TEXT:  
   
   
   
   
   
   
   
   
   
   
   
  GM’S MONTHLY MISCELLANY:
  RAGING SWAN PRESS
  JANUARY 2015
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PREPARE QUICKER, PREPARE BETTER
                        ragingswan.com/gmsresource
  
  GM’S MONTHLY MISCELLANY: JANUARY 2015
  Featuring	
     material	
     from	
     some	
     of	
     Raging	
     Swan	
     Press’s	
     newest	
     products	
     as	
     well	
     as	
     classic	
     releases	
     of	
     yesteryear,	
     advice	
     articles	
     and	
    
  material	
    from	
    Creighton’s	
    own	
    Borderland	
    of	
    Adventure	
    campaign,	
    the	
    GM’s	
    Monthly	
    Miscellany	
    series	
    is	
    a	
    terrific	
    free	
    resource	
    for	
    the	
    
  busy,	
    time-­‐crunched	
    GM.	
    	
    
  Design:	
     Alexander	
     Augunas,	
     Creighton	
     Broadhurst,	
     Josh	
     Vogt	
    
  and	
    Mike	
    Welham	
    
  Development:	
    Creighton	
    Broadhurst	
    
  Editing:	
    Creighton	
    Broadhurst	
    
  Cover	
    Design:	
    Creighton	
    Broadhurst	
    
  Layout:	
    Creighton	
    Broadhurst	
    
  Interior	
     Art:	
     Paul	
     Daly,	
     William	
     McAusland,	
     Matt	
     Morrow	
     and	
    
  Tommiu	
     Salama	
     Some	
     artwork	
     copyright	
     Paul	
     Daly,	
     used	
    
  with	
    
  permission.	
    
  Some	
    
  artwork	
    
  copyright	
    
  William	
    
  McAusland,	
    used	
    with	
    permission.	
    
  Thank	
     you	
     for	
     purchasing	
     GM’s	
     Monthly	
     Miscellany:	
     January	
    
  2015;	
     we	
     hope	
     you	
     enjoy	
     it	
     and	
     that	
     you	
     check	
     out	
     our	
     other	
    
  fine	
    print	
    and	
    PDF	
    products.	
    	
    
  Published	
    by	
    Raging	
    Swan	
    Press	
    
  January	
    2014	
    
  ragingswan.com	
    
  gatekeeper@ragingswan.com	
    
  C O N T E N T S
  Foreword	
    ......................................................................................	
    2
  Player	
    Advice:	
    Clever	
    Uses	
    for	
    Mundane	
    Items	
    ...........................	
    3
  Edgewood	
    At	
    a	
    Glance	
    .................................................................	
    4
  Mystic	
    Ruins:	
    Dressing	
    .................................................................	
    6
  Port	
    Town:	
    Sights	
    &	
    Sounds	
    .........................................................	
    8
  Gloamhold:	
    At	
    A	
    Glance	
    .............................................................	
    10
  GM	
    Advice:	
    6	
    Moral	
    Dilemmas	
    for	
    Your	
    PCs	
    ..............................	
    11
  Legal	
    Stuff	
    ..................................................................................	
    12
  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:	
    
  § 
  Alternate	
    Dungeons:	
    Mystic	
    Ruins	
    Alexander	
    Augunas.	
    
  § 
  Urban	
    Dressing:	
    Port	
    Town	
    Josh	
    Vogt.	
    
  § 
  Village	
    Backdrop:	
    Edgewood	
    Mike	
    Welham.	
    
  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:	
     January	
     2014	
     are	
    
  Open	
     Game	
     Content	
     as	
     defined	
     in	
     the	
     Open	
     Gaming	
     License	
    
  version	
    1.0a	
    Section	
    1(d).	
    No	
    portion	
    of	
    this	
    work	
    other	
    than	
    the	
    
  material	
    designated	
    as	
    Open	
    Game	
    Content	
    may	
    be	
    reproduced	
    
  in	
     any	
     form	
     without	
     written	
     permission.	
     The	
     moral	
     right	
     of	
    
  Alexander	
    Augunas,	
    Creighton	
    Broadhurst,	
    Josh	
    Vogt	
    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	
    2015.	
    
  Pathfinder	
     is	
     a	
     registered	
     trademark	
     of	
     Paizo	
     Inc.,	
     and	
     the	
    
  Pathfinder	
     Roleplaying	
     Game	
     and	
     the	
     Pathfinder	
     Roleplaying	
    
  Game	
    Compatibility	
    Logo	
    are	
    trademarks	
    of	
    Paizo	
    Inc.,	
    and	
    are	
    
  used	
     under	
     the	
     Pathfinder	
     Roleplaying	
     Game	
     Compatibility	
    
  License.	
     See	
     http://paizo.com/pathfinderRPG/compatibility	
     for	
    
  more	
    information	
    on	
    the	
    compatibility	
    license.	
    
  Compatibility	
    with	
    the	
    Pathfinder	
    Roleplaying	
    Game	
    requires	
    the	
    
  Pathfinder	
    
  Roleplaying	
    
  Game	
    
  from	
    
  Paizo	
    
  Inc..	
    
  See	
    
  http://paizo.com/pathfinderRPG	
     for	
     more	
     information	
     on	
     the	
    
  Pathfinder	
     Roleplaying	
     Game.	
     Paizo	
     Inc.	
     does	
     not	
     guarantee	
    
  compatibility,	
    and	
    does	
    not	
    endorse	
    this	
    product.	
    	
    
  To	
    learn	
    more	
    about	
    the	
    Open	
    Game	
    License,	
    visit	
    
  wizards.com/d20.	
    
  
  2	
    
  F O R E W O R D  
  Welcome	
    to	
    2015!	
    I	
    hope	
    you	
    had	
    an	
    excellent	
    holiday	
    season	
    
  and	
    that	
    by	
    the	
    time	
    you	
    get	
    this	
    you’ve	
    hurled	
    yourself	
    into	
    the	
    
  New	
    Year	
    with	
    wild	
    enthusiasm.	
    	
    
  	
    
  The	
    GM’s	
    Monthly	
    Miscellany	
    series	
    was	
    jolly	
    successful	
    for	
    
  Raging	
     Swan	
     Press	
     last	
     year.	
     Crammed	
     as	
     it	
     is	
     with	
     free	
    
  Pathfinder	
     content,	
     it’s	
     a	
     no-­‐brainer	
     download.	
     If	
     you	
     know	
    
  someone	
    who	
    might	
    enjoy	
    it,	
    please	
    pass	
    on	
    a	
    link.	
    	
    
  	
    
  This	
    month,	
    you’ll	
    find	
    excerpts	
    from	
    many	
    of	
    Raging	
    Swan’s	
    
  newest	
     products.	
     This	
     month	
     (shockingly)	
     we’ve	
     got	
     extracts	
    
  from	
     every	
     January	
     release	
     including	
     Village	
     Backdrop:	
    
  Edgewood,	
     Alternate	
     Dungeons:	
     Mystic	
     Ruins	
     and	
     Urban	
    
  Dressing:	
     Port	
     Town.	
     I’ve	
     also	
     included	
     a	
     selection	
     of	
     advice	
    
  articles	
     from	
     those	
     posted	
     weekly	
     on	
     my	
     blog.	
     If	
     you	
     want	
     to	
    
  check	
    out	
    what	
    I’m	
    posting,	
    and	
    join	
    the	
    conversation,	
    head	
    over	
    
  to	
    creightonbroadhurst.com.	
    
  	
    
  At	
     the	
     end	
     of	
     last	
     year,	
     I	
     also	
     revealed	
     plans	
     to	
     start	
    
  designing	
    my	
    very	
    own	
    megadungeon	
    over	
    at	
    my	
    blog.	
    Well,	
    I’m	
    
  happy	
    to	
    report	
    that	
    I	
    made	
    good	
    on	
    my	
    threats	
    and	
    that	
    the	
    
  first	
    dozen	
    or	
    so	
    posts	
    are	
    up.	
    (You	
    can	
    read	
    some	
    of	
    the	
    initial	
    
  At	
     A	
     Glance	
     post	
     in	
     this	
     issue	
     on	
     page	
     10!)	
     Every	
     week,	
     I	
     add	
    
  some	
    detail	
    to	
    the	
    site.	
    At	
    the	
    moment,	
    I’m	
    designing	
    the	
    broad	
    
  stroke	
    of	
    the	
    place	
    and	
    providing	
    some	
    top-­‐level	
    details	
    of	
    the	
    
  major	
     levels.	
     Once	
     I’ve	
     accomplished	
     that,	
     and	
     provided	
     some	
    
  insights	
     from	
     behind	
     the	
     design	
     curtain,	
     I’ll	
     hurl	
     myself	
     into	
    
  detailing	
    actual	
    encounter	
    areas	
    and	
    so	
    on.	
    If	
    you	
    are	
    curious,	
    
  come	
    over	
    and	
    take	
    a	
    look!	
    
  	
    
  As	
     part	
     of	
     the	
     project,	
     I	
     obviously	
     needed	
     some	
     original,	
    
  atmospheric	
     artwork	
     and	
     I’m	
     delighted	
     to	
     show	
     off	
     Matt	
    
  Morrow’s	
    Mottled	
    Spire	
    below.	
    I	
    think	
    Matt’s	
    done	
    a	
    great	
    job	
    of	
    
  capturing	
     the	
     sinister	
     mood	
     of	
     the	
     place.	
     Next	
     month,	
     I’m	
    
  planning	
     to	
     show	
     off	
     a	
     fantastic	
     image	
     he’s	
     created	
     of	
     the	
    
  Twilight	
     City	
     –	
     one	
     of	
     the	
     main	
     locales	
     within	
     Gloamhold	
     and	
    
  somewhere	
     your	
     PCs	
     will	
     no	
     doubt	
     be	
     keen	
     to	
     visit	
     (and	
    
  plunder).	
    
  	
    
  In	
     any	
     event,	
     I	
     hope	
     you	
     enjoy	
     the	
     material	
     in	
     this	
     GM’s	
    
  Monthly	
    Miscellany.	
    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	
    
  P L A Y E R  A D V I C E :  C L E V E R  U S E S  F O R  M U N D A N E  I T E M S  
  Dungeons	
     are	
     dangerous	
     places.	
     Most	
     adventurers	
     lust	
     after	
     magic	
     items	
     and	
     the	
     power	
     they	
     bring.	
     Just	
     as	
     often,	
     though,	
     humble,	
    
  mundane	
    items	
    can	
    spell	
    the	
    difference	
    between	
    life	
    and	
    death…	
    
  	
    
  Clever	
     adventurers	
     use	
     every	
     items	
     at	
     their	
     disposal	
     to	
     gain	
    
  advantage	
     during	
     their	
     explorations	
     and	
     delves.	
     Some	
     items	
    
  have	
     obvious	
     uses	
     -­‐	
     the	
     10	
     ft.	
     pole	
     or	
     caltrops	
     for	
     example	
     -­‐	
    
  while	
    others	
    seem	
    relatively	
    useless	
    or	
    to	
    only	
    have	
    one	
    use	
    at	
    
  first	
    glance.	
    	
    
  	
    
  Listed	
     below	
     is	
     a	
     small	
     selection	
     of	
     clever	
     uses	
     for	
     mundane	
    
  items:	
    
  § 
  Wine	
    Flask:	
    Flasks	
    of	
    wine	
    are	
    handy	
    things	
    for	
    adventurers	
    to	
    
  carry.	
    Obviously,	
    they	
    hold	
    wine	
    -­‐	
    which	
    is	
    nice	
    to	
    drink	
    after	
    a	
    
  hard	
     day	
     slaying	
     orcs,	
     but	
     they	
     can	
     have	
     other	
     uses.	
     Wine	
    
  offered	
    in	
    parley	
    is	
    a	
    great	
    way	
    of	
    ingratiating	
    yourself	
    with	
    a	
    
  dungeon	
    denizen.	
    It’s	
    also	
    handy	
    when	
    fleeing	
    -­‐	
    many	
    sentient	
    
  creatures	
     will	
     stop	
     to	
     pick	
     up	
     a	
     wine	
     flask	
     hurled	
     behind	
     a	
    
  fleeing	
    party.	
    Really	
    cunning	
    adventurers	
    keep	
    a	
    special	
    wine	
    
  flask	
    doctored	
    with	
    sleep	
    poison	
    for	
    just	
    such	
    eventualities.	
    	
    
  § 
  Rations:	
    In	
    a	
    similar	
    fashion	
    to	
    wine,	
    rations	
    can	
    be	
    a	
    handy	
    
  bargaining	
     tool	
     when	
     meeting	
     creatures	
     not	
     immediately	
    
  hostile	
    to	
    the	
    party.	
    Drugging	
    or	
    poisoning	
    food	
    left	
    to	
    distract	
    
  pursuers	
    is	
    also	
    a	
    clever	
    plan.	
    
  § 
  Mirror:	
    Mirrors	
    are	
    great	
    for	
    looking	
    around	
    corners	
    when	
    you	
    
  don’t	
    want	
    to	
    expose	
    your	
    entire	
    body.	
    They	
    are	
    also	
    handy	
    for	
    
  signalling	
    and	
    can	
    be	
    devastating	
    when	
    used	
    against	
    a	
    medusa	
    
  or	
     basilisk.	
     The	
     glass	
     in	
     a	
     mirror	
     can	
     also	
     be	
     used	
     as	
     a	
    
  rudimentary	
     alarm	
     system.	
     Scattering	
     broken	
     glass	
     in	
     the	
    
  doorway	
    of	
    the	
    room	
    in	
    which	
    you	
    are	
    resting	
    may	
    warn	
    you	
    of	
    
  the	
     approach	
     of	
     skulking	
     or	
     invisible	
     foes.	
     Finally,	
     depending	
    
  on	
    the	
    edition	
    you	
    play,	
    a	
    mirror	
    attached	
    to	
    a	
    10-­‐ft.	
    pole	
    may	
    
  allow	
     you	
     to	
     cast	
     line	
     of	
     sight	
     spells	
     from	
     around	
     a	
     corner.	
    
  (Check	
    with	
    your	
    GM!)	
    
  § 
  Bag	
    of	
    Flour:	
    Great	
    for	
    scattering	
    
  on	
     the	
     ground	
     to	
     see	
     if	
    
  anything	
    
  crosses	
    
  a	
    
  certain	
    section	
    of	
    floor,	
    
  a	
     bag	
     of	
     flour	
     is	
     also	
     a	
    
  rudimentary	
    
  (and	
    
  tremendously	
    
  cheap)	
    
  detect	
    
  invisibility	
    
  spell	
    —	
    if	
    
  hurled	
     into	
     the	
     right	
     area.	
     Hurled	
     in	
     the	
     air,	
     flour	
     can	
     also	
    
  reveal	
     hidden	
     air	
     currents	
     (which	
     in	
     turn	
     might	
     indicate	
     the	
    
  presence	
     of	
     hidden	
     doors	
     or	
     niches).	
    A	
     bag	
     of	
     soot	
     gathered	
    
  from	
    a	
    campfire	
    can	
    perform	
    the	
    same	
    tasks	
    (and	
    is	
    free!)	
    	
    
  § 
  Oil	
     Flask:	
     Oil	
     is	
     obviously	
     flammable,	
     but	
     it’s	
     also	
     slippery.	
    
  Coating	
     the	
     top	
     step	
     of	
     a	
     set	
     of	
     stairs	
     with	
     oil	
     virtually	
    
  guarantees	
    anyone	
    not	
    spotting	
    it	
    will	
    slip	
    and	
    fall	
    down	
    the	
    
  stairs.	
    We	
    once	
    used	
    this	
    tactic	
    against	
    a	
    pack	
    of	
    trolls	
    chasing	
    
  us.	
    Of	
    course,	
    we	
    also	
    put	
    a	
    wall	
    of	
    fire	
    at	
    the	
    bottom	
    of	
    the	
    
  stairs	
    and	
    all	
    three	
    trolls	
    slipped,	
    fell	
    and	
    slid	
    straight	
    through	
    
  the	
    wall	
    of	
    fire.	
    Hilarious	
    (for	
    us)	
    and	
    fatal	
    for	
    the	
    trolls	
    as	
    they	
    
  landed	
    prone	
    and	
    rather	
    battered	
    and	
    scorched	
    at	
    our	
    feet.	
    	
    	
    
  § 
  Marbles:	
     See	
     oil	
     flask	
     above.	
     Marbles	
     can	
     also	
     reveal	
     if	
     the	
    
  floor	
     is	
     level.	
     This	
     might	
     in	
     turn	
     reveal	
     the	
     presence	
     of	
     a	
    
  cleverly	
    hidden	
    trap	
    or	
    hidden	
    area.	
    Hurled	
    at	
    the	
    feet	
    of	
    your	
    
  enemies	
     can	
     stop	
     them	
     dead	
     in	
     their	
     tracks	
     or	
     even	
     render	
    
  them	
     prone,	
     which	
     in	
     turn	
     stops	
     them	
     pursuing	
     you	
     (or	
    
  fleeing).	
    	
    
  § 
  Chalk:	
     Using	
     chalk	
     to	
     mark	
     your	
     way	
     is	
     a	
     classic	
     explorer’s	
    
  tactic.	
    However,	
    you	
    can	
    also	
    use	
    different	
    colour	
    chalk	
    (if	
    your	
    
  GM	
    allows	
    it)	
    to	
    indicate	
    different	
    things	
    -­‐	
    perhaps	
    red	
    chalk	
    
  indicates	
    danger	
    ahead,	
    blue	
    means	
    water	
    and	
    so	
    on.	
    Scouts	
    
  probing	
     forward	
     of	
     the	
     main	
     party	
     can	
     even	
     scribe	
     different	
    
  coded	
    symbols	
    on	
    the	
    walls	
    so	
    the	
    main	
    body	
    knows	
    what	
    to	
    
  expect	
    as	
    it	
    advances.	
    
  I’ve	
    only	
    scratched	
    the	
    surface	
    of	
    clever	
    uses	
    for	
    mundane	
    items.	
    
  Remember,	
    one	
    of	
    the	
    
  hallmarks	
    
  of	
    
  a	
    
  superior	
     player	
     is	
    
  inventive	
     play	
     -­‐	
    
  take	
     a	
     look	
     at	
    
  your	
     equipment	
    
  list	
    and	
    see	
    what	
    
  hidden	
    
  capabilities	
     it	
    
  holds!	
    
  	
    
  
  4	
    
  E D G E W O O D  A T  A  G L A N C E  
  Edgewood	
    rests	
    on	
    the	
    east	
    side	
    of	
    the	
    vast	
    Shadetimber	
    Forest.	
    
  A	
     wide	
     stream	
     flows	
     from	
     the	
     forest,	
     marking	
     Edgewood’s	
    
  northern	
    border.	
    The	
    forest	
    and	
    stream	
    provide	
    plenty	
    of	
    game	
    
  and	
     fish	
     for	
     the	
     villagers,	
     who	
     make	
     their	
     living	
     growing	
     fruits	
    
  and	
     vegetables	
     and	
     harvesting	
     honey	
     from	
     hives	
     standing	
     a	
    
  quarter	
    mile	
    south	
    of	
    the	
    village	
    proper.	
    Edgewood	
    trades	
    most	
    
  of	
     its	
     goods	
     to	
     neighbouring	
     villages	
     and	
     towns	
     and	
     has	
    
  prospered	
     since	
     its	
     founding	
     nearly	
     100	
     years	
     ago.	
     The	
     village	
    
  seems	
    immune	
    to	
    major	
    upheavals	
    affecting	
    the	
    region	
    and	
    has	
    
  thrived	
    through	
    major	
    droughts,	
    wars	
    and	
    monstrous	
    incursions.	
    
  Despite	
     its	
     prosperity,	
     Edgewood	
     has	
     not	
     grown	
     much	
     in	
    
  terms	
     of	
     population	
     beyond	
     the	
     ninety	
     original	
     settlers.	
     The	
    
  village’s	
    success	
    comes	
    at	
    a	
    bizarre	
    price,	
    as	
    every	
    year	
    one	
    to	
    
  three	
    villagers	
    succumb	
    to	
    a	
    random,	
    brutal	
    attack	
    by	
    a	
    group	
    of	
    
  creatures	
     from	
     the	
     forest.	
     At	
     first	
     the	
     attacks	
     occurred	
     during	
    
  one	
    of	
    the	
    solstices	
    and	
    involved	
    brazen	
    attacks	
    by	
    wild	
    animals,	
    
  which	
    ignored	
    other	
    villagers	
    as	
    they	
    sought	
    their	
    prey.	
    Once	
    the	
    
  inhabitants	
    discovered	
    the	
    pattern	
    and	
    attempted	
    to	
    circumvent	
    
  the	
     attacks,	
     the	
     timing	
     became	
     utterly	
     random.	
     Those	
     who	
    
  openly	
     discuss	
     settling	
     down	
     in	
     Edgewood	
     hear	
     ominous	
    
  warnings	
    from	
    the	
    current	
    residents.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Mayor	
    Velendra	
    Arrisse	
    
  Government	
    Autocracy	
    
  Population	
    154	
    (57	
    humans,	
    8	
    elves,	
    16	
    gnomes,	
    28	
    half-­‐elves,	
    
  12	
    half-­‐orcs,	
    33	
    halflings)	
    
  Alignments	
    NG,	
    CG,	
    N,	
    CN	
    
  Languages	
    Common,	
    Elven,	
    Gnome,	
    Halfling,	
    Sylvan	
    
  Corruption	
    –1;	
    Crime	
    –5;	
    Economy	
    +0;	
    Law	
    +1;	
    Lore	
    –1;	
    Society	
    
  +1	
    
  Qualities	
    Prosperous,	
    superstitious	
    
  Danger	
    +0;	
    Disadvantages	
    Night	
    of	
    terror	
    (danger	
    +10)	
    
  N O T A B L E 	
    F O L K	
    
  Most	
     of	
     the	
     population	
     are	
     nothing	
     more	
     than	
     hardworking	
    
  farmers.	
    A	
    few,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  Barth	
    Poul	
    (locations	
    1	
    and	
    6;	
    N	
    male	
    human	
    fighter	
    3)	
    Barth,	
    is	
    
  Edgewood’s	
    bailiff,	
    but	
    his	
    duties	
    amount	
    to	
    little	
    more	
    than	
    
  breaking	
    up	
    the	
    occasional	
    drunken	
    brawl.	
    He	
    typically	
    helps	
    
  his	
    wife,	
    Quinna,	
    at	
    Edgewood	
    Inn.	
    
  Cleauregard	
    (location	
    3;	
    LN	
    male	
    human	
    ex-­‐paladin	
    4)	
    A	
    haughty	
    
  paladin	
    who	
    believed	
    he	
    could	
    solve	
    Edgewood’s	
    “curse.”	
    He	
    
  instead	
     became	
     an	
     agent	
     of	
     death	
     by	
     spontaneously	
    
  transforming	
    into	
    a	
    werewolf	
    and	
    slaughtering	
    a	
    child.	
    
  Glennon	
     Clee	
     (location	
     9;	
     N	
     male	
     gnome	
     druid	
     7)	
     Son	
     of	
     the	
    
  village’s	
    original	
    settlers,	
    Glennon	
    oversees	
    the	
    beehives.	
    
  Mayor	
    Velendra	
    Arrisse	
    (location	
    7;	
    NG	
    female	
    half-­‐elf	
    aristocrat	
    
  2)	
    Leader	
    of	
    Edgewood	
    for	
    five	
    years,	
    Velendra	
    has	
    two	
    more	
    
  years	
    remaining	
    in	
    her	
    term.	
    She	
    lost	
    her	
    partner	
    14	
    years	
    
  ago	
    to	
    the	
    yearly	
    culling	
    in	
    the	
    form	
    of	
    a	
    pack	
    of	
    ghouls.	
    
  “Nattering”	
     Nim	
     Indra	
     (location	
     variable;	
     CN	
     male	
     halfling	
    
  commoner	
    2)	
    Nim	
    claims	
    to	
    know	
    the	
    truth	
    of	
    the	
    village’s	
    
  yearly	
     losses;	
     fellow	
     villagers	
     regard	
     him	
     as	
     a	
     harmless	
    
  conspiracy	
     nut,	
     so	
     he	
     only	
     now	
     shares	
     his	
     theories	
     with	
    
  visitors.	
    
  Quinna	
     Poul	
     (location	
     1;	
     CG	
     female	
     half-­‐orc	
     expert	
     4)	
     Quinna	
    
  owns	
     Edgewood	
     Inn	
     and	
     is	
     usually	
     the	
     first	
     person	
     who	
    
  meets	
    visitors	
    to	
    the	
    village.	
    
  Zerb	
    (location	
    variable;	
    NG	
    pixie	
    rogue	
    2)	
    Zerb	
    indulges	
    Nim	
    in	
    
  his	
    conspiracies	
    and	
    excitedly	
    adds	
    insane	
    speculation.	
    
  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. Edgewood	
     Inn:	
     Sitting	
     on	
     the	
     only	
     road	
     leading	
     through	
     the	
    
  village,	
     Edgewood	
     Inn	
     is	
     a	
     charming,	
     cosy	
     destination	
     for	
    
  travellers.	
    
  2. Eternal	
     Lovers:	
     A	
     pair	
     of	
     centuries-­‐old	
     oaks	
     has	
     entwined	
    
  starting	
    twelve	
    feet	
    from	
    the	
    ground,	
    creating	
    a	
    massive	
    home	
    
  for	
    birds	
    and	
    squirrels	
    that	
    harms	
    neither	
    tree.	
    
  3. Sacrifice	
    Square:	
    Cleauregard	
    spends	
    most	
    of	
    his	
    time	
    at	
    this	
    
  shameful	
    reminder	
    of	
    a	
    time	
    when	
    the	
    villagers	
    thought	
    they	
    
  could	
    control	
    what	
    (or	
    whom)	
    got	
    taken	
    each	
    year.	
    
  4. Storage	
     Houses:	
     Warehouses,	
     protected	
     from	
     the	
     heat	
     and	
    
  humidity,	
    hold	
    harvested	
    goods	
    ready	
    for	
    trade	
    and	
    sale.	
    
  5. Honey	
    Haven:	
    This	
    tavern	
    caters	
    to	
    visitors	
    and	
    offers	
    a	
    fine	
    
  selection	
    of	
    mead;	
    locals	
    frequent	
    the	
    tavern.	
    
  6. Bailiff’s	
    Office:	
    Ostensibly	
    where	
    Barth	
    Poul	
    works,	
    this	
    office	
    
  is	
    usually	
    unoccupied.	
    
  7. Mayor’s	
     Hall:	
     Velendra	
     Arrisse’s	
     offices	
     are	
     here,	
     but	
     she	
    
  usually	
     wanders	
     about	
     the	
     village	
     and	
     along	
     the	
     forest’s	
    
  bounds.	
    
  8. Festival	
     Grounds:	
     A	
     previous	
     mayor	
     decided	
     to	
     celebrate	
    
  Edgewood’s	
    prosperity	
    and	
    commissioned	
    the	
    building	
    of	
    this	
    
  area,	
    which	
    hosts	
    major	
    festivals	
    after	
    harvests.	
    
  9. Beehives:	
    Glennon	
    Clee	
    oversees	
    druidic	
    beekeepers	
    tending	
    
  two	
    dozen	
    hives;	
    the	
    druids	
    render	
    the	
    bees	
    relatively	
    docile.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Farm	
    goods,	
    honey,	
    hospitality	
    
  Base	
     Value	
     650	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     1st;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Edgewood,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  § 
  Potions	
    &	
    Oils	
    cure	
    light	
    wounds	
    (50	
    gp),	
    oil	
    of	
    magic	
    weapon	
    
  (50	
    gp)	
    
  § 
  Scrolls	
    (Divine)	
    entangle	
    (25	
    gp),	
    speak	
    with	
    animals	
    (25	
    gp)	
    
  § 
  Wondrous	
    Items	
    feather	
    token	
    (tree,	
    200	
    gp)	
    
  
  5	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
    may	
    know	
    something	
    about	
    Edgewood.	
    A	
    successful	
    check	
    
  reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
    10:	
    A	
    displaced	
    group	
    of	
    wanderers	
    founded	
    Edgewood	
    
  almost	
     100	
     years	
     ago.	
     The	
     village	
     sells	
     high-­‐quality	
     fruits	
     and	
    
  vegetables,	
    as	
    well	
    as	
    regionally	
    renowned	
    honey.	
    
  	
    
  DC	
    15:	
    The	
    villagers	
    are	
    friendly,	
    and	
    Edgewood	
    provides	
    an	
    
  excellent	
    waystation	
    for	
    those	
    entering	
    Shadetimber.	
    
  	
    
  DC	
     20:	
     Edgewood’s	
     residents	
     suffer	
     an	
     unusual	
     curse;	
     at	
    
  least	
     one	
     villager	
     dies	
     a	
     year	
     as	
     the	
     result	
     of	
     a	
     savage	
     attack.	
    
  Even	
    those	
    who	
    have	
    left	
    the	
    village	
    are	
    potential	
    victims.	
    
  V I L L A G E R S  
  Appearance	
    Natives	
    of	
    Edgewood	
    have	
    a	
    variety	
    of	
    skin	
    tones,	
    
  eye	
    colour	
    and	
    hair,	
    owing	
    to	
    the	
    original	
    settlers’	
    diversity.	
    	
    
  	
    
  Dress	
     Most	
     villagers	
     wear	
     loose-­‐fitting	
     and	
     utilitarian	
    
  clothing.	
     Quinna	
     and	
     Mayor	
     Velendra	
     Arrisse	
     dress	
     more	
    
  elegantly,	
    since	
    they	
    deal	
    with	
    outsiders	
    more	
    than	
    most.	
    
  	
    
  Nomenclature	
     male	
     Andras,	
     Owain,	
     Styv;	
     female	
     Fianne,	
    
  Mika,	
    Quinna;	
    family	
    Arrisse,	
    Clee,	
    Dyllan,	
    Poul.	
    	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Edgewood	
    
  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	
    
  The	
    former	
    paladin,	
    Cleauregard,	
    cannot	
    truly	
    regain	
    his	
    
  powers	
    until	
    he	
    removes	
    Edgewood’s	
    curse.	
    
  2	
    
  Nim	
     claims	
     the	
     yearly	
     deaths	
     are	
     an	
     experiment	
    
  conducted	
    by	
    extraplanar	
    beings.	
    
  3*	
    
  One	
     of	
     Edgewood’s	
     founders	
     suffered	
     from	
     a	
     terrible	
    
  curse	
     that	
     killed	
     all	
     those	
     he	
     loved.	
     When	
     he	
     died,	
     the	
    
  curse	
    transferred	
    to	
    the	
    village.	
    
  4	
    
  Another	
    of	
    Nim’s	
    wild	
    theories	
    holds	
    that	
    the	
    bees	
    know	
    
  the	
     truth	
     of	
     the	
     village’s	
     situation,	
     but	
     one	
     must	
     speak	
    
  their	
    language	
    to	
    learn	
    the	
    secret.	
    
  5	
    
  Two	
     years	
     ago,	
     a	
     visiting	
     cleric	
     restored	
     one	
     of	
     the	
    
  victims	
    to	
    life,	
    but	
    she	
    and	
    the	
    cleric	
    died	
    two	
    days	
    later.	
    
  6*	
    
  Since	
    the	
    yearly	
    attacks	
    only	
    take	
    the	
    lives	
    of	
    Edgewood’s	
    
  residents,	
    Velendra	
    has	
    struck	
    upon	
    the	
    idea	
    of	
    making	
    
  all	
    visitors	
    honorary	
    residents	
    to	
    save	
    her	
    people.	
    
  *False	
    rumour	
    
  	
    
  	
    
  
  6	
    
  M Y S T I C  R U I N S :  D R E S S I N G  
  The	
    appearance	
    and	
    characteristics	
    of	
    a	
    mystic	
    ruin	
    are	
    vital	
    to	
    
  highlighting	
     the	
     site	
     as	
     a	
     unique,	
     exciting	
     place	
     to	
     adventure.	
    
  Whether	
     the	
     mystic	
     ruin	
     is	
     the	
     remains	
     of	
     an	
     ancient	
     wizard’s	
    
  laboratory,	
     the	
     site	
     of	
     a	
     horrible	
     magical	
     catastrophe	
     or	
    
  inhabited	
     by	
     eldritch	
     beings	
     whose	
     very	
     presence	
     warps	
     and	
    
  changes	
     reality	
     itself,	
     choosing	
     appropriate	
     dressings	
     for	
     the	
    
  mystic	
     ruin	
     helps	
     to	
     establish	
     the	
     tone	
     of	
     the	
     adventure	
     and	
    
  player	
     expectations	
     for	
     what	
     terrible	
     secrets	
     might	
     lurk	
     in	
     the	
    
  ruin’s	
    depths.	
    
  F U N C T I O N  
  Most	
    mystic	
    ruins	
    have	
    been	
    partially	
    reclaimed	
    by	
    nature	
    and	
    
  serve	
     as	
     homes	
     for	
     aberrations,	
     animals,	
     oozes,	
     undead	
     and	
    
  vermin.	
     Because	
     of	
     their	
     strange,	
     eldritch	
     powers,	
     unique	
    
  locations	
     and	
     the	
     potential	
     for	
     amazing	
     treasures	
     and	
    
  discoveries,	
     adventurers	
     and	
     scholars	
     often	
     seek	
     out	
     mystic	
    
  ruins.	
    In	
    some	
    cases,	
    these	
    trespassers	
    are	
    radically	
    warped	
    by	
    
  the	
    strange	
    powers	
    at	
    play	
    within	
    the	
    mystic	
    ruin	
    and	
    go	
    mad,	
    
  becoming	
     too	
     addled	
     to	
     leave.	
     Below	
     are	
     some	
     common	
    
  examples	
    of	
    how	
    a	
    mystic	
    ruin’s	
    inhabitants	
    utilize	
    their	
    home.	
    
  	
     Field	
     Work:	
     Mystic	
     ruins	
     present	
     a	
     unique	
     opportunity	
     for	
    
  those	
     interested	
     in	
     the	
     affects	
     of	
     arcane	
     magic	
     on	
     the	
     natural	
    
  world	
     to	
     see	
     first	
     hand	
     the	
     wonders	
     (and	
     horrors)	
     befalling	
     a	
    
  location	
     if	
     magic	
     is	
     left	
     unchecked.	
     Although	
     goodly	
     wizards	
    
  sometimes	
    set	
    up	
    shop	
    to	
    study	
    the	
    consequences	
    of	
    the	
    mystic	
    
  ruin’s	
    presence,	
    many	
    use	
    their	
    study	
    selfishly	
    to	
    develop	
    new	
    
  spells	
    for	
    their	
    personal	
    use.	
    In	
    their	
    arrogance,	
    however,	
    many	
    
  learned	
     spellcasters	
     accidentally	
     accelerate	
     the	
     mystic	
     ruin’s	
    
  degenerative	
    
  properties	
    
  on	
    
  themselves	
    
  with	
    
  their	
    
  experimentation	
    and	
    become	
    reduced	
    to	
    gibbering,	
    broken	
    souls	
    
  who	
    lose	
    all	
    intention	
    of	
    ever	
    returning	
    to	
    their	
    former	
    lives.	
    
  	
     Forgotten	
     Guardians:	
     Many	
     mystic	
     ruins	
     are	
     inhabited	
     by	
    
  timeless	
    beings	
    created	
    to	
    protect	
    the	
    mystic	
    ruin	
    before	
    it	
    was	
    
  ruined.	
     Constructs	
     and	
     oozes	
     are	
     especially	
     well-­‐suited	
     to	
     this	
    
  task,	
    but	
    occasionally	
    undead	
    are	
    left	
    behind	
    as	
    tomb	
    guardians	
    
  or	
     vestigial	
     remains	
     of	
     whatever	
     souls	
     dwelled	
     in	
     the	
     mystic	
    
  ruins	
    before	
    it	
    fell	
    into	
    disarray.	
    	
    
  	
     Survival:	
     The	
     majority	
     of	
     a	
     mystic	
     ruin’s	
     inhabitants	
     are	
    
  animalistic	
    creatures	
    dwelling	
    there	
    for	
    no	
    other	
    reason	
    than	
    to	
    
  find	
    food	
    and	
    shelter.	
    Despite	
    the	
    dangers,	
    a	
    mystic	
    ruin	
    attracts	
    
  a	
     large	
     number	
     of	
     fauna	
     and	
     possesses	
     prebuilt	
     structures	
    
  suitable	
    for	
    animal	
    dens.	
    Animals	
    dwelling	
    around	
    a	
    mystic	
    ruin	
    
  are	
    forever	
    changed	
    from	
    the	
    exposure,	
    growing	
    to	
    impossible	
    
  sizes	
    or	
    becoming	
    supernaturally	
    strong	
    from	
    arcane	
    energy.	
    In	
    
  time,	
    many	
    such	
    animals	
    and	
    vermin	
    become	
    transformed	
    into	
    
  horrifying	
    aberrations	
    or	
    terrifying	
    magical	
    beasts	
    from	
    the	
    ruin’s	
    
  influence.	
    
  	
     Willing	
    Mutants:	
    Although	
    the	
    ideas	
    of	
    allowing	
    one’s	
    self	
    to	
    
  become	
     mutated	
     seems	
     horrifying	
     to	
     most,	
     some	
     creatures	
    
  relish	
    the	
    “gifts”	
    bestowed	
    upon	
    themselves	
    and	
    their	
    young	
    by	
    
  a	
    mystic	
    ruin’s	
    unchecked	
    arcane	
    powers.	
    Troglodytes,	
    goblins,	
    
  lizardfolk,	
     boggards	
     and	
     other	
     primitive	
     creatures	
     often	
     use	
     a	
    
  mystic	
     ruin	
     as	
     a	
     holy	
     ground	
     and	
     a	
     spawning	
     ground	
     so	
     their	
    
  young	
    (and	
    hopefully	
    their	
    old)	
    will	
    become	
    bigger	
    and	
    stronger	
    
  as	
    a	
    result	
    of	
    the	
    mystic	
    ruin’s	
    influence.	
    
  D R E S S I N G S  
  Use	
     the	
     table	
     on	
     the	
     following	
     page	
     to	
     generate	
     interesting	
    
  characteristics	
    for	
    your	
    mystic	
    ruin.	
    Some	
    of	
    the	
    features	
    listed	
    
  below	
    may	
    be	
    inappropriate	
    for	
    your	
    mystic	
    ruin	
    based	
    upon	
    its	
    
  setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  	
     Expensive	
    Materials:	
    Some	
    of	
    the	
    dressings	
    described	
    on	
    the	
    
  following	
     table	
     include	
     descriptions	
     of	
     eldritch	
     regents	
     and	
    
  strange	
     mutations	
     that	
     can	
     be	
     valuable	
     to	
     arcane	
     schools	
     and	
    
  curious	
    minds.	
    Typically	
    the	
    dressings	
    below	
    have	
    a	
    maximum	
    gp	
    
  value	
    equal	
    to	
    the	
    party’s	
    APL	
    –2,	
    although	
    the	
    exact	
    value	
    for	
    
  such	
    items	
    is	
    subject	
    to	
    GM	
    approval.	
    
  	
     Harvesting	
     Dressings:	
     While	
     most	
     of	
     the	
     dressings	
     on	
     the	
    
  following	
     table	
     are	
     part	
     of	
     the	
     terrain	
     or	
     located	
     on	
     living	
    
  creatures,	
     most	
     can	
     be	
     harvested	
     by	
     canny	
     PCs.	
     In	
     order	
     to	
    
  harvest	
     a	
     dressing	
     from	
     a	
     mystic	
     ruin,	
     a	
     PC	
     must	
     make	
     a	
     skill	
    
  check	
    with	
    a	
    DC	
    equal	
    to	
    15	
    +	
    the	
    average	
    CR	
    of	
    an	
    encounter	
    
  set	
     within	
     the	
     mystic	
     ruin.	
     The	
     skill	
     check	
     used	
     should	
     be	
    
  appropriate	
     for	
     the	
     object	
     being	
     harvested	
     and	
     failing	
     by	
     5	
     or	
    
  more	
    ruins	
    the	
    dressing.	
    
  	
     Modifying	
    Statistics:	
    Some	
    of	
    the	
    dressings	
    described	
    on	
    the	
    
  following	
    table	
    provide	
    bonuses	
    to	
    creatures	
    encountered	
    there.	
    
  Generally	
     speaking,	
     a	
     creature	
     must	
     spend	
     a	
     minimum	
     of	
     one	
    
  uninterrupted	
    month	
    living	
    in	
    a	
    mystic	
    ruin,	
    eating	
    food	
    grown	
    
  or	
    hunted	
    in	
    or	
    around	
    the	
    ruin,	
    bathing	
    within	
    its	
    water	
    and	
    so	
    
  on.	
    Even	
    then,	
    it	
    is	
    far	
    more	
    common	
    for	
    these	
    dressing	
    bonuses	
    
  to	
    be	
    imparted	
    to	
    creatures	
    conceived,	
    born	
    and	
    raised	
    within	
    
  the	
     mystic	
     ruin.	
     At	
     the	
     GM’s	
     decision,	
     some	
     of	
     these	
     bonuses	
    
  may	
    fade	
    away	
    if	
    a	
    creature	
    spends	
    too	
    much	
    time	
    outside	
    of	
    
  the	
    mystic	
    ruin	
    or	
    is	
    not	
    exposed	
    to	
    an	
    adequate	
    enough	
    of	
    raw	
    
  eldritch	
    energy.	
    
  	
     Multiple	
    Dressings:	
    Although	
    most	
    mystic	
    ruins	
    only	
    possess	
    
  one	
     of	
     the	
     characteristics	
     noted	
     on	
     the	
     following	
     table,	
     at	
     the	
    
  GM’s	
     decision	
     each	
     result	
     on	
     the	
     table	
     might	
     correspond	
     to	
     a	
    
  single	
     area	
     within	
     the	
     mystic	
     ruin	
     (such	
     as	
     one	
     encounter	
    
  location).	
    Instead	
    of	
    rolling	
    on	
    the	
    table,	
    a	
    GM	
    may	
    choose	
    to	
    
  simply	
    pick	
    appropriate	
    dressings	
    to	
    implement.	
    
  	
    
  	
    
  
  7	
    
  D%	
    
  MYSTIC	
    RUIN	
    DRESSINGS	
    
  01	
    
  The	
     ruin’s	
     denizens	
     are	
     hardier	
     than	
     most,	
    
  granting	
    creatures	
    living	
    there	
    a	
    +2	
    enhancement	
    
  bonus	
     to	
     Strength,	
     Dexterity	
     and	
     Constitution	
    
  while	
    within	
    the	
    ruins.	
    
  02	
    
  The	
     ruin’s	
     denizens	
     are	
     smarter	
     than	
     most,	
    
  granting	
    creatures	
    living	
    there	
    a	
    +2	
    enhancement	
    
  bonus	
     to	
     Intelligence,	
     Wisdom	
     and	
     Charisma	
    
  while	
    within	
    the	
    ruins.	
    
  03–05	
    
  All	
     creatures	
     living	
     in	
     the	
     ruin	
     have	
     vibrant	
    
  colourations	
    and	
    unusual	
    markings.	
    
  06–08	
    
  While	
    PCs	
    are	
    within	
    the	
    mystic	
    ruin,	
    it	
    feels	
    as	
    
  though	
     something	
     is	
     tickling	
     every	
     inch	
     of	
     their	
    
  exposed	
    skin.	
    	
    
  09–10	
    
  The	
     mystic	
     ruin	
     is	
     filled	
     with	
     cracked	
     and	
    
  shattered	
    objects.	
    
  11–13	
    
  All	
     of	
     the	
     surfaces	
     within	
     the	
     mystic	
     ruin	
     are	
    
  made	
    from	
    flawlessly	
    cut	
    stone	
    bricks.	
    
  14–16	
    
  All	
     plantlife	
     within	
     the	
     mystic	
     ruin	
     possesses	
    
  bioluminescence	
     that	
     glows	
     as	
     brightly	
     as	
     a	
    
  torch.	
    
  17–20	
    
  Sunlight	
    within	
    the	
    mystic	
    ruin	
    is	
    dispersed	
    into	
    
  the	
    colours	
    of	
    a	
    rainbow.	
    
  21–23	
    
  Ancient,	
     timeworn	
     books	
     litter	
     the	
     floor	
     in	
     the	
    
  mystic	
    ruin,	
    their	
    pages	
    long	
    since	
    rotted.	
    
  24–26	
    
  All	
    mould	
    within	
    the	
    mystic	
    ruin	
    is	
    uncomfortably	
    
  sticky	
    and	
    is	
    considered	
    difficult	
    terrain.	
    
  27–28	
    
  A	
     coloured	
     haze	
     fills	
     the	
     mystic	
     ruin.	
     This	
     haze	
    
  does	
    not	
    impair	
    vision,	
    but	
    it	
    burns	
    unprotected	
    
  eyes	
    slightly.	
    
  29–30	
    
  1d4	
    of	
    the	
    PCs’	
    names	
    are	
    scrawled	
    in	
    grime	
    on	
    
  every	
    wall	
    within	
    the	
    mystic	
    ruin.	
    
  31	
    
  Each	
     day,	
     any	
     creatures	
     resting	
     for	
     8	
     hours	
    
  within	
    the	
    ruin	
    gain	
    a	
    random	
    minor	
    spellblight	
    
  (DC	
    16	
    Will	
    negates).	
    
  34–36	
    
  An	
     enchanting	
     melody	
     endlessly	
     haunts	
     the	
    
  mystic	
    ruin’s	
    halls.	
    
  37–38	
    
  The	
    mystic	
    ruin’s	
    walls	
    are	
    covered	
    in	
    strangely	
    
  coloured	
    grime.	
    
  39–40	
    
  Creatures	
    encountered	
    within	
    the	
    mystic	
    ruin	
    are	
    
  covered	
    in	
    oddly	
    shaped	
    scars	
    and	
    possess	
    puss-­‐
  filled	
    growths.	
    
  41–45	
    
  Glowing	
    runes	
    emanating	
    an	
    abjuration	
    aura	
    line	
    
  the	
    walls.	
    
  46–50	
    
  A	
    stream	
    of	
    sunlight	
    enters	
    a	
    crack	
    in	
    the	
    roof	
    of	
    
  nearly	
    every	
    room	
    within	
    the	
    mystic	
    ruins.	
    
  51–54	
    
  Creatures	
    encountered	
    within	
    the	
    mystic	
    ruin	
    are	
    
  semi-­‐resistant	
    to	
    magic	
    and	
    have	
    spell	
    resistance	
    
  equal	
    to	
    13	
    +	
    their	
    Hit	
    Dice.	
    
  55–59	
    
  Water	
    endlessly	
    drips	
    into	
    a	
    small	
    puddle	
    or	
    pool	
    
  within	
    the	
    mystic	
    ruins	
    with	
    an	
    audible	
    plop.	
    
  60	
    
  Creatures	
     encountered	
     within	
     the	
     mystic	
     ruin	
    
  gain	
     a	
     +4	
     circumstance	
     bonus	
     on	
     attack	
     rolls	
    
  against	
    creatures	
    benefiting	
    from	
    a	
    spell	
    effect.	
    
  61–63	
    
  The	
     skin	
     of	
     all	
     creatures	
     encountered	
     in	
     the	
    
  mystic	
    ruin	
    is	
    translucent.	
    
  64–66	
    
  All	
     water	
     within	
     the	
     mystic	
     ruin	
     is	
     over	
     90	
    
  degrees	
    in	
    temperature,	
    including	
    rainfall.	
    
  67–70	
    
  The	
    terrain	
    within	
    the	
    mystic	
    ruin	
    bears	
    signs	
    of	
    
  acid	
    damage.	
    
  71–73	
    
  All	
    magic	
    auras	
    within	
    the	
    mystic	
    ruin	
    are	
    visible,	
    
  as	
    if	
    all	
    creatures	
    possess	
    a	
    constant	
    arcane	
    sight	
    
  effect.	
    
  74–76	
    
  Creatures	
     conceived	
     within	
     the	
     mystic	
     ruin	
    
  possess	
     a	
     mutation,	
     granting	
     them	
     one	
     ability	
    
  from	
    among	
    those	
    granted	
    by	
    beast	
    shape	
    II.	
    
  77–70	
    
  Unattended	
     wood	
     within	
     the	
     mystic	
     ruin	
    
  immediately	
    bursts	
    into	
    flames.	
    
  71	
    
  Gases	
     with	
     an	
     otherworldly	
     colour	
     billow	
     up	
    
  from	
    every	
    crack	
    in	
    the	
    mystic	
    ruin’s	
    floor.	
    
  72–75	
    
  Pungent	
     air	
     within	
     the	
     mystic	
     ruin	
     disorients	
    
  creatures,	
     bestowing	
     a	
     –2	
     penalty	
     on	
     all	
     Will	
    
  saves	
     the	
     creature	
     makes.	
     A	
     creature	
     becomes	
    
  immune	
     to	
     this	
     penalty	
     after	
     spending	
     1	
     week	
    
  within	
    the	
    mystic	
    ruins.	
    
  76–80	
    
  Vines	
    have	
    completely	
    naturalized	
    one	
    or	
    more	
    
  sections	
    of	
    the	
    mystic	
    ruins.	
    
  81–83	
    
  The	
    mystic	
    ruin’s	
    floor	
    is	
    coated	
    with	
    a	
    thin	
    layer	
    
  of	
    slime.	
    
  84–86	
    
  Creatures	
     encountered	
     within	
     the	
     mystic	
     ruin	
    
  have	
     one	
     fewer	
     (or	
     one	
     more)	
     digit	
     on	
     each	
    
  appendage	
    than	
    is	
    normal	
    for	
    their	
    kind.	
    
  87–89	
    
  Every	
     manufactured	
     object	
     found	
     within	
     the	
    
  mystic	
     ruins	
     possesses	
     a	
     faint	
     magical	
     aura	
    
  (determine	
    the	
    school	
    randomly).	
    The	
    aura	
    fades	
    
  1d4	
    hours	
    after	
    it	
    is	
    removed	
    from	
    the	
    ruins.	
    
  90	
    
  The	
    blood	
    of	
    any	
    living	
    creature	
    conceived	
    within	
    
  the	
    mystic	
    ruins	
    is	
    infused	
    with	
    magic,	
    granting	
    
  them	
    the	
    sorcerer	
    creature	
    template.	
    
  91–93	
    
  Each	
     hour	
     a	
     creature	
     spends	
     within	
     the	
     mystic	
    
  ruin,	
    it	
    becomes	
    1	
    inch	
    shorter.	
    This	
    cannot	
    make	
    
  a	
     creature	
     small	
     enough	
     to	
     reduce	
     its	
     size	
    
  category.	
    
  94–95	
    
  The	
     PCs’	
     shadows	
     do	
     not	
     cast	
     on	
     any	
     surface	
    
  within	
    the	
    mystic	
    ruin.	
    
  96–97	
    
  When	
    a	
    creature	
    dies	
    within	
    the	
    mystic	
    ruins,	
    a	
    
  mindless	
    ooze	
    with	
    a	
    CR	
    equal	
    to	
    (or	
    lower	
    than)	
    
  the	
    slain	
    creature’s	
    CR	
    emerges	
    from	
    its	
    corpse.	
    
  98–99	
    
  Roll	
    twice	
    and	
    apply	
    all	
    results.	
    
  100	
    
  Roll	
    three	
    times	
    and	
    apply	
    all	
    results.	
    
  	
    
  	
    
  	
    
  	
    
  	
    
   
  
  8	
    
  P O R T  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	
     port	
     town.	
     Ignore	
    
  inappropriate	
    results	
    and	
    simply	
    re-­‐roll.	
    
  D%	
    
  	
    
  1	
    
  The	
     incoming	
     tide	
     sloshes	
     beneath	
     the	
     docks;	
    
  moored	
    ships	
    strain	
    at	
    their	
    mooring	
    lines.	
    
  2	
    
  A	
     group	
     of	
     sailors	
     get	
     into	
     a	
     brutal	
     brawl,	
     fists	
    
  and	
    teeth	
    flying,	
    blood	
    splattering.	
    
  3	
    
  A	
     one-­‐man	
     dinghy	
     skims	
     the	
     waves,	
     bobbing	
    
  across	
    the	
    harbour	
    like	
    a	
    skipped	
    pebble.	
    
  4	
    
  A	
    set	
    of	
    sails	
    appears	
    on	
    the	
    horizon,	
    but	
    in	
    the	
    
  dusky	
    light	
    their	
    colour	
    remains	
    unknown.	
    
  5	
    
  A	
     rocky	
     “mound”	
     clinging	
     to	
     the	
     dock	
     wall	
     is	
    
  actually	
    a	
    barnacle	
    as	
    big	
    as	
    a	
    human	
    head.	
    
  6	
    
  Coarse	
     laughter	
     rings	
     out	
     amidst	
     the	
     sound	
     of	
    
  giant	
     crab	
     shells	
     being	
     cracked	
     with	
     massive	
    
  hammers.	
    
  7	
    
  A	
     dock	
     worker	
     shouts	
     in	
     warning	
     as	
     a	
     crate	
    
  tumbles	
    and	
    smashes	
    to	
    the	
    cobbles.	
    
  8	
    
  A	
    well-­‐dressed	
    dockmaster	
    stands	
    at	
    the	
    end	
    of	
    a	
    
  pier,	
    surveying	
    incoming	
    vessels.	
    
  9	
    
  Every	
     single	
     dock	
     in	
     the	
     harbour	
     appears	
     taken	
    
  up,	
    and	
    more	
    ships	
    wait	
    out	
    on	
    the	
    water.	
    
  10	
    
  There’s	
    not	
    a	
    single	
    ship	
    lashed	
    to	
    the	
    docks,	
    nor	
    
  any	
    anchored	
    out	
    in	
    the	
    bay.	
    
  11	
    
  The	
     sea	
     is	
     choppy	
     today,	
     cloudy	
     green	
     water	
    
  whipped	
    up	
    by	
    the	
    scouring	
    wind.	
    
  12	
    
  A	
    long	
    ledge	
    of	
    grey	
    and	
    black	
    clouds	
    looms	
    on	
    
  the	
    horizon,	
    coming	
    closer.	
    
  13	
    
  Dozens	
     of	
     dorsal	
     fins	
     break	
     the	
     surface	
     of	
     the	
    
  water,	
    sleek	
    forms	
    lurking	
    below.	
    
  14	
    
  Hundreds	
    of	
    tiny,	
    multi-­‐coloured	
    flags	
    are	
    strung	
    
  between	
    the	
    shops	
    along	
    this	
    street.	
    
  15	
    
  A	
    massive	
    ship	
    just	
    swept	
    into	
    the	
    bay,	
    looking	
    
  like	
    it	
    could	
    contain	
    the	
    whole	
    town.	
    
  16	
    
  An	
     imposing	
     military	
     fleet	
     hangs	
     back	
     in	
     the	
    
  waters	
    just	
    beyond	
    the	
    harbour	
    wall.	
    
  17	
    
  A	
     ramshackle	
     ship	
     at	
     the	
     far	
     end	
     of	
     the	
     docks	
    
  lists	
    slightly	
    to	
    one	
    side.	
    
  18	
    
  A	
     man	
     hollers	
     down	
     from	
     where	
     he’s	
     been	
    
  strung	
    up	
    on	
    a	
    ship’s	
    mast.	
    
  19	
    
  Dock	
    guards	
    tromp	
    past,	
    rusted	
    armour	
    grinding	
    
  and	
    squeaking	
    as	
    they	
    patrol.	
    
  20	
    
  Most	
     walls	
     around	
     have	
     a	
     thick	
     layer	
     of	
     salty	
    
  grime	
    crusting	
    them.	
    
  21	
    
  Sailors	
     and	
     shipwrights’	
     apprentices	
     hang	
     from	
    
  ropes	
    to	
    scrub	
    barnacles	
    off	
    hulls.	
    
  22	
    
  Tarboys	
    run	
    along	
    ship	
    lines,	
    as	
    nimble	
    as	
    circus	
    
  tightrope	
    acrobats.	
    
  23	
    
  Countless	
     wagons	
     have	
     lined	
     up	
     to	
     be	
     loaded	
    
  with	
    the	
    latest	
    shipment.	
    
  24	
    
  Half-­‐a-­‐dozen	
     rats	
     scamper	
     up	
     an	
     anchor	
     chain	
    
  and	
    disappear	
    into	
    a	
    ship’s	
    hold.	
    
  25	
    
  A	
     crew	
     recruiter	
     wanders	
     the	
     town,	
     calling	
     out	
    
  that	
    various	
    ships	
    that	
    are	
    hiring.	
    
  26	
    
  A	
    captain	
    wearing	
    a	
    fine	
    silk	
    coat	
    staggers	
    past,	
    
  stinking	
    of	
    whiskey.	
    
  27	
    
  A	
    vendor	
    calls	
    out	
    from	
    his	
    stand	
    where	
    he	
    sells	
    
  “guaranteed	
    accurate”	
    sea	
    charts.	
    
  28	
    
  Only	
     the	
     top	
     half	
     of	
     a	
     mast	
     shows	
     where	
     a	
    
  scuttled	
    ship	
    lies	
    beneath	
    the	
    surface.	
    
  29	
    
  Smoke	
    rises	
    and	
    sailors	
    scatter	
    as	
    fire	
    engulfs	
    a	
    
  ship	
    and	
    writhes	
    up	
    its	
    sails.	
    
  30	
    
  At	
     low	
     tide,	
     a	
     deadly	
     reef	
     is	
     visible	
     beyond	
     the	
    
  harbour	
    mouth.	
    
  31	
    
  Fishermen	
     haul	
     their	
     catch	
     up	
     onto	
     the	
     docks,	
    
  where	
    customers	
    pick	
    over	
    the	
    flopping	
    wares.	
    
  32	
    
  Wooden	
     barrels	
     rumble	
     as	
     bare-­‐armed	
     sailors	
    
  roll	
    them	
    down	
    a	
    gangplank.	
    
  33	
    
  A	
    horse-­‐drawn	
    cart	
    trundles	
    by,	
    a	
    ballista	
    being	
    
  carried	
    in	
    the	
    hay-­‐stuffed	
    bed.	
    
  34	
    
  A	
     member	
     of	
     the	
     sailor’s	
     union	
     bellows	
     against	
    
  the	
    low	
    pay	
    and	
    poor	
    conditions	
    they	
    endure.	
    
  35	
    
  Elven	
     sailors	
     refuse	
     to	
     let	
     human	
     workers	
    
  anywhere	
     near	
     the	
     crates	
     of	
     wine	
     they’re	
    
  unloading.	
    
  36	
    
  Two	
     merchants	
     argue	
     over	
     who	
     provides	
     the	
    
  cheapest	
    and	
    cleanest	
    deliveries	
    of	
    water	
    stores.	
    
  37	
    
  Men	
     eye	
     bags	
     and	
     barrels	
     of	
     sand	
     being	
    
  measured	
    out	
    as	
    ballast.	
    
  38	
    
  A	
     man	
     paces	
     along	
     the	
     docks,	
     glancing	
     every	
    
  other	
    second	
    out	
    at	
    the	
    horizon.	
    
  39	
    
  A	
     woman	
     dressed	
     all	
     in	
     black	
     tosses	
     a	
     tear-­‐
  soaked	
    handkerchief	
    into	
    the	
    waves.	
    
  40	
    
  A	
    wide	
    cobbled	
    street	
    shoots	
    out	
    from	
    the	
    docks	
    
  straight	
    through	
    town.	
    
  41	
    
  A	
    heap	
    of	
    rusted	
    anchors	
    block	
    off	
    this	
    crooked	
    
  side	
    street.	
    
  42	
    
  The	
    sound	
    of	
    snoring	
    emanates	
    from	
    underneath	
    
  many	
    coils	
    of	
    rope.	
    
  43	
    
  A	
    reek	
    of	
    week-­‐old	
    fish	
    is	
    coming	
    from	
    a	
    barrel	
    
  sitting	
    off	
    to	
    one	
    side,	
    covered	
    in	
    slime.	
    
  44	
    
  Hundreds	
     of	
     live	
     crabs	
     scrabble	
     as	
     they	
     try	
     to	
    
  clamber	
    out	
    of	
    water-­‐filled	
    buckets.	
    
  45	
    
  Pelicans	
     swoop	
     above	
     the	
     waves,	
     occasionally	
    
  dipping	
    to	
    scoop	
    up	
    fish	
    in	
    their	
    beaks.	
    
  46	
    
  The	
    recent	
    chill	
    has	
    turned	
    the	
    docks	
    slick	
    with	
    
  rime	
    and	
    frozen	
    a	
    few	
    boats	
    in	
    place.	
    
  47	
    
  A	
    sailor	
    chomps	
    on	
    what	
    looks	
    to	
    be	
    strands	
    of	
    
  fresh	
    seaweed.	
    
  48	
    
  These	
     strange	
     prickly	
     fruits	
     are	
     squishy	
     to	
     the	
    
  touch	
    but	
    taste	
    like	
    fresh	
    pie.	
    
  49	
    
  A	
     meat	
     vendor	
     claims	
     he	
     gets	
     his	
     spices	
     from	
    
  lands	
    on	
    the	
    other	
    side	
    of	
    the	
    world.	
    
  50	
    
  Shipwrights	
     inspect	
     a	
     recent	
     arrival,	
     tallying	
     up	
    
  necessary	
    repairs	
    and	
    cost	
    estimates.	
    
  51	
    
  A	
     bright	
     white	
     flag	
     flaps	
     above	
     the	
     docks,	
    
  showing	
    which	
    way	
    the	
    wind	
    is	
    blowing.	
    
  
  9	
    
  52	
    
  Seagulls	
     soar	
     overhead,	
     their	
     haunting	
     cries	
    
  echoing	
    across	
    the	
    town.	
    
  53	
    
  Packs	
     of	
     feral	
     cats	
     prowl	
     through	
     the	
     town,	
    
  pouncing	
    on	
    any	
    dropped	
    scrap	
    of	
    food.	
    
  54	
    
  Prostitutes	
     wearing	
     silk	
     and	
     pearls	
     flutter	
    
  handkerchiefs	
    and	
    eyelashes	
    at	
    recently	
    arrived	
    
  sailors.	
    
  55	
    
  You	
     overhear	
     a	
     few	
     sailors	
     discussing	
     how	
     best	
    
  to	
    shanghai	
    a	
    victim.	
    
  56	
    
  Many	
     of	
     the	
     inns	
     and	
     taverns	
     have	
     “sailors	
    
  welcome”	
    written	
    on	
    boards	
    out	
    front.	
    
  57	
    
  A	
     boy	
     marches	
     past,	
     wearing	
     an	
     oversized	
     ship	
    
  captain’s	
    hat	
    that	
    almost	
    covers	
    his	
    eyes.	
    
  58	
    
  A	
    bunch	
    of	
    kids	
    scream	
    playfully	
    as	
    they	
    pretend	
    
  to	
    be	
    pirates	
    boarding	
    a	
    ship.	
    
  59	
    
  A	
    bosun’s	
    whistle	
    shrieks	
    through	
    the	
    air	
    before	
    
  being	
    abruptly	
    cut	
    off.	
    
  60	
    
  Perceptive	
    folk	
    hear	
    thumps	
    coming	
    from	
    inside	
    
  a	
    nearby	
    a	
    hull.	
    
  61	
    
  Bells	
     toll	
     out	
     over	
     the	
     town,	
     and	
     everyone	
    
  pauses	
     to	
     see	
     if	
     it’s	
     in	
     warning	
     of	
     a	
     particular	
    
  danger.	
    	
    
  62	
    
  A	
    bonfire	
    burns	
    steadily	
    atop	
    the	
    lighthouse	
    set	
    
  at	
    the	
    end	
    of	
    the	
    jetty.	
    
  63	
    
  Sailors	
     rouse	
     themselves	
     from	
     a	
     stupor	
     for	
    
  another	
    chorus	
    of	
    their	
    favourite	
    drinking	
    song.	
    
  64	
    
  Cranes	
     creak	
     loudly	
     as	
     they	
     haul	
     pallets	
     of	
    
  supplies	
    into	
    the	
    air.	
    	
    
  65	
    
  A	
    lone	
    lantern	
    gleams	
    up	
    at	
    the	
    house	
    on	
    the	
    cliff	
    
  overlooking	
    the	
    harbour.	
    
  66	
    
  In	
    this	
    stormy	
    weather,	
    waves	
    crash	
    against	
    the	
    
  docks	
    with	
    a	
    thunderous	
    roar.	
    
  67	
    
  Several	
     children	
     play	
     in	
     the	
     dust	
     with	
     an	
    
  impressively	
    large	
    and	
    intact	
    shell	
    collection.	
    
  68	
    
  Guards	
     carefully	
     inspect	
     the	
     merchants	
     carting	
    
  wares	
    out	
    beyond	
    town,	
    wary	
    of	
    smugglers.	
    
  69	
    
  This	
    restaurant	
    advertises	
    fish	
    soup,	
    shark	
    soup,	
    
  mermaid	
    soup,	
    selkie	
    soup	
    and	
    other	
    delicacies.	
    
  70	
    
  The	
    sign	
    for	
    this	
    shop	
    appear	
    to	
    be	
    nothing	
    more	
    
  than	
    a	
    rotting	
    shark	
    carcass.	
    
  71	
    
  The	
    town’s	
    market	
    offers	
    an	
    impressive	
    array	
    of	
    
  fresh	
    fruit	
    and	
    vegetables	
    from	
    distant	
    lands.	
    
  72	
    
  A	
    wide	
    channel	
    cuts	
    away	
    from	
    the	
    bay,	
    forming	
    
  a	
    convenient	
    river	
    inland	
    for	
    smaller	
    boats.	
    
  73	
    
  Slaves	
     trudge	
     out	
     of	
     a	
     ship	
     hold	
     under	
     the	
    
  watchful	
    eyes	
    of	
    their	
    owners.	
    
  74	
    
  A	
     pile	
     of	
     random	
     cargo	
     appears	
     to	
     have	
     been	
    
  abandoned	
    in	
    this	
    alley.	
    
  75	
    
  An	
     auction	
     has	
     begun,	
     with	
     items	
     sold	
     coming	
    
  from	
    confiscated	
    or	
    abandoned	
    shipping	
    gear.	
    
  76	
    
  An	
     eerie	
     blue-­‐green	
     fog	
     has	
     settled	
     over	
     the	
    
  whole	
    harbour.	
    
  77	
    
  A	
     nearby	
     shop	
     has	
     a	
     sign	
     advertising	
     carts	
     and	
    
  wagons	
    for	
    rent.	
    	
    
  78	
    
  Every	
    member	
    of	
    this	
    crew	
    wears	
    multiple	
    blades	
    
  on	
    their	
    hips	
    and	
    looks	
    eager	
    for	
    a	
    fight.	
    
  79	
    
  A	
    filthy	
    urchin	
    lines	
    up	
    buckets	
    of	
    live	
    bait	
    as	
    he	
    
  calls	
    out	
    various	
    prices	
    to	
    passers-­‐by.	
    
  80	
    
  Hundreds	
    of	
    crates	
    have	
    been	
    stacked	
    along	
    this	
    
  street,	
    creating	
    a	
    makeshift	
    maze.	
    
  81	
    
  Several	
    seagulls	
    struggle	
    to	
    free	
    themselves	
    from	
    
  the	
    rotted	
    netting	
    in	
    which	
    they	
    are	
    snared.	
    
  82	
    
  Dock	
     labourers	
     sing	
     a	
     work	
     chant	
     as	
     they	
     toss	
    
  grain	
    sacks	
    into	
    piles.	
    
  83	
    
  This	
     dock	
     has	
     a	
     large	
     arch	
     at	
     the	
     far	
     end	
     of	
     it,	
    
  with	
    a	
    gate	
    poised	
    to	
    drop	
    from	
    a	
    chain.	
    
  84	
    
  A	
    hundred	
    rusty	
    harpoons	
    are	
    leaned	
    up	
    against	
    
  the	
    wall	
    here.	
    
  85	
    
  This	
    statue	
    bears	
    the	
    face	
    of	
    a	
    popular	
    religious	
    
  figure,	
    but	
    he	
    has	
    tentacles	
    instead	
    of	
    legs.	
    
  86	
    
  A	
    sailor	
    wearing	
    a	
    dapper	
    outfit	
    struts	
    down	
    the	
    
  road.	
    
  87	
    
  Every	
     member	
     of	
     this	
     crew	
     is	
     clad	
     in	
     nothing	
    
  more	
    than	
    sodden,	
    bloody	
    rags.	
    
  88	
    
  A	
    ship’s	
    captain,	
    his	
    arms	
    clasped	
    in	
    chains,	
    is	
    led	
    
  along	
    by	
    dock	
    guards.	
    
  89	
    
  The	
    cloudy	
    water	
    in	
    that	
    large	
    glass	
    tank	
    parted	
    
  just	
     long	
     enough	
     to	
     give	
     a	
     glimpse	
     of	
     the	
    
  mermaid	
    within.	
    
  90	
    
  A	
    tiny	
    octopus	
    climbs	
    up	
    and	
    slips	
    into	
    a	
    barrel	
    of	
    
  rainwater.	
    	
    
  91	
    
  A	
     sharp	
     citrus	
     smell	
     wafts	
     over	
     from	
     a	
     row	
     of	
    
  jugs	
    lined	
    up	
    on	
    a	
    windowsill.	
    
  92	
    
  The	
    breeze	
    just	
    turned	
    so	
    salty,	
    your	
    nostrils	
    are	
    
  burning.	
    	
    
  93	
    
  Sailors	
    stride	
    along,	
    shouting	
    as	
    they	
    try	
    to	
    outdo	
    
  one	
    another’s	
    tall	
    tales	
    of	
    sea-­‐bound	
    adventures.	
    
  94	
    
  Many	
     storefronts	
     are	
     decorated	
     with	
     polished	
    
  shells	
    in	
    spiralling	
    designs.	
    
  95	
    
  A	
     huge	
     barbed	
     chain	
     is	
     stretched	
     across	
     the	
    
  mouth	
    of	
    the	
    harbour.	
    	
    
  96	
    
  Animals,	
    many	
    of	
    them	
    sickly,	
    in	
    wheeled	
    cages	
    
  are	
    rolled	
    along	
    the	
    docks.	
    
  97	
    
  A	
     rowboat	
     is	
     being	
     lowered	
     from	
     a	
     triple-­‐mast	
    
  ship	
    that	
    refuses	
    to	
    dock	
    for	
    some	
    reason.	
    
  98	
    
  A	
     dock	
     worker	
     whips	
     coloured	
     flags	
     around,	
    
  using	
    semaphore	
    signals	
    to	
    guide	
    a	
    ship	
    in.	
    
  99	
    
  A	
     foreign	
     ambassador	
     disembarks	
     from	
     a	
     ship	
    
  gangplank,	
    retinue	
    in	
    tow.	
    
  100	
    
  From	
    
  prow	
    
  to	
    
  stern,	
    
  this	
    
  ship	
    
  appears	
    
  constructed	
    entirely	
    of	
    bleached	
    bone.	
    
  	
    
  	
    
  	
    
  	
    
   
   
  
  10	
    
  G L O A M H O L D :  A T  A  G L A N C E  
  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.	
    
  	
    
  Even	
     reaching	
     Gloamhold	
     is	
     difficult.	
     By	
     land,	
     adventurers	
    
  must	
    negotiate	
    miles	
    of	
    trackless,	
    jagged	
    crags	
    and	
    sullen,	
    dark	
    
  gorges,	
    chasms	
    and	
    valleys.	
    Those	
    approaching	
    by	
    sea	
    have	
    it	
    no	
    
  better.	
     They	
     must	
     brave	
     over	
     a	
     mile	
     of	
     savage,	
     foam-­‐flecked	
    
  waves.	
     Tides	
     about	
     the	
     headland	
     are	
     notoriously	
     treacherous;	
    
  wrecks	
    of	
    ships	
    large	
    and	
    small	
    driven	
    to	
    destruction	
    litter	
    the	
    
  seabed.	
    Winter	
    storms	
    render	
    Gloamhold	
    all	
    but	
    inaccessible	
    by	
    
  sea	
    for	
    several	
    months	
    every	
    year.	
    	
    
  	
    
  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.	
    The	
    several	
    
  attempts	
     to	
     colonise	
     the	
     barren	
     headland	
    all	
     ended	
     in	
     failure	
    
  and	
    death.	
    Surrounded	
    by	
    crumbled	
    outbuildings,	
    a	
    now	
    ruined	
    
  lighthouse	
     –	
     now	
     colloquially	
     known	
     as	
     simply	
     “The	
     Shard”	
     –	
    
  stands	
    atop	
    the	
    promontory’s	
    highest,	
    most	
    wind	
    lashed	
    bluff.	
    
  Elsewhere,	
     on	
     the	
     spire’s	
     landward	
    side,	
     languish	
     the	
     weed	
    
  choked,	
     tumbled	
     ruins	
     of	
     Greystone	
     –	
     a	
     fortified	
     village	
    
  abandoned	
     decades	
     ago.	
     Occasionally,	
     redoubtable	
     bands	
     of	
    
  adventurers	
    poke	
    around	
    both	
    sets	
    of	
    ruins.	
    Some	
    return,	
    while	
    
  others	
     simply	
     disappear	
     –	
     perhaps	
     finding	
     certain	
     secret	
    
  connections	
    rumoured	
    to	
    lead	
    into	
    the	
    upper	
    levels	
    of	
    Rivengate	
    
  and	
    from	
    thence	
    deeper	
    into	
    Gloamhold’s	
    lightless	
    depths.	
    
  L O C A L E S  W I T H I N  G L O A M H O L D  
  Although	
    much	
    of	
    Gloamhold	
    remains	
    unknown	
    –	
    nothing	
    more	
    
  than	
    the	
    subject	
    of	
    wild	
    whispers	
    and	
    rumours	
    –	
    knowledge	
    of	
    a	
    
  few	
     locations	
     has	
     come	
     to	
     light	
     through	
     the	
     explorations	
     of	
    
  brave	
    (or	
    foolhardy)	
    adventurers.	
    
   
  Rivengate:	
    Of	
    dark	
    and	
    forbidding	
    aspect	
    the	
    lower	
    portions	
    
  of	
     the	
     once	
     mighty	
     Rivengate	
     collapsed	
     into	
     the	
     sea	
     long	
     ago.	
    
  Built	
    by	
     unknown	
     hands	
     to	
     protect	
     Gloamhold’s	
     approaches	
    
  remnants	
    of	
    the	
    citadel	
    yet	
    cling	
    to	
    the	
    upper	
    cliffs.	
    
  	
    
  The	
     Murkwater:	
    Only	
     skilled	
     or	
     lucky	
     captains	
     dare	
     to	
     sail	
    
  into	
    the	
    gloom	
    of	
    Rivengate’s	
    gaping	
    maw.	
    Within	
    flows	
    the	
    dark	
    
  and	
    treacherous	
    Murkwater;	
    the	
    seething,	
    foam-­‐flecked	
    waters	
    
  below	
     Rivengate	
     are	
     particularly	
     hazardous	
     with	
    jagged	
     rocks	
    
  fallen	
    from	
    above,	
    savage	
    rip	
    tides	
    and	
    more	
    lurking	
    to	
    catch	
    the	
    
  unwary	
    or	
    the	
    unlucky.	
    
   
  The	
     Twisted	
     Warrens:	
     Honeycombing	
     the	
     rock	
     above	
     the	
    
  Murkwater,	
    the	
    Twisted	
    Warrens	
    are	
    a	
    confused	
    and	
    convoluted	
    
  network	
    of	
    (mostly)	
    natural	
    caverns	
    and	
    passageways	
    inhabited	
    
  by	
    derro,	
    troglodytes,	
    dark	
    creepers	
    and	
    worse.	
    
   
  The	
     Breathless	
     Narrows:	
     A	
     network	
     of	
     flooded,	
     fractured	
    
  caverns	
     radiate	
     outwards	
     from	
     beneath	
     the	
     Murkwater.	
     The	
    
  water	
     therein	
     is	
     only	
     fractionally	
     above	
     freezing	
     and	
     explorers	
    
  need	
     magic	
     to	
     survive	
     for	
     any	
     length	
     of	
     time	
     in	
     this	
     airless,	
    
  lightless	
    world.	
    
   
  The	
    Twilight	
    City:	
    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.	
    An	
    ancient	
    place	
    of	
    stone	
    ziggurats,	
    fetid	
    and	
    
  twisted	
    canals	
    and	
    cyclopean	
    architecture,	
    troglodytes	
    built	
    the	
    
  city	
    when	
    the	
    world	
    was	
    young	
    and	
    their	
    great	
    empire	
    straddled	
    
  much	
    of	
    the	
    known	
    world.	
    
  T H E  S U R R O U N D I N G  A R E A  
  Gloamhold	
     doesn’t	
     exist	
     in	
     a	
     vacuum.	
     Several	
     locales	
     of	
     note	
    
  stud	
    the	
    megadungeon’s	
    immediate	
    surrounds:	
    
   
  The	
    Mottled	
    Spire:	
    This	
    huge	
    chunk	
    of	
    granite	
    glowers	
    over	
    
  Hard	
     Bay’s	
     treacherous	
     waters	
     like	
     an	
     angry	
     giant.	
     Difficult	
     to	
    
  reach	
    by	
    land	
    or	
    sea,	
    the	
    Mottled	
    Spire	
    shelters	
    Gloamhold	
    deep	
    
  within	
    its	
    bowels.	
    
   
  Hard	
    Bay:	
    A	
    wide	
    and	
    deep	
    bay	
    renown	
    for	
    stormy	
    weather	
    
  and	
     savage	
     tides,	
     Hard	
     Bay	
     is	
     aptly	
     named.	
     Its	
     bounds	
     are	
     a	
    
  tangle	
    of	
    rivers,	
    rocky	
    headlands,	
    wooded	
    isles	
    and	
    small,	
    stony	
    
  beaches.	
    
   
  Greystone	
    (Ruined	
    Village):	
    The	
    creeping	
    tendrils	
    of	
    human	
    
  civilisation	
     did	
     not	
     linger	
     long	
     on	
     the	
     Mottled	
     Spires	
     rocky	
    
  slopes.	
    A	
     nameless	
     aura	
     of	
     fear	
     and	
     decay	
     smothers	
    these	
    
  crumbling,	
    wind-­‐blasted	
    ruins.	
    Persistent	
    rumours	
    of	
    the	
    inbred	
    
  descendants	
    of	
    the	
    original	
    inhabitants	
    lingering	
    in	
    the	
    ruins	
    are	
    
  commonly	
    held	
    as	
    truth	
    among	
    Languard’s	
    populace.	
    
   
  The	
     Shard	
     (Ruined	
     Lighthouse):	
     Destroyed	
     decades	
     ago	
     at	
    
  the	
     height	
     of	
     a	
     particularly	
     vicious	
     and	
     prolonged	
     storm	
     of	
    
  unnatural	
     virility,	
     the	
     Shard	
     juts	
     from	
     the	
     Mottled	
     Spire	
     like	
     a	
    
  jagged,	
    broken	
    tooth.	
    Occasionally,	
    faint	
    lights	
    are	
    glimpsed	
    in	
    its	
    
  vicinity.	
    
   
  Languard	
    
  (Small	
    
  Town):	
    
  Heavily	
    
  fortified,	
    
  Languard	
    
  dominates	
    the	
    narrow	
    strait	
    separating	
    Hard	
    Bay	
    from	
    the	
    open	
    
  sea.	
    Built	
    over	
    a	
    series	
    of	
    rocky	
    bluffs	
    a	
    stout	
    stone	
    curtain	
    wall	
    
  encircles	
     the	
     entire	
     town	
     and	
     a	
     rocky	
     breakwater	
     protects	
     its	
    
  harbour.	
    Those	
    choosing	
    to	
    dare	
    Gloamhold’s	
    depths	
    often	
    start	
    
  their	
    journey	
    from	
    Languard.	
    
   
  
  11	
    
  G M  A D V I C E :  6  M O R A L  D I L E M M A S  F O R  Y O U R  P C S  
  Some	
    of	
    the	
    best	
    roleplaying	
    experiences	
    I've	
    had	
    stem	
    from	
    fellow	
    players	
    exploring	
    their	
    PCs'	
    personalities	
    and	
    background.	
    A	
    good	
    way	
    
  to	
    force	
    the	
    PCs	
    to	
    do	
    so	
    is	
    through	
    the	
    judicious	
    use	
    of	
    moral	
    dilemmas.	
    	
    
  	
    
  Some	
    of	
    the	
    most	
    common	
    moral	
    dilemmas	
    include:	
    
  	
    
  I’ve	
     used	
     moral	
     dilemmas	
     in	
     my	
     Borderland	
     of	
     Adventure	
    
  campaign	
     with	
     great	
     success.	
     Not	
     only	
     have	
     great	
     roleplaying	
    
  moments	
    resulted,	
    the	
    players	
    have	
    had	
    to	
    delve	
    into	
    their	
    PCs’	
    
  personalities.	
    For	
    some	
    of	
    the	
    dilemmas	
    I	
    posed	
    them,	
    they	
    are	
    
  still	
    dealing	
    with	
    the	
    consequences.	
    
  § 
  Kill	
     the	
     Innocents:	
     Lots	
     of	
     adventures	
     are	
     set	
     in	
     an	
     evil	
    
  humanoid's	
    tribal	
    lair.	
    The	
    PCs	
    attack	
    and	
    kill	
    all	
    the	
    warriors,	
    
  loot	
    their	
    bodies	
    and	
    complete	
    their	
    quest.	
    After	
    the	
    dust	
    has	
    
  settled,	
     what	
     should	
     happen	
     to	
     the	
     tribe's	
     young	
     and	
    
  noncombatants?	
     Depending	
     on	
     your	
     worldview	
     all	
     orcs	
     (for	
    
  example)	
     could	
     be	
     evil	
     or	
     they	
     could	
     just	
     be	
     predominantly	
    
  evil.	
    In	
    any	
    case,	
    slaughtering	
    the	
    young	
    (in	
    particular)	
    is	
    likely	
    
  to	
    cause	
    moral	
    problems	
    for	
    some	
    PCs.	
    But,	
    if	
    the	
    PCs	
    don't	
    kill	
    
  them,	
    what	
    is	
    to	
    become	
    of	
    them?	
    Will	
    they	
    be	
    left	
    to	
    starve	
    to	
    
  death,	
    are	
    the	
    PCs	
    going	
    to	
    cast	
    them	
    out	
    of	
    their	
    home,	
    leave	
    
  them	
    to	
    be	
    preyed	
    on	
    by	
    stronger	
    neighbouring	
    tribes	
    etc.?	
    If	
    
  the	
    PCs	
    don't	
    deal	
    with	
    them,	
    what	
    will	
    the	
    consequences	
    of	
    
  their	
    inaction	
    be?	
    
  § 
  Kill	
     the	
     Helpless:	
     After	
     the	
     battle	
     is	
     done	
     and	
     the	
     PCs	
     stand	
    
  triumphant,	
    the	
    dead	
    and	
    the	
    dying	
    likely	
    litter	
    the	
    battlefield.	
    
  I've	
    seen	
    some	
    PCs	
    who	
    -­‐-­‐	
    after	
    a	
    hard	
    battle	
    -­‐-­‐	
    like	
    nothing	
    
  more	
     than	
     a	
     good	
     beheading,	
     but	
     others	
     might	
     object	
    
  strenuously	
     to	
     this	
     practice.	
     Beyond	
     those	
     they	
     have	
    
  vanquished	
     in	
     battle,	
     the	
     party	
     could	
     also	
     encounter	
    
  imprisoned	
    evil	
    doers	
    (such	
    as	
    members	
    of	
    rival	
    tribes),	
    the	
    ill,	
    
  injured	
    or	
    infirm.	
    Do	
    they	
    all	
    deserve	
    death?	
    
  § 
  Kill	
     the	
     Prisoners:	
     If	
     the	
     PCs	
     take	
     prisoners,	
     they'll	
     likely	
    
  interrogate	
     them	
     (see	
     "Torture"	
     below).	
     Once	
     they	
     have	
    
  learned	
     all	
     the	
     prisoner	
     knows,	
     what	
     will	
     they	
     do	
     with	
    
  them?	
    Kill	
    them?	
    Take	
    them	
    back	
    to	
    town	
    to	
    stand	
    trial	
    
  for	
     their	
     trials?	
     Set	
     them	
     free?	
     Whatever	
     the	
    
  solution,	
    it	
    is	
    likely	
    to	
    engender	
    a	
    lively	
    debate.	
    
  § 
  Torture:	
     How	
     far	
     are	
     the	
     PCs	
     willing	
     to	
     go	
     to	
     get	
     the	
    
  information	
     they	
     need?	
     Lawful	
     good	
     types	
     are	
     unlikely	
     to	
    
  condone	
    torture	
    while	
    for	
    others	
    it	
    might	
    be	
    more	
    of	
    a	
    hobby.	
    
  However,	
    if	
    the	
    PCs	
    have	
    captured	
    someone	
    who	
    clearly	
    has	
    
  important	
    information	
    they	
    desperately	
    need	
    (perhaps	
    to	
    save	
    
  innocent	
    lives)	
    the	
    issue	
    becomes	
    thornier.	
    	
    
  § 
  Rescue	
     the	
     Prisoners:	
     The	
     PCs	
     are	
     deep	
     in	
     a	
     dungeon	
     when	
    
  they	
    rescue	
    some	
    prisoners.	
    The	
    prisoners	
    are	
    grateful	
    to	
    be	
    
  rescued	
     and	
     beg	
     the	
     PCs	
     to	
     escort	
     them	
     to	
     the	
     surface	
     or	
    
  nearby	
     town.	
     The	
     prisoners	
     are	
     clearly	
     weak	
     and	
     unable	
     to	
    
  survive	
    without	
    the	
    PCs,	
    but	
    if	
    the	
    PCs	
    retreat	
    they	
    give	
    their	
    
  enemy	
    time	
    to	
    retreat	
    or	
    regroup.	
    What	
    should	
    they	
    do?	
    
  § 
  Work	
    with	
    Evil:	
    The	
    enemy	
    of	
    my	
    enemy	
    is	
    my	
    friend.	
    In	
    some	
    
  cases	
    this	
    might	
    mean	
    an	
    evil	
    NPC	
    or	
    group	
    offers	
    an	
    alliance	
    
  with	
    the	
    PCs	
    against	
    another	
    evil	
    group.	
    Some	
    PCs	
    my	
    baulk	
    at	
    
  this,	
    while	
    others	
    might	
    be	
    prepared	
    to	
    work	
    with	
    anyone	
    to	
    
  achieve	
     victory.	
     	
    Working	
     with	
     evil	
     raises	
     many	
     questions,	
    
  including:	
    can	
    they	
    be	
    trusted?	
    Why	
    are	
    they	
    doing	
    this?	
    What	
    
  do	
    they	
    want	
    in	
    return	
    for	
    their	
    help?	
    	
    
  At	
     the	
     end	
     of	
     the	
     day,	
     such	
     moral	
     dilemmas	
     are	
     not	
     for	
     all	
    
  groups.	
    Even	
    in	
    games	
    when	
    they	
    come	
    up,	
    they	
    shouldn't	
    come	
    
  up	
    that	
    often.	
    The	
    downside	
    of	
    introducing	
    moral	
    dilemmas	
    into	
    
  your	
     game	
     is	
     that	
     the	
     ensuing	
     discussion	
     can	
     go	
     on	
     for	
     quite	
    
  sometime.	
     While	
     this	
     is	
     fun	
     on	
     occasion,	
     such	
     rambling	
    
  discussions	
     can	
     slow	
     play	
     dramatically	
     and	
     kill	
     the	
     game’s	
    
  momentum.	
    
  	
    
   
  
  12	
    
  L E G A L  S T U F F  
  	
    
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    enjoyed	
    this	
    product,	
    please	
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    leaving	
    a	
    review.	
    
  	
    
  If	
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    didn’t	
    enjoy	
    this	
    product,	
    did	
    you	
    know	
    Raging	
    Swan	
    Press	
    offers	
    a	
    money	
    back	
    guarantee?	
    
  	
    
  10	
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    of	
    this	
    License:	
    You	
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  11.	
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  12	
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    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.	
    
  	
    
  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	
    
  Talyor.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     GameMastery	
     Guide.	
     ©	
     2010,	
     Paizo	
     Publishing,	
     LLC;	
    
  Author:	
    Cam	
    Banks,	
    Wolfgang	
    Buar,	
    Jason	
    Bulmahn,	
    Jim	
    Butler,	
    Eric	
    Cagle,	
    Graeme	
    Davis,	
    Adam	
    
  Daigle,	
    Joshua	
    J.	
    Frost,	
    James	
    Jacobs,	
    Kenneth	
    Hite,	
    Steven	
    Kenson,	
    Robin	
    Laws,	
    Tito	
    Leati,	
    Rob	
    
  McCreary,	
     Hal	
     Maclean,	
     Colin	
     McComb,	
     Jason	
     Nelson,	
     David	
     Noonan,	
     Richard	
     Pett,	
     Rich	
    
  Redman,	
    Sean	
    K	
    Reynolds,	
    F.	
    Wesley	
    Schneider,	
    Amber	
    Scorr,	
    Doug	
    Seacat,	
    Mike	
    Selinker,	
    Lisa	
    
  Stevens,	
    James	
    L.	
    Sutter,	
    Russ	
    Taylor,	
    Penny	
    Williams,	
    Skip	
    Williams,	
    Teeuwynn	
    Woodruff.	
    
  Pathfinder	
    Roleplaying	
    Game	
    Advanced	
    Player's	
    Guide.	
    ©	
    2010,	
    Paizo	
    Publishing,	
    LLC;	
    Author:	
    
  Jason	
    Bulmahn.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     Ultimate	
    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	
    Monster	
    Codex.	
    ©	
    2014,	
    Paizo	
    Inc.;	
    Authors:	
    Dennis	
    Baker,	
    
  Jesse	
     Benner,	
    Logan	
    Bonner,	
     Jason	
    Bulmahn,	
    Ross	
    Byers,	
    John	
    Compton,	
     Robert	
    N.	
    Emerson,	
    
  Jonathan	
     H.	
     Keith,	
     Dale	
     C.	
     McCoy,	
     Jr.,	
     Mark	
     Moreland,	
     Tom	
     Phillips,	
     Stephen	
     Radney-­‐
  MacFarland,	
     Sean	
    K	
    Reynolds,	
    Thomas	
    M.	
    Reid,	
     Patrick	
     Renie,	
     Mark	
    Seifter,	
     Tork	
     Shaw,	
     Neil	
    
  Spicer,	
    Owen	
    K.C.	
    Stephens,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
    Campaign	
    Setting:	
    Numeria,	
    Land	
    of	
    Fallen	
    Stars.	
    ©	
    2014,	
    Paizo	
    Inc,;	
    Authors:	
    
  Jim	
    Groves	
    and	
    Russ	
    Taylor.	
    
  	
    
  Alternate	
     Dungeons:	
     Mystic	
     Ruins.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     Alexander	
    
  Augunas.	
    
  	
    
  Urban	
    Dressing:	
    Port	
    Town.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Josh	
    Vogt.	
    
  	
    
  GM’s	
    Monthly	
    Miscellany:	
    January	
    2015.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Alexander	
    
  Augunas,	
    Creighton	
    Broadhurst,	
    Josh	
    Vogt	
    and	
    Mike	
    Welham.	
    
  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.	
    
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany 2015-01.pdf