	
     coexist	
     within	
     the	
     grove	
    
  and	
    the	
    druidic	
    population	
    of	
    a	
    given	
    grove	
    is	
    seldom	
    more	
    than	
    
  a	
    single	
    druid,	
    few	
    buildings	
    mar	
    the	
    grove’s	
    pristine	
    mystique.	
    
  Below	
     are	
     some	
     common	
     examples	
     of	
     how	
     a	
     mystic	
     grove’s	
    
  inhabitants	
    utilize	
    their	
    homeland.	
    
  	
    
  Communion:	
    Their	
    deep	
    connection	
    with	
    fey	
    magic	
    makes	
    
  mystic	
     groves	
     a	
     preferred	
     place	
     for	
     witches,	
     druids	
     and	
     other	
    
  divine	
    spellcasters	
    to	
    commune	
    with	
    the	
    natural	
    world	
    and	
    the	
    
  divine	
     entities	
     that	
     sponsor	
     it.	
     These	
     folk	
     often	
     erect	
     small	
    
  shrines	
    at	
    the	
    mystic	
    grove’s	
    sacred	
    heart,	
    offering	
    their	
    praise	
    
  and	
     thanks	
     every	
     day	
     while	
     praying	
     for	
     the	
     blessings	
     of	
     the	
    
  natural	
    world.	
    Servants	
    of	
    abominable	
    gods	
    of	
    plague	
    and	
    decay	
    
  also	
    seek	
    out	
    mystic	
    groves	
    as	
    envoys	
    of	
    destruction.	
    Such	
    folk	
    
  use	
    their	
    twisted	
    magic	
    to	
    spread	
    unnatural	
    blights	
    throughout	
    
  the	
    mystic	
    grove,	
    corrupting	
    its	
    denizens	
    into	
    rabid	
    monsters.	
    If	
    
  left	
    unchecked,	
    the	
    sheer	
    power	
    radiating	
    from	
    a	
    mystic	
    grove	
    
  often	
    spreads	
    the	
    blight	
    outward	
    towards	
    even	
    more	
    susceptible	
    
  land	
    in	
    an	
    epidemic	
    of	
    rot	
    and	
    misery.	
    
  	
    
  Courts:	
     Fey	
     creatures	
     permanently	
     dwelling	
     upon	
     the	
    
  Material	
     Plane	
     often	
     create	
     mystic	
     groves	
     as	
     meeting	
     grounds	
    
  for	
     fey	
     to	
     gather.	
     Whether	
     discussing	
     frivolous	
     events	
     or	
    
  planning	
     defences	
     against	
     encroaching	
     mortal	
     woodsmen,	
    
  mystic	
     groves	
     serving	
     such	
     a	
     purpose	
     are	
     often	
     the	
     most	
    
  fantastic	
    of	
    them	
    all	
    as	
    the	
    constant	
    use	
    of	
    fey	
    magic	
    has	
    warped	
    
  the	
    very	
    land	
    itself	
    to	
    serve	
    its	
    purpose	
    as	
    a	
    secluded	
    meeting	
    
  place.	
     Plants	
     exuberate	
     a	
     calming	
     aroma	
     allowing	
     rational	
    
  thinking	
     and	
     the	
     trees	
     themselves	
     steer	
     encroaching	
     mortals	
    
  away	
     from	
     their	
     master’s	
     location.	
     Animals	
     are	
     “improved”	
     by	
    
  fey	
    blessings	
    to	
    serve	
    as	
    guards	
    and	
    companions	
    while	
    plants	
    are	
    
  urged	
    to	
    grow	
    as	
    natural	
    walls,	
    barring	
    intruders.	
    Mystic	
    groves	
    
  visited	
    by	
    the	
    most	
    powerful	
    of	
    fey	
    often	
    distort	
    time	
    and	
    space	
    
  itself	
    within	
    their	
    borders,	
    allowing	
    the	
    fey	
    to	
    commune	
    on	
    an	
    
  issue	
     for	
     as	
     long	
     as	
     they	
     please	
     and	
     ensnaring	
     unfortunate	
    
  mortals	
    for	
    decades	
    before	
    the	
    whims	
    of	
    the	
    fey	
    allow	
    them	
    to	
    
  escape.	
    
  	
    
  Survival:	
    The	
    vast	
    majority	
    of	
    a	
    mystic	
    grove’s	
    inhabitants	
    
  dwell	
     there	
     for	
     no	
     other	
     reason	
     than	
     to	
     find	
     the	
     sustenance	
    
  needed	
     for	
     survival.	
     Animals	
     intrinsically	
     sense	
     the	
     primeval	
    
  energies	
     permeating	
     a	
     mystic	
     grove	
     and	
     thrive	
     within	
     it,	
     often	
    
  growing	
     to	
     impossible	
     sizes	
     or	
     becoming	
     supernaturally	
     strong	
    
  from	
    exposure	
    to	
    the	
    fey	
    magic	
    bathing	
    every	
    animal	
    and	
    plant	
    
  in	
     the	
     area.	
     Over	
     time,	
     virtually	
     any	
     creature	
     experiencing	
    
  prolonged	
    exposure	
    to	
    this	
    energy	
    gains	
    fey	
    attributes,	
    though	
    
  the	
    effects	
    are	
    strongest	
    when	
    the	
    creature	
    was	
    conceived	
    and	
    
  born	
    within	
    the	
    mystic	
    glade	
    itself.	
    
  D R E S S I N G S  
  Use	
     the	
     table	
     on	
     the	
     following	
     page	
     to	
     generate	
     interesting	
    
  characteristics	
    for	
    your	
    mystic	
    grove.	
    Some	
    of	
    the	
    features	
    listed	
    
  below	
    may	
    be	
    inappropriate	
    for	
    your	
    mystic	
    grove	
    based	
    upon	
    
  its	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  	
    
  Expensive	
     Materials:	
     Some	
     of	
     the	
     mystic	
     grove	
     dressings	
    
  described	
    below	
    include	
    descriptions	
    of	
    expensive	
    art	
    objects	
    or	
    
  valuable	
    plants	
    or	
    animals.	
    Typically	
    the	
    dressings	
    below	
    have	
    a	
    
  maximum	
    gp	
    value	
    equal	
    to	
    the	
    gp	
    reward	
    for	
    an	
    encounter	
    with	
    
  a	
    CR	
    equal	
    to	
    the	
    party’s	
    APL	
    –2,	
    although	
    the	
    exact	
    value	
    for	
    
  such	
    valuable	
    items	
    is	
    subject	
    to	
    GM	
    approval.	
    
  	
    
  Harvesting	
    Dressings:	
    While	
    most	
    of	
    the	
    dressings	
    are	
    part	
    
  of	
    the	
    mystic	
    grove’s	
    terrain	
    or	
    creatures	
    most	
    can	
    be	
    harvested	
    
  by	
     canny	
     PCs.	
     In	
     order	
     to	
     harvest	
     a	
     dressing	
     from	
     the	
     mystic	
    
  grove,	
    a	
    PC	
    must	
    make	
    a	
    skill	
    check	
    with	
    a	
    DC	
    equal	
    to	
    15	
    +	
    the	
    
  average	
    CR	
    of	
    an	
    encounter	
    set	
    within	
    the	
    mystic	
    grove.	
    The	
    skill	
    
  check	
    used	
    should	
    be	
    appropriate	
    for	
    the	
    object	
    being	
    harvested	
    
  and	
    failing	
    by	
    5	
    or	
    more	
    ruins	
    the	
    item.	
    
  	
    
  Modifying	
    Statistics:	
    Many	
    of	
    the	
    dressings	
    describe	
    below	
    
  provide	
     bonuses	
     to	
     creatures	
     encountered	
     there.	
     Generally	
    
  speaking	
     a	
     creature	
     must	
     spend	
     a	
     minimum	
     of	
     one	
    
  uninterrupted	
     month	
     living	
     within	
     a	
     mystic	
     grove,	
     eating	
     food	
    
  grown	
    or	
    hunted	
    within	
    the	
    grove,	
    bathing	
    within	
    its	
    water	
    and	
    
  so	
    on.	
    Even	
    then,	
    it	
    is	
    far	
    more	
    common	
    for	
    these	
    bonuses	
    to	
    be	
    
  imparted	
     to	
     creatures	
     conceived,	
     born	
     and	
     raised	
     within	
     the	
    
  grove.	
    At	
    the	
    GM’s	
    decision,	
    some	
    of	
    these	
    bonuses	
    may	
    fade	
    
  away	
    if	
    a	
    creature	
    spends	
    too	
    much	
    time	
    outside	
    a	
    mystic	
    grove,	
    
  does	
    not	
    regularly	
    return	
    to	
    a	
    mystic	
    grove	
    or	
    is	
    not	
    exposed	
    to	
    
  an	
    adequate	
    amount	
    of	
    fey	
    energy.	
    
  	
    
  Multiple	
     Dressings:	
     Although	
     most	
     mystic	
     groves	
     only	
    
  possess	
    one	
    of	
    the	
    characteristics	
    noted	
    on	
    the	
    table	
    below,	
    at	
    
  the	
    GM’s	
    decision	
    each	
    result	
    on	
    the	
    table	
    might	
    correspond	
    to	
    a	
    
  single	
     area	
     within	
     the	
     mystic	
     grove	
     (such	
     as	
     one	
     encounter	
    
  location).	
    Instead	
    of	
    rolling	
    on	
    the	
    table,	
    a	
    GM	
    may	
    choose	
    to	
    
  simply	
    pick	
    appropriate	
    dressings	
    to	
    implement.	
    	
    
  
  113	
    
  D%	
    
  MYSTIC	
    GROVE	
    DRESSINGS	
    
  01	
    
  The	
     grove’s	
     denizens	
     are	
     hardier	
     than	
     most,	
    
  granting	
     creatures	
     encountered	
     within	
     it	
     a	
     +2	
    
  enhancement	
     bonus	
     to	
     Strength,	
     Dexterity	
     and	
    
  Constitution.	
    
  02	
    
  The	
     grove’s	
     denizens	
     are	
     smarter	
     than	
     most,	
    
  granting	
     creatures	
     encountered	
     within	
     it	
     a	
     +2	
    
  enhancement	
    bonus	
    to	
    Intelligence,	
    Wisdom	
    and	
    
  Intelligence.	
    
  03–05	
    
  All	
     animals	
     encountered	
     within	
     the	
     glade	
     have	
    
  vibrant	
    colourations	
    and	
    unusual	
    markings.	
    	
    
  06–08	
    
  Common	
     birds	
     encountered	
     in	
     the	
     grove	
     caw	
    
  insults	
    in	
    Common	
    at	
    trespassers.	
    
  09–10	
    
  All	
     animals	
     encountered	
     within	
     the	
     glade	
     have	
    
  vestigial	
     body	
     parts	
     belonging	
     to	
     other	
     animals	
    
  (such	
    as	
    butterfly	
    wings	
    or	
    bird	
    feathers).	
    
  11–13	
    
  Colonial	
    organisms	
    encountered	
    within	
    the	
    grove	
    
  build	
     their	
     homes	
     in	
     a	
     style	
     eerily	
     similar	
     to	
    
  humanoid	
    villages.	
    
  14–16	
    
  The	
     sap	
     of	
     the	
     plant	
     within	
     the	
     mystic	
     grove	
     is	
    
  blood	
    red.	
    
  17–20	
    
  Random	
     plants	
     growing	
     in	
     the	
     grove	
     grumble	
    
  and	
    bark	
    like	
    animals	
    when	
    touched.	
    
  21–23	
    
  Dozens	
    of	
    skeletons	
    are	
    tangled	
    amidst	
    the	
    roots	
    
  of	
    trees	
    and	
    undergrowth.	
    
  24–26	
    
  The	
    leaves	
    of	
    every	
    plant	
    encountered	
    within	
    the	
    
  mystic	
     grove	
     grow	
     in	
     the	
     shape	
     of	
     a	
     young,	
    
  natural	
    creature.	
    
  27–28	
    
  The	
     undergrowth	
     within	
     the	
     mystic	
     grove	
     is	
    
  oddly	
     coloured	
     compared	
     to	
     that	
     growing	
    
  outside	
    its	
    borders.	
    
  29–30	
    
  Instead	
     of	
     mating,	
     animals	
     encountered	
     within	
    
  the	
    grove	
    are	
    born	
    from	
    womb-­‐sized	
    fruits.	
    
  31	
    
  Each	
    day,	
    all	
    creatures	
    sleeping	
    overnight	
    in	
    the	
    
  glade	
     gain	
     the	
     benefits	
     of	
     a	
     random	
     animal	
    
  aspect	
    for	
    24	
    hours.	
    
  34–36	
    
  Humanoids	
     venturing	
     into	
     the	
     grove	
     find	
     its	
    
  flowers	
    smell	
    like	
    their	
    favourite	
    food.	
    
  37–38	
    
  At	
     night,	
     the	
     grove’s	
     underbrush	
     glows	
     with	
     a	
    
  calming,	
    cool	
    light	
    as	
    faerie	
    fire.	
    
  39–40	
    
  Crystalline	
     growths	
     of	
     varying	
     shapes	
     and	
     sizes	
    
  protrude	
     from	
     every	
     plant	
     in	
     the	
     grove.	
     If	
    
  harvested,	
     the	
     crystals	
     are	
     worth	
     1	
     gp	
     x	
     the	
    
  crystal’s	
    weight.	
    
  41–45	
    
  Prayers	
     painted	
     in	
     herbal	
     dyes	
     are	
     written	
     in	
    
  Sylvan	
    across	
    random	
    trees	
    in	
    the	
    grove.	
    
  46–50	
    
  A	
     relaxing	
     aroma	
     wafts	
     through	
     the	
     air.	
     This	
    
  imposes	
    a	
    –4	
    penalty	
    on	
    Perception	
    skill	
    checks,	
    
  but	
     heals	
     1	
     extra	
     hit	
     point	
     per	
     hit	
     die	
     when	
     a	
    
  creature	
    rests	
    for	
    8	
    hours	
    within	
    the	
    grove.	
    	
    
  51–54	
    
  Animals	
     and	
     magical	
     beasts	
     born	
     within	
     the	
    
  glade	
    have	
    hide	
    as	
    strong	
    as	
    steel,	
    granting	
    them	
    
  DR	
    5/cold	
    iron.	
    
  55–59	
    
  Trespassers	
     encounter	
     figments	
     of	
     random	
    
  childhood	
    
  memories	
    
  within	
    
  the	
    
  glade,	
    
  functioning	
    as	
    project	
    image.	
    
  60	
    
  Creatures	
    dwelling	
    in	
    the	
    grove	
    gain	
    a	
    +4	
    morale	
    
  bonus	
     on	
     attack	
     rolls	
     against	
     creatures	
     wearing	
    
  armour	
    made	
    from	
    hide	
    or	
    leather.	
    
  61–63	
    
  Phosphorous	
     fungi	
     sprawled	
     across	
     the	
     soil	
    
  twinkle	
     in	
     harmony	
     with	
     any	
     words	
     spoken	
    
  within	
    10	
    feet.	
    
  64–66	
    
  All	
     creatures	
     born	
     within	
     the	
     mystic	
     glade	
    
  possess	
    a	
    faint	
    aura	
    of	
    transmutation	
    magic.	
    
  67–60	
    
  The	
    terrain	
    within	
    the	
    mystic	
    grove	
    bears	
    signs	
    of	
    
  flame	
    scarring.	
    
  61-­‐63	
    
  All	
    fruit	
    growing	
    in	
    the	
    mystic	
    grove	
    is	
    inedible	
    by	
    
  visiting	
    explorers	
    and	
    animals.	
    
  64–65	
    
  Creatures	
    with	
    an	
    Intelligence	
    of	
    3	
    or	
    higher	
    gain	
    
  a	
     constant	
     speak	
     with	
     plants	
     and	
     speak	
     with	
    
  animals	
    effect	
    while	
    within	
    the	
    mystic	
    grove.	
    
  66–70	
    
  The	
    bark	
    on	
    every	
    tree	
    within	
    the	
    mystic	
    grove	
    is	
    
  set	
     with	
     dozens	
     of	
     impressions	
     of	
     humanoid	
    
  faces	
    writhing	
    or	
    screaming	
    in	
    pain.	
    
  71–73	
    
  All	
     of	
     the	
     animals	
     born	
     within	
     the	
     mystic	
     glade	
    
  are	
    awakened.	
    
  74–76	
    
  Living	
     creatures	
     conceived	
     within	
     the	
     mystic	
    
  grove	
    that	
    remain	
    there	
    throughout	
    their	
    youth	
    
  grow	
     at	
     an	
     accelerated	
     pace,	
     typically	
     reaching	
    
  adulthood	
    in	
    half	
    the	
    usual	
    amount	
    of	
    time.	
    
  77–70	
    
  The	
    sap	
    of	
    all	
    trees	
    within	
    the	
    grove	
    hardens	
    into	
    
  perfect	
     beads	
     of	
     amber,	
     when	
     exposed	
     to	
     the	
    
  air.	
    
  71	
    
  The	
     trees	
     within	
     the	
     grove	
     are	
     as	
     hard	
     as	
     iron.	
    
  They	
    possess	
    hardness	
    10	
    and	
    10	
    hit	
    points	
    per	
    
  inch	
    of	
    thickness.	
    
  72–75	
    
  The	
     leaves	
     of	
     every	
     plant	
     in	
     the	
     mystic	
     grove	
    
  grow	
    in	
    the	
    shape	
    of	
    a	
    random	
    Sylvan	
    symbol.	
    
  76–80	
    
  Plant	
     seeds	
     sown	
     within	
     the	
     mystic	
     grove	
     grow	
    
  at	
     rapid	
     paces;	
     for	
     example,	
     an	
     apple	
     seed	
    
  sprouts	
    into	
    a	
    full	
    seedling	
    overnight.	
    
  81–83	
    
  The	
     bark	
     of	
     all	
     plants	
     growing	
     in	
     the	
     grove	
     are	
    
  coloured	
    and	
    patterned	
    like	
    poisonous	
    snakes.	
    
  84–86	
    
  Animals	
    encountered	
    within	
    the	
    grove	
    have	
    bark	
    
  for	
    hide	
    and	
    ivy	
    for	
    fur	
    or	
    feathers.	
    
  87–89	
    
  Living	
     creatures	
     encountered	
     within	
     the	
     grove	
    
  have	
     the	
     giant	
     simple	
     template	
     and	
     ordinary	
    
  plants	
    are	
    ten	
    times	
    their	
    usual	
    size.	
    
  90	
    
  A	
     spring	
     at	
     the	
     mystic	
     grove’s	
     heart	
     causes	
    
  creatures	
    drinking	
    its	
    water	
    to	
    stop	
    aging	
    for	
    100	
    
  years,	
    after	
    which	
    they	
    continue	
    to	
    age	
    normally.	
    	
    
  91–93	
    
  Dozens	
     of	
     trees	
     within	
     the	
     grove	
     are	
     sized	
     and	
    
  shaped	
     like	
     various	
     humanoid	
     races	
     and	
     some	
    
  trees	
    are	
    wearing	
    weathered	
    clothing.	
    
  94–95	
    
  A	
    tree	
    at	
    the	
    centre	
    of	
    the	
    grove	
    is	
    scrawled	
    with	
    
  the	
    answer	
    to	
    every	
    question	
    that	
    has	
    ever	
    been	
    
  asked	
    by	
    mortal	
    minds	
    within	
    earshot.	
    
  96–97	
    
  Any	
     footprints	
     a	
     humanoid	
     leaves	
     within	
     the	
    
  grove	
     appear	
     identical	
     to	
     those	
     of	
     its	
     spirit	
    
  animal	
    instead	
    of	
    its	
    usual	
    tracks.	
    
  98–99	
    
  Roll	
    twice	
    and	
    apply	
    all	
    results.	
    
  100	
    
  Roll	
    three	
    times	
    and	
    apply	
    all	
    results.	
    
  	
    
  	
    
  
  114	
    
  P A Z U Z U ’ S  F U R Y  
  The	
     harpies	
     of	
     Pazuzu’s	
     Fury	
     are	
     a	
     monstrous	
     combination	
     of	
    
  bird	
     and	
     woman	
     that	
     prey	
     upon	
     the	
     weak	
     and	
     solitary.	
     They	
    
  believe	
    the	
    demon	
    lord	
    they	
    revere	
    has	
    both	
    cursed	
    and	
    blessed	
    
  them	
     with	
     their	
     current	
     form.	
     Blind	
     and	
     unfocused	
     rage	
     fills	
    
  them	
    and	
    only	
    the	
    strongest	
    among	
    the	
    tribe	
    can	
    resist	
    the	
    siren	
    
  call	
     of	
     their	
     boiling	
     blood.	
     Their	
     hunger	
     for	
     eyes	
     and	
     organs	
     is	
    
  equally	
    unrelenting,	
    and	
    they	
    quickly	
    depopulate	
    available	
    prey	
    
  near	
    their	
    lair.	
    	
    
  E C O L O G Y  &  S O C I E T Y  
  Strife	
    fills	
    harpy	
    society.	
    The	
    harpies	
    rage	
    at	
    each	
    other	
    at	
    the	
    
  slightest	
    provocation.	
    Might	
    makes	
    right	
    in	
    the	
    harpy	
    roost,	
    and	
    
  the	
     creatures	
     fight	
     constantly	
     to	
     determine	
     the	
     pecking	
     order.	
    
  These	
     internal	
     clashes	
     can	
     turn	
     bloody	
     and	
     vicious,	
     and	
     few	
    
  harpies	
    do	
    not	
    show	
    the	
    raking	
    scars	
    of	
    another	
    harpy’s	
    talons.	
    
  	
    
  For	
     reasons	
     discussed	
     under	
     Religion	
     below,	
     the	
     leader	
     of	
    
  Pazuzu’s	
    Fury	
    assumes	
    the	
    title	
    of	
    abbess.	
    The	
    abbess	
    is	
    almost	
    
  always	
    a	
    sorcerer	
    with	
    the	
    Abyssal	
    bloodline,	
    having	
    manifested	
    
  arcane	
     powers	
     due	
     to	
     long	
     service	
     to	
     Pazuzu.	
     The	
     best	
     singer	
    
  (usually	
     a	
     bard)	
     among	
     Pazuzu’s	
     Fury	
     takes	
     the	
     title	
     of	
     cantor.	
    
  The	
    greatest	
    warrior	
    of	
    the	
    tribe	
    claims	
    the	
    title	
    of	
    sacristan.	
    If	
    
  there	
     are	
     multiple	
     sorcerers	
     or	
     bards	
     in	
     the	
     tribe,	
     the	
    
  competition	
     to	
     become	
     abbess	
     or	
     cantor	
     is	
     intense	
     and	
     often	
    
  lethal.	
     Because	
     warriors	
     are	
     far	
     more	
     common,	
     the	
     sacristan	
    
  must	
    constantly	
    defend	
    her	
    title	
    from	
    rivals.	
    
  	
    
  The	
     harpies	
     of	
     Pazuzu’s	
     Fury	
     are	
     uniformly	
     female	
     who	
    
  fertilize	
     their	
     eggs	
     by	
     ingesting	
     the	
     seed	
     of	
     their	
     male	
     victims,	
    
  usually	
    sucked	
    right	
    out	
    of	
    the	
    body	
    of	
    the	
    “father”	
    as	
    the	
    harpy	
    
  kills	
    him.	
    The	
    race	
    of	
    the	
    father	
    does	
    not	
    seem	
    to	
    matter	
    as	
    long	
    
  as	
    it	
    is	
    fey,	
    humanoid	
    or	
    outsider.	
    
  	
    
  Harpies	
    lay	
    one	
    to	
    three	
    eggs	
    at	
    a	
    time,	
    as	
    often	
    as	
    every	
    40	
    
  days.	
    These	
    eggs	
    must	
    be	
    incubated	
    (a	
    task	
    shared	
    in	
    rotation	
    by	
    
  all	
    harpies	
    of	
    the	
    tribe)	
    for	
    11	
    to	
    20	
    days	
    before	
    they	
    hatch.	
    Only	
    
  30%	
    of	
    the	
    eggs	
    are	
    fertile,	
    and	
    the	
    tribe	
    devours	
    the	
    eggs	
    that	
    
  do	
    not	
    hatch	
    after	
    a	
    month.	
    
  	
    
  The	
    young	
    are	
    defended	
    with	
    savage	
    ferocity	
    by	
    their	
    parent	
    
  and	
    are	
    seldom	
    molested	
    by	
    the	
    rest	
    of	
    the	
    tribe,	
    but	
    the	
    time	
    in	
    
  the	
     nest	
     is	
     difficult	
     for	
     the	
     chicks	
     and	
     about	
     half	
     of	
     them	
     die	
    
  before	
    they	
    become	
    fledglings	
    at	
    two	
    years	
    of	
    age.	
    Fledglings	
    are	
    
  able	
    to	
    fly	
    very	
    poorly	
    and	
    cannot	
    produce	
    a	
    captivating	
    song.	
    
  	
    
  Harpies	
    become	
    adults	
    and	
    develop	
    the	
    ability	
    to	
    produce	
    a	
    
  captivating	
    song	
    and	
    to	
    lay	
    their	
    own	
    eggs	
    after	
    five	
    years.	
    They	
    
  can	
    live	
    up	
    to	
    60	
    years,	
    but	
    few	
    harpies	
    survive	
    the	
    dangers	
    of	
    
  the	
    hunt	
    and	
    constant	
    internal	
    strife	
    for	
    more	
    than	
    20	
    years.	
    
  	
    
  Appearance:	
     The	
     harpies	
     of	
     Pazuzu’s	
     Fury	
     are	
     taller	
     and	
    
  more	
    slender	
    than	
    common	
    harpies.	
    They	
    have	
    plumage	
    of	
    the	
    
  hawks	
    common	
    to	
    the	
    Lonely	
    Coast,	
    giving	
    them	
    an	
    almost	
    noble	
    
  appearance.	
     In	
     addition,	
     the	
     profane	
     rite	
     (or	
     perhaps	
     choicest	
    
  bits	
     of	
     their	
     victims)	
     that	
     infuses	
     the	
     harpies	
     of	
     Pazuzu’s	
     Fury	
    
  with	
    fiendish	
    power	
    gives	
    them	
    a	
    feral	
    and	
    malevolent	
    beauty.	
    
  	
    
  The	
     harpies	
     garb	
     themselves	
     in	
     shredded	
     habits	
     that	
     echo	
    
  what	
    may	
    have	
    once	
    been	
    worn	
    in	
    a	
    cloister.	
    They	
    wear	
    jewelry	
    
  in	
    great	
    abundance	
    and	
    find	
    pieces	
    with	
    iconography	
    especially	
    
  pleasing.	
     Almost	
     every	
     harpy	
     in	
     Pazuzu’s	
     Fury	
     has	
     a	
     rosary	
    
  featuring	
    an	
    abstract	
    bird-­‐winged	
    man	
    with	
    a	
    hawk’s	
    head.	
    
  	
    
  Nomenclature:	
     Tribal	
     members	
     have	
     names	
     that	
     are	
    
  antiquated	
    on	
    the	
    Lonely	
    Coast,	
    as	
    if	
    they	
    were	
    named	
    hundred	
    
  years	
     ago.	
     Some	
     sages	
     believe	
     that	
     all	
     the	
     names	
     are	
     saints	
    
  mentioned	
    in	
    the	
    holy	
    books	
    of	
    Darlen.	
    
  	
    
  Names:	
     Batilda,	
     Cwenhild,	
     Estrid,	
     Guthen,	
     Hulda,	
     Ingrith,	
    
  Maerwynn,	
    Rimilde,	
    Saethryd,	
    Turgyth,	
    Wengeua,	
    Wychtleth.	
    	
    
  L A I R S  
  Pazuzu’s	
     Fury	
     migrates	
     across	
     the	
     Lonely	
     Coast	
     every	
     few	
    
  months.	
     They	
     do	
     not	
     have	
     a	
     set	
     pattern.	
     Instead,	
     they	
     move	
    
  when	
    they	
    depopulate	
    available	
    prey	
    or	
    need	
    to	
    stay	
    ahead	
    of	
    
  coordinated	
    efforts	
    to	
    eradicate	
    them.	
    It	
    is	
    rare	
    for	
    the	
    harpies	
    
  to	
    remain	
    in	
    a	
    single	
    lair	
    for	
    more	
    than	
    three	
    months.	
    
  	
    
  When	
    selecting	
    a	
    new	
    lair,	
    Pazuzu’s	
    fury	
    migrate	
    en	
    mass	
    to	
    
  seek	
    a	
    large,	
    sheltered	
    location	
    that	
    is	
    difficult	
    to	
    reach	
    by	
    foot	
    
  and	
    reasonably	
    close	
    to	
    numerous	
    food	
    sources,	
    such	
    as	
    small	
    
  villages	
     or	
     a	
     well-­‐travelled	
     road.	
     The	
     lair	
     should	
     also	
     be	
     large	
    
  enough	
     to	
     allow	
     harpies	
     to	
     fly	
     about	
     inside	
     or	
     have	
     access	
     to	
    
  open	
    air.	
    They	
    have	
    a	
    strong	
    affinity	
    for	
    ruins	
    and	
    hard-­‐to-­‐climb	
    
  cliffs.	
    
  	
    
  When	
     occupying	
     a	
     new	
     lair,	
     Pazuzu’s	
     Fury	
     position	
     thick	
    
  branches	
     throughout	
     to	
     use	
     as	
     roosts.	
     Like	
     birds,	
     the	
     harpies	
    
  prefer	
     to	
     sleep	
     tucked	
     down	
     inside	
     their	
     wings	
     while	
     gripping	
    
  these	
     branches.	
     The	
     harpies	
     weave	
     nests	
     at	
     the	
     most	
    
  inaccessible	
    or	
    most	
    central	
    portion	
    of	
    the	
    lair.	
    Here,	
    the	
    harpies	
    
  lay	
     eggs,	
     care	
     for	
     their	
     young	
     chicks	
     and	
     perform	
     the	
    
  blasphemous	
    rites	
    in	
    service	
    to	
    Pazuzu.	
    
  	
    
  Since	
    Pazuzu’s	
    Fury	
    prefer	
    their	
    food	
    raw	
    and	
    they	
    all	
    have	
    
  darkvision,	
    there	
    are	
    no	
    fires	
    in	
    the	
    roost.	
    The	
    floor	
    of	
    a	
    harpy	
    
  lair	
     is	
     quickly	
     covered	
     with	
     the	
     discarded	
     bones	
     of	
     prey	
     and	
    
  guano,	
    which	
    becomes	
    rife	
    with	
    disease.	
    Since	
    they	
    roost	
    above	
    
  T R I B A L  L O R E  
  Character	
     with	
     ranks	
     in	
     Knowledge	
     (nature)	
     can	
     learn	
     more	
    
  about	
    Pazuzu’s	
    Fury	
    with	
    a	
    successful	
    skill	
    check.	
    A	
    successful	
    
  check	
    reveals	
    all	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
    14:	
    This	
    is	
    a	
    harpy.	
    They	
    can	
    charm	
    with	
    their	
    song.	
    
  	
    
  DC	
     19:	
     From	
     the	
     plumage,	
     you	
     note	
     that	
     this	
     harpy	
     is	
     a	
    
  member	
    of	
    Pazuzu’s	
    Fury.	
    Their	
    song	
    is	
    particularly	
    dangerous.	
    
  	
    
  DC	
    
  24:	
    
  Demonic	
    
  strength,	
    
  giving	
    
  them	
    
  fiendish	
    
  characteristics,	
    infuses	
    many	
    members	
    of	
    Pazuzu’s	
    Fury	
    
  	
    
  DC	
     29:	
     The	
     harpies	
     of	
     Pazuzu’s	
     Fury	
     can	
     call	
     upon	
     their	
    
  demonic	
    patron	
    who	
    sends	
    a	
    powerful	
    servant	
    to	
    aid	
    them.	
    
  	
    
  	
    
  
  115	
    
  the	
    foulness,	
    the	
    harpies	
    do	
    not	
    seem	
    to	
    care,	
    and	
    the	
    gagging	
    
  stench	
    does	
    not	
    bother	
    them.	
    	
    
  	
    
  In	
    the	
    past,	
    Pazuzu’s	
    Fury	
    have	
    laired	
    in	
    the	
    Twisted	
    Gorge	
    
  and	
    in	
    the	
    cliffs	
    overlooking	
    the	
    sea	
    to	
    the	
    west	
    of	
    the	
    Priory	
    of	
    
  Cymer.	
     They	
     once	
     attempted	
     to	
     lair	
     on	
     the	
     Orestone,	
     but	
     the	
    
  fierce	
     winds	
     and	
     lack	
     of	
     sizeable	
     caves	
     on	
     the	
     rock	
     made	
     the	
    
  location	
    unsuitable.	
    Now	
    the	
    harpies	
    occasionally	
    set	
    an	
    ambush	
    
  (page	
    13)	
    there	
    to	
    cause	
    shipwrecks	
    and	
    collect	
    an	
    easy	
    meal	
    of	
    
  drowning	
    sailors.	
    
  	
    
  Pages	
    18-­‐19	
    present	
    an	
    example	
    of	
    a	
    harpy	
    lair,	
    as	
    well	
    as	
    a	
    
  description	
    of	
    the	
    disease	
    prevalent	
    therein.	
    
  R E L I G I O N  
  Pazuzu’s	
    Fury	
    believe	
    they	
    descended	
    from	
    a	
    cloister	
    of	
    Darlen’s	
    
  nuns	
    that	
    fell	
    to	
    the	
    whispering	
    of	
    Pazuzu.	
    When	
    the	
    church	
    sent	
    
  holy	
     warriors	
     to	
     wipe	
     them	
     out,	
     the	
     demon	
     prince	
     saved	
     the	
    
  fallen	
    nuns	
    by	
    transforming	
    them	
    into	
    harpies.	
    The	
    harpies	
    then	
    
  flew	
    away	
    but	
    were	
    forever	
    shunned	
    from	
    human	
    society.	
    	
    
  	
    
  Whether	
    or	
    not	
    this	
    legend	
    is	
    true	
    is	
    up	
    to	
    the	
    GM.	
    If	
    the	
    GM	
    
  decides	
     it	
     is	
     false,	
     the	
     clergy	
     of	
     Darlen	
     scoff	
     at	
     the	
     tale	
     and	
    
  attempt	
    to	
    refute	
    it	
    at	
    every	
    opportunity.	
    If	
    the	
    GM	
    decides	
    that	
    
  it	
    is	
    true,	
    the	
    clergy	
    of	
    Darlen	
    act	
    in	
    much	
    the	
    same	
    manner,	
    but	
    
  they	
     are	
     now	
     seeking	
     to	
     bury	
     the	
     corruption	
     in	
     the	
     past	
     and	
    
  prevent	
    it	
    from	
    spreading	
    further.	
    However,	
    the	
    ruined	
    cloister	
    
  thick	
    with	
    demonic	
    taint	
    still	
    exists	
    and	
    could	
    provide	
    a	
    source	
    of	
    
  adventure.	
    (See	
    Adventure	
    Seeds	
    [page	
    21]	
    for	
    more	
    details.)	
    
  	
    
  Regardless	
    of	
    the	
    tale’s	
    veracity,	
    the	
    harpies	
    revere	
    Pazuzu	
    
  and	
    consider	
    him	
    their	
    patron.	
    Pazuzu	
    gives	
    his	
    blessing	
    to	
    the	
    
  harpies	
    and	
    infuses	
    them	
    with	
    demonic	
    power.	
    When	
    a	
    harpy	
    of	
    
  the	
    tribe	
    makes	
    her	
    first	
    kill,	
    she	
    brings	
    the	
    heart	
    of	
    the	
    victim	
    to	
    
  the	
    harpy	
    lair.	
    There,	
    the	
    tribe	
    enacts	
    a	
    foul	
    rite	
    to	
    the	
    demon	
    
  prince	
     and	
     summon	
     a	
     Corrupting	
     Aspect	
     of	
     Pazuzu	
     (page	
     17).	
    
  The	
     aspect	
     fills	
     the	
     harpy	
     with	
     demonic	
     strength	
     as	
     she	
    
  consumes	
    the	
    heart,	
    giving	
    her	
    the	
    fiendish	
    template.	
    
  C O M B A T  &  T A C T I C S  
  Harpies	
    are	
    instinctive	
    cowards.	
    To	
    overcome	
    this	
    cowardice,	
    the	
    
  harpies	
    hunt	
    in	
    packs	
    called	
    screams.	
    A	
    scream	
    numbers	
    six	
    to	
    
  twelve	
    harpies,	
    with	
    nine	
    being	
    the	
    most	
    common.	
    Pazuzu’s	
    Fury	
    
  rarely	
    forms	
    larger	
    screams	
    and	
    then	
    only	
    for	
    a	
    specific	
    purpose.	
    
  	
    
  The	
     preferred	
     targets	
     of	
     a	
     scream	
     are	
     single	
     travelers,	
    
  shepherds	
     and	
     woodcutters	
     working	
     alone.	
     The	
     harpies	
     attack	
    
  larger	
    groups	
    if	
    the	
    harpies	
    have	
    a	
    numeric	
    advantage.	
    Should	
    
  the	
    group	
    seem	
    well	
    armed	
    or	
    numerous,	
    the	
    harpies	
    stalk	
    their	
    
  prey,	
    taking	
    those	
    that	
    venture	
    off	
    alone.	
    
  	
    
  The	
     harpies	
     begin	
     almost	
     every	
     encounter	
     with	
     their	
    
  captivating	
     song.	
     If	
     some	
     targets	
     resist	
     and	
     some	
     don’t,	
     the	
    
  harpies	
     who	
     successfully	
     captivated	
     maintain	
     their	
     song	
     while	
    
  the	
    others	
    engage	
    those	
    who	
    resisted.	
    The	
    harpies	
    of	
    Pazuzu’s	
    
  Fury	
    have	
    a	
    number	
    of	
    feats	
    to	
    make	
    their	
    songs	
    more	
    powerful,	
    
  but	
     none	
     is	
     as	
     feared	
     as	
     Collective	
     Song,	
     which	
     can	
     make	
     a	
    
  scream’s	
    singing	
    nearly	
    impossible	
    to	
    resist.	
    
  	
    
  When	
     engaging	
     in	
     combat,	
     the	
     harpies	
     take	
     to	
     the	
     air	
     and	
    
  fight	
    while	
    in	
    flight,	
    limiting	
    the	
    ability	
    of	
    targets	
    to	
    fight	
    back.	
    
  Pazuzu’s	
    Fury	
    prefer	
    reach	
    weapons	
    to	
    further	
    limit	
    retaliation.	
    
  	
    
  The	
    harpies	
    flee	
    if	
    they	
    encounter	
    serious	
    resistance.	
    Many	
    
  potential	
    victims	
    have	
    driven	
    off	
    a	
    harpy	
    assault	
    by	
    scaring	
    the	
    
  creatures	
    with	
    displays	
    of	
    magic	
    or	
    shows	
    of	
    superior	
    force.	
    	
    
  	
    
   
  T H E  C R E A T I O N  O F  P A Z U Z U ’ S  F U R Y  
  With	
     a	
     DC	
     25	
     Knowledge	
     (history)	
     or	
     Knowledge	
     (religion)	
    
  check,	
     the	
     PCs	
     know	
     the	
     creation	
     legend	
     of	
     Pazuzu’s	
     Fury.	
    
  Alternately,	
    a	
    sage	
    could	
    provide	
    the	
    PCs	
    with	
    the	
    legend.	
    
  	
    
  Perhaps	
    a	
    generation	
    ago,	
    there	
    was	
    a	
    cloister	
    of	
    nuns	
    who	
    
  worshipped	
     Darlen,	
     a	
     good	
     and	
     noble	
     god.	
     One	
     among	
     their	
    
  number	
     was	
     bored	
     and	
     restless.	
     She	
     explored	
     the	
     cloister’s	
    
  darker	
     records	
     and	
     secrets	
     and	
     stumbled	
     across	
     the	
     name	
    
  Pazuzu.	
    A	
    demon	
    lord	
    who	
    claims	
    to	
    be	
    the	
    Prince	
    of	
    the	
    Lower	
    
  Aerial	
     Kingdoms,	
     Pazuzu	
     desires	
     to	
     be	
     summoned	
     and	
     enjoys	
    
  corrupting	
    the	
    innocent	
    and	
    pure.	
    Exerting	
    his	
    malign	
    influence	
    
  on	
    the	
    bored	
    nun	
    he	
    soon	
    had	
    her	
    bound	
    to	
    his	
    service.	
    He	
    then	
    
  used	
    her	
    to	
    corrupt	
    the	
    rest	
    of	
    the	
    cloister.	
    	
    
  	
    
  The	
    now-­‐wicked	
    nuns	
    used	
    their	
    reputation	
    as	
    a	
    sanctuary	
    
  to	
     lure	
     in	
     unsuspecting	
     travelers,	
     whom	
     they	
     slew	
     in	
     profane	
    
  and	
     gruesome	
     rites	
     to	
     enhance	
     their	
     power.	
     This	
     went	
    
  unnoticed	
     for	
     a	
     time	
     because	
     of	
     the	
     remote	
     location	
     of	
     the	
    
  cloister,	
     but	
     eventually	
     a	
     band	
     of	
     paladins	
     was	
     dispatched	
     to	
    
  root	
    out	
    the	
    corruption.	
    The	
    nuns	
    did	
    not	
    have	
    the	
    strength	
    to	
    
  oppose	
    this	
    cleansing	
    force	
    so	
    they	
    called	
    upon	
    Pazuzu	
    to	
    save	
    
  them.	
     The	
     demon	
     prince	
     agreed	
     to	
     do	
     so	
     but	
     only	
     if	
     they	
    
  promised	
     to	
     live	
     in	
     his	
     image.	
     The	
     nuns	
     agreed,	
     and	
     Pazuzu	
    
  transformed	
    them	
    into	
    monstrous	
    bird-­‐women	
    who	
    then	
    flew	
    
  away	
     from	
     the	
     paladins,	
     escaping	
     retribution.	
     But	
     the	
     nuns	
    
  were	
     no	
     longer	
     human.	
     Their	
     corruption	
     and	
     devotion	
     to	
     the	
    
  demon	
    lord	
    was	
    plain	
    for	
    all	
    to	
    see.	
    They	
    lusted	
    for	
    human	
    flesh,	
    
  especially	
     the	
     soft	
     inner	
     organs	
     and	
     thus	
     were	
     cursed	
     and	
    
  damned	
    for	
    eternity.	
    
  	
    
  T H E  L O N E L Y  C O A S T  
  Pazuzu’s	
     Fury	
     is	
     designed	
     to	
     be	
     compatible	
     with	
     The	
     Lonely	
    
  Coast	
    (a	
    free	
    30-­‐page	
    download	
    from	
    ragingswan.com).	
    Specific	
    
  deities	
    (such	
    as	
    Darlen)	
    and	
    locations	
    referenced	
    in	
    this	
    text	
    are	
    
  described	
    in	
    more	
    depth	
    in	
    that	
    document.	
    The	
    Lonely	
    Coast	
    is	
    
  a	
    borderland	
    territory	
    designed	
    to	
    be	
    easily	
    inserted	
    into	
    almost	
    
  any	
    GM’s	
    personal	
    campaign.	
    
  
  116	
    
  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.	
    
  
  117	
    
  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.	
    
  	
    
   
  
  118	
    
  S O  W H A T ’ S  T H E  Z O M B I E  L I K E  A N Y W A Y ? :  Z O M B I E  T E M P L A T E S  
  For	
     almost	
     any	
     party	
     of	
     adventurers,	
     a	
     single	
     zombie	
     is	
     no	
    
  challenge.	
    However,	
    zombies	
    can	
    gather	
    into	
    hordes	
    or	
    swarms	
    
  of	
     scores	
     or	
     even	
     hundreds	
     of	
     individuals.	
     Sleepless,	
    
  indefatigable	
    zombies	
    in	
    these	
    numbers	
    prove	
    fatal	
    to	
    all	
    but	
    the	
    
  most	
    powerful,	
    or	
    fleet	
    of	
    foot,	
    adventurers.	
    However,	
    a	
    pack	
    of	
    
  identical	
     zombies	
     is	
     boring;	
     consider	
     adding	
     one	
     of	
     these	
    
  templates	
     to	
     several	
     members	
     of	
     the	
     horde	
     to	
     create	
     more	
    
  interesting	
     battles.	
     To	
     aid	
     this,	
     and	
     for	
     your	
     convenience,	
     stat	
    
  blocks	
     for	
     a	
     human	
     zombie	
     and	
     fast	
     human	
     zombie	
     appear	
    
  below.	
    
  F R O Z E N  Z O M B I E  ( C R  + 0 )  
  Whether	
     animated	
     in	
     cold	
     climes,	
     trapped	
     in	
     an	
     ice	
     house	
     or	
    
  slain	
    by	
    magic	
    with	
    a	
    cold	
    descriptor,	
    with	
    no	
    body	
    heat	
    of	
    their	
    
  own	
     and	
     their	
     slow	
     moving	
     speed,	
     zombies	
     are	
     particularly	
    
  prone	
     to	
     freezing.	
     This	
     makes	
     them	
     even	
     more	
     resistant	
     to	
    
  damage	
    and	
    slows	
    them	
    even	
    further.	
    	
    
  	
    
  If	
    the	
    zombie	
    is	
    not	
    magically	
    frozen,	
    but	
    simply	
    frozen	
    due	
    
  to	
     the	
     weather	
     conditions,	
     it	
     becomes	
     a	
     normal	
     zombie	
     if	
    
  warmed	
    to	
    normal	
    room	
    temperature.	
    	
    
  	
    
  Quick	
    &	
    Rebuild	
    Rules:	
    DR	
    —/5;	
    Resist	
    cold	
    5;	
    Vulnerability	
    
  fire;	
    Speed	
    20	
    ft.	
    
  G R I N N I N G  Z O M B I E  ( C R  + 1 )  
  A	
    frozen	
    grin	
    is	
    the	
    terrifying	
    hallmark	
    of	
    the	
    hungry	
    dead,	
    and	
    
  the	
    grinning	
    zombie	
    takes	
    that	
    smile	
    to	
    new	
    levels	
    with	
    an	
    overly	
    
  large	
    fanged	
    mouth	
    and	
    atrophied	
    arms	
    that	
    exist	
    only	
    to	
    drag	
    
  food	
     into	
     its	
     gaping	
     maw.	
     Such	
     zombies	
     can	
     often	
     be	
     heard	
    
  rapidly	
    clicking	
    their	
    teeth	
    together	
    when	
    standing	
    still.	
    	
    
  	
    
  Quick	
     Rules:	
     Replace	
     the	
     zombie’s	
     slam	
     with	
     a	
     bite	
     attack	
    
  that	
    does	
    1d8+6;	
    -­‐1	
    Stealth;	
    +2	
    bonus	
    to	
    rolls	
    related	
    to	
    Str.	
    
  	
    
  Rebuild	
    Rules:	
    Melee	
    Replace	
    the	
    zombie’s	
    slam	
    with	
    a	
    bite	
    
  attack;	
     Feats	
     Improved	
     Natural	
     Attack	
     (bite);	
     Skills	
     -­‐1	
     racial	
    
  penalty	
    to	
    Stealth;	
    Ability	
    Scores	
    +4	
    Str.	
    
  L E G L E S S  Z O M B I E  ( C R  - 1 )  
  Zombies	
    are	
    relentless,	
    even	
    when	
    horribly	
    maimed.	
    The	
    legless	
    
  zombie	
    has	
    nothing	
    below	
    the	
    waist	
    and	
    its	
    innards	
    drag	
    on	
    the	
    
  ground	
    behind	
    it	
    as	
    it	
    uses	
    its	
    hands	
    to	
    drag	
    itself	
    forward.	
    	
    
  	
    
  Quick	
     Rules:	
     -­‐20	
     ft.	
     speed	
     (minimum	
     5	
     ft.);	
     the	
     zombie	
     is	
    
  always	
    prone.	
    
  	
    
  Rebuild	
     Rules:	
     Speed	
     -­‐20	
     ft.	
     (minimum	
     5	
     ft.);	
     Special	
    
  Qualities	
    Prone:	
    the	
    zombie	
    is	
    always	
    prone	
    and	
    cannot	
    stand.	
    
  HUMAN	
    ZOMBIE	
    	
    
  C R 	
    1 / 2 	
    ( X P 	
    2 0 0 ) 	
    
  A	
     partly	
     decomposed	
     corpse	
     shambles	
     toward	
     you.	
     Grave	
     dirt	
    
  clings	
    to	
    its	
    body	
    and	
    tattered	
    burial	
    shift.	
    Its	
    cold,	
    dead	
    eyes	
    
  regard	
    you	
    with	
    merciless	
    indifference.	
    
  NE	
    Medium	
    undead	
    
  Init	
    +0;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +0	
    
  Speed	
    30	
    ft.;	
    staggered;	
    ACP	
    0	
    
  Staggered	
     (Ex)	
     Slow	
     and	
     ungainly,	
     a	
     zombie	
     can	
     only	
     take	
     a	
    
  single	
    move	
    or	
    standard	
    action	
    each	
    round.	
    A	
    zombie	
    can	
    
  move	
    its	
    speed	
    and	
    attack	
    as	
    a	
    charge	
    action.	
    
  AC	
    12,	
    touch	
    10,	
    flat-­‐footed	
    12;	
    CMD	
    14	
    
  	
     (+2	
    natural)	
    
  Immune	
     mind-­‐affecting	
     effects,	
     death	
     effects,	
     disease,	
    
  paralysis,	
     poison,	
     sleep	
     effects,	
     stunning,	
     nonlethal	
     damage,	
    
  ability	
     drain,	
     energy	
     drain,	
     damage	
     to	
     physical	
     abilities,	
    
  exhaustion,	
     fatigue,	
     massive	
     damage,	
     any	
     effect	
     requiring	
     a	
    
  Fortitude	
    save	
    (unless	
    it	
    affects	
    objects	
    or	
    is	
    harmless)	
    
  Fort	
    +0,	
    Ref	
    +0,	
    Will	
    +3	
    
  hp	
    12	
    (2	
    HD);	
    DR	
    slashing/5	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +1;	
    CMB	
    +4	
    	
    
  Melee	
    slam	
    +4	
    (1d6+4)	
    	
    
  Abilities	
    Str	
    17,	
    Dex	
    10,	
    Con	
    –,	
    Int	
    –,	
    Wis	
    10,	
    Cha	
    10	
    
  SQ	
    undead	
    traits	
    
  Feats	
    ToughnessB	
    	
    
  Gear	
    rotting	
    clothes	
    
  FAST	
    HUMAN	
    ZOMBIE	
    
  C R 	
    1 / 2 	
    ( X P 	
    2 0 0 ) 	
    
  The	
     putrid	
     stench	
     of	
     death	
     emanates	
     from	
     this	
     shambling	
    
  corpse.	
    The	
    creature’s	
    pale	
    flesh	
    is	
    rotting	
    from	
    its	
    body	
    and	
    
  it	
    regards	
    you	
    with	
    dull,	
    hate-­‐filled	
    eyes.	
    
  NE	
    Medium	
    undead	
    	
    
  Init	
    +2	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +0,	
    Sense	
    Motive	
    +0	
    
  Speed	
    40	
    ft.;	
    ACP	
    0;	
    Acrobatics	
    +2	
    (+6	
    jumping)	
    
  AC	
    14,	
    touch	
    12,	
    flat-­‐footed	
    12;	
    CMD	
    16	
    
  	
     (+2	
    Dex,	
    +2	
    natural)	
    
  Immune	
     mind-­‐affecting	
     effects,	
     death	
     effects,	
     disease,	
    
  paralysis,	
     poison,	
     sleep	
     effects,	
     stunning,	
     nonlethal	
     damage,	
    
  ability	
     drain,	
     energy	
     drain,	
     damage	
     to	
     physical	
     abilities,	
    
  exhaustion,	
     fatigue,	
     massive	
     damage,	
     any	
     effect	
     requiring	
     a	
    
  Fortitude	
    save	
    (unless	
    it	
    affects	
    objects	
    or	
    is	
    harmless)	
    
  Fort	
    +0,	
    Ref	
    +2,	
    Will	
    +3	
    
  hp	
    12	
    (2	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +1;	
    CMB	
    +4	
    
  Melee	
    slam	
    	
    +4	
    (1d6+4)	
    
  Atk	
    Options	
    quick	
    strike	
    
  Quick	
    Strike	
    (Ex)	
    Whenever	
    a	
    fast	
    zombie	
    makes	
    a	
    full-­‐attack,	
    it	
    
  can	
    make	
    one	
    additional	
    slam	
    attack.	
    
  Abilities	
    Str	
    17,	
    Dex	
    14,	
    Con	
    —,	
    Int	
    —,	
    Wis	
    10,	
    Cha	
    10	
    
  Feats	
    Toughness	
    
  Gear	
    rotting	
    clothes	
    
  
  119	
    
  S C R E A M I N G  Z O M B I E  ( C R  + 1 )  
  The	
     screaming	
     zombie	
     sits	
     or	
     moves	
     quietly	
     until	
     it	
     sees	
    
  potential	
    prey,	
    at	
    which	
    point	
    it	
    lets	
    out	
    a	
    ear-­‐splitting	
    scream	
    
  that	
     can	
     deafen	
     and	
     even	
     damage	
     foes.	
     Of	
     course,	
     this	
    
  screaming	
    tends	
    to	
    attract	
    other	
    zombies.	
    
  	
    
  Rebuild	
    Rules:	
    Special	
    Attacks	
    Death’s	
    Scream	
    (Su):	
    As	
    a	
    
  standard	
     action,	
     the	
     zombie	
     lets	
     out	
     a	
     scream	
     of	
     brutal	
    
  sound	
    in	
    a	
    30-­‐ft.	
    radius	
    that	
    does	
    1d8	
    damage	
    +1	
    point	
    
  per	
     2	
     HD	
     (maximum	
     of	
     +10)	
     and	
     deafens	
     all	
    
  creatures	
    in	
    the	
    radius	
    for	
    1d4	
    rounds.	
    A	
    creature	
    
  can	
    attempt	
    a	
    Fortitude	
    saving	
    throw	
    to	
    halve	
    the	
    
  damage	
     and	
     avoid	
     being	
     deafened.	
     Creatures	
     that	
    
  cannot	
    hear	
    are	
    not	
    deafened	
    but	
    are	
    still	
    damaged.	
    This	
    
  saving	
    throw	
    is	
    equal	
    to	
    10	
    +	
    1/2	
    the	
    zombie’s	
    Hit	
    Dice	
    +	
    the	
    
  zombie’s	
    Charisma	
    modifier.	
    	
    
  Z O M B I E  L I M B  S W A R M  ( C R  + 2 )  
  More	
     horrifying	
     than	
     the	
     walking	
     dead	
     themselves,	
     a	
     zombie	
    
  limb	
    swarm	
    is	
    an	
    animate	
    pile	
    of	
    grasping	
    arms,	
    kicking	
    legs	
    and	
    
  rolling	
    heads	
    eager	
    to	
    chew	
    on	
    the	
    flesh	
    of	
    the	
    living.	
    Creatures	
    
  falling	
     into	
     the	
     swarming	
     grasp	
     of	
     these	
     vicious	
     limbs	
     rarely	
    
  escape.	
    	
    
  	
    
  Quick	
     Rules:	
     gain	
     swarm	
     traits;	
     replace	
     slam	
     with	
     swarm	
    
  (2d6	
    damage);	
    +2	
    on	
    rolls	
    based	
    on	
    Str;	
    -­‐1	
    on	
    all	
    rolls	
    based	
    on	
    
  Dex,	
    size	
    becomes	
    tiny;	
    increase	
    space	
    to	
    10	
    ft.	
    and	
    reduce	
    reach	
    
  to	
    0	
    ft.	
    
  	
    
  Rebuild	
     Rules:	
     Subtype	
     (swarm);	
     Size	
     Tiny;	
     AC	
     increase	
    
  natural	
    armour	
    by	
    +3;	
    Melee	
    swarm	
    (2d6);	
    Space	
    10	
    ft.;	
    Reach	
    0	
    
  ft.;	
     Special	
     Attacks	
     distraction;	
     Ability	
     Scores	
     +4	
     bonus	
     to	
     Str	
    
  and	
    -­‐2	
    penalty	
    to	
    Dex;	
    CMB	
    +2	
    racial	
    bonus	
    to	
    grapple;	
    CMD	
    +2	
    
  racial	
    bonus	
    against	
    grapple.	
    
  Z O M B I E  P E T  ( C R  + 1 )  
  Sometimes	
     a	
     talented	
     spellcaster	
     “loves”	
     his	
     pet	
     so	
    
  much	
    that	
    he	
    is	
    unwilling	
    to	
    let	
    the	
    pet	
    go	
    despite	
    
  death’s	
     icy	
     grasp.	
     Using	
     rituals	
     similar	
     to	
     those	
    
  for	
    animating	
    a	
    humanoid	
    corpse,	
    the	
    caster	
    is	
    
  able	
     to	
     bind	
     some	
     of	
     the	
     animal’s	
     personality	
    
  and	
     traits	
     to	
     the	
     corpse,	
     though	
     it	
     tends	
     to	
    
  become	
    even	
    more	
    vicious	
    and	
    cunning.	
    This	
    
  template	
    can	
    only	
    be	
    applied	
    to	
    an	
    animal.	
    	
    
  	
    
  Rebuild	
    Rules:	
    Use	
    the	
    zombie	
    
  template	
    with	
    the	
    following	
    modifications:	
    
  Ability	
    Scores	
    Int	
    2;	
    Feats	
    The	
    zombie	
    
  gains	
    Improved	
    Natural	
    Attack	
    and	
    
  Toughness	
    as	
    bonus	
    feats;	
    Special	
    
  Qualities	
    The	
    zombie	
    pet	
    retains	
    
  all	
    special	
    qualities	
    it	
    had	
    in	
    life	
    and	
    
  does	
    not	
    gain	
    the	
    staggered	
    special	
    
  quality.	
    
  	
    
   
  
  120	
    
  S L U M  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	
     slum	
     town.	
     Ignore	
    
  inappropriate	
    results	
    and	
    simply	
    re-­‐roll.	
    
  D%	
    
  	
    
  1	
    
  A	
    warren	
    of	
    ramshackle	
    shanties	
    stretch	
    as	
    far	
    as	
    
  the	
    eye	
    can	
    see.	
    
  2	
    
  The	
    once-­‐flowing	
    river	
    winding	
    through	
    the	
    slum	
    
  is	
    now	
    little	
    more	
    than	
    a	
    channel	
    of	
    sludge.	
    
  3	
    
  Mountains	
     of	
     garbage	
     and	
     filth	
     form	
     miniature	
    
  ranges	
    across	
    the	
    slums.	
    
  4	
    
  Thick,	
    stinking	
    smoke	
    coils	
    up	
    from	
    the	
    dung	
    fires	
    
  people	
    are	
    cooking	
    over.	
    
  5	
    
  Colourful	
     rags	
     hang	
     from	
     crisscrossed	
     lines	
     of	
    
  frayed	
    rope,	
    strung	
    between	
    shanty	
    roofs.	
    
  6	
    
  Gaggles	
     of	
     dirt-­‐crusted	
     urchins	
     stream	
     through	
    
  the	
    streets	
    and	
    play	
    throughout	
    the	
    refuse	
    piles.	
    
  7	
    
  Crows	
     swarm	
     so	
     thick	
     over	
     a	
     mound	
     it	
     is	
    
  impossible	
    to	
    tell	
    if	
    it’s	
    garbage	
    or	
    a	
    body.	
    	
    
  8	
    
  The	
     skeleton	
     of	
     a	
     horse	
     lies	
     half-­‐buried	
     in	
     the	
    
  muck,	
    buckteeth	
    grinning	
    at	
    passers-­‐by.	
    
  9	
    
  Plump,	
    hairy	
    rats	
    sizzle	
    on	
    skewers	
    over	
    nearby	
    
  fires,	
    sold	
    at	
    half	
    a	
    copper	
    apiece.	
    	
    
  10	
    
  A	
    group	
    of	
    beggars	
    have	
    slathered	
    themselves	
    in	
    
  mud	
    to	
    avoid	
    baking	
    as	
    they	
    sit	
    in	
    the	
    sun	
    all	
    day.	
    
  11	
    
  These	
     huts	
     look	
     to	
     be	
     built	
     from	
     nothing	
     more	
    
  than	
    dried	
    mud,	
    packed	
    hay	
    and	
    sticks.	
    
  12	
    
  The	
     path	
     ends	
     in	
     a	
     wide	
     cesspool;	
     rodent	
    
  corpses,	
    faeces	
    and	
    scraps	
    of	
    food	
    float	
    within.	
    
  13	
    
  The	
    people	
    here	
    are	
    starving:	
    bellies	
    protruding,	
    
  cheeks	
    cavernous	
    and	
    eyes	
    empty	
    of	
    hope.	
    
  14	
    
  Children	
     play	
     around	
     a	
     pigpen,	
     occasionally	
    
  running	
    in	
    to	
    gulp	
    handfuls	
    of	
    the	
    slop.	
    
  15	
    
  A	
    haphazard	
    line	
    of	
    twitching	
    bodies	
    leads	
    back	
    
  to	
    the	
    dark	
    entrances	
    of	
    several	
    drug	
    dens.	
    
  16	
    
  Slavers	
    roam	
    the	
    street,	
    scanning	
    for	
    specimens	
    
  healthy	
    enough	
    to	
    chain	
    up	
    and	
    cart	
    off.	
    
  17	
    
  A	
     cleric	
     shuffles	
     by,	
     murmuring	
     prayers	
     for	
     the	
    
  downtrodden	
    and	
    lost.	
    
  18	
    
  A	
     single	
     home	
     stands	
     packed	
     with	
     dozens	
     of	
    
  people,	
    leaving	
    barely	
    any	
    room	
    to	
    sit	
    or	
    stand.	
    
  19	
    
  The	
     stinking	
     breeze	
     is	
     briefly	
     replaced	
     by	
     the	
    
  wafting	
     scent	
     of	
     strange	
     spices	
     being	
     cooked	
    
  over	
    a	
    distant	
    fire.	
    
  20	
    
  A	
     squad	
     of	
     guards	
     stalks	
     past,	
     their	
     armour	
    
  mismatched,	
    their	
    weapons	
    dull	
    and	
    rusting.	
    
  21	
    
  Warped	
    boards	
    have	
    been	
    laid	
    down	
    across	
    the	
    
  street,	
    letting	
    people	
    walk	
    without	
    getting	
    stuck	
    
  in	
    the	
    deep	
    mud.	
    
  22	
    
  A	
     merchant	
     calls	
     out	
     the	
     dubious	
     promise	
     that	
    
  everything	
    he	
    sells	
    goes	
    for	
    a	
    copper	
    or	
    less.	
    	
    
  23	
    
  A	
    few	
    young	
    folks	
    stalk	
    through	
    the	
    area,	
    holding	
    
  nets	
     and	
     buckets	
     in	
     hopes	
     of	
     catching	
     a	
     rat	
     or	
    
  two	
    for	
    dinner.	
    	
    
  24	
    
  The	
     slabs	
     of	
     meat	
     this	
     vendor	
     sells	
     are	
     tinged	
    
  green	
    and	
    covered	
    by	
    maggots.	
    	
    
  25	
    
  A	
     yeasty	
     smell	
     hints	
     at	
     flatbread	
     being	
     baked	
    
  nearby.	
    
  26	
    
  The	
    workers	
    in	
    this	
    packed	
    sweatshop	
    keep	
    their	
    
  heads	
    bent,	
    backs	
    bowed.	
    
  27	
    
  These	
    tunnels	
    look	
    to	
    lead	
    into	
    the	
    sewers;	
    grime	
    
  and	
    rust	
    cover	
    the	
    grates.	
    
  28	
    
  This	
     rare	
     open	
     area	
     forms	
     a	
     community	
     space	
    
  where	
    people	
    gather	
    to	
    gossip	
    and	
    share	
    meals.	
    
  29	
    
  A	
     rundown	
     bakery	
     sells	
     week-­‐old	
     bread	
     that	
    
  tastes	
    of	
    grit	
    and	
    dung.	
    
  30	
    
  A	
    group	
    of	
    women	
    sit	
    in	
    a	
    circle,	
    talking,	
    knitting	
    
  and	
    pounding	
    cornmeal.	
    	
    
  31	
    
  A	
     row	
     of	
     painted	
     clay	
     pots	
     sits	
     outside	
     a	
     tiny	
    
  shop;	
    several	
    are	
    cracked	
    or	
    crumbling.	
    
  32	
    
  A	
    woman	
    offers	
    you	
    a	
    handful	
    of	
    mouldy	
    herbs,	
    
  asking	
    for	
    a	
    copper	
    for	
    the	
    whole	
    bunch.	
    
  33	
    
  Painters	
    splash	
    whitewash	
    across	
    the	
    huts	
    here,	
    
  trying	
    to	
    create	
    a	
    false	
    sense	
    of	
    cleanliness.	
    
  34	
    
  Obscure	
     graffiti	
     spots	
     and	
     speckles	
     the	
     walls	
    
  along	
    this	
    stretch.	
    
  35	
    
  A	
    gang	
    strolls	
    by,	
    eyeing	
    everyone	
    as	
    a	
    potential	
    
  victim,	
    searching	
    for	
    trouble.	
    
  36	
    
  Women	
    chatter	
    as	
    they	
    kneel	
    around	
    brass	
    pots,	
    
  washing	
    clothes	
    and	
    linens	
    in	
    scummy	
    water.	
    
  37	
    
  Prostitutes	
     lounge	
     in	
     the	
     shade,	
     tattered	
     veils	
    
  covering	
    little	
    of	
    their	
    emaciated	
    figures.	
    
  38	
    
  Insects	
     buzz	
     about	
     pools	
     of	
     stagnant	
     water,	
    
  which	
    people	
    kneel	
    to	
    drink	
    from.	
    
  39	
    
  A	
     tiny	
     garden	
     sits	
     ruined	
     in	
     the	
     corner,	
     sickly	
    
  vines	
    and	
    herbs	
    trampled	
    down.	
    
  40	
    
  A	
    wagon	
    blocks	
    the	
    middle	
    of	
    the	
    road,	
    one	
    axle	
    
  broken,	
    wheel	
    spokes	
    snapped.	
    
  41	
    
  Shattered	
    glass,	
    a	
    few	
    shards	
    stained	
    with	
    blood,	
    
  litters	
    the	
    street,	
    glinting	
    in	
    the	
    harsh	
    sun.	
    
  42	
    
  Two	
     men	
     exchange	
     vicious	
     punches	
     as	
     they	
    
  scrabble	
    over	
    a	
    loaf	
    of	
    burnt	
    bread.	
    
  43	
    
  A	
    meat	
    vendor	
    plucks	
    handfuls	
    of	
    feathers	
    from	
    
  pigeons	
    waiting	
    to	
    be	
    roasted.	
    
  44	
    
  Lepers	
    totter	
    by,	
    clothed	
    in	
    bloody	
    rags,	
    shouting	
    
  warnings	
     against	
     anyone	
     getting	
     too	
     close	
     to	
    
  them.	
    
  45	
    
  A	
    madman	
    sits	
    off	
    to	
    the	
    side,	
    pouring	
    handfuls	
    
  of	
    dust	
    over	
    his	
    head	
    as	
    he	
    mutters	
    nonsense.	
    
  46	
    
  After	
    the	
    rain,	
    water	
    drips	
    constantly	
    off	
    shanty	
    
  roofs,	
    slicking	
    every	
    surface.	
    
  47	
    
  A	
     moneylender	
     sorts	
     through	
     stacks	
     of	
     coins,	
    
  eyeing	
    the	
    crowds	
    for	
    a	
    next	
    client.	
    
  48	
    
  A	
     drunkard	
     bobs	
     and	
     weaves	
     his	
     way	
     along,	
    
  stumbling	
    against	
    walls	
    and	
    over	
    ruts	
    in	
    the	
    road.	
    
  49	
    
  Several	
     upper	
     class	
     citizens	
     stroll	
     by,	
     protected	
    
  by	
    personal	
    guards	
    as	
    they	
    gawk	
    at	
    the	
    sights.	
    
  50	
    
  Hundreds	
     of	
     people	
     line	
     up	
     outside	
     a	
     day	
     hire	
    
  office,	
    desperate	
    to	
    claim	
    one	
    of	
    the	
    limited	
    jobs.	
    
  
  121	
    
  51	
    
  A	
     military	
     recruiter	
     calls	
     to	
     passing	
     youths,	
    
  promising	
    meals,	
    clothes	
    and	
    steady	
    pay.	
    
  52	
    
  A	
    woman	
    uses	
    a	
    simple	
    stick	
    to	
    draw	
    sweeping	
    
  vistas	
     in	
     the	
     dirt	
     as	
     people	
     tread	
     over	
     her	
    
  temporary	
    masterpieces.	
    
  53	
    
  People	
    get	
    down	
    on	
    hands	
    and	
    knees	
    to	
    slurp	
    ale	
    
  spilling	
    into	
    the	
    road	
    from	
    a	
    broken	
    cask.	
    
  54	
    
  A	
    person	
    dashes	
    by,	
    snagging	
    a	
    fistful	
    of	
    clothes	
    
  off	
    a	
    wash	
    line	
    before	
    sprinting	
    away.	
    
  55	
    
  A	
    crowd	
    has	
    gathered	
    around	
    a	
    community	
    soup	
    
  pot,	
     tossing	
     scraps	
     of	
     ingredients	
     into	
     the	
    
  steaming	
    water.	
    	
    
  56	
    
  A	
    row	
    of	
    shaded	
    pallets	
    is	
    lined	
    up	
    to	
    the	
    side,	
    
  where	
     drunks	
     can	
     sleep	
     off	
     their	
     hangovers	
    
  without	
    being	
    trampled.	
    
  57	
    
  Children	
     sit	
     gnawing	
     on	
     bones,	
     their	
     lips	
     and	
    
  cheeks	
    stained	
    with	
    meat	
    juices.	
    
  58	
    
  A	
    series	
    of	
    charcoal-­‐sketched	
    “Wanted”	
    posters	
    
  adorn	
    the	
    slumping	
    walls,	
    detailing	
    all	
    manner	
    of	
    
  brutes	
    and	
    ruffians.	
    
  59	
    
  A	
    missionary’s	
    shouted	
    message	
    goes	
    unheeded	
    
  as	
    slum	
    denizens	
    shuffle	
    by	
    his	
    corner	
    post.	
    
  60	
    
  In	
    the	
    middle	
    of	
    the	
    street,	
    stairs	
    appear	
    to	
    lead	
    
  down	
    into	
    nothing	
    but	
    an	
    earthen	
    pit.	
    
  61	
    
  Hot	
     clay	
     bricks	
     are	
     shovelled	
     out	
     of	
     their	
     kilns	
    
  laid	
    aside	
    to	
    cool	
    before	
    sale.	
    
  62	
    
  Grubby	
     couriers	
     dash	
     about	
     on	
     bare	
     feet,	
    
  slipping	
    down	
    tight	
    streets	
    with	
    lifelong	
    ease.	
    
  63	
    
  Men	
    and	
    women	
    use	
    stones	
    to	
    pound	
    old	
    scrolls	
    
  and	
    tomes	
    into	
    wet	
    pulp	
    to	
    plaster	
    their	
    walls.	
    
  64	
    
  Rows	
     of	
     burnt	
     hovels	
     line	
     this	
     street,	
     a	
     few	
    
  families	
    still	
    lingering	
    in	
    the	
    ashen	
    shells.	
    
  65	
    
  A	
     pile	
     of	
     cracked	
     and	
     shattered	
     furniture	
     has	
    
  been	
    tossed	
    into	
    the	
    road.	
    
  66	
    
  A	
     massive	
     wall	
     surrounds	
     the	
     entirety	
     of	
     the	
    
  slum,	
    a	
    stony	
    divide	
    between	
    it	
    and	
    the	
    proper	
    
  city	
    beyond.	
    
  67	
    
  A	
     walled	
     estate	
     is	
     a	
     singular	
     landmark	
     in	
     the	
    
  middle	
     of	
     the	
     slum,	
     gates	
     guarded	
     by	
     fierce-­‐
  looking	
    soldiers.	
    
  68	
    
  A	
    lone	
    black	
    tower	
    rears	
    over	
    the	
    slum,	
    absent	
    of	
    
  any	
    windows	
    or	
    doors.	
    	
    
  69	
    
  A	
     woman	
     walks	
     along	
     the	
     filthy	
     streets	
     in	
     a	
    
  perfectly	
    clean	
    robe,	
    face	
    serene.	
    
  70	
    
  A	
     rowdy	
     wedding	
     ceremony	
     bustles	
     along,	
    
  people	
     dancing,	
     singing	
     and	
     drinking	
     with	
    
  abandon.	
    
  71	
    
  A	
     funeral	
     ceremony	
     slouches	
     by,	
     filling	
     the	
     air	
    
  with	
    weeping	
    and	
    the	
    occasional	
    agonized	
    wail.	
    
  72	
    
  A	
     crowd	
     has	
     gathered	
     for	
     a	
     communal	
     feast,	
    
  families	
    mingling	
    as	
    they	
    share	
    a	
    rare	
    bounty.	
    	
    
  73	
    
  Every	
    street	
    and	
    home	
    in	
    the	
    area	
    stands	
    flooded	
    
  with	
    a	
    couple	
    feet	
    of	
    water.	
    
  74	
    
  A	
    woman	
    in	
    a	
    luxurious	
    robe	
    passes	
    out	
    handfuls	
    
  of	
    sweets	
    to	
    a	
    gang	
    of	
    children.	
    
  75	
    
  A	
     child	
     dips	
     a	
     hand	
     into	
     a	
     woman’s	
     purse	
     and	
    
  ducks	
    away	
    with	
    a	
    few	
    coppers.	
    
  76	
    
  Tiny	
     bird	
     skulls	
     dangle	
     from	
     a	
     chain	
     across	
     an	
    
  open	
    window;	
    black	
    feathers	
    cover	
    the	
    sill.	
    
  77	
    
  A	
     midwife	
     rushes	
     by,	
     hands	
     still	
     stained	
     with	
    
  blood	
    from	
    a	
    recent	
    birth.	
    
  78	
    
  A	
     drink	
     vendor	
     appears	
     to	
     be	
     selling	
     mugs	
     of	
    
  dirty	
    water	
    as	
    a	
    cure-­‐all	
    for	
    diseases	
    and	
    curses.	
    
  79	
    
  A	
    band	
    of	
    ragtag	
    musicians	
    play	
    clattering	
    music	
    
  on	
    bent	
    and	
    broken	
    instruments.	
    
  80	
    
  A	
     man’s	
     bare	
     arms	
     display	
     dozens	
     of	
     jagged	
    
  tattoos	
    and	
    scars.	
    
  81	
    
  The	
     gutters	
     along	
     this	
     narrow	
     road	
     are	
     clogged	
    
  with	
    sticks,	
    mud	
    and	
    hair.	
    
  82	
    
  A	
     mound	
     of	
     shattered	
     wooden	
     tankards	
     sits	
    
  outside	
    the	
    door	
    to	
    a	
    crammed	
    tavern.	
    
  83	
    
  This	
     merchant	
     appears	
     to	
     sell	
     nothing	
     but	
     tiny	
    
  pins	
    of	
    copper	
    and	
    tin.	
    
  84	
    
  These	
    gallows	
    look	
    so	
    rickety	
    it’s	
    doubtful	
    they’d	
    
  actually	
    hold	
    a	
    person’s	
    weight.	
    
  85	
    
  The	
    cracked	
    stones	
    and	
    cobbles	
    along	
    this	
    street	
    
  are	
    streaked	
    with	
    blood.	
    
  86	
    
  These	
    slum	
    buildings	
    have	
    been	
    built	
    up	
    around	
    
  an	
     ancient	
     crypt,	
     hovels	
     interspersed	
     with	
     the	
    
  tombs.	
    	
    
  87	
    
  Dozens	
    of	
    children	
    peer	
    down	
    at	
    passers-­‐by	
    from	
    
  the	
    rooftops.	
    
  88	
    
  Rows	
     of	
     buckets	
     have	
     been	
     lined	
     up	
     under	
     the	
    
  eaves	
    to	
    catch	
    water	
    from	
    the	
    recent	
    rains.	
    
  89	
    
  The	
    rotting	
    wood	
    walls	
    and	
    roofs	
    creak	
    and	
    sag	
    
  toward	
    their	
    inevitable	
    collapse.	
    
  90	
    
  Each	
     shack	
     here	
     is	
     built	
     on	
     a	
     massive	
     boulder,	
    
  though	
    the	
    stone	
    foundations	
    are	
    crumbling	
    and	
    
  cracked	
    with	
    age.	
    
  91	
    
  Birds	
    flap	
    frantically	
    overhead,	
    wings	
    caught	
    in	
    a	
    
  series	
    of	
    strung-­‐up	
    nets.	
    
  92	
    
  People	
    scramble	
    to	
    pick	
    through	
    piles	
    of	
    mouldy	
    
  fruit	
    and	
    vegetables	
    dumped	
    at	
    random.	
    
  93	
    
  Hand-­‐scrawled	
     signs	
     have	
     been	
     tacked	
     to	
     the	
    
  occasional	
     corner,	
     noting	
     street	
     names	
     and	
    
  neighbourhoods.	
    
  94	
    
  A	
     band	
     of	
     scrawny	
     thugs	
     squat	
     over	
     a	
     game	
     of	
    
  knucklebones	
    while	
    watching	
    passers-­‐by.	
    	
    
  95	
    
  A	
    maze	
    of	
    dark	
    paths	
    leads	
    off	
    into	
    the	
    distance	
    
  with	
    no	
    discernible	
    pattern	
    or	
    signs.	
    
  96	
    
  Filthy	
    curtains	
    have	
    been	
    hung	
    around,	
    forming	
    
  torn	
     and	
     temporary	
     “walls”	
     to	
     separate	
     living	
    
  spaces.	
    
  97	
    
  Overgrown	
     vegetation	
     crams	
     into	
     the	
     spaces	
    
  between	
     lopsided	
     bricks	
     while	
     thorny	
     vines	
    
  writhe	
    across	
    every	
    surface.	
    
  98	
    
  A	
    broken	
    door	
    hangs	
    halfway	
    off	
    its	
    hinges,	
    latch	
    
  snapped	
    beyond	
    repair.	
    
  99	
    
  The	
     shacks	
     here	
     stand	
     on	
     tall	
     stilts,	
     letting	
    
  channels	
    of	
    sewage	
    run	
    underneath.	
    
  100	
    
  Every	
    building	
    in	
    this	
    part	
    of	
    the	
    slum	
    has	
    been	
    
  constructed	
    from	
    columns	
    and	
    slabs	
    of	
    bone.	
    
  	
    
  	
    
  
  122	
    
  T H E  S U N K E N  P Y R A M I D :  S H A R K J A W  S K E L E T O N S  
  Unholy	
     creations	
     of	
     sahuagin	
     priests	
     toiling	
     deep	
     in	
     their	
    
  undersea	
     lairs,	
     sharkjaw	
     skeletons	
     are	
     almost	
     exclusively	
    
  encountered	
    in	
    places	
    holy	
    to	
    the	
    sahuagin.	
    Dominated	
    by	
    their	
    
  master’s	
    will	
    they	
    are	
    implacable,	
    fearless	
    foes.	
    	
    
  SHARKJAW	
    SKELETON	
    	
    
  C R 	
    3 	
    ( X P 	
    8 0 0 ) 	
    
  Composed	
    of	
    dozens	
    of	
    interlocking	
    shark	
    jaws	
    filled	
    with	
    scores	
    
  of	
    sharp	
    teeth,	
    this	
    large,	
    bone	
    creature	
    skitters	
    forward	
    
  NE	
    Large	
    undead	
    
  Init	
    +5;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +0,	
    Sense	
    Motive	
    +0	
    
  Speed	
    30	
    ft.,	
    swim	
    30	
    ft.;	
    ACP	
    0;	
    Swim	
    +12	
    
  AC	
    15,	
    touch	
    10,	
    flat-­‐footed	
    14;	
    CMD	
    19	
    
  	
     (+1	
    Dex,	
    +5	
    natural,	
    -­‐1	
    size)	
    
  Immune	
    mind-­‐affecting	
    effects,	
    death	
    effects,	
    disease,	
    paralysis,	
    
  poison,	
     sleep	
     effects,	
     stunning,	
     nonlethal	
     damage,	
     ability	
    
  drain,	
    energy	
    drain,	
    damage	
    to	
    physical	
    abilities,	
    exhaustion,	
    
  fatigue,	
     massive	
     damage,	
     any	
     effect	
     requiring	
     a	
     Fortitude	
    
  save	
    (unless	
    it	
    affects	
    objects	
    or	
    is	
    harmless),	
    cold	
    
  Fort	
    +2,	
    Ref	
    +2,	
    Will	
    +6	
    
  hp	
    26	
    (4	
    HD);	
    DR	
    bludgeoning/5	
    
  Space	
    10	
    ft.;	
    Base	
    Atk	
    +3;	
    CMB	
    +8	
    
  Melee	
    bite	
    (reach	
    10	
    ft.)	
    +6	
    (1d8+6	
    plus	
    grab)	
    
  Atk	
    Options	
    grab	
    
  Grab	
     (Ex	
     [free])	
     If	
     it	
     bites	
     a	
     Medium	
     or	
     smaller	
    
  target,	
     the	
     sharkjaw	
     skeleton	
     can	
     try	
     to	
     start	
     a	
    
  grapple	
    without	
    provoking	
    attacks	
    of	
    opportunity.	
    
  Abilities	
    Str	
    18,	
    Dex	
    12,	
    Con	
    —,	
    Int	
    —,	
    Wis	
    10,	
    Cha	
    14	
    
  Feats	
    Improved	
    Initiative,	
    Iron	
    Will	
    
  Environment	
    aquatic	
    
  Organisation	
    any	
    
  Treasure	
    none	
    
  C O M B A T  &  T A C T I C S  
  Sharkjaw	
     skeletons	
     close	
     to	
     attack	
     their	
    
  enemies	
     as	
     quickly	
     as	
     possible.	
     After	
     a	
    
  successful	
     bite	
     attack,	
     they	
     use	
    
  grab	
    
  to	
    
  grapple	
    
  their	
    
  opponents	
    
  before	
    
  savaging	
    
  them	
    
  to	
    
  death.	
    
  Sharkjaw	
    
  skeletons	
     are	
     mindless	
     and	
     do	
     not	
    
  make	
    use	
    of	
    sophisticated	
    tactics	
    such	
    as	
    flanking.	
    
  E C O L O G Y  &  S O C I E T Y  
  Sharkjaw	
    skeletons	
    have	
    no	
    society	
    of	
    their	
    own.	
    They	
    are	
    
  only	
    normally	
    encountered	
    in	
    places	
    holy	
    to	
    the	
    sahuagin.	
    
  Sahuagin	
    priests	
    create	
    them	
    from	
    fusing	
    together	
    the	
    jaws	
    
  of	
    their	
    tribe’s	
    slain	
    shark	
    servants.	
    	
    
  	
    
  Sharkjaw	
    skeleton	
    often	
    lie	
    among	
    the	
    bones	
    of	
    the	
    tribe’s	
    
  fallen	
    or	
    deep	
    in	
    patches	
    of	
    kelp	
    or	
    seaweed.	
    They	
    follow	
    their	
    
  creator’s	
     commands	
     to	
     the	
     letter.	
     They	
     never	
     have	
     their	
     own	
    
  treasure	
    (or	
    carry	
    objects	
    of	
    value),	
    but	
    are	
    often	
    found	
    near	
    to	
    
  sahuagin	
    treasure	
    caches.	
    
  V A R I A N T  S H A R K J A W  S K E L E T O N S  
  The	
    stat	
    block	
    herein	
    presents	
    the	
    most	
    commonly	
    encountered	
    
  type	
    of	
    sharkjaw.	
    Huge	
    versions	
    of	
    the	
    sharkjaw	
    exists	
    and	
    are	
    
  created	
    using	
    the	
    jaws	
    of	
    dire	
    sharks.	
    
  S H A R K J A W  L O R E  
  A	
     character	
     with	
     ranks	
     in	
     Knowledge	
     (religion)	
     can	
     learn	
     more	
    
  about	
     a	
     sharkjaw	
     skeleton	
     with	
     a	
     successful	
     skill	
     check.	
     A	
    
  successful	
    skill	
    check	
    also	
    reveals	
    all	
    information	
    revealed	
    by	
    a	
    
  lesser	
    check.	
    
  	
    
  DC	
    13:	
    This	
    is	
    a	
    sharkjaw	
    skeleton,	
    an	
    undead	
    creature.	
    This	
    
  result	
    also	
    reveals	
    all	
    undead	
    traits.	
    
  	
    
  DC	
    18:	
    Sharkjaw	
    skeletons	
    are	
    created	
    from	
    dozens	
    of	
    shark	
    
  jaws	
     by	
     sahuagin	
     priests	
     to	
     protect	
     their	
     temples	
     and	
    
  other	
    holy	
    places.	
    
  	
    
  DC	
    23:	
    Sharkjaw	
    skeletons	
    are	
    very	
    
  strong	
     and	
     grapple	
     their	
     foes	
     before	
    
  savaging	
    them	
    to	
    death.	
    
  	
    
   
  
  123	
    
  T H E  S U N K E N  P Y R A M I D :  N E W  M A G I C  I T E M S  
  The	
    Sunken	
    Pyramid	
    features	
    several	
    new	
    magic	
    items.	
    Two	
    of	
    
  the	
    items	
    are	
    of	
    sahuagin	
    artifice	
    while	
    the	
    third	
    is	
    an	
    ancient	
    
  merfolk	
    
  weapon	
    
  thought	
    
  lost	
    
  forever	
    
  in	
    
  the	
    
  ocean’s	
    
  impenetrable	
    depths.	
    	
    
  	
    
  Full	
     descriptions	
     of	
     the	
     relevant	
     items	
     appears	
     below.	
    
  However,	
     keep	
     in	
     mind	
     that	
     these	
     are	
     powerful	
     items	
     –	
    
  particularly	
    The	
    Obsidian	
    Trident	
    –	
    and	
    that	
    their	
    presence	
    in	
    the	
    
  campaign	
    could	
    unbalance	
    the	
    party	
    in	
    the	
    long	
    term.	
    
  C R Y S T A L  S A H U A G I N  S K U L L  
  These	
     incredibly	
     rare	
     objects	
     were	
     crafted	
     centuries	
     ago	
     by	
    
  sahuagin	
    seers	
    and	
    mystics.	
    Imbued	
    with	
    a	
    sliver	
    of	
    profane	
    
  power,	
    the	
    skulls	
    have	
    a	
    faint,	
    mystical	
    connection	
    to	
    all	
    
  sahuagin	
    and	
    the	
    priests	
    possessing	
    them	
    use	
    them	
    to	
    
  spy	
    out	
    plots	
    and	
    dissent.	
    	
    
  	
    
  Crystal	
     sahuagin	
     skulls	
     are	
     holy	
     items;	
     any	
    
  sahuagin	
     seeing	
     one	
     in	
     the	
     possession	
     of	
     an	
     non-­‐
  sahuagin	
     will	
     do	
     its	
     utmost	
     to	
     retrieve	
    
  the	
    object.	
    
  This	
     crystal	
     skull	
     features	
     an	
     open,	
    
  toothy	
    
  maw	
    
  and	
    
  large,	
    
  penetrating	
     eye	
     sockets	
     topped	
    
  by	
    thick	
    ridges.	
    	
    
  Aura	
     Moderate	
     (divination;	
     DC	
     19	
    
  Knowledge	
     [arcana])	
     Identify	
     DC	
     22	
    
  Spellcraft	
    	
    
  Lore	
     (DC	
     12	
     Knowledge	
     [nature])	
     The	
     skull	
    
  has	
    been	
    carved	
    to	
    depict	
    a	
    sahuagin	
    skull.	
    
  However,	
     its	
     eye	
     sockets	
     are	
     slightly	
     wider	
    
  and	
    deeper	
    than	
    normal.	
    
  Lore	
     (DC	
     25	
     Appraise)	
     The	
     skull	
     is	
     exquisitely	
    
  carved	
    and	
    seems	
    to	
    be	
    formed	
    from	
    a	
    single	
    
  piece	
    of	
    crystal.	
    The	
    surface	
    is	
    worn	
    smooth	
    and	
    
  it	
    is	
    extremely	
    old.	
    
  Abilities	
     To	
     command	
     the	
     skull’s	
     powers,	
     its	
     owner	
    
  must	
    grasp	
    it	
    firmly	
    and	
    utter	
    the	
    command	
    word	
    
  (aquatal).	
    When	
    he	
    does	
    so,	
    the	
    crystal	
    sahuagin	
    
  skull	
    casts	
    scrying	
    (DC	
    16	
    Will	
    negates).	
    It	
    can	
    cast	
    
  scrying	
     once	
     per	
     day.	
     Possession	
     of	
     the	
     skull	
    
  increases	
     by	
     one	
     step	
     the	
     level	
     of	
     knowledge	
     the	
    
  possessor	
    has	
    about	
    any	
    sahuagin	
    and	
    the	
    hardness	
    
  of	
     the	
     saving	
     throw	
     made	
     to	
     resist	
     the	
     spell’s	
     affect.	
    
  Additionally,	
    the	
    skull	
    counts	
    as	
    having	
    a	
    likeness	
    or	
    picture	
    
  of	
    any	
    sahuagin	
    sought	
    (increasing	
    the	
    DC	
    to	
    resist	
    the	
    skull’s	
    
  powers	
    by	
    2).	
    	
    
  Slot	
    —;	
    Activation	
    Command	
    word	
    (aquatal);	
    CL	
    7th	
    
  Requirements	
     Craft	
     Wondrous	
     Item,	
     scrying;	
     Cost	
     10,080	
     gp;	
    
  Price	
    5,404	
    gp	
    
  S H A R K ’ S  T O O T H  A M U L E T  
  Crafted	
     by	
     the	
     sahuagin	
     to	
     allow	
     them	
     to	
     take	
     air	
     breathing	
    
  captives,	
    shark	
    tooth	
    amulets	
    are	
    often	
    hung	
    around	
    the	
    necks	
    
  of	
    such	
    captives	
    on	
    a	
    woven	
    cord	
    of	
    shark	
    gut.	
    Use	
    of	
    a	
    shark	
    
  tooth	
     amulet	
     enables	
     captives	
     to	
     reach	
     the	
     sahuagins’	
     sunken	
    
  lair	
    and	
    to	
    be	
    deposited	
    in	
    an	
    airy	
    chamber	
    or	
    other	
    prison	
    there	
    
  to	
    await	
    their	
    grizzly	
    fate.	
    
  The	
    tooth	
    of	
    a	
    huge	
    shark	
    is	
    suspended	
    from	
    thin	
    cording	
    woven	
    
  from	
    the	
    gut	
    of	
    some	
    sea	
    creature.	
    
  The	
     tooth	
     has	
     numerous	
     tiny	
     runes	
    
  and	
     magic	
     symbols	
     engraved	
     into	
     its	
    
  surface.	
    
  Aura	
    
  Faint	
    
  (transmutation;	
    
  DC	
    
  18	
    
  Knowledge	
     [arcana])	
     Identify	
     DC	
     20	
    
  Spellcraft	
    	
    
  Lore	
    (DC	
    12	
    Knowledge	
    [nature])	
    This	
    tooth	
    
  came	
    from	
    a	
    shark.	
    
  Lore	
    (DC	
    15	
    Knowledge	
    [arcana])	
    The	
    runes	
    
  carved	
     into	
     the	
     tooth	
     deal	
     with	
     water,	
    
  magic	
    and	
    air.	
    
  Lore	
     (DC	
     20	
     Spellcraft)	
     This	
     is	
     a	
     shark’s	
    
  tooth	
    
  amulet.	
    
  Crafted	
    
  by	
    
  powerful	
    
  sahuagin	
     spellcasters	
     it	
     grants	
     the	
     ability	
    
  to	
    breath	
    underwater	
    to	
    those	
    nearby.	
    
  Abilities	
     On	
     command,	
     a	
     shark	
     tooth	
    
  amulet	
    can	
    cast	
    water	
    breathing	
    (CL	
    5)	
    once	
    
  per	
    day.	
    
  Drawback	
     The	
     sahuagin	
     craft	
     their	
     shark	
     tooth	
    
  amulets	
    with	
    a	
    deliberate	
    drawback.	
    Once	
    affected	
    by	
    
  the	
    amulet’s	
    water	
    breathing	
    power,	
    a	
    character	
    must	
    
  remain	
    within	
    30	
    ft.	
    of	
    the	
    amulet.	
    If	
    he	
    does	
    not,	
    the	
    
  affect	
     (for	
     that	
     character	
     only)	
     ends.	
     This	
     restriction	
    
  reduces	
    the	
    amulet’s	
    price	
    by	
    30%	
    and	
    keeps	
    prisoners	
    
  from	
    escaping.	
    
  Slot	
    Neck;	
    Activation	
    Command	
    word	
    (t’zecol);	
    CL	
    5th	
    
  Requirements	
    Craft	
    Wondrous	
    Item,	
    water	
    breathing;	
    Cost	
    
  3,780	
    gp;	
    Price	
    1,890	
    gp	
    
   
  S W I M - B Y  A T T A C K  
  The	
     creature	
     can	
     move	
     before	
     and	
     after	
     it	
     makes	
     an	
     attack	
    
  while	
    swimming.	
    
  	
    
  Prerequisite:	
    Swim	
    speed.	
    
  	
    
  Benefit:	
     When	
     swimming,	
     the	
     creature	
     can	
     take	
     a	
     move	
    
  action	
     and	
     another	
     standard	
     action	
     at	
     any	
     point	
     during	
     the	
    
  move.	
    The	
    creature	
    cannot	
    take	
    a	
    second	
    move	
    action	
    during	
    a	
    
  round	
    it	
    makes	
    a	
    swim-­‐by	
    attack.	
    
  	
    
  Normal:	
     Without	
     this	
     feat,	
     the	
     creature	
     takes	
     a	
     standard	
    
  action	
    either	
    before	
    or	
    after	
    its	
    move.	
    
  
  124	
    
  T R I B E S  M O S T  F O U L :  G O B L I N S  O F  T H E  B L A C K  F U R  
  The	
     Goblins	
     of	
     the	
     Black	
     Fur	
     are	
     a	
     vicious	
     band	
     of	
     depraved	
    
  scavengers	
     and	
     killers.	
     Led	
     by	
     the	
     cunning,	
     ruthless	
     and	
    
  perpetually	
     hungry	
     greater	
     barghest,	
     Amare	
     Kutha,	
     they	
     are	
     a	
    
  threat	
    to	
    all	
    who	
    explore	
    their	
    woodland	
    domain.	
    
  S O C I E T Y  &  O R G A N I S A T I O N  
  The	
    Black	
    Fur	
    tribe	
    is	
    warlike	
    and	
    merciless	
    in	
    pursuit	
    of	
    food	
    and	
    
  treasure.	
    Driven	
    onwards	
    by	
    the	
    depraved	
    lusts	
    of	
    their	
    mistress,	
    
  Amare	
    Kutha	
    (page	
    5),	
    the	
    tribe	
    is	
    locked	
    in	
    a	
    vicious	
    war	
    with	
    a	
    
  nearby	
    clan	
    of	
    gnomes,	
    the	
    Glittergems.	
    They	
    also	
    prey	
    upon	
    the	
    
  nearest	
    human	
    settlements	
    and	
    few	
    that	
    come	
    within	
    a	
    score	
    of	
    
  miles	
    of	
    their	
    lair	
    escape	
    their	
    notice.	
    	
    
  	
    
  Amare	
    Kutha	
    holds	
    absolute	
    power	
    in	
    the	
    tribe	
    but	
    is	
    served	
    
  by	
     three	
     lieutenants	
     (Jerix,	
     Grort	
     and	
     Verixal	
     [page	
     5])	
     all	
     of	
    
  whom	
    hunger	
    for	
    her	
    favour,	
    but	
    are	
    terrified	
    of	
    her	
    power.	
    	
    
  	
    
  Wolf	
     Fur	
     Cloaks:	
     To	
     emulate	
     their	
     fell	
     mistress,	
     goblin	
    
  warriors	
    lust	
    after	
    the	
    wolf	
    fur	
    cloaks	
    that	
    mark	
    a	
    goblin	
    as	
    an	
    
  elite	
     warrior	
     of	
     the	
     tribe.	
     These	
     cloaks	
     must	
     be	
    
  crafted	
    of	
    fur	
    cut	
    from	
    the	
    body	
    of	
    a	
    wolf	
    slain	
    in	
    
  single	
     combat	
     by	
     the	
     warrior.	
     Wearing	
     them	
    
  bestows	
     much	
     prestige	
     upon	
     its	
     owner	
     and	
    
  comes	
     with	
     many	
     privileges	
     including	
     the	
    
  right	
     to	
     have	
     many	
     wives,	
     the	
     right	
     to	
     a	
    
  voice	
    in	
    tribal	
    conclaves	
    and	
    so	
    on.	
    	
    
  	
    
  Appearance:	
     Black	
     Fur	
     goblins	
     are	
    
  scrawny	
    
  creatures	
    
  who	
    
  possess	
    
  wide,	
    
  ungainly	
    heads.	
    Many	
    file	
    their	
    teeth	
    to	
    sharp	
    
  points	
    and	
    decorate	
    their	
    bodies	
    with	
    swirls	
    of	
    
  black	
    paint.	
    Their	
    skin	
    is	
    dull	
    orange	
    in	
    hue	
    and	
    
  their	
     eyes	
     reddish	
     to	
     yellow	
     in	
     colour.	
     They	
     wear	
    
  dirty	
    leather	
    and	
    fur	
    clothes	
    of	
    dark	
    colours.	
    
  	
    
  Much	
    of	
    their	
    weapons	
    and	
    armour	
    are	
    of	
    gnomish	
    craft	
    –	
    
  looted	
    from	
    the	
    bodies	
    of	
    their	
    fallen	
    enemies.	
    
  E C O L O G Y  &  L A I R  
  The	
     Black	
     Fur	
     tribe	
     dwells	
     in	
     the	
     cliffs	
     of	
     a	
     gigantic	
     sinkhole	
    
  hidden	
    deep	
    in	
    an	
    all	
    but	
    impenetrable	
    tangle	
    of	
    deep	
    woodland	
    
  many	
    miles	
    from	
    the	
    nearest	
    human	
    settlement.	
    The	
    sinkhole	
    is	
    
  over	
    200	
    feet	
    deep	
    in	
    places	
    and	
    its	
    walls	
    are	
    of	
    almost	
    sheer	
    
  rock.	
     Thick	
     vines	
     and	
     creepers	
     grow	
     upon	
     its	
     walls	
     and	
     the	
    
  goblins	
    have	
    carved	
    deep	
    warrens	
    into	
    the	
    cliffs.	
    	
    Bats	
     and	
     birds	
    
  dwell	
     in	
     the	
     nooks	
     and	
     crannies	
     of	
     the	
     sinkhole’s	
     cliffs;	
     the	
    
  goblins	
    hunt	
    them	
    sporadically	
    for	
    food	
    or	
    to	
    alleviate	
    boredom.	
    
  	
    
  A	
    shallow	
    lake	
    fills	
    the	
    bottom	
    of	
    the	
    sinkhole,	
    but	
    here	
    and	
    
  there	
    small	
    islands	
    of	
    rubble	
    wreathed	
    in	
    vegetation	
    –	
    deposited	
    
  when	
     the	
     sinkhole	
     collapsed	
     –	
     emerge	
     from	
     its	
     chill	
     waters.	
    
  Several	
     of	
     these	
     islands	
     are	
     used	
     to	
     incarcerate	
     the	
     goblins’	
    
  prisoners	
     –	
     trapped	
     by	
     chill	
     water	
     and	
     high	
     cliffs,	
     the	
    
  unfortunates	
     are	
     tormented	
     by	
     the	
     sight	
     of	
     unattainable	
    
  freedom	
    so	
    close	
    at	
    hand.	
    
  C O M B A T  &  T A C T I C S  
  Black	
    Fur	
    warriors	
    are	
    ferocious,	
    in	
    battle.	
    They	
    
  prefer	
     striking	
     from	
     three-­‐sided	
     sudden	
    
  ambush,	
    leaving	
    one	
    direction	
    free	
    for	
    their	
    
  prey	
    to	
    flee.	
    This	
    is	
    a	
    ruse	
    as	
    more	
    hidden	
    
  warriors	
     lurk	
     in	
     that	
     direction	
     to	
     pick	
     off	
    
  exhausted,	
    isolated	
    enemies.	
    	
    
  	
    
  In	
    
  battle,	
    
  the	
    
  younger,	
    
  unproven	
    
  warriors	
     attack	
     first	
     –	
     partly	
     in	
     a	
     bid	
     to	
    
  prove	
    themselves	
    and	
    party	
    because	
    they	
    are	
    
  cajoled	
     into	
     it	
     by	
     the	
     wiser,	
     more	
     experienced	
    
  warriors.	
    	
    
  	
    
  Goblins	
     love	
     fire,	
     and	
     the	
     Black	
     Fur	
     tribe	
     is	
     no	
    
  exception.	
    They	
    often	
    use	
    fire	
    in	
    their	
    ambushes	
    to	
    channel	
    and	
    
  terrify	
     their	
     prey	
     and	
     their	
     lair	
     is	
     riddled	
     with	
     traps	
     featuring	
    
  precariously	
     balanced	
     flasks	
     of	
     alchemist’s	
     fire	
     brewed	
     by	
    
  Verixal.	
    
   
  T R I B A L  R O S T E R  
  The	
    tribe	
    comprises	
    the	
    following	
    members:	
    
  § 
  78	
    warriors	
    (NE	
    goblin	
    warrior	
    1)	
    
  § 
  206	
    non-­‐combatants	
    (including	
    113	
    young)	
    
  § 
  33	
    goblin	
    dogs	
    
  § 
  8	
    sergeants	
    (NE	
    goblin	
    fighter	
    [mobile	
    fighter]	
    3)	
    
  § 
  Verixal	
    (NE	
    female	
    goblin	
    cave	
    druid	
    5)	
    
  § 
  Grort	
    (NE	
    male	
    goblin	
    fighter	
    [mobile	
    fighter]	
    5)	
    
  § 
  Jerix	
    (NE	
    male	
    half-­‐fiend	
    goblin	
    ranger	
    [shapeshifter]	
    4)	
    
  § 
  Amare	
     Kutha	
     (LE	
     female	
     greater	
     barghest	
     rogue	
     [thug]	
    
  2/fighter	
    1)	
    
  I N  Y O U R  C A M P A I G N  
  In	
     your	
     campaign,	
     the	
     Black	
     Fur	
     Goblins	
     can	
     dwell	
     in	
     any	
    
  remote,	
     wooded	
     area.	
     Bitter	
     enemies	
     of	
     the	
     gnomish	
    
  Glittergem	
    clan,	
    they	
    can	
    come	
    to	
    the	
    PCs’	
    attention	
    when	
    the	
    
  gnomes	
     beg	
     for	
     aid	
     in	
     fending	
     off	
     their	
     repeated	
     attacks.	
    
  Alternatively,	
     the	
     PCs	
     may	
     have	
     to	
     mount	
     a	
     rescue	
     mission	
    
  when	
    a	
    friend	
    falls	
    into	
    the	
    tribe’s	
    clutches.	
    
  	
    
  Finally	
     the	
     GM	
     could	
     determine	
     the	
     tribe’s	
     lair	
     has	
    
  connections	
    to	
    the	
    Ebon	
    Realm.	
    As	
    such,	
    the	
    PCs	
    may	
    have	
    to	
    
  win	
    past	
    the	
    goblins	
    to	
    reach	
    the	
    deep	
    tunnels	
    or	
    the	
    goblins	
    
  themselves	
    may	
    be	
    displaced	
    into	
    the	
    surrounding	
    woodland	
    by	
    
  nameless	
    terrors	
    emerging	
    from	
    below.	
    	
    
  
  125	
    
  N O T A B L E  P E R S O N A L I T I E S  
  The	
     majority	
     of	
     the	
     tribe	
     are	
     normal	
     goblins.	
     A	
     few	
     members	
    
  are,	
    however,	
    exceptional:	
    	
    
  § 
  Amare	
     Kutha	
     (LE	
     female	
     greater	
     barghest	
     rogue	
     [thug]	
    
  2/fighter	
    1):	
    Amare	
    has	
    ruled	
    the	
    Black	
    Fur	
    for	
    decades.	
    When	
    
  she	
    happened	
    upon	
    the	
    goblins	
    they	
    were	
    the	
    Gory	
    Eye	
    tribe	
    
  (named	
     for	
     their	
     practise	
     of	
     consuming	
     their	
     fallen	
     foes’	
    
  eyeballs).	
    Amare	
    slew	
    the	
    previous	
    chieftain	
    and	
    set	
    her	
    new	
    
  minions	
    to	
    gather	
    the	
    souls	
    she	
    needed	
    to	
    grow.	
    
  § 
  Verixal	
     (NE	
     female	
     goblin	
     cave	
     druid	
     5):	
     Often	
     gravid	
     and	
    
  heavy	
    with	
    child,	
    Verixal	
    rarely	
    leaves	
    the	
    tribe’s	
    lair	
    preferring	
    
  instead	
    to	
    explore	
    the	
    deeper	
    passageways	
    and	
    caverns.	
    Six	
    of	
    
  her	
    children	
    have	
    survived	
    to	
    maturity	
    and	
    live	
    with	
    her	
    in	
    a	
    
  dank,	
     isolated	
     cave.	
     There	
     she	
     teaches	
     them	
     of	
     the	
     Ebon	
    
  Realm’s	
     beauty	
     and	
     nurtures	
     dreams	
     of	
     slaying	
     Amare	
     and	
    
  taking	
    her	
    place	
    as	
    chieftain.	
    
  § 
  Grort	
    (NE	
    male	
    goblin	
    fighter	
    [mobile	
    fighter]	
    5):	
    The	
    tribe’s	
    
  most	
    skilled	
    warrior	
    and	
    informal	
    war	
    leader,	
    Grort	
    leads	
    the	
    
  tribe’s	
    major	
    forays.	
    He	
    is	
    coarse	
    (even	
    for	
    a	
    goblin)	
    and	
    enjoys	
    
  eating	
    his	
    victim’s	
    warm	
    flesh.	
    
  § 
  Jerix	
     (NE	
     male	
     half-­‐fiend	
     goblin	
     ranger	
     [shapeshifter]	
     4):	
    
  Amare’s	
     bastard	
     progeny,	
     Jerix	
     has	
     inherited	
     some	
     of	
     his	
    
  mother’s	
     abilities.	
     He	
     views	
     himself	
     as	
     Amare’s	
     natural	
    
  successor,	
    but	
    his	
    arrogance	
    has	
    won	
    him	
    few	
    friends	
    among	
    
  the	
    tribe	
    and	
    his	
    fiendish	
    abilities	
    make	
    him	
    an	
    object	
    of	
    fear.	
    	
    
  T R I B A L  L O R E  
  Characters	
    with	
    ranks	
    in	
    Knowledge	
    (local)	
    may	
    know	
    something	
    
  about	
    the	
    Goblins	
    of	
    the	
    Black	
    Fur.	
    A	
    successful	
    check	
    reveals	
    all	
    
  information	
    gained	
    by	
    a	
    lesser	
    result:	
    
  	
    
  DC	
    11:	
    The	
    Goblins	
    of	
    the	
    Black	
    Fur	
    dwell	
    in	
    the	
    cliff	
    walls	
    of	
    
  a	
    gigantic	
    sinkhole	
    hidden	
    deep	
    in	
    the	
    woods.	
    	
    
  	
    
  DC	
    16:	
    Skilled	
    warriors	
    of	
    the	
    Black	
    Fur	
    wear	
    black	
    fur	
    cloaks	
    
  made	
    from	
    the	
    fur	
    of	
    wolves	
    slain	
    in	
    single	
    combat.	
    	
    
  	
    
  DC	
    21:	
    The	
    tribe	
    is	
    led	
    by	
    a	
    powerful	
    chieftain	
    rumoured	
    to	
    
  have	
    a	
    wide	
    range	
    of	
    magical	
    powers.	
    
   
   
  AMARE	
    KUTHA	
    	
    
  C R 	
    9 	
    ( X P 	
    6 ,4 0 0 ) 	
    
  This	
     snarling,	
     bipedal	
     canine	
     beast	
     grasps	
     a	
     longspear	
     and	
    
  advances	
    rapidly	
    toward	
    you.	
    
  Female	
    greater	
    barghest	
    rogue	
    (thug)	
    2/fighter	
    1	
    
  LE	
    Large	
    outsider	
    (evil,	
    extraplanar,	
    lawful,	
    shapechanger)	
    
  Init	
    +9;	
    Senses	
    darkvision	
    60	
    ft.,	
    scent;	
    Perception	
    +18,	
    Sense	
    
  Motive	
    +15	
    
  Speed	
    40	
    ft.;	
    ACP	
    0;	
    Acrobatics	
    +20	
    (+24	
    jumping),	
    Climb	
    +22,	
    
  Stealth	
    +21	
    (fast	
    stealth),	
    Swim	
    +19	
    
  AC	
    29,	
    touch	
    14,	
    flat-­‐footed	
    24;	
    CMD	
    34	
    
  	
     (+6	
    armour	
    [+2	
    mithral	
    shirt],	
    +5	
    Dex,	
    +9	
    natural,	
    -­‐1	
    size)	
    
  Fort	
    +13,	
    Ref	
    +15	
    (evasion),	
    Will	
    +11	
    
  hp	
    140	
    (12	
    HD);	
    DR	
    magic/10	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +11;	
    CMB	
    +19	
    (+23	
    vs.	
    trip)	
    
  Melee	
    +2	
    longspear	
    (reach	
    10	
    ft.)	
    +20/+15/+10	
    (1d8+12/x3)	
    or	
    
  Melee	
    bite	
    +17	
    (1d8+10)	
    and	
    
  	
    
  2	
    claws	
    +17	
    (1d6+7)	
    
  Atk	
    Options	
    Combat	
    Reflexes,	
    sneak	
    attack	
    (+1d6)	
    
  Special	
    Actions	
    change	
    shape	
    (goblin	
    or	
    wolf,	
    polymorph)	
    
  Spell-­‐Like	
     Abilities	
     (CL	
     9th;	
     concentration	
     +13	
     [+17	
     casting	
    
  defensively	
    or	
    grappling])	
    
  At	
    will—blink,	
    invisibility	
    sphere,	
    levitate,	
    misdirection	
    
  1/day—charm	
     monster	
     (DC	
     18),	
     crushing	
     despair	
     (DC	
     18),	
    
  dimension	
    door,	
    mass	
    bull’s	
    strength,	
    mass	
    enlarge	
    person	
    
  Abilities	
    Str	
    25,	
    Dex	
    20,	
    Con	
    23,	
    Int	
    20,	
    Wis	
    16,	
    Cha	
    18	
    
  SQ	
    rogue	
    talent	
    (fast	
    stealth)	
    
  Feats	
     Combat	
     Casting,	
     Combat	
     Reflexes,	
     Improved	
     Initiative,	
    
  Iron	
    Will,	
    Great	
    Fortitude,	
    Lightning	
    Reflexes,	
    Weapon	
    Focus	
    
  (longspear)B	
    
  Skills	
     as	
     above	
     plus	
     Appraise	
     +20,	
     Bluff	
     +19,	
     Diplomacy	
     +16,	
    
  Intimidate	
     +19	
     (frightening),	
     Knowledge	
     (dungeoneering)	
    
  +12,	
     Knowledge	
     (local)	
     +11,	
     Knowledge	
     (planes)	
     +8,	
    
  Linguistics	
    +10,	
    Survival	
    +14	
    
  Frightening	
    (Ex)	
    When	
    Amare	
    uses	
    Intimidate	
    to	
    demoralise	
    a	
    
  creature,	
    the	
    duration	
    of	
    the	
    shaken	
    condition	
    increases	
    by	
    
  1	
    round.	
    If	
    the	
    target	
    is	
    shaken	
    for	
    4	
    or	
    more	
    rounds,	
    she	
    
  can	
    instead	
    make	
    the	
    target	
    frightened	
    for	
    1	
    round.	
    
  Languages	
    Common,	
    Infernal,	
    Gnome,	
    Goblin,	
    Worg	
    
  Gear	
    as	
    above	
    plus	
    cloak	
    of	
    elvenkind,	
    silver	
    raven	
    figurine	
    of	
    
  wondrous	
    power	
    
  GRORT	
    
  C R 	
    4 	
    ( X P 	
    1 ,2 0 0 ) 	
    
  This	
     three-­‐foot	
     tall,	
     scrawny	
     humanoid	
     moves	
     with	
     dextrous	
    
  ease.	
    It	
    has	
    a	
    widely,	
    ungainly	
    head.	
    
  Male	
    goblin	
    fighter	
    (mobile	
    fighter)	
    5	
    
  NE	
    Small	
    humanoid	
    (goblinoid)	
    
  Init	
    +4;	
    Senses	
    darkvision	
    60	
    ft.;	
    Perception	
    +1,	
    Sense	
    Motive	
    +1	
    
  Speed	
    30	
    ft.;	
    ACP	
    0;	
    Climb	
    +6,	
    Ride	
    +13,	
    Stealth	
    +14,	
    Swim	
    +6	
    
  AC	
    22,	
    touch	
    16,	
    flat-­‐footed	
    17;	
    CMD	
    20;	
    Mobility	
    
  	
     (+5	
     armour	
     [+1	
     chain	
     shirt],	
     +4	
     Dex,	
     +1	
     dodge	
     [Dodge],	
     +1	
    
  shield	
    [mwk	
    light	
    wooden],	
    +1	
    size)	
    
  Fort	
    +6,	
    Ref	
    +5,	
    Will	
    +2;	
    +1	
    vs.	
    paralysation,	
    slow	
    and	
    entangle	
    
  effects	
    
  hp	
    47	
    (5	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +5;	
    CMB	
    +5	
    
  Melee	
    mwk	
    short	
    sword	
    +12	
    (1d4+3/19-­‐20)	
    
  Ranged	
    spear	
    (range	
    20	
    ft.)	
    +10	
    (1d6+1/x3)	
    
  Atk	
    Options	
    Spring	
    Attack,	
    leaping	
    attack	
    (+1)	
    
  Leaping	
     Attack	
     (Ex)	
     When	
     Grort	
     moves	
     at	
     least	
     5	
     ft.	
     before	
    
  attacking,	
    he	
    gains	
    a	
    +1	
    bonus	
    to	
    attack	
    and	
    damage	
    rolls.	
    
  Combat	
     Gear	
     elixir	
     of	
     fire	
     breath,	
     potion	
     of	
     cure	
     moderate	
    
  wounds	
    
  Abilities	
    Str	
    13,	
    Dex	
    18,	
    Con	
    14,	
    Int	
    10,	
    Wis	
    12,	
    Cha	
    6	
    
  SQ	
    agility	
    (+1),	
    armour	
    training	
    (1)	
    
  Feats	
     Dodge,	
     Mobility,	
     Spring	
     Attack,	
     Weapon	
     FinesseB,	
    
  Weapon	
    Focus	
    (short	
    sword)B,	
    Weapon	
    Specialisation	
    (short	
    
  sword)B	
    
  Skills	
    as	
    above	
    
  Languages	
    Goblin	
    	
    
  Gear	
    as	
    above	
    plus	
    wolf	
    fur	
    cloak,	
    belt	
    pouch,	
    5	
    gp,	
    12	
    sp	
    
  
  126	
    
  R E A D I N G  S T A T  B L O C K S  
  These	
     notes	
     explain	
     how	
     to	
     read	
     the	
     stat	
     blocks	
     in	
     this	
    
  supplement.	
    Unless	
    otherwise	
    noted,	
    all	
    listed	
    scores	
    include	
    all	
    
  the	
     creature’s	
     normal	
     modifiers.	
     Stat	
     block	
     appear	
     in	
     four	
    
  sections:	
    basic,	
    defensive,	
    offensive	
    and	
    supplemental.	
    	
    
  B A S IC	
    
  Name,	
    CR	
    and	
    XP:	
    The	
    monster’s	
    name	
    appears	
    first	
    followed	
    by	
    
  its	
    CR	
    and	
    how	
    many	
    experience	
    points	
    it	
    is	
    worth.	
    If	
    more	
    
  than	
    one	
    creature	
    is	
    encountered,	
    a	
    bracketed	
    number	
    lists	
    
  how	
    many	
    appear.	
    
  Appearance:	
    The	
    GM	
    can	
    read	
    aloud	
    or	
    paraphrase	
    this	
    section.	
    
  If	
    a	
    picture	
    depicts	
    the	
    creature,	
    this	
    section	
    may	
    be	
    omitted.	
    	
    
  Sex,	
    Race,	
    Class	
    and	
    Level:	
    If	
    the	
    monster	
    has	
    class	
    levels	
    these	
    
  appear	
    here	
    along	
    with	
    its	
    race	
    and	
    sex.	
    The	
    first	
    noted	
    class	
    
  is	
    the	
    creature’s	
    favoured	
    class.	
    
  Alignment	
    and	
    Type:	
    The	
    creature’s	
    abbreviated	
    alignment	
    and	
    
  its	
    type	
    (including	
    applicable	
    subtypes).	
    
  	
    
  Init	
     and	
     Senses:	
     This	
     creature’s	
     initiative	
     modifier	
     appears	
    
  before	
    any	
    special	
    senses	
    (such	
    as	
    scent	
    or	
    darkvision)	
    and	
    
  the	
     creature’s	
     Perception	
     and	
     Sense	
     Motive	
     scores.	
     If	
     the	
    
  creature	
     has	
     special	
     Perception-­‐based	
     abilities,	
     such	
     as	
    
  trapfinding	
    or	
    stonecunning,	
    these	
    appear	
    here.	
    	
    
  Speed:	
     The	
     creature’s	
     modified	
     land	
     speed	
     appears	
     first	
     along	
    
  with	
    any	
    other	
    relevant	
    speeds	
    (such	
    as	
    climb	
    or	
    fly).	
    If	
    the	
    
  creature’s	
    base	
    land	
    speed	
    is	
    different	
    to	
    its	
    modified	
    speed	
    
  this	
    is	
    also	
    listed.	
    
  ACP	
    and	
    Movement	
    Skills:	
    ACP	
    presents	
    the	
    creature’s	
    normal	
    
  armour	
    check	
    penalty	
    modifier.	
    If	
    the	
    creature’s	
    Acrobatics,	
    
  Climb,	
     Escape	
     Artist,	
     Fly,	
     Ride,	
     Stealth	
     or	
     Swim	
     modifier	
    
  differs	
     from	
     the	
     relevant	
     ability	
     modifier	
     minus	
     its	
     armour	
    
  check	
    penalty,	
    these	
    skills	
    appear	
    here.	
    	
    
  D E F E N S I V E	
    
  AC:	
    The	
    creature’s	
    normal,	
    touch	
    and	
    flat-­‐footed	
    AC	
    along	
    with	
    
  its	
    CMD;	
    additionally	
    this	
    section	
    lists	
    any	
    defensive	
    powers	
    
  or	
    abilities	
    that	
    affects	
    the	
    creature’s	
    AC.	
    	
    
  Immune,	
    Resist	
    and	
    Weaknesses:	
    If	
    the	
    creature	
    has	
    immunity,	
    
  resistance	
     or	
     a	
     vulnerability	
     to	
     an	
     effect	
     or	
     condition	
     it	
    
  appears	
    here.	
    	
    
  Fort,	
    Ref	
    and	
    Will:	
    The	
    creature’s	
    saving	
    throw	
    modifiers	
    along	
    
  with	
    any	
    conditional	
    modifiers	
    and	
    defensive	
    powers	
    (such	
    
  as	
    evasion)	
    and	
    spell	
    resistance	
    appear	
    here.	
    	
    
  HP:	
    The	
    creature’s	
    full,	
    normal	
    hit	
    points	
    along	
    with	
    the	
    number	
    
  of	
    hit	
    dice	
    it	
    possesses.	
    A	
    bracketed	
    hit	
    point	
    total	
    indicates	
    
  that	
     the	
     creature	
     is	
     injured.	
     If	
     the	
     creature	
     has	
     damage	
    
  reduction	
    or	
    hardness	
    it	
    appears	
    here.	
    	
    
  O F F E N S I V E	
    
  Space,	
     Base	
     Atk	
     and	
     CMB:	
     The	
     creature’s	
     space,	
     base	
     attack	
    
  bonus	
    and	
    CMB.	
    
  Melee:	
    This	
    section	
    lists	
    a	
    creature’s	
    melee	
    attacks.	
    If	
    the	
    attack	
    
  has	
    a	
    reach	
    that	
    is	
    not	
    5	
    ft.	
    it	
    is	
    listed	
    here.	
    This	
    line	
    also	
    lists	
    
  any	
     specific	
     feats	
     a	
     creature	
     can	
     use	
     with	
     the	
     attack	
     (for	
    
  example	
    Power	
    Attack),	
    but	
    the	
    effects	
    of	
    these	
    feats	
    are	
    not	
    
  included	
    in	
    the	
    attack’s	
    statistics.	
    Each	
    attack	
    includes	
    attack	
    
  bonus	
    and	
    damage	
    information.	
    If	
    the	
    attack	
    has	
    the	
    default	
    
  critical	
    hit	
    characteristics	
    (20/x2)	
    this	
    information	
    is	
    omitted.	
    	
    
  Ranged:	
    This	
    section	
    lists	
    the	
    creature’s	
    ranged	
    attacks.	
    It	
    always	
    
  includes	
     the	
     attack’s	
     range.	
     Each	
     attack	
     includes	
     attack	
    
  bonus	
     and	
     damage	
     information.	
     This	
     line	
     also	
     lists	
     any	
    
  specific	
    feats	
    a	
    creature	
    can	
    use	
    with	
    the	
    attack	
    (for	
    example	
    
  Point	
     Blank	
     Shot),	
     but	
     the	
     effects	
     of	
     these	
     feats	
     are	
     not	
    
  included	
     in	
     the	
     attack’s	
     statistics.	
     If	
     the	
     attack	
     has	
     the	
    
  default	
    critical	
    hit	
    characteristics	
    (20/x2)	
    this	
    information	
    is	
    
  omitted.	
    	
    
  Atk	
     Options:	
     This	
     section	
     lists	
     any	
     abilities	
     or	
     feats	
     that	
     can	
    
  affect	
    more	
    than	
    one	
    of	
    the	
    creature’s	
    attacks,	
    unless	
    it	
    has	
    
  already	
    been	
    presented	
    with	
    the	
    creature’s	
    specific	
    attacks.	
    
  Subsequent	
    listings	
    describe	
    all	
    but	
    the	
    most	
    basic	
    abilities	
    in	
    
  depth.	
    	
    
  Special	
     Actions:	
     This	
     section	
     lists	
     any	
     useful	
     abilities	
     that	
     a	
    
  creature	
    could	
    use	
    in	
    battle.	
    Subsequent	
    listings	
    describe	
    all	
    
  but	
    the	
    most	
    basic	
    abilities	
    in	
    more	
    depth.	
    
  Spells	
    and	
    Spell-­‐Like	
    Abilities:	
    The	
    creature’s	
    caster	
    level,	
    along	
    
  with	
     its	
     concentration	
     modifier	
     and	
     domains	
     appears	
     in	
    
  brackets	
    before	
    the	
    main	
    spell	
    listing.	
    If	
    one	
    or	
    more	
    of	
    the	
    
  creature’s	
    spells	
    require	
    a	
    touch	
    attack,	
    the	
    relevant	
    attack	
    
  bonus	
     is	
     included.	
     Spells	
     available	
     appear	
     in	
     reverse	
     order	
    
  from	
     highest	
     to	
     lowest	
     level.	
     Spells	
     denoted	
     D	
     are	
     domain	
    
  spells.	
    If	
    applicable,	
    a	
    spell’s	
    DC	
    is	
    also	
    provided.	
    
  Combat	
    Gear:	
    This	
    section	
    lists	
    any	
    combat-­‐related	
    equipment	
    
  the	
    creature	
    possesses.	
    	
    
  S U P P L E M E N T A L	
    
  Abilities	
    and	
    Special	
    Qualities:	
    These	
    sections	
    list	
    the	
    creature’s	
    
  ability	
     scores	
     and	
     any	
     special	
     qualities	
     that	
     do	
     not	
     appear	
    
  anywhere	
    else	
    in	
    its	
    stat	
    block.	
    	
    
  Feats:	
    An	
    alphabetical	
    listing	
    of	
    all	
    the	
    creature’s	
    feats.	
    
  Skills	
    and	
    Languages:	
    These	
    sections	
    list	
    any	
    skills	
    the	
    creature	
    
  possesses	
    that	
    have	
    not	
    already	
    appeared	
    in	
    the	
    stat	
    block	
    
  and	
    all	
    languages	
    spoken	
    or	
    understood.	
    Any	
    language-­‐based	
    
  special	
    abilities	
    also	
    appear	
    here.	
    
  Gear:	
     This	
     section	
     lists	
     any	
     gear	
     not	
     already	
     listed	
     in	
     the	
    
  creature’s	
     stat	
     block.	
     This	
     section	
     hardly	
     ever	
     contains	
    
  weapons	
     or	
     armour	
     as	
     they	
     usually	
     appear	
     in	
     the	
     relevant	
    
  sections	
    above.	
    	
    
  Spellbook:	
     The	
     contents	
     of	
     the	
     creature’s	
     spellbook	
     and	
     its	
    
  opposition	
    schools.	
    
  	
    
   
  S P E C I A L  A B I L I T I E S  
  Special	
     abilities	
     appear	
     in	
     the	
     section	
     to	
     which	
     they	
     are	
     best	
    
  suited.	
    Thus,	
    offensive	
    abilities	
    appear	
    with	
    a	
    creature’s	
    attacks	
    
  while	
    defensive	
    ones	
    appear	
    with	
    its	
    other	
    defences.	
    Full	
    write-­‐
  ups	
     of	
     irrelevant	
     powers	
     (such	
     as	
     those	
     that	
     could	
     not	
     affect	
    
  combat)	
     are	
     omitted.	
     The	
     effects	
     of	
     abilities	
     that	
     factor	
     into	
     a	
    
  creature’s	
     normal	
     attacks	
     or	
     defences	
     have	
     already	
     been	
    
  included	
    in	
    the	
    relevant	
    calculations.	
    
  
  127	
    
  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.	
    
  	
    
  9.	
    Updating	
    the	
    License:	
    Wizards	
    or	
    its	
    designated	
    Agents	
    may	
    publish	
    updated	
    versions	
    of	
    
  this	
    License.	
    You	
    may	
    use	
    any	
    authorized	
    version	
    of	
    this	
    License	
    to	
    copy,	
    modify	
    and	
    distribute	
    
  any	
    Open	
    Game	
    Content	
    originally	
    distributed	
    under	
    any	
    version	
    of	
    this	
    License.	
    
  	
    
  10	
    Copy	
    of	
    this	
    License:	
    You	
    MUST	
    include	
    a	
    copy	
    of	
    this	
    License	
    with	
    every	
    copy	
    of	
    the	
    
  Open	
    Game	
    Content	
    You	
    Distribute.	
    
  	
    
  11.	
    Use	
    of	
    Contributor	
    Credits:	
    You	
    may	
    not	
    market	
    or	
    advertise	
    the	
    Open	
    Game	
    Content	
    
  using	
    the	
    name	
    of	
    any	
    Contributor	
    unless	
    You	
    have	
    written	
    permission	
    from	
    the	
    Contributor	
    to	
    
  do	
    so.	
    
  	
    
  12	
    Inability	
    to	
    Comply:	
    If	
    it	
    is	
    impossible	
    for	
    You	
    to	
    comply	
    with	
    any	
    of	
    the	
    terms	
    of	
    this	
    
  License	
    with	
    respect	
    to	
    some	
    or	
    all	
    of	
    the	
    Open	
    Game	
    Content	
    due	
    to	
    statute,	
    judicial	
    order,	
    or	
    
  governmental	
    regulation	
    then	
    You	
    may	
    not	
    Use	
    any	
    Open	
    Game	
    Material	
    so	
    affected.	
    
  	
    
  13	
     Termination:	
     This	
     License	
     will	
     terminate	
     automatically	
     if	
     You	
     fail	
     to	
     comply	
     with	
     all	
    
  terms	
    herein	
    and	
    fail	
    to	
    cure	
    such	
    breach	
    within	
    30	
    days	
    of	
    becoming	
    aware	
    of	
    the	
    breach.	
    All	
    
  sublicenses	
    shall	
    survive	
    the	
    termination	
    of	
    this	
    License.	
    
  	
    
  14	
    Reformation:	
    If	
    any	
    provision	
    of	
    this	
    License	
    is	
    held	
    to	
    be	
    unenforceable,	
    such	
    provision	
    
  shall	
    be	
    reformed	
    only	
    to	
    the	
    extent	
    necessary	
    to	
    make	
    it	
    enforceable.	
    
  	
    
  15	
    COPYRIGHT	
    NOTICE:	
    Open	
    Game	
    License	
    v	
    1.0	
    ©2000,	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    
  	
    
  Open	
    Game	
    License	
    v1.0a.	
    Copyright	
    2000,	
    Wizards	
    of	
    the	
    Coast	
    Inc.	
    
  	
    
  System	
    Reference	
    Document:	
    ©2000,	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    Authors:	
    Jonathan	
    Tweet,	
    
  Monte	
    Cook,	
    Skip	
    Williams,	
    based	
    on	
    material	
    by	
    E.	
    Gary	
    Gygax	
    and	
    Dave	
    Arneson.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game.	
    ©2008,	
    2009,	
    Paizo	
    Publishing,	
    LLC;	
    Author:	
    Jason	
    Bulmahn.	
    
  	
    
  Pathfinder	
     RPG	
     Bestiary.	
     ©2009	
     Paizo	
     Publishing	
     LC;	
     Author	
     Jason	
     Bulmahn,	
     based	
     on	
    
  material	
    by	
    Jonathan	
    Tweet,	
    Monte	
    Cook	
    and	
    Sip	
    Williams.	
    
  	
    
  The	
    Book	
    of	
    Experimental	
    Might.	
    ©2008,	
    Malhavoc	
    Press;	
    Author:	
    Monte	
    Cook.	
    
  	
    
  Tomb	
     of	
     Horrors.	
     ©2002,	
     Necromancer	
     Games,	
     Inc.;	
     Authors:	
     Scott	
     Greene,	
     with	
     Clark	
    
  Peterson,	
     Erica	
     Balsley,	
     Kevin	
     Baase,	
     Casey	
     Christofferson,	
     Lance	
     Hawvermale,	
     Travis	
    
  Hawvermale,	
    Patrick	
    Lawinger,	
    and	
    Bill	
    Webb;	
    Based	
    on	
    original	
    content	
    by	
    TSR.	
    
  	
    
  Advanced	
    Player’s	
    Guide.	
    ©2010,	
    Paizo	
    Publishing,	
    LLC;	
    Author:	
    Jason	
    Bulmahn.	
    
  	
    
  Adventurer’s	
    Armoury.	
    ©2010,	
    Paizo	
    Publishing,	
    LLC;	
    Author:	
    Jonathan	
    Keith,	
    Hal	
    Maclean,	
    
  Jeff	
    Quick,	
    Christopher	
    Self,	
    JD	
    Wiker,	
    Keri	
    Wiker.	
    
  	
    
  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	
     Bestiary	
     3.	
     ©	
     2011,	
     Paizo	
     Publishing,	
     LLC;	
     Authors:	
     Jesse	
    
  Benner,	
     Jason	
     Bulmahn,	
     Adam	
     Daigle,	
     James	
     Jacobs,	
     Michael	
     Kenway,	
     Rob	
     McCreary,	
     Patrick	
    
  Renie,	
    Chris	
    Sims,	
    F.	
    Wesley	
    Schneider,	
    James	
    L.	
    Sutter,	
    and	
    Russ	
    Taylor,	
    based	
    on	
    material	
    by	
    
  Jonathan	
    Tweet,	
    Monte	
    Cook,	
    and	
    Skip	
    Williams.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     Bestiary	
     4.	
     ©	
     2012,	
     Paizo	
     Publishing,	
     LLC;	
     Authors:	
     Jason	
    
  Bulmahn.	
     Dennis	
     Baker,	
     .Jesse	
     Benner,	
     Savannah	
     Broadway,	
     Ross	
     Byers,	
     Adam	
     Daigle,	
     Tim	
    
  Hitchcock,	
    Tracy	
    Hurley,	
    James	
    Jacobs,	
    Matt	
    James,	
    Rob	
    McCreary,	
    Jason	
    Nelson,	
    Tom	
    Phillips,	
    
  Stephen	
    Radney-­‐MacFarland,	
    Sean	
    K.	
    Reynolds,	
    F.	
    Wesley	
    Schneider,	
    Tork	
    Shaw	
    and	
    Russ	
    Taylor.	
    
  	
    
  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.	
    
  	
    
  Caves	
     &	
     Caverns.	
     ©Raging	
     Swan	
     Press	
     2011;	
     Author:	
     Creighton	
     Broadhurst	
     and	
     David	
    
  Posener.	
    
  	
    
  Barroom	
    Brawls.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    NPC	
    Codex.	
    ©	
    2012,	
    Paizo	
    Publishing,	
    LLC;	
    Authors:	
    Jesse	
    
  Benner,	
    Jason	
    Bulmahn,	
    Adam	
    Daigle,	
    Alex	
    Greenshields,	
    Rob	
    McCreary,	
    Mark	
    Moreland,	
    Jason	
    
  Nelson,	
    Stephen	
    Radney-­‐MacFarland,	
    Patrick	
    Renie,	
    Sean	
    K	
    Reynolds,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     Ultimate	
     Magic.	
     ©	
     2011,	
     Paizo	
     Publishing,	
     LLC;	
     Authors:	
    
  Jason	
    Bulmahn,	
    Tim	
    Hitchcock,	
    Colin	
    McComb,	
    Rob	
    McCreary,	
    Jason	
    Nelson,	
    Stephen	
    Radney-­‐
  MacFarland,	
    Sean	
    K	
    Reynolds,	
    Owen	
    K.C.	
    Stephens,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    Ultimate	
    Campaign.	
    ©	
    2013,	
    Paizo	
    Publishing,	
    LLC;	
    Authors:	
    
  Jesse	
     Benner,	
     Benjamin	
     Bruck,	
     Jason	
     Bulmahn,	
     Ryan	
     Costello,	
     Adam	
     Daigle,	
     Matt	
     Goetz,	
     Tim	
    
  Hitchcock,	
     James	
     Jacobs,	
     Ryan	
     Macklin,	
     Colin	
     McComb,	
     Jason	
     Nelson,	
     Richard	
     Pett,	
     Stephen	
    
  Radney-­‐MacFarland,	
    Patrick	
    Renie,	
    Sean	
    K	
    Reynolds,	
    F.	
    Wesley	
    Schneider,	
    James	
    L.	
    Sutter,	
    Russ	
    
  Taylor,	
    and	
    Stephen	
    Townshend.	
    
  	
    
  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.	
    
  	
    
  Village	
    Backdrop:	
    Longbridge.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Village	
    Backdrop:	
    Chasm.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Christian	
    Alipounarian.	
    
  	
    
  Dungeon	
    Dressing:	
    Floors.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Mike	
    Welham.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     January	
     2014.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     Christian	
    
  Alipounarian,	
    Creighton	
    Broadhurst,	
    David	
    Posener	
    and	
    Mike	
    Welham.	
    
  	
    
  Village	
    Backdrop:	
    Summerford.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Alex	
    Connell.	
    
  	
    
  Dungeon	
    Dressing:	
    Walls.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Alexander	
    Augunas.	
    
  	
    
  GM’s	
    Monthly	
    Miscellany:	
    February	
    2014.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Authors:	
    Alexander	
    
  Augunas,	
    Creighton	
    Broadhurst	
    and	
    Alex	
    Connell.	
    
  	
    
  So	
    What’s	
    The	
    Zombie	
    Like,	
    Anyway?	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Greg	
    Marks.	
    
  	
    
  Village	
    Backdrop:	
    Riverburg.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Brian	
    Wiborg	
    Mønster.	
    
  	
    
  Dungeon	
    Dressing:	
    Ceilings.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Aaron	
    Bailey.	
    
  	
    
  GM’s	
    Monthly	
    Miscellany:	
    March	
    2014.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Aaron	
    Bailey,	
    
  Creighton	
    Broadhurst,	
    Greg	
    Marks	
    and	
    Brian	
    Wiborg	
    Mønster.	
    
  	
    
  Iconic	
     Characters.	
     ©Raging	
     Swan	
     Press	
     2012;	
     Author:	
     Mary-­‐ann	
     Astle,	
     Creighton	
    
  Broadhurst	
    and	
    Martin	
    Tideswell.	
    
  	
    
  Raiders	
    of	
    the	
    Fever	
    Sea.	
    ©2012,	
    Paizo	
    Publishing,	
    LLC;	
    Author:	
    Greg	
    A.	
    Vaughan.	
    
  	
    
  White	
    Moon	
    Cove.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Marc	
    Radle.	
    
  
  128	
    
  	
    
  The	
    Sunken	
    Pyramid.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Authors:	
    Creighton	
    Broadhurst	
    and	
    Marc	
    
  Radle.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     April	
     2014.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     Alexander	
    
  Augunas,	
    Creighton	
    Broadhurst,	
    Eric	
    Hindley	
    and	
    Marc	
    Radle.	
    
  	
    
  Subterranean	
    Enclave:	
    Severed	
    Umbra.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Mike	
    Welham.	
    
  	
    
  Dungeon	
    Dressing:	
    Dungeon	
    Entrances.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Greg	
    Marks.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     May	
     2014.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     Creighton	
    
  Broadhurst,	
    Greg	
    Marks	
    and	
    Mike	
    Welham.	
    
  	
    
  Advanced	
    Race	
    Guide	
    ©	
    2012,	
    Paizo	
    Publishing,	
    LLC;	
    Authors:	
    Dennis	
    Baker,	
    Jesse	
    Benner,	
    
  Benjamin	
    Bruck,	
    Jason	
    Bulmahn,	
    Adam	
    Daigle,	
    Jim	
    Groves,	
    Tim	
    Hitchcock,	
    Hal	
    MacLean,	
    Jason	
    
  Nelson,	
    Stephen	
    Radney-­‐MacFarland,	
    Owen	
    K.C.	
    Stephens,	
    Todd	
    Stewart,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Centaurs	
    of	
    the	
    Bleak	
    Moor.	
    ©Raging	
    Swan	
    Press	
    2011;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Minotaurs	
    of	
    the	
    Black	
    Hills.	
    ©Raging	
    Swan	
    Press	
    2011;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Village	
    Backdrop:	
    Prayer’s	
    Point.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Alexander	
    Augunas.	
    
  	
    
  Alternate	
     Dungeons:	
     Mystic	
     Groves.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     Alexander	
    
  Augunas.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     June	
     2014.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     Alexander	
    
  Augunas	
    and	
    Creighton	
    Broadhurst.	
    
  	
    
  Pazuzu’s	
    Fury.	
    ©Raging	
    Swan	
    Press	
    2010;	
    Author:	
    Eric	
    Menge.	
    
  	
    
  Village	
    Backdrop:	
    Hosford.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    John	
    Bennett.	
    
  	
    
  The	
    Lonely	
    Coast.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Town	
    Backdrop:	
    Wolverton.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    John	
    Bennett.	
    
  	
    
  Village	
    Backdrop:	
    Hjalward.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Robert	
    Brookes.	
    
  	
    
  Demiplanes:	
    The	
    Twilight	
    Demesne.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Robert	
    Brookes.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     July	
     2014.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     Creighton	
    
  Broadhurst,	
    Robert	
    Brookes	
    and	
    Eric	
    Menge.	
    
  	
    
  Hobgoblins	
    of	
    the	
    Mailed	
    Fist.	
    ©Raging	
    Swan	
    Press	
    2010;	
    Author:	
    Creighton	
    Broadhurst.	
    	
    
  Subterranean	
    Enclave:	
    Mith’Varal.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Brian	
    Wiborg	
    Mønster.	
    
  	
    
  Village	
    Backdrop:	
    Vulcanbridge.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Mike	
    Welham.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     August	
     2014.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     Creighton	
    
  Broadhurst,	
    Brian	
    Wiborg	
    Mønster	
    and	
    Mike	
    Welham.	
    
  	
    
  Hobgoblins	
    of	
    the	
    Mailed	
    Fist.	
    ©Raging	
    Swan	
    Press	
    2010;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Alternate	
     Dungeons:	
     Haunted	
     House.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     Alexander	
    
  Augunas.	
    
  	
    
  Village	
    Backdrop:	
    Star	
    Run	
    Falls.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    John	
    Bennett.	
    
  	
    
  GM’s	
    Monthly	
    Miscellany:	
    September	
    2014.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Alexander	
    
  Augunas,	
    John	
    Bennett	
    and	
    Creighton	
    Broadhurst.	
    
  	
    
  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.	
    
  	
    
  Brethren	
    of	
    the	
    Crimson	
    Altar.	
    ©Raging	
    Swan	
    Press	
    2010;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Alternate	
     Dungeons:	
     Infested	
     Sewer.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     Alexander	
    
  Augunas.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     October	
     2014.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     Alexander	
    
  Augunas,	
    Creighton	
    Broadhurst	
    and	
    Jacob	
    Trier.	
    
  	
    
  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.	
    
  	
    
  Urban	
    Dressing:	
    Slum	
    Town.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Josh	
    Vogt.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     Compendium	
     2014.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Authors:	
    
  Christian	
     Alipounarian,	
     Alexander	
     Augunas,	
     Aaron	
     Bailey,	
     John	
     Bennett,	
     Creighton	
     Broadhurst,	
    
  Robert	
    Brookes,	
    Alex	
    Connell,	
    Eric	
    Hindley,	
    Greg	
    Marks,	
    Eric	
    Menge,	
    Brian	
    Wiborg	
    Mønster,	
    David	
    
  Posener,	
    Marc	
    Radle,	
    Jacob	
    Trier,	
    Josh	
    Vogt	
    and	
    Nicholas	
    Wasko	
    and	
    Mike	
    Welham	
    
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany Compendium 2014.pdf