TEXT: 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  OCTOBER 2016 
  
   
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  GM’S MONTHLY MISCELLANY: OCTOBER 2016 
  Featuring	 material	 from	 some	 of	 Raging	 Swan	 Press’s	 newest	 products	 as	 well	 as	 classic	 releases	 of	 yesteryear,	 advice	 articles	 and	
  material	from	Creighton’s	own	Borderland	of	Adventure	campaign,	the	GM’s	Monthly	Miscellany	series	is	a	terrific	free	resource	for	the	
  busy,	time-crunched	GM.		
  	
  Design:	Creighton	Broadhurst,	Jeff	Gomez	and	Eric	Hindley	
  Development:	Creighton	Broadhurst	
  Art:	 William	 McAusland	 and	 Matt	 Morrow.	 Some	 artwork	
  copyright	William	McAusland,	used	with	permission.	
  Cartography:	Simon	Butler,	Dyson	Logos	and	Tommi	Salama	
  Thank	you	for	purchasing	GM’s	Monthly	Miscellany:	October	
  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	
  10	Things	to	See	in	a	Burned	Out	House	......................................	3	
  10	Things	to	See	in	a	Plague-Infested	House	...............................	3	
  Y’taris	At	A	Glance	........................................................................	4	
  The	Midnight	Market	At	a	Glance	................................................	6	
  Gloamhold:	The	Ghost	Tower	......................................................	8	
  Support	Raging	Swan	Press	..........................................................	9	
  OGL	V1.0A	....................................................................................	9	
   S O U R C E S  
  As	 well	 as	 new,	 never	 seen	 before	 material	 from	 my	 own	
  Borderland	 of	 Adventure	 campaign,	 this	 instalment	 of	 GM’s	
  Monthly	 Miscellany	 presents	 information	 from	 several	 Raging	
  Swan	Press	products	and	advice	articles	including:	
  § 
  20	 Things	 #7:	 Haunted	 House	Alexander	 Augunas,	 Creighton	
  Broadhurst	and	Cole	Kronewitter.	
  § 
  Places	of	Power:	The	Midnight	Market	Eric	Hindley.	
  § 
  Village	Backdrop:	Y’taris	Jeff	Gomez.	
  	
  	
  	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	 contents	 of	 GM’s	 Monthly	 Miscellany:	 October	 2016	 are	
  Open	 Game	 Content	 as	 defined	 in	 the	 Open	 Gaming	 License	
  version	1.0a	Section	1(d).	No	portion	of	this	work	other	than	the	
  material	designated	as	Open	Game	Content	may	be	reproduced	
  in	 any	 form	 without	 written	 permission.	 The	 moral	 right	 of	
  Creighton	 Broadhurst,	 Jeff	 Gomez	 and	 Eric	 Hindley	 to	 be	
  identified	 as	 the	 author	 of	 this	 work	 has	 been	 asserted	 in	
  accordance	 with	 the	 Copyright	 Designs	 and	 Patents	 Act	 1988.	
  ©Raging	Swan	Press	2016.	
  	
  Pathfinder	 is	 a	 registered	 trademark	 of	 Paizo	 Inc.,	 and	 the	
  Pathfinder	 Roleplaying	 Game	 and	 the	 Pathfinder	 Roleplaying	
  Game	Compatibility	Logo	are	trademarks	of	Paizo	Inc.,	and	are	
  used	 under	 the	 Pathfinder	 Roleplaying	 Game	 Compatibility	
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  more	information	on	the	compatibility	license.	
  	
  Compatibility	with	the	Pathfinder	Roleplaying	Game	requires	the	
  Pathfinder	
  Roleplaying	
  Game	
  from	
  Paizo	
  Inc.	
  See	
  http://paizo.com/pathfinderRPG	 for	 more	 information	 on	 the	
  Pathfinder	 Roleplaying	 Game.	 Paizo	 Inc.	 does	 not	 guarantee	
  compatibility,	and	does	not	endorse	this	product.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  
  2	
  F O R E W O R D  
  Welcome	to	sunny	October!	(Who	am	I	kidding?	
  By	the	time	you	read	this,	summer	will	be	but	a	
  distant	memory	and	I’ll	probably	be	huddled	by	
  the	fire	for	warmth.)	
  	
  Fear	not,	I'm	sure	I’ll	be	fine.	I've	laid	in	a	
  decent	supply	of	red	wine	and	whiskey	for	the	
  winter.	
  	
  Anyway,	 herein	 you’ll	 find	 excerpts	 from	
  some	 of	 Raging	 Swan’s	 newest	
  products	including	Village	Backdrop:	Y’taris,	Places	of	Power:	The	
  Midnight	 Market	 and	 20	 Things	 #7:	 Haunted	 House.	 I’ve	 also	
  included	 the	 most	 recent	 article	 detailing	 a	 new	 part	 of	
  Gloamhold!	 You	 can	 read	 the	 article—and	 learn	 more	 about	
  Gloamhold—at	creightonbroadhurst.com.	I	hope	you	decide	to	
  adventure	there!	
  	
  Last	 month,	 was	 a	 big	 month	 for	 Raging	 Swan	 Press.	 We	
  launched	 our	 new	 range	 of	 5e	 products	 and	 they	 have	 gone	
  spectacularly	well.	I	couldn’t	be	happier.	This	month,	I'm	putting	
  the	 finishing	 touches	 to	 my	 2017	 release	 schedule.	
  Every	year,	we	release	at	least	one	product	a	
  week;	this	means	we	tend	to	put	out	
  at	least	50	products	a	year.	You’d	think	
  there’d	 be	 loads	 of	 room	 in	 the	 release	
  schedule,	but	you’d	be	wrong!	There	is	so	
  much	I	want	to	publish,	but	which	I	just	don’t	
  have	the	time	to	cram	into	the	schedule.	This	
  means	 hard	 choices	 must	 be	 made,	 but	 has	
  the	 knock-on	 effect	 that	 I've	 got	 tons	 of	
  idea	for	2018!	(Even	for	me,	that’s	pretty	
  organised).	I'm	hoping	that	soon	I’ll	be	able	to	share	2018	
  plans—but	 in	 the	 meantime	 if	 there’s	 something	 you	
  desperately	 want	 to	 see	 you	 can	 send	 me	 an	 email	 at	 the	
  address	below.	
  	
  Finally,	 you	 might	 be	 aware	 that	 Raging	 Swan	 Press	 is	 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	
  1 0  T H I N G S  T O  S E E  I N  A  B U R N E D  O U T  H O U S E  
  Fire	is	a	potent	enemy	for	any	settlement.	Wooden	buildings	are	
  particularly	susceptible	to	flames	and	often	marauders	use	it	to	
  devastating	effect	on	the	borderland	settlements	they	raid.		
  1. The	building’s	blackened	chimney	rises	from	the	surrounding	
  piles	of	scorched	and	burnt	wood.	Debris	chokes	the	fireplace.	
  2. Bizarrely	 one	 section	 of	 soot-stained	 wall	 survived	 the	 fire	
  relatively	 undamaged.	 Someone	 has	 written	 graffiti—the	
  names	of	the	people	who	died	here—in	the	soot.	
  3. Part	of	a	bed’s	wooden	headboard	sticks	out	of	a	pile	of	burnt	
  and	scorched	debris.		
  4. The	fire	that	destroyed	this	building	was	clearly	powerful.	The	
  building’s	 stone	 foundation	 stones	 are	 scorched,	 and	 several	
  cracked	in	the	intense	heat.	Similarly,	the	branches	of	a	tree	
  nearest	to	the	building	are	blackened	and	burnt.		
  5. Pieces	 of	 partially	 melted	 iron	 lie	 amid	 the	 ruins.	 One	 is	
  reminiscent	 of	 a	 cauldron	 or	 pot,	 while	 others	 nearby	 might	
  have	once	been	utensils	of	some	sort.	
  6. Birds	 now	 nest	 amid	 the	 scorched	 rafters	 of	 this	 once	 fine	
  home.	 The	 rafters	 rang	 over	 the	 ruin	 like	 blackened	 bones	
  reaching	up	into	the	sky.	If	disturbed,	the	birds	fly	up	out	of	
  the	 building	 into	 the	 air;	 perhaps	 their	 sudden	 appearance	
  could	alert	nearby	raiders	to	the	PCs’	presence.	
  7. Three	crude	grave	markers	of	blackened	wooden	planks	stick	
  out	of	the	muddy	earth	behind	the	house.	Bunches	of	dying	
  flowers	 lie	 upon	 each	 grave	 suggesting	 at	 least	 one	 person	
  cares	about	the	people	who	once	lived	here.	
  8. Rubble	 and	 the	 scorched	 remains	 of	 two	 wooden	 beams	
  partially	cover	a	hole	in	the	ground.	Investigation	reveals,	the	
  hole	 leads	 down	 to	 a	 root	 cellar.	 The	 wooden	 stairs	 leading	
  downward	were	badly	damaged	in	the	fire	and	collapse	if	any	
  meaningful	weight	is	put	on	them.	
  9. Attempts	have	been	made	to	salvage	useable	materials	from	
  this	 ruin.	 Near	 what	 was	 once	 the	 front	 door,	 someone	 has	
  dumped	a	pile	of	wood	that	survived	the	fire	in	relatively	good	
  condition;	 another	 pile	 of	 scorched	 and	 burnt	 offcuts	 lies	
  nearby.	
  10. The	soot-wreathed	bones	of	one	of	the	building’s	unfortunate	
  residents	lies	pinned	beneath	an	unstable	pile	of	debris.	Trying	
  to	 reach	 the	 skeleton	 is	 dangerous;	 the	 pile	 could	 shift	 or	
  collapse	if	disturbed.	
  	
  1 0  T H I N G S  T O  S E E  I N  A  P L A G U E - I N F E S T E D  H O U S E  
  When	plague	comes	to	a	settlement,	death	and	suffering	travel	
  in	 its	 wake.	 Inevitably,	 houses	 touched	 by	 plague	 are	 horrible	
  places;	 here	 evidence	 of	 the	 its	 savagery	 is	 writ	 large.	 Sane	
  individuals	 do	 not	 willingly	 enter	 such	 places,	 but	 sometimes	
  adventurers—or	looters—have	little	or	no	choice	in	the	matter.		
  1. A	bloody	blanket	lies	twisted	on	the	floor.	The	bloody	is	dried	
  and	from	the	pattern	of	the	stain	looks	like	it	was	coughed	up.	
  2. The	 remains	 of	 a	 meal—a	 plate	 holding	 some	 mouldy	 bread	
  and	hard	cheese—stands	next	to	a	fallen	pewter	cup.		
  3. The	door	to	this	room	has	been	crudely	nailed	shut	from	the	
  outside.		
  4. A	 terrible	 smell	 of	 rot	 pervades	 the	 house;	 clearly	 someone	
  died	here.	The	stench	gets	stronger	as	the	PCs	get	closer	to	the	
  body.		
  5. Much	of	the	furniture	lies	scattered	about	out	of	place.	Either	
  someone	 was	 enraged	 and	 took	 out	 his	 frustrations	 on	 the	
  furniture	or	someone	has	searched	everywhere	for	loot.		
  6. Dust	 and	 grime	 covers	 most	 surfaces	 in	 the	 house.	 Faint	
  footsteps	lead	toward	a	back	room.	A	PC	skilled	in	tracking	can	
  tell	the	person	making	the	tracks	was	shuffling.		
  7. The	 rotting	 corpses	 of	 three	 rats	 lie	 on	 the	 ground	 near	 the	
  body	of	one	of	the	house’s	occupant.	The	body	lies	with	one	
  arm	stretched;	many	small	bite	marks	on	the	arm	are	evident.	
  8. The	 building’s	 windows	 are	 all	 boarded	 over…from	 the	
  outside.	 Inside,	 gloom	 fills	 the	 house	 and	 dust	 sifts	 down	
  through	the	thin	cracks	of	sunlight	piercing	the	interior.	
  9. A	body—wrapped	in	sack	cloth—lies	in	state	on	a	long	table.	
  Burnt	down	candles	surround	the	suppurating	corpse	and	its	
  bloody,	grimy	wrappings.		
  10. A	 man	 hangs	 from	 a	 makeshift	 noose	 thrown	 over	 a	 rafter.	
  Clearly	 dead,	 his	 neck	 is	 broken	 and	 insects	 swarm	 over	 his	
  decomposing	 corpse.	 In	 a	 nearby	 room,	 the	 party	 find	 his	
  family’s	 rotting	 bodies	 laid	 out	 in	 state	 together,	 under	 a	
  blanket.	
  		
  	
  
  4	
  Y ’ T A R I S  A T  A  G L A N C E  
  A	stone	circle	marks	the	confluence	of	ley	lines	in	this	bleak	and	
  broken	 place.	 Across	 its	 storied	 past,	 Y’taris	 has	 hosted	
  spellbinding	wizards	and	apocalyptic	cultists,	angelic	battles	and	
  fey	outcasts,	abyssal	legions	and	eldritch	incursions.	Among	the	
  ancient	 runes	 and	 onyx	 pillars	 lie	 secret	 messages,	 spells	 and	
  powers	hidden	by	gods	and	men	alike.	
  	
  But	to	the	people	of	Y’taris,	the	stone	circle	is	just	a	tourist	
  destination	 for	 the	 rich.	 Every	 year,	 hundreds	 of	 mages	 and	
  necromancers	make	the	long	pilgrimage	to	the	stone	circle	high	
  in	the	Broken	Mountains.	Between	meditation	and	study,	these	
  spellcasters	need	a	place	to	eat,	relax	and	play.	Y’taris	provides	it	
  all	for	exorbitant	prices.	Those	who	are	unwilling	to	pay	may	find	
  their	 wallets	 missing	 all	 the	 same.	 And	 for	 the	 dark	 powers	
  gathered	here,	the	people	of	Y’taris	offer	some	unusual	services.	
  Anyone	is	welcome,	as	long	as	they	have	the	coin.	
  D E M O G R A P H I C S  
  Rulers	Ayred	Guilespire,	Girmark	Flaskgut	and	Mulgin	Kulon	
  Government	Plutocracy	
  Population	189	(57	humans,	16	dwarves,	24	elves,	39	gnomes,	
  14	half-elves,	7	half-orcs,	32	halflings)	
  Alignments	LE,	NE	
  Languages	Common,	Elven,	Halfling	
  Corruption	+1;	Crime	+2;	Economy	+2;	Law	-2;	Lore	-1;	Society	-
  3	
  Qualities	Magically	Attuned,	Notorious	
  Danger	10		
  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:	
  Ayred	Guilespire	(location	1;	LE	male	elf	cleric	2/expert	2)	Gaunt	
  and	impossibly	pale,	Ayred	owns	nearly	all	the	stalls	in	the	
  Grey	 Market.	 He	 speaks	 for	 all	 shops	 and	 panhandlers,	
  ensures	their	prices	and	methods	are	in	line,	and	represents	
  their	interests	in	council	meetings.	
  Davyn	Highhall	(location	5;	N	male	human	wizard	1)	Davyn	is	like	
  a	hundred	other	spellcasters	who	travel	to	Y’taris	each	year.	
  Born	 from	 a	 noble	 family,	 he	 seeks	 to	 enhance	 his	 pitiful	
  magical	 ability	 by	 studying	 the	 Confluence.	 Instead,	 he	 is	
  being	cheated	out	of	his	entire	inheritance.	
  Girmark	Flaskgut	(location	1;	NE	female	dwarf	expert	2/rogue	3)	
  Girmark’s	years	of	thievery	are	mostly	behind	her.	Now,	she	
  teaches	 and	 organizes	 the	 pickpockets	 and	 burglars,	 and	
  represents	their	interests	in	council	meetings.	
  Mulgin	Kulon	(location	5;	LE	male	gnome	expert	3)	Mulgin	is	a	
  disgusting,	boil	covered	gnome	who	spits	when	he	talks.	He	
  oversees	operations	at	all	taverns,	inns	and	gambling	halls,	
  and	represents	their	interests	in	council	meetings.	
  Stockmaster	 (location	 9;	 LE	 male	 gnome	 cleric	 6)	 Stockmaster	
  runs	Onyx	Hall,	the	premier	provider	of	necromantic	goods	
  and	services	in	Y’taris.	He	is	taciturn	and	precise	and	expects	
  his	customers	to	be	the	same.	
  Xthelis	(location	3;	NE	 female	human	lich	wizard	11)	Xthelis	is	
  one	 of	 the	 few	 individuals	 actually	 worthy	 of	 the	 arcane	
  power	 available.	 She	 spends	 her	 time	 solely	 at	 the	 Pit,	
  studying	runes	and	practicing	her	necromancy.	She	showers	
  the	citizens	with	gold	and	they	give	her	whatever	she	needs.	
  Yosrin	Nimblefingers	(location	1;	CN	male	halfling	bard	1/rogue	
  3)	Yosrin	is	an	expert	pickpocket	and	something	of	a	legend	
  among	his	peers.	He	covers	his	good	looks	with	dirty	brown	
  clothes,	and	sometimes	clashes	with	Girmark	Flaskgut	over	
  the	appropriate	distribution	of	stolen	goods.	
  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	 Grey	 Market:	 Filled	 with	 vendors,	 beggars,	 panhandlers	
  and	 pickpockets,	 all	 magical	 goods	 can	 be	 found	 here	 (at	
  exorbitant	prices).	
  2. The	Confluence:	The	reason	mages	flock	to	Y’taris,	this	stone	
  circle	intensifies	magical	ability	and	enhances	arcane	study.	
  3. The	 Pit:	 A	 conduit	 of	 necromantic	 power,	 the	 Pit	 draws	
  powerful	liches	and	other	unsavoury	spellcasters	from	across	
  the	world.	
  4. The	 Gibbering	 Stone	 Inn:	 This	 inn	 and	 tavern	 epitomizes	
  everything	about	a	cheap	tavern	except	for	its	prices.	
  5. Raven’s	 Reach:	 Raven’s	 Reach	 inn	 provides	 wealthy	 visitors	
  with	 opulence	 and	 a	 reason	 to	 spend	 far	 too	 much	 gold	 on	
  frivolities.		
  6. Griffon’s	Call:	This	gambling	hall	is	the	third	best	place	to	lose	
  money	in	Y’taris.		
  7. Mage	 Society:	 Within	 the	 Mage	 Society,	 novices	 pay	 hefty	
  dues	in	hopes	of	arcane	revelations	that	never	come.	
  8. Trading	Post:	At	the	trading	post,	the	merchants	of	Y’taris	buy	
  alchemic	ingredients	from	travelling	salesmen.	
  9. Onyx	 Hall:	 Onyx	 Hall,	 which	 sells	 necromantic	 goods,	 is	
  perhaps	the	only	store	in	Y’taris	worth	the	price.	
  M A R K E T P L A C E  
  Resources	&	Industry	Tourism	
  Base	 Value	 750	 gp;	 Purchase	 Limit	 4,250	 gp;	 Spellcasting	 5th;	
  Minor	Items	2d4;	Medium	Items	1d4;	Major	Items	–	
  When	the	PCs	arrive	in	Y’taris,	the	following	items	are	for	sale:	
  § 
  Potions	&	Oils	lesser	restoration	(50	gp)	
  § 
  Scrolls	(Arcane)	blood	biography	(150	gp),	pass	without	trace	
  (25	gp)	
  § 
  Scroll	(Divine)	divination	(400	gp),	glyph	of	warding	(575	gp)	
  § 
  Wand	detect	magic	(375	gp),	purify	food	and	drink	(375	gp)	
  
  5	
  V I L L A G E  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	 may	 know	 something	 about	 Y’taris.	 A	 successful	 check	
  gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	15:	Y’taris	is	ruled	by	a	council	of	three	merchants:	one	
  for	the	inns,	one	for	the	shops	and	one	for	the	thieves.		
  	
  DC	20:	Beneath	the	Confluence	festers	a	pit	of	dark	magic	
  and	great	power.	Only	the	citizens	of	Y’taris	know	the	way.	
  	
  DC	 25:	 The	 powerful	 lich	 Xthelis	 has	 taken	 up	 near	
  permanent	 residence	 at	 the	 Pit,	 and	 the	 villagers	 provide	 her	
  with	a	steady	stream	of	corpses.	
  V I L L A G E R S  
  Appearance	 The	 inhabitants	 of	 Y’taris	 are	 as	 stark	 as	 the	
  surrounding	mountains.	They	wax	between	cold	annoyance	and	
  obsequious	flattery,	depending	on	if	they	have	something	to	sell.	
  	
  Dress	 Y’tarians	 dress	 in	 blacks	 and	 greys,	 and	 often	 wear	
  cloaks	 or	 hoods.	 Many	 do	 not	 wish	 to	 be	 identified	 when	
  performing	 their	 daily	 tasks,	 while	 others	 simply	 mimic	 the	
  muted	landscape.	
  	
  Nomenclature	 male	 Belzor,	 Garhace,	 Hortran,	 Jodak,	
  Kaswan,	 Panbul;	 female	 Arfin,	 Breni,	 Faybyn,	 Idalile,	 Yezlyn;	
  family	Calziver,	Greyhand,	Magespire,	Totix,	Uriwor.	
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	Y’taris	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	Confluence	has	no	true	power,	and	is	simply	a	means	
  to	draw	visitors	to	the	village.	
  2	
  The	 Onyx	 Hall	 sells	 corpses	 and	 human	 sacrifices	 in	
  addition	to	other	necromantic	materials.	
  3	
  In	ancient	times,	a	powerful	necromancer	created	the	Pit	
  to	summon	forth	an	undead	army.	
  4	
  When	 visitors	 outstay	 their	 welcome,	 they	 are	
  sometimes	delivered	to	the	necromancers.	
  5*	
  In	 the	 sky	 above	 the	 Confluence,	 an	 invisible	 celestial	
  structure	bestows	divine	power.	
  6	
  Raven’s	Reach	has	secret	passages	so	the	staff	can	more	
  easily	rid	the	guests	of	their	possessions.	
  *False	rumour	
  	
   
  
  6	
  T H E  M I D N I G H T  M A R K E T  A T  A  G L A N C E  
  After	 a	 dangerous	 trek	 through	 the	 mountains,	 eager	
  adventurers	can	find	their	way	to	a	lonely	entrance	to	the	Ebon	
  Realm.	 The	 remoteness	 of	 this	 entrance	 helps	 deter	 the	
  dangerous	underground	monsters	from	wreaking	havoc	on	the	
  local	populace,	but	it	is	also	a	landmark	that	truly	maintains	the	
  peace.	Perched	across	a	chasm	is	a	strange	fortress-bridge,	built	
  both	 above	 and	 below	 the	 level	 of	 the	 crossing.	 The	 insides	
  provide	a	safe	place	for	both	under-dwellers	and	the	light	folk	to	
  meet	and	exchange	goods,	services,	and	information.	Bloodshed	
  is	 expressly	 forbidden	 within	 the	 Midnight	 Market,	 a	 rule	 its	
  mistress	maintains	with	cold	ruthlessness.	
  D E M O G R A P H I C S  
  Ruler	Mistress	Amelya	Van	Fersker	
  Population	 21	 (10	 humans,	 6	 ghouls,	 4	 vampire	 spawn,	 1	
  vampire)	plus	merchants	and	shoppers	
  Alignment	LE	
  Languages	Common,	Undercommon	
  Resources	 &	 Industry	 Trade	 goods,	 magic	 items,	 black	 market	
  goods	(poisons,	drugs	etc.)	
  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	 may	 know	 something	 about	 the	 Midnight	 Market.	 A	
  successful	check	reveals	all	the	information	revealed	by	a	lesser	
  check.	
  	
  DC	10:	The	Midnight	Market	stands	over	the	Final	Chasm	at	
  the	mouth	of	a	major	entrance	to	the	Ebon	Realm.	It	provides	a	
  neutral	 place	 for	 trade	 between	 those	 dwelling	 above	 the	
  ground	and	those	dwelling	below.	
  	
  DC	15:	Access	to	the	Midnight	Market	does	not	come	cheap.	
  At	the	least,	a	potion	of	gaseous	form	is	required	to	enter	the	
  market.	 Any	 who	 enter	 are	 also	 indebted	 to	 the	 mysterious	
  mistress	of	the	Midnight	Market,	who	is	known	to	call	in	favours	
  even	years	after	the	transactions	are	complete.	
  	
  DC	20:	To	accommodate	some	of	the	more	irregular	visitors	
  to	the	site,	most	of	the	major	trading	is	done	between	dusk	and	
  dawn.		
  N O T A B L E  F O L K  
  When	the	market	is	in	full	swing,	dozens	of	people	of	all	races	
  and	 descriptions	 can	 be	 found	 here,	 from	 armoured	 dwarves	
  and	 green-clad	 elves	 to	 ghouls	 in	 tattered	 finery	 and	 dark-
  skinned	 duergar	 and	 drow.	 Some	 of	 the	 inhabitants,	 however,	
  are	particularly	notable:	
  Mistress	 Amelya	 Van	 Fersker	 (location	 7;	 LE	 female	 vampire	
  enchanter	10)	The	beautiful	seductress	in	charge	of	keeping	
  the	peace	between	worlds.	
  Anshelm	 Chellas	 (location	 1;	 NE	 male	 ghast	 rogue	 6)	
  Ambassador	to	the	Ebon	Realm;	bitter	rival	of	Bertich.		
  Bertich	(location	1;	LN	male	human	fighter	8)	Chief	of	the	Day	
  Guard,	 Bertich	 is	 fanatically	 loyal	 to	 his	 lady	 and	 a	 rival	 to	
  Anshelm	Chellas.	
  N O T A B L E  L O C A T I O N S  
  Much	of	the	Midnight	Market	is	given	over	to	storage	or	is	used	
  as	 living	 quarters	 for	 the	 Night	 Guard	 and	 Day	 Guard.	 A	 few	
  places,	however,	are	of	interest	to	adventurers.		
  1. Entryway:	 The	 main	 entrance	 of	 the	 Midnight	 Market	 spans	
  the	chasm	separating	the	world	of	light	from	the	Ebon	Realm.	
  2. The	Midnight	Market:	This	is	the	primary	trade	 area	for	the	
  Midnight	Market.	Here,	many	things	are	for	sale.	
  3. The	Elite	Market:	Those	seeking	specialized	goods	and	illegal	
  trade	eventually	seek	out	the	elite	market.	
  4. Elite	Storage:	Crates	of	contraband	stored	for	the	members	of	
  the	Midnight	Market’s	elite	fill	this	area.	
  5. Trapped	 Corridor:	 To	 reach	 Mistress	 Amelya’s	 personal	
  chamber	is	never	an	easy	task.	This	heavily	trapped	corridor	is	
  a	death-trap	for	the	unprepared.	
  6. Amelya’s	 Chamber:	 This	 beautiful,	 but	 nearly	 inaccessible,	
  chamber	is	home	to	Mistress	Amelya	and	her	entourage.	Few	
  visitors	emerge	from	this	chamber	unchanged.	
  M A R K E T P L A C E  
  Nearly	 any	 good	 under	 25,000	 gp	 can	 be	 found	 in	 the	 Midnight	
  Market,	with	a	bit	of	time	and	luck.	When	the	PCs	first	arrive	at	
  the	Midnight	Market,	the	following	good	are	available:	
  Armour	+2	heavy	wooden	shield	(4,157	gp),	+3	heavy	darkwood	
  shield	(9,257	gp),	+4	banded	mail	(16,400	gp),	
  Potions	&	Oils	bless	weapon	(50	gp),	gaseous	form	(5;	750	gp),	
  hide	from	undead	(50	gp)		
  Scrolls	(Arcane)	darkness	(150	gp),	magic	mouth	(2;	160	gp	each)	
  Wand	sound	burst	(49	charges,	4,410	gp)		
  Weapon	+2	repeating	crossbow	bolts	(5;	831	gp)	
  Wondrous	 Items	 cloak	 of	 arachnida	 (14,000	 gp),	 ivory	 goat	
  figurines	of	wondrous	power	(21,000	gp)		
  Additionally,	the	following	services	are	available:	
  § 
  Spellcasting	5th-level	arcane	
  § 
  Crafting	10th-level	or	lower	
  	
  	
  
  7	
  E V E N T S  
  While	the	PCs	are	at	the	Midnight	Market,	one	or	more	of	the	
  below	events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	group	of	human	visitors	draw	weapons	against	a	ghoul	
  merchant,	threatening	to	close	the	market	down	as	they	
  accuse	 him	 of	 kidnapping	 (and	 eating)	 one	 of	 their	
  friends.	
  2	
  A	humanoid	merchant	wrapped	head	to	toe	in	bandages	
  offers	vials	of	a	black	dust	that	transport	the	inhaler	to	
  another	dimension.	
  3	
  A	scuffle	over	a	table	of	strange	reagents	ends	abruptly	
  when	 one	 man	 gets	 shoved	 into	 the	 stall	 and	 the	
  shattered	 glass	 vials	 mix	 disastrously,	 consuming	 the	
  whole	area	in	purple	flames.	
  4	
  A	 bizarre	 fey	 creature	 sells	 phoney	 artefacts,	 for	 a	 few	
  hours.	By	the	time	the	hoax	is	discovered,	the	creature	
  has	vanished.	
  5	
  Several	 humans	 wandering	 the	 market	 bear	 puncture	
  wounds	 in	 their	 necks.	 When	 asked	 about	 the	 wounds,	
  none	of	the	victims	have	any	recollection	of	their	origins.	
  6	
  Two	dwarves	engage	in	an	arm	wrestling	contest	over	a	
  sparkling	green	gem	the	size	of	an	ogre’s	fist.	
  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	
  Midnight	Market	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	
  Lady	Amelya	can	be	bought	as	easily	with	admiration	and	
  adulation	as	with	gold.	
  2	
  There	 is	 much	 tension	 among	 the	 members	 of	 the	 so-
  called	“Elite	Market”,	something	a	canny	customer	might	
  turn	to	his	advantage.	
  3*	
  In	the	deep	reaches	of	the	keep	is	a	portal	to	an	inter-
  planar	 marketplace	 to	 which	 only	 a	 select	 few	 are	
  granted	access.	
  4	
  There	are	no	requirements	to	be	mortal	or	even	living	to	
  visit	the	Midnight	Market.	
  5*	
  The	Mistress	of	the	Midnight	Market	is	a	powerful	devil	
  in	search	of	souls	to	please	her	infernal	masters,	so	tread	
  carefully	and	sign	nothing.	
  6*	
  Anything	can	found	at	the	Midnight	Market,	for	a	price.	
  (In	 reality,	 the	 Midnight	 Market	 is	 simply	 a	 place	 for	
  contraband	to	cross	to	and	from	the	Ebon	Realm).	
  *False	rumour	
  	
   
  
  8	
  G L O A M H O L D :  T H E  G H O S T  T O W E R  
  The	 Shard	 is	 one	 of	 the	 most	 well-known	 parts	 of	 Gloamhold.	
  Visible	from	Languard’s	battlemented	walls,	the	great	ruin	soars	
  high	 above	 Greystone's	 ruins	 huddling	 far	 below.	 Neophyte	
  adventurers—not	 ready	 for	 the	 terrors	 lurking	 in	 Gloamhold’s	
  outer	 halls—often	 dare	 the	 Shard’s	 ruins	 in	 search	 of	 easy	
  victories	and	gold.		
  	
  However,	persistent	rumours	speak	of	otherworldly	portions	
  of	the	tower	that	defy	rationale	explanation	or	description.	They	
  speak	 of	 a	 so-called	 Ghost	 Tower	 accessible	 by	 adventurers	
  clever	enough	to	decipher	a	fiendishly	complex	puzzle	buried	far	
  below	the	Shard’s	ruins	in	a	hidden,	savagely	trapped	cellar.			
  	
  The	puzzles	scattered	throughout	the	Shard’s	cellars	granting	
  access	 to	 the	 Ghost	 Tower	 take	 many	 different	 forms.	 Old	
  adventurer’s	lore,	though,	speaks	of	a	band	of	adventurers	who	
  claimed	to	have	discovered	and	deciphered	one	of	the	puzzles—
  an	incredibly	complicated	and	breathtakingly	detailed	mosaic	of	
  stars—in	 a	 cavernous	 vaulted	 chamber	 protected	 by	 merciless	
  sentient	magical	traps.	Since	their	discovery	decades	ago,	no	one	
  is	known	to	have	replicated	their	feat	and	the	survivors	of	the	
  expedition	 seemed	 reticent	 to	 discuss	 what	 they	discovered	
  within	the	Ghost	Tower.				
  	
  For	those	who	cannot	find	or	decipher	the	means	of	entering	
  the	 tower,	 all	 is	 not	 lost.	 Sometimes	 the	 tower's	 fuzzy,	
  transparent	outline,	overlaid	over	(and	soaring	high	above)	the	
  Shard,	is	visible	at	the	height	of	the	savage	annual	winter	storms	
  that	 lash	 the	 Mottled	 Spire.	 What	 otherworldly	 terrors	 lurk	
  within	the	tower	is	a	matter	of	wild	conjecture.	However,	local	
  legends	whisper	that	at	the	height	of	the	fiercest	winter	storms,	
  when	vicious	winds	tear	at	the	ruins,	bolts	of	lightning	blast	the	
  surrounding	rock	and	driving	rain	buffets	the	tower	the	barriers	
  between	 this	 world	 and	 the	 other	 weaken.	 At	 this	 time,	brave	
  adventurers	can	enter	the	tower,	but	they	must	explore	quickly	
  for	 when	 the	 storm	 dies,	 the	 barriers	warding	 the	 tower	
  strengthen	trapping	any	who	yet	linger	within.			
  	
  The	 Ghost	 Tower	 has	 other	 colourful	 names	 including	 the	
  Tower	 Unseen,	 the	 Ephemeral	 Spire	 and	 the	 Citadel	 of	 the	
  Wraith	 Kings.	 The	 last	 of	 these	 names	 perhaps	 hints	 at	 what	
  lurks	within...		
  	
   
  
  9	
  S U P P O R T  R A G I N G  S W A N  P R E S S  
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  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	
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  Advanced	Player's	Guide.	Copyright	2010,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn.	
  	
  Alternate	 Dungeons:	 Haunted	 House.	 ©Raging	 Swan	 Press	 2014;	 Author:	 Alexander	
  Augunas.		
  	
  20	 Things	 #7:	 Haunted	 House.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Alexander	 Augunas,	
  Creighton	Broadhurst	and	Cole	Kronewitter.	
  	
  Places	of	Power:	The	Midnight	Market.	©Raging	Swan	Press	2016;	Author:	Eric	Hindley.	
  	
  Village	Backdrop:	Y’taris.	©Raging	Swan	Press	2016;	Author:	Jeff	Gomez.	
  	
  GM’s	 Monthly	 Miscellany:	 October	 2016.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Creighton	
  Broadhurst,	Jeff	Gomez	and	Eric	Hindley.	
  
  R A G I N G S W A N . C O M  
   EVERYTHING  
       is better with  
  tentacles 
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
  Visit us at ragingswan.com 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany 2016-10.pdf