TEXT: 	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  COMPENDIUM 2015 
  
   
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  GM’S MONTHLY MISCELLANY: COMPENDIUM 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	
    on-­‐going	
    design	
    of	
    the	
    megadungeon	
    Gloamhold,	
    the	
    GM’s	
    Monthly	
    Miscellany	
    series	
    is	
    a	
    terrific	
    free	
    resource	
    
  for	
    the	
    busy,	
    time-­‐crunched	
    GM.	
    	
    
  Design:	
     Christian	
     Alipounarian,	
     Alexander	
     Augunas,	
     John	
    
  Bennett,	
     Creighton	
     Broadhurst,	
     Robert	
     Brookes,	
     Kat	
     Evans,	
    
  Andy	
    Glenn,	
    Richard	
    Green,	
    Steve	
    Hood,	
    Ben	
    Kent,	
    Andrew	
    J.	
    
  Martin,	
     Jacob	
     W.	
     Michaels,	
     Julian	
     Neale,	
     David	
     Posener,	
    
  Martin	
     Tideswell,	
     Jacob	
     Trier,	
     Josh	
     Vogt,	
     Nicholas	
     Wasko,	
    
  Mike	
    Welham,	
    Brian	
    Mønster	
    Wiborg	
    and	
    Daron	
    Woodson.	
    
  Development:	
    Creighton	
    Broadhurst	
    
  Editing:	
    Creighton	
    Broadhurst	
    
  Cover	
    Design:	
    Creighton	
    Broadhurst	
    
  Layout:	
    Creighton	
    Broadhurst	
    
  Interior	
     Art:	
     John	
     Batten,	
     Robert	
     Brookes,	
     Paul	
     Daly,	
     Dyson	
    
  Logos,	
     William	
     McAusland,	
     Bradley	
     K.	
     McDevitt,	
     Matt	
    
  Morrow,	
     Arthur	
     Rackham,	
     Tommi	
     Salama	
     and	
     David	
    
  Sharrock.	
     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	
    
  December	
    2015	
    	
    
  ragingswan.com	
    
  gatekeeper@ragingswan.com	
    
  	
    
  	
    
    
  	
    
  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	
    
  C O N T E N T S
  Contents	
    .......................................................................................	
    2	
    
  Featured	
    Products	
    ........................................................................	
    3	
    
  About	
    the	
    Designers	
    .....................................................................	
    4	
    
  Foreword	
    ......................................................................................	
    8	
    
  Open	
    Game	
    License	
    Version	
    1.0A	
    .............................................	
    116	
    
  A D V I C E  A R T I C L E S  
  Gaming	
    Advice:	
    How	
    to	
    Make	
    an	
    Old	
    School	
    Character	
    .............	
    10	
    
  Gaming	
    Advice:	
    Top	
    10	
    Pathfinder	
    Roleplaying	
    Game	
    Arguments
  	
    ....................................................................................................	
    12	
    
  GM	
    Advice:	
    6	
    Moral	
    Dilemmas	
    for	
    Your	
    PCs	
    ..............................	
    13	
    
  GM	
    Advice:	
    How	
    Evernote	
    Helps	
    Me	
    Organise	
    My	
    Campaign	
    ...	
    14	
    
  GM	
    Advice:	
    How	
    to	
    Name	
    the	
    Roads	
    in	
    Your	
    Campaign	
    ............	
    15	
    
  GM	
    Advice:	
    Putting	
    the	
    Wonder	
    Back	
    into	
    Wondrous	
    Items	
    .....	
    16	
    
  GM	
    Advice:	
    Why	
    A	
    GM	
    Should	
    KISS	
    As	
    Much	
    As	
    Possible	
    ..........	
    18	
    
  GM	
     Advice:	
     Why	
     (And	
     How)	
     You	
     Should	
     Design	
     Unique	
     Magic	
    
  Items	
    ...........................................................................................	
    19	
    
  Fixing	
    At-­‐Will	
    0-­‐Level	
    Spells	
    ........................................................	
    20	
    
  Pathfinder:	
    How	
    to	
    Handle	
    Zero	
    Ranks	
    in	
    Knowledge	
    Skills	
    .......	
    21	
    
  Player	
    Advice:	
    Clever	
    Uses	
    for	
    Mundane	
    Items	
    ..........................	
    22	
    
  Player	
    Advice:	
    Inventive	
    Uses	
    For	
    Mid-­‐Level	
    Spells	
    ....................	
    23	
    
  B A C K D R O P S  
  Aldwater	
    At	
    A	
    Glance	
    ..................................................................	
    26	
    
  Barlow	
    At	
    a	
    Glance	
    .....................................................................	
    28	
    
  Coldwater	
    At	
    a	
    Glance	
    ................................................................	
    30	
    
  Dilath’s	
    Hold	
    At	
    a	
    Glance	
    ............................................................	
    32	
    
  Edgewood	
    At	
    a	
    Glance	
    ................................................................	
    34	
    
  Hopespyre	
    At	
    A	
    Glance	
    ...............................................................	
    36	
    
  Idyll	
    At	
    a	
    Glance	
    ..........................................................................	
    38	
    
  Kennutcat	
    At	
    A	
    Glance	
    ................................................................	
    40	
    
  Red	
    Talon	
    At	
    a	
    Glance	
    .................................................................	
    42	
    
  Saint	
    Fiacre	
    At	
    A	
    Glance	
    ..............................................................	
    44	
    
  Sea	
    Bitch	
    At	
    A	
    Glance	
    .................................................................	
    46	
    
  The	
    Fragrant	
    Tower	
    At	
    a	
    Glance	
    .................................................	
    48	
    
  Tigley	
    At	
    a	
    Glance	
    .......................................................................	
    50	
    
  Wolfsbane	
    Hollow	
    At	
    a	
    Glance	
    ...................................................	
    52	
    
  	
    
  	
    
  G L O A M H O L D  
  Gloamhold:	
    The	
    Duchy	
    of	
    Ashlar	
    ................................................	
    58	
    
  Featured	
    Map:	
    The	
    Duchy	
    of	
    Ashlar	
    ...........................................	
    59	
    
  Gloamhold:	
    At	
    A	
    Glance	
    .............................................................	
    60	
    
  Gloamhold:	
    Rivengate	
    ................................................................	
    62	
    
  Gloamhold:	
    The	
    Murkwater	
    .......................................................	
    64	
    
  M I S C E L L A N E O U S  O F F E R I N G S  
  20	
    Magic	
    Effects	
    Affecting	
    an	
    Evil	
    Altar	
    ......................................	
    66	
    
  20	
    Minor	
    Effects	
    of	
    Drinking	
    from	
    a	
    Magic	
    Pool	
    ........................	
    67	
    
  20	
    Things	
    to	
    Find	
    in	
    an	
    Abandoned	
    Building	
    ..............................	
    68	
    
  20	
    Things	
    to	
    Find	
    in	
    an	
    Alchemist’s	
    Laboratory	
    ..........................	
    69	
    
  20	
    Things	
    to	
    Find	
    in	
    a	
    Dusty	
    Crypt	
    ..............................................	
    70	
    
  20	
    Things	
    to	
    Find	
    in	
    a	
    Necromancer’s	
    Sanctum	
    .........................	
    71	
    
  20	
    Things	
    to	
    Find	
    in	
    a	
    Pit	
    ............................................................	
    72	
    
  20	
    Things	
    to	
    Find	
    in	
    a	
    Smuggler’s	
    Storeroom	
    .............................	
    73	
    
  Abandoned	
    Temple:	
    Dressing	
    ....................................................	
    74	
    
  Abandoned	
    Village:	
    An	
    Alternate	
    Dungeon	
    ...............................	
    76	
    
  Alchemist’s	
    Laboratory:	
    An	
    Alternate	
    Dungeon	
    .........................	
    78	
    
  Ancient	
    Empire	
    of	
    the	
    Troglodytes	
    .............................................	
    80	
    
  Caves	
    &	
    Caverns:	
    Strands	
    of	
    Terror	
    (EL	
    13;	
    XP	
    25,600)	
    ..............	
    82	
    
  Dwarven	
    Town:	
    Sights	
    &	
    Sounds	
    ................................................	
    84	
    
  Duergar	
    of	
    the	
    Obsidian	
    Citadel	
    .................................................	
    86	
    
  Elven	
    Town:	
    Sights	
    &	
    Sounds	
    .....................................................	
    88	
    
  Henchfolk	
    &	
    Hirelings:	
    Hiring	
    Henchfolk	
    ....................................	
    90	
    
  I	
    Loot	
    the	
    Body:	
    Trinkets	
    ............................................................	
    92	
    
  Logging	
    Town:	
    Sights	
    &	
    Sounds	
    ..................................................	
    94	
    
  Masquerade	
    Ball:	
    Mundane	
    Masks	
    ............................................	
    96	
    
  Masquerade	
    Ball:	
    Magical	
    Masks	
    ...............................................	
    97	
    
  Mounts:	
    Warhorses	
    ....................................................................	
    98	
    
  Mounts:	
    War	
    Ponies	
    ...................................................................	
    99	
    
  Mystic	
    Ruins:	
    Dressing	
    ..............................................................	
    100	
    
  Port	
    Town:	
    Sights	
    &	
    Sounds	
    .....................................................	
    102	
    
  Scions	
    of	
    Evil:	
    Gahlgax	
    Atarrith	
    .................................................	
    104	
    
  Trade	
    Town:	
    Sights	
    &	
    Sounds	
    ...................................................	
    108	
    
  Urban	
    Riot:	
    Minor	
    Events	
    .........................................................	
    110	
    
  Valley	
    of	
    the	
    Rocks:	
    Notable	
    Inhabitants	
    .................................	
    112	
    
  War-­‐Torn	
    Town:	
    Sights	
    &	
    Sounds	
    .............................................	
    114	
    
  	
    
   
   
  
  3	
    
  F E A T U R E D  P R O D U C T S  
  As	
    well	
    as	
    new,	
    never	
    seen	
    before	
    material	
    from	
    the	
    upcoming	
    
  Gloamhold	
     campaign	
     setting,	
     this	
     GM’s	
     Monthly	
     Miscellany	
    
  presents	
     material	
     from	
     several	
     Raging	
     Swan	
     Press	
     products	
    
  including:	
    
  § 
  Alternate	
    Dungeons:	
    Abandoned	
    Temple	
    Mike	
    Welham.	
    
  § 
  Alternate	
    Dungeons:	
    Abandoned	
    Village	
    Daron	
    Woodson	
    
  § 
  Alternate	
    Dungeons:	
    Alchemist’s	
    Laboratory	
    Nicholas	
    Wasko.	
    
  § 
  Alternate	
    Dungeons:	
    Mystic	
    Ruins	
    Alexander	
    Augunas.	
    
  § 
  Ancient	
    Empire	
    of	
    the	
    Troglodytes	
    John	
    Bennett.	
    
  § 
  Campaign	
    Events:	
    Masquerade	
    Ball	
    Katherine	
    Evans.	
    
  § 
  Campaign	
    Events:	
    Urban	
    Riot	
    Nicholas	
    Wasko.	
    
  § 
  Caves	
    &	
    Caverns	
    Creighton	
    Broadhurst	
    and	
    David	
    Posener.	
    
  § 
  Duergar	
    of	
    the	
    Obsidian	
    Citadel	
    Matt	
    Morrow.	
    
  § 
  Gibbous	
     Moon	
     Collector’s	
     Edition	
     Creighton	
     Broadhurst	
     and	
    
  Jacob	
    W.	
    Michaels.	
    
  § 
  Henchfolk	
     &	
     Hirelings	
     Christian	
     Alipounarian,	
     Creighton	
    
  Broadhurst	
    and	
    Andy	
    Glenn.	
    
  § 
  I	
    Loot	
    the	
    Body	
    Josh	
    Vogt.	
    
  § 
  Places	
    of	
    Power:	
    The	
    Fragrant	
    Tower	
    Jacob	
    Trier.	
    
  § 
  Places	
    of	
    Power:	
    Valley	
    of	
    the	
    Rocks	
    Creighton	
    Broadhurst.	
    
  § 
  Scions	
     of	
     Evil	
     Christian	
     Alipounarian,	
     Creighton	
     Broadhurst,	
    
  Ben	
    Kent,	
    Andrew	
    J.	
    Martin,	
    Julian	
    Neale,	
    David	
    Posener	
    and	
    
  Martin	
    Tideswell.	
    
  § 
  So	
    What’s	
    the	
    Mount	
    Like,	
    Anyway?	
    Mike	
    Welham.	
    
  § 
  Subterranean	
    Enclave:	
    Dilath’s	
    Hold	
    Brian	
    Mønster	
    Wiborg.	
    
  § 
  Town	
    Backdrop:	
    Wolfsbane	
    Hollow	
    Robert	
    Brookes.	
    
  § 
  Urban	
    Dressing:	
    Dwarven	
    Hold	
    Josh	
    Vogt.	
    
  § 
  Urban	
    Dressing:	
    Elven	
    Town	
    Josh	
    Vogt.	
    
  § 
  Urban	
    Dressing:	
    Logging	
    Town	
    Josh	
    Vogt.	
    
  § 
  Urban	
    Dressing:	
    Port	
    Town	
    Josh	
    Vogt.	
    
  § 
  Urban	
    Dressing:	
    Trade	
    Town	
    Josh	
    Vogt.	
    
  § 
  Urban	
    Dressing:	
    War-­‐Torn	
    Town	
    Josh	
    Vogt.	
    
  § 
  Village	
    Backdrop:	
    Aldwater	
    Jacob	
    Trier.	
    
  § 
  Village	
    Backdrop:	
    Coldwater	
    Creighton	
    Broadhurst.	
    
  § 
  Village	
    Backdrop:	
    Edgewood	
    Mike	
    Welham.	
    
  § 
  Village	
    Backdrop:	
    Hopespyre	
    Jacob	
    W.	
    Michaels.	
    
  § 
  Village	
    Backdrop:	
    Idyll	
    Mike	
    Welham.	
    
  § 
  Village	
    Backdrop:	
    Kennutcat	
    John	
    Bennett.	
    
  § 
  Village	
    Backdrop:	
    Red	
    Talon	
    Richard	
    Green.	
    
  § 
  Village	
    Backdrop:	
    Saint	
    Fiacre	
    Alexander	
    Augunas.	
    
  § 
  Village	
    Backdrop:	
    Sea	
    Bitch	
    Richard	
    Green.	
    
  § 
  Village	
    Backdrop:	
    Tigley	
    Steve	
    Hood.	
    
   
   
  
  4	
    
  A B O U T  T H E  D E S I G N E R S  
  Christian	
     Alipounarian	
     has	
     been	
     wasting	
     copious	
     amounts	
     of	
    
  time	
     gaming	
     since	
     1981.	
     He	
     joined	
     the	
     Living	
     Greyhawk	
    
  campaign	
    staff	
    in	
    the	
    nineties	
    as	
    regional	
    adventure	
    coordinator	
    
  and	
     editor	
     for	
     the	
     Kingdom	
     of	
     Keoland	
     region.	
     He	
     has	
     written	
    
  many	
    rounds	
    of	
    modules	
    for	
    not	
    just	
    that	
    campaign	
    but	
    also	
    for	
    
  the	
     RPGA's	
     Living	
     Kingdoms	
     of	
     Kalamar	
     and	
     Living	
     Death	
    
  campaigns,	
     as	
     well	
     as	
     for	
     the	
     independent	
     Legends	
     of	
     the	
    
  Shining	
     Jewel.	
     He	
     was	
     a	
     playtest	
     lead	
     for	
     the	
     4th	
     Edition	
    
  Dungeons	
     &	
     Dragons	
     game	
     and	
     is	
     a	
     contributor	
     to	
     products	
    
  produced	
     by	
     Empty	
     Room	
     Studios	
     Publishing	
     and	
     Raging	
     Swan	
    
  Press.	
     He	
     holds	
     an	
     undergraduate	
     degree	
     in	
     history	
     and	
     a	
    
  graduate	
     degree	
     in	
     social	
     science.	
     He	
     lives	
     in	
     northern	
     New	
    
  Jersey	
    with	
    his	
    cat,	
    Ava.	
    
  	
    
  Alexander	
    Augunas	
    lives	
    outside	
    of	
    Philadelphia,	
    USA	
    where	
    
  he	
    tries	
    to	
    make	
    a	
    living	
    as	
    an	
    educator.	
    When	
    he's	
    not	
    shaping	
    
  the	
     future	
     leaders	
     of	
     tomorrow,	
     Alex	
     is	
     a	
     freelance	
     writer	
     for	
    
  esteemed	
    Third-­‐Party	
    Publishers	
    for	
    the	
    Pathfinder	
    Roleplaying	
    
  Game	
    such	
    as	
    Radiance	
    House	
    (Pact	
    Magic	
    Unbound	
    series)	
    and	
    
  Raging	
    Swan	
    Press	
    (Alternate	
    Dungeons	
    series)	
    and	
    acts	
    as	
    a	
    co-­‐
  host	
    and	
    blogger	
    on	
    Know	
    Direction's	
    Private	
    Sanctuary	
    Podcast,	
    
  where	
     he	
     has	
     earned	
     the	
     nickname,	
     "The	
     Everyman	
     Gamer."	
    
  Recently,	
     Alex	
     has	
     forayed	
     into	
     the	
     realm	
     of	
     First-­‐Party	
    
  Freelancing	
     and	
     also	
     operates	
     his	
     own	
     publishing	
     company,	
    
  Everyman	
    Gaming,	
    LLC.	
    
  	
    
  John	
    Bennett	
    makes	
    his	
    lair	
    in	
    the	
    tree-­‐cloaked	
    hills	
    of	
    New	
    
  Hampshire.	
    He	
    enjoys	
    heavy	
    metal,	
    beer	
    and	
    cigars	
    as	
    much	
    as	
    
  he	
    enjoys	
    playing	
    RPGs.	
    John	
    has	
    been	
    writing	
    since	
    the	
    age	
    of	
    6	
    
  when	
    he	
    would	
    narrate	
    stories	
    about	
    dinosaurs	
    and	
    robots	
    to	
    his	
    
  mother.	
    He	
    has	
    a	
    degree	
    in	
    film	
    production	
    and	
    a	
    pile	
    of	
    reject	
    
  letters	
     to	
     go	
     with	
     his	
     scripts.	
     Currently,	
     he	
     is	
     pursuing	
     his	
    
  Master’s	
    degree	
    in	
    Organizational	
    Leadership.	
    He	
    is	
    also	
    striving	
    
  to	
    achieve	
    at	
    least	
    one	
    skill	
    rank	
    in	
    Perform	
    (guitar)	
    but	
    too	
    little	
    
  avail.	
     Coerced	
     into	
     playing	
     1st	
     edition	
     D&D	
     by	
     an	
     older	
     (and	
    
  bigger)	
    kid	
    in	
    the	
    neighbourhood	
    at	
    the	
    age	
    of	
    8,	
    he	
    would	
    like	
    to	
    
  take	
    a	
    moment	
    to	
    thank	
    his	
    friend,	
    Danny,	
    for	
    introducing	
    him	
    
  to	
     the	
     world	
     of	
     gaming	
     many	
     long	
     years	
     ago.	
     While	
     his	
    
  friends	
     and	
     players	
     know	
     what	
     he	
     is	
     talking	
     about,	
    
  John	
     has	
     been	
     unsuccessful	
     in	
     explaining	
     what	
    
  bugbears	
    are	
    to	
    his	
    family	
    and	
    co-­‐workers,	
    the	
    
  latter	
     fleeing	
     his	
     office	
     when	
     he	
     begins	
    
  rambling.	
    
  	
    
  Creighton	
     Broadhurst	
     lives	
     in	
    
  Torquay,	
    
  England	
    
  where,	
    
  apparently,	
     the	
     palm	
     trees	
     are	
    
  plastic	
    and	
    the	
    weather	
    is	
    warm.	
    He	
    
  shares	
    a	
    ramshackle	
    old	
    mansion	
    with	
    
  his	
     two	
     children	
     (“Genghis”	
     and	
    
  “Khan”)	
    and	
    his	
    patient	
    wife.	
    Famed	
    
  for	
     his	
     unending	
     love	
     affair	
     with	
     booze	
    
  and	
    pizza	
    he	
    is	
    an	
    enduring	
    GREYHAWK	
    fan.	
    
  	
    
  An	
     Ennie	
     Award	
     winning	
     designer	
     (Madness	
     At	
     Gardmore	
    
  Abbey)	
     Creighton	
     has	
     worked	
     with	
     Expeditious	
     Retreat	
     Press,	
    
  Paizo	
    and	
    Wizards	
    of	
    the	
    Coast.	
    He	
    believes	
    in	
    the	
    Open	
    Gaming	
    
  License	
    and	
    is	
    dedicated	
    to	
    making	
    his	
    games	
    as	
    fun	
    and	
    easy	
    to	
    
  enjoy	
    as	
    possible	
    for	
    all	
    participants.	
    Reducing	
    or	
    removing	
    entry	
    
  barriers,	
     simplifying	
     pre-­‐game	
     prep	
     and	
     easing	
     the	
     GM's	
    
  workload	
    are	
    the	
    key	
    underpinning	
    principles	
    of	
    the	
    products	
    he	
    
  now	
     releases	
     through	
     Raging	
     Swan	
     Press.	
     You	
     can	
     read	
     his	
    
  thoughts	
    on	
    game	
    design	
    at	
    creightonbroadhurst.com.	
    
  	
    
  Robert	
    Brookes	
    was	
    one	
    of	
    the	
    top	
    4	
    finalists	
    in	
    Paizo	
    Inc’s	
    
  RPG	
     Superstar	
     2014	
     competition.	
     He	
     is	
     a	
     freelancer	
     with	
     a	
    
  background	
    in	
    video	
    game	
    design	
    both	
    as	
    a	
    content	
    designer	
    and	
    
  concept	
     artist	
     and	
     leverages	
     that	
     experience	
     in	
     his	
     tabletop	
    
  design.	
     You	
     can	
     find	
     more	
     of	
     his	
     design	
     insights	
     and	
     OGL	
    
  creations	
     at	
     his	
     personal	
     Pathfinder	
     blog,	
     the	
     Encounter	
     Table	
    
  encountertable.blogspot.com.	
    
  	
    
  	
    
  	
    
  
  5	
    
  	
    
  Kat	
    Evans	
    began	
    playing	
    D&D	
    before	
    she	
    could	
    read,	
    thanks	
    
  to	
     her	
     indulgent	
     and	
     patient	
     older	
     sister	
     and	
     never	
     looked	
    
  back.	
    She	
    blogs	
    about	
    gaming	
    and	
    fashion	
    at	
    fashiongoblin.com	
    
  and	
    her	
    writing	
    has	
    appeared	
    in	
    Wayfinder	
    #12.	
    	
    When	
    she's	
    not	
    
  gaming,	
     writing	
     or	
     sewing	
     Kat	
     works	
     in	
     the	
     tech	
     industry	
     in	
    
  Boston.	
     	
    
  	
    
  Andy	
    Glenn	
    The	
    most	
    important	
    things	
    in	
    Andy’s	
    life	
    are	
    his	
    
  gorgeous	
     wife	
     and	
     two	
     children,	
     a	
     precocious	
     son	
     and	
     bossy	
    
  baby	
    daughter.	
    The	
    family	
    lives	
    on	
    the	
    Channel	
    Islands.	
    He	
    also	
    
  has	
    a	
    sinister	
    cat	
    trained	
    to	
    rub	
    up	
    against	
    his	
    nervous	
    players’	
    
  legs	
    when	
    DMing	
    candlelit	
    Ravenloft	
    by	
    night.	
    
  	
    
  Gaming	
    has	
    given	
    him	
    lots	
    of	
    friends	
    but	
    his	
    current	
    group	
    is	
    
  the	
     best,	
     they	
     all	
     bring	
     something	
     different	
     to	
     the	
     table	
     as	
    
  wargamers,	
    figure	
    painters	
    and	
    book	
    collectors.	
    One	
    player	
    has	
    
  been	
    nicknamed	
    Judas	
    when	
    he	
    helped	
    the	
    DM	
    by	
    pointing	
    out	
    
  that	
    a	
    critical	
    hit	
    with	
    an	
    arrow	
    should	
    actually	
    do	
    triple	
    damage	
    
  on	
    the	
    last	
    standing	
    character.	
    That	
    was	
    almost	
    two	
    years	
    ago	
    
  but	
    some	
    things	
    are	
    never	
    forgotten.	
    
  	
    
  His	
     two	
     other	
     interests	
     are	
     Liverpool	
     Football	
     Club	
     (a	
    
  declining	
     soccer	
     team	
     now	
     hopefully	
     in	
     revival)	
     and	
     the	
     Green	
    
  Bay	
    Packers	
    (very	
    much	
    on	
    top	
    of	
    their	
    game).	
    	
    
  	
    
  Richard	
    Green	
    has	
    been	
    playing	
    D&D	
    since	
    1980,	
    running	
    the	
    
  game	
     in	
     all	
     five	
     editions,	
     as	
     well	
     as	
     plenty	
     of	
     other	
     RPGs.	
    
  Previous	
     freelance	
     design	
     credits	
     include	
     the	
     Midgard	
     Bestiary	
    
  for	
    4th	
    Edition	
    D&D	
    (Kobold	
    Press)	
    and	
    work	
    on	
    the	
    So	
    What…	
    
  series	
    for	
    Raging	
    Swan	
    Press.	
    In	
    2014,	
    he	
    published	
    Parsantium:	
    
  City	
     at	
     the	
     Crossroads,	
     a	
     city	
     sourcebook	
     for	
     use	
     with	
     the	
    
  Pathfinder	
     RPG	
     and	
     all	
     editions	
     of	
     D&D	
     (Ondine	
     Publishing).	
    
  Check	
    out	
    parsantium.com	
    for	
    more	
    information.	
    	
    
  	
    
  Richard	
     lives	
     in	
     London	
     with	
     his	
     wife	
     Kate	
     and	
     two	
     cats.	
    
  When	
    he’s	
    not	
    playing	
    and	
    writing	
    roleplaying	
    stuff,	
    he	
    likes	
    to	
    
  watch	
    Crystal	
    Palace	
    FC	
    try	
    to	
    win	
    football	
    matches.	
    	
    
  	
    
  Steve	
     Hood	
     lives	
     in	
     the	
     crammed	
     back	
     room	
     of	
     a	
     friend’s	
    
  house	
    in	
    Plymouth	
    surrounded	
    by	
    maps,	
    sketches	
    and	
    unfinished	
    
  artwork	
    from	
    his	
    oft	
    misunderstood	
    imagination.	
    Attending	
    the	
    
  Plymouth	
     College	
     of	
     art	
     and	
     design	
     he	
     can	
     usually	
     be	
     found	
    
  scribbling	
     away	
     on	
     a	
     map	
     or	
     sketch	
     at	
     most	
     times	
     of	
     the	
     day,	
    
  when	
    not	
    vigorously	
    pursuing	
    proficiencies	
    in	
    abilities	
    no	
    good	
    to	
    
  man	
    or	
    beast.	
    An	
    avid	
    collector	
    of	
    war	
    games	
    models,	
    books	
    and	
    
  general	
     clutter,	
     his	
     lifetime	
     goal	
     is	
     to	
     own	
     his	
     very	
     own	
     study	
    
  (preferably	
     in	
     a	
     tower)	
     filled	
     by	
     a	
     small	
     library	
     and	
     other	
    
  paraphernalia	
    from	
    all	
    over	
    the	
    world.	
     	
    
  	
    
  Ben	
    Kent	
    has	
    memories	
    of	
    seeing	
    “bigger	
    kids”	
    playing	
    RPGs	
    
  in	
    the	
    hallways	
    of	
    his	
    Elementary	
    school.	
    After	
    overhearing	
    the	
    
  destruction	
    of	
    skeletons	
    beyond	
    number	
    at	
    the	
    hands	
    of	
    a	
    skilled	
    
  cleric,	
     he	
     immediately	
     settled	
     upon	
     such	
     games	
     as	
     the	
     sort	
     of	
    
  thing	
    he’d	
    enjoy.	
    
  	
    
  Living	
     with	
     his	
     wondrous	
     and	
     encouraging	
     life-­‐partner	
    
  Tiffinie	
     and	
     their	
     two	
     beautiful	
     young	
     daughters	
     in	
     Ontario,	
    
  Canada,	
     Ben	
     continues	
     to	
     find	
     role-­‐playing	
     games	
     the	
     sort	
     of	
    
  thing	
     he	
     enjoys.	
     He	
     is	
     eagerly	
     looking	
     forward	
     to	
     the	
     day	
     his	
    
  daughters	
    are	
    both	
    grown	
    up	
    enough	
    to	
    roll	
    the	
    dice	
    instead	
    of	
    
  eat	
    them,	
    so	
    they	
    can	
    join	
    their	
    parents	
    at	
    the	
    table	
    (and	
    thus	
    
  ease	
    the	
    difficulty	
    in	
    finding	
    babysitters	
    on	
    gaming	
    days).	
    
  	
    
  Ben’s	
     eventual	
     objective	
     is	
     complete	
     dominion	
     over	
     the	
    
  earth,	
     but	
     there’s	
     a	
     lot	
     of	
     competition	
     in	
     that	
     field.	
     He’s	
    
  presently	
     working	
     as	
     a	
     customer	
     service	
     agent	
     by	
     day	
     and	
    
  superhero/game	
     designer/bug	
     squasher/father	
     figure	
     by	
     night.	
    
  Now	
     that	
     he’s	
     been	
     published,	
     he’s	
     honestly	
     not	
     sure	
     his	
     life	
    
  could	
    get	
    much	
    cooler.	
    
  	
    
  Andrew	
     Martin	
     was	
     born	
     in	
     the	
     United	
     States	
     and	
     now	
    
  residing	
     in	
     eastern	
     China,	
     Andrew	
     is	
     both	
     an	
     aspirant	
     teacher	
    
  and	
     writer.	
     Holding	
     a	
     long-­‐fostered	
     love	
     of	
     role-­‐playing	
     games	
    
  and	
    the	
    act	
    of	
    playing,	
    he	
    spends	
    much	
    of	
    his	
    free	
    time	
    simply	
    
  dreaming	
    up	
    various	
    characters	
    and	
    plots,	
    and	
    occasionally	
    even	
    
  commits	
    them	
    to	
    paper!	
    He	
    loves	
    richly	
    developed	
    worlds	
    and	
    
  personas,	
     with	
     a	
     special	
     interest	
     in	
     dark	
     fantasy,	
     gothic	
     horror	
    
  and	
    gritty	
    westerns.	
    He	
    is	
    engaged	
    in	
    a	
    never-­‐ending	
    battle	
    with	
    
  his	
    own	
    lethargy,	
    and	
    whenever	
    he	
    earns	
    a	
    minor	
    victory	
    against	
    
  this	
    insidious	
    foe,	
    he	
    uses	
    the	
    resulting	
    window	
    of	
    motivation	
    to	
    
  further	
    his	
    practice	
    in	
    writing.	
    
  	
    
  Jacob	
    W.	
    Michaels	
    has	
    been	
    gaming	
    for	
    30	
    years,	
    since	
    he	
    
  was	
    introduced	
    to	
    Advanced	
    Dungeons	
    and	
    Dragons	
    in	
    the	
    third	
    
  grade.	
    A	
    newspaper	
    editor	
    in	
    eastern	
    Pennsylvania,	
    he's	
    a	
    two-­‐
  time	
    finalist	
    in	
    Paizo's	
    RPG	
    Superstar,	
    making	
    the	
    Top	
    16	
    in	
    2012	
    
  (when	
    he	
    garnered	
    acclaim	
    for	
    his	
    Unfettered)	
    and	
    2014	
    (when	
    
  his	
    guttersnipe	
    was	
    among	
    the	
    top	
    monsters).	
    He	
    had	
    his	
    first	
    
  module,	
     Ironwall	
     Gap	
     Must	
     Hold,	
     published	
     in	
     2013	
     by	
    
  AdventureaWeek.com	
    and	
    his	
    work	
    has	
    appeared	
    in	
    Wayfinder	
    
  and	
    with	
    Jon	
    Brazer	
    Enterprises.	
    	
    
  	
    
  He	
     lives	
     with	
     his	
     faithful	
     hound,	
     Holiday,	
     who	
     hasn't	
    
  inherited	
     his	
     interest	
     in	
     role-­‐playing,	
     but	
     enjoys	
     when	
     her	
     dog	
    
  friends	
     come	
     over	
     during	
     games.	
     His	
     parents	
     and	
     sister	
     have	
    
  always	
     been	
     supportive	
     of	
     his	
     hobby,	
     and	
     he	
     appreciates	
     his	
    
  wife's	
    encouragement,	
    even	
    if	
    her	
    reaction	
    to	
    watching	
    her	
    first	
    
  (and	
    only)	
    gaming	
    session	
    was	
    "there	
    are	
    some	
    things	
    you	
    can	
    
  never	
    unsee."	
    	
    
  	
    
  Julian	
    Neale	
    began	
    his	
    interest	
    in	
    roleplaying	
    games	
    with	
    the	
    
  classic	
     “red	
     box”	
     in	
     the	
     early	
     1980s,	
     then	
     quickly	
     progressed	
    
  onto	
    1e	
    AD&D	
    when	
    buying	
    the	
    Player’s	
    Handbook	
    from	
    none	
    
  other	
     than	
     Ian	
     Livingstone	
     and	
     Steve	
     Jackson	
     -­‐	
     of	
     Fighting	
    
  Fantasy	
    and	
    Games	
    Workshop	
    fame	
    -­‐	
    at	
    a	
    convention	
    in	
    London.	
    
  Julian	
    has	
    run	
    and	
    played	
    in	
    many	
    games	
    and	
    game	
    systems	
    over	
    
  the	
     years,	
     and	
     likes	
     writing	
     game	
     stuff	
     for	
     fun.	
     He	
     has	
    
  contributed	
    to	
    Dragon	
    magazine	
    and	
    the	
    Kingmaker	
    Adventure	
    
  Path	
    for	
    Paizo,	
    and	
    is	
    excited	
    to	
    work	
    with	
    Raging	
    Swan	
    Press.	
    
  Julian	
     currently	
     lives	
     in	
     the	
     north	
     of	
     England,	
     but	
     plans	
     to	
    
  relocate	
    further	
    south	
    in	
    the	
    future.	
    
  	
    
  David	
    Posener	
    adores	
    his	
    long-­‐suffering	
    wife	
    and	
    two	
    sons	
    
  who,	
    frankly,	
    have	
    no	
    idea	
    what	
    he’s	
    talking	
    about	
    most	
    of	
    the	
    
  time.	
     David	
     is	
     based	
     in	
     Sydney,	
     and	
     his	
     work	
     as	
     a	
     Logistics	
    
  Consultant,	
    much	
    to	
    his	
    disappointment,	
    contains	
    fewer	
    undead-­‐
  filled	
    warehouses	
    and	
    demon-­‐possessed	
    forklifts	
    than	
    he	
    was	
    led	
    
  to	
     believe.	
     David	
     started	
     gaming	
     with	
     the	
     book	
     Grey	
     Star	
     the	
    
  
  6	
    
  Wizard,	
    circa	
    1985,	
    back	
    when	
    we	
    eschewed	
    that	
    dice	
    business	
    
  and	
    goddamn	
    STABBED	
    out	
    random	
    numbers.	
    The	
    next	
    year,	
    he	
    
  received	
    the	
    D&D	
    Basic	
    Set	
    red	
    box	
    as	
    a	
    birthday	
    present	
    and	
    
  has	
    been	
    gaming	
    ever	
    since.	
    His	
    GMing	
    style	
    has	
    been	
    likened	
    to	
    
  a	
     horrible	
     Frankenstein	
     combination	
     of	
     historical	
     epic,	
     gritty	
    
  survival	
     horror	
     and	
     Flight	
     of	
     the	
     Concords-­‐style	
     song-­‐filled	
    
  whimsy.	
    	
    
  	
    
  He	
    is	
    yet	
    to	
    live	
    down	
    naming	
    a	
    NPC	
    “The	
    Crimea	
    Reaver”.	
    	
    
  	
    
  Martin	
    Tideswell	
    has	
    a	
    vivid	
    imagination	
    honed	
    by	
    years	
    of	
    
  playing	
    with	
    toy	
    soldiers	
    and	
    an	
    unhealthy	
    interest	
    in	
    vampires.	
    
  He	
     discovered	
     Dungeons	
     &	
     Dragons	
     at	
     the	
     age	
     of	
     11	
     and	
     the	
    
  rest,	
    as	
    they	
    say,	
    is	
    history...	
    
  	
    
  Martin	
     is	
     now	
     38	
     and	
     has	
     been	
     a	
     full-­‐time	
     newspaper	
    
  journalist	
    for	
    two	
    decades.	
    Through	
    high	
    school,	
    college,	
    house	
    
  moves,	
    job	
    changes,	
    marriage	
    and	
    the	
    arrival	
    of	
    children,	
    fantasy	
    
  roleplaying	
    has	
    been	
    his	
    one	
    constant.	
    Martin	
    lives	
    with	
    his	
    wife	
    
  Denise	
    and	
    his	
    two	
    adorable	
    daughters	
    –	
    Lois	
    and	
    Mina	
    –	
    in	
    a	
    
  quiet	
    avenue	
    in	
    Wirral,	
    Merseyside.	
    In	
    the	
    box	
    room,	
    he	
    burns	
    
  the	
     midnight	
     oil	
     scripting	
     adventures	
     and	
     plotting	
     world	
    
  domination	
    and/or	
    immortality	
    by	
    nefarious	
    means.	
    
  	
    
  Jacob	
     Trier	
     has	
     been	
     a	
     book-­‐worm	
     since	
     before	
     he	
     could	
    
  walk.	
    Growing	
    up,	
    the	
    library	
    was	
    one	
    of	
    his	
    favorite	
    places,	
    and	
    
  his	
    love	
    of	
    fantasy	
    and	
    role-­‐playing	
    games	
    was	
    kindled	
    by	
    Sword	
    
  and	
     Sorcery	
     pick-­‐your-­‐path	
     books	
     and	
     Dragonlance	
     novels.	
     At	
    
  age	
     ten,	
     he	
     got	
     his	
     hands	
     on	
     the	
     AD&D	
     2nd	
     edition	
     Players	
    
  Handbook,	
     and	
     he	
     has	
     been	
     a	
     gamer	
     ever	
     since.	
     His	
     singular	
    
  claim	
     to	
     fame	
     was	
     an	
     unsuccessful	
     run	
     at	
     the	
     title	
     of	
     RPG	
    
  Superstar	
    in	
    2012.	
    
  	
    
  When	
     he	
     isn’t	
     slaying	
     trolls	
     or	
     guiding	
     his	
     players	
     towards	
    
  certain	
    death	
    and	
    dismemberment,	
    he’s	
    busy	
    playing	
    the	
    roles	
    of	
    
  father	
    and	
    husband.	
    He	
    and	
    his	
    lovely	
    wife	
    are	
    the	
    proud	
    parents	
    
  of	
    two	
    lively	
    sons,	
    both	
    future	
    gamers	
    if	
    their	
    dad	
    has	
    anything	
    
  to	
    say	
    about	
    it.	
    Trained	
    as	
    a	
    journalist,	
    he	
    pays	
    the	
    bills	
    handling	
    
  communication	
    at	
    a	
    local	
    Social	
    and	
    Health	
    Care	
    College.	
    He	
    lives	
    
  near	
    Aarhus,	
    Denmark.	
    
  	
    
  Josh	
    Vogt	
    is	
    a	
    full-­‐time	
    freelance	
    writer	
    and	
    editor.	
    He	
    works	
    
  with	
     a	
     variety	
     of	
     RPG	
     developers	
     and	
     publishers	
     and	
     has	
     sold	
    
  fiction	
    to	
    Paizo's	
    Pathfinder	
    Tales,	
    Grey	
    Matter	
    Press,	
    the	
    UFO2	
    
  &	
    UFO3	
    anthologies,	
    Intergalactic	
    Medicine	
    Show	
    and	
    Shimmer,	
    
  among	
     others.	
     His	
     upcoming	
     debut	
     fantasy	
     novel	
     is	
     also	
     with	
    
  Paizo's	
     Pathfinder	
     Tales.	
     You	
     can	
     find	
     him	
     at	
    JRVogt.com	
    or	
    
  @JRVogt.	
    He	
    is	
    made	
    out	
    of	
    meat."	
    
  	
    
  Nicholas	
     Wasko	
     is	
     a	
     soon-­‐to-­‐be	
     doctor	
     currently	
     at	
     the	
    
  University	
    of	
    Connecticut	
    School	
    of	
    Medicine.	
    He	
    devotes	
    most	
    
  of	
    his	
    time	
    to	
    his	
    academics,	
    pursuing	
    interests	
    in	
    neuroscience	
    
  and	
    stem	
    cell	
    research.	
    When	
    not	
    studying,	
    Nick	
    enjoys	
    reading,	
    
  writing,	
     exploring	
     the	
     wilderness	
     with	
     his	
     girlfriend,	
     and	
    
  performing	
    improvisational	
    comedy	
    -­‐	
    all	
    of	
    which	
    synergize	
    with	
    
  his	
    love	
    for	
    the	
    Pathfinder	
    RPG.	
    He	
    has	
    spent	
    the	
    past	
    four	
    years	
    
  designing	
    a	
    homebrew	
    campaign	
    setting	
    with	
    his	
    identical	
    twin	
    
  brother	
     Chris,	
     and	
     recently	
     started	
     exploring	
     freelance	
     design.	
    
  Nick	
     is	
     delighted	
     to	
     be	
     making	
     his	
     professional	
     writing	
     debut	
    
  with	
     Raging	
     Swan	
     Press,	
     and	
     is	
     looking	
     forward	
     to	
     more	
    
  opportunities	
    to	
    contribute	
    to	
    the	
    Pathfinder	
    RPG	
    community.	
    
  	
    
  Mike	
    Welham	
    has	
    been	
    gaming	
    off-­‐and-­‐on	
    for	
    over	
    30	
    years.	
    
  While	
     he	
     has	
     played	
     using	
     numerous	
     game	
     systems,	
     he	
     has	
    
  always	
     had	
     a	
     fondness	
     for	
     Dungeons	
     &	
     Dragons	
     and	
     its	
    
  offshoots.	
    The	
    third	
    edition	
    of	
    Dungeons	
    &	
    Dragons	
    renewed	
    a	
    
  flagging	
     interest	
     in	
     roleplaying	
     games,	
     but	
     the	
     introduction	
     of	
    
  Pathfinder	
     sparked	
     a	
     long-­‐dormant	
     desire	
     to	
     write	
     for	
    
  roleplaying	
     games.	
     Mike	
     has	
     written	
     for	
     Clockwork	
     Gnome	
    
  Publishing,	
    Open	
    Design,	
    Paizo,	
    and	
    Rite	
    Publishing,	
    and	
    (much	
    
  to	
    his	
    surprise)	
    he	
    won	
    Paizo’s	
    RPG	
    Superstar	
    contest	
    in	
    2012.	
    He	
    
  is	
     quite	
     happy	
     with	
     the	
     prospect	
     of	
     his	
     first	
     publication	
     with	
    
  Raging	
    Swan	
    Press.	
    	
    
  	
    
  Mike	
     lives	
     in	
     Kernersville,	
     North	
     Carolina,	
     with	
     his	
     ever-­‐
  patient	
     wife,	
     two	
     roleplaying	
     game-­‐savvy	
     children	
     (one	
     has	
    
  started	
    his	
    university	
    career,	
    however),	
    a	
    puggle,	
    three	
    cats	
    and	
    
  a	
    turtle.	
    He	
    believes	
    the	
    solution	
    to	
    the	
    impending	
    empty	
    nest	
    
  syndrome	
    will	
    be	
    to	
    allow	
    more	
    creatures	
    of	
    his	
    imagination	
    to	
    
  make	
    themselves	
    at	
    home.	
    
  	
    
  Brian	
     Mønster	
     Wiborg	
     hails	
     from	
     Denmark	
     the	
     ancient	
    
  Viking	
     kingdom,	
     where	
     he	
     lives	
     with	
     his	
     overbearing	
     wife	
     and	
    
  two	
     young	
     sons,	
     whom	
     he	
     trains	
     to	
     be	
     wizards,	
     although	
     it	
    
  seems	
     that	
     a	
     bard	
     and	
     a	
     barbarian	
     is	
     most	
     likely	
     result	
     of	
     his	
    
  manipulation.	
    	
    He	
    has	
    played	
    RPGs	
    since	
    1990	
    and	
    has	
    tried	
    a	
    
  variety	
    from	
    AD&D,	
    Call	
    of	
    Cthulhu,	
    TMNT,	
    and	
    Star	
    Wars,	
    the	
    
  old	
     D6	
     version	
     mind	
     you,	
     not	
     the	
     modern	
     D20.	
     Today	
     it	
     is	
    
  Pathfinder	
    he	
    mainly	
    plys	
    his	
    evil	
    trade	
    in.	
    	
    
  	
    
  He	
    started	
    GM’ing	
    mainly	
    because	
    he	
    thought	
    the	
    dungeons	
    
  he	
    explored	
    were	
    built	
    by	
    kind-­‐hearted	
    souls,	
    he	
    was	
    convinced	
    
  that	
    a	
    trap	
    should	
    aim	
    to	
    kill	
    or	
    at	
    least	
    seriously	
    maim,	
    because	
    
  why	
    else	
    would	
    you	
    bother	
    with	
    using	
    the	
    trap	
    to	
    protect	
    yours	
    
  precious	
     dungeon?	
     This	
     idea	
     was	
     sparked	
     by	
     his	
     exposure	
     to	
    
  Grimtooth	
     the	
     Troll	
     and	
     his	
     magnificent	
     traps.	
     He	
     has	
     been	
    
  called	
    an	
    evil	
    GM	
    but	
    he	
    usually	
    just	
    replies	
    “I	
    am	
    a	
    realistic	
    GM,	
    
  and	
    you	
    take	
    65	
    points	
    of	
    damage,	
    so	
    roll	
    up	
    a	
    new	
    character!”	
    
  Apart	
    from	
    rpgs	
    he	
    also	
    enjoys	
    everything	
    Sword	
    and	
    Sorcery	
    be	
    
  it	
    books,	
    comics,	
    RPGs,	
    or	
    movies,	
    especially	
    Conan.	
    
  	
    
  Daron	
     Woodson	
     is	
     a	
     published	
     (self-­‐	
     and	
     otherwise)	
     third-­‐
  party	
     author	
     for	
     the	
     Pathfinder	
     Roleplaying	
     Game	
     by	
     Paizo	
    
  Publishing,	
     LLC.	
     In	
     addition	
     to	
     over	
     six	
     years	
     of	
     administrative	
    
  writing	
    experience,	
    Daron	
    has	
    authored	
    over	
    one	
    hundred	
    high-­‐
  rated	
     and	
     well-­‐reviewed	
     products	
     under	
     the	
     trade	
     name	
    
  Abandoned	
     Arts,	
     and	
     also	
     works	
     as	
     a	
     freelance	
     author	
     and	
    
  content	
     editor	
     for	
     several	
     other	
     third-­‐party	
     PFRPG	
     publishers,	
    
  and	
    for	
    online	
    writing	
    services	
    like	
    Scripted	
    and	
    Writer	
    Access.	
    
  Daron	
     lives	
     in	
     Jacksonville,	
     Florida,	
     and	
     spends	
     the	
     majority	
     of	
    
  his	
    efforts	
    there	
    avoiding	
    any	
    direct	
    contact	
    with	
    the	
    sunlight.	
    
  	
    
  
  7	
    
  	
    
   
  
  8	
    
  F O R E W O R D  
  Welcome	
    
  to	
    
  GM’s	
    
  Monthly	
    
  Miscellany:	
    
  Compendium	
    2015!	
    	
    
  	
    
  2015	
    has	
    been	
    an	
    excellent	
    year	
    for	
    Raging	
    
  Swan	
     Press.	
     I’ve	
     been	
     delighted	
     with	
     the	
    
  progress	
     we	
     are	
     making	
     and	
     I’m	
     looking	
    
  forward	
    immensely	
    to	
    2016.	
    	
    
  	
    
  A	
     huge	
     part	
     of	
     our	
     success	
     this	
     year	
     has	
    
  been	
    
  our	
    
  Patreon	
    
  campaign.	
    
  We	
    
  launched	
     the	
     campaign	
    
  in	
    March	
    and	
    already	
    (at	
    time	
    of	
    writing)	
    almost	
    80	
    people	
    have	
    
  signed	
     up.	
     They	
     get	
     our	
     books	
     earlier	
     and	
     cheaper.	
     In	
     return,	
    
  those	
     80	
     people	
     have	
     changed	
     the	
     way	
     Raging	
     Swan	
     Press	
    
  operates.	
     At	
     the	
     start	
     of	
     the	
     year,	
     we	
     were	
     paying	
     our	
    
  freelancers	
    one	
    cent	
    a	
    word.	
    Now,	
    we	
    are	
    paying	
    seven	
    cents	
    a	
    
  word.	
    That’s	
    an	
    epic	
    achievement	
    and	
    one	
    of	
    which	
    I’m	
    insanely	
    
  proud.	
    I	
    can’t	
    wait	
    to	
    hit	
    out	
    next	
    milestones;	
    next	
    up	
    is	
    paying	
    
  our	
    artists	
    and	
    cartographers	
    more!	
    If	
    you	
    want	
    to	
    learn	
    more	
    
  about	
     the	
     campaign—and	
     I	
     hope	
     you	
     do—head	
     on	
     over	
     to	
    
  patreon.com	
    and	
    search	
    for	
    Raging	
    Swan	
    Press.	
    	
    
  	
    
  In	
     other	
     news,	
     2016	
     will	
     see	
     Raging	
    
  Swan	
     Press	
     move	
     into	
     new	
     exciting	
    
  areas.	
     While	
     our	
     plans	
     are	
     still	
     being	
    
  laid—if	
    you	
    know	
    me,	
    you’ll	
    know	
    I	
    plot	
    
  and	
     plan	
     at	
     great	
     length—I’m	
     looking	
    
  forward	
    
  immensely	
    
  to	
    
  making	
    
  some	
    
  announcements	
    in	
    January.	
    	
    
  Next	
    year	
    will	
    also	
    see	
    more	
    details	
    of	
    Ashlar	
    
  and	
    
  the	
    
  megadungeon	
    
  Gloamhold	
    
  emerge	
     from	
     my	
     fevered	
     imagination.	
    
  I’ve	
     been	
     doing	
     a	
     fair	
     bit	
     of	
     work	
     on	
     the	
     surrounding	
    
  area—Ashlar—and	
     it’s	
     various	
     communities	
     and	
     much	
     of	
     this	
    
  material	
    will	
    feature	
    in	
    the	
    Village	
    Backdrop	
    line.	
    Some	
    will	
    also	
    
  make	
    it	
    into	
    the	
    Places	
    of	
    Power	
    line	
    (I	
    strongly	
    suspect)	
    To	
    top	
    
  all	
    that	
    off,	
    I’m	
    in	
    the	
    process	
    of	
    writing	
    several	
    adventures	
    set	
    in	
    
  the	
    surrounding	
    area.	
    2016	
    will	
    be	
    a	
    busy	
    design	
    year	
    for	
    me—I	
    
  can’t	
    wait!	
    
  	
    
  In	
    any	
    event,	
    I	
    hope	
    you	
    enjoy	
    this	
    GM’s	
    Monthly	
    Miscellany	
    
  compilation.	
    More	
    importantly,	
    I	
    hope	
    you	
    find	
    it	
    useful	
    and	
    that	
    
  the	
    material	
    within	
    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.	
    
  	
    
  	
    
  November,	
    2015.	
    
  	
    
   
  
  9	
    
   
   
   
   
   
   
   
   
   
   
  ADVICE ARTICLES 
   
  
  10	
    
  G A M I N G  A D V I C E :  H O W  T O  M A K E  A N  O L D  S C H O O L  C H A R A C T E R  
  If	
    you	
    want	
    an	
    Old	
    School	
    feel	
    to	
    your	
    Pathfinder	
    Roleplaying	
    Game	
    you’ve	
    got	
    to	
    go	
    back	
    to	
    the	
    very	
    beginning…	
    
  I’ve	
    talked	
    a	
    lot	
    recently	
    about	
    the	
    Old	
    School	
    style	
    of	
    play	
    and	
    
  my	
    desire	
    to	
    marry	
    it	
    with	
    the	
    Pathfinder	
    Roleplaying	
    Game	
    in	
    
  my	
    design	
    of	
    Gloamhold.	
    One	
    thing	
    it’s	
    important	
    to	
    remember	
    
  about	
     Old	
     School	
     play	
     is	
     that	
     the	
    experience	
    starts	
     way	
     before	
    
  party’s	
    first	
    dungeon.	
    If	
    you	
    are	
    going	
    to	
    do	
    Old	
    School	
    properly,	
    
  you’ve	
    got	
    to	
    start	
    with	
    character	
    generation.	
    
  	
    
  	
    
  With	
    
  that	
    
  in	
    
  mind,	
    
  I’ve	
    
  roughed	
    
  out	
    
  some	
    
  Old	
    
  School	
    guidelines	
     for	
     use	
     in	
    Gloamhold	
     and	
     Old	
     School	
     style	
    
  play.	
    These	
    rules	
    in	
    no	
    way	
    support	
    optimisation	
    or	
    min/maxing	
    
  —	
    to	
    a	
    certain	
    degree	
    you	
    are	
    at	
    the	
    mercy	
    of	
    the	
    dice.	
    This	
    has	
    
  some	
    upsides,	
    and	
    it	
    has	
    some	
    downsides:	
    
  § 
  Upside:	
    Character	
    generation	
    is	
    quicker,	
    as	
    players	
    have	
    fewer	
    
  choices	
    to	
    make.	
    
  § 
  Downside:	
     Characters	
     are	
     not	
    optimised;	
    they	
     are	
     less	
    
  effective	
     than	
     those	
     created	
     using	
    more	
     modern	
    methods.	
     A	
    
  GM	
    should	
    keep	
    this	
    in	
    mind	
    when	
    crafting	
    adventures.	
    
  § 
  Upside:	
     Characters	
     are	
    mechanically	
     similar;	
     thus	
     their	
    
  personas	
     becomes	
     much	
     more	
    important	
     in	
    differentiating	
    
  them	
    from	
    their	
    fellows.	
    This	
    promotes	
    roleplaying.	
    
  § 
  Downside:	
    Characters	
    develop	
    more	
    organically	
    and	
    are	
    not	
    as	
    
  designed	
     as	
     with	
     other	
    methods.	
     This	
     can	
    lead	
     to	
     an	
    
  unbalanced	
     party,	
     as	
     it	
     removes	
     some	
     of	
     the	
     choices	
     from	
    
  the	
    generation	
    process.	
    
  § 
  Upside:	
    Characters	
    are	
    more	
    rounded	
    because	
    the	
    player	
    isn’t	
    
  assigning	
     scores	
     to	
     attributes.	
    With	
     this	
    method,	
     there	
     is	
     no	
    
  such	
    thing	
    as	
    a	
    dump	
    stat.	
    
  For	
    this	
    method	
    of	
    character	
    generation,	
    use	
    only	
    the	
    options	
    
  presented	
    in	
    the	
    Pathfinder	
    Roleplaying	
    Game	
    Core	
    Rulebook.	
    
  A	
     close	
     reading	
     of	
     the	
     rules	
     below	
    will	
     undoubtedly	
     show	
     I	
    
  have	
    done	
    away	
    with	
    certain	
    aspects	
    of	
    Old	
    School	
    character	
    
  generation.	
    
  In	
    
  particular,	
    
  I	
    
  don’t	
    
  include	
    
  class	
    
  restrictions	
    for	
     demi-­‐humans	
     or	
     racial	
     prerequisites;	
     I	
    
  wasn’t	
    wildly	
    keen	
    on	
    those	
    in	
    the	
    Good	
    Old	
    Days	
    and	
    I’m	
    
  still	
    not	
    wildly	
    keen	
    on	
    them	
    now!	
    
  S T A T  G E N E R A T I O N  
  Point	
     buy	
     is	
     not	
     Old	
     School.	
     In	
     Old	
     School	
    
  you	
    roll	
    your	
    stats	
    and	
    you	
    assign	
    them	
    in	
    
  the	
     order	
     you	
     rolled.	
    You’ve	
     got	
    
  two	
    options:	
    
  § 
  Old	
     School:	
     4d6	
     drop	
     the	
    
  lowest,	
    in	
    order.	
    
  § 
  Hardcore	
    Old	
    School:	
    3d6,	
    in	
    
  order.	
    
  If	
     your	
     character	
     has	
     an	
     overall	
     negative	
     stat	
    modifier,	
     discard	
    
  the	
    character	
    and	
    re-­‐roll	
    (unless	
    you	
    don’t	
    want	
    to).	
    
  C H O O S E  C L A S S  A N D  R A C E  
  Choose	
     your	
     race	
     and	
     class	
     as	
     normal,	
     and	
     apply	
     the	
    relevant	
    
  racial	
    modifiers.	
    
  	
    
  Hardcore	
     Old	
     School:	
     If	
     you	
     want	
     a	
     hardcore	
    Old	
     School	
    
  experience,	
    use	
    the	
    following	
    class	
    prerequisites:	
    
  § 
  Barbarian:	
    Str	
    13,	
    Dex	
    13,	
    Con	
    13	
    
  § 
  Bard:	
    Dex	
    12,	
    Int	
    10,	
    Cha	
    15	
    
  § 
  Cleric:	
    Wis	
    10	
    
  § 
  Druid:	
    Wis	
    12,	
    Cha	
    15	
    
  § 
  Fighter:	
    Str	
    9	
    
  § 
  Monk:	
    Str	
    15,	
    Dex	
    15,	
    Con	
    11,	
    Wis	
    15	
    
  § 
  Paladin:	
    Str	
    12,	
    Con	
    9,	
    Wis	
    13,	
    Cha	
    17	
    
  § 
  Ranger:	
    Str	
    13,	
    Dex	
    13,	
    Con	
    14,	
    Wis	
    14	
    
  § 
  Rogue:	
    Dex	
    9	
    
  § 
  Sorcerer:	
    Cha	
    12	
    
  § 
  Wizard:	
    Int	
    10	
    (universalist),	
    Int	
    13	
    (abjurer,	
    conjurer	
    et	
    al)	
    	
    
  These	
     prerequisite	
     limit	
     your	
     choices	
    somewhat,	
     and	
     result	
     in	
    
  most	
     adventurers	
     becoming	
     clerics,	
    fighters,	
    rogues	
     or	
     wizards.	
    
  This	
     it	
     turn	
     means	
     characters	
     qualifying	
    for	
     classes	
     such	
     as	
    
  barbarian,	
     paladin,	
     monk	
    and	
     so	
     on	
     are	
     exceptional	
     folk.	
    Even	
    
  sorcerers,	
     rangers	
     and	
     druids	
     are	
     special	
    
  people.	
     I	
     personally	
     like	
     this	
    approach,	
    
  because	
    when	
    everyone	
    is	
    special	
    no	
    one	
    is	
    
  special.	
     However,	
     it	
     removes	
     even	
     more	
    
  choice	
     from	
    character	
     generation,	
     which	
    
  may	
    not	
    be	
    to	
    everyone’s	
    taste.	
    
  	
    
  Halfway	
    House:	
    Alternatively,	
    you	
    could	
    
  tweak	
     the	
     above	
     prerequisites	
     slightly.	
    
  Bonuses	
     for	
     high	
     abilities	
    scores	
    start	
     much	
    
  lower	
     in	
     3rd	
     edition	
     et	
     al,	
     than	
     in	
     earlier	
    
  versions	
    
  of	
    
  the	
    game.	
    
  For	
    
  example	
    
  a	
    
  Strength	
    score	
     of	
     17	
     gives	
     a	
     +1	
     to	
     hit	
     in	
     1st	
    
  edition,	
    but	
    a	
    +3	
    in	
    Pathfinder.	
    With	
    this	
    in	
    
  mind,	
    
  some	
    
  of	
    
  the	
    
  higher	
    prerequisites	
    
  could	
    be	
    
  reduced	
    
  by	
    
  2	
    
  or	
    
  4	
    
  points	
    
  (depending	
    on	
    your	
    preference).	
    
   
   
  
  11	
    
  S K I L L S  
  Your	
    character	
    probably	
    had	
    a	
    job	
    or	
    trade	
    before	
    he	
    became	
    an	
    
  adventurer.	
     Perhaps	
     he	
     worked	
     with	
     his	
    family	
     in	
     the	
     fields	
     or	
    
  was	
    apprenticed	
    to	
    a	
    craftsman.	
    To	
    simulate	
    this,	
    spend	
    a	
    free	
    
  skill	
    point	
    on	
    a	
    Craft	
    or	
    Profession	
    skill	
    to	
    account	
    for	
    his	
    early	
    
  training.	
    
  	
    
  Hardcore	
     Old	
     School:	
     If	
     you’d	
     rather,	
     you	
    can	
     randomly	
    
  determine	
     which	
     background	
     skill	
    your	
     character	
     knows.	
     Roll	
    
  a	
    d20:	
    
  1. 
  Craft	
    (armour)	
    
  2. 
  Craft	
    (weapons)	
    
  3. 
  Profession	
    (farmer,	
    fisherman	
    or	
    miller)	
    
  4. 
  Profession	
    (architect,	
    engineer	
    or	
    scribe)	
    
  5. 
  Craft	
    (jewellery)	
    
  6. 
  Craft	
    (baker,	
    brewer	
    or	
    butcher)	
    
  7. 
  Craft	
    (carpentry	
    or	
    stonemasonry)	
    
  8. 
  Profession	
    (miner)	
    
  9. 
  Profession	
    (sailor)	
    
  10. 
  Profession	
    (merchant/trader)	
    
  11. 
  Profession	
    (carter)	
    
  12. 
  Craft	
    (tailor,	
    leatherworker	
    or	
    cobbler)	
    
  13. 
  Craft	
    (artist:	
    paintings	
    or	
    sculptor)	
    
  14. 
  Handle	
    Animal	
    
  15. 
  Heal	
    
  16. 
  Perform	
    (choose	
    any	
    one)	
    
  17. 
  Craft	
    (choose	
    any	
    one)	
    
  18. 
  Profession	
    (choose	
    any	
    one)	
    
  19. 
  No	
    skill	
    of	
    measurable	
    worth	
    
  20. 
  Roll	
    twice	
    on	
    this	
    table;	
    ignore	
    this	
    result	
    hereafter	
    
  Knowing	
     what	
     your	
     character	
     did	
     before	
     he	
     became	
    
  an	
    adventurer	
     might	
     give	
     you	
     an	
     insight	
     into	
     why	
     he	
    took	
     up	
    
  such	
    a	
    danger-­‐filled	
    life.	
    Perhaps	
    a	
    gambler	
    adventures	
    to	
    clear	
    
  his	
     debts	
     while	
     a	
    merchant	
     or	
    trader	
     could	
     have	
     become	
    
  fascinated	
     with	
     foreign	
     cultures	
    and	
     travelling.	
     Similarly,	
     your	
    
  character	
    could	
    have	
    hated	
    his	
    profession	
    or	
    trade	
    so	
    much	
    he	
    
  became	
    an	
    adventurer	
    to	
    escape	
    it.	
    Alternatively,	
    he	
    could	
    have	
    
  been	
    so	
    bad	
    at	
    his	
    previous	
    job	
    his	
    master	
    threw	
    him	
    out	
    onto	
    
  the	
     streets;	
    with	
     no	
     other	
     options	
     the	
    life	
     of	
     an	
     adventurer	
    
  beckoned.	
    
  S T A R T I N G  W E A L T H  A N D  G E A R  
  Roll	
     your	
     starting	
     gold	
     as	
     normal.	
     To	
     add	
    
  depth	
    
  and	
    detail	
    
  to	
    
  this	
    
  facet	
    
  of	
    
  character	
     generation	
     consider	
    how	
     he	
    
  came	
    into	
    these	
    funds.	
    
  	
    
  When	
    buying	
    gear:	
    
  § 
  Don’t	
     buy	
     anything	
     from	
     the	
     Special	
    Substances	
     and	
     Items	
    
  table.	
    
  § 
  Don’t	
    buy	
    any	
    cold	
    iron,	
    mithral	
    or	
    adamantine	
    items.	
    
  § 
  Be	
     sure	
     to	
     buy	
     the	
     staples	
     of	
     dungeoning	
    equipment:	
     rope,	
    
  pitons,	
     flasks	
     of	
     oil,	
     a	
     light	
     source	
    and	
     so	
     on.	
     If	
     you’d	
    rather	
    
  skip	
    this	
    step,	
    buy	
    one	
    of	
    these	
    equipment	
    bundles.	
    
  § 
  Keep	
     10%	
     of	
     your	
     wealth	
     back	
     for	
     in-­‐game	
    expenses.	
     This	
    
  money	
     could	
     be	
     spent	
     on	
     bribes,	
    fines	
     and	
     taxes	
     and	
     (of	
    
  course)	
    paying	
    your	
    hirelings’	
    or	
    specialist’s	
    wages	
    and	
    fees.	
    
  E X A M P L E  A D V E N T U R I N G  P A R T I E S  
  Just	
    for	
    fun,	
    I’ve	
    rolled	
    up	
    two	
    starting	
    adventuring	
    parties	
    using	
    
  this	
    system.	
    I	
    haven’t	
    fully	
    fleshed	
    out	
    these	
    characters,	
    but	
    they	
    
  still	
    give	
    you	
    a	
    sense	
    of	
    the	
    kind	
    of	
    group	
    you	
    could	
    expect	
    to	
    see	
    
  adventuring	
    in	
    Gloamhold.	
    I	
    picked	
    a	
    group	
    size	
    of	
    six	
    for	
    these	
    
  groups	
    as	
    I	
    have	
    six	
    players	
    in	
    my	
    home	
    campaign.	
    
  G R O U P  1 :  H A R D C O R E  O L D  S C H O O L  
  § 
  Etune	
    Lightstep	
    (NG	
    female	
    halfling	
    rogue	
    1;	
    Str	
    9,	
    Dex	
    14,	
    Con	
    
  9,	
    Int	
    7,	
    Wis	
    12,	
    Cha	
    16;	
    Profession	
    [gambler])	
    
  § 
  Aldal	
    Garsten	
    (NG	
    male	
    dwarf	
    fighter;	
    Str	
    15,	
    Dex	
    13,	
    Con	
    12,	
    
  Int	
    10,	
    Wis	
    12,	
    Cha	
    8;	
    Profession	
    [miner])	
    
  § 
  Ylermi	
    Rantanen	
    (LG	
    male	
    human	
    wizard	
    [evoker]	
    1;	
    Str	
    9,	
    Dex	
    
  12,	
    Con	
    7,	
    Int	
    16,	
    Wis	
    10,	
    Cha	
    10;	
    Craft	
    [jewellery])	
    
  § 
  Firatis	
    Natityrr	
    (CG	
    female	
    half-­‐elf	
    bard	
    1;	
    Str	
    8,	
    Dex	
    15,	
    Con	
    7,	
    
  Int	
    12,	
    Wis	
    11,	
    Cha	
    15;	
    Profession	
    [carter])	
    
  § 
  Ilari	
     Eskola	
    (LG	
     male	
     human	
    cleric	
     [Darlen]	
     1;	
     Str	
     14,	
     Dex	
     8,	
    
  Con	
    15,	
    Int	
    9,	
    Wis	
    17,	
    Cha	
    13;	
    Profession	
    [architect])	
    
  § 
  Aune	
    Pasanen	
    (CG	
    female	
    wizard	
    [universalist]	
    1;	
    Str	
    5,	
    Dex	
    11,	
    
  Con	
    10,	
    Int	
    16,	
    Wis	
    12,	
    Cha	
    8;	
    Craft	
    [tailor])	
    
  G R O U P  2 :  O L D  S C H O O L  
  § 
  Amallaemar	
     Uthliavar	
    (NG	
     female	
     half-­‐elf	
    wizard;	
     Str	
     9,	
     Dex	
    
  10,	
    Con	
    8,	
    Int	
    15,	
    Wis	
    11,	
    Cha	
    11;	
    Craft	
    [sculptor])	
    
  § 
  Elgal	
    Torsten	
    (NG	
    male	
    dwarf	
    rogue	
    1;	
    Str	
    8,	
    Dex	
    16,	
    Con	
    13,	
    
  Int	
    13,	
    Wis	
    16,	
    Cha	
    10;	
    Profession	
    [engineer])	
    
  § 
  Urmas	
    Lankinen	
    (LG	
    male	
    human	
    cleric	
    [Darlen]	
    1;	
    Str	
    12,	
    Dex	
    
  13,	
    Con	
    11,	
    Int	
    13,	
    Wis	
    18,	
    Cha	
    16;	
    Craft	
    [armour])	
    
  § 
  Ogan	
    (NG	
    female	
    half-­‐orc	
    cleric	
    [Kalron]	
    1;	
    Str	
    14,	
    Dex	
    10,	
    Con	
    
  11,	
    Int	
    8,	
    Wis	
    15,	
    Cha	
    11;	
    Perform	
    [wind])	
    
  § Valto	
     Itkonen	
    (CG	
     male	
     human	
     barbarian	
    1;	
     Str	
     18,	
    
  Dex	
     14,	
     Con	
     14,	
     Int	
     14,	
     Wis	
     13,	
     Cha	
    
  11;	
    Profession	
    [merchant])	
    
  § Leneal	
    
  Ningel	
    (NG	
    
  female	
    
  gnome	
    
  druid	
    1;	
    Str	
    9,	
    Dex	
    9,	
    Con	
    17,	
    Int	
    13,	
    
  Wis	
    14,	
    Cha	
    16;	
    [Craft	
    [leather])]	
    
  
  12	
    
  G A M I N G  A D V I C E :  T O P  1 0  P A T H F I N D E R  R O L E P L A Y I N G  G A M E  A R G U M E N T S  
  Attacks	
    of	
    opportunity.	
    Cover.	
    Grapple.	
    Three	
    rules	
    that	
    can	
    strike	
    fear	
    into	
    the	
    hearts	
    of	
    players	
    and	
    GMs	
    alike	
    and	
    often	
    result	
    in	
    a	
    
  “spirited	
    discussion.”	
    
  	
    
  The	
     Pathfinder	
     Roleplaying	
     Game	
     is	
     a	
     complicated	
     game	
     and	
    
  rules	
    disagreements	
    are	
    inevitable.	
    Interpreting	
    some	
    rules	
    can	
    
  be	
     tricky.	
     Such	
     interpretations	
     can	
     cause	
     tempers	
    to	
     flair,	
    
  particularly	
     when	
     a	
     character’s	
     life	
     is	
     on	
     the	
     line.	
     It’s	
     been	
    
  my	
    experience,	
     though,	
     that	
     if	
     a	
     GM	
     knows	
     in	
     advance	
     what	
    
  likely	
     arguments	
     (or	
    “spirited	
     discussions”)	
     will	
     emerge	
     he	
     can	
    
  revise	
     those	
     particular	
     rules	
     so	
     he	
     can	
    offer	
     clear,	
     quick	
     and	
    
  decisive	
    rulings.	
    
  	
    
  In	
    no	
    particular	
    order,	
    here	
    are	
    the	
    top	
    ten	
    causes	
    of	
    arguments	
    
  I’ve	
    observed	
    in	
    Pathfinder	
    Roleplaying	
    Game	
    sessions:	
    
  § 
  Cover:	
     Does	
     the	
     target	
     have	
     cover?	
     How	
     do	
     we	
     determine	
    
  cover?	
    Is	
    it	
    soft	
    cover?	
    
  § 
  Attacks	
     of	
     Opportunity:	
     Did	
     that	
     action	
     trigger	
     an	
     attack	
    
  of	
    opportunity?	
     Did	
     the	
     PC’s	
     movement	
     provoke	
     an	
     attack?	
    
  Given	
    we	
    often	
    fight	
    mobile	
    battles	
    this	
    comes	
    up	
    a	
    lot.	
    
  § 
  Realism	
     vs.	
     Rules:	
     This	
     old	
     chestnut	
     normally	
     rears	
     its	
    
  ugly	
     head	
     when	
    a	
     player	
     wants	
     to	
     do	
     something	
    
  important	
    and	
    the	
    rules	
    are	
    not	
    to	
    his	
    liking.	
    
  § 
  Spell	
    Effects:	
    Unless	
    the	
    spell	
    is	
    very	
    basic	
    –	
    say	
    
  magic	
    missile	
    for	
    example	
    –	
    the	
    player	
    should	
    
  have	
    
  the	
    
  spell	
    
  description	
    
  readily	
    
  available.	
    Even	
    if	
    his	
    interpretation	
    is	
    correct,	
    
  taking	
    the	
    time	
    to	
    confirm	
    that	
    fact	
    if	
    someone	
    
  disagrees	
    is	
    wasted	
    time.	
    
  § 
  Unfair	
    GM	
    Tactics:	
    I	
    once	
    played	
    under	
    a	
    GM	
    
  who	
     	
    liked	
     to	
     coup	
     de	
    grace	
     fallen	
    
  PCs	
     even	
     if	
     the	
     battle	
     was	
     still	
    
  raging	
    
  and	
    
  the	
    
  villain	
    
  making	
    the	
    attack	
    was	
    under	
    
  attack	
    
  from	
    
  other	
    
  opponents.	
    This	
    caused	
    a	
    
  lot	
     of	
    bad	
     feeling	
     at	
     the	
    
  table.	
     Monsters	
     should	
    
  always	
    use	
    appropriate	
    
  combat	
    tactics	
    
  for	
    
  their	
    
  intelligence,	
    
  objectives	
    
  and	
    
  tactical	
    situation.	
    
  § 
  Combat	
    Manoeuvres:	
    For	
    some	
    reason,	
    bull	
    rush,	
    trip	
    etc.	
    still	
    
  slows	
     the	
    game	
     down.	
     I	
     know	
     the	
     process	
     got	
     simplified	
     in	
    
  Pathfinder,	
    but	
    it	
    still	
    causes	
    us	
    trouble.	
    Don’t	
    get	
    me	
    started	
    
  on	
    grapple.	
    
  § 
  Squeezing:	
    In	
    natural	
    caverns,	
    squeezing	
    or	
    not	
    is	
    often	
    a	
    pain.	
    
  If	
    the	
    GM	
    has	
    taken	
    the	
    time	
    to	
    draw	
    the	
    map	
    accurately	
    the	
    
  cavern	
     walls	
    wanders	
     through	
     squares	
     sometimes	
     making	
     it	
    
  unclear	
    what	
    is	
    a	
    full	
    square	
    and	
    what	
    isn’t.	
    
  § 
  Treasure	
    Distribution:	
    (Shockingly)	
    players	
    care	
    about	
    treasure	
    
  and	
    unless	
    everyone	
    gets	
    their	
    first	
    choice	
    item	
    from	
    the	
    haul	
    
  things	
    can	
    get	
    heated.	
    I	
    still	
    haven’t	
    tied	
    down	
    a	
    fair	
    method	
    of	
    
  distributing	
    treasure.	
    One	
    of	
    my	
    players	
    likes	
    to	
    sell	
    everything	
    
  and	
     then	
     divide	
     the	
     amount	
     of	
    gold	
     equally	
     among	
     the	
    
  PCs.	
    	
    I’m	
    not	
    a	
    fan	
    of	
    this	
    method	
    as	
    it	
    reduces	
    the	
    wonder	
    of	
    
  magic	
    items	
    to	
    mere	
    commodities.	
    
  § 
  My	
    Character	
    Would	
    Do	
    That:	
    I’ve	
    touched	
    on	
    this	
    before,	
    but	
    
  basically	
    if	
     you	
     put	
     the	
     feelings	
     of	
     your	
     pretend	
     character	
    
  above	
    those	
    of	
    an	
    actual	
    person	
    sitting	
    at	
    the	
    table	
    you	
    
  need	
    to	
    reappraise	
    your	
    priorities	
    
  (or	
    leave).	
    
  § Alignment:	
     It’s	
     very	
     rare	
     two	
    
  gamers	
    
  agree	
    
  completely	
    
  on	
    
  exactly	
    
  what	
    constitutes	
    
  lawful	
    
  good	
    
  (or	
    
  any	
    
  alignment’s)	
    
  behaviour.	
    
  Most	
    
  of	
    
  these	
    discussions	
    can	
    be	
    fun,	
    but	
    
  they	
    can	
    really	
    suck	
    time	
    out	
    of	
    
  the	
    game.	
    Given	
    there	
    is	
    no	
    
  right	
    
  answer	
    
  (except	
    
  whatever	
    
  the	
    
  GM	
    
  rules)	
    
  there’s	
    
  not	
    much	
    
  point	
    
  discussing	
     alignment	
    
  at	
    the	
    table	
    if	
    you	
    
  actually	
    
  want	
    
  to	
    
  get	
    any	
    
  gaming	
    done.	
    
  
  13	
    
  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.	
    
  	
    
   
  
  14	
    
  G M  A D V I C E :  H O W  E V E R N O T E  H E L P S  M E  O R G A N I S E  M Y  C A M P A I G N  
  For	
     the	
     last	
     four	
     months	
     or	
     so,	
     we’ve	
     been	
     playing	
     the	
    Shattered	
     Star	
     adventure	
     path	
    and	
     it’s	
    going	
     very	
     well.	
     As	
     always,	
     though,	
    
  campaign	
    prep	
    is	
    a	
    constant	
    struggle.	
    	
    
  	
    
  Like	
     you	
     (I	
     expect)	
     I’m	
     a	
     jolly	
     busy	
     gamer.	
     Family	
     life,	
     running	
    
  Raging	
     Swan	
     Press	
     and	
     my	
     near	
     obsession	
     with	
     running	
     all	
    
  conspire	
    to	
    constrain	
    the	
    amount	
    of	
    prep	
    time	
    I’ve	
    got	
    for	
    our	
    
  weekly	
    sessions.	
     To	
     stay	
     ahead	
     of	
     the	
     curve,	
     and	
     to	
     be	
     jolly	
    
  organised,	
    I	
    use	
    Evernote.	
    	
    
  	
    
  Evernote’s	
     got	
     loads	
     of	
     advantages	
     for	
     players	
     and	
     GMs	
     alike	
    
  and	
    I’m	
    finding	
    that	
    it’s	
    instrumental	
    in	
    keeping	
    my	
    campaign	
    on	
    
  track.	
    	
    
  	
    
  For	
     me,	
     using	
     Evernote	
     efficiently	
     is	
     all	
     about	
     clever	
     tagging.	
    
  Don’t	
     get	
     me	
     wrong,	
     the	
     search	
    function	
     in	
     Evernote	
     is	
    
  tremendously	
    powerful,	
    but	
    a	
    comprehensive	
    but	
    simple	
    list	
    of	
    
  tags	
    means	
     I	
     can	
     quickly	
     navigate	
     my	
     notes	
     and	
     find	
     what	
     I’m	
    
  looking	
    for—even	
    in	
    the	
    midst	
    of	
    a	
    session.	
    I	
    use	
    several	
    tags	
    to	
    
  organise	
    my	
    campaign	
    notes:	
    
  § 
  Shattered	
    Star:	
    I	
    apply	
    this	
    tag	
    to	
    every	
    note	
    relevant	
    to	
    the	
    
  campaign.	
    This	
    tends	
    to	
    mean	
    it	
    gets	
    applied	
    to	
    a	
    lot	
    of	
    notes,	
    
  but	
    it	
    also	
    means	
    I	
    can	
    quickly	
    scan	
    and	
    search	
    everything	
    that	
    
  might	
    apply	
    to	
    the	
    campaign.	
    It’s	
    all	
    there—effortlessly—on	
    a	
    
  single	
    screen.	
    
  § 
  Shattered	
     Star	
     Session	
     Summaries:	
     I	
     write	
     up	
     session	
    
  summaries	
     of	
     every	
     game	
     and	
    post	
     them	
     to	
     my	
     blog,	
     as	
     a	
    
  handy	
    record	
    of	
    the	
    campaign.	
    I	
    find	
    the	
    process	
    jolly	
    useful	
    
  in	
    ordering	
    my	
    thoughts	
    and	
    remembering	
    important	
    events	
    
  that	
    might	
    affect	
    upcoming	
    sessions.	
    My	
    players	
    read	
    them	
    
  as	
     well	
     to	
     refresh	
     their	
     memories	
     of	
     recent	
     events	
    
  before	
    the	
     next	
     session.	
     Having	
     them	
     in	
     Evernote—
  searchable—is	
    an	
    added	
    bonus.	
    
  § 
  Shattered	
    Star	
    PC:	
    I	
    use	
    this	
    tag	
    on	
    any	
    note	
    pertaining	
    
  to	
    the	
    PCs.	
    This	
    includes	
    (but	
    is	
    not	
    limited	
    to)	
    copies	
    
  of	
     their	
     character	
     sheets,	
     their	
     backgrounds	
     and	
    
  any	
    special	
    magic	
    items	
    or	
    plot	
    devices	
    I	
    might	
    
  have	
     designed	
     for	
     a	
     given	
     PC.	
     This	
     is	
    
  also	
    handy	
    if	
    a	
    player	
    can’t	
    make	
    it	
    to	
    a	
    session.	
    With	
    a	
    copy	
    of	
    
  his	
    character	
    sheet	
    ready	
    to	
    go,	
    I	
    can	
    hit	
    “print"	
    and	
    someone	
    
  else	
     can	
     run	
     the	
     character—meaning	
     the	
     party	
     doesn’t	
     lose	
    
  out	
     on	
     healing,	
    offensive	
     magic	
     or	
     whatever.	
     Worst-­‐case	
    
  scenario—and	
    we	
    are	
    playing	
    somewhere	
    without	
    a	
    printer—I	
    
  can	
     simply	
     share	
     the	
     note	
     with	
     the	
     relevant	
     player	
     and	
     they	
    
  can	
    run	
    the	
    character	
    straight	
    from	
    their	
    device.	
    
  § 
  Shattered	
    Star	
    NPC:	
    In	
    a	
    similar	
    vein	
    to	
    the	
    Shattered	
    Star	
    PC	
    
  tag,	
    I	
    use	
    this	
    tag	
    to	
    keep	
    track	
    of	
    important	
    NPCs.	
    I	
    can	
    add	
    
  important	
    notes,	
    their	
    statistics	
    and	
    so	
    on	
    to	
    a	
    note	
    and	
    have	
    it	
    
  close	
    at	
    hand.	
    If	
    I	
    suddenly	
    get	
    asked	
    a	
    question	
    about	
    an	
    NPC	
    
  who	
    hasn’t	
    appeared	
    for	
    several	
    sessions,	
    I	
    can	
    quickly	
    refer	
    to	
    
  my	
     note—and	
     not	
     spend	
     ages	
    leafing	
     through	
     the	
     module	
    
  trying	
    to	
    find	
    the	
    relevant	
    information.	
    	
    	
    
  § 
  Shattered	
     Star:	
     Module	
     Name:	
     I’ve	
     got	
     several	
     tags	
     named	
    
  after	
    the	
    various	
    modules	
    in	
    the	
    adventure	
    path.	
    Whether	
    I’m	
    
  designing	
     extra	
     encounters,	
     extra	
     dungeon	
     dressing	
    or	
     just	
    
  organising	
    my	
    session	
    summaries	
    these	
    are	
    handy	
    tags.	
    
  Now,	
    you	
    might	
    be	
    wondering	
    why	
    do	
    all	
    of	
    my	
    
  tags	
     start	
     with	
     “Shattered	
     Star”?	
     True,	
     it	
    
  does	
    make	
    
  the	
    
  tag	
    
  longer	
    
  and	
    
  somewhat	
    
  cumbersome,	
     but	
     it	
     means	
     they	
     all	
     appear	
     next	
     to	
    
  each	
    other	
    in	
    my	
    tag	
    list.	
    This	
    makes	
    finding	
    the	
    right	
    tag	
    
  much	
     quicker	
     than	
     if	
     I	
     had	
     to	
     search	
    through	
     the	
     entire	
    
  list.	
    	
    
  L E A R N I N G  M O R E  
  And	
    that’s	
    basically	
    how	
    I	
    use	
    Evernote	
    to	
    help	
    run	
    my	
    
  campaign.	
     I’ve	
     written	
     several	
     other	
     articles	
     about	
    
  Evernote	
    and	
    gaming.	
    If	
    you’d	
    like	
    to	
    read	
    them,	
    
  just	
    head	
    on	
    over	
    to	
    creightonbroadhurst.com	
    
  and	
    search	
    for	
    “Evernote”.	
    
  
  15	
    
  G M  A D V I C E :  H O W  T O  N A M E  T H E  R O A D S  I N  Y O U R  C A M P A I G N  
  Every	
    GM	
    I’ve	
    ever	
    met	
    names	
    the	
    various	
    villages,	
    towns	
    and	
    cities	
    in	
    his	
    campaign.	
    It’s	
    as	
    normal	
    and	
    natural	
    as	
    naming	
    a	
    world’s	
    rivers,	
    
  forests	
    and	
    mountain	
    ranges.	
    What	
    few	
    GMs	
    do,	
    however,	
    is	
    name	
    the	
    streets,	
    alleys	
    and	
    other	
    thoroughfares	
    of	
    their	
    settlements.	
    	
    
  	
    
  Don’t	
    get	
    me	
    wrong;	
    no	
    GM	
    has	
    the	
    time	
    to	
    name	
    every	
    road,	
    
  street	
    and	
    alley	
    in	
    a	
    given	
    town,	
    but	
    naming	
    a	
    few	
    helps	
    bring	
    
  the	
    settlement	
    alive	
    in	
    the	
    players’	
    minds.	
    For	
    example:	
    	
    
  § 
  Why	
    is	
    that	
    shady	
    lane	
    called	
    Dagger	
    Alley?	
    
  § 
  Why	
    is	
    that	
    road	
    called	
    Dead	
    Troll	
    Road?	
    	
    
  § 
  Is	
    it	
    worth	
    avoiding	
    Beggars'	
    Way?	
    
  § 
  Is	
    Temple	
    Avenue	
    a	
    good	
    place	
    to	
    find	
    magical	
    healing?	
    
  § 
  What	
    could	
    possibly	
    go	
    wrong	
    on	
    Cutthroat	
    Alley?	
    
  Such	
     questions	
     not	
     only	
     breathe	
     life	
     into	
     the	
     setting,	
     but	
     can	
    
  even	
    lead	
    to	
    interesting	
    minor	
    encounters	
    or	
    even	
    the	
    genesis	
    of	
    
  the	
    PCs'	
    next	
    adventure.	
    Adventurers	
    venturing	
    down	
    Cutthroat	
    
  Alley,	
     for	
     example,	
     deserve	
     everything	
     they	
     get	
     while	
     those	
    
  wandering	
     Market	
     Street	
     might	
     discover	
     a	
     bargain	
     or	
     hear	
     a	
    
  particularly	
    juicy	
    rumour.	
    	
    	
    
  N A M I N G  C O N V E N T I O N S  
  There	
    are	
    many	
    different	
    ways	
    a	
    road	
    could	
    be	
    named.	
    Here	
    are	
    
  a	
    few	
    of	
    the	
    most	
    common	
    styles:	
    	
    
  § 
  [Descriptor]	
     street/alley/lane:	
     Example,	
     Dagger	
     Lane,	
     North	
    
  Street	
    and	
    so	
    on.	
    
  § 
  Street	
    of	
    [Descriptor]:	
    Example,	
    Street	
    of	
    Swords,	
    Road	
    of	
    the	
    
  Dragon	
    and	
    so	
    on.	
    
  § 
  [Feature]	
     street/alley/lane:	
     Example,	
     Water	
     Street,	
     Church	
    
  Way	
    and	
    so	
    on.	
    
  § 
  [proper	
    
  name’s]	
    
  street/alley/lane:	
    
  Example,	
    
  Krorz’s	
    
  Promenade,	
    Sorn’s	
    Alley	
    and	
    so	
    on.	
    	
    
  § 
  [Race,	
    creature	
    or	
    monster]	
    street/alley/lane:	
    Example,	
    Giant’s	
    
  Street,	
    Orc	
    Alley	
    and	
    so	
    on.	
    
  T H I N G S  T O  N A M E  A  R O A D  A F T E R  
  Once	
     chosen,	
     a	
     name	
     can	
     enhance	
     a	
     town's	
     flavour	
     and	
    
  verisimilitude.	
     Roads	
     can	
     be	
     named	
     for	
     or	
     after	
     a	
     variety	
     of	
    
  features,	
    events	
    or	
    personalities.	
    For	
    example,	
    	
    	
    
  § 
  Major	
    Building	
    or	
    Urban	
    Feature:	
    If	
    a	
    road	
    runs	
    to	
    or	
    passed	
    
  an	
     important	
     urban	
     feature,	
     sometimes	
     the	
     road	
     becomes	
    
  known	
    by	
    that	
    feature.	
    For	
    example,	
    a	
    road	
    running	
    passed	
    the	
    
  lord’s	
     castle	
     may	
     be	
     known	
     as	
     Castle	
     Street,	
     while	
     a	
     road	
    
  festooned	
    with	
    temples	
    might	
    be	
    called	
    Temple	
    Way.	
    Streets	
    
  could	
    also	
    one	
    named	
    for	
    churches,	
    local	
    markets,	
    town	
    gates	
    
  and	
     so	
     on.	
     Similarly,	
     a	
     street	
     linking	
     the	
     town	
     to	
     a	
     nearby	
    
  village	
    may	
    become	
    known	
    by	
    the	
    name	
    of	
    the	
    village.	
    
  § 
  Business	
     Type:	
     In	
     an	
     urban	
     area,	
     businesses	
     often	
     cluster	
    
  together,	
     and	
     within	
     this	
     mercantile	
     district	
     sometimes	
    
  businesses	
     of	
     the	
     same	
     type	
     establish	
     themselves	
     nearby	
     to	
    
  one	
    another.	
    So,	
    for	
    example,	
    a	
    street	
    might	
    become	
    known	
    as	
    
  the	
    Street	
    of	
    the	
    Smiths	
    for	
    all	
    the	
    metalworkers	
    found	
    there.	
    	
    
  § 
  Proper	
    Name:	
    Perhaps	
    someone	
    famous	
    lived	
    or	
    once	
    lived	
    on	
    
  the	
     street.	
     Alternatively,	
     a	
     street	
     could	
     be	
     named	
     after	
     a	
    
  legendary	
    personage	
    thought	
    to	
    have	
    once	
    visited	
    the	
    area	
    or	
    
  even	
     someone	
     who	
     died	
     there.	
     Some	
     streets	
     could	
     even	
     be	
    
  named	
     after	
     deities	
     and	
     other	
     semi-­‐mythical	
     beings.	
    
  Additionally,	
     streets	
     could	
     be	
     named	
     after	
     important	
     local	
    
  families,	
    famed	
    bands	
    of	
    adventurers	
    and	
    so	
    on.	
    	
    
  § 
  Feature:	
    A	
    street	
    running	
    by	
    a	
    river	
    might	
    become	
    known	
    by	
    
  the	
     river’s	
     name—for	
     example,	
     Fleet	
     Walk—while	
     a	
     road	
    
  running	
    in	
    a	
    cardinal	
    direction	
    may	
    be	
    called	
    North	
    Street.	
    For	
    
  example,	
    in	
    my	
    hometown,	
    Abbey	
    Road	
    leads	
    toward	
    a	
    ruined	
    
  abbey,	
    Market	
    Street	
    still	
    hosts	
    a	
    market	
    and	
    Fleet	
    Walk	
    runs	
    
  over	
    the	
    River	
    Fleet	
    (which	
    now	
    flows	
    under	
    the	
    road).	
    Other	
    
  examples	
    could	
    include	
    Water	
    Street,	
    Marsh	
    Lane	
    and	
    so	
    on.	
    
  § 
  History:	
     Sometimes	
     streets	
     are	
     named	
     for	
     events.	
     Perhaps	
     a	
    
  troll	
     was	
     slain	
     on	
     Dead	
     Troll	
     Street	
     and	
     it	
     was	
     named	
     (or	
    
  renamed)	
    to	
    commemorate	
    the	
    event.	
    Alternatively,	
    a	
    street	
    
  could	
     be	
     named	
     after	
     a	
     prominent	
     local—perhaps	
     Culven’s	
    
  Way—or	
     for	
     some	
     feature	
     that	
     no	
     longer	
     exists	
     (or	
     which	
     is	
    
  now	
    buried	
    beneath	
    the	
    modern	
    town).	
    	
    
  § 
  Flavour:	
     If	
     the	
     party	
     head	
     down	
     Dagger	
     Alley	
     before	
     turning	
    
  into	
    Cutthroat	
    Lane	
    it’s	
    a	
    clear	
    indication	
    they	
    are	
    entering	
    an	
    
  unsavoury	
     part	
     of	
     town.	
     Similarly,	
     the	
     Street	
     of	
     Silks	
     likely	
    
  stands	
    in	
    a	
    nicer	
    part	
    of	
    town.	
    Street	
    names	
    are	
    a	
    quick	
    and	
    
  simple	
    way	
    to	
    impart	
    a	
    location’s	
    flavour.	
    	
    
  N O T  A L L  R O A D S  A R E  C R E A T E D  E Q U A L  
  When	
     naming	
     a	
     street,	
     road	
     or	
     alley	
     the	
     GM	
    should	
     be	
     aware	
    
  that	
    some	
    kinds	
    of	
    streets	
    occur	
    only	
    in	
    certain	
    parts	
    of	
    town.	
    
  For	
     example,	
     alleys	
     and	
     lanes	
     probably	
     don’t	
     have	
     much	
     of	
     a	
    
  place	
     in	
     the	
     posher	
     areas	
     while	
     boulevards	
     and	
     avenues—
  normally	
    wide,	
    tree-­‐lined	
    roads—have	
    no	
    place	
    in	
    the	
    slum.	
    	
    
  A  F I N A L  N O T E  
  The	
    information	
    in	
    this	
    article	
    can	
    easily	
    be	
    adapted	
    to	
    naming	
    
  the	
    streets	
    and	
    lanes	
    of	
    any	
    village	
    or	
    city—even	
    those	
    inhabited	
    
  by	
     nonhumans.	
     Remember,	
     even	
     a	
     small	
     village	
     with	
     only	
     two	
    
  streets	
    probably	
    has	
    names	
    for	
    both—otherwise	
    how	
    do	
    locals	
    
  get	
    around,	
    give	
    directions	
    to	
    travellers	
    and	
    so	
    on?	
    	
    	
    
  	
    
   
  
  16	
    
  G M  A D V I C E :  P U T T I N G  T H E  W O N D E R  B A C K  I N T O  W O N D R O U S  I T E M S  
  In	
     the	
     3rd	
     edition	
     of	
     the	
     world’s	
     most	
     popular	
     roleplaying	
     game,	
     magic	
     items	
     got	
     a	
     new	
     name.	
     They	
     were	
     now	
     called	
     wondrous	
    
  items.	
    Ironically,	
    with	
    the	
    name	
    change	
    they	
    became	
    anything	
    but	
    wondrous.	
    
  	
    
  For	
    me,	
    the	
    big	
    problem	
    with	
    magic	
    items	
    in	
    3rd	
    edition	
    was	
    that	
    
  they	
    became	
    nothing	
    more	
    than	
    a	
    commodity	
    to	
    be	
    bought	
    and	
    
  sold	
     at	
     the	
     PCs’	
     whim.	
     Even	
     with	
     the	
     move	
     to	
     the	
    Pathfinder	
    
  Roleplaying	
    Game,	
    this	
    state	
    of	
    affairs	
    has	
    essentially	
    stayed	
    the	
    
  same.	
    If	
    a	
    magic	
    item’s	
    price	
    is	
    equal	
    or	
    less	
    than	
    an	
    settlement’s	
    
  base	
     value,	
     there	
     is	
     a	
     75%	
     chance	
     the	
     item	
     is	
    available	
     to	
    
  purchase.	
    
  	
    
  Think	
    about	
    that	
    for	
    a	
    minute.	
    
  	
    
  This	
    means	
    in	
    a	
    village	
    (base	
    value	
    500	
    gp)	
    of	
    perhaps	
    200	
    
  people	
    there	
    is	
    a	
    75%	
    chance	
    a	
    scroll	
    of	
    pretty	
    much	
    any	
    spell	
    of	
    
  3rd-­‐level	
    or	
    lower	
    is	
    available.	
    Similarly,	
    a	
    PC	
    in	
    a	
    small	
    city	
    has	
    a	
    
  75%	
    chance	
    of	
    finding	
    exactly	
    the	
    kind	
    of	
    +1	
    weapon	
    he	
    needs	
    
  (as	
    long	
    as	
    it	
    costs	
    under	
    4,000	
    gp).	
    
  	
    
  And,	
    of	
    course,	
    PCs	
    are	
    free	
    to	
    sell	
    magic	
    items	
    they	
    don’t	
    
  want—assuming	
     the	
     local	
    settlement	
     has	
     a	
     high	
     enough	
    
  purchase	
    limit.	
    
  	
    
  With	
    this	
    development,	
    equipment	
    lists	
    begin	
    to	
    look	
    more	
    
  and	
     more	
     alike.	
     The	
     quirky,	
    off	
     the	
     wall	
     magic	
     items	
     all	
     but	
    
  disappear.	
     (Or	
     if	
     they	
     do	
     turn	
     up	
     they	
     are	
     instantly	
    
  sold).	
    Because	
     magic	
     items	
     can	
     be	
     bought	
     and	
     sold,	
     everyone	
    
  seems	
     to	
     gravitate	
     to	
     a	
     certain	
    group	
     of	
     items—the	
     so	
     called	
    
  “Big	
    Six”:	
    
  § 
  Magic	
    weapon	
    
  § 
  Magic	
    armour	
    
  § 
  Ring	
    of	
    protection	
    
  § 
  Cloak	
    of	
    protection	
    
  § 
  Amulet	
    of	
    natural	
    armour	
    
  § 
  Stat	
    boosting	
    item	
    
  While	
    I	
    get	
    wanting	
    to	
    be	
    better	
    protected	
    and	
    better	
    at	
    dealing	
    
  damage	
     I	
     think	
     we’ve	
    lost	
     sight	
     of	
     something.	
     In	
     the	
     rush	
     to	
    
  optimise	
    we	
    forget	
    that	
    quirky,	
    odd	
    magic	
    items	
    can	
    be	
    fun,	
    even	
    
  (dare	
     I	
     say	
     it)	
     wondrous.	
     Just	
     as	
     importantly	
     they	
     promote	
    
  creative,	
    innovative—and,	
     above	
     all,	
     memorable—game	
     play.	
    
  For	
    example,	
    I	
    remember	
    when—in	
    a	
    panic—I	
    tried	
    to	
    squashed	
    
  a	
     certain	
     demilich	
     under	
     an	
    instant	
     fortress.	
     I	
     don’t	
     remember	
    
  my	
     character	
     being	
     slightly	
     harder	
    to	
     hit	
     or	
     casting	
     slightly	
    
  better	
    fireballs	
    in	
    the	
    run	
    up	
    to	
    that	
    fight,	
    but	
    after	
    ten	
    years	
    I	
    
  still	
    remember	
    that	
    encounter.	
    
  D O W N  W I T H  M A G I C  S H O P S !  
  The	
    easy	
    fix	
    for	
    this	
    is	
    to	
    do	
    away	
    with	
    the	
    virtual	
    magic	
    shops	
    
  that	
     must	
     exist	
     in	
     every	
    community	
     to	
     support	
     this	
     flourishing	
    
  trade.	
     (The	
     self-­‐same	
     magic	
     item	
     shops	
     no	
     one	
    ever	
     seems	
     to	
    
  burgle	
    or	
    otherwise	
    attack).	
    It’s	
    a	
    simple	
    matter	
    of	
    supply	
    and	
    
  demand.	
    Reducing	
    the	
    supply	
    of	
    magic	
    items	
    inevitably	
    increases	
    
  the	
    wonder	
    they	
    evoke	
    when	
    they	
    appear.	
    
  	
    
  Several	
     years	
     ago,	
    Raging	
     Swan	
     Press	
    released	
     a	
     series	
     of	
    
  products	
     called	
    So	
     What’s	
     For	
    Sale,	
     Anyway?	
    Broken	
     down	
     by	
    
  settlement	
    type—village,	
    town,	
    city	
    and	
    so	
    on—they	
    listed	
    what	
    
  was	
    for	
    sale	
    (and	
    even	
    included	
    the	
    odd	
    cursed	
    item!)	
    Using	
    such	
    
  lists	
     gives	
    the	
     GM	
     more	
     control	
     over	
     the	
     amount	
     and	
     type	
     of	
    
  magic	
    available	
    in	
    his	
    campaign	
    world.	
    
  	
    
  I	
     was	
     genuinely	
     surprised	
     at	
     the	
     popularity	
     of	
     these	
    
  supplements.	
    For	
    a	
    while,	
    they	
    were	
    some	
    of	
    our	
    fastest	
    selling	
    
  products.	
    No	
    mean	
    feat	
    for	
    what	
    essentially	
    was	
    a	
    book	
    of	
    lists,	
    
  and	
     I	
     think	
     its	
     popularity	
     a	
     symptom	
     of	
     the	
     frustrations	
     many	
    
  GMs	
    have	
    with	
    the	
    magic	
    shop	
    concept.	
    
  N O  S P E C I A L  M A T E R I A L S  E I T H E R  
  With	
    their	
    introduction	
    in	
    3rd	
    edition,	
    adamantine,	
    cold	
    iron	
    and	
    
  mithral	
    were	
    described	
    as	
    fabulously	
    rare	
    materials	
    much	
    sought	
    
  after	
    for	
    their	
    quasi-­‐magical	
    properties.	
    Of	
    course	
    these	
    could	
    be	
    
  bought	
     and	
     sold	
     just	
     as	
     easily—or	
     even	
     more	
     easily	
     —than	
    
  magic	
    items;	
     1st-­‐level	
     characters	
     could	
     conceivably	
     afford	
    
  adamantine	
     or	
     cold	
     iron	
     ammunition	
    if	
     they	
     chose.	
     And,	
     of	
    
  course,	
     these	
     fabulously	
     rare	
     materials	
     are	
     available	
     in	
     any	
    
  sizable	
    settlement.	
    To	
    me,	
    that	
    doesn’t	
    seem	
    particularly	
    special.	
    
  	
    
  To	
     recapture	
     the	
     wonder	
     of	
     these	
     special	
     materials,	
     their	
    
  availability	
    must	
    be	
    limited	
    so	
    they	
    once	
    again	
    become	
    special.	
    
  The	
    commonplace	
    is	
    in	
    no	
    way	
    wondrous,	
    after	
    all.	
    
  	
    
  One	
     of	
     word	
     of	
     caution	
     with	
     limiting	
     the	
     supply	
     of	
     these	
    
  metals:	
    one	
    knock-­‐on	
    effect	
    of	
    this	
    is	
    monsters	
    with	
    DR	
    cold	
    iron	
    
  or	
    adamantine	
    become	
    much	
    harder	
    to	
    defeat,	
    so	
    a	
    GM	
    needs	
    to	
    
  look	
    carefully	
    at	
    encounters	
    featuring	
    such	
    creatures.	
    However,	
    
  limiting	
    the	
    supply	
    of	
    these	
    items	
    can	
    also	
    lead	
    to	
    new,	
    exciting	
    
  adventures	
    as	
    the	
    PCs	
    (for	
    example)	
    search	
    for	
    just	
    the	
    right	
    kind	
    
  of	
     sword	
     to	
     slay	
     the	
     evil	
     fey	
     warlord.	
     Simply	
     popping	
     down	
    to	
    
  the	
     market	
     to	
     get	
     a	
     +2	
     fey	
     bane	
     battleaxe,	
     is	
     somewhat	
     less	
    
  memorable.	
    
  O R  A L C H E M I C A L  I T E M S   
  Free	
    access	
    to	
    unlimited	
    amounts	
    of	
    alchemical	
    items,	
    I	
    believe,	
    
  also	
    erodes	
    the	
    wonder	
    of	
    magic.	
    The	
    idea	
    that	
    a	
    PC	
    can	
    walk	
    
  into	
    a	
    shop	
    and	
    just	
    buy	
    ten	
    flasks	
    of	
    alchemist’s	
    fire	
    seems	
    to	
    be	
    
  a	
    bit	
    silly.	
    Why	
    would	
    a	
    general	
    provisioners	
    in	
    a	
    village	
    have	
    that	
    
  kind	
    of	
    dangerous	
    stuff	
    available?	
    Who	
    made	
    it?	
    How	
    did	
    it	
    get	
    
  here?	
     If	
     there	
     is	
     a	
     proper	
    alchemist	
     in	
     the	
     village,	
     why	
     is	
     he	
    
  there?	
     Deliberately	
     placing	
     such	
     individuals	
     can	
     help	
    grow	
     the	
    
  setting	
    and	
    even	
    act	
    as	
    the	
    catalyst	
    for	
    a	
    new	
    adventure!	
    
  
  17	
    
  I	
    have	
    no	
    problem	
    with	
    the	
    general	
    concept	
    of	
    alchemical	
    items,	
    
  but	
     I	
     think	
     they	
     need	
     to	
    treated	
     like	
     very	
     minor	
     magic	
     items.	
    
  GM’s	
    should	
    place	
    specific	
    individuals	
    in	
    his	
    campaign	
    with	
    the	
    
  relevant	
     skills	
     to	
     make	
     such	
     items.	
     That	
     way,	
     when	
     the	
     PCs	
    
  finally	
    secure	
    access	
    to	
    a	
    supply	
    of	
    alchemist’s	
    fire	
    or	
    acid	
    it	
    feels	
    
  like	
     an	
     achievement	
     and	
     not	
    the	
     “climax”	
     of	
     a	
     mundane	
    
  shopping	
    trip.	
    
  D E S I G N  U N I Q U E  M A G I C  I T E M S  
  I’ve	
    discussed	
     designing	
     unique	
     treasures	
     before,	
    but	
     I	
     think	
     it	
    
  bears	
    repeating.	
    Designing	
    unique	
    magic	
    items	
    is	
    cool,	
    and	
    both	
    
  makes	
    the	
    owner	
    feel	
    special	
    and	
    adds	
    depth	
    and	
    verisimilitude	
    
  to	
     the	
     campaign.	
     If	
     something	
     is	
     unique	
     it	
     is	
     by	
     default	
    
  more	
    special	
    than	
    something	
    generic.	
    
  	
    
   
  
  18	
    
  G M  A D V I C E :  W H Y  A  G M  S H O U L D  K I S S  A S  M U C H  A S  P O S S I B L E  
  Have	
    no	
    fear.	
    I’m	
    not	
    suggesting	
    you	
    transform	
    your	
    game	
    into	
    an	
    orgy.	
    After	
    all,	
    some	
    things	
    should	
    not	
    be	
    role-­‐played…	
    
  	
    
  I’m	
     a	
     huge	
     fan	
     of	
     keeping	
     it	
     simple	
     (stupid),	
     or	
     KISS	
     for	
     short.	
    	
    
  After	
    all,	
    Einstein	
    said,	
    “Everything	
    should	
    be	
    made	
    as	
    simple	
    as	
    
  possible,	
     but	
     not	
     simpler”	
     and	
     I’m	
     beginning	
     to	
     think	
     he	
     was	
    
  onto	
    something.	
    	
    
  	
    
  In	
     today’s	
     world,	
     there	
     is	
     a	
     natural	
     tendency	
     to	
     embrace	
    
  complexity.	
     Complexity	
     is	
     all	
     around;	
     it	
     beguiles	
     us	
     with	
     the	
    
  promise	
    of	
    a	
    better	
    outcome.	
    But,	
    ask	
    yourself	
    this:	
    is	
    the	
    end	
    
  result	
    worth	
    the	
    extra	
    effort	
    a	
    complex	
    solution	
    requires?	
    
  	
    
  Perhaps,	
    as	
    a	
    player	
    your	
    PC	
    relies	
    on	
    a	
    complex	
    balance	
    of	
    
  feats,	
    class	
    abilities	
    and	
    equipment	
    while	
    as	
    a	
    GM	
    you	
    regularly	
    
  run	
     combats	
     featuring	
     six	
     different	
     kinds	
     of	
     opponents	
     using	
    
  options	
    from	
    a	
    wide	
    range	
    of	
    books.	
    That’s	
    fine	
    as	
    far	
    as	
    it	
    goes	
    
  —	
    and	
    if	
    you	
    are	
    enjoying	
    yourself	
    I’m	
    certainly	
    not	
    going	
    to	
    stop	
    
  you	
     —	
     but	
     often	
     the	
     simpler	
     solution	
     is	
     easier	
     to	
     design	
     and	
    
  implement.	
    
  	
    
  Running	
    a	
    simpler	
    game	
    has	
    two	
    major	
    benefits:	
    
  § 
  Quicker	
     Design:	
     Keeping	
     it	
     simple	
     speeds	
     up	
     prep	
     time	
    
  immeasurably.	
     Whether	
     it	
     means	
     creating	
     fewer	
    —	
    
  or	
    easier	
    to	
    run	
    —	
    NPCs	
    or	
    crafting	
    a	
    less	
    Byzantine	
    
  plot	
    you	
    won’t	
    spend	
    so	
    much	
    time	
    salving	
    away	
    
  between	
     sessions.	
     I’m	
     guessing	
     your	
     life	
     is	
    
  pretty	
     busy,	
     so	
     this	
     is	
     a	
     Good	
     Thing.	
    
  Focusing	
     on	
     fewer	
     things	
     —	
     be	
    
  they	
    
  monsters,	
    
  location	
    
  descriptions,	
     plots	
     or	
     whatever	
    
  —	
     means	
     you’ll	
     make	
     better	
    
  progress	
     designing	
     those	
     things.	
    
  Focusing	
    on	
    more	
    game	
    elements	
    (or	
    
  more	
     complex	
     game	
     elements)	
     means	
    
  you	
     must	
     either	
     spend	
     more	
     time	
    
  designing	
     or	
     spend	
    
  less	
    time	
    on	
    each	
    design.	
    Neither	
    of	
    those	
    options	
    is	
    ideal.	
    
  § 
  Quicker	
     Game	
     Play:	
     Building	
     simpler	
     NPCs	
     or	
     using	
     fewer	
    
  different	
     types	
     of	
     foe	
     in	
     a	
     fight	
     speeds	
     up	
     game	
     play.	
     Using	
    
  rules	
    from	
    one	
    or	
    two	
    books	
    means	
    you’ll	
    be	
    using	
    rules	
    you	
    
  know.	
    This	
    means	
    you’ll	
    spend	
    less	
    time	
    looking	
    up	
    new	
    rules	
    
  options,	
    feats,	
    spells	
    and	
    magic	
    items	
    and	
    more	
    time	
    actually	
    
  playing	
    the	
    game.	
    
  Running	
    a	
    simpler	
    game	
    also	
    has	
    a	
    host	
    of	
    minor	
    benefits.	
    These	
    
  include:	
    
  § 
  Lower	
    Costs:	
    If	
    you	
    agree	
    to	
    only	
    allow	
    certain	
    books	
    into	
    your	
    
  campaign	
     it	
     costs	
     less	
     to	
     play.	
     That’s	
     rather	
     handy	
     if	
     your	
    
  players	
    are	
    at	
    school,	
    have	
    just	
    started	
    a	
    family,	
    moved	
    house	
    
  and	
    so	
    on	
    
  § 
  Lower	
     Barriers	
     of	
     Entry:	
     Running	
     a	
     simpler	
     game	
     makes	
     it	
    
  easier	
     to	
     integrate	
     a	
     new	
     player.	
     They	
     have	
     fewer	
     books	
     to	
    
  accumulate	
    and	
    fewer	
    things	
    to	
    read.	
    This	
    is	
    particularly	
    handy	
    
  of	
    the	
    players	
    is	
    young	
    or	
    experienced.	
    (As	
    an	
    aside,	
    it’s	
    also	
    
  easier	
    to	
    run	
    your	
    chum’s	
    PC	
    if	
    he	
    can’t	
    make	
    the	
    game.)	
    
  § 
  Less	
    GM	
    Burnout:	
    If	
    prepping	
    for	
    the	
    game	
    is	
    a	
    doddle,	
    the	
    GM	
    
  is	
    less	
    likely	
    to	
    burn	
    out	
    and	
    give	
    up.	
    GM	
    burnout	
    is	
    
  bad	
    —	
    it	
    can	
    lead	
    to	
    the	
    end	
    of	
    campaigns	
    and	
    even	
    
  cause	
     groups	
     to	
     implode.	
     Neither	
     situation	
     is	
    
  exactly	
    great.	
    
  § Fewer	
     Arguments:	
     Using	
     fewer	
     rules	
    
  inevitably	
    means	
    everyone	
    at	
    the	
    table	
    has	
    
  a	
     better	
     understanding	
     of	
     the	
    
  rules.	
    This	
    means	
    there	
    are	
    fewer	
    
  arguments.	
    Arguments	
    can	
    cause	
    bad	
    
  feeling	
    
  and	
    
  (inevitably)	
    
  reduce	
    
  the	
    
  amount	
     of	
     time	
     you	
     spend	
     actually	
    
  playing	
    the	
    game.	
    
  
  19	
    
  G M  A D V I C E :  W H Y  ( A N D  H O W )  Y O U  S H O U L D  D E S I G N  U N I Q U E  M A G I C  I T E M S  
  Every	
    player	
    loves	
    magic	
    items.	
    That	
    said,	
    magic	
    items	
    can	
    also	
    be	
    quite	
    boring.	
    The	
    best	
    GMs	
    take	
    the	
    time	
    to	
    make	
    their	
    magic	
    items	
    
  unique	
    and	
    compelling.	
    
  	
    
  Magic	
    items	
    make	
    PCs	
    stronger	
    and	
    more	
    capable	
    –	
    they	
    are	
    a	
    
  vital	
    part	
    of	
    the	
    game.	
    Players	
    love	
    getting	
    them,	
    but	
    once	
    their	
    
  affects	
     have	
     been	
     added	
     to	
     a	
     character’s	
    abilities	
     or	
     they’ve	
    
  been	
     used	
     a	
     couple	
     of	
     times	
     they	
     tend	
     to	
     fade	
     into	
     the	
    
  background.	
    
  	
    
  When	
     you’ve	
     seen	
     one	
    +1	
     longsword,	
     for	
     example,	
     you’ve	
    
  seen	
    them	
    all.	
    Designing	
    unique	
    treasures	
    for	
    your	
    campaign	
    is	
    
  time	
    well	
    spent.	
    
  	
    
  I	
    
  include	
    
  unique	
    
  treasures	
    
  in	
    
  my	
    
  Borderland	
    
  of	
    
  Adventure	
    campaign	
    for	
    several	
    reasons:	
    
  § 
  Flavour:	
    Magic	
    items	
    with	
    a	
    defined	
    history	
    and	
    place	
    in	
    the	
    
  world	
    are	
    a	
    great	
    way	
    of	
    stealth	
    world	
    building.	
    If	
    an	
    item	
    was	
    
  present	
     at	
     certain	
     events	
     or	
     was	
     created	
    or	
     wielded	
     by	
     a	
    
  powerful	
     or	
     legendary	
     figure	
     the	
     PCs	
     are	
     bound	
     to	
     want	
     to	
    
  know	
    more.	
    This	
    provides	
    a	
    GM	
    with	
    an	
    excellent	
    opportunity	
    
  to	
     share	
     cool	
     facts	
     about	
    his	
     campaign	
     world.	
     What	
     GM	
    
  doesn’t	
    want	
    to	
    do	
    that?	
    
  § 
  Family	
    Heirloom:	
    A	
    PC	
    who	
    carries	
    a	
    unique	
    magic	
    item	
    tied	
    
  directly	
    to	
    his	
    family	
    is	
    much	
    more	
    invested	
    in	
    the	
    item	
    than	
    
  if	
     it	
     were	
     merely	
     a	
     standard	
     magic	
     item.	
    Cool	
     heirloom	
    
  items	
     include	
     those	
     that	
     are	
     sentient	
     or	
     those	
     whose	
    
  powers	
    scale	
    as	
    the	
    PC	
    gains	
    in	
    power.	
    
  § 
  Plot	
    Device:	
    Often	
    a	
    unique	
    magic	
    item	
    can	
    serve	
    
  as	
     a	
     plot	
     device.	
     Perhaps	
     the	
    PCs	
     possess	
    
  something	
    the	
    evil	
    villain	
    coverts	
    or	
    they	
    are	
    
  searching	
    for	
    a	
    legendary	
    weapon	
    that	
    can	
    
  be	
     used	
     to	
     kill	
     a	
    
  rampaging	
    
  dragon,	
     demon	
     or	
     whatever.	
     Hunting	
    for	
     a	
     specific,	
     famed	
    
  weapon	
     is	
     much	
     more	
     fun	
     than	
     simply	
     buying	
     a	
     bane	
    
  weapon	
    of	
    the	
    relevant	
    type.	
    
  § 
  Differentiate	
    Hero:	
    Anyone	
    can	
    own	
    a	
    +1	
    spear,	
    but	
    only	
    one	
    
  person	
    can	
    wield	
    the	
    Spear	
    of	
    the	
    North.	
    Owning	
    such	
    an	
    item	
    
  marks	
    the	
    hero	
    as	
    someone	
    special	
    –	
    perhaps	
    someone	
    with	
    
  an	
    important	
    destiny.	
    
  M A K I N G  T H E M  U N I Q U E  
  Making	
     unique	
     items	
     is	
     relatively	
     simple.	
     A	
     time-­‐crunched	
     GM	
    
  can	
    create	
    a	
    unique	
    item	
    in	
    a	
    matter	
    of	
    minutes.	
    
  § 
  Name:	
    A	
    unique	
    item	
    must	
    have	
    a	
    name.	
    The	
    item’s	
    name	
    is	
    a	
    
  great	
    way	
    of	
    setting	
    the	
    theme	
    for	
    the	
    item	
    (and	
    can	
    also	
    serve	
    
  as	
    an	
    introduction	
    to	
    its	
    crafter	
    or	
    most	
    famous	
    owner	
    and	
    so	
    
  on).	
    For	
    example,	
    a	
    sword	
    named	
    “Arundel’s	
    Bane”	
    raises	
    the	
    
  question	
     of	
     Arundel’s	
     identity	
     and	
     why	
     the	
     sword	
     was	
     his	
    
  bane.	
    
  § Appearance:	
     Creating	
     a	
     description	
     for	
     an	
     item	
     is	
     a	
     huge	
    
  signpost	
    to	
    the	
    players	
    that	
    it	
    is	
    different	
    to	
    the	
    norm.	
    
  § Powers:	
    Giving	
    a	
    standard	
    item	
    other	
    powers	
    differentiates	
    it	
    
  from	
    the	
    norm.	
    These	
    powers	
    don’t	
    have	
    to	
    be	
    amazing	
    and	
    
  spectacular,	
     but	
     should	
     make	
     sense	
    when	
     viewed	
     in	
    
  conjunction	
    with	
    the	
    item’s	
    main	
    power.	
    Perhaps,	
    for	
    example,	
    
  a	
    wand	
    of	
    burning	
    hands	
    could	
    provide	
    a	
    +2	
    bonus	
    on	
    saving	
    
  throws	
     against	
     fire	
    while	
     a	
     weapon	
     could	
     render	
     its	
     wielder	
    
  less	
    susceptible	
    to	
    fear.	
    
  § 
  History:	
    Giving	
    the	
    item	
    a	
    history	
    is	
    a	
    great	
    way	
    to	
    world	
    build	
    
  and	
     to	
     give	
     the	
    item	
     context	
     in	
     regards	
     to	
     the	
     campaign.	
     An	
    
  item’s	
    history	
    is	
    also	
    an	
    opportunity	
    for	
    the	
    PCs	
    to	
    learn	
    about	
    
  it	
     using	
     their	
     various	
     knowledge	
     skills.	
     Uncovering	
    
  such	
    information	
    
  –	
    
  or	
    
  even	
    
  snippets	
    
  of	
    
  forgotten	
     lore	
     –	
     further	
     invest	
     the	
    
  players	
    in	
    the	
    item.	
    
  
  20	
    
  F I X I N G  A T - W I L L  0 - L E V E L  S P E L L S  
  I	
    hate	
    at-­‐will	
    0-­‐level	
    spells	
    with	
    the	
    blazing	
    passion	
    of	
    a	
    thousand	
    fiery	
    suns.	
    
  	
    
  It’s	
    not	
    that	
    I	
    think	
    they	
    unbalance	
    the	
    game	
    or	
    turn	
    the	
    PCs	
    into	
    
  super	
    characters.	
    Rather,	
    the	
    reasons	
    for	
    my	
    distaste	
    of	
    0-­‐level	
    
  spells	
    falls	
    into	
    two	
    categories:	
    
  F L A V O U R   
  On	
    the	
    face	
    of	
    it,	
    at-­‐will	
    0-­‐level	
    spells	
    solve	
    one	
    of	
    the	
    perennial	
    
  problems	
    of	
    playing	
    a	
    spell	
    caster:	
    what	
    do	
    you	
    do	
    when	
    you	
    run	
    
  out	
    of	
    spells?	
    Having	
    a	
    store	
    of	
    inexhaustible	
    magic	
    means	
    you	
    
  can	
     (in	
     theory)	
     always	
     do	
     something.	
     However,	
     for	
     me,	
     this	
    
  erodes	
    the	
    flavour	
    of	
    the	
    game.	
    I	
    like	
    a	
    gritty	
    campaign	
    in	
    which	
    
  magic	
     is	
    actually	
     wondrous.	
     I	
     think	
     at-­‐will	
     0-­‐level	
     spells	
     erode	
    
  that	
    wonder.	
    Consider:	
    
  § 
  Light/Dancing	
    Lights:	
    Even	
    the	
    lowliest	
    adventuring	
    party	
    has	
    
  no	
    real	
    need	
    of	
    mundane	
    light	
    sources—light	
    and	
    dancing	
    light	
    
  aren’t	
     exactly	
     rare	
     or	
     esoteric	
    choices	
     for	
     spellcasters.	
     Sure	
    
  everyone	
    should	
    carry	
    a	
    couple	
    of	
    torches	
    or	
    a	
    sunrod	
    just	
    in	
    
  case,	
    but	
    in	
    practise	
    they	
    are	
    rarely	
    used.	
    
  § 
  Detect	
     Magic:	
     Every	
     group	
     has	
     at	
     least	
     one	
     spellcaster	
     who	
    
  knows	
     detect	
     magic.	
     This	
     means	
     they	
     use	
     this	
     spell	
     in	
     every	
    
  area	
    they	
    explore,	
    which	
    somewhat	
    cuts	
    down	
    on	
    the	
    level	
    of	
    
  player	
     skill	
     required	
     to	
     find	
     hidden	
     treasures	
     (and	
     indeed	
    
  magic	
     traps!)	
     In	
     practise,	
     magic	
     traps	
     are	
     normally	
    
  much	
    harder	
    for	
    a	
    thief	
    to	
    find	
    than	
    normal	
    traps,	
    but	
    this	
    is	
    
  not	
     the	
     case	
     if	
     someone	
    can	
     cast	
     detect	
     magic!	
     Of	
     course,	
    
  countermeasures	
     for	
     both	
     instances—lining	
     treasure	
     niches	
    
  with	
     lead,	
     casting	
     nondetection	
     on	
     traps—are	
     possible,	
    
  but	
    extensive	
    use	
    of	
    such	
    measures	
    just	
    ends	
    up	
    nerfing	
    a	
    PC’s	
    
  abilities.	
    In	
    effect,	
    at-­‐willdetect	
    magic	
    means	
    the	
    party	
    rarely	
    
  misses	
    out	
    on	
    magic	
    treasure	
    and	
    rarely	
    suffers	
    a	
    magic	
    trap’s	
    
  effects.	
    
  § 
  Create	
     Water:	
     On	
     the	
     face	
     of	
     it,	
     what’s	
     the	
     harm	
     in	
     at-­‐
  will	
    create	
    water?	
    It’s	
    not	
    like	
    you	
    could	
    flood	
    a	
    dungeon,	
    after	
    
  all!	
     True,	
     but	
     the	
     presence	
     of	
     at-­‐will	
     create	
     water	
    does	
    
  somewhat	
     reduce	
     the	
     environmental	
     challenges	
     involved	
     in	
    
  a	
    trek	
    through	
    the	
    desert	
    or	
    the	
    badlands	
    or	
    even	
    a	
    long	
    sea	
    
  voyage.	
    Don’t	
    worry	
    about	
    securing	
    a	
    supply	
    of	
    fresh	
    water—
  just	
    memorise	
    create	
    water	
    and	
    you	
    are	
    golden!	
    
  R E S O U R C E  M A N A G E M E N T  
  Part	
    of	
    my	
    enjoyment	
    of	
    the	
    game	
    is	
    the	
    resource	
    management	
    
  facet	
     of	
     running	
     a	
    character.	
     This	
     might	
     make	
     me	
     seem	
     even	
    
  geekier	
    than	
    the	
    normal	
    player,	
    but	
    I	
    think	
    it’s	
    a	
    vital,	
    enjoyable	
    
  part	
    
  of	
    
  the	
    
  game.	
    
  For	
    
  example,	
    
  with	
    
  at-­‐will	
    detect	
    
  magics	
    there’s	
    no	
     real	
     reason	
     to	
     only	
     use	
     the	
     spell	
     when	
     you	
    
  suspect	
     the	
     presence	
     of	
     hidden	
     treasure	
    or	
     a	
     magic	
     trap—just	
    
  wang	
    off	
    a	
    detect	
    magic	
    in	
    every	
    area	
    and	
    Bob’s	
    your	
    uncle.	
    
  	
    
  Similarly,	
    create	
    water	
    removes	
    a	
    large	
    part	
    of	
    the	
    challenge	
    
  of	
    travelling	
    through	
    inhospitable	
    terrain.	
    No	
    need	
    to	
    look	
    for	
    an	
    
  oasis	
    or	
    island	
    at	
    which	
    to	
    replenish	
    your	
    fresh	
    water	
    supplies—
  just	
    have	
    the	
    cleric	
    fill	
    barrel	
    after	
    barrel—or	
    flask	
    after	
    flask—
  with	
     fresh	
     water.	
     Doesn’t	
     that	
     somewhat	
     reduce	
     the	
     unique	
    
  challenges	
    involved	
    in	
    travelling	
    across	
    a	
    desert!	
    
  	
    
  Finally,	
    consider	
    the	
    case	
    of	
    mending:	
    
  § 
  Mending:	
     Never	
     run	
     out	
     of	
     arrows,	
     bolts	
     or	
     other	
     missiles	
    
  again!	
    Ammunition	
    that	
    misses	
    their	
    target	
    has	
    a	
    50%	
    chance	
    
  of	
    breaking.	
    This	
    means	
    archers	
    and	
    the	
    like	
    must	
    choose	
    their	
    
  shots	
    wisely	
    and	
    make	
    sure	
    they	
    carry	
    enough	
    ammunition	
    for	
    
  their	
     adventure.	
     Similarly,	
     they	
     must	
     carefully	
     consider	
    
  whether	
     to	
     buy	
     special	
     ammunition	
     (silver,	
     cold	
     iron	
     or	
    
  adamantine	
     arrows,	
     for	
     example)	
     and	
     when	
     to	
     use	
     them.	
    
  With	
    mending,	
     worry	
     no	
     more!	
     Simply	
     collect	
     your	
     broken	
    
  arrows	
    after	
    the	
    battle	
    and	
    fix	
    them	
    all—even	
    the	
    expensive	
    
  ones	
    tipped	
    with	
    special	
    materials!	
    How	
    convenient.	
    
  M Y  S O L U T I O N  
  Since	
    the	
    beginning	
    of	
    my	
    Borderland	
    of	
    Adventure,	
    I’ve	
    banned	
    
  the	
    use	
    of	
    at-­‐will	
    0-­‐level	
    spells.	
    In	
    their	
    place,	
    I	
    use	
    the	
    following	
    
  house	
    rule:	
    
  	
    
  Spellcasters’	
     0-­‐level	
     spells	
     do	
     not	
     represent	
     an	
     unlimited	
    
  resource	
    and	
    a	
    spellcaster	
    cannot	
    treat	
    them	
    as	
    at-­‐will	
    powers.	
    
  Rather,	
    a	
    spellcaster	
    memorises,	
    knows	
    or	
    has	
    access	
    to	
    0-­‐level	
    
  spells	
     as	
     normal	
     but	
     can	
     only	
     cast	
     a	
     limited	
     number	
     of	
     such	
    
  minor	
    magics	
    per	
    day.	
    
  § 
  At	
    1st-­‐level,	
    a	
    spellcaster	
    can	
    use	
    his	
    0-­‐level	
    spells	
    a	
    total	
    of	
    3	
    +	
    
  spellcasting	
    stat’s	
     modifier	
     per	
     day.	
     Thus,	
     a	
     1st-­‐level	
     wizard	
    
  with	
    an	
    Intelligence	
    of	
    16	
    could	
    use	
    his	
    0-­‐level	
    spells	
    a	
    total	
    of	
    
  6	
    times	
    per	
    day.	
    
  § 
  Spellcasters	
    gain	
    an	
    extra	
    use	
    of	
    their	
    0-­‐level	
    spells	
    for	
    every	
    
  two	
    level	
    of	
    the	
    relevant	
    spellcasting	
    class	
    they	
    gain.	
    
  	
    
   
  
  21	
    
  P A T H F I N D E R :  H O W  T O  H A N D L E  Z E R O  R A N K S  I N  K N O W L E D G E  S K I L L S  
  Knowledge	
    is	
    power,	
    and	
    a	
    party	
    with	
    few	
    knowledgeable	
    characters	
    is	
    at	
    a	
    massive	
    disadvantage	
    in	
    most	
    adventures.	
    	
    
  	
    
  	
    
  In	
    my	
    Borderland	
    of	
    Adventure	
    campaign	
    we’ve	
    run	
    into	
    a	
    bit	
    of	
    
  trouble.	
    We	
    are	
    running	
    a	
    different	
    strand	
    of	
    the	
    campaign	
    this	
    
  year,	
     and	
     so	
     the	
     players	
     made	
     up	
     new	
     characters.	
     As	
     quickly	
    
  became	
     evident	
     during	
     game	
     play,	
     we’ve	
     run	
     into	
     a	
     bit	
     of	
     a	
    
  problem—with	
     the	
     exception	
     of	
     Knowledge	
     (religion)	
     and	
    
  Knowledge	
     (arcana)	
     the	
     party	
     have	
     no	
     knowledge	
     skills!	
     While	
    
  this	
    might	
    be	
    resolved	
    somewhat	
    as	
    our	
    heroes	
    gain	
    levels	
    (and	
    
  possibly	
    multi-­‐class)	
    at	
    the	
    moment	
    they’re	
    struggling.	
    I	
    thought	
    
  I’d	
    never	
    say	
    it,	
    but	
    man	
    do	
    they	
    need	
    a	
    	
    bard!	
    
  	
    
  Consequently,	
     in	
     several	
     encounters	
     they’ve	
     failed	
     to	
     get	
    
  useful—or	
     even	
     vital—information.	
     For	
     example,	
     a	
     few	
     weeks	
    
  ago,	
    Aq	
    (one	
    of	
    the	
    paladins)	
    was	
    bitten	
    by	
    a	
    wererat.	
    Putting	
    
  aside	
    the	
    party	
    don’t	
    know	
    what	
    a	
    wererats	
    is,	
    they	
    also	
    don’t	
    
  know	
     that	
     at	
     the	
     next	
     full	
     moon,	
     they	
     could	
     suddenly	
     have	
     a	
    
  rather	
     pressing	
     problem	
     on	
     their	
     hands!	
     On	
     one	
     level,	
     this	
    
  doesn’t	
    matter;	
    if	
    Aq	
    has	
    indeed	
    been	
    infected	
    with	
    lycanthropy	
    
  it’s	
    sure	
    to	
    generate	
    some	
    fantastic	
    roleplaying	
    moments	
    and	
    be	
    
  jolly	
     memorable.	
     On	
     the	
     other	
     hand,	
     Aq’s	
     potential	
     infection	
    
  could	
     derail	
     the	
     campaign	
     and	
     possibly	
     even	
     lead	
     to	
     the	
    
  paladin’s	
    death.	
    
  	
    
  This	
     has	
     led	
     me	
     to	
     ponder	
     exactly	
     what	
     information	
    
  someone	
    without	
    any	
    ranks	
    in	
    a	
    given	
    Knowledge	
    skill	
    knows.	
    
  	
    
  Although	
    Knowledge	
    is	
    a	
    trained	
    skill,	
    characters	
    can	
    make	
    
  Knowledge	
    checks	
    as	
    long	
    as	
    the	
    DC	
    is	
    10	
    or	
    lower.	
    This	
    means,	
    a	
    
  character	
    with	
    no	
    ranks	
    in	
    a	
    given	
    Knowledge	
    skill	
    can:	
    
  § 
  Answer	
    really	
    easy	
    questions	
    on	
    a	
    given	
    subject	
    (DC	
    10).	
    
  § 
  Identify	
    common	
    monsters	
    such	
    as	
    goblins	
    (DC	
    5	
    +	
    CR)	
    but	
    not	
    
  their	
    special	
    powers	
    or	
    vulnerabilities.	
    
  E X A M P L E  R E A L L Y  E A S Y  Q U E S T I O N S  
  The	
     core	
     rulebook	
     provides	
     some	
     sample	
     DCs	
     for	
     various	
    
  Knowledge	
    checks.	
    The	
    following	
    questions	
    all	
    have	
    a	
    DC	
    of	
    10:	
    
  § 
  Identify	
    mineral,	
    stone	
    or	
    metal	
    (dungeoneering).	
    
  § 
  Identify	
    dangerous	
    construction	
    (engineering).	
    
  § 
  Identify	
    a	
    creature’s	
    ethnicity	
    or	
    accent	
    (geography).	
    
  § 
  Know	
    recent	
    or	
    historically	
    significant	
    event	
    (history).	
    
  § 
  Know	
    local	
    laws,	
    rulers	
    and	
    popular	
    locations	
    (local).	
    
  § 
  Identify	
    a	
    common	
    plant	
    or	
    animal	
    (nature).	
    
  § 
  Know	
     current	
     rulers	
     and	
     their	
     symbols	
    
  (nobility).	
    
  § 
  Know	
     the	
     names	
     of	
     the	
     planes	
    
  (planes).	
    
  § 
  Recognise	
    a	
    common	
    deity’s	
    symbol	
    or	
    clergy	
    (religion).	
    
  T A K I N G  1 0  
  A	
    character	
     taking	
     10	
     (assuming	
     an	
     Intelligence	
     score	
     of	
     10	
     or	
    
  more)	
    automatically	
    knows	
    all	
    the	
    above	
    information.	
    Of	
    course,	
    
  the	
    character	
    can	
    only	
    do	
    this	
    when	
    not	
    in	
    danger	
    or	
    distracted	
    
  so	
     while	
     he	
     may	
     not	
     recognise	
     the	
     holy	
     symbol	
     of	
     an	
     enemy	
    
  priest	
     in	
     battle,	
     he	
     should	
     be	
     able	
     to	
     work	
     it	
     out	
     afterwards.	
    
  Similarly,	
    while	
    the	
    character	
    may	
    not	
    know	
    the	
    ins	
    and	
    outs	
    of	
    a	
    
  local	
    area,	
    he	
    should	
    know	
    enough	
    to	
    get	
    around.	
    
  	
    
  Furthermore,	
    if	
    a	
    character	
    has	
    access	
    to	
    an	
    extensive	
    library	
    
  that	
    covers	
    a	
    specific	
    subject,	
    the	
    DC	
    10	
    check	
    limit	
    is	
    removed,	
    
  meaning	
     that	
     with	
     enough	
     time	
     a	
     character	
     can	
     theoretically	
    
  learn	
     almost	
     anything.	
     That’s	
     rather	
     handy,	
     when	
     time	
     is	
     not	
    
  critical.	
    
  A  
  F I N A L  
  W O R D — C O M M O N  
  S E N S E  
  S T R I K E S !  
  Some	
     characters	
     must	
     know	
     more	
     that	
     what	
     can	
     be	
     revealed	
    
  with	
    a	
    DC	
    10	
    check	
    because	
    of	
    their	
    background,	
    race	
    or	
    even	
    
  class.	
    Sometimes	
    a	
    GM	
    needs	
    to	
    override	
    the	
    rules	
    above,	
    and	
    
  apply	
    some	
    common	
    sense.	
    
  For	
    example,	
    a	
    dwarf	
    fighter	
    was	
    once	
    a	
    miner	
    and	
    has	
    ranks	
    in	
    
  Profession	
     (miner).	
     Even	
     though	
     he	
     might	
     not	
     have	
     ranks	
     in	
    
  Knowledge	
    (dungeoneering)	
    he’ll	
    know	
    more	
    than	
    normal	
    about	
    
  mines	
    and	
    their	
    perils.	
    In	
    this	
    example,	
    a	
    GM	
    could	
    simply	
    rule	
    
  the	
     PC	
     knows	
     the	
     relevant	
     information	
     or	
     perhaps	
     allow	
     him	
    
  (within	
    reason)	
    to	
    use	
    Profession	
    (miner)	
    in	
    place	
    of	
    Knowledge	
    
  (dungeoneering)	
    when	
    in	
    a	
    mine.	
    
  	
    
  Similarly,	
    the	
    same	
    dwarf	
    should	
    be	
    able	
    to	
    identify	
    
  his	
     racial	
     enemies	
     (orcs,	
     goblins	
     and	
     giants)	
     with	
     a	
     fair	
    
  degree	
     of	
     accuracy.	
     Given	
     he	
     either	
     hates	
     them	
     with	
     a	
    
  passion	
     (goblinoids	
     and	
     orcs)	
     or	
     has	
     trained	
     specifically	
     to	
    
  fight	
     them	
     (giant	
     subclass	
     creatures)	
     he	
     should	
     probably	
    
  recognise	
    them	
    when	
    they	
    face	
    him	
    across	
    the	
    battlefield.	
    
  	
    
  Applying	
     this	
     kind	
     of	
     common	
     sense	
     to	
     Knowledge	
    
  checks	
     rewards	
     a	
     character	
     for	
     taking	
     the	
     time	
     to	
    
  write	
     a	
     background	
     or	
     for	
     choosing	
     to	
     sink	
     skill	
    
  ranks	
     into	
    Profession	
     and	
     Craft	
     skills.	
     Given	
    
  these	
     kinds	
     of	
     decisions	
     tend	
     to	
     build	
    
  more	
    organic,	
    believable	
    characters	
    and	
    
  often	
    lead	
    to	
    more	
    roleplaying	
    I	
    think	
    
  it	
     makes	
     sense	
     to	
     rewards	
     such	
    
  choices.	
    
  	
    
  
  22	
    
  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!	
    
  
  23	
    
  P L A Y E R  A D V I C E :  I N V E N T I V E  U S E S  F O R  M I D - L E V E L  S P E L L S  
  Adventuring	
    at	
    any	
    level	
    is	
    a	
    tricky	
    business.	
    Death	
    is	
    a	
    constant	
    companion	
    and	
    often	
    the	
    only	
    things	
    separating	
    a	
    PC	
    from	
    its	
    cold	
    
  embrace	
    are	
    his	
    wits	
    and	
    cunning.	
    
  	
    
  I	
     previously	
     posted	
     several	
     inventive	
     uses	
     for	
     low-­‐level	
     spells.	
    
  Here,	
    it	
    seemed	
    natural	
    to	
    examine	
    some	
    mid-­‐level	
    spells.	
    
  S T O N E  S H A P E  
  This	
     seemingly	
     innocuous	
     spell	
     has	
     so	
     many	
     uses	
     an	
     inventive	
    
  player	
    can	
    get	
    some	
    serious	
    mileage	
    out	
    of	
    it.	
    (Note,	
    however,	
    
  because	
     this	
     spell	
     has	
     so	
     many	
     uses,	
     it’s	
     more	
     open	
     to	
     GM	
    
  adjudication	
     than	
     most.)	
     Your	
     GM	
     might	
     not	
     be	
     happy	
     with	
    
  some	
    of	
    these	
    tactics:	
    
  § 
  Fly	
    above	
    a	
    foe	
    and	
    stone	
    shape	
    a	
    block	
    out	
    of	
    the	
    ceiling.	
    The	
    
  block	
     plummets	
     to	
     the	
     ground,	
     squishing	
     whatever	
     stands	
    
  beneath.	
     (In	
     2nd	
     edition,	
     I	
     killed	
     a	
     red	
     dragon	
     using	
     this	
    
  technique!)	
    
  § 
  Create	
    a	
    pit	
    full	
    of	
    dust	
    by	
    casting	
     stone	
    shape	
    on	
    the	
    floor.	
    
  Characters	
    falling	
    into	
    the	
    pit	
    may	
    suffocate	
    before	
    managing	
    
  to	
     climb	
     out.	
     (At	
     the	
     very	
     least,	
     they	
     will	
     be	
     vulnerable	
     to	
    
  attacks	
    of	
    opportunity	
    as	
    they	
    struggle	
    to	
    escape).	
    For	
    extra,	
    
  bonus	
    points	
    cast	
    it	
    directly	
    below	
    a	
    foe.	
    
  § 
  If	
    your	
    foes	
    must	
    climb	
    up	
    (or	
    down)	
    stairs	
    to	
    reach	
    you,	
    use	
    
  stone	
     shape	
     to	
     turn	
     it	
     into	
     a	
     slide	
     when	
     they	
     are	
     halfway	
    
  down.	
    They’ll	
    likely	
    slip	
    and	
    fall,	
    landing	
    prone	
    at	
    the	
    bottom	
    
  of	
    the	
    slide.	
    
  E X P L O S I V E  R U N E S   
  This	
    handy	
    spell	
    has	
    several	
    uses.	
    Cast	
    it	
    on	
    several	
    scrolls	
    and	
    
  keep	
    them	
    about	
    your	
    person.	
    You	
    can	
    do	
    any	
    of	
    the	
    following	
    
  with	
    the	
    scrolls:	
    
  § 
  Throw	
    the	
    scroll	
    behind	
    you	
    to	
    throw	
    off	
    (or	
    blow	
    up)	
    pursuing	
    
  enemies	
    (assuming	
    they	
    can	
    read	
    and	
    understand	
    a	
    dropped	
    
  scroll	
    might	
    be	
    valuable).	
    
  § 
  Nail	
    the	
    affected	
    scroll	
    to	
    the	
    door	
    of	
    the	
    room	
    in	
    which	
    you	
    
  are	
     resting.	
     Monsters	
     are	
     bound	
     to	
     look	
     at	
     the	
     scroll	
     before	
    
  opening	
    the	
    door.	
    The	
    ensuing	
    explosion	
    should	
    give	
    you	
    and	
    
  your	
    companions	
    enough	
    time	
    to	
    muster	
    a	
    defence	
    before	
    the	
    
  scorched	
    and	
    singed	
    monsters	
    stagger	
    through	
    the	
    door.	
    
  § 
  If	
    you	
    encounter	
    guards	
    in	
    the	
    dungeon,	
    loudly	
    state	
    you	
    are	
    
  on	
    their	
    master’s	
    business	
    and	
    the	
    scroll	
    you	
    carry	
    gives	
    you	
    
  authority	
    to	
    act	
    in	
    his	
    name.	
    Offer	
    to	
    let	
    them	
    read	
    it,	
    if	
    they	
    
  don’t	
    believe	
    you…	
    
  F I R E  T R A P  
  	
    This	
    defensive	
    spell	
    has	
    similar	
    applications	
    to	
    explosive	
    runes:	
    
  § 
  Cast	
     fire	
     trap	
     on	
     an	
     escape	
     pouch	
     (preferably	
     containing	
     a	
    
  couple	
     of	
     flasks	
     of	
     alchemist’s	
     fire)	
     and	
     throw	
     it	
     behind	
     you	
    
  when	
    you	
    want	
    to	
    get	
    away	
    from	
    a	
    fight.	
    Hopefully,	
    a	
    pursuer	
    
  will	
    stop	
    to	
    open	
    it,	
    and	
    immolate	
    itself.	
    
  § 
  Use	
     fire	
     trap	
     to	
     defend	
     your	
     camp.	
     Cast	
     it	
     on	
     a	
     door	
     (in	
     a	
    
  dungeon)	
    or	
    tent	
    flap	
    (in	
    the	
    wild)	
    and	
    anyone	
    not	
    attuned	
    to	
    
  the	
    trap	
    passing	
    through	
    the	
    portal	
    will	
    detonate	
    it	
    —	
    giving	
    
  you	
    warning	
    of	
    their	
    approach.	
    
  § 
  Cast	
    the	
    spell	
    on	
    a	
    small	
    box,	
    scroll	
    case	
    or	
    pouch.	
    Keep	
    it	
    safe,	
    
  and	
    use	
    it	
    as	
    a	
    “gift”	
    if	
    negotiations	
    with	
    a	
    dungeon	
    denizen	
    
  are	
    going	
    badly.	
    The	
    resultant	
    explosion	
    will	
    no	
    doubt	
    surprise	
    
  and	
    injure	
    your	
    foe.	
    You	
    might	
    even	
    get	
    a	
    surprise	
    round!	
    
  S E C U R E  S H E L T E R  
  § 
  At	
    first	
    glance,	
    secure	
    shelter	
    does	
    one	
    thing	
    only:	
    it	
    creates	
    a	
    
  comfortable	
    cottage	
    in	
    which	
    to	
    rest.	
    However,	
    the	
    spell	
    has	
    
  several	
    combat	
    applications	
    that	
    often	
    go	
    unnoticed:	
    
  § 
  Casting	
    secure	
    shelter	
    so	
    it	
    blocks	
    a	
    corridor	
    gives	
    you	
    valuable	
    
  time	
    to	
    run	
    away.	
    It	
    can	
    also	
    block	
    off	
    one	
    flank	
    so	
    you	
    can	
    
  focus	
    on	
    foes	
    coming	
    from	
    another	
    direction.	
    (It	
    can	
    also	
    be	
    
  used	
    as	
    a	
    strongpoint	
    or	
    fall-­‐back	
    position).	
    Note	
    that	
    due	
    to	
    
  the	
    long	
    casting	
    time,	
    this	
    is	
    best	
    done	
    before	
    combat	
    begins.	
    
  § 
  Secure	
    shelter	
    creates	
    a	
    sturdy	
    cottage,	
    which	
    with	
    its	
    arcane	
    
  lock	
    protected	
    shuttered	
    windows	
    and	
    door	
    is	
    hard	
    to	
    get	
    into	
    
  (or	
     out	
     of).	
     This	
     can	
     make	
     it	
     an	
     excellent	
     —	
     if	
     temporary	
     —	
    
  prison.	
    
  One	
    of	
    the	
    problems	
    adventurers	
    often	
    face	
    is	
    what	
    to	
    do	
    with	
    
  rescued	
     prisoners.	
     Leaving	
     them	
     in	
     a	
     secure	
     shelter	
     while	
     the	
    
  party	
     continues	
     its	
     explorations	
     is	
     much	
     better	
     than	
     leaving	
    
  them	
    huddled	
    in	
    some	
    corridor	
    or	
    other	
    unsafe	
    locale.	
    
  	
    
   
  
  24	
    
   
  
  25	
    
   
   
   
   
   
   
   
   
   
   
  BACKDROPS 
   
  
  26	
    
  A L D W A T E R  A T  A  G L A N C E  
  For	
    centuries,	
    Aldwater	
    has	
    stood	
    where	
    the	
    water	
    of	
    Blackraven	
    
  Creek	
    runs	
    off	
    into	
    The	
    Deepmire	
    Marshes.	
    On	
    an	
    island	
    in	
    the	
    
  mouth	
     of	
     the	
     creek,	
     the	
     villagers	
     long	
     ago	
     erected	
     a	
     wooden	
    
  labyrinth	
    to	
    hold	
    the	
    remains	
    of	
    their	
    dead.	
    	
    
  	
    
  At	
    regular	
    intervals,	
    the	
    spiritual	
    leader	
    of	
    the	
    village,	
    Leodus	
    
  Breurk	
    the	
    Spiritspeaker,	
    enters	
    the	
    labyrinth	
    to	
    commune	
    with	
    
  his	
     predecessors’	
     mummified	
     heads	
     through	
     an	
     ancient	
     relic	
    
  called	
    the	
    Crown	
    of	
    Eternal	
    Council.	
    	
    
  	
    
  However,	
     the	
     collective	
     knowledge	
     and	
     wisdom	
     of	
     the	
    
  council	
    is	
    limited	
    to	
    what	
    the	
    individual	
    members	
    knew	
    at	
    the	
    
  time	
     of	
     their	
     death,	
     and	
     the	
     council’s	
     traditionalist	
     advice	
     has	
    
  not	
     been	
     adequate	
     to	
     deal	
     with	
     a	
     recent	
     decrease	
     in	
     the	
    
  populations	
    of	
    fish	
    and	
    marsh	
    animals	
    the	
    villagers	
    rely	
    upon	
    to	
    
  survive.	
    	
    
  	
    
  The	
     villagers	
     suspect	
     the	
     decrease	
     is	
     caused	
     by	
     subtle	
    
  changes	
    in	
    the	
    environment,	
    but	
    strange	
    mutations	
    in	
    some	
    of	
    
  the	
    animals	
    hint	
    at	
    more	
    sinister	
    forces	
    at	
    work.	
    Fear	
    of	
    hostile	
    
  boggard	
     tribes	
     and	
     savage	
     monsters	
     has	
     so	
     far	
     dissuaded	
     the	
    
  villagers	
     from	
     travelling	
     deep	
     into	
     the	
     Deepmire	
     Marshes	
     to	
    
  investigate.	
    
  	
    
  Faced	
     with	
     the	
     prospect	
     of	
     starvation,	
     Leodus	
     Breurk,	
     the	
    
  current	
    Spiritspeaker,	
    recently	
    made	
    an	
    unprecedented	
    decision.	
    
  When	
     a	
     wizard	
     from	
     the	
     nearby	
     village	
     of	
     Fulhurst	
     Moors	
    
  approached	
     him	
     seeking	
     information	
     about	
     ancient	
     sacrificial	
    
  sites	
    in	
    the	
    marshes,	
    Leodus	
    agreed	
    to	
    ask	
    the	
    ancestors	
    for	
    the	
    
  information,	
    in	
    return	
    for	
    a	
    sizable	
    donation.	
    	
    
  	
    
  Since	
     then,	
     Leodus	
     has	
     petitioned	
     the	
     ancestors	
     for	
     advice	
    
  on	
    behalf	
    of	
    half	
    a	
    dozen	
    different	
    strangers,	
    and	
    the	
    rumour	
    is	
    
  slowly	
    spreading.	
    Each	
    new	
    visitor	
    brings	
    much	
    needed	
    gold,	
    but	
    
  many	
    villagers	
    feel	
    the	
    new	
    practice	
    is	
    paramount	
    to	
    sacrilege.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Leodus	
    Breurk	
    (N	
    male	
    human	
    cleric	
    7)	
    
  Government	
    Magical	
    
  Population	
    134	
    (125	
    humans,	
    1	
    gnome,	
    2	
    half-­‐elves,	
    1	
    half-­‐orc,	
    5	
    
  halflings)	
    
  Alignments	
    LN,	
    CN,	
    N	
    
  Languages	
    Boggard,	
    Common,	
    Draconic	
    
  Corruption	
    -­‐4;	
    Crime	
    -­‐4;	
    Economy	
    -­‐1;	
    Law	
    +2;	
    Lore	
    +2;	
    Society	
    -­‐1	
    
  Qualities	
    Holy	
    site,	
    superstitious	
    
  Danger	
    +0;	
    Disadvantages	
    Impoverished	
    
  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:	
    
  Brexander	
     Greenroot	
     (location	
     1;	
     CG	
     male	
     gnome	
     ranger	
     3)	
    
  Brexander	
     is	
     willing	
     to	
     guide	
     travellers	
     into	
     The	
     Deepmire	
    
  Marshes.	
    
  Hollean	
     Uthevere	
     (location	
     6;	
     N	
     male	
     human	
     expert	
     2)	
     Proud	
    
  and	
    ambitious,	
    Hollean	
    owns	
    the	
    Roaring	
    Dragon	
    Inn	
    and	
    is	
    
  the	
    most	
    vocal	
    supporter	
    of	
    Spiritspeaker	
    Breurk.	
    
  Hywain	
     Glengaine	
     (location	
     2;	
     LN	
     male	
     middle-­‐aged	
     human	
    
  fighter	
    4)	
    As	
    captain	
    of	
    the	
    Labyrinth	
    Guardians,	
    Hywain	
    is	
    
  loyal	
     to	
     the	
     Spiritspeaker,	
     even	
     if	
     he	
     disapproves	
     of	
     his	
    
  recent	
    decisions.	
    	
    
  Kerin	
    Banell	
    (location	
    2;	
    LN	
    male	
    human	
    fighter	
    2)	
    Kerin	
    is	
    the	
    
  hot	
     tempered	
     second	
     in	
     command	
     of	
     the	
     Labyrinth	
    
  Guardians.	
    	
    
  Kynell	
     Lawain	
     (location	
     7;	
     NG	
     male	
     human	
     expert	
     2)	
     Kynell	
    
  operates	
    the	
    local	
    trade	
    station.	
    
  Lanna	
     Glengaine	
     (location	
     6;	
     NE	
     female	
     human	
     commoner	
     2)	
    
  Hywain	
     Glengaine’s	
     beautiful,	
     but	
     capricious,	
     daughter	
    
  works	
     as	
     a	
     barmaid	
     and	
     excels	
     in	
     inspiring	
     volatile	
     social	
    
  situations.	
    	
    
  Leodus	
     Breurk	
     (location	
     4;	
     N	
     male	
     human	
     cleric	
     7)	
     As	
    
  Spiritspeaker,	
     Leodus	
     has	
     to	
     make	
     difficult	
     decisions	
    
  affecting	
    the	
    entire	
    community.	
    	
    
  Terric	
    Modan	
    (location	
    5;	
    CN	
    male	
    human	
    sorcerer	
    [aberrant]	
    4)	
    
  Terric	
    goes	
    to	
    great	
    lengths	
    to	
    conceal	
    his	
    growing	
    sorcerous	
    
  powers.	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
     of	
     the	
     village	
     comprises	
     modest	
     homes	
     built	
     on	
     raised	
    
  wooden	
    platforms.	
    A	
    few	
    locations,	
    however,	
    are	
    of	
    interest	
    to	
    
  adventurers:	
    
  1. Brexander	
    Greenroot’s	
    house:	
    Home	
    of	
    the	
    most	
    experienced	
    
  marsh	
    guide	
    in	
    the	
    village.	
    
  2. Guardian’s	
     Hall:	
     Home	
     of	
     the	
     warriors	
     who	
     guard	
     the	
    
  Labyrinth	
    of	
    the	
    Ancestors	
    and	
    act	
    as	
    the	
    village	
    militia.	
    
  3. Labyrinth	
     of	
     the	
     Ancestors:	
     This	
     wooden	
     maze	
     contains	
     the	
    
  earthly	
    remains	
    of	
    Aldwater’s	
    dead.	
    
  4. Spiritspeaker's	
    house:	
    Home	
    of	
    Spiritspeaker	
    Leodus	
    Breurk.	
    
  5. Terric	
    Modan's	
    house:	
    Home	
    of	
    the	
    sorcerer	
    Terric	
    Modan.	
    
  6. The	
    Roaring	
    Dragon:	
    The	
    newly	
    established	
    inn,	
    which	
    many	
    
  locals	
    jokingly	
    refer	
    to	
    as	
    "The	
    Burping	
    Lizard",	
    is	
    often	
    busy.	
    
  7. Trade	
    Station:	
    Kynell	
    Lawain	
    ferries	
    hides	
    and	
    fish	
    up	
    the	
    creek	
    
  and	
    returns	
    with	
    trade	
    goods	
    from	
    nearby	
    settlements.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Fishing,	
    hunting,	
    trapping	
    
  Base	
     Value	
     250	
     gp;	
     Purchase	
     Limit	
     1,250	
     gp;	
     Spellcasting	
     4th;	
    
  Minor	
    Items	
    1d4;	
    Medium	
    Items	
    1d2;	
    Major	
    Items	
    –	
    
  When	
     the	
     PCs	
     arrive	
     in	
     Aldwater,	
     the	
     following	
     items	
     are	
     for	
    
  sale:	
    
  § 
  Potions	
    &	
    Oils	
    endure	
    elements	
    (50	
    gp),	
    light	
    (25	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    obscuring	
    mist	
    (25	
    gp),	
    purify	
    food	
    and	
    drink	
    (12	
    
  gp,	
    5	
    sp)	
    
  § 
  Wand	
    wind	
    wall	
    (37	
    chgs.;	
    8,375	
    gp)	
    
  
  27	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
    may	
    know	
    some	
    information	
    about	
    Aldwater.	
    A	
    successful	
    
  check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
     10:	
     Aldwater	
     lies	
     at	
     the	
     mouth	
     of	
     Blackraven	
     Creek,	
    
  where	
    it	
    flows	
    into	
    the	
    Deepmire	
    Marshes.	
    
  	
    
  DC	
    15:	
    The	
    most	
    prominent	
    feature	
    of	
    Aldwater	
    is	
    the	
    large	
    
  wooden	
    labyrinth	
    on	
    an	
    island	
    in	
    the	
    middle	
    of	
    the	
    village.	
    It	
    is	
    
  said	
    to	
    contain	
    the	
    remains	
    of	
    the	
    villagers’	
    ancestors.	
    
  	
    
  DC	
     20:	
     The	
     spiritual	
     leader	
     of	
     the	
     village	
     can	
     use	
     a	
     secret	
    
  ritual	
    to	
    gain	
    knowledge	
    from	
    the	
    dead.	
    	
    
  V I L L A G E R S  
  Appearance	
    Black	
    hair	
    and	
    blue	
    eyes	
    are	
    dominant	
    among	
    the	
    
  villagers,	
    most	
    of	
    who	
    are	
    below	
    average	
    height.	
    	
    
  	
    
  Dress	
     Most	
     villagers	
     wear	
     loose	
     fitted	
     leggings	
     and	
     shirts,	
    
  made	
    from	
    a	
    light,	
    quick-­‐drying	
    fabric.	
    Scarfs	
    are	
    often	
    wrapped	
    
  around	
    the	
    head	
    to	
    keep	
    away	
    insects.	
    
  	
    
  Nomenclature	
     male	
     Girnach,	
     Henn,	
     Luwain,	
     Morion,	
     Rhylf;	
    
  female	
    Elaida,	
    Grisanna,	
    Isuefar,	
    Nilda,	
    Shavinia;	
    family	
    Aralon,	
    
  Blagant,	
    Glerent,	
    Melydd,	
    Teigan.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Aldwater	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
    A	
    PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    
  each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    table	
    below	
    
  to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1	
    
  A	
     gigantic	
     frog-­‐like	
     monster	
     lives	
     within	
     the	
     Deepmire	
    
  Marshes.	
    Local	
    boggard	
    tribes	
    worship	
    it	
    as	
    a	
    god.	
    
  2	
    
  There	
    is	
    something	
    strange	
    about	
    Terric	
    Modan.	
    He’s	
    got	
    
  a	
    secret	
    he’s	
    desperate	
    to	
    hide.	
    
  3	
    
  Brexander	
     Greenroot	
     has	
     been	
     trying	
     to	
     catch	
     a	
     huge	
    
  electric	
     eel	
     called	
     Ol’	
     Spark	
     for	
     years.	
     His	
     last	
     attempt	
    
  almost	
    cost	
    him	
    his	
    life.	
    
  4*	
    
  Lanna	
     Glengaine	
     once	
     persuaded	
     Kerin	
     Banell	
     to	
     sneak	
    
  her	
    into	
    the	
    Labyrinth	
    of	
    the	
    Ancestors.	
    
  5	
    
  The	
    last	
    group	
    of	
    strangers	
    who	
    sought	
    knowledge	
    from	
    
  the	
     ancestors	
     in	
     the	
     labyrinth	
     sailed	
     into	
     the	
     Deepmire	
    
  Marshes	
    afterwards.	
    They	
    haven’t	
    returned.	
    
  6*	
    
  The	
     council	
     of	
     ancestors	
     have	
     cursed	
     Leodus	
     Breurk	
    
  because	
    he	
    shares	
    their	
    wisdom	
    with	
    outsiders.	
    
  *False	
    rumour	
    
  	
    
   
  
  28	
    
  B A R L O W  A T  A  G L A N C E  
  A	
    once-­‐idyllic	
    hamlet	
    on	
    the	
    banks	
    of	
    the	
    burbling	
    Clearbrook,	
    
  Barlow	
     is	
     now	
     a	
     village	
     on	
     the	
     verge	
     of	
     a	
     schism.	
     For	
     recently	
    
  arrived	
    dwarves,	
    a	
    prosperous	
    future	
    beckons,	
    but	
    the	
    long-­‐time	
    
  human	
    and	
    fey	
    residents	
    fear	
    a	
    loss	
    of	
    their	
    pastoral	
    way	
    of	
    life.	
    
  	
    
  Founded	
     more	
     than	
     150	
     years	
     ago,	
     the	
     village	
     began	
     as	
     a	
    
  druidic	
     community	
     established	
     when	
     its	
     leader	
     struck	
     up	
     a	
    
  relationship	
     with	
     the	
     dryad	
     Casalya.	
     For	
     generations,	
     residents	
    
  lived	
     a	
     simple,	
     rural	
     life,	
     farming	
     and	
     hunting	
     only	
     what	
     they	
    
  needed	
    to	
    survive	
    and	
    living	
    in	
    harmony	
    with	
    the	
    many	
    fey	
    —	
    
  pixies,	
    sprites	
    and	
    satyrs,	
    among	
    others	
    —	
    attracted	
    to	
    the	
    new	
    
  settlement.	
    With	
    not	
    even	
    an	
    inn,	
     villagers	
    welcomed	
    the	
    rare	
    
  visitors,	
    typically	
    a	
    few	
    travelling	
    merchants	
    a	
    year,	
    to	
    stay	
    in	
    the	
    
  headman's	
    own	
    home.	
    
  	
    
  When	
     a	
     group	
     of	
     dwarves,	
     weary	
     and	
     wounded,	
     stumbled	
    
  into	
    Barlow	
    a	
    century	
    ago,	
    the	
    villagers	
    were	
    quick	
    to	
    offer	
    aid.	
    
  Returning	
    home	
    after	
    a	
    failed	
    expedition	
    to	
    find	
    precious	
    metals	
    
  in	
    a	
    nearby	
    mountain,	
    the	
    dwarves	
    had	
    been	
    attacked	
    by	
    a	
    gang	
    
  of	
    redcaps,	
    from	
    whom	
    they	
    barely	
    escaped.	
    The	
    villagers	
    nursed	
    
  the	
     dwarves	
     back	
     to	
     health.	
     In	
     return,	
     the	
     miners	
     vowed	
     to	
    
  repay	
    the	
    villagers’	
    kindness	
    –	
    a	
    lengthy	
    process	
    for	
    a	
    village	
    with	
    
  little	
    use	
    for	
    material	
    goods.	
    Eventually,	
    the	
    dwarves	
    built	
    homes	
    
  and	
    settled	
    in	
    Barlow.	
    	
    
  	
    
  In	
    time,	
    the	
    dwarves	
    sent	
    for	
    their	
    families	
    and	
    the	
    hamlet	
    
  saw	
     its	
     population	
     surge,	
     dwarven	
     newcomers	
     soon	
     nearly	
     as	
    
  numerous	
     as	
     the	
     human	
     inhabitants.	
     Though	
     the	
     dwarves	
    
  happily	
     accepted	
     the	
     tenets	
     of	
     the	
     village's	
     relationship	
     with	
    
  nature,	
    they	
    brought	
    a	
    new	
    modernity	
    with	
    them	
    that	
    many	
    of	
    
  the	
     human	
     and	
     fey	
     residents	
     find	
     disconcerting.	
     Where	
     once	
    
  flour	
    was	
    ground	
    by	
    hand,	
    now	
    a	
    new	
    mill	
    quickly	
    handles	
    the	
    
  chore.	
    And	
    while	
    its	
    efforts	
    certainly	
    don't	
    threaten	
    the	
    forest's	
    
  well-­‐being,	
    second-­‐generation	
    resident	
    Erna	
    Copperspike's	
    new	
    
  workshop	
     has	
     begun	
     producing	
     fine	
     wooden	
     goods	
     the	
    
  craftswoman	
    hopes	
    to	
    bring	
    to	
    market.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Arvo	
    Varala	
    (N	
    male	
    human	
    expert	
    [farmer]	
    2)	
    
  Government	
    Council	
    
  Population	
    124	
    (64	
    humans,	
    40	
    dwarves,	
    20	
    other)	
    
  Alignments	
    N,	
    CN,	
    NG,	
    CG	
    
  Languages	
    Common,	
    Dwarven,	
    Sylvan	
    
  Corruption	
    -­‐3;	
    Crime	
    -­‐4;	
    Economy	
    -­‐1;	
    Law	
    -­‐2;	
    Lore	
    +2;	
    Society	
    +2	
    
  Qualities	
    Insular,	
    pious	
    
  Danger	
    0;	
    Disadvantages	
    None	
    
  N O T A B L E 	
    F O L K	
    
  Most	
     of	
     the	
     population	
     are	
     nothing	
     more	
     than	
     hardworking	
    
  peasants.	
    A	
    few,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  Arli	
    Casalyan	
    (CG	
    female	
    fey	
    human	
    ranger	
    1)	
    A	
    descendent	
    of	
    
  Casalya	
    and	
    fierce	
    advocate	
    for	
    Barlow's	
    pastoral	
    way	
    of	
    life.	
    
  Arvo	
    Varala	
    (location	
    10;	
    N	
    male	
    human	
    expert	
    [farmer]	
    2)	
    The	
    
  head	
    of	
    the	
    village	
    council	
    is	
    a	
    skilled	
    farmer,	
    and	
    is	
    angered	
    
  by	
    the	
    recent	
    thefts.	
    
  Brengen	
     Leer	
     (location	
     2;	
     NG	
     male	
     old	
     human	
     druid	
     4)	
     The	
    
  village's	
    spiritual	
    leader	
    and	
    mediator.	
    
  Casalya	
    (location	
    1;	
    CG	
    female	
    dryad)	
    The	
    mother	
    of	
    Barlow,	
    she	
    
  rarely	
    now	
    interferes	
    in	
    village	
    affairs.	
    
  Erna	
     Copperspike	
     (location	
     7;	
     N	
     female	
     dwarf	
     expert	
     3)	
     A	
    
  woodworking	
    proponent	
    of	
    greater	
    trade	
    and	
    industry.	
    
  Hyla	
    Lawsprite	
    (location	
    9;	
    CN	
    male	
    sprite	
    bard	
    3)	
    The	
    eternally	
    
  nosy	
    self-­‐appointed	
    "Sheriff	
    of	
    Barlow."	
    
  Thifan	
    Granitehelm	
    (location	
    8;	
    NG	
    male	
    old	
    dwarf	
    expert	
    4)	
    The	
    
  last	
    survivor	
    of	
    the	
    original	
    dwarven	
    settlers.	
    	
    
  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. Casalya's	
    Tree:	
    Casalya's	
    bonded	
    tree	
    is	
    the	
    heart	
    of	
    Barlow.	
    
  2. Casalya's	
     Amphitheatre:	
     Village	
     gatherings	
     take	
     place	
     in	
     the	
    
  terraced	
    seating	
    around	
    Casalya's	
    tree.	
    
  3. Vorman's	
    Mill:	
    The	
    new	
    gristmill	
    harnesses	
    the	
    Clearbrook	
    to	
    
  grind	
    grain	
    into	
    flour.	
    
  4. New	
     Shrine:	
     The	
     dwarves	
     have	
     built	
     a	
     small	
     shrine	
     to	
     their	
    
  own	
    gods.	
    
  5. Charred	
    Ruins:	
    The	
    village	
    inn	
    recently	
    burned	
    to	
    the	
    ground	
    
  and	
    has	
    not	
    yet	
    been	
    rebuilt.	
    
  6. The	
     Dwarven	
     Distillery:	
     One	
     of	
     the	
     new	
     dwarven-­‐made	
    
  buildings,	
    where	
    they	
    have	
    begun	
    fermenting	
    liquor	
    in	
    greater	
    
  volumes.	
    Among	
    dwarves,	
    it's	
    simply	
    known	
    as	
    the	
    distillery.	
    
  7. Erna's	
     Workshop:	
     Erna	
     Copperspike's	
     woodworking	
     shop,	
    
  where	
    she	
    and	
    a	
    few	
    apprentices	
    craft	
    fine	
    goods.	
    
  8. Thifan's	
     Home:	
     The	
     dwelling	
     of	
     the	
     aged	
     former	
     miner	
     also	
    
  serves	
    as	
    a	
    frequent	
    gathering	
    spot	
    for	
    younger	
    dwarves.	
    	
    
  9. Barns:	
     The	
     barns	
     at	
     the	
     outskirts	
     of	
     Barlow	
     hold	
     the	
    
  community's	
    livestock,	
    mostly	
    cows,	
    pigs	
    and	
    sheep.	
    
  10. Farm	
     fields:	
     Barlow's	
     fields	
     mostly	
     produce	
     rye	
     and	
     root	
    
  vegetables,	
    primarily	
    for	
    the	
    villagers’	
    own	
    consumption.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Light	
    farming,	
    fishing,	
    hunting,	
    decorative	
    
  and	
    functional	
    woodwork	
    (artwork,	
    furniture,	
    tools,	
    traps)	
    	
    
  Base	
     Value	
     500	
     gp;	
     Purchase	
     Limit	
     2,500	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Barlow,	
    the	
    following	
    items	
    are	
    for	
    sale:	
    
  § 
  Potions	
    &	
    Oils	
    oil	
    of	
    shillelagh	
    (50	
    gp),	
    potion	
    of	
    barkskin	
    (300	
    
  gp),	
    potion	
    of	
    endure	
    elements	
    (50	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    charm	
    person	
    (25	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    call	
    lightning	
    (375	
    gp),	
    daylight	
    (375	
    gp),	
    faerie	
    
  fire	
    (25	
    gp)	
    	
    
  
  29	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
    may	
    know	
    some	
    information	
    about	
    Barlow.	
    A	
    successful	
    
  check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
     10:	
     When	
     the	
     druid	
     Barlow	
     Rous	
     fell	
     in	
     love	
     with	
     the	
    
  dryad	
    Casalya,	
    his	
    followers	
    founded	
    the	
    eponymous	
    settlement	
    
  around	
     her	
     tree.	
     The	
     settlement	
     welcomes	
     friendly	
     fey	
     and	
    
  many	
     of	
     the	
     human	
     villagers	
     have	
     fey	
     ancestors.	
     Casalya	
     still	
    
  lives	
    in	
    the	
    village.	
    
  	
    
  DC	
     15:	
     A	
     recent	
     influx	
     of	
     dwarves	
     has	
     brought	
     new	
    
  prosperity	
     to	
     the	
     village	
     as	
     they	
     begin	
     to	
     market	
     fine	
     wooden	
    
  goods	
     and	
     dwarven	
     spirits.	
     So	
     far	
     they	
     have	
     limited	
     their	
    
  production	
    to	
    avoid	
    angering	
    the	
    fey.	
    
  	
    
  DC	
    20:	
    Long	
    ago,	
    the	
    dwarves	
    unsuccessfully	
    sought	
    precious	
    
  metals	
    in	
    the	
    hills	
    at	
    the	
    Clearbrook’s	
    source.	
    Wild	
    animals	
    in	
    the	
    
  woods	
     attacked	
     the	
     miners	
     and	
     the	
     survivors	
     retreated	
     to	
    
  Barlow,	
    where	
    they	
    settled.	
    Since	
    then,	
    hermits	
    have	
    	
    lived	
    in	
    the	
    
  caves.	
    
  	
    
  For	
     more	
     about	
     Barlow,	
     and	
     the	
     investigation,	
     refer	
     to	
    
  “Whispers	
    &	
    Rumours”	
    and	
    “Gathering	
    Information”	
    on	
    page	
    15.	
    
  V I L L A G E R S  
  Appearance	
    The	
    human	
    residents	
    typically	
    have	
    tanned	
    skin,	
    but	
    
  often	
    have	
    brightly	
    coloured	
    hair	
    or	
    eyes	
    or	
    some	
    other	
    odd	
    trait	
    
  revealing	
     their	
     fey	
     heritage.	
     Dwarves	
     tend	
     toward	
     neatly	
    
  trimmed	
    hair	
    and	
    beards.	
    
  	
    
  Dress	
     Humans	
     wear	
     wool	
     clothing,	
     often	
     dyed	
     in	
     bright	
    
  greens	
     or	
     other	
     colours	
     and	
     decorated	
     with	
     elaborate	
    
  embroidered	
     flowers	
     or	
     woodland	
     creatures.	
     Dwarves	
     dress	
    
  more	
     soberly,	
     often	
     wearing	
     long	
     leather	
     vests	
     in	
     which	
     they	
    
  carry	
    the	
    tools	
    of	
    their	
    trade.	
    
  	
    
  Nomenclature	
     (Dwarf)	
     male	
     Daim,	
     Doric,	
     Falgen,	
     Reidral;	
    
  female	
     Barili,	
     Chera,	
     Mora,	
     Olalsia,	
     Thinon,	
     Wynadear;	
     family	
    
  Runeshield,	
    Strongstave.	
    
  	
    
  Nomenclature	
    (Fey)	
    male	
    Abararl,	
    Adenen,	
    Ash,	
    Koko,	
    Tob;	
    
  female	
    
  Alaneo,	
    
  Aphid	
    
  Ashphodel,	
    
  Cala,	
    
  Vereyl	
    
  family	
    
  Ambershine,	
    Dapplesprout,	
    Quickfly,	
    Sunsage.	
    
  	
    
  Nomenclature	
     (Human)	
     male	
     Erreharl,	
     Kiral,	
     Timos,	
     Voz;	
    
  female	
     Analia,	
     Camline,	
     Hermi,	
     Vremi;	
     family	
     Aral,	
     Ferren,	
    
  Fyrom,	
    Liale.	
    
   
  
  30	
    
  C O L D W A T E R  A T  A  G L A N C E   
  An	
     isolated	
     place,	
     perched	
     upon	
     an	
     inhospitable	
     coast	
     at	
     the	
    
  head	
     of	
     a	
     muddy	
     coastal	
     path,	
     Coldwater	
     is	
     not	
     an	
     easy,	
     or	
    
  pleasant,	
     place	
     to	
     visit.	
     The	
     village	
     huddles	
     at	
     the	
     mouth	
     of	
     a	
    
  steep-­‐sided	
     valley	
     leading	
     down	
     to	
     the	
     sea.	
     Here,	
     the	
     seabed	
    
  quickly	
    drops	
    away	
    and	
    the	
    waters	
    are	
    deep,	
    dark	
    and	
    cold.	
    	
    
  	
    
  Widely	
     thought	
     of	
     as	
     a	
     haven	
     for	
     smugglers	
     and	
     other	
    
  miscreants,	
     rumours	
     swirl	
     as	
     thickly	
     about	
     the	
     village	
     as	
     the	
    
  persistent	
    sea	
    fogs	
    that	
    sometimes	
    blanket	
    the	
    place	
    for	
    days	
    at	
    
  a	
     time.	
     Other	
     rumours—whispered	
     in	
     taprooms	
     up	
     and	
     down	
    
  the	
     coast—speak	
     of	
     darker	
     things:	
     of	
     unwholesome	
     practises	
    
  carried	
     out	
     in	
     worship	
     of	
     some	
     ancient,	
     depraved	
     power,	
     of	
    
  travellers	
    going	
    missing	
    near	
    the	
    village	
    and	
    of	
    an	
    ancient	
    set	
    of	
    
  steps	
     buried	
     at	
     the	
     base	
     of	
     nearby	
     cliffs	
     and	
     revealed	
     only	
     at	
    
  particularly	
    low	
    tides.	
    	
    
  	
    
  Whatever	
    the	
    truth,	
    Coldwater’s	
    folk	
    are	
    sullen,	
    distrustful	
    of	
    
  outsiders	
    and	
    some	
    are	
    said	
    to	
    suffer	
    from	
    horrible	
    deformities.	
    
  Even	
    the	
    village’s	
    ruler—the	
    aged	
    Elina	
    Vuolle—hates	
    the	
    place	
    
  and	
    leaves	
    its	
    folk	
    to	
    fend	
    for	
    themselves.	
    Two	
    families	
    dominate	
    
  day-­‐to-­‐day	
     life:	
     the	
     Eerolas	
     and	
     the	
     Purhos.	
     Trapped	
     in	
     a	
     low-­‐
  grade,	
     but	
     vicious,	
     family	
     feud	
     the	
     two	
     families	
     subtly	
     work	
    
  against	
    one	
    another	
    and	
    use	
    the	
    other	
    villagers	
    as	
    their	
    pawns.	
    	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Elina	
    Vuolle	
    
  Government	
    Overlord	
    
  Population	
     188	
     (109	
     humans,	
     59	
     deformed	
     humans,	
     18	
     half-­‐
  orcs,	
    1	
    gnome,	
    1	
    half-­‐elf)	
    
  Alignments	
    CN,	
    N,	
    NE	
    
  Languages	
    Common,	
    Orc	
    
  Corruption	
    +2;	
    Crime	
    -­‐1;	
    Economy	
    +0;	
    Law	
    -­‐2;	
    Lore	
    +1;	
    Society	
    -­‐
  2	
    
  Qualities	
    Insular,	
    notorious	
    
  Danger	
    +10;	
    Disadvantages	
    Cursed	
    
  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:	
    
  Armas	
    Hujanen	
    (location	
    5;	
    LE	
    male	
    half-­‐elf	
    wizard	
    [universalist]	
    
  5)	
    Armas	
    has	
    come	
    to	
    Coldwater	
    to	
    study	
    the	
    high	
    incidence	
    
  of	
    deformity	
    in	
    the	
    populace.	
    	
    
  Atro	
    Purho	
    (location	
    8;	
    N	
    male	
    deformed	
    human	
    rogue	
    4)	
    Young	
    
  and	
    dynamic,	
    Atro	
    has	
    an	
    implacable	
    hatred	
    for	
    the	
    Eerolas	
    
  blaming	
    them	
    for	
    his	
    own	
    ill	
    fortunes.	
    
  Elina	
     Vuolle	
     (location	
     1;	
     LN	
     female	
     old	
     human	
     aristocrat	
    
  2/sorcerer	
    [abyssal]	
    6)	
    Elina	
    hates	
    Coldwater	
    (and	
    her	
    lot).	
    	
    	
    
  Sauli	
     Eerola	
     (location	
     4;	
     NE	
     male	
     middle-­‐aged	
     human	
     expert	
    
  2/fighter	
    2)	
    Patriarch	
    of	
    the	
    Eerola	
    family,	
    Sauli	
    once	
    served	
    
  as	
    a	
    soldier	
    but	
    now	
    runs	
    the	
    family	
    “shipping”	
    business.	
    
  Uzlen	
    Itkonen	
    (location	
    3;	
    N	
    female	
    half-­‐orc	
    expert	
    2/barbarian	
    
  1)	
    Uzlen	
    runs	
    the	
    local	
    shipbuilding	
    business	
    and	
    tries	
    to	
    stay	
    
  out	
    of	
    the	
    Eerola’s	
    and	
    Purho’s	
    feuding	
    as	
    much	
    as	
    possible.	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
    of	
    Coldwater	
    comprises	
    peasant	
    homes.	
    A	
    few	
    locations,	
    
  however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  1. Vuolle	
    Manor:	
    Perched	
    on	
    the	
    side	
    of	
    the	
    valley,	
    Vuolle	
    Manor	
    
  overlooks	
    the	
    village.	
    It’s	
    battlemented	
    walls	
    give	
    spectacular	
    
  views	
    of	
    the	
    surrounds.	
    	
    
  2. Waterside:	
     The	
     harbour	
     is	
     the	
     busiest—and	
     smelliest—place	
    
  in	
    the	
    village.	
    Here,	
    a	
    gallimaufry	
    of	
    fishing	
    vessels	
    and	
    small	
    
  merchant	
    craft	
    jostle	
    for	
    berths.	
    	
    
  3. Itkonen’s:	
     Here,	
     Uzlen	
     Itkonen	
     builds	
     and	
     repairs	
     fishing	
    
  vessels	
    and	
    small	
    merchant	
    craft.	
    The	
    dockyard	
    is	
    always	
    busy.	
    	
    	
    
  4. Sauli’s	
    Home:	
    Here	
    dwells	
    the	
    patriarch	
    of	
    the	
    Eerola	
    family.	
    	
    
  5. Crooked	
    House:	
    This	
    partially	
    sunken	
    building	
    is	
    the	
    home	
    of	
    
  Armas	
    Hujanen.	
    Part	
    of	
    the	
    cellar’s	
    foundations	
    has	
    collapsed,	
    
  giving	
    the	
    house	
    its	
    name.	
    	
    
  6. Chapel	
     of	
     the	
     Mistress:	
     Dedicated	
     to	
     Serat	
     (the	
     uncaring	
    
  Mistress	
     of	
     Storms)	
     this	
     small	
     chapel	
     is	
     one	
     of	
     the	
     most	
    
  substantial	
    buildings	
    in	
    the	
    village.	
    On	
    misty	
    nights	
    its	
    bells	
    toll	
    
  endlessly	
    to	
    guide	
    home	
    those	
    still	
    out	
    on	
    the	
    water.	
    
  7. The	
     Stooped	
     Man:	
     Coldwater’s	
     only	
     inn	
     and	
     tavern,	
     the	
    
  Stooped	
    Man	
    is	
    a	
    bastion	
    of	
    cheap	
    alcohol,	
    surly	
    service	
    and	
    
  draughty,	
    flea-­‐infested	
    accommodation.	
    	
    
  8. Atro’s	
     Home:	
     Atro	
     Purho	
     dwells	
     in	
     this	
     large,	
     ramshackle	
    
  building.	
    Extensive	
    cellars	
    intersect	
    with	
    a	
    sea	
    cave;	
    here	
    much	
    
  of	
    the	
    Purho’s	
    clandestine	
    business	
    is	
    conducted.	
    
  9. Devil’s	
     Cove:	
     Strange	
     goings	
     on	
     and	
     several	
     disappearances	
    
  conspire	
    to	
    keep	
    the	
    populace	
    away	
    from	
    this	
    nearby	
    cove.	
    	
    
  10. The	
    Sunken	
    Stair:	
    Only	
    exposed	
    at	
    particularly	
    low	
    tides,	
    these	
    
  stairs	
     lead	
     to	
     a	
     chamber	
     containing	
     a	
     seemingly	
     unopenable	
    
  pair	
    of	
    stone	
    doors.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Smuggling,	
    fishing	
    
  Base	
     Value	
     650	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
     the	
     PCs	
     arrive	
     in	
     Coldwater,	
     the	
     following	
     items	
     are	
     for	
    
  sale:	
    
  § 
  Potions	
     &	
     Oils	
     cure	
     light	
     wounds	
     (50	
     gp),	
     hide	
     from	
     animals	
    
  (50	
    gp),	
    protection	
    from	
    energy	
    (fire;	
    750	
    gp)	
    
  § 
  Rings	
    feather	
    falling	
    (2,200	
    gp),	
    sustenance	
    (2,500	
    gp)	
    
  § 
  Rod	
    lesser	
    metamagic	
    rod	
    of	
    extend	
    spell	
    (3,000	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    charm	
    person,	
    disguise	
    self	
    and	
    erase	
    (75	
    gp)	
    
  disrupt	
    undead	
    (12.5	
    gp),	
    scorching	
    ray	
    (150	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    inflict	
    light	
    wounds	
    (25	
    gp)	
    	
    
  § 
  Staff	
    fire	
    (18,950	
    gp;	
    location	
    1)	
    
  § 
  Weapon	
    +1	
    flaming	
    longsword	
    (8,315	
    gp;	
    location	
    1)	
    
  	
    
   
  
  31	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
     may	
     know	
     some	
     information	
     about	
     Coldwater.	
     A	
    
  successful	
    check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    
  result.	
    
  	
    
  DC	
    10:	
    Coldwater	
    is	
    a	
    dump—the	
    place	
    is	
    a	
    dismal	
    cesspit	
    of	
    
  the	
     worst	
     sort.	
     The	
     people	
     are	
     sullen	
     and	
     tremendously	
     ugly;	
    
  there	
    is	
    no	
    reason	
    to	
    go	
    there.	
    
  	
    
  DC	
    15:	
    The	
    folk	
    of	
    Coldwater	
    are	
    of	
    the	
    worst	
    moral	
    fibre.	
    
  Many	
     are	
     smugglers	
     and	
     rumours	
     of	
     an	
     evil	
     cult	
     based	
     in	
     the	
    
  village	
    refuse	
    to	
    die.	
    
  	
    
  DC	
     20:	
     A	
     nearby	
     cove	
     has	
     a	
     strange	
     feature	
     buried	
     in	
     its	
    
  cliffs—a	
     sunken	
     staircase	
     that	
     only	
     becomes	
     visible	
     at	
    
  particularly	
    low	
    tides.	
    
  V I L L A G E R S  
  Appearance	
    Dark	
    of	
    hair	
    and	
    pale	
    of	
    skin,	
    many	
    of	
    the	
    villagers	
    
  appear	
     to	
     be	
     unwell	
     in	
     a	
     general,	
     non-­‐descript	
     way.	
     Some	
     are	
    
  horribly	
    disfigured.	
    	
    
  	
    
  Dress	
     Villagers	
     wear	
     loose,	
     ill-­‐fitting	
     woollen	
     or	
     leather	
    
  clothes	
    suited	
    to	
    their	
    trade.	
    
  	
    
  Nomenclature	
     male	
     Arvo,	
     Ilari,	
     Kaarlo,	
     Valto,	
     Viljo;	
     female	
    
  Aila,	
    Eeva,	
    Helmi,	
    Pia,	
    Ulla;	
    family	
    Eerola,	
    Itkonen,	
    Purho,	
    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	
    Coldwater	
    
  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	
    
  Unguessable	
     things	
     lurk	
     in	
     the	
     waters	
     of	
     Devil	
     Cove.	
    
  Strange	
    figures	
    have	
    been	
    seen	
    moving	
    in	
    the	
    mists	
    and	
    
  people	
    have	
    gone	
    missing	
    there.	
    	
    
  2*	
    
  Armas	
    Hujanen	
    is	
    digging	
    in	
    his	
    cellar	
    for	
    something	
    best	
    
  left	
    buried.	
    He	
    dug	
    so	
    deep,	
    his	
    house	
    almost	
    collapsed!	
    
  3	
    
  The	
     Eerola	
     and	
     the	
     Purho	
     hate	
     each	
     other;	
     the	
     two	
    
  families	
    have	
    been	
    implacable	
    foes	
    for	
    generations.	
    
  4	
    
  Elina	
    Vuolle	
    has	
    nothing	
    but	
    disdain	
    for	
    Coldwater	
    and	
    its	
    
  folk.	
    She’s	
    tried	
    to	
    sell	
    it—and	
    her	
    title—several	
    times.	
    
  5	
    
  A	
    mysterious	
    set	
    of	
    stairs	
    pierces	
    the	
    cliffs	
    of	
    Devil	
    Cove;	
    
  they	
    are	
    only	
    accessible	
    at	
    particularly	
    low	
    tides.	
    
  6*	
    
  Many	
     of	
     the	
     Purho	
     are	
     horribly	
     disfigured;	
     they	
     take	
     a	
    
  perverse	
    pleasure	
    in	
    their	
    appearance	
    and	
    often	
    drown	
    
  healthy	
    babies	
    born	
    into	
    the	
    family.	
    
  *False	
    rumour	
    
  	
    	
    
   
  
  32	
    
  D I L A T H ’ S  H O L D  A T  A  G L A N C E  
  Dilath’s	
    Hold	
    was	
    founded	
    400	
    years	
    ago	
    when	
    the	
    exiled	
    drow	
    
  nobleman	
     Dilath	
     Abair	
     of	
     Zaccharine	
     fled	
     the	
     drow	
     city	
     of	
    
  Zaccharine	
    to	
    escape	
    punishment	
    for	
    treason.	
    	
    
  	
    
  Since	
    then,	
    Dilath’s	
    Hold	
    has	
    become	
    the	
    centre	
    of	
    the	
    slave	
    
  trade	
    in	
    the	
    northern	
    Ebon	
    Realms.	
    Dilath	
    Abair	
    recognized	
    his	
    
  enclave	
    would	
    not	
    survive	
    without	
    trading	
    with	
    Zaccharine,	
    and	
    
  he	
     knew	
     Zaccarine	
     would	
     always	
     need	
     slaves.	
     He	
     negotiated	
    
  complicated	
    treaties	
    with	
    several	
    duergar	
    enclaves	
    nearby,	
    and	
    
  slowly	
    Dilath’s	
    Hold	
    transformed	
    into	
    the	
    only	
    slave	
    market	
    near	
    
  Zaccharine.	
     Today,	
     Dilath’s	
     Hold	
     houses	
     a	
     sizable	
     drow	
    
  population	
     as	
     well	
     as	
     a	
     large	
     duergar	
     contingent.	
     The	
     ancient	
    
  treaties	
    are	
    the	
    only	
    thing	
    keeping	
    the	
    two	
    races	
    tolerating	
    each	
    
  other,	
    and	
    lately	
    there	
    have	
    been	
    whispers	
    of	
    renegotiating	
    the	
    
  treaties…in	
    blood	
    if	
    need	
    be.	
    	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Geriath	
    Abair	
    
  Government	
    Overlord	
    
  Population	
    188	
    (103	
    drows,	
    76	
    duergars,	
    7	
    driders,	
    2	
    bugbears)	
    
  Alignments	
    CN,	
    NE,	
    CE	
    
  Languages	
    Common,	
    Dwarven,	
    Elven,	
    Undercommon	
    
  Corruption	
    +1;	
    Crime	
    -­‐2;	
    Economy	
    -­‐1;	
    Law	
    0;	
    Lore	
    -­‐1;	
    Society	
    -­‐3	
    
  Qualities	
    Notorious,	
    racially	
    intolerant	
    (dwarves	
    and	
    elves)	
    
  Danger	
    10;	
    Disadvantages	
    None	
    
  N O T A B L E 	
    F O L K	
    
  Most	
     of	
     the	
     population	
     are	
     nothing	
     more	
     than	
     hardworking	
    
  villagers.	
    A	
    few,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  Alianne	
    the	
    Grey	
    (location	
    3;	
    CE	
    female	
    drider	
    ranger	
    3)	
    Alianne	
    
  lead	
    the	
    driders	
    of	
    the	
    Web	
    Labyrinth;	
    she	
    always	
    covers	
    her	
    
  face	
    with	
    a	
    dark	
    grey	
    hood.	
    	
    
  Drugar	
     Stonebelly	
     (location	
     5;	
     CN	
     male	
     duergar	
     expert	
     3)	
     An	
    
  elderly	
    duergar,	
    Drugar’s	
    dark	
    eyes	
    and	
    black	
    beard	
    are	
    well	
    
  known	
    to	
    visitors	
    to	
    Dilath’s	
    Hold.	
    	
    
  Geriath	
     Abair	
     (location	
     1;	
     CE	
     male	
     drow	
     fighter	
     8)	
     A	
     tall,	
     lean	
    
  drow,	
    Geriath’s	
    purple	
    eyes	
    give	
    away	
    no	
    emotions	
    and	
    his	
    
  body	
    bear	
    the	
    signs	
    of	
    rigorous	
    exercise	
    and	
    more	
    than	
    a	
    few	
    
  skirmishes	
    with	
    Zaccharine	
    patrols.	
    	
    
  Grumtusk	
    the	
    Vile	
    (location	
    8;	
    CE	
    male	
    duergar	
    wizard	
    [conjurer]	
    
  7)	
     Always	
     hiding	
     his	
     face	
     under	
     a	
     heavy	
     cloak,	
     Grumtusk’s	
    
  distinct	
    hoarse	
    whisper	
    is	
    known	
    throughout	
    Dilath’s	
    Hold.	
    
  High	
    Priestess	
    Naryenn	
    Abair	
    (location	
    2;	
    CE	
    female	
    drow	
    cleric	
    
  6)	
    This	
    beauty	
    has	
    dark	
    blue	
    eyes	
    and	
    stark	
    white	
    hair.	
    	
    
  Hyradyth	
     (location	
     9;	
     NE	
     female	
     drow	
     druid	
     [cave	
     druid]	
     8)	
    
  Hyradyth’s	
    beautiful	
    features	
    are	
    marred	
    by	
    an	
    infection	
    of	
    
  small	
    fungi	
    on	
    the	
    left	
    side	
    of	
    her	
    face.	
    
  Steinir	
    the	
    Fleshtrader	
    (location	
    4/6;	
    NE	
    male	
    duergar	
    rogue	
    6)	
    
  Steinir	
    runs	
    the	
    largest	
    fleshtrader	
    house	
    in	
    the	
    enclave.	
    	
    
  Thanista	
    the	
    Alluring	
    (location	
    7;	
    NE	
    female	
    half-­‐drow	
    expert	
    3)	
    
  Thanista’s	
    grey	
    skin	
    and	
    blonde	
    hair	
    sets	
    her	
    apart,	
    but	
    she	
    
  bears	
    the	
    scars	
    to	
    prove	
    her	
    position	
    in	
    Dilath’s	
    Hold	
    is	
    hard	
    
  earned.	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
    of	
    the	
    enclave	
    comprises	
    peasant	
    homes.	
    A	
    few	
    locations,	
    
  however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  1. Abair	
     Manor:	
     This	
     huge,	
     stately	
     manor	
     house	
     befits	
     the	
    
  arrogant	
    nobles	
    dwelling	
    within.	
    It	
    is	
    one	
    of	
    the	
    few	
    buildings	
    
  in	
    Dilath’s	
    Hold	
    protected	
    by	
    its	
    own	
    wall.	
    
  2. The	
    Chained	
    Shrine:	
    Uncountable	
    pairs	
    of	
    manacles	
    decorate	
    
  the	
    shrine’s	
    exterior	
    walls—a	
    stark	
    reminder	
    of	
    the	
    enclave’s	
    
  most	
    lucrative	
    trade.	
    
  3. The	
     Web	
     Labyrinth:	
     Dark	
     and	
     gloomy	
     caverns,	
     webs	
     and	
    
  cocoons	
    cover	
    the	
    walls	
    and	
    ceiling;	
    the	
    webs	
    also	
    form	
    rooms	
    
  and	
    hallways	
    in	
    the	
    caverns.	
    	
    
  4. Caravan	
    Quarter:	
    This	
    whole	
    quarter	
    of	
    the	
    enclave	
    serves	
    to	
    
  accommodate	
    visiting	
    caravans.	
    	
    
  5. The	
    Whip	
    and	
    Leash:	
    The	
    inn	
    is	
    a	
    rambling	
    one-­‐storey	
    building	
    
  covered	
    in	
    runic	
    graffiti	
    dating	
    back	
    centuries.	
    Here	
    drinks	
    and	
    
  food	
    are	
    offered	
    at	
    reasonable	
    rates.	
    
  6. Slave	
    Pits:	
    Here	
    each	
    slave	
    trader	
    has	
    their	
    own	
    pit	
    or	
    cage;	
    
  conditions	
    are	
    dirty,	
    but	
    the	
    slaves	
    are	
    usually	
    sold	
    very	
    fast	
    or	
    
  put	
    to	
    work	
    throughout	
    Dilath’s	
    Hold.	
    
  7. Cavern	
    of	
    Delight	
    and	
    Pain:	
    Tapestries	
    with	
    debased	
    themes	
    
  cover	
    the	
    cavern	
    walls,	
    the	
    air	
    is	
    heavily	
    scented	
    and	
    several	
    
  small	
    caverns	
    connected	
    to	
    the	
    central	
    cavern	
    ensure	
    privacy	
    
  should	
    it	
    be	
    needed.	
    
  8. Home	
    of	
    Grumtusk	
    the	
    Vile:	
    Within	
    the	
    hollowed	
    out	
    shell	
    of	
    a	
    
  giant	
    fiendish	
    snail	
    dwells	
    the	
    duergar	
    wizard.	
    Rumours	
    speak	
    
  of	
    several	
    basements	
    and	
    secret	
    rooms,	
    but	
    no	
    one	
    has	
    ever	
    
  seen	
    the	
    inside	
    of	
    Grumtusk’s	
    home.	
    	
    
  9. Garden	
     of	
     Serenity:	
     This	
     garden	
     contains	
     a	
     variety	
     of	
     fungi;	
    
  myconid	
     and	
     basidironds	
     can	
     be	
     seen	
     within	
     the	
     tangled	
    
  growth.	
     From	
     here,	
     Hyradyth	
     sends	
     her	
     minions	
     into	
     the	
    
  Conocybe	
    to	
    fetch	
    rare	
    ingredients	
    for	
    spells	
    and	
    poisons.	
    	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Slaves	
    and	
    poisonous	
    fungi	
    	
    
  Base	
     Value	
     800	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Dilath’s	
    Hold,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  	
    
  Potions	
    &	
    Oils	
    knock	
    (300	
    gp),	
    levitate	
    (300	
    gp)	
    
  	
    
  Scrolls	
    (Arcane)	
    charm	
    person	
    (25	
    gp),	
    web	
    (150	
    gp)	
    
  	
    
  Scroll	
    (Divine)	
    cause	
    fear	
    (25	
    gp),	
    hold	
    person	
    (150	
    gp)	
    
  
  33	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
    some	
    information	
    about	
    Dilath’s	
    Hold.	
    A	
    successful	
    check	
    
  reveals	
    everything	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
    10:	
    Dilath’s	
    Hold	
    was	
    founded	
    by	
    a	
    drow	
    nobleman	
    400	
    
  years	
     ago.	
     Today	
     it	
     is	
     the	
     centre	
     of	
     the	
     slave	
     trade	
     in	
     the	
    
  northern	
    Ebon	
    Realms.	
    
  	
    
  DC	
     15:	
     Dilath’s	
     Hold	
     is	
     named	
     after	
     the	
     founder,	
     an	
     exile	
    
  from	
    Zaccharine.	
    Even	
    today,	
    relations	
    between	
    Zaccharine	
    and	
    
  Dilath’s	
    Hold	
    are	
    strained	
    at	
    best.	
    
  	
    
  DC	
     25:	
     A	
     small	
     group	
     of	
     driders	
     in	
     Dilath’s	
     Hold	
     sell	
     their	
    
  services	
     if	
     the	
     price	
     is	
     high	
     enough.	
     They	
     prefer	
     payment	
     in	
    
  slaves	
    or	
    rare	
    gems.	
    
  V I L L A G E R S  
  Appearance	
     Both	
     drow	
     and	
     duergar	
     take	
     great	
     pains	
     over	
     the	
    
  appearance—mainly	
    to	
    distinguish	
    themselves	
    from	
    their	
    filthy	
    
  slaves.	
    
  	
    
  Nomenclature	
    (Drow)	
    male	
    Alak,	
    Dwean,	
    Jerat,	
    Vorn;	
    female	
    
  Faeryl,	
    Lilitha,	
    Triel,	
    Veray;	
    family	
    Larayne,	
    Sherathan,	
    Vrinn.	
    	
    
  	
    
  Nomenclature	
    (Duergar)	
    male	
    Holgar,	
    Petrok;	
    female	
    Herdis,	
    
  Undri;	
    family	
    Feldur,	
    Khorvahr.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
     PC	
     can	
     use	
     Diplomacy	
     to	
     gather	
     information	
     about	
     Dilath’s	
    
  Hold	
    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	
    
  Drugar	
    Stonebelly	
    threw	
    Steinir	
    out	
    of	
    the	
    inn	
    last	
    night	
    
  after	
     they	
     got	
     into	
     a	
     heated	
     argument	
     over	
     the	
     slave	
    
  trade.	
    Steinir	
    has	
    vowed	
    revenge.	
    
  2	
    
  Hyradyth	
    is	
    not	
    what	
    she	
    seems;	
    she	
    is	
    more	
    at	
    home	
    in	
    
  Conocybe	
    than	
    Dilath’s	
    Hold	
    
  3*	
    
  Geriath	
     Abair	
     has	
     initiated	
     negotiations	
     with	
     the	
    
  fleshcrafters	
    of	
    Zaccharine	
    to	
    return	
    to	
    the	
    city.	
    
  4	
    
  	
    
  A	
    newly	
    arrived	
    slave	
    is	
    in	
    reality	
    an	
    assassin;	
    his	
    target	
    
  (and	
    master)	
    remain	
    unknown.	
    	
    
  5	
    
  Thanista	
    and	
    Naryenn	
    had	
    a	
    bidding	
    war	
    over	
    a	
    slave	
    last	
    
  week.	
    Naryenn	
    won,	
    but	
    Thanista	
    is	
    looking	
    to	
    free	
    the	
    
  slave	
    before	
    he	
    becomes	
    a	
    sacrifice.	
    
  6	
    
  Alianne	
     was	
     once	
     of	
     the	
     same	
     blood	
     as	
     Geriath	
     Abair	
    
  himself.	
    
  *False	
    rumour	
    
  	
    	
    
   
  
  34	
    
  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)	
    
  
  35	
    
  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	
    
  	
    
  	
    
  
  36	
    
  H O P E S P Y R E  A T  A  G L A N C E  
  Founded	
    40	
    years	
    ago	
    by	
    Dagor	
    Thursh,	
    the	
    secluded	
    village	
    of	
    
  Hopespyre	
     is	
     his	
     and	
     his	
     Church	
     of	
     the	
     Redemptive	
     Flame's	
    
  refuge	
    from	
    the	
    sinful	
    world.	
    	
    
  	
    
  In	
    his	
    youth,	
    as	
    a	
    soldier	
    for	
    a	
    cruel	
    despot,	
    Thursh	
    witnessed	
    
  and	
     was	
     responsible	
     for	
     unspeakable	
     acts	
     of	
     horror.	
     Soul	
    
  blackened	
     by	
     his	
     experiences,	
     for	
     many	
     long	
     years	
     he	
     saw	
     no	
    
  escape	
    from	
    the	
    army.	
    He	
    found	
    his	
    way	
    out,	
    however,	
    amid	
    the	
    
  flames	
    of	
    a	
    fireball	
    that	
    slew	
    most	
    of	
    his	
    comrades.	
    Surviving,	
    he	
    
  took	
    the	
    experience	
    as	
    a	
    sign	
    he	
    finally	
    had	
    to	
    start	
    a	
    new	
    life.	
    
  Preaching	
     that	
     one's	
     sins	
     could	
     be	
     burned	
     away	
     in	
     fire,	
     he	
    
  quickly	
    attracted	
    a	
    small	
    following.	
    
  	
    
  He	
    also	
    attracted	
    the	
    attention	
    of	
    both	
    the	
    despot	
    and	
    the	
    
  church	
     of	
     Darlen,	
     god	
     of	
     the	
     sun,	
     who	
     found	
     his	
     teachings	
    
  heretical.	
     Thus,	
     the	
     church	
     fled	
     to	
     the	
     wilderness,	
     where	
     they	
    
  established	
    Hope's	
    Pyre	
    (later	
    shortened	
    to	
    Hopespyre).	
    	
    
  	
    
  The	
    village	
    is	
    centred	
    around	
    the	
    constantly	
    burning	
    Font	
    of	
    
  Redemption,	
    a	
    bonfire	
    emblematic	
    of	
    the	
    village	
    founder	
    and	
    his	
    
  followers'	
    faith.	
    Longhouses,	
    holding	
    all	
    the	
    village's	
    single	
    men	
    
  and	
    women,	
    stand	
    tall	
    in	
    contrast	
    to	
    other	
    buildings.	
    
  	
    
  Well-­‐armed	
     guards	
     stand	
     watch	
     at	
     the	
     village's	
     borders,	
    
  constantly	
     vigilant	
     for	
     threats	
     from	
     monsters	
     and	
     secular	
     and	
    
  religious	
     authorities.	
     Despite	
     that,	
     those	
     who	
     are	
     judged	
     safe	
    
  find	
     a	
     warm	
     welcome,	
     with	
     invitations	
     to	
     services	
     and	
     the	
    
  communal	
     meals	
     that	
     follow.	
     While	
     the	
     reception	
     is	
     sincere,	
    
  should	
    visitors	
    cause	
    Thursh	
    to	
    fear	
    they	
    are	
    agents	
    of	
    the	
    cult's	
    
  enemies,	
    they	
    won't	
    leave	
    the	
    village	
    alive.	
    	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Dagor	
    Thursh	
    
  Government	
    Magical	
    
  Population	
     156	
     (70	
     humans,	
     38	
     half-­‐orcs,	
     22	
     half-­‐elves,	
     10	
    
  dwarves,	
    8	
    elves,	
    8	
    halflings)	
    
  Alignments	
    NG,	
    LN	
    
  Languages	
    Common,	
    Ignan	
    
  Corruption	
    -­‐3;	
    Crime	
    -­‐1;	
    Economy	
    -­‐5;	
    Law	
    -­‐1;	
    Lore	
    +2;	
    Society	
    -­‐2	
    
  Qualities	
    Insular,	
    pious	
    
  Danger	
     +2;	
     Disadvantages	
     Anathema	
     (established	
     authorities	
    
  reject	
     this	
     settlement,	
     which	
     they	
     would	
     destroy	
     if	
     they	
    
  knew	
    its	
    location;	
    -­‐4	
    economy)	
    
  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:	
    
  Barja	
    Embersin	
    (location	
    4;	
    NG	
    female	
    dwarf	
    rogue	
    2/expert	
    2)	
    
  The	
    overprotective	
    "mother"	
    of	
    the	
    Sister's	
    House.	
    
  Dagor	
     Thursh	
     (location	
     2;	
     NG	
     male	
     venerable	
     half-­‐orc	
     fighter	
    
  3/oracle	
    [flame]	
    10)	
    The	
    aging	
    founder	
    of	
    Hopespyre.	
    
  Denmin	
    Thursh	
    (location	
    7;	
    NG	
    male	
    middle-­‐aged	
    half-­‐orc	
    oracle	
    
  [flame]	
    8)	
    Dagor's	
    oldest	
    son,	
    by	
    his	
    now	
    dead	
    wife,	
    is	
    a	
    true	
    
  believer	
    and	
    hopes	
    to	
    continue	
    his	
    father's	
    work.	
    
  Friyet	
    Halsh	
    (location	
    6;	
    N	
    middle-­‐aged	
    female	
    human	
    expert	
    2)	
    
  Udealia's	
    vainglorious	
    mother	
    still	
    harbours	
    resentment	
    that	
    
  Dagor	
    Thursh	
    refused	
    to	
    marry	
    her	
    when	
    his	
    wife	
    died.	
    
  Katin	
    Shiss	
    (location	
    8;	
    LE	
    male	
    half-­‐elf	
    bard	
    2/cleric	
    4)	
    Secretly	
    a	
    
  cleric	
     of	
     the	
     elemental	
     lord	
     of	
     fire,	
     he	
     married	
     Udealia	
    
  Fireborn	
    as	
    part	
    of	
    a	
    scheme	
    to	
    subvert	
    the	
    community.	
    
  Shan	
     Whistletree	
     (location	
     5;	
     NG	
     male	
     halfling	
     ranger	
     4)	
     The	
    
  host	
    of	
    the	
    Visitor's	
    House.	
    
  Udealia	
    Fireborn	
    	
    (location	
    1;	
    N	
    female	
    half-­‐orc	
    oracle	
    [flame]	
    6)	
    
  An	
    illegitimate	
    daughter	
    of	
    Dagor,	
    she's	
    encouraged	
    by	
    her	
    
  husband	
    and	
    mother	
    to	
    take	
    power	
    as	
    her	
    father	
    declines.	
    	
    
  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. Font	
     of	
     Redemption:	
     This	
     ever-­‐burning	
     pyre	
     is	
     Hopespyre’s	
    
  literal	
    and	
    spiritual	
    heart.	
    	
    
  2. Dagor	
     Thursh's	
     home:	
     Other	
     than	
     two	
     guards,	
     little	
    
  distinguishes	
    the	
    cult	
    leader's	
    home	
    from	
    other	
    residences.	
    
  3. Brother's	
     House:	
     The	
     village's	
     unmarried	
     men	
     live	
     in	
     this	
    
  wooden	
    longhouse.	
    
  4. Sister's	
     House:	
     This	
     wooden	
     longhouse	
     houses	
     the	
     single	
    
  women	
    of	
    Hopespyre.	
    
  5. Visitors’	
    House:	
    Half-­‐hostel	
    and	
    half-­‐prison,	
    visitors	
    stay	
    here	
    
  for	
    free,	
    treated	
    as	
    guests	
    but	
    watched	
    with	
    a	
    wary	
    eye.	
    
  6. Communal	
    Kitchens:	
    The	
    village's	
    meals	
    are	
    served	
    here.	
    	
    
  7. Makers’	
    Hall:	
    Craftsmen	
    use	
    this	
    site,	
    originally	
    several	
    houses	
    
  that	
    were	
    later	
    connected,	
    to	
    make	
    magic	
    items.	
    
  8. Secret	
     Shrine:	
     Secret	
     followers	
     of	
     the	
     elemental	
     lord	
     of	
     fire	
    
  meet	
    at	
    this	
    home	
    owned	
    by	
    Katin	
    Shiss'	
    supposed	
    sister.	
    
  9. Watch	
     Tower:	
     Two	
     guards	
     occupy	
     these	
     towers	
     at	
     all	
     times,	
    
  keeping	
    an	
    eye	
    out	
    for	
    threats	
    within	
    and	
    without.	
    	
    	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Farming,	
    magical	
    goods	
    
  Base	
     Value	
     500	
     gp;	
     Purchase	
     Limit	
     2,500	
     gp;	
     Spellcasting	
     5th;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Hopespyre,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  § 
  Potions	
     &	
     Oils	
     cure	
     light	
     wounds	
     (50	
     gp),	
     sanctuary	
     (50	
     gp),	
    
  daylight	
    (750	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    fireball	
    (375	
    gp),	
    detect	
    scrying	
    (700	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    atonement	
    (1,125	
    gp)	
    
  § 
  Weapons	
     +1	
     flaming	
     longsword	
     (8,315	
     gp),	
     +2	
     flaming	
     burst	
    
  shortbow	
    (32,330	
    gp)	
    
  § 
  Wondrous	
     Items	
     elixir	
     of	
     truth	
     (500	
     gp),	
     phylactery	
     of	
    
  faithfulness	
    (1,000	
    gp),	
    necklace	
    of	
    fireballs	
    (type	
    V;	
    5,850	
    gp)	
    
  
  37	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
     may	
     know	
     some	
     information	
     about	
     Hopespyre.	
     A	
    
  successful	
    check	
    reveals	
    all	
    information	
    gained	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
     10:	
     A	
     group	
     of	
     religious	
     heretics	
     fled	
     civilization	
     and	
    
  founded	
    Hopespyre	
    as	
    a	
    place	
    of	
    refuge.	
    	
    
  	
    
  DC	
    20:	
    The	
    Church	
    of	
    the	
    Redemptive	
    Flame	
    was	
    founded	
    by	
    
  a	
    soldier,	
    Dagor	
    Thursh,	
    who	
    claimed	
    one	
    could	
    burn	
    sins	
    away.	
    
  	
    
  DC	
     25:	
     Hopespyrers	
     are	
     welcoming,	
     but	
     also	
     extremely	
    
  paranoid;	
    those	
    considered	
    threats	
    aren't	
    allowed	
    to	
    leave.	
    	
    
  V I L L A G E R S  
  Appearance	
    Women	
    wear	
    their	
    long	
    hair	
    unbound,	
    while	
    men	
    
  grow	
    beards	
    to	
    impressive	
    lengths.	
    
  	
    
  Dress	
     Villagers	
     uniformly	
     wear	
     white	
     linen	
     trousers	
     and	
    
  tunic.	
    Adults	
    also	
    wear	
    a	
    red,	
    orange	
    or	
    yellow	
    shawl,	
    the	
    colour	
    
  indicating	
    their	
    state	
    of	
    redemption.	
    	
    
  	
    
  Nomenclature	
    male	
    Breel,	
    Fahis,	
    Stoig;	
    female	
    Aseri,	
    Harag,	
    
  Ketka;	
    family	
    Fireborn	
    (this	
    name	
    is	
    shared	
    by	
    a	
    handful	
    of	
    Dagor	
    
  Thursh's	
     illegitimate	
     children),	
     many	
     others	
     take	
     fire-­‐related	
    
  names	
    (Embered,	
    Ashblown,	
    Newblaze,	
    for	
    example)	
    when	
    they	
    
  join	
     the	
     community	
     though	
     some	
     retain	
     their	
     original	
     names	
    
  (such	
    as	
    Coalharst,	
    Memydi,	
    Stavard)	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Hopespyre	
    
  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*	
    
  All	
    the	
    half-­‐orc	
    children	
    you	
    see	
    around	
    here?	
    They're	
    all	
    
  related	
     to	
     Dagor.	
     (While	
     the	
     cult	
     leader	
     certainly	
     has	
    
  many	
     illegitimate	
     children	
     and	
     some	
     grandchildren,	
     not	
    
  all	
    of	
    the	
    half-­‐orc	
    youth	
    are	
    his	
    offspring.)	
    
  2	
    
  Some	
     recent	
     converts	
     were	
     kept	
     at	
     Visitor's	
     House	
     for	
    
  months	
    but	
    in	
    time	
    they	
    accepted	
    Dagor's	
    teachings.	
    
  3*	
    
  The	
    villagers	
    feed	
    an	
    innocent	
    to	
    the	
    Font	
    of	
    Redemption	
    
  a	
    few	
    times	
    a	
    year,	
    to	
    keep	
    it	
    burning.	
    
  4	
    
  A	
    delegation	
    of	
    Darlen's	
    church	
    was	
    wiped	
    out	
    when	
    they	
    
  tried	
     to	
     broach	
     a	
     rapprochement	
     with	
     village	
     leaders,	
    
  and	
    their	
    bodies	
    were	
    buried	
    in	
    the	
    woods.	
    	
    
  5	
    
  Friyet	
    never	
    forgave	
    Dagor	
    for	
    not	
    marrying	
    her.	
    That’s	
    
  why	
    she	
    seduced	
    him—to	
    feed	
    her	
    own	
    ambitions.	
    
  6*	
    
  Dagor	
     has	
     begun	
     saying	
     that	
     those	
     who	
     do	
     not	
     choose	
    
  repentance	
     willingly	
     should	
     be	
     put	
     to	
     the	
     torch.	
     (Katin	
    
  Shiss	
    and	
    his	
    followers	
    are	
    carefully	
    spreading	
    this	
    lie.)	
    
  *False	
    rumour	
    
   
   
  
  38	
    
  I D Y L L  A T  A  G L A N C E  
  Situated	
     in	
     rolling	
     hills	
     and	
     resting	
     alongside	
     a	
     gently	
     flowing	
    
  river,	
    Idyll	
    lives	
    up	
    to	
    its	
    name.	
    The	
    villagers	
    welcome	
    all	
    visitors	
    
  and	
     treat	
     them	
     to	
     flavourful	
     meals.	
     Fine	
     wines	
     from	
     Idyll’s	
    
  vineyards	
     complement	
     exquisitely	
     flavoured	
     meats	
     butchered	
    
  from	
    the	
    cattle	
    and	
    sheep	
    the	
    villagers	
    raise.	
    If	
    any	
    complaints	
    
  arise	
    from	
    guests,	
    they	
    usually	
    centre	
    on	
    the	
    village’s	
    dullness.	
    
  	
    
  However,	
    there	
    are	
    hints	
    not	
    everything	
    is	
    at	
    it	
    seems.	
    The	
    
  foremost	
     of	
     these	
     are	
     the	
     weathered	
     monoliths	
     standing	
     at	
    
  cardinal	
     points	
     on	
     the	
     village’s	
     borders.	
     Etched	
     with	
    
  weatherworn	
    sigils	
    in	
    numerous	
    planar	
    languages,	
    none	
    of	
    the	
    
  villagers	
     can	
     translate	
     them	
     but	
     remark	
     that	
     nothing	
     odd	
     has	
    
  occurred	
     because	
     of	
     the	
     monoliths.	
     Additionally,	
     strange	
    
  artefacts	
     littered	
     all	
     around,	
     but	
     well	
     outside,	
     Idyll’s	
     borders	
    
  indicate	
     the	
     village	
     was	
     a	
     focal	
     point	
     for	
     ancient	
     wars.	
     Finally,	
    
  rumours	
     abound	
     of	
     strange	
     metal	
     people	
     apprehending	
    
  lawbreakers	
    who	
    subsequently	
    disappear	
    without	
    a	
    trace.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Tetrad	
    Council	
    
  Government	
    Council	
    
  Population	
     127	
     (64	
     humans,	
     4	
     dwarves,	
     2	
     elves,	
     1	
     gnome,	
     16	
    
  half-­‐elves,	
    32	
    half-­‐orcs,	
    8	
    halflings)	
    
  Alignments	
    LG,	
    NG,	
    CG,	
    LN,	
    LE,	
    NE,	
    CE	
    
  Languages	
    Abyssal,	
    Aklo,	
    Common,	
    Celestial,	
    Infernal,	
    Sylvan	
    
  Corruption	
    -­‐1;	
    Crime	
    -­‐1;	
    Economy	
    +0;	
    Law	
    -­‐2;	
    Lore	
    +1;	
    Society	
    
  +3	
    
  Qualities	
    Magically	
    attuned,	
    prosperous	
    
  Danger	
    5;	
    Disadvantages	
    Extraplanar	
    beacon	
    (increases	
    Danger	
    
  by	
    5	
    and	
    Lore	
    by	
    +3)	
    
  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:	
    
  Adeline	
    Cobb	
    (location	
    2;	
    NG	
    female	
    dwarf	
    expert	
    2)	
    Proprietor	
    
  of	
    Cobb’s,	
    Adeline	
    is	
    one	
    of	
    the	
    few	
    children	
    who	
    grew	
    up	
    in	
    
  Idyll;	
    thanks	
    to	
    Idyll’s	
    cornucopia,	
    she	
    charges	
    low	
    prices	
    for	
    
  sumptuous	
    fare	
    and	
    comfortable	
    beds.	
    
  Brie	
    Ornth	
    (location	
    6;	
    CG	
    female	
    gnome	
    rogue	
    4)	
    While	
    some	
    
  people	
    in	
    Idyll	
    think	
    this	
    choice	
    of	
    councilmember	
    is	
    strange,	
    
  as	
     they	
     see	
     no	
     need	
     for	
     gnome	
     representation,	
     Brie’s	
    
  decisions	
    are	
    even-­‐handed.	
    
  Constance	
    Indra	
    (location	
    6;	
    LE	
    female	
    halfling	
    oracle	
    [flame]	
    7)	
    
  If	
     Indra	
     had	
     her	
     way,	
     Idyll’s	
     laws	
     would	
     be	
     stricter,	
     more	
    
  punitive	
    and	
    there	
    would	
    be	
    many	
    more	
    of	
    them.	
    
  Evangeline	
    (locations	
    3	
    and	
    7;	
    NE	
    female	
    elf	
    druid	
    4/ranger	
    3)	
    
  Caretaker	
    of	
    Grandmother	
    Oak,	
    this	
    elf	
    welcomes	
    discussion	
    
  about	
    topics	
    related	
    to	
    nature;	
    she	
    also	
    makes	
    it	
    clear	
    she	
    
  has	
    no	
    time	
    for	
    those	
    who	
    despoil	
    nature.	
    
  Mercius	
     Grady	
     (location	
     6;	
     LG	
     male	
     half-­‐orc	
     paladin	
     6)	
     Gentle	
    
  and	
    kind,	
    this	
    councilmember	
    seems	
    too	
    soft	
    to	
    govern	
    the	
    
  village,	
    until	
    he	
    gets	
    involved	
    in	
    an	
    argument	
    about	
    which	
    he	
    
  is	
    passionate.	
    
  Vaelin	
     Smith	
     (location	
     6;	
     CE	
     male	
     human	
     barbarian	
     5)	
     This	
    
  towering,	
    tanned	
    human	
    has	
    fiery	
    hair	
    and	
    a	
    shock	
    of	
    white	
    
  near	
    
  his	
    
  forehead;	
    
  his	
    
  temperament	
    
  matches	
    
  his	
    
  appearance.	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
    of	
    the	
    village	
    comprises	
    peasant	
    homes.	
    A	
    few	
    locations,	
    
  however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  1. The	
     Monoliths:	
     Idyll’s	
     most	
     notable	
     feature,	
     the	
     monoliths	
    
  stand	
    at	
    cardinal	
    points	
    marking	
    a	
    circular	
    border	
    around	
    the	
    
  village.	
     Each	
     monolith	
     features	
     inscriptions	
     in	
     a	
     multitude	
     of	
    
  planar	
    languages.	
    
  2. Cobb’s:	
    Villagers	
    direct	
    visitors	
    to	
    this	
    tavern.	
    For	
    astonishingly	
    
  low	
    prices,	
    diners	
    receive	
    savoury	
    drinks	
    and	
    meals.	
    
  3. Grandmother	
    Oak:	
    This	
    impossibly	
    large	
    oak	
    stands	
    at	
    Idyll’s	
    
  heart,	
    providing	
    ample	
    shade.	
    
  4. Opalescent	
    Pools:	
    Nine	
    pools,	
    arranged	
    in	
    a	
    square	
    three-­‐by-­‐
  three	
    pattern,	
    glow	
    softly	
    during	
    moonlit	
    nights.	
    
  5. Wardens’	
    Lodge:	
    Sealed	
    shut,	
    this	
    building	
    ostensibly	
    serves	
    as	
    
  Idyll’s	
     law	
     office;	
     when	
     questioned,	
     villagers	
     maintain	
     the	
    
  building	
     is	
     unnecessary	
     as	
     there	
     is	
     no	
     need	
     for	
     law	
    
  enforcement.	
    
  6. Council	
     Hall:	
     In	
     contrast	
     to	
     the	
     peacefulness	
     of	
     Idyll’s	
    
  inhabitants,	
     where	
     everyone	
     gets	
     along,	
     the	
     council	
     hall	
     is	
    
  home	
    to	
    intense	
    arguments.	
    
  7. Aid	
    Station:	
    A	
    cleric	
    and	
    a	
    druid	
    reside	
    here	
    and	
    provide	
    aid	
    to	
    
  inhabitants,	
    villagers	
    and	
    animals	
    alike.	
    
  8. Storage	
     Silos:	
     Ample	
     supplies	
     of	
     grain,	
     grapes	
     and	
     other	
    
  materials,	
    kept	
    fresh	
    using	
    magic,	
    fill	
    these	
    silos.	
    
  9. Pinion	
    River:	
    This	
    deep,	
    clear	
    river	
    winds	
    southward	
    into	
    the	
    
  village	
    on	
    its	
    meandering	
    route;	
    it	
    provides	
    great	
    fishing.	
    
  10. Fields	
     of	
     Battle:	
     Just	
     outside	
     Idyll,	
     dedicated	
     archaeologists	
    
  can	
    find	
    ancient	
    instruments	
    of	
    war,	
    rejected	
    by	
    the	
    ground.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Farming,	
    Winery,	
    Artefact	
    Trade	
    
  Base	
     Value	
     750	
     gp;	
     Purchase	
     Limit	
     4,250	
     gp;	
     Spellcasting	
     5th;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Idyll,	
    the	
    following	
    items	
    are	
    for	
    sale:	
    
  § 
  Potions	
     &	
     Oils	
     cure	
     light	
     wounds	
     (50	
     gp),	
     nondetection	
     (800	
    
  gp),	
    protection	
    from	
    chaos/evil/good/law	
    (50	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    calm	
    emotions	
    (200	
    gp),	
    magic	
    aura	
    (25	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    goodberry	
    (50	
    gp),	
    hold	
    person	
    (150	
    gp)	
    
  § 
  Rod	
    splendour	
    (30,500	
    gp;	
    location	
    6)	
    
  § 
  Weapons	
     anarchic,	
     axiomatic,	
     holy	
     and	
     unholy	
     weapons	
     of	
    
  various	
    descriptions	
    (18,000	
    gp	
    +	
    weapon	
    cost;	
    location	
    6)	
    
  	
    
   
  
  39	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
     information	
     about	
     Idyll.	
     A	
     successful	
     check	
     gains	
     all	
     the	
    
  information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
    10:	
    Idyll	
    is	
    a	
    pastoral	
    village	
    where	
    the	
    inhabitants	
    spend	
    
  their	
    time	
    in	
    agricultural	
    pursuits.	
    
  	
    
  DC	
    15:	
    While	
    the	
    village	
    is	
    ideal,	
    the	
    toll	
    of	
    an	
    ancient	
    war	
    
  still	
    corrupts	
    the	
    surrounding	
    land.	
    
  	
    
  DC	
    20:	
    Very	
    few	
    of	
    the	
    inhabitants	
    ever	
    travel	
    beyond	
    Idyll’s	
    
  boundaries.	
    Another	
    strange	
    aspect	
    of	
    the	
    village	
    is	
    the	
    notable	
    
  lack	
    of	
    children.	
    
  	
    
  DC	
    30	
    (Knowledge	
    [planes]	
    only):	
    Idyll	
    serves	
    as	
    a	
    relocation	
    
  centre	
     for	
     extraplanar	
     beings	
     wishing	
     to	
     stay	
     hidden	
     from	
    
  powerful	
    opponents.	
    
  V I L L A G E R S  
  Appearance	
     The	
     villagers	
     have	
     no	
     uniform	
     appearance.	
    
  However,	
    when	
    they	
    first	
    arrive	
    a	
    villager	
    briefly	
    displays	
    an	
    odd	
    
  trait	
     (glowing	
     blue	
     eyes,	
     a	
     barbed	
     tail	
     or	
     curved	
     horns)	
     that	
    
  quickly	
    disappears.	
    
  	
    
  Dress	
    Befitting	
    an	
    agrarian	
    lifestyle,	
    the	
    people	
    of	
    Idyll	
    wear	
    
  utilitarian	
     clothing.	
     Occasionally,	
     someone	
     wears	
     ostentatious	
    
  clothes,	
    but	
    no	
    resident	
    ever	
    remarks	
    on	
    it.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Idyll	
    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	
    
  If	
     someone	
     wishes	
     to	
     remain	
     hidden	
     from	
     foes,	
     Idyll	
     is	
    
  the	
    place	
    to	
    go.	
    
  2*	
    
  An	
     apocalyptic	
     event	
     (meteorite,	
     flood	
     or	
     earthquake,	
    
  depending	
    on	
    the	
    person	
    providing	
    the	
    rumour)	
    will	
    soon	
    
  destroy	
    the	
    village	
    and	
    wipe	
    out	
    its	
    inhabitants.	
    
  3	
    
  During	
    the	
    full	
    moon,	
    a	
    shimmering	
    light	
    emanates	
    from	
    
  the	
    monoliths,	
    creating	
    a	
    dome	
    around	
    the	
    village.	
    
  4	
    
  The	
    council	
    has	
    been	
    particularly	
    contentious	
    of	
    late,	
    and	
    
  a	
    couple	
    of	
    people	
    have	
    overheard	
    Vaelin	
    threatening	
    to	
    
  harm	
    the	
    other	
    council	
    members.	
    
  5*	
    
  The	
     silos	
     hide	
     bodies	
     from	
     ages	
     ago;	
     the	
     magic	
     of	
     the	
    
  buildings	
    has	
    preserved	
    them	
    all	
    these	
    years.	
    
  6	
    
  When	
     (rarely)	
     inhabitant	
     leaves	
     the	
     village,	
     a	
     new	
    
  resident	
    of	
    the	
    same	
    race	
    arrives	
    shortly	
    thereafter.	
    
  *False	
    rumour	
    
  	
    
  	
    
  
  40	
    
  K E N N U T C A T  A T  A  G L A N C E  
  Three	
     generations	
     ago,	
     a	
     consortium	
     of	
     merchants	
     and	
     titled	
    
  nobles	
    purchased	
    the	
    small	
    island	
    of	
    Kennutcat.	
    Graced	
    with	
    a	
    
  natural	
    harbour	
    and	
    bountiful	
    fishing,	
    the	
    sandy	
    island	
    promised	
    
  further	
     wealth	
     for	
     its	
     investors.	
     After	
     brutally	
     subjugating	
     the	
    
  native	
    inhabits,	
    the	
    Kittiwaki,	
    the	
    colonizers	
    worked	
    diligently	
    to	
    
  build	
    a	
    prosperous	
    settlement.	
    Kennutcat’s	
    ideal	
    location	
    quickly	
    
  proved	
     to	
     be	
     a	
     boon	
     as	
     the	
     villagers	
     resupplied	
     and	
     repaired	
    
  passing	
    ships	
    as	
    well	
    as	
    developing	
    their	
    own	
    fishing	
    fleet.	
    
  	
    
  However,	
    despite	
    its	
    apparent	
    idyllic	
    appearance,	
    a	
    deep	
    fog	
    
  rolls	
     in	
     at	
     night,	
     staining	
     the	
     paved	
     stone	
     streets	
     and	
     shingled	
    
  houses	
     with	
     a	
     clinging	
     dew.	
     Within	
     the	
     mists,	
     strange	
     sounds	
    
  echo—voices	
     of	
     past	
     villagers,	
     their	
     footsteps	
     treading	
     the	
    
  streets	
     and	
     ancestral	
     homes—making	
     traveling	
     at	
     night	
    
  dangerous	
     for	
     the	
     unwary.	
     Meanwhile,	
     family	
     members	
    
  relentlessly	
     pace	
     the	
     porches	
     perched	
     on	
     rooftops,	
     known	
     as	
    
  widow	
    walks,	
    their	
    eyes	
    straining	
    for	
    loved	
    ones	
    reported	
    lost	
    at	
    
  sea.	
    For	
    something	
    lurks	
    out	
    in	
    the	
    waters,	
    a	
    titanic	
    monster	
    that	
    
  lures	
    Kennutcat’s	
    sons	
    and	
    daughters	
    out	
    onto	
    the	
    water	
     with	
    
  hopes	
    of	
    glory.	
    Those	
    who	
    hunt	
    the	
    strange	
    beast	
    never	
    return	
    
  alive,	
     but	
     their	
     spirits	
     are	
     inexplicably	
     bound	
     to	
     the	
     strange	
    
  island.	
    
  	
    
  Deep	
    within	
    a	
    forest	
    cave,	
    the	
    few	
    surviving	
    Kittiwaki	
    eke	
    out	
    
  a	
     living	
     as	
     they	
     have	
     for	
     hundreds	
     of	
     years	
     in	
     worship	
     of	
    
  unfathomable	
    nature	
    spirits.	
    At	
    night	
    by	
    huge	
    bonfires,	
    they	
    pray	
    
  to	
    the	
    spirits	
    to	
    cleanse	
    Kennutcat	
    of	
    the	
    taint	
    of	
    the	
    colonisers	
    
  exploiting	
    their	
    holy	
    island.	
    	
    
  D E M O G R A P H I C S	
    
  Ruler	
     Kayda	
     Balton,	
     Timius	
     Holland,	
     Patrok	
     Talbot,	
     Ramus	
    
  Tennett,	
    Gretchen	
    Vankmeer	
    	
    
  Government	
    Council	
    
  Population	
    191	
    (163	
    humans	
    [colonisers],	
    23	
    humans	
    [natives],	
    3	
    
  halflings,	
    1	
    dwarf)	
    
  Alignments	
    LG,	
    N,	
    LN,	
    LE	
    
  Languages	
    Common	
    
  Corruption	
    0;	
    Crime	
    0;	
    Economy	
    2;	
    Law	
    –2	
    Lore	
    –2;	
    Society	
    4	
    
  Qualities	
    Prosperous,	
    strategic	
    location	
    
  Danger	
    10;	
    Disadvantages	
    Cursed	
    (haunted,	
    +10	
    danger)	
    
  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:	
    
  Apika	
     Spiritseer	
     (location	
     7;	
     N	
     female	
     old	
     human	
     druid	
     7)	
    
  Ancient	
    Apika	
    leads	
    the	
    last	
    of	
    the	
    native	
    islanders	
    in	
    their	
    
  ancient	
    rites	
    and	
    practises.	
    
  Captain	
     Jayn	
     Kell	
     (location	
     1;	
     LE	
     female	
     human	
     ranger	
     6)	
    
  Kennutcat’s	
     most	
     esteemed	
     captain	
     plans	
     to	
     avenge	
     her	
    
  family’s	
    death	
    by	
    Lobata.	
    
  Debbin	
     Hoggle	
     (location	
     6;	
     LG	
     male	
     halfling	
     expert	
     3)	
     Debbin	
    
  keeps	
    Kennutcat’s	
    lighthouse	
    operational	
    24	
    hours	
    a	
    day.	
    
  Gretchen	
    Vankmeer	
    (location	
    2;	
    LN	
    female	
    old	
    human	
    aristocrat	
    
  2)	
     Gretchen	
     Vankmeer	
     keeps	
     her	
     remaining	
     children	
    
  imprisoned	
     in	
     their	
     manor	
     for	
     fear	
     they’ll	
     succumb	
     to	
     the	
    
  insane	
    desire	
    to	
    hunt	
    Lobata.	
    
  Hargan	
     Saltbeard	
     (location	
     5;	
     N	
     male	
     dwarf	
     druid	
     4)	
     Hargan	
    
  communes	
    with	
    nature	
    in	
    a	
    small	
    shrine.	
    
  Kayda	
    Balton	
    (location	
    4;	
    LN	
    female	
    human	
    aristocrat	
    3)	
    Aging	
    
  Kayda	
    Balton	
    runs	
    the	
    Shrouded	
    Mistress.	
    
  Patroc	
     Ralbot	
     (location	
     7;	
     LE	
     male	
     human	
     aristocrat	
     2)	
     Patroc	
    
  Ralbot	
     works	
     tirelessly	
     to	
     undermine	
     the	
     other	
     council	
    
  leaders	
    and	
    install	
    himself	
    as	
    lord	
    of	
    the	
    island.	
    
  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. Kennutcat	
     Harbour:	
     A	
     natural	
     harbour,	
     supported	
     by	
     a	
     well-­‐
  built	
     wharf,	
     is	
     the	
     centre	
     of	
     the	
     island’s	
     trade	
     and	
     fishing	
    
  industries.	
    
  2. Vankmeer	
     Manor:	
     Home	
     to	
     one	
     of	
     the	
     original	
     founding	
    
  families,	
    its	
    current	
    owner	
    locks	
    herself	
    inside,	
    slowly	
    rotting	
    
  away	
    into	
    insanity.	
    
  3. Kennutcat	
     Council	
     Hall:	
     This	
     stout	
     building	
     and	
     adjoining	
    
  tower	
    serves	
    the	
    island	
    as	
    its	
    centre	
    of	
    government.	
    
  4. The	
    Shrouded	
    Mistress:	
    Kennutcat’s	
    main	
    inn	
    and	
    tavern	
    also	
    
  serves	
    as	
    a	
    general	
    store,	
    owned	
    by	
    the	
    Baltons.	
    
  5. Beach	
    Shrine:	
    Old	
    Hargan	
    Saltbeard	
    maintains	
    a	
    small	
    shrine	
    
  built	
    of	
    driftwood	
    dedicated	
    to	
    the	
    spirits	
    of	
    the	
    sea.	
    
  6. Coln	
     Point	
     Lighthouse:	
     This	
     sturdy	
     lighthouse,	
     its	
     beacon	
    
  guiding	
     ships	
     to	
     safety,	
     rests	
     at	
     the	
     end	
     of	
     a	
     long	
     stretch	
     of	
    
  sandy	
    beach.	
    
  7. Forest	
    Cave:	
    A	
    large	
    cave	
    burrows	
    deep	
    underground,	
    its	
    walls	
    
  painted	
    with	
    the	
    ancient	
    history	
    of	
    the	
    Kittiwaki	
    and	
    the	
    island.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Fishing,	
    shipbuilding,	
    trading	
    
  Base	
     Value	
     700	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
     the	
     PCs	
     arrive	
     in	
     Kennutcat,	
     the	
     following	
     items	
     are	
     for	
    
  sale:	
    
  § 
  Potions	
     &	
     Oils	
     comprehend	
     languages	
     (50	
     gp),	
     eagle’s	
    
  splendour	
    (300	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    obscuring	
    mist	
    (25	
    gp),	
    water	
    breathing	
    (375	
    
  gp),	
    whispering	
    wind	
    (150	
    gp)	
    
  § 
  Scroll	
     (Divine)	
     detect	
     undead	
     (25	
     gp),	
     helping	
     hand	
     (375	
     gp)	
    
  protection	
    from	
    evil	
    (25	
    gp),	
    undetectable	
    alignment	
    (150	
    gp)	
    
  	
    
   
  
  41	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
     some	
     information	
     about	
     Kennutcat.	
     A	
     successful	
     check	
    
  gains	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
     10:	
     Kennutcat	
     boasts	
     a	
     wide,	
     natural	
     harbour	
     and	
    
  excellent	
    fishing	
    waters	
    for	
    such	
    a	
    small	
    island.	
    
  	
    
  DC	
    15:	
    Many	
    claim	
    to	
    hear	
    voices	
    or	
    see	
    spirits	
    in	
    the	
    deep	
    
  fogs	
    shrouding	
    the	
    island	
    at	
    night.	
    
  	
    
  DC	
    20:	
    Despite	
    the	
    prosperity	
    of	
    its	
    citizens,	
    many	
    seem	
    to	
    
  go	
    mad,	
    possessed	
    by	
    a	
    desire	
    to	
    slay	
    a	
    legendary	
    sea	
    beast.	
    
  V I L L A G E R S  
  Appearance	
     The	
     colonisers	
     have	
     pale	
     skin	
     and	
     dark	
     hair	
     and	
    
  eyes.	
    Men	
    wear	
    their	
    beards	
    long	
    while	
    women	
    prefer	
    their	
    hair	
    
  wrapped	
     in	
     buns	
     with	
     ornate	
     jewelled	
     pins.	
     The	
     Kittiwaki	
     are	
    
  dark-­‐skinned	
    with	
    reddish	
    to	
    black	
    hair	
    and	
    green	
    or	
    blue	
    eyes.	
    	
    
  	
    
  Dress	
    Coloniser	
    women	
    wear	
    long,	
    heavy	
    drab	
    dresses	
    while	
    
  men	
     prefer	
     loose	
     pants	
     ornamented	
     with	
     a	
     colourful	
     sash	
     and	
    
  open	
     chested	
     shirts.	
     Kittiwaki	
     wear	
     animal	
     furs,	
     mostly	
     rabbit,	
    
  and	
    leather.	
    They	
    wear	
    little	
    in	
    the	
    way	
    of	
    ornamentation.	
    
  	
    
  Nomenclature	
    male	
    Argis,	
    Fellen,	
    Korl,	
    Potrus,	
    Tarl,	
    Ulwich;	
    
  female	
     Cassiway,	
     Enda,	
     Hendi,	
     Renna,	
     Sorah;	
     family	
     Balton,	
    
  Holland,	
    Ralbot,	
    Tennett,	
    Vankmeer	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Kennutcat	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
     A	
     character	
     exceeding	
     this	
     check	
     gains	
     one	
     additional	
    
  rumour	
    for	
    each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    
  table	
    below	
    to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1	
    
  Lady	
     Vankmeer	
     keeps	
     her	
     youngest	
     children	
     locked	
    
  inside	
    their	
    manor	
    house.	
    
  2	
    
  Captain	
     Jayn	
     Kell	
     is	
     paying	
     well	
     for	
     a	
     crew	
     to	
     help	
     her	
    
  avenge	
    her	
    family’s	
    death	
    by	
    Lobata.	
    
  3*	
    
  The	
     Kittiwaki	
     practice	
     human	
     sacrifice,	
     evil	
     magic	
     and	
    
  cannibalism.	
    
  4	
    
  Families	
     often	
     leave	
     out	
     food	
     and	
     drink	
     for	
     their	
    
  ancestors	
    who	
    do	
    not	
    seem	
    to	
    rest	
    in	
    peace.	
    
  5*	
    
  The	
    reason	
    the	
    island	
    seems	
    haunted	
    is	
    that	
    the	
    Council	
    
  members	
    are	
    actually	
    vampires	
    practicing	
    vile	
    sorcery.	
    
  6	
    
  Hargan	
    Saltbeard	
    jealously	
    guards	
    his	
    shrine.	
    He	
    won’t	
    let	
    
  anyone	
    inside.	
    
  *False	
    rumour	
    
  	
    	
    
   
  
  42	
    
  R E D  T A L O N  A T  A  G L A N C E  
  Huddled	
    in	
    a	
    sheltered	
    cove	
    at	
    the	
    base	
    of	
    lofty	
    cliffs,	
    the	
    tiny	
    
  village	
    of	
    Red	
    Talon	
    is	
    inaccessible	
    by	
    land	
    for	
    all	
    but	
    the	
    best	
    
  climbers.	
    Its	
    folk	
    are	
    insular	
    and	
    vague	
    rumours	
    lay	
    cannibalism	
    
  and	
    devil-­‐worship	
    at	
    their	
    door—with	
    good	
    reason.	
    
  	
    
  Red	
    Talon	
    was	
    founded	
    20	
    years	
    ago	
    by	
    the	
    bloodthirsty	
    orc	
    
  pirate	
    captain	
    Hagruk	
    Stormrider	
    when	
    he	
    retired	
    from	
    full-­‐time	
    
  plundering;	
     he	
     named	
     the	
     fledgling	
     community	
     after	
     his	
    
  infamous	
     vessel.	
     In	
     his	
     prime,	
     Hagruk	
     Stormrider	
     sailed	
     to	
     the	
    
  four	
    corners	
    of	
    the	
    globe	
    in	
    search	
    of	
    booty,	
    visiting	
    many	
    exotic	
    
  lands	
    during	
    the	
    course	
    of	
    his	
    long	
    voyages.	
    On	
    a	
    remote	
    tropical	
    
  island	
     Hagruk	
     raided	
     the	
     village	
     of	
     a	
     strange	
     orc	
     tribe,	
    
  worshippers	
     of	
     a	
     dark	
     god	
     of	
     gluttony	
     and	
     greed	
     called	
    
  Ukre’kon’ala.	
    In	
    exchange	
    for	
    his	
    life,	
    the	
    tribal	
    priest	
    promised	
    
  to	
    teach	
    the	
    pirate	
    captain	
    vile	
    rituals	
    honouring	
    the	
    deity	
    which	
    
  would	
     bring	
     him	
     great	
     power	
     and	
     wealth.	
     Hagruk	
     agreed,	
    
  making	
    the	
    priest	
    his	
    first	
    bloody	
    sacrifice	
    to	
    the	
    god	
    as	
    soon	
    as	
    
  he	
    had	
    mastered	
    the	
    dark	
    rites.	
    
  	
    
  With	
    the	
    power	
    of	
    Ukre’kon’ala,	
    Hagruk	
    and	
    his	
    men	
    were	
    
  invincible:	
    they	
    took	
    dozens	
    of	
    fat	
    prizes	
    and	
    their	
    vessel’s	
    hold	
    
  swelled	
     with	
     plunder.	
     No	
    one	
     survived	
     an	
     attack	
     by	
     the	
     Red	
    
  Talon–the	
     captain	
     and	
     his	
     men	
     ate	
     the	
    crew	
     of	
     the	
     ships	
     they	
    
  took	
    in	
    gory	
    feasts	
    to	
    honour	
    their	
    new	
    god.	
    
  	
    
  Eventually,	
    Hagruk	
    grew	
    old	
    and	
    settled	
    down	
    in	
    Red	
    Talon	
    
  village,	
    but	
    would	
    still	
    sail	
    forth	
    on	
    occasional	
    raids.	
    One	
    fateful	
    
  night	
    in	
    a	
    furious	
    storm,	
    his	
    ship	
    struck	
    the	
    reef	
    known	
    as	
    Devil’s	
    
  Shoulder	
     as	
     he	
     returned	
     to	
     the	
     village.	
     Hagruk	
     and	
     his	
     crew	
    
  abandoned	
     ship	
     as	
     the	
     galleon	
     started	
     to	
     sink	
     beneath	
     the	
    
  waves,	
    but	
    they	
    were	
    too	
    slow,	
    and	
    their	
    drowned	
    bodies	
    were	
    
  washed	
    up	
    on	
    the	
    beach.	
    But	
    the	
    dark	
    power	
    of	
    their	
    cannibal	
    
  god	
    saved	
    the	
    pirates—Ukre’kon’ala	
    brought	
    some	
    of	
    the	
    crew	
    
  back	
    from	
    death	
    to	
    unlife	
    as	
    ghouls;	
    Hagruk	
    Stormrider	
    became	
    
  a	
    ghast.	
    	
    
  	
    
  That	
    was	
    ten	
    years	
    ago.	
    Nowadays,	
    adventurers	
    come	
    to	
    Red	
    
  Talon	
     to	
     search	
     for	
     the	
     sunken	
     treasure	
     of	
     Hagruk	
     Stormrider	
    
  and	
     the	
     depraved	
     cult	
     continues	
     to	
     worship	
     vile	
     Ukre’kon’ala;	
    
  their	
     sacrifices	
     go	
     to	
     feed	
     the	
     ghast	
     captain	
     and	
     his	
     ghoulish	
    
  shipmates.	
    
  	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Berrig	
    Saltblood	
    	
    
  Government	
    Overlord	
    
  Population	
    116	
    (68	
    humans,	
    24	
    half-­‐orcs,	
    11	
    orcs,	
    4	
    dwarves,	
    2	
    
  halflings,	
    6	
    ghouls,	
    1	
    ghast)	
    
  Alignments	
    N,	
    NE,	
    CE	
    
  Languages	
    Common,	
    Orc	
    
  Corruption	
    +2	
    Crime	
    -­‐2;	
    Economy	
    -­‐1;	
    Law	
    -­‐3;	
    Lore	
    +0;	
    Society	
    -­‐3	
    
  Qualities	
    Insular,	
    Notorious	
    
  Danger	
    +10;	
    Disadvantages	
    Cursed	
    
  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:	
    
  Algrid	
     (location	
     3;	
     N	
     female	
     dwarf	
     expert	
     2/warrior	
     1)	
     Burly	
    
  owner	
    of	
    Algrid’s	
    Creels	
    and	
    Nets,	
    Algrid	
    is	
    a	
    skilful	
    crafter.	
    	
    
  Berrig	
    Saltblood	
    (location	
    4;	
    (NE	
    male	
    half-­‐orc	
    fighter	
    3/rogue	
    3)	
    
  Retired	
     pirate	
     captain	
     and	
     Red	
     Talon’s	
     unelected	
     mayor;	
    
  Berrig	
    is	
    a	
    leading	
    member	
    of	
    Ukre’kon’ala’s	
    cult.	
    
  Captain	
    Hagruk	
    Stormrider	
    (location	
    6;	
    CE	
    male	
    ghast	
    fighter	
    5)	
    
  The	
    notorious	
    captain	
    of	
    the	
    Red	
    Talon	
    lurks	
    in	
    the	
    tunnels	
    
  beneath	
    the	
    village	
    church,	
    awaiting	
    the	
    next	
    sacrifice.	
    
  Deryn	
     Kroal	
     (location	
     1;	
     NE	
     male	
     human	
     expert	
     2)	
     Creepy	
    
  landlord	
    of	
    the	
    Flensed	
    Whale	
    and	
    loyal	
    cultist.	
    
  Father	
    Connel	
    (location	
    5;	
    CE	
    male	
    human	
    cleric	
    5)	
    Posing	
    as	
    a	
    
  cleric	
    of	
    the	
    sea	
    god	
    Serat,	
    Father	
    Connel	
    is	
    actually	
    a	
    priest	
    
  of	
    Ukre’kon’ala.	
    
  Thagg	
    Shantyman	
    (location	
    2;	
    CN	
    male	
    half-­‐orc	
    expert	
    2)	
    Crazy	
    
  (and	
    usually	
    drunk)	
    old	
    lobsterman	
    and	
    former	
    pirate;	
    teller	
    
  of	
    tall	
    tales.	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
    of	
    the	
    village	
    comprises	
    peasant	
    homes.	
    A	
    few	
    locations,	
    
  however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  1. The	
     Flensed	
     Whale:	
     Red	
     Talon’s	
     unwelcoming	
     inn	
     stands	
     in	
    
  the	
    middle	
    of	
    the	
    village;	
    it	
    has	
    few	
    guests.	
    
  2. The	
     Docks:	
     Busy	
     during	
     the	
     day	
     with	
     fishing	
     boats	
     and	
    
  merchant	
    vessels	
    arriving	
    from	
    Deksport	
    and	
    other	
    ports.	
    
  3. Algrid’s	
    Creels	
    and	
    Nets:	
    This	
    shop	
    stocks	
    a	
    variety	
    of	
    general	
    
  goods,	
    as	
    well	
    as	
    lobster	
    pots	
    and	
    fishing	
    nets.	
    
  4. Saltblood	
     Hall:	
     This	
     well-­‐appointed	
     house	
     is	
     home	
     to	
     Red	
    
  Talon’s	
    mayor,	
    and	
    once	
    belonged	
    to	
    Hagruk	
    Stormrider.	
    
  5. Village	
    Church:	
    At	
    first	
    glance	
    a	
    small	
    stone	
    temple	
    to	
    the	
    sea	
    
  god	
    Serat,	
    the	
    church	
    is	
    in	
    reality	
    dedicated	
    to	
    Ukre’kon’ala.	
    
  6. Ossuary:	
    Located	
    beneath	
    the	
    church,	
    this	
    charnel	
    house	
    is	
    the	
    
  lair	
    of	
    Hagruk	
    Stormrider	
    and	
    his	
    undead	
    crew.	
    	
    
  7. Cliffs:	
     Steep,	
     300-­‐foot	
     high	
     white	
     cliffs	
     surround	
     the	
     village,	
    
  making	
    it	
    hard	
    for	
    anyone	
    to	
    reach	
    Red	
    Talon	
    by	
    land.	
    
  8. Devil’s	
    Shoulder:	
    This	
    dark	
    reef	
    is	
    where	
    the	
    galleon	
    Red	
    Talon	
    
  met	
    its	
    doom,	
    and	
    acts	
    as	
    a	
    magnet	
    to	
    treasure-­‐seekers.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Fishing,	
    lobsters	
    
  Base	
     Value	
     650	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive,	
    the	
    following	
    items	
    are	
    for	
    sale:	
    
  	
    
  Potions	
    &	
    Oils	
    mage	
    armour	
    (50	
    gp),	
    water	
    breathing	
    (2;	
    750	
    
  gp	
    each)	
    
  	
    
  Scroll	
    (Divine)	
    bless	
    (25	
    gp),	
    owl’s	
    wisdom	
    (150	
    gp)	
    
  	
    
  Weapon	
    +1	
    underwater	
    light	
    crossbow	
    (2,370	
    gp)	
    
  
  43	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
     some	
     information	
     about	
     Red	
     Talon.	
     A	
     successful	
     check	
    
  reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
     10:	
     The	
     isolated	
     fishing	
     village	
     of	
     Red	
     Talon	
     brings	
     in	
    
  some	
    of	
    the	
    best	
    lobsters	
    along	
    this	
    stretch	
    of	
    coast.	
    	
    
  	
    
  DC	
    15:	
    Red	
    Talon	
    is	
    named	
    after	
    the	
    ship	
    captained	
    by	
    the	
    
  village’s	
    founder,	
    the	
    bloodthirsty	
    orc	
    pirate,	
    Hagruk	
    Stormrider.	
    	
    
  	
    
  DC	
     20:	
     The	
     Red	
     Talon	
     went	
     down	
     when	
     it	
     struck	
     a	
     reef	
     in	
    
  sight	
    of	
    the	
    village;	
    the	
    wreck	
    full	
    of	
    pirate	
    booty	
    lies	
    on	
    the	
    sea	
    
  bottom	
    just	
    waiting	
    for	
    an	
    intrepid	
    soul	
    to	
    find.	
    	
    	
    
  V I L L A G E R S  
  Appearance	
    The	
    villagers	
    are	
    of	
    diverse	
    appearance	
    and	
    ethnic	
    
  backgrounds;	
     mostly	
     former	
     pirates,	
     they	
     come	
     from	
     far	
     and	
    
  wide.	
    Many	
    have	
    at	
    least	
    one	
    tattoo,	
    often	
    several;	
    the	
    men	
    are	
    
  almost	
    always	
    bearded.	
    
  	
    
  Dress	
    Most	
    villagers	
    wear	
    simple,	
    practical	
    work	
    clothes	
    and	
    
  stout	
    boots;	
    bandanas	
    and	
    earrings	
    are	
    common.	
    	
    
  	
    
  Nomenclature	
     male	
     Bart,	
     Kazmir,	
     Reory,	
     Saddok;	
     female	
    
  Alana,	
     Danika,	
     Dervla,	
     Vita;	
     family	
     Bitterleaf,	
     Helvett,	
     Lazyeye,	
    
  Okeswabb.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Red	
    Talon	
    
  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	
    
  Hagruk	
    Stormrider’s	
    treasure	
    is	
    out	
    there	
    for	
    the	
    taking,	
    
  but	
    beware	
    the	
    giant	
    octopus	
    lurking	
    in	
    the	
    Red	
    Talon’s	
    
  wreck.	
    
  2	
    
  Serat	
    has	
    blessed	
    the	
    village	
    again	
    this	
    year—the	
    fishing	
    
  has	
    been	
    excellent	
    and	
    the	
    lobsters	
    plentiful.	
    
  3	
    
  Deryn	
    Kroal’s	
    daughter,	
    Janna,	
    has	
    a	
    thing	
    for	
    handsome	
    
  adventurers.	
    	
    
  4	
    
  Hagruk	
    Stormrider	
    would	
    sail	
    to	
    the	
    four	
    corners	
    of	
    the	
    
  globe	
    in	
    search	
    of	
    booty,	
    and	
    visited	
    many	
    exotic	
    locales.	
    
  5*	
    
  The	
    pirate	
    Black-­‐Eyed	
    Saddok	
    hid	
    his	
    chest	
    of	
    plunder	
    in	
    a	
    
  cave	
    near	
    the	
    top	
    of	
    the	
    cliffs.	
    
  6	
    
  Algrid	
    came	
    to	
    Red	
    Talon	
    after	
    falling	
    out	
    with	
    the	
    pirates	
    
  in	
    the	
    nearby	
    town	
    of	
    Deksport.	
    She’s	
    welcome	
    here	
    as	
    
  she	
    makes	
    the	
    best	
    lobster	
    pots	
    and	
    nets	
    on	
    the	
    coast.	
    
  *False	
    rumour	
    
  	
    
  	
    
  
  44	
    
  S A I N T  F I A C R E  A T  A  G L A N C E  
  Over	
    75	
    years	
    ago,	
    the	
    village	
    now	
    known	
    as	
    Saint	
    Fiacre	
    was	
    the	
    
  small	
     hamlet	
     of	
     Verton.	
     According	
     to	
     legend,	
     it	
     became	
     Saint	
    
  Fiacre	
     after	
     the	
     legendary	
     cleric	
     Fiacre	
     the	
     Bulwark	
     single-­‐
  handily	
    defended	
    the	
    hamlet	
    against	
    a	
    raid	
    by	
    an	
    entire	
    tribe	
    of	
    
  sahuagin.	
    In	
    thanks,	
    the	
    villagers	
    immediately	
    erected	
    a	
    church	
    
  to	
    Saint	
    Fiacre’s	
    deity,	
    a	
    god	
    of	
    commerce	
    and	
    trade,	
    and	
    built	
    a	
    
  statue	
    commemorating	
    him	
    in	
    their	
    village	
    square.	
    When	
    Fiacre	
    
  passed	
    away,	
    the	
    villagers	
    successfully	
    petitioned	
    his	
    church	
    to	
    
  grant	
    him	
    sainthood	
    and	
    renamed	
    their	
    village	
    in	
    his	
    honour.	
    
  	
    	
    
  Today,	
    Mayor	
    Pepin	
    Vert	
    constantly	
    seeks	
    new	
    ventures	
    to	
    
  further	
     expand	
     the	
     village’s	
     economy,	
     but	
     he	
     is	
     forced	
     to	
    
  contend	
    with	
    the	
    old	
    money	
    aristocrats	
    that	
    make	
    the	
    seaside	
    
  village	
     their	
     summer	
     home.	
     Generations	
     ago	
     the	
     mayor’s	
    
  grandfather	
    sold	
    premium	
    property	
    to	
    the	
    nobles	
    to	
    expand	
    the	
    
  village,	
    but	
    now	
    that	
    land	
    goes	
    to	
    waste.	
    Without	
    it,	
    Pepin	
    has	
    
  been	
    forced	
    to	
    rely	
    on	
    turnpike	
    tariffs	
    as	
    the	
    primary	
    source	
    of	
    
  income,	
    but	
    the	
    locals	
    doubt	
    this	
    money	
    can	
    sustain	
    the	
    village’s	
    
  growing	
     population.	
     True	
     these	
     are	
     hardly	
     concerns	
     worthy	
     of	
    
  heroes,	
    but	
    Saint	
    Fiacre	
    prides	
    itself	
    on	
    its	
    lack	
    of	
    monsters	
    and	
    
  supernatural	
    troubles.	
    
  	
    
  Unknown	
    to	
    most	
    folk,	
    trouble	
    is	
    brewing	
    in	
    Saint	
    Fiacre.	
    A	
    
  years-­‐old	
    rivalry	
    is	
    coming	
    to	
    the	
    boil	
    with	
    the	
    arrival	
    of	
    Jérôme	
    
  Javert,	
     an	
     inquisitor	
     looking	
     to	
     imprison	
     the	
     caretaker	
     of	
     the	
    
  village’s	
    orphanage	
    for	
    his	
    criminal	
    past.	
    Meanwhile,	
    something	
    
  lurks	
    in	
    Fiacre’s	
    Woods,	
    shielded	
    from	
    discovery	
    by	
    the	
    wood’s	
    
  thick	
     foliage.	
     This	
     monster	
     has	
     taken	
     root	
     within	
     the	
     wood,	
    
  having	
    devoured	
    and	
    replaced	
    a	
    third	
    of	
    the	
    village’s	
    population	
    
  with	
     near-­‐perfect	
     replicas.	
     If	
     left	
     unchecked,	
     the	
     monster	
     will	
    
  consume	
    all	
    of	
    Saint	
    Fiacre,	
    and	
    the	
    world	
    beyond	
    soon	
    after.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Mayor	
    Pepin	
    Vert	
    	
    
  Government	
    Autocracy	
    
  Population	
    194	
    (74	
    humans,	
    64	
    pod	
    creatures,	
    38	
    halflings,	
    10	
    
  half-­‐orcs,	
    2	
    dwarves,	
    1	
    changeling,	
    3	
    half-­‐elves,	
    1	
    kitusne,)	
    
  Alignments	
    LN,	
    N,	
    NE,	
    NG	
    
  Languages	
    Common,	
    Dwarven	
    
  Corruption	
    +0;	
    Crime	
    +0;	
    Economy	
    +1;	
    Law	
    +0;	
    Lore	
    +0;	
    Society	
    
  +0	
    
  Qualities	
    Prosperous,	
    racially	
    intolerant	
    (all	
    except	
    humans	
    and	
    
  halflings)	
    
  Danger	
    +0;	
    Disadvantages	
    None	
    
  N O T A B L E 	
    F O L K	
    
  Most	
     of	
     the	
     population	
     are	
     nothing	
     more	
     than	
     hardworking	
    
  peasants.	
    A	
    few,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  Jarq	
     Vailjarq	
     (location	
     8;	
     N	
     male	
     half-­‐orc	
     rogue	
     7)	
     Imprisoned	
    
  fifteen	
     years	
     ago	
     for	
     petty	
     theft,	
     Jarq	
     escaped	
     from	
     prison	
    
  during	
    a	
    riot	
    and	
    eventually	
    settled	
    in	
    Saint	
    Fiacre.	
    
  Lothair	
     Dol	
     (location	
     4;	
     LN	
     male	
     human	
     inquisitor	
     10)	
     Jarq’s	
    
  original	
     captor,	
     Inquisitor	
     Lothair	
     Dol	
     tracked	
     Jarq	
     to	
     Saint	
    
  Fiacre	
    and	
    seeks	
    to	
    return	
    the	
    fugitive	
    to	
    jail.	
    
  Pepin	
    Vert	
    (location	
    7;	
    LN	
    male	
    human	
    aristocrat	
    2)	
    Mayor	
    Vert	
    
  comes	
    from	
    a	
    long	
    line	
    of	
    political	
    leaders	
    and	
    is	
    determined	
    
  to	
    follow	
    in	
    his	
    father’s	
    footsteps	
    and	
    help	
    Saint	
    Fiacre	
    grow.	
    
  Suidger	
    Fiacre	
    (location	
    8;	
    N	
    male	
    kitsune	
    ranger	
    1)	
    A	
    resident	
    at	
    
  Euphraise’s	
    Home	
    for	
    Children,	
    12-­‐year	
    old	
    Suidger	
    is	
    hiding	
    
  a	
    secret	
    that	
    threatens	
    Saint	
    Fiacre’s	
    existence.	
    
  Velda	
    Flavigny	
    (location	
    6;	
    CE	
    female	
    human	
    adept	
    4)	
    In	
    recent	
    
  weeks,	
     Velda,	
     Saint	
     Fiacre’s	
     physician,	
     has	
     been	
     acting	
    
  extraordinary	
     fearful	
     and	
     frightened,	
     shunning	
     even	
     her	
    
  closest	
    friends.	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
    of	
    the	
    village	
    comprises	
    peasant	
    homes.	
    A	
    few	
    locations,	
    
  however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  1. The	
    Surf	
    and	
    Salts:	
    Though	
    all	
    are	
    welcome,	
    the	
    Surf	
    and	
    Salts	
    
  tavern	
    and	
    inn	
    caters	
    primarily	
    to	
    merchants	
    and	
    sailors.	
    	
    	
    
  2. Staffelsee’s	
     Pier:	
     Most	
     of	
     the	
     ships	
     visiting	
     Saint	
     Fiacre	
     dock	
    
  here.	
    The	
    pier	
    is	
    named	
    for	
    a	
    man	
    who	
    allegedly	
    sat	
    here	
    each	
    
  day,	
    waiting	
    for	
    his	
    love	
    to	
    return	
    from	
    sea.	
    	
    
  3. Fiacre’s	
    Square:	
    This	
    area	
    is	
    the	
    centre	
    of	
    Saint	
    Fiacre	
    and	
    a	
    
  natural	
    gathering	
    place.	
    
  4. Saint	
     Fiacre’s	
     Church:	
     Dedicated	
     to	
     the	
     god	
     of	
     trade	
     and	
    
  commerce,	
    this	
    church	
    is	
    named	
    for	
    the	
    village’s	
    patron	
    saint.	
    
  5. The	
     Groves:	
     Named	
     for	
     their	
     cultivated	
     appearance,	
     most	
    
  villagers	
    live	
    in	
    this	
    neighbourhood.	
    
  6. Merchant’s	
    Row:	
    Built	
    in	
    the	
    shadow	
    of	
    Saint	
    Fiacre’s	
    Church	
    
  for	
    good	
    luck,	
    most	
    of	
    Saint	
    Fiacre’s	
    shops	
    stand	
    here.	
    
  7. Seaside	
    Manors:	
    Built	
    generations	
    ago	
    by	
    wealthy	
    aristocrats,	
    
  these	
    decadent	
    summer	
    homes	
    sit	
    largely	
    unused.	
    
  8. Euphrasie’s	
    Home	
    for	
    Children:	
    This	
    building	
    is	
    Saint	
    Fiacre’s	
    
  orphanage,	
    and	
    houses	
    a	
    dozen	
    children	
    of	
    varying	
    ages.	
    
  9. Fiacre’s	
     Wood:	
     Fiacre’s	
     Wood	
     features	
     thick,	
     tall	
     trees	
     and	
    
  dense	
    foliage.	
    A	
    major	
    road	
    cuts	
    through	
    the	
    forest.	
    
  10. Ishild	
     Jr.’s	
     Grove:	
     Close	
     to	
     the	
     edge	
     of	
     Fiacre’s	
     Wood,	
     this	
    
  clearing	
     was	
     created	
     by	
     a	
     falling	
     star,	
     and	
     is	
     the	
     lair	
     of	
     a	
    
  terrifying	
    creature	
    from	
    the	
    Great	
    Beyond.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Artisans,	
    fish,	
    lumber,	
    road	
    builders	
    
  Base	
     Value	
     650	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  The	
    following	
    items	
    are	
    for	
    sale:	
    
  	
    
  Potions	
     &	
     Oils	
     bless	
     weapon	
     (oil),	
     pass	
     without	
     trace	
    
  (potion),	
    and	
    protection	
    from	
    evil	
    (potion)	
    
  	
    
  Scroll	
    (Divine)	
    detect	
    animals	
    or	
    plants	
    and	
    keen	
    senses	
    
  
  45	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
     some	
     information	
     about	
     Saint	
     Fiacre.	
     A	
     successful	
     check	
    
  reveals	
    all	
    information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
     15:	
     Saint	
     Fiacre	
     is	
     named	
     for	
     a	
     priest	
     that	
     saved	
     the	
    
  village	
    from	
    a	
    sahuagin	
    raid	
    a	
    century	
    ago.	
    The	
    priest	
    made	
    Saint	
    
  Fiacre	
    his	
    home,	
    and	
    with	
    his	
    blessings	
    the	
    village	
    thrived.	
    	
    
  	
    
  DC	
    20:	
    Saint	
    Fiacre’s	
    main	
    economy	
    is	
    the	
    collection	
    of	
    tariffs	
    
  on	
    Fiacre’s	
    Sojourn,	
    a	
    road	
    cutting	
    through	
    Fiacre’s	
    Wood	
    to	
    the	
    
  south.	
    Although	
    the	
    tariff	
    has	
    been	
    profitable,	
    many	
    feel	
    it’s	
    only	
    
  a	
    matter	
    of	
    time	
    before	
    merchants	
    find	
    a	
    less	
    expensive	
    route,	
    
  ruining	
    Saint	
    Fiacre’s	
    only	
    real	
    industry.	
    
  	
    
  DC	
     25:	
     Some	
     people	
     believe	
     Madelyn	
     Fiacre,	
     the	
     current	
    
  priest	
     and	
     caretaker	
     of	
     Saint	
     Fiacre’s	
     Church,	
     is	
     actually	
     the	
    
  daughter	
     of	
     Malerie	
     Bulwark,	
     the	
     only	
     child	
     of	
     Saint	
     Fiacre	
    
  himself	
    and	
    an	
    elven	
    lover.	
    
  V I L L A G E R S  
  Appearance	
    Villagers	
    possess	
    strong,	
    chiselled	
    bodies	
    from	
    a	
    life	
    
  of	
    physical	
    labour	
    and	
    stern	
    faces	
    with	
    dark	
    eyes	
    and	
    hair.	
    	
    	
    	
    
  Dress	
     Clothing	
     is	
     sturdy	
     and	
     practical,	
     designed	
     for	
     wear	
     and	
    
  tear.	
    Blues,	
    greens	
    and	
    other	
    natural	
    colours	
    are	
    favoured.	
    
  Nomenclature	
     male	
     Arnulf,	
     Grifo,	
     Mathrid;	
     female	
     Ada,	
     Berta,	
    
  Uta;	
    family	
    Fiacre	
    (bastard	
    name),	
    Gall,	
    Vert.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Saint	
    Fiacre	
    
  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	
    
  Jarq	
    Vailjarq	
    has	
    a	
    seedy	
    past	
    he’s	
    trying	
    to	
    forget.	
    
  2	
    
  A	
     ghost	
     has	
     been	
     haunting	
     Staffelsee’s	
     Pier,	
     crying	
     out	
    
  for	
    an	
    unrequited	
    love.	
    
  3*	
    
  Despite	
    what	
    Jarq	
    says,	
    Suidger	
    Fiacre	
    is	
    a	
    lycanthrope.	
    
  People	
     who’ve	
     associated	
     with	
     him	
     begin	
     acting	
    
  strangely,	
    and	
    he’s	
    obviously	
    starting	
    a	
    cabal	
    somewhere	
    
  in	
    the	
    village.	
    
  4*	
    
  Monsters,	
     namely	
     lycanthropes,	
     have	
     begun	
     settling	
     in	
    
  Fiacre’s	
    Wood	
    and	
    stealing	
    from	
    the	
    villagers	
    at	
    night.	
    
  5	
    
  Madelyn	
    Fiacre’s	
    uncanny	
    resemblance	
    to	
    Saint	
    Fiacre’s	
    
  statue	
     likely	
     means	
     she	
     is	
     an	
     illegitimate	
     heir	
     of	
     the	
    
  village’s	
    patron.	
    
  6	
    
  Velda	
     Flavigny	
     has	
     been	
     acting	
     strangely,	
     and	
     nobody’s	
    
  seen	
    her	
    husband	
    for	
    days.	
    Some	
    suspect	
    foul	
    play.	
    
  *False	
    rumour	
    
   
   
  
  46	
    
  S E A  B I T C H  A T  A  G L A N C E  
  Perched	
    hard	
    against	
    steep	
    cliffs	
    and	
    protected	
    on	
    the	
    landward	
    
  side	
    by	
    an	
    earth	
    ditch	
    and	
    berm,	
    Sea	
    Bitch	
    is	
    a	
    windy	
    place.	
    A	
    
  small	
     harbour	
     protects	
     the	
     village’s	
     dozen	
     or	
     so	
     fishing	
     boats,	
    
  and	
    the	
    villagers	
    are	
    renowned	
    for	
    the	
    trained	
    ernes	
    (sea	
    eagles)	
    
  they	
    use	
    to	
    hunt	
    the	
    seabirds	
    nesting	
    in	
    the	
    nearby	
    cliffs.	
    	
    
  	
    
  Sea	
     Bitch	
     was	
     founded	
     fifteen	
     years	
     ago	
     by	
     the	
     all-­‐female	
    
  crew	
     of	
     the	
     eponymous	
     pirate	
     vessel,	
     following	
     the	
     death	
     of	
    
  their	
     captain	
     in	
     a	
     ferocious	
     battle	
     with	
     the	
     Relentless	
     Kraken,	
    
  another	
    pirate	
    ship.	
    The	
    Sea	
    Bitch’s	
    captain,	
    Elyse	
    Killigrew,	
    was	
    
  slain	
     by	
     a	
     crossbow	
     bolt	
     through	
     her	
     eye,	
     fired	
     by	
     a	
     cowardly	
    
  young	
    goblin	
    sniper	
    lurking	
    in	
    the	
    Kraken’s	
    crow’s	
    nest.	
    Allindra	
    
  Squallmaven,	
    the	
    first	
    mate,	
    took	
    command	
    of	
    the	
    Sea	
    Bitch	
    and	
    
  used	
    her	
    druidic	
    magic	
    to	
    call	
    lightning	
    down	
    on	
    the	
    enemy	
    and	
    
  drive	
    them	
    off,	
    thus	
    winning	
    the	
    battle.	
    With	
    her	
    captain	
    dead	
    
  and	
    many	
    of	
    her	
    crew	
    slain,	
    the	
    Sea	
    Bitch	
    put	
    in	
    at	
    a	
    sheltered	
    
  harbour	
    to	
    the	
    east	
    of	
    Deksport.	
    	
    
  	
    
  She	
     never	
     left.	
     Alllindra	
     and	
     the	
     surviving	
     pirates	
     beached	
    
  the	
    ship	
    and	
    set	
    about	
    establishing	
    a	
    new	
    home	
    for	
    themselves	
    
  on	
     land,	
     using	
     wood	
     from	
     the	
     nearby	
     forest	
     to	
     build	
     homes,	
    
  fishing	
     boats	
     and	
     a	
     jetty.	
     Over	
     the	
     last	
     decade	
     and	
     a	
     half,	
     the	
    
  village	
     of	
     Sea	
     Bitch	
     has	
     grown	
     into	
     a	
     small	
     but	
     thriving	
     fishing	
    
  community.	
    To	
    supplement	
    their	
    piscine	
    diet,	
    Allindra	
    used	
    her	
    
  affinity	
     with	
     wild	
     birds	
     to	
     attract	
     a	
     congress	
     of	
     ernes	
     to	
     the	
    
  village,	
     and	
     to	
     train	
     them	
     to	
     hunt	
     the	
     razorbills	
     and	
     puffins	
    
  nesting	
     high	
     in	
     the	
     cliffs.	
     As	
     Sea	
     Bitch’s	
     population	
     grew,	
     men	
    
  came	
    to	
    live	
    in	
    the	
    village,	
    but	
    women	
    are	
    still	
    very	
    much	
    in	
    the	
    
  majority,	
    and	
    the	
    community	
    is	
    renowned	
    for	
    sheltering	
    women	
    
  of	
    all	
    races	
    fleeing	
    from	
    brutish,	
    bullying	
    husbands.	
    	
    
  	
    
  Sea	
     Bitch	
     trades	
     regularly	
     with	
     Deksport	
     and	
     the	
     nearby	
    
  villages	
    of	
    Revenge	
    and	
    Red	
    Talon.	
    However,	
    life	
    in	
    the	
    village	
    is	
    
  complicated	
    by	
    trouble	
    brewing	
    in	
    the	
    nearby	
    forest.	
    A	
    warlike	
    
  tribe	
     of	
     orcs	
     inhabits	
     an	
     ancient	
     ruined	
     fortress,	
     once	
     more.	
    
  Loggers	
     have	
     been	
     attacked,	
     and	
     the	
     orcs	
     have	
     made	
     several	
    
  attempts	
     to	
     attack	
     Sea	
     Bitch	
     itself.	
     It’s	
     only	
     a	
     matter	
     of	
     time	
    
  before	
     the	
     savage	
     humanoids	
     are	
     able	
     to	
     breach	
     the	
     village’s	
    
  defences	
     and	
     put	
     it	
     to	
     the	
     torch.	
     The	
     villagers	
     have	
     been	
    
  spreading	
    rumours	
    of	
    lost	
    orcish	
    treasure	
    in	
    the	
    ancient	
    fortress,	
    
  in	
    the	
    hopes	
    of	
    attracting	
    fearless	
    and	
    heroic	
    adventurers	
    to	
    Sea	
    
  Bitch,	
    willing	
    to	
    take	
    on	
    the	
    orcs.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Allindra	
    Squallmaven	
    
  Government	
    Magical	
    
  Population	
    89	
    (65	
    humans,	
    11	
    half-­‐orcs,	
    6	
    halflings,	
    4	
    half-­‐elves,	
    
  3	
    dwarves)	
    
  Alignments	
    CN,	
    CG,	
    N	
    
  Languages	
    Common,	
    Orc	
    
  Corruption	
    -­‐3;	
    Crime	
    +0;	
    Economy	
    -­‐1;	
    Law	
    -­‐1;	
    Lore	
    +3;	
    Society	
    -­‐3	
    
  Qualities	
    Isolated,	
    Notorious	
    
  Danger	
    +10;	
    Disadvantages	
    None	
    
  N O T A B L E 	
    F O L K	
    
  Most	
     of	
     the	
     population	
     are	
     nothing	
     more	
     than	
     hardworking	
    
  peasants.	
    A	
    few,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  Allindra	
     Squallmaven	
     (location	
     2;	
     CN	
     female	
     human	
     druid	
    
  [aquatic]	
     8)	
     Retired	
     pirate,	
     founder	
     of	
     Sea	
     Bitch	
     and	
     the	
    
  village’s	
    spiritual	
    and	
    secular	
    leader.	
    
  Erwyn	
     Splintertusk	
     (location	
     1;	
     N	
     male	
     half-­‐orc	
     commoner	
     2)	
    
  Hoary	
    old	
    beachcomber	
    who	
    makes	
    his	
    home	
    in	
    what’s	
    left	
    
  of	
    the	
    Sea	
    Bitch	
    and	
    sells	
    interesting	
    flotsam	
    in	
    the	
    market.	
    
  Finelle	
     Hornswaggle	
     (location	
     6;	
     N	
     female	
     human	
     fighter	
    
  2/expert	
    2)	
    Former	
    pirate	
    and	
    ship’s	
    carpenter,	
    Finelle	
    runs	
    
  the	
    Merry	
    Maiden	
    Inn	
    with	
    her	
    partner	
    Nyssa.	
    
  Ildiko	
     Squallmaven	
     (location	
     7;	
     CN	
     female	
     human	
     fighter	
     1)	
    
  Allindra’s	
     fiery	
     young	
     daughter	
     yearns	
     to	
     pursue	
     her	
    
  mother’s	
    old	
    life	
    as	
    a	
    pirate.	
    
  Krorg	
    the	
    Flayer	
    (location	
    9;	
    CE	
    male	
    orc	
    fighter	
    6)	
    Bloodthirsty	
    
  leader	
    of	
    the	
    orc	
    tribe	
    living	
    in	
    the	
    nearby	
    woods.	
    
  “Shipshape”	
    Selma	
    (location	
    5;	
    CG	
    female	
    dwarf	
    expert	
    3)	
    This	
    
  meticulous	
    ex-­‐pirate	
    quartermaster	
    runs	
    the	
    trading	
    post.	
    	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
    of	
    the	
    village	
    comprises	
    peasant	
    homes.	
    A	
    few	
    locations,	
    
  however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  1. The	
     Sea	
     Bitch:	
     The	
     rotted	
     hull	
     of	
     this	
     pirate	
     ship	
     lies	
     on	
     the	
    
  beach	
    and	
    is	
    home	
    to	
    Erwyn	
    Splintertusk.	
    
  2. Druid’s	
    Cave:	
    Allindra	
    lives	
    in	
    a	
    sea	
    cave	
    at	
    the	
    cliff’s	
    base.	
    
  3. Puffin	
    Heights:	
    The	
    cliffs	
    to	
    the	
    east	
    of	
    the	
    village	
    are	
    home	
    to	
    
  hundreds	
    of	
    nesting	
    puffins	
    and	
    razorbills.	
    	
    	
    
  4. Aeries:	
    Trained	
    sea	
    eagles	
    build	
    their	
    nests	
    high	
    on	
    the	
    cliffs.	
    
  5. The	
     Stores:	
     This	
     well-­‐stocked	
     trading	
     post	
     sells	
     fishing	
     gear,	
    
  dry	
    goods	
    and	
    other	
    equipment.	
    
  6. The	
     Merry	
     Maiden:	
     The	
     village	
     inn	
     is	
     a	
     lively	
     place	
     where	
    
  patrons	
    can	
    enjoy	
    good	
    ales,	
    hearty	
    food,	
    music	
    and	
    dancing.	
    
  7. The	
     Docks:	
     Always	
     busy	
     with	
     fishing	
     boats	
     and	
     merchant	
    
  vessels	
    arriving	
    from	
    Deksport	
    and	
    points	
    beyond.	
    
  8. Village	
    Defenses:	
    An	
    earth	
    ditch	
    and	
    berm	
    protects	
    the	
    village.	
    	
    
  9. Forest:	
    An	
    ancient	
    orcish	
    fortress	
    stands	
    in	
    the	
    dense	
    woods	
    to	
    
  the	
    northwest	
    of	
    Sea	
    Bitch,	
    occupied	
    once	
    more	
    by	
    feral	
    orcs.	
    	
    	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Fishing,	
    hunting,	
    forestry	
    
  Base	
     Value	
     650	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     4th;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive,	
    the	
    following	
    items	
    are	
    for	
    sale:	
    
  § 
  Potions	
    pass	
    without	
    trace	
    (50	
    gp),	
    barkskin	
    +2	
    (300	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    calm	
    animals	
    (25	
    gp),	
    commune	
    with	
    birds	
    (25	
    
  gp)	
    
  § 
  Wondrous	
    Item	
    efficient	
    quiver	
    (see	
    location	
    1;	
    500	
    gp)	
    
  
  47	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
    may	
    know	
    some	
    information	
    about	
    Sea	
    Bitch.	
    A	
    successful	
    
  check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
    10:	
    The	
    villagers	
    use	
    trained	
    sea	
    eagles	
    to	
    hunt	
    seabirds	
    
  for	
    food.	
    
  	
    
  DC	
     15:	
     Sea	
     Bitch	
     was	
     originally	
     founded	
     by	
     an	
     all-­‐female	
    
  pirate	
    crew,	
    and	
    has	
    a	
    reputation	
    for	
    offering	
    refuge	
    to	
    women	
    
  in	
    need.	
    	
    
  	
    
  DC	
     20:	
     An	
     ancient	
     fortress	
     stands	
     in	
     the	
     forest	
     to	
     the	
    
  northwest	
    of	
    the	
    village;	
    it	
    was	
    once	
    home	
    to	
    the	
    infamous	
    orc	
    
  king,	
    Ogzug	
    the	
    Betrayer,	
    and	
    is	
    rumoured	
    to	
    hold	
    lost	
    treasure.	
    
  V I L L A G E R S  
  Appearance	
     The	
     villagers	
     are	
     mostly	
     women	
     of	
     diverse	
    
  appearance	
    and	
    ethnic	
    backgrounds.	
    Many	
    were	
    former	
    pirates	
    
  and	
    usually	
    have	
    at	
    least	
    one	
    or	
    more	
    tattoos.	
     
  	
    
  Dress	
    Sea	
    Bitch’s	
    inhabitants	
    wear	
    thick,	
    hooded	
    cloaks	
    over	
    
  their	
     simple	
     shirts	
     and	
     breeches	
     to	
     protect	
     themselves	
     against	
    
  the	
    strong	
    winds	
    blowing	
    in	
    from	
    the	
    sea.	
    	
    
  Nomenclature	
    female	
    Gia,	
    Hanife,	
    Kerrie,	
    Rafat,	
    Tierna;	
    male	
    
  Brion,	
     Muirin,	
     Tady;	
     family	
     Delaney,	
     Grogwether,	
     Inkspott,	
    
  Redsail.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Sea	
    Bitch	
    
  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	
    
  Nyssa	
     came	
     to	
     Sea	
     Bitch	
     to	
     get	
     away	
     from	
     her	
     violent	
    
  husband.	
    He	
    followed	
    her	
    here,	
    but	
    Finelle	
    Hornswaggle	
    
  and	
     others	
     forcefully	
     persuaded	
     him	
     it	
     wouldn’t	
     be	
     a	
    
  good	
    idea	
    to	
    try	
    and	
    drag	
    her	
    home	
    again.	
    	
    
  2	
    
  Ildiko	
    Squallmaven’s	
    father	
    is	
    a	
    well-­‐known	
    pirate	
    captain	
    
  in	
    Deksport	
    and	
    she’s	
    thinking	
    about	
    paying	
    him	
    a	
    visit.	
    
  3	
    
  Erwyn	
    Splintertusk	
    found	
    a	
    treasure	
    map	
    inside	
    a	
    bottle	
    
  that	
    washed	
    up	
    on	
    the	
    beach	
    the	
    other	
    day.	
    X	
    marks	
    the	
    
  spot!	
    
  4	
    
  The	
     forest	
     orcs	
     are	
     searching	
     the	
     ruined	
     fortress	
     for	
     a	
    
  mighty	
     magical	
     amulet	
     which	
     once	
     belonged	
     to	
     Ogzug	
    
  the	
    Betrayer.	
    
  5	
    
  The	
    captain	
    of	
    the	
    Sea	
    Bitch	
    was	
    slain	
    by	
    a	
    crossbow	
    bolt	
    
  fired	
    by	
    a	
    cowardly	
    goblin	
    pirate;	
    the	
    goblin	
    survived	
    the	
    
  battle	
    but	
    must	
    surely	
    be	
    dead	
    by	
    now.	
    
  6*	
    
  Erwyn	
     Splintertusk	
     came	
     to	
     Sea	
     Bitch	
     to	
     escape	
     the	
    
  massive	
    gambling	
    debts	
    he	
    ran	
    up	
    in	
    Deksport.	
    
  *False	
    rumour	
    	
    
  	
    
  	
    
  
  48	
    
  T H E  F R A G R A N T  T O W E R  A T  A  G L A N C E  
  Originally	
    a	
    simple	
    watchtower,	
    the	
    Fragrant	
    Tower	
    got	
    its	
    name	
    
  a	
     few	
     decades	
     ago,	
     when	
     the	
     wizard	
     Tasril	
     acquired	
     the	
    
  structure	
    and	
    took	
    up	
    residence	
    with	
    his	
    small	
    household.	
    When	
    
  the	
     wind	
     is	
     right,	
     the	
     sweet	
     scent	
     from	
     the	
     tower’s	
     roof-­‐top	
    
  garden	
     carries	
     for	
     miles,	
     guiding	
     travellers	
     to	
     the	
     squat	
     tower	
    
  atop	
    Spellbarrow	
    Hill.	
    	
    
  	
    
  Inside,	
    visitors	
    experience	
    a	
    myriad	
    of	
    olfactory	
    impressions	
    
  from	
     the	
     scented	
     candles,	
     perfumes	
     and	
     incense	
     present	
     in	
    
  every	
     room.	
     Some	
     of	
     these	
     aromatic	
     items	
     even	
     have	
     magical	
    
  properties,	
    and	
    may	
    be	
    purchased	
    by	
    those	
    with	
    sufficient	
    coin.	
    	
    
  	
    
  Tasril	
     rarely	
     leaves	
     his	
     laboratory,	
     leaving	
     it	
     to	
     his	
     two	
    
  dwarven	
     servants	
     to	
     deal	
     with	
     any	
     distractions	
     or	
     visitors.	
     But	
    
  both	
     the	
     wizard’s	
     reclusive	
     behaviour	
     and	
     the	
     multitude	
     of	
    
  odours	
    serve	
    to	
    cover	
    a	
    secret	
    guarded	
    jealously	
    by	
    the	
    tower’s	
    
  inhabitants.	
    And	
    while	
    visitors	
    are	
    treated	
    with	
    every	
    courtesy,	
    
  they	
    are	
    also	
    cautioned	
    against	
    exploring	
    the	
    tower.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Tasril	
    
  Population	
    4	
    	
    
  Alignment	
    N	
    
  Languages	
    Common,	
    Dwarven,	
    Elvish,	
    Gnome,	
    Undercommon	
    
  Resources	
     and	
     industry	
     Spellcasting	
     and	
     crafting	
     of	
     magical	
    
  items,	
    arms	
    and	
    armour.	
    
  L O R E	
    
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
    may	
    know	
    some	
    information	
    about	
    the	
    Fragrant	
    Tower.	
    A	
    
  successful	
    check	
    reveals	
    everything	
    learned	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
    10:	
    The	
    Fragrant	
    Tower	
    is	
    home	
    to	
    the	
    wizard	
    Tasril	
    and	
    
  his	
     household.	
     It	
     is	
     so	
     named	
     because	
     of	
     the	
     many	
     sweet-­‐
  smelling	
    flowers	
    planted	
    around	
    it	
    and	
    in	
    its	
    rooftop	
    garden.	
    
  	
    
  DC	
    15:	
    Tasril	
    rarely	
    deals	
    with	
    visitors	
    in	
    person.	
    Instead,	
    a	
    
  pair	
    of	
    dwarven	
    siblings	
    manages	
    most	
    of	
    his	
    daily	
    affairs.	
    Those	
    
  who	
     have	
     met	
     the	
     wizard	
     describe	
     him	
     as	
     a	
     reserved,	
     but	
    
  courteous,	
    elf.	
    
  	
    
  DC	
    20:	
    It	
    is	
    usually	
    possible	
    to	
    purchase	
    a	
    few	
    magic	
    items	
    at	
    
  the	
    tower	
    and	
    Tasril	
    has	
    been	
    known	
    to	
    take	
    commissions.	
    He	
    
  specializes	
    in	
    enchanted	
    perfume	
    and	
    magic	
    scented	
    candles.	
    	
    
  N O T A B L E 	
    F O L K	
    
  The	
    following	
    folk	
    reside	
    in	
    the	
    Fragrant	
    Tower:	
    
  Oldar	
    (location	
    6;	
    LN	
    male	
    dwarf	
    ranger	
    1/expert	
    2)	
    Oldar	
    mainly	
    
  tends	
    to	
    the	
    grounds	
    outside	
    the	
    Fragrant	
    Tower	
    and	
    to	
    the	
    
  plants	
    in	
    the	
    rooftop	
    garden.	
    	
    
  Tasril	
     (location	
     2;	
     N	
     male	
     troglodyte	
     wizard	
     [conjurer]	
     8)	
     The	
    
  reclusive	
    master	
    of	
    the	
    Fragrant	
    Tower	
    does	
    what	
    he	
    can	
    to	
    
  endure	
     his	
     current	
     condition,	
     while	
     searching	
     for	
     a	
     way	
     to	
    
  return	
    to	
    his	
    original	
    elven	
    form.	
    
  Yanga	
     (location	
     5;	
     LN	
     female	
     dwarf	
     expert	
     2)	
     Yanga	
     fulfils	
     the	
    
  role	
    as	
    housekeeper,	
    cook	
    and	
    hostess.	
    She	
    makes	
    sure	
    the	
    
  visitors’	
     quarters	
     are	
     always	
     ready,	
     and	
     guests	
     have	
    
  everything	
    they	
    need.	
    	
    
  Zhamosia	
    (location	
    2;	
    N	
    female	
    svirfneblin	
    wizard	
    [illusionist]	
    3)	
    
  Ever	
    since	
    Tasril’s	
    transformation,	
    this	
    faithful	
    deep	
    gnome	
    
  has	
    been	
    his	
    loyal	
    companion	
    and	
    apprentice.	
    She	
    prefers	
    to	
    
  spend	
    her	
    time	
    in	
    the	
    tower’s	
    underground	
    laboratories.	
    	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  The	
     following	
     areas	
     of	
     the	
     Fragrant	
     Tower	
     are	
     of	
     particular	
    
  interest	
    to	
    adventurers:	
    
  1. Underground	
     laboratory:	
     The	
     tower’s	
     deepest	
     levels	
     house	
    
  arcane	
     workshops	
     and	
     laboratories	
     and	
     a	
     concealed	
     escape	
    
  tunnel.	
    
  2. Wizards’	
     living	
     quarters:	
     Tasril	
     and	
     Zhamosia	
     both	
     reside	
     in	
    
  these	
    underground	
    chambers,	
    which	
    also	
    hold	
    a	
    well-­‐stocked	
    
  library.	
    
  3. Entry	
    level:	
    Anyone	
    wishing	
    to	
    enter	
    the	
    Fragrant	
    Tower	
    must	
    
  pass	
     through	
     its	
     fortified	
     entrance	
     before	
     reaching	
     the	
    
  comfortable	
    visitors’	
    lounge.	
    	
    
  4. Visitors’	
    quarters:	
    This	
    level	
    of	
    the	
    tower	
    holds	
    a	
    trio	
    of	
    finely	
    
  furnished	
    rooms	
    for	
    guests.	
    	
    
  5. Kitchen	
    level:	
    The	
    tower’s	
    kitchen	
    and	
    Yanga’s	
    living	
    quarters	
    
  are	
    located	
    on	
    this	
    level.	
    	
    
  6. Fountain	
     level:	
     A	
     magic	
     fountain	
     at	
     this	
     level	
     provides	
     fresh	
    
  water	
    for	
    the	
    tower.	
    Olgar	
    lives	
    in	
    a	
    room	
    beyond	
    the	
    fountain.	
    
  7. Rooftop	
    garden:	
    Lush	
    plants	
    and	
    aromatic	
    flowers	
    grow	
    atop	
    
  the	
    entire	
    roof	
    of	
    the	
    Fragrant	
    Tower.	
    	
    
  M A R K E T P L A C E	
    
  When	
    the	
    PCs	
    arrive	
    at	
    the	
    Fragrant	
    Tower,	
    the	
    following	
    items	
    
  are	
    for	
    sale:	
    
  § 
  Consumables	
     scroll	
     of	
     dispel	
     magic	
     (375	
     gp),	
     scroll	
     of	
     resist	
    
  energy	
    (150	
    gp)	
    
  § 
  Miscellaneous	
    items	
    boots	
    of	
    elvenkind	
    (2,500	
    gp),	
    incense	
    of	
    
  meditation	
    (4,900	
    gp)	
    
  § 
  Weapons	
    &	
    Armour	
    +1	
    giant	
    bane	
    longbow	
    (8,375	
    gp)	
    
  Additionally,	
    the	
    following	
    services	
    are	
    available:	
    
  § 
  Spellcasting	
    Arcane	
    spellcasting	
    (see	
    Taril’s	
    stat	
    block	
    for	
    full	
    
  list	
    of	
    available	
    spells)	
    	
    	
    
  § 
  Crafting	
    Magical	
    arms	
    and	
    armour,	
    scrolls	
    and	
    wondrous	
    items	
    	
    
  
  49	
    
  	
    
  	
    
   
  
  50	
    
  T I G L E Y  A T  A  G L A N C E  
  Wracked	
     by	
     disaster,	
     Tigley	
     is	
     a	
     village	
     literally	
     risen	
     again.	
    
  Decades	
     ago,	
     a	
     powerful	
     earthquake	
     devastated	
     the	
     village.	
    
  Many	
     of	
     its	
     buildings	
     collapsed	
     and	
     much	
     of	
     Tigley	
     was	
    
  destroyed	
    or	
    fell	
    into	
    the	
    swamp.	
    Even	
    the	
    land	
    itself	
    was	
    rent.	
    A	
    
  great	
    gorge	
    opened	
    up,	
    and	
    Tigley’s	
    remains	
    were	
    left	
    marooned	
    
  on	
    a	
    spire	
    of	
    splintered	
    rock	
    jutting	
    from	
    the	
    marshland.	
    
  	
    
  But	
    Tigley	
    endured	
    and	
    although	
    it	
    hasn’t	
    exactly	
    prospered,	
    
  it	
    has	
    grown	
    once	
    again,	
    becoming	
    a	
    site	
    of	
    commerce.	
    Now	
    the	
    
  villagers	
     work	
     the	
     surrounding	
     swamplands	
     and	
     sometimes	
    
  adventurers	
    use	
    the	
    village	
    as	
    a	
    base	
    from	
    which	
    to	
    explore	
    the	
    
  surrounding	
     swamp.	
     Goblins	
     live	
     in	
     the	
     nearby	
     woods	
     and	
    
  occasionally	
    raid	
    the	
    village—although	
    (at	
    least	
    recently)	
    this	
    is	
    a	
    
  rare	
    event.	
    	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Silas	
    Hinge	
    
  Government	
    Autocracy	
    
  Population	
     89	
     (78	
     humans,	
     3	
     dwarves,	
     3	
     elves,	
     2	
     half-­‐elves,	
     1	
    
  half-­‐orcs,	
    2	
    halflings)	
    
  Alignments	
    LN,	
    N,	
    NG	
    
  Languages	
    Common,	
    Goblin	
    
  Corruption	
    +0;	
    Crime	
    -­‐1;	
    Economy	
    +1;	
    Law	
    +2;	
    Lore	
    +1;	
    Society	
    
  +0	
    
  Qualities	
    Insular,	
    prosperous	
    
  Danger	
    0;	
    Disadvantages	
    None	
    
  N O T A B L E 	
    F O L K	
    
  Most	
     of	
     the	
     population	
     are	
     nothing	
     more	
     than	
     hardworking	
    
  peasants.	
    A	
    few,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  Emmon	
     (location	
     3;	
     LN	
     male	
     venerable	
     human	
     warrior	
     2)	
     This	
    
  crotchety	
     white-­‐haired	
     old	
     timer	
     has	
     guarded	
     The	
     Belt	
     for	
    
  nearly	
    60	
    years.	
    Despite	
    his	
    frail	
    look	
    he	
    is	
    a	
    commendable	
    
  fighter	
    and	
    an	
    expert	
    with	
    his	
    halberd.	
    
  Father	
    Isaak	
    (location	
    7;	
    NG	
    male	
    werebat	
    human	
    cleric	
    3)	
    This	
    
  tall,	
    well	
    fed	
    clergyman	
    runs	
    the	
    Foundation.	
    As	
    a	
    collector	
    
  of	
    taxes	
    and	
    an	
    overseer	
    of	
    all	
    weddings,	
    births	
    and	
    funerals	
    
  he	
    knows	
    everyone	
    in	
    the	
    village	
    and	
    is	
    well	
    liked.	
    	
    
  Gerold	
     (location	
     9;	
     NG	
     human	
     male	
     commoner	
     2)	
     This	
     bright	
    
  eyed,	
    ruddy	
    faced	
    man	
    usually	
    wears	
    an	
    apron	
    covered	
    with	
    
  sickly	
    sweet	
    sauces	
    and	
    ale.	
    	
    
  Hilduin	
    Caldwell	
    (location	
    8;	
    NE	
    male	
    old	
    human	
    expert	
    2)	
    This	
    
  creepy-­‐looking,	
     hook-­‐nosed,	
     grey	
     haired	
     miser	
     runs	
     the	
    
  Paper	
    Press.	
    	
    
  Matron	
    Ella	
    Hinge	
    (location	
    2;	
    LG	
    female	
    old	
    human	
    commoner	
    
  2)	
     This	
     kindly	
     old	
     lady	
     is	
     usually	
     stood	
     at	
     the	
     gates	
     of	
     the	
    
  orphanage	
     or	
     overlooking	
     the	
     bustling	
     Cliffside	
     below.	
    
  Married	
    to	
    Silas,	
    she	
    is	
    well	
    loved	
    and	
    respected	
    by	
    all.	
    	
    
  Rogar	
    Weaverson	
    (location	
    10;	
    N	
    male	
    human	
    expert	
    2)	
    A	
    large,	
    
  burly	
     man	
     usually	
     accompanied	
     by	
     his	
     cronies.	
     The	
     local	
    
  bully	
     he	
     is	
     not	
     liked	
     by	
     most	
     of	
     the	
     populace.	
     He	
     is	
     only	
    
  tolerated	
    for	
    his	
    considerable	
    stone-­‐working	
    skills.	
    	
    
  Silas	
    Hinge	
    (location	
    6;	
    LG	
    male	
    old	
    human	
    expert	
    2)	
    This	
    stocky	
    
  overweight	
    bearded	
    man	
    is	
    the	
    mayor.	
    He	
    is	
    always	
    down	
    by	
    
  his	
     forge	
     or	
     stood	
     on	
     the	
     ledge	
     beside	
     it	
     overlooking	
     the	
    
  Wash	
    below.	
    	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
     of	
     Tigley	
     comprises	
     peasant	
     homes.	
     A	
     few	
     locations,	
    
  however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  1. The	
    Stack:	
    A	
    solid	
    granite	
    promontory	
    upon	
    which	
    the	
    village	
    
  clings.	
    
  2. Stone’s	
     Throw	
     Orphanage:	
     This	
     large	
     half-­‐timber	
     building	
    
  houses	
    orphans	
    from	
    the	
    nearby	
    city.	
    
  3. The	
    Belt:	
    This	
    rough	
    and	
    rickety	
    rope	
    and	
    wood	
    bridge	
    spans	
    
  the	
    chasm	
    dividing	
    the	
    village.	
    
  4. The	
     Square:	
     This	
     cobbled	
     open	
     area	
     is	
     used	
     for	
     village	
    
  celebrations	
    and	
    festivals.	
    
  5. The	
     Well:	
     Bats	
     use	
     this	
     disused	
     old	
     stone	
     well	
     to	
     exit	
     their	
    
  cavern-­‐home.	
    	
    
  6. Cliffside:	
    A	
    large	
    forge	
    and	
    its	
    warehouses	
    cover	
    the	
    far	
    side	
    of	
    
  the	
    cliffs.	
    Several	
    lifts	
    and	
    pathways	
    connecting	
    them.	
    
  7. The	
     Foundation:	
    This	
     large	
     stone	
     tower	
     and	
     several	
     wooden	
    
  building	
     is	
     the	
     village’s	
     centre	
     of	
     worship.	
     Dead	
     villagers	
     are	
    
  lowered	
    from	
    a	
    platform	
    into	
    the	
    lake	
    below,	
    during	
    funerals.	
    
  8. The	
     Paper	
     Press:	
     A	
     well-­‐maintained	
     wooden	
     building	
     with	
     a	
    
  watermill	
    running	
    beside	
    it.	
    Looking	
    slightly	
    out	
    of	
    place,	
    the	
    
  wood	
    of	
    this	
    building	
    is	
    obviously	
    imported.	
    	
    
  9. The	
    Crack	
    in	
    the	
    Wall:	
    Several	
    shacks	
    and	
    huts	
    now	
    serve	
    as	
    
  Tigley’s	
    tavern	
    and	
    inn.	
    
  10. The	
    Wash:	
    This	
    open	
    cobbled	
    area	
    has	
    wooden	
    jetties	
    and	
    a	
    
  sturdy	
    stone	
    bridge.	
    Used	
    as	
    a	
    communal	
    gathering	
    area	
    it	
    is	
    
  busy	
    most	
    times	
    of	
    the	
    day.	
    	
    
  11. The	
    Sink:	
    The	
    villagers	
    use	
    this	
    large,	
    muddy	
    lake	
    to	
    bury	
    their	
    
  dead.	
    
  M A R K E T P L A C E	
    
  Resources	
     &	
     Industry	
     Bat	
     guano,	
     hemp	
     products	
     (rope,	
     wax,	
    
  resins,	
    lantern	
    oil,	
    canvas,	
    paper),	
    sugar.	
    
  Base	
    Value	
    650	
    gp;	
    Purchase	
    3,750	
    gp;	
    Spellcasting	
    3rd;	
    Minor	
    
  Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Tigley,	
    the	
    following	
    items	
    are	
    for	
    sale:	
    
  § 
  Armour	
    +1	
    leather	
    (1,	
    160	
    gp)	
    
  § 
  Potions	
    &	
    Oils	
    enlarge	
    person	
    (50	
    gp),	
    expeditious	
    retreat	
    (50	
    
  gp)	
    
  § 
  Ring	
    feather	
    falling	
    (2,000	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    aid	
    (150	
    gp)	
    
  § 
  Weapon	
    +1	
    dagger	
    (2,302	
    gp)	
    
  	
    
   
  
  51	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
    some	
    information	
    about	
    Tigley.	
    A	
    successful	
    check	
    reveals	
    
  all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
    10:	
    Tigley	
    stands	
    at	
    the	
    edge	
    of	
    a	
    swamp.	
    Decades	
    ago,	
    
  an	
    earthquake	
    devastated	
    the	
    village,	
    but	
    it	
    has	
    since	
    recovered.	
    
  	
    
  DC	
    15:	
    Much	
    of	
    Tigley	
    stands	
    on	
    a	
    spire	
    of	
    rock	
    jutting	
    out	
    of	
    
  the	
    marsh.	
    Vast	
    swarms	
    of	
    bats	
    live	
    in	
    the	
    caves	
    honeycombing	
    
  the	
    rock.	
    
  	
    
  DC	
    20:	
    The	
    villagers	
    bury	
    their	
    dead	
    in	
    the	
    nearby	
    lake.	
    This	
    
  practise	
    attracts	
    undead	
    and	
    other	
    scavengers	
    to	
    the	
    area.	
    
  V I L L A G E R S  
  Appearance	
    Most	
    of	
    the	
    villagers	
    are	
    lithe	
    and	
    lean.	
    
  	
    
  Dress	
     Most	
     villagers	
     wear	
     hemp	
     canvas	
     shirts,	
     smocks	
     and	
    
  dresses	
    treated	
    with	
    various	
    natural	
    dyes	
    usually	
    worn	
    with	
    high	
    
  leather	
    boots.	
    Most	
    leathers	
    are	
    treated	
    skins	
    from	
    the	
    reptiles	
    
  and	
    snakes	
    living	
    in	
    the	
    swamp.	
    Polished	
    stones	
    and	
    shells	
    are	
    
  worn	
    as	
    jewellery.	
    
  	
    
  Nomenclature	
    male	
    Adalbert,	
    Egfried,	
    Otgar,	
    Waron,	
    Worad;	
    
  female	
    Ada,	
    Berta,	
    Gisela,	
    Rilla;	
    family	
    Blois,	
    Gall,	
    Lorsch,	
    Trond	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Tigley	
    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	
    
  Goblins	
    have	
    always	
    been	
    a	
    problem	
    in	
    Tigley;	
    they	
    live	
    in	
    
  the	
    nearby	
    chasms	
    and	
    woods.	
    	
    
  2	
    
  Some	
     guards	
     on	
     a	
     nearby	
     road	
     destroyed	
     a	
     walking	
    
  corpse	
    recently.	
    	
    
  3*	
    
  Morgan,	
    the	
    red	
    haired	
    bouncer	
    at	
    the	
    Crack	
    in	
    the	
    Wall,	
    
  is	
    in	
    love	
    with	
    the	
    owner.	
    	
    
  4*	
    
  Silas’	
    son	
    was	
    taken	
    one	
    night	
    during	
    a	
    goblin	
    raid.	
    The	
    
  resultant	
    stress	
    caused	
    him	
    and	
    Ella	
    to	
    separate.	
    	
    
  5	
    
  Things	
     have	
     been	
     seen	
     swimming	
     in	
     the	
     Wash	
     in	
     the	
    
  dead	
    of	
    night.	
    No	
    one	
    knows	
    what	
    they	
    are,	
    but	
    they	
    are	
    
  fast,	
    quiet	
    and	
    secretive…	
    
  6*	
    
  Rogar	
    and	
    Hilduin	
    work	
    for	
    a	
    merchant	
    in	
    the	
    city	
    who	
    
  wants	
    to	
    control	
    of	
    the	
    guano	
    trade.	
    	
    
  *False	
    rumour	
    
  	
    
  
  52	
    
  W O L F S B A N E  H O L L O W  A T  A  G L A N C E  
  Shielded	
    to	
    the	
    north	
    by	
    the	
    lofty	
    peaks	
    of	
    the	
    Vurdfell	
    Spine	
    and	
    
  protected	
    from	
    the	
    hordelands	
    of	
    the	
    east	
    by	
    the	
    Greatshadow	
    
  Gorge,	
    the	
    town	
    of	
    Wolfsbane	
    Hollow	
    has	
    persisted	
    in	
    relative	
    
  isolation	
     for	
     hundreds	
     of	
     years.	
     Having	
     won	
     its	
     independent	
    
  from	
     the	
     city-­‐state	
     of	
     Arvollis,	
     Wolfsbane	
     Hollow	
     enjoys	
     its	
    
  isolation	
    and	
    security	
    with	
    stoic	
    pride.	
    
  D E M O G R A P H I C S  
  Ruler	
    Mayor	
    Valdur	
    Tamm	
    (secretly,	
    Guildmaster	
    Avud	
    Kreslik)	
    
  Government	
    Secret	
    Syndicate	
    
  Population	
     4,670	
     (4,450	
     humans,	
     168	
     dwarves,	
     32	
     human	
    
  werewolves,	
    20	
    other)	
    
  Alignments	
    LE	
    
  Languages	
    Common,	
    Dwarven	
    
  Corruption	
    +3;	
    Crime	
    -­‐2;	
    Economy	
    +2;	
    Law	
    -­‐3;	
    Lore	
    +0;	
    Society	
    -­‐
  2	
    
  Qualities	
    Insular,	
    Notorious,	
    Superstitious	
    
  Danger	
    15;	
    Disadvantages	
    Cursed	
    
  T O W N  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
    may	
    know	
    some	
    information	
    about	
    Wolfsbane	
    Hollow.	
    A	
    
  successful	
    check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    
  check.	
    
  	
    
  DC	
    10:	
    Wolfsbane	
    Hollow	
    was	
    a	
    vassal	
    town	
    to	
    the	
    remote,	
    
  western	
    city-­‐state	
    of	
    Arvollis	
    until	
    fifty	
    years	
    ago.	
    The	
    people	
    of	
    
  Wolfsbane	
     Hollow	
     tired	
     of	
     Arvollis’	
     rule	
     and	
     declared	
    
  independence	
    from	
    their	
    once-­‐and-­‐former	
    rulers.	
    
  	
    
  DC	
    15:	
    In	
    spite	
    of	
    its	
    proximity	
    to	
    the	
    orc	
    hordelands	
    to	
    the	
    
  east,	
     Wolfsbane	
     Hollow’s	
     borders—in	
     the	
     form	
     of	
     mountains	
    
  and	
    deep	
    ravines—have	
    kept	
    orc	
    incursions	
    at	
    bay.	
    
  	
    
  DC	
     25:	
     Thirty-­‐seven	
     years	
     ago,	
     a	
     series	
     of	
     tragic	
     murders	
    
  shocked	
     the	
     town.	
     When	
     it	
     was	
     discovered	
     the	
     culprit	
     was	
     a	
    
  werewolf—nicknamed	
     the	
     Redclaw	
     Reaper—that	
     had	
     stalked	
    
  the	
     town	
     for	
     years,	
     the	
     townsfolk	
     cornered	
     the	
     beast	
     in	
     the	
    
  cathedral	
    of	
    Ignis	
    and	
    burnt	
    it	
    to	
    the	
    ground.	
    	
    
  N O T A B L E  L O C A T I O N S  
  Wolfsbane	
     Hollow	
     is	
     a	
     tightly	
     packed	
     community	
     of	
     disparate	
    
  architecture.	
    Locations	
    of	
    note	
    are	
    included	
    below:	
    
  1. Alethia’s	
    Home:	
    Residence	
    of	
    former	
    mayor	
    Alethia	
    Alavarni.	
    
  2. Argent	
    Gardens:	
    Public	
    gardens;	
    hides	
    a	
    secret	
    entrance	
    to	
    the	
    
  lair	
    of	
    the	
    Wolfsbane	
    Hollow	
    thieves’	
    guild.	
    
  3. Bits	
     &	
     Pieces:	
     Sundry	
     goods	
     at	
     discount	
     prices,	
     and	
     a	
     secret	
    
  front	
    for	
    the	
    Wolfsbane	
    Thieves’	
    Guild.	
    
  4. Broslef	
    Estates:	
    Manor	
    house	
    belonging	
    to	
    the	
    wealthy	
    Broslef	
    
  family.	
    
  5. Church	
    of	
    Aether:	
    A	
    large,	
    stone	
    church	
    dedicated	
    to	
    Aether,	
    
  god	
    of	
    the	
    dead.	
    
  6. Coldwater	
     Mill:	
     An	
     old,	
     large	
     sawmill	
     on	
     the	
     banks	
     of	
     the	
    
  Wolfsbane	
    River.	
    
  7. Horde	
    Gate:	
    The	
    east	
    gate	
    of	
    Wolfsbane	
    Hollow,	
    closed	
    year-­‐
  round	
    save	
    for	
    special	
    order	
    of	
    the	
    mayor.	
    	
    
  8. House	
     of	
     Dust:	
     A	
     mortuary	
     and	
     mausoleum;	
     home	
     to	
     the	
    
  cryptic	
    Dust	
    Talkers	
    of	
    Aether.	
    
  9. Lonehammer	
     Mining	
     Company:	
     The	
     primary	
     offices	
     of	
     the	
    
  largest	
    mining	
    operation	
    in	
    the	
    region.	
    
  10. Lonely	
    Road	
    Livery:	
    A	
    large	
    public	
    stable.	
    	
    
  11. Netter’s	
     Shack:	
     Private	
     residence	
     of	
     local	
     drunkard	
     and	
    
  fisherman	
    Nedrick	
    “Netter”	
    Jost.	
    	
    
  12. Rostar’s	
    Forge:	
    A	
    simple	
    blacksmith	
    with	
    a	
    secret	
    connection	
    
  to	
    the	
    tragic	
    murders	
    decades	
    ago.	
    
  13. Ruined	
     Cathedral:	
     The	
     charred	
     remains	
     of	
     a	
     cathedral	
    
  dedicated	
    to	
    the	
    deity	
    Ignis,	
    goddess	
    of	
    fire	
    and	
    healing.	
    
  14. Rustford	
     Farms:	
     The	
     largest	
     farms	
     in	
     Wolfsbane	
     Hollow,	
    
  servicing	
    most	
    of	
    the	
    town	
    with	
    livestock	
    and	
    produce.	
    
  15. Sunspear	
    Armory:	
    A	
    high-­‐class	
    weapon	
    and	
    armour	
    smithy.	
    
  16. Tamm	
    Manor:	
    Home	
    of	
    the	
    current	
    mayor,	
    Valdur	
    Tamm.	
    
  17. The	
    Foxhound:	
    The	
    only	
    Inn	
    in	
    Wolfsbane	
    Hollow,	
    famous	
    for	
    
  housing	
    the	
    skull	
    of	
    the	
    Redclaw	
    Reaper.	
    
  18. The	
     Pick	
     and	
     Pyrite:	
     Also	
     known	
     as	
     “Fool’s	
     Gold	
     Tavern,”	
     a	
    
  favourite	
    alehouse	
    near	
    the	
    city’s	
    wharves.	
    
  19. The	
    Serpent’s	
    Path:	
    A	
    modest	
    fortune-­‐telling	
    business.	
    
  20. The	
    Underhollow:	
    Lair	
    of	
    the	
    Wolfsbane	
    Hollow	
    thieves’	
    guild.	
    
  21. Vurdfell	
    Gate:	
    The	
    town’s	
    north	
    gate.	
    
  22. Wayward	
     Enterprises:	
     A	
     struggling	
     exploration	
     business	
    
  determined	
    to	
    build	
    a	
    crossing	
    over	
    the	
    Greatshadow	
    Gorge.	
    
  23. Wayward	
     Gate:	
     Formerly	
     called	
     the	
     Arvollis	
     Gate,	
     the	
     west	
    
  gate	
    of	
    Wolfsbane	
    Hollow.	
    
  24. Winterbrook	
     Orphanage:	
     A	
     home	
     for	
     wayward	
     youths;	
    
  secretly	
    a	
    meeting	
    place	
    for	
    a	
    group	
    of	
    lycanthrope	
    hunters.	
    
  25. Wolfsbane	
     Cemetery:	
     Burial	
     grounds;	
     contains	
     a	
     secret	
    
  entrance	
    to	
    the	
    lair	
    of	
    the	
    Wolfsbane	
    Hollow	
    thieves’	
    guild.	
    
  26. Wolfsbane	
    Garrison:	
    Center	
    of	
    law	
    enforcement	
    in	
    Wolfsbane	
    
  Hollow.	
    
  L O C A T I O N S  B Y  C A T E G O R Y  
  Inns:	
    The	
    Foxhound.	
    
  Taverns:	
    The	
    Foxhound,	
    the	
    Pick	
    and	
    Pyrite.	
    
  Homes:	
    Tamm	
    Manor,	
    Broslef	
    Estates,	
    Alethia’s	
    Home,	
    Netter’s	
    
  Shack.	
    
  Businesses:	
     Sunspear	
     Armory,	
     Bits	
     &	
     Pieces,	
     Lonehammer	
    
  Mining	
    Company,	
    Rostar’s	
    Forge,	
    the	
    Serpent’s	
    Path,	
    Lonely	
    
  Road	
    Livery.	
    
  Fortifications:	
    Wolfsbane	
    Garrison.	
    
  	
    
  
  53	
    
  I N H A B I T A N T S  
  Appearance	
    Natives	
    are	
    fair	
    skinned	
    and	
    hardy,	
    tending	
    to	
    dark	
    
  hair	
    and	
    stocky	
    builds.	
    Migrant	
    dwarves	
    are	
    fair	
    of	
    hair	
    and	
    skin.	
    
  	
    
  Dress	
     Finely	
     crafted	
     clothes	
     favouring	
     earth	
     tones	
     with	
    
  brocade	
     patterning	
     on	
     wealthier	
     residents.	
     Short	
     cloaks	
     and	
    
  capes	
    are	
    highly	
    fashionable.	
    
  	
    
  Nomenclature	
     male	
     Ardi,	
     Edgar,	
     Rihard,	
     Simon,	
     Vaino;	
    
  female	
    Arela,	
    Aemma,	
    Lea,	
    Mirjam,	
    Sirje;	
    family	
    Broslef,	
    Mand,	
    
  Olesk,	
    Teder,	
    Smitter,	
    	
    
  M A R K E T P L A C E  
  Resources	
    &	
    Industry	
    Hunting,	
    iron,	
    lumber,	
    metalworking	
    
  Base	
    Value	
    2,600	
    gp;	
    Purchase	
    Limit	
    15,000	
    gp;	
    Spellcasting	
    3rd;	
    
  Minor	
    Items	
    3d4;	
    Medium	
    Items	
    2d4;	
    Major	
    Items	
    1d4	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Wolfsbane	
    Hollow,	
    the	
    following	
    items	
    
  are	
    for	
    sale:	
    
  § 
  Potions	
    cure	
    light	
    wounds	
    (3),	
    lesser	
    restoration,	
    slow	
    poison	
    
  § 
  Scrolls	
    (Arcane)	
    obscuring	
    mist,	
    expeditious	
    retreat	
    
  § 
  Scroll	
    (Divine)	
    sanctuary	
    
  § 
  Other	
     categories	
     dust	
     of	
     disappearance,	
     handy	
     haversack,	
    
  wand	
    of	
    detect	
    undead	
    
  I N  Y O U R  C A M P A I G N  
  Wolfsbane	
     Hollow,	
     and	
     the	
     nearby	
     village	
     of	
     Hjalward,	
     make	
    
  excellent	
    places	
    for	
    adventurers	
    to	
    prepare	
    for	
    their	
    dangerous	
    
  excursions	
     into	
     the	
     surrounding	
     mountains.	
     Although,	
     the	
    
  history	
    of	
    Wolfsbane	
    Hollow	
    mentioned	
    the	
    ancient	
    empire	
    (and	
    
  city	
     state)	
     of	
     Aevollis,	
     such	
     mentions	
     are	
     easily	
     ignored,	
     or	
    
  modified	
    to	
    apply	
    to	
    a	
    similar	
    elder	
    nation	
    in	
    the	
    GM’s	
    campaign	
    
  world.	
    	
    
  	
    
  Similarly,	
    references	
    to	
    the	
    various	
    deities	
    worshipped	
    in	
    the	
    
  town	
    can	
    be	
    put	
    down	
    to	
    minor	
    regional	
    powers	
    or	
    modified	
    as	
    
  necessary.	
    	
    	
    
  	
    
  Finally,	
     if	
     you	
     so	
     wish,	
     you	
     can	
     ignore	
     the	
     gazetteer	
    
  information	
    (pages	
    4-­‐5)	
    and	
    simply	
    place	
    Wolfsbane	
    Hollow	
    and	
    
  the	
    village	
    of	
    Hjalward	
    on	
    the	
    cusp	
    of	
    any	
    mountainous	
    region	
    in	
    
  your	
    campaign.	
    The	
    ancient	
    frost	
    giant	
    empire	
    of	
    Isgiltur	
    is	
    likely	
    
  so	
    ancient	
    that	
    it	
    should	
    have	
    no	
    real	
    affect	
    on	
    your	
    campaign	
    
  world.	
     If	
     it	
     does,	
     you	
     can	
     simply	
     rule	
     the	
     tower	
     around	
     which	
    
  Hjalward	
     has	
     sprung	
     up	
     is	
     an	
     isolated	
     example	
     of	
     some	
     long-­‐
  dead	
    frost	
    giant	
    chieftain.	
    	
    
  	
    
  	
    
  
  54	
    
  N O T A B L E  F O L K  
  Most	
     of	
     the	
     population	
     are	
     nothing	
     more	
     than	
     hardworking	
    
  peasants.	
    A	
    few	
    folk,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  Ajenko	
    Laoris	
    (location	
    3;	
    NE	
    male	
    human	
    rogue	
    2)	
    A	
    wiry	
    man	
    
  with	
    a	
    long	
    face,	
    stringy	
    black	
    hair	
    and	
    crooked	
    teeth.	
    Owner	
    
  of	
    Bits	
    &	
    Pieces;	
    thieves’	
    guild	
    member.	
    
  Alethia	
    Alavanni	
    (location	
    1;	
    LN	
    old	
    female	
    human	
    aristocrat	
    2)	
    
  Gray-­‐haired	
     but	
     aging	
     well,	
     she	
     carries	
     herself	
     with	
    
  determination	
     and	
     pride.	
     Alethia	
     is	
     a	
     former	
     mayor	
     of	
    
  Wolfsbane	
    Hollow.	
    
  Avud	
    Kreslik	
    (location	
    20;	
    LE	
    male	
    middle-­‐aged	
    human	
    werewolf	
    
  rogue	
    7)	
    A	
    tall,	
    muscular	
    man	
    with	
    coal	
    black	
    hair	
    and	
    dark	
    
  brown	
    eyes.	
    Leader	
    of	
    the	
    Wolfsbane	
    Hollow	
    thieves’	
    guild	
    
  and	
    alpha	
    of	
    the	
    hidden	
    clan	
    of	
    werewolves	
    controlling	
    the	
    
  town.	
    
  Barras	
    Lonehammer	
    (location	
    9;	
    LG	
    male	
    dwarf	
    expert	
    3/fighter	
    
  2)	
    Stout	
    and	
    barrel-­‐chested	
    with	
    darkly	
    tanned	
    skin,	
    coarse	
    
  black	
    hair	
    and	
    coal	
    black	
    eyes.	
    Foreign	
    dwarf	
    entrepreneur.	
    
  Dannor	
    Claig	
    (location	
    6;	
    NE	
    human	
    afflicted	
    werewolf	
    fighter	
    2)	
    
  Broad-­‐shouldered	
     and	
     brutish	
     with	
     a	
     square	
     jaw	
     and	
    
  calloused	
     hands.	
     Taskmaster	
     of	
     the	
     Coldwater	
     Mill;	
    
  lycanthrope	
    subordinate	
    of	
    Avud	
    Kreslik.	
    
  Derrah	
    Ramm	
    (location	
    24;	
    LN	
    female	
    human	
    inquisitor	
    2/rogue	
    
  3)	
    Statuesque	
    woman	
    with	
    yellow	
    eyes	
    and	
    wavy	
    black	
    hair.	
    
  Inquisitor	
     of	
     Ignis	
     posing	
     as	
     matron	
     of	
     the	
     Winterbrook	
    
  Orphanage.	
    
  Iosef	
    Pallin	
    (location	
    10;	
    (N	
    male	
    human	
    expert	
    3)	
    A	
    slight	
    man	
    
  with	
    mousy	
    brown	
    hair	
    and	
    kind	
    eyes.	
    Head	
    of	
    the	
    handler’s	
    
  guild	
    and	
    owner	
    of	
    the	
    Lonely	
    Road	
    Livery.	
    
  Jasvel	
    Rustford	
    (location	
    14;	
    LN	
    male	
    middle-­‐aged	
    human	
    expert	
    
  2)	
    A	
    ruddy-­‐skinned	
    workman	
    who	
    nurses	
    nagging	
    aches	
    and	
    
  pains.	
     Patriarch	
     of	
     the	
     Rustford	
     family,	
     owner	
     of	
     nearly	
     all	
    
  farmland	
    in	
    Wolfsbane	
    Hollow.	
    
  Jura	
    Weisslen	
    (location	
    5;	
    N	
    male	
    old	
    human	
    oracle	
    [bones]	
    2)	
    
  Tall	
    and	
    rail	
    thin	
    with	
    chalk	
    white	
    hair	
    and	
    plentiful	
    wrinkles.	
    
  Jura	
    is	
    a	
    priest	
    of	
    Aether.	
    
  Karissa	
    Broslef	
    (location	
    4;	
    N	
    female	
    old	
    human	
    aristocrat	
    2)	
    A	
    
  matronly	
    old	
    woman	
    with	
    black	
    hair	
    streaked	
    with	
    gray	
    who	
    
  looks	
     as	
     though	
     she	
     never	
     sleeps.	
     Matriarch	
     of	
     the	
     Broslef	
    
  family;	
    believes	
    a	
    painting	
    is	
    speaking	
    to	
    her.	
    
  Kodas	
    Thonnar	
    (location	
    22;	
    CG	
    male	
    dwarf	
    ranger	
    3)	
    Thin	
    for	
    
  a	
     dwarf	
     with	
     sandy	
     blonde	
     hair	
     and	
     a	
     waxed	
    
  moustache.	
    He	
    owns	
    Wayward	
    Enterprises.	
    
  Maiard	
    Luszvasik	
    (location	
    12;	
    CG	
    male	
    human	
    (Valyn)	
    fighter	
    2)	
    
  Slightly	
    shorter	
    than	
    his	
    sister	
    Selia,	
    this	
    black-­‐haired	
    Valyn	
    
  man	
    has	
    a	
    stubbly	
    beard	
    and	
    loose	
    posture.	
    Valyn	
    wanderer	
    
  and	
    part	
    owner	
    of	
    Rostar’s	
    forge.	
    
  Meria	
     Halls	
     (location	
     15;	
     LG	
     female	
     venerable	
     human	
     cleric	
    
  [Ignis]	
     3)	
     A	
     white-­‐haired	
     old	
     woman	
     covered	
     in	
     scars	
     from	
    
  battles	
    long	
    ago.	
    A	
    retired	
    soldier	
    who	
    feels	
    great	
    guilt	
    for	
    
  the	
    loss	
    of	
    her	
    fellow	
    faithful	
    decades	
    prior.	
    
  Nedrick	
    “Netter”	
    Jost	
    (location	
    11;	
    CN	
    male	
    old	
    human	
    rogue	
    3)	
    
  Wild-­‐eyed	
     and	
     always	
     moving,	
     this	
     man	
     is	
     skittish	
     and	
    
  disheveled	
     at	
     all	
     times.	
     Drunkard	
     fisherman	
     with	
     a	
     dark	
    
  secret.	
    
  Nerissa	
     Shielendh	
     (location	
     22;	
     LE	
     female	
     elf	
     rogue	
     7)	
     Ghostly	
    
  pale	
    and	
    taller	
    than	
    most	
    men,	
    her	
    eyes	
    are	
    colourless	
    black	
    
  pools.	
     Advisor	
     to	
     Kodas	
     Thonnar;	
     secret	
     spy	
     for	
     the	
     orc	
    
  hordes.	
    
  Norvus	
    Olenstadt	
    (location	
    18;	
    N	
    male	
    human	
    expert	
    1)	
    A	
    portly	
    
  man	
     with	
     receding	
     brown	
     hair;	
     always	
     looks	
     depressed.	
    
  Owner	
    of	
    the	
    Pick	
    &	
    Pyrite.	
    
  Paeter	
     Logrim	
     (location	
     17;	
     N	
     male	
     human	
     expert	
     2)	
     Smarmy	
    
  and	
    self-­‐satisfied,	
    this	
    man	
    has	
    a	
    narrow	
    jaw	
    and	
    swept	
    back	
    
  coppery	
    hair.	
    He	
    owns	
    the	
    Foxhound	
    inn.	
    
  Resheda	
     Anvaskin	
     (location	
     19;	
     LN	
     female	
     old	
     human	
     [Valyn]	
    
  witch	
     3)	
     A	
     weathered	
     old	
     woman	
     with	
     ink	
     black	
     hair	
    
  streaked	
    with	
    wisps	
    of	
    gray.	
    Fortune-­‐teller	
    at	
    the	
    Serpent’s	
    
  Path.	
    
  Selia	
    Luszvasik	
    (location	
    12;	
    NG	
    female	
    human	
    [Valyn]	
    fighter	
    2)	
    
  A	
    tall	
    and	
    square-­‐jawed	
    brunette	
    with	
    gray	
    eyes,	
    she	
    carries	
    
  herself	
    with	
    confidence	
    and	
    poise.	
    Valyn	
    wanderer	
    and	
    part	
    
  owner	
    of	
    Rostar’s	
    forge.	
    
  Tolun	
    Moralli	
    (location	
    26;	
    NE	
    male	
    human	
    werewolf	
    fighter	
    6)	
    A	
    
  regal	
     and	
     dignified-­‐looking	
     man	
     with	
     fading	
     grey	
     at	
     his	
    
  temples.	
     Ethnarches	
     of	
     the	
     Wolfsbane	
     Hollow	
     army	
     and	
    
  servant	
    of	
    Avud	
    Kreslik.	
    
  Valdur	
     Tamm	
     (location	
     16;	
     N	
     male	
     human	
     aristocrat	
     2)	
     A	
    
  balding,	
    grey-­‐bearded	
    man	
    dressed	
    in	
    the	
    faded	
    finery	
    of	
    lost	
    
  nobility.	
    He	
    is	
    the	
    Mayor	
    of	
    Wolfsbane	
    Hollow	
    and	
    puppet	
    of	
    
  the	
    thieves’	
    guild.	
    	
    
  	
    
  	
    
   
  
  55	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    the	
    town	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
    A	
    PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    
  each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    table	
    below	
    
  to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D%	
    
  	
    
  01-­‐02	
    
  They	
     say	
     the	
     village	
     of	
     Hjalward	
     in	
     the	
     north	
     is	
    
  swimming	
    in	
    riches.	
    
  03-­‐04	
    
  Some	
     hunters	
     killed	
     an	
     ice	
     troll	
     up	
     by	
     the	
    
  mountains	
    last	
    year.	
    
  05-­‐06	
    
  A	
     pack	
     of	
     wolves	
     killed	
     the	
     Tanners	
     last	
     month,	
    
  now	
     their	
     boy	
     is	
     living	
     with	
     the	
     sisters	
     at	
     the	
    
  orphanage.	
    
  07-­‐08*	
    
  Ignis	
    cursed	
    this	
    town	
    when	
    we	
    burned	
    down	
    her	
    
  cathedral.	
    	
    
  09-­‐10*	
    
  There	
     weren’t	
     ever	
     werewolfs	
     in	
     Wolfsbane	
    
  Hollow.	
    It	
    was	
    just	
    a	
    cover-­‐up	
    for	
    an	
    orc	
    invasion.	
    	
    
  11-­‐12	
    
  The	
     lumberjack	
     Thomm	
     has	
     run	
     off	
     with	
     farmer	
    
  Jenner’s	
    daughter.	
    
  13-­‐14	
    
  Exarches	
    Moralli	
    is	
    losing	
    his	
    men’s	
    confidence.	
    
  15-­‐16	
    
  That	
     dwarf	
     Barras	
     looks	
     like	
     he	
     comes	
     from	
     the	
    
  desert	
    kingdoms.	
    
  17-­‐18*	
    
  There’s	
    wyverns	
    in	
    the	
    forest,	
    I’ve	
    seen	
    ‘em.	
    	
    
  19-­‐20	
    
  I’ve	
     heard	
     we	
     never	
     used	
     to	
     have	
     a	
     cemetery.	
    
  Don’t	
     know	
     what	
     we’d	
     have	
     done	
     with	
     the	
     dead	
    
  before	
    that.	
    
  21-­‐22	
    
  We	
    haven’t	
    had	
    an	
    alchemist	
    in	
    town	
    since	
    Alduir	
    
  left	
    town	
    years	
    ago.	
    
  23-­‐24*	
    
  Arvollis	
     is	
     set	
     to	
     reclaim	
     Wolfsbane	
     Hollow	
     by	
    
  force.	
    	
    
  25-­‐26*	
    
  The	
    Red	
    Reaper’s	
    victims	
    aren’t	
    able	
    to	
    find	
    peace	
    
  in	
    death	
    and	
    still	
    walk	
    the	
    land	
    as	
    ghosts.	
    	
    
  27-­‐28	
    
  An	
     Arvollan	
     barge	
     full	
     of	
     gold	
     disappeared	
    
  downriver	
    over	
    a	
    hundred	
    years	
    ago.	
    Nobody	
    ever	
    
  found	
     out	
     what	
     happened	
     to	
     all	
     the	
     treasure	
     on	
    
  board.	
    
  29-­‐30*	
    
  There’s	
    a	
    ghost	
    that	
    walks	
    out	
    on	
    Turnrudder	
    Isle	
    
  at	
    low	
    tide	
    on	
    the	
    night	
    of	
    a	
    full	
    moon.	
    	
    
  31-­‐32	
    
  The	
    livery	
    owner	
    is	
    looking	
    to	
    rear	
    a	
    drake,	
    but	
    he	
    
  can’t	
    find	
    anyone	
    brave	
    enough	
    to	
    get	
    an	
    egg.	
    
  33-­‐34	
    
  The	
    forest	
    has	
    a	
    drake	
    problem.	
    
  35-­‐36	
    
  The	
     mayor’s	
     wife	
     died	
     in	
     childbirth	
     a	
     few	
     years	
    
  back	
     and	
     neither	
     of	
     her	
     twins	
     survived	
     the	
     year.	
    
  The	
    mayor	
    ain’t	
    never	
    been	
    the	
    same	
    since.	
    
  37-­‐38*	
    
  Room	
    12	
    at	
    the	
    Foxhound	
    is	
    haunted.	
    They	
    say	
    the	
    
  old	
    owner’s	
    wife	
    committed	
    suicide	
    up	
    there.	
    	
    
  39-­‐40*	
    
  The	
    owner	
    of	
    the	
    Foxhound	
    hunted	
    all	
    the	
    trophies	
    
  in	
    his	
    tavern	
    personally.	
    	
    
  41-­‐42	
    
  The	
     Valyn	
     girl	
     who	
     runs	
     the	
     smithy	
     used	
     to	
     be	
     a	
    
  soldier.	
    A	
    good	
    one.	
    
  43-­‐44	
    
  Ajenko	
    over	
    at	
    Bits	
    &	
    Pieces	
    isn’t	
    trustworthy.	
    
  45-­‐46	
    
  The	
     old	
     priest	
     Jura	
     at	
     the	
     temple	
     of	
     Aether	
     died	
    
  when	
     he	
     was	
     fifteen	
     and	
     somebody	
     brought	
     him	
    
  back	
    from	
    the	
    dead	
    five	
    years	
    later.	
    
  47-­‐48*	
    
  The	
     Greatshadow	
     Gorge	
     gets	
     a	
     foot	
     wider	
     every	
    
  year.	
    	
    
  49-­‐50	
    
  Lady	
    Broslef	
    never	
    leaves	
    her	
    manor	
    anymore.	
    
  51-­‐52	
    
  The	
    last	
    merchant	
    barge	
    out	
    of	
    town	
    left	
    a	
    week	
    
  late,	
    it	
    might	
    not	
    be	
    back	
    before	
    the	
    rivers	
    freeze.	
    
  53-­‐54	
    
  Norvus	
    at	
    the	
    Pick	
    &	
    Pyrite	
    thought	
    he	
    made	
    it	
    big	
    
  panhandling	
    for	
    gold.	
    Poor	
    fool.	
    
  55-­‐56	
    
  The	
    matron	
    at	
    the	
    orphanage	
    looks	
    like	
    she	
    has	
    a	
    
  mean	
    right	
    hook.	
    
  57-­‐58	
    
  Our	
    silver	
    mines	
    are	
    being	
    undercut	
    because	
    of	
    the	
    
  silver	
    boom	
    in	
    Hjalward	
    up	
    north.	
    
  59-­‐60	
    
  Back	
    when	
    this	
    area	
    was	
    settled	
    gryphons	
    lived	
    in	
    
  the	
    mountains.	
    Nobody	
    knows	
    what	
    happened	
    to	
    
  them.	
    
  61-­‐62	
    
  I’ve	
     heard	
     weird	
     noises	
     coming	
     from	
     the	
     burned	
    
  down	
    cathedral	
    at	
    night.	
    
  63-­‐64	
    
  Farmer	
    Holland’s	
    dog	
    fell	
    into	
    a	
    sinkhole	
    last	
    week,	
    
  had	
    to	
    be	
    over	
    a	
    hundred	
    feet	
    deep.	
    Never	
    found	
    
  the	
    dog.	
    
  65-­‐66	
    
  There’s	
    a	
    will-­‐o-­‐wisp	
    that	
    wanders	
    the	
    rivers.	
    
  67-­‐68*	
    
  The	
    Valyn	
    woman	
    that	
    does	
    fortune-­‐telling	
    is	
    a	
    spy	
    
  for	
    the	
    orcs.	
    	
    
  69-­‐70	
    
  Wolfsbane	
     Hollow	
     got	
     its	
     name	
     from	
     the	
    
  poisonous	
     flowers	
     that	
     grow	
     all	
     around	
     these	
    
  parts.	
    
  71-­‐72	
    
  On	
     a	
     full	
     moon	
     you	
     can	
     sometimes	
     hear	
     strange	
    
  singing	
     coming	
     up	
     from	
     the	
     bottom	
     of	
     the	
    
  Greatshadow	
    Gorge.	
    
  73-­‐74	
    
  There’s	
     never	
     been	
     a	
     true	
     dragon	
     sighting	
     out	
    
  here.	
    
  75-­‐76*	
    
  The	
    city	
    watch	
    rooted	
    out	
    the	
    thieves’	
    guild	
    here	
    
  decades	
    ago.	
    	
    
  77-­‐78	
    
  There’s	
     ruins	
     scattered	
     all	
     around	
     the	
     area,	
    
  thousands	
    of	
    years	
    old.	
    
  79-­‐80	
    
  One	
    time,	
    the	
    exarches	
    at	
    the	
    garrison	
    got	
    so	
    mad	
    
  at	
    a	
    subordinate	
    that	
    he	
    bit	
    his	
    ear	
    off.	
    
  81-­‐82*	
    
  Those	
     Valyn	
     twins	
     at	
     the	
     blacksmith	
     used	
    
  witchcraft	
    to	
    steal	
    the	
    business	
    from	
    its	
    owner.	
    	
    
  83-­‐84*	
    
  They	
    say	
    old	
    Netter	
    murdered	
    his	
    wife,	
    that’s	
    why	
    
  he’s	
    so	
    crazy.	
    	
    
  85-­‐86	
    
  Guard	
     captain	
     Uther	
     Longbarrow	
     was	
     exiled	
     to	
    
  Hjalward	
    for	
    disagreeing	
    with	
    the	
    exarches.	
    
  87-­‐88	
    
  The	
    Rustfords	
    lost	
    five	
    cattle	
    to	
    wolves	
    last	
    month.	
    
  89-­‐90	
    
  The	
     mayor	
     doesn’t	
     do	
     much	
     of	
     anything	
     these	
    
  days.	
    
  91-­‐92	
    
  Someone	
     attempted	
     to	
     assassinate	
     the	
     former	
    
  mayor…	
    twice!	
    
  93-­‐94*	
    
  The	
    former	
    mayor	
    Alethia,	
    used	
    to	
    be	
    an	
    assassin	
    
  but	
    left	
    her	
    order,	
    so	
    they	
    tried	
    to	
    silence	
    her.	
    	
    
  95-­‐96	
    
  I	
    heard	
    an	
    architect	
    say	
    the	
    garrison	
    is	
    sinking	
    by	
    
  an	
    inch	
    every	
    year.	
    
  97-­‐98	
    
  Lots	
    of	
    people	
    are	
    moving	
    to	
    Hjalward	
    to	
    cash	
    in	
    
  on	
    the	
    silver	
    rush.	
    
  99-­‐100*	
    
  There’s	
    gold	
    to	
    be	
    found	
    in	
    these	
    hills,	
    there	
    just	
    
  has	
    to	
    be!	
    	
    
  *False	
    rumour	
    
  	
    	
    
   
  
  56	
    
   
   
  
  57	
    
   
   
   
   
   
   
   
   
   
   
  GLOAMHOLD 
   
  
  58	
    
  G L O A M H O L D :  T H E  D U C H Y  O F  A S H L A R  
  Dismissively	
    called	
    “Fenland”	
    by	
    outsiders	
    for	
    the	
    broad	
    swath	
    
  of	
    fetid,	
     tidal	
     saltmarsh	
     almost	
     cutting	
     the	
     duchy	
     in	
     twain,	
    
  Ashlar	
    sprawls	
     along	
     the	
     appropriately	
     named	
     Hard	
     Bay.	
    
  Effectively	
     isolated	
     from	
     the	
    rest	
     of	
     the	
     continent	
     by	
     a	
     high	
    
  plateau	
    crowned	
    by	
    dark,	
    silent	
    woods	
    clustering	
    hard	
    against	
    a	
    
  legion	
    of	
    fantastically	
    shaped	
    stone	
    spires,	
    Ashlar	
    is	
    a	
    realm	
    of	
    
  hard,	
    resilient	
    folk.	
    
  	
    
  For	
    centuries,	
    the	
    folk	
    of	
    Ashlar	
    have	
    dwelt	
    in	
    the	
    shadow	
    of	
    
  ancient	
     evils.	
     Although	
     it	
    has	
     stood	
     for	
     generations,	
     the	
     Grand	
    
  Duchy	
    is	
    not	
    the	
    first	
    kingdom	
    to	
    claim	
    the	
    lands	
    sprawling	
    north	
    
  of	
    the	
    Forest	
    of	
    Gray	
    Spires.	
    From	
    his	
    seat	
    in	
    Languard,	
    the	
    Duke	
    
  ever	
    watches	
     over	
     his	
     realm.	
     Brooding	
     upon	
     the	
     ancient	
    
  shadows	
     seemingly	
     clustering	
     ever	
    closer	
     about	
     his	
     realm,	
     he	
    
  looks	
     to	
     the	
     grim,	
     towering	
     bulk	
     of	
     the	
     Mottled	
     Spire	
     as	
    
  the	
    source	
    of	
    much	
    of	
    the	
    evil	
    besetting	
    his	
    people.	
    Within	
    this	
    
  towering,	
     wave-­‐lashed	
    shard	
     of	
     limestone	
     lie	
     the	
     labyrinthine	
    
  passageways	
     and	
     chambers	
     of	
    Gloamhold	
    and,	
    beyond	
     them,	
    
  the	
    
  benighted	
    
  precincts	
    
  and	
    
  canals	
    
  of	
    
  the	
    
  legend-­‐
  shrouded	
    Twilight	
    City.	
    
  N O T A B L E  L O C A T I O N S  
  The	
    Duchy	
    of	
    Ashlar	
    has	
    the	
    following	
    major	
    features:	
    
  § 
  Forest	
    of	
    Gray	
    Spires:	
    While	
    not	
    part	
    of	
    Ashlar,	
    the	
    Forest	
    of	
    
  Gray	
     Spires	
     forms	
     its	
     southern	
     border.	
     Deemed	
     all	
     but	
    
  impenetrable,	
     wild	
     rumours	
     cluster	
    thickly	
     about	
     these	
    
  brooding	
     woodlands	
     and	
     the	
     legion	
     of	
     strange,	
     slender	
     rock	
    
  spires	
     thrusting	
     upwards	
     from	
     the	
     plateau	
     on	
     which	
     they	
    
  stand.	
    
  § 
  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.	
    
  § 
  Saltmire:	
     This	
     swath	
     of	
     dismal,	
     low-­‐lying	
     saltmarsh	
     sprawls	
    
  outwards	
    from	
    the	
    broad,	
    muddy	
    banks	
    of	
    the	
    River	
    Ost	
    and	
    
  its	
    tributaries.	
    It	
    effectively	
    sunders	
    the	
    duchy	
    in	
    twain.	
    
  N O T A B L E  A D V E N T U R I N G  L O C A L E S  
  Ashlar	
    has	
    several	
    locations	
    of	
    interest:	
    
  § 
  Cavern	
    of	
    Forbidden	
    Dreams:	
    Buried	
    deep	
    in	
    the	
    Shoalstone	
    
  and	
     only	
    accessible	
     via	
     a	
     precipitous,	
     oft-­‐flooded	
     tunnel	
     the	
    
  Cavern	
    of	
    Forbidden	
    Dreams	
    is	
    a	
    place	
    of	
    pilgrimage	
    for	
    those	
    
  seeking	
    forbidden	
    knowledge.	
    
  § 
  Gloamhold:	
     A	
     vast	
     dungeon	
     complex	
     of	
     unknowable,	
     but	
    
  undoubtedly	
     ancient,	
     origin	
     and	
     unfathomable	
     extent,	
     dark	
    
  rumours	
     and	
     terrible	
     tales	
     of	
     adventure,	
     death	
     and	
     betrayal	
    
  hang	
     over	
     this	
     forsaken	
     site.	
     It	
     is	
     a	
     place	
     of	
     madness	
    
  and	
    death.	
    
  § 
  Tower	
    of	
    Woe:	
    Standing	
    deep	
    in	
    the	
    Forest	
    of	
    Gray	
    Spires,	
    the	
    
  Maddening	
    Spire	
     (as	
     it	
     sometime	
     called)	
     appears	
     as	
     if	
     it	
     has	
    
  been	
     twisted	
     and	
     melted.	
     Those	
     daring	
     its	
     interior	
     are	
     often	
    
  driven	
    mad	
    by	
    their	
    experiences.	
    
  § 
  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.	
    
  § 
  The	
    Sunken	
    Pyramid:	
    Lying	
    barely	
    30	
    ft.	
    below	
    the	
    water,	
    the	
    
  Sunken	
     Pyramid	
    looms	
     large	
     in	
     sailors’	
     lore.	
     The	
     surrounding	
    
  water	
     is	
     cold	
     and	
     dark.	
     Sharks	
     are	
    reported	
     here	
     in	
     great	
    
  numbers.	
     Sea	
     spirits,	
     gigantic	
     sharks	
     and	
     the	
     ghosts	
     of	
    those	
    
  drowned	
    nearby	
    are	
    all	
    said	
    to	
    haunt	
    the	
    nearby	
    waters.	
    
  § 
  Valentin’s	
    Folly:	
    This	
    ruined	
    keep	
    stands	
    upon	
    a	
    wooded	
    bluff	
    
  overlooking	
    a	
    steep-­‐sided	
    valley.	
    Also	
    known	
    as	
    Ironwolf	
    Keep,	
    
  or	
     the	
    Shadowed	
     Keep	
     on	
     the	
    Borderlands,	
     it	
     was	
     built	
     by	
    
  Valentin	
    Ironwolf.	
    The	
    fortress	
    fell	
    into	
    disrepair	
    shortly	
    after	
    
  Valentin	
     –	
     along	
     with	
     his	
     family	
     –	
     were	
     slain	
     by	
     his	
     orc	
     and	
    
  goblin	
    enemies.	
    
  	
    
  
  59	
    
  F E A T U R E D  M A P :  T H E  D U C H Y  O F  A S H L A R  
  	
    
  
  60	
    
  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.	
    
  	
    
  
  61	
    
  	
    
  	
    
  
  62	
    
  G L O A M H O L D :  R I V E N G A T E  
  Rambling	
     over	
     five	
     main	
     levels,	
     Rivengate	
     comprises	
     much	
     of	
    
  Gloamhold’s	
    ancient	
    outer	
    defences.	
    Originally	
    built	
    to	
    ward	
    the	
    
  approaches	
     to	
     the	
     Twilight	
     City	
     it	
     is	
     the	
     most	
     accessible	
     of	
    
  Gloamhold’s	
    regions,	
    and	
    thus	
    also	
    one	
    of	
    the	
    better	
    known.	
    
  	
    
  Still,	
     Rivengate’s	
     upper	
     levels	
     remain	
     a	
     mystery	
     to	
     most.	
    
  Rumours	
     speak	
     of	
     vast,	
     gloomy	
     temples,	
     as	
     yet	
     undisturbed	
    
  vaults	
     brimming	
     with	
     treasures	
     from	
     a	
     bygone,	
     lost	
     time	
     and	
    
  even	
    of	
    the	
    Splintered	
    Stair	
    —	
    a	
    secret	
    and	
    precipitous	
    passage	
    
  reaching	
    —	
    it	
    is	
    said	
    —	
    all	
    the	
    way	
    up	
    to	
    the	
    Shard	
    high	
    atop	
    the	
    
  Mottled	
    Spire.	
    
  	
    
  Several	
    locales	
    of	
    note	
    lie	
    within	
    Rivengate.	
    Of	
    some,	
    such	
    as	
    
  the	
    Bridge	
    of	
    Sorrows,	
    the	
    Catacombs	
    of	
    the	
    Sundered	
    Obelisk	
    
  and	
     the	
     Shrine	
     of	
     the	
     Cloven	
     Altar,	
     little	
     is	
     known	
     but	
     their	
    
  names.	
    Some	
    of	
    the	
    better	
    known	
    locales	
    in	
    Rivengate,	
    however,	
    
  include:	
    
  T H E  L A N D I N G S  
  Great	
    stone	
    landings,	
    cracked	
    and	
    pitted	
    with	
    age,	
    cluster	
    close	
    
  to	
    Rivergate’s	
    entrance.	
    Once	
    used	
    by	
    Gloamhold’s	
    ancient	
    lords	
    
  for	
     the	
     supply	
     of	
     slaves,	
     tribute	
     and	
     loot	
     to	
     Rivengate	
     the	
    
  smugglers	
    of	
    Rivergate	
    now	
    use	
    the	
    landings	
    for	
    much	
    the	
    same	
    
  purpose.	
    Few	
    boats	
    are	
    permanently	
    moored	
    here.	
    The	
    strength	
    
  of	
    the	
    tides	
    into	
    Gloamhold	
    and	
    along	
    the	
    Murkwater’s	
    course	
    
  coupled	
     with	
     the	
     depredations	
     of	
     rival	
     groups	
     and	
     other	
    
  predators	
    make	
    such	
    practise	
    folly	
    at	
    best.	
    
  T H E  E C H O E S  
  This	
    huge	
    vaulted	
    chamber	
    stretches	
    the	
    length	
    of	
    the	
    Landings	
    
  and	
    once	
    served	
    as	
    a	
    marketplace	
    and	
    muster-­‐grounds.	
    Over	
    the	
    
  centuries	
    many	
    battles	
    and	
    skirmishes	
    have	
    been	
    fought	
    in	
    the	
    
  Echoes	
     –	
     as	
     it	
     has	
     come	
     to	
     be	
     called.	
     Stout,	
     twisted	
     pillars	
    
  adorned	
     with	
     intricate,	
     but	
     disturbing,	
     designs	
     reminiscent	
     of	
    
  tentacles	
    (or	
    possibly	
    impossibly	
    thick	
    strands	
    of	
    seaweed)	
    hold	
    
  aloft	
     the	
     vaulted	
     ceiling.	
     Great	
     arching	
     support	
     struts	
     hewed	
    
  from	
    the	
    living	
    rock	
    link	
    the	
    pillars	
    and	
    provide	
    safe	
    havens	
    for	
    
  several	
     small	
     colonies	
     of	
     giant	
     spiders	
     dwelling	
     far	
     above	
     the	
    
  floor.	
    
  	
    
  The	
     Echoes’	
     cavernous	
     reaches	
     are	
     a	
     no-­‐man’s	
     land	
     of	
    
  sudden	
    death	
    from	
    above.	
    No	
    smuggler	
    group	
    claims	
    the	
    area,	
    
  but	
    all	
    use	
    it	
    as	
    it	
    provides	
    access	
    to	
    most	
    of	
    Rivengate.	
    Small	
    
  bands	
     of	
     smugglers,	
     bearing	
     burning	
     brands	
     to	
     force	
     back	
     the	
    
  darkness	
    and	
    ever-­‐lurking	
    spiders	
    hurry	
    across	
    this	
    great	
    space	
    
  with	
     their	
     illicit	
     cargos.	
     Occasionally,	
     when	
     the	
     spiders	
     grow	
    
  especially	
     bold,	
     the	
     smugglers	
     form	
     a	
     temporary	
     alliance	
     and	
    
  with	
    fire	
    and	
    blade	
    force	
    the	
    eight-­‐legged	
    predators	
    up	
    into	
    the	
    
  farthest	
    recesses	
    of	
    the	
    Echoes’	
    ceiling.	
    
  	
    
  To	
     the	
     west,	
     a	
     great	
     balcony	
     stretches	
     the	
     length	
     of	
     the	
    
  Echoes.	
     Below,	
     stand	
     broken	
     into	
     and	
     looted	
     storage	
     vaults.	
    
  Warded	
     by	
     stone	
     doors,	
     desperate	
     explorers	
     occasionally	
    
  barricade	
     themselves	
     inside	
     a	
     storage	
     vault.	
     The	
     balcony	
     itself	
    
  provides	
     access	
     to	
     Rivengate’s	
     upper	
     levels	
     as	
     well	
     as	
     several	
    
  sections	
    overlooking	
    Hard	
    Bay.	
    Most	
    smugglers	
    have	
    their	
    lairs	
    in	
    
  this	
    area	
    and	
    operate	
    a	
    tacit	
    truce	
    with	
    one	
    another.	
    The	
    broad	
    
  stairs	
    leading	
    up	
    to	
    the	
    balcony	
    are	
    clear	
    of	
    most	
    detritus	
    and	
    
  rubbish,	
     but	
     bones,	
     discarded	
     equipment	
     and	
     the	
     mouldering	
    
  leavings	
    of	
    an	
    ancient	
    civilisation	
    all	
    litter	
    the	
    floor	
    of	
    the	
    main	
    
  chamber.	
    
  T H E  P E N S  
  Gloamhold’s	
    original	
    builders	
    often	
    raided	
    the	
    surface	
    realms	
    for	
    
  prisoners,	
     slaves	
     and	
     sacrifices.	
     Most	
     such	
     unfortunates	
     were	
    
  brought	
     to	
     this	
     sub-­‐level	
     to	
     be	
     catalogued	
     and	
     sold.	
     Cut	
     deep	
    
  into	
     the	
     Mottled	
     Spire,	
     this	
     sub-­‐level	
     lies	
     partially	
     under	
     the	
    
  Murkwater.	
     As	
     a	
     result,	
     cold	
     –	
     almost	
     freezing	
     water	
     –	
     drips	
    
  through	
     ceilings	
     into	
     the	
     cramped	
     cells	
     and	
     corridors.	
     Some	
    
  portions	
     of	
     this	
     miserable	
     place	
     are	
     partially	
     submerged.	
     The	
    
  bones	
    of	
    many	
    of	
    the	
    unfortunately	
    incarcerated	
    in	
    this	
    place	
    yet	
    
  linger	
    among	
    the	
    chilled	
    pools	
    and	
    rubble.	
    As	
    a	
    result,	
    undead	
    —	
    
  corporeal	
    and	
    non-­‐corporeal	
    —	
    lurk	
    here	
    in	
    great	
    numbers.	
    	
    Few	
    
  explorers	
    
  voluntarily	
    
  tread	
    
  these	
    
  forsaken	
    
  corridors.	
    
  Occasionally,	
    a	
    smuggler	
    group	
    —	
    who	
    call	
    this	
    place	
    the	
    Maze	
    
  of	
     Bones	
     —	
     exiles	
     a	
     member	
     into	
     the	
     Pens	
     in	
     punishment	
     for	
    
  some	
     terrible	
     transgression	
     against	
     the	
     group.	
     None	
     survive	
    
  long.	
    
  D E N I Z E N S  
  Although	
     many	
     different	
     creatures	
     lurk	
     in	
     Rivengate,	
     a	
     few	
    
  groups	
     have	
     achieved	
     greater	
     success	
     than	
     others.	
     As	
     well	
     as	
    
  small	
    enclaves	
    of	
    undead,	
    still	
    active	
    guardians	
    such	
    as	
    animated	
    
  statues	
     and	
     magical	
     traps	
     yet	
     ward	
     certain	
     locales,	
     most	
     of	
    
  which	
     are	
     on	
     the	
     upper	
     levels.	
     Wasted	
     and	
     pale	
     skinned	
    
  degenerate	
     humans	
     have	
     even	
     been	
     encounters	
     in	
     the	
     upper,	
    
  remotest	
    reaches	
    of	
    the	
    fortress.	
    How	
    they	
    came	
    to	
    dwell	
    there,	
    
  none	
    know.	
    
  	
    
  Smugglers:	
    Several	
    smuggler	
    gangs	
    lair	
    in	
    Rivengate’s	
    ruins.	
    
  In	
     the	
     main,	
     the	
     smugglers	
     have	
     little	
     interest	
     in	
     exploring	
    
  Gloamhold’s	
    inner	
    reaches.	
    Rather,	
    they	
    use	
    Rivengate	
    as	
    a	
    safe	
    
  place	
    to	
    meet	
    and	
    store	
    their	
    ill-­‐gotten	
    gains.	
    Some	
    –	
    wanted	
    for	
    
  heinous	
     crimes	
     in	
     Languard	
     and	
     its	
     surrounds	
     –	
     permanently	
    
  dwell	
     in	
     Rivengate.	
     Others	
     come	
     here	
     now	
     and	
     then,	
     as	
     their	
    
  business	
     dictates.	
     All	
     such	
     groups	
     have	
     contacts	
     among	
     the	
    
  populace	
    of	
    nearby	
    villages	
    and	
    towns.	
    
  	
    
  Adventurers:	
     Several	
     groups	
     of	
     delvers	
     have	
     set	
     up	
     semi-­‐
  permanent	
     camps	
     in	
     Rivengate.	
     Such	
     locales	
     are	
     normally	
    
  located	
    in	
    hidden,	
    hard	
    to	
    access	
    or	
    out	
    of	
    the	
    way	
    places.	
    From	
    
  these	
     camps,	
     most	
     of	
     the	
     adventurers	
     explore	
     Rivengate’s	
    
  deeper	
     reaches.	
     The	
     braver	
     or	
     more	
     skilled	
     among	
     them	
     also	
    
  dare	
     the	
     tight	
     confines	
     of	
     the	
     Twisted	
     Warrens.	
     Here	
     dwell	
    
  
  63	
    
  troglodytes,	
     derro	
     and	
     other	
     fell	
     things	
     that	
     lurk	
     in	
     the	
     dark	
    
  waiting	
    for	
    prey	
    to	
    stumble	
    into	
    their	
    realm.	
    
  	
    
  Other	
     adventurers	
     of	
     darker	
     hearts	
     also	
     lurk	
     in	
     Rivengate.	
    
  Instead	
     of	
     simply	
     battling	
     the	
     other	
     denizens	
     dwelling	
     here,	
    
  these	
     folk	
     seek	
     to	
     understand	
     Gloamhold’s	
     mysteries	
     and	
     to	
    
  unlock	
    its	
    builders’	
    secrets.	
    Scholars	
    among	
    them	
    believe	
    that	
    as	
    
  yet	
     unfound	
     places	
     of	
     power	
     still	
     await	
     discovery	
     in	
     the	
    
  darkness.	
    What	
    secrets	
    these	
    places	
    hold	
    is	
    unknown.	
    
  	
    
  Adventuring	
    groups	
    known	
    to	
    be	
    active	
    in	
    Gloamhold	
    and	
    its	
    
  environs	
    include:	
    
  § 
  Gloom	
     Wardens:	
     This	
     well	
     known,	
     successful	
     band	
     are	
    
  veterans	
     of	
     several	
    
  expeditions	
    
  deep	
    
  into	
    
  the	
    
  Twisted	
    
  Warrens	
    
  in	
    
  an	
    
  attempt	
     to	
     force	
     a	
    
  passage	
     through	
     to	
    
  the	
    Twilight	
    City.	
    While	
    
  they	
     have	
     as	
     yet	
     failed	
    
  to	
    find	
    such	
    a	
    path,	
    their	
    
  exploits	
    
  have	
    
  gained	
    
  them	
    
  much	
    
  fame	
    
  in	
    
  Languard’s	
     taprooms.	
     It	
     is	
    
  rumoured,	
     the	
     band	
     are	
    
  currently	
    recruiting	
    retainers	
    
  to	
    assist	
    them	
    in	
    establishing	
    
  a	
    
  permanent	
    
  base	
    
  of	
    
  operations	
    
  somewhere	
    
  in	
    
  Rivengate.	
    
  § 
  Band	
     of	
     Five	
     Swords:	
     The	
     Band	
    
  of	
     Five	
     Swords	
     are	
     a	
     new	
    
  adventuring	
     group	
     that	
     as	
     yet	
    
  have	
    enjoyed	
    little	
    success.	
    A	
    few	
    
  skirmishes	
     with	
     troglodytes	
     and	
    
  spiders	
     have	
     resulted	
     in	
     little	
    
  treasure	
     for	
     great	
     effort	
     and	
     suffering.	
    
  They	
     currently	
     seek	
     an	
     alliance	
     with	
     the	
    
  more	
     experienced	
     (and	
     luckier)	
     Company	
     of	
     the	
    
  Flaming	
    Torch.	
    
  § 
  Company	
     of	
     the	
     Flaming	
     Torch:	
     Comprising	
    
  exclusively	
    of	
    humans,	
    this	
    band	
    are	
    renown	
    
  for	
    carrying	
    excessive	
    amounts	
    of	
    torches	
    
  on	
     their	
     forays	
     into	
     Rivengate.	
     One	
     of	
    
  their	
    number	
    is	
    a	
    skilled	
    sailor	
    and	
    so	
    
  the	
     company	
     enjoy	
     greater	
     access	
     to	
    
  Rivengate	
     than	
     most,	
     who	
     must	
     rely	
    
  on	
     hirelings	
     —	
     normally	
     doughty	
    
  fishermen	
    —	
    to	
    transport	
    them	
    across	
    
  Hard	
    Bay.	
    
  § 
  Valentin’s	
    Venturers:	
    Led	
    by	
    the	
    charismatic	
    paladin,	
    Valentin	
    
  Eronen,	
    Valentin’s	
    Venturers	
    were	
    once	
    more	
    numerous,	
    but	
    a	
    
  disastrous	
     attempt	
     to	
     navigate	
     the	
     Murkwater	
     led	
     to	
     the	
    
  deaths	
    of	
    almost	
    half	
    the	
    party	
    and	
    their	
    retainers.	
    Since	
    then,	
    
  Valentin	
    has	
    sunk	
    into	
    a	
    deep	
    depression,	
    blaming	
    himself	
    for	
    
  his	
    friends’	
    deaths.	
    
  Wanderers:	
     Occasionally,	
     small	
     bands	
     of	
     dark	
     creepers	
     or	
    
  troglodytes,	
     a	
     lone	
     derro	
     or	
     hunters	
     such	
     as	
     chokers	
     and	
     cave	
    
  fishers	
     sneak	
     into	
     Rivergate	
     in	
     search	
     of	
     food,	
     slaves	
     or	
     sport.	
    
  These	
     hunters	
     rarely	
     linger	
     long,	
     retreating	
     into	
     the	
     Twisted	
    
  Warrens	
    once	
    they	
    have	
    sated	
    their	
    hunger.	
    Such	
    hunters	
    prey	
    
  on	
    the	
    smugglers	
    and	
    others	
    dwelling	
    in	
    Rivengate;	
    these	
    low-­‐
  grade	
     skirmishes	
     ensures	
     no	
     group	
     grows	
     overly	
     numerous	
     or	
    
  gains	
    control	
    over	
    too	
    much	
    of	
    Rivengate’s	
    dusty	
    halls.	
    
  	
    
  
  64	
    
  G L O A M H O L D :  T H E  M U R K W A T E R  
  The	
    
  seething,	
    
  foam-­‐flecked	
    
  waters	
    
  below	
    Rivengate	
    are	
    
  particularly	
    hazardous.	
    Many	
    underwater	
    dangers	
    –	
    jagged	
    rocks	
    
  fallen	
    from	
    above,	
    savage	
    rip	
    tides	
    and	
    more	
    –	
    await	
    explorers	
    
  attempting	
     to	
     access	
     Rivengate	
    and	
     the	
     areas	
     beyond.	
     Only	
    
  skilled	
     or	
     lucky	
     captains	
     dare	
     to	
     sail	
     into	
     the	
     gloom	
    
  of	
    Rivengate’s	
     gaping	
     maw.	
     Within	
     flows	
     the	
     dark	
     and	
    
  treacherous	
    Murkwater.	
    
  	
    
  Extensive	
     landings	
     provide	
     access	
     to	
    Rivengate’s	
    surviving	
    
  halls.	
    Battered	
    by	
    the	
    Murkwater’s	
    remorseless	
    tides,	
    the	
    first	
    of	
    
  these	
     landings	
     has	
     partially	
    collapsed.	
     Yet	
     moored	
     alongside	
     is	
    
  the	
    battered	
    and	
    rotting	
    hulk	
    of	
    a	
    large	
    fishing	
    boat	
    sunk	
    during	
    
  a	
    storm	
    last	
    winter.	
    The	
    others	
    four	
    landings,	
    cracked	
    and	
    worn	
    
  by	
    time	
     and	
     tide,	
     are	
     intact.	
     Malformed	
     and	
     sickly	
     seaweed	
    
  grows	
    voraciously	
     to	
     the	
     landing’s	
     sides	
     and	
    abnormally	
     large,	
    
  but	
     misshapen	
     and	
    often	
     sharp,	
     barnacles	
     also	
     cluster	
     here	
     in	
    
  great	
     profusion.	
     Hidden	
    by	
     the	
    seaweed	
     they	
     lurk	
     ready	
     to	
     rip	
    
  any	
     unfortunate	
     climber’s	
     hands	
     to	
     shreds.	
     The	
    slippery	
    
  seaweed	
    makes	
    climbing	
    onto	
    the	
    landings	
    at	
    low	
    water	
    difficult.	
    
  	
    
  If	
     the	
     tide	
     is	
     right,	
     explorers	
     can	
     pass	
     even	
     deeper	
    
  into	
    Gloamhold.	
    The	
    Murkwater	
    is	
    tidal;	
    adventurers	
    must	
    time	
    
  their	
     explorations	
     carefully	
     for	
     the	
    tide	
     is	
     exceptionally	
     strong	
    
  which	
     makes	
     travel	
     in	
     the	
     wrong	
    direction	
    dangerous,	
     difficult	
    
  and	
     tiring	
     as	
     such	
     explorers	
     must	
     row	
     against	
     the	
     tide.	
    
  The	
    vicious	
    
  tides	
    
  are	
    not	
    
  the	
    
  only	
    
  danger	
    
  lurking	
    
  in	
    
  the	
    Murkwater,	
    for	
    unwary	
    explorers.	
    
  	
    
  Below	
     the	
     river	
     itself	
     runs	
     a	
     twisted,	
     flood	
     network	
     of	
    
  caverns	
     —	
    the	
     Breathless	
    Narrows	
    —	
     and	
     in	
     several	
    places	
     the	
    
  two	
     waterways	
     intersect.	
     In	
     these	
     places,	
    the	
     denizens	
     of	
     the	
    
  Breathless	
     Narrows	
     often	
     lie	
     in	
    wait	
     for	
     passing	
     vessels.	
    During	
    
  particularly	
     stormy	
     weather,	
     small	
     localised	
     whirlpools	
     often	
    
  form	
     in	
    these	
    locations,	
     adding	
     an	
     extra	
     level	
     of	
     danger	
     for	
    
  explorers.	
    
  T H E  F A N E  O F  B O N E S  
  Roughly	
     halfway	
     along	
     its	
     course,	
     the	
     Murkwater	
     widens	
     and	
    
  flows	
    through	
    the	
    Twisted	
    Warrens.	
    Here,	
    it	
    widens	
    dramatically	
    
  into	
    a	
    lofty	
    cavern	
    named	
    by	
    explorers	
    as	
    the	
    Fane	
    of	
    Bones.	
    
  	
    
  Careful	
    examination	
    of	
    the	
    area	
    reveals	
    it	
    is	
    only	
    partially	
    of	
    
  natural	
     origin.	
     The	
    ancient	
     troglodytes	
    dwelling	
     in	
     the	
    Twilight	
    
  City	
    excavated	
     this	
     area	
     as	
     part	
     of	
    their	
     flood	
     defences,	
     and	
    
  winter	
     storms	
     still	
    regularly	
     inundate	
     the	
     cavern.	
    Cracked	
     and	
    
  pitted	
     bones	
     along	
     with	
     scraps	
     of	
     weapons	
     and	
     armour	
    
  and	
    detritus	
     washed	
     in	
     from	
     the	
     sea	
     form	
     a	
     high	
     tide	
     line	
     of	
    
  sorts,	
    providing	
    mute	
    testimony	
    to	
    the	
    winter	
    storms’	
    savagery.	
    
  	
    
  Many	
    passageways	
    and	
    galleries	
    —	
    leading	
    into	
    the	
    Twisted	
    
  Warrens	
    —	
    stud	
    the	
    walls	
    and	
    four	
    squat	
    ziggurats	
    dominate	
    the	
    
  cavern.	
     Built	
     to	
     celebrate	
     the	
    troglodytes’	
     many	
     victories	
     over	
    
  their	
    surface	
    dwelling	
    enemies	
    within	
    lie	
    interred	
    the	
    vanquished	
    
  foes	
     of	
     their	
     ancient	
     civilisation.	
     Survivors	
     of	
    explorations	
     into	
    
  the	
    ziggurats	
    describe	
    in	
    hushed	
    tones	
    horrible,	
    eldritch	
    symbols	
    
  picked	
     out	
     in	
     bones	
    decorating	
     the	
     walls	
     and	
     of	
     a	
     legion	
     of	
    
  mindless	
    undead	
     ready	
     to	
     destroy	
     all	
     interlopers.	
     Yet	
     more	
    
  symbols	
    set	
    at	
    the	
    apex	
    of	
    each	
    ziggurat	
    tell	
    of	
    a	
    terrible	
    ritual	
    to	
    
  control	
    and	
    direct	
    the	
    undead	
    sleeping	
    within	
    each	
    mausoleum.	
    
  Mercifully,	
    specific	
    details	
    of	
    the	
    ritual	
    remain	
    lost.	
    
  T H E  T H R E E  S I S T E R S  
  Beyond	
     the	
    Twisted	
     Warrens,	
     at	
     three	
     points	
     along	
     the	
    
  Murkwater’s	
     course,	
    forlorn	
     and	
     time-­‐worn	
    fortifications	
     –	
     the	
    
  Three	
     Sisters	
     –	
     ward	
    Gloamhold’s	
    inner	
     reaches.	
     Each	
     citadel	
    
  features	
     massive	
     stone	
    locks	
     designed	
     to	
     regulate	
    the	
     flow	
     of	
    
  water	
     into	
     and	
     out	
     of	
     the	
     Sunless	
     Lake.	
     Still	
     in	
     good	
     repair,	
    
  the	
    Three	
    Sisters	
     are	
     incessantly	
     claimed	
     and	
     fought	
     over	
     by	
    
  Gloamhold’s	
    
  denizens.	
    
  Few	
    surface	
    
  dwellers	
    
  have	
    passed	
    
  through	
    the	
    greatest	
    and	
    final	
    of	
    these	
    structures,	
    the	
    Forbidden	
    
  Gate.	
    Beyond	
    lies	
    the	
    tenebrous	
    precincts	
    of	
    the	
    Twilight	
    City.	
    
  
  65	
    
   
   
   
   
   
   
   
   
   
   
  MISCELLANEOUS OFFERINGS 
   
  
  66	
    
  2 0  M A G I C  E F F E C T S  A F F E C T I N G  A N  E V I L  A L T A R  
  During	
    their	
    adventures,	
    heroes	
    often	
    invade	
    fanes	
    dedicated	
    to	
    
  evil	
    gods	
    and	
    slay	
    the	
    degenerate	
    worshippers	
    lurking	
    therein.	
    	
    	
    
  	
    
  Such	
    shrines	
    always	
    have	
    an	
    altar	
    at	
    their	
    heart.	
    The	
    site	
    of	
    
  horrific	
    sacrifices	
    and	
    debauched	
    rites,	
    many	
    altars	
    are	
    protected	
    
  or	
    augmented	
    with	
    magical	
    effects.	
    Some	
    are	
    of	
    relatively	
    minor	
    
  power	
    while	
    others	
    could	
    spell	
    the	
    doom	
    of	
    those	
    investigating	
    
  the	
    fane.	
    	
    
  	
    
  Use	
    the	
    table	
    below	
    to	
    determine	
    what	
    effects	
    lurk	
    on	
    the	
    
  altars	
    in	
    your	
    campaign.	
    	
    	
    
  1. Heatless	
     flames	
     writhe	
     atop	
     the	
     altar	
     providing	
     illumination	
    
  equivalent	
    to	
    a	
    bonfire.	
    The	
    flames	
    leap	
    5	
    ft.	
    into	
    the	
    air	
    and	
    
  never	
    go	
    out.	
    They	
    obscure	
    the	
    altar	
    top	
    itself,	
    making	
    it	
    hard	
    
  to	
    see	
    the	
    hidden	
    secret	
    niche	
    hidden	
    therein.	
    	
    
  2. This	
    overly	
    tall	
    altar	
    is	
    of	
    mortared	
    stone	
    upon	
    mortared	
    stone.	
    
  The	
     mortar	
     comprises	
     the	
     ground	
     down	
     bones	
     of	
     several	
    
  champions	
    of	
    good,	
    which	
    binds	
    the	
    heroes’	
    souls	
    to	
    the	
    altar.	
    
  Destroying	
    
  the	
    
  altar	
    
  releases	
    
  these	
    
  spirits.	
    
  Any	
    
  sentient	
    creature	
    coming	
    within	
    20	
    ft.	
    of	
    the	
    altar	
    hears	
    pain-­‐
  laden	
    whisperings	
    emanating	
    from	
    its	
    stones.	
    
  3. The	
    area	
    around	
    the	
    altar	
    is	
    intensely	
    cold.	
    Frost	
    clings	
    to	
    the	
    
  altar	
     itself	
     and	
     surrounding	
     floor,	
     making	
     the	
     floor	
     slippery.	
    
  Cold-­‐based	
    spell	
    cast	
    within	
    30	
    ft.	
    of	
    the	
    altar	
    take	
    effect	
    as	
    if	
    
  the	
    caster	
    was	
    one	
    level	
    higher	
    than	
    normal.	
    
  4. Four	
    balls	
    of	
    obviously	
    magical	
    light	
    hover	
    in	
    the	
    air	
    above	
    the	
    
  altar.	
     They	
     give	
     off	
     a	
     lurid,	
     green	
     glow	
     each	
     equivalent	
     to	
     a	
    
  torch.	
    Anyone	
    touching	
    the	
    altar	
    can	
    mentally	
    command	
    the	
    
  four	
    globes	
    to	
    fly	
    anywhere	
    in	
    the	
    chamber.	
    
  5. Strange	
    whisperings	
    emanate	
    from	
    the	
    altar.	
    These	
    whispers	
    
  grow	
    louder	
    or	
    fade	
    away	
    depending	
    on	
    how	
    many	
    evil	
    aligned	
    
  creatures	
    are	
    in	
    the	
    chamber.	
    However	
    they	
    never	
    completely	
    
  cease	
    and	
    explorers	
    may	
    believe	
    the	
    altar	
    is	
    possessed.	
    If	
    they	
    
  grow	
     loud	
     enough	
     to	
     be	
     heard,	
     listeners	
     can	
     ascertain	
     the	
    
  whispers	
    are	
    tinged	
    with	
    pain	
    and	
    are	
    a	
    litany	
    of	
    praise	
    for	
    an	
    
  evil	
    god.	
    
  6. A	
     line	
     of	
     skulls	
     is	
     mortared	
     into	
     the	
     altar	
     about	
     three-­‐foot	
    
  above	
    the	
    ground.	
    Unnatural,	
    magical	
    darkness	
    lingers	
    within	
    
  the	
    skulls’	
    eye	
    sockets.	
    
  7. Lurid,	
    disturbing	
    frescos	
    depicting	
    horrific	
    acts	
    of	
    violence	
    and	
    
  torture	
    decorate	
    the	
    sides	
    of	
    this	
    altar.	
    Further	
    augmented	
    by	
    
  a	
    powerful	
    permanent	
    illusion,	
    the	
    figures	
    in	
    the	
    frescos	
    seem	
    
  to	
    shudder	
    and	
    writhe	
    in	
    pain.	
    	
    
  8. Powerful	
    magics	
    pervade	
    the	
    altar	
    and	
    the	
    area	
    immediately	
    
  surrounding	
    it.	
    Within	
    this	
    zone,	
    all	
    sound	
    is	
    greatly	
    amplified	
    
  making	
    even	
    the	
    quietest	
    whisper	
    or	
    groan	
    of	
    pain	
    as	
    loud	
    as	
    a	
    
  shout.	
    
  9. The	
    smell	
    of	
    ozone	
    hangs	
    heavily	
    in	
    the	
    air	
    around	
    this	
    altar	
    
  adorned	
    with	
    thick	
    manacles.	
    An	
    obsidian	
    dagger	
    lies	
    on	
    the	
    
  altar.	
    Anyone	
    approaching	
    the	
    altar	
    carrying	
    or	
    wearing	
    metal	
    
  armour	
     or	
     weapons	
     is	
     struck	
     by	
     a	
     minor	
     electrical	
     discharge	
    
  (2d6	
    electrical	
    damage).	
    
  10. A	
    permanent	
    darkness	
    spell	
    is	
    fixed	
    to	
    the	
    altar;	
    no	
    nonmagical	
    
  light	
    sources	
    can	
    illuminate	
    the	
    surrounding	
    area.	
    
  11. A	
    permanent	
    illusion	
    cast	
    around	
    the	
    altar	
    creates	
    the	
    illusion	
    
  of	
     mist	
     continually	
     rising	
     from	
     the	
     floor.	
     The	
     mist	
     provides	
    
  concealment	
    for	
    objects	
    and	
    creatures	
    further	
    than	
    5	
    ft.	
    away	
    
  and	
    cannot	
    be	
    dispersed	
    by	
    normal	
    means	
    (such	
    as	
    conjured	
    
  wind	
    and	
    so	
    on).	
    Individuals	
    who	
    know	
    of	
    the	
    illusion	
    can	
    see	
    
  through	
    the	
    mist	
    without	
    penalty.	
    	
    
  12. A	
    prayer	
    dedicated	
    to	
    the	
    dark	
    powers	
    of	
    the	
    fane	
    is	
    etched	
    
  into	
     the	
     stone	
     of	
     the	
     altar.	
     Anyone	
     reading	
     the	
     prayer	
     is	
    
  affected	
    by	
    a	
    suggestion	
    to	
    kneel	
    and	
    worship.	
    	
    
  13. A	
    faint,	
    sickly	
    purple	
    glow	
    illuminates	
    the	
    altar	
    providing	
    light	
    
  as	
     a	
     candle.	
     This	
     glow	
     expands	
     to	
     cloak	
     anything	
     or	
     anyone	
    
  touching,	
    or	
    placed	
    on,	
    the	
    altar.	
    	
    
  14. Small	
    holes	
    in	
    the	
    altar	
    top	
    expel	
    a	
    strong	
    breeze	
    causing	
    the	
    
  permanently	
    flaming	
    torches	
    set	
    in	
    wrought	
    iron	
    sconces	
    atop	
    
  the	
    altar	
    to	
    dance	
    wildly.	
    	
    
  15. A	
     protective	
     circle	
     is	
     carved	
     into	
     the	
     floor	
     around	
     the	
     altar.	
    
  Picked	
     out	
     with	
     silver,	
     it	
     acts	
     as	
     a	
     magic	
     circle	
     against	
     good.	
    
  Damaging	
    the	
    silver	
    ends	
    the	
    affect.	
    
  16. A	
    tall	
    banner	
    hangs	
    from	
    the	
    ceiling	
    directly	
    above	
    the	
    altar,	
    
  depicting	
    the	
    symbol	
    of	
    the	
    altar’s	
    deity.	
    A	
    gust	
    of	
    wind	
    spell	
    
  continually	
     affects	
     the	
     banner	
     making	
     it	
     writhe	
     and	
     flap.	
    
  Consequently,	
    it	
    is	
    slightly	
    colder	
    around	
    the	
    altar	
    than	
    normal.	
    
  17. The	
     altar	
     is	
     constructed	
     of	
     nothing	
     but	
     dozens—perhaps	
    
  hundreds—of	
     closely	
     packed	
     leg	
     and	
     arm	
     bones.	
     These	
     fell	
    
  remains	
    emanate	
    a	
    constant	
    unhallow	
    effect.	
    
  18. The	
    altar	
    is	
    the	
    site	
    of	
    many	
    castings	
    of	
    contact	
    other	
    plane.	
    
  The	
     repeated	
     use	
     of	
     such	
     powerful	
     magic	
     in	
     the	
     locality	
     has	
    
  created	
    a	
    bridge	
    of	
    sorts	
    to	
    certain	
    powerful,	
    alien	
    beings.	
    A	
    
  character	
    asking	
    questions	
    within	
    15	
    ft.	
    of	
    the	
    altar	
    is	
    assaulted	
    
  with	
     strange	
     visions,	
    alien	
     thoughts	
     and	
     terrible	
     feelings.	
     He	
    
  must	
    make	
    a	
    DC	
    12	
    Will	
    save	
    or	
    his	
    Intelligence	
    and	
    Charisma	
    
  scores	
    fall	
    to	
    8	
    for	
    three	
    weeks.	
    
  19. A	
     variant	
     stone	
     shape	
     spell	
    affects	
     the	
     altar.	
     The	
     spell	
     runs	
    
  continuously	
    and	
    the	
    altar’s	
    form	
    is	
    in	
    a	
    constant	
    state	
    of	
    flux.	
    
  While	
     it	
     always	
     retains	
     the	
     general	
     form	
     of	
     an	
     altar,	
     small	
    
  details	
     such	
     as	
     carvings,	
     channels	
     to	
     catch	
     the	
     blood	
     of	
    
  sacrifices	
     and	
     so	
     on	
     appear	
     and	
     disappear	
     seemingly	
     at	
    
  random.	
    
  20. A	
    highly	
    polished	
    skull	
    sits	
    on	
    a	
    black	
    velvet	
    cushion	
    atop	
    the	
    
  altar.	
    A	
    shard	
    of	
    obsidian	
    fills	
    one	
    of	
    the	
    skull’s	
    eye	
    socket.	
    The	
    
  obsidian	
     is	
     the	
     material	
     component	
     for	
     a	
     permanent	
    variant	
    
  magic	
    jar	
     spell	
     used	
     to	
     imprison	
     a	
     paladin	
     caught	
     here	
     long	
    
  ago.	
     Even	
     dastardlier,	
     a	
     magic	
    circle	
     against	
     good	
    surrounds	
    
  the	
    altar	
    which	
    stops	
    the	
    paladin’s	
    soul	
    escaping...	
    	
    	
    	
    	
    
  	
    
   
  
  67	
    
  2 0  M I N O R  E F F E C T S  O F  D R I N K I N G  F R O M  A  M A G I C  P O O L  
  It	
     seems,	
     adventurers	
     are	
     always	
     drinking	
     from	
     pools	
     they	
    
  discover	
    during	
    their	
    adventures.	
    Some	
    hold	
    nothing	
    but	
    water,	
    
  while	
    others	
    hold	
    powerful,	
    potentially	
    life-­‐changing	
    magic.	
    
  	
    
  Other	
    pools—by	
    dint	
    of	
    a	
    quirk	
    of	
    nature	
    or	
    lingering,	
    nearby	
    
  enchantments—possess	
    minor	
    powers	
    or	
    effects	
    those	
    drinking	
    
  from	
     the	
     waters	
     can	
     benefit	
     (or	
     suffer)	
     from.	
     Use	
     the	
     table	
    
  below,	
    to	
    determine	
    what	
    happens	
    to	
    a	
    character	
    drinking	
    from	
    
  the	
    pool’s	
    water:	
    	
    
  1. The	
    character's	
    tongue	
    swells	
    up	
    to	
    twice	
    its	
    normal	
    size	
    and	
    
  he	
    cannot	
    speak	
    for	
    1d4	
    hours.	
    
  2. The	
     water	
     from	
     the	
     pool	
     makes	
     the	
     character	
     tremendously	
    
  thirsty.	
    Unless	
    restrained,	
    he	
    drinks	
    all	
    the	
    liquids	
    he	
    carries—
  including	
     magic	
     potions	
     and	
     liquid	
     poisons—to	
     assuage	
     his	
    
  thirst.	
    	
    
  3. The	
     water	
     is	
     slightly	
     effervescent	
     and	
     gives	
     the	
     character	
    a	
    
  slight	
    feeling	
    of	
    euphoria.	
    For	
    1d4	
    hours	
    afterwards,	
    he	
    gains	
    a	
    
  +1	
     morale	
     bonus	
     on	
    all	
     saving	
     throws	
     made	
     to	
     resist	
     charm,	
    
  compulsion	
    and	
    fear	
    effects.	
    
  4. The	
     water	
     contains	
     bacteria	
     that	
     make	
     the	
     character	
     ill.	
    
  Starting	
    the	
    next	
    day,	
    the	
    character	
    begins	
    to	
    feel	
    sick.	
    While	
    
  he	
    is	
    not	
    debilitated,	
    the	
    constant	
    stomach	
    cramps	
    inflict	
    a	
    -­‐1	
    
  penalty	
    to	
    all	
    skill	
    checks	
    for	
    1	
    day.	
    
  5. The	
     water	
     is	
     brackish	
     and	
     renders	
     the	
     character	
     temporarily	
    
  blind	
    for	
    1d6x10	
    minutes.	
    
  6. The	
     water	
     is	
     cool	
     and	
     refreshing.	
     The	
     character	
     is	
     refreshed	
    
  and	
    is	
    immune	
    to	
    fatigue	
    and	
    exhaustion	
    for	
    the	
    remainder	
    of	
    
  the	
    day.	
    	
    	
    
  7. The	
     pool’s	
     water	
     is	
     laced	
     with	
     minor	
     magics.	
     Unless	
     the	
    
  character	
    makes	
    a	
    DC	
    16	
    Will	
    save,	
    he	
    is	
    confused	
    (as	
    the	
    spell	
    
  confusion)	
    for	
    7	
    rounds.	
    	
    
  8. The	
     water	
     is	
     amazingly	
     refreshing.	
     The	
     character	
     need	
     not	
    
  drink	
    for	
    the	
    rest	
    of	
    the	
    day	
    no	
    matter	
    how	
    energetically	
    he	
    
  exercises.	
    
  9. The	
     water	
     is	
     laced	
     with	
     mushroom	
     spores.	
     1d4	
     hours	
     after	
    
  drinking	
     the	
     water,	
     the	
     character	
     begins	
     to	
     suffer	
     minor	
    
  hallucinations.	
    These	
    last	
    for	
    2d6	
    hours.	
    	
    
  10. The	
     water	
     is	
     suspiciously	
     warm,	
     but	
     has	
     no	
     other	
     effect—
  malign	
    or	
    benign.	
    
  11. The	
     water	
     is	
     brackish	
     and	
     tastes	
     “flat.”	
     The	
     day	
     after	
     a	
    
  character	
     drinks	
     the	
     water,	
     his	
     skin	
     takes	
     on	
     a	
     faint	
     grey	
    
  parlour.	
     This	
     skin	
     colour	
     deepens	
     for	
     the	
     next	
     few	
     days,	
    
  before—just	
    as	
    slowly—reverting	
    to	
    normal.	
    	
    
  12. The	
    water	
    is	
    discoloured	
    and	
    looks	
    to	
    be	
    contaminated	
    with	
    a	
    
  decent	
    amount	
    of	
    blood.	
    It	
    has	
    a	
    slight	
    metallic	
    taste.	
    The	
    next	
    
  time	
     the	
     character	
     exerts	
     himself	
     his	
     sweat	
     is	
     red-­‐hued.	
     It	
    
  looks	
    like	
    he	
    is	
    literally	
    sweating	
    blood.	
    
  13. Some	
    kind	
    of	
    granular	
    material	
    is	
    suspended	
    in	
    the	
    water.	
    It	
    is	
    
  foul,	
     and	
     the	
     taste	
     of	
     it	
     lingers	
     in	
     the	
     character’s	
     mouth	
    for	
    
  several	
    hours.	
    	
    
  14. The	
    water	
    smells	
    sweet	
    and	
    tastes	
    terrific.	
    After	
    drinking	
    it,	
    a	
    
  character—for	
     several	
     hours—think	
     he	
     can	
     smell	
     roses	
     in	
    
  bloom.	
    	
    
  15. An	
     innocent	
     was	
     murdered—drowned—in	
     the	
     pool,	
     and	
     the	
    
  foul	
     act	
     has	
     left	
     its	
     psychic	
     impression	
     in	
     the	
     water.	
     Anyone	
    
  drinking	
    from	
    the	
    pool	
    is	
    beset	
    by	
    nightmares	
    of	
    drowning	
    the	
    
  next	
    morning.	
    	
    
  16. A	
    phosphorescent	
    fungus	
    grows	
    in	
    the	
    depths	
    of	
    the	
    pool,	
    and	
    
  the	
    water	
    seems	
    subtly	
    discoloured.	
    Characters	
    drinking	
    from	
    
  the	
     water	
     suffer	
     no	
     immediate	
     ill	
     effect,	
     but	
     the	
     next	
     day—
  when	
    they	
    awake—their	
    eyes	
    have	
    taken	
    on	
    a	
    dim	
    glow,	
    which	
    
  provides	
    the	
    benefits	
    of	
    low-­‐light	
    vision,	
    but	
    with	
    only	
    a	
    10	
    ft.	
    
  range.	
    
  17. Powerful	
     delusion	
     magic	
     laces	
     the	
     pool’s	
     water.	
     Characters	
    
  drinking	
     from	
     it	
     believe	
    the	
     pool	
     to	
     have	
     powerful	
     healing	
    
  properties.	
     Unless	
     they	
     resist	
     the	
     pool’s	
     magic	
     (DC	
     17	
     Will	
    
  negates),	
    they	
    believe	
    they	
    have	
    been	
    subject	
    to	
    both	
    a	
    lesser	
    
  restoration	
    and	
    cure	
    serious	
    wounds.	
    	
    
  18. The	
    pool’s	
    waters	
    are	
    soporific.	
    A	
    character	
    drinking	
    from	
    the	
    
  waters	
     quickly	
     begins	
     to	
     feel	
     tired	
    and,	
     consequently,	
    for	
     the	
    
  rest	
    of	
    the	
    day	
    suffers	
    a	
    -­‐2	
    penalty	
    to	
    any	
    saving	
    throw	
    made	
    
  to	
    resist	
    a	
    sleep	
    effect	
    or	
    spell.	
    	
    
  19. The	
     pool’s	
     waters	
     are	
     invigorating.	
     Characters	
     drinking	
     the	
    
  water	
     naturally	
     heal	
     at	
     double	
     the	
     normal	
    rate	
     for	
     the	
     next	
    
  two	
    days.	
    
  20. The	
     pool	
     is	
     a	
     conduit—all	
     be	
     it	
     a	
     very	
     minor	
     one—through	
    
  space	
     and	
     time.	
     Characters	
     drinking	
     from	
     the	
     pool	
     gain	
     a	
    
  limited	
    ability	
    to	
    see	
    the	
    future.	
    The	
    next	
    time	
    the	
    character	
    is	
    
  in	
    combat,	
    or	
    other	
    stressful	
    situation,	
    he	
    gains	
    a	
    momentary	
    
  flash	
    of	
    insight	
    and	
    can	
    add	
    a	
    +2	
    bonus	
    to	
    a	
    single	
    d20	
    roll.	
    
  	
    	
    
   
  
  68	
    
  2 0  T H I N G S  T O  F I N D  I N  A N  A B A N D O N E D  B U I L D I N G  
  Adventurers	
     often	
     seem	
     to	
     explore	
    abandoned	
     buildings.	
    
  Whether	
    it	
    be	
    a	
    (reputedly)	
    haunted	
    manor	
    house,	
    a	
    peasant’s	
    
  home	
    in	
    a	
    ruined	
    village	
    or	
    even	
    the	
    demesne	
    of	
    a	
    mysteriously	
    
  disappeared	
    wizard	
    such	
    places	
    make	
    excellent	
    adventure	
    sites.	
    	
    
  	
    
  Use	
    the	
    table	
    below,	
    to	
    add	
    minor	
    points	
    of	
    interest	
    to	
    the	
    
  party’s	
    exploration.	
    	
    
  1. Cobwebs—heavy	
     with	
     cocooned	
     insects—fill	
     the	
     corners	
     of	
    
  this	
    dank,	
    gloomy	
    chamber;	
    a	
    veil	
    of	
    cobwebs	
    fills	
    a	
    doorway	
    
  leading	
    further	
    into	
    the	
    building.	
    
  2. Rotting,	
    mould	
    shrouded	
    furniture	
    stands	
    against	
    the	
    walls	
    of	
    
  this	
    chamber.	
    A	
    heavy,	
    formal	
    chair	
    is	
    particularly	
    far	
    gone	
    and	
    
  one	
    leg	
    collapses	
    if	
    the	
    chair	
    is	
    disturbed.	
    	
    
  3. The	
     shattered	
     remains	
     of	
     several	
     pewter	
     mugs	
     lie	
     scattered	
    
  across	
    the	
    floor.	
    A	
    dented	
    and	
    bent	
    pewter	
    plate	
    lies	
    against	
    
  one	
    wall.	
    Dust	
    covers	
    everything.	
    
  4. The	
     sound	
     of	
     faint	
     scrabbling	
     comes	
     from	
     deeper	
     in	
     the	
    
  building.	
    If	
    a	
    PC	
    investigates,	
    a	
    squirrel	
    clutching	
    a	
    nut,	
    darts	
    
  out	
    of	
    the	
    darkness.	
    	
    
  5. A	
    mouldering	
    brown	
    blanket	
    lies	
    where	
    it	
    fell.	
    	
    
  6. A	
     strange	
     dark	
     stain	
     mars	
     the	
     floor	
     of	
     this	
     chamber.	
    
  Investigation	
    reveals	
    the	
    stain	
    is	
    likely	
    old,	
    dried	
    
  blood.	
    
  7. Someone	
     has	
     pried	
     up	
     the	
     floorboards	
     to	
    
  reveal	
     a	
     small	
     space	
     below.	
     Nothing	
     but	
    
  cobwebs	
     fill	
     the	
     niche.	
     A	
     faint	
     outline	
    
  in	
    the	
    dust	
    hints	
    a	
    
  small	
    
  box	
    
  or	
    
  coffer	
    
  was	
    
  once	
    
  stored	
    here.	
    
  8. Black	
     mould	
     has	
    
  grown	
     over	
     one	
    
  wall	
     of	
     this	
     room	
    
  and	
    
  the	
    
  air	
    
  is	
    
  redolent	
     with	
     the	
    
  stench	
    of	
    decay.	
    
  9. Part	
    
  of	
    
  the	
    
  wooden	
     wall	
     has	
    
  been	
    
  pried	
    
  loose	
    
  and	
    
  the	
    
  boards	
    
  tossed	
    
  casually	
    
  aside.	
    	
    
  10. The	
    roof	
    of	
    this	
    chamber	
    is	
    partially	
    missing	
    and	
    the	
    rain	
    has	
    
  got	
    inside.	
    The	
    floor	
    is	
    damp	
    and	
    several	
    small	
    puddles	
    have	
    
  gathered.	
    	
    
  11. The	
    hinges	
    of	
    this	
    door	
    have	
    failed	
    and	
    only	
    the	
    door	
    jam	
    holds	
    
  it	
     in	
     place.	
     If	
     the	
     door	
     is	
     opened,	
     it	
     collapses	
     into	
     the	
     room	
    
  with	
    a	
    loud	
    thud.	
    	
    
  12. The	
     floorboards	
     in	
     this	
     chamber	
     are	
     rotten.	
     They	
     collapse	
     if	
    
  subjected	
    to	
    a	
    weight	
    of	
    100	
    lbs.	
    or	
    more.	
    	
    
  13. Someone	
    has	
    covered	
    one	
    wall	
    in	
    graffiti	
    daubed	
    in	
    charcoal.	
    
  To	
     the	
     untrained	
     eye,	
     the	
     graffiti	
     looks	
     like	
     nothing	
     but	
    
  deranged	
     scribbling.	
     Scholars	
     of	
     the	
     occult	
     may	
     realise,	
    
  however,	
    the	
    scribbles	
    looks	
    a	
    little	
    like	
    the	
    sigil	
    of	
    a	
    certain	
    
  elder,	
    blasphemous	
    power...	
    
  14. A	
    forgotten	
    sack	
    stands	
    in	
    one	
    corner.	
    In	
    contains	
    blankets	
    and	
    
  old	
    clothes	
    sized	
    for	
    a	
    child.	
    All	
    are	
    now	
    mouldy.	
    
  15. A	
     pile	
     of	
     mouldering	
     planks—pulled	
     from	
     the	
     walls	
     and	
    
  floors—are	
    stacked	
    in	
    the	
    centre	
    of	
    the	
    room.	
    
  16. The	
    fireplace	
    in	
    this	
    room	
    has	
    obviously	
    been	
    used	
    relatively	
    
  recently.	
    The	
    ash	
    within	
    is	
    still	
    faintly	
    warm	
    and	
    marks	
    in	
    the	
    
  dust	
    show	
    where	
    someone	
    slept.	
    
  17. Thick	
    dust	
    coats	
    the	
    floor	
    of	
    this	
    room.	
    Nothing—except	
    the	
    
  tracks	
    of	
    small	
    insects—is	
    visible	
    in	
    the	
    dust.	
    	
    
  18. 
  Small	
     droppings—probably	
     from	
    
  rats	
    or	
    mice—	
    cover	
    the	
    floor	
    by	
    one	
    
  wall.	
    
  Several	
    
  small	
    
  holes	
    
  gnawed	
     at	
     the	
    
  bottom	
     of	
     the	
    
  wall	
    
  show	
    
  where	
    
  the	
    
  rodents	
    
  probably	
    live.	
    	
    
  19. 
  Mottled	
     green	
     slime	
    
  coats	
     the	
     ceiling.	
     The	
     slime	
     is	
    
  harmless,	
    
  but	
    
  paranoid	
    
  adventurers	
    
  may	
    
  suspect	
    
  otherwise.	
    
  20. 
  The	
     door	
     to	
     the	
    
  room	
    is	
    wedged	
    shut.	
    Either	
    
  debris	
    has	
    fallen	
    against	
    the	
    
  other	
    side	
    or	
    is	
    has	
    swollen	
    in	
    
  place	
    due	
    to	
    water	
    damage.	
    	
    
  	
    
   
  
  69	
    
  2 0  T H I N G S  T O  F I N D  I N  A N  A L C H E M I S T ’ S  L A B O R A T O R Y  
  Alchemists	
    toiling	
    away	
    in	
    their	
    laboratories	
    need	
    a	
    vast	
    amount	
    
  of	
     equipment	
     for	
     their	
     work.	
     Such	
     rooms	
     resemble	
     wizard’s	
    
  laboratories	
     in	
     many	
     ways	
     and	
     can	
     be	
     just	
     as	
     exciting	
     (and	
    
  dangerous)	
    to	
    explore.	
    	
    	
    
  	
    
  Use	
     this	
     table	
     to	
     determine	
     what	
     th	
     e	
     PCs	
     find,	
     as	
     they	
    
  search	
    the	
    alchemist’s	
    laboratory:	
    	
    	
    
  1. Part	
    of	
    the	
    alchemist’s	
    bench	
    top	
    is	
    badly	
    scarred	
    by	
    acid.	
    The	
    
  burn	
    is	
    wide	
    and	
    deep—clearly	
    a	
    lot	
    of	
    acid	
    was	
    spilt.	
    
  2. A	
     strange	
     stench—a	
     combination	
     of	
     several	
     different	
    
  chemicals	
    along	
    with	
    a	
    heavy	
    burning	
    smell—hangs	
    heavily	
    in	
    
  the	
    air.	
    The	
    smell	
    is	
    stronger	
    the	
    close	
    one	
    gets	
    to	
    the	
    floor.	
    
  3. A	
     wet	
     rag—covered	
     in	
     some	
     kind	
     of	
     bright	
     yellow	
     sticky	
    
  material—lies	
    discarded	
    under	
    the	
    alchemist’s	
    workbench.	
    	
    
  4. A	
    small	
    coffer	
    atop	
    a	
    high	
    shelf	
    contains	
    several	
    crystal	
    potion	
    
  vials.	
    Each	
    contains	
    a	
    potion	
    of	
    a	
    different	
    colour;	
    sadly	
    none	
    
  are	
    labeled	
    (and	
    all	
    are	
    failed	
    experiments).	
    	
    
  5. A	
     faint	
     yellow	
     haze	
     hangs	
     in	
     the	
     air	
     against	
     the	
     ceiling.	
     The	
    
  room	
    strongly	
    smells	
    of	
    ozone.	
    
  6. Several	
     small	
     bowls	
     contain	
     vary	
     amounts	
     of	
     water.	
     Each	
     of	
    
  the	
    bowls	
    also	
    holds	
    a	
    single	
    stone—all	
    of	
    different	
    types.	
    
  7. A	
     small	
     red	
     cloth	
     covers	
     something	
     small	
     on	
     the	
     bench—a	
    
  broken	
     egg	
     shell	
     shattered	
     into	
     several	
     parts.	
     However,	
     the	
    
  egg	
    is	
    much	
    larger	
    than	
    could	
    be	
    garnered	
    from	
    a	
    chicken	
    or	
    
  similar	
    bird.	
    
  8. A	
     small	
     cauldron	
     stands	
     over	
     an	
     iron	
     brazier.	
     The	
     cauldron	
    
  contains	
     a	
     thick,	
     greenish	
     goop	
     that	
     smells	
     like	
     a	
     half-­‐orc’s	
    
  armpit.	
    
  9. White	
    string	
    binds	
    a	
    stack	
    of	
    hand	
    drawn	
    plans	
    for	
    some	
    kind	
    
  of	
    fiendishly	
    complicated	
    apparatus	
    or	
    machine	
    together.	
    The	
    
  sheaf	
     of	
     notes	
     lies	
     on	
     a	
     shelf	
     close	
     to	
     the	
     alchemist’s	
    
  workbench.	
    Several	
    grubby	
    fingerprints	
    mar	
    the	
    top	
    
  sheet.	
    
  10. A	
     small	
     shelf	
     contains	
     a	
     dizzying	
     array	
     of	
    
  small	
     glass	
     bottles	
     and	
     vials.	
     Each	
    
  seemingly	
     contains	
     a	
     different	
     kind	
     of	
    
  liquid.	
    A	
    cloying,	
    unpleasant	
    smell	
    hangs	
    in	
    
  the	
    air	
    around	
    the	
    shelf.	
    
  11. An	
    empty	
    wine	
    glass	
    stands	
    atop	
    a	
    small,	
    unlocked	
    coffer.	
    Thin	
    
  wooden	
     panels	
     divide	
     the	
     interior	
     into	
     a	
     dozen	
     spaces.	
     Each	
    
  section	
    contains	
    a	
    different	
    kind	
    of	
    sand,	
    earth	
    or	
    powdered	
    
  rock.	
    	
    	
    
  12. A	
     ragged	
     piece	
     of	
     blue	
     velvet	
     holds	
     a	
     single	
     feather.	
     The	
    
  feather	
     is	
     overly	
     large—perhaps	
     one-­‐foot	
     in	
     length—and	
     is	
    
  brilliantly	
     white	
     (except	
     for	
     its	
     very	
     tip,	
     which	
     has	
     a	
     silvery,	
    
  glistening	
    sheen).	
    
  13. This	
    perfectly	
    smooth	
    stone	
    ball	
    the	
    size	
    of	
    a	
    man’s	
    fist	
    glistens	
    
  as	
     if	
     it	
     has	
     just	
     been	
     immersed	
     in	
     water.	
     It	
     is,	
     however,	
    
  completely	
    dry.	
    
  14. A	
     leather	
     pouch	
     stuffed	
     down	
     the	
     back	
     of	
     a	
     chair	
     contains	
    
  several	
    small	
    bones.	
    The	
    bones	
    are	
    cracked	
    and	
    pitted.	
    	
    
  15. A	
    small	
    glass	
    bottle	
    contains	
    a	
    thick,	
    pale	
    blue	
    syrupy	
    liquid.	
    
  Three	
    large	
    fangs	
    lie	
    at	
    the	
    bottom	
    of	
    the	
    bottle.	
    	
    
  16. A	
    small	
    vial	
    rests	
    on	
    a	
    plate	
    alongside	
    two	
    dirty	
    quills.	
    The	
    vial	
    
  is	
    about	
    half	
    full	
    of	
    red	
    ink.	
    	
    
  17. A	
     tattered	
     book—with	
     a	
     much-­‐stained	
     cover—contains	
     basic	
    
  formula	
     for	
     the	
     most	
     common	
     alchemical	
     items.	
     A	
     close	
    
  reading	
    of	
    the	
    text,	
    however,	
    reveals	
    deliberate	
    errors	
    in	
    the	
    
  formulas	
     that	
     render	
     anything	
     made	
     using	
     the	
     instructions	
    
  inert.	
    
  18. A	
     tattered	
     book—with	
     a	
     much-­‐stained	
     cover—contains	
     basic	
    
  formula	
    for	
    the	
    most	
    common	
    alchemical	
    items.	
    A	
    perusal	
    of	
    
  the	
    text	
    reveals	
    the	
    formulas	
    are	
    particularly	
    well	
    written	
    and	
    
  illustrated.	
    Items	
    created	
    using	
    the	
    instructions	
    last	
    50%	
    longer	
    
  than	
    normal.	
    
  19. Perceptive	
    searchers	
    discover	
    a	
    loose	
    section	
    of	
    floor.	
    Below	
    
  lies	
    a	
    storage	
    niche	
    than	
    contains	
    four	
    (empty)	
    exquisite	
    glass	
    
  potion	
    vials	
    wrapped	
    in	
    black	
    velvet	
    cloth.	
    	
    
  20. 
  Mottled	
    brown	
    and	
    green	
    mould	
    grows	
    up	
    one	
    leg	
    of	
    
  the	
     alchemist’s	
     workbench.	
     The	
     mould	
     smells	
     like	
    
  decomposing	
    flesh.	
    	
    
  	
    
   
  
  70	
    
  2 0  T H I N G S  T O  F I N D  I N  A  D U S T Y  C R Y P T  
  It	
     seems	
     adventurers	
     are	
     always	
     poking	
     about	
     in	
     dusty,	
    
  seemingly	
    abandoned	
    crypts.	
    Often	
    the	
    lairs	
    of	
    the	
    blasphemous	
    
  undead	
     or	
     the	
     repository	
     of	
     forgotten	
     treasures	
     such	
     places	
    
  draw	
    adventurers	
    like	
    moths	
    to	
    a	
    candle.	
    	
    
  	
    
  But	
     not	
     all	
     areas	
     of	
     a	
     crypt	
     are	
     stuffed	
     full	
     of	
     undead	
     and	
    
  treasure.	
     Use	
     the	
     table	
     below,	
     to	
     add	
     points	
     of	
     minor	
     interest	
    
  into	
    the	
    dusty	
    crypts	
    in	
    your	
    campaign:	
    	
    
  1. Here,	
    water	
    oozes	
    down	
    the	
    walls	
    from	
    above	
    leaving	
    tracks	
    
  on	
    the	
    ancient	
    brickwork.	
    On	
    the	
    ground,	
    the	
    water	
    has	
    turned	
    
  the	
    dust	
    into	
    thick	
    paste-­‐like	
    grey	
    ooze.	
    
  2. Dusty	
    cobwebs	
    fill	
    the	
    corners	
    of	
    the	
    ceiling.	
    	
    
  3. A	
     small	
     portion	
     of	
     brickwork	
     from	
     one	
     wall	
     has	
     fallen	
     away	
    
  revealing	
    the	
    bare	
    rock	
    behind.	
    A	
    low	
    pile	
    of	
    rubble	
    lies	
    on	
    the	
    
  floor	
    nearby.	
    	
    
  4. Dust	
    sifts	
    down	
    from	
    the	
    archway	
    over	
    a	
    door.	
    The	
    stones	
    of	
    
  the	
    arch	
    have	
    shifted	
    and	
    consequently	
    the	
    door	
    is	
    harder	
    than	
    
  normal	
    to	
    force	
    open.	
    If	
    the	
    door	
    is	
    opened,	
    the	
    stones	
    above	
    
  groan	
    ominously	
    and	
    dust	
    sift	
    down	
    into	
    the	
    doorway...	
    
  5. Incongruously,	
    a	
    single	
    bone—a	
    thighbone—lies	
    on	
    the	
    floor	
    in	
    
  front	
    of	
    a	
    shadowy	
    archway.	
    	
    
  6. The	
     walls	
     here	
     were	
     once	
     decorated	
     with	
     brightly	
     painted	
    
  images	
     painted	
     directly	
     onto	
     the	
     smooth	
     stone.	
     The	
     colours	
    
  have	
    long	
    since	
    faded,	
    and	
    now	
    only	
    a	
    suggestion	
    of	
    what	
    once	
    
  was	
    remains.	
    	
    
  7. A	
     section	
     of	
     floor	
     is	
     bumpy	
     and	
     uneven,	
     making	
     rapid	
    
  movement	
     difficult.	
     The	
     paving	
     slabs	
     can	
     be	
     easily	
     pried	
     up,	
    
  but	
    nothing	
    of	
    interest	
    lies	
    beneath.	
    
  8. A	
    pillar	
    once	
    held	
    up	
    the	
    roof	
    here,	
    but	
    at	
    some	
    point	
    in	
    the	
    
  distant	
     past	
     it	
     collapsed.	
     Dust	
     shrouds	
     the	
     resultant	
     pile	
     of	
    
  rubble;	
    the	
    ceiling	
    over	
    the	
    rubble	
    sags	
    dangerously.	
    
  9. Several	
     niches	
     that	
     once	
     contained	
     offerings	
     to	
     those	
     buried	
    
  here	
     pierce	
     the	
     walls.	
     All	
     have	
     succumbed	
     to	
     time’s	
    
  remorseless	
     advance	
     and	
     are	
     now	
     nothing	
     more	
     than	
     small	
    
  piles	
    of	
    rotting,	
    rusting	
    or	
    desiccated	
    remains.	
    
  10. Huge	
    religious	
    symbols	
    appropriate	
    to	
    the	
    
  faith	
    who	
    built	
    the	
    crypt	
    have	
    been	
    
  carved	
     into	
     the	
     walls.	
     Dust	
     and	
    
  cobwebs	
     shroud	
     portions	
     of	
     the	
    
  carvings.	
     Tracing	
     the	
     grandest	
     of	
    
  the	
     carvings	
     with	
     one’s	
     hand	
    
  deactivates	
    a	
    nearby	
    trap.	
    
  11. Statues	
     of	
     the	
     faithful	
     garbed	
     for	
     war	
     stand	
     guard	
     over	
     this	
    
  area.	
    Half	
    have	
    serene	
    looks	
    upon	
    their	
    faces	
    while	
    the	
    others’	
    
  faces	
    are	
    twisted	
    with	
    hate.	
    The	
    statues	
    are	
    arrayed	
    so	
    they	
    all	
    
  look	
    towards	
    the	
    entrance.	
    	
    
  12. Niches	
    cut	
    into	
    the	
    wall	
    each	
    hold	
    the	
    shrouded	
    skeletons	
    of	
    
  long-­‐dead	
     worshippers.	
     Dust,	
     cobwebs	
     and	
     other	
     detritus	
    
  cover	
    the	
    remains.	
    The	
    densely	
    packed	
    niches	
    run	
    from	
    floor	
    
  to	
    ceiling.	
    An	
    ornate	
    shroud	
    edged	
    with	
    silver	
    and	
    gold	
    thread	
    
  covers	
    the	
    corpse	
    in	
    one	
    of	
    the	
    particularly	
    inaccessible	
    niche	
    
  near	
    the	
    ceiling.	
    	
    
  13. Several	
    small	
    holes	
    pierce	
    the	
    wall	
    at	
    ground	
    level.	
    Small	
    dried	
    
  faeces—typical	
     of	
     that	
     left	
     by	
     rats,	
     mice	
     or	
     other	
     rodents—
  covers	
    the	
    floor.	
    
  14. Small	
     holes	
     in	
     the	
     ceiling	
     emit	
     a	
     faint	
     cold	
     breeze	
     into	
     the	
    
  chamber.	
     The	
     constant	
     draught	
     stirs	
     the	
     dust	
     covering	
     the	
    
  floor.	
     Paranoid	
     explorers	
     may	
     think	
     some	
     form	
     of	
     invisible	
    
  guardian	
    lurks	
    within	
    the	
    dust	
    cloud.	
    
  15. Carved	
     holy	
     symbols	
     decorate	
     the	
     walls	
     of	
     this	
     area.	
     Several	
    
  have	
     been	
     deliberately	
     defaced,	
     but	
     there	
     seems	
     to	
     be	
     no	
    
  obvious	
    reason	
    for	
    this	
    deliberate	
    vandalism.	
    	
    
  16. A	
     faded	
     mosaic	
     covers	
     the	
     floor.	
     It	
     depicts	
     a	
     stylised	
    
  representation	
     of	
     the	
     afterlife,	
     but	
     exact	
     details	
     are	
     hard	
     to	
    
  pick	
     out	
     as	
     some	
     of	
     the	
     tiles	
     are	
     cracked	
     and	
     others	
     are	
    
  missing.	
    
  17. Several	
     burial	
     niches	
     in	
     this	
     area	
     are	
     empty.	
     In	
     all	
     cases,	
    
  discarded	
    burial	
    shrouds	
    lie	
    in	
    the	
    niche	
    or	
    nearby.	
    Have	
    the	
    
  remains	
    been	
    removed	
    or	
    are	
    they	
    lurking	
    animate	
    guardians	
    
  of	
    the	
    complex?	
    
  18. A	
    narrow	
    ventilation	
    shaft	
    cut	
    into	
    the	
    ceiling	
    allows	
    a	
    thin	
    ray	
    
  of	
    pale	
    light	
    into	
    the	
    crypt.	
    
  19. Burial	
    niches	
    pierce	
    the	
    walls	
    of	
    the	
    area	
    (see	
    #12	
    above).	
    The	
    
  remains	
    of	
    one	
    of	
    the	
    interred	
    have	
    fallen	
    from	
    its	
    niche	
    and	
    
  lies	
    draped	
    on	
    the	
    floor	
    nearby.	
    
  20. Cockroaches	
     and	
     other	
     insects	
     once	
     infested	
     this	
     crypt.	
    
  Feasting	
    on	
    the	
    remains	
    of	
    those	
    interred	
    here	
    they	
    grew	
    fat	
    
  and	
    numerous,	
    but	
    when	
    they	
    ran	
    out	
    of	
    
  food	
     they	
     died	
     off.	
     Now	
    
  their	
     desiccated	
     remains	
    
  coat	
     the	
     floor	
     and	
     make	
    
  moving	
     quietly	
     difficult	
     (as	
    
  they	
    crunch	
    underfoot).	
    
  	
    
   
  
  71	
    
  2 0  T H I N G S  T O  F I N D  I N  A  N E C R O M A N C E R ’ S  S A N C T U M  
  In	
     their	
     forbidden	
     corpse-­‐filled	
     laboratories	
     necromancers	
    
  pursue	
     their	
     unspeakable,	
     blasphemous	
     experiments.	
     Such	
    
  horrible	
     labours	
     require	
     terrible	
     components	
     and	
     depraved	
    
  research	
    materials	
    of	
    the	
    very	
    worst	
    kinds.	
    	
    
  	
    
  Often,	
     though,	
     such	
     details	
     are	
     overlooked	
     as	
     the	
     party	
    
  merely	
     loots	
     the	
     chamber	
     for	
     items	
     of	
     obvious	
     value.	
    Use	
     this	
    
  table	
    to	
    generate	
    such	
    items	
    of	
    interest.	
    It	
    is	
    up	
    to	
    the	
    GM	
    to	
    
  determine	
    the	
    value	
    of	
    any	
    particular	
    piece	
    on	
    the	
    table	
    below,	
    
  however	
    most	
    good-­‐aligned	
    PCs	
    will	
    be	
    uncomfortable	
    (at	
    best)	
    
  owning	
    such	
    items.	
    	
    	
    
  1. A	
    wooden	
    box	
    contains	
    a	
    dozen	
    thin,	
    long	
    black	
    candles.	
    When	
    
  burnt,	
     they	
     give	
     off	
     an	
     indescribable	
     smell	
     akin	
     to	
     burning	
    
  flesh.	
    	
    
  2. Seven	
     skulls	
     fill	
     a	
     shelf	
     above	
     the	
     desk.	
     A	
     strange	
     rune	
    
  decorates	
    each	
    skull’s	
    forehead.	
    
  3. A	
     coffer	
     near	
     one	
     wall	
     holds	
     a	
     jumble	
     of	
     horribly	
     misshapen	
    
  bones.	
     Most	
     are	
     of	
     humanoid	
     origin,	
     but	
     surely	
     no	
     creature	
    
  could	
    have	
    survived	
    long	
    with	
    such	
    deformities.	
    	
    
  4. An	
    ornate	
    display	
    of	
    bones	
    decorates	
    the	
    ceiling.	
    Leg	
    and	
    arm	
    
  bones	
    form	
    the	
    perimeter	
    of	
    the	
    “sculpture”	
    while	
    a	
    circle	
    of	
    
  skulls	
     fills	
     the	
     centre.	
     The	
     bones	
     are	
     yellowing	
     and	
     old	
     and	
    
  have	
     been	
     stuck	
     in	
     place	
     with	
     strong	
     glue.	
     One	
     of	
     the	
     skulls	
    
  contains	
     a	
     bead	
     from	
     a	
     necklace	
     of	
     fireballs.	
     If	
     the	
     skull	
     is	
    
  disturbed,	
     the	
     bead	
     falls	
     out	
     and	
     explodes	
     when	
     it	
     hits	
     the	
    
  floor.	
    
  5. A	
    fireplace	
    pierces	
    one	
    wall.	
    Deep	
    soot	
    and	
    ash	
    lie	
    within.	
    Even	
    
  a	
    cursory	
    examination	
    of	
    the	
    pile	
    turns	
    up	
    fragments	
    of	
    bone.	
    	
    
  6. A	
     small	
     red	
     velvet	
     pouch	
     contains	
     a	
     single	
     braid	
     of	
     long	
    
  impossibly	
     red	
     hair.	
     The	
     braid	
     is	
     carefully	
     curled	
     up	
     and	
     has	
    
  been	
    dusted	
    with	
    some	
    kind	
    of	
    fine	
    black	
    dust.	
    
  7. A	
     skull—with	
     its	
     top	
     removed—serves	
     as	
     a	
     mixing	
     bowl	
     of	
    
  sorts.	
    A	
    nearby	
    worn	
    leg	
    bone	
    hints	
    at	
    its	
    use	
    as	
    a	
    pestle.	
    	
    
  8. A	
    small	
    sack	
    of	
    salt	
    lies	
    on	
    one	
    corner.	
    It	
    is	
    half	
    empty	
    and	
    the	
    
  remaining	
    discoloured	
    salt	
    looks	
    contaminated.	
    
  9. A	
    large	
    earthen	
    jar	
    of	
    honey	
    contains	
    the	
    preserved	
    head	
    of	
    an	
    
  old	
    man.	
    His	
    face	
    is	
    contorted	
    as	
    if	
    in	
    indescribable	
    agony.	
    	
    
  10. Three	
    small	
    glass	
    jars	
    hold	
    an	
    array	
    of	
    different	
    coloured	
    dust.	
    
  Each	
    is	
    the	
    ash	
    of	
    a	
    different	
    cremated	
    creature,	
    used	
    for	
    some	
    
  ineffable	
    purpose.	
    A	
    different	
    esoteric	
    sigil	
    has	
    been	
    carefully	
    
  written	
    on	
    each	
    jar.	
    	
    
  11. A	
    chandelier	
    crafted	
    of	
    bones	
    hangs	
    down	
    from	
    the	
    ceiling	
    in	
    
  the	
     centre	
     of	
     the	
     room.	
     The	
     bones	
     are	
     blackened	
     with	
     soot	
    
  and	
    covered	
    in	
    dried	
    wax.	
    
  12. A	
     small	
     cauldron	
     blackened	
     with	
     use	
     and	
     pitted	
     with	
     age	
    
  stands	
     near	
     the	
     necromancer’s	
     worktable.	
     Dark,	
     unnaturally	
    
  cold	
    water	
    fills	
    the	
    cauldron	
    almost	
    to	
    the	
    lip.	
    Within	
    lies	
    the	
    
  sludge	
     and	
     detritus	
     of	
     many	
     experiments—shattered	
     bones,	
    
  decaying	
    flesh	
    and	
    the	
    like.	
    
  13. A	
    sagging	
    bookshelf	
    holds	
    the	
    remains	
    of	
    ancient	
    tomes	
    long	
    
  since	
    succumbed	
    to	
    the	
    ravages	
    of	
    extreme	
    age.	
    	
    
  14. A	
    small	
    box	
    contains	
    four	
    long	
    quills	
    carved	
    from	
    bone.	
    Their	
    
  tips	
    are	
    exquisitely	
    sharp	
    and	
    blackened	
    with	
    red	
    “ink".	
    
  15. A	
    partially	
    dissected	
    body	
    lies	
    on	
    the	
    table.	
    The	
    body	
    is	
    that	
    is	
    
  a	
    long	
    dead	
    human.	
    The	
    unfortunate’s	
    chest	
    cavity	
    has	
    been	
    
  opened	
    and	
    the	
    organs	
    removed.	
    
  16. An	
    ornate	
    pentagram	
    carving	
    on	
    the	
    floor	
    provides	
    a	
    zone	
    of	
    
  protection	
    around	
    the	
    necromancer’s	
    workbench.	
    The	
    carvings	
    
  have	
    been	
    picked	
    out	
    with	
    blood.	
    
  17. Several	
    beakers	
    stand	
    on	
    a	
    shelf	
    above	
    the	
    table.	
    Each	
    is	
    full	
    of	
    
  a	
    different	
    kind	
    of	
    dark,	
    sticky	
    and	
    noxious	
    fluid.	
    	
    
  18. An	
    
  oversized	
    
  leather	
    
  wallet	
    
  holds	
    
  a	
    
  dissection	
    
  kit.	
    
  Incongruously,	
    the	
    leather	
    wallet	
    is	
    of	
    the	
    finest	
    quality	
    and	
    is	
    
  even	
    monogrammed	
    with	
    the	
    necromancer’s	
    initials.	
    
  19. A	
     small	
     cage	
     hanging	
     from	
     the	
     ceiling	
     holds	
     the	
     skeletal	
    
  remains	
    of	
    several	
    songbirds	
    amid	
    a	
    small	
    heap	
    of	
    discoloured	
    
  feathers.	
    Hideously,	
    the	
    birds'	
    remains	
    yet	
    stir	
    and	
    judder.	
    A	
    
  close	
    examination	
    reveals	
    they	
    appear	
    to	
    still	
    be	
    trying	
    to	
    sing.	
    
  20. The	
    room	
    seems	
    unnaturally	
    cold	
    and	
    the	
    party’s	
    nonmagical	
    
  lights	
    do	
    not	
    dispel	
    the	
    darkness	
    lingering	
    in	
    the	
    room’s	
    nooks	
    
  and	
     crannies.	
     Anyone	
     spending	
     much	
     time	
     here	
     gets	
     the	
    
  feeling	
    that	
    unseen	
    presences	
    lurk	
    in	
    the	
    chamber.	
    
  	
    
  	
    
  
  72	
    
  2 0  T H I N G S  T O  F I N D  I N  A  P I T  
  Adventurers	
    are	
    always	
    falling	
    into	
    pits.	
    Well,	
    they	
    are	
    in	
    my	
    campaigns	
    anyway...	
    
  	
    
  The	
    bottom	
    of	
    a	
    pit	
    shouldn't	
    be	
    a	
    featureless	
    cube.	
    Beyond	
    a	
    
  simple	
    trap	
    designed	
    to	
    kill	
    or	
    impede	
    intruders,	
    a	
    trap	
    is	
    a	
    great	
    
  opportunity	
    to	
    tell	
    a	
    bit	
    more	
    of	
    the	
    dungeon's	
    story.	
    	
    	
    
  	
    
  Some	
    pits	
    hold	
    trapped	
    monsters—or	
    even	
    adventurers—while	
    
  others	
     have	
     additional	
     dangers	
     such	
     as	
     iron	
     spikes	
     and	
     so	
     on.	
    
  More,	
     however,	
     hold	
     the	
     detritus	
     of	
     previous	
     delves.	
     Use	
     the	
    
  table	
    below,	
    to	
    generate	
    minor	
    points	
    of	
    interest	
    a	
    PC	
    might	
    find	
    
  at	
    the	
    bottom	
    of	
    the	
    pit.	
    	
    
  	
    
  1. A	
    DC	
    15	
    Perception	
    check	
    reveals	
    small	
    holes	
    cut	
    into	
    the	
    pit's	
    
  wall	
     near	
     one	
     corner.	
     	
    A	
     climber	
     using	
     the	
     holes	
     gains	
     a	
     +5	
    
  circumstance	
    bonus	
    to	
    escape	
    the	
    pit.	
    	
    
  2. Iron	
    spikes	
    line	
    the	
    floor	
    of	
    the	
    pit.	
    Dried	
    blood	
    covers	
    several	
    
  toward	
     one	
     of	
     the	
     pit’s	
     walls	
     showing	
     where	
     someone	
    
  (perhaps)	
    fell	
    in.	
    
  3. An	
     adventurer's	
     rotting	
     body	
     lies	
     twisted	
     and	
     broken	
     at	
     the	
    
  bottom	
     of	
     the	
     pit.	
     Stripped	
     of	
     all	
     useable	
     equipment	
     by	
     his	
    
  companions,	
     he	
     lies	
     abandoned.	
     His	
     mournful	
     ghost	
     might	
    
  linger	
    nearby...and	
    it	
    might	
    mistake	
    the	
    PCs	
    for	
    his	
    perfidious	
    
  companions.	
    
  4. This	
    pit	
    intersects	
    with	
    a	
    natural	
    cavern,	
    the	
    entrance	
    to	
    which	
    
  breaks	
     through	
     one	
     wall.	
     The	
     cavern	
     has	
     no	
     other	
     exits,	
     but	
    
  water	
    dripping	
    down	
    through	
    the	
    ceiling	
    could	
    keep	
    a	
    trapped	
    
  explorer	
    alive	
    for	
    quite	
    some	
    time.	
    
  5. Four	
    burnt	
    out	
    torch	
    stubs	
    lie	
    on	
    the	
    floor	
    of	
    the	
    pit.	
    The	
    burnt	
    
  and	
    shrivelled	
    remains	
    of	
    thousands	
    of	
    tiny	
    spiders	
    carpet	
    the	
    
  floor.	
    
  6. Dungeon	
    denizens	
    use	
    this	
    pit	
    to	
    dispose	
    of	
    their	
    garbage	
    and	
    
  waste.	
    Anyone	
    falling	
    into	
    the	
    pit	
    takes	
    1d6	
    less	
    falling	
    damage	
    
  than	
     normal	
     because	
     the	
     rubbish	
     cushions	
     his	
     fall.	
     However,	
    
  the	
    pit	
    is	
    rife	
    with	
    disease	
    and	
    a	
    character	
    in	
    the	
    pit	
    must	
    make	
    
  a	
    DC	
    12	
    Fortitude	
    save	
    or	
    contract	
    filth	
    fever.	
    
  7. An	
     empty	
     wineskin	
     and	
     the	
     faint	
     smell	
     of	
     wine	
     linger	
     at	
     the	
    
  bottom	
    of	
    the	
    pit.	
    	
    
  8. Iron	
    spikes,	
    driven	
    into	
    the	
    wall,	
    provide	
    a	
    makeshift	
    ladder	
    of	
    
  sorts	
    for	
    those	
    trapped	
    in	
    the	
    pit.	
    	
    
  9. A	
    discarded,	
    dented	
    helmet	
    lies	
    in	
    one	
    corner.	
    
  10. The	
     remains	
     of	
     a	
     healer's	
     kit	
     are	
     scattered	
     about	
     the	
     floor.	
    
  Some	
    of	
    the	
    bandages	
    are	
    caked	
    in	
    dried	
    blood.	
    
  11. "Forgive	
    me"	
    is	
    daubed	
    on	
    a	
    wall	
    in	
    large,	
    chalk	
    letters.	
    
  12. A	
     near-­‐empty	
     sack	
     holding	
     13	
     gp	
     and	
     16	
     sp	
     mixed	
     in	
     with	
    
  shards	
    of	
    glass	
    from	
    a	
    large	
    mirror	
    is	
    the	
    only	
    thing	
    in	
    the	
    pit.	
    
  Unwary	
    PCs	
    investigating	
    the	
    sack	
    suffer	
    1	
    damage	
    from	
    the	
    
  glass	
    shards.	
    
  13. A	
    torn,	
    brown	
    jerkin	
    hangs	
    from	
    a	
    natural	
    protrussion	
    on	
    one	
    
  wall.	
    
  14. A	
    bent	
    iron	
    spike	
    protrudes	
    from	
    one	
    wall	
    at	
    knee	
    height.	
    It	
    
  falls	
    out	
    if	
    anyone	
    puts	
    their	
    weight	
    on	
    it.	
    	
    
  15. The	
     pit's	
     walls	
     are	
     slick	
     with	
     water	
     oozing	
     from	
     many	
     small	
    
  cracks	
     in	
     the	
     rock.	
     The	
     walls	
     are	
     hard	
     to	
     scale	
     (+5	
     DC)	
     and	
    
  water	
    fills	
    the	
    pit	
    to	
    a	
    depth	
    of	
    roughly	
    1	
    ft.	
    
  16. The	
    pit's	
    walls	
    are	
    slick	
    with	
    moisture;	
    faintly	
    glowing	
    mould	
    
  grows	
    in	
    the	
    many	
    cracks,	
    providing	
    a	
    sickly	
    yellow	
    light	
    (equal	
    
  to	
    dim	
    illumination)	
    throughout	
    the	
    pit.	
    
  17. A	
     narrow	
     crack	
     splits	
     the	
     pit's	
     floor.	
     A	
     faint,	
     cold	
     beeze	
    
  sporadically	
    issues	
    forth.	
    	
    
  18. The	
    shards	
    of	
    a	
    broken	
    flute	
    lie	
    discarded	
    in	
    the	
    pit.	
    Nearby,	
    a	
    
  frayed	
     length	
     of	
     rope	
     and	
     a	
     discarded	
     ration	
     pack	
     are	
     piled	
    
  neatly	
    in	
    a	
    corner.	
    
  19. A	
     small	
     niche	
     in	
     one	
     wall	
     of	
     the	
     pit	
     holds	
     a	
     primative	
     clay	
    
  statue	
    of	
    a	
    squat,	
    naked	
    woman.	
    Four	
    silver	
    coins	
    fill	
    a	
    bowl	
    in	
    
  front	
    of	
    the	
    statuette.	
    
  20. Cracks	
    criss	
    cross	
    the	
    walls	
    of	
    the	
    pit.	
    Bent	
    and	
    twisted	
    copper	
    
  coins	
    have	
    been	
    hammered	
    into	
    many	
    of	
    the	
    cracks—perhaps	
    
  in	
    some	
    sort	
    of	
    bizarre	
    offering.	
    Coins	
    only	
    fill	
    cracks	
    up	
    to	
    a	
    
  height	
     of	
     about	
     3	
     ft.	
     Three	
     discarded	
     small	
     sacks	
     lie	
     in	
     one	
    
  corner.	
     Careful	
     examination	
     of	
     the	
     coin-­‐filled	
     cracks	
     reveals	
    
  they	
    (crudely)	
    spell	
    an	
    unfamiliar	
    name.	
    
  	
    
  	
    
  	
    
   
  
  73	
    
  2 0  T H I N G S  T O  F I N D  I N  A  S M U G G L E R ’ S  S T O R E R O O M  
  Smugglers	
    are	
    naughty	
    chaps;	
    intent	
    on	
    dodging	
    the	
    lawful	
    taxes	
    of	
    the	
    realm	
    they	
    work	
    at	
    night	
    to	
    bring	
    in	
    valuable	
    or	
    illegal	
    items	
    
  destined	
    for	
    the	
    black	
    market.	
    	
    	
    
  	
    
  Thus,	
    smugglers’	
    lairs	
    can	
    offer	
    up	
    a	
    great	
    store	
    of	
    treasure	
    for	
    
  adventurers	
    intent	
    on	
    stamping	
    out	
    their	
    nefarious	
    doings.	
    	
    
  	
    
  Use	
     the	
     table	
     below,	
     to	
     generate	
     items	
     of	
     value	
     and/or	
    
  interest	
     the	
     party	
     might	
     find	
     when	
     plundering	
     a	
     smuggling	
    
  gang’s	
    storeroom.	
    Note,	
    many	
    of	
    the	
    items	
    listed	
    below	
    are	
    not	
    
  ordinary	
     or	
     typical	
     examples	
     of	
     a	
     smuggler’s	
     normal	
     inventory	
    
  and	
    should	
    be	
    used	
    to	
    round	
    out	
    the	
    gang’s	
    inventory.	
    	
    	
    
  1. Two	
    small	
    kegs	
    of	
    brandy	
    stamped	
    with	
    the	
    seal	
    of	
    a	
    famed	
    
  distiller.	
    Each	
    keg	
    weighs	
    10	
    lbs.	
    and	
    is	
    worth	
    50	
    gp.	
    
  2. The	
    lid	
    of	
    this	
    small	
    coffer	
    is	
    sealed	
    with	
    white	
    wax.	
    The	
    coffer	
    
  feels	
    light	
    if	
    picked	
    up	
    as	
    if	
    it	
    were	
    empty.	
    In	
    reality,	
    it	
    contains	
    
  ten	
     sealed	
     packets	
     of	
     exotic	
     spices—themselves	
     each	
     sealed	
    
  with	
    wax	
    and	
    stamped	
    with	
    a	
    seal	
    depicting	
    a	
    stylised	
    sailboat.	
    
  The	
    whole	
    is	
    worth	
    150	
    gp.	
    
  3. One	
    bolt	
    of	
    blue	
    silk	
    and	
    one	
    bolt	
    of	
    red	
    silk	
    wrapped	
    tightly	
    in	
    
  an	
    oversized	
    sack.	
    Each	
    bolt	
    contains	
    enough	
    material	
    for	
    five	
    
  cloaks	
    and	
    is	
    worth	
    75	
    gp.	
    	
    
  4. A	
    lidless	
    chest	
    holds	
    six	
    large	
    clay	
    jars	
    packed	
    with	
    straw.	
    Each	
    
  of	
     the	
     jars	
     holds	
     peaches	
     steeped	
     in	
     whisky.	
     A	
     current	
    
  favourite	
    among	
    the	
    local	
    nobility,	
    each	
    jar	
    is	
    worth	
    20	
    gp.	
    	
    
  5. This	
     large	
     chest	
     contains	
     a	
     mass	
     of	
     junk	
     silver	
     and	
     gold	
    
  including	
     damaged	
     coins,	
     broken	
     jewellery	
     and	
     blobs	
     of	
    
  already	
    melted	
    down	
    precious	
    metal.	
    Destined	
    for	
    a	
    jeweller	
    of	
    
  dubious	
     moral	
     character,	
     the	
     chest	
     weighs	
     150	
     lbs.	
     The	
    
  contents	
    are	
    worth	
    250	
    gp.	
    	
    	
    
  6. An	
     exquisitely	
     made	
     silk	
     and	
     lace	
     ball	
     gown	
     is	
     wrapped	
     in	
     a	
    
  wide	
    and	
    soft	
    roll	
    of	
    cotton.	
    	
    
  7. This	
     small	
     finely	
     crafted	
     coffer	
     contains	
     an	
     exquisite	
     glass	
    
  decanter	
     along	
     with	
     four	
     matching	
     glasses.	
     Nestled	
     in	
     a	
    
  cushion	
    of	
    blue	
    velvet	
    the	
    set	
    is	
    with	
    80	
    gp.	
    
  8. This	
    large	
    barrel	
    of	
    middling	
    to	
    fair	
    quality	
    red	
    wine	
    contains	
    a	
    
  secret.	
    Hidden	
    within—in	
    a	
    waterproof	
    sack—are	
    three	
    scrolls	
    
  of	
    animate	
    dead.	
    The	
    wine	
    itself	
    is	
    worth	
    10	
    gp	
    to	
    a	
    tavern	
    or	
    
  similar	
    establishment.	
    
  9. Wet	
     sand	
     fills	
     this	
     heavy	
     barrel,	
     which	
     is	
     covered	
     in	
     thick	
    
  blankets.	
    Buried	
    within	
    the	
    sand	
    are	
    two	
    large	
    eggs	
    the	
    size	
    of	
    
  a	
    human	
    head.	
    They	
    are	
    warm	
    to	
    the	
    touch;	
    what	
    they	
    contain	
    
  is	
    anyone’s	
    guess.	
    
  10. This	
    rough	
    wooden	
    box	
    is	
    roughly	
    four-­‐foot	
    long	
    and	
    holds	
    the	
    
  crumbling	
    bones	
    of	
    a	
    halfling	
    or	
    gnome.	
    In	
    life,	
    the	
    deceased	
    
  was	
    a	
    prominent	
    citizen	
    of	
    a	
    nearby	
    town	
    who	
    was	
    rumoured	
    
  to	
     know	
     certain	
     secrets	
     of	
     the	
     local	
     nobility.	
     A	
     necromancer	
    
  desires	
    these	
    secrets	
    and	
    so	
    has	
    secured	
    the	
    individual’s	
    bones	
    
  so	
    he	
    can	
    use	
    them	
    to	
    speak	
    with	
    dead.	
    	
    
  11. A	
     wooden	
     case	
     contains	
     six	
     bottles	
     of	
     exquisite	
     elven	
     wine;	
    
  each	
     is	
     worth	
     20	
     gp—even	
     the	
     bottles	
     are	
     delicate	
     works	
     of	
    
  art.	
    
  12. This	
    stiff	
    and	
    dry	
    sheepskin	
    glimmers	
    in	
    the	
    light;	
    silver	
    flecks	
    
  impregnate	
    the	
    heavy	
    fleece.	
    It	
    is	
    worth	
    20	
    gp.	
    	
    
  13. A	
    large	
    cask	
    of	
    cracked	
    salt	
    worth	
    15	
    gp.	
    	
    
  14. A	
    single	
    silk	
    shirt	
    wrapped	
    voluminously	
    in	
    faded	
    red	
    cloth.	
    The	
    
  shirt	
     is	
     impregnated	
     with	
     bubonic	
     plague	
     and	
     is	
     destined	
     to	
    
  play	
    centre	
    stage	
    in	
    an	
    upcoming	
    assassination.	
    
  15. A	
    pile	
    of	
    fur	
    pelts	
    stuffed	
    into	
    several	
    sacks.	
    Among	
    the	
    more	
    
  common	
     wolf,	
     fix	
     and	
     rabbit	
     pelts	
     is	
     a	
     full	
     owlbear	
     pelt	
    
  (complete	
    with	
    clawed	
    hands	
    and	
    beaked	
    head)	
    and	
    a	
    thick,	
    
  gorgeous	
     winter	
     wolf	
     pelt.	
     Each	
     of	
     these	
     atypical	
     pelts	
     are	
    
  worth	
    100	
    gp,	
    while	
    the	
    others	
    are	
    worth	
    a	
    total	
    of	
    25	
    gp.	
    
  16. A	
    robust	
    chest	
    contains	
    several	
    trade	
    bars	
    of	
    precious	
    metals	
    
  of	
     the	
     type	
     used	
     by	
     mints	
     or	
     jewellers.	
     There	
     are	
     five	
     silver	
    
  bars	
    (each	
    worth	
    5	
    gp),	
    four	
    gold	
    bars	
    (each	
    worth	
    50	
    gp)	
    and	
    a	
    
  platinum	
    bar	
    (worth	
    500	
    gp).	
    Each	
    of	
    the	
    bars	
    bears	
    the	
    crest	
    
  of	
    a	
    nearby	
    kingdom.	
    
  17. Six	
     small	
     flasks	
     hold	
     a	
     rare	
     red	
     dye	
     much	
     in	
     demand	
     due	
     to	
    
  recent	
    fashion	
    changes.	
    Each	
    flask	
    is	
    worth	
    5	
    gp.	
    
  18. A	
    small	
    dark	
    wood	
    coffer	
    contains	
    12	
    small	
    packets	
    of	
    exotic	
    
  incense.	
    The	
    coffer	
    is	
    worth	
    20	
    gp	
    and	
    each	
    packet	
    is	
    worth	
    15	
    
  gp.	
    
  19. Six	
    tightly	
    sealed	
    earthen	
    jars	
    hold	
    preserved	
    exotic	
    fruits.	
    Two	
    
  jars	
     contain	
     pineapples	
     (worth	
     7	
     gp	
     each)	
     and	
     three	
     contain	
    
  pomegranate	
     segments	
     (worth	
     7	
     gp	
     each).	
     The	
     final	
     jar	
     is	
    
  cracked	
    and	
    contains	
    nothing	
    but	
    rotting	
    coconut.	
    	
    
  20. A	
     large	
     cage	
     contains	
     a	
     beaten	
     and	
     starved	
     baby	
     griffon	
    
  destined	
    to	
    be	
    the	
    plaything	
    of	
    a	
    noble	
    obsessed	
    with	
    owning	
    
  the	
    most	
    exotic	
    mounts.	
    Although	
    caged	
    and	
    maltreated	
    the	
    
  griffon	
    is	
    still	
    a	
    proud,	
    violent	
    predator.	
    Characters	
    getting	
    too	
    
  close	
    to	
    the	
    cage	
    could	
    be	
    in	
    for	
    a	
    shock.	
    
  	
    
   
  
  74	
    
  A B A N D O N E D  T E M P L E :  D R E S S I N G  
  Abandoned	
     temples	
     present	
     an	
     intriguing	
     location	
     for	
    
  adventurers,	
    especially	
    for	
    those	
    temples	
    for	
    which	
    the	
    cause	
    of	
    
  abandonment	
     is	
     unknown.	
     Whether	
     the	
     temple	
     served	
     as	
     the	
    
  meeting	
     place	
     for	
     a	
     terrible	
     cult	
     or	
     the	
     open	
     place	
     of	
     worship	
    
  that	
     benefitted	
     their	
     community,	
     tragedy	
     surrounds	
     the	
     now	
    
  empty	
     location.	
     An	
     abandoned	
     temple’s	
     function	
     and	
     the	
    
  circumstances	
    that	
    led	
    to	
    its	
    abandonment	
    set	
    the	
    stage	
    for	
    the	
    
  temple’s	
    dressings	
    and	
    establishes	
    the	
    tone	
    of	
    the	
    adventure.	
    
  F U N C T I O N  
  Two	
    major	
    threads	
    control	
    the	
    temple’s	
    dressing:	
    the	
    temple’s	
    
  purpose	
     and	
     the	
     reason	
     it	
     currently	
     stands.	
     For	
     a	
     temple	
    
  belonging	
     to	
     an	
     evil	
     group,	
     especially	
     one	
     where	
     its	
     adherents	
    
  conducted	
     their	
     rites	
     in	
     secret	
     only	
     to	
     have	
     someone	
     expose	
    
  their	
    activities,	
    the	
    purpose	
    generally	
    gives	
    rise	
    to	
    the	
    reason	
    for	
    
  ejection.	
     However,	
     no	
     one	
     may	
     know	
     the	
     depths	
     of	
     the	
     cult’s	
    
  depravity	
     until	
     someone	
     explores	
     the	
     site.	
     On	
     the	
     other	
     hand,	
    
  political	
    machinations	
    may	
    force	
    out	
    a	
    good-­‐aligned	
    religion,	
    but	
    
  other,	
     more	
     mysterious	
     reasons	
     may	
     be	
     at	
     the	
     core	
     of	
     the	
    
  temple’s	
    forsaking.	
    
  	
    
  Betrayal	
    from	
    Within:	
    Benign	
    organizations	
    may	
    host	
    insane	
    
  members	
    who	
    seek	
    to	
    destroy	
    them	
    from	
    within.	
    Whether	
    they	
    
  have	
    renounced	
    their	
    deities	
    or	
    act	
    out	
    of	
    petty	
    jealousy,	
    they	
    
  wish	
     only	
     to	
     undermine	
     the	
     good	
     works	
     performed	
     by	
     their	
    
  former	
     religions.	
     These	
     disaffected	
     people	
     may	
     engineer	
    
  situations	
    that	
    put	
    their	
    leaders	
    in	
    a	
    bad	
    light,	
    or	
    they	
    may	
    share	
    
  secrets	
    with	
    lay	
    people	
    that	
    jeopardize	
    their	
    relationships	
    with	
    
  their	
     communities.	
     In	
     extreme	
     cases,	
     they	
     may	
     murder	
     lead	
    
  clergy	
     or	
     desecrate	
     the	
     temple.	
     Often,	
     the	
     leadership	
     discover	
    
  and	
    remove	
    these	
    treacherous	
    individuals	
    before	
    they	
    can	
    inflict	
    
  any	
    real	
    damage,	
    but	
    some	
    force	
    the	
    clergy	
    and	
    worshippers	
    to	
    
  leave	
     their	
     former	
     temples	
     behind	
     and	
     start	
     afresh	
     elsewhere.	
    
  Their	
    perfidious	
    acts	
    usually	
    tie	
    them	
    to	
    their	
    temples,	
    and	
    they	
    
  remain	
     there	
     to	
     haunt	
     the	
     places,	
     either	
     as	
     insanely	
     regretful	
    
  mortals	
     or	
     as	
     undead.	
     Additionally,	
     the	
     negative	
     energy	
    
  generated	
    by	
    such	
    acts	
    draws	
    the	
    attention	
    of	
    evil	
    creatures	
    that	
    
  thrive	
    in	
    these	
    environments.	
    
  	
    
  Death	
    of	
    a	
    Charismatic	
    Leader:	
    Sometimes,	
    adherents	
    only	
    
  worship	
     at	
     a	
     temple	
     because	
     of	
     the	
     personal	
     magnetism	
     of	
     a	
    
  single	
     leader.	
     When	
     that	
     person	
     dies,	
     and	
     no	
     viable	
     successor	
    
  takes	
    her	
    place,	
    the	
    worshippers	
    move	
    on	
    to	
    some	
    other	
    form	
    of	
    
  worship	
    or	
    just	
    abandon	
    their	
    faith	
    altogether.	
    While	
    a	
    temple	
    
  under	
     such	
     circumstances	
     does	
     not	
     carry	
     much	
     baggage,	
     it	
     is	
    
  possible	
     the	
     deceased	
     leader	
     laments	
     the	
     lack	
     of	
     faith	
     in	
     his	
    
  followers	
    and	
    haunts	
    the	
    temple	
    until	
    worship	
    resumes.	
    
  	
    
  Destruction	
    of	
    a	
    Deity:	
    More	
    devastating	
    than	
    the	
    loss	
    of	
    a	
    
  charismatic	
    leader,	
    the	
    destruction	
    of	
    a	
    deity	
    to	
    which	
    a	
    temple	
    
  is	
     devoted	
     forces	
     people	
     to	
     leave	
     in	
     droves.	
     Clerics	
     no	
     longer	
    
  able	
    to	
    demonstrate	
    their	
    god’s	
    power	
    sometimes	
    lose	
    hope	
    and	
    
  abandon	
     their	
     charges.	
     This	
     event	
     creates	
     a	
     vacuum	
     that	
    
  another	
     deity	
     may	
     eventually	
     fill,	
     but	
     the	
     temple	
     stands	
     as	
     a	
    
  sorrowful	
    testament	
    to	
    the	
    deity’s	
    destruction.	
    
  	
    
  Evil	
     Cult:	
     A	
     temple	
     belonging	
     to	
     an	
     evil	
     cult	
     may	
     present	
    
  itself	
     as	
     a	
     legitimate	
     religion	
     and	
     usually	
     has	
     an	
     obvious	
     area	
    
  where	
     worship	
     takes	
     place.	
     However,	
     the	
     religion’s	
     real	
     work	
    
  takes	
     place	
     in	
     areas	
     away	
     from	
     the	
     public	
     eye.	
     Sacrifices	
     and	
    
  dark	
     rites	
     continue	
     until	
     the	
     cult	
     overreaches	
     itself	
     and	
    
  investigators	
     discover	
     the	
     source	
     of	
     disappearances	
     and	
    
  murders.	
     The	
     authorities	
     then	
     round	
     up	
     the	
     cultists	
     or	
     the	
    
  cultists	
     slink	
     off	
     into	
     the	
     night.	
     Since	
     most	
     cults	
     value	
     their	
    
  secrecy,	
    a	
    cult’s	
    temple	
    contains	
    many	
    hidden	
    areas	
    where	
    it	
    can	
    
  conduct	
     its	
     rites.	
     Therefore,	
     razing	
     the	
     obvious	
     parts	
     of	
     the	
    
  temple	
     may	
     do	
     nothing	
     to	
     destroy	
     the	
     taint	
     of	
     the	
     cult’s	
     evil	
    
  activities.	
    Typically,	
    no	
    one	
    wants	
    to	
    occupy	
    a	
    structure	
    where	
    
  foul	
    deeds	
    occurred.	
    
  	
    
  Political	
     Ouster:	
     Finally,	
     through	
     no	
     fault	
     of	
     its	
     own,	
     a	
    
  religion	
     may	
     find	
     itself	
     on	
     the	
     opposing	
     side	
     of	
     a	
     government	
    
  that	
     has	
     recently	
     taken	
     power	
     or	
     perhaps	
     a	
     leader	
     who	
     has	
    
  renounced	
     worship	
     of	
     the	
     temple’s	
     deity.	
     Many	
     ousters	
     are	
    
  peaceful,	
     especially	
     with	
     respect	
     to	
     good-­‐aligned	
     religions.	
    
  Occasionally,	
    zealous	
    clergy	
    decide	
    to	
    take	
    a	
    stand	
    and	
    remain	
    in	
    
  the	
    temple,	
    forcing	
    a	
    violent	
    confrontation	
    that	
    usually	
    results	
    in	
    
  the	
    death	
    of	
    the	
    defending	
    priests	
    and	
    priestesses.	
    The	
    deserted	
    
  temple	
     holds	
     the	
     restless	
     spirits	
     of	
     its	
     defenders,	
     making	
     it	
    
  extremely	
    difficult	
    to	
    co-­‐opt	
    the	
    building.	
    
  D R E S S I N G S  
  Use	
     the	
     table	
     on	
     the	
     following	
     page	
     to	
     generate	
     interesting	
    
  characteristics	
     for	
     your	
     abandoned	
     temple.	
     Some	
     of	
     the	
     items	
    
  within	
    those	
    tables	
    may	
    be	
    inappropriate	
    for	
    your	
    temple	
    based	
    
  upon	
    its	
    setup.	
    Ignore	
    or	
    modify	
    such	
    entries	
    as	
    applicable.	
    
  	
    
  Expensive	
    Materials:	
    Some	
    of	
    the	
    dressings	
    described	
    on	
    the	
    
  next	
    page	
    include	
    descriptions	
    of	
    expensive	
    art	
    objects	
    or	
    other	
    
  treasure.	
    These	
    dressing	
    typically	
    have	
    a	
    gp	
    value	
    equal	
    to	
    the	
    gp	
    
  award	
    for	
    an	
    encounter	
    with	
    a	
    CR	
    equal	
    to	
    the	
    party’s	
    APL–2.	
    
  	
    
  Harvesting	
    Dressings:	
    Clever	
    PCs	
    can	
    harvest	
    a	
    dressing	
    from	
    
  a	
    temple	
    by	
    succeeding	
    at	
    a	
    relevant	
    skill	
    check	
    with	
    a	
    DC	
    equal	
    
  to	
     15	
     +	
     the	
     average	
     CR	
     of	
     an	
     encounter	
     within	
     the	
     temple.	
    
  Failing	
    by	
    5	
    or	
    more	
    ruins	
    the	
    item.	
    
  	
    
  Modifying	
    Statistics:	
    Some	
    dressing	
    provide	
    bonuses	
    to	
    the	
    
  creatures	
    encountered	
    within	
    an	
    abandoned	
    temple.	
    Creatures	
    
  receive	
    these	
    benefits	
    after	
    dwelling	
    within	
    the	
    temple	
    for	
    one	
    
  uninterrupted	
     month.	
     These	
     bonuses	
     typically	
     fade	
     if	
     the	
    
  creature	
    spends	
    too	
    much	
    time	
    away	
    from	
    the	
    temple	
    without	
    
  regularly	
    returning	
    to	
    it.	
    
  	
    
  Multiple	
     Dressings:	
     A	
     GM	
     may	
     roll	
     multiple	
     times	
     for	
    
  dressings	
     or	
     may	
     choose	
     dressings	
     to	
     create	
     the	
     desired	
    
  atmosphere	
    for	
    the	
    abandoned	
    temple.	
    
  	
    
  
  75	
    
  D%	
    
  ABANDONED	
    TEMPLE	
    DRESSINGS	
    
  01	
    
  A	
    journal	
    detailing	
    the	
    temple’s	
    fall	
    rests	
    on	
    top	
    
  of	
    the	
    altar;	
    the	
    latest	
    entries	
    grow	
    increasingly	
    
  paranoid	
    and	
    threaten	
    to	
    annihilate	
    the	
    temple’s	
    
  defilers.	
    
  02	
    
  A	
    tolling	
    bell	
    stops	
    and	
    then	
    suddenly	
    plummets	
    
  toward	
    the	
    PCs,	
    narrowly	
    missing	
    all	
    of	
    them	
    as	
    it	
    
  crashes	
    to	
    the	
    floor.	
    
  03–05	
    
  Statuary	
     representations	
     of	
     the	
     temple’s	
     deity	
    
  turn	
    to	
    gaze	
    at	
    intruders	
    as	
    they	
    pass	
    by.	
    
  06–08	
    
  Dust	
     covers	
     this	
     chamber’s	
     floor,	
     with	
     the	
    
  exception	
    of	
    a	
    rune	
    significant	
    to	
    the	
    deity.	
    
  09–10	
    
  Creatures	
    who	
    loudly	
    proclaim	
    their	
    faithfulness	
    
  to	
     the	
     temple’s	
     deity	
     benefit	
     from	
     bless	
     for	
     10	
    
  minutes;	
     a	
     creature	
     cannot	
     gain	
     this	
     benefit	
    
  more	
    than	
    once	
    per	
    24-­‐hour	
    period.	
    
  11–13	
    
  One	
     PC	
     can	
     see	
     a	
     shadowy	
     figure	
     dressed	
     in	
    
  vestments	
     belonging	
     to	
     the	
     faith	
     out	
     of	
     the	
    
  corner	
    of	
    her	
    eye.	
    
  14–16	
    
  Music	
    resounds	
    throughout	
    the	
    temple’s	
    halls	
    at	
    
  odd	
     times,	
     but	
     the	
     PCs	
     cannot	
     locate	
     an	
    
  instrument	
    of	
    that	
    requisite	
    capable	
    of	
    producing	
    
  that	
    volume	
    of	
    music.	
    	
    
  17–20	
    
  A	
     hidden	
     location	
     contains	
     a	
     shelf	
     holding	
    
  several	
    humanoid	
    skulls	
    arranged	
    from	
    smallest	
    
  to	
    largest.	
    
  21–23	
    
  Every	
    other	
    word	
    in	
    a	
    painted	
    prayer	
    to	
    the	
    deity	
    
  is	
    scratched	
    out,	
    as	
    if	
    with	
    claws.	
    
  24–26	
    
  Ravens	
     smash	
     through	
     the	
     temple’s	
     windows	
    
  and	
    kill	
    themselves	
    in	
    the	
    process.	
    
  27–28	
    
  The	
    stone	
    altar	
    splits	
    in	
    half	
    when	
    the	
    PCs	
    enter	
    
  the	
    main	
    worship	
    hall.	
    
  29–30	
    
  An	
    incomplete	
    tunnel	
    leads	
    out	
    from	
    under	
    the	
    
  main	
    altar;	
    it	
    appears	
    to	
    head	
    in	
    the	
    direction	
    of	
    
  another	
    temple.	
    
  31	
    
  Sacrificial	
     tools	
     glisten	
     with	
     fresh	
     blood,	
     which	
    
  drips	
    off	
    them	
    onto	
    the	
    floor.	
    
  32–34	
    
  Black	
    candles	
    flare	
    to	
    life	
    when	
    the	
    PCs	
    enter	
    this	
    
  chamber;	
    the	
    light	
    casts	
    no	
    shadows	
    and	
    seems	
    
  to	
    suck	
    the	
    heat	
    from	
    anything	
    near	
    it.	
    
  35–37	
    
  The	
    scent	
    of	
    fresh	
    flowers	
    fills	
    the	
    chamber.	
    
  38–40	
    
  A	
    sacrificial	
    animal	
    rests	
    on	
    an	
    altar;	
    its	
    entrails	
    
  hang	
    out,	
    but	
    the	
    animal	
    is	
    alive	
    and	
    seemingly	
    
  oblivious	
    to	
    its	
    state.	
    
  41–45	
    
  A	
     shaky	
     scrawl	
     written	
     in	
     blood	
     and	
     filth	
    
  proclaims	
     the	
     return	
     of	
     the	
     deity	
     to	
     which	
     this	
    
  temple	
    is	
    dedicated.	
    
  46–50	
    
  Several	
    robes	
    hang	
    in	
    a	
    closet;	
    all	
    of	
    them	
    bear	
    
  the	
     same	
     holy	
     symbol	
     except	
     for	
     one,	
     which	
    
  belongs	
    to	
    a	
    faith	
    diametrically	
    opposed	
    to	
    that	
    
  of	
    the	
    temple.	
    
  51–53	
    
  Murals	
    depicting	
    the	
    defeat	
    of	
    fiendish	
    beings	
    by	
    
  adherents	
     to	
     the	
     faith	
     have	
     been	
     defaced	
     with	
    
  mocking	
    pictures	
    and	
    phrases	
    written	
    in	
    Abyssal.	
    
  54–56	
    
  A	
     portrait	
     of	
     a	
     saint	
     hangs	
     from	
     the	
     wall;	
    
  removing	
    it	
    requires	
    a	
    DC	
    20	
    Strength	
    check	
    and	
    
  potentially	
    destroys	
    it.	
    
  57-­‐59	
    
  If	
     a	
     PC	
     carries	
     the	
     deity’s	
     favoured	
     weapon,	
     it	
    
  glows	
    with	
    a	
    blue	
    (or	
    other	
    appropriate	
    colour)	
    
  light	
    while	
    in	
    the	
    temple.	
    
  60	
    
  Intermittent	
    
  shrieks	
    
  of	
    
  terror	
    
  reverberate	
    
  throughout	
    the	
    temple.	
    
  61–62	
    
  The	
     pealing	
     of	
     several	
     bells	
     sounds	
     from	
     the	
    
  ceiling	
    and	
    stops	
    suddenly.	
    
  63–64	
    
  The	
    PCs	
    hear	
    sobbing	
    from	
    a	
    cloister;	
    when	
    they	
    
  investigate,	
     they	
     discover	
     a	
     child	
     who	
     has	
    
  apparently	
     been	
     in	
     the	
     temple	
     since	
     it	
     was	
    
  deserted.	
    
  65-­‐66	
    
  A	
     painting	
     depicts	
     the	
     exact	
     same	
     temple	
     in	
    
  another	
    setting.	
    
  67–68	
    
  Mournful	
     chanting	
     comes	
     from	
     one	
     of	
     the	
     side	
    
  rooms,	
     but	
     investigation	
     turns	
     up	
     no	
     living	
     (or	
    
  undead)	
    creatures	
    as	
    the	
    source	
    of	
    the	
    chanting.	
    
  69–70	
    
  Each	
    time	
    a	
    PC	
    invokes	
    the	
    deity’s	
    name,	
    a	
    stroke	
    
  of	
     lighting	
     hits	
     a	
     random	
     spot	
     (3d6	
     electricity	
    
  damage,	
    DC	
    14	
    Reflex	
    halves).	
    
  71–73	
    
  A	
    pile	
    of	
    holy	
    texts	
    sits	
    in	
    a	
    smouldering	
    heap	
    as	
    
  if	
    recently	
    set	
    on	
    fire	
    and	
    put	
    out.	
    
  74–76	
    
  All	
    undead	
    creatures	
    in	
    the	
    temple	
    benefit	
    from	
    
  a	
    desecrate	
    spell.	
    
  77–79	
    
  A	
     stone	
     statue	
     carrying	
     a	
     metal	
     (or	
     other	
    
  appropriate	
     material)	
     weapon	
     favoured	
     by	
     the	
    
  deity	
    suddenly	
    presents	
    it	
    in	
    a	
    threatening	
    way.	
    
  80	
    
  An	
    animal	
    sacred	
    to	
    the	
    deity	
    (with	
    the	
    celestial	
    
  or	
    fiendish	
    template,	
    as	
    appropriate	
    to	
    the	
    deity)	
    
  materializes	
    and	
    follows	
    one	
    of	
    the	
    PCs	
    around;	
    
  during	
    combat,	
    it	
    protects	
    the	
    chosen	
    PC.	
    
  81–82	
    
  The	
    smell	
    of	
    decaying	
    flesh	
    wafts	
    into	
    the	
    room	
    
  the	
    party	
    currently	
    occupies.	
    
  83–84	
    
  When	
     the	
     PCs	
     approach	
     the	
     altar,	
     it	
     sinks	
     into	
    
  the	
     floor	
     and	
     is	
     inaccessible;	
     after	
     an	
     hour,	
     it	
    
  rises	
    from	
    the	
    floor	
    again.	
    
  85–86	
    
  A	
     golden	
     holy	
     symbol	
     turns	
     to	
     lead	
     when	
    
  removed	
    from	
    the	
    temple.	
    
  87–88	
    
  A	
     disembodied	
     voice	
     admonishes	
     the	
     PCs	
     for	
    
  defiling	
    the	
    temple.	
    
  89–90	
    
  Mundane	
    holy	
    symbols	
    hanging	
    on	
    the	
    walls	
    rot	
    
  and	
    tarnish	
    instantly.	
    
  91-­‐92	
    
  Once	
    per	
    day,	
    a	
    feast	
    materializes	
    on	
    a	
    table	
    in	
    a	
    
  communal	
     room.	
     Depending	
     on	
     the	
     temple’s	
    
  alignment,	
    the	
    food	
    provides	
    the	
    benefits	
    of	
    the	
    
  heroes’	
     feast	
     spell	
     or	
     acts	
     as	
     create	
     undead	
    
  should	
    a	
    PC	
    eating	
    the	
    food	
    die	
    within	
    24	
    hours	
    
  of	
    consuming	
    it.	
    
  93	
    
  A	
    colony	
    of	
    bats	
    (or	
    rats)	
    emerges	
    from	
    their	
    lair	
    
  to	
    pester	
    the	
    intruders.	
    
  94–95	
    
  A	
     cacophony	
     of	
     fervent	
     prayer	
     erupts	
     from	
     the	
    
  pews	
    in	
    this	
    empty	
    hall	
    of	
    worship.	
    	
    
  96–97	
    
  A	
     stained	
     glass	
     window	
     suddenly	
     shatters	
     and	
    
  sprays	
    shards	
    of	
    glass	
    in	
    a	
    10-­‐foot	
    cone,	
    dealing	
    
  2d6	
    slashing	
    damage	
    (DC	
    15	
    Reflex	
    halves).	
    
  98–99	
    
  Roll	
    twice	
    and	
    apply	
    all	
    results.	
    
  100	
    
  Roll	
    three	
    times	
    and	
    apply	
    all	
    results.	
    
  	
    
   
  
  76	
    
  A B A N D O N E D  V I L L A G E :  A N  A L T E R N A T E  D U N G E O N  
  Decrepit	
     and	
     deteriorating,	
     an	
     abandoned	
     settlement	
     poses	
    
  both	
    unique	
    dangers	
    and	
    enticing	
    opportunities	
    for	
    adventurers.	
    
  No	
    adventuring	
    site	
    is	
    riper	
    for	
    the	
    looting	
    than	
    a	
    place	
    forgotten	
    
  and	
    abandoned	
    by	
    protectors	
    and	
    authorities.	
    Still,	
    abandoned	
    
  doesn’t	
    always	
    mean	
    empty:	
    deserted	
    settlements	
    are	
    attractive	
    
  to	
    squatters,	
    hermits,	
    vermin,	
    urban	
    monsters,	
    bandits,	
    outlaws,	
    
  feral	
     dogs	
     and	
     other	
     wild	
     animals,	
     and	
     even	
     the	
     undead,	
     who	
    
  may	
    often	
    find	
    the	
    lonely,	
    decaying	
    husk	
    of	
    a	
    once-­‐lively	
    place	
    an	
    
  apt	
    and	
    fitting	
    lair.	
    
  	
    
  Great	
     is	
     the	
     lure	
     of	
     unguarded	
     manors,	
     keeps,	
     shops	
     and	
    
  guild	
    vaults,	
    to	
    be	
    sure,	
    but	
    adventurers	
    may	
    visit	
    an	
    abandoned	
    
  village	
    for	
    any	
    number	
    of	
    reasons.	
    A	
    patron	
    might	
    ask	
    the	
    PCs	
    to	
    
  recover	
    something	
    left	
    behind,	
    to	
    find	
    someone	
    hiding	
    there	
    or	
    
  to	
    discover	
    some	
    clue	
    or	
    evidence	
    of	
    the	
    truth	
    behind	
    the	
    ruin	
    of	
    
  the	
    place.	
    
  	
    
  A	
     settlement,	
     however,	
     is	
     rarely	
     laid	
     out	
     with	
     defence	
     in	
    
  mind;	
    it	
    is	
    a	
    place	
    for	
    common	
    people	
    to	
    live	
    and	
    work,	
    and	
    this	
    
  fact	
    may	
    make	
    it	
    difficult	
    to	
    imagine	
    an	
    abandoned	
    village	
    as	
    a	
    
  conventional	
     dungeon—especially	
     given	
     the	
     open,	
     non-­‐linear	
    
  nature	
    of	
    a	
    typical	
    urban	
    sprawl.	
    This	
    section	
    provides	
    GMs	
    with	
    
  advice	
    for	
    transforming	
    the	
    ruins	
    of	
    a	
    deserted	
    settlement	
    into	
    a	
    
  memorable	
    dungeon-­‐crawling	
    experience.	
    
  D E F I N I N G  T H E  D U N G E O N  
  An	
    abandoned	
    village	
    is	
    a	
    ghost	
    town—a	
    settlement	
    (or	
    part	
    of	
    
  one)	
    once	
    occupied	
    by	
    common	
    people.	
    It	
    might	
    be	
    a	
    forgotten	
    
  hamlet	
    in	
    the	
    woods,	
    a	
    mining	
    community	
    abandoned	
    after	
    the	
    
  local	
    mines	
    dried	
    up,	
    a	
    once-­‐thriving	
    town	
    vacated	
    by	
    occupying	
    
  forces	
    in	
    wartime	
    or	
    even	
    a	
    smaller	
    part	
    of	
    a	
    larger	
    settlement—
  perhaps	
    a	
    deserted	
    slum	
    in	
    the	
    heart	
    of	
    the	
    big	
    city.	
    
  	
    
  The	
    vast	
    majority	
    of	
    structures	
    within	
    an	
    abandoned	
    village	
    
  are	
     private	
     homes,	
     with	
     a	
     number	
     of	
     businesses	
     and	
     public	
    
  spaces	
    rounding	
    out	
    the	
    bulk	
    of	
    the	
    site.	
    
  D E S I G N I N G  T H E  D U N G E O N  
  As	
    an	
    adventuring	
    site,	
    an	
    abandoned	
    settlement	
    works	
    best	
    as	
    
  a	
    series	
    of	
    encounters	
    to	
    be	
    tackled	
    in	
    whichever	
    order	
    the	
    PCs	
    
  choose—freedom	
     of	
     exploration	
     is	
     the	
     rule	
     of	
     the	
     day	
     when	
    
  walls	
    and	
    corridors	
    don’t	
    constrain	
    the	
    PCs’	
    choice	
    of	
    where	
    to	
    
  go	
     and	
     what	
     to	
     do.	
     Consider	
     keeping	
     a	
     list	
     of	
     prepared	
    
  encounters	
    handy,	
    each	
    one	
    tied	
    to	
    a	
    type	
    of	
    room,	
    structure	
    or	
    
  location	
     within	
     the	
     abandoned	
     settlement.	
     As	
     PCs	
     explore,	
    
  choose	
    appropriate	
    encounters	
    and	
    run	
    them	
    ad	
    hoc.	
    
  	
    
  As	
    with	
    any	
    above-­‐ground	
    ruin,	
    be	
    prepared	
    for	
    players	
    to	
    
  use	
     fly	
     and	
     similar	
     spells	
     to	
     reconnoitre	
     the	
     village.	
     Have	
     a	
    
  player-­‐friendly	
     map	
     handy,	
     depicting	
     all	
     significant	
     structures	
    
  and	
    locations	
    populating	
    the	
    settlement.	
    Don’t	
    be	
    discouraged	
    if	
    
  the	
    PCs	
    learn	
    the	
    lay	
    of	
    the	
    land	
    before	
    they	
    ever	
    set	
    foot	
    in	
    your	
    
  village-­‐turned-­‐dungeon—the	
     open-­‐world	
     nature	
     of	
     an	
     urban	
    
  exploration	
    renders	
    the	
    order	
    in	
    which	
    a	
    party	
    experiences	
    each	
    
  encounter	
     more	
     or	
     less	
     moot.	
     Of	
     course,	
     the	
     players	
     certainly	
    
  don’t	
    need	
    to	
    know	
    that;	
    let	
    them	
    revel	
    in	
    the	
    sense	
    of	
    control.	
    
  Whether	
    they’ve	
    gotten	
    the	
    lay	
    of	
    the	
    land	
    beforehand	
    or	
    not,	
    
  observant	
    PCs	
    will	
    have	
    a	
    pretty	
    good	
    sense	
    of	
    what	
    sort	
    of	
    door	
    
  they’re	
    kicking	
    down	
    during	
    their	
    exploration.	
    Allow	
    your	
    PCs	
    to	
    
  enjoy	
    feeling	
    like	
    they’re	
    the	
    ones	
    calling	
    the	
    shots	
    during	
    this	
    
  adventure.	
    Normally	
    players	
    would	
    be	
    asking	
    you	
    what’s	
    on	
    the	
    
  other	
     side	
     of	
     any	
     given	
     door—is	
     it	
     a	
     guardhouse?	
     A	
     lab?	
     A	
    
  barracks?	
    A	
    menagerie?	
    A	
    smithy?	
    This	
    time	
    around,	
    it	
    may	
    be	
    
  the	
    PCs	
    telling	
    you	
    what	
    lies	
    within.	
    Don’t	
    try	
    to	
    fool	
    them—give	
    
  the	
     PCs	
     that	
     control.	
     An	
     arcane	
     college	
     looks	
     like	
     an	
     arcane	
    
  college;	
    a	
    keep	
    looks	
    like	
    a	
    keep;	
    a	
    blacksmith’s	
    shop,	
    a	
    guard	
    
  tower—all	
    pretty	
    obvious.	
    Meet	
    their	
    expectations;	
    the	
    sense	
    of	
    
  freedom	
    and	
    control	
    go	
    a	
    long	
    way	
    toward	
    setting	
    the	
    adventure	
    
  apart	
    from	
    all	
    the	
    rest	
    in	
    the	
    minds	
    of	
    your	
    players.	
    
  	
    
  Within	
    each	
    structure	
    or	
    encounter,	
    terrain	
    and	
    layout	
    are	
    
  important	
     for	
     setting	
     an	
     eerie	
     atmosphere	
     of	
     decrepitude	
     and	
    
  disrepair.	
     Below	
     are	
     some	
     features	
     and	
     ideas	
     a	
     GM	
     could	
     use	
    
  when	
    designing	
    locations	
    within	
    an	
    abandoned	
    settlement.	
    
  	
    
  Cover	
    and	
    Improved	
    Cover:	
    Bannisters,	
    collapsing	
    walls	
    and	
    
  pillars,	
    slanted	
    door	
    frames,	
    stairwells…	
    opportunities	
    for	
    PCs	
    to	
    
  take	
    cover	
    are	
    abundant	
    in	
    an	
    abandoned	
    settlement.	
    Improved	
    
  cover	
    might	
    be	
    more	
    commonplace	
    than	
    in	
    most	
    dungeons,	
    as	
    
  well:	
    every	
    arrow	
    slit,	
    guardhouse	
    turret	
    and	
    cracked	
    wall	
    might	
    
  be	
    an	
    opportunity	
    to	
    use	
    improved	
    cover	
    to	
    one’s	
    advantage.	
    
  	
    
  Dense	
    Rubble:	
    Between	
    the	
    partial	
    collapses	
    and	
    rampant	
    
  looting	
    and	
    ransacking	
    sure	
    to	
    befall	
    any	
    long-­‐abandoned	
    village,	
    
  rubble	
    and	
    similar	
    forms	
    of	
    difficult	
    terrain	
    will	
    abound.	
    Within	
    
  interior	
    areas,	
    spaces	
    containing	
    rubble	
    and	
    so	
    on	
    ought	
    to	
    be	
    
  more	
    commonplace	
    than	
    clear	
    spaces.	
    
  	
    
  It	
    costs	
    two	
    squares	
    of	
    movement	
    to	
    enter	
    a	
    square	
    with	
    
  dense	
    rubble.	
    The	
    DC	
    of	
    Acrobatics	
    skill	
    checks	
    on	
    dense	
    rubble	
    
  increases	
    by	
    5,	
    and	
    the	
    DC	
    of	
    Stealth	
    skill	
    checks	
    increase	
    by	
    2.	
    
  	
    
  Light	
    and	
    Heavy	
    Undergrowth:	
    Without	
    maintenance	
    and	
    
  grounds-­‐keeping,	
    undergrowth	
    is	
    sure	
    to	
    get	
    out	
    of	
    hand.	
    
  	
    
  A	
    space	
    covered	
    with	
    light	
    undergrowth	
    costs	
    two	
    squares	
    
  of	
    movement	
    to	
    enter;	
    heavy	
    undergrowth	
    costs	
    four.	
    The	
    DCs	
    
  of	
    Acrobatics	
    and	
    Stealth	
    skill	
    checks	
    increase	
    by	
    2	
    in	
    spaces	
    of	
    
  light	
     undergrowth,	
     while	
     heavy	
     undergrowth	
     raises	
     the	
     DC	
     of	
    
  Acrobatics	
    checks	
    by	
    5,	
    and	
    provides	
    a	
    +5	
    circumstance	
    bonus	
    on	
    
  Stealth	
     checks.	
     Both	
     types	
     of	
     space	
     provide	
     concealment	
    
  (increased	
     to	
     30%	
     miss	
     chance	
     in	
     heavy	
     growth),	
     and	
     running	
    
  and	
    charging	
    are	
    impossible	
    through	
    either	
    type.	
    
  	
    
  Stuck	
    Doors:	
    Rusty	
    hinges	
    on	
    mildew-­‐swollen	
    doors	
    tend	
    to	
    
  stick.	
    Opening	
    a	
    rusted-­‐stuck	
    door	
    takes	
    a	
    DC	
    14	
    Strength	
    check.	
    
  
  77	
    
  R U N N I N G  T H E  D U N G E O N  
  Above	
     and	
     beyond	
     the	
     often	
     freeform	
     manner	
     of	
     exploration	
    
  within	
    an	
    abandoned	
    settlement,	
    such	
    a	
    locale	
    offers	
    a	
    handful	
    
  of	
     additional	
     challenges	
     and	
     opportunities.	
     Below	
     are	
     listed	
     a	
    
  few	
     special	
     considerations	
     a	
     GM	
     should	
     keep	
     in	
     mind	
     when	
    
  running	
    an	
    abandoned	
    settlement	
    as	
    a	
    dungeon.	
    
  	
    
  Multi-­‐Level	
     Structures:	
     Opportunities	
     for	
     dynamic	
     battles	
    
  within	
     two-­‐	
     and	
     three-­‐storey	
     structures	
     abound,	
     especially	
    
  where	
    balconies,	
    bannisters	
    and	
    partially	
    collapsed	
    floors	
    allow	
    
  for	
     an	
     ambush	
     from	
     above,	
     or	
     a	
     strategic	
     sniping	
     location.	
    
  Challenging	
     the	
     PCs’	
     efforts	
     to	
     move	
     between	
     floors	
     spices	
     up	
    
  encounters,	
    too;	
    fragmented	
    or	
    entirely	
    collapsed	
    staircases	
    and	
    
  inaccessible	
     balconies	
     reward	
     acrobatic	
     PCs	
     and	
     help	
     to	
     make	
    
  tactical	
    choices	
    meaningful	
    (and	
    encounters	
    memorable).	
    
  	
    
  Rotting	
    Barriers:	
    Within	
    structures	
    particularly	
    exposed	
    to,	
    
  or	
     worn	
     down	
     by,	
     the	
     elements,	
     rot	
     and	
     rust	
     set	
     in.	
     Consider	
    
  reducing	
     the	
     hardness	
     values	
     of	
     metal	
     and	
     wooden	
     objects	
     by	
    
  half	
    within	
    such	
    structures.	
    
  	
    
  Size	
    Constraints:	
    Not	
    all	
    villages	
    are	
    built	
    by	
    Medium-­‐sized	
    
  creatures.	
    Sending	
    your	
    PCs	
    to	
    explore	
    a	
    gnomish	
    settlement	
    or	
    
  a	
    halfling	
    shire	
    allows	
    for	
    all	
    sorts	
    of	
    new	
    opportunities.	
    Refresh	
    
  your	
    familiarity	
    with	
    the	
    rules	
    for	
    squeezing	
    and	
    for	
    fighting	
    in	
    
  close	
    or	
    cramped	
    quarters.	
    
  	
    
  Structural	
    Damage:	
    Without	
    regular	
    maintenance,	
    buildings	
    
  in	
     long-­‐abandoned	
     settlements	
     may	
     often	
     literally	
     come	
     down	
    
  around	
    careless	
    explorers’	
    heads.	
    Whenever	
    a	
    character	
    (PC	
    or	
    
  NPC)	
    takes	
    a	
    violent	
    or	
    reckless	
    action	
    (like	
    attacking,	
    running,	
    
  falling,	
    bashing	
    open	
    a	
    stuck	
    door	
    or	
    making	
    an	
    Acrobatics	
    check	
    
  to	
     jump,	
     swing	
     or	
     tumble)	
     inside	
     a	
     decaying	
     structure,	
     the	
    
  building	
     takes	
     1	
     point	
     of	
     structural	
     damage.	
     After	
     a	
     structure	
    
  takes	
    enough	
    damage	
    (2d10	
    points	
    for	
    each	
    floor,	
    wing	
    or	
    other	
    
  major	
    level	
    of	
    the	
    structure),	
    the	
    building	
    begins	
    to	
    collapse.	
    
  	
    
  A	
     collapsing	
     structure	
     falls	
     apart	
     over	
     the	
     course	
     of	
     2d4	
    
  rounds	
    before	
    finally	
    disintegrating	
    into	
    a	
    heap	
    of	
    dense	
    rubble	
    
  and	
    dealing	
    6d6	
    damage	
    to	
    everyone	
    inside.	
    During	
    this	
    interim,	
    
  a	
     character	
     taking	
     further	
     violent	
     action	
     as	
     described	
     above	
    
  causes	
     some	
     dangerous	
     mishap	
     for	
     him-­‐or-­‐herself.	
     Roll	
     1d4	
     to	
    
  determine	
    the	
    outcome	
    of	
    each	
    such	
    reckless	
    act.	
    
  	
    
  D4	
    
  EVENT	
    
  1	
    
  Falling	
     supports	
     and	
     timbers	
     strike	
     the	
     character	
    
  who	
    suffers	
    2d6	
    damage	
    (DC	
    15	
    Reflex	
    halves).	
    
  2	
    
  The	
     character	
     falls	
     through	
     the	
     floor,	
     falling	
     prone	
    
  and	
    taking	
    falling	
    damage	
    as	
    appropriate.	
    
  3	
    
  The	
    character’s	
    foot	
    falls	
    through	
    the	
    floor	
    unless	
    he	
    
  or	
     she	
     makes	
     a	
     DC	
     15	
     Reflex	
     saving	
     throw.	
     Once	
    
  stuck,	
    a	
    DC	
    10	
    Strength	
    check	
    made	
    as	
    a	
    move	
    action	
    
  frees	
    the	
    limb.	
    
  4	
    
  The	
    character	
    suffers	
    1d4	
    points	
    of	
    piercing	
    damage	
    
  as	
     some	
     glass	
     or	
     wooden	
     structure	
     shatters	
     or	
    
  splinters	
    overhead.	
    
  S A C K I N G  T H E  D U N G E O N  
  As	
    with	
    most	
    adventuring	
    sites,	
    an	
    abandoned	
    village	
    should	
    be	
    
  a	
     source	
     of	
     tantalizing	
     wealth.	
     Unlike	
     other	
     adventuring	
     sites,	
    
  however,	
    justifying	
    the	
    abundance	
    of	
    treasure	
    and	
    valuables	
    (in	
    
  an	
    open-­‐air	
    location	
    absent	
    of	
    authorities	
    and	
    subject	
    to	
    looting	
    
  and	
    pillaging)	
    might	
    be	
    a	
    little	
    tricky.	
    
  	
    
  Art,	
     Dressing	
     and	
     Furnishings:	
     Looters	
     might	
     have	
     a	
     hard	
    
  time	
    removing	
    unwieldy	
    pieces	
    of	
    art	
    (such	
    as	
    large	
    oil	
    paintings,	
    
  antique	
    furniture	
    and	
    heavy	
    tapestries),	
    and	
    may	
    not	
    even	
    know	
    
  an	
    antique	
    or	
    a	
    masterpiece	
    when	
    they	
    see	
    one.	
    
  	
    
  Coin:	
    A	
    fortune	
    in	
    gems	
    and	
    platinum	
    coins	
    doesn’t	
    weigh	
    
  much.	
    Unless	
    the	
    settlement	
    was	
    abandoned	
    in	
    a	
    hurry,	
    chances	
    
  are	
    good	
    that	
    no-­‐one	
    left	
    behind	
    a	
    heaping	
    mound	
    of	
    jewels.	
    A	
    
  fortune	
    in	
    copper	
    coins,	
    on	
    the	
    other	
    hand,	
    is	
    a	
    different	
    story.	
    
  When	
    distributing	
    large	
    amounts	
    of	
    wealth,	
    consider	
    using	
    small-­‐
  value	
     coins	
     like	
     copper	
     and	
     silver.	
     The	
     challenge	
     of	
     moving	
     so	
    
  much	
    wealth	
    can	
    make	
    carrying	
    it	
    all	
    away	
    an	
    encounter	
    in	
    itself,	
    
  especially	
    if	
    bandits	
    or	
    looters	
    wise	
    up	
    to	
    whatever	
    plan	
    your	
    PCs	
    
  devise	
    to	
    haul	
    away	
    the	
    wealth.	
    
  	
    
  Gold	
    and	
    Silver	
    Housewares:	
    From	
    family	
    heirlooms	
    to	
    old	
    
  lockboxes	
    to	
    chandelier	
    filigree	
    to	
    antique	
    cutlery,	
    any	
    number	
    
  of	
    housewares	
    might	
    be	
    forged	
    from	
    valuable	
    gold	
    or	
    silver.	
    In	
    a	
    
  large	
    manor,	
    fleeing	
    nobles	
    (and	
    subsequent	
    looters)	
    might	
    have	
    
  missed	
    any	
    number	
    of	
    nooks	
    and	
    crannies.	
    Even	
    in	
    more	
    meagre	
    
  homes,	
    trinkets	
    made	
    of	
    copper	
    might	
    have	
    value—especially	
    if	
    
  melted	
    down	
    and	
    appraised	
    by	
    the	
    pound.	
    
  	
    
  Magic	
    Items:	
    Magical	
    wards	
    require	
    less	
    maintenance	
    and	
    
  are	
     bound	
     to	
     last	
     longer	
     than	
     most	
     mundane	
     walls	
     and	
     doors	
    
  after	
    long	
    exposure	
    to	
    the	
    elements.	
    So,	
    too,	
    are	
    such	
    barriers	
    
  more	
     likely	
     to	
     resist	
     theft	
     (or	
     even	
     detection)	
     by	
     highwaymen	
    
  and	
    looters.	
    And	
    what	
    else	
    is	
    more	
    likely	
    to	
    be	
    secured	
    behind	
    a	
    
  magical	
    trap	
    than	
    a	
    magical	
    item?	
    Temples,	
    alchemical	
    labs	
    and	
    
  arcane	
     colleges	
     might	
     have	
     left	
     behind	
     magical	
     goods,	
     sealed	
    
  behind	
    illusions,	
    locks	
    and	
    wards	
    that	
    will	
    stand	
    the	
    test	
    of	
    time.	
    
  	
    
  Records:	
    Old	
    documents	
    and	
    records	
    might	
    not	
    seem	
    like	
    
  treasure—and	
     that’s	
     exactly	
     why	
     looters	
     are	
     likely	
     to	
     overlook	
    
  this	
    category	
    of	
    valuables	
    (leaving	
    them	
    for	
    your	
    PCs	
    to	
    find).	
    A	
    
  lost	
    deed,	
    an	
    incriminating	
    file	
    or	
    a	
    last	
    will	
    and	
    testament	
    may	
    
  be	
    worth	
    a	
    small	
    fortune	
    to	
    the	
    right	
    party.	
    It’s	
    easy	
    to	
    imagine	
    
  seeding	
    the	
    plot	
    hook	
    to	
    your	
    next	
    adventure	
    this	
    way,	
    as	
    well.	
    
  	
    
  Trade	
     Goods:	
     In	
     an	
     abandoned	
     urban	
     environment,	
     trade	
    
  goods	
    are	
    likely	
    to	
    be	
    the	
    primary	
    source	
    of	
    treasure.	
    Some	
    food	
    
  can	
    keep	
    for	
    a	
    very	
    long	
    time—rare	
    spices	
    in	
    particular.	
    Furs	
    and	
    
  other	
     valuable	
     textiles	
     are	
     commodities,	
     as	
     are	
     precious	
     metal	
    
  ingots	
    (including	
    mithral	
    and	
    adamantine),	
    rare	
    woods	
    (such	
    as	
    
  darkwood),	
    marble,	
    glass,	
    hides	
    and	
    pelts.	
    
  	
    
  Sunken	
    Vessels:	
    In	
    the	
    waters	
    adjacent	
    to	
    a	
    coastal	
    village	
    
  or	
    harbour,	
    sunken	
    ships—especially	
    merchant	
    galleons—might	
    
  contain	
     any	
     number	
     of	
     valuables,	
     magic	
     items	
     or	
     even	
     whole	
    
  chests	
    full	
    of	
    gold	
    and	
    silver. 
  	
    
   
  
  78	
    
  A L C H E M I S T ’ S  L A B O R A T O R Y :  A N  A L T E R N A T E  D U N G E O N  
  The	
    art	
    of	
    alchemy	
    arose	
    among	
    archaic	
    scholars	
    pursuing	
    cures	
    
  for	
     disease,	
     pain	
     and	
     mortality.	
     Some	
     continued	
     to	
     hunt	
     for	
    
  medicines,	
     while	
     others	
     turned	
     from	
     the	
     healing	
     arts	
     to	
     seek	
    
  riches,	
    trying	
    to	
    transform	
    ordinary	
    metals	
    into	
    pure	
    gold.	
    	
    While	
    
  the	
     alchemists	
     of	
     our	
     world	
     evolved	
     into	
     modern	
     scientists,	
    
  those	
     within	
     the	
     Pathfinder	
     Roleplaying	
     Game	
     found	
     their	
    
  original	
     methods	
     more	
     successful.	
     In	
     a	
     world	
     brimming	
     with	
    
  arcane	
     power,	
     a	
     true	
     alchemist	
     may	
     achieve	
     wonders	
     to	
     rival	
    
  even	
     great	
     feats	
     of	
     magic.	
     A	
     blend	
     of	
     science	
     and	
     sorcery,	
    
  alchemy	
     remains	
     a	
     mainstay	
     of	
     roleplaying	
     games,	
     embodying	
    
  the	
    intersection	
    between	
    reality	
    and	
    fantasy.	
    	
    
  	
    
  Exploring	
     an	
     alchemical	
     laboratory	
     provides	
     adventurers	
    
  with	
    a	
    glimpse	
    into	
    the	
    minds	
    and	
    arsenals	
    of	
    the	
    great	
    crafters.	
    
  The	
     alchemist	
     masters	
     the	
     world	
     by	
     learning	
     its	
     fundamental	
    
  workings	
     through	
     experimentation,	
     concoction	
     and	
     dissection.	
    
  Over	
     smoking	
     fires	
     in	
     rooms	
     lined	
     with	
     cluttered	
     shelves,	
     they	
    
  hone	
     their	
     art.	
     Although	
     alchemical	
     laboratories	
     share	
     many	
    
  features	
    with	
    typical	
    dungeons,	
    designing	
    a	
    realistic	
    yet	
    mystical	
    
  laboratory	
    presents	
    a	
    unique	
    challenge	
    for	
    the	
    modern	
    GM.	
    The	
    
  following	
    section	
    uses	
    a	
    combination	
    of	
    mysterious	
    atmosphere	
    
  and	
    real	
    world	
    chemistry	
    to	
    provide	
    the	
    GM	
    with	
    guidelines	
    for	
    
  transforming	
    
  a	
    
  simple	
    
  alchemist's	
    
  workroom	
    
  into	
    
  an	
    
  unforgettable	
    gaming	
    experience.	
    
  D E F I N I N G  T H E  D U N G E O N  
  An	
    alchemist’s	
    laboratory	
    serves	
    as	
    a	
    workshop	
    where	
    scholars	
    
  can	
     refine	
     mundane	
     ingredients	
     into	
     tools	
     or	
     supernatural	
    
  power.	
    Alchemist	
    laboratories	
    can	
    be	
    found	
    anywhere	
    intelligent	
    
  creatures	
    call	
    home,	
    whether	
    as	
    part	
    of	
    a	
    larger	
    complex	
    or	
    built	
    
  as	
    an	
    independent	
    structure.	
    At	
    its	
    heart,	
    a	
    laboratory	
    is	
    a	
    high-­‐
  risk	
     workspace,	
     designed	
     to	
     maximize	
     efficiency,	
     function	
     and,	
    
  above	
    all	
    else,	
    safety.	
    Laboratories	
    tend	
    to	
    be	
    sequestered	
    from	
    
  living	
    spaces	
    in	
    order	
    to	
    reduce	
    the	
    risk	
    of	
    alchemical	
    waste	
    or	
    
  botched	
    experiments	
    harming	
    people	
    or	
    property.	
    The	
    nature	
    of	
    
  a	
    laboratory	
    dungeon	
    depends	
    on	
    its	
    state	
    of	
    repair;	
    abandoned	
    
  laboratories	
    
  accumulate	
    
  numerous	
    
  hazards	
    
  as	
    
  unstable	
    
  concoctions	
     and	
     apparatuses	
     break	
     down,	
     while	
     occupied	
    
  laboratories	
     are	
     better	
     maintained	
     and	
     more	
     likely	
     to	
     contain	
    
  recent	
     research	
     notes,	
     newly	
     crafted	
     alchemical	
     products	
     and	
    
  functional	
    traps.	
    
  D E S I G N I N G  T H E  D U N G E O N  
  When	
    designing	
    an	
    alchemical	
    laboratory	
    as	
    a	
    dungeon,	
    the	
    GM	
    
  must	
     consider	
     how	
     each	
     room’s	
     features	
     contribute	
     to	
     the	
    
  laboratory’s	
    
  overall	
    
  function.	
    
  Laboratories	
    
  are	
    
  dynamic	
    
  structures	
    that	
    require	
    certain	
    components	
    in	
    order	
    to	
    conduct	
    
  safe	
     and	
     reliable	
     experiments.	
     Dilapidated	
     or	
     inadequate	
    
  provisions	
    create	
    an	
    unstable	
    environment,	
    increasing	
    the	
    risk	
    of	
    
  hazards	
     and	
     changing	
     the	
     nature	
     of	
     encounters	
     within	
     the	
    
  laboratory.	
     Below	
     are	
     some	
     features	
     the	
     GM	
     should	
     consider	
    
  when	
    designing	
    an	
    alchemist’s	
    laboratories	
    as	
    dungeons.	
    
  Disposal:	
     All	
     experiments	
     create	
     waste,	
     which	
     must	
     be	
    
  removed.	
     Ideally	
     a	
     researcher	
     can	
     dump	
     experimental	
     waste	
    
  into	
     a	
     river,	
     chasm,	
     portal	
     or	
     other	
     reservoir	
     where	
     they	
     can	
    
  disperse	
     with	
     little	
     risk.	
     Laboratories	
     that	
     lack	
     immediate	
    
  disposal	
    methods	
    must	
    set	
    aside	
    containers	
    to	
    hold	
    alchemical	
    
  detritus	
     until	
     it	
     can	
     be	
     safely	
     removed.	
     Laboratories	
     without	
    
  adequate	
     disposal	
     mechanisms	
     risk	
     mixing	
     unstable	
     waste	
    
  products,	
     which	
     interfere	
     with	
     normal	
     biology.	
     Creatures	
    
  interacting	
     with	
     alchemical	
     waste	
     must	
     make	
     a	
     Fortitude	
     save	
    
  (DC	
     10	
     +	
     the	
     party’s	
     APL).	
     Failure	
     means	
     the	
     creature	
     cannot	
    
  heal	
    hit	
    points	
    or	
    ability	
    damage	
    naturally.	
    This	
    condition	
    can	
    be	
    
  removed	
    with	
    a	
    DC	
    20	
    Heal	
    check	
    or	
    a	
    remove	
    disease	
    spell.	
    
  Heat	
     Source:	
     Heat	
     is	
     easily	
     manipulated,	
     making	
     it	
     an	
    
  appealing	
    and	
    often	
    vital	
    catalyst	
    for	
    alchemical	
    reactions.	
    A	
    fire	
    
  that	
    burns	
    too	
    hot	
    can	
    easily	
    lead	
    to	
    an	
    explosion,	
    while	
    a	
    fire	
    
  that	
    is	
    allowed	
    to	
    burn	
    too	
    low	
    may	
    not	
    yield	
    the	
    desired	
    results.	
    
  Ideally,	
     alchemists	
     have	
     apparatuses	
     capable	
     of	
     limiting	
    
  temperature	
     fluctuations;	
     almost	
     any	
     heat	
     source	
     can	
     be	
     jury-­‐
  rigged	
     to	
     function	
     in	
     a	
     laboratory.	
     Broken	
     or	
     poorly	
     regulated	
    
  heating	
     mechanisms	
     can	
     create	
     severe	
     or	
     extreme	
     heat	
    
  conditions,	
     or	
     explode	
     when	
     mishandled,	
     functioning	
     like	
     fire	
    
  trap,	
    fireball	
    or	
    incendiary	
    cloud. 
  Maintenance:	
     Alchemical	
     reactions	
     are	
     sensitive,	
     and	
     even	
    
  small	
     flaws	
     or	
     trace	
     amounts	
     of	
     contamination	
     can	
     ruin	
    
  materials.	
     Alchemists	
     must	
     routinely	
     scour	
     their	
     workspace,	
    
  glassware	
    and	
    other	
    tools,	
    and	
    replace	
    damaged	
    equipment	
    to	
    
  ensure	
    
  high	
    
  quality	
    
  products.	
    
  Improperly	
    
  maintained	
    
  laboratories	
     increase	
     the	
     risk	
     that	
     alchemical	
     items	
     found	
     or	
    
  produced	
    in	
    the	
    laboratory	
    fails	
    to	
    function	
    (up	
    to	
    50%	
    chance	
    of	
    
  an	
    item	
    having	
    no	
    effect	
    when	
    used),	
    and	
    debris	
    can	
    function	
    as	
    
  difficult	
    terrain	
    or	
    caltrops.	
    
  Ventilation:	
    Poisonous	
    fumes	
    are	
    an	
    insidious	
    killer.	
    Gaseous	
    
  products	
    can	
    quickly	
    fill	
    the	
    surrounding	
    air	
    if	
    a	
    laboratory	
    is	
    not	
    
  properly	
    ventilated.	
    A	
    chimney	
    is	
    often	
    sufficient,	
    but	
    noxious	
    or	
    
  volatile	
    substances	
    require	
    artificial	
    airflow	
    to	
    draw	
    fumes	
    away,	
    
  such	
     as	
     heated	
     air	
     rising	
     to	
     carry	
     away	
     vapours,	
     or	
     vacuums	
    
  created	
     by	
     pump	
     mechanisms	
     or	
     magical	
     portals.	
     Poor	
    
  ventilation	
    results	
    in	
    the	
    accumulation	
    of	
    toxic	
    fumes,	
    which	
    deal	
    
  1	
    point	
    of	
    Constitution	
    damage	
    per	
    hour,	
    minute	
    or	
    round	
    spent	
    
  in	
    the	
    laboratory,	
    depending	
    on	
    the	
    extent	
    of	
    contamination.	
    A	
    
  DC	
    10	
    Fortitude	
    save	
    resists	
    the	
    damage,	
    but	
    longer	
    exposures	
    
  become	
     more	
     dangerous,	
     increasing	
     the	
     DC	
     by	
     1	
     per	
     previous	
    
  save.	
    
  
  79	
    
  R U N N I N G  T H E  D U N G E O N  
  Running	
    an	
    alchemist’s	
    laboratory	
    as	
    an	
    adventure	
    site	
    is	
    similar	
    
  to	
    running	
    a	
    traditional	
    dungeon.	
    Below	
    are	
    some	
    features	
    GMs	
    
  should	
    bear	
    in	
    mind	
    when	
    using	
    an	
     alchemical	
    laboratory	
    as	
    a	
    
  dungeon.	
    
  	
    
  Airflow:	
    
  Bellows,	
    
  shutters,	
    
  fume	
    
  hoods	
    
  and	
    
  other	
    
  apparatuses	
    installed	
    in	
    a	
    laboratory	
    allow	
    alchemists	
    to	
    direct	
    
  gases	
    into	
    or	
    away	
    from	
    certain	
    areas.	
    A	
    DC	
    15	
    Disable	
    Device	
    or	
    
  Knowledge	
     (engineering)	
     check	
     allows	
     creatures	
     to	
     manipulate	
    
  these	
     mechanisms	
     to	
     relocate	
     or	
     remove	
     airborne	
     hazards.	
    
  Powerful	
    ventilation	
    devices	
    may	
    create	
    strong	
    or	
    severe	
    wind	
    
  effects.	
    
  	
    
  Contaminants:	
     Poorly	
     cleaned	
     laboratories	
     accumulate	
     all	
    
  manner	
    of	
    poisonous	
    compounds	
    that	
    can	
    weaken	
    the	
    body	
    and	
    
  befuddle	
    the	
    mind.	
    Creatures	
    within	
    contaminated	
    areas	
    take	
    a	
    
  –2	
     alchemical	
     penalty	
     on	
     Fortitude	
     and	
     Will	
     saves	
     unless	
     they	
    
  wash	
    away	
    the	
    toxins	
    by	
    making	
    a	
    DC	
    20	
    Heal	
    check.	
    
  	
    
  Corrosive	
    Compounds:	
    Alchemists	
    often	
    work	
    with	
    materials	
    
  that	
     rapidly	
     dissolve	
     wood,	
     stone	
     and	
     metal,	
     requiring	
     special	
    
  containers	
     that	
     remain	
     unharmed	
     by	
     the	
     powerful	
     solvents.	
    
  Objects	
    exposed	
    to	
    these	
    reagents	
    take	
    2d6	
    acid	
    damage	
    every	
    
  turn,	
     ignoring	
     hardness,	
     until	
     the	
     item	
     is	
     destroyed	
     or	
     the	
    
  corrosive	
     substance	
     is	
     scraped	
     or	
     washed	
     away.	
     Attended	
     or	
    
  magical	
    objects	
    can	
    attempt	
    a	
    DC	
    15	
    Reflex	
    save	
    to	
    negate	
    the	
    
  damage.	
     Objects	
     that	
     are	
     immune	
     to	
     acid	
     damage	
     remain	
    
  unharmed	
    by	
    these	
    reactions.	
    
  	
    
  Explosives:	
    Some	
    concoctions	
    are	
    extremely	
    unstable	
    when	
    
  exposed	
    to	
    an	
    open	
    flame.	
    When	
    ignited	
    or	
    dealt	
    fire	
    damage,	
    
  these	
     mixtures	
     explode,	
     dealing	
     1d6	
     bludgeoning	
     damage	
     and	
    
  2d6	
     fire	
     damage	
     in	
     a	
     10-­‐ft.	
     radius	
     burst	
     (DC	
     15	
     Reflex	
     halves).	
    
  Clusters	
     of	
     these	
     compounds	
     can	
     create	
     catastrophic	
     chain	
    
  reactions	
    capable	
    of	
    destroying	
    entire	
    buildings.	
    
  	
    
  Irritants:	
     Alchemical	
     reagents	
     can	
     be	
     notoriously	
     pungent,	
    
  causing	
    itching,	
    nosebleeds,	
    watery	
    eyes	
    and	
    other	
    distractions	
    
  to	
     confound	
     the	
     senses.	
     Creatures	
     exposed	
     to	
     irritants	
     must	
    
  make	
    a	
    DC	
    15	
    Fortitude	
    save	
    or	
    take	
    a	
    –2	
    penalty	
    on	
    Perception	
    
  checks	
     until	
     they	
     return	
     to	
     fresh	
     air.	
     Alchemical	
     irritants	
     also	
    
  obscure	
     other	
     odours,	
     so	
     creatures	
     with	
     the	
     scent	
     ability	
     can	
    
  only	
    detect	
    creatures	
    within	
    5	
    feet,	
    and	
    the	
    base	
    DC	
    to	
    track	
    by	
    
  smell	
    becomes	
    20	
    rather	
    than	
    10.	
    
  	
    
  Mutagens:	
     Some	
     alchemical	
     materials	
     possess	
     properties	
    
  that	
     enhance	
     or	
     inhibit	
     effects	
     that	
     alter	
     a	
     creature’s	
     physical	
    
  properties.	
    When	
    a	
    creature	
    exposed	
    to	
    mutagens	
    is	
    targeted	
    by	
    
  a	
    transmutation	
    spell	
    effect,	
    there	
    is	
    a	
    chance	
    its	
    duration	
    will	
    be	
    
  decreased	
    by	
    half	
    (1-­‐40),	
    doubled	
    (41-­‐80)	
    or	
    remain	
    unaffected	
    
  (81-­‐100).	
     The	
     magic	
     consumes	
     the	
     mutagens,	
     which	
     only	
    
  modifies	
     the	
     first	
     transmutation	
     spell	
     affecting	
     the	
     creature	
    
  following	
    its	
    exposure.	
    Mutagens	
    have	
    no	
    effect	
    on	
    spells	
    with	
    a	
    
  duration	
    of	
    instantaneous	
    or	
    permanent,	
    though	
    these	
    spells	
    still	
    
  remove	
    the	
    mutagens	
    from	
    the	
    creature.	
    
  S A C K I N G  T H E  D U N G E O N  
  Like	
    any	
    adventuring	
    site,	
    an	
    alchemical	
    laboratory	
    has	
    its	
    share	
    
  of	
     valuable	
     treasures	
     and	
     magical	
     artefacts.	
     Listed	
     below	
     are	
    
  inspirational	
    ideas	
    for	
    unique,	
    thematic	
    treasures	
    to	
    award	
    PCs	
    
  adventuring	
    within	
    an	
    alchemical	
    laboratory.	
    
  	
    
  Alchemical	
     Ingredients:	
     The	
     most	
     obvious	
     resources	
     found	
    
  in	
     laboratories	
     are	
     reagents	
     used	
     in	
     alchemy.	
     Using	
     these	
     rare	
    
  ingredients	
    provides	
    a	
    +2	
    circumstance	
    bonus	
    on	
    Craft	
    (alchemy)	
    
  checks,	
     and	
     reduces	
     the	
     time	
     needed	
     to	
     craft	
     any	
     nonmagical	
    
  alchemical	
     item	
     by	
     one	
     day.	
     Particularly	
     potent	
     reagents	
     can	
    
  enhance	
     the	
     magical	
     properties	
     of	
     solutions.	
     Potions	
     created	
    
  with	
    these	
    ingredients	
    increase	
    the	
    duration	
    of	
    their	
    effects	
    by	
    
  50%.	
    An	
    alchemical	
    laboratory	
    typically	
    has	
    enough	
    materials	
    to	
    
  create	
    1d4	
    of	
    these	
    extended	
    potions.	
    
  	
    
  Documents:	
     Most	
     alchemists	
     keep	
     fastidious	
     records	
     of	
    
  background	
     research	
     and	
     experimental	
     results	
     in	
     order	
     to	
    
  reproduce	
     their	
     findings.	
     Valuable	
     to	
     researchers	
     in	
     their	
     own	
    
  right,	
     these	
     tomes	
     may	
     also	
     provide	
     bonuses	
     on	
     Craft	
     or	
    
  Knowledge	
     checks,	
     function	
     as	
     magical	
     scrolls	
     or	
     spellbooks	
     or	
    
  describe	
    ways	
    to	
    augment	
    spells	
    using	
    alchemical	
    items.	
    These	
    
  formulae	
     allow	
     spellcasters	
     to	
     use	
     items	
     created	
     with	
     Craft	
    
  (alchemy),	
    such	
    as	
    alchemist’s	
    fire	
    or	
    thunderstones,	
    as	
    optional	
    
  material	
    spell	
    components	
    for	
    related	
    spells,	
    providing	
    bonuses	
    
  on	
    caster	
    level,	
    save	
    DCs	
    or	
    other	
    benefits	
    based	
    on	
    the	
    GM’s	
    
  discretion.	
    
  	
    
  Precious	
    Metals:	
    Many	
    alchemists	
    study	
    metallurgy,	
    probing	
    
  the	
    mystical	
    properties	
    of	
    rare	
    metals	
    and	
    discovering	
    valuable	
    
  alloys.	
    Ores,	
    powders	
    and	
    ingots	
    of	
    any	
    metal	
    or	
    gemstone	
    may	
    
  be	
     found	
     in	
     a	
     laboratory.	
     These	
     precious	
     commodities	
     can	
     be	
    
  sold	
     or	
     used	
     as	
     raw	
     materials	
     for	
     relevant	
     Craft	
     skills.	
    
  Experimental	
    metals	
    may	
    also	
    possess	
    new	
    properties,	
    such	
    as	
    
  increased	
     hardness,	
     more	
     hit	
     points	
     or	
     resistance	
     to	
     certain	
    
  types	
    of	
    energy	
    damage.	
    
  	
    
  Research	
    
  Equipment:	
    
  Delicate	
    
  experiments	
    
  require	
    
  masterfully	
     crafted	
     tools,	
     so	
     intact	
     sets	
     of	
     alembics,	
     crucibles,	
    
  retorts	
     and	
     other	
     apparatuses	
     can	
     fetch	
     a	
     high	
     price	
     among	
    
  alchemists.	
    Glassware	
    is	
    fragile,	
    so	
    looting	
    it	
    requires	
    extra	
    care.	
    
  When	
    a	
    PC	
    carrying	
    research	
    equipment	
    takes	
    damage,	
    there	
    is	
    a	
    
  5%	
    chance	
    the	
    glass	
    shatters	
    into	
    worthless	
    shards.	
    Carrying	
    
  the	
    
  equipment	
    
  in	
    
  an	
    
  extradimensional	
    
  space	
    
  removes	
     this	
     risk,	
     unless	
    
  the	
    
  extradimensional	
    
  container	
    is	
    damaged.	
    
  	
    
   
  
  80	
    
  A N C I E N T  E M P I R E  O F  T H E  T R O G L O D Y T E S  
  Many	
    races	
    claim	
    the	
    gods	
    made	
    their	
    kind	
    first.	
    Yet	
    crumbling	
    
  ziggurats,	
     surrounded	
     by	
     the	
     statues	
     of	
     profanely	
     leering	
    
  creatures	
    left	
    mouldering	
    in	
    long	
    forgotten	
    caverns,	
    shows	
    the	
    
  troglodyte	
     race	
     must	
     have	
     been	
     one	
     of	
     the	
     first	
     races	
     to	
     arise	
    
  from	
     the	
     primordial	
     ooze	
     of	
     creation.	
     Empowered	
     by	
     the	
    
  worship	
     of	
     their	
     demonic	
     patron,	
     the	
     troglodytes	
     conquered,	
    
  enslaved	
     and	
     ritually	
     sacrificed	
     creatures	
     in	
     a	
     time	
     predating	
    
  even	
    the	
    ancient	
    elves,	
    all	
    to	
    give	
    rise	
    to	
    the	
    sweeping	
    empire	
    of	
    
  Ssar’targontha.	
    
  	
    
  Ssar’targontha	
     arose	
     in	
     the	
     deepest	
     caverns	
     of	
     the	
     world	
    
  before	
    recorded	
    history	
    when	
    the	
    civilised	
    races	
    of	
    today—elves,	
    
  dwarves	
     and	
     humans	
     among	
     them—were	
     still	
     in	
     their	
     infancy.	
    
  Gigantic	
     ziggurats	
     squatted	
     in	
     immense	
     caverns	
     carved	
     from	
    
  divine	
    magic	
    powered	
    by	
    the	
    life	
    essence	
    of	
    sacrificed	
    elemental	
    
  creatures	
     and	
     giant	
     worm-­‐like	
     creatures	
     called	
     zowrms.	
     Canals	
    
  and	
     aqueducts	
     writhed	
     like	
     serpents	
     across	
     the	
     cavern	
     floors,	
    
  nurturing	
     great	
     fields	
     of	
     fungi	
     where	
     slaves	
     toiled	
     and	
     died	
     at	
    
  their	
    masters’	
    whims.	
    
  	
    
  Ssar’targontha	
     endured	
     for	
     thousands	
     of	
     years	
     in	
     almost	
    
  uncontested	
     rule	
     its	
     bloody	
     downfall.	
     The	
     primitive	
     races	
     the	
    
  troglodytes	
    once	
    subjugated	
    evolved,	
    finding	
    their	
    own	
    gods	
    and	
    
  divine	
     magic	
     as	
     well	
     as	
     something	
     nearly	
     non-­‐existent	
     in	
    
  Ssar’targontha—arcane	
    magic.	
    Unable	
    to	
    compete	
    with	
    this	
    new	
    
  and	
     powerful	
     force,	
     Ssar’targontha	
     began	
     to	
     crumble	
     at	
     its	
    
  edges.	
     This	
     only	
     inspired	
     the	
     high	
     priests	
     to	
     fight	
     amongst	
    
  themselves	
    for	
    control,	
    further	
    fracturing	
    the	
    empire.	
    Then	
    the	
    
  denizens	
    of	
    the	
    elemental	
    planes	
    the	
    troglodytes	
    had	
    sacrificed	
    
  staged	
     a	
     brief,	
     but	
     violent	
     invasion,	
     after	
     which	
     Ssar’targontha	
    
  split	
    into	
    smaller	
    empires,	
    each	
    of	
    which	
    would	
    fall	
    prey	
    to	
    the	
    
  encroachment	
     of	
     humanoids	
     and	
     other,	
     younger	
     races.	
     The	
    
  troglodytes	
    never	
    recovered	
    from	
    their	
    defeat	
    nor	
    did	
    they	
    ever	
    
  regain	
    their	
    former	
    glory	
    as	
    ruinous	
    war	
    over	
    resources	
    caused	
    
  them	
    to	
    descend	
    further	
    into	
    barbarism	
    and	
    savagery.	
    
  	
    
  Though	
     most	
     of	
     the	
     world	
     has	
     forgotten	
     Ssar’targontha,	
    
  certain	
     of	
     its	
     ruined	
     ziggurats	
     and	
     obelisks	
     still	
     exist,	
     lying	
    
  decrepit	
    and	
    abandoned	
    in	
    long	
    forsaken	
    caverns.	
    Faded	
    writing	
    
  in	
     the	
     Ssar’targontha	
     cuneiform	
     script	
     tells	
     an	
     embellished	
    
  history	
    of	
    the	
    mighty	
    empire	
    and	
    the	
    wonders	
    it	
    once	
    wrought	
    
  on	
    the	
    earth.	
    Those	
    exploring	
    the	
    benighted	
    caverns	
    and	
    facing	
    
  ancient	
    dangers	
    can	
    learn	
    powerful	
    secrets	
    of	
    antiquity	
    now	
    lost.	
    
  E C O L O G Y  &  S O C I E T Y  
  The	
    troglodytes	
    of	
    Ssar’targontha	
    differ	
    from	
    their	
    brethren	
    of	
    
  today	
    much	
    as	
    humankind	
    differs	
    from	
    the	
    ape.	
    Standing	
    nearly	
    
  seven	
    feet	
    tall,	
    the	
    troglodytes’	
    scales	
    ranged	
    in	
    hue	
    from	
    deep	
    
  reds	
     to	
     glistening	
     yellow	
     or	
     even	
     an	
     emerald	
     green.	
     They	
     also	
    
  possessed	
     greater	
     intelligence,	
     proving	
     adept	
     at	
     engineering	
    
  feats	
     the	
     rest	
     of	
     world	
     would	
     take	
     countless	
     millennia	
     to	
    
  duplicate.	
    
  	
    
  Life	
     revolved	
     around	
     the	
     worship	
     of	
     Ssar’targontha’s	
    
  demonic	
    patron,	
    Amon-­‐Pyr,	
    who	
    raised	
    the	
    troglodytes	
    up	
    out	
    of	
    
  the	
     sea	
     where	
     the	
     aboleths	
     and	
     other	
     ancient	
     creatures	
     had	
    
  nearly	
     hunted	
     them	
     to	
     extinction.	
     Throughout	
     the	
     empire,	
     the	
    
  troglodytes	
    constructed	
    cyclopean	
    ziggurats	
    in	
    honour	
    of	
    Amon-­‐
  Pyr.	
    Each	
    ziggurat	
    served	
    as	
    the	
    city’s	
    religious	
    and	
    government	
    
  centre,	
    ruled	
    by	
    a	
    high	
    priest	
    and	
    a	
    cabal	
    of	
    lesser	
    priests.	
    High	
    
  priests	
    were	
    specifically	
    breed,	
    the	
    product	
    of	
    dark,	
    unholy	
    rites	
    
  cast	
     upon	
     eggs	
     bathed	
     in	
     elemental	
     sludge.	
     The	
     high	
     priests	
    
  ruled	
    with	
    divine	
    power	
    granted	
    to	
    them	
    by	
    Amon-­‐Pyr,	
    a	
    power	
    
  they	
     jealously	
     guarded.	
     These	
     high	
     priests	
     were	
     even	
     more	
    
  horrific	
    than	
    the	
    other	
    troglodytes—bloated,	
    giant	
    things,	
    they	
    
  squatted	
    on	
    golden	
    thrones	
    hoisted	
    by	
    slaves,	
    unable	
    to	
    move	
    
  under	
    their	
    own	
    power.	
    
  	
    
  The	
     priests’	
     divine	
     magic	
     led	
     to	
     Ssar’targontha’s	
     rise	
     to	
    
  greatness	
     as	
     it	
     shaped	
     everything	
     around	
     them.	
     Amon-­‐Pyr	
    
  taught	
     the	
     first	
     priests	
     how	
     to	
     summon	
     and	
     bind	
     elemental	
    
  creatures	
     from	
     the	
     four	
     elemental	
     planes.	
     Sacrificed	
     during	
     a	
    
  specific,	
    blasphemous	
    ritual,	
    the	
    slain	
    elemental	
    was	
    reduced	
    to	
    
  an	
     oozing	
     sludge	
     composed	
     of	
     its	
     base	
     elements	
     which	
     than	
    
  become	
    the	
    components	
    for	
    spells	
    to	
    power	
    the	
    empire.	
    Water	
    
  elementals	
    and	
    earth	
    elementals	
    fed	
    crop	
    fields,	
    while	
    fire	
    and	
    
  wind	
    elementals	
    fashioned	
    giant	
    structures	
    out	
    of	
    solid	
    stone.	
    
  	
    
  In	
    addition	
    to	
    using	
    the	
    elemental	
    sludge	
    in	
    rites	
    to	
    create	
    
  the	
    caste	
    of	
    high	
    priests,	
    the	
    troglodytes	
    of	
    Ssar’targontha	
    feed	
    
  it	
     to	
     a	
     race	
     of	
     giant	
     wormlike	
     creatures,	
     the	
     descendants	
     of	
    
  purple	
     worms,	
     called	
     zowrms.	
     These	
     trained	
     worms	
     burrowed	
    
  out	
     the	
     many	
     canals	
     crisscrossing	
     cavern	
     floors,	
     chewing	
     and	
    
  digesting	
    solid	
    stone.	
    
  	
    
  A	
     fearsome	
     warrior	
     caste	
     existed	
     under	
     the	
     rule	
     of	
     the	
    
  priests.	
     The	
     troglodyte	
     warriors	
     journeyed	
     from	
     their	
     deep	
    
  caverns	
     to	
     raid	
     the	
     primitive,	
     developing	
     humanoid	
     races,	
    
  bringing	
     them	
     back	
     as	
     slaves	
     to	
     either	
     aid	
     in	
     Ssar’targontha’s	
    
  continuing	
    expansion	
    or	
    to	
    be	
    eaten.	
    The	
    warriors	
    also	
    fought	
    in	
    
  the	
     frequent	
     battles	
     between	
     cities	
     as	
     high	
     priests	
     continually	
    
  sought	
    to	
    expand	
    their	
    own	
    personal	
    power.	
    
  	
    
  Those	
     troglodytes	
     not	
     bred	
     to	
     become	
     priests	
     or	
     strong	
    
  enough	
    to	
    be	
    warriors	
    formed	
    the	
    lowest	
    caste	
    in	
    Ssar’targontha	
    
  society.	
     They	
     often	
     served	
     as	
     governmental	
     underlings	
     for	
     the	
    
  C U N E I F O R M  W R I T I N G  
  The	
    troglodytes	
     used	
     an	
    ancient	
     cuneiform	
     writing	
     system,	
    
  inscribing	
     their	
    history	
    and	
     important	
     events	
    into	
    the	
    walls	
    
  of	
    a	
    city’s	
    ziggurat	
    and	
    accompanying	
    obelisks,	
    as	
    well	
    as	
    the	
    
  large	
     steles	
     marking	
     a	
     city’s	
     borders.	
     It	
     is	
     possible	
     to	
    
  decipher	
    this	
    writing	
    with	
    a	
    DC	
    20	
    Linguistics	
    check.	
    One	
    day	
    
  spent	
    studying	
    the	
    troglodyte	
    writing	
    grants	
    the	
    deciphering	
    
  creature	
    a	
    +4	
    insight	
    bonus	
    to	
    all	
    Knowledge	
    checks	
    relating	
    
  to	
    the	
    ancient	
    troglodytes	
    of	
    that	
    particular	
    city.	
    
  
  81	
    
  high	
     priests.	
     Others	
     served	
     as	
     taskmasters	
     of	
     the	
     slaves	
     who	
    
  worked	
     in	
     the	
     fungi	
     fields	
     or	
     tended	
     and	
     trained	
     the	
     zowrms.	
    
  Though	
    low	
    in	
    troglodyte	
    society,	
    their	
    lot	
    was	
    much	
    better	
    than	
    
  those	
     they	
     enslaved.	
     Those	
     with	
     particularly	
     unique	
     scale	
    
  colourings	
    often	
    lived	
    an	
    indolent	
    life	
    in	
    a	
    harem	
    of	
    a	
    priest	
    or	
    
  warrior	
    caste	
    member.	
    
  	
    
  Specially	
    built	
    ziggurats	
    housed	
    the	
    troglodyte	
    eggs	
    for	
    each	
    
  caste	
    where	
    elemental	
    sludge	
    pumped	
    in	
    through	
    aqueducts	
    to	
    
  bath	
    the	
    unborn	
    troglodytes.	
    Amon-­‐Pyr	
    claimed	
    a	
    quarter	
    of	
    all	
    
  eggs	
    produced,	
    feeding	
    on	
    the	
    unborn	
    souls	
    within	
    in	
    exchange	
    
  for	
    endowing	
    the	
    troglodytes	
    with	
    his	
    power.	
    
  E N E M I E S  &  A L L I E S  
  Ssar’targontha	
     never	
     had	
     allies	
     but	
     lacked	
     no	
     shortage	
     of	
    
  enemies.	
    
  	
    
  At	
     first,	
     the	
     machinations	
     of	
     the	
     aboleths	
     threatened	
    
  Ssar’targontha’s	
     rise	
     to	
     power.	
     Only	
     Amon-­‐Pyr’s	
     direct	
    
  intervention	
    saved	
    the	
    troglodytes	
    from	
    becoming	
    the	
    aboleths’	
    
  slaves,	
     allowing	
     them	
     to	
     flee	
     from	
     the	
     oceans	
     into	
     the	
     deep	
    
  caverns.	
    Once	
    the	
    troglodytes	
    found	
    the	
    safety	
    of	
    the	
    caverns,	
    
  the	
    two	
    races	
    only	
    occasionally	
    came	
    into	
    contact,	
    usually	
    when	
    
  one	
     of	
     Ssar’tongtha’s	
     cities	
     lay	
     by	
     the	
     shores	
     of	
     a	
     deep	
    
  underground	
    lake	
    or	
    sea.	
    At	
    other	
    times,	
    advance	
    aboleth	
    scouts	
    
  would	
     battle	
     with	
     troglodyte	
     warriors	
     near	
     the	
     surface	
     over	
    
  slaves	
    and	
    raiding	
    grounds.	
    
  	
    
  The	
    troglodytes	
    of	
    Ssar’targontha	
    built	
    much	
    of	
    their	
    empire	
    
  with	
    the	
    souls	
    of	
    captured	
    and	
    sacrificed	
    elemental	
    creatures.	
    In	
    
  specially	
     constructed	
     ziggurats	
     surrounded	
     by	
     four	
     towering	
    
  obelisks,	
     the	
     high	
     priests	
     conducted	
     divine	
     rituals	
     to	
     rip	
     open	
    
  gateways	
     to	
     the	
     four	
     elemental	
     planes	
     and	
     draw	
     forth	
     the	
    
  elemental	
    creatures	
    on	
    the	
    other	
    side.	
    The	
    elementals	
    suddenly	
    
  found	
    themselves	
    bound	
    to	
    the	
    ziggurat,	
    unable	
    to	
    return	
    home,	
    
  and	
     were	
     then	
     subsequently	
     slain.	
     This	
     perpetual	
     condition	
    
  existed	
     until	
     near	
     the	
     end	
    
  of	
     Ssar’targontha	
    
  when	
    
  a	
    
  cabal	
    
  of	
    Elemental	
    Lords	
    decided	
    to	
    fight	
    back.	
    The	
    invasion	
    from	
    the	
    
  elemental	
     planes	
     was	
     short-­‐lived,	
     because	
     of	
     the	
     elementals’	
    
  diverse	
    natures,	
    but	
    it	
    still	
    wrought	
    significant	
    devastation	
    on	
    an	
    
  empire	
    already	
    reeling	
    from	
    the	
    attacks	
    of	
    other	
     subterranean	
    
  enemy	
     civilisations.	
     Attacks	
     on	
     the	
     empire’s	
     birthing	
     chambers	
    
  resulted	
     in	
     the	
     destruction	
     of	
     tens	
     of	
     thousands	
     of	
     troglodyte	
    
  eggs,	
     which	
     had	
     a	
     long	
     lasting	
     effect	
     that	
     rippled	
     through	
     the	
    
  empire.	
     Coupled	
     with	
     the	
     new	
     dangers	
     of	
     summoning	
    
  elementals,	
     Ssar’targontha	
     began	
     its	
     inexorable	
     slide	
     into	
    
  barbarism.	
    
  	
    
  One	
    of	
    Ssar’targontha’s	
    greatest	
    enemies	
    was	
    itself.	
    Though	
    
  a	
     unified	
     empire	
     under	
     the	
     worship	
     of	
     Amon-­‐Pyr,	
     the	
     high	
    
  priests	
    of	
    each	
    city	
    always	
    sought	
    more	
    personal	
    power	
    and	
    it	
    
  was	
    not	
    uncommon	
    to	
    have	
    two	
    or	
    more	
    cities	
    in	
    Ssar’targontha	
    
  at	
     war	
     with	
     one	
     another.	
     This,	
     however,	
     was	
     not	
     enough	
     to	
    
  destabilize	
     the	
     empire	
     until	
     near	
     its	
     end	
     when	
     civil	
     war	
     over	
    
  increasingly	
     limited	
     resources	
     finally	
     shattered	
     Ssar’targontha	
    
  into	
     smaller	
     kingdoms,	
     which	
     each	
     eventually	
     collapsed.	
     The	
    
  surviving	
    troglodytes	
    became	
    baser,	
    plunging	
    into	
    a	
    degeneracy	
    
  in	
     which	
     they	
     can	
     now	
     only	
     recall	
     faint	
     legends	
     and	
     myths	
     of	
    
  their	
    former	
    empire.	
    
  F O R G O T T E N  P O W E R  
  The	
    troglodytes	
    worshipped	
    one	
    power	
    now	
    all	
    but	
    forgotten	
    to	
    
  mortal	
    man.	
    
  A M O N - P Y R  
  CE	
    troglodyte	
    god	
    of	
    darkness,	
    evil,	
    madness	
    and	
    water	
    
  	
    
  Epithets:	
    The	
    Elder	
    One,	
    Lord	
    of	
    Slime	
    
  	
    
  Symbol:	
    A	
    tentacled	
    whip	
    
  	
    
  Domains:	
    Chaos,	
    Darkness,	
    Evil	
    and	
    Water	
    
  	
    
  Favoured	
    Weapon:	
    Whip	
    
  	
    
  Holy	
     Text:	
     None	
     survive	
     intact,	
     but	
     some	
     acolytes	
     of	
     the	
    
  ancient	
    ways	
    have	
    managed	
    to	
    collect	
    several	
    fragments	
    of	
    the	
    
  Amoninomicon—a	
     foul	
     text	
     so	
     depraved	
     that	
     possession	
     and	
    
  knowledge	
     of	
     more	
     than	
     a	
     few	
     pages	
     can	
     drive	
     the	
     possessor	
    
  mad	
    with	
    terror.	
    
  	
    
  Additional	
     Notes:	
     Amon-­‐Pyr	
     is	
     an	
     ancient	
     demonic	
     power	
    
  worshipped	
    by	
    troglodytes	
    since	
    the	
    earliest	
    days	
    of	
    the	
    race’s	
    
  long-­‐fallen	
     empire.	
     A	
     tentacled	
     demon	
     that	
     crawled	
     from	
     the	
    
  unknown	
    depths	
    of	
    the	
    frigid,	
    slime-­‐coated	
    waters	
    of	
    the	
    Sea	
    of	
    
  Perpetual	
    Misery,	
    Amon-­‐Pyr	
    is	
    a	
    terrible	
    figure	
    from	
    the	
    world’s	
    
  pre-­‐history.	
    Only	
    a	
    few	
    isolated	
    troglodyte	
    clans	
    yet	
    cling	
    to	
    his	
    
  worship.	
     Guarding	
     fragments	
     of	
     ancient	
     knowledge,	
     these	
    
  groups	
    yet	
    perform	
    rituals	
    the	
    meaning	
    and	
    significance	
    of	
    which	
    
  they	
    have	
    long	
    since	
    forgotten.	
    
  	
    
   
  	
    
   
  
  82	
    
  C A V E S  &  C A V E R N S :  S T R A N D S  O F  T E R R O R  ( E L  1 3 ;  X P  2 5 , 6 0 0 )  
  In	
     this	
     encounter,	
     the	
     PCs	
     stumble	
     into	
     the	
     lair	
     of	
     Deravnix	
     a	
    
  gigantic,	
    elder	
    roper.	
    This	
    old	
    and	
    canny	
    hunter	
    has	
    established	
    
  himself	
    in	
    a	
    cavern	
    featuring	
    a	
    wide,	
    deep	
    chasm	
    and	
    waits	
    for	
    
  prey	
     to	
     come	
     to	
     him.	
     Although	
     evil	
     and	
     depraved,	
     he	
     enjoys	
    
  speaking	
    with	
    those	
    that	
    have	
    fallen	
    into	
    his	
    grip.	
    Read:	
    
  The	
    floor	
    of	
    this	
    large	
    cavern	
    is	
    rent	
    by	
    a	
    wide	
    chasm	
    –	
    roughly	
    
  40	
     ft.	
     across.	
     Rubble	
     litters	
     the	
     floor	
     and	
     several	
     stands	
     of	
    
  stalagmites	
    grow	
    up	
    from	
    the	
    floor.	
    Across	
    the	
    chasm,	
    a	
    single	
    
  passageway	
    leads	
    away	
    into	
    darkness.	
    
  Few	
    creatures	
    reach	
    this	
    cavern	
    and	
    leave	
    again.	
    	
    
  T A C T I C S  
  Deravnix	
     lurks	
     in	
     the	
     darkness	
     on	
     his	
     side	
     of	
     the	
     chasm	
    
  pretending	
    to	
    be	
    a	
    stalagmite	
    and	
    waits	
    for	
    explorers	
    to	
    cross.	
    
  When	
     an	
     explorer	
     starts	
     to	
     do	
     so	
     Deravnix	
     attacks	
     with	
     his	
    
  strands,	
    focusing	
    on	
    a	
    single	
    target.	
    Every	
    time	
    he	
    strikes	
    a	
    foe,	
    
  he	
    uses	
    his	
    pull	
    ability	
    to	
    drag	
    them	
    closer	
    to	
    (or	
    into)	
    the	
    chasm.	
    
  He	
     ignores	
     a	
     target	
     falling	
     into	
     the	
     chasm,	
     focusing	
     on	
     active	
    
  threats.	
    He	
    plans	
    to	
    trap	
    a	
    few	
    explorers	
    in	
    the	
    chasm	
    (where	
    he	
    
  can	
     dine	
     on	
     them	
     later	
     at	
     his	
     leisure)	
     and	
     force	
     the	
     others	
     to	
    
  flee.	
    	
    
  	
    
  Deravnix	
     does	
     not	
     pursue	
     fleeing	
     explorers	
     contenting	
    
  himself	
    to	
    dine	
    on	
    those	
    falling	
    into	
    the	
    chasm.	
    	
    
  A R E A  F E A T U R E S  
  The	
    area	
    has	
    several	
    features	
    of	
    note:	
    
  	
    
  Illumination:	
    Darkness.	
    
  	
    
  Ceiling:	
    The	
    ceiling	
    is	
    30	
    ft.	
    high.	
    
  	
    
  Chasm:	
    The	
    floor	
    suddenly	
    drops	
    away	
    into	
    darkness.	
    	
    
  	
    
  The	
     chasm	
     is	
     80	
     ft.	
     deep	
     and	
     40	
     ft.	
     wide.	
     Characters	
     can	
    
  scale	
    the	
    chasm’s	
    walls	
    with	
    a	
    DC	
    15	
    Climb	
    check.	
    	
    
  	
    
  A	
    character	
    falling	
    into	
    the	
    chasm	
    can	
    make	
    a	
    DC	
    20	
    Reflex	
    
  save	
     to	
     grab	
     onto	
     something	
     to	
     stop	
     their	
     fall	
     before	
     they	
    
  plummet	
     into	
     the	
     chasm	
     proper.	
     A	
     character	
     failing	
     the	
     save	
    
  suffers	
     1d6	
     damage	
     per	
     10	
     ft.	
     fallen	
     (to	
     a	
     maximum	
     of	
     8d6	
    
  damage)	
    and	
    lands	
    prone.	
    See	
    “Falling	
    into	
    the	
    Chasm”	
    for	
    more	
    
  information.	
    
  	
    
  Rubble	
    (Light):	
    Small	
    rocks	
    are	
    strewn	
    across	
    the	
    ground.	
    
  	
    
  Light	
    rubble	
    increases	
    the	
    DC	
    of	
    Acrobatics	
    checks	
    by	
    2.	
    	
    
  	
    
  Rubble	
    (Dense):	
    Rocks	
    of	
    all	
    sizes	
    cover	
    the	
    ground.	
    	
    
  	
    
  It	
    costs	
    2	
    squares	
    of	
    movement,	
    to	
    enter	
    a	
    square	
    containing	
    
  dense	
    rubble.	
    The	
    DC	
    of	
    Acrobatics	
    checks	
    increases	
    by	
    5	
    in	
    such	
    
  areas	
    and	
    the	
    DC	
    of	
    Stealth	
    checks	
    increases	
    by	
    2.	
    	
    
  	
    
  Slender	
     Stalagmites:	
     Thin	
     stalagmites,	
     slick	
     with	
     water	
    
  dripping	
    down	
    from	
    above,	
    grow	
    from	
    the	
    floor.	
    
  	
    
  A	
     character	
     standing	
     in	
     the	
     same	
     square	
     as	
     a	
     slender	
    
  stalagmite	
    (hardness	
    8,	
    hp	
    150,	
    DC	
    20	
    Break)	
    gains	
    partial	
    cover	
    
  (+2	
    to	
    AC,	
    +1	
    on	
    Reflex	
    saves).	
    	
    
  	
    
  Skeletal	
     Remains:	
     The	
     chasm	
     floor	
     is	
     littered	
     with	
     the	
    
  remains	
     of	
     Deravnix’s	
     previous	
     victims.	
     These	
     count	
     as	
     dense	
    
  rubble	
     (it	
     costs	
     2	
     square	
     of	
     movement	
     to	
     enter	
     a	
     square	
    
  containing	
     skeletal	
     remains).	
     Hidden	
     and	
     scattered	
     among	
     the	
    
  skeletons	
    are	
    a	
    few	
    objects	
    of	
    interest.	
    Searching	
    PCs	
    can	
    find	
    
  each	
    with	
    the	
    listed	
    Perception	
    check.	
    	
    
  § 
  Many	
     rusted	
     and	
     pitted	
     weapons,	
     scraps	
     of	
     backpacks,	
    
  clothing	
    and	
    so	
    on.	
    
  § 
  Masterwork	
     Full	
     Plate	
     (DC	
     5):	
     This	
     finely-­‐crafted	
     suit	
     of	
     full	
    
  plate	
    armour	
    is	
    battered	
    and	
    scratched	
    but	
    functions	
    normally.	
    
  A	
    DC	
    10	
    Craft	
    (armour)	
    or	
    Profession	
    (armourer)	
    identifies	
    the	
    
  armour	
    as	
    duergar-­‐craft.	
    	
    
  DERAVNIX,	
    ELDER	
    ROPER	
    
  CR 	
    13 	
    ( X P 	
    25 , 600 )	
    
  A	
     huge	
     eye	
     and	
     toothy	
     maw	
     dominate	
     the	
     “front”	
     of	
     this	
    
  conical-­‐shaped	
     creature.	
     Long	
     strands	
     of	
     fibrous	
     material	
    
  writhe	
    about	
    the	
    creature’s	
    body.	
    
  Giant	
    roper	
    
  CE	
    Huge	
    aberration	
    
  Init	
     +4;	
     Senses	
     darkvision	
     60	
     ft.,	
     low-­‐light	
     vision;	
     Perception	
    
  +24,	
    Sense	
    Motive	
    +3	
    
  Speed	
    10	
    ft.	
    
  ACP	
    0;	
    Acrobatics	
    +0	
    (-­‐8	
    jumping),	
    Climb	
    +29,	
    Stealth	
    +13	
    (+21	
    
  in	
    stony	
    or	
    icy	
    areas)	
    
  AC	
    28,	
    touch	
    8,	
    flat-­‐footed	
    28;	
    CMD	
    35	
    (can’t	
    be	
    tripped)	
    
  	
     (-­‐2	
    size,	
    +20	
    natural)	
    
  Immune	
     electricity;	
     Resist	
     cold	
     10;	
     Weakness	
     vulnerability	
     to	
    
  fire	
    
  Fort	
    +15,	
    Ref	
    +4,	
    Will	
    +13;	
    SR	
    27	
    
  hp	
    186	
    (12	
    HD)	
    
  Space	
    15	
    ft.;	
    Base	
    Atk	
    +9;	
    CMB	
    +25	
    
  Melee	
    bite	
    (reach	
    15	
    ft.)	
    +21	
    (4d10+21/19-­‐20)	
    	
    
  Ranged	
    Touch	
    6	
    strands	
    (range	
    50	
    ft.)	
    +8	
    (1d8	
    Strength	
    [DC	
    27	
    
  Fortitude	
    negates])	
    
  Atk	
    Options	
    strands	
    (pull;	
    5	
    ft.)	
    
  Strands	
     (Ex)	
     A	
     roper	
     can	
     extend	
     up	
     to	
     six	
     thin,	
     sticky	
     strands	
    
  from	
     its	
     body	
     at	
     a	
     time,	
     launching	
     them	
     to	
     a	
     maximum	
    
  range	
    of	
    50	
    ft.	
    These	
    strands	
    (AC	
    20)	
    are	
    quite	
    strong,	
    but	
    
  can	
    be	
    severed	
    by	
    any	
    amount	
    of	
    slashing	
    damage.	
    With	
    a	
    
  successful	
     attack,	
     the	
     roper	
     can	
     make	
     a	
     free	
     combat	
    
  manoeuvre	
     check	
    	
    to	
     pull	
    a	
    Large	
    or	
    smaller	
    target	
    closer.	
    
  Creatures	
     pulled	
     in	
     this	
     way	
     do	
     not	
     provoke	
     attacks	
     of	
    
  opportunity	
     and	
     stop	
     if	
     the	
     pull	
     would	
     move	
     them	
     into	
     a	
    
  solid	
    object	
    or	
    creature.	
    
  Abilities	
    Str	
    38,	
    Dex	
    11,	
    Con	
    33,	
    Int	
    13,	
    Wis	
    16,	
    Cha	
    12	
    
  Feats	
    Improved	
    critical	
    (bite),	
    Improved	
    Initiative,	
    Iron	
    Will,	
    Skill	
    
  Focus	
    (Perception,	
    Stealth),	
    Weapon	
    Focus	
    (strand)	
    
  Skills	
     as	
     above	
     plus	
     Knowledge	
     (dungeoneering)	
     +16,	
    
  Knowledge	
    (religion)	
    +13	
    
  Languages	
    Aklo,	
    Undercommon	
    	
    
  
  83	
    
  § 
  Lesser	
    Metamagic	
    Rod	
    of	
    Empower	
    Spell	
    (DC	
    20):	
    strong;	
    no	
    
  school;	
    DC	
    32	
    Spellcraft	
    identifies;	
    this	
    long,	
    tapered	
    iron	
    rod	
    is	
    
  decorated	
     with	
     many	
     arcane	
     symbols.	
     A	
     DC	
     20	
     Knowledge	
    
  (arcana)	
     check	
     identifies	
     these	
     as	
     dealing	
     with	
     strength	
     and	
    
  power.	
    	
    	
    	
    
  § 
  Ring	
     of	
     Counterspells	
     (DC	
     25):	
     moderate	
     [DC	
     19	
     Knowledge	
    
  {arcana}	
     evocation];	
     DC	
     26	
     Spellcraft	
     identifies;	
     this	
     golden	
    
  band	
    is	
    plain,	
    and	
    worn.	
    It	
    is	
    obviously	
    old	
    and	
    has	
    been	
    badly	
    
  scratched.	
    	
    
  § 
  Silver	
    Raven	
    Figurine	
    of	
    Wondrous	
    Power	
    (DC	
    30):	
    moderate	
    
  [DC	
     21	
     Knowledge	
     {arcana}	
     evocation];	
     DC	
     21	
     Spellcraft	
    
  identifies;	
    this	
    small,	
    incredibly	
    detailed	
    figurine	
    is	
    only	
    an	
    inch	
    
  high.	
    
  § 
  Mixed	
    Coinage:	
    34	
    pp,	
    137	
    gp,	
    489	
    sp.	
    
  	
    
  Cavern	
    Map:	
    Using	
    the	
    blood	
    and	
    gore	
    of	
    those	
    he	
    has	
    slain	
    
  as	
    his	
    paint,	
    Deravnix	
    has	
    daubed	
    a	
    highly	
    detailed	
    map	
    of	
    the	
    
  surrounding	
     area	
     on	
     the	
     lower	
     portion	
     of	
     the	
     chasm	
     walls.	
    
  Whenever	
     possible,	
     Deravnix	
     avoids	
     climbing	
     through	
    the	
     area	
    
  and	
    flies	
    into	
    a	
    fury	
    if	
    anyone	
    else	
    climbs	
    through	
    the	
    area.	
    	
    
  	
    
  Depending	
    on	
    the	
    GM’s	
    machinations,	
    PCs	
    studying	
    the	
    map	
    
  may	
    be	
    able	
    to	
    gain	
    some	
    insights	
    into	
    the	
    surrounding	
    terrain	
    or	
    
  even	
    locate	
    various	
    locales.	
    
  F A L L I N G  I N T O  T H E  C H A S M  
  A	
    character	
    falling	
    into	
    the	
    chasm	
    suffers	
    8d6	
    falling	
    damage	
    and	
    
  lands	
    prone.	
    If	
    the	
    character	
    has	
    suffered	
    Strength	
    damage	
    it	
    is	
    
  possible	
    that	
    he	
    will	
    be	
    unable	
    to	
    climb	
    out.	
    Such	
    characters	
    are	
    
  trapped	
    and	
    at	
    Deravnix’s	
    mercy	
    unless	
    their	
    comrades	
    come	
    to	
    
  their	
     aid.	
     Remember,	
     however	
     that	
     Deravnix	
     has	
     a	
     high	
     Climb	
    
  skill	
     (+29)	
     that	
     he	
     can	
     easily	
     reach	
     the	
     chasm	
     floor.	
     His	
     slow,	
    
  remorseless	
     advance	
     has	
     driven	
     many	
     trapped	
     explorers	
     mad	
    
  with	
    fear.	
    
  	
    
  Deravnix	
    doesn’t	
    normally	
    immediately	
    eat	
    caught	
    prey;	
    he	
    
  enjoys	
    conversing	
    with	
    those	
    he	
    has	
    captured	
    –	
    in	
    this	
    way	
    he	
    
  keeps	
    up	
    to	
    date	
    with	
    events	
    of	
    import	
    in	
    the	
    surrounding	
    area.	
    	
    
  	
    
  To	
     roleplay	
     these	
     discussions,	
     refer	
     to	
     the	
     notes	
     under	
    
  “Deravnix”	
     for	
     details	
     of	
     his	
     personality	
     and	
     interests.	
     Initially,	
    
  Deravnix	
    begins	
    as	
    indifferent	
    toward	
    his	
    captives.	
    	
    
  	
    
  Every	
     day	
     a	
     PC	
     remains	
     trapped,	
     Deravnix	
     may	
     become	
    
  bored	
    of	
    their	
    conversation	
    and	
    eat	
    them.	
    A	
    PC	
    can	
    attempt	
    to	
    
  keep	
     Deravnix	
     interested	
     by	
     making	
     a	
     Diplomacy,	
     Knowledge	
    
  (religion)	
    or	
    Knowledge	
    (dungeoneering)	
    check:	
    
  § 
  DC	
    20	
    (+1	
    per	
    previous	
    check):	
    The	
    PC’s	
    conversation	
    pleases	
    
  Deravnix	
    and	
    he	
    does	
    not	
    attack.	
    
  § 
  DC	
    15	
    (+1	
    per	
    previous	
    check):	
    The	
    PC’s	
    conversation	
    angers	
    
  Deravnix	
    and	
    he	
    attacks	
    (but	
    not	
    to	
    kill)	
    and	
    damages	
    the	
    PC’s	
    
  Strength.	
    Once	
    he	
    has	
    rendered	
    his	
    captive	
    practically	
    unable	
    
  to	
    move,	
    he	
    retreats.	
    
  § 
  DC	
    10	
    (+1	
    per	
    previous	
    check):	
    The	
    PC’s	
    conversation	
    becomes	
    
  boring	
    and	
    Deravnix	
    grows	
    hungry.	
    The	
    PCs	
    must	
    immediately	
    
  make	
     another	
     check.	
     If	
     the	
     PCs	
     fails,	
     Deravnix	
     attacks	
    
  intending	
    to	
    consume	
    his	
    prey.	
    	
    
  D E R A V N I X  
  A	
    cunning	
    ambush-­‐hunter	
    and	
    elder	
    evil	
    of	
    the	
    depths,	
    Deravnix	
    
  has	
    lived	
    in	
    this	
    chamber	
    for	
    decades.	
    Now,	
    he	
    rarely	
    leaves	
    his	
    
  cavern-­‐lair,	
     preferring	
     to	
     wait	
     for	
     prey	
     to	
     stumble	
     into	
     his	
    
  clutches.	
    
  	
    
  Background:	
     Deravnix	
     is	
     an	
     elder	
     roper.	
     In	
     his	
     youth,	
     he	
    
  wandered	
     extensively	
     feeding	
     on	
     whatever	
     he	
     encountered.	
    
  During	
    one	
    of	
    his	
    rambles	
    he	
    discovered	
    access	
    tunnels	
    leading	
    
  to	
    a	
    deep	
    dwarven	
    mine	
    and	
    enjoyed	
    for	
    the	
    first	
    time	
    their	
    tasty	
    
  flesh.	
     However,	
     after	
     a	
     disastrous	
     encounter	
     with	
     a	
     powerful	
    
  dwarven	
    cleric	
    during	
    which	
    he	
    almost	
    died	
    he	
    retreated	
    into	
    the	
    
  deep	
    tunnels	
    of	
    the	
    Ebon	
    Realm	
    and	
    sought	
    out	
    a	
    defensible	
    lair.	
    	
    
  	
    
  Personality:	
     Evil	
     and	
     wholly	
     self-­‐centred,	
     Deravnix	
     is	
    
  intelligent	
    and	
    certain	
    of	
    his	
    own	
    superiority	
    over	
    any	
    entering	
    
  his	
    realm.	
    He	
    is	
    brave	
    to	
    a	
    fault	
    –	
    having	
    never	
    been	
    defeated	
    –	
    
  and	
    confident	
    in	
    his	
    own	
    success.	
    	
    
  	
    
  He	
     is	
     interested	
     in	
     many	
     things	
     but	
     has	
     a	
     particular	
    
  fascination	
    with	
    evil	
    cults	
    and	
    their	
    practices	
    and	
    the	
    layout	
    of	
    
  the	
    caverns	
    and	
    passageways	
    radiating	
    outwards	
    from	
    his	
    own	
    
  lair.	
     This	
     interests	
     him	
     so	
     much	
     that	
     he	
     has	
     daubed	
     a	
     hugely	
    
  convoluted	
     and	
     detailed	
     map	
     on	
     the	
     walls	
     of	
     the	
     chasm	
    
  depicting	
     caves	
     in	
     the	
     surrounding	
     areas	
     for	
     many	
     miles.	
     See	
    
  “Cavern	
    Map”	
    for	
    more	
    details.	
    
  	
    
  Mannerism:	
     Deravnix	
     delights	
     in	
     his	
     prey’s	
     suffering	
     and	
    
  often	
     chuckles	
     as	
     they	
     squirm	
     and	
     particularly	
     enjoys	
     them	
    
  begging	
    for	
    their	
    freedom	
    and	
    life.	
    
  	
    
  Distinguishing	
     Features:	
     Deravnix	
     has	
     fought	
     many	
     battles	
    
  and	
    has	
    many	
    scars.	
    The	
    most	
    notable	
    of	
    these	
    is	
    a	
    black	
    mass	
    of	
    
  scar	
    tissue	
    on	
    the	
    rear	
    part	
    of	
    his	
    body	
    caused	
    by	
    a	
    flame	
    strike	
    
  that	
     almost	
     slew	
     him.	
     Large	
     jagged	
     teeth	
     fill	
     his	
     huge	
     maw;	
    
  several	
    are	
    broken.	
    
  	
    
  Hooks:	
     Deravnix	
     enjoys	
     speaking	
     with	
     interesting	
     and	
    
  engaging	
    prey,	
    but	
    is	
    careful	
    not	
    to	
    allow	
    them	
    to	
    regain	
    their	
    
  strength	
     enough	
     to	
     flee.	
     He	
     also	
     doesn’t	
     feed	
     his	
     captives.	
    
  Eventually	
     they	
     would	
     starve	
     to	
     death,	
     but	
     Deravnix	
     typically	
    
  enjoys	
     consuming	
     them	
     while	
     they	
     yet	
     live	
     so	
     they	
     can	
    
  experience	
    the	
    terror	
    of	
    their	
    impending	
    death.	
    	
    
  S C A L I N G  T H E  E N C O U N T E R  
  To	
    modify	
    this	
    encounter,	
    apply	
    the	
    following	
    changes:	
    
  	
    
  EL	
     12	
     (XP	
     19,200):	
     Apply	
     the	
     young	
     creature	
     template	
     to	
    
  Deravnix	
    (+2	
    on	
    all	
    Dex-­‐based	
    rolls,	
    -­‐2	
    on	
    all	
    other	
    rolls;	
    hp	
    162).
  	
    
  EL	
    14	
    (XP	
    38,400):	
    Apply	
    the	
    advanced	
    creature	
    template	
    to	
    
  Deravnix	
    (+2	
    on	
    all	
    dice	
    rolls	
    [including	
    damage];	
    strands	
    DC	
    29;	
    
  AC	
    32,	
    touch	
    12,	
    flat-­‐footed	
    32;	
    CMD	
    39;	
    hp	
    210).	
    	
    
  	
    
   
  
  84	
    
  D W A R V E N  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	
     dwarven	
     hold.	
     Ignore	
    
  inappropriate	
    results	
    and	
    simply	
    re-­‐roll.	
    
  D%	
    
  	
    
  1	
    
  A	
    set	
    of	
    massive	
    stone	
    and	
    iron	
    gates	
    rear	
    above	
    
  the	
    street,	
    guarded	
    by	
    squads	
    of	
    armed	
    dwarves.	
    
  2	
    
  A	
    long	
    string	
    of	
    mining	
    carts	
    trundle	
    by,	
    wheels	
    
  squeaking,	
    heavily	
    laden	
    with	
    ore.	
    
  3	
    
  A	
     trio	
     of	
     dwarves	
     saunter	
     passed,	
     pickaxes	
     and	
    
  shovels	
    slung	
    over	
    their	
    shoulders.	
    
  4	
    
  Coarse	
     laughter	
     comes	
     from	
     a	
     nearby	
     tavern,	
    
  which	
    is	
    crowded	
    with	
    rowdy	
    dwarves.	
    
  5	
    
  A	
    statue	
    of	
    the	
    hold’s	
    mayor	
    looms	
    over	
    nearby	
    
  buildings	
    from	
    its	
    position	
    in	
    the	
    central	
    square.	
    
  6	
    
  A	
    series	
    of	
    cavernous	
    openings	
    lead	
    into	
    deeper	
    
  tunnels	
    beneath	
    the	
    hold.	
    
  7	
    
  Huge,	
    ornate	
    murals	
    detailing	
    the	
    hold’s	
    history	
    
  cover	
    the	
    rock	
    wall.	
    
  8	
    
  Heat	
     blazes	
     from	
     the	
     open	
     mouth	
     of	
     an	
     active	
    
  forge	
    opening	
    onto	
    the	
    street.	
    
  9	
    
  Thick,	
     oily	
     smoke	
     roils	
     out	
     of	
     half-­‐a-­‐dozen	
    
  chimneystacks,	
    filling	
    the	
    air	
    with	
    a	
    gloomy	
    haze.	
    
  10	
    
  Herds	
     of	
     pack	
     goats	
     clop	
     by,	
     guided	
     by	
     a	
     lone	
    
  dwarf	
    wielding	
    a	
    leather	
    whip.	
    
  11	
    
  Molten	
     lava	
     oozes	
     through	
     a	
     stone	
     channel	
    
  cutting	
    down	
    the	
    middle	
    of	
    the	
    hold.	
    
  12	
    
  The	
     hold’s	
     enormous	
     stone	
     walls	
     block	
     out	
     any	
    
  sight	
    of	
    the	
    area	
    surrounding	
    the	
    settlement.	
    
  13	
    
  A	
     heavily	
     armed	
     and	
     armoured	
     dwarven	
     patrol	
    
  tromps	
    around	
    the	
    corner,	
    alert	
    for	
    trouble.	
    
  14	
    
  A	
     scattering	
     of	
     smashed	
     tankards	
     litter	
     the	
    
  street,	
    suggesting	
    a	
    recent	
    brawl.	
    
  15	
    
  A	
     blonde,	
     effeminate	
     elf	
     stands	
     arguing	
     with	
     a	
    
  surly	
    dwarf	
    who	
    keeps	
    making	
    rude	
    gestures.	
    
  16	
    
  A	
    dwarf	
    strolls	
    past	
    with	
    what	
    has	
    to	
    be	
    the	
    most	
    
  elaborately	
    braided	
    beard	
    in	
    the	
    whole	
    hold.	
    
  17	
    
  A	
     gaggle	
     of	
     dwarven	
     children	
     scamper	
     past,	
    
  swinging	
    wooden	
    swords.	
    
  18	
    
  Dwarves	
    cluster	
    around	
    a	
    set	
    of	
    maps,	
    muttering	
    
  as	
    they	
    point	
    out	
    various	
    landmarks	
    and	
    notes.	
    
  19	
    
  A	
    dwarven	
    bard	
    passes	
    by,	
    strumming	
    on	
    a	
    lyre	
    
  as	
    he	
    hums	
    to	
    himself.	
    
  20	
    
  Huge	
     rats	
     scurry	
     through	
     the	
     area,	
     glancing	
     at	
    
  the	
    party	
    with	
    beady	
    red	
    eyes.	
    
  21	
    
  A	
     spider	
     as	
     big	
     as	
     a	
     dwarf’s	
     head	
     clings	
     to	
     the	
    
  rocky	
    ceiling,	
    poised	
    to	
    drop	
    onto	
    its	
    prey.	
    
  22	
    
  A	
    pile	
    of	
    rubble	
    indicates	
    a	
    recent	
    cave-­‐in	
    where	
    
  a	
     tunnel	
     used	
     to	
     be.	
     A	
     team	
     of	
     miners	
     are	
    
  preparing	
    to	
    remove	
    the	
    obstruction.	
    
  23	
    
  Faint	
     splashing	
     echoes	
     around,	
     hinting	
     at	
     an	
    
  underground	
    waterfall	
    in	
    the	
    vicinity.	
    	
    
  24	
    
  A	
     massive	
     warhammer	
     leans	
     against	
     a	
     wall,	
    
  looking	
    well	
    worn	
    despite	
    fresh	
    polishing.	
    
  25	
    
  A	
    female	
    dwarf	
    stumps	
    by,	
    scowling	
    and	
    wearing	
    
  an	
    iron	
    helm	
    fashioned	
    like	
    ram	
    horns.	
    	
    
  26	
    
  A	
    series	
    of	
    rotting	
    orc	
    heads	
    are	
    stuck	
    on	
    spikes	
    
  outside	
    the	
    hold.	
    
  27	
    
  A	
    dwarf	
    hefts	
    a	
    sack	
    that	
    looks	
    to	
    be	
    bulging	
    with	
    
  precious	
    gems	
    of	
    all	
    kind.	
    
  28	
    
  The	
     passing	
     cart	
     is	
     stacked	
     high	
     with	
     ingots	
     of	
    
  silver	
    and	
    gold,	
    stamped	
    with	
    the	
    hold’s	
    official	
    
  seal.	
    
  29	
    
  The	
    odd-­‐looking	
    pony	
    pulling	
    a	
    nearby	
    wagon	
    is	
    
  actually	
    a	
    mechanical	
    construct.	
    
  30	
    
  A	
    group	
    of	
    dwarves	
    use	
    hammer	
    and	
    chisels	
    to	
    
  engrave	
    a	
    series	
    of	
    runes	
    on	
    a	
    wall.	
    
  31	
    
  Everyone	
     on	
     the	
     street	
     stills	
     as	
     a	
     distant	
    
  explosion	
    shakes	
    the	
    area.	
    	
    
  32	
    
  Rough	
     dwarven	
     voices	
     and	
     laughter	
     fill	
     the	
     air,	
    
  giving	
    the	
    neighbourhood	
    a	
    cheery	
    feel.	
    
  33	
    
  Battered	
     and	
     dented	
     dwarven	
     shields	
     are	
     lined	
    
  up	
    against	
    a	
    wall	
    like	
    a	
    memorial.	
    
  34	
    
  The	
     shimmering	
     liquid	
     spraying	
     from	
     the	
     hold’s	
    
  central	
    fountain	
    appears	
    to	
    be	
    molten	
    silver.	
    
  35	
    
  A	
    stout	
    dwarf	
    eyes	
    the	
    area,	
    burly	
    arms	
    crossed	
    
  to	
    show	
    off	
    the	
    golden	
    bracers	
    he	
    wears.	
    
  36	
    
  Stacks	
     of	
     boxes	
     have	
     been	
     carefully	
     cordoned	
    
  off,	
    with	
    numerous	
    warning	
    signs	
    posted	
    about.	
    
  37	
    
  The	
    smell	
    of	
    burning	
    and	
    ash	
    tickles	
    fill	
    the	
    area,	
    
  but	
    it’s	
    hard	
    to	
    say	
    where	
    it’s	
    coming	
    from.	
    
  38	
    
  An	
    oversized	
    oven	
    roars	
    with	
    flames	
    as	
    a	
    dwarf	
    
  shovels	
    fresh	
    coals	
    inside.	
    	
    
  39	
    
  Several	
     female	
     dwarves	
     chat	
     as	
     they	
     carry	
    
  barrels	
    of	
    food	
    down	
    the	
    street.	
    	
    
  40	
    
  A	
    pack	
    of	
    dwarven	
    children	
    run	
    around,	
    laughing	
    
  as	
    they	
    play	
    a	
    game	
    of	
    “orcs	
    and	
    elves.”	
    
  41	
    
  Five	
     dwarven	
     warriors	
     escort	
     a	
     massive,	
     green-­‐
  skinned	
    orc	
    in	
    chains.	
    
  42	
    
  A	
    dwarf	
    with	
    grey	
    skin	
    and	
    black	
    eyes	
    peers	
    out	
    
  from	
    the	
    window	
    of	
    a	
    jail	
    cell.	
    
  43	
    
  A	
     tall	
     human	
     hunches	
     and	
     hurries	
     along,	
     trying	
    
  not	
    to	
    bump	
    his	
    head	
    in	
    the	
    tight,	
    low	
    tunnels.	
    
  44	
    
  This	
     row	
     of	
     craggy	
     buildings	
     look	
     like	
     they’re	
    
  carved	
    straight	
    from	
    the	
    mountain	
    itself.	
    
  45	
    
  The	
    crowded	
    tavern	
    is	
    bustling	
    with	
    dwarves,	
    all	
    
  of	
    whom	
    seem	
    in	
    high	
    spirits.	
    
  46	
    
  Sets	
    of	
    gigantic	
    chains	
    bolted	
    to	
    the	
    outer	
    gates	
    
  connect	
    to	
    a	
    network	
    of	
    gears	
    and	
    cogs.	
    
  47	
    
  An	
     ancient-­‐looking	
     dwarf	
     totters	
     by,	
     armour	
    
  almost	
    wholly	
    rusted	
    to	
    scrap.	
    
  48	
    
  A	
    bleached	
    dragon’s	
    skull	
    is	
    mounted	
    above	
    the	
    
  door,	
    toothy	
    maw	
    gaping	
    in	
    death.	
    
  49	
    
  Barges	
     coast	
     along	
     the	
     river	
     beside	
     the	
     hold,	
    
  bringing	
    in	
    large	
    shipments	
    from	
    upstream.	
    
  50	
    
  Grumbling	
     dwarves	
     haul	
     large	
     crates	
     around,	
    
  their	
    contents	
    rattling	
    loudly.	
    
  51	
    
  The	
     sound	
     of	
     crashing	
     hammers	
     and	
     hissing	
    
  bellows	
    of	
    a	
    forge	
    fills	
    the	
    air.	
    
  
  85	
    
  52	
    
  A	
    harsh	
    metallic	
    grinding	
    fills	
    the	
    air	
    as	
    a	
    nearby	
    
  gate	
    is	
    winched	
    open.	
    
  53	
    
  The	
     earth	
     rumbles,	
     but	
     everyone	
     goes	
     about	
    
  their	
    business	
    without	
    apparent	
    concern.	
    
  54	
    
  The	
     smell	
     of	
     stale	
     ale	
     drifts	
     about,	
     the	
     ground	
    
  stained	
    by	
    countless	
    spilled	
    drinks.	
    
  55	
    
  Deep	
     drums	
     pound	
     nearby,	
     accompanied	
     by	
    
  guttural	
    dwarven	
    chanting.	
    
  56	
    
  A	
     dwarf	
     strides	
     by,	
     his	
     face	
     and	
     bare	
     arms	
    
  covered	
    in	
    thick,	
    black	
    tattoos.	
    
  57	
    
  Screaming	
    death	
    threats	
    at	
    one	
    another,	
    several	
    
  dwarves	
    clash	
    in	
    the	
    middle	
    of	
    the	
    street.	
    
  58	
    
  Shoulders	
    
  slumped,	
    
  a	
    
  band	
    
  of	
    
  dwarven	
    
  mercenaries	
     trudge	
     by,	
     blood	
     fresh	
     on	
     their	
    
  armour.	
    
  59	
    
  A	
     dozen	
     wagons	
     roll	
     along	
     in	
     a	
     merchant	
    
  caravan,	
    heading	
    for	
    the	
    market.	
    
  60	
    
  A	
     dwarf	
     races	
     through	
     the	
     street,	
     hollering	
    
  something	
    about	
    striking	
    it	
    rich.	
    
  61	
    
  A	
    mining	
    party	
    sets	
    out	
    for	
    their	
    claim,	
    packs	
    and	
    
  wagons	
    bulging	
    with	
    gear.	
    
  62	
    
  The	
    minstrel	
    singing	
    on	
    the	
    street	
    corner	
    doesn’t	
    
  look	
    like	
    she’s	
    been	
    tossed	
    a	
    single	
    coin	
    all	
    day.	
    
  63	
    
  A	
     band	
     of	
     elves	
     keeps	
     getting	
     all	
     sorts	
     of	
     dirty	
    
  looks	
    from	
    the	
    dwarves	
    around	
    them.	
    
  64	
    
  A	
    dignified	
    procession	
    fills	
    the	
    street	
    as	
    a	
    group	
    
  of	
    dwarven	
    nobility	
    stroll	
    past.	
    
  65	
    
  Dwarves	
    labour	
    to	
    roll	
    ale	
    barrels	
    along	
    the	
    road	
    
  without	
    knocking	
    anyone	
    over.	
    
  66	
    
  A	
     dwarven	
     ruffian	
     toys	
     with	
     a	
     crooked	
     knife	
     as	
    
  he	
    watches	
    the	
    street	
    traffic.	
    
  67	
    
  The	
    bartender	
    eyes	
    everyone	
    passing	
    his	
    tavern	
    
  and	
    makes	
    sure	
    drinkers	
    get	
    a	
    good	
    look	
    at	
    the	
    
  cudgel	
    sitting	
    behind	
    the	
    counter.	
    
  68	
    
  Not	
     only	
     is	
     this	
     dwarf	
     missing	
     a	
     beard,	
     he	
     also	
    
  doesn’t	
    appear	
    to	
    have	
    any	
    eyebrows.	
    
  69	
    
  Several	
     dwarven	
     monks	
     shuffle	
     past,	
     hands	
    
  tucked	
    into	
    their	
    sleeves	
    in	
    meditative	
    poses.	
    
  70	
    
  What	
    looks	
    like	
    a	
    statue	
    of	
    a	
    grey-­‐skinned,	
    robed	
    
  man	
    occasionally	
    blinks	
    and	
    nods	
    at	
    passers-­‐by.	
    
  71	
    
  A	
    dwarven	
    guard	
    sits	
    astride	
    a	
    giant	
    beetle	
    that	
    
  has	
    been	
    outfitted	
    with	
    a	
    saddle.	
    
  72	
    
  Servants	
    struggle	
    to	
    bear	
    an	
    obese	
    dwarf	
    noble	
    
  along	
    on	
    his	
    cushioned	
    travelling	
    chair.	
    	
    
  73	
    
  This	
     dwarf	
     looks	
     like	
     nothing	
     more	
     than	
     a	
    
  massive	
    collection	
    of	
    scars	
    from	
    head	
    to	
    toe.	
    
  74	
    
  A	
    dwarf	
    clomps	
    along	
    in	
    such	
    thick	
    armour,	
    his	
    
  whole	
    body	
    and	
    face	
    are	
    entirely	
    hidden.	
    
  75	
    
  A	
     paladin’s	
     hands	
     glow	
     with	
     divine	
     light	
     as	
     he	
    
  places	
    them	
    on	
    another	
    dwarf’s	
    head	
    in	
    blessing.	
    
  76	
    
  A	
    skinny	
    dwarf	
    woman	
    giggles	
    to	
    herself	
    as	
    she	
    
  pulls	
    intestines	
    out	
    of	
    a	
    dead	
    goat.	
    
  77	
    
  Two	
     dozen	
     dwarves	
     stand	
     on	
     a	
     giant	
     chess	
    
  board,	
    acting	
    as	
    living	
    game	
    pieces.	
    
  78	
    
  Lifelike	
     statues	
     of	
     legendary	
     dwarves	
     line	
     both	
    
  sides	
    of	
    this	
    street.	
    
  79	
    
  An	
    old	
    dwarf	
    sits	
    on	
    the	
    corner,	
    regaling	
    a	
    group	
    
  of	
    children	
    with	
    stories	
    of	
    war	
    heroics.	
    
  80	
    
  A	
    dwarf	
    sprints	
    past,	
    screaming	
    as	
    flames	
    engulf	
    
  his	
    thick	
    beard.	
    
  81	
    
  A	
     shabby	
     dwarf	
     lies	
     in	
     the	
     gutter,	
     drooling,	
    
  empty	
    tankard	
    clutched	
    to	
    his	
    gut.	
    
  82	
    
  The	
    local	
    blacksmith	
    sings	
    praises	
    to	
    the	
    god	
    of	
    
  the	
    forge,	
    in	
    time	
    with	
    his	
    hammering.	
    
  83	
    
  A	
    spellcaster	
    with	
    a	
    peaked	
    cap	
    and	
    golden	
    robe	
    
  strides	
    along,	
    staff	
    in	
    hand.	
    
  84	
    
  A	
     guard	
     squad	
     gazes	
     down	
     over	
     the	
     area	
     from	
    
  their	
    perch	
    high	
    atop	
    the	
    hold	
    walls.	
    
  85	
    
  A	
    young	
    dwarf	
    casts	
    furtive	
    glances	
    around	
    as	
    he	
    
  chisels	
    his	
    name	
    into	
    a	
    wall.	
    
  86	
    
  A	
    stream	
    of	
    black-­‐robed	
    dwarves	
    stride	
    by,	
    faces	
    
  heavily	
    lined	
    in	
    mourning.	
    
  87	
    
  Dwarves	
    yell	
    and	
    place	
    bets	
    as	
    a	
    pair	
    of	
    wrestlers	
    
  grapple	
    in	
    their	
    midst.	
    
  88	
    
  A	
     grim-­‐faced	
     dwarf	
     watches	
     the	
     crowd,	
     a	
     bolt	
    
  cocked	
    in	
    his	
    crossbow.	
    
  89	
    
  Dwarves	
    grunt	
    and	
    strain	
    as	
    they	
    are	
    led	
    through	
    
  a	
    series	
    of	
    battle	
    training	
    manoeuvres.	
    
  90	
    
  Gleaming	
     helmets	
     have	
     been	
     lined	
     up	
     on	
     this	
    
  ledge,	
    facing	
    passers-­‐by.	
    
  91	
    
  The	
    stones	
    here	
    look	
    charred,	
    some	
    having	
    even	
    
  cracked	
    in	
    half	
    due	
    to	
    the	
    heat.	
    
  92	
    
  Clumps	
     of	
     blue-­‐green	
     glowing	
     mould	
     spot	
     the	
    
  walls,	
    providing	
    steady	
    illumination.	
    
  93	
    
  A	
    bonfire	
    has	
    been	
    lit	
    in	
    one	
    of	
    the	
    guard	
    towers	
    
  stationed	
    along	
    the	
    hold	
    walls.	
    
  94	
    
  A	
    large	
    metal	
    cage	
    hangs	
    from	
    a	
    chain	
    that	
    can	
    
  be	
    lowered	
    into	
    a	
    seemingly	
    bottomless	
    pit.	
    
  95	
    
  A	
    deep	
    gulley	
    cuts	
    down	
    the	
    middle	
    of	
    the	
    hold,	
    
  with	
    numerous	
    bridges	
    crossing	
    over.	
    
  96	
    
  At	
     least	
     ten	
     dwarves	
     cluster	
     around	
     a	
     halfling	
    
  wearing	
    a	
    rather	
    dapper	
    vest.	
    
  97	
    
  A	
     quartet	
     of	
     short,	
     hooded	
     figures	
     stride	
     down	
    
  the	
    street,	
    features	
    hidden	
    in	
    shadows.	
    
  98	
    
  Two	
    dwarves	
    greet	
    one	
    another	
    in	
    the	
    middle	
    of	
    
  the	
    street	
    with	
    a	
    fierce	
    head	
    butting.	
    
  99	
    
  A	
    troop	
    of	
    armoured	
    dwarves	
    march	
    off	
    from	
    the	
    
  main	
    gates,	
    looking	
    ready	
    for	
    battle.	
    
  100	
    
  A	
     crowd	
     of	
     dwarves	
     have	
     begun	
     a	
     boulder-­‐
  throwing	
     competition,	
     heaving	
     huge	
     stones	
    
  across	
    a	
    ravine.	
    
  	
    
   
  
  86	
    
  D U E R G A R  O F  T H E  O B S I D I A N  C I T A D E L  
  Dwelling	
    deep	
    below	
    a	
    chain	
    of	
    active	
    volcanoes,	
    the	
    Duergar	
    of	
    
  the	
     Obsidian	
     Citadel	
     perfect	
     the	
     art	
     of	
     crafting	
     instruments	
     of	
    
  war.	
    These	
    they	
    sell	
    for	
    precious	
    gold,	
    or	
    even	
    better,	
    trade	
    for	
    
  the	
     innocent	
     lives	
     of	
     others.	
     Sallying	
     forth	
     from	
     their	
     noisome	
    
  fortress,	
    they	
    use	
    their	
    natural	
    stealth	
    and	
    invisibility	
    to	
    raid	
    the	
    
  surface	
     world	
     for	
     the	
     things	
     they	
     cannot	
     produce	
     –	
     things	
     of	
    
  peerless	
    beauty	
    such	
    as	
    fair	
    maidens,	
    epic	
    poetry	
    and	
    talented	
    
  minstrels.	
    
  E C O L O G Y  &  S O C I E T Y  
  The	
     duergar	
     dwelling	
     in	
     the	
     sprawling	
     fortress	
     complex	
     of	
     the	
    
  Obsidian	
    Citadel	
    live	
    in	
    a	
    strict	
    hierarchal	
    structure.	
    Ruled	
    by	
    a	
    
  hereditary	
    king,	
    the	
    heads	
    of	
    the	
    clans	
    form	
    a	
    small	
    council	
    to	
    
  assist	
    in	
    governing.	
    Intrigue	
    and	
    corruption	
    are	
    rife	
    among	
    the	
    
  ruling	
    class	
    as	
    clans	
    jostle	
    for	
    power	
    and	
    influence.	
    Yet,	
    one	
    thing	
    
  they	
     agree	
     on	
     is	
     that	
     every	
     duergar	
     must	
     contribute	
     to	
    
  furthering	
     the	
     Obsidian	
     Citadel’s	
     needs	
     –	
     creating	
     the	
     fine	
    
  weapons,	
    armour	
    and	
    other	
    quality	
    items	
    for	
    which	
    it	
    is	
    famed.	
    
  	
    
  To	
    this	
    end,	
    duergar	
    are	
    apprenticed	
    at	
    an	
    early	
    age,	
    taught	
    
  to	
    pump	
    billows	
    and	
    bend	
    steel	
    with	
    a	
    hammer.	
    When	
    a	
    duergar	
    
  reaches	
    adulthood,	
    his	
    training	
    is	
    further	
    refined	
    based	
    on	
    one	
    
  of	
    three	
    competencies	
    he	
    has	
    shown	
    –	
    strength,	
    intelligence	
    or	
    
  guile.	
    Separated	
    from	
    his	
    fellows,	
    he	
    is	
    taught	
    either	
    the	
    arts	
    of	
    
  war,	
    magic	
    or	
    stealth.	
    A	
    duergar	
    who	
    shows	
    no	
    skill	
    at	
    the	
    forge	
    
  brings	
    great	
    shame	
    to	
    his	
    family	
    and	
    clan.	
    He	
    is	
    either	
    killed	
    in	
    an	
    
  “accident”	
     or	
     exiled	
     from	
     the	
     citadel.	
     Only	
     those	
     with	
     great	
    
  strength	
    (or	
    rich	
    parents)	
    can	
    redeem	
    their	
    honour	
    by	
    joining	
    an	
    
  elite	
    force	
    of	
    duergar	
    fighters,	
    The	
    Destroyers,	
    who	
    practice	
    not	
    
  the	
    art	
    of	
    creation	
    but	
    destruction.	
    
  	
    
  The	
     duergar	
     take	
     great	
     pride	
     in	
     their	
     work,	
     making	
     them	
    
  haughty	
     and	
     cruel	
     when	
     dealing	
     with	
     outsiders.	
     Dedicated	
     to	
    
  their	
     craft,	
     they	
     have	
     lost	
     the	
     ability	
     to	
     create	
     other	
     things	
     of	
    
  beauty	
     such	
     as	
     song,	
     poetry	
     and	
     other	
     forms	
     of	
     expressive,	
    
  benign	
    art.	
    Yet	
    their	
    black	
    hearts	
    remember	
    those	
    things,	
    craving	
    
  them	
     as	
     much	
     as	
     their	
     desire	
     to	
     forge	
     instruments	
     of	
     war.	
     To	
    
  fulfil	
     this	
     need,	
     they	
     sneak	
     into	
     the	
     surface	
     world,	
     using	
     their	
    
  scouts	
    and	
    infiltrators	
    to	
    find	
    beauty	
    (whether	
    objects	
    or	
    people)	
    
  and	
     steal	
     them	
     away	
     to	
     their	
     lightless	
     halls.	
     Stealth	
     and	
    
  invisibility	
     are	
     their	
     allies	
     and	
     few	
     people	
     outside	
     the	
     citadel	
    
  suspect	
    the	
    duergar.	
    What	
    the	
    duergar	
    cannot	
    steal,	
    they	
    trade	
    
  for;	
    flesh	
    is	
    even	
    more	
    valuable	
    than	
    gold	
    to	
    them.	
    
  	
    
  Appearance:	
    Physically,	
    the	
    duergar	
    of	
    the	
    Obsidian	
    Citadel	
    
  appear	
    much	
    the	
    same	
    as	
    others	
    of	
    their	
    kind.	
    However,	
    a	
    male’s	
    
  beard	
    grows	
    long	
    and	
    wispy	
    and	
    the	
    females	
    sport	
    stringy,	
    dark	
    
  hair.	
     Their	
     armour	
     is	
     stained	
     black	
     and	
     the	
     stench	
     of	
     volcanic	
    
  gases	
    clings	
    to	
    them.	
    
  	
    
  Male	
    Names:	
    Berg,	
    Fiak,	
    Hvitr,	
    Kiljan,	
    Povi,	
    Ragn,	
    Teis,	
    Vafri.	
    	
    
  	
    
  Female	
    Names:	
    Daga,	
    Impi,	
    Malaat,	
    Olu,	
    Saaga,	
    Ylva,	
    Zylla.	
    
  	
    
  Clan	
    Names:	
    Darkhelm,	
    Kilaxe,	
    Nightstar,	
    Shattershield.	
    
  	
    
  Religion:	
    The	
    folk	
    of	
    the	
    Obsidian	
    Citadel	
    have	
    little	
    love	
    for	
    
  the	
    gods,	
    believing	
    that	
    the	
    gods	
    drove	
    them	
    deep	
    into	
    the	
    earth	
    
  because	
    of	
    their	
    jealousy	
    of	
    the	
    duegar’s	
    smithing	
    skills.	
    When	
    a	
    
  duergar	
     finds	
     religion	
     it	
     is	
     usually	
     through	
     a	
     dark	
     power	
     that	
    
  offers	
    them	
    rewards,	
    riches	
    and	
    dominion	
    over	
    their	
    kin.	
    
  L A I R S  
  The	
    majority	
    of	
    the	
    duergar	
    live	
    in	
    the	
    vast	
    cavernous	
    halls	
    of	
    the	
    
  Obsidian	
    Citadel,	
    named	
    from	
    the	
    stone	
    from	
    which	
    it	
    is	
    hewn.	
    
  Laid	
     out	
     in	
     a	
     grid	
     pattern,	
     the	
     king’s	
     palace	
     sits	
     at	
     the	
     centre.	
    
  Tunnels	
    of	
    hot	
    magma	
    nearby,	
    coupled	
    with	
    the	
    heat	
    from	
    the	
    
  numerous	
    forges,	
    causes	
    the	
    air	
    to	
    be	
    oppressive	
    and	
    stiflingly	
    
  hot.	
    Numerous,	
    well-­‐patrolled	
    tunnels	
    lead	
    deeper	
    into	
    the	
    Ebon	
    
  Realm.	
     Other	
     tunnels	
     run	
     to	
     the	
     surface,	
     ending	
     at	
     cave	
    
  entrances	
    along	
    the	
    charred	
    peaks	
    of	
    the	
    volcanoes.	
    It	
    is	
    these	
    
  caves	
     that	
     the	
     duergar	
     use	
     to	
     trade	
     with	
     outsiders.	
     Usually,	
     a	
    
  small	
     forge	
     sits	
     in	
     the	
     cave	
     so	
     the	
     duergar	
     can	
     work	
     his	
     craft	
    
  when	
    not	
    dealing	
    with,	
    or	
    stealing	
    from,	
    customers.	
    	
    
  	
    
  	
    
   
  T R I B A L  L O R E  
  A	
    character	
    making	
    a	
    Knowledge	
    (local)	
    check	
    may	
    know	
    some	
    
  information	
     about	
     the	
     tribe.	
     A	
     successful	
     check	
     reveals	
     all	
    
  information	
    gained	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
    12:	
    The	
    black	
    armour	
    identifies	
    this	
    stocky,	
    gray-­‐skinned	
    
  humanoid	
    as	
    a	
    Duergar	
    of	
    the	
    Obsidian	
    Citadel.	
    
  	
    
  DC	
     17:	
    The	
    Duergar	
    of	
    the	
    Obsidian	
    Citadel	
    are	
    known	
    for	
    
  their	
     fabulous	
     weapons,	
     armour	
     and	
     other	
     items.	
     However,	
    
  some	
    of	
    those	
    objects	
    carry	
    potent	
    curses.	
    
  	
    
  DC	
    22:	
    The	
    Obsidian	
    Citadel	
    secretly	
    sends	
    out	
    raids	
    against	
    
  the	
    surface	
    world.	
    The	
    duergar	
    hunt	
    for	
    people	
    and	
    objects	
    of	
    
  peerless	
    beauty	
    to	
    brighten	
    their	
    barren	
    halls.	
    
  I N  Y O U R  C A M P A I G N  
  Duergar	
    of	
    the	
    Obsidian	
    Citadel’s	
    design	
    enables	
    a	
    GM	
    to	
    easily	
    
  insert	
     the	
     featured	
     tribe	
     into	
     a	
     home	
     campaign.	
     The	
     duergar	
    
  can	
    provide	
    a	
    source	
    of	
    magic	
    weapons	
    and	
    armour	
    to	
    intrepid	
    
  adventurers	
    willing	
    to	
    risk	
    dealing	
    with	
    them.	
    	
    
  	
    
  A	
    group	
    of	
    duergar	
    marauders	
    laden	
    with	
    the	
    latest	
    spoils	
    of	
    
  their	
     surface	
     raids	
     –	
     objects	
     and	
     folk	
     of	
     great	
     beauty	
     –	
    
  accidently	
    could	
    run	
    across	
    a	
    group	
    of	
    PCs.	
    	
    
  	
    
  Alternatively,	
     those	
     who	
     have	
     sold	
     loved	
     ones	
     to	
     the	
    
  duergars	
    often	
    later	
    have	
    regrets	
    and	
    would	
    willing	
    pay	
    a	
    group	
    
  of	
    adventurers	
    to	
    infiltrate	
    the	
    Obsidian	
    Citadel	
    to	
    rescue	
    those	
    
  they	
    hold	
    most	
    dear.	
    
  
  87	
    
  C O M B A T  &  T A C T I C S  
  The	
    training	
    the	
    duergar	
    receive	
    at	
    the	
    Obsidian	
    Citadel	
    focuses	
    
  on	
     an	
     individual’s	
     natural	
     talents	
     and	
     innate	
     magical	
     abilities.	
    
  Thus	
    the	
    strong	
    become	
    fighters,	
    the	
    nimble	
    serve	
    as	
    scouts	
    and	
    
  the	
     shrewd	
     train	
     to	
     be	
     wizards.	
     Coupled	
     with	
     their	
     ability	
     to	
    
  grow	
     in	
     size	
     and	
     turn	
     invisible,	
     the	
     duergar	
     have	
     developed	
    
  unique	
    and	
    deadly	
    tactics.	
    
  	
    
  Within	
    the	
    environs	
    of	
    the	
    Obsidian	
    Citadel,	
    duergar	
    warriors	
    
  led	
    by	
    a	
    captain	
    make	
    regular	
    patrols,	
    sweeping	
    the	
    numerous	
    
  passageways	
    leading	
    in	
    and	
    out	
    of	
    the	
    fortress.	
    A	
    typical	
    hallway	
    
  leading	
    into	
    the	
    Obsidian	
    Citadel	
    is	
    20	
    ft.	
    wide	
    and	
    10	
    ft.	
    high	
    (to	
    
  allow	
     the	
     duergar	
     to	
     make	
     full	
     use	
     of	
     their	
     enlarge	
     person	
    
  ability).	
    This	
    way,	
    two	
    patrol	
    members	
    can	
    hold	
    the	
    passageway	
    
  while	
     the	
     others	
     turn	
     invisible	
     to	
     slip	
     behind	
     intruders	
     from	
     a	
    
  connecting	
    hallway.	
    If	
    given	
    enough	
    room,	
    the	
    enlarged	
    duergar	
    
  fan	
    out	
    about	
    5	
    ft.	
    apart	
    so	
    they	
    can	
    use	
    their	
    reach	
    while	
    their	
    
  allies	
    shoot	
    crossbows	
    at	
    enemies	
    that	
    get	
    between	
    them.	
    
  	
    
  Additional,	
    duergar	
    bands	
    patrol	
    day	
    and	
    night	
    in	
    a	
    ten-­‐mile	
    
  radius	
    on	
    the	
    surface,	
    relying	
    on	
    their	
    Survival	
    skill	
    to	
    navigate	
    
  the	
    harsh	
    landscape.	
    Patrols	
    above	
    ground	
    make	
    extensive	
    use	
    
  of	
    scouts	
    who	
    range	
    ahead	
    to	
    warn	
    of	
    dangerous	
    monsters	
    and	
    
  possible	
    intruders.	
    Because	
    of	
    the	
    number	
    of	
    travellers	
    coming	
    
  to	
     do	
     business,	
     the	
     duergar	
     offer	
     to	
     provide	
     an	
     armed	
     escort	
    
  through	
    their	
    land	
    (for	
    a	
    hefty	
    price,	
    of	
    course).	
    Troublemakers	
    
  are	
    dealt	
    with	
    quickly	
    and	
    decisively.	
    	
    
  	
    
  In	
    battle,	
    half	
    the	
    warriors	
    enlarge	
    themselves	
    and	
    hem	
    their	
    
  enemies	
     together	
     while	
     the	
     scouts	
     and	
     other	
     warriors	
     turn	
    
  invisible	
     to	
     surround	
     or	
     flank	
     their	
     foe,	
     targeting	
     lightly	
    
  armoured	
     and	
     spellcasters	
     first.	
     The	
     captain	
     of	
     the	
     patrol	
    
  typically	
    charges	
    his	
    silver	
    steed	
    into	
    clusters	
    of	
    the	
    enemy.	
    
  	
    
  The	
     duergars’	
     desire	
     to	
     possess	
     objects	
     of	
     beauty	
     drives	
    
  them	
    to	
    frequently	
    raid	
    the	
    surface	
    world.	
    Such	
    groups	
    consist	
    of	
    
  mostly	
    scouts	
    with	
    one	
    or	
    two	
    infiltrators,	
    a	
    wizard	
    and	
    a	
    small	
    
  contingent	
    of	
    warriors	
    lead	
    by	
    a	
    captain.	
    The	
    latter	
    are	
    mostly	
    
  for	
    protection	
    and	
    the	
    guarding	
    of	
    slaves	
    once	
    they	
    are	
    acquired.	
    
  The	
    raiding	
    party	
    travels	
    by	
    night,	
    using	
    the	
    duergar	
    affinity	
    for	
    
  stealth	
     to	
     move	
     through	
     the	
     surface	
     lands	
     undetected.	
     Scouts	
    
  slip	
    into	
    settlements	
    to	
    select	
    potential	
    targets	
    like	
    art	
    objects,	
    
  beautiful	
    men	
    or	
    women,	
    skilled	
    artists	
    and	
    so	
    on.	
    Once	
    a	
    target	
    
  has	
     been	
     selected,	
     a	
     Obsidian	
     Infiltrator	
     sneaks	
     in	
     to	
     steal	
     the	
    
  item	
    or	
    victim.	
    The	
    infiltrator	
    has	
    24	
    hours	
    to	
    make	
    it	
    back	
    to	
    his	
    
  allies	
    hiding	
    outside	
    the	
    settlement	
    before	
    they	
    give	
    him	
    up	
    as	
    
  lost	
    and	
    move	
    on.	
    If	
    a	
    duergar	
    is	
    caught	
    in	
    a	
    town	
    or	
    city,	
    it	
    can	
    
  be	
    assumed	
    a	
    raiding	
    party	
    is	
    nearby.	
    Under	
    no	
    circumstances	
    
  do	
     raiding	
     parties	
     attempt	
     to	
     rescue	
     captured	
     allies.	
     If	
    
  discovered	
    and	
    attacked,	
    the	
    warriors,	
    scouts	
    and	
    captain	
    give	
    
  their	
    lives	
    so	
    that	
    the	
    wizard	
    and	
    infiltrators	
    can	
    escape.	
    The	
    life	
    
  of	
    an	
    average	
    duergar	
    warrior	
    is	
    cheap	
    compared	
    to	
    the	
    training	
    
  required	
    to	
    become	
    a	
    wizard	
    or	
    infiltrator.	
    
  
  88	
    
  E L V E N  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	
     elven	
     town.	
     Ignore	
    
  inappropriate	
    results	
    and	
    simply	
    re-­‐roll.	
    
  D%	
    
  	
    
  1	
    
  The	
     morning	
     mist	
     seems	
     to	
     cling	
     to	
     the	
     trees,	
    
  refusing	
    to	
    burn	
    off	
    even	
    as	
    the	
    day	
    brightens.	
    
  2	
    
  A	
     group	
     of	
     elven	
     hunters	
     slip	
     into	
     the	
     woods,	
    
  making	
    
  no	
    
  noise	
    
  as	
    
  they	
    
  navigate	
    
  the	
    
  underbrush.	
    
  3	
    
  Elven	
     children	
     perched	
     in	
     the	
     tree	
     branches,	
    
  silently	
    watch	
    the	
    party	
    pass	
    by	
    below.	
    
  4	
    
  Clad	
     in	
     leafy	
     garments,	
     elven	
     children	
     prance	
    
  around	
    the	
    town’s	
    central	
    clearing.	
    
  5	
    
  An	
     artist	
     weaves	
     numerous	
     trimmed	
     branches	
    
  together	
    to	
    form	
    a	
    basket.	
    
  6	
    
  Beneath	
     the	
     moonlight,	
     elves	
     form	
     a	
     dancing	
    
  circle	
    to	
    worship	
    one	
    of	
    their	
    gods.	
    
  7	
    
  Ethereal	
    singing	
    floats	
    on	
    the	
    breeze,	
    though	
    the	
    
  musicians	
    are	
    nowhere	
    in	
    sight.	
    
  8	
    
  An	
     elven	
     druid	
     strolls	
     through	
     town,	
     a	
     friendly	
    
  bear	
    lumbering	
    beside	
    her.	
    
  9	
    
  A	
    PC	
    gets	
    the	
    distinct	
    feeling	
    a	
    grove	
    of	
    trees	
    is	
    
  moving	
    whenever	
    he	
    is	
    not	
    looking.	
    
  10	
    
  A	
     peaceful	
     river	
     gurgles	
     and	
     ripples	
     as	
     it	
     winds	
    
  along	
    just	
    outside	
    of	
    the	
    town	
    border.	
    
  11	
    
  A	
    band	
    of	
    elves	
    light	
    torches,	
    preparing	
    to	
    burn	
    a	
    
  rotting	
    tree	
    from	
    the	
    forest	
    border.	
    
  12	
    
  Several	
    elven	
    elders	
    impassively	
    watch	
    the	
    party	
    
  as	
    they	
    go	
    about	
    their	
    business.	
    
  13	
    
  As	
     night	
     falls,	
     softly	
     glowing	
     lights	
     wink	
     into	
    
  being	
    in	
    the	
    darkness	
    beyond	
    the	
    town	
    limits.	
    
  14	
    
  A	
     stately	
     elf	
     wearing	
     a	
     crown	
     of	
     thorny	
     twigs	
    
  gives	
    the	
    party	
    a	
    condescending	
    look.	
    
  15	
    
  Peering	
     up	
     into	
     the	
     leafy	
     canopy,	
     the	
     PCs	
     spot	
    
  platforms	
    and	
    homes	
    built	
    among	
    the	
    branches.	
    
  16	
    
  A	
    dozen	
    archers	
    stand	
    loosing	
    arrows	
    at	
    targets	
    
  across	
    a	
    field.	
    
  17	
    
  Two	
     elves	
     faces	
     off,	
     testing	
     each	
     other’s	
     guard	
    
  with	
    slim	
    duelling	
    rapiers.	
    
  18	
    
  A	
    
  half-­‐elf,	
    
  obviously	
    
  an	
    
  outsider,	
    
  looks	
    
  uncomfortable	
    as	
    she	
    walks	
    through	
    town.	
    
  19	
    
  A	
    red-­‐bearded	
    dwarf	
    trails	
    after	
    an	
    elf,	
    clumsily	
    
  attempting	
    to	
    flirt	
    with	
    her.	
    
  20	
    
  An	
    elven	
    youth	
    chuckles	
    as	
    he	
    juggles	
    at	
    least	
    ten	
    
  stones	
    without	
    fumbling	
    a	
    single	
    one.	
    
  21	
    
  Enchanting	
     birdsong	
     trills	
     overhead,	
     and	
     birds	
    
  flutter	
    through	
    the	
    trees.	
    	
    
  22	
    
  The	
    pattering	
    rainfall	
    hasn’t	
    let	
    up	
    for	
    a	
    minute	
    
  over	
    the	
    past	
    few	
    days.	
    
  23	
    
  Elves	
     in	
     grey	
     shrouds	
     form	
     a	
     sombre	
     funerary	
    
  procession	
    along	
    the	
    town’s	
    main	
    street.	
    
  24	
    
  Numerous	
    traps	
    and	
    snares	
    are	
    set	
    in	
    the	
    woods	
    
  around	
    the	
    town—rather	
    obviously	
    so.	
    
  25	
    
  A	
     band	
     of	
     hunters	
     return	
     from	
     several	
     days	
     in	
    
  the	
    forest	
    with	
    much	
    fresh	
    venison.	
    
  26	
    
  A	
    town	
    resident	
    uses	
    a	
    stick	
    to	
    idly	
    write	
    elvish	
    
  sayings	
    in	
    the	
    dirt.	
    
  27	
    
  A	
     slim	
     blacksmith	
     hefts	
     a	
     work	
     hammer	
     that	
    
  stands	
    almost	
    as	
    tall	
    as	
    him.	
    
  28	
    
  A	
     supremely	
     sweet	
     smell	
     drifts	
     over	
     from	
     the	
    
  town’s	
    winepress.	
    
  29	
    
  A	
    drunk	
    elf	
    staggers	
    down	
    the	
    road,	
    swaying	
    like	
    
  a	
    willow	
    in	
    a	
    breeze.	
    
  30	
    
  A	
    shabby	
    elf	
    squats	
    in	
    an	
    alley,	
    wearing	
    nothing	
    
  more	
    than	
    ragged	
    sackcloth.	
    
  31	
    
  A	
     blind	
     elf	
     uses	
     a	
     wooden	
     staff	
     to	
     tap	
     his	
     way	
    
  through	
    the	
    crowd.	
    
  32	
    
  A	
     song	
     of	
     adulation	
     emanating	
     from	
     a	
     nearby	
    
  home	
    shifts	
    into	
    a	
    mourning	
    tone.	
    
  33	
    
  As	
     if	
     by	
     a	
     secret	
     signal,	
     every	
     elf	
     in	
     town	
    
  suddenly	
    falls	
    into	
    unified	
    silence.	
    
  34	
    
  The	
     subtle	
     grinding	
     of	
     blades	
     being	
     sharpened	
    
  reaches	
    the	
    party’s	
    ears	
    
  35	
    
  A	
     dwarf	
     wanders	
     by,	
     openly	
     sneering	
     at	
     elven	
    
  craftsmanship	
    on	
    display.	
    
  36	
    
  A	
     muscular	
     elf	
     stomps	
     past,	
     muttering	
     death	
    
  threats	
    under	
    his	
    breath	
    to	
    no	
    one	
    in	
    particular.	
    
  37	
    
  This	
     ornate	
     statue	
     appears	
     to	
     be	
     constructed	
    
  entirely	
    out	
    of	
    animal	
    bones.	
    
  38	
    
  A	
    large	
    network	
    of	
    knotted	
    vines	
    has	
    been	
    strung	
    
  over	
    most	
    of	
    the	
    town.	
    
  39	
    
  Rows	
    of	
    well-­‐tended	
    gardens	
    sit	
    outside	
    almost	
    
  every	
    home	
    in	
    town.	
    
  40	
    
  A	
    line	
    of	
    fat	
    fish	
    has	
    been	
    hung	
    up	
    on	
    hooks	
    to	
    
  dry	
    in	
    the	
    sun.	
    
  41	
    
  Dozens	
    of	
    oiled	
    furs	
    hang	
    in	
    a	
    shop	
    window.	
    
  42	
    
  Swatches	
     of	
     leather	
     are	
     stretched	
     on	
     wooden	
    
  racks,	
    slowly	
    curing.	
    
  43	
    
  An	
     elf	
     that	
     has	
     fine	
     white	
     hairs	
     covering	
     every	
    
  inch	
    of	
    exposed	
    skin	
    seemingly	
    glides	
    down	
    the	
    
  street.	
    
  44	
    
  Many	
     of	
     the	
     villagers	
     are	
     wearing	
     bear	
     claw	
    
  necklaces	
    and	
    black	
    fur	
    hides.	
    
  45	
    
  An	
     elf	
     warrior—missing	
     an	
     ear,	
     with	
     a	
     rather	
    
  savage	
    scar	
    where	
    it	
    used	
    to	
    be—strides	
    passed	
    
  the	
    party.	
    
  46	
    
  A	
    bunch	
    of	
    human	
    lumberjacks	
    loiter	
    at	
    the	
    local	
    
  inn,	
    oblivious	
    to	
    the	
    scowls	
    aimed	
    their	
    way.	
    
  47	
    
  What	
    look	
    like	
    earthen	
    mounds	
    are	
    revealed	
    to	
    
  be	
    underground	
    houses,	
    on	
    second	
    glance.	
    
  48	
    
  A	
    wooden	
    spout	
    has	
    been	
    jammed	
    into	
    this	
    tree,	
    
  and	
    drips	
    golden	
    sap.	
    
  49	
    
  A	
     trio	
     of	
     brooks	
     twine	
     together	
     in	
     this	
     spot	
     to	
    
  form	
    an	
    odd	
    shape	
    that	
    can’t	
    be	
    natural.	
    
  50	
    
  These	
     boulders	
     have	
     been	
     marked	
     with	
     white	
    
  and	
    red	
    chalk	
    streaks.	
    
  51	
    
  Dozens	
    of	
    game	
    paths	
    wind	
    out	
    of	
    sight	
    into	
    the	
    
  brush,	
    trampled	
    with	
    animal	
    tracks.	
    
  
  89	
    
  52	
    
  Out	
     of	
     the	
     whole	
     forest,	
     this	
     one	
     tree	
     stands	
    
  wholly	
    bare...not	
    a	
    leaf	
    on	
    a	
    twig.	
    
  53	
    
  A	
    charred	
    shunt	
    of	
    wood	
    is	
    all	
    that’s	
    left	
    of	
    this	
    
  tree,	
    after	
    lightning	
    struck.	
    
  54	
    
  Several	
    large	
    mushroom	
    rings	
    have	
    grown	
    from	
    
  the	
    soft	
    earth	
    here.	
    
  55	
    
  A	
    stink	
    of	
    mildew	
    floats	
    about,	
    heightened	
    after	
    
  the	
    recent	
    rain.	
    
  56	
    
  This	
     toppled	
     tree	
     has	
     a	
     flight	
     of	
     stone	
     stairs	
    
  under	
    where	
    the	
    roots	
    once	
    burrowed	
    deeply.	
    
  57	
    
  A	
    PC	
    thought	
    it	
    was	
    the	
    wind,	
    but	
    now	
    he’s	
    sure	
    
  those	
     are	
     voices	
     whispering	
     just	
     beyond	
    
  comprehension.	
    No	
    one	
    else	
    hears	
    the	
    voices.	
    
  58	
    
  A	
    curious	
    rustling	
    comes	
    from	
    the	
    bushes	
    off	
    to	
    
  one	
    side.	
    
  59	
    
  The	
     party	
     discover	
     themselves	
     in	
     a	
     thick	
     grove	
    
  somehow	
    hidden	
    in	
    the	
    middle	
    of	
    town.	
    
  60	
    
  The	
    trees	
    on	
    this	
    side	
    of	
    town	
    all	
    appear	
    to	
    be	
    
  fruit-­‐bearing.	
    
  61	
    
  Numerous	
    wooden	
    and	
    stone	
    animal	
    dens	
    have	
    
  been	
    constructed	
    around	
    town.	
    
  62	
    
  A	
    majestic	
    centaur	
    stands	
    at	
    the	
    town’s	
    border,	
    
  watching	
    the	
    residents	
    with	
    blatant	
    curiosity.	
    
  63	
    
  A	
    dryad	
    slips	
    out	
    from	
    her	
    tree	
    trunk	
    and	
    dashes	
    
  off	
    into	
    the	
    deeper	
    woods.	
    
  64	
    
  The	
     town’s	
     leader	
     stalks	
     past,	
     wearing	
     a	
    
  headdress	
    formed	
    of	
    deer	
    antlers.	
    	
    
  65	
    
  Elven	
    
  children	
    
  wear	
    
  feathered	
    
  garments,	
    
  flapping	
    their	
    arms	
    and	
    making	
    bird	
    calls	
    as	
    they	
    
  play.	
    
  66	
    
  Flagons	
     of	
     fine	
     elven	
     wine	
     are	
     set	
     out	
     for	
    
  sampling	
    and	
    sale	
    at	
    this	
    open-­‐air	
    market.	
    
  67	
    
  Harvesters	
     haul	
     baskets	
     of	
     berries	
     into	
     town,	
    
  their	
    fingers	
    and	
    lips	
    stained	
    with	
    dark	
    juices.	
    
  68	
    
  Dozens	
    of	
    paper	
    lanterns	
    have	
    been	
    hung	
    up	
    in	
    
  the	
    trees.	
    
  69	
    
  A	
     spring	
     bubbles	
     up	
     on	
     the	
     outskirts	
     of	
     town,	
    
  providing	
    fresh	
    water	
    for	
    everyone.	
    
  70	
    
  Elves	
     are	
     clipping	
     away	
     at	
     the	
     thick,	
     thorny	
    
  bushes	
    growing	
    around	
    the	
    town.	
    
  71	
    
  A	
     terrible	
     stench	
     emanates	
     from	
     the	
     town	
    
  alchemist’s	
    shop.	
    
  72	
    
  A	
    priest	
    marks	
    a	
    newborn	
    elf	
    with	
    sap	
    from	
    the	
    
  town’s	
    holy	
    tree.	
    	
    
  73	
    
  Green	
     garlands	
     are	
     strung	
     up	
     between	
     all	
     the	
    
  town	
    buildings	
    and	
    walls.	
    
  74	
    
  Bright	
     crimson	
     ribbons	
     are	
     tied	
     around	
     every	
    
  tree	
    trunk	
    in	
    sight.	
    	
    
  75	
    
  A	
    human	
    stands	
    stripped	
    to	
    the	
    waist	
    and	
    locked	
    
  in	
    stocks	
    in	
    the	
    centre	
    of	
    town.	
    
  76	
    
  An	
     elf	
     walks	
     by	
     wearing	
     a	
     pair	
     of	
     wooden	
    
  shackles	
    around	
    her	
    slim	
    wrists.	
    
  77	
    
  Hundreds	
     of	
     birds	
     flock	
     overhead,	
     settling	
     into	
    
  the	
    branches	
    all	
    about.	
    
  78	
    
  An	
     enormous	
     harvest	
     moon	
     hangs	
     above	
     the	
    
  trees	
    like	
    a	
    god’s	
    golden	
    eye.	
    
  79	
    
  The	
     evening	
     starlight	
     is	
     unnaturally	
     dazzling,	
    
  bathing	
    the	
    town	
    in	
    a	
    white	
    glow.	
    
  80	
    
  The	
     air	
     is	
     abuzz	
     with	
     swarms	
     of	
     winged	
     insects	
    
  that	
    keep	
    flitting	
    about	
    the	
    party’s	
    heads.	
    
  81	
    
  A	
     pack	
     of	
     wild	
     cats	
     prowl	
     through	
     the	
     town,	
    
  though	
    nobody	
    appears	
    alarmed.	
    
  82	
    
  An	
    arrow	
    zips	
    past	
    a	
    PC’s	
    ear	
    and	
    embeds	
    itself	
    
  in	
    a	
    tree	
    trunk	
    just	
    a	
    few	
    paces	
    away.	
    
  83	
    
  A	
    group	
    of	
    elves	
    stand	
    in	
    a	
    sunny	
    clearing,	
    arms	
    
  raised	
    as	
    they	
    bask	
    in	
    the	
    warm	
    light.	
    
  84	
    
  Many	
    townsfolk	
    have	
    gathered	
    for	
    a	
    communal	
    
  meal	
    in	
    the	
    town	
    centre.	
    They	
    invite	
    the	
    PCs	
    to	
    
  join	
    the	
    feast.	
    
  85	
    
  The	
     sharp	
     scent	
     of	
     spiced	
     meat	
     being	
     roasted	
    
  teases	
    the	
    party’s	
    noses.	
    
  86	
    
  A	
    newly	
    betrothed	
    elven	
    couple	
    have	
    eyes	
    only	
    
  for	
    one	
    another	
    as	
    they	
    stroll	
    through	
    town.	
    
  87	
    
  Everyone	
     is	
     going	
     about	
     with	
     dozens	
     of	
    
  wildflowers	
    in	
    their	
    hair.	
    
  88	
    
  An	
    elf’s	
    vibrant	
    cape	
    is	
    made	
    up	
    of	
    hundreds	
    of	
    
  leaves	
    sewn	
    together.	
    
  89	
    
  Clad	
     in	
     silvery	
     armour,	
     an	
     elven	
     warrior	
     strides	
    
  around	
    town,	
    looking	
    troubled.	
    
  90	
    
  Elves	
    laugh	
    and	
    play	
    as	
    they	
    bathe	
    in	
    the	
    nearby	
    
  snow-­‐fed	
    lake.	
    
  91	
    
  A	
     lone	
     stone	
     cairn	
     has	
     been	
     constructed	
     just	
    
  outside	
    of	
    the	
    town.	
    
  92	
    
  All	
    the	
    building	
    roofs	
    look	
    to	
    be	
    covered	
    in	
    layers	
    
  of	
    mud	
    and	
    moss.	
    
  93	
    
  A	
     bucket	
     splashes	
     down	
     into	
     the	
     depths	
     of	
     the	
    
  town’s	
    main	
    well.	
    
  94	
    
  A	
     mirror-­‐calm	
     pond	
     sits	
     in	
     the	
     exact	
     middle	
     of	
    
  town,	
    with	
    homes	
    built	
    around	
    its	
    edge.	
    
  95	
    
  The	
    wood	
    used	
    to	
    build	
    these	
    houses	
    appears	
    to	
    
  still	
    be	
    growing.	
    
  96	
    
  The	
    streets	
    of	
    this	
    town	
    are	
    demarked	
    on	
    either	
    
  side	
    by	
    rows	
    of	
    colourful	
    wildflowers.	
    
  97	
    
  No	
     matter	
     where	
     the	
     party	
     goes,	
     countless	
    
  squirrels	
    follow,	
    chattering	
    incessantly.	
    	
    
  98	
    
  A	
     shop	
     window	
     is	
     crowded	
     with	
     intricate	
    
  woodcarvings.	
    
  99	
    
  Hooves	
     pound	
     in	
     the	
     distance,	
     as	
     if	
     something	
    
  has	
    caused	
    a	
    herd	
    of	
    deer	
    to	
    stampede.	
    
  100	
    
  The	
    inhuman	
    face	
    carved	
    into	
    this	
    massive	
    tree	
    
  animates	
    and	
    begins	
    talking	
    to	
    the	
    party.	
    
  	
    
  	
    
   
   
  
  90	
    
  H E N C H F O L K  &  H I R E L I N G S :  H I R I N G  H E N C H F O L K  
  Henchfolk	
     are	
     an	
     adventuring	
     hero’s	
     most	
     trusted	
     and	
     useful	
    
  servants.	
     Able	
     to	
     stand	
     with	
     their	
     master	
     in	
     battle,	
     provide	
    
  spellcasting	
     support	
     or	
     simply	
     stay	
     at	
     home	
     and	
     guard	
     their	
    
  master’s	
     chattels,	
     henchmen	
     are	
     a	
     good	
     addition	
     to	
     any	
    
  adventuring	
    party.	
    	
    
  	
    
  Almost	
    any	
    adventuring	
    hero	
    can	
    attract	
    henchfolk.	
    Once	
    a	
    
  PC	
     has	
     attained	
     3rd-­‐level	
     he	
     can	
     attempt	
     to	
     attract	
     henchfolk.	
    
  The	
    overall	
    number	
    of	
    henchmen	
    a	
    PC	
    can	
    have	
    is	
    a	
    function	
    of	
    
  his	
    Charisma	
    and	
    level.	
    Every	
    PC	
    can	
    have	
    a	
    number	
    of	
    henchfolk	
    
  equal	
    to	
    3	
    +	
    1/2	
    the	
    PC’s	
    level	
    +	
    the	
    PC’s	
    Charisma	
    modifier.	
    If	
    a	
    
  henchman	
    dies	
    or	
    leaves	
    the	
    PC,	
    he	
    can	
    be	
    replaced	
    using	
    the	
    
  method	
    detailed	
    below.	
    
  A T T R A C T I N G  H E N C H F O L K  
  There	
     may	
     be	
     many	
     prospective	
     henchfolk	
     in	
     a	
     given	
    
  community,	
    but	
    if	
    the	
    PC	
    does	
    nothing	
    to	
    attract	
    them	
    he	
    will	
    
  never	
    employ	
    them.	
    	
    
  	
    
  The	
    locale	
    in	
    which	
    the	
    PC	
    decides	
    to	
    attract	
    henchmen	
    is	
    a	
    
  crucial	
     factor	
     in	
     determining	
     the	
     final	
     number	
     of	
     prospective	
    
  applicants.	
     No	
     matter	
     how	
     diligent	
     the	
     PC	
     is	
     at	
     seeking	
     out	
     a	
    
  follower,	
     such	
     individuals	
     do	
     not	
     come	
     in	
     an	
     inexhaustible	
    
  supply.	
     The	
     settlement’s	
     size	
     and	
     location	
     determine	
     the	
    
  maximum	
    number	
    of	
    applicants.	
    (Of	
    course,	
    the	
    GM	
    can	
    modify	
    
  these	
    figures	
    if	
    he	
    deems	
    is	
    necessary	
    or	
    desirable).	
    
  COMMUNITY	
    
  SIZE	
    
  BASE	
    NUMBER	
    
  ATTRACTED	
    
  MAXIMUM	
    
  ATTRACTED	
    
  Thorp	
    
  0	
    
  0	
    
  Hamlet	
    
  0	
    
  0	
    
  Village	
    
  0	
    
  1	
    
  Small	
    town	
    
  1	
    
  2	
    
  Large	
    town	
    
  2	
    
  5	
    
  Small	
    city	
    
  3	
    
  12	
    
  Large	
    city	
    
  6	
    
  25	
    
  Metropolis	
    
  10	
    
  50	
    
  	
    
  Additionally,	
     a	
     community’s	
     location	
     affects	
     how	
     many	
    
  suitable	
     individuals	
     may	
     be	
     attracted.	
     A	
     community	
     on	
     a	
    
  borderland	
    or	
    other	
    contested	
    area	
    is	
    treated	
    as	
    if	
    it	
    were	
    one	
    
  size	
    larger	
    (so,	
    for	
    example,	
    a	
    small	
    town	
    would	
    count	
    as	
    a	
    large	
    
  town)	
     in	
     terms	
     of	
     how	
     many	
     potential	
     henchmen	
     live	
     within.	
    
  Similar	
     if	
     a	
     community	
     is	
     very	
     stable	
     and	
     does	
     not	
     have	
    
  significant	
    external	
    threats	
    to	
    contend	
    with,	
    it	
    counts	
    as	
    one	
    size	
    
  smaller	
     (so	
     a	
     small	
     town	
     would	
     only	
     have	
     as	
     many	
     potential	
    
  recruits	
    as	
    a	
    village).	
    
  	
    
  Once	
     the	
     PC	
     has	
     determined	
     where	
     he	
     will	
     search	
     for	
    
  recruits,	
    he	
    must	
    decide	
    which	
    methods	
    to	
    use.	
    A	
    PC	
    can	
    use	
    any	
    
  or	
    all	
    of	
    the	
    methods	
    outlined	
    below,	
    but	
    each	
    activity	
    can	
    only	
    
  be	
     undertaken	
     once	
     a	
     month.	
     If	
     the	
     PC	
     elects	
     to	
     use	
     multiple	
    
  methods	
     at	
     the	
     same	
     time,	
     but	
     this	
     inevitably	
     results	
     in	
     some	
    
  wasted,	
    duplicated	
    effort.	
    
  METHOD1	
    
  COST	
    
  APPLICANTS	
    
  ATTRACTED3,	
    4	
    
  Posting	
    public	
    notices	
    
  50	
    gp	
    
  1d4	
    
  Hiring	
    a	
    crier	
    
  10	
    gp	
    
  1d2	
    
  Hiring	
    agents	
    
  300	
    gp	
    
  2d3	
    
  Frequenting	
     inns,	
     taverns	
     and	
     so	
    
  on2	
    
  var.	
    
  var.	
    
  1:	
     Reduce	
     the	
     overall	
     number	
     of	
     applicants	
     attracted	
     by	
     1	
     for	
    
  each	
    additional	
    method	
    used	
    beyond	
    the	
    first,	
    as	
    duplication	
    of	
    
  effort	
    inevitably	
    results.	
    
  2:	
    Buying	
    drinks	
    for	
    prospective	
    henchfolk,	
    bribing	
    barkeeps	
    and	
    
  servers	
     to	
     mention	
     the	
     employment	
     opportunity	
     to	
     likely	
    
  applicants	
    and	
    so	
    on.	
    For	
    each	
    10	
    gp	
    spent	
    (50	
    gp	
    maximum),	
    
  the	
    PC	
    attracts	
    1d2	
    applicants.	
    
  3:	
    Add	
    the	
    base	
    number	
    available	
    in	
    the	
    settlement.	
    
  4:	
    Add	
    the	
    PC's	
    level	
    to	
    simulate	
    his	
    renown.	
    	
    
  	
    
  	
    
  Post	
    Public	
    Notices:	
    The	
    PC	
    posts	
    public	
    notices	
    in	
    taverns,	
    
  inns	
    and	
    in	
    other	
    public	
    places	
    such	
    as	
    market	
    squares	
    and	
    so	
    
  on.	
    
  	
    
  Hiring	
    a	
    Crier:	
    The	
    PC	
    hires	
    a	
    town	
    crier,	
    or	
    other	
    individual	
    
  such	
     as	
     a	
     wandering	
     bard,	
     to	
     spread	
     the	
     word	
     of	
     his	
     need	
     for	
    
  henchmen.	
    	
    
  	
    
  Hiring	
     Agents:	
     The	
     PC	
     hires	
     agents	
     dedicated	
     to	
     finding	
    
  suitable	
    candidates.	
    Such	
    individuals	
    have	
    contacts	
    in	
    the	
    local	
    
  community	
    and,	
    although	
    expensive,	
    this	
    guarantees	
    results.	
    A	
    
  PC	
     employing	
     this	
     method	
     can	
     reroll	
     one	
     result	
     during	
     the	
    
  Determine	
    Applicants	
    phase.	
    
  	
    
  Frequenting	
     Inns,	
     Taverns	
     and	
     so	
     on:	
     The	
     PC	
     frequents	
    
  locations	
    where	
    prospective	
    henchmen	
    can	
    be	
    found	
    –	
    taverns,	
    
  inns	
    and	
    so	
    on.	
    Such	
    activity	
    is	
    time	
    consuming	
    and	
    the	
    PC	
    can	
    
  E X A M P L E  
  Morgan	
     Ironwolf	
     (a	
     4th-­‐level	
     fighter)	
     decides	
     she	
     needs	
     to	
    
  attract	
    some	
     henchfolk.	
    She	
     travels	
     to	
     the	
     nearest	
     large	
     town	
    
  (base	
    number	
    attracted	
    2)	
    and	
    posts	
    public	
    notices	
    (cost	
    50	
    gp,	
    
  attracts	
     1d4	
     henchmen)	
     and	
     hires	
    a	
     crier	
     (cost	
    10	
     gp,	
    attracts	
    
  1d2	
    henchmen)	
    to	
    spread	
    the	
    word.	
    	
    
  	
    
  The	
     public	
     notices	
     attract	
     three	
     prospective	
     henchmen	
    
  while	
     the	
    crier	
    brings	
    in	
    one	
     more.	
     Thus,	
     Morgan	
     attracts	
    ten	
    
  potential	
     recruits	
     (4+2+3+1).	
     Unfortunately,	
     because	
     she	
     used	
    
  two	
    methods	
    to	
    attract	
    recruits	
    this	
    result	
    reduces	
    by	
    one	
    for	
    a	
    
  total	
    of	
    nine	
    potential	
    recruits	
    and	
    a	
    total	
    outlay	
    of	
    60	
    gp.	
    Sadly,	
    
  as	
    she	
    is	
    in	
    a	
    large	
    town	
    this	
    total	
    is	
    reduced	
    to	
    five	
    applicants.	
    
  
  91	
    
  carry	
    out	
    no	
    other	
    activity	
    while	
    recruiting	
    henchfolk.	
    
  I N T E R V I E W I N G  H E N C H F O L K  
  The	
    PC	
    must	
    interview	
    each	
    prospective	
    henchman	
    to	
    determine	
    
  if	
    the	
    henchman	
    will	
    serve	
    him	
    (and	
    indeed	
    if	
    the	
    PC	
    wants	
    the	
    
  henchman	
    in	
    question).	
    	
    
  	
    
  It	
     is	
     considered	
     poor	
     manners	
     to	
     enspell	
     a	
     prospective	
    
  henchfolk	
    in	
    any	
    way.	
    (This	
    includes	
    divinations	
    such	
    as	
    detect	
    
  evil,	
     detect	
     thoughts	
     and	
     so	
     on.)	
     Searching	
     or	
     restraining	
     the	
    
  applicant	
     in	
     any	
     way	
     results	
     in	
     the	
     applicant	
     leaving	
     at	
     the	
    
  earliest	
    opportunity.	
    	
    
  	
    
  At	
    the	
    start	
    of	
    the	
    interview,	
    treat	
    the	
    prospective	
    henchfolk	
    
  as	
    indifferent.	
    (Although,	
    the	
    applicant	
    is	
    interested	
    in	
    serving	
    as	
    
  a	
    henchman,	
    he	
    is	
    also	
    wary	
    of	
    serving	
    under	
    someone	
    he	
    does	
    
  not	
     yet	
     like	
     or	
     respect.)	
     Roleplay	
     the	
     meeting	
     using	
     the	
     notes	
    
  presented	
    with	
    each	
    sample	
    henchman.	
    To	
    make	
    the	
    henchman	
    
  amenable	
     to	
     enter	
     service,	
     the	
     PC	
     must	
     make	
     him	
     friendly	
    
  (requiring	
    a	
    DC	
    15	
    +	
    henchman	
    Cha	
    modifier	
    Diplomacy	
    check).	
    
  Apply	
    the	
    following	
    modifiers	
    to	
    the	
    check:	
    
  SITUATION	
    
  MODIFIER	
    
  PC	
    is	
    of	
    an	
    atypical	
    race	
    
  -­‐1	
    
  PC	
    is	
    same	
    alignment	
    
  +1	
    
  PC	
    is	
    renown	
    in	
    local	
    area	
    
  +2	
    
  PC	
    is	
    different	
    alignment	
    (one	
    step)	
    
  -­‐1	
    
  PC	
    is	
    different	
    alignment	
    (two	
    step)	
    
  Will	
    not	
    serve	
    
  PC	
    is	
    of	
    same	
    religion	
    
  +2	
    
  PC	
    offers	
    signing	
    bonus	
    (per	
    200	
    gp	
    value)	
    	
    
  +1	
    
  PC	
    uses	
    magic	
    on	
    the	
    henchman	
    
  -­‐4	
    
  	
    
  If	
     the	
     PC	
     fails	
     to	
     render	
     the	
     prospective	
     henchfolk	
     friendly	
     or	
    
  better,	
    the	
    applicant	
    decides	
    that	
    he	
    doesn’t	
    want	
    to	
    serve	
    the	
    
  PC	
    and	
    leaves.	
    If	
    the	
    PC	
    succeeds,	
    the	
    henchman	
    enters	
    service	
    
  and	
     the	
     PC	
     must	
     immediately	
     start	
     paying	
     wages	
     and	
     cost	
     of	
    
  living	
    expenses	
    for	
    the	
    henchman.	
    	
    
  U P K E E P  &  P A Y   
  Once	
     a	
     henchman	
     has	
     accepted	
     employment,	
     the	
     PC	
     must	
    
  provide	
     wages	
     and	
     upkeep.	
     Additionally,	
     as	
     a	
     henchman	
    
  accompanies	
     his	
     master	
     on	
     adventures,	
     he	
     gains	
     XP.	
     (See	
    
  “Advancing	
    Henchfolk”	
    for	
    more	
    information).	
    
  	
    
  Upkeep:	
    A	
    henchfolk	
    accepts	
    upkeep	
    up	
    to	
    one	
    level	
    lower	
    
  than	
     its	
     master's.	
     (Cost	
     of	
     Living,	
     Pathfinder	
     Roleplaying	
     Game	
    
  Core	
     Rulebook,	
     chapter	
     12).	
     Additionally,	
     if	
     an	
     adventure	
    
  requires	
     access	
     to	
     certain	
     equipment	
     (either	
     magical	
     or	
    
  mundane),	
     the	
     henchfolk's	
     employer	
     must	
     provide	
     that	
    
  equipment	
    free	
    of	
    charge.	
    	
    
  	
    
  Pay:	
    All	
    henchfolk	
    draw	
    a	
    monthly	
    wage	
    from	
    their	
    employer	
    
  equal	
     to	
     100	
     gp	
     per	
     level	
     of	
     the	
     henchfolk.	
     Henchfolk	
     accept	
    
  permanent	
     magical	
     items	
     in	
     lieu	
     of	
     payment	
     as	
     long	
     as	
     the	
    
  item(s)	
     in	
     question	
     is	
     useful	
     and	
     relevant	
     to	
     the	
     henchfolk's	
    
  duties	
    and	
    abilities.	
    Every	
    month	
    a	
    henchfolk	
    goes	
    without	
    pay,	
    
  his	
     attitude	
     toward	
     is	
     master	
     drops	
     by	
     one	
     step.	
     When	
     a	
    
  henchfolk	
    becomes	
    unfriendly,	
    he	
    leaves	
    his	
    master	
    unless	
    he	
    is	
    
  immediately	
    paid	
    double	
    the	
    outstanding	
    debt.	
    
  A D V E N T U R I N G  W I T H  H E N C H F O L K  
  A	
    henchman	
    accompanies	
    his	
    master	
    on	
    adventures,	
    sharing	
    the	
    
  risk	
     and	
     reward.	
     While	
     loyal	
     to	
     his	
     master,	
     a	
     henchman	
     is	
     not	
    
  suicidal	
    and	
    does	
    not	
    sacrifice	
    his	
    life	
    so	
    that	
    his	
    master	
    may	
    live,	
    
  or	
    expend	
    significant	
    personal	
    resources	
    at	
    his	
    master's	
    request.	
    
  A	
     henchfolk	
     repeatedly	
     abandoned,	
     abused	
     or	
     cheated	
     leaves	
    
  his	
    master.	
    	
    
  	
    
  	
    
  A	
    henchman	
    is	
    also	
    not	
    the	
    party's	
    general	
    servant;	
    he	
    will	
    
  not	
    fetch	
    and	
    carry	
    for	
    other	
    party	
    members	
    unless	
    ordered	
    to	
    
  do	
    so	
    by	
    his	
    liege.	
    As	
    with	
    all	
    such	
    interactions	
    in	
    a	
    role-­‐playing	
    
  game,	
    the	
    GM	
    has	
    the	
    final	
    say	
    on	
    what	
    a	
    henchman	
    will	
    or	
    will	
    
  not	
    do	
    in	
    any	
    given	
    circumstance.	
    
  D I S M I S S I N G  H E N C H F O L K  
  Through	
    
  in-­‐game	
    
  developments	
    
  or	
    
  because	
    
  of	
    
  other	
    
  considerations,	
     a	
     player	
     may	
     decide	
     to	
     dismiss	
     a	
     henchman.	
    
  Roleplay	
    such	
    an	
    event	
    taking	
    into	
    account	
    how	
    the	
    PCs	
    handles	
    
  the	
     situation.	
     If	
     the	
     henchman	
     and	
     PC	
     part	
     on	
     bad	
     terms,	
     the	
    
  henchman	
    could	
    rubbish	
    the	
    PC’s	
    reputation	
    or	
    even	
    ally	
    himself	
    
  with	
    the	
    PCs’	
    enemies.	
    
  	
    
   
  D E S I G N I N G  H E N C H F O L K  
  The	
    sample	
    henchfolk	
    presented	
    in	
    the	
    following	
    section	
    are	
    all	
    
  1st-­‐level.	
    Each	
    entry	
    lists	
    basic	
    sex,	
    race	
    and	
    class	
    information	
    
  along	
     with	
     notes	
     describing	
     the	
     individual’s	
     background,	
    
  personality,	
    mannerisms	
    and	
    distinguishing	
    features.	
    Use	
    these	
    
  baseline	
    notes	
    to	
    design	
    the	
    henchfolk	
    as	
    a	
    normal	
    NPC,	
    setting	
    
  their	
    level	
    to	
    two	
    below	
    that	
    of	
    their	
    master.	
    The	
    henchman	
    has	
    
  equipment	
     worth	
     the	
     normal	
     amount	
    for	
    a	
     heroic	
    NPC	
     of	
    the	
    
  appropriate	
    level.	
    	
    
  A D V A N C I N G  H E N C H F O L K  
  As	
    henchmen	
    adventure,	
    they	
    gain	
    experience	
    and	
    rise	
    in	
    level.	
    
  To	
     determine	
     how	
     many	
     XP	
     a	
     henchman	
     gains	
     from	
     an	
    
  adventure,	
    divide	
    its	
    level	
    by	
    its	
    master's	
    level	
    and	
    then	
    multiply	
    
  this	
    result	
    by	
    the	
    amount	
    of	
    XP	
    gained	
    by	
    the	
    PC.	
    Add	
    the	
    result	
    
  to	
    the	
    henchfolk's	
    XP	
    total.	
    If	
    a	
    henchfolk	
    is	
    adventuring	
    without	
    
  his	
    master,	
    he	
    gains	
    XP	
    as	
    normal.	
    
  	
    
  When	
     the	
     henchman	
     accumulates	
     enough	
     XP	
     to	
     gain	
     a	
    
  level,	
    advance	
    him	
    as	
    a	
    normal	
    NPC.	
    	
    
  	
    
  Henchfolk	
    must	
    always	
    be	
    a	
    lower	
    level	
    than	
    his	
    master.	
    If	
    a	
    
  henchman	
    ever	
    equals	
    or	
    exceeds	
    his	
    master’s	
    level	
    he	
    leaves	
    
  to	
    seek	
    out	
    his	
    own	
    adventures.	
    	
    
  
  92	
    
  I  L O O T  T H E  B O D Y :  T R I N K E T S  
  Folk	
    often	
    have	
    small,	
    seemingly	
    odd,	
    items	
    in	
    their	
    possession.	
    
  Use	
    this	
    table,	
    to	
    generate	
    the	
    details	
    of	
    such	
    trinkets.	
    
  D%	
    
  	
    
  1	
    
  A	
     wood	
     carving	
     of	
     an	
     owl,	
     so	
     lifelike	
     the	
     eyes	
    
  might	
    blink	
    at	
    any	
    moment.	
    
  2	
    
  A	
    dried-­‐up	
    snakeskin	
    wrapped	
    into	
    a	
    tight	
    coil.	
    
  3	
    
  A	
    rose	
    stem	
    with	
    the	
    thorns	
    still	
    on,	
    but	
    all	
    the	
    
  petals	
    plucked.	
    
  4	
    
  A	
    wadded	
    up	
    scrap	
    of	
    leather	
    that	
    looked	
    like	
    it	
    
  once	
    had	
    writing	
    on	
    it.	
    
  5	
    
  A	
    shard	
    of	
    glass	
    that	
    changes	
    colour	
    depending	
    
  on	
    how	
    it	
    is	
    held	
    up	
    to	
    the	
    light.	
    
  6	
    
  An	
    odd	
    stone	
    that	
    seems	
    attracted	
    to	
    most	
    metal	
    
  it	
    nears.	
    
  7	
    
  A	
    strap	
    of	
    silk	
    with	
    the	
    words	
    “Put	
    it	
    Back”	
    inked	
    
  on	
    it.	
    
  8	
    
  A	
    rabbit’s	
    foot,	
    dyed	
    purple.	
    
  9	
    
  A	
    shard	
    of	
    porcelain	
    decorated	
    with	
    tiny	
    painted	
    
  flowers.	
    
  10	
    
  A	
    bunch	
    of	
    needles	
    stuck	
    through	
    a	
    doll	
    made	
    of	
    
  stuffed	
    sackcloth.	
    
  11	
    
  A	
     whole	
     eggshell	
     with	
     the	
     egg	
     inside	
     somehow	
    
  drained.	
    
  12	
    
  A	
     white	
     stone	
     with	
     several	
     black	
     lines	
     scored	
    
  across	
    it.	
    
  13	
    
  A	
    miniature	
    house	
    formed	
    of	
    fired	
    clay	
    painted	
    
  outlandish	
    colours.	
    
  14	
    
  Six	
    small	
    feathers	
    tied	
    together	
    with	
    twine.	
    
  15	
    
  A	
    vial	
    of	
    ash.	
    
  16	
    
  A	
    battered	
    tin	
    cup.	
    
  17	
    
  A	
    horseshoe	
    so	
    rusty	
    it	
    could	
    be	
    snapped	
    in	
    half	
    
  with	
    a	
    good	
    tug.	
    
  18	
    
  A	
    sheet	
    of	
    paper,	
    blank	
    except	
    for	
    a	
    dot	
    in	
    the	
    
  middle	
    and	
    the	
    words	
    “You	
    are	
    here.”	
    
  19	
    
  A	
    dirty	
    mirror	
    so	
    small	
    it	
    fits	
    into	
    a	
    pocket.	
    
  20	
    
  An	
     empty	
     glass	
     orb	
     so	
     fragile,	
     the	
     slightest	
    
  pressure	
    should	
    crush	
    it.	
    
  21	
    
  A	
     length	
     of	
     string	
     that	
     looks	
     to	
     have	
     been	
    
  snapped	
    in	
    half	
    and	
    re-­‐tied	
    multiple	
    times.	
    
  22	
    
  One	
    half	
    of	
    a	
    wooden	
    puzzle	
    block.	
    
  23	
    
  A	
     steel	
     doorknob,	
     with	
     the	
     end	
     snapped	
     off	
    
  jaggedly.	
    
  24	
    
  A	
     tarnished	
     silver	
     bell	
     lacking	
     a	
     clapper.	
     The	
    
  worn	
    initial	
    H.P.L	
    are	
    barely	
    visible	
    on	
    its	
    lip.	
    
  25	
    
  A	
    pair	
    of	
    bird	
    wings,	
    sewn	
    together	
    so	
    they	
    flap	
    if	
    
  held	
    while	
    the	
    wearer	
    runs.	
    
  26	
    
  This	
     appears	
     to	
     be	
     someone’s	
     disembodied	
    
  moustache.	
    
  27	
    
  A	
    chunk	
    of	
    obsidian	
    shaped	
    into	
    a	
    cow’s	
    head.	
    
  28	
    
  A	
    piece	
    of	
    pink	
    ribbon	
    tied	
    into	
    a	
    little	
    bow.	
    
  29	
    
  A	
    thimble	
    that’s	
    been	
    hammered	
    flat.	
    
  30	
    
  A	
     coin	
     that	
     appears	
     to	
     have	
     been	
     bitten	
     by	
    
  impossibly	
    sharp	
    teeth.	
    
  31	
    
  A	
    weighted	
    coin	
    that,	
    when	
    flipped,	
    always	
    lands	
    
  on	
    its	
    edge.	
    
  32	
    
  A	
    tankard	
    that	
    turns	
    anything	
    poured	
    inside	
    into	
    
  raw	
    sewage.	
    
  33	
    
  A	
    massive	
    shark’s	
    tooth.	
    
  34	
    
  A	
    clay	
    panel	
    with	
    someone’s	
    handprint	
    pressed	
    
  into	
    it.	
    
  35	
    
  A	
    flier	
    to	
    a	
    house	
    of	
    ill-­‐repute.	
    
  36	
    
  A	
    preserved	
    pair	
    of	
    ears	
    that	
    look	
    to	
    be	
    torn	
    off	
    a	
    
  goblin.	
    
  37	
    
  A	
    vial	
    with	
    a	
    live	
    spider	
    scrabbling	
    within.	
    
  38	
    
  A	
     brass	
     listening	
     horn	
     that	
     makes	
     the	
     person	
    
  using	
    it	
    go	
    deaf	
    while	
    it’s	
    in	
    their	
    ear.	
    
  39	
    
  A	
     lady’s	
     painted	
     fan,	
     but	
     the	
     painting	
     changes	
    
  every	
    time	
    it’s	
    opened	
    and	
    closed.	
    
  40	
    
  A	
    bag	
    of	
    mints.	
    
  41	
    
  A	
     pouch	
     that	
     feels	
     and	
     sounds	
     heavy	
     with	
     coin	
    
  but,	
    when	
    opened,	
    is	
    wholly	
    empty.	
    Investigation	
    
  reveals	
    five	
    platinum	
    coins	
    woven	
    into	
    its	
    lining.	
    
  42	
    
  A	
    few	
    pages	
    of	
    horribly	
    written	
    poetry.	
    
  43	
    
  The	
     figurine	
     of	
     a	
     soldier,	
     complete	
     with	
     metal	
    
  armour.	
    
  44	
    
  A	
    hammer	
    that	
    bends	
    every	
    nail	
    it	
    strikes.	
    
  45	
    
  A	
    scrawled	
    bill	
    from	
    a	
    shady	
    fortune	
    teller.	
    
  46	
    
  A	
    pair	
    of	
    wedding	
    bands.	
    
  47	
    
  A	
    shrunken	
    head.	
    
  48	
    
  A	
    child’s	
    crude	
    sketch	
    of	
    their	
    family.	
    
  49	
    
  A	
    plumb	
    bob	
    that	
    points	
    toward	
    the	
    sky.	
    
  50	
    
  A	
    spyglass	
    that	
    only	
    shows	
    the	
    viewer’s	
    own	
    eye	
    
  peering	
    back.	
    
  51	
    
  A	
    block	
    of	
    wood	
    that	
    has	
    been	
    rubbed	
    so	
    many	
    
  times	
    it	
    has	
    a	
    thumb	
    groove	
    worn	
    into	
    it.	
    
  52	
    
  Spectacles	
    that	
    turn	
    the	
    wearer’s	
    eyes	
    bright	
    red.	
    	
    
  53	
    
  A	
     fist-­‐sized	
     stone	
     with	
     a	
     miniature	
     sword	
    
  stabbed	
    deep	
    into	
    it.	
    
  54	
    
  A	
    length	
    of	
    black	
    cloth	
    with	
    eyeholes	
    cut	
    in	
    it.	
    
  55	
    
  A	
     sack	
     of	
     glass	
     marbles,	
     with	
     what	
     looks	
     like	
     a	
    
  starburst	
    frozen	
    inside	
    each.	
    
  56	
    
  An	
    octopus	
    tentacle.	
    
  57	
    
  A	
     brass	
     doorknocker	
     shaped	
     like	
     a	
     grumpy	
     old	
    
  man’s	
    face.	
    
  58	
    
  An	
    hourglass	
    without	
    any	
    sand	
    inside.	
    
  59	
    
  A	
    vampire	
    fang	
    capped	
    with	
    gold.	
    
  60	
    
  A	
     map	
     of	
     a	
     city	
     labelled	
     “The	
     Middle	
     of	
    
  Nowhere.”	
    
  61	
    
  A	
     seashell	
     that	
     when	
     held	
     to	
     the	
     ear	
     emits	
    
  sounds	
    like	
    the	
    howling	
    wind.	
    
  62	
    
  A	
    heavy	
    metal	
    ball	
    that	
    only	
    rolls	
    uphill.	
    
  63	
    
  A	
     handful	
     of	
     fine	
     gold	
     dust	
     wrapped	
     up	
     in	
     a	
    
  parchment	
    sealed	
    with	
    red	
    wax.	
    
  64	
    
  A	
     metal	
     figurine	
     moulded	
     in	
     the	
     shape	
     of	
     a	
    
  horned	
    demon.	
    
  65	
    
  A	
    scrap	
    of	
    paper	
    that	
    words	
    literally	
    slide	
    off	
    of,	
    
  no	
    matter	
    what	
    they	
    are	
    written	
    with.	
    
  
  93	
    
  66	
    
  Two	
    shining	
    silver	
    balls	
    that	
    chime	
    when	
    clicked	
    
  together.	
    
  67	
    
  A	
    random	
    scattering	
    of	
    gears	
    and	
    rivets.	
    
  68	
    
  An	
    unused	
    coal.	
    
  69	
    
  A	
    small	
    jar	
    of	
    odd-­‐smelling	
    wax.	
    
  70	
    
  A	
    silver	
    rod	
    that	
    makes	
    no	
    noise	
    when	
    it	
    strikes	
    
  anything.	
    
  71	
    
  A	
    clump	
    of	
    blonde	
    hair	
    tied	
    with	
    fine	
    string.	
    
  72	
    
  A	
     clay	
     ball	
     with	
     something	
     rattling	
     inside	
     when	
    
  shaken.	
    
  73	
    
  A	
    slab	
    of	
    honeycomb.	
    
  74	
    
  A	
    tongue	
    that,	
    when	
    held,	
    waggles	
    and	
    tries	
    to	
    
  lick	
    the	
    person	
    holding	
    it.	
    
  75	
    
  A	
     handkerchief	
     with	
     the	
     initials	
     “O.P.”	
     stitched	
    
  on	
    one	
    corner.	
    
  76	
    
  A	
    puff	
    of	
    steam	
    that	
    refuses	
    to	
    dissipate.	
    
  77	
    
  A	
    small	
    metal	
    bar	
    etched	
    with	
    the	
    word:	
    “Help.”	
    
  78	
    
  A	
    paintbrush	
    so	
    clumped	
    with	
    paint,	
    it’s	
    useless.	
    
  79	
    
  A	
    bone	
    stylus	
    tipped	
    with	
    a	
    long	
    claw.	
    
  80	
    
  A	
     clay	
     whistle	
     that	
     makes	
     no	
     noise,	
     no	
     matter	
    
  how	
    hard	
    it	
    is	
    blown.	
    
  81	
    
  A	
    pair	
    of	
    shoes	
    so	
    small,	
    they	
    must	
    be	
    for	
    a	
    baby.	
    
  They	
    look	
    like	
    they’ve	
    never	
    been	
    worn.	
    
  82	
    
  A	
    twig	
    around	
    which	
    is	
    wrapped	
    a	
    length	
    of	
    thick	
    
  twine.	
    
  83	
    
  A	
     single	
     acorn.	
     Except	
     one	
     that’s	
     formed	
     of	
    
  pyrite.	
    
  84	
    
  A	
    pair	
    of	
    leather	
    reins,	
    like	
    those	
    used	
    for	
    driving	
    
  horses.	
    
  85	
    
  A	
    stone	
    that	
    glows	
    during	
    the	
    day	
    and	
    turns	
    dark	
    
  at	
    night.	
    
  86	
    
  An	
    invitation	
    to	
    a	
    party	
    going	
    on	
    that	
    evening.	
    
  87	
    
  An	
    envelope	
    with	
    a	
    print	
    of	
    rosy	
    lips	
    painted	
    on	
    
  the	
    flap.	
    
  88	
    
  A	
     book	
     smaller	
     than	
     a	
     thumbnail.	
     When	
     a	
    
  character	
     flips	
     through	
     the	
     book,	
     the	
     words	
     on	
    
  each	
    page	
    echo	
    in	
    his	
    mind.	
    
  89	
    
  A	
    box	
    that,	
    when	
    opened,	
    reveals	
    a	
    yellow	
    lizard,	
    
  which	
    skitters	
    for	
    freedom.	
    
  90	
    
  A	
    stinking	
    woollen	
    sock	
    covered	
    in	
    patches.	
    	
    
  91	
    
  A	
    thumb	
    carved	
    out	
    of	
    stone.	
    
  92	
    
  A	
    thin	
    length	
    of	
    metal	
    bent	
    into	
    the	
    shape	
    of	
    a	
    
  question	
    mark.	
    
  93	
    
  A	
    fish	
    skeleton,	
    tied	
    together	
    with	
    thin	
    wires.	
    
  94	
    
  A	
    metal	
    comb	
    missing	
    all	
    its	
    tines.	
    	
    
  95	
    
  A	
     half-­‐burnt	
     candle,	
     with	
     wicks	
     sticking	
     out	
     at	
    
  both	
    ends.	
    
  96	
    
  This	
     soggy	
     mass	
     appears	
     to	
     be	
     a	
     collection	
     of	
    
  mossy	
    clumps.	
    
  97	
    
  The	
     brim	
     of	
     a	
     top	
     hat,	
     missing	
     the	
     actual	
     hat	
    
  portion.	
    
  98	
    
  A	
    little	
    skull	
    carved	
    out	
    of	
    jade.	
    
  99	
    
  A	
    small	
    jar	
    full	
    of	
    fireflies,	
    most	
    of	
    which	
    appear	
    
  to	
    be	
    dead.	
    
  100	
    
  A	
     fist-­‐sized	
     lump	
     of	
     stone	
     with	
     flecks	
     of	
     gold	
    
  embedded	
    in	
    the	
    rock.	
    
  	
    
   
  
  94	
    
  L O G G I N G  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	
     logging	
     town.	
     Ignore	
    
  inappropriate	
    results	
    and	
    simply	
    re-­‐roll.	
    
  D%	
    
  	
    
  1	
    
  The	
    crackling	
    of	
    branches	
    precedes	
    the	
    crash	
    of	
    a	
    
  tree	
    falling	
    in	
    the	
    distance.	
    
  2	
    
  Sparks	
     fly	
     from	
     a	
     stone	
     wheel	
     as	
     a	
     blacksmith	
    
  grinds	
    numerous	
    axe	
    heads	
    to	
    honed	
    edges.	
    
  3	
    
  A	
    group	
    of	
    lumberjacks	
    chant	
    a	
    chopping	
    song	
    as	
    
  they	
     head	
     out	
     of	
     town,	
     axes	
     slung	
     over	
     their	
    
  shoulders.	
    
  4	
    
  Sawdust	
    trickles	
    out	
    of	
    a	
    tarp-­‐covered	
    cart	
    as	
    it	
    
  makes	
    its	
    way	
    along	
    the	
    street.	
    
  5	
    
  The	
    rhythmic	
    burr	
    of	
    a	
    saw	
    steadily	
    carving	
    away	
    
  at	
    a	
    log	
    rises	
    above	
    the	
    general	
    street	
    sounds.	
    
  6	
    
  Wood	
     clatters	
     as	
     workers	
     toss	
     slats	
     onto	
     a	
    
  growing	
    pile	
    of	
    lumber.	
    
  7	
    
  Splotches	
     of	
     sap	
     stick	
     to	
     the	
     bottom	
     of	
     nearly	
    
  everyone’s	
    shoes.	
    
  8	
    
  The	
    pounding	
    of	
    nails	
    as	
    workers	
    repair	
    damaged	
    
  walls	
     of	
     the	
     local	
     lumber	
     mill	
     is	
     audible	
     from	
    
  quite	
    some	
    distance.	
    
  9	
    
  Every	
    nearby	
    doorway	
    has	
    a	
    painted	
    root	
    nailed	
    
  above	
    it,	
    for	
    some	
    odd	
    reason.	
    
  10	
    
  Wooden	
     statuettes	
     sit	
     in	
     nearby	
     windowsills,	
    
  carved	
    in	
    the	
    likeness	
    of	
    a	
    forest	
    deity.	
    
  11	
    
  A	
     tinker	
     labours	
     over	
     a	
     row	
     of	
     axe	
     heads	
     and	
    
  shafts,	
    fitting	
    them	
    together	
    to	
    sell.	
    
  12	
    
  A	
     team	
     of	
     horses	
     plod	
     into	
     town,	
     dragging	
    
  several	
    de-­‐limbed	
    trees	
    behind	
    them	
    on	
    leather	
    
  straps.	
    
  13	
    
  Thin	
    arms	
    straining,	
    children	
    lug	
    buckets	
    of	
    sap	
    
  and	
    syrup	
    down	
    the	
    street.	
    
  14	
    
  Slabs	
    of	
    polished	
    wood	
    have	
    been	
    painted	
    with	
    
  glyphs	
    to	
    ward	
    off	
    evil	
    spirits	
    and	
    are	
    propped	
    up	
    
  all	
    over	
    town.	
    
  15	
    
  The	
    tolling	
    bell	
    in	
    the	
    town	
    chapel	
    appears	
    to	
    be	
    
  entirely	
    made	
    of	
    polished	
    wood.	
    
  16	
    
  Every	
     house’s	
     door	
     is	
     of	
     black	
     oak	
     and	
     carved	
    
  with	
    strange	
    friezes.	
    
  17	
    
  The	
     smell	
     of	
     freshly	
     cut	
     wood	
     fills	
     the	
     air,	
     the	
    
  odour	
    reminiscent	
    of	
    the	
    colour	
    green	
    for	
    some	
    
  reason.	
    
  18	
    
  A	
     carpenter	
     scuffs	
     out	
     rough	
     spots	
     on	
     a	
     table	
    
  using	
    a	
    polishing	
    stone	
    and	
    rag.	
    
  19	
    
  An	
     old	
     woman	
     offers	
     you	
     a	
     basket	
     of	
     twelve-­‐
  pointed	
    leaves	
    for	
    sale.	
    
  20	
    
  A	
     clamour	
     rises	
     as	
     workers	
     flood	
     out	
     of	
     a	
    
  sawmill,	
    apparently	
    having	
    just	
    gone	
    on	
    strike.	
    
  21	
    
  Colourful	
     beetles	
     with	
     massive	
     mandibles	
     buzz	
    
  out	
    of	
    a	
    log	
    as	
    it	
    is	
    sawed	
    in	
    half.	
    
  22	
    
  A	
     worker	
     hollers	
     a	
     warning	
     as	
     his	
     final	
     chops	
    
  prepare	
    a	
    tree	
    to	
    come	
    toppling	
    down.	
    
  23	
    
  Each	
    step	
    kicks	
    up	
    curls	
    of	
    wood	
    shavings,	
    which	
    
  litter	
    the	
    road	
    in	
    front	
    of	
    a	
    workshop.	
    
  24	
    
  Someone	
    has	
    carved	
    tree	
    trunks	
    into	
    images	
    of	
    
  men,	
    bears,	
    birds,	
    dragons	
    and	
    other	
    creatures.	
    
  25	
    
  Wooden	
     wind	
     chimes	
     clink	
     and	
     clatter	
     as	
     they	
    
  hang	
    from	
    the	
    eaves	
    of	
    almost	
    every	
    home.	
    
  26	
    
  The	
     town	
     guards	
     carry	
     burnished	
     wooden	
    
  shields,	
    but	
    their	
    swords	
    are	
    polished	
    iron.	
    
  27	
    
  A	
     druid	
     stands	
     on	
     the	
     edge	
     of	
     town,	
     loudly	
    
  decrying	
    the	
    desecration	
    of	
    the	
    wild.	
    
  28	
    
  Hunters	
     string	
     their	
     bows	
     as	
     they	
     head	
     off	
     to	
    
  track	
    down	
    a	
    rumoured	
    pack	
    of	
    wild	
    pigs.	
    
  29	
    
  The	
     town	
     hunting	
     lodge	
     has	
     an	
     impressive	
    
  collection	
     of	
     antlers	
     and	
     skins	
     hung	
     about	
     its	
    
  walls.	
    
  30	
    
  Mill	
    workers	
    scratch	
    off	
    numbers	
    on	
    wax	
    slates,	
    
  counting	
    the	
    day’s	
    intake.	
    
  31	
    
  The	
    town	
    mayor	
    strides	
    by,	
    a	
    crown	
    of	
    braided	
    
  branches	
    resting	
    on	
    his	
    brow.	
    
  32	
    
  A	
    woman	
    sweeps	
    past,	
    wearing	
    a	
    cloak	
    of	
    woven	
    
  leaves.	
    
  33	
    
  A	
     lumberjack	
     displays	
     her	
     shattered	
     axe	
     head,	
    
  claiming	
    a	
    single	
    strike	
    against	
    a	
    tree	
    broke	
    it.	
    
  34	
    
  A	
     giant	
     owl	
     perches	
     on	
     a	
     nearby	
     branch,	
    
  watching	
    the	
    town	
    with	
    unblinking	
    eyes.	
    
  35	
    
  Children	
     clamber	
     up	
     into	
     the	
     trees	
     like	
     little	
    
  monkeys,	
    laughing	
    all	
    the	
    while.	
    
  36	
    
  A	
    bell	
    tolls,	
    announcing	
    a	
    break	
    so	
    workers	
    can	
    
  rest	
    and	
    eat.	
    
  37	
    
  A	
    lumber	
    guild	
    representative	
    tries	
    to	
    calm	
    down	
    
  a	
    crowd	
    of	
    underpaid	
    workers.	
    
  38	
    
  Thick	
     cobwebs	
     are	
     strung	
     between	
     two	
     trees;	
    
  some	
    strands	
    are	
    wider	
    than	
    a	
    man’s	
    forearm.	
    
  39	
    
  The	
    eerie	
    absence	
    of	
    birds	
    or	
    any	
    other	
    animals	
    
  in	
    the	
    area	
    becomes	
    apparent.	
    
  40	
    
  A	
     cartographer	
     studies	
     a	
     map	
     of	
     the	
     forest,	
    
  trying	
    to	
    determine	
    its	
    accuracy.	
    
  41	
    
  A	
     fletcher	
     works	
     with	
     thin	
     branches,	
     turning	
    
  them	
    into	
    arrow	
    shafts.	
    
  42	
    
  An	
     ambassador	
     from	
     the	
     wood	
     elves	
     stands	
    
  outside	
    the	
    town	
    hall,	
    calling	
    for	
    the	
    mayor.	
    
  43	
    
  A	
     group	
     of	
     forest	
     dwellers	
     plant	
     seeds	
     in	
     each	
    
  spot	
    where	
    a	
    tree	
    has	
    been	
    cut	
    down.	
    
  44	
    
  A	
     sticky	
     blue-­‐green	
     moss	
     covers	
     most	
     of	
     the	
    
  buildings	
    in	
    town.	
    
  45	
    
  White	
     and	
     pink	
     blossoms	
     have	
     flowered	
    
  overnight,	
     adding	
     welcome	
     colour	
     to	
     the	
    
  greenery.	
    
  46	
    
  The	
     wind	
     rustles	
     the	
     leafy	
     branches,	
     making	
     it	
    
  sound	
    like	
    the	
    trees	
    are	
    talking	
    to	
    one	
    another.	
    
  47	
    
  Every	
     tree	
     in	
     sight	
     has	
     withered	
     branches	
     and	
    
  brown	
     leaves,	
     despite	
     it	
     being	
     the	
     middle	
     of	
    
  summer.	
    
  48	
    
  The	
     brew	
     served	
     at	
     the	
     local	
     alehouse	
     has	
     an	
    
  odd	
    aftertaste	
    of	
    pine.	
    
  
  95	
    
  49	
    
  Lounging	
    labourers	
    whittle	
    away	
    at	
    small	
    blocks	
    
  of	
    wood,	
    joking	
    amongst	
    themselves.	
    
  50	
    
  Enormous	
     boulders	
     form	
     a	
     natural	
     wall	
     around	
    
  the	
     town,	
     with	
     wooden	
     gates	
     set	
     between	
     the	
    
  larger	
    gaps.	
    
  51	
    
  A	
    forested	
    mountain	
    peak	
    rears	
    over	
    the	
    town,	
    
  stretching	
    up	
    above	
    the	
    tree	
    line.	
    	
    
  52	
    
  Monkeys	
     screech	
     at	
     the	
     lumberjacks	
     who	
     have	
    
  invaded	
    their	
    territory.	
    
  53	
    
  Fae	
    lights	
    shimmer	
    in	
    the	
    depths	
    of	
    the	
    woods,	
    
  every	
    night.	
    
  54	
    
  A	
    torch-­‐wielding	
    man	
    races	
    for	
    the	
    woods	
    while	
    
  townsfolk	
    chase	
    after	
    him.	
    
  55	
    
  Merchants	
     hawk	
     all	
     manner	
     of	
     supposedly	
    
  healing	
    herbs	
    scrounged	
    from	
    the	
    forest.	
    
  56	
    
  Bone	
    fetishes	
    hang	
    from	
    scraggly	
    ropes,	
    tied	
    to	
    
  every	
    branch	
    around	
    the	
    border	
    of	
    town.	
    
  57	
    
  A	
     worker	
     moans	
     as	
     the	
     town	
     doctor	
     sets	
     a	
    
  broken	
    bone.	
    
  58	
    
  A	
     lumberjack	
     sharpens	
     a	
     set	
     of	
     crampons,	
     in	
    
  preparation	
    to	
    climb	
    a	
    gigantic	
    tree.	
    
  59	
    
  Sharpened	
     logs	
     have	
     been	
     planted	
     as	
     a	
     barrier	
    
  around	
     the	
     town,	
     as	
     if	
     they’re	
     expecting	
     an	
    
  attack.	
    
  60	
    
  Every	
    tree	
    in	
    this	
    forest	
    is	
    bent	
    and	
    gnarled	
    to	
    an	
    
  unnatural	
    degree.	
    
  61	
    
  Workers	
    whisper	
    of	
    a	
    stone	
    tower	
    hidden	
    deep	
    
  within	
    the	
    woods.	
    
  62	
    
  A	
     wagon	
     creaks	
     as	
     it	
     trundles	
     by,	
     laden	
     with	
    
  nothing	
    more	
    than	
    tree	
    stumps.	
    
  63	
    
  A	
    band	
    of	
    warriors	
    strap	
    on	
    armour	
    and	
    weapons	
    
  as	
    they	
    prepare	
    to	
    hunt	
    down	
    a	
    bear	
    that’s	
    been	
    
  mauling	
    workers.	
    
  64	
    
  Villagers	
    spread	
    fearful	
    rumours	
    of	
    a	
    troll	
    being	
    
  spotted	
    in	
    the	
    woods.	
    
  65	
    
  A	
    priest	
    blesses	
    a	
    shipment	
    of	
    wood,	
    ensuring	
    it	
    
  won’t	
    warp	
    or	
    rot	
    before	
    being	
    delivered.	
    
  66	
    
  Log-­‐handlers	
    use	
    sharpened	
    poles	
    to	
    guide	
    their	
    
  logs	
    down	
    the	
    river.	
    
  67	
    
  Wild	
    dogs	
    snuffle	
    around	
    town,	
    seeking	
    scraps	
    of	
    
  food.	
    
  68	
    
  Oiled	
     canvas	
     is	
     strapped	
     over	
     piles	
     of	
     wood	
     to	
    
  protect	
    them	
    from	
    the	
    elements.	
    
  69	
    
  Smoke	
     rises	
     from	
     the	
     woods	
     where	
     trees	
     have	
    
  caught	
    fire	
    from	
    lightning	
    strikes.	
    
  70	
    
  Two	
     workers	
     grip	
     either	
     end	
     of	
     a	
     giant	
     saw	
     as	
    
  they	
    tug	
    it	
    back	
    and	
    forth	
    across	
    a	
    huge	
    trunk.	
    
  71	
    
  Strange	
    glyphs	
    are	
    carved	
    into	
    the	
    bark	
    of	
    every	
    
  tree	
    in	
    sight.	
    
  72	
    
  This	
    row	
    of	
    tree	
    branches	
    forms	
    an	
    unnaturally	
    
  perfect	
    archway	
    leading	
    into	
    the	
    woods.	
    
  73	
    
  Drums	
     sound	
     from	
     deep	
     within	
     the	
     forest,	
    
  though	
    no	
    one	
    knows	
    where	
    they	
    originate.	
    
  74	
    
  Hundreds	
     of	
     logs	
     bob	
     on	
     the	
     surface	
     of	
     the	
    
  town’s	
    lake,	
    ready	
    to	
    be	
    floated	
    downstream.	
    
  75	
    
  The	
     mill’s	
     enormous	
     circular	
     saw	
     whines	
     as	
     it	
    
  slices	
    through	
    log	
    after	
    log.	
    
  76	
    
  Pale	
     worms	
     wriggle	
     out	
     from	
     the	
     heart	
     of	
     a	
    
  rotting	
    tree.	
    
  77	
    
  A	
    foreman	
    displays	
    a	
    wooden	
    post	
    that	
    has	
    been	
    
  bored	
    through	
    by	
    an	
    unknown	
    insect.	
    
  78	
    
  Workers	
    hack	
    down	
    trees	
    to	
    form	
    a	
    road	
    for	
    this	
    
  newly	
    settled	
    town.	
    
  79	
    
  Shouts	
    are	
    heard	
    as	
    flames	
    lick	
    the	
    rooftop	
    of	
    a	
    
  warehouse	
    a	
    couple	
    of	
    streets	
    away.	
    
  80	
    
  An	
    artist	
    scorches	
    letters	
    and	
    images	
    into	
    blocks	
    
  of	
    wood.	
    
  81	
    
  The	
    sawdust	
    hanging	
    in	
    the	
    air	
    constantly	
    tickles	
    
  the	
    PCs’	
    noses	
    to	
    the	
    edge	
    of	
    a	
    sneeze.	
    
  82	
    
  Men	
    race	
    to	
    help	
    someone	
    who	
    has	
    been	
    caught	
    
  beneath	
    a	
    collapsed	
    pile	
    of	
    lumber.	
    
  83	
    
  A	
     lumberjack	
     screams	
     as	
     he	
     hobbles	
     by,	
     a	
     long	
    
  root	
    piercing	
    entirely	
    through	
    his	
    thick	
    thigh.	
    
  84	
    
  Dozens	
    of	
    game	
    and	
    trampled	
    work	
    trails	
    wend	
    
  their	
    way	
    off	
    into	
    the	
    thick	
    of	
    the	
    forest.	
    
  85	
    
  It	
    looks	
    like	
    the	
    line	
    of	
    trees	
    at	
    the	
    forest’s	
    edge	
    
  has	
    moved	
    a	
    little	
    closer	
    to	
    town	
    this	
    morning.	
    
  86	
    
  A	
     gang	
     of	
     boys	
     run	
     by,	
     using	
     knots	
     of	
     wood	
     as	
    
  ammunition	
    for	
    their	
    slingshots.	
    
  87	
    
  Signs	
     all	
     over	
     town	
     warn	
     against	
     leaving	
     any	
    
  open	
    flame	
    unattended.	
    
  88	
    
  Smoke	
    rises	
    from	
    the	
    massive	
    kilns	
    where	
    wood	
    
  is	
    sent	
    to	
    be	
    cured.	
    
  89	
    
  Lizards	
    scamper	
    into	
    the	
    nooks	
    and	
    crannies	
    of	
    a	
    
  stack	
    of	
    firewood.	
    
  90	
    
  Every	
     house	
     in	
     town	
     looks	
     made	
     from	
     shaped	
    
  and	
    plastered	
    logs.	
    
  91	
    
  A	
     person	
     appears	
     to	
     be	
     chopping	
     a	
     log	
     into	
     a	
    
  canoe,	
     despite	
     there	
     being	
     no	
     body	
     of	
     water	
    
  around.	
    
  92	
    
  People	
     mutter	
     about	
     animals	
     within	
     the	
     forest	
    
  acting	
    aggressively	
    of	
    late.	
    
  93	
    
  A	
     ruckus	
     of	
     chattering	
     floats	
     in	
     on	
     the	
     wind	
     as	
    
  birds	
    squawk	
    at	
    the	
    workers	
    chopping	
    down	
    the	
    
  trees.	
    
  94	
    
  A	
     rushing	
     river	
     winds	
     by	
     the	
     town	
     from	
     out	
     of	
    
  the	
    forest.	
    
  95	
    
  Lumberjacks	
     stomp	
     by,	
     dragging	
     bags	
     of	
     vines	
    
  they’ve	
    stripped	
    off	
    the	
    trees.	
    
  96	
    
  A	
     heavy	
     wind	
     rattles	
     branches	
     in	
     the	
     nearby	
    
  forest.	
    
  97	
    
  An	
     architect	
     picks	
     over	
     a	
     selection	
     of	
     milled	
    
  lumber,	
    
  choosing	
    
  pieces	
    
  for	
    
  his	
    
  next	
    
  construction.	
    
  98	
    
  A	
     lovely	
     dryad	
     wanders	
     the	
     streets,	
     weeping	
    
  non-­‐stop	
    as	
    she	
    surveys	
    the	
    mills.	
    
  99	
    
  Workers	
     heave	
     at	
     ropes	
     tied	
     to	
     a	
     tree,	
    
  attempting	
    to	
    pull	
    it	
    down,	
    roots	
    and	
    all.	
    
  100	
    
  The	
     massive	
     tree	
     at	
     the	
     town	
     gates	
     has	
     a	
     face	
    
  carved	
    into	
    the	
    trunk	
    and	
    looks	
    like	
    it	
    could	
    come	
    
  to	
    life	
    at	
    any	
    moment.	
    
  	
    
  	
    
  
  96	
    
  M A S Q U E R A D E  B A L L :  M U N D A N E  M A S K S  
  Use	
    this	
    table	
    to	
    provide	
    details	
    of	
    the	
    masks	
    guests	
    at	
    the	
    ball	
    
  wear.	
    Such	
    masks	
    are	
    non-­‐magical	
    and	
    so	
    are	
    widely	
    available.	
    
  Ignore	
    any	
    unsuitable	
    results	
    and	
    simply	
    re-­‐roll.	
    	
    
  D%	
    
  	
    
  01-­‐02	
    
  An	
    elegant	
    lion	
    mask,	
    complete	
    with	
    full	
    mane.	
    
  03-­‐04	
    
  A	
    bright	
    feathered	
    bird	
    mask	
    with	
    a	
    curved	
    beak,	
    
  which	
    covers	
    the	
    wearer’s	
    nose.	
    
  05-­‐06	
    
  A	
    smooth	
    brown	
    eye	
    mask,	
    it	
    includes	
    two	
    horns	
    
  that	
    curve	
    back	
    over	
    the	
    wearer's	
    head.	
    
  07-­‐08	
    
  A	
    dark	
    shroud	
    with	
    a	
    deep	
    hood,	
    pulled	
    low	
    over	
    
  the	
    wearer's	
    face.	
    
  09-­‐10	
    
  Stylized	
    crow	
    mask,	
    like	
    that	
    of	
    a	
    plague	
    doctor.	
    
  An	
    herbal	
    aroma	
    emanates	
    from	
    the	
    beak.	
    
  11-­‐12	
    
  An	
    eye	
    mask	
    of	
    delicate,	
    pale	
    green	
    lace.	
    
  13-­‐14	
    
  This	
     white	
     mask	
     is	
     covered	
     in	
     pattered	
     gold	
    
  spirals	
    around	
    the	
    wearer's	
    eyes.	
    
  15-­‐16	
    
  An	
    ornately	
    carved	
    wooden	
    handle	
    supports	
    this	
    
  plain,	
    black	
    mask.	
    
  17-­‐18	
    
  A	
     half-­‐face	
     mask	
     painted	
     in	
     a	
     black	
     and	
     white	
    
  diamond	
    pattern.	
    
  19-­‐20	
    
  These	
    oversized	
    glasses	
    have	
    thick	
    black	
    frames	
    
  and	
    lenses	
    that	
    distort	
    the	
    face	
    behind	
    them.	
    
  21-­‐22	
    
  Pale	
    blue	
    and	
    white	
    crystals	
    mimic	
    icicles	
    on	
    this	
    
  mask.	
    
  23-­‐24	
    
  A	
     cheap-­‐looking	
     monster	
     mask.	
     Opportunistic	
    
  vendor	
    are	
    selling	
    these	
    outside	
    the	
    ball.	
    
  25-­‐26	
    
  An	
    elaborately	
    coiffed	
    braided	
    dwarven	
    beard.	
    
  27-­‐28	
    
  This	
    plain,	
    brown	
    sack	
    has	
    roughly	
    cut	
    eyeholes.	
    
  29-­‐30	
    
  A	
    smooth,	
    unadorned	
    white	
    porcelain	
    mask.	
    
  31-­‐32	
    
  A	
     mask	
     like	
     an	
     insect	
     head,	
     with	
     enormous	
    
  smooth	
    black	
    eyes.	
    
  33-­‐34	
    
  A	
    paper	
    cut-­‐out	
    of	
    one	
    of	
    the	
    local	
    deities,	
    held	
    
  up	
    in	
    front	
    of	
    the	
    face	
    on	
    a	
    stick.	
    
  35-­‐36	
    
  Clown	
    make-­‐up.	
    
  37-­‐38	
    
  This	
     elegant,	
     colourful	
     peacock	
     half	
     mask	
     is	
    
  particularly	
    ornate	
    (and	
    heavy).	
    
  39-­‐40	
    
  A	
     stylised	
     armour	
     mask.	
     The	
     expression	
     is	
    
  exaggerated	
    for	
    a	
    more	
    sinister	
    appearance.	
    
  41-­‐42	
    
  A	
    grey	
    stone	
    gargoyle	
    face	
    set	
    in	
    a	
    sneer;	
    blood	
    
  drips	
    from	
    its	
    maw.	
    
  43-­‐44	
    
  Cracked	
     rocks	
     arranged	
     in	
     a	
     random	
     pattern	
    
  cover	
    the	
    wearer's	
    face,	
    making	
    him	
    look	
    like	
    an	
    
  earth	
    spirit.	
    
  45-­‐46	
    
  Expertly	
     applied	
     make-­‐up	
     that	
     transforms	
     the	
    
  wearer	
    into	
    another	
    guest.	
    
  47-­‐48	
    
  A	
    delicate	
    fascinator	
    with	
    a	
    veil	
    that	
    covers	
    the	
    
  face.	
    The	
    whole	
    is	
    pale	
    yellow	
    in	
    hue.	
    
  49-­‐50	
    
  A	
     stag	
     mask,	
     with	
     a	
     huge	
     set	
     of	
     antlers,	
    
  representative	
    of	
    the	
    traditions	
    of	
    The	
    Hunt.	
    
  51-­‐52	
    
  This	
    half	
    mask	
    is	
    intricately	
    woven	
    from	
    wheat;	
    
  their	
    stalks	
    form	
    a	
    headdress	
    of	
    sorts.	
    
  53-­‐54	
    
  This	
    mask	
    is	
    a	
    comical	
    pig's	
    head	
    wearing	
    a	
    chef's	
    
  hat.	
    
  55-­‐56	
    
  A	
     pirate	
     hat,	
     earring	
     and	
     eye	
     patch.	
     Optionally	
    
  supplied	
    with	
    a	
    stuffed	
    parrot.	
    
  57-­‐58	
    
  This	
    mask	
    is	
    encrusted	
    with	
    a	
    profusion	
    of	
    fake	
    
  green	
    and	
    yellow	
    gems.	
    
  59-­‐60	
    
  A	
    smooth	
    elf	
    mask	
    with	
    a	
    blank	
    expression.	
    
  61-­‐62	
    
  A	
    replica	
    death	
    mask	
    of	
    an	
    ancient	
    Pharaoh.	
    
  63-­‐64	
    
  A	
    majestic	
    eagle	
    mask	
    with	
    a	
    sharp	
    beak.	
    
  65-­‐66	
    
  An	
    actual	
    fencing	
    mask,	
    it	
    has	
    never	
    seen	
    use.	
    
  67-­‐68	
    
  A	
    fan	
    made	
    by	
    intricately	
    folded	
    paper	
    painted	
    to	
    
  show	
    a	
    serene	
    woodland	
    scene.	
    
  69-­‐70	
    
  A	
    blue	
    jewelled	
    turban	
    with	
    an	
    attached	
    half	
    veil.	
    
  71-­‐72	
    
  Elaborate	
     make-­‐up	
     that	
     mimics	
     the	
     face	
     and	
    
  disinterested	
    expression	
    of	
    a	
    local	
    petty	
    noble.	
    	
    
  73-­‐74	
    
  This	
     mask	
     is	
     a	
     mosaic	
     of	
     tiny	
     mirrors	
     and	
     flat	
    
  stones.	
    
  75-­‐76	
    
  A	
    scrap	
    of	
    red	
    lace	
    covering	
    the	
    eyes.	
    
  77-­‐78	
    
  An	
     eye	
     mask	
     adorned	
     with	
     drooping	
     violet	
    
  feathers.	
    
  79-­‐80	
    
  An	
    intricately	
    carved	
    wooden	
    mask	
    of	
    a	
    creature	
    
  from	
    legend.	
    
  81-­‐82	
    
  A	
     scarecrow	
     mask	
     made	
     of	
     coarse	
     burlap.	
     The	
    
  crude	
    features	
    are	
    painted	
    on.	
    
  83-­‐84	
    
  Make-­‐up	
     that	
     makes	
     the	
     wearer	
     look	
     like	
     a	
    
  veined	
    marble	
    statue.	
    
  85-­‐86	
    
  A	
    smooth	
    metal	
    mask,	
    resembling	
    a	
    brass	
    golem	
    
  that	
    completely	
    covers	
    the	
    wearer’s	
    head.	
    
  87-­‐88	
    
  An	
     elegant,	
     but	
     overly	
     high,	
     top	
     hat	
     complete	
    
  with	
    a	
    thick	
    lace	
    veil.	
    
  89-­‐90	
    
  A	
     full-­‐face	
     grey	
     mask.	
     It	
     smooths	
     out	
     all	
    
  expression	
    from	
    the	
    wearer's	
    face	
    giving	
    it	
    a	
    dull,	
    
  lifeless	
    appearance.	
    
  91-­‐92	
    
  A	
    tight	
    fitting,	
    roughly	
    sewn	
    brown	
    leather	
    mask	
    
  that	
    covers	
    the	
    whole	
    face.	
    
  93-­‐94	
    
  A	
     smooth,	
     metal	
     eye	
     mask	
     that	
     reflects	
     the	
    
  colours	
    around	
    it.	
    
  95-­‐96	
    
  A	
    mask	
    of	
    starched	
    white	
    linen.	
    It	
    is	
    exquisitely	
    
  embroidered	
    with	
    birds	
    and	
    flowers.	
    
  97-­‐98	
    
  A	
     collection	
     of	
     glass	
     gems	
     applied	
     in	
     a	
     mask	
    
  pattern	
    around	
    the	
    eyes.	
    
  99-­‐100	
    
  A	
     brown	
     eye	
     mask	
     made	
     of	
     embossed	
     leather.	
    
  Golden	
    nonsense	
    runes	
    decorate	
    the	
    mask.	
    
  	
    
   
  
  97	
    
  M A S Q U E R A D E  B A L L :  M A G I C A L  M A S K S  
  Use	
    this	
    table	
    to	
    provide	
    details	
    of	
    the	
    masks	
    guests	
    wear	
    at	
    the	
    
  ball.	
    These	
    all	
    contain	
    magical	
    effects,	
    so	
    should	
    be	
    used	
    in	
    high-­‐
  magic	
    worlds,	
    or	
    for	
    balls	
    where	
    no	
    expense	
    would	
    be	
    spared.	
    
  Otherwise,	
    use	
    sparingly.	
    
  D%	
    
  	
    
  01-­‐02	
    
  A	
    crocodile	
    mask	
    with	
    jaws	
    that	
    snap.	
    
  03-­‐04	
    
  A	
    collection	
    of	
    autumn	
    leaves	
    covering	
    the	
    entire	
    
  head	
    save	
    the	
    eyeholes.	
    Live	
    slugs	
    inhabit	
    it.	
    
  05-­‐06	
    
  A	
    faint	
    green	
    mist	
    obscures	
    the	
    wearer’s	
    face.	
    
  07-­‐08	
    
  A	
    semi	
    sheer	
    fabric	
    covers	
    the	
    wearer's	
    face,	
    but	
    
  the	
    wearer	
    can	
    see	
    through	
    it	
    easily.	
    
  09-­‐10	
    
  An	
    elaborate	
    wig;	
    tendrils	
    of	
    hair	
    writhe	
    around	
    
  the	
    wearer's	
    face,	
    obscuring	
    it.	
    
  11-­‐12	
    
  A	
     realistic	
     red	
     dragon	
     mask,	
     which	
     periodically	
    
  emits	
    smoke	
    through	
    its	
    nostrils.	
    
  13-­‐14	
    
  A	
     third	
     eye	
     painted	
     on	
     the	
     forehead,	
     which	
    
  occasionally	
    blinks.	
    
  15-­‐16	
    
  A	
    complicated	
    collection	
    of	
    metal	
    gears	
    spin	
    and	
    
  move	
    
  around,	
    
  alternately	
    
  obscuring	
    
  and	
    
  revealing	
    the	
    face.	
    
  17-­‐18	
    
  An	
    inverted	
    fishbowl,	
    filled	
    with	
    water	
    and	
    fish.	
    
  19-­‐20	
    
  A	
    lifelike	
    (perhaps	
    too	
    lifelike)	
    werewolf	
    mask.	
    
  21-­‐22	
    
  A	
     mask	
     that	
     shifts	
     its	
     appearance	
     to	
     mimic	
     the	
    
  face	
    of	
    the	
    closest	
    person	
    to	
    the	
    wearer.	
    
  23-­‐24	
    
  An	
    orrery	
    hat	
    and	
    mask—models	
    of	
    the	
    planets	
    
  swirl	
    around	
    the	
    wearer's	
    head.	
    
  25-­‐26	
    
  A	
    swarm	
    of	
    insects	
    flocks	
    around	
    the	
    mask.	
    	
    
  27-­‐28	
    
  A	
     live	
     squid	
     sits	
     on	
     the	
     wearer's	
     head.	
     It's	
    
  tentacles	
    coil	
    and	
    twist	
    around	
    the	
    wearer's	
    face.	
    
  29-­‐30	
    
  This	
    person's	
    face	
    is	
    half	
    illuminated	
    from	
    within	
    
  and	
    half	
    in	
    dark	
    shadows.	
    
  31-­‐32	
    
  A	
     pumpkin	
     head	
     which	
     smells	
     of	
     pumpkin	
     pie	
    
  and	
    occasionally	
    drops	
    seeds.	
    
  33-­‐34	
    
  The	
    wearer’s	
    face	
    is	
    visible,	
    but	
    is	
    enveloped	
    by	
    
  an	
    intoxicating,	
    opaque	
    cloud	
    of	
    perfume.	
    	
    
  35-­‐36	
    
  An	
    opaque,	
    multi-­‐coloured	
    bubble	
    surrounds	
    the	
    
  wearer's	
    head.	
    
  37-­‐38	
    
  This	
     distinctive	
     mask	
     from	
     a	
     famous	
     opera	
    
  enhances	
    the	
    wearer’s	
    singing	
    skills.	
    
  39-­‐40	
    
  A	
     very	
     realistic	
     fish	
     mask.	
     Bubbles	
     periodically	
    
  appear	
    from	
    the	
    mouth.	
    
  41-­‐42	
    
  Thick,	
    rough	
    stitches	
    makes	
    the	
    wearer	
    look	
    like	
    
  a	
    flesh	
    golem.	
    	
    
  43-­‐44	
    
  The	
     wearer's	
     head	
     appears	
     to	
     be	
     inside	
     an	
    
  alchemist's	
    jar,	
    preserved	
    in	
    chemicals.	
    
  45-­‐46	
    
  A	
    skull	
    mask,	
    with	
    glowing,	
    red	
    eyes.	
    
  47-­‐48	
    
  The	
    guest's	
    face	
    is	
    always	
    out	
    of	
    focus.	
    
  49-­‐50	
    
  An	
     elegant	
     satin	
     eye	
     mask,	
     when	
     removed	
    
  reveals	
    festering,	
    bleeding	
    sores.	
    
  51-­‐52	
    
  This	
     chameleonic	
     mask	
     blends	
     in	
     with	
     its	
    
  surroundings.	
    
  53-­‐54	
    
  A	
     black	
     fur-­‐covered	
     cat	
     mask,	
     with	
     vertical	
    
  pupiled	
    eyes.	
    At	
    intervals	
    the	
    whiskers	
    twitch.	
    
  55-­‐56	
    
  A	
    thick	
    smooth	
    green	
    fabric	
    covers	
    the	
    wearer’s	
    
  face	
    completely.	
    It	
    is	
    unclear	
    how	
    the	
    wearer	
    is	
    
  able	
    to	
    see	
    or	
    breathe.	
    
  57-­‐58	
    
  This	
    illusion	
    shows	
    the	
    wearer	
    decapitated.	
    She	
    
  carriers	
     her	
     head	
     under	
     one	
     arm.	
     The	
     head	
     is	
    
  wearing	
    a	
    stylish	
    black	
    eye	
    mask,	
    of	
    course.	
    
  59-­‐60	
    
  A	
    complex	
    arrangement	
    of	
    delicate	
    spider	
    webs	
    
  covers	
    the	
    wearer's	
    face.	
    Spiders	
    crawl	
    over	
    the	
    
  webs	
    and	
    spin	
    new	
    ones	
    as	
    required.	
    
  61-­‐62	
    
  A	
    full	
    head	
    goat	
    mask,	
    complete	
    with	
    horns	
    and	
    
  horizontal	
    pupils	
    in	
    the	
    eyes.	
    
  63-­‐64	
    
  A	
    mask	
    which	
    presents	
    two	
    different	
    faces.	
    One	
    
  faces	
    left,	
    the	
    other	
    faces	
    right,	
    both	
    can	
    talk.	
    
  65-­‐66	
    
  The	
    colour	
    of	
    this	
    satin	
    eye	
    mask	
    shifts	
    subtly.	
    It	
    
  always	
    appears	
    to	
    be	
    a	
    different	
    colour,	
    but	
    no	
    
  one	
    ever	
    sees	
    it	
    change.	
    
  67-­‐68	
    
  This	
     guest	
     smokes	
     a	
     pipe	
     all	
     evening.	
     The	
     thick	
    
  purple	
     smoke	
     that	
     comes	
     from	
     it,	
     keeps	
     the	
    
  wearer's	
    face	
    obscured.	
    
  69-­‐70	
    
  This	
     smooth	
     porcelain	
     mask	
     has	
     exaggerated	
    
  frown	
    lines	
    and	
    a	
    furrowed	
    brow,	
    moulded	
    into	
    
  the	
     material.	
     The	
     mask	
     moves	
     as	
     the	
     wearer's	
    
  own	
    face	
    when	
    he	
    talks.	
    
  71-­‐72	
    
  The	
    wearer's	
    face	
    appears	
    upside	
    down.	
    
  73-­‐74	
    
  This	
    expertly	
    applied	
    make-­‐up	
    gives	
    the	
    illusion	
    
  of	
    a	
    skull.	
    It	
    also	
    changes	
    the	
    wearer's	
    voice	
    to	
    
  sound	
    lower	
    and	
    more	
    ominous.	
    
  75-­‐76	
    
  A	
     bright	
     red,	
     orange	
     and	
     yellow	
     sunburst.	
     It	
     is	
    
  difficult	
    to	
    look	
    at	
    for	
    long	
    periods	
    of	
    time.	
    
  77-­‐78	
    
  A	
     fan,	
     coyly	
     held	
     in	
     front	
     to	
     the	
     face,	
     by	
     an	
    
  unseen	
    servant.	
    
  79-­‐80	
    
  The	
    appearance	
    of	
    this	
    mask	
    shifts	
    imperceptibly	
    
  between	
    the	
    three	
    different	
    heads	
    of	
    a	
    chimera.	
    	
    
  81-­‐82	
    
  An	
     enormous	
     minotaur	
     mask.	
     The	
     eyes	
     burn	
    
  with	
    an	
    inner	
    fire;	
    smoke	
    puffs	
    from	
    the	
    nostrils.	
    
  83-­‐84	
    
  A	
    crown	
    of	
    flowers	
    covers	
    the	
    eyes	
    and	
    nose.	
    It	
    
  emits	
     an	
     intoxicating	
     perfume,	
     and	
     thorns	
     stab	
    
  at	
    anyone	
    trying	
    to	
    touch	
    the	
    mask.	
    
  85-­‐86	
    
  This	
    mask	
    always	
    shows	
    the	
    inner	
    desires	
    of	
    the	
    
  person	
    looking	
    at	
    it.	
    
  87-­‐88	
    
  Bandages	
    cover	
    the	
    entire	
    head,	
    except	
    the	
    eyes,	
    
  which	
    seem	
    to	
    be	
    nothing	
    but	
    an	
    empty	
    void.	
    
  89-­‐90	
    
  A	
    hat	
    with	
    a	
    large	
    brim.	
    The	
    wearer’s	
    face	
    is	
    in	
    
  impenetrable	
    darkness.	
    
  91-­‐92	
    
  An	
    illusory	
    effect	
    that	
    makes	
    the	
    wearer	
    look	
    like	
    
  a	
    different	
    person	
    every	
    second.	
    
  93-­‐94	
    
  The	
    face	
    appears	
    completely	
    featureless.	
    
  95-­‐96	
    
  A	
    mask	
    made	
    from	
    wood.	
    Impossibly,	
    it	
    stretches	
    
  and	
    moves	
    with	
    the	
    wearer's	
    face.	
    
  97-­‐98	
    
  A	
     dark	
     blue	
     velvet	
     mask,	
     encrusted	
     with	
    
  twinkling	
    gems	
    representing	
    the	
    constellations.	
    
  99-­‐100	
    
  This	
    blue	
    and	
    white	
    mask	
    seems	
    to	
    be	
    of	
    ice.	
    It	
    is	
    
  cold	
    to	
    the	
    touch,	
    for	
    everyone	
    but	
    the	
    wearer.	
    
  	
    
   
  
  98	
    
  M O U N T S :  W A R H O R S E S  
  Mounts	
     are	
     of	
     little	
     use	
     when	
     delving	
     through	
     dungeons	
     and	
    
  ruined	
     castle,	
     but	
     are	
     extremely	
     useful	
     when	
     exploring	
    
  wilderness	
     areas	
     or	
     while	
     trying	
     to	
     reach	
     far-­‐off	
     mysterious	
    
  places.	
     Sadly,	
     as	
     adventurers	
     become	
     more	
     powerful,	
     their	
    
  mounts	
    become	
    increasingly	
    fragile	
    –	
    unable	
    to	
    survive	
    even	
    the	
    
  easiest	
    fight.	
    	
    
  	
    
  This	
    section	
    presents	
    not	
    only	
    the	
    normal	
    versions	
    of	
    horses,	
    
  but	
    also	
    mounts	
    suitable	
    for	
    more	
    powerful	
    adventurers.	
    All	
    are	
    
  presented	
    fully	
    equipped	
    and	
    priced	
    out	
    so	
    your	
    players	
    spend	
    
  less	
    time	
    shopping	
    and	
    more	
    time	
    adventuring!	
    
  N A M E S  
  Warhorses	
    often	
    have	
    impressive,	
    daunting	
    names	
    designed	
    to	
    
  strike	
    fear	
    and	
    respect	
    into	
    those	
    hearing	
    them.	
    
  	
    
  D20	
    
  NAME	
    
  D20	
    
  NAME	
    
  1	
    
  Warrior	
    
  11	
    
  Embarr	
    
  2	
    
  Thunder	
    
  12	
    
  Comet	
    
  3	
    
  Lightning	
    
  13	
    
  Wildfire	
    
  4	
    
  Bolt	
    
  14	
    
  Brute	
    
  5	
    
  Shadow	
    
  15	
    
  Ruin	
    
  6	
    
  Flame	
    
  16	
    
  Despair	
    
  7	
    
  Black	
    
  17	
    
  Sorrow	
    
  8	
    
  Artax	
    
  18	
    
  Titan	
    
  9	
    
  Hel	
    
  19	
    
  Eomaer	
    
  10	
    
  Silver	
    
  20	
    
  Cynric	
    
   
  R I D I N G  H O R S E  
  Cost	
    91	
    gp,	
    20	
    cp	
    
  Weight	
    Carried	
    74	
    lbs.	
    (plus	
    rider);	
    Carrying	
    Capacity	
    light	
    228	
    
  lbs.,	
    medium	
    459	
    lbs.,	
    heavy	
    690	
    lbs.,	
    drag	
    3,450	
    lbs.	
    
  R ID IN G 	
    H O R S E 	
    	
    
  C R 	
    1 	
    ( X P 	
    4 0 0 )	
    
  N	
    Large	
    animal	
    
  Init	
     +2;	
     Senses	
     low-­‐light	
     vision,	
     scent;	
     Perception	
     +6,	
     Sense	
    
  Motive	
    +1	
    
  Speed	
    50	
    ft.;	
    Run;	
    ACP	
    0;	
    Acrobatics	
    +2	
    (+10	
    jumping)	
    
  AC	
    11,	
    touch	
    11,	
    flat-­‐footed	
    9;	
    CMD	
    17	
    (21	
    vs.	
    trip)	
    
  	
    
  (+2	
    Dex,	
    -­‐1	
    size)	
    
  Fort	
    +6,	
    Ref	
    +5,	
    Will	
    +1	
    
  hp	
    15	
    (2	
    HD)	
    
  Space	
    10	
    ft.;	
    Base	
    Atk	
    +1;	
    CMB	
    +5	
    	
    
  Melee	
    2	
    hooves	
    -­‐2	
    (1d4+1)	
    	
    
  Abilities	
    Str	
    16,	
    Dex	
    14,	
    Con	
    17,	
    Int	
    2,	
    Wis	
    13,	
    Cha	
    7	
    
  SQ	
    docile	
    
  Feats	
    Endurance,	
    RunB	
    	
    
  Gear	
    bit	
    and	
    bridle,	
    riding	
    saddle,	
    saddlebags,	
    feed	
    (4	
    days)	
    
  W A R H O R S E  
  Total	
    Cost	
    586	
    gp,	
    20	
    cp	
    
  Weight	
    Carried	
    139	
    lbs.	
    (plus	
    rider);	
    Carrying	
    Capacity	
    light	
    399	
    
  lbs.,	
    medium	
    798	
    lbs.,	
    heavy	
    1,200	
    lbs.,	
    drag	
    6,000	
    lbs.	
    
  WARHORSE	
    
  C R 	
    2 	
    ( X P 	
    6 0 0 ) 	
    
  N	
    Large	
    advanced	
    animal	
    
  Init	
     +4;	
     Senses	
     low-­‐light	
     vision,	
     scent;	
     Perception	
     +8,	
     Sense	
    
  Motive	
    +3	
    
  Speed	
    50	
    ft.;	
    ACP	
    0;	
    Acrobatics	
    +4	
    (+12	
    jumping)	
    
  AC	
    18,	
    touch	
    13,	
    flat-­‐footed	
    14;	
    CMD	
    21	
    (25	
    vs.	
    trip)	
    
  	
     (+3	
     armour	
     [mwk	
     studded	
     leather	
     barding],	
     +2	
     natural,	
     +4	
    
  Dex,-­‐1	
    size)	
    
  Fort	
    +8,	
    Ref	
    +7,	
    Will	
    +3	
    
  hp	
    19	
    (2	
    HD)	
    
  Space	
    10	
    ft.;	
    Base	
    Atk	
    +1;	
    CMB	
    +7	
    	
    
  Melee	
    bite	
    +5	
    (1d4+5)	
    and	
    
  Melee	
    2	
    hooves	
    -­‐2	
    (1d6+2)	
    	
    
  Abilities	
    Str	
    20,	
    Dex	
    18,	
    Con	
    21,	
    Int	
    6,	
    Wis	
    17,	
    Cha	
    11	
    
  SQ	
    trained	
    for	
    war	
    (attack,	
    come,	
    defend,	
    down,	
    guard	
    and	
    heel)	
    
  Feats	
    Armour	
    Proficiency	
    (Light),	
    EnduranceB	
    
  Gear	
     as	
     above	
     plus	
     bit	
     and	
     bridle,	
     military	
     saddle,	
     saddlebags,	
    
  feed	
    (4	
    days)	
    
  K N I G H T ’ S  S T E E D  
  This	
     horse	
     is	
     better	
     trained	
     than	
     a	
     normal	
     warhorse.	
    
  Consequently,	
    it	
    costs	
    more	
    than	
    a	
    normal	
    warhorse	
    (400	
    gp)	
    
  Total	
    Cost	
    1,326	
    gp,	
    20	
    cp	
    
  Weight	
    Carried	
    139	
    lbs.	
    (plus	
    rider);	
    Carrying	
    Capacity	
    light	
    459	
    
  lbs.,	
    medium	
    918	
    lbs.,	
    heavy	
    1,380	
    lbs.,	
    drag	
    6,900	
    lbs.	
    
  KNIGHT’S	
    STEED	
    
  C R 	
    3 	
    ( X P 	
    8 0 0 ) 	
    
  N	
    Large	
    advanced	
    animal	
    
  Init	
     +4;	
     Senses	
     low-­‐light	
     vision,	
     scent;	
     Perception	
     +10,	
     Sense	
    
  Motive	
    +3	
    
  Speed	
    35	
    ft.,	
    base	
    speed	
    50	
    ft.;	
    ACP	
    -­‐3;	
    Acrobatics	
    +1	
    
  AC	
    20,	
    touch	
    12,	
    flat-­‐footed	
    17;	
    CMD	
    23	
    (27	
    vs.	
    trip)	
    
  	
     (+6	
    armour	
    [mwk	
    breastplate	
    barding],	
    +2	
    natural,	
     +3	
    Dex,-­‐1	
    
  size)	
    
  Fort	
    +9,	
    Ref	
    +8,	
    Will	
    +4	
    
  hp	
    38	
    (4	
    HD)	
    
  Space	
    10	
    ft.;	
    Base	
    Atk	
    +3;	
    CMB	
    +9	
    
  Melee	
    bite	
    +7	
    (1d4+5)	
    and	
    
  Melee	
    2	
    hooves	
    +0	
    (1d6+2)	
    
  Abilities	
    Str	
    21,	
    Dex	
    18,	
    Con	
    21,	
    Int	
    6,	
    Wis	
    17,	
    Cha	
    11	
    
  SQ	
    trained	
    for	
    war	
    (attack,	
    come,	
    defend,	
    down,	
    guard	
    and	
    heel)	
    
  Feats	
    Armour	
    Proficiency	
    (Light),	
    Armour	
    Proficiency	
    (Medium),	
    
  EnduranceB	
    
  Gear	
     as	
     above	
     plus	
     bit	
     and	
     bridle,	
     military	
     saddle,	
     saddlebags,	
    
  feed	
    (4	
    days)	
    
   
  
  99	
    
  M O U N T S :  W A R  P O N I E S  
  Of	
    course,	
    some	
    adventurers	
    (notably	
    halflings	
    and	
    gnomes)	
    find	
    
  horses	
    too	
    large	
    for	
    their	
    tastes	
    and	
    often	
    ride	
    doughty	
    ponies	
    
  into	
     battle.	
     Other	
     adventurers	
     bring	
     ponies	
     or	
     donkeys	
     with	
    
  them	
    to	
    both	
    carry	
    vital	
    equipment	
    and	
    to	
    (hopefully)	
    carry	
    the	
    
  vast	
    treasures	
    the	
    adventurers	
    hope	
    to	
    find.	
    
  	
    
  This	
    section	
    presents	
    the	
    details	
    of	
    three	
    such	
    animals;	
    each	
    
  comes	
    ready	
    equipped.	
    	
    
  N A M E S  
  War	
    ponies	
    often	
    have	
    impressive,	
    daunting	
    names	
    designed	
    to	
    
  strike	
    fear	
    and	
    respect	
    into	
    those	
    hearing	
    them.	
    Normal	
    ponies,	
    
  tend	
    to	
    have	
    gentler	
    names.	
    
  	
    
  D20	
    
  NAME	
    
  D20	
    
  NAME	
    
  1	
    
  Lightfoot	
    
  11	
    
  Jumper	
    
  2	
    
  Flash	
    
  12	
    
  Clover	
    
  3	
    
  Argo	
    
  13	
    
  Whisper	
    
  4	
    
  Arondel	
    
  14	
    
  Star	
    
  5	
    
  Yarra	
    
  15	
    
  Quickstep	
    
  6	
    
  Glzr	
    
  16	
    
  Blackie	
    
  7	
    
  Firefoot	
    
  17	
    
  Daisy	
    
  8	
    
  Surefoot	
    
  18	
    
  Lucky	
    
  9	
    
  Khal	
    
  19	
    
  Thumper	
    
  10	
    
  Shadowstep	
    
  20	
    
  Venture	
    
   
  P O N Y  
  Total	
    Cost	
    46	
    gp,	
    20	
    cp	
    
  Weight	
     Carried	
     74	
     lbs.	
     (plus	
     rider);	
     Carrying	
     Capacity	
     light	
     75	
    
  lbs.,	
    medium	
    150	
    lbs.,	
    heavy	
    225	
    lbs.,	
    drag	
    1,125	
    lbs.	
    
  PONY	
    	
    
  C R 	
    1 / 2 	
    ( X P 	
    2 0 0 ) 	
    
  N	
    Medium	
    animal	
    
  Init	
     +1;	
     Senses	
     low-­‐light	
     vision,	
     scent;	
     Perception	
     +5,	
     Sense	
    
  Motive	
    +0	
    
  Speed	
    40	
    ft.;	
    Run;	
    ACP	
    0;	
    Acrobatics	
    +1	
    (+5	
    jumping)	
    
  AC	
    11,	
    touch	
    11,	
    flat-­‐footed	
    10;	
    CMD	
    13	
    (17	
    vs.	
    trip)	
    
  	
     (+1	
    Dex)	
    
  Fort	
    +5,	
    Ref	
    +4,	
    Will	
    +0	
    
  hp	
    13	
    (2	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +1;	
    CMB	
    +2	
    	
    
  Melee	
    2	
    hooves	
    -­‐3	
    (1d3)	
    	
    
  Abilities	
    Str	
    13,	
    Dex	
    13,	
    Con	
    14,	
    Int	
    2,	
    Wis	
    11,	
    Cha	
    4	
    
  SQ	
    docile	
    
  Feats	
    Endurance,	
    RunB	
    	
    
  Gear	
    bit	
    and	
    bridle,	
    riding	
    saddle,	
    saddlebags,	
    feed	
    (4	
    days)	
    
  W A R  P O N Y  
  Total	
    Cost	
    271	
    gp,	
    20	
    cp	
    
  Weight	
    Carried	
    109	
    lbs.	
    (plus	
    rider);	
    Carrying	
    Capacity	
    light	
    129	
    
  lbs.,	
    medium	
    453	
    lbs.,	
    heavy	
    390	
    lbs.,	
    drag	
    1,950	
    lbs.	
    
  WAR	
    PONY	
    	
    
  C R 	
    1 	
    ( X P 	
    4 0 0 ) 	
    
  N	
    Medium	
    advanced	
    animal	
    
  Init	
     +3;	
     Senses	
     low-­‐light	
     vision,	
     scent;	
     Perception	
     +7,	
     Sense	
    
  Motive	
    +2	
    
  Speed	
    40	
    ft.;	
    ACP	
    0;	
    Acrobatics	
    +3	
    (+7	
    jumping)	
    
  AC	
    18,	
    touch	
    13,	
    flat-­‐footed	
    15;	
    CMD	
    17	
    (21	
    vs.	
    trip)	
    
  	
     (+3	
    armour	
    (mwk	
    studded	
    leather	
    barding),	
    +3	
    Dex,	
    +2	
    natural)	
    
  Fort	
    +7,	
    Ref	
    +6,	
    Will	
    +2	
    
  hp	
    17	
    (2	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +1;	
    CMB	
    +4	
    	
    
  Melee	
    bite	
    +4	
    (1d3+3)	
    and	
    
  	
    
  2	
    hooves	
    -­‐1	
    (1d4+1)	
    	
    
  Abilities	
    Str	
    17,	
    Dex	
    17,	
    Con	
    18,	
    Int	
    6,	
    Wis	
    15,	
    Cha	
    8	
    
  SQ	
    trained	
    for	
    war	
    (attack,	
    come,	
    defend,	
    down,	
    guard	
    and	
    heel)	
    
  Feats	
    Armour	
    Proficiency	
    (Light),	
    EnduranceB	
    
  Gear	
    bit	
    and	
    bridle,	
    military	
    saddle,	
    saddlebags,	
    feed	
    (4	
    days)	
    
  H E R O E S ’  P O N Y  
  Total	
    Cost	
    666	
    gp,	
    20	
    cp	
    
  Weight	
    Carried	
    109	
    lbs.	
    (plus	
    rider);	
    Carrying	
    Capacity	
    light	
    129	
    
  lbs.,	
    medium	
    453	
    lbs.,	
    heavy	
    390	
    lbs.,	
    drag	
    1,950	
    lbs.	
    
  HEROES’	
    PONY	
    	
    
  C R 	
    2 	
    ( X P 	
    6 0 0 ) 	
    
  N	
    Medium	
    advanced	
    animal	
    
  Init	
     +3;	
     Senses	
     low-­‐light	
     vision,	
     scent;	
     Perception	
     +9,	
     Sense	
    
  Motive	
    +2	
    
  Speed	
    30	
    ft.,	
    base	
    speed	
    40	
    ft.;	
    ACP	
    -­‐3;	
    Acrobatics	
    +0	
    
  AC	
    21,	
    touch	
    13,	
    flat-­‐footed	
    18;	
    CMD	
    18	
    (22	
    vs.	
    trip)	
    
  	
     (+6	
    armour	
    (mwk	
    breastplate	
    barding),+3	
    Dex,	
    +2	
    natural)	
    
  Fort	
    +7,	
    Ref	
    +6,	
    Will	
    +3	
    
  hp	
    25	
    (3	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +2;	
    CMB	
    +5	
    	
    
  Melee	
    bite	
    +5	
    (1d3+3)	
    and	
    
  	
    
  2	
    hooves	
    +0	
    (1d4+1)	
    	
    
  Abilities	
    Str	
    17,	
    Dex	
    17,	
    Con	
    18,	
    Int	
    6,	
    Wis	
    15,	
    Cha	
    8	
    
  SQ	
    trained	
    for	
    war	
    (attack,	
    come,	
    defend,	
    down,	
    guard	
    and	
    heel)	
    
  Feats	
    Armour	
    Proficiency	
    (Light),	
    Armour	
    Proficiency	
    (Medium),	
    
  EnduranceB	
    
  Gear	
    bit	
    and	
    bridle,	
    military	
    saddle,	
    saddlebags,	
    feed	
    (4	
    days)	
    
  	
    
  	
    
  
  100	
    
  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.	
    
  	
    
  	
    
  
  101	
    
  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.	
    
  	
    
  	
    
  	
    
  	
    
  	
    
   
  
  102	
    
  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.	
    
  
  103	
    
  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.	
    
  	
    
  	
    
  	
    
  	
    
   
   
  
  104	
    
  S C I O N S  O F  E V I L :  G A H L G A X  A T A R R I T H  
  A	
     being	
     almost	
     as	
     powerful	
     as	
     its	
     master,	
     Gahlgax	
     is	
     a	
    
  nightmarish	
    foe	
    for	
    even	
    legendary	
    heroes.	
    	
    
  An	
     elder	
     being	
     of	
     almost	
     unimaginable	
     power	
     and	
     depravity,	
    
  Gahlgax	
     had	
     lived	
     for	
     millennia	
     uncounted.	
     One	
     of	
     the	
     most	
    
  powerful	
     Abyssal	
     balor	
     lords,	
     Orcus	
     himself	
     blessed	
     him	
     with	
    
  undeath	
    a	
    score	
    of	
    centuries	
    ago.	
    	
    
  	
    
  Only	
     the	
     greatest	
     hero	
     has	
     any	
     chance	
     of	
     even	
     reaching	
    
  Gahlgax’s	
    	
    lair,	
    Calaunsur,	
    a	
    benighted	
    place	
    of	
    shadow,	
    fire	
    and	
    
  death	
     set	
     deep	
     within	
     the	
     Abyss.	
     Even	
     if	
     he	
     should	
     reach	
    
  Calaunsur,	
    the	
    hero	
    must	
    then	
    fight	
    his	
    way	
    through	
    legions	
    of	
    
  lesser	
    undead,	
    vampire	
    guards	
    and	
    powerful	
    skeletal	
    spellcasters	
    
  as	
     well	
     as	
     countless	
     guardian	
     demons	
     before	
     finally	
     reaching	
    
  Gahlgax’s	
     inner	
     sanctum.	
     Here	
     he	
     sits	
     upon	
     The	
     Moaning	
    
  Throne,	
    a	
    huge	
    edifice	
    of	
    fused	
    skulls	
    crafted	
    from	
    the	
    remains	
    
  of	
     his	
     greatest	
     enemies	
     and	
     rivals.	
     Using	
     powerful	
     and	
     unique	
    
  magics	
    unknown	
    to	
    mortals,	
    he	
    has	
    bound	
    the	
    souls	
    of	
    the	
    slain	
    
  to	
     their	
     skulls,	
     dooming	
     them	
     to	
     an	
     eternity	
     of	
     suffering	
     and	
    
  madness.	
    The	
    moans	
    of	
    the	
    imprisoned	
    souls	
    emanate	
    from	
    the	
    
  throne,	
    acting	
    as	
    a	
    constant	
    reminder	
    to	
    all	
    those	
    nearby	
    of	
    the	
    
  folly	
    of	
    challenging	
    Gahlgax.	
     	
    
  	
    
  A	
    faithful	
    servant	
    of	
    his	
    lord	
    and	
    master	
    (well	
    as	
    faithful	
    as	
    
  any	
    demon	
    can	
    be)	
    Gahlgax	
    is	
    served	
    in	
    turn	
    by	
    a	
    triumvirate	
    of	
    
  graveknight	
    mariliths	
    that	
    lead	
    his	
    armies	
    and	
    protect	
    his	
    person	
    
  from	
    the	
    rare	
    threat	
    that	
    manages	
    to	
    breach	
    his	
    terrible	
    fortress	
    
  of	
    fused	
    bone	
    and	
    flaming	
    shadow.	
    
  	
    
  Deeply	
     steeped	
     in	
     the	
     bloody	
     lore	
     of	
     the	
     Abyss,	
     Gahlgax’s	
    
  knowledge	
     on	
     a	
     number	
     of	
     blasphemous	
     and	
     otherworldly	
    
  subjects	
     rivals	
     that	
     of	
     any	
     mortal	
     sage.	
     Having	
     acted	
     in	
     the	
    
  mortal	
     world	
     for	
     years	
     almost	
     without	
     number,	
     he	
     is	
     also	
    
  surprisingly	
    knowledgeable	
    in	
    the	
    ways	
    of	
    men	
    and	
    their	
    allies.	
    	
    
  	
    
  Feared	
    even	
    by	
    other	
    balor	
    and	
    the	
    most	
    powerful	
    of	
    lichs,	
    
  Gahlgax’s	
     word	
     is	
     law	
     in	
     his	
     realm;	
     no	
     other	
     dares	
     rise	
     to	
    
  challenge	
    the	
    vampiric	
    balor.	
    	
    	
    
  	
    	
    
  	
    
  Background:	
    Gahlgax’s	
    climb	
    to	
    become	
    Orcus’	
    most	
    trusted	
    
  servant	
     has	
     been	
     slow,	
     but	
     inexorable.	
     He	
     has	
     slain	
     countless	
    
  other	
    demons	
    in	
    his	
    quest	
    for	
    power	
    and	
    slain	
    legions	
    of	
    mortals	
    
  who	
    have	
    dared	
    to	
    penetrate	
    the	
    benighted	
    realms	
    of	
    the	
    Abyss.	
    
  It	
     was	
     Gahlgax	
     who	
     was	
     responsible	
     for	
     the	
     disappearance	
     of	
    
  
  105	
    
  Enkidu	
     Shuruppak,	
     the	
     so-­‐called	
     Purple	
     Archmage,	
     after	
     the	
    
  foolish	
     and	
     colossally	
     arrogant	
     wizard	
     sought	
     to	
     summon	
     and	
    
  control	
     a	
     balor	
     and	
     it	
     was	
     also	
     Gahlgax	
     who	
     single-­‐handedly	
    
  destroyed	
    the	
    Temple-­‐Fortress	
    of	
    Barir-­‐Kar	
    after	
    the	
    priests	
    and	
    
  paladins	
     of	
     that	
     place	
     came	
     dangerously	
     close	
     to	
     discovering	
    
  certain	
     secrets	
     relating	
     to	
     the	
    Wand	
     of	
     Orcus.	
     Countless	
     other	
    
  heroes	
     have	
     fallen	
     before	
     his	
     blade	
     or	
     been	
     destroyed	
     by	
     his	
    
  deceptions	
    or	
    sorcererous	
    magics.	
    Such	
    is	
    his	
    depraved	
    infamy	
    
  that	
    he	
    appears	
    in	
    the	
    holy	
    scripts	
    of	
    many	
    good-­‐aligned	
    faiths	
    
  with	
    epithets	
    such	
    as	
    the	
    Light	
    Banisher,	
    Destroyer	
    of	
    Hope	
    or	
    
  simply	
    The	
    Corruptor.	
    	
    
  	
    
  Orcus	
     personally	
     gifted	
     him	
     with	
     vampirism	
     after	
     Gahlgax	
    
  slew	
    a	
    rival	
    balor	
    that	
    sought	
    (foolishly)	
    to	
    supplant	
    the	
    Prince	
    of	
    
  the	
    Undead.	
    In	
    truth,	
    the	
    now	
    long-­‐forgotten	
    balor	
    did	
    nothing	
    
  of	
     the	
     sort,	
     Gahlgax	
     manipulated	
     and	
     miss-­‐reported	
     his	
     rival’s	
    	
    
  actions	
     so	
     that	
     it	
     appeared	
     he	
     sought	
     to	
     steal	
     Orcus’	
     famed	
    
  wand.	
     Slaying	
     the	
     balor,	
     he	
     then	
     (humbly)	
     presented	
     his	
    
  evidence	
    to	
    Orcus.	
    Orcus,	
    in	
    rare	
    good	
    mood	
    after	
    torturing	
    and	
    
  dismembering	
     a	
     particularly	
     obnoxious	
     and	
     strident	
     paladin-­‐
  hero,	
     drank	
     deeply	
     of	
     Gahlgax’s	
     blood	
     to	
     create	
     the	
     unholy	
    
  abomination	
    that	
    now	
    serves	
    him.	
    	
    
  	
    
  Since	
    that	
    day,	
    Gahlgax	
    has	
    seemingly	
    worked	
    tirelessly	
    for	
    
  his	
    master.	
    	
    	
    
  	
    
  Personality:	
     Utterly	
     without	
     remorse,	
     empathy,	
     mercy	
     or	
    
  any	
    other	
    redeeming	
    trait,	
    Gahlgax	
    is	
    as	
    close	
    to	
    an	
    utterly	
    evil	
    
  being	
    as	
    a	
    mortal	
    can	
    ever	
    “hope”	
    to	
    meet.	
    Although	
    as	
    devoted	
    
  as	
    any	
    demon	
    could	
    be	
    to	
    its	
    master,	
    Gahlgax	
    is	
    slowly	
    beginning	
    
  to	
    realise	
    that	
    his	
    power	
    may	
    one	
    day	
    rival	
    his	
    master’s.	
    Steeped	
    
  in	
    the	
    lore	
    of	
    the	
    Abyss	
    and	
    rich	
    in	
    a	
    demon’s	
    innate	
    cunning,	
    
  Gahlgas	
    knows	
    that	
    this	
    day	
    is	
    a	
    long	
    way	
    off,	
    but	
    what	
    matters	
    
  the	
    passage	
    of	
    millennia	
    to	
    an	
    immortal	
    being?	
    
  	
    
  He	
     has	
     no	
     compunction	
     handing	
     out	
     the	
     most	
     brutal,	
    
  depraved	
    tortures	
    imaginable	
    to	
    any	
    that	
    displease	
    him.	
    	
    
  	
    
  In	
    truth,	
    Gahlgax	
    greatly	
    enjoy	
    his	
    new	
    status	
    as	
    a	
    vampire;	
    
  he	
     finds	
     the	
     variety	
     of	
     abilities	
     useful	
     and	
     particularly	
     enjoys	
    
  dominating	
     his	
     foes	
     (or	
     torture	
     playthings).	
     He	
     particularly	
    
  enjoys	
     	
     humiliating	
     those	
     in	
     clutches	
     –	
     particularly	
     powerful	
    
  good-­‐aligned	
    prisoners	
    –	
    making	
    them	
    carry	
    out	
    a	
    vast	
    range	
    of	
    
  depraved,	
    humiliating	
    tasks	
    before	
    driving	
    them	
    mad.	
    	
    
  	
    
  Distinguishing	
     Features:	
     Huge	
     and	
     wreathed	
     in	
     flame	
     and	
    
  shadow,	
    Gahlgax	
    is	
    instantly	
    recognisable	
    as	
    a	
    being	
    of	
    immense	
    
  power.	
    However,	
    those	
    that	
    look	
    closely	
    at	
    him	
    may	
    recognise	
    
  his	
    undead	
    nature	
    –	
    his	
    fangs	
    are	
    unnaturally	
    long	
    for	
    a	
    demon’s	
    
  and	
     although	
     a	
     creature	
     of	
     darkness	
     himself,	
     he	
     casts	
     no	
    
  shadow.	
    	
    
  T A C T I C S  
  Gahlgax	
     is	
     a	
     cunning	
     tactician	
     and	
     warrior.	
     He	
     prefers	
     to	
     fight	
    
  from	
     a	
     distance,	
     using	
     his	
     multitude	
     of	
     spell-­‐like	
     abilities	
     to	
    
  confound	
    and	
    terrorise	
    his	
    enemies.	
    He	
    particularly	
    enjoys	
    using	
    
  his	
     dominate	
     ability	
     to	
     force	
     his	
     enemies	
     to	
     fight	
     among	
    
  themselves.	
     When	
     only	
     one	
     opponent	
     remains,	
     he	
     strikes	
    
  mercilessly	
    cutting	
    him	
    down	
    with	
    his	
    terrible	
    longsword.	
    	
    
  	
    
  If	
     given	
     warning	
     of	
     a	
     serious	
     assault	
     upon	
     his	
     person,	
     he	
    
  briefly	
    wields	
    each	
    Sword	
    of	
    Orcus’	
    brilliant	
    energy	
    adamantine	
    
  longsword	
    giving	
    it	
    the	
    vorpal	
    ability	
    for	
    the	
    upcoming	
    battle.	
    
  H O O K S  
  Only	
    the	
    most	
    powerful	
    heroes	
    can	
    hope	
    to	
    survive	
    meddling	
    in	
    
  Gahlgax’s	
    schemes.	
    Many	
    of	
    the	
    plots	
    Gahlgax	
    spins	
    are	
    at	
    the	
    
  behest	
     of	
     his	
     undying	
     master,	
     but	
     others	
     are	
     fashioned	
     to	
    
  increase	
    his	
    own	
    powers.	
    	
    
  	
    
  The	
    PCs	
    may	
    come	
    to	
    Gahlgax’s	
    attention	
    if	
    they	
    destroy	
    a	
    
  balor	
     or	
     other	
     powerful	
     demon	
     or	
     undead	
     servant	
     of	
     Orcus.	
    
  Gahlgax	
    is	
    not	
    one	
    to	
    let	
    a	
    potential	
    threat	
    grow	
    unchecked	
    and	
    
  so	
     he	
     despatches	
     increasingly	
     large	
     and	
     powerful	
     bands	
     of	
    
  demons	
    and	
    undead	
    to	
    deal	
    with	
    the	
    upstart	
    mortals.	
    	
    
  	
    
  Alternatively,	
     he	
     may	
     require	
     the	
     souls	
     of	
     one	
     or	
     more	
    
  powerful	
    good-­‐aligned	
    clerics	
    for	
    some	
    horrific	
    ritual	
    designed	
    to	
    
  increase	
    his	
    personal	
    power.	
    The	
    PCs	
    could	
    get	
    involved	
    when	
    
  they	
     are	
     asked	
     to	
     investigate	
     the	
     sudden	
     and	
     mysterious	
    
  disappearance	
     of	
     several	
     such	
     individuals,	
     or	
     one	
     of	
     their	
     own	
    
  number	
    could	
    be	
    targeted	
    by	
    Gahlgax’s	
    minions.	
    	
    
  	
    
  Finally,	
    it	
    is	
    entirely	
    possible	
    that	
    Gahlgax	
    may	
    use	
    the	
    PCs	
    in	
    
  some	
     fiendishly	
     complicated	
     scheme;	
     good-­‐aligned	
     mortal	
     are	
    
  notorious	
    meddlers	
    and	
    he	
    may	
    use	
    them	
    to	
    stymie	
    the	
    plots	
    of	
    
  one	
    of	
    his	
    rivals	
    (or	
    even	
    his	
    master).	
    He	
    may	
    even	
    subtly	
    guide	
    
  them	
    to	
    eliminate	
    one	
    of	
    the	
    Swords	
    of	
    Orcus	
    if	
    he	
    believes	
    the	
    
  marilith	
    is	
    planning	
    to	
    strike	
    against	
    him.	
    	
    
  L O R E  
  Characters	
     can	
     learn	
     more	
     about	
     Gahlgax	
     with	
     a	
     successful	
    
  Knowledge	
     (planes)	
     check.	
     A	
     successful	
     check	
     reveals	
     all	
    
  information	
    gained	
    by	
    a	
    lesser	
    result.	
    	
    
  	
    
  DC	
     38:	
     This	
     is	
     Gahlgax	
     Atarrith,	
     balor	
     lord	
     and	
     personal	
    
  servant	
    of	
    the	
    demon	
    prince	
    Orcus.	
    Gahlgax	
    is	
    a	
    power	
    almost	
    
  without	
    equal	
    in	
    the	
    multiverse;	
    even	
    demi-­‐gods	
    fear	
    his	
    wrath	
    
  and	
     brutal	
     attention.	
     He	
     is	
     often	
     served	
     and	
     guarded	
     by	
    
  powerful	
    mariliths.	
    	
    
  	
    
  DC	
     43:	
     Gahlgax	
     has	
     been	
     blessed	
     by	
     his	
     patron	
     with	
     the	
    
  powers	
    of	
    undeath	
    and	
    has	
    all	
    the	
    standard	
    undead	
    immunities	
    
  in	
    addition	
    to	
    those	
    enjoyed	
    by	
    normal	
    demons.	
    
  	
    
  DC	
     48:	
     Gahlgax	
     is	
     a	
     vampire	
     and	
     has	
     their	
     standard	
    
  immunities,	
    powers	
    and	
    vulnerabilities.	
    	
    
  
  106	
    
  	
    
  GAHLGAX	
    ATARRITH,	
    BALOR	
    LO RD	
    
  	
    
  	
    
  CR 	
    23 	
    ( X P 	
    81 9, 20 0) 	
    
  This	
    large	
    fiendish	
    creature	
    has	
    thick,	
    strong	
    wings	
    and	
    wields	
    a	
    
  flaming	
    longsword	
    and	
    whip.	
    
  Vampire	
    balor	
    fighter	
    1	
    
  CE	
    Large	
    undead	
    (augmented)	
    
  Init	
    +14;	
    Senses	
    darkvision	
    60	
    ft.,	
    low-­‐light	
    vision,	
    true	
    seeing;	
    
  Perception	
    +42,	
    Sense	
    Motive	
    +42	
    
  Speed	
    40	
    ft.,	
    base	
    speed	
    40	
    ft.,	
    fly	
    90	
    ft.	
    (good),	
    gaseous	
    form	
    
  (fly	
     20	
     ft.	
     [perfect]),	
     spider	
     climb;	
     ACP	
     0;	
     Acrobatics	
     +30	
    
  (+34	
    jumping),	
    Fly	
    +35,	
    Stealth	
    +37	
    
  Gaseous	
    Form	
    (Su)	
    Gahlgax	
    can	
    assume	
    gaseous	
    form	
    (AC	
    24,	
    
  CL	
    5th)	
    at	
    will	
    and	
    can	
    remain	
    gaseous	
    indefinitely.	
    
  Spider	
     Climb	
     (Ex)	
     Gahlgax	
     climbs	
     sheer	
     surfaces	
     as	
     though	
    
  affected	
    by	
    spider	
    climb.	
    
  AC	
    48,	
    touch	
    24,	
    flat-­‐footed	
    37;	
    CMD	
    64;	
    unholy	
    aura	
    
  	
     (+4	
     deflection,	
     +10	
     Dex,	
     +1	
     dodge,	
     +22	
     natural	
     [amulet	
     of	
    
  natural	
    armour	
    +2],	
    -­‐1	
    size)	
    
  Unholy	
    Aura	
    (Su)	
    If	
    a	
    good	
    creature	
    hits	
    Gahlgax	
    with	
    a	
    melee	
    
  attack	
     it	
     takes	
     1d6	
     Strength	
     damage	
     (DC	
     33	
     Fortitude	
    
  negates).	
    
  Immune	
     electricity,	
     fire,	
     poison,	
     mind-­‐affecting	
     effects,	
     death	
    
  effects,	
     disease,	
     paralysis,	
     poison,	
     sleep	
     effects,	
     stunning,	
    
  nonlethal	
     damage,	
     ability	
     drain,	
     energy	
     drain,	
     damage	
     to	
    
  physical	
     abilities,	
     exhaustion,	
     fatigue,	
     massive	
     damage,	
     any	
    
  effect	
    requiring	
    a	
    Fortitude	
    save	
    (unless	
    it	
    affects	
    objects	
    or	
    is	
    
  harmless);	
     Resist	
     acid	
     10,	
     cold	
     10;	
     Weakness	
     vampire	
    
  weaknesses	
     (garlic,	
     mirrors,	
     cannot	
     enter	
     private	
     homes	
    
  unless	
    invited,	
    direct	
    sunlight,	
    running	
    water,	
    wooden	
    stakes)	
    
  Fort	
    +33,	
     Ref	
    +22	
    (evasion),	
     Will	
    +27	
    (+31	
    vs.	
    channelling);	
    SR	
    
  31	
    
  hp	
     436	
     (21	
     HD);	
     fast	
     healing	
     5;	
     DR	
     cold	
     iron	
     and	
     good/15	
     or	
    
  magic	
    and	
    silver	
    10;	
    death	
    throes,	
    gaseous	
    form	
    
  Death	
    Throes	
    (Su)	
    When	
    killed,	
    Gahlgax	
    explodes	
    in	
    a	
    blinding	
    
  flash	
     of	
     fire	
     that	
     deals	
     50	
     fire	
     and	
     50	
     unholy	
     damage	
     to	
    
  anything	
    within	
    100	
    ft.	
    (DC	
    38	
    Reflex	
    halves).	
    
  Gaseous	
    Form	
    (Su)	
    If	
    reduced	
    to	
    0	
    hit	
    points,	
    Gahlgax	
    assumes	
    
  gaseous	
     form	
     and	
     flees.	
     Gahlgax	
     must	
     reach	
     his	
     coffin	
    
  within	
    2	
    hours	
    or	
    be	
    destroyed.	
    Once	
    at	
    rest,	
    he	
    is	
    helpless	
    
  for	
    one	
    hour	
    until	
    he	
    regains	
    1	
    hit	
    point.	
    Gahlgax	
    is	
    then	
    no	
    
  longer	
    helpless	
    and	
    fast	
    healing	
    heals	
    his	
    wounds	
    normally.	
    	
    
  Space	
    10	
    ft.	
    (flaming	
    body);	
    Base	
    Atk	
    +21;	
    CMB	
    +39	
    
  Flaming	
     Body	
     (Su)	
     Dancing	
     flames	
     cover	
     Gahlgax’s	
     body.	
    
  Anyone	
     striking	
     him	
     with	
     a	
     natural	
     weapon	
     or	
     unarmed	
    
  strike	
     takes	
     1d6	
     fire	
     damage.	
     A	
     creature	
     that	
     grapples	
    
  Gahlgax	
    or	
    is	
    grappled	
    takes	
    6d6	
    fire	
    damage	
    each	
    round	
    it	
    
  is	
    grappled.	
    	
    
  Melee	
    
  +1	
    
  vorpal	
    
  unholy	
    
  longsword	
    
  (reach	
    
  10	
    
  ft.)	
    
  +37/+32/+27/+22	
    (2d6+18/17-­‐20)	
    
  Melee	
     +1	
     vorpal	
     flaming	
     whip	
     (reach	
     20	
     ft.)	
     +36/+31/+26	
    
  (1d4+9	
    plus	
    1d6	
    fire	
    and	
    entangle)	
    or	
    
  Melee	
    2	
    slams	
    (reach	
    10	
    ft.)	
    +32	
    (1d10+17	
    plus	
    energy	
    drain	
    [2	
    
  levels])	
    	
    
  Atk	
    Options	
    Blinding	
    Critical	
    (DC	
    31),	
    Cleave,	
    Combat	
    Reflexes,	
    
  Critical	
     Focus,	
     Power	
     Attack	
     (-­‐6/+12),	
     blood	
     drain,	
     create	
    
  spawn,	
    energy	
    drain,	
    entangle	
    
  Blood	
     Drain	
     (Su)	
     Gahlgax	
     can	
     suck	
     blood	
     from	
     a	
     grappled	
    
  opponent.	
     If	
     he	
     establishes	
     or	
     maintains	
     a	
     pin,	
     he	
     drains	
    
  blood	
    (1d4	
    Constitution	
    damage).	
    Gahlgax	
    heals	
    5	
    hit	
    points	
    
  or	
    gains	
    5	
    temporary	
    hit	
    points	
    for	
    1	
    hour	
    (up	
    to	
    a	
    maximum	
    
  number	
    of	
    temporary	
    hit	
    points	
    equal	
    to	
    his	
    full	
    normal	
    hit	
    
  points)	
    each	
    round	
    he	
    drains	
    blood.	
    	
    
  Create	
    Spawn	
    (Su)	
    Gahlgax	
    can	
    create	
    a	
    spawn	
    when	
    he	
    slays	
    a	
    
  creature	
    with	
    blood	
    drain	
    or	
    energy	
    drain.	
    	
    
  Energy	
    Drain	
    (Su)	
    A	
    creature	
    hit	
    by	
    Gahlgax’s	
    slam	
    attack	
    gains	
    
  2	
     negative	
     levels	
     (DC	
     35	
     Fortitude	
     restores).	
     Gahlgax	
     can	
    
  use	
    this	
    ability	
    once	
    per	
    round.	
    
  Entangle	
    (Ex)	
     If	
    Gahlgax	
    strikes	
     a	
    Medium	
    or	
    smaller	
    foe	
     with	
    
  his	
     whip,	
     he	
     can	
     immediately	
     attempt	
     a	
     grapple	
     check	
    
  without	
    provoking	
    attacks	
    of	
    opportunity.	
    If	
    he	
    succeeds,	
    he	
    
  draws	
     the	
     foe	
     into	
     an	
     adjacent	
     square.	
     The	
     foe	
     gains	
     the	
    
  grappled	
    condition,	
    but	
    Gahlgax	
    does	
    not.	
    
  Special	
    Actions	
    change	
    shape,	
    children	
    of	
    the	
    night,	
    dominate	
    
  Change	
    Shape	
    (Su)	
    Gahlgax	
    can	
    assume	
    the	
    form	
    of	
    a	
    dire	
    bat	
    
  or	
    wolf	
    as	
    if	
    affected	
    by	
    beast	
    shape	
    II.	
    
  Children	
    of	
    the	
    Night	
    (Su)	
    Once	
    per	
    day,	
    Gahlgax	
    can	
    summon	
    
  1d6+1	
    rat	
    swarms,	
    1d4+1	
    bat	
    swarms	
    or	
    2d6	
    wolves.	
    These	
    
  creatures	
    arrive	
    in	
    2d6	
    rounds	
    and	
    serve	
    for	
    up	
    to	
    1	
    hour.	
    
  Dominate	
    (Su)	
    Gahlgax	
    can	
    crush	
    a	
    humanoid’s	
    will	
    (DC	
    35	
    Will	
    
  resists)	
    if	
    within	
    30	
    ft.	
    as	
    dominate	
    person	
    (CL	
    12th).	
    
  Spell-­‐Like	
    Abilities	
    (CL	
    21th;	
    concentration	
    +33)	
    
  Constant—true	
    seeing,	
    unholy	
    aura	
    (DC	
    33)	
    
  At	
     will—deeper	
     darkness,	
     dominate	
     monster	
     (DC	
     34),	
     greater	
    
  dispel	
     magic,	
     greater	
    invisibility,	
     greater	
    teleport	
     (self	
     plus	
    
  50	
    lbs.	
    of	
    objects	
    only),	
    inflict	
    critical	
    wounds	
    (DC	
    26),	
    mage	
    
  armour,	
     mirror	
     image,	
     power	
     word	
     stun,	
     protection	
     from	
    
  energy,	
    resist	
    energy,	
    shield,	
    telekinesis	
    (DC	
    30)	
    
  3/day—forcecage,	
     interposing	
     hand,	
     mind	
     blank,	
     quickened	
    
  telekinesis	
    (DC	
    30)	
    
  1/day—blasphemy	
     (DC	
     32),	
     fire	
     storm	
     (DC	
     33),	
     implosion	
     (DC	
    
  34),	
    summon	
    (level	
    9,	
    any	
    1	
    CR	
    19	
    or	
    lower	
    demon	
    100%)	
    
  Abilities	
    Str	
    45,	
    Dex	
    31,	
    Con	
    —,	
    Int	
    26,	
    Wis	
    28,	
    Cha	
    35	
    
  SQ	
    master	
    of	
    magic,	
    shadowless,	
    vorpal	
    strike,	
    whip	
    mastery	
    
  Vorpal	
     Strike	
     (Su)	
     Any	
     slashing	
     weapon	
     Gahlgax	
     wields	
     gains	
    
  the	
    vorpal	
    quality.	
    Weapons	
    retain	
    this	
    quality	
    for	
    one	
    hour	
    
  after	
    he	
    releases	
    the	
    weapon.	
    	
    
  Whip	
    Mastery	
    (Ex)	
    Gahlgax	
    treats	
    a	
    whip	
    as	
    a	
    light	
    weapon	
    for	
    
  the	
     purposes	
     of	
     two-­‐weapon	
     fighting	
     and	
     inflicts	
     lethal	
    
  damage	
    on	
    a	
    foe	
    regardless	
    of	
    its	
    armour.	
    
  Feats	
     AlertnessB,	
     Blinding	
     Critical,	
     Cleave,	
     Combat	
     Reflexes,	
    
  Critical	
     Focus,	
     DodgeB,	
     Greater	
     Two-­‐Weapon	
     Fighting,	
    
  Improved	
    
  Critical	
    
  (longsword)B,	
    
  Improved	
    
  InitiativeB,	
    
  Improved	
     Two-­‐Weapon	
     Fighting,	
     Iron	
     Will,	
     Lightning	
    
  ReflexesB,	
    
  Power	
    
  Attack,	
    
  Quicken	
    
  Spell-­‐Like	
    
  Ability	
    
  (telekinesis),	
     ToughnessB,	
     Two-­‐Weapon	
     Fighting,	
     Weapon	
    
  Focus	
    (longsword)	
    
  Skills	
     as	
     above	
     plus	
     Bluff	
     +39,	
     Diplomacy	
     +31,	
     Disguise	
     +32,	
    
  Intimidate	
     +31,	
     Knowledge	
     (engineering)	
     +16,	
     Knowledge	
    
  (history)	
    +28,	
    Knowledge	
    (nobility)	
    +28,	
    Knowledge	
    (planes)	
    
  +31,	
    Knowledge	
    (religion)	
    +28,	
    Use	
    Magic	
    Device	
    +31	
    
  Languages	
    Abyssal,	
    Common,	
    Draconic,	
    telepathy	
    100	
    ft.	
    
  Gear	
    as	
    above	
     headband	
    of	
    alluring	
    charisma	
    +6,	
     luckblade	
    (0	
    
  wishes),	
    ring	
    of	
    evasion	
    
  
  107	
    
  S W O R D S  O F  O R C U S  
  Three	
    Swords	
    of	
    Orcus	
    serve	
    as	
    Gahlgax’s	
    	
    personal	
    bodyguard,	
    
  messengers	
     and	
     executioners.	
     Each	
     secretly	
     dreams	
     of	
    
  supplanting	
     Gahlgax	
     in	
     Orcus’	
     council,	
     but	
     know	
     that	
     they	
     are	
    
  not	
    yet	
    powerful	
    enough	
    to	
    openly	
    face	
    him.	
    	
    
  	
    
  	
    
  SWORD	
    OF	
    ORCUS	
    	
    	
    
  CR 	
    21 	
    ( X P 	
    40 9, 60 0) 	
    
  This	
    snake-­‐bodied	
    fiend	
    has	
    a	
    six-­‐armed	
    woman’s	
    torso,	
    pointed	
    
  ears	
    and	
    glittering,	
    otherworldly	
    eyes.	
    
  Graveknight	
    marilith	
    antipaladin	
    2	
    
  CE	
    Large	
    undead	
    (augmented)	
    
  Init	
    +10;	
    Senses	
    darkvision	
    60	
    ft.,	
    true	
    seeing;	
    Perception	
    +34,	
    
  Sense	
    Motive	
    +26	
    
  Speed	
     50	
     ft.,	
     base	
     speed	
     40	
     ft.;	
     ACP	
     0;	
     Acrobatics	
     +30	
     (+34	
    
  jumping),	
    Fly	
    +20,	
    Ride	
    +30,	
    Stealth	
    +21	
    
  AC	
    52,	
    touch	
    18,	
    flat-­‐footed	
    47;	
    CMD	
    52	
    (54	
    vs.	
    disarm,	
    can’t	
    be	
    
  tripped);	
    unholy	
    aura;	
    Miss	
    Chance	
    20%	
    
  	
     (+11	
     armour	
    [+5	
    mithral	
    breastplate],	
    +4	
    deflection,	
     +5	
    Dex,	
    
  +19	
    natural	
    [amulet	
    of	
    natural	
    armour	
    +2],	
    +2	
    shield	
    [ring	
    of	
    
  force	
    shield],	
    -­‐1	
    size)	
    
  Unholy	
    Aura	
    (Sp)	
    If	
    a	
    good	
    creature	
    succeeds	
    on	
    a	
    melee	
    attack	
    
  against	
    the	
    marilith,	
    the	
    attacker	
    suffers	
    1d6	
    Strength	
    damage	
    
  (DC	
    25	
    Fortitude	
    negates)	
    
  Immune	
     cold,	
     electricity,	
     fire,	
     poison,	
     mind-­‐affecting	
     effects,	
    
  death	
     effects,	
     disease,	
     paralysis,	
     poison,	
     sleep	
     effects,	
    
  stunning,	
     nonlethal	
     damage,	
     ability	
     drain,	
     energy	
     drain,	
    
  damage	
     to	
     physical	
     abilities,	
     exhaustion,	
     fatigue,	
     massive	
    
  damage,	
    any	
    effect	
    requiring	
    a	
    Fortitude	
    save	
    (unless	
    it	
    affects	
    
  objects	
    or	
    is	
    harmless);	
    Resist	
    acid	
    10	
    
  Fort	
    +41,	
    Ref	
    +33,	
    Will	
    +32	
    (+36	
    vs.	
    channelling);	
    SR	
    32	
    
  hp	
    437	
    (20	
    HD);	
    DR	
    cold	
    iron	
    and	
    good/10	
    or	
    magic/10	
    
  Space	
    10	
    ft.	
    (sacrilegious	
     aura	
     [30	
     ft.],	
    unholy	
    aura);	
    Base	
     Atk	
    
  +18;	
    CMB	
    +32	
    (+34	
    disarm,	
    +36	
    grapple)	
    
  Sacrilegious	
    Aura	
    (Su)	
    This	
    aura	
    functions	
    as	
    a	
    desecrate	
    spell	
    
  and	
     the	
     Sword	
     of	
     Orcus’	
     armour	
     acts	
     as	
     an	
     altar.	
     Any	
    
  creature	
     that	
     attempts	
     to	
     summon	
     positive	
     energy	
     must	
    
  make	
     a	
     concentration	
     check	
     DC	
     31.	
     If	
     the	
     check	
     fails	
     the	
    
  effect	
    is	
    expended	
    but	
    does	
    not	
    function.	
    
  Melee	
    +1	
    brilliant	
    energy	
    adamantine	
    longsword	
    (reach	
    10	
    ft.;	
    
  Power	
    
  Attack	
    
  [-­‐5/+10];	
    
  cold	
    
  iron,	
    
  chaotic,	
    
  evil)	
    
  +32/+27/+22/+17	
    (2d6+14/17-­‐20	
    plus	
    4d6	
    fire),	
    
  	
    
  5	
    +1	
    longswords	
    (reach	
    10	
    ft.;	
    Power	
    Attack	
    [-­‐5/+10];	
    cold	
    
  iron,	
    chaotic,	
    evil)	
    +32	
    (2d6+14/17-­‐20	
    plus	
    4d6	
    fire)	
    and	
    
  	
    
  tail	
    slap	
    (reach	
    10	
    ft.;	
    Power	
    Attack	
    [-­‐5/+5])	
    	
    +27	
    (2d6+7	
    plus	
    
  grab)	
    or	
    
  Melee	
    6	
    slams	
    +30	
    (1d6+11)	
    and	
    
  	
    
  tail	
    slap	
    (reach	
    10	
    ft.;	
    Power	
    Attack	
    [-­‐5/+5])	
    	
    +25	
    (2d6+7	
    plus	
    
  grab)	
    	
    
  Atk	
    Options	
    Bleeding	
    Critical,	
    Blinding	
    Critical	
    (DC	
    28),	
    Combat	
    
  Expertise,	
     Combat	
     Reflexes,	
     Critical	
     Focus,	
     Improved	
    
  Disarm,	
    channel	
    destruction,	
    constrict	
    (crushing	
    coils),	
    grab,	
    
  infuse	
     weapon,	
     multiweapon	
     mastery,	
     smite	
     good	
     (+11	
    
  attack,	
    +2	
    damage,	
    +11	
    AC)	
    
  Constrict	
     with	
     Crushing	
     Coils	
     (Ex	
     [standard])	
     The	
     Sword	
     of	
    
  Orcus	
    deals	
    2d6+18	
    bludgeoning	
    damage	
    with	
    a	
    successful	
    
  grapple	
    check.	
    A	
    creature	
    suffering	
    damage	
    must	
    make	
    a	
    DC	
    
  31	
    Fortitude	
    save	
    or	
    lose	
    consciousness	
    for	
    1d8	
    rounds.	
    
  Grab	
    (Ex	
    [free])	
    If	
    it	
    hits	
    a	
    Medium	
    or	
    smaller	
    target	
    with	
    its	
    tail,	
    
  the	
     Sword	
     of	
     Orcus	
     can	
     try	
     to	
     grapple	
     as	
     a	
     free	
     action	
    
  without	
    provoking	
    attacks	
    of	
    opportunity.	
    	
    
  Infuse	
    Weapon	
    (Ex	
    [free])	
    Any	
    weapon	
    a	
    Sword	
    of	
    Orcus	
    wields	
    
  gains	
    a	
    +1	
    enhancement	
    bonus	
    to	
    attack	
    and	
    damage	
    and	
    
  strikes	
    as	
    if	
    it	
    were	
    a	
    chaotic	
    and	
    evil	
    cold	
    iron	
    weapon	
    (in	
    
  addition	
    to	
    retaining	
    the	
    qualities	
    if	
    its	
    actual	
    composition).	
    
  Multiweapon	
    Mastery	
    (Ex	
    [free])	
    A	
    Sword	
    of	
    Orcus	
    never	
    takes	
    
  penalties	
     to	
     her	
     attack	
     roll	
     when	
     fighting	
     with	
     multiple	
    
  weapons.	
    
  Special	
     Actions	
     devastating	
     blast,	
     phantom	
     steed,	
     touch	
     of	
    
  corruption	
    (12/day;	
    1d6)	
    undead	
    mastery	
    
  Devastating	
     Blast	
     (Su	
     [standard;	
     3/day])	
     The	
     Sword	
     of	
     Orcus	
    
  unleashes	
     a	
     30	
     ft.	
     cone	
     of	
     fire;	
     10d6	
     fire;	
     DC	
     31	
     Reflex	
    
  halves.	
    
  Phantom	
     Steed	
     (Su	
     [standard;	
    1/hour]	
    A	
     Sword	
     of	
     Orcus	
     can	
    
  summon	
     a	
     skeletal	
     horse	
     similar	
     to	
     a	
     phantom	
     steed,	
     but	
    
  with	
    these	
    modified	
    statistics	
    (AC	
    18,	
    hp	
    23,	
    speed	
    100	
    ft.,	
    
  fly	
    100	
    ft,	
    Fly	
    +16).	
    
  Undead	
    Mastery	
    (Su	
    [standard;	
    at	
    will)	
    The	
    Sword	
    of	
    Orcus	
    can	
    
  bend	
     any	
     undead	
     creatures	
     within	
     50	
     ft.	
     to	
     its	
     will.	
     Each	
    
  undead	
     must	
    make	
    a	
    DC	
    31	
     Will	
     save	
    or	
    fall	
    under	
     the	
    its	
    
  control.	
    This	
    control	
    is	
    permanent	
    for	
    unintelligent	
    undead,	
    
  but	
    an	
    intelligent	
    undead	
    can	
    make	
    a	
    new	
    save	
    each	
    day	
    to	
    
  throw	
     off	
     the	
     control.	
     A	
     creature	
     that	
     successfully	
     saves	
    
  cannot	
     be	
     affected	
     by	
     the	
     same	
     graveknight’s	
     undead	
    
  mastery	
     for	
     24	
     hours.	
     A	
    graveknight	
     can	
     control	
     90	
     HD	
    of	
    
  undead.	
    	
    
  Spell-­‐Like	
    Abilities	
    (CL	
    18th;	
    concentration	
    +29)	
    
  At	
    will—detect	
    evil,	
    greater	
    teleport	
    (self	
    plus	
    50	
    lbs.	
    of	
    objects	
    
  only),	
    project	
    image	
    (DC	
    27),	
    telekinesis	
    (DC	
    26)	
    
  3/day—blade	
    barrier	
    (DC	
    27),	
    fly	
    
  1/day—summon	
    (level	
    5;	
    1	
    marilith	
    20%,	
    1	
    nalfeshnee	
    33%	
    or	
    
  1d4	
    hezrous	
    60%)	
    
  Abilities	
    Str	
    33,	
    Dex	
    23,	
    Con	
    —,	
    Int	
    20,	
    Wis	
    24,	
    Cha	
    33	
    
  SQ	
    
  evil	
    
  aura	
    
  (overwhelming),	
    
  rejuvenation,	
    
  ruinous	
    
  revivification	
    (fire),	
    unholy	
    resilience	
    
  Feats	
     Bleeding	
     Critical,	
     Blinding	
     Critical,	
     Combat	
     Expertise,	
    
  Combat	
    
  Reflexes,	
    
  Critical	
    
  Focus,	
    
  Improved	
    
  Critical	
    
  (longsword),	
    
  Improved	
    
  Disarm,	
    
  Improved	
    
  InitiativeB,	
    
  Mounted	
    
  CombatB,	
    
  Power	
    
  Attack,	
    
  Ride-­‐By	
    
  AttackB,	
    
  ToughnessB,	
    Weapon	
    Focus	
    (longsword)	
    
  Skills	
    as	
    above	
    plus	
    Bluff	
    +30,	
    Diplomacy	
    +30,	
    Disguise	
    +28	
    (+38	
    
  with	
    
  hat	
    
  of	
    
  disguise),	
    
  Intimidate	
    
  +38,	
    
  Knowledge	
    
  (engineering)	
    +21,	
    Use	
    Magic	
    Device	
    +30	
    
  Languages	
    Abyssal,	
    Celestial,	
    Draconic;	
    telepathy	
    100	
    ft.	
    	
    
  Gear	
     hat	
     of	
     disguise,	
     boots	
     of	
     striding	
     and	
     springing,	
     minor	
    
  cloak	
    of	
    displacement	
    
  
  108	
    
  T R A D E  T O W N :  S I G H T S  &  S O U N D S  
  Use	
     this	
     table	
     to	
     generate	
     the	
     sights	
     and	
     sounds	
     the	
     PCs	
    
  experience	
    as	
    they	
    move	
    about	
    the	
    trade	
    town.	
    Some	
    may	
    be	
    
  inappropriate	
    based	
    on	
    the	
    locale’s	
    set	
    up;	
    ignore	
    such	
    results	
    
  and	
    simply	
    re-­‐roll.	
    
  D%	
    
  	
    
  1	
    
  Guards	
     shout	
     to	
     stop	
     a	
     passing	
     caravan	
     as	
     the	
    
  driver	
    tries	
    to	
    flee.	
    
  2	
    
  A	
    man	
    in	
    luxurious	
    robes	
    jingles	
    as	
    he	
    walks,	
    his	
    
  purse	
    heavy	
    with	
    coin.	
    
  3	
    
  Hawkers	
     belt	
     out	
     deals	
     for	
     lesser	
     wares	
     on	
    
  practically	
    every	
    street	
    corner.	
    
  4	
    
  A	
     chain	
     line	
     of	
     slaves	
     shuffles	
     by	
     under	
     the	
    
  watchful	
     eye	
     of	
     an	
     obese	
     taskmaster	
     and	
     his	
    
  guards.	
    
  5	
    
  The	
    line	
    of	
    wagons	
    and	
    people	
    passing	
    through	
    
  the	
    main	
    gates	
    seems	
    never-­‐ending.	
    
  6	
    
  Competing	
     food	
     vendors	
     fling	
     rotted	
     wares	
    
  across	
    the	
    street	
    at	
    one	
    another.	
    
  7	
    
  A	
    whole	
    mercenary	
    band	
    stands	
    guard	
    in	
    front	
    of	
    
  the	
    imposing	
    gates	
    of	
    a	
    large	
    building.	
    
  8	
    
  A	
     slim	
     man	
     flanked	
     by	
     bodyguards	
     notes	
     all	
    
  passersby,	
    jotting	
    observations	
    on	
    a	
    parchment.	
    	
    
  9	
    
  The	
    last	
    cart	
    to	
    roll	
    by	
    definitely	
    had	
    the	
    aura	
    of	
    
  something	
    dead	
    wafting	
    from	
    it.	
    
  10	
    
  Lamplighters	
     collect	
     their	
     dues	
     from	
     business	
    
  owners	
    to	
    keep	
    the	
    streets	
    lit	
    at	
    night.	
    
  11	
    
  A	
    crate	
    lies	
    in	
    the	
    middle	
    of	
    the	
    street,	
    cracked	
    
  open	
    and	
    empty	
    of	
    anything	
    but	
    sawdust.	
    
  12	
    
  Workers	
     chant	
     in	
     rhythm	
     as	
     they	
     unload	
    
  seemingly	
    endless	
    crates	
    from	
    the	
    latest	
    caravan.	
    
  13	
    
  Someone	
    has	
    painted	
    a	
    rather	
    obscene	
    glyph	
    on	
    
  every	
    business	
    door	
    along	
    this	
    street.	
    
  14	
    
  Water	
     splashes	
     as	
     labourers	
     slop	
     it	
     across	
     the	
    
  street,	
    washing	
    animal	
    refuse	
    from	
    the	
    cobbles.	
    
  15	
    
  Two	
     merchants	
     wave	
     daggers	
     at	
     each	
     other	
     as	
    
  they	
    argue	
    over	
    a	
    shipment.	
    
  16	
    
  A	
    whole	
    guard	
    troop	
    accompanies	
    a	
    tax	
    collector	
    
  who	
    stops	
    by	
    every	
    establishment	
    along	
    the	
    way.	
    
  17	
    
  Signs	
    indicate	
    all	
    business	
    done	
    in	
    town	
    must	
    be	
    
  registered	
    with	
    the	
    appropriate	
    guild,	
    on	
    pain	
    of	
    
  imprisonment.	
    
  18	
    
  A	
     smell	
     of	
     smoke,	
     redolent	
     with	
     foreign	
     spices,	
    
  wafts	
    through	
    the	
    market.	
    
  19	
    
  A	
     merchant	
     is	
     flanked	
     by	
     two	
     massive	
     hounds,	
    
  that	
    growl	
    at	
    anyone	
    who	
    gets	
    too	
    close.	
    
  20	
    
  Lute	
     and	
     flute	
     players	
     are	
     among	
     the	
     many	
    
  performers	
    playing	
    to	
    the	
    crowded	
    market.	
    
  21	
    
  A	
    lovely	
    young	
    woman	
    chats	
    up	
    a	
    merchant,	
    who	
    
  appears	
     completely	
     unaware	
     he’s	
     standing	
    
  outside	
    a	
    brothel.	
    
  22	
    
  A	
     vendor	
     tries	
     to	
     sell	
     off	
     his	
     stacks	
     of	
     candles	
    
  before	
    they	
    melt	
    in	
    the	
    blazing	
    sun.	
    He	
    appears	
    
  desperate—perhaps	
    suspiciously	
    so.	
    
  23	
    
  A	
     heavily	
     muscled	
     man	
     rolls	
     a	
     massive	
     barrel	
    
  along	
    the	
    street.	
    
  24	
    
  A	
    man	
    cries	
    in	
    denial	
    as	
    he’s	
    shackled	
    by	
    guards	
    
  for	
    doing	
    business	
    without	
    guild	
    registration.	
    
  25	
    
  Black	
    smoke	
    churns	
    from	
    a	
    wagon	
    as	
    it	
    burns	
    in	
    
  the	
    street,	
    dangerously	
    close	
    to	
    a	
    shop.	
    
  26	
    
  A	
    line	
    of	
    guild	
    registrants	
    shuffles	
    in	
    place	
    as	
    they	
    
  wait	
    admittance	
    by	
    the	
    guards.	
    
  27	
    
  A	
    courier	
    pants	
    as	
    he	
    darts	
    passed,	
    message	
    bag	
    
  overflowing	
    with	
    letters.	
    
  28	
    
  These	
    gates	
    leading	
    to	
    a	
    guild’s	
    compound	
    have	
    
  been	
    smashed	
    in	
    by	
    a	
    massive	
    force.	
    
  29	
    
  Drunk	
    traders	
    weave	
    through	
    the	
    crowd	
    as	
    they	
    
  celebrate	
    a	
    recent	
    sale.	
    
  30	
    
  A	
    trader	
    weeps	
    over	
    a	
    lost	
    shipment,	
    wailing	
    his	
    
  tragedy	
    to	
    anyone	
    who’ll	
    listen.	
    
  31	
    
  A	
     caged	
     menagerie	
     of	
     exotically	
     coloured	
     (and	
    
  noisy)	
    birds	
    chatter	
    loudly	
    at	
    passersby.	
    
  32	
    
  A	
    sign	
    advertises	
    entrance	
    to	
    the	
    mayor’s	
    private	
    
  zoo	
    for	
    a	
    hefty	
    fee.	
    
  33	
    
  A	
    door	
    slams	
    in	
    a	
    woman’s	
    face,	
    and	
    she	
    falls	
    to	
    
  her	
    knees	
    on	
    the	
    stoop,	
    sobbing.	
    
  34	
    
  A	
    group	
    of	
    black-­‐veiled	
    foreigners	
    carry	
    a	
    gilded	
    
  litter	
    down	
    the	
    way.	
    
  35	
    
  The	
     doors	
     of	
     this	
     tavern	
     are	
     shut	
     and	
     chained,	
    
  the	
    sign	
    knocked	
    to	
    the	
    ground.	
    
  36	
    
  A	
     gaudy	
     sign	
     indicates	
     fresh	
     corpses	
     are	
     sold	
    
  within	
    the	
    establishment	
    beneath.	
    
  37	
    
  A	
     guard	
     leads	
     several	
     dogs	
     around	
     a	
     wagon,	
    
  letting	
    them	
    sniff	
    it	
    vigorously.	
    A	
    merchant	
    looks	
    
  on—nervously.	
    
  38	
    
  Wine	
     glugs	
     as	
     it’s	
     poured	
     from	
     a	
     barrel	
     for	
     a	
    
  merchant	
    to	
    sample.	
    
  39	
    
  Guards	
     guide	
     a	
     caravan	
     off	
     to	
     one	
     side	
     for	
    
  further	
    inspection.	
    
  40	
    
  A	
    lovely	
    voice	
    floats	
    over	
    the	
    crowd,	
    the	
    singing	
    
  almost	
    unearthly	
    in	
    its	
    beauty.	
    
  41	
    
  A	
    worker	
    opens	
    a	
    barrel	
    only	
    for	
    a	
    torrent	
    of	
    rats	
    
  to	
    pour	
    forth.	
    
  42	
    
  A	
     merchant	
     oversees	
     the	
     preparation	
     of	
     oil-­‐
  soaked	
    bundles	
    of	
    new	
    weapons.	
    
  43	
    
  Voices	
    babble	
    over	
    one	
    another	
    during	
    an	
    open-­‐
  air	
    auction.	
    
  44	
    
  Horses	
     whinny	
     as	
     they’re	
     tied	
     to	
     posts	
     for	
    
  inspection	
    by	
    buyers.	
    
  45	
    
  Flyers	
     proclaim	
     a	
     reward	
     for	
     the	
     capture	
     of	
     a	
    
  group	
    of	
    bandits	
    harrying	
    the	
    incoming	
    caravans.	
    
  46	
    
  The	
    central	
    market	
    is	
    a	
    dusty,	
    chaotic	
    affair,	
    with	
    
  foot	
    and	
    hoof	
    traffic	
    all	
    about.	
    
  47	
    
  Beyond	
     the	
     gates,	
     an	
     encampment	
     of	
     traders	
    
  refused	
    entry	
    has	
    sprung	
    up.	
    
  48	
    
  People	
     mutter	
     and	
     glare	
     at	
     a	
     trader	
     caravan	
    
  composed	
    of	
    people	
    wearing	
    bronze	
    masks.	
    
  49	
    
  Townsfolk	
    scurry	
    to	
    cover	
    their	
    goods	
    in	
    tarps	
    as	
    
  thunder	
    rumbles	
    in	
    the	
    distance.	
    
  
  109	
    
  50	
    
  A	
    mage	
    casts	
    an	
    icy	
    spell	
    to	
    keep	
    a	
    stall	
    of	
    fish	
    
  brought	
    in	
    from	
    the	
    coast	
    fresh.	
    
  51	
    
  Two	
     carts	
     crash	
     together,	
     spilling	
     wares	
     across	
    
  the	
    road.	
    
  52	
    
  A	
     quartermaster	
     checks	
     off	
     crates	
     and	
     barrels	
    
  with	
    a	
    wedge	
    of	
    chalk.	
    
  53	
    
  A	
     guild	
     leader	
     preaches	
     the	
     virtue	
     of	
     proper	
    
  registration	
    and	
    following	
    regulations.	
    
  54	
    
  An	
    angry	
    crowd	
    demonstrates	
    in	
    front	
    of	
    a	
    guild	
    
  hall;	
    guards	
    watch	
    on	
    nervously.	
    
  55	
    
  A	
    man	
    loudly	
    begs	
    a	
    moneylender	
    to	
    extend	
    his	
    
  debt	
    just	
    once	
    more.	
    
  56	
    
  A	
     group	
     of	
     traders	
     swagger	
     down	
     the	
     street,	
    
  bare	
    chests	
    covered	
    in	
    nautical	
    tattoos.	
    
  57	
    
  This	
    trader	
    appears	
    to	
    buy	
    and	
    trade	
    all	
    matter	
    
  of	
    tarred	
    or	
    shrunken	
    heads.	
    
  58	
    
  The	
    glint	
    of	
    jewelled	
    rings	
    on	
    a	
    merchant’s	
    pudgy	
    
  fingers	
    catches	
    the	
    sun.	
    
  59	
    
  A	
     ragged	
     woman	
     runs	
     up	
     to	
     a	
     newly	
     arrived	
    
  trader,	
    holding	
    up	
    a	
    child	
    as	
    he	
    tries	
    to	
    shove	
    her	
    
  away.	
    
  60	
    
  A	
     caravan	
     surrounded	
     by	
     soldiers	
     blocks	
     the	
    
  street.	
    A	
    growing	
    crush	
    of	
    other	
    merchants	
    and	
    
  passers-­‐by	
    are	
    growing	
    increasingly	
    angry	
    at	
    the	
    
  delay.	
    
  61	
    
  This	
    row	
    of	
    crates	
    and	
    pots	
    has	
    been	
    marked	
    in	
    
  red,	
    saying:	
    “Do	
    Not	
    Open	
    Under	
    Pain	
    of	
    Death.”	
    
  62	
    
  This	
     enormous	
     clothing	
     shop	
     sells	
     outfits	
     for	
    
  every	
    possible	
    race	
    and	
    size.	
    	
    
  63	
    
  A	
     pair	
     of	
     traders	
     guffaws	
     as	
     they	
     stroll	
     along,	
    
  boasting	
    how	
    much	
    gold	
    they	
    cheated	
    from	
    their	
    
  latest	
    client.	
    
  64	
    
  A	
     child	
     calls	
     to	
     passers-­‐by,	
     saying	
     they	
     can	
     get	
    
  anything	
    at	
    any	
    price	
    with	
    his	
    help.	
    
  65	
    
  A	
    man	
    flips	
    through	
    a	
    large	
    tome,	
    wondering	
    out	
    
  loud	
    why	
    there	
    aren’t	
    any	
    pictures.	
    
  66	
    
  This	
     trader’s	
     cart	
     appears	
     to	
     be	
     guarded	
     by	
     a	
    
  massive,	
    horned	
    demon.	
    
  67	
    
  Merchants	
    still	
    beyond	
    the	
    gates	
    clamour	
    to	
    be	
    
  let	
    in	
    before	
    nightfall.	
    
  68	
    
  A	
     buyer	
     challenges	
     a	
     trader	
     to	
     a	
     duel	
     for	
    
  attempting	
    to	
    swindle	
    him.	
    
  69	
    
  A	
     trader	
     tosses	
     a	
     few	
     coppers	
     to	
     a	
     beggar	
    
  alongside	
    
  the	
    
  street.	
    
  Immediately,	
    
  he	
    
  is	
    
  inundated	
    with	
    other	
    street	
    denizens	
    begging	
    for	
    
  money.	
    
  70	
    
  Bolts	
    of	
    silk	
    and	
    cloth,	
    of	
    all	
    colours	
    and	
    patterns,	
    
  are	
    lined	
    up	
    against	
    the	
    wall.	
    
  71	
    
  This	
    trader	
    displays	
    an	
    array	
    of	
    tiny,	
    manicured	
    
  trees,	
    claiming	
    they	
    come	
    from	
    a	
    distant	
    land.	
    
  72	
    
  The	
    smell	
    of	
    salted	
    meats	
    and	
    pickled	
    vegetables	
    
  reaches	
    the	
    party’s	
    nostrils.	
    
  73	
    
  In	
     a	
     plume	
     of	
     dusty	
     rubble,	
     a	
     warehouse	
    
  collapses	
    just	
    down	
    the	
    street.	
    
  74	
    
  The	
     heady	
     scent	
     of	
     mint	
     hangs	
     over	
     the	
     whole	
    
  street.	
    
  75	
    
  People	
    in	
    long	
    white	
    robes	
    gaze	
    at	
    vials	
    of	
    white	
    
  dust,	
    dabbing	
    the	
    substance	
    on	
    their	
    tongues.	
    
  76	
    
  A	
    thief	
    hangs	
    by	
    his	
    thumbs	
    in	
    the	
    middle	
    of	
    the	
    
  town	
    square,	
    a	
    warning	
    to	
    all.	
    
  77	
    
  A	
     seer	
     wanders	
     the	
     street,	
     calling	
     out	
     offers	
     to	
    
  sell	
    prophecies.	
    
  78	
    
  A	
    guildmaster	
    tacks	
    up	
    a	
    scroll	
    listing	
    next	
    week’s	
    
  projected	
    tariffs.	
    	
    
  79	
    
  A	
    strange	
    moan	
    emanates	
    from	
    a	
    nearby	
    crate,	
    
  which	
    shakes	
    briefly.	
    
  80	
    
  Donkeys	
    bray	
    as	
    they	
    haul	
    sacks	
    laden	
    with	
    grain	
    
  and	
    goods.	
    
  81	
    
  A	
    bare-­‐handed	
    masked	
    man	
    asks	
    people	
    to	
    make	
    
  a	
    donation	
    to	
    the	
    thieves’	
    guild.	
    
  82	
    
  Near	
    the	
    wall,	
    the	
    lowing	
    of	
    cattle	
    can	
    be	
    heard	
    
  in	
    the	
    stockyard	
    outside	
    town.	
    
  83	
    
  Townsfolk	
    line	
    up	
    to	
    gawk	
    at	
    a	
    recently	
    unveiled	
    
  statue	
    of	
    the	
    town	
    leader.	
    
  84	
    
  A	
    market	
    stall	
    selling	
    odd	
    citrus	
    drinks	
    appears	
    to	
    
  be	
    run	
    entirely	
    by	
    children.	
    
  85	
    
  Something	
    shatters	
    nearby,	
    followed	
    by	
    a	
    bellow	
    
  of	
    rage	
    and	
    screams.	
    
  86	
    
  A	
     merchant	
     stumbles,	
     an	
     arrow	
     having	
     just	
    
  sprouted	
    from	
    his	
    broad	
    back.	
    
  87	
    
  A	
     vendor	
     wanders	
     the	
     street,	
     handing	
     out	
     free	
    
  samples	
    of	
    fruit	
    sold	
    back	
    at	
    the	
    stall.	
    
  88	
    
  This	
    wall	
    has	
    the	
    image	
    of	
    a	
    black	
    hog	
    painted	
    on	
    
  it,	
    with	
    an	
    arrow	
    pointing	
    down	
    a	
    nearby	
    alley.	
    
  89	
    
  The	
     stink	
     of	
     sulphur	
     wafts	
     from	
     a	
     bathhouse	
    
  offering	
    hot	
    baths	
    for	
    weary	
    travellers.	
    
  90	
    
  This	
    temple	
    appears	
    to	
    be	
    dedicated	
    to	
    a	
    god	
    of	
    
  commerce	
    and	
    wealth.	
    
  91	
    
  A	
    puppet	
    show	
    depicts	
    the	
    mayor	
    as	
    controlled	
    
  by	
    the	
    strings	
    of	
    the	
    many	
    guilds.	
    
  92	
    
  The	
    crowd	
    boos	
    as	
    a	
    crier	
    announces	
    the	
    latest	
    
  tax	
    rise	
    by	
    the	
    mayor.	
    
  93	
    
  This	
    street	
    is	
    oddly	
    empty	
    and	
    quiet	
    for	
    being	
    in	
    
  the	
    middle	
    of	
    the	
    bustling	
    town.	
    
  94	
    
  A	
     carriage	
     careens	
     down	
     the	
     street,	
     the	
     driver	
    
  trying	
    to	
    get	
    the	
    horses	
    back	
    under	
    control.	
    
  95	
    
  Pure	
    white	
    doves	
    flutter	
    within	
    a	
    wooden	
    cage,	
    
  soft	
    coos	
    barely	
    heard	
    over	
    the	
    crowd.	
    
  96	
    
  Coins	
     chink	
     as	
     they	
     strike	
     the	
     bottom	
     of	
     this	
    
  temple’s	
    “non-­‐voluntary	
    offering”	
    box.	
    
  97	
    
  Hammering	
     and	
     sawing	
     can	
     be	
     heard	
     as	
     a	
    
  building	
    undergoes	
    new	
    construction.	
    
  98	
    
  A	
    mage	
    chants	
    a	
    spell	
    to	
    check	
    for	
    disease	
    in	
    a	
    
  wagon	
    loaded	
    with	
    foodstuffs.	
    	
    
  99	
    
  Every	
    driver	
    and	
    worker	
    on	
    this	
    caravan	
    appears	
    
  to	
    be	
    the	
    exact	
    same	
    person,	
    down	
    to	
    the	
    face	
    
  and	
    clothes.	
    
  100	
    
  This	
    shop	
    sign	
    promises	
    wishes	
    fulfilled	
    if	
    you’ll	
    
  simply	
    sell	
    your	
    soul	
    to	
    the	
    proprietor.	
    
  	
    
  	
    
   
  
  110	
    
  U R B A N  R I O T :  M I N O R  E V E N T S  
  Use	
     this	
     table,	
     to	
     provide	
     details	
     about	
     small	
     scenes	
     the	
     PCs	
    
  witness	
    during	
    the	
    riot.	
    Ignore	
    inappropriate	
    results	
    and	
    simply	
    
  re-­‐roll.	
    
  D%	
    
  	
    
  1	
    
  A	
     mob	
     thrums	
     in	
     the	
     street,	
     bellowing	
     an	
    
  unintelligible	
    chant.	
    
  2	
    
  An	
    emaciated	
    dog	
    rifles	
    through	
    garbage	
    piled	
    in	
    
  the	
    street.	
    
  3	
    
  Two	
    wounded	
    guards	
    limp	
    through	
    the	
    shadows.	
    
  4	
    
  A	
    pair	
    of	
    half-­‐orcs	
    hastily	
    stack	
    boxes	
    into	
    a	
    cart	
    
  with	
    a	
    broken	
    wheel.	
    
  5	
    
  A	
    halfling	
    fiddles	
    with	
    the	
    lock	
    on	
    an	
    intricately	
    
  carved	
    door.	
    
  6	
    
  Two	
    young	
    children	
    crouch	
    in	
    a	
    doorway,	
    warily	
    
  watching	
    passers-­‐by.	
    	
    
  7	
    
  An	
    elderly	
    woman	
    sweeps	
    shards	
    of	
    wood	
    out	
    of	
    
  the	
    street	
    and	
    into	
    a	
    pile.	
    
  8	
    
  Two	
    men	
    try	
    to	
    calm	
    a	
    thrashing	
    horse	
    while	
    a	
    
  third	
     lies	
     motionless	
     behind	
     it,	
     a	
     deep	
     cut	
    
  bleeding	
    on	
    his	
    forehead.	
    
  9	
    
  A	
     fountain	
     is	
     filled	
     with	
     drenched	
     pedestrians	
    
  climbing	
    up	
    its	
    features	
    to	
    escape	
    the	
    mob.	
    
  10	
    
  Three	
     townsfolk	
     pile	
     pieces	
     of	
     broken	
     furniture	
    
  into	
    a	
    barricade.	
    
  11	
    
  A	
     shrieking	
     boy	
     bursts	
     from	
     an	
     abandoned	
    
  alchemist’s	
    shop,	
    his	
    clothes	
    engulfed	
    in	
    flame.	
    
  12	
    
  A	
    sobbing	
    man	
    shakes	
    the	
    shoulders	
    of	
    a	
    young	
    
  woman	
    bleeding	
    from	
    a	
    stomach	
    wound.	
    
  13	
    
  A	
    bridge	
    sways	
    precariously	
    under	
    the	
    weight	
    of	
    
  a	
    crowd	
    storming	
    over	
    the	
    river.	
    
  14	
    
  A	
     badly	
     burned	
     woman	
     lies	
     against	
     a	
     wall,	
    
  begging	
    passersby	
    for	
    water	
    and	
    aid.	
    
  15	
    
  Sobs	
     can	
     be	
     heard	
     beneath	
     an	
     overturned	
    
  carriage.	
    
  16	
    
  A	
    dwarf	
    struggles	
    under	
    a	
    bulging	
    sack.	
    
  17	
    
  A	
    stunned	
    man	
    watches	
    his	
    house	
    burn.	
    	
    
  18	
    
  A	
    group	
    of	
    priests	
    line	
    up	
    bodies	
    and	
    cover	
    them	
    
  with	
    sheets	
    while	
    chanting	
    last	
    rites.	
    
  19	
    
  An	
    elf	
    with	
    a	
    loaded	
    heavy	
    crossbow	
    sits	
    outside	
    
  an	
    untouched	
    storefront.	
    
  20	
    
  Two	
    elders	
    lead	
    a	
    group	
    of	
    children	
    hand	
    in	
    hand	
    
  through	
    the	
    wreckage.	
    
  21	
    
  A	
     strong	
     wind	
     spreads	
     a	
     fire	
     from	
     house	
     to	
    
  house.	
    
  22	
    
  A	
     couple	
     clings	
     to	
     each	
     other	
     as	
     they	
     flee	
    
  through	
    the	
    streets.	
    
  23	
    
  A	
    group	
    of	
    locals	
    form	
    a	
    line,	
    passing	
    buckets	
    of	
    
  water	
    between	
    them	
    to	
    throw	
    on	
    their	
    burning	
    
  homes.	
    	
    
  24	
    
  Soldiers	
    march	
    through	
    the	
    streets,	
    deaf	
    to	
    the	
    
  pleas	
    of	
    the	
    townspeople.	
    
  25	
    
  Crossbow	
    bolts	
    fly	
    from	
    a	
    desecrated	
    temple	
    into	
    
  the	
    mob,	
    killing	
    at	
    random.	
    	
    
  26	
    
  Half	
     a	
     dozen	
     brutes	
     hammer	
     at	
     a	
     splintering	
    
  wooden	
    gate	
    using	
    a	
    stone	
    statue	
    as	
    a	
    makeshift	
    
  battering	
    ram.	
    
  27	
    
  Half-­‐naked	
     men	
     and	
     women	
     surge	
     through	
     the	
    
  streets,	
    their	
    skin	
    covered	
    in	
    woad	
    body	
    paint.	
    
  28	
    
  Rioters	
     race	
     through	
     the	
     marketplace,	
     putting	
    
  awnings	
    and	
    vendor	
    stalls	
    to	
    the	
    torch.	
    
  29	
    
  A	
    band	
    of	
    convicts	
    rush	
    out	
    of	
    a	
    prison	
    yard,	
    still	
    
  chained	
    together	
    by	
    their	
    manacles.	
    
  30	
    
  A	
     halfling	
     dressed	
     in	
     rags	
     rifles	
     through	
     a	
     dead	
    
  man’s	
    pouches,	
    pocketing	
    anything	
    of	
    value.	
    
  31	
    
  A	
     dozen	
     ruffians	
     run	
     down	
     the	
     street,	
     prying	
    
  cobblestones	
    out	
    of	
    the	
    road	
    and	
    throwing	
    them	
    
  through	
    every	
    window	
    they	
    see.	
    
  32	
    
  Two	
    men	
    drag	
    overstuffed	
    bags	
    out	
    of	
    a	
    granary,	
    
  and	
    begin	
    throwing	
    food	
    into	
    the	
    frenzied	
    crowd.	
    
  33	
    
  Cries	
    for	
    help	
    echo	
    up	
    from	
    the	
    bottom	
    of	
    a	
    deep	
    
  well.	
    
  34	
    
  Prostitutes	
     run	
     screaming	
     from	
     a	
     brothel,	
    
  attempting	
    to	
    cover	
    themselves	
    with	
    bedsheets	
    
  and	
    mismatched	
    pieces	
    of	
    clothing.	
    
  35	
    
  An	
     old	
     man	
     limps	
     down	
     an	
     alley,	
     dragging	
     his	
    
  broken	
    leg	
    behind	
    him.	
    
  36	
    
  Men	
     and	
     women	
     clamber	
     onto	
     a	
     drawbridge,	
    
  weighing	
    it	
    down	
    as	
    guards	
    attempt	
    to	
    winch	
    it	
    
  upright.	
    
  37	
    
  A	
    young	
    boy	
    struggles	
    with	
    a	
    flint	
    and	
    steel	
    as	
    he	
    
  tries	
    to	
    light	
    a	
    torch	
    and	
    catch	
    up	
    with	
    the	
    other	
    
  rioters.	
    
  38	
    
  Maids	
     and	
     servants	
     dump	
     waste	
     baskets,	
    
  chamber	
    pots	
    and	
    other	
    filth	
    off	
    a	
    balcony	
    onto	
    
  the	
    teeming	
    masses	
    below.	
    
  39	
    
  A	
     wounded	
     man	
     tries	
     to	
     pull	
     himself	
     out	
     from	
    
  beneath	
    a	
    collapsed	
    wall.	
    
  40	
    
  Panicked	
    animals	
    stampede	
    through	
    the	
    streets.	
    
  41	
    
  Two	
     men	
     dressed	
     in	
     rags	
     run	
     down	
     an	
     alley,	
    
  arms	
    full	
    of	
    stolen	
    jewels	
    and	
    finery.	
    
  42	
    
  A	
     cowering	
     mother	
     tries	
     to	
     hush	
     a	
     squalling	
    
  infant	
    before	
    it	
    draws	
    the	
    attention	
    of	
    looters.	
    
  43	
    
  Sailors	
     leap	
     into	
     the	
     sea	
     to	
     escape	
     rioters	
    
  boarding	
    their	
    ships.	
    
  44	
    
  Three	
     emaciated	
     street	
     urchins	
     chase	
     each	
    
  other,	
    all	
    of	
    them	
    wearing	
    gowns,	
    furs,	
    capes	
    and	
    
  other	
    stolen	
    finery.	
    
  45	
    
  A	
     young	
     man	
     beats	
     a	
     broken	
     barrel	
     like	
     a	
     war	
    
  drum.	
    
  46	
    
  A	
    court	
    jester	
    flees	
    down	
    the	
    street,	
    his	
    motley	
    
  torn	
    and	
    stained	
    with	
    grime.	
    
  47	
    
  Several	
    children	
    follow	
    in	
    the	
    wake	
    of	
    the	
    mob,	
    
  competing	
     to	
     see	
     who	
     can	
     break	
     the	
     most	
    
  windows	
    left	
    unshattered	
    by	
    the	
    rioters.	
    
  48	
    
  The	
     thatched	
     roof	
     of	
     a	
     burning	
     hovel	
     caves	
     in	
    
  with	
    a	
    burst	
    of	
    smoke.	
    
  49	
    
  Men	
    and	
    women	
    locked	
    in	
     ramshackle	
    wooden	
    
  cages	
    and	
    stocks	
    rattle	
    against	
    their	
    restraints.	
    
  
  111	
    
  50	
    
  A	
    young	
    halfling	
    mage	
    desperately	
    leafs	
    through	
    
  a	
    pile	
    of	
    scorched	
    scrolls.	
    
  51	
    
  A	
     dozen	
     monks	
     wearing	
     voluminous	
     robes	
     and	
    
  cowls	
    march	
    through	
    the	
    streets,	
    their	
    chanting	
    
  causing	
    crowds	
    to	
    move	
    out	
    of	
    their	
    path.	
    
  52	
    
  A	
     ragged-­‐looking	
     dwarf	
     kindles	
     a	
     fire	
     beneath	
    
  the	
    corner	
    of	
    a	
    market	
    stall.	
    
  53	
    
  A	
    crowd	
    of	
    malcontents	
    cast	
    stones	
    through	
    the	
    
  windows	
    of	
    a	
    noble’s	
    manor	
    house.	
    
  54	
    
  Sailors	
     heave	
     fishing	
     nets	
     onto	
     guards	
     before	
    
  sprinting	
    away	
    as	
    the	
    guards	
    struggle	
    to	
    get	
    	
    free.	
    
  55	
    
  Several	
    bodies	
    lying	
    in	
    a	
    pool	
    of	
    blood	
    suddenly	
    
  begin	
    to	
    stir.	
    
  56	
    
  Rioters	
     distribute	
     hastily-­‐stitched	
     badges	
     and	
    
  tabards	
    displaying	
    the	
    symbol	
    of	
    their	
    cause.	
    
  57	
    
  Several	
    men	
    and	
    women	
    clamber	
    up	
    a	
    wooden	
    
  scaffold	
    alongside	
    an	
    unfinished	
    building.	
    
  58	
    
  Four	
    masked	
    freedom	
    fighters	
    strike	
    chains	
    from	
    
  the	
    arms	
    and	
    legs	
    of	
    slaves	
    with	
    huge	
    greataxes.	
    
  59	
    
  Two	
     lovers	
     embrace	
     in	
     the	
     street	
     as	
     buildings	
    
  burn	
    around	
    them.	
    
  60	
    
  A	
    group	
    of	
    homeless	
    beggars	
    cook	
    rats	
    on	
    spits	
    
  over	
    a	
    pile	
    of	
    burning	
    books.	
    
  61	
    
  A	
    badly	
    beaten	
    moneylender	
    sits	
    in	
    the	
    doorway	
    
  of	
    his	
    looted	
    office,	
    nursing	
    his	
    wounds.	
    
  62	
    
  Several	
    men	
    and	
    women	
    gather	
    around	
    a	
    set	
    of	
    
  cauldrons	
    suspended	
    over	
    a	
    bonfire.	
    
  63	
    
  An	
     acolyte	
     whispers	
     prayers	
     to	
     herself	
     as	
     she	
    
  cowers	
    in	
    an	
    alleyway,	
    clutching	
    a	
    battered	
    holy	
    
  symbol	
    in	
    trembling	
    hands.	
    
  64	
    
  An	
     inebriated	
     labourer	
     bellows	
     a	
     drinking	
     song	
    
  while	
    stumbling	
    down	
    the	
    street,	
    trying	
    to	
    catch	
    
  up	
    with	
    the	
    other	
    rioters.	
    
  65	
    
  A	
     small	
     herd	
     of	
     filthy	
     goats	
     graze	
     in	
     an	
    
  immaculately	
     manicured	
     garden,	
     its	
     caretakers	
    
  nowhere	
    to	
    be	
    seen.	
    
  66	
    
  A	
     wizard	
     uses	
     enchantments	
     to	
     placate	
     rioters	
    
  while	
     he	
     slinks	
     away,	
     leaving	
     a	
     confused	
     and	
    
  furious	
    mob	
    in	
    his	
    wake.	
    
  67	
    
  Four	
    guards	
    in	
    bloodstained	
    armour	
    push	
    half	
    a	
    
  dozen	
    wounded	
    rioters	
    down	
    the	
    street.	
    
  68	
    
  Men	
    and	
    women	
    stumble	
    out	
    of	
    a	
    burning	
    opium	
    
  den,	
    oblivious	
    to	
    the	
    pain	
    from	
    their	
    burns.	
    
  69	
    
  Peasants	
     dressed	
     in	
     rags	
     carry	
     makeshift	
     battle	
    
  standards	
     made	
     from	
     poles	
     adorned	
     with	
     torn	
    
  doublets,	
    gowns,	
    and	
    other	
    noble	
    finery.	
    
  70	
    
  Four	
    young	
    men	
    carry	
    a	
    wounded	
    civilian	
    into	
    a	
    
  temple	
    on	
    a	
    makeshift	
    litter.	
    
  71	
    
  Refugees	
     from	
     city	
     district	
     devastated	
     by	
     the	
    
  riots	
    set	
    up	
    crude	
    tents	
    in	
    public	
    squares.	
    
  72	
    
  Several	
     young	
     men	
     march	
     in	
     a	
     semi-­‐organized	
    
  regiment,	
    each	
    in	
    mismatched	
    pieces	
    of	
    armour.	
    
  73	
    
  Citizens	
     erect	
     a	
     guillotine	
     in	
     the	
     town	
     square,	
    
  alongside	
    a	
    billboard	
    etched	
    with	
     the	
    names	
    of	
    
  high-­‐ranking	
    city	
    officials.	
    
  74	
    
  Two	
     guards	
     sic	
     wardogs	
     on	
     a	
     mob,	
     causing	
     the	
    
  rioters	
    to	
    scatter	
    in	
    terror.	
    
  75	
    
  Unseen	
    rebels	
    jab	
    longspears	
    through	
    the	
    gaps	
    in	
    
  a	
    barricade,	
    warding	
    off	
    advancing	
    guards.	
    
  76	
    
  A	
     string	
     quartet	
     plays	
     as	
     looters	
     ransack	
     the	
    
  buildings	
    around	
    them.	
    
  77	
    
  A	
    half-­‐orc	
    chugs	
    mead	
    from	
    a	
    broken	
    keg	
    while	
    
  dozens	
    of	
    men	
    whistle	
    and	
    chant.	
    
  78	
    
  A	
    frightened	
    woman	
    tries	
    to	
    scrape	
    burning	
    pitch	
    
  off	
    the	
    side	
    of	
    her	
    home	
    with	
    a	
    broom.	
    
  79	
    
  An	
     alchemy	
     shop	
     emits	
     a	
     high-­‐pitched	
     whistle	
    
  before	
    an	
    explosion	
    blasts	
    through	
    the	
    wall.	
    
  80	
    
  Sailors	
     heave	
     cargo	
     crates	
     into	
     the	
     bay,	
     while	
    
  merchants	
     dive	
     in	
     after	
     them	
     to	
     salvage	
     what	
    
  they	
    can.	
    
  81	
    
  Guards	
     hurl	
     thunderstones	
     into	
     the	
     crowds,	
    
  scattering	
    rioters	
    as	
    they	
    attempt	
    to	
    escape	
    the	
    
  ear-­‐splitting	
    burst	
    of	
    sound.	
    
  82	
    
  Several	
    men	
    scatter	
    from	
    an	
    alley,	
    where	
    a	
    well-­‐
  dressed	
    dwarf	
    lies	
    bleeding.	
    
  83	
    
  A	
     dozen	
     rioters	
     toy	
     with	
     a	
     terrified	
     merchant,	
    
  circling	
    around	
    him	
    and	
    baiting	
    him	
    to	
    try	
    to	
    flee.	
    
  84	
    
  A	
    family	
    watches	
    the	
    riots	
    unfold	
    from	
    a	
    balcony,	
    
  while	
    quietly	
    weeping.	
    
  85	
    
  Protesters	
    throw	
    ropes	
    over	
    the	
    statue	
    of	
    a	
    local	
    
  lord,	
    preparing	
    to	
    tear	
    it	
    down.	
    
  86	
    
  Dozens	
    of	
    shouting	
    men	
    and	
    women	
    stand	
    in	
    a	
    
  circle	
    around	
    a	
    guard	
    and	
    a	
    labourer	
    locked	
    in	
    a	
    
  fistfight.	
    
  87	
    
  A	
     peddler	
     shouts	
     to	
     passers-­‐by,	
     trying	
     to	
     sell	
    
  charms	
    and	
    baubles	
    he	
    claims	
    will	
    avert	
    chaos.	
    
  88	
    
  A	
     dazed	
     woman	
     wanders	
     the	
     streets	
     in	
     a	
     torn	
    
  wedding	
    dress.	
    
  89	
    
  Looters	
     demolish	
     a	
     carpenter's	
     workshop	
     while	
    
  the	
    carpenter	
    watches,	
    wailing	
    in	
    horror.	
    
  90	
    
  Rioters	
     pull	
     corpses	
     off	
     a	
     barricade,	
     scavenging	
    
  what	
    they	
    they	
    can	
    from	
    the	
    bodies.	
    
  91	
    
  A	
    family	
    gathers	
    around	
    a	
    broken	
    wagon	
    wheel,	
    
  desperately	
    trying	
    to	
    fix	
    it.	
    
  92	
    
  A	
    wounded	
    guard	
    shrieks	
    in	
    pain	
    as	
    four	
    healers	
    
  amputate	
    his	
    wounded	
    leg.	
    
  93	
    
  Rioters	
    surrounding	
    a	
    noble	
    keep	
    blare	
    horns	
    all	
    
  night,	
    trying	
    to	
    keep	
    the	
    occupants	
    awake.	
    
  94	
    
  A	
     dog	
     whimpers	
     over	
     the	
     corpse	
     of	
     a	
     woman,	
    
  pawing	
    at	
    her	
    and	
    licking	
    her	
    face.	
    
  95	
    
  Rats	
    the	
    size	
    of	
    dogs	
    emerge	
    from	
    the	
    sewers	
    to	
    
  scrounge	
    for	
    scraps.	
    
  96	
    
  Wounded	
     citizens	
     in	
     a	
     makeshift	
     hospital	
     pick	
    
  fleas	
    from	
    each	
    other’s	
    hair.	
    
  97	
    
  A	
    terrified	
    noble	
    family,	
    still	
    wearing	
    nightgowns,	
    
  are	
    escorted	
    to	
    a	
    carriage	
    by	
    a	
    throng	
    of	
    silent,	
    
  armed	
    peasants.	
    
  98	
    
  An	
    enraged	
    rioter	
    beats	
    his	
    fist	
    bloody	
    against	
    a	
    
  door.	
    
  99	
    
  A	
     band	
     of	
     horsemen	
     gallop	
     recklessly	
     through	
    
  the	
    streets,	
    hooting	
    and	
    shouting	
    wildly.	
    
  100	
    
  Several	
     sailors	
     swim	
     to	
     the	
     docks	
     and	
     collapse	
    
  gasping	
     for	
     breath,	
     as	
     their	
     burning	
     ship	
     slips	
    
  beneath	
    the	
    waves.	
    
  
  112	
    
  V A L L E Y  O F  T H E  R O C K S :  N O T A B L E  I N H A B I T A N T S  
  N A I L L A E  A R A L I V A R   
  This	
    old	
    female	
    elf	
    has	
    arresting	
    blue	
    eyes	
    and	
    bright	
    silver	
    hair	
    
  hanging	
    far	
    down	
    her	
    back.	
    	
    
  N	
    old	
    female	
    ghost	
    elf	
    druid	
    6	
    	
    
  Naillae	
     loves	
     the	
     tranquillity	
     of	
     the	
     valley,	
     but	
     longs	
     to	
     once	
    
  again	
    experience	
    the	
    simple	
    pleasure	
    of	
    being	
    alive.	
    	
    
  	
    
  Personality:	
    Naillae	
    is	
    sad	
    that	
    she	
    is	
    dead.	
    While	
    she	
    loves	
    
  her	
    extended	
    “life”	
    she	
    longs	
    to	
    once	
    again	
    feel	
    the	
    sun	
    on	
    her	
    
  face,	
    swim	
    in	
    the	
    Malinrae	
    and	
    to	
    eat	
    and	
    drink	
    real	
    food.	
    
  	
    
  Mannerisms:	
     Naillae	
     loves	
     to	
     meditate	
     and	
     can	
     often	
     be	
    
  found—floating	
    in	
    midair—in	
    a	
    cross-­‐legged	
    position.	
    	
    
  	
    
  Distinguishing	
    Features:	
    Naillae’s	
    bright	
    blue	
    eyes	
    glow	
    with	
    
  an	
    inner	
    fire.	
    When	
    she	
    speaks	
    with	
    living	
    elves	
    they	
    take	
    on	
    a	
    
  somewhat	
    predatory	
    gleam;	
    this	
    is	
    Naillae	
    imagining	
    possessing	
    
  the	
    unfortunate’s	
    body…but	
    only	
    for	
    a	
    month	
    or	
    two.	
    
  R I D E T H  C Y E L R A E  
  A	
    timeworn	
    face,	
    long	
    silvery	
    hair	
    and	
    a	
    hunched	
    frame	
    mark	
    this	
    
  elven	
    female	
    as	
    a	
    woman	
    of	
    exceptional	
    old	
    age.	
    
  NG	
    venerable	
    female	
    ghost	
    elf	
    druid	
    11	
    
  Custodian	
     of	
     the	
     valley,	
     Rideth	
     is	
     a	
     gentle	
     soul	
     much	
     given	
     to	
    
  thoughtful	
    introspection.	
    	
    
  	
    
  Personality:	
    Truly	
    at	
    one	
    with	
    nature,	
    Rideth	
    has	
    seen	
    much	
    
  in	
    her	
    long	
    life.	
    Nothing—cruelty	
    or	
    compassion—surprises	
    her	
    
  anymore.	
    She	
    is	
    instinctively	
    distrustful	
    of	
    non-­‐elves,	
    but	
    is	
    not	
    
  vindictive.	
    It	
    is	
    hard	
    to	
    earn	
    her	
    trust.	
    
  	
    
  Mannerisms:	
    Rideth	
    speaks	
    achingly	
    slowly	
    as	
    she	
    searches	
    
  for	
    exactly	
    the	
    right	
    word	
    or	
    phrase.	
    	
    	
    
  	
    
  Distinguishing	
    Features:	
    Rideth’s	
    long	
    silvery	
    hair	
    glistens	
    in	
    
  both	
     moonlight	
     and	
     sunlight.	
     Whichever	
     form	
     she	
     takes,	
     her	
    
  hair—or	
    a	
    decent	
    proportion	
    of	
    her	
    fur—is	
    of	
    identical	
    hue.	
    	
    
  R ID E T H 	
    C Y E LRA E	
    
  CR 	
    14 	
    ( X P 	
    38 , 400 )	
    
  Female	
    venerable	
    ghost	
    elf	
    druid	
    13	
    
  NG	
    Medium	
    undead	
    (humanoid,	
    elf,	
    incorporeal)	
    
  Init	
     +4;	
     Senses	
     darkvision	
     60	
     ft.,	
     low-­‐light	
     vision;	
     Perception	
    
  +29,	
    Sense	
    Motive	
    +4	
    
  Speed	
     30	
     ft.,	
     (trackless	
     step,	
     woodland	
     stride),	
     fly	
     30	
     ft.	
    
  (perfect);	
    ACP	
    0;	
    Fly	
    +12,	
    Stealth	
    +8	
    (incorporeal)	
    
  AC	
    14,	
    touch	
    14,	
    flat-­‐footed	
    14;	
    CMD	
    23	
    
  	
     (+4	
    deflection)	
    
  Immune	
     sleep,	
     mind-­‐affecting	
     effects,	
     death	
     effects,	
     disease,	
    
  paralysis,	
    poison,	
    sleep	
    effects,	
    stunning,	
    nonlethal	
    damage,	
    
  ability	
     drain,	
     energy	
     drain,	
     damage	
     to	
     physical	
     abilities,	
    
  exhaustion,	
    fatigue,	
    massive	
    damage,	
    any	
    effect	
    requiring	
    a	
    
  Fortitude	
     save	
     (unless	
     it	
     affects	
     objects	
     or	
     is	
     harmless);	
    
  critical	
    hits	
    and	
    precision-­‐based	
    damage	
    (except	
    from	
    ghost	
    
  touch	
    weapons);	
    nonmagical	
    attacks	
    
  Fort	
     +12,	
     Ref	
     +4,	
     Will	
     +14	
     (+16	
     vs.	
     enchantments,	
     +18	
     vs.	
    
  channelling);	
    +4	
    vs.	
    fey	
    and	
    plant-­‐targeted	
    effects	
    
  hp	
    114	
    (13	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +9;	
    CMB	
    +9	
    
  Incorporeal	
    Melee	
    Touch	
    corrupting	
    touch	
    +9	
    (14d6	
    [DC	
    20	
    Fort	
    
  halves])	
    	
    
  Atk	
    Options	
    Flyby	
    Attack,	
    Vital	
    Strike	
    
  Special	
     Actions	
     a	
     thousand	
     faces,	
     corrupting	
     gaze,	
     frightful	
    
  moan,	
    telekinesis,	
    wild	
    shape	
    
  A	
    Thousand	
    Faces	
    (Su	
    [standard])	
    Rideth	
    changes	
    her	
    form	
    at	
    
  will	
    as	
    if	
    using	
    alter	
    self	
    while	
    in	
    her	
    normal	
    form.	
    
  Corrupting	
    Gaze	
    (Su	
    [standard])	
    Rideth	
    has	
    a	
    gaze	
    attack	
    (range	
    
  30	
    ft.)	
    that	
    causes	
    2d10	
    damage	
    and	
    1d4	
    Charisma	
    damage	
    
  (DC	
    20	
    Fortitude	
    negates	
    the	
    Charisma	
    damage).	
    
  Frightful	
     Moan	
     (Su	
     [standard])	
     Ridth	
     emits	
     a	
     frightful	
     moan	
    
  affecting	
     all	
     living	
     creatures	
     in	
     a	
     30-­‐foot	
     spread.	
     Affected	
    
  creatures	
    are	
    panicked	
    for	
    2d4	
    rounds	
    (DC	
    20	
    Will	
    negates).	
    
  This	
     is	
     a	
     sonic	
     mind-­‐affecting	
     effect.	
     A	
     creature	
     resisting	
    
  Rideth’s	
    moan	
    is	
    immune	
    to	
    this	
    effect	
    for	
    24	
    hours.	
    
  Telekinesis	
     (Su	
     [standard])	
     Rideth	
     can	
     use	
     telekinesis	
     once	
    
  every	
    1d4	
    rounds	
    (CL	
    13).	
    
  Wild	
    Shape	
    (Su	
    [standard;	
    5/day)	
    Rideth	
    can	
    assume	
    the	
    form	
    
  of	
     a	
     Huge	
     or	
     Diminutive	
     animal	
     (beast	
     shape	
     III),	
     a	
     Huge	
    
  elemental	
    (as	
    elemental	
    body	
    IV)	
    or	
    a	
    Huge	
    plant	
    (as	
    plant	
    
  shape	
     III)	
     creature.	
     Rideth	
     can	
     cast	
     spells	
     while	
     using	
     wild	
    
  shape.	
    
  Druid	
    Spells	
    Prepared	
    (CL	
    13th;	
    concentration	
    +17;	
    Weather)	
    
  7th—control	
    weatherD,	
    true	
    seeing	
    
  6th—control	
    windsD	
    (DC	
    20),	
    greater	
    dispel	
    magic,	
    liveoak	
    
  5th—call	
     lightning	
     storm	
     (DC	
     19),	
     cure	
     critical	
     wounds,	
     ice	
    
  stormD,	
    wall	
    of	
    thorns	
    
  4th—command	
     plants	
     (DC	
     18),	
     control	
     water,	
     cure	
     serious	
    
  wounds,	
    dispel	
    magic,	
    flame	
    strike	
    (DC	
    18),	
    sleet	
    stormD	
    
  3rd—call	
     lightningD	
     (2;	
     DC	
     17),	
     cure	
     moderate	
     wounds,	
    
  protection	
    from	
    energy,	
    speak	
    with	
    plants	
    (2)	
    
  2nd—animal	
    messenger,	
    cat’s	
    grace,	
    fog	
    cloudD,	
    heat	
    metal	
    (DC	
    
  16),	
    resist	
    energy	
    (2)	
    
  1st—calm	
    animals	
    (DC	
    15),	
    cure	
    light	
    wounds,	
    detect	
    animals	
    or	
    
  plants,	
    obscuring	
    mistD,	
    speak	
    with	
    animals	
    (2)	
    
  0—create	
    water,	
    detect	
    magic,	
    light,	
    stabilize	
    
  Domain	
    Spell-­‐Like	
    Abilities	
    (CL	
    13;	
    concentration	
    +17)	
    
  13/day—lightning	
    lord	
    (13	
    bolts/day)	
    
  7/day—storm	
    burst	
    (+9	
    ranged	
    touch,	
    1d6+6	
    nonlethal)	
    
  Abilities	
    Str	
    –,	
    Dex	
    10,	
    Con	
    –,	
    Int	
    15,	
    Wis	
    19,	
    Cha	
    19	
    
  SQ	
    elven	
    magic,	
    nature	
    bond	
    (Weather	
    domain),	
    nature	
    sense,	
    
  rejuvenation,	
    wild	
    empathy	
    (+17	
    [+13	
    vs.	
    magical	
    beasts])	
    
  Feats	
    Eschew	
    Materials,	
    Flyby	
    Attack,	
    Improved	
    Initiative,	
    Iron	
    
  Will,	
    Natural	
    Spell,	
    Self-­‐Sufficient,	
    Vital	
    Strike	
    	
    
  Skills	
     as	
     above	
     plus	
     Diplomacy	
     +16,	
     Handle	
     Animal	
     +20,	
     Heal	
    
  +20,	
     Knowledge	
     (nature)	
     +20,	
     Knowledge	
     (religion)	
     +18,	
    
  Survival	
    +26	
    
  Languages	
    Common,	
    Draconic,	
    Druidic,	
    Elven,	
    Sylvan	
    
  Gear	
    ghostly	
    elven	
    robes,	
    holy	
    symbol,	
    spell	
    component	
    pouch	
    
  
  113	
    
  S O L A L I T H  E V D R E A R N  
  With	
    long	
    black	
    hair	
    tied	
    in	
    a	
    ponytail,	
    soulless	
    black	
    eyes	
    and	
    an	
    
  emaciated	
    frame	
    this	
    mongrel	
    elf	
    wears	
    clothes	
    of	
    severe	
    cut	
    
  and	
    dark	
    hue.	
    
  NE	
    venerable	
    male	
    ghost	
    half-­‐elf	
    druid	
    3/sorcerer	
    [undead]	
    8	
    
  This	
    half-­‐elf	
    hid	
    his	
    true	
    self	
    from	
    his	
    fellows.	
    He	
    is	
    not	
    the	
    most	
    
  dangerous—but	
     is	
     the	
     most	
     vindictive—of	
     the	
     valley’s	
    
  inhabitants.	
    
  	
    
  Personality:	
     Solalith	
     is	
     a	
     twisted,	
     evil	
     man.	
     He	
     hates	
     his	
    
  fellows—but	
     dares	
     no	
     move	
     against	
     them.	
     He	
     dreams	
     of	
    
  corrupting	
     the	
     valley	
     completely,	
     and	
     of	
     being	
     its	
     lord.	
     In	
    
  particular,	
     he	
     hates	
     Rideth	
     (but	
     is	
     scared	
     of	
     her	
     power).	
     He	
     is	
    
  devoid	
     of	
     mercy	
     or	
     compassion,	
     but	
     is	
     full	
     of	
     guile	
     and	
     well	
    
  practised	
    at	
    hiding	
    his	
    true	
    feelings.	
    
  	
    
  Mannerisms:	
    Solalith’s	
    mouth	
    is	
    often	
    twisted	
    into	
    a	
    sneer.	
    	
    
  	
    
  Distinguishing	
     Features:	
     Solalith’s	
     eyes	
     are	
     flat	
     and	
     black;	
    
  they	
     portray	
     no	
     emotion,	
     except	
     when	
     he	
     is	
     inflicting	
     pain	
     on	
    
  others—then	
    they	
    seem	
    to	
    light	
    up	
    with	
    an	
    unholy	
    fire.	
    
  T A H L Y S  V O N O T H V A R  
  Old,	
    but	
    distinguished,	
    this	
    elven	
    women	
    has	
    a	
    welcoming	
    smile	
    
  and	
    twinkling	
    golden	
    eyes.	
    
  NG	
    venerable	
    female	
    ghost	
    elf	
    druid	
    7	
    
  Dedicated	
    to	
    protecting	
    the	
    animals	
    dwelling	
    in	
    the	
    valley,	
    Tahyls	
    
  can	
    be	
    a	
    great	
    friend	
    or	
    implacable	
    enemy.	
    
  	
    
  Personality:	
    Gentle	
    and	
    thoughtful,	
    Tahlys	
    can	
    be	
    aroused	
    to	
    
  terrible	
     anger	
     when	
     she	
     believes	
     her	
     charges	
     are	
     threatened.	
    
  She	
    dislikes	
    Solalith	
    for	
    an	
    indefinable	
    reason—she	
    simply	
    feels	
    
  uneasy	
    around	
    the	
    half-­‐elf.	
    	
    
  	
    
  Mannerisms:	
     	
     Always	
     a	
     patient	
     person,	
     in	
     death	
     Tahlys’	
    
  patience	
    has	
    reached	
    preternatural	
    levels.	
    She	
    can	
    sit	
    unmoving	
    
  for	
    hours—even	
    days—on	
    end	
    simply	
    watching	
    a	
    badgers’	
    set.	
    
  	
    
  Distinguishing	
    Features:	
    Tahlys’	
    eyes	
    often	
    seem	
    to	
    sparkle	
    
  with	
    merriment	
    or	
    excitement—particularly	
    when	
    she’s	
    with	
    her	
    
  beloved	
    animals.	
    
  	
    
  S O LA LI T H 	
    E V D RE A R N	
    
  CR 	
    12 	
    ( X P 	
    19 , 200 )	
    
  Male	
    venerable	
    ghost	
    half-­‐elf	
    druid	
    3/sorcerer	
    (undead)	
    8	
    
  NE	
    Medium	
    undead	
    (humanoid,	
    elf,	
    human,	
    incorporeal)	
    
  Init	
     +4;	
     Senses	
     low-­‐light	
     vision,	
     darkvision	
     60	
     ft.;	
     Perception	
    
  +26,	
    Sense	
    Motive	
    +4	
    
  Speed	
     30	
     ft.	
     (trackless	
     step,	
     woodland	
     stride),	
     fly	
     30	
     ft.	
    
  (perfect);	
    ACP	
    0;	
    Fly	
    +13,	
    Stealth	
    +16	
    (incorporeal)	
    	
    
  AC	
    17,	
    touch	
    17,	
    flat-­‐footed	
    17;	
    CMD	
    23	
    
  	
     (+7	
    deflection)	
    
  Immune	
     sleep,	
     mind-­‐affecting	
     effects,	
     death	
     effects,	
     disease,	
    
  paralysis,	
    poison,	
    sleep	
    effects,	
    stunning,	
    nonlethal	
    damage,	
    
  ability	
     drain,	
     energy	
     drain,	
     damage	
     to	
     physical	
     abilities,	
    
  exhaustion,	
    fatigue,	
    massive	
    damage,	
    any	
    effect	
    requiring	
    a	
    
  Fortitude	
     save	
     (unless	
     it	
     affects	
     objects	
     or	
     is	
     harmless);	
    
  critical	
    hits	
    and	
    precision-­‐based	
    damage	
    (except	
    from	
    ghost	
    
  touch	
    weapons);	
    nonmagical	
    attacks	
    Resist	
    cold	
    5	
    
  Fort	
     +12,	
     Ref	
     +3,	
     Will	
     +15	
     (+17	
     vs.	
     enchantments,	
     +21	
     vs.	
    
  channelling)	
    
  hp	
    133	
    (11	
    HD)	
    
  Space	
    5	
    ft.;	
    Base	
    Atk	
    +6;	
    CMB	
    +6	
    
  Incorporeal	
    Melee	
    Touch	
    corrupting	
    touch	
    +6	
    (12d6	
    [DC	
    24	
    Fort	
    
  halves])	
    	
    
  Atk	
    Options	
    Flyby	
    Attack,	
    Vital	
    Strike,	
    draining	
    touch	
    
  Draining	
     Touch	
     (Su	
     [standard])	
     Solalith	
     can	
     drain	
     1d4	
     points	
    
  from	
    any	
    one	
    ability	
    score	
    with	
    an	
    incorporeal	
    melee	
    touch	
    
  attack	
    (+6).	
    With	
    a	
    successful	
    hit,	
    he	
    heals	
    5	
    hp.	
    	
    
  Special	
    Actions	
    malevolence,	
    telekinesis	
    
  Malevolence	
     (Su	
     [standard;	
     at	
     will])	
     Solalith	
     can	
     merge	
     his	
    
  body	
    with	
    an	
    adjacent	
    creature	
    from	
    the	
    Material	
    Plane	
    (DC	
    
  24	
     Will	
     resists).	
     This	
     works	
     similar	
     to	
     magic	
     jar	
     (CL	
     11).	
     A	
    
  creature	
     that	
     successfully	
     saves	
     against	
     this	
     attack	
     is	
    
  immune	
    to	
    Solalith’s	
    malevolence	
    for	
    24	
    hours.	
    
  Telekinesis	
     (Su	
     [standard])	
     Solalith	
     can	
     use	
     telekinesis	
     once	
    
  every	
    1d4	
    rounds	
    (CL	
    12).	
    
  Druid	
    Spells	
    Prepared	
    (CL	
    3rd;	
    concentration	
    +7;	
    Air)	
    
  2nd—heat	
    metal	
    (DC	
    16),	
    soften	
    earth	
    and	
    stone,	
    wind	
    wallD	
    
  1st—detect	
     animals	
     or	
     plants,	
     entangle	
     (DC	
     15),	
     faerie	
     fire,	
    
  obscuring	
    mistD	
    
  0—create	
    water,	
    detect	
    magic,	
    flare	
    (DC	
    14),	
    resistance	
    
  Sorcerer	
     Spells	
     Known	
     (CL	
     7th;	
     concentration	
     +15;	
     bloodline	
    
  arcana	
     [corporeal	
     undead	
     affected	
     by	
     humanoid	
     affecting	
    
  spells])	
    
  4th	
    (4/day)—enervation	
    
  3rd	
    (7/day)—deep	
    slumber	
    (DC	
    20),	
    haste,	
    vampiric	
    touch	
    
  2nd	
    (8/day)—eagle’s	
    splendour,	
    false	
    life,	
    resist	
    energy,	
    touch	
    of	
    
  idiocy	
    
  1st—chill	
     touch	
     (DC	
     17),	
     detect	
     undead,	
     mage	
     armour,	
     magic	
    
  missile,	
    shield,	
    silent	
    image	
    (DC	
    18)	
    
  0—bleed	
    (DC	
    17),	
    dancing	
    lights,	
    detect	
    magic,	
    disrupt	
    undead,	
    
  ghost	
     sound	
     (DC	
     17),	
     message,	
     prestidigitation,	
     touch	
     of	
    
  fatigue	
    (DC	
    17)	
    
  Bloodline	
    Spell-­‐Like	
    Abilities	
    (CL	
    8th;	
    concentration	
    +15)	
    
  10/day—grave	
    touch	
    (+6	
    melee	
    touch,	
    4	
    rds.)	
    
  Domain	
    Spell-­‐Like	
    Abilities	
    (CL	
    3rd;	
    concentration	
    +7)	
    
  7/day—lightning	
    arc	
    (+6	
    ranged	
    touch,	
    1d6+1	
    electricity)	
    
  Abilities	
    Str	
    –,	
    Dex	
    10,	
    Con	
    –,	
    Int	
    15,	
    Wis	
    18,	
    Cha	
    25	
    
  SQ	
     elf	
     blood,	
     nature	
     bond	
     (Air	
     domain),	
     nature	
     sense,	
    
  rejuvenation,	
    wild	
    empathy	
    (+10	
    [+6	
    vs.	
    magical	
    beasts])	
    
  Feats	
     Ability	
     Focus	
     (corrupting	
     touch,	
     malevolence),	
     Deceitful,	
    
  Eschew	
     MaterialsB,	
     Flyby	
     Attack,	
     Improved	
     Initiative,	
     Iron	
    
  Will,	
    Skill	
    Focus	
    (Perception),	
    Vital	
    Strike	
    	
    
  Skills	
    as	
    above	
    plus	
    Bluff	
    +20,	
    Disguise	
    +9,	
    Handle	
    Animal	
    +11,	
    
  Heal	
    +10,	
    Knowledge	
    (arcana)	
    +13,	
    Knowledge	
    (nature)	
    +10,	
    
  Knowledge	
    (religion)	
    +8,	
    Spellcraft	
    +13,	
    Survival	
    +12	
    
  Languages	
    Abyssal,	
    Common,	
    Druidic,	
    Elven,	
    Sylvan	
    
  Gear	
    tattered	
    ghostly	
    robes,	
    unholy	
    symbol	
    
  
  114	
    
  W A R - T O R N  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	
     war-­‐torn	
     town.	
     Ignore	
    
  inappropriate	
    results	
    and	
    simply	
    re-­‐roll.	
    
  D%	
    
  	
    
  1	
    
  Ash	
     has	
     drifted	
     down	
     from	
     the	
     skies	
     to	
     coat	
    
  every	
    surface	
    in	
    sight.	
    	
    
  2	
    
  The	
     buildings	
     along	
     this	
     street	
     all	
     appear	
     to	
     be	
    
  leaning,	
    as	
    if	
    their	
    foundations	
    are	
    crumbling.	
    
  3	
    
  Smoke	
    plumes	
    into	
    the	
    air	
    as	
    tongues	
    of	
    wicked	
    
  fire	
    lick	
    the	
    buildings.	
    
  4	
    
  A	
    string	
    of	
    black-­‐garbed	
    widows	
    and	
    orphans	
    line	
    
  the	
    street	
    to	
    weep	
    as	
    a	
    squad	
    marches	
    by.	
    
  5	
    
  This	
    whole	
    block	
    has	
    been	
    reduced	
    to	
    rubble	
    and	
    
  wreckage.	
    
  6	
    
  Piles	
    of	
    broken	
    and	
    shattered	
    armour	
    lie	
    strewn	
    
  on	
    the	
    ground,	
    battered	
    beyond	
    use.	
    
  7	
    
  Snapped	
    spears	
    and	
    mangled	
    swords	
    form	
    piles	
    
  off	
    to	
    one	
    side	
    of	
    the	
    street.	
    
  8	
    
  Half-­‐a-­‐dozen	
    corpses	
    are	
    carried	
    by,	
    laid	
    out	
    on	
    
  their	
    own	
    bloodstained	
    shields.	
    
  9	
    
  The	
    soft	
    sound	
    of	
    sobs	
    and	
    choked	
    weeping	
    fills	
    
  the	
    air.	
    
  10	
    
  A	
     priest	
     in	
     a	
     gilded	
     robe	
     strolls	
     by	
     a	
     line	
     of	
    
  recruits,	
    laying	
    hands	
    on	
    each	
    in	
    blessing	
    
  11	
    
  A	
     zealous	
     rebel	
     stands	
     on	
     the	
     corner,	
     ignoring	
    
  glares	
    as	
    he	
    shouts	
    a	
    creed	
    of	
    violent	
    defiance.	
    
  12	
    
  A	
    trio	
    of	
    soldiers	
    are	
    strung	
    up;	
    their	
    arms	
    and	
    
  legs	
     are	
     lashed	
     to	
     spears	
     driven	
     through	
     their	
    
  chests.	
    
  13	
    
  A	
     family	
     cries	
     for	
     help	
     as	
     soldiers	
     raid	
     their	
    
  home,	
    taking	
    every	
    scrap	
    of	
    their	
    food.	
    
  14	
    
  This	
     band	
     of	
     recruits	
     looks	
     to	
     comprise	
     little	
    
  more	
    than	
    children.	
    
  15	
    
  Hard-­‐eyed	
     mercenaries	
     lounge	
     about,	
     drinking	
    
  and	
     scowling	
     at	
     anyone	
     who	
     pays	
     them	
     the	
    
  slightest	
    bit	
    of	
    attention.	
    
  16	
    
  A	
    person	
    entirely	
    encased	
    in	
    plate	
    armour	
    stands	
    
  nearby,	
    watching	
    everyone.	
    
  17	
    
  The	
     air-­‐quaking	
     screams	
     suggest	
     the	
     local	
    
  surgeon	
    is	
    hard	
    at	
    work	
    amputating	
    more	
    limbs.	
    	
    
  18	
    
  These	
     beggars	
     use	
     dented	
     and	
     rusted	
     helms	
     as	
    
  bowls	
    and	
    claim	
    they’re	
    veterans	
    too	
    old	
    to	
    fight.	
    
  19	
    
  A	
    scattering	
    of	
    metal	
    and	
    wooden	
    shards	
    on	
    the	
    
  road	
    is	
    what	
    remains	
    of	
    a	
    knight’s	
    shield.	
    
  20	
    
  In	
     the	
     distance,	
     a	
     row	
     of	
     people	
     on	
     mounts	
     is	
    
  silhouetted	
    against	
    the	
    horizon.	
    
  21	
    
  Distant	
    cries	
    and	
    clashes	
    indicate	
    the	
    battling	
    has	
    
  renewed	
    with	
    increased	
    ferocity.	
    
  22	
    
  Droop-­‐shouldered	
    sentries	
    trudge	
    along	
    the	
    tops	
    
  of	
     the	
     walls,	
     rarely	
     bothering	
     to	
     watch	
     beyond	
    
  the	
    town.	
    
  23	
    
  A	
    horse	
    careens	
    passed,	
    saddle	
    empty,	
    its	
    mouth	
    
  and	
    mane	
    are	
    coated	
    in	
    froth.	
    
  24	
    
  A	
    robed	
    figure	
    nails	
    a	
    flier	
    to	
    a	
    post,	
    announcing	
    
  fresh	
    recruitment	
    efforts.	
    
  25	
    
  This	
     wall	
     is	
     engraved	
     with	
     all	
     the	
     names	
     of	
     the	
    
  dead—there	
    must	
    be	
    hundreds	
    of	
    them.	
    
  26	
    
  A	
     group	
     of	
     children	
     have	
     turned	
     a	
     trash	
     heap	
    
  into	
     the	
     epicentre	
     of	
     their	
     “king	
     of	
     the	
     hill”	
    
  game.	
    
  27	
    
  A	
    cart	
    trundles	
    by,	
    weighed	
    down	
    by	
    dozens	
    of	
    
  stiff	
    and	
    rotting	
    bodies.	
    
  28	
    
  This	
     person	
     appears	
     to	
     be	
     selling	
     scraps	
     and	
    
  goods	
    scrounged	
    from	
    those	
    killed	
    in	
    battle.	
    
  29	
    
  A	
     hedge	
     witch	
     rasps	
     out	
     offers	
     of	
     charms	
     and	
    
  spells	
    to	
    protect	
    one	
    against	
    death.	
    
  30	
    
  As	
     a	
     squad	
     marches	
     by,	
     a	
     woman	
     trails	
     after,	
    
  screaming	
     for	
     one	
     of	
     the	
     soldiers	
     to	
     return	
    
  home.	
    
  31	
    
  A	
     soldier	
     limps	
     by	
     using	
     his	
     sword	
     as	
     a	
     cane;	
     a	
    
  grey	
    beard	
    hangs	
    down	
    to	
    his	
    waist.	
    
  32	
    
  A	
    skinny	
    youth	
    clatters	
    past,	
    his	
    armour	
    far	
    too	
    
  big	
    for	
    his	
    lanky	
    frame.	
    
  33	
    
  The	
     sewers	
     and	
     gutters	
     of	
     the	
     town	
     are	
     full	
     of	
    
  bloody	
    water	
    and	
    crimson	
    mud.	
    
  34	
    
  Terrible	
    shrieks	
    tear	
    the	
    air	
    as	
    a	
    team	
    of	
    horses	
    
  are	
     slaughtered	
     to	
     provide	
     food	
     for	
     the	
    
  townsfolk.	
    
  35	
    
  The	
    heads	
    of	
    enemy	
    soldiers	
    are	
    stuck	
    on	
    pikes	
    
  all	
    around	
    town.	
    
  36	
    
  This	
    building	
    has	
    been	
    brightly	
    painted	
    in	
    loyalist	
    
  colours	
    and	
    insignia.	
    
  37	
    
  A	
    bundle	
    of	
    flags	
    have	
    been	
    set	
    alight	
    and	
    tossed	
    
  to	
    burn	
    in	
    the	
    middle	
    of	
    the	
    road.	
    
  38	
    
  A	
     group	
     of	
     rioters	
     storm	
     down	
     the	
     street,	
    
  chanting	
    violent	
    threats.	
    
  39	
    
  Cries	
    of	
    fear	
    echo	
    as	
    several	
    soldiers	
    kick	
    down	
    
  the	
    door	
    to	
    a	
    home.	
    
  40	
    
  A	
    soldier	
    sits	
    rocking	
    back	
    and	
    forth,	
    cradling	
    his	
    
  sword	
    as	
    if	
    it	
    were	
    a	
    babe.	
    
  41	
    
  The	
     stink	
     of	
     gangrene	
     makes	
     people	
     retch	
     as	
    
  they	
    pass	
    by	
    the	
    local	
    apothecaries’	
    home.	
    
  42	
    
  Agonized	
     weeping	
     comes	
     from	
     the	
     makeshift	
    
  hospital	
    tents	
    set	
    up	
    along	
    the	
    street.	
    
  43	
    
  A	
     family	
     kneels	
     in	
     the	
     street	
     in	
     the	
     wake	
     of	
     a	
    
  squad,	
    offering	
    up	
    prayers	
    for	
    protection	
    to	
    their	
    
  god.	
    
  44	
    
  A	
     pile	
     of	
     battlefield	
     loot	
     sits	
     in	
     the	
     middle	
     of	
    
  town,	
    ignored	
    and	
    untouched	
    by	
    all.	
    
  45	
    
  Whatever	
     this	
     building	
     used	
     to	
     be,	
     all	
     that	
    
  remains	
    is	
    an	
    ashen	
    husk.	
    
  46	
    
  Soldiers	
     pound	
     on	
     every	
     door,	
     searching	
    
  buildings	
    one	
    by	
    one.	
    
  47	
    
  Every	
     street	
     is	
     barricaded	
     by	
     spiked	
     metal	
     and	
    
  wooden	
    posts.	
    
  48	
    
  A	
     sentry	
     tower	
     stands	
     ablaze	
     on	
     the	
     edge	
     of	
    
  town,	
     casting	
     sparks	
     and	
     embers	
     onto	
     the	
    
  nearby	
    rooftops.	
    
  
  115	
    
  49	
    
  A	
     waft	
     of	
     rot	
     emanates	
     from	
     the	
     nearby	
     shop,	
    
  which	
    has	
    shuttered	
    windows	
    and	
    a	
    barred	
    door.	
    
  50	
    
  The	
     supply	
     caravan	
     lumbering	
     into	
     town	
     looks	
    
  like	
    most	
    of	
    its	
    goods	
    have	
    been	
    pilfered	
    by	
    its	
    
  guards.	
    
  51	
    
  The	
    person	
    off	
    to	
    the	
    side	
    has	
    a	
    shifting	
    gaze	
    as	
    
  they	
    sketch	
    out	
    a	
    map	
    of	
    the	
    area.	
    
  52	
    
  A	
    herd	
    of	
    pigs	
    has	
    been	
    outfitted	
    with	
    miniature	
    
  armour	
    and	
    sports	
    iron-­‐capped	
    tusks.	
    
  53	
    
  A	
     pack	
     of	
     snarling,	
     slavering	
     war	
     hounds	
     tug	
     at	
    
  their	
    master’s	
    leashes.	
    
  54	
    
  As	
    a	
    person	
    walks	
    by,	
    a	
    brand	
    under	
    his	
    rags—
  labelling	
    him	
    a	
    deserter—is	
    briefly	
    visible.	
    
  55	
    
  This	
    miserable	
    lot	
    of	
    scarred	
    and	
    wounded	
    slaves	
    
  looks	
    to	
    be	
    culled	
    from	
    enemy	
    ranks.	
    
  56	
    
  Men	
     nail	
     up	
     a	
     variety	
     of	
     charcoal	
     sketches	
    
  detailing	
     a	
     fresh	
     batch	
     of	
     soldiers	
     wanted	
     for	
    
  desertion.	
    
  57	
    
  The	
     general	
     who	
     just	
     staggered	
     by	
     reeks	
     of	
    
  whiskey	
    more	
    than	
    the	
    most	
    drunken	
    beggar.	
    
  58	
    
  A	
     pair	
     of	
     soldiers	
     shows	
     off	
     a	
     weapons	
    
  demonstration	
    to	
    a	
    group	
    of	
    grubby	
    children.	
    
  59	
    
  Two	
    people	
    stand	
    in	
    the	
    street	
    bellowing	
    a	
    mix	
    
  of	
    military	
    propaganda	
    at	
    one	
    another.	
    
  60	
    
  A	
     blind	
     oracle	
     shambles	
     past,	
     muttering	
     the	
    
  word	
    “doom”	
    over	
    and	
    over.	
    
  61	
    
  Every	
     wall	
     surrounding	
     the	
     town	
     appears	
     to	
     be	
    
  falling	
    apart.	
    	
    
  62	
    
  The	
    main	
    gates	
    to	
    the	
    town	
    lie	
    knocked	
    off	
    their	
    
  hinges	
    and	
    cast	
    to	
    the	
    side.	
    
  63	
    
  These	
    painted	
    slogans	
    look	
    to	
    be	
    the	
    work	
    of	
    a	
    
  bunch	
    of	
    soldiers.	
    
  64	
    
  An	
    enemy	
    soldier	
    peers	
    out	
    from	
    behind	
    the	
    bars	
    
  of	
    the	
    local	
    jail.	
    
  65	
    
  A	
     large	
     tent	
     serves	
     as	
     the	
     centre	
     of	
     a	
     bustling	
    
  military	
    camp.	
    
  66	
    
  A	
     uniformed	
     courier	
     dashes	
     by,	
     boots	
     polished	
    
  and	
    sabre	
    rattling	
    in	
    its	
    sheath.	
    
  67	
    
  The	
    squad	
    marching	
    through	
    the	
    town	
    bears	
    the	
    
  royal	
    colours	
    and	
    insignia.	
    
  68	
    
  Every	
    home	
    in	
    town	
    shows	
    some	
    sign	
    of	
    disrepair	
    
  or	
     damage,	
     from	
     caved-­‐in	
     roofs	
     to	
     shattered	
    
  windows.	
    
  69	
    
  A	
     shadowy	
     figure	
     ducks	
     down	
     an	
     alley	
     and	
    
  vanishes	
    into	
    a	
    gutter	
    opening.	
    
  70	
    
  Off	
    to	
    one	
    side,	
    a	
    person	
    touches	
    a	
    brick	
    in	
    a	
    wall	
    
  and	
    a	
    secret	
    door	
    slides	
    open.	
    
  71	
    
  A	
     haunting	
     melody	
     fills	
     the	
     air	
     as	
     a	
     band	
     plays	
    
  dirges	
    as	
    they	
    shuffle	
    passed.	
    
  72	
    
  The	
    doors	
    and	
    windows	
    of	
    these	
    home	
    are	
    laid	
    
  across	
    with	
    thick	
    chains.	
    
  73	
    
  The	
    entire	
    town	
    is	
    blanketed	
    with	
    an	
    unnatural	
    
  silence.	
    
  74	
    
  The	
    screams	
    in	
    the	
    distance	
    have	
    been	
    going	
    on	
    
  for	
    hours,	
    and	
    they	
    don’t	
    sound	
    human.	
    
  75	
    
  A	
    single	
    soldier	
    tries	
    to	
    protect	
    himself	
    as	
    a	
    mob	
    
  of	
    townsfolk	
    curse	
    and	
    fling	
    rocks	
    his	
    way.	
    
  76	
    
  Children	
    scuttle	
    by,	
    digging	
    through	
    garbage	
    and	
    
  heaps	
    for	
    any	
    crumb	
    of	
    food.	
    
  77	
    
  A	
    group	
    of	
    soldiers	
    stand	
    around	
    the	
    entrance	
    to	
    
  a	
    cellar	
    as	
    smoke	
    pours	
    up	
    the	
    stairs.	
    
  78	
    
  A	
     goodly	
     number	
     of	
     trip	
     wires,	
     bear	
     traps	
     and	
    
  hastily	
    
  concealed	
    
  pits	
    
  defend	
    
  this	
    
  neighbourhood.	
    
  79	
    
  Villagers	
     have	
     gathered	
     to	
     work	
     on	
     crumbling	
    
  and	
    charred	
    portions	
    of	
    the	
    town	
    walls.	
    
  80	
    
  Townsfolk	
    work	
    alongside	
    guards	
    to	
    construct	
    a	
    
  catapult	
    out	
    of	
    any	
    wood	
    scraps	
    lying	
    around.	
    
  81	
    
  These	
    stocks	
    stand	
    empty,	
    but	
    the	
    fresh	
    gore	
    on	
    
  the	
    wood	
    indicates	
    recent	
    usage.	
    
  82	
    
  A	
    lone	
    lute,	
    strings	
    cut	
    and	
    frame	
    cracked,	
    lies	
    in	
    
  the	
    middle	
    of	
    the	
    road.	
    
  83	
    
  A	
    whip	
    cracks	
    as	
    a	
    deserter	
    has	
    his	
    back	
    turned	
    
  into	
    a	
    bloody	
    mess	
    beneath	
    the	
    lashings.	
    
  84	
    
  A	
    shirtless	
    man	
    strides	
    by,	
    back	
    straight	
    despite	
    
  his	
    torso	
    being	
    a	
    mass	
    of	
    scars.	
    
  85	
    
  This	
     puppet	
     show	
     is	
     little	
     more	
     than	
     a	
    
  demonstration	
    of	
    gory	
    ways	
    one	
    can	
    be	
    killed	
    in	
    
  battle.	
    
  86	
    
  Several	
     youths	
     flee	
     from	
     a	
     pair	
     of	
     guards	
     who	
    
  look	
    too	
    wearied	
    to	
    give	
    proper	
    chase.	
    
  87	
    
  A	
    child	
    clutches	
    the	
    ankle	
    of	
    a	
    man,	
    pleading	
    for	
    
  “Papa”	
    to	
    not	
    leave.	
    
  88	
    
  An	
     enemy	
     soldier	
     hollers	
     down	
     from	
     atop	
     the	
    
  tower,	
    taunting	
    anyone	
    to	
    try	
    and	
    remove	
    him.	
    
  89	
    
  One	
    soldier	
    falls	
    to	
    the	
    ground	
    in	
    mid-­‐step	
    and	
    is	
    
  left	
    there	
    as	
    his	
    regiment	
    marches	
    on.	
    
  90	
    
  Townsfolk	
    stream	
    along	
    the	
    main	
    street,	
    carrying	
    
  dozens	
    of	
    sealed	
    coffins	
    to	
    the	
    graveyard.	
    
  91	
    
  Enormous	
    stones	
    form	
    a	
    giant	
    cairn	
    in	
    the	
    middle	
    
  of	
    town,	
    dedicated	
    to	
    “All	
    Who	
    Have	
    Fallen.”	
    
  92	
    
  What	
    looks	
    like	
    a	
    heap	
    of	
    muddy	
    rags	
    is	
    revealed	
    
  to	
    be	
    a	
    pile	
    of	
    discarded	
    military	
    uniforms.	
    
  93	
    
  The	
    harsh	
    cawing	
    of	
    buzzards	
    grows	
    louder	
    as	
    a	
    
  flock	
    settles	
    over	
    the	
    town.	
    
  94	
    
  This	
     chapel	
     has	
     been	
     set	
     ablaze;	
     flames	
     pour	
    
  from	
    every	
    window	
    and	
    doorway.	
    	
    	
    
  95	
    
  Several	
     figures	
     crawl	
     down	
     the	
     street,	
     trailing	
    
  filth	
    and	
    blood	
    from	
    their	
    bodies.	
    
  96	
    
  This	
    once-­‐bustling	
    marketplace	
    has	
    been	
    entirely	
    
  shuttered	
    and	
    closed	
    down.	
    
  97	
    
  The	
     road	
     is	
     almost	
     completely	
     clogged	
     with	
    
  abandoned	
    wagons,	
    whose	
    axles	
    and	
    wheels	
    are	
    
  broken.	
    
  98	
    
  Men,	
    women	
    and	
    children	
    scream	
    as	
    they	
    sprint	
    
  away	
    from	
    the	
    approaching	
    soldiers.	
    
  99	
    
  The	
    skies	
    have	
    been	
    blood-­‐red	
    for	
    a	
    week	
    now,	
    
  all	
    day,	
    all	
    night.	
    	
    
  100	
    
  Every	
     guard	
     in	
     town	
     stands	
     perfectly	
     still;	
    
  peering	
    through	
    the	
    bars	
    of	
    their	
    helms	
    reveals	
    
  each	
    one	
    is	
    an	
    animated	
    skeleton.	
    
  	
    
  	
    
  
  116	
    
  O P E N  G A M E  L I C E N S E  V E R S I O N  1 . 0 A  
  The	
     following	
     text	
     is	
     the	
     property	
     of	
     Wizards	
     of	
     the	
     Coast,	
     Inc.	
     and	
     is	
     Copyright	
     2000	
     Wizards	
     of	
     the	
     Coast,	
     Inc	
    
  ("Wizards").	
    All	
    Rights	
    Reserved.	
    
  	
    
  1.	
    Definitions:	
    (a)"Contributors"	
    means	
    the	
    copyright	
    and/or	
    trademark	
    owners	
    who	
    have	
    contributed	
    Open	
    
  Game	
     Content;	
     (b)"Derivative	
     Material"	
     means	
     copyrighted	
     material	
     including	
     derivative	
     works	
     and	
     translations	
    
  (including	
     into	
     other	
     computer	
     languages),	
     potation,	
     modification,	
     correction,	
     addition,	
     extension,	
     upgrade,	
    
  improvement,	
     compilation,	
     abridgment	
     or	
     other	
     form	
     in	
     which	
     an	
     existing	
     work	
     may	
     be	
     recast,	
     transformed	
     or	
    
  adapted;	
     (c)	
     "Distribute"	
     means	
     to	
     reproduce,	
     license,	
     rent,	
     lease,	
     sell,	
     broadcast,	
     publicly	
     display,	
     transmit	
     or	
    
  otherwise	
    distribute;	
    (d)"Open	
    Game	
    Content"	
    means	
    the	
    game	
    mechanic	
    and	
    includes	
    the	
    methods,	
    procedures,	
    
  processes	
    and	
    routines	
    to	
    the	
    extent	
    such	
    content	
    does	
    not	
    embody	
    the	
    Product	
    Identity	
    and	
    is	
    an	
    enhancement	
    
  over	
    the	
    prior	
    art	
    and	
    any	
    additional	
    content	
    clearly	
    identified	
    as	
    Open	
    Game	
    Content	
    by	
    the	
    Contributor,	
    and	
    means	
    
  any	
    work	
    covered	
    by	
    this	
    License,	
    including	
    translations	
    and	
    derivative	
    works	
    under	
    copyright	
    law,	
    but	
    specifically	
    
  excludes	
    Product	
    Identity.	
    (e)	
    "Product	
    Identity"	
    means	
    product	
    and	
    product	
    line	
    names,	
    logos	
    and	
    identifying	
    marks	
    
  including	
     trade	
     dress;	
     artifacts;	
     creatures	
     characters;	
     stories,	
     storylines,	
     plots,	
     thematic	
     elements,	
     dialogue,	
    
  incidents,	
    language,	
    artwork,	
    symbols,	
    designs,	
    depictions,	
    likenesses,	
    formats,	
    poses,	
    concepts,	
    themes	
    and	
    graphic,	
    
  photographic	
    and	
    other	
    visual	
    or	
    audio	
    representations;	
    names	
    and	
    descriptions	
    of	
    characters,	
    spells,	
    enchantments,	
    
  personalities,	
     teams,	
     personas,	
     likenesses	
     and	
     special	
     abilities;	
     places,	
     locations,	
     environments,	
     creatures,	
    
  equipment,	
    magical	
    or	
    supernatural	
    abilities	
    or	
    effects,	
    logos,	
    symbols,	
    or	
    graphic	
    designs;	
    and	
    any	
    other	
    trademark	
    
  or	
     registered	
     trademark	
     clearly	
     identified	
     as	
     Product	
     identity	
     by	
     the	
     owner	
     of	
     the	
     Product	
     Identity,	
     and	
     which	
    
  specifically	
    excludes	
    the	
    Open	
    Game	
    Content;	
    (f)	
    "Trademark"	
    means	
    the	
    logos,	
    names,	
    mark,	
    sign,	
    motto,	
    designs	
    
  that	
    are	
    used	
    by	
    a	
    Contributor	
    to	
    identify	
    itself	
    or	
    its	
    products	
    or	
    the	
    associated	
    products	
    contributed	
    to	
    the	
    Open	
    
  Game	
    License	
    by	
    the	
    Contributor	
    (g)	
    "Use",	
    "Used"	
    or	
    "Using"	
    means	
    to	
    use,	
    Distribute,	
    copy,	
    edit,	
    format,	
    modify,	
    
  translate	
    and	
    otherwise	
    create	
    Derivative	
    Material	
    of	
    Open	
    Game	
    Content.	
    (h)	
    "You"	
    or	
    "Your"	
    means	
    the	
    licensee	
    in	
    
  terms	
    of	
    this	
    agreement.	
    
  	
    
  2.	
    The	
    License:	
    This	
    License	
    applies	
    to	
    any	
    Open	
    Game	
    Content	
    that	
    contains	
    a	
    notice	
    indicating	
    that	
    the	
    Open	
    
  Game	
    Content	
    may	
    only	
    be	
    Used	
    under	
    and	
    in	
    terms	
    of	
    this	
    License.	
    You	
    must	
    affix	
    such	
    a	
    notice	
    to	
    any	
    Open	
    Game	
    
  Content	
    that	
    you	
    Use.	
    No	
    terms	
    may	
    be	
    added	
    to	
    or	
    subtracted	
    from	
    this	
    License	
    except	
    as	
    described	
    by	
    the	
    License	
    
  itself.	
    No	
    other	
    terms	
    or	
    conditions	
    may	
    be	
    applied	
    to	
    any	
    Open	
    Game	
    Content	
    distributed	
    using	
    this	
    License.	
    
  	
    
  3.Offer	
    and	
    Acceptance:	
    By	
    Using	
    the	
    Open	
    Game	
    Content	
    You	
    indicate	
    Your	
    acceptance	
    of	
    the	
    terms	
    of	
    this	
    
  License.	
    
  	
    
  4.	
    Grant	
    and	
    Consideration:	
    In	
    consideration	
    for	
    agreeing	
    to	
    use	
    this	
    License,	
    the	
    Contributors	
    grant	
    You	
    a	
    
  perpetual,	
    worldwide,	
    royalty-­‐free,	
    non-­‐exclusive	
    license	
    with	
    the	
    exact	
    terms	
    of	
    this	
    License	
    to	
    Use,	
    the	
    Open	
    Game	
    
  Content.	
    
  	
    
  5.Representation	
    of	
    Authority	
    to	
    Contribute:	
    If	
    You	
    are	
    contributing	
    original	
    material	
    as	
    Open	
    Game	
    Content,	
    
  You	
    represent	
    that	
    Your	
    Contributions	
    are	
    Your	
    original	
    creation	
    and/or	
    You	
    have	
    sufficient	
    rights	
    to	
    grant	
    the	
    rights	
    
  conveyed	
    by	
    this	
    License.	
    
  	
    
  6.Notice	
    of	
    License	
    Copyright:	
    You	
    must	
    update	
    the	
    COPYRIGHT	
    NOTICE	
    portion	
    of	
    this	
    License	
    to	
    include	
    the	
    
  exact	
    text	
    of	
    the	
    COPYRIGHT	
    NOTICE	
    of	
    any	
    Open	
    Game	
    Content	
    You	
    are	
    copying,	
    modifying	
    or	
    distributing,	
    and	
    You	
    
  must	
    add	
    the	
    title,	
    the	
    copyright	
    date,	
    and	
    the	
    copyright	
    holder's	
    name	
    to	
    the	
    COPYRIGHT	
    NOTICE	
    of	
    any	
    original	
    
  Open	
    Game	
    Content	
    you	
    Distribute.	
    
  	
    
  7.	
     Use	
     of	
     Product	
     Identity:	
     You	
     agree	
     not	
     to	
     Use	
     any	
     Product	
     Identity,	
     including	
     as	
     an	
     indication	
     as	
     to	
    
  compatibility,	
    except	
    as	
    expressly	
    licensed	
    in	
    another,	
    independent	
    Agreement	
    with	
    the	
    owner	
    of	
    each	
    element	
    of	
    
  that	
    Product	
    Identity.	
    You	
    agree	
    not	
    to	
    indicate	
    compatibility	
    or	
    co-­‐adaptability	
    with	
    any	
    Trademark	
    or	
    Registered	
    
  Trademark	
     in	
     conjunction	
     with	
     a	
     work	
     containing	
     Open	
     Game	
     Content	
     except	
     as	
     expressly	
     licensed	
     in	
     another,	
    
  independent	
     Agreement	
     with	
     the	
     owner	
     of	
     such	
     Trademark	
     or	
     Registered	
     Trademark.	
     The	
     use	
     of	
     any	
     Product	
    
  Identity	
    in	
    Open	
    Game	
    Content	
    does	
    not	
    constitute	
    a	
    challenge	
    to	
    the	
    ownership	
    of	
    that	
    Product	
    Identity.	
    The	
    owner	
    
  of	
    any	
    Product	
    Identity	
    used	
    in	
    Open	
    Game	
    Content	
    shall	
    retain	
    all	
    rights,	
    title	
    and	
    interest	
    in	
    and	
    to	
    that	
    Product	
    
  Identity.	
    
  	
    
  8.	
    Identification:	
    If	
    you	
    distribute	
    Open	
    Game	
    Content	
    You	
    must	
    clearly	
    indicate	
    which	
    portions	
    of	
    the	
    work	
    
  that	
    you	
    are	
    distributing	
    are	
    Open	
    Game	
    Content.	
    
  	
    
  9.	
    Updating	
    the	
    License:	
    Wizards	
    or	
    its	
    designated	
    Agents	
    may	
    publish	
    updated	
    versions	
    of	
    this	
    License.	
    You	
    
  may	
    use	
    any	
    authorized	
    version	
    of	
    this	
    License	
    to	
    copy,	
    modify	
    and	
    distribute	
    any	
    Open	
    Game	
    Content	
    originally	
    
  distributed	
    under	
    any	
    version	
    of	
    this	
    License.	
    
  	
    
  10	
    Copy	
    of	
    this	
    License:	
    You	
    MUST	
    include	
    a	
    copy	
    of	
    this	
    License	
    with	
    every	
    copy	
    of	
    the	
    Open	
    Game	
    Content	
    
  You	
    Distribute.	
    
  	
    
  11.	
    Use	
    of	
    Contributor	
    Credits:	
    You	
    may	
    not	
    market	
    or	
    advertise	
    the	
    Open	
    Game	
    Content	
    using	
    the	
    name	
    of	
    
  any	
    Contributor	
    unless	
    You	
    have	
    written	
    permission	
    from	
    the	
    Contributor	
    to	
    do	
    so.	
    
  	
    
  12	
    Inability	
    to	
    Comply:	
    If	
    it	
    is	
    impossible	
    for	
    You	
    to	
    comply	
    with	
    any	
    of	
    the	
    terms	
    of	
    this	
    License	
    with	
    respect	
    
  to	
    some	
    or	
    all	
    of	
    the	
    Open	
    Game	
    Content	
    due	
    to	
    statute,	
    judicial	
    order,	
    or	
    governmental	
    regulation	
    then	
    You	
    may	
    
  not	
    Use	
    any	
    Open	
    Game	
    Material	
    so	
    affected.	
    
  	
    
  13	
    Termination:	
    This	
    License	
    will	
    terminate	
    automatically	
    if	
    You	
    fail	
    to	
    comply	
    with	
    all	
    terms	
    herein	
    and	
    fail	
    to	
    
  cure	
    such	
    breach	
    within	
    30	
    days	
    of	
    becoming	
    aware	
    of	
    the	
    breach.	
    All	
    sublicenses	
    shall	
    survive	
    the	
    termination	
    of	
    
  this	
    License.	
    
  	
    
  14	
    Reformation:	
    If	
    any	
    provision	
    of	
    this	
    License	
    is	
    held	
    to	
    be	
    unenforceable,	
    such	
    provision	
    shall	
    be	
    reformed	
    
  only	
    to	
    the	
    extent	
    necessary	
    to	
    make	
    it	
    enforceable.	
    
  	
    
  15	
    COPYRIGHT	
    NOTICE	
    Open	
    Game	
    License	
    v	
    1.0	
    Copyright	
    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	
    Ultimate	
    Combat.	
    ©	
    2011,	
    Paizo	
    Publishing,	
    LLC;	
    Authors:	
    Dennis	
    Baker,	
    Jesse	
    
  Benner,	
    Benjamin	
    Bruck,	
    Jason	
    Bulmahn,	
    Brian	
    J.	
    Cortijo,	
    Jim	
    Groves,	
    Tim	
    Hitchcock,	
    Richard	
    A.	
    Hunt,	
    Colin	
    McComb,	
    
  Jason	
    Nelson,	
    Tom	
    Phillips,	
    Patrick	
    Renie,	
    Sean	
    K	
    Reynolds,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     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	
    Roleplaying	
    Game	
    NPC	
    Codex.	
    ©	
    2012,	
    Paizo	
    Inc.;	
    Authors:	
    Jesse	
    Benner,	
    Jason	
    Bulmahn,	
    Adam	
    
  Daigle,	
    Alex	
    Greenshields,	
    Rob	
    McCreary,	
    Mark	
    Moreland,	
    Jason	
    Nelson,	
    Stephen	
    Radney-­‐MacFarland,	
    Patrick	
    Renie,	
    
  Sean	
    K.	
    Reynolds	
    and	
    Russ	
    Taylor.	
    
  	
    
  Advanced	
    Race	
    Guide	
    ©	
    2012,	
    Paizo	
    Publishing,	
    LLC;	
    Authors:	
    Dennis	
    Baker,	
    Jesse	
    Benner,	
    Benjamin	
    Bruck,	
    
  Jason	
    Bulmahn,	
    Adam	
    Daigle,	
    Jim	
    Groves,	
    Tim	
    Hitchcock,	
    Hal	
    MacLean,	
    Jason	
    Nelson,	
    Stephen	
    Radney-­‐MacFarland,	
    
  Owen	
    K.C.	
    Stephens,	
    Todd	
    Stewart,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     Ultimate	
     Equipment.	
     ©	
     2012	
     Paizo	
     Publishing,	
     LLC;	
     Authors:	
     Dennis	
     Baker,	
    
  Jesse	
    Benner,	
    Benjamin	
    Bruck,	
    Ross	
    Byers,	
    Brian	
    J.	
    Cortijo,	
    Ryan	
    Costello,	
    Mike	
    Ferguson,	
    Matt	
    Goetz,	
    Jim	
    Groves,	
    
  Tracy	
     Hurley,	
     Matt	
     James,	
     Jonathan	
     H.	
     Keith,	
     Michael	
     Kenway,	
     Hal	
     MacLean,	
     Jason	
     Nelson,	
     Tork	
     Shaw,	
     Owen	
     KC	
    
  Stephens,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game:	
     Ultimate	
     Campaign.	
    ©	
     2013,	
     Paizo	
     Publishing,	
     LLC;	
     Authors:	
     Jesse	
     Benner,	
    
  Benjamin	
     Bruck,	
     Jason	
     Bulmahn,	
     Ryan	
     Costello,	
     Adam	
     Daigle,	
     Matt	
     Goetz,	
     Tim	
     Hitchcock,	
     James	
     Jacobs,	
     Ryan	
    
  Macklin,	
    Colin	
    McComb,	
    Jason	
    Nelson,	
    Richard	
    Pett,	
    Stephen	
    Radney-­‐MacFarland,	
    Patrick	
    Renie,	
    Sean	
    K	
    Reynolds,	
    F.	
    
  Wesley	
    Schneider,	
    James	
    L.	
    Sutter,	
    Russ	
    Taylor,	
    and	
    Stephen	
    Townshend.	
    
  	
    
  Pathfinder	
    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.	
    
  	
    
  Henchfolk	
    &	
    Hirelings.	
    ©Raging	
    Swan	
    Press	
    2011;	
    Author:	
    Christian	
    Alipounarian,	
    Creighton	
    Broadhurst	
    and	
    
  Andy	
    Glenn.	
    
  	
    
  Village	
    Backdrop:	
    Aldwater.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Jacob	
    Trier.	
    
  	
    
  Urban	
    Dressing:	
    War-­‐Torn	
    Town.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Josh	
    Vogt.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     February	
     2015.	
     ©Raging	
     Swan	
     Press	
     2015;	
     Author:	
     Christian	
     Alipounarian,	
    
  Creighton	
    Broadhurst,	
    Andy	
    Glenn	
    and	
    Jacob	
    Trier.	
    
  	
    	
    
  Duergar	
    of	
    the	
    Obsidian	
    Citadel.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    John	
    Bennett.	
    
  	
    
  Gibbous	
    Moon.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Gibbous	
     Moon	
     Collector’s	
     Edition.	
     ©Raging	
     Swan	
     Press	
     2015;	
     Author:	
     Creighton	
     Broadhurst	
     and	
     Jacob	
    
  W.Michaels	
    
  	
    
  Urban	
    Dressing:	
    Dwarven	
    Hold.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Josh	
    Vogt.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     March	
     2015.	
     ©Raging	
     Swan	
     Press	
     2015;	
     Author:	
     John	
     Bennett,	
     Creighton	
    
  Broadhurst,	
    Jacob	
    W.	
    Michaels	
    and	
    Josh	
    Vogt.	
    
  	
    
  Duergar	
    of	
    the	
    Obsidian	
    Citadel.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    John	
    Bennett.	
    
  	
    
  Pathfinder	
    Player	
    Companion:	
    Pirates	
    of	
    the	
    Inner	
    Sea	
    ©	
    2012,	
    Paizo	
    Publishing,	
    LLC;	
    Author:	
    Amber	
    E.	
    Scott.
  	
    
  	
    
  	
    
  Pathways.	
    ©2014	
    Steven	
    D.	
    Russell,	
    Author:	
    Creighton	
    Broadhurst	
    	
    
  	
    
  Town	
    Backdrop:	
    Deksport.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Subterranean	
    Enclave:	
    Dilath’s	
    Hold.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Brian	
    Wiborg	
    Mønster.	
    
  	
    
  Urban	
    Dressing:	
    Elven	
    Town.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Josh	
    Vogt.	
    
  	
    
  Village	
    Backdrop:	
    Red	
    Talon.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Richard	
    Green.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     April	
     2015.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     Creighton	
     Broadhurst,	
     Richard	
    
  Green,	
    Josh	
    Vogt	
    and	
    Brian	
    Mønster	
    Wiborg.	
    
  	
    
  Pathfinder	
    43:	
    Haunting	
    of	
    Harrowstone.	
    ©	
    2011,	
    Paizo	
    Publishing,	
    LLC,	
    Author:	
    Michael	
    Kortes.	
    
  	
    
  Alternate	
    Dungeons:	
    Abandoned	
    Temple.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Mike	
    Welham.	
    
  	
    
  Village	
    Backdrop:	
    Hjalward.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Robert	
    Brookes.	
    
  	
    
  Town	
    Backdrop:	
    Wolfsbane.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Robert	
    Brookes.	
    
  	
    
  Village	
    Backdrop:	
    Saint	
    Fiacre.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Alexander	
    Augunas.	
    
  	
    
  GM’s	
    Monthly	
    Miscellany:	
    May	
    2015.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    	
    	
    
  	
    
  Town	
    Backdrop:	
    Deksport.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Village	
    Backdrop:	
    Sea	
    Bitch.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Richard	
    Green.	
    
  	
    
  Urban	
    Dressing:	
    Trade	
    Town.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Josh	
    Vogt.	
    
  	
    
  The	
    Lonely	
    Coast.	
    ©Raging	
    Swan	
    Press	
    2010;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Troglodytes	
    of	
    the	
    Tentacled	
    One.	
    ©Raging	
    Swan	
    Press	
    2011;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Ancient	
    Empire	
    of	
    the	
    Troglodytes.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    John	
    Bennett.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     June	
     2015.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     John	
     Bennett,	
     Creighton	
    
  Broadhurst,	
    Richard	
    Green	
    and	
    Josh	
    Vogt.	
    
  	
    
  Village	
    Backdrop:	
    Hopespyre.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Jacob	
    W.	
    Michaels.	
    
  	
    
  Places	
    of	
    Power:	
    The	
    Fragrant	
    Tower.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Jacob	
    Trier.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     July	
     2015.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     Creighton	
     Broadhurst,	
     Katherine	
    
  Evans,	
    Jacob	
    W.	
    Michaels	
    and	
    Jacob	
    Trier.	
    
  	
    
  Brethren	
    of	
    the	
    Crimson	
    Altar:	
    ©	
    Raging	
    Swan	
    Press;	
    Author	
    Creighton	
    Broadhurst.	
    
  	
    
  Fellowship	
    of	
    the	
    Blackened	
    Oak.	
    ©Raging	
    Swan	
    Press	
    2010;	
    Author:	
    Christian	
    Alipounarian	
    and	
    Creighton	
    
  Broadhurst.	
    
  	
    
  Antipaladins.	
    ©Raging	
    Swan	
    Press	
    2011;	
    Author:	
    Creighton	
    Broadhurst	
    and	
    Martin	
    Tideswell.	
    
  	
    
  Bandits	
    of	
    the	
    Rampant	
    Horror.	
    ©Raging	
    Swan	
    Press	
    2011;	
    Author:	
    David	
    Posener.	
    
  	
    
  Kai’s	
    Scoundrels.	
    ©Raging	
    Swan	
    Press	
    2011;	
    Author:	
    Ben	
    Kent.	
    
  	
    
  Thanegar’s	
    Horde.	
    ©Raging	
    Swan	
    Press	
    2011;	
    Author:	
    Andrew	
    J.	
    Martin.	
    
  	
    
  Villains:	
    ©Raging	
    Swan	
    Press	
    2011;	
    Author:	
    Creighton	
    Broadhurst	
    and	
    Martin	
    Tideswell.	
    
  	
    
  Villains	
    II:	
    ©Raging	
    Swan	
    Press	
    2011;	
    Author:	
    Creighton	
    Broadhurst	
    and	
    Martin	
    Tideswell.	
    
  	
    
  Villains	
    III.	
    ©Raging	
    Swan	
    Press	
    2011;	
    Author:	
    Julian	
    Neale	
    and	
    Martin	
    Tideswell.	
    
  	
    
  Random	
    Hill	
    Encounters.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Ben	
    Kent.	
    
  	
    
  Shadowed	
    Keep	
    on	
    the	
    Borderlands.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Scions	
     of	
     Evil.	
     ©Raging	
     Swan	
     Press	
     2012;	
     Author:	
     Christian	
     Alipounarian,	
     Creighton	
     Broadhurst,	
     Ben	
     Kent,	
    
  Andrew	
    J.	
    Martin,	
    Julian	
    Neale,	
    David	
    Posener	
    and	
    Martin	
    Tideswell.	
    
  	
    
  Fane	
    of	
    the	
    Deformed	
    Sleeper.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Village	
    Backdrop:	
    Coldwater.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  I	
    Loot	
    the	
    Body.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Josh	
    Vogt.	
    
  	
    
  GM’s	
    Monthly	
    Miscellany:	
    August	
    2015.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Christian	
    Alipounarian,	
    Creighton	
    
  Broadhurst,	
    Ben	
    Kent,	
    Andrew	
    J.	
    Martin,	
    Julian	
    Neale,	
    David	
    Posener,	
    Martin	
    Tideswell	
    and	
    Josh	
    Vogt.	
    
  	
    
  Caves	
    &	
    Caverns.	
    ©Raging	
    Swan	
    Press	
    2011;	
    Author:	
    Creighton	
    Broadhurst	
    and	
    David	
    Posener.	
    
  	
    
  Village	
    Backdrop:	
    Kennutcat.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    John	
    Bennett.	
    
  	
    
  Alternate	
    Dungeons:	
    Alchemist’s	
    Laboratory.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Nicholas	
    Wasko.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     September	
     2015.	
     ©Raging	
     Swan	
     Press	
     2015;	
     Author:	
     John	
     Bennett,	
     Creighton	
    
  Broadhurst,	
    David	
    Posener	
    and	
    Nicholas	
    Wasko.	
    
  	
    
  Village	
    Backdrop:	
    Ashford.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Alternate	
    Dungeons:	
    Abandoned	
    Village.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Daron	
    Woodson.	
    
  	
    
  So	
    What’s	
    The	
    Mount	
    Like,	
    Anyway?	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Mike	
    Welham.	
    
  	
    
  Urban	
    Dressing:	
    Logging	
    Town.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Josh	
    Vogt.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     October	
     2015.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     Creighton	
     Broadhurst,	
     Josh	
    
  Vogt,	
    Mike	
    Welham	
    and	
    Daron	
    Woodson.	
    
  	
    
  Campaign	
    Events:	
    Urban	
    Riots.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Nicholas	
    Wasko.	
    
  	
    
  Places	
    of	
    Power:	
    The	
    Valley	
    of	
    the	
    Rocks.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Village	
    Backdrop:	
    Tigley.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Steve	
    Hood.	
    
  	
    
  GM’s	
    Monthly	
    Miscellany:	
    November	
    2015.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Creighton	
    Broadhurst,	
    Steve	
    
  Hood	
    and	
    Nicholas	
    Wasko.	
    
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany Compendium 2015.pdf