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  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  MAY 2016 
  
   
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  GM’S MONTHLY MISCELLANY: MAY 2016 
  Featuring	 material	 from	 some	 of	 Raging	 Swan	 Press’s	 newest	 products	 as	 well	 as	 classic	 releases	 of	 yesteryear,	 advice	 articles	 and	
  material	from	Creighton’s	own	Borderland	of	Adventure	campaign,	the	GM’s	Monthly	Miscellany	series	is	a	terrific	free	resource	for	the	
  busy,	time-crunched	GM.		
  	
  Design:	Creighton	Broadhurst,	Richard	Green,	Jacob	W.	Michaels	
  and	Mike	Welham	
  Development:	Creighton	Broadhurst	
  Art:	 William	 McAusland.	 Some	 artwork	 copyright	 William	
  McAusland,	used	with	permission.	
  Cartography:	Dyson	Logos	and	Tommi	Salama	
  Thank	you	for	purchasing	GM’s	Monthly	Miscellany:	May	2016;	
  we	hope	you	enjoy	it.		
  	
  If	you	did,	please	consider	leaving	a	review.	
  	
  If	you	didn’t,	did	you	know	Raging	Swan	Press	offers	a	money	
  back	guarantee?	
  C O N T E N T S  
  Foreword	......................................................................................	2	
  The	Fallacy	of	the	Adventurer’s	Backpack	....................................	3	
  Revenge	At	a	Glance	....................................................................	4	
  Penitent's	Rest	At	a	Glance	..........................................................	6	
  Looting	the	Bag	of	Holding:	Adventuring	Gear	............................	8	
  20	Bulky	Treasures	Difficult	to	Get	Out	of	the	Dungeon	............	10	
  Support	Raging	Swan	Press	........................................................	11	
  OGL	V1.0A	..................................................................................	11	
   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:	
  § 
  Village	Backdrop:	Revenge	Richard	Green.	
  § 
  Places	of	Power:	Penitent’s	Rest	Jacob	W.	Michaels.	
  § 
  I	Loot	the	Bag	of	Holding	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:	May	2016	are	Open	
  Game	 Content	 as	 defined	 in	 the	 Open	 Gaming	 License	 version	
  1.0a	 Section	 1(d).	 No	 portion	 of	 this	 work	 other	 than	 the	
  material	designated	as	Open	Game	Content	may	be	reproduced	
  in	 any	 form	 without	 written	 permission.	 The	 moral	 right	 of	
  Creighton	 Broadhurst,	 Richard	 Green,	 Jacob	 W.	 Michaels	 and	
  Mike	 Welham	 to	 be	 identified	 as	 the	 author	 of	 this	 work	 has	
  been	 asserted	 in	 accordance	 with	 the	 Copyright	 Designs	 and	
  Patents	Act	1988.	©Raging	Swan	Press	2016.	
  	
  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  
  Last	 month	 was	 an	 odd	 month!	 It	 turned	 out	 I	
  spent	 a	 decent	 chunk	 of	 the	 month	 thinking	
  about	 encumbrance—that	 most	 exciting	 and	
  sexy	 of	 gaming	 subjects.	 (As	 an	 aside,	 is	 there	
  any	 more	 feared	 phrase	 a	 GM	 can	 speak—
  except,	 “I	 initiate	 a	 grapple”—than,	 “What’s	
  your	encumbrance?”)	
  	
  In	any	event,	herein	you’ll	find	excerpts	from	some	of	Raging	
  Swan’s	newest	products	including	Village	Backdrop:	Revenge,	I	
  Loot	 the	 Bag	 of	 Holding	 and	 Places	 of	 Power:	 Penitent’s	 Rest.	
  Hopefully,	 you’ll	 enjoy	 them	 and	 they’ll	 find	 a	 place	 in	 your	
  campaign.	In	the	case	of	all	three	featured	supplements,	you’ve	
  got	everything	you	need	to	drop	them	into	your	game!		
  		
  Back	 to	 encumbrance.	 I’ve	 also	 included	 a	 recent	 article	 I	
  wrote	about	the	fallacy	of	the	adventurer’s	backpack,	which	was	
  a	 bit	 of	 a	 revelation	 for	 me	 when	 I	 wrote	 it—after	 I	 realised	
  exactly	 how	 much	 gear	 the	 average	 adventurer	 must	
  be	carrying.	(If	you	are	remotely	interested	in	
  encumbrance,	it’s	worth	a	read).	You	
  can	read	the	article—and	scores	more	
  as	 well	 as	 my	 campaign	 summaries—at	
  creightonbroadhurst.com.	
  	
  You	 might	 also	 be	 aware	 that	 Raging	
  Swan	Press	is	now	on	Patreon.	We	signed	up	
  at	the	start	of	April	2015,	and	it’s	going	rather	
  marvellously.	 The	 thrust	 of	 our	 Patreon	
  campaign	 is	 to	 be	 able	 to	 afford	 better	
  rates	 of	 pay	 for	 our	 freelance	 game	 designers.	 As	 I’m	
  sure	you	know,	the	economics	of	3PP	are	notoriously	tight,	but	
  Patreon	 gives	 us	 at	 Raging	 Swan	 Press	 a	 way	 to	 increase	 our	
  freelancer	rates.	At	time	of	writing,	we’ve	already	increased	our	
  word	 rate	 to	 9	 cents	 a	 word,	 which	 gives	 me	 a	 warm,	 fuzzy	
  feeling	 inside.	 We	 want	 to	 pay	 more,	 but	 to	 do	 that	 we	 need	
  your	help!	If	you	sign	up,	you	get	our	supplements	earlier	than	
  normal	and	cheaper	than	normal.	Even	better,	you	can	pledge	
  what	you	want	and	cancel	when	you	want.	If	you	are	interested	
  in	
  taking	
  a	
  look	
  at	
  the	
  campaign,	
  check	
  out	
  patreon.com/ragingswanpress	or	head	over	to	patreon.com	and	
  search	for	Raging	Swan!	
  	
  In	 any	 event,	 I	 hope	 you	 enjoy	 the	 material	 in	 this	 GM’s	
  Monthly	 Miscellany,	 but	 more	 importantly	 I	 hope	 you	 find	 it	
  useful	 and	 that	 it	 enhances	 your	 campaign.	 If	 you’ve	 got	 any	
  comments	 or	 questions	 about	 Raging	 Swan	 Press,	 I’d	 love	 to	
  hear	
  from	
  you.	
  You	
  can	
  contact	
  me	
  at	
  creighton@ragingswan.com.	
  	
  	
   
  
  3	
  T H E  F A L L A C Y  O F  T H E  A D V E N T U R E R ’ S  B A C K P A C K  
  Or	why	you	really	need	to	hire	some	hirelings...	
  	
  Last	 week,	 I	 heroically	 went	 on	 an	 adventure	 in	 the	 wild	
  borderlands	that	lie	close	to	my	frontier	home...		
  	
  Well,	sort	of.	In	fact,	I	went	on	a	day	trip	to	Dartmoor	(one	of	
  the	UK’s	beautiful	national	parks).	Dartmoor	is	a	wonderful,	wild	
  place	 but	 the	 weather	 can	 be	 challenging	 (and	 can	 change	
  rapidly).			
  	
  Warning:	 excessive	 verisimilitude	 ahead.	 If	 you	 are	 not	 into	
  realism	in	your	games,	this	is	not	the	post	for	you!	
  	
  In	any	event,	this	(inevitably)	got	me	thinking	about	gaming	and	
  adventuring.	We	only	planned	to	be	out	for	the	day,	but	I	have	
  two	boys	aged	9	and	12.	Each	of	the	boys	and	my	wife	took	a	
  light	backpack	to	carry	their	food,	drink	and	extra	layers	incase	
  the	weather	got	crappy.	As	the	leader	of	the	party,	I	felt	I	should	
  bring	along	some	additional	supplies	and	equipment.		
  	
  Now,	I	don’t	have	the	biggest	backpack	in	the	world	(I	own	a	
  Maxpedition	Falcon	II	which	is	a	25	litre	pack)	but	it’s	a	decent-
  sized	bag.	I	was	surprised	at	how	quickly	it	got	full.	It	certainly	
  made	 me	 think	 about	 how	 much	 stuff	 the	 average	 adventurer	
  carries	around.		
  	
  And	 to	 put	 me	 and	 the	 pack	 in	 context,	 I’m	 not	 a	 heroic	
  adventurer,	 but	 I	 am	 a	 relatively	 fit	 42-year-old.	 I	 can	 run	 six	
  miles	 in	 50	 minutes,	 or	 3	 miles	 in	 21	 minutes	 and	 often	 walk	
  and/or	 run	 18-20	 kilometres	 a	 day	 (because	 we	 have	 a	 young	
  dog	 that	 is	 wildly	 irritating	 if	 not	 exercised	 to	 the	 point	 of	
  exhaustion).			
  	
  But,	to	make	things	worse,	I’m	pretty	sure	the	Maxpedition	
  Falcon	II	counts	as	a	masterwork	backpack	as	it’s	well	organised	
  and	very	well	designed	to	spread	the	load.		
  	
  I	any	event,	the	major	items	I	carried	in	my	pack	included:		
  § 
  A	decent	first	aid	kit	
  § 
  A	 main	 meal	 (a	 MRE	 which	 gave	 me	 1,300	
  calories;	 if	 I’d	 been	 out	 all	 day	
  being	 jolly	 active	 I	 would	 in	
  theory	 need	 two	 or	 three	 of	
  these)	plus	mess	kit.	
  § 
  One	litre	of	water.	
  § 
  Additional	snacks.		
  § 
  A	pouch	containing	a	
  compass,	map	and	
  other	
  miscellaneous	 items	
  (fog	can	come	on	very	
  quickly	on	Dartmoor	and	
  it’s	easy	to	get	lost).	
  § 
  An	emergency	bivvy	(shelter).	
  § 
  A	small	travel	towel	(boys	+	stream	normally	equals	hilarious	
  disaster).	
  § 
  A	50	ft.	length	of	paracord	(I	was	so	not	going	to	need	this,	but	
  I	was	going	on	an	adventure	and	I	felt	duty	bound	to	put	it	in	
  my	pack;	I	think	the	wife	thought	I	was	mad).	
  Surprisingly,	 the	 pack	 only	 weighed	 14	 lbs.	 or	 so.	The	 weight	
  wasn’t	 particularly	 a	 problem;	 it	 was	 the	 bulk.	 I	 couldn’t	
  realistically	 fit	 any	 more	 in	 and	 the	 pack	 was	 pretty	
  cumbersome.	I	couldn’t	imagine	carrying	50	lbs.	on	my	back	for	
  any	extended	period	of	time.	I	certainly	couldn’t	imagine	fighting	
  while	carrying	that	much	gear.	(I	did	experiment	running	up	a	hill	
  wearing	 the	 pack	 and	 while	 I	 got	 to	 the	 top	 the	 extra	 weight	
  proved	rather	detrimental	to	my	performance).		
  	
  Shockingly,	I	wasn't	carrying	any	spare	clothes,	weapons,	a	
  spellbook,	iron	spikes	or	any	other	accoutrements	of	adventure.	
  However,	my	pack	was	basically	full.	It	makes	me	look	at	some	of	
  my	 character’s	 character	 sheets	 and	 laugh.	 I’d	 blithely	 write	
  down,	 “Seven	 days	 of	 rations,”	 “20	 iron	 spikes"	 or	 some-such.	
  Hilarious.	Imagine	the	size	of	the	pack	I’d	need	to	carry	it	all!		
  	
  Just	consider	how	much	food	I	need	for	a	week	of	adventure.	
  Even	if	I	switched	out	the	MREs	(I’d	need	21)	for	Liferaft	Survival	
  Biscuits	(one	pack	a	day	gives	2,500	calories)	I’d	still	need	seven	
  (and	 I	 suspect	 not	 having	 ever	 eaten	 them	 I’d	 be	 jolly	 sick	 of	
  them	 somewhere	 around	 day	 two	 as	 having	 read	 their	
  description	they	look	pretty	bland).			
  	
  It’s	 incredible	 how	 much	 bulk	 I’d	 need	 to	 carry	 as	 an	
  adventurer.	I	guess	that’s	why	bags	of	holding,	handy	haversacks	
  and	the	like	are	so	sought	after	(that	and	pretty	much	everyone	
  hates	tracking	encumbrance!)	In	Old	School	games,	this	certainly	
  highlights	 why	 adventurers	 need	 henchmen,	 hirelings	 and	
  donkeys—not	
  to	
  actually	 go	 on	 the	
  adventure	
  itself	
  but	 instead	 to	
  carry	
  everything	 the	
  brave	 heroes	
  need	
  to	
  actually	
  adventure!	
  Personally,	
  I	
  quite	 like	 this	 level	 of	
  detail	 and	 realism	 in	 the	 game,	
  but	it’s	pretty	evident	you	could	take	this	
  too	far.			
  	
   
  
  4	
  R E V E N G E  A T  A  G L A N C E  
  One	 of	 the	 largest	 and	 oldest	 villages	 near	 the	 pirate	 town	 of	
  Deksport,	 Revenge	 has	 grown	 from	 humble	 beginnings	 to	
  straddle	 both	 banks	 of	 the	 Buccaneer	 River	 a	 short	 distance	
  downstream	 from	 the	 confluence	 of	 two	 smaller	 rivers.	 The	
  surrounding	 land	 is	 fertile,	 if	 prone	 to	 occasional	 flooding,	
  allowing	the	village’s	crops	to	thrive.	
  	
  Founded	 over	 20	 years	 ago	 by	 the	 pirate	 captain	 Tarvin	
  Brineshadow,	Revenge	was	named	after	his	second	ship.	His	first	
  was	the	Helldrake,	one	of	the	fastest	galleons	to	sail	the	ocean.	
  The	 Helldrake’s	 first	 mate	 was	 a	 treacherous	 soul	 named	 Red	
  Jaska	 Purho	 who	 led	 a	 mutiny	 against	 Tarvin	 after	 an	
  unsuccessful	raid.	The	deposed	captain	was	forced	to	walk	the	
  plank	in	shark-infested	waters.	Luckily,	he	managed	to	swim	to	a	
  small	island	where	he	spent	weeks	living	off	crabs	and	coconuts	
  before	 being	 rescued	 by	 a	 passing	 ship.	 This	 pirate	 vessel,	 the	
  Good	 Fortune,	 had	 never	 experienced	 much	 success,	 but	 with	
  Tarvin’s	guidance,	began	to	take	plenty	of	fat	prizes.	After	a	vote	
  was	held	to	elect	him	captain,	Tarvin	spoke	of	the	plunder	filling	
  the	hold	of	the	Helldrake.	Renaming	his	new	ship	the	Revenge,	
  he	sailed	the	oceans	until	he	tracked	down	his	former	vessel.		
  	
  The	 Revenge	 attacked	 the	 Helldrake	 under	 cover	 of	 a	 fog	
  bank.	Tarvin	boarded	his	old	ship	and	dueled	with	his	mutinous	
  ex-first	 mate	 while	 the	 two	 crews	 battled	 around	 them.	 As	
  Tarvin	 thrust	 his	 cutlass	 through	 Red	 Jack’s	 heart,	 his	 men	
  triumphed	 over	 the	 the	 Helldrake’s	 crew.	 Once	 the	 holds	 had	
  been	emptied,	Tarvin	gave	the	order	to	send	the	galleon	to	the	
  bottom	of	the	ocean.		
  	
  His	lust	for	revenge	sated,	Tarvin’s	drive	to	sail	the	oceans	
  waned,	 and	 he	 vowed	 to	 live	 out	 his	 years	 on	 dry	 land.	 After	
  finding	a	spot	inland	suitable	for	farming,	he	founded	Revenge.	
  While	some	of	his	crew	joined	him,	many	preferred	to	remain	at	
  sea.	 These	 days,	 few	 of	 the	 folk	 living	 in	 the	 village	 have	 ever	
  served	on	a	pirate	ship.		
  	
  Now,	 Tarvin’s	 past	 is	 about	 to	 catch	 up	 with	 him.	
  Adventurers	 recently	 found	 and	 plundered	 the	 wreck	 of	 the	
  Helldrake,	disturbing	Red	Jaska	Purho’s	watery	grave.	The	pirate	
  captain’s	angry	spirit	has	returned	and	Red	Jack	has	risen	from	
  the	ocean	as	a	revenant	to	take	his	revenge	on	his	old	enemy.		
  D E M O G R A P H I C S  
  Ruler	Tarvin	Brineshadow	
  Government	Autocracy	
  Population	 154	 (121	 humans,	 15	 half-orcs,	 9	 halflings,	 6	
  dwarves,	3	half-elves)	
  Alignments	NG,	CG,	N,	CN	
  Languages	Common,	Orc	
  Corruption	-4;	Crime	-4;	Economy	-4;	Law	-3;	Lore	0;	Society	-2	
  Qualities	Strategic	location,	superstitious	
  Danger	+20;	Disadvantages	Hunted	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Brother	 Lobell	 (location	 5;	 CG	 male	 human	 cleric	 1)	 Well-
  meaning	young	priest	of	Serat,	sent	here	from	Deksport.	
  Feijo	 Grogsblood	 (location	 2;	 CN	 male	 middle-aged	 human	
  warrior	 2/expert	 2)	 Landlord	 of	 the	 Ferry	 Inn	 and	 ex-
  crewman	on	the	Revenge.	
  Kaisa	 Two-Teeth	 (location	 3;	 N	 female	 middle-aged	 half-orc	
  warrior	 1/expert	 1)	 Loud	 and	 earthy	 owner	 of	 the	 Turtle	
  Trading	Post.	Ex-pirate,	served	on	the	Revenge.	
  Ol’	 Veijo	 (location	 1;	 N	 male	 old	 human	 warrior	 1/expert	 1)	
  Grizzled	old	ferryman.	Ex-pirate;	part	of	the	Revenge’s	crew.	
  Red	Jaska	Purho	(location	8;	CE	male	revenant	fighter	2)	Former	
  first	mate	and	captain	of	the	Helldrake,	recently	risen	from	
  the	dead	and	out	for	revenge.	
  Tarvin	 Brineshadow	 (location	 4;	 CN	 male	 middle-aged	 human	
  fighter	5)	Retired	pirate	captain;	founder	of	Revenge.	
  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. Ferry:	A	chain	ferry	is	used	to	cross	the	Buccaneer	River.	
  2. The	Ferry	Inn:	Revenge’s	hostelry	caters	for	travellers,	offering	
  warm	beds	and	hearty	food	in	a	convivial	atmosphere.			
  3. Turtle	Trading	Post:	Sells	all	manner	of	goods	and	supplies	to	
  local	farmers,	river	traders	and	travellers.	
  4. Brineshadow	 Manor:	 This	 large	 building	 is	 home	 to	 the	
  founder	and	ruler	of	the	village,	Tarvin	Brineshadow.		
  5. Village	 Church:	 Dedicated	 to	 Serat,	 Mistress	 of	 Storms,	 the	
  church	has	few	regular	worshippers.	
  6. Mill:	The	village	mill	stands	idle	following	the	violent	death	of	
  the	miller,	Bart	Quint.	
  7. Palisade:	Protects	the	village	from	local	orc	and	goblin	tribes.	
  8. Old	Barn:	Red	Jaska	Purho	is	hiding	in	this	abandoned	barn	as	
  he	wages	his	campaign	of	terror	on	the	Revenge’s	ex-crew.	
  9. The	Pinnacle:	A	strange,	tall	spire	of	rock	stands	in	the	forest	
  to	the	northeast	of	the	village.	
  M A R K E T P L A C E  
  Resources	&	Industry	Farming,	fishing,	forestry	
  Base	 Value	 550	 gp;	 Purchase	 Limit	 2,500	 gp;	 Spellcasting	 1st;	
  Minor	Items	2d4;	Medium	Items	1d4;	Major	Items	–	
  When	the	PCs	arrive	in	Revenge,	the	following	items	are	for	sale:	
  § 
  Potions	&	Oils	bear’s	endurance	(150	gp)	
  § 
  Scroll	(Divine)	speak	with	dead	(375	gp)	
  § 
  Weapon	+1	heavy	crossbow	(2,350	gp),	+1	dagger	(2,302	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	Revenge.	A	successful	check	
  gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	10:	Revenge	sits	on	both	banks	of	the	Buccaneer	River.	
  The	villagers	use	a	chain	ferry	to	cross	the	river.	
  	
  DC	 15:	 The	 village	 was	 founded	 by	 a	 pirate	 captain	 who	
  named	 it	 after	 his	 ship.	 He	 retired	 from	 piracy	 and	 took	 up	
  farming	after	killing	his	arch-enemy.	
  	
  DC	 20:	 Adventurers	 recently	 explored	 and	 plundered	 the	
  wreck	of	the	Helldrake,	sunk	by	the	Revenge	over	20	years	ago.	
  V I L L A G E R S  
  Appearance	 The	 villagers	 are	 of	 different	 ethnic	 backgrounds	
  but	 most	 have	 a	 healthy	 tan	 and	 well-weathered	 hands	 from	
  working	the	land.	Some	of	the	older	inhabitants	are	ex-pirates	
  and	sport	tattoos	of	varying	artistic	merit.	
  	
  Dress	Most	wear	simple,	practical	work	clothes	and	sturdy	
  leather	boots.	The	ex-pirates	still	like	to	wear	hoop	earrings	or	
  other	pieces	of	flashy	jewellery.	
  	
  Nomenclature	 male	 Armas,	 Jaska,	 Panu,	 Volitto;	 female	
  Alina,	Elena,	Laila,	Pirjo;	family	Ahokas,	Outila,	Takala,	Varala.	
  W H I S P E R S  &  R U M O U R S  
  A	 PC	 can	 use	 Diplomacy	 to	 gather	 information	 about	 Revenge	
  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	
  Someone	(or	something)	is	out	for	vengeance	against	the	
  ex-pirates	who	served	on	the	Revenge.	Three	have	been	
  killed	in	the	last	two	weeks.	
  2	
  Bart	Quint,	the	miller,	was	found	dead	clutching	a	piece	
  of	 parchment	 bearing	 the	 dreaded	 Black	 Spot—a	 dire	
  warning	that	a	pirate	is	marked	for	death.	
  3	
  Tarvin	Brineshadow	has	promised	to	build	a	new	bridge	
  to	 replace	 the	 ferry	 later	 this	 year.	 The	 last	 one	 was	
  washed	away	in	a	terrible	flood.	
  4	
  No	 one	 has	 seen	 Tarvin	 Brineshadow	 since	 the	 killings	
  began	–	he’s	barricaded	himself	in	his	manor	and	refuses	
  to	leave.	
  5*	
  The	 killer	 is	 a	 disgruntled	 pirate	 who	 served	 on	 the	
  Revenge	but	was	cut	out	of	his	share	in	the	loot.	
  6	
  A	tall,	thin	spire	of	rock,	known	as	the	Pinnacle,	stands	in	
  the	forest	to	the	northeast.	Carved	ancient	drawings	and	
  symbols	cover	its	base.	
  *False	rumour	
  	
   
  
  6	
  P E N I T E N T ' S  R E S T  A T  A  G L A N C E  
  "Welcome,	friends,	to	the	Shrine	of	Alikandara	Lat,	better	known	
  as	Penitent's	Rest.	Here	you	may	find	healing	of	the	body	and,	
  more	importantly,	the	soul."	So	are	greeted	all	who	arrive	at	the	
  doors	 of	 this	 remote	 wilderness	 temple,	 a	 refuge	 where	 they	
  may	seek	atonement	for	wrongs	they	have	committed.	
  	
  The	shrine	was	established	several	centuries	ago	in	the	name	
  of	Alikandara	Lat,	a	great	paladin	until	she	was	seduced	into	a	
  murderous	act	of	evil	by	a	fiend.	Horrified,	Alikandara	fled	into	
  the	remotest	wilderness,	seeking	atonement.		
  	
  She	died	alone	in	her	self-imposed	exile	but	her	tale	wasn't	
  forgotten.	Those	inspired	by	the	example	of	her	early	life	soon	
  became	as	fervent	about	the	latter	part.	They	journeyed	into	the	
  woods,	intending	to	find	and	bring	back	her	body.	Unsuccessful,	
  they	 instead	 founded	 a	 shrine	 in	 her	 name,	 welcoming	 all	 in	
  need	of	respite	and	redemption.	
  	
  Legend	holds	that	those	who	pray	at	Alikandara's	cenotaph	
  are	 sometimes	 visited	 by	 the	 fallen	 paladin's	 spirit,	 which	 still	
  seeks	to	make	up	for	her	misdeed	in	life.	
  D E M O G R A P H I C S  
  Ruler	Bajer	Horngard	
  Population	4	(2	humans,	1	dwarf,	1	ghost),	plus	penitents	
  Alignments	LG,	LN	
  Languages	Common	
  Resources	&	Industry	Religious	guidance;	minor	magic	items	
  L O R E  
  A	PC	making	a	Knowledge	(geography)	or	Knowledge	(local)	may	
  know	 some	 information	 about	 Penitent's	 Rest.	 A	 successful	
  check	reveals	all	the	information	revealed	by	a	lesser	check.	
  	
  DC	 15:	 Penitent's	 Rest	 is	 a	 remote	 shrine	 that	 helps	 those	
  who	enter	find	atonement.	
  	
  DC	20:	Although	everybody	knows	it	as	Penitent's	Rest,	it's	
  formally	 the	 Shrine	 of	 Alikandara	 Lat,	 after	 the	 heroine	 who	
  inspired	it.	She	was	a	great	paladin,	the	hero	of	her	age,	until	she	
  was	seduced	into	evil	by	a	fiend	from	Abaddon’s	depths.		
  	
  DC	25:	People	think	Alikandara	Lat's	spirit	appearing	at	the	
  shrine	means	her	body	is	there,	but	her	cenotaph	is	empty.	The	
  location	of	her	remains,	and	her	magic	blade,	remain	a	mystery.	
  N O T A B L E  F O L K  
  In	addition	to	penitents	who	come	for	stays	of	varying	lengths,	
  Penitent's	Rest	has	four	permanent	inhabitants:	
  Alikandara	Lat	(location	10;	LG	female	ghost	human	ex-paladin	
  12)	The	ghost	of	the	shrine's	namesake	rarely	makes	herself	
  known.	
  Bajer	Horngard	(location	2;	LG	male	dwarf	rogue	2/monk	5)	This	
  beardless	dwarf	arrived	at	the	shrine	about	50	years	ago	as	a	
  penitent,	and	eventually	became	its	caretaker.	
  Bavari	Sinisere	(location	9;	LN	male	human	wizard	[conjurer]	9)	
  Though	 his	 companions	 vouch	 for	 him,	 Bavari	 Sinisere's	
  demeanour	 leaves	 those	 who	 meet	 him	 wondering	 if	 he's	
  truly	reformed.	
  Honna	Keenheart	(location	1;	LG	female	human	cleric	5)	Honna	
  Keenheart	 came	 to	 the	 shrine	 in	 service	 of	 others,	 rather	
  than	out	of	any	need	for	atonement.	
  N O T A B L E  L O C A T I O N S  
  Most	of	Penitent's	Rest	comprises	locations	of	little	interest	to	
  adventurers.	A	few	locations,	however,	are	notable:	
  1. Chapel:	This	worship	space	is	the	heart	of	Penitent's	Rest.	
  2. Workshop:	 A	 stocked	 workshop	 for	 penitents	 to	 use	 their	
  hands	in	meaningful	labour	to	help	them	expurgate	any	sins.		
  3. Penitents'	Rooms:	These	rooms,	housing	those	who	come	to	
  the	shrine	seeking	atonement,	are	surprisingly	comfortable.	
  4. Living	Room:	Community	is	emphasized	at	the	shrine,	where	
  denizens	eat	meals	together	in	this	warm	living	space.	
  5. Kitchen:	This	well-appointed	kitchen	produces	food	for	all	the	
  residents	at	the	shrine.	
  6. Supply	 Room:	 Edible,	 mundane	 and	 magical	 supplies	 are	
  stored	here.	
  7. Caretakers'	 Quarters:	 This	 simple	 room	 houses	 the	 shrine's	
  caretakers.	
  8. The	Divine	Judge:	This	ancient	statue	predates	the	shrine.	
  9. Pond:	 Lily	 pads	 dot	 this	 peaceful	 spot	 for	 meditation.	 The	
  abundant	fish	here	often	provide	dinner	for	residents.		
  10. Cenotaph:	The	soul	of	Penitent's	Rest,	the	ghost	of	Alikandara	
  Lat	visits	some	of	those	who	pray	here	in	her	name.	
  M A R K E T P L A C E  
  The	following	items	are	for	sale:	
  § 
  Consumables	elixir	of	truth	(6	doses;	500	gp	each),	3	potions	of	
  cure	light	wounds	(50	gp	each),	2	potions	of	sanctuary	(50	gp	
  each),	3	scrolls	of	atonement	(1,225	gp	each)	
  § 
  Miscellaneous	phylactery	of	faithfulness	(1,000	gp)	
  § 
  Weapons	 &	 Armour	 4	 sleep	 arrows	 (132	 gp	 each),	 2	 demon	
  slaying	arrows	(2,282	gp	each)	
  Additionally,	the	following	services	are	available:	
  § 
  Spellcasting	arcane	casting	up	to	5th	level;	divine	casting	up	to	
  3rd	level	
  § 
  Crafting	potions,	scrolls,	minor	wondrous	items	
  	
  	
  
  7	
  E V E N T S  
  While	the	PCs	are	at	Penitent's	Rest,	one	or	more	of	the	below	
  events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  The	ghost	of	Alikandara	Lat	takes	possession	of	a	(willing)	
  penitent	commoner	to	help	him	find	redemption	for	his	
  misdeeds.	She	enlists	to	the	PCs	to	aid	them.	
  2	
  An	armed	group	comes	in	search	of	a	penitent,	intending	
  to	enact	their	own	justice	for	a	harm	done	to	them	and	
  for	which	the	penitent	is	seeking	atonement.	
  3	
  A	 pilgrim	 comes	 to	 the	 shrine	 in	 search	 of	 information	
  about	 Alikandara	 Lat,	 saying	 he	 wishes	 to	 find	 her	
  remains	and	her	magic	blade,	Taanashyara.	
  4	
  A	 penitent	 has	 a	 crisis	 of	 faith,	 crying	 that	 he's	 already	
  damned	and	threatening	to	harm	himself	and	others.		
  5	
  A	 nightmare	 causes	 Bavari	 Sinisere	 to	 scream	 loudly	
  enough	to	wake	all	the	shrine's	residents.	He	refuses	to	
  speak	 of	 what	 he	 dreamed	 and	 remains	 taciturn	 and	
  withdrawn	for	the	next	several	days.	
  6	
  A	 unicorn	 is	 spotted	 on	 the	 outskirts	 of	 the	 shrine,	
  leading	several	penitents	to	see	it	as	some	sign,	though	
  they	cannot	agree	what	it	portends.		
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	Penitent's	
  Rest	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	 fiend	 who	 seduced	 Alikandara	 Lat	 into	 evil	 still	
  torments	her,	sometimes	preying	on	those	who	leave	the	
  shrine	and	have	found	peace	in	her	name.	
  2*	
  The	spirit	of	Alikandara	Lat	is	just	an	illusion,	a	way	for	
  the	shrine	to	bilk	the	gullible	out	of	their	gold.	
  3	
  Bajer	 was	 exiled	 from	 his	 home	 after	 he	 was	 caught	
  creating	weapons	with	shoddy	materials	instead	of	cold	
  iron,	costing	several	dwarves	their	lives	during	an	attack	
  on	their	stronghold.		
  4	
  Bavari	Sinisere	was	a	devil	binder	before	he	came	here	
  but	no	one	knows	what	prompted	him	to	change.	
  5*	
  Honna	Keenheart	is	actually	a	descendant	of	Alikandara	
  Lat's,	a	legacy	of	what	made	Alikandara	fall	from	grace.		
  6	
  They	 say	 penitents	 have	 shared	 the	 location	 of	 several	
  great	 treasures	 with	 the	 shrine's	 caretakers,	 who	
  supposedly	have	never	told	anyone	else	the	secrets.	
  *False	rumour	
  	
  
  	
  8	
  L O O T I N G  T H E  B A G  O F  H O L D I N G :  A D V E N T U R I N G  G E A R  
  D%	
  	
  1	
  This	 large	 bundle	 of	 blue	 cloth	 folds	 out	 into	 a	
  tent	roomy	enough	to	sleep	four	comfortably.	
  2	
  Six	 elaborate	 sets	 of	 climbing	 gear	 indicate	 the	
  users	planned	to	scale	a	difficult	mountain.	
  3	
  Two	 iron	 spikes	 are	 accompanied	 by	 a	 note	
  reading,	 “We’ll	 need	 more	 since	 we	 fed	 almost	
  all	of	these	to	that	damnable	thing.”	
  4	
  This	500-foot	length	of	rope	is	impossibly	tangled	
  and	will	take	at	least	an	hour	to	straighten	out.	
  5	
  This	 nigh-invisible	 line	 of	 wire	 has	 tiny	 metal	
  bells	spaced	irregularly	along	its	length.	
  6	
  A	 pair	 of	 brass	 lanterns	 are	 tied	 to	 a	 20-foot	
  length	 of	 rope;	 they	 each	 have	 enough	 oil	 to	
  burn	for	two	hours.	
  7	
  This	one-person	wooden	boat	contains	a	pair	of	
  oars;	one	oar’s	paddle	is	missing	a	chunk	in	the	
  shape	of	a	bite.	
  8	
  This	 ladder	 is	 folded	 into	 a	 5-foot-long,	 1-foot-
  wide	stack;	when	unfolded,	it	reaches	20	feet.	
  9	
  The	 green,	 minty	 paste	 contained	 in	 this	 tube	
  soothes	burns	and	helps	heal	burnt	flesh.	
  10	
  This	 small	 workbench	 has	 a	 portable	 anvil	 and	
  tools	useful	for	repairing	weapons	and	armour.	
  11	
  Each	woollen	blanket	in	this	pile	is	scratchy.	
  12	
  This	bundle	of	kindling	contains	enough	material	
  to	start	a	week’s	worth	of	fires.	
  13	
  This	 spooled	 87-foot-long	 piece	 of	 twine	 has	
  multiple	 locations	 where	 the	 twine	 was	 broken	
  and	tied	together.	
  14	
  A	grimy	sack	holds	rusty	picks	and	shovels.	
  15	
  This	 hastily	 folded	 5-foot-radius	 net	 holds	 the	
  skeletal	remains	of	three	fish.	
  16	
  This	barrel	of	oil	has	a	slight	leak;	oil	lightly	coats	
  everything	else	in	the	bag.	
  17	
  Five	saddles	are	sized	for	an	animal	twice	as	wide	
  as	a	typical	horse.	
  18	
  Eight	 black	 cloaks	 sized	 for	 various	 humanoids	
  help	their	wearers	blend	into	the	shadows.	
  19	
  “Cosimir’s	 Keep”	 is	 etched	 on	 a	 leather	 band	
  attached	to	this	ring	of	keys.	
  20	
  These	 sheets	 of	 yellow	 parchment	 turn	 black	
  when	exposed	to	poison.	
  21	
  Four	 canvas	 cots	 are	 stacked	 together;	 one	 cot	
  shows	gnaw	marks	from	a	large	carnivore.	
  22	
  A	 small	 bag	 holds	 two	 flasks,	 one	 containing	
  clear	 odourless	 liquid,	 the	 other	 containing	 a	
  pungent,	blue	goo.	Mixing	the	contents	together	
  creates	potent	alchemist’s	fire.	
  23	
  Six	 bags	 contain	 spell	 components;	 each	 bag	 is	
  labelled	with	a	number,	one	through	six.	
  24	
  A	 100-foot	 length	 of	 rope	 is	 attached	 to	 a	
  grappling	hook,	which	is	missing	one	of	its	claws.	
  25	
  Each	 of	 these	 four	 bone	 whistles	 produce	 the	
  same	note.	
  26	
  Each	 of	 these	 steel	 helmets	 has	 a	 mirrored	
  receptacle	on	top	holding	a	half-used	candle.	
  27	
  This	50-foot-long	silk	rope	is	partially	severed	at	
  the	centre	of	its	length;	it	seems	like	weight	put	
  on	the	rope	would	cause	it	to	fray	and	snap.	
  28	
  Apparently	forgotten	rations	have	half	spoiled.	
  29	
  Half	of	the	torches	in	this	bundle	are	pristine;	the	
  other	half	are	blackened	from	use.	
  30	
  Ten	liquid-filled	vials	are	labelled	as	poisons	but	
  the	liquids	are	actually	the	poisons’	antidotes.	
  31	
  What	 appears	 to	 be	 an	 oversized	 knife	 block	
  holds	blades	of	varying	lengths	from	daggers	to	
  greatswords.	
  32	
  An	 eight-inch-wide,	 fifteen-foot-long	 wooden	
  plank	is	bowed	in	the	middle.	
  33	
  A	hammock	is	attached	to	two	metal	poles;	one	
  of	the	poles	has	been	sawed	in	half.	
  34	
  This	bundle	of	firewood	is	the	scene	of	a	termite	
  massacre,	as	the	insects	could	not	survive	in	the	
  airless	environment.	
  35	
  A	 bottle	 with	 a	 label	 reading	 “In	 case	 of	 troll”	
  contains	an	acrid	liquid.	
  36	
  This	belt	holds	five	waterskins;	the	water	tastes	
  of	metal,	but	is	otherwise	potable.	
  37	
  Seven	 sticks	 are	 in	 a	 bundle;	 when	 lit,	 a	 stick	
  produces	a	choking	purple	smoke	that	obscures	
  vision	in	a	10-foot	radius.	
  38	
  Each	 of	 these	 hundred	 arrows	 is	 fletched	 with	
  feathers	from	a	different	species	of	bird.	
  39	
  These	 one-foot	 long	 glass	 rods	 are	 resilient	 to	
  damage;	 however,	 when	 struck,	 they	 produce	
  bright	unwavering	light.	
  40	
  Fifty	 caltrops	 sized	 for	 creatures	 much	 larger	
  than	humans.	
  41	
  It	seems	the	bag	of	holding	rendered	this	green,	
  five-foot-by-ten-foot	cart	moot.	
  42	
  The	spyglass	on	a	stand	allows	the	viewer	to	see	
  great	distances.	
  43	
  This	still-wet	canvas	tarp	measures	ten	feet	to	a	
  side;	one	corner	has	a	hole.	
  44	
  Fur	 cloaks	 and	 leggings,	 seemingly	 harvested	
  from	yetis,	provide	protection	from	bitter	cold.	
  45	
  This	 camouflage	 netting	 is	 wholly	 unsuited	 for	
  the	local	area.	
  46	
  These	 folded	 sails	 suited	 for	 a	 caravel	 are	
  brightly	coloured.	
  47	
  One	pair	of	mud-caked	boots	is	sized	for	an	adult	
  human,	while	another	is	sized	for	a	child.	
  48	
  These	 blood-stained,	 metal	 traps	 have	 tufts	 of	
  fur	stuck	to	the	teeth.	
  49	
  Several	whetstones	are	tied	together	with	string;	
  none	of	the	whetstones	have	any	grit	remaining	
  on	them	to	sharpen	blades.	
  50	
  This	 oversized	 compass	 points	 to	 the	 largest	
  concentration	of	silver	within	fifty	miles.	
  
  9	
  51	
  This	one-gallon	clay	jug	is	filled	with	sticky	tar;	it	
  pours	out	slowly	and	creates	a	ten-foot-diameter	
  patch	that	grabs	at	footwear.	
  52	
  This	thick	stack	of	wood	folds	out	into	a	fifteen-
  foot-long	 boat;	 astonishingly,	 the	 boat	 is	
  watertight	when	fully	unfolded.	
  53	
  Two	poles	are	strapped	together.	A	label	on	one	
  reads	 “11	 feet;”	 the	 other	 reads	 “9	 feet,	 10.5	
  inches—good	luck.”	
  54	
  This	mix	of	buckwheat	flour	can	produce	enough	
  pancakes	to	feed	thirty	people.	
  55	
  These	steel	helms	have	reflective	visors.	
  56	
  This	case	holds	different	coloured	sticks	of	chalk;	
  the	blue	stick	is	the	shortest	by	far.	
  57	
  This	 feed	 bag	 weighs	 fifty	 pounds,	 but	 it	 has	 a	
  strap	as	if	meant	to	attach	to	an	animal.	
  58	
  The	 daggers	 in	 this	 bandolier	 are	 crafted	 from	
  various	 exotic	 woods;	 a	 mithral	 dagger	 is	 the	
  only	metal	weapon.	
  59	
  Green	spatters	cover	these	dull	machetes.	
  60	
  Precautions	 to	 protect	 the	 glassware	 in	 this	
  alchemical	
  kit	
  from	
  jostling	
  have	
  mostly	
  succeeded;	only	one	glass	vial	is	cracked.	
  61	
  The	cuffs	on	these	manacles	rest	on	bottles	that	
  seem	to	have	an	endless	supply	of	air.	
  62	
  This	 kit	 contains	 wigs	 and	 makeup;	 the	 flesh-
  coloured	makeup	has	seen	a	lot	of	use.	
  63	
  A	jeweller’s	loupe	sits	in	a	small	blue	bag	among	
  various	small	weights.	
  64	
  The	water	in	this	barrel	has	an	oily	film.	
  65	
  This	kit	contains	a	crowbar,	drill,	glass	cutter	and	
  powder-filled	orb	with	a	fuse.	
  66	
  This	 stout,	 oaken	 staff	 has	 a	 horizontal	 grip;	
  when	grasped	by	two	hands,	the	staff	points	to	
  the	nearest	source	of	fresh	water.	
  67	
  These	 three	 picks	 each	 have	 a	 different	 metal	
  dust	on	them:	silver,	gold	and	adamantine.	
  68	
  A	total	of	twenty	grappling	hooks	are	interlinked,	
  forming	a	circle;	a	leather	strap	threads	through	
  the	connected	hooks,	creating	an	odd	belt.	
  69	
  The	 suit	 of	 platemail’s	 breastplate	 is	 dented,	
  requiring	an	armoursmith	to	repair	it.	
  70	
  This	 kit	 contains	 a	 pair	 of	 wire	 cutters,	 four	
  spikes	and	a	skeleton	key,	all	finely	crafted.	
  71	
  A	broken	sword	blade,	radiating	faint	magic,	has	
  its	hilt	tied	together	with	twine.	
  72	
  The	 grey	 paste	 in	 this	 ointment	 jar	 creates	 a	
  watertight	seal	on	any	surface.	
  73	
  These	supple	brown	gloves	have	suction	cups	on	
  the	 index	 fingers	 and	 thumbs,	 enabling	 the	
  wearer	to	climb	even	sheer	surfaces	more	easily.	
  74	
  This	black	velvet	bag	contains	a	holy	symbol,	vial	
  of	holy	water	and	a	clove	of	garlic.	
  75	
  Though	the	oil	in	this	barrel	will	not	burn,	it	can	
  make	a	surface	extremely	slippery;	the	oil	cover	
  a	fifty-foot-square	area.	
  76	
  A	burlap	sack	contains	a	pair	of	whistles,	hoops,	
  a	leash	attached	to	a	harness	and	tasty	kibble.	
  77	
  A	 pair	 of	 canvas	 sheets	 stretched	 taut	 over	 a	
  metal	frame	allows	for	short-distance	gliding.	
  78	
  Charcoal	 accompanies	 tracing	 paper;	 strange	
  glyphs	line	the	bottom	as	a	translation	guide.	
  79	
  An	 elven	 curve	 blade	 and	 a	 dwarven	 urgosh	
  highlight	this	collection	of	racial	weapons.	
  80	
  This	flexible,	eight-foot-long	pole	allows	its	user	
  to	fling	herself	a	long	distance.	
  81	
  This	 skin-tight	 leather	 suit	 and	 pair	 of	 flippers	
  make	swimming	considerably	easier.	
  82	
  This	falconer’s	glove	has	deep	talon	gouges	dug	
  into	the	leather.	
  83	
  This	 black	 leather	 satchel	 contains	 bandages,	
  needles,	thread	and	a	small	vial	of	alcohol.	
  84	
  These	down-filled	sleeping	bags	are	large	enough	
  to	fit	two	average-sized	humans	comfortably.	
  85	
  Though	the	two-inch	thick	stone	at	the	bottom	
  of	 these	 boots	 makes	 walking	 awkward,	 they	
  provide	protection	from	shallow	lava	streams.	
  86	
  The	mirror	attached	to	this	long	wooden	pole	is	
  angled	to	allow	the	user	to	see	around	corners.	
  87	
  Tiny	bags	full	of	spices	ring	this	stew	pot.		
  88	
  An	 otherwise	 empty	 backpack	 contains	 twelve	
  empty	sacks	and	a	single	gold	coin.	
  89	
  Mildew	has	formed	on	these	grey	ponchos.	
  90	
  Eight	pairs	of	wooden	poles	end	at	discs	etched	
  with	tracks	for	a	total	of	four	animals.	
  91	
  This	cumbersome	bladder	can	be	pumped	full	of	
  air,	 allowing	 someone	 to	 breathe	 from	 it	 while	
  swimming	or	in	an	area	devoid	of	breathable	air	
  for	a	total	of	two	hours.	
  92	
  A	 bag	 labelled	 “For	 use	 on	 animated	 statues	
  only”	contains	adamantine	caltrops.	
  93	
  This	 kit	 contains	 a	 pair	 of	 small	 trowels,	 three	
  brushes	of	varying	widths	and	several	small	picks	
  and	knives.	
  94	
  This	discoloured	metal	ten-foot	pole	has	scratch	
  marks	 along	 its	 length	 indicating	 some	 sort	 of	
  measurement.	
  95	
  This	teak	box	contains	eleven	stylish	wands;	each	
  wand	has	a	single	charge	remaining.	
  96	
  These	 coarse,	 scorched	 blankets	 provide	 little	
  comfort,	but	they	are	great	at	smothering	fire.	
  97	
  Nails	dangle	from	holes	in	a	pair	of	metal	braces;	
  the	 accompanying	 wooden	 beam	 allows	 one	 to	
  bar	a	door.	
  98	
  This	 ten-pound	 pile	 of	 chain	 stretches	 50	 feet;	
  scores	from	weapons	mar	the	chains	in	spots.	
  99	
  The	liquid	in	these	jugs	changes	a	five-foot-cube	
  of	stone	to	mud,	making	it	easy	to	dig	through.	
  100	
  Pouring	 water	 through	 this	 sponge	 removes	
  impurities	and	waterborne	diseases.	
  	
   
  
  10	
  2 0  B U L K Y  T R E A S U R E S  D I F F I C U L T  T O  G E T  O U T  O F  T H E  D U N G E O N  
  One	 reader	 of	 my	 blog	 recently	 waxed	 lyrical	 about	 bulky	
  treasure	 and	 how	 is	 was	 fun	 to	 give	 the	 PC	 the	 challenge	 of	
  actually	getting	them	out	of	the	dungeon.	With	the	near	death	
  of	encumbrance,	such	challenges	have	faded	away.	That’s	a	real	
  shame.	So	with	that	in	mind,	behold:	20	piece	of	bulky	treasure	
  difficult	to	get	out	of	the	dungeon:		
  1. A	 10-foot	 square	 tapestry	 hangs	 on	 one	 wall.	 The	 tapestry	
  depicts	a	bucolic	woodland	hunting	scene,	is	worth	50	gp	and	
  weighs	120	lbs.	
  2. A	cast	iron	chandelier	easily	5	ft.	across	hangs	from	the	ceiling.	
  It	has	five	arms	forged	to	depict	writhing	dragon	heads.	Within	
  each	dragon’s	open	mouth	writhe	magical,	heatless	flames.	A	
  long	 metal	 rod	 leaning	 against	 the	 wall	 enables	 the	 user	 to	
  open	or	close	each	mouth,	to	increase	or	decrease	the	amount	
  of	light.	The	whole	is	worth	200	gp,	but	weighs	75	lbs.	
  3. A	huge	giant’s	breastplate	has	been	pressed	into	service	as	a	
  brazier.	Full	of	hot	coals,	the	breastplate	is	heavy	(45	lbs.)	but	
  finely	decorated	with	intricate	lightning	bolt	engravings	picked	
  out	 with	 silver.	 Worth	 400	 gp,	 the	 item	 is	 nevertheless	
  worthless	 as	 armour	 because	 the	 entire	 back	 of	 the	
  breastplate	is	missing.		
  4. A	 map	 of	 the	 local	 area	 showing	 all	 major	 landmarks	 and	
  settlements	decorates	this	15	ft.	long	and	10	ft.	wide	rug.	Of	
  great	interest	and	value	to	local	nobility	and	suchlike	the	rug	is	
  worth	75	gp	(but	weighs	100	lbs.)	
  5. This	10-foot	tall	stone	statue	depicts	a	medusa—its	snake-hair	
  waving	about	its	face—staring	down	at	those	in	front	of	it.	The	
  statue	 is	 (ironically)	 tremendously	 detailed	 and	 life-like.	 As	 a	
  piece	of	art,	it	is	worth	200	gp	(but	weighs	200	lbs).		
  6. This	long,	narrow	ornate	oak	box	has	a	hinged	lid	decorated	
  with	beautiful	geometric	shapes	picked	out	with	wood	stain.	
  Displayed	 within,	 amid	 velvet	 compartments,	 is	 a	 full	 set	 of	
  silver	 cutlery	 with	 enough	 place	 settings	 for	 a	 dozen	 diners.	
  The	 whole	 is	 worth	 100	 gp,	 but	 weighs	 20	 lbs.	 Dumping	 the	
  box	and	keeping	the	cutlery	reduces	the	value	by	20	gp.		
  7. Of	beaten	silver,	this	shallow	2	ft.	wide	display	bowl	could	be	
  used	for	hand	washing,	to	hold	fruit	or	as	the	centrepiece	of	a	
  formal	dining	table	layout.	It	is	worth	10	gp.	
  8. A	mass	of	glass	bottles	and	retorts	along	with	a	small	cauldron	
  and	 dozens	 of	 small	 tools	 and	 other	 pieces	 of	 equipment	 sit	
  upon	 a	 side	 table.	 Obviously	 the	 equipment	 of	 a	 wizard	 or	
  alchemist	 the	 whole	 is	 worth	 200	 gp,	 but	 weighs	 40	 lbs.	 If	
  packed	carefully,	the	rest	of	the	equipment	is	designed	to	fit	
  into	the	cauldron	(but	if	packed	poorly	without	padding	much	
  of	the	glass	items	won’t	survive	rough	handling).		
  9. This	 long	 blood-red	 ballgown	 complete	 with	 short	 train	 is	 a	
  stunning	mix	of	lace	and	chiffon	and	worth	30	gp.	However,	
  although	light—only	weighing	6	lbs.—it	is	bulky	and	must	be	
  careful	folded	to	avoid	damage.		
  10. This	thick	coil	of	rope	is	400	ft.	long	and	designed	to	hold	twice	
  as	much	weight	as	a	normal	rope	but	is	heavy	(160	lbs.)	and	
  only	worth	16	gp.	
  11. This	portable	battering	ram	is	crafted	from	some	kind	of	super	
  heavy	 and	 dense	 wood	 and	 is	 tipped	 with	 a	 great	 wedge	 of	
  iron	shaped	like	a	clenched	fist.	It	is	twice	as	heavy	as	a	normal	
  ram	 (40	 lbs.)	 and	 requires	 two	 people	 to	 swing	 properly.	 It	
  provides	a	+6	Strength	bonus	to	opening	doors.	
  12. This	huge	bullseye	lantern	was	clearly	crafted	for	a	giant	(or	
  perhaps	 a	 ship	 or	 lighthouse).	 It	 burns	 a	 pint	 of	 oil	 in	 three	
  hours	 but	 provides	 double	 the	 illumination	 produced	 by	 a	
  normal	bullseye	lantern.	The	lantern	weights	6	lbs.,	is	five-foot	
  high	and	worth	25	gp.	
  13. These	ornate	metal	scales	are	large	enough	to	weigh	a	human	
  or	similarly-sized	object.	With	the	matching	set	of	weights	the	
  whole	 is	 worth	 150	 gp	 to	 a	 merchant	 or	 similar	 person.	
  However,	the	scales	along	with	the	weights	weighs	400	lbs.		
  14. Four	tightly	rolled	bolts	of	silk—blue,	red,	yellow	and	black	in	
  colour—fill	a	large	sack.	Each	roll	is	worth	25	gp.	While	light,	
  the	sack	is	bulky.	
  15. A	four-foot	square	steel	cage	holds	a	great	mass	of	dried	and	
  then	 oil-soaked	 wood	 logs.	 The	 oil	 used	 to	 impregnate	 the	
  wood	 is	 particularly	 fragrant	 and	 pleasant.	 Used	 to	 heat	
  noble’s	houses,	the	taproom	of	upmarket	taverns	and	the	like	
  the	wood	is	valuable.	The	whole	mass	of	wood—weighting	100	
  lbs.—is	worth	20	gp.	
  16. This	 heavy	 iron	 door	 bar	 is	 intricately	 engraved	 with	 a	
  depiction	 of	 two	 muscular	 arms	 grasping	 each	 others	 wrists.	
  The	bar	is	worth	20	gp,	is	seven-foot	long	and	weighs	50	lbs.	
  17. This	 high-backed	 wooden	 chair	 is	 intricately	 carved.	 The	
  armrests	look	like	a	mass	of	writhing	serpents	and	a	red	velvet	
  cushion	provides	a	modicum	of	comfort	to	the	user.	The	chair	
  weighs	100	lbs.	and	is	worth	50	gp	to	a	nobleman	or	similar	
  person.		
  18. With	a	set	of	draws	on	either	side,	this	ornate	oak	desk	and	
  been	 stained	 a	 deep	 brown.	 Each	 of	 the	 drawers	 is	 lockable	
  and	 one	 has	 a	 well-hidden	 secret	 compartment.	 The	 desk	
  weighs	150	lbs.	but	with	its	matching	chair	(and	set	of	draw	
  keys)	is	worth	200	gp.	
  19. These	 four	 matching	 tapestries	 are	 only	 five-foot	 wide	 and	
  reach	from	floor	to	ceiling.	Designed	to	conceal	doors,	alcoves	
  or	 perhaps	 windows	 the	 four	 are	 a	 deep	 red	 in	 hue.	 Each	
  weighs	20	lb.	and	is	worth	10	gp.	As	a	set,	however,	their	value	
  doubles.	
  20. This	 chainmail	 barding—designed	 for	 a	 truly	 monstrous	
  horse—weighs	80	lbs.	and	is	worth	750	gp.	It	is	so	finely	made,	
  it	could	be	magically	enchanted.			
  	
  
  11	
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  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	
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  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	
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  (e)	 "Product	 Identity"	 means	 product	 and	 product	 line	 names,	 logos	 and	 identifying	 marks	
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  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	
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  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	
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  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	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	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.	
  	
  	
  Town	Backdrop:	Deksport.	©Raging	Swan	Press	2014;	Author:	Creighton	Broadhurst.	
  	
  Places	of	Power:	Penitent’s	Rest.	©Raging	Swan	Press	2016;	Author:	Jacob	W.	Michaels.	
  	
  Village	Backdrop:	Revenge.	©Raging	Swan	Press	2016;	Author:	Richard	Green.	
  	
  GM’s	 Monthly	 Miscellany:	 May	 2016.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Creighton	
  Broadhurst,	Richard	Green,	Jacob	W.	Michaels	and	Mike	Welham.	
  	
  
  R A G I N G S W A N . C O M  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany 2016-05.pdf