TEXT: 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  AUGUST 2016 
  
   
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  GM’S MONTHLY MISCELLANY: AUGUST 2016 
  Featuring	 material	 from	 some	 of	 Raging	 Swan	 Press’s	 newest	 products	 as	 well	 as	 classic	 releases	 of	 yesteryear,	 advice	 articles	 and	
  material	from	Creighton’s	own	Borderland	of	Adventure	campaign,	the	GM’s	Monthly	Miscellany	series	is	a	terrific	free	resource	for	the	
  busy,	time-crunched	GM.		
  	
  Design:	John	Bennett,	Creighton	Broadhurst,	Kalyna	Conrad,	Jeff	
  Gomez,	Neal	Litherland	and	Jacob	Trier		
  Development:	Creighton	Broadhurst	
  Art:	 William	 McAusland.	 Some	 artwork	 copyright	 William	
  McAusland,	used	with	permission.	
  Cartography:	 Simon	 Butler,	 Pawel	 Dobosz	 (The	 Forge	 Studios),	
  Dyson	Logos	and	Maciej	Zagorski	(The	Forge	Studios)	
  Thank	you	for	purchasing	GM’s	Monthly	Miscellany:	August	
  2016;	we	hope	you	enjoy	it.		
  	
  If	you	did,	please	consider	leaving	a	review.	
  	
  If	you	didn’t,	did	you	know	Raging	Swan	Press	offers	a	money	
  back	guarantee?	
  C O N T E N T S  
  Foreword	......................................................................................	2	
  Why	Your	Campaign	Needs	More	Rumours	.................................	3	
  Macrimei	At	a	Glance	...................................................................	4	
  The	Mistfall	Refuge	At	a	Glance	...................................................	6	
  Whispers		&	Rumours:	Local	Legends	..........................................	8	
  20	Things	to	Find	in	a	Mine	........................................................	10	
  OGL	V1.0A	..................................................................................	11	
   S O U R C E S  
  As	 well	 as	 new,	 never	 seen	 before	 material	 from	 my	 own	
  Borderland	 of	 Adventure	 campaign,	 this	 instalment	 of	 GM’s	
  Monthly	 Miscellany	 presents	 information	 from	 several	 Raging	
  Swan	Press	products	and	advice	articles	including:	
  § 
  Places	 of	 Power:	 The	 Mistfall	 Refuge	 Jeff	 Gomez	 and	 Jacob	
  Trier.	
  § 
  Village	Backdrop:	Macrimei	John	Bennett.	
  § 
  Whispers	&	Rumours:	Borderland	Town	Neal	Litherland.	
  	
  	
  	
  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:	August	2016	are	Open	
  Game	 Content	 as	 defined	 in	 the	 Open	 Gaming	 License	 version	
  1.0a	 Section	 1(d).	 No	 portion	 of	 this	 work	 other	 than	 the	
  material	designated	as	Open	Game	Content	may	be	reproduced	
  in	any	form	without	written	permission.	The	moral	right	of	John	
  Bennett,	Creighton	Broadhurst,	Kalyna	Conrad,	Jeff	Gomez,	Neal	
  Litherland,	and	Jacob	Trier	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	2016.	
  	
  Pathfinder	 is	 a	 registered	 trademark	 of	 Paizo	 Inc.,	 and	 the	
  Pathfinder	 Roleplaying	 Game	 and	 the	 Pathfinder	 Roleplaying	
  Game	Compatibility	Logo	are	trademarks	of	Paizo	Inc.,	and	are	
  used	 under	 the	 Pathfinder	 Roleplaying	 Game	 Compatibility	
  License.	 See	 http://paizo.com/pathfinderRPG/compatibility	 for	
  more	information	on	the	compatibility	license.	
  	
  Compatibility	with	the	Pathfinder	Roleplaying	Game	requires	the	
  Pathfinder	
  Roleplaying	
  Game	
  from	
  Paizo	
  Inc.	
  See	
  http://paizo.com/pathfinderRPG	 for	 more	 information	 on	 the	
  Pathfinder	 Roleplaying	 Game.	 Paizo	 Inc.	 does	 not	 guarantee	
  compatibility,	and	does	not	endorse	this	product.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  
  2	
  F O R E W O R D  
  It’s	August.	At	the	time	of	writing,	the	summer	is	
  not	going	well.	We’ve	had	the	wettest	June	on	
  record	and	things	don’t	exactly	look	like	they’ll	
  be	getting	better.	By	now—if	you	didn’t	already	
  know—you’ll	 have	 detected	 that	 I’m	 English	
  (and	 thus	 obsessed	 with	 the	 weather).	 I’m	
  wondering,	if	I	can	sue	anyone	for	this	(typically	
  English)	disaster.	Probably	not.	
  	
  In	any	event,	herein	you’ll	find	excerpts	from	some	of	Raging	
  Swan’s	 newest	 products	 including	 Village	 Backdrop:	 Macrimei,	
  Places	of	Power:	The	Mistfall	Refuge	and	Whispers	&	Rumours:	
  Borderland	 Town.	 I’ve	 also	 included	 an	 article	 about	 rumours	
  and	why	you	need	more	in	your	campaign.	To	my	mind,	they	are	
  as	 Old	 School	 as	 wandering	 monsters—something	 also	 sadly	
  lacking	from	adventures	these	days.	You	can	also	read	it—and	
  scores	
  more	
  as	
  well	
  as	
  campaign	
  summaries—at	
  creightonbroadhurst.com.	 I	 hope	 you	 find	 something	 useful	
  there,	which	helps	enhance	your	campaign.	(And	if	you	
  do,	let	me	know	what	particularly	worked	for	
  you	by	leaving	a	comment).		
  	
  You	 might	 also	 be	 aware	 that	
  Raging	 Swan	 Press	 is	 now	 on	 Patreon.	
  We	signed	up	at	the	start	of	April	2015,	and	
  it’s	 going	 rather	 marvellously.	 The	 thrust	 of	
  our	Patreon	campaign	is	to	be	able	to	afford	
  better	 rates	 of	 pay	 for	 our	 freelance	 game	
  designers.	 As	 I’m	 sure	 you	 know,	 the	
  economics	 of	 3PP	 are	 notoriously	 tight,	
  but	 Patreon	 gives	 us	 at	 Raging	 Swan	 Press	 a	 way	 to	
  increase	our	freelancer	rates.	At	time	of	writing,	we’ve	already	
  increased	 our	 word	 rate	 to	 9	 cents	 a	 word,	 which	 gives	 me	 a	
  warm,	fuzzy	feeling	inside.	We	want	to	pay	more,	but	to	do	that	
  we	 need	 your	 help!	 If	 you	 sign	 up,	 you	 get	 our	 supplements	
  earlier	than	normal	and	cheaper	than	normal.	Even	better,	you	
  can	pledge	what	you	want	and	cancel	when	you	want.	If	you	are	
  interested	 in	 taking	 a	 look	 at	 the	 campaign,	 check	 out	
  patreon.com/ragingswanpress	or	head	over	to	patreon.com	and	
  search	for	Raging	Swan!	
  	
  In	 any	 event,	 I	 hope	 you	 enjoy	 the	 material	 in	 this	 GM’s	
  Monthly	 Miscellany,	 but	 more	 importantly	 I	 hope	 you	 find	 it	
  useful	 and	 that	 it	 enhances	 your	 campaign.	 If	 you’ve	 got	 any	
  comments	 or	 questions	 about	 Raging	 Swan	 Press,	 I’d	 love	 to	
  hear	
  from	
  you.	
  You	
  can	
  contact	
  me	
  at	
  creighton@ragingswan.com.	
  	
  	
   
  
  3	
  W H Y  Y O U R  C A M P A I G N  N E E D S  M O R E  R U M O U R S  
  Rumours	 are	 a	 bit	 like	 wandering	 monsters.	 In	 the	 Good	 Old	
  Days	every	adventure	had	both	a	rumour	table	and	a	wandering	
  monster	table.	Now,	they	both	seem	to	be	few	and	far	between.		
  	
  It	won't	surprise	you	to	know,	this	is	a	bad	thing.	Rumours	
  are	 an	 essential	 component	 of	 any	 decent	 adventure	 that	
  features	anything	more	than	a	series	of	related	combats.	(And	
  actually,	 adventures	 that	 are	 nothing	 more	 than	 a	 series	 of	
  combat	encounters	could	still	do	with	rumours!)			
  	
  Some	 might	 think	 rumours	 are	 merely	 an	 obstacle	 to	 fun;	
  after	 all	 they	 slow	 down	 the	 PCs'	 quest	 to	“find	 the	 fun".	
  Essentially,	that’s	not	the	case.	Rumours	do	several	things	at	the	
  table:			
  § 
  Reward	Good	(or	Thoughtful)	Play:	Players	taking	the	time	to	
  learn	rumours	can	often	find	useful	pieces	of	information	that	
  may	 help	 their	 adventure.	 For	 example,	 if	 the	 party	 learn	
  rumours	of	a	hidden	or	forgotten	entrance	to	a	dungeon	they	
  could	 gain	 a	 tactical	 advantage	 when	 they	 assault	 the	 place.	
  They	could	also	learn	of	a	monster’s	fatal	weakness	or	of	the	
  location	of	a	lost	treasure.	
  § 
  Changes	 the	 Pace:	 Learning	 rumours	 not	 only	 requires	 a	
  different	 skill	 set	 to	 whacking	 things	 with	 a	 sword,	 but	 also	
  suits	 a	 different	 play	 style	 and	 players	 more	 in	 interested	 in	
  role-playing.	 Bards—obviously—are	 particularly	 suited	 to	
  learning	rumours,	but	any	charismatic	PC	can	be	skilled	in	this	
  area.	 Remember,	 it’s	 important	 for	 the	 GM	 to	 provide	
  opportunities	and	campaigns	designed	for	players	of	all	ilks.	
  § 
  Build	Verisimilitude:	 The	 party’s	 adventures	 don’t	 happen	 in	
  a	vacuum.	 The	 world	 is	 a	 living,	breathing	 place.	 Even	 the	
  smallest	settlements	have	minor	events	that	have	no	affect	on	
  the	party,	but	are	important—or	at	least	interesting—to	local	
  inhabitants.	 Births,	 marriages,	 deaths,	 thefts	 and	 affairs	 all	
  happen,	 and	 are	 often	 the	subject	 of	 rumour,	 gossip	
  and	innuendo.	 Having	 such	 rumours	 come	 to	 the	 party’s	 ear	
  build	a	sense	of	a	real	community.		
  § 
  Provide	 Depth:	 Related	 to	verisimilitude,	 rumours	 allow	 the	
  GM	to	build	depth	to	his	campaign	world.	They	help	build	a	
  sense	
  that	
  the	
  world	
  doesn’t	
  revolve	around	
  the	
  party’s	adventures	and	that	other	things	do	actually	happen.		
  § 
  Enable	Foreshadowing:	Great	events	don’t	just	happen	(most	
  of	the	time).	Using	rumours	to	foreshadow	upcoming	events	
  allows	 the	 GM	 to	 give	 a	 sense	 of	 the	 developing	 campaign	
  instead	of	just	dumping	news	of	the	orc	invasion	(or	whatever)	
  in	the	party’s	lap.	In	this	way,	events	seem	more	organic	and—
  of	course—the	party	may	even	decide	to	act	before	the	major	
  event	comes	to	pass.	This	works	best	in	sandbox	style	games	
  and	enables	the	party	to	affect	or	direct	the	course	of	events	
  (and	their	adventures).			
  T Y P E S  O F  R U M O U R S  
  All	 rumours	 are	 not	 created	 equal.	 There	 are	 several	 types	 of	
  rumour:		
  § 
  Adventure-Critical:	 These	 rumours	 are	 rooted	 in	 the	 PCs’	
  adventure.	They	are	of	particular	use	to	the	party	and	the	GM	
  can	use	them	to	warn	of	particularly	dangerous	monsters,	hint	
  at	hidden	locations,	a	monster’s	weakness	and	so	on.	
  § 
  Red	Herrings/Local	Interest:	These	rumours	are	rooted	in	the	
  local	 community,	 but	 essentially	 have	 no	 real	 impact	 on	 the	
  adventure.	That	might	not	be	immediately	obvious,	though,	to	
  the	party	which	could	“force”	them	to	interact	with	NPCs	to	
  discern	 the	 truth.	 They	 can	 also	 lead	 to	 interesting	 and	 fun	
  (impromptu)	side	quests.		
  § 
  False:	 Not	 all	 rumours	 are	 true.	 Sometimes,	 a	 person	
  unknowingly	spreads	a	false	rumour	while	other	times	they	lie.	
  Wise	and	clever	PCs	don’t	believe	everything	they	are	told.	In	
  particular,	 while	 an	 adventure-critical	 rumour	 can	 give	 the	
  party	an	edge,	they	would	do	well	to	check	its	veracity	before	
  basing	their	tactics	on	it.		
  W H E R E  T O  G E T  R U M O U R S ?  
  A	 PC	 can	 learn	 rumours	 pretty	 much	 wherever	 people	 gather	
  together.	Particularly	good	places	to	do	so	include:		
  § 
  Taverns	&	inns	
  § 
  Docks	
  § 
  Marketplaces	
  § 
  City	gates	
  § 
  Temples	
  Often	 the	 PCs	 can	 learn	 rumours	 by	 buying	 folk	 drinks	 (in	 a	
  tavern	 or	 inn),	 feigning	 interest	 in	 a	 merchant’s	 goods	 (at	 a	
  market),	 talking	 with	 priests	 (at	 a	 temple),	 overhearing	 the	
  gossip	 of	 other	 travellers	 (while	 waiting	 to	 enter	 a	 city)	 or	 by	
  loitering	on	the	docks	to	hear	the	sailors	talking.	These	are	just	a	
  few	 examples	 of	 how	 a	 PC	 could	 learn	 rumours;	 inventive	
  players	should	be	able	to	learn	them	pretty	much	anywhere.		
  	
  Some	 settlements—particularly	 larger	 settlements—may	
  even	have	people	who	make	their	living	learning	what	is	going	
  on	 and	 selling	 this	 information.	 Such	 rumourmongers	 may	 ply	
  their	trade	in	any	of	the	above	locales	and	will	doubtless	charge	
  the	 obviously	 wealthy	 adventurers	 extra	 to	 learn	 what	 he	
  knows!		
  	
   
  
  4	
  M A C R I M E I  A T  A  G L A N C E
  Macrimei	 rests	 in	 a	 cold	 country	 of	 windswept	 hills	 and	 thick,	
  hardy	 grass	 amid	 the	 ancient	 ruins	 of	 a	 once	 magnificent	 city.	
  The	 Macrimeians	 are	 descendants	 of	 the	 survivors	 of	 the	 city,	
  now	 fallen	 into	 primitive	 barbarism.	 Instead	 of	 enjoying	 grand	
  sorceries	 and	 marvellous	 technologies	 like	 their	 ancestors,	 the	
  villagers	 eke	 out	 a	 living	 raising	 hardy	 ponies	 and	 a	 breed	 of	
  fearsome	 dogs.	 Where	 once	 stood	 spiralling	 towers	 of	 marble	
  and	ivory,	now	lie	tumbled	rocks	and	ruins	with	cloth	and	leather	
  stretched	over	them	to	create	crude	homes.	Thick,	black	smoke	
  curls	 up	 from	 the	 large	 dung	 fires	 scattered	 about	 the	 village,	
  burned	 for	 warmth	 as	 wood	 is	 scarce	 and	 too	 valuable	 for	
  burning.	
  	
  Few	outsiders	visit	Macrimei.	However,	each	year	a	trickle	of	
  adventurers	 and	 curious	 scholars	 come	 to	 poke	 around	 the	
  village	and	surrounding	countryside	where	cave	entrances	lead	
  to	 the	 ruins	 of	 the	 ancient	 city	 far	 below	 filled	 with	 valuable	
  treasure	and	knowledge.	Even	within	the	village,	a	slender,	sleek	
  obelisk	 of	 red	 marble	 thrusts	 up	 through	 the	 ground	 from	 the	
  city	 below.	 In	 the	 structure’s	 forbidden	 interior,	 village	 priests	
  once	conducted	rites	to	a	local	god	the	villagers	call	“Soryan.”	
  Exactly	who	and	what	Soryan	is	remains	a	mystery	to	most.	
  	
  In	recent	years,	a	mysterious	wizard,	Anazturex,	arrived	in	a	
  strange	looking	tower.	With	him,	he	brought	a	group	of	outcast	
  barbarians	calling	themselves	the	“Sons	of	Soryan.”	They	quickly	
  took	control	of	the	village	and	began	an	excavation	into	the	ruins	
  below.	Now	the	Sons	of	Soryan	rule	with	a	brutal	hand,	leading	
  raids	for	slaves	to	work	the	excavation	site	from	nearby	clans.	
  The	Macrimeians	keep	to	themselves,	going	about	their	normal	
  business	 and	 attempting	 to	 avoid	 the	 notice	 of	 the	 Sons	 of	
  Soryan.	Even	the	remaining	village	priest	has	been	barred	from	
  the	Red	Obelisk	and	the	god	he’s	vowed	to	serve.	
  D E M O G R A P H I C S
  Ruler	Anazturex	(N	male	android	wizard	11)	
  Government	Magical	
  Population	183	(178	humans,	1	half-elf,	4	half-orcs)	
  Alignments	NG,	CG,	N,	CN,	CE	
  Languages	Common	
  Corruption	–2;	Crime	–1;	Economy	+1;	Law	+1;	Lore	+2;	Society	
  –2
  Qualities	Insular,	tourist	attraction	
  Danger	0	
  N O T A B L E  F O L K
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Anazturex	(location	2;	N	male	android	conjurer	11)	An	outsider,	
  Anazturex	 seeks	 his	 lifemate	 buried	 deep	 below	 Macrimei,	
  and	willing	enslaves	the	villagers	to	achieve	him	goal.	
  Britha	(location	8;	N	female	human	druid	3/ranger	3)	As	the	top	
  pony	and	dog	breeder,	Britha	commands	the	respect	of	the	
  entire	village	and	is	looked	to	for	guidance	and	leadership.	
  Darlaria	 Elowee	 (location	 6;	 CN	 female	 half-elf	 sorcerer	 5)	
  Darlaria	scavenges	the	ruins	for	strange	artefacts	to	sell.	
  Grul	 (location	 4;	 NE	 male	 human	 barbarian	 5/ranger	 4)	 The	
  brutal	 Grul	 leads	 the	 Sons	 of	 Soryan	 and	 enforces	
  Anazturex’s	will	with	unprecedented	brutality.	
  Hedde	(location	7;	N	female	human	rogue	4)	Hedde	serves	as	a	
  go	between	for	the	Sons	of	Soryan	and	those	wishing	to	deal	
  with	them.	She	is	a	keeper	and	seller	of	secrets.	
  Kulway	(location	5;	N	male	human	adept	6)	Kulway	served	as	the	
  village	priest	until	deposed	by	the	Sons	of	Soryan.	
  Menetethis	 (location	 5;	 CG	 young	 male	 variant	 adamantine	
  golem)	This	child-sized,	intelligent	golem,	secretly	wandered	
  into	Macrimei	from	one	of	the	nearby	ruins.	
  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.
  Red	Obelisk:	The	red	obelisk	is	said	to	be	Soryan’s	home.
  2.
  Anazturex’s	 Tower:	 This	 tall,	 slender	 tower	 appears	 to	 be
  fashioned	from	a	mysterious	black	metal.
  3.
  Excavation	 Site:	 Slaves	 work	 on	 creaking	 scaffolding,	 digging
  ever	deeper	into	the	ruins	below.
  4.
  Sons	 of	 Soryan:	 The	 Sons	 of	 Soryan	 maintain	 control	 from
  their	base	which	features	a	fighting	pit.
  5.
  Kulway’s	 House:	 The	 former	 priest	 plots	 against	 the	 Sons	 of
  Soryan	and	the	reclamation	of	Macrimei.
  6.
  Darlaria’s	 Place:	 Here,	 Darlaria	 sells	 an	 assorted	 number	 of
  unusual	items,	mostly	to	visitors.
  7.
  The	 Bloodied	 Pony:	 A	 ramshackle	 affair	 of	 stones	 and	 cloth
  forms	Macrimei’s	one	drinking	establishment.
  8.
  Britha’s	Farm:	Britha	breeds	and	trains	both	native	dogs	and
  ponies	from	her	small	farm.
  M A R K E T P L A C E
  Resources	&	Industry	Breeding,	hunting,	leatherworking	
  Base	 Value	 600	 gp;	 Purchase	 Limit	 2,500	 gp;	 Spellcasting	 4th;	
  Minor	Items	2d4;	Medium	Items	1d4;	Major	Items	–	
  When	 the	 PCs	 arrive	 in	 Macrimei,	 the	 following	 items	 are	 for	
  sale:	
  §
  Potions	&	Oils	comprehend	languages	(50	gp),	darkvision	(300
  gp),	true	strike	(50	gp)
  §
  Scrolls	 (Arcane)	 arcane	 eye	 (700	 gp),	 nondetection	 (375	 gp),
  spider	climb	(150	gp)
  §
  Scroll	(Divine)	silence	(150	gp)
  
  5	
  V I L L A G E  L O R E
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	may	know	some	information	about	Macrimei.	A	successful	
  check	gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	 10:	 Macrimei	 specializes	 in	 the	 breeding	 of	 large	 dogs	
  and	ponies.	
  	
  DC	15:	Macrimei	is	said	to	lie	amid	and	atop	the	ruins	of	a	
  once	fabulously	wealthy	city.	
  	
  DC	 20:	 Some	 sort	 of	 strange	 cult	 or	 group	 rules	 Macrimei	
  now,	seeking	something	buried	below	the	village.	
  V I L L A G E R S
  Appearance	 Macrimeians	 wear	 their	 hair	 long	 and	 unbound.	
  Men	 often	 sport	 long	 beards.	 Most	 have	 brown	 or	 grey	 eyes.	
  Their	features	have	a	chiselled,	weathered	look.	
  	
  Dress	 Macrimeians	 dress	 in	 drab	 clothes,	 usually	 leathers	
  and	thick	furs	to	stay	warm.	What	little	jewellery	they	possess	is	
  often	worn	in	the	beards	for	men,	or	the	hair	for	women.	
  	
  Nomenclature	male	Brutho,	Corvo,	Fedrok,	Mulmon,	Sarvos,	
  Tergar;	 female	 Cedra,	 Gridene,	 Leddi,	 Nani,	 Yura;	 family	
  Macrimeians	 don’t	 have	 family	 names,	 often	 referring	
  themselves	to	as	“son	of”	or	“daughter	of.”	
  W H I S P E R S  &  R U M O U R S
  A	PC	can	use	Diplomacy	to	gather	information	about	Macrimei	
  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	Sons	of	Soryan	practice	horrible	rites	at	night.	They
  are	seeking	to	unlock	a	demon	from	below!	
  2	
  A	strange,	silvery	child	appeared	one	day	in	the	centre	of	
  Macrimei	but	then	vanished.	No	one	has	seen	it	since	but	
  the	Sons	of	Soryan	seemed	interested	in	finding	it.	
  3	
  Hedde	can	broker	you	a	deal	to	have	the	Sons	of	Soryan
  leave	you	alone,	for	a	hefty	price.	
  4	
  Anazturex’s	 Tower	 suddenly	 disappears	 for	 days	 and
  weeks	at	a	time	before	magically	reappearing.	
  5	
  Kulway	has	been	meeting	with	Britha,	trying	to	get	her	to
  rally	the	villagers	against	the	Sons	of	Soryan.	
  6*	
  Those	who	enter	the	Red	Obelisk	meet	a	demon	which
  steals	their	soul	if	not	their	life.	
  *False	rumour
  	
  
  6	
  T H E  M I S T F A L L  R E F U G E  A T  A  G L A N C E  
  Deep	 in	 the	 Greyspire	 Mountains,	 a	 cluster	 of	 rectangular	
  dwellings	 cling	 to	 a	 remote	 cliff	 face.	 An	 underground	 river	
  bursts	from	the	rock	and	cascades	down	the	cliffs,	shrouding	the	
  buildings	 in	 perpetual	 mist.	 Here,	 ancient	 runes	 protect	 the	
  inhabitants	 and	 guests	 from	 divination	 and	 unwanted	 magical	
  incursions.	 Thus,	 mist	 and	 magic	 obscure	 this	 remote	 location	
  from	prying	eyes.		
  	
  Driven	 from	 their	 ancestral	 home	 by	 a	 demonic	 horde	
  streaming	 through	 a	 planar	 rift	 in	 the	 clan’s	 mines,	 the	
  Steelhammer	 dwarves	 wandered	 the	 Greyspire	 Mountains	
  looking	 for	 a	 new	 home.	 When	 the	 clan	 was	 on	 the	 brink	 of	
  starvation	and	fragmentation,	several	strange	coincidences	drew	
  them	 to	 the	 echoing	 cliffs	 of	 the	 Mistfall	 Refuge.	 Faced	 with	
  obfuscating	runes	and	magical	protections,	the	dwarves	decided	
  upon	a	new	way	of	life.	For	the	past	three	decades	they	have	
  shared	their	refuge	with	others	who	would	pay	for	the	privilege	
  of	privacy	and	safety.	
  D E M O G R A P H I C S  
  Ruler	Averin	Steelhammer	
  Population	45	(41	dwarves,	2	humans,	1	bear,	1	half-elf)	
  Alignments	LN,	N	
  Languages	Common,	Dwarven,	Giant	
  Resources	and	industry	Discreet	hospitality	services	
  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	 may	 know	 something	 about	 the	 Mistfall	 Refuge.	 A	
  successful	check	reveals	all	the	information	revealed	by	a	lesser	
  check.	
  	
  DC	 20:	 The	 Mistfall	 Refuge	 is	 a	 concealed	 establishment	
  where	individuals	with	sufficient	funds	can	disappear	for	a	time.	
  The	dwarves	who	run	the	refuge	keep	its	exact	location	a	closely	
  guarded	secret.		
  	
  DC	 25:	 Entry	 to	 the	 Mistfall	 Refuge	 is	 only	 obtained	 by	
  securing	an	invitation	from	the	Steelhammer	clan	and	paying	a	
  hefty	 entrance	 fee.	 Once	 inside,	 total	 privacy	 is	 guaranteed,	
  since	the	refuge	is	warded	against	scrying	and	teleportation.		
  	
  DC	 30:	 The	 Mistfall	 Refuge	 is	 ancient,	 and	 inscribed	 with	
  runes	of	power.	Whoever	built	it	was	long	gone	by	the	time	the	
  Steelhammer	dwarves	arrived.		
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 hardworking	 dwarves.	 A	 few,	
  however,	are	of	particular	interest	to	adventurers:	
  Averin	 Steelhammer	 (location	 5;	 N	 male	 dwarf	 bard	 7)	 The	
  outward	face	of	the	clan,	Averin	makes	all	arrangements	for	
  entry	 and	 maintains	 a	 vast	 network	 of	 contacts.	 Averin	 is	
  unusually	 courteous	 and	 friendly	 for	 a	 dwarf—an	 affect	
  which	is	quickly	dropped	when	it	is	time	for	serious	business.	
  Brehal	Steelhammer	(location	4;	N	male	dwarf	wizard	[abjurer]	
  7)	 Brehal	 devotes	 every	 moment	 to	 studying	 the	 warding	
  runes.	 He	 is	 obsessed	 with	 their	 power,	 and	 fully	
  understands	their	importance	to	the	clan.	
  Grendalin	Steelhammer	(location	2;	LN	female	dwarf	ranger	6)	
  As	leader	of	the	mountain	rangers,	Grendalin	is	responsible	
  for	keeping	the	Mistfall	Refuge	secure,	but	knows	she	would	
  be	outmatched	by	many	of	the	guests’	enemies.	
  	
  Dress	 The	 dwarves	 wear	 simple,	 practical	 clothing	
  appropriate	to	their	trade	or	craft.	The	mountain	rangers	prefer	
  rugged	outfits	of	leather	and	fur,	dyed	grey	to	help	them	blend	
  into	the	mountainous	terrain.	
  	
  Nomenclature	
  All	
  the	
  dwarves	
  proudly	
  bear	
  the	
  Steelhammer	clan	name.		
  N O T A B L E  L O C A T I O N S  
  These	locations	are	of	particular	interest	to	adventurers:	
  1. Mountainside	Entrance:	A	fortified	gate	allows	access	to	the	
  refuge	from	the	narrow	trail	leading	up	the	mountainside.	
  2. Ranger	Barracks:	Grendalin	and	the	mountain	rangers	reside	
  here.	The	barracks	also	hold	the	refuge’s	armoury.		
  3. Steelhammer	Clan	Dwellings:	The	Steelhammer	dwarves	have	
  expanded	the	original	buildings	to	suit	their	own	needs.		
  4. Brehal’s	 Study:	 When	 not	 examining	 the	 runes,	 Brehal	 is	
  usually	in	this	cluttered	chamber,	either	writing	or	sleeping.		
  5. Averin’s	 Home:	 Averin	 maintains	 a	 small	 but	 comfortable	
  apartment	filled	with	homey	decorations.	
  6. Portal	 Hall:	 All	 guests	 enter	 the	 refuge	 through	 the	
  teleportation	portal	in	this	hall.	
  7. Guest	Apartments:	A	lavishly	decorated	suite	 is	available	for	
  each	paying	guest.		
  8. The	 Misty	 Mug:	 At	 the	 Misty	 Mug,	 guests	 are	 able	 to	 enjoy	
  food,	drink	and	entertainment.		
  M A R K E T P L A C E  
  When	the	PCs	arrive	in	the	Mistfall	Refuge,	the	following	items	
  are	for	sale:	
  § 
  Consumables	potion	of	nondetection	(350	gp),	scroll	of	create	
  treasure	map	(250	gp),	scroll	of	obscure	object	(25	gp)	
  § 
  Miscellaneous	 items	 ring	 of	 climbing	 (2,500	 gp),	 robe	 of	
  blending	(8,400	gp)	
  Additionally,	 Brehal	 and	 Averin	 cast	 spells	 for	 their	 guests,	 if	
  properly	compensated.	
  	
  	
  
  7	
  	
  		
  
  8	
  W H I S P E R S  &  R U M O U R S :  L O C A L  L E G E N D S  
  D20	
  	
  01	
  The	 lord	 who	 once	 ruled	 these	 lands	 was	 a	
  perfect	 gentleman,	 both	 well-bred	 and	 well-
  married.	 Behind	 the	 silent	 walls	 of	 his	 fortress,	
  though,	he	indulged	in	depraved,	bloody	rituals.	
  Though	his	castle	was	razed	during	a	revolt,	no	
  one	ever	found	his	hidden	Screaming	Chamber.	
  That's	 why	 the	 forest	 around	 the	 site	 is	 filled	
  with	whipporwills;	they're	still	seeking	the	souls	
  of	his	victims,	to	guide	them	to	their	rest.	
  02	
  The	 Band	 of	 the	 Red	 Brand	 were	 some	 of	 the	
  most	infamous	local	brigands.	They	were	vicious,	
  killing	every	member	of	any	merchant	train	they	
  targeted,	 before	 vanishing	 into	 the	 woods	 with	
  their	loot.	When	the	band	was	finally	captured,	
  though,	 none	 of	 their	 spoils	 were	 recovered.	
  They	were	hanged	to	a	man,	but	the	legend	says	
  there's	 a	 hidden	 grotto	 or	 forgotten	 cave	
  somewhere	in	these	woods,	rich	with	the	band's	
  plunder.	
  03	
  Happy	is	the	home	whose	hearth	bears	a	cat.	The	
  saying	 is	 a	 common	 one,	 but	 there's	 an	 older	
  myth	 behind	 it.	 The	 grimalkin,	 a	 fae	 cat-like	
  creature,	 once	 roamed	 these	 woods.	 It	 warred	
  against	 the	 men	 who	 entered	 its	 domain,	 but	
  after	 years	 of	 ill	 fortune	 and	 bloodshed,	 they	
  reached	a	truce.	Humans	could	live	in	its	domain,	
  as	long	as	they	respected	the	forest,	and	opened	
  their	homes	to	the	grimalkin's	children.	It's	why	
  so	 many	 houses	 have	 cats	 and	 why	 so	 many	
  people	 leave	 dishes	 of	 water	 or	 cream	 out.	 It's	
  also	why	it's	considered	ill	fortune	to	kill	a	cat.	
  04	
  The	 Black	 Rock	 Inn	 can't	 boast	 anything	 too	
  special.	The	food	is	good,	the	fire	warm	and	most	
  nights	there	are	at	least	a	few	locals	drinking	and	
  gaming.	 There	 is	 a	 room	 on	 the	 second	 floor,	
  though,	the	inn	keep	hasn't	let	out	since	he	was	
  a	 young	 man.	 Footsteps	 can	 be	 heard	 through	
  the	door	on	quiet	nights	along	with	the	creak	of	
  a	rope,	and	whispered	words	just	loud	enough	to	
  be	heard,	but	not	loud	enough	to	be	understood.	
  The	 inn	 keep	 won't	 say	 what	 happened	 in	 the	
  room,	but	speculation	rages	about	what	haunts	
  the	room	just	above	the	common	room.	
  05	
  Babies	 born	 under	 the	 Hero's	 Star	 are	 destined	
  for	great	things.	The	Scarlet	Knight,	champion	of	
  a	hundred	duels,	Arlan	Faine,	the	Fist	of	the	Faith	
  who	stood	alone	against	a	horde	of	demons	and	
  General	 Karela	 Longthorn,	 who	 led	 the	 Shining	
  Legion	to	victory	a	thousand	years	ago,	were	all	
  Hero	 Born.	 While	 some	 townsfolk	 try	 to	 have	
  their	 children	 born	 underneath	 the	 red	 star,	
  others	 do	 their	 best	 to	 avoid	 it.	 Because,	 while	
  the	heroes	are	the	ones	that	stand	out,	people	
  tend	 to	 forget	 great	 people	 sometimes	 do	
  terrible	things.	
  06	
  There's	a	huge	oak	tree	in	the	centre	of	a	grove	
  outside	 town.	 Every	 spring	 the	 branches	 are	
  filled	 with	 strips	 of	 cloth	 fluttering	 in	 the	 wind.	
  According	to	myth,	the	tree	holds	the	spirit	of	a	
  powerful	 dryad,	 and	 anyone	 strong	 and	 pure	
  enough	 to	 climb	 the	 tree,	 and	 tie	 the	 name	 of	
  their	true	love	to	one	of	the	branches	earns	the	
  dryad's	blessings	in	matters	of	the	heart.	No	few	
  suitors	have	broken	their	arms	climbing	the	tree,	
  but	many	unions	come	from	the	tradition.		
  07	
  There's	 a	 faded	 marker	 in	 the	 cemetery	 that	
  simply	won't	fall	over.	The	grave	sits	apart	from	
  the	others,	and	the	head-high	obelisk	refuses	to	
  bow	to	wind,	rain	or	time’s	remorseless	march.	
  Here	 Kerowyn	 Brooks,	 the	 Cut-Wife	 of	 Sorrow	
  Marsh,	was	buried.	If	you	circle	her	grave	three	
  times	 at	 midnight,	 chanting	 her	 name	 and	
  spreading	a	circle	of	salt,	her	ghost	will	rise	and	
  answer	 three	 questions.	 A	 few	 townsfolk	 claim	
  when	 they	 did	 it	 nothing	 happened,	 but	 others	
  stay	 strangely	 quiet,	 claiming	 a	 little	 too	 loudly	
  that	it's	just	a	stupid	story.	
  08	
  The	 Cracked	 Caverns	 have	 always	 been	 a	
  mystery.	 Their	 black,	 weathered	 mouths	 have	
  been	used	for	shelter	by	foresters	and	for	privacy	
  by	lovers,	for	as	long	as	anyone	can	remember.	
  The	caves	go	deep,	though,	and	no	one	claims	to	
  have	fully	explored	them.	The	stories	say	if	you	
  go	 beyond	 the	 fire	 pits	 left	 by	 travellers,	 you'll	
  find	 walls	 covered	 in	 strange	 paintings.	 And	 if	
  you	go	back	far	enough,	those	paintings	seem	to	
  show	fire-breathing	beasts	battling	stick-men.		
  09	
  Tattered	Hawthorne	is	a	flower	that	only	grows	
  in	certain	parts	of	the	woods,	blooming	no	more	
  than	once	a	generation	under	a	full	moon.	While	
  the	 ragged	 petals	 give	 the	 blossom	 a	 tragic	
  beauty,	 it's	 said	 these	 rare	 plants	 are	 the	 key	
  ingredient	to	some	of	the	most	powerful	potions	
  ever	 devised.	 Tended	 by	 druids	 and	 greatly	
  prized	 by	 healers,	 in	 the	 right	 hands	 they	 can	
  cure	 any	 illness,	 break	 curses	 or	 if	 enough	 is	
  harvested,	bring	back	the	recently	deceased.		
  10	
  A	thousand	years	ago	a	great	champion	patrolled	
  the	 lands.	 A	 black-clad	 warrior	 mounted	 on	 a	
  black	 destrier,	 it	 was	 said	 his	 honour	 knew	 no	
  bounds.	 When	 he	 was	 ambushed	 by	 a	 force	 of	
  invading	 foes,	 even	 death	 would	 not	 make	 him	
  lie	 down.	 He	 fought	 on,	 and	 on,	 throwing	 back	
  wave	 after	 wave	 until,	 finally,	 he	 was	 the	 only	
  one	 left	 standing.	 If	 you	 travel	 the	 north	 road	
  during	certain	times	of	the	year,	you’ll	hear	the	
  ring	of	steel,	and	the	beat	of	heavy	hooves.	And	
  if	you	ever	meet	the	black	warrior,	and	he	issues	
  you	a	challenge,	do	not	accept	it.	He	cannot	be	
  defeated,	 and	 only	 one	 who	 would	 take	 up	 his	
  mantle	can	release	him	from	his	duty.	
  
  9	
  11	
  There's	 a	 fire-blackened	 clearing	 deep	 in	 the	
  woods.	 Animals	 avoid	 it,	 and	 nothing	 grows	
  there.	A	circle	of	dark	stones	sits	in	the	middle	of	
  the	 aged	 char,	 and	 no	 one	 knows	 where	 they	
  came	from,	or	how	long	they've	been	there.	The	
  whispered	 tales	 among	 the	 elders	 say	 it	 was	
  once	a	place	where	some	unfortunate	soul	made	
  a	deal	with	a	devil.	They	can't	seem	to	agree	on	
  which	devil	it	was,	but	they	do	agree	the	barriers	
  between	 the	 planes	 are	 thin	 there	 and	 if	 the	
  proper	 name	 is	 spoken	 within	 that	 circle,	 the	
  devil	appears	to	those	seeking	to	beg	a	bargain.	
  12	
  The	 Fall	 of	 Tears	 is	 a	 place	 of	 beauty.	 The	
  waterfall,	and	the	small	surrounding	lake,	draws	
  swimmers	 in	 the	 summer,	 and	 skaters	 in	 the	
  winter.	 However,	 in	 the	 fall	 and	 spring,	 on	
  equinox	 nights	 when	 the	 spray	 is	 chill,	 and	 the	
  base	 of	 the	 falls	 is	 shrouded	 in	 mist,	 it's	 said	
  those	who	leap	from	the	peak,	and	dive	into	the	
  unknown,	 surface	 in	 the	 fae’s	 realms.	 A	 few	
  people	try	every	year.	Some	survive,	while	others	
  don't.	 A	 few	 disappear,	 but	 where	 they	 go	 is	
  something	no	one	has	been	able	to	determine.	
  13	
  It's	bad	luck	to	give	old	clothes	to	a	scarecrow.	
  The	garments	we	wear	pick	up	the	stains	of	our	
  lives,	 and	 those	 bits	 and	 pieces	 can	 sometimes	
  worm	their	way	into	the	sticks	and	straw	making	
  up	 these	 cornfield	 guardians.	 The	 story	 of	
  Pumpkin	Head	Jarro	tells	the	tale	of	how	a	farm	
  wife	 dressed	 her	 scarecrow	 in	 one	 of	 her	 foul-
  tempered	 husband's	 old	 shirts,	 and	 how	 she	
  found	 dead	 birds,	 slaughtered	 livestock	 and	
  wrecked	crops	every	morning.	The	cruelty	of	the	
  garments	 had	 leeched	 into	 the	 creature,	 and	 it	
  was	only	when	she	set	the	scarecrow	aflame	the	
  terror	ended.	
  14	
  When	husbands	and	wives	wed,	one	of	the	gifts	
  they	exchange	is	cold	iron	daggers.	They	gently	
  press	 the	 blades	 against	 each	 other's	 skin,	 and	
  seal	 their	 union	 with	 a	 kiss.	 The	 tradition	 goes	
  back	 to	 the	 tale	 of	 The	 Maiden	 in	 The	 Tower,	
  who	was	suspicious	of	the	handsome	suitor	with	
  honey	in	his	voice,	and	silver	in	his	tongue.	When	
  he	pressed	himself	upon	her	in	the	dark,	the	cold	
  iron	 revealed	 he	 was	 a	 demon	 in	 disguise,	 and	
  she	drove	him	from	her	bed	with	the	blade.	No	
  one	 really	 believes	 it...but	 you	 can't	 be	 too	
  careful	on	your	wedding	night.	
  15	
  There's	a	half-collapsed	temple	along	the	eastern	
  road,	 but	 the	 stone	 walls	 keep	 out	 the	 wind	 if	
  travellers	 need	 to	 shelter.	 There's	 also	 a	 deep	
  pool,	 fed	 by	 streams	 from	 the	 open	 mouths	 of	
  three	stone	faces.	It's	said	some	of	the	old	spirits	
  the	place	was	once	dedicated	to	still	remain,	and	
  that	 they'll	 bless	 you	 if	 you	 leave	 a	 coin	 in	 the	
  pond.	Those	who	take	instead	of	giving,	though,	
  have	been	cursed	until	they've	made	restitution	
  to	the	water’s	guardian	spirits.	
  16	
  The	Dragon's	Lair	is	an	ancient	ruin	no	one,	even	
  the	 scholars	 who	 study	 it,	 truly	 understands.	 It	
  remains	 half-submerged	 in	 the	 ground,	 making	
  the	 crude,	 draconic	 bust	 capping	 the	 pyramidal	
  structure	 look	 like	 it's	 trying	 to	 tear	 itself	 from	
  the	earth.	On	certain	days	of	the	year,	when	the	
  sun	hits	it	just	right,	the	stone	head	appears	to	
  grow	a	shadowy	body.	While	the	trick	of	the	light	
  is	 impressive,	 some	 believe	 it's	 only	 when	 that	
  shadow	 form	 is	 present	 the	 lair	 can	 be	
  entered…or	exited.	
  17	
  If	 you	 wander	 the	 paths	 in	 the	 deeper	 forests,	
  you	 may	 stumble	 upon	 an	 Elfhome.	 These	
  unusual	 structures	 are	 formed	 whenever	 trees	
  grow	 together	 in	 just	 the	 right	 way	 to	 merge,	
  creating	an	elevated	shelter	for	canny	travellers	
  and	weary	woodsmen.	Some	Elfhomes	are	little	
  more	 than	 hammocks	 made	 of	 branches,	 while	
  others	are	the	size	of	small	houses.	Most	seem	
  natural	 enough	 at	 a	 glance,	 but	 there	 are	
  campfire	 stories	 of	 travellers	 who	 climbed	 into	
  an	Elfhome	to	rest	and	vanished.	
  18	
  The	 Babel	 Brook	 is	 a	 noisy	 little	 stream	 that	
  brings	fresh	water	straight	from	the	mountains.	
  Always	 clean,	 clear	 and	 crisp,	 travellers	 make	
  certain	to	fill	their	waterskins	from	the	brook.	It's	
  said	 the	 closer	 to	 the	 source	 the	 water	 comes	
  from,	the	purer	and	clearer	it	is	for	the	drinker.	
  There	are	even	legends	that	water	taken	straight	
  from	 the	 spring	 can	 wipe	 away	 the	 weight	 of	
  years,	returning	youthful	strength	and	vigour	to	
  those	few	who	find	its	source.	
  19	
  The	spring	winds	bring	piper's	nights	with	them.	
  The	 wind	 whistles	 through	 the	 trees,	 and	 sings	
  through	the	mountains,	creating	the	illusion	of	a	
  far-off	 song	 that	 comes	 and	 goes	 with	 the	
  evening	breezes.	There	are	some	nights,	though,	
  when	 there	 is	 no	 wind.	 On	 those	 nights,	 if	 you	
  strain	 your	 ears,	 you	 might	 hear	 the	 mournful	
  notes	 of	 the	 piper.	 You	 shouldn't	 do	 that,	
  though,	 because	 it's	 said	 if	 you	 can	 hear	 the	
  piper,	then	he's	close	enough	to	hear	you.	
  20	
  The	 old	 ruined	 mill	 has	 been	 silent	 for	 many	
  years.	 While	 the	 stones	 no	 longer	 turn,	 the	
  scorch	marks	along	the	heavy,	leaning	beams	are	
  a	 testament	 to	 what	 happened.	 Some	 people	
  said	 it	 was	 an	 accident,	 but	 others	 whispers	
  about	what	the	miller	was	doing	to	his	wife	and	
  daughters.	
  And	
  about	
  the	
  monsters	
  his	
  depravities	 brought	 forth.	 According	 to	 half-
  remembered	local	lore,	the	miller’s	wife	tied	him	
  to	the	stones	before	torching	the	mill.	
  	
  
  10	
  2 0  T H I N G S  T O  F I N D  I N  A  M I N E  
  Mining	 is	 an	 ancient	 effort	 shared	 by	 many	 races.	 Even	 active	
  mines	 may	 come	 across	 problems	 which	 require	the	 help	 of	
  skilled	 adventurers,	 whether	 it	 be	 to	 roust	 a	 pesky	 beast	 or	
  explore	a	newly-discovered	underground	cavern.	
  	
  Use	 the	 table	 below,	 to	 determine	 what	 minor	 points	 of	
  interest	the	party	discover	while	exploring	a	mine:	
  1. The	tunnel	floor	is	marred	with	deep	ruts	worn	by	steel-clad	
  wooden	cart	wheels.	Slippery	moss	grows	in	patches	between	
  the	ruts.	
  2. A	pulley	hangs	from	the	ceiling.	The	rope	dangling	from	it	has	
  an	 empty	 wooden	 bucket	 tied	 to	 one	 end.	The	 other	
  disappears	into	a	deep	shaft	in	the	floor.	
  3. A	donkey	cart	sits	to	one	side	with	its	harness	still	attached.	It	
  contains	three	days’	worth	of	dry	rations	for	four	people.	
  4. Small	recesses	at	head	height,	one	every	ten-foot	or	so,	line	
  the	walls.	One	of	them	contains	a	metal	lantern	which	emits	a	
  cool,	pale	light	that	can’t	be	extinguished.	
  5. The	floor	ahead	is	littered	with	diamond	shards	that	glitter	like	
  stars.	 There	 is	 about	 50	 gp	 worth	 of	diamond	 bits,	 but	
  collecting	them	all	takes	about	30	minutes.	
  6. A	small	metal	cage	dangles	from	a	metal	hook	driven	into	the	
  tunnel’s	 ceiling.	 A	 brightly	 coloured,	 but	miserable-looking,	
  bird	sits	on	a	perch	inside	
  7. A	 six-foot	 stick	 lies	 along	 the	 wall.	 It	 has	 a	 half-used	 candle	
  lashed	to	one	end.	
  8. This	passage	boasts	a	few	large	wooden	support	beams.	One	
  lies	 unfinished	 across	 the	
  floor	 in	 a	 pool	 of	oddly	
  coloured	water.	
  9. Warm,	
  dry	
  air	
  flows	
  through	 this	 part	 of	
  the	 mine.	 A	 shaft	 in	
  the	
  ceiling	
  cuts	
  straight	
  up	
  to	
  daylight	above.	
  10. Short-hafted	
  hammers,	
  pickaxes	
  and	
  shovels	
  lean	
  against	 the	 walls	 in	
  this	
  half-finished	
  tunnel,	
  waiting	
  for	the	
  workers’	
  return.	
  11. A	
  group	
  of	
  hand	
  baskets	 sit	 here,	 full	 of	
  ore	 ready	 to	 be	 carried	
  from	the	mine.	
  12. A	 low	 shaft	 slants	 off	 to	 the	 right.	 A	 drum	 with	 two	 crank	
  handles	sits	four-foot	back	from	its	opening	wrapped	in	a	rope	
  that	disappears	into	the	darkness	below.	
  13. Atop	a	pile	of	rubble	sits	an	old,	battered	warrior’s	helm	which	
  has	been	modified	to	hold	a	candle	just	over	the	brow.	
  14. Knocking	 sounds	 seem	 to	 come	 from	 behind	 the	 walls	 and	
  ceiling.	All	non-magical	lights	gutter	out	in	this	area.	
  15. The	 floor	 drops	 away	 suddenly.	 A	 wooden	 ladder	 enables	
  access	to	the	lower	level.	
  16. A	pile	of	charcoal	lies	on	the	floor	of	an	alcove.	The	wall	and	
  ceiling	are	black	with	soot.	
  17. Off	to	the	side	sits	a	wheelbarrow	with	a	single	metal	wheel.	
  The	barrow	is	full	of	fist-sized	chunks	of	rock.	
  18. The	walls	are	worked	with	such	delicacy	that	they	are	smooth	
  as	 glass	 to	 the	 touch;	 this	 must	 have	required	 a	 significant	
  amount	of	time,	but	there	seems	to	be	no	reason	why	anyone	
  would	expend	that	much	effort.	
  19. The	floor	slopes	down	into	a	lower	area	full	of	a	strong,	sour	
  gas	smell.	One	minute	spent	in	the	area	probably	causes	any	
  creature	 to	 become	 sickened;	 after	 ten	 minutes	 they	 could	
  lose	consciousness.	
  20. A	crude	sign	nailed	to	a	support	beam	says	“For	the	Knockers”.	
  Beneath	 lies	 a	 pile	 of	 half-eaten	 food	 in	various	 states	 of	
  decay.	
  	
   
  
  11	
  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	
  the	Coast,	Inc	("Wizards").	All	Rights	Reserved.	
  	
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  contributed	Open	Game	Content;	(b)"Derivative	Material"	means	copyrighted	material	including	
  derivative	 works	 and	 translations	 (including	 into	 other	 computer	 languages),	 potation,	
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  2.	 The	 License:	 This	 License	 applies	 to	 any	 Open	 Game	 Content	 that	 contains	 a	 notice	
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  4.	 Grant	 and	 Consideration:	 In	 consideration	 for	 agreeing	 to	 use	 this	 License,	 the	
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  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	original	material	as	
  Open	Game	Content,	You	represent	that	Your	Contributions	are	Your	original	creation	and/or	
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  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	
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  7.	 Use	 of	 Product	 Identity:	 You	 agree	 not	 to	 Use	 any	 Product	 Identity,	 including	 as	 an	
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  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	
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  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	updated	versions	of	
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  12	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	the	terms	of	this	
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  13	 Termination:	 This	 License	 will	 terminate	 automatically	 if	 You	 fail	 to	 comply	 with	 all	
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  15	COPYRIGHT	NOTICE:	Open	Game	License	v	1.0	©2000,	Wizards	of	the	Coast,	Inc.	
  	
  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document:	©2000,	Wizards	of	the	Coast,	Inc.	Authors:	Jonathan	Tweet,	
  Monte	Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.	
  	
  Pathfinder	Roleplaying	Game.	©2008,	2009,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn.	
  	
  Pathfinder	 RPG	 Bestiary.	 ©2009	 Paizo	 Publishing	 LC;	 Author	 Jason	 Bulmahn,	 based	 on	
  material	by	Jonathan	Tweet,	Monte	Cook	and	Sip	Williams.	
  	
  The	Book	of	Experimental	Might.	©2008,	Malhavoc	Press;	Author:	Monte	Cook.	
  	
  Tomb	 of	 Horrors.	 ©2002,	 Necromancer	 Games,	 Inc.;	 Authors:	 Scott	 Greene,	 with	 Clark	
  Peterson,	 Erica	 Balsley,	 Kevin	 Baase,	 Casey	 Christofferson,	 Lance	 Hawvermale,	 Travis	
  Hawvermale,	Patrick	Lawinger,	and	Bill	Webb;	Based	on	original	content	by	TSR.	
  	
  Advanced	Player's	Guide.	©	2010,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn.	
  	
  Pathfinder	Roleplaying	 Game	 Ultimate	 Combat.	©	 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	Campaign	Setting:	The	Inner	Sea	World	Guide.	©	2011,	Paizo	Publishing,	LLC;	
  Authors:	 Keith	 Baker,	 Wolfgang	Baur,	 Clinton	 J.	 Boomer,	 Jason	 Bulmahn,	Joshua	 J.	 Frost,	 Ed	
  Greenwood,	 Stephen	 S.	 Greer,	 Jeff	 Grubb,	 James	 Jacobs,	Michael	 Kortes,	 Tito	 Leati,	 Mike	
  McArtor,	 Rob	 McCreary,	 Erik	 Mona,	 Jason	 Eric	Nelson,	 Jeff	 Quick,	 Sean	 K	 Reynolds,	 F.	
  Wesley	Schneider,	Leandra	Christine	Schneider,	David	Schwartz,	Amber	E.	Scott,	Stan!,	Owen	K.C.	
  Stephens,	Todd	Stewart,	James	L.	Sutter,	Greg	A.	Vaughan,	Jeremy	Walker,	and	JD	Wiker.	
  	
  Pathfinder	Roleplaying	Game	GameMastery	Guide.	©	2010,	Paizo	Publishing,	LLC;	Author:	
  Cam	Banks,	Wolfgang	Buar,	Jason	Bulmahn,	Jim	Butler,	Eric	Cagle,	Graeme	Davis,	Adam	Daigle,	
  Joshua	 J.	 Frost,	 James	 Jacobs,	 Kenneth	 Hite,	 Steven	 Kenson,	 Robin	 Laws,	 Tito	 Leati,	 Rob	
  McCreary,	Hal	Maclean,	Colin	McComb,	Jason	Nelson,	David	Noonan,	Richard	Pett,	Rich	Redman,	
  Sean	K	Reynolds,	F.	Wesley	Schneider,	Amber	Scorr,	Doug	Seacat,	Mike	Selinker,	Lisa	Stevens,	
  James	L.	Sutter,	Russ	Taylor,	Penny	Williams,	Skip	Williams,	Teeuwynn	Woodruff.		
  	
  Pathfinder	Roleplaying	Game	Bestiary	2.	©	2010,	Paizo	Publishing,	LLC;	Authors	Wolfgang	
  Baur,	Jason	Bulmahn,	Adam	Daigle,	Graeme	Davis,	Crystal	Frasier,	Joshua	J.	Frost,	Tim	Hitchcock,	
  Brandon	Hodge,	James	Jacobs,	Steve	Kenson,	Hal	MacLean,	Martin	Mason,	Rob	McCreary,	Erik	
  Mona,	Jason	Nelson,	Patrick	Renie,	Sean	K	Reynolds,	F.	Wesley	Schneider,	Owen	K.C.	Stephens,	
  James	L.	Sutter,	Russ	Taylor,	and	Greg	A.	Vaughan,	based	on	material	by	Jonathan	Tweet,	Monte	
  Cook,	and	Skip	Williams.		
  	
  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	5.		©	2015,	Paizo	Publishing,	LLC;	Authors:	Dennis	
  Baker,	Jesse	 Bonner,	 John	 Bennett,	 Logan	 Bonner,	 Creighton	 Broadhurst,	 Robert	 Brookes,	
  Benjamin	Bruck,	Jason	Bulmahn,	Adam	Daigle,	Thurston	Hillman,	Eric	Hindley,	Joe	Homes,	James	
  Jacobs,	 Amanda	 Hamon	 Kunz,	 Ben	 McFarland,	 Jason	 Nelson,	 Thom	 Phillips,	Stephen	 Radney-
  MacFarland,	 Alistair	 Riggs,	 David	 N.	 Ross,	 Wes	 Schneider,	 David	 Schwartz,	 Mark	 Seifter,	 Mike	
  Shel,	James	L.	Sutter,	and	Linda	Mayas-Palmer.	
  	
  Village	Backdrop:	Macrimei.	©Raging	Swan	Press	2016;	Author:	John	Bennett.	
  	
  Places	of	Power:	The	Mistfall	Refuge.	©Raging	Swan	Press	2016;	Author:	Jeff	Gomez	and	
  Jacob	Trier.	
  	
  GM’s	Monthly	Miscellany:	August	2016.	©Raging	Swan	Press	2016;	Author:	John	Bennett,	
  Creighton	Broadhurst,	Kalyna	Conrad,	Jeff	Gomez,	Neal	Litherland	and	Jacob	Trier.	
  	
  
  R A G I N G S W A N . C O M  
   EVERYTHING  
       is better with  
  tentacles 
  
   
   
   
   
   
   
   
   
   
   
   
   
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany 2016-08.pdf