TEXT: 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  JULY 2017 
  
   
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  GM’S MONTHLY MISCELLANY: JULY 2017 
  Featuring	 material	 from	 some	 of	 Raging	 Swan	 Press’s	 newest	 products	 as	 well	 as	 classic	 releases	 of	 yesteryear,	 advice	 articles	 and	
  material	from	Creighton’s	own	Borderland	of	Adventure	campaign,	the	GM’s	Monthly	Miscellany	series	is	a	terrific	free	resource	for	the	
  busy,	time-crunched	GM.		
  	
  Design:	Creighton	Broadhurst,	Jeff	Gomez	and	Mike	Welham	
  Development:	Creighton	Broadhurst	
  Art:	William	McAusland	and	Jeff	Ward.	Some	artwork	copyright	
  William	McAusland,	used	with	permission.	
  Cartography:	Maciej	Zagoraski	(The	Forge	Studio)	
  Thank	you	for	purchasing	GM’s	Monthly	Miscellany:	July	2017;	
  we	hope	you	enjoy	it.		
  	
  If	you	did,	please	consider	leaving	a	review.	
  	
  If	you	didn’t,	did	you	know	Raging	Swan	Press	offers	a	money	
  back	guarantee?	
  C O N T E N T S  
  Foreword	......................................................................................	2	
  1,000	Abnormal	Troglodytes	........................................................	3	
  Skaalhaft	At	A	Glance	...................................................................	4	
  Notable	Locations	at	a	Glance	......................................................	5	
  Beacon	Promontory	At	a	Glance	..................................................	6	
  6	Will-o’-Wisps	with	Personality	..................................................	8	
  Support	Raging	Swan	Press	..........................................................	9	
  OGL	V1.0A	....................................................................................	9	
   S O U R C E S  
  As	 well	 as	 new,	 never	 seen	 before	 material	 from	 my	 own	
  Borderland	 of	 Adventure	 campaign,	 this	 instalment	 of	 GM’s	
  Monthly	 Miscellany	 presents	 information	 from	 several	 Raging	
  Swan	Press	products	and	advice	articles	including:	
  § 
  Places	of	Power:	Beacon	Promontory	Mike	Welham.	
  § 
  Village	Backdrop:	Skaalhaft	Jeff	Gomez.	
  	
  	
  	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	 contents	 of	 GM’s	 Monthly	 Miscellany:	 July	 2017	 are	 Open	
  Game	 Content	 as	 defined	 in	 the	 Open	 Gaming	 License	 version	
  1.0a	 Section	 1(d).	 No	 portion	 of	 this	 work	 other	 than	 the	
  material	designated	as	Open	Game	Content	may	be	reproduced	
  in	 any	 form	 without	 written	 permission.	 The	 moral	 right	 of	
  Creighton	 Broadhurst,	 Jeff	 Gomez	 and	 Mike	 Welham	 to	 be	
  identified	 as	 the	 author	 of	 this	 work	 has	 been	 asserted	 in	
  accordance	 with	 the	 Copyright	 Designs	 and	 Patents	 Act	 1988.	
  ©Raging	Swan	Press	2017.	
  	
  Pathfinder	 is	 a	 registered	 trademark	 of	 Paizo	 Inc.,	 and	 the	
  Pathfinder	 Roleplaying	 Game	 and	 the	 Pathfinder	 Roleplaying	
  Game	Compatibility	Logo	are	trademarks	of	Paizo	Inc.,	and	are	
  used	 under	 the	 Pathfinder	 Roleplaying	 Game	 Compatibility	
  License.	 See	 http://paizo.com/pathfinderRPG/compatibility	 for	
  more	information	on	the	compatibility	license.	
  	
  Compatibility	with	the	Pathfinder	Roleplaying	Game	requires	the	
  Pathfinder	
  Roleplaying	
  Game	
  from	
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  Inc.	
  See	
  http://paizo.com/pathfinderRPG	 for	 more	 information	 on	 the	
  Pathfinder	 Roleplaying	 Game.	 Paizo	 Inc.	 does	 not	 guarantee	
  compatibility,	and	does	not	endorse	this	product.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  
  2	
  F O R E W O R D  
  When	you	read	this,	(hopefully)	summer	will	be	
  here	in	all	its	glory	and	Global	HQ	will	be	overun	
  by	deranged	halflings.		
  	
  The	summer	holidays	are	always	a	period	of	
  lower	productivity	for	me	as	I	have	two	sinister	
  and	 malign	 presences	 to	 deal	 with.	 Normally,	
  the	 summer	 can	 be	 tricky	 as—obviously—the	
  show	must	still	go	on.		
  	
  However,	 this	 year	 I’m	 looking	 forward	 to	 slowing	 bit.	 It’s	
  been	a	jolly	busy	time	of	late	and	I’ve	been	struggling	to	make	
  any	time	to	actually	write	anything.	I’ve	also	been	struggling	to	
  keep	 ahead	 of	 my	 players	 in	 my	 Borderland	 of	 Adventure	
  campaign.	 Hopefully,	 the	 summer	 will	 give	 me	 some	 time	 to	
  recharge.		
  	
  In	any	event,	herein	you’ll	find	excerpts	from	some	of	Raging	
  Swan’s	 newest	 products	 including	 Village	 Backdrop:	 Skaalhaft,	
  and	 Places	 of	 Power:	 Beacon	 Promontory.	 I’ve	 also	 included	 a	
  couple	 of	 article	 designed	 to	 help	 you	 present	
  troglodytes	 and	 will-o’-wisps	 in	 more	 detail.	
  You	 can	 read	 the	 article—and	 scores	
  more	
  as	
  well	
  as	
  campaign	
  summaries—at	
  creightonbroadhurst.com.	
  P A T R E O N  
  	
  You	might	be	aware	Raging	Swan	Press	is	
  now	on	Patreon.	We	signed	up	at	the	start	
  of	 April	 2015,	 and	 it’s	 going	 rather	
  marvellously.	The	thrust	of	our	Patreon	campaign	is	to	be	
  able	 to	 afford	 better	 rates	 of	 pay	 for	 our	 freelance	 game	
  designers.	 As	 I’m	 sure	 you	 know,	 the	 economics	 of	 3PP	 are	
  notoriously	 tight,	 but	 Patreon	 gives	 us	 at	 Raging	 Swan	 Press	 a	
  way	to	increase	our	freelancer	rates.	At	time	of	writing,	we’ve	
  already	massively	increased	our	word	rate	to	11	cents	a	word,	
  which	 gives	 me	 a	 warm,	 fuzzy	 feeling	 inside.	 We	 want	 to	 pay	
  more,	but	to	do	that	we	need	your	help!	If	you	sign	up,	you	get	
  our	supplements	earlier	than	normal	and	cheaper	than	normal.	
  Even	better,	you	can	pledge	what	you	want	and	cancel	when	you	
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  patreon.com/ragingswanpress	or	head	over	to	patreon.com	and	
  search	for	Raging	Swan!	
  T H A N K  Y O U !  
  In	any	event,	I	hope	you	enjoy	the	material	in	this	GM’s	Monthly	
  Miscellany,	but	more	importantly	I	hope	you	find	it	useful	and	
  that	it	enhances	your	campaign.		
  	
  If	you’ve	got	any	comments	or	questions	about	Raging	Swan	
  Press,	 I’d	 love	 to	 hear	 from	 you.	 You	 can	 contact	 me	 at	
  creighton@ragingswan.com.	
  	
  	
   
  
  3	
  1 , 0 0 0  A B N O R M A L  T R O G L O D Y T E S  
  Brutish,	 savage	 and	 feral	 cave	 dwellers,	 troglodytes	 are	 the	
  degenerate	ancestors	of	a	once	proud	and	powerful	race.	Living	
  amongst	 the	 mouldering	 remains	 of	 their	 once	 powerful	
  subterranean	 empire,	 they	 have	 regressed	 to	 a	 more	 primal,	
  simple	 state.	 Troglodytes	 can	 be	 found	 throughout	 the	 world,	
  dwelling	in	cave	systems	large	and	small.	Such	caves	are	often	
  linked	to	yet	deeper	systems	and	thus	adventurers	battle	these	
  repugnant	humanoids	with	surprising	regularity.		
  	
  A	standard	troglodyte	appears	thusly:		
  With	a	grey	scaled	hide,	long	tail	and	crests	on	its	head	and	back	
  this	humanoid	resembles	a	cave	lizard.	
  A P P E A R A N C E  
  To	the	basic	description	above,	apply	one	of	the	entries	below:	
  1. One	 of	 this	 creature’s	 eyes	 is	 milky	 white;	 the	 troglodyte	 is	
  literally	half-blind	and	has	terrible	depth	perception.	
  2. An	 ugly	 web	 of	 scars	 criss-cross	 this	 warrior’s	 shoulders	 and	
  back.	
  3. This	creature	has	a	mottled	grey	and	dull	brown	hide.	
  4. Part	of	this	creature's	crest	has	broken	off.	
  5. This	creature’s	crest	is	covered	in	dried	and	cracked	mud.		
  6. lnstead	of	grey	scales,	this	troglodyte’s	hide	is	pale	white.	
  7. This	creature	lacks	the	long	tail	of	its	fellows;	clearly	severed	in	
  some	 recent	 battle	 or	 accident,	 the	 troglodyte’s	 stubby	 tail	
  looks	inflamed	and	infected.	
  8. Carrying	a	battered	wooden	shield	with	a	faded	emblem	of	a	
  leafy	tree	this	warrior	also	wears	a	worn,	thick	leather	belt.	
  9. Using	a	mixture	of	blood	and	mud,	this	warrior	has	tattooed	
  his	scales	with	a	series	of	lurid	swirls	and	spirals.		
  10. This	creature	wears	a	belt	holding	many	bulging	pouches.	
  B A T T L E  T A C T I C S  
  In	battle,	some	troglodytes	fight	differently	to	their	brethren:	
  1. A	cautious	warrior,	this	troglodyte	scuttles	about	the	fringes	of	
  battle	 throwing	 javelins.	 When	 it	 runs	 out	 of	 missiles,	 it	
  replenishes	its	supply	with	fallen	or	discarded	weapons.	
  2. Literally	wild	with	anger	and	blood	lust,	this	warrior	screams	
  before	 foaming	 at	 the	 mouth	 and	 charging	 into	 battle.	
  Enemies	 bitten	 by	 the	 troglodyte	 might	 fear	 they	 have	
  contracted	some	form	of	disease.		
  3. This	warrior	is	cunning.	It	has	gathered	several	small	pouches	
  of	dust	and	rubble.	As	it	closes	with	its	foe,	it	slings	a	pouch	
  into	its	target’s	face	to	blind	and	disorientate	its	enemy.	
  4. Grown	accustomed	to	the	taste	of	blood,	this	troglodyte	now	
  thirsts	 for	 its	 enemies’	 lifeblood.	 If	 a	 nearby	 foe	 is	 slain	 or	
  rendered	 unconscious,	 the	 troglodyte	 hurls	 itself	 onto	 the	
  body	and	starts	licking	and	sucking	its	wounds.		
  5. In	battle,	this	troglodyte	hisses	and	snarls	at	its	foes.	
  6. This	 troglodyte	 is	 a	 coward.	 If	 reduced	 to	 half	 hit	 points	 or	
  fewer,	it	immediately	flees	from	battle.	
  7. Unarmed,	 this	 troglodyte	 carries	 several	 small	 rocks	 which	 it	
  flings	at	enemies	before	closing	to	melee.	
  8. Cautious	 in	 battle,	 this	 troglodyte	 prefers	 fighting	 small	 or	
  weak-looking	enemies.	It	hates	wizards	and	their	ilk.	
  9. Believing	himself	to	be	the	group’s	leader,	this	warrior	tries	to	
  order	its	fellows	about	on	the	battlefield.	They	ignore	him.	
  10. Wielding	 an	 old	 warhammer	 of	 dwarven	 artifice,	 this	
  troglodyte	 tries	 to	 smash	 and	 destroy	 enemies’	 shields,	
  armour	and	so	on.		
  T R I N K E T S  &  T R E A S U R E S  
  Sometimes,	troglodytes	carry	small	trinkets	or	treasures.	Roll	on	
  the	table	below,	if	you	determine	the	individual	has	an	item	of	
  treasure	or	interest:		
  1. This	 troglodyte	 wore	 a	 pair	 of	 bone	 earrings.	 The	 carving	 is	
  crude,	but	may	be	of	interest	to	a	collector.		
  2. This	troglodyte	wears	a	small,	battered	and	tarnished	gold	ring	
  (worth	5	gp),	on	its	left	hand.	
  3. A	 once	 fine	 fur	 cloak	 fills	 the	 troglodyte’s	 mouldy	 pack.	 The	
  cloak	is	similarly	in	bad	condition,	but	still	worth	3	gp.		
  4. One	of	this	troglodyte’s	javelins	is	obviously	of	ancient	artifice.	
  Its	 point	 is	 yet	 sharp,	 however,	 and	 carved	 swirls	 and	 spiral	
  decorate	the	weapon’s	shaft.		
  5. A	rusted	dagger	is	thrust	through	this	warrior’s	crude	belt.	A	
  small	black	stone—an	onyx	worth	10	gp—decorates	its	hilt.	
  6. Incongruously,	the	warrior	wears	fine,	but	worn,	thick	leather	
  boots	of	dwarven	artifice.	The	soles	are	worn	and	one	of	the	
  heels	 is	 coming	 away.	 Perceptive	 PCs	 spot	 a	 secret	
  compartment	within	holding	a	single	platinum	piece.		
  7. Smooth	 pebbles	 fill	 this	 troglodyte’s	 pouch.	 Mixed	 in	 among	
  them	 are	 three	 sling	 bullets.	 The	 bullets	 have	 holes	 bored	
  through	them;	when	hurled,	they	loudly	whistle.		
  8. The	 ceremonial	 bone	 necklace	 marks	 this	 troglodyte	 as	
  someone	 of	 importance.	 The	 necklace	 is	 worthless,	 but	 is	
  instantly	recognisable	by	other	members	of	the	tribe.	
  9. This	troglodyte	has	a	bone	scroll	tube	thrust	through	its	belt.	
  Sadly,	 the	 scroll	 within	 has	 suffered	 catastrophic	 water	
  damage;	 a	 small	 portion	 depicting	 a	 network	 of	 nearby	
  passages	and	chambers	remains.	
  10. A	 thick	 belt	 of	 tightly	 woven	 rope	 encircles	 this	 troglodyte’s	
  waist.	The	belt	comprises	20-foot	of	rope,	and	could	be	handy	
  in	an	emergency.	
  
  4	
  S K A A L H A F T  A T  A  G L A N C E  
  Ruler:	Svaad	Ruun	
  Government:	Dynasty	
  Alignments:	LN,	N	
  Population:	187	(187	humans)	
  Notable	 Folk:	 Gremheks	 (Vaydmar’s	 Light),	 The	 Alchemist	
  (Wayhouse),	
  The	
  Poacher	
  (Wayhouse),	
  The	
  Wizard	
  (Wayhouse)	
  Languages:	Common	
  Qualities:	Insular,	legendary	marketplace	
  Corruption:	 +0;	 Crime:	 -2	 Economy:	 +1;	 Law:	 +1;	 Lore:	 -1;	
  Society:	-3	
  Danger:	0	
  M A R K E T P L A C E  
  Resources	&	Industry:	Alchemical	good,	rare	creature	parts	
  Base	Value:	650	gp;	Purchase	Limit:	3,750	gp;	Spellcasting:	3rd	
  (Gremheks	 at	 location	 6	 and	 the	 Alchemist	 and	 Wizard	 at	
  location	 7);	 Minor	 Items:	 2d4;	 Medium	 Items:	 1d4;	 Major	
  Items	–	
  Skaalhaft	 is	 a	 whaling	 village,	 where	 the	 quarry	 are	 drakes,	
  kraken	 and	 other	 magical	 aquatic	 beasts	 as	 well	 as	 more	
  mundane	prey.	Each	kill	provides	food	and	alchemical	supplies	
  for	weeks,	both	for	use	in	the	viillage	and	for	profitable	export.	
  Whaling	crews	leave	for	days	at	a	time,	returning	with	a	kill	or	
  empty	 handed	 (or	 sometimes	 not	 at	 all).	 These	 warriors	 use	
  specialized	tools	and	techniques	to	take	on	creatures	that	would	
  slay	far	greater	warriors.	
  	
  Back	 in	 Skaalhaft,	 women	 and	 children	 work	 in	 a	 miasmic	
  processing	 mill.	 Stone	 faced	 and	 silent,	 they	 separate	 valuable	
  scales,	blood	and	bone	from	worthless	refuse.	The	bay	is	thick	
  with	mutated	sharks	from	the	runoff	of	such	arcane	waste.	
  	
  The	 citizens	 of	 Skaalhaft	 are	 strong,	 sombre	 and	 scarred,	
  some	marked	with	glowing	tattoos,	carved	scrimshaw	necklaces	
  or	strange	magic	gifts	from	the	alchemically	charged	meals	they	
  consume.	While	the	village’s	mood	usually	matches	the	stormy	
  grey	 skies,	 a	 valuable	 kill	 is	 marked	 by	 raucous	 celebrations	
  which	can	last	many	days.	
  	
  Sadly,	 mourning	 can	 be	 as	 frequent	 as	 celebration.	 Two	
  months	ago,	one	of	the	village’s	four	ships	went	missing	at	sea.	
  Svaad	Ruun	proclaimed	the	souls	aboard	lost,	and	a	mass	funeral	
  is	planned.	The	village	digs	deep	into	their	treasury	to	purchase	a	
  new	ship	even	as	the	local	witch	insists	the	crew	still	lives.	
  	
  Despite	the	insular	atmosphere,	strangers	roam	the	streets.	
  A	 traveling	 wizard	 and	 alchemist,	 rich	 with	 gold	 from	 past	
  misdeeds,	 make	 special	 requests	 of	 the	 whalers	 and	 pay	 their	
  hires	 well.	 An	 orphaned	 daughter	 bent	 on	 revenge	 seeks	 her	
  father’s	 killer	 among	 the	 villagers.	 And	 now	 the	 PCs	 have	
  arrived…	
  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	Skaalhaft.	A	successful	check	
  gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	10:	The	founder	of	Skaalhaft	was	the	legendary	dragon-
  slaying	hero	Vaydmar.	
  	
  DC	 15:	 The	 blue	 light	 in	 the	 lighthouse	 is	 kept	 aflame	 by	
  Gremheks	the	widowed	witch.	
  	
  DC	20:	At	any	given	time,	the	stores	beneath	the	mill	hold	
  several	thousand	gold	pieces	worth	of	valuable	ingredients	used	
  in	various	magical	and	alchemical	processes	and	rituals.	
  V I L L A G E R S  
  Appearance:	The	villagers	are	large,	muscular,	heavily	tattooed	
  and	 acid	 scarred.	 Their	 skin	 is	 pale,	 almost	 blue,	 but	 thick	
  without	any	sign	of	veins.	Both	men	and	women	either	tie	their	
  dark	hair	in	braids,	or	cut	it	off	completely.	
  	
  Dress:	Here	in	the	cold,	there	is	little	difference	between	the	
  dress	of	men	and	women.	Villagers	wear	leather	and	furs	crafted	
  from	 both	 land	 and	 sea	 creatures	 alike.	 Many	 wear	 white	 and	
  black	scrimshaw	necklaces	from	familial	kills.	
  	
  Nomenclature:	 male	 Gunvor,	 Hakron,	 Magnor,	 Olvar,	
  Ranghide,	Torhyld;	female	Fridys,	Hyldys,	Sigryd,	Trygvin,	Yngryd;	
  family	Baas,	Frys,	Gurs,	Mys,	Ruun,	Lyne,	Ulf,	Vyn.	
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	Skaalhaft	
  and	its	surroundings.	This	takes	1d4	hours	and	requires	a	DC	10	
  check.	 A	 PC	 gains	 one	 additional	 rumour	 for	 each	 5	 points	 by	
  which	the	check	result	exceeds	DC	10.	Use	the	table	below,	to	
  determine	which	rumour(s)	the	PC	learns.		
  D6	
  RUMOUR	
  1*	
  Svaad	Ruun,	the	burly	chief,	lost	his	arm	fighting	the	
  black	kraken.	(He	was	born	without	his	right	arm).	
  2	
  Two	
  of	
  Skaalhaft’s	
  wealthiest	
  customers,	
  the	
  Alchemist	and	the	Wizard,	live	in	the	wayhouse.	
  3	
  Late	 at	 night,	 the	 Poacher	 skulks	 around	 the	 village	
  spying	on	families	in	their	homes.	Patience	with	this	
  intruder	wears	thin.	
  4	
  Gremheks	of	the	lighthouse	believes	she	deserves	to	
  be	chief.	After	all,	she	is	a	descendant	of	Vaydmar.	
  5	
  The	Alchemist	and	Wizard	disappear	one	night	and	are	
  not	seen	at	the	Wayhouse	or	anywhere	in	Skaalhaft.	
  6	
  Gremheks	 thinks	 the	 sailors	 aboard	 the	 lost	 ship	
  Breakhelm	are	still	alive,	but	none	believe	her.	
  *False	rumour	
  	
   
  
  5	
  N O T A B L E  L O C A T I O N S  A T  A  G L A N C E  
  Most	 of	 Skaalhaft	 comprises	 peasant	 homes.	 A	 few	 locations,	
  however,	are	of	interest	to	adventurers:	
  1. Black	 Room:	 Within	 the	 Wayhouse,	 the	 Wizard	 has	
  constructed	a	tiny	pocket	dimension	for	her	dark	work.	Inside,	
  she	 and	 the	 Alchemist	 store	 alchemical	 goods,	 piles	 of	 gold	
  and	 their	 secret	 project.	 The	 pair	 use	 materials	 purchased	
  from	 Skaalhaft	 to	 slowly	 reconstruct	 and	 revivify	 their	 fallen	
  leader:	the	antipaladin	Greigard.	
  2. Blood	 Bay:	 All	 runoff	 from	 the	 mill	 flows	 into	 Blood	 Bay,	
  chumming	
  the	
  water	
  with	
  foul	
  arcane	
  waste.	
  The	
  overwhelming	 smell	 attracts	 gigantic	 sharks	 that,	 over	 the	
  centuries,	 have	 grown	 misshapen	 with	 magical	 power.	 Even	
  the	black	sands	and	rocks	are	stained	with	acid	and	the	entire	
  area	smells	of	rotting	fish.	
  3. Grey	 Mill:	 Within	 this	 massive	 warehouse,	 women	 and	
  children	 process	 their	 kills.	 Drakes	 and	 other	 creatures	 are	
  divided	 into	 exportable	 products,	 which	 are	 stored	 in	 the	
  basement	until	traders	arrive.	
  4. House	of	Ruun:	The	house	of	Ruun	is	the	ancestral	home	of	
  the	 line	 of	 Skaalhaft	 chiefs.	 Here,	 the	 chief	 negotiates	 and	
  proclaims,	usually	to	small	groups	or	individuals.	Village-wide	
  meetings	are	exceedingly	rare.	The	current	chief,	a	one-armed	
  giant	 of	 a	 man	 named	 Svaad	 Ruun,	 decrees	 with	 absolute	
  authority	and	listens	stone	faced	to	any	concerns.	
  5. Hunter’s	 Dock:	 Only	 ships	 which	 have	 killed	 a	 drake	 are	
  allowed	 the	 honour	 of	 docking	 at	 this	 wooden	 pier.	 Until	
  recently,	 this	 meant	 four	 vessels	 docked	 here.	 However,	 the	
  Breakhelm	was	recently	lost	at	sea,	so	only	the	Serpent,	Ygdris	
  and	Moonborn	remain.	
  6. Vaydmar’s	 Light:	 This	 craggy	 and	 misshapen	 lighthouse	 was	
  raised	out	of	the	rock	by	the	hero	Vaydmar	in	ancient	times.	
  His	decedents	have	manned	it	ever	since,	keeping	the	arcane	
  blue	 flame	 alight	 through	 storm	 and	 disaster.	 The	 witch	
  Gremheks	lives	here	now,	all	alone	and	somewhat	senile.	
  7. Wayhouse:	The	Alchemist,	Wizard	and	Poacher	all	stay	within	
  the	 Wayhouse’s	 crumbling	 walls.	 The	 Alchemist	 and	 Wizard	
  live	 together	 and	 in	 relative	 comfort,	 while	 the	 Poacher	
  restlessly	prowls	the	village.	Their	true	motives	remain	unclear	
  to	the	villagers,	but	their	gold	is	good.	
  	
  	
  
  6	
  B E A C O N  P R O M O N T O R Y  A T  A  G L A N C E  
  Ruler	Vanya	Colvin	
  Population	19	(11	humans,	2	dwarves,	3	half-elves,	3	halflings)	
  Alignments	N	
  Languages	Aquan,	Common	
  Resources	&	Industry	Fishing,	safe	shipping	
  Beacon	Cove	was	a	prosperous	fishing	village	and	a	port	of	call	
  for	 large	 ships	 embarking	 on	 or	 returning	 from	 sea	 voyages.	
  Three	years	ago,	the	rainy	season	arrived	and	storms	dumped	an	
  unprecedented	amount	of	water	on	the	village.	Instead	of	drier	
  weather	supplanting	the	storms,	the	rain	kept	falling.	The	waters	
  rose,	and	the	village	sank;	most	of	the	now	homeless	villagers	
  fled	the	area.	A	few	hardy	folks	retreated	to	the	highest	location,	
  the	 rocky	 ground	 around	 their	 lighthouse.	 Thus,	 Beacon	
  Promontory	arose	from	the	watery	grave	of	Beacon	Cove,	just	as	
  the	weather	returned	to	normal.	Now	the	residents	wait	for	the	
  water	to	recede,	so	they	can	reclaim	their	village.	
  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	 may	 know	 something	 about	 Beacon	 Promontory.	 A	
  successful	 check	 reveals	 all	 information	 revealed	 by	 a	 lesser	
  check.	
  	
  DC	10:	Beacon	Promontory	is	a	remnant	of	a	previous	village,	
  but	the	lighthouse	still	stands	and	is	more	relevant	than	ever	in	
  warning	ships’	crews	about	the	dangerous	shoreline.	
  	
  DC	15:	An	unnatural	deluge	wiped	out	Beacon	Cove.	
  	
  DC	20:	Some	villagers	drowned	mysteriously	and	tales	from	
  fleeing	villagers	mention	tentacled	beasts	lurking	in	the	night.	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 ordinary	
  individuals.		
  § 
  Appearance	All	the	locals	are	proud	of	their	weatherworn	skin	
  and	calloused	hands.	
  § 
  Dress:	Villagers	dress	for	the	weather	and	often	wear	raincoats	
  even	when	the	sun	is	shining.	
  § 
  Nomenclature:	 male	 Felgrim,	 Jorm,	 Yander;	 female	 Cass,	
  Filipa,	Maggie;	family	Colvin,	Dever,	Turkel.	
  Some	of	the	inhabitants,	however,	are	notable:	
  Cass	 Dever	 (location	 1;	 N	 female	 human	 expert	 2)	 Cass	
  maintains	and	guard	Promontory	Bridge.	
  Felgrim	 Colvin	 (location	 8	 and	 10;	 N	 male	 dwarf	 expert	 3)	
  Felgrim	fanatically	tends	the	lighthouse’s	light.	
  Maggie	Turkel	(location	2;	N	female	halfling	fighter	2)	Maggie	is	
  the	chief	blacksmith	for	the	area.	
  Vanya	Colvin	(location	3;	N	female	dwarf	cleric	6)	The	village’s	
  spiritual	leader	is	now	leader	of	Beacon	Promontory.	
  M A R K E T P L A C E  
  The	following	items	are	for	sale:	
  § 
  Consumables:	 elixir	 of	 swimming	 (250	 gp),	 potion	 of	 water	
  breathing	(750	gp),	scroll	of	daylight	(375	gp)	
  § 
  Miscellaneous:	 bottle	 of	 air	 (7,250	 gp),	 wand	 of	 endure	
  elements	(750	gp),	wind	fan	(5,500	gp)	
  Additionally,	the	following	services	are	available:	
  § 
  Crafting:	Fishing	gear,	nets	and	water-related	weapons	(fishing	
  spears,	harpoons	and	tridents).	
  E V E N T S  
  While	 the	 PCs	 are	 at	 Beacon	 Promontory,	 one	 or	 more	 of	 the	
  below	events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	glowing	green	pearl	washes	up	on	shore.	
  2	
  Several	lacedons	emerge	from	the	northern	waters	and	
  approach	the	village.	
  3	
  Writhing	 tentacles	 (as	 black	 tentacles)	 surround	 the	
  bridge	and	threaten	to	smash	it	to	kindling.	
  4	
  At	 night,	 a	 cargo	 ship	 ignores	 the	 lighthouse’s	 warning	
  light	and	will	imminently	smash	onto	the	rocks.	
  5	
  The	lighthouse’s	light	begins	to	flash	intermittently.	
  6	
  Hundreds	of	dead	fish	float	to	the	surface	near	the	dock.	
   
  W H I S P E R S  &  R U M O U R S  
  A	 PC	 can	 use	 Diplomacy	 to	 gather	 information	 about	 Beacon	
  Promontory	 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	
  Most	fish	from	recent	hauls	have	been	half	rotten.	
  2	
  I	swear	I	saw	a	tentacle	pop	out	of	the	mouth	of	one	of	
  the	fishermen	who	arrived	recently.	
  3	
  The	 rainy	 season	 is	 upon	 us	 soon;	 Vanya	 has	 been	
  praying	fervently	to	keep	the	downpours	to	a	minimum.	
  4*	
  I	saw	a	ghostly	ship	hovering	above	the	lighthouse.	
  5	
  Felgrim	 is	 looking	 for	 an	 apprentice	 to	 eventually	 take	
  over	as	lighthouse	keeper,	so	he	can	help	his	wife,	Vanya.	
  6	
  Even	on	cloudless	days,	lightning	strikes	the	lighthouse	at	
  the	same	time	of	day.	
  *False	rumour	
  
  7	
  N O T A B L E  L O C A T I O N S  
  Most	of	Beacon	Promontory	comprises	locations	of	little	interest	
  to	adventurers.	A	few	locations,	however,	are	notable:	
  1. Promontory	 Bridge:	 This	 hastily	 built	 bridge	 is	 the	 only	 safe	
  approach	to	Beacon	Promontory	by	land.	It	is	rickety	and	only	
  usable	by	pedestrians.		
  2. Hooks	and	Gaffs:	Maggie	Turkel	spends	most	of	her	time	here	
  crafting	 fishing	 gear	 and	 the	 occasional	 weapon	 or	 suit	 of	
  armour.	
  3. Sea	 Queen’s	 Blessing:	 Everyone	 from	 Beacon	 Promontory	
  comes	here	to	at	least	give	lip	service	to	the	Sea	Queen,	who	
  impacts	their	livelihood	with	her	savage,	impulsive	nature.	
  4. General	Supply	and	Salvage:	This	store	serves	the	crews	of	the	
  now-rare	ships	anchoring	nearby.	
  5. Sea	Bounty	Inn:	Optimism	prompted	the	rebuilding	of	the	Sea	
  Bounty	Inn,	a	near-identical	replica	of	the	building	in	Beacon	
  Cove;	it	stands	mostly	empty	due	to	lack	of	visitors.		
  6. Makeshift	Dock:	There	are	enough	ships	stopping	near	Beacon	
  Promontory	to	require	this	dock.	It	cannot	accommodate	full-
  sized	ships,	but	can	moor	rowboats	from	those	ships.	
  7. Lighthouse	 Entrance:	 Paranoia	 about	 the	 circumstances	
  surrounding	Beacon	Cove’s	fall	prompt	the	remaining	group	to	
  set	a	guard	at	the	lighthouse’s	entrance.	
  8. Lighthouse	Ground	Floor:	During	the	day,	when	Felgrim	isn’t	
  making	 repairs	 or	 assisting	 Vanya,	 he	 can	 be	 found	 here	
  sleeping	or	eating.	
  9. Hidden	 Storage:	 A	 secret	 door	 known	 only	 to	 Felgrim	 and	
  Vanya	 hides	 staple	 goods	 and	 a	 few	 weapons.	 If	 Beacon	
  Promontory	comes	under	siege,	the	Colvins	plan	to	shelter	the	
  residents	in	this	hidden	area.	
  10. Lighthouse	 Lamp:	 Arguably	 the	 most	 important	 feature	 of	
  Beacon	Promontory,	Felgrim	has	ensured	the	lamp’s	light	has	
  remained	constant	for	the	years	he	has	been	keeper.	
  	
   
  
  	
  8	
  6  W I L L - O ’ - W I S P S  W I T H  P E R S O N A L I T Y  
  While	 most	 will-o’-wisps	 glow	 white	 or	 pale	 blue,	 six	 wisps	 of	
  unusual	colouring	terrorise	the	citizens	of	a	nearby	village.	None	
  know	 the	 wisps’	 true	 names;	 the	 villagers	 have	 taken	 to	
  identifying	them	via	their	colouration.	
  1. The	villagers	call	Yellow	“The	Pale	Death.”	The	wisp	takes	the	
  form	 of	 a	 shrivelled	 man,	 gliding	 silently	 across	 the	 bog.	 As	
  Yellow	approaches,	the	victim	loses	all	sense	of	hearing,	then	
  taste,	then	eventually	sight	and	even	touch.	All	that	is	left	is	a	
  horrid	 stench	 of	 age	 and	 death:	 brittle	 skin,	 soft	 eyes	 and	
  teeth.	 The	 villagers	 believe	 Yellow’s	 touch	 means	 death.	 In	
  reality,	its	victims	die	of	fear	before	the	wisp	even	gets	close.	
  2. Green	 is	 surrounded	 by	 an	 immense	 cloud	 of	 luminescent,	
  buzzing	flies.	Vines	twist	and	reeds	dance	as	the	wisp	moves,	
  animated	 by	 its	 unquestionably	 malevolent	 presence.	 Green	
  draws	 upon	 the	 hostility	 of	 nature,	 upon	 cold	 eyes	 and	
  gleaming	teeth	in	still	water.	The	wisp’s	victims	are	driven	to	
  paranoia	by	the	sounds	of	insects	and	beasts,	and	flee	through	
  the	bogs	until	they	die	of	exposure.	
  3. A	disfigured	face	is	visible	within	Blue’s	glow.	Bloated	and	grey,	
  the	 drowned	 head	 chatters	 with	 cold.	 Blue	 chases	 creatures	
  into	bogs	and	ponds,	any	place	where	mud	grasps	with	eager	
  hands.	The	wisp	slowly	approaches	as	its	prey	slowly	drowns.	
  A	creature	may	become	so	disoriented	with	fear	it	cannot	find	
  air	in	waist	deep	water.	
  4. Purple	revels	in	insanity.	It	infects	the	dreams	of	sleeping	or	
  drunk	 villagers,	 slowly	 driving	 them	 to	 terrified	 madness.	
  Purple	usually	chooses	one	villager	at	a	time,	breaking	his	or	
  her	mind	over	the	course	of	many	months.	This	is	a	long-term	
  strategy,	 far	 more	 nourishing	 than	 a	 quick	 death.	 When	 the	
  victim	inevitably	takes	her	or	her	own	life,	the	wisp	is	waiting	
  to	feed	on	the	anguish.	
  5. Red	leaves	a	splattering	of	blood	wherever	it	goes.	It	revels	in	
  the	fear	and	confusion	of	dripping	blood	without	any	apparent	
  source.	 Sometimes	 Red	 generates	 blood	 within	 a	 villager’s	
  stomach	or	ears,	feeding	off	the	terrified	frenzy	that	follows.	
  Other	 times	 Red	 spreads	 confusion	 and	 sows	 distrust	 with	 a	
  well-placed	spot	of	blood	on	a	kitchen	knife.	
  6. Wreathed	in	ghostly	flames,	Orange	generates	intense	cold.	It	
  lures	 lost	 villagers	 with	 illusory	 campfires,	 then	 watches	
  silently	as	they	freeze	to	death.	Nothing	is	more	delicious	than	
  the	panic	of	a	victim	unable	to	get	warm.		
  	
   
  
  	
  9	
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  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	
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  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document:	©2000,	Wizards	of	the	Coast,	Inc.	Authors:	Jonathan	Tweet,	
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  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	
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  Hawvermale,	Patrick	Lawinger,	and	Bill	Webb;	Based	on	original	content	by	TSR.	
  	
  Pathfinder	Roleplaying	Game	GameMastery	Guide.	©	2010,	Paizo	Publishing,	LLC;	Author:	
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  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.	
  	
  Village	Backdrop:	Skaalhaft.	©Raging	Swan	Press	2017;	Author:	Jeff	Gomez.	
  	
  Places	of	Power:	Beacon	Promontory.	©Raging	Swan	Press	2017;	Author:	Mike	Welham.	
  	
  GM’s	 Monthly	 Miscellany:	 July	 2017.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Creighton	
  Broadhurst,	Jeff	Gomez	and	Mike	Welham.	
  	
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany 2017-07.pdf