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  20 THINGS #53:
  RAGING SWAN PRESS
  WINDSWEPT MOORS
  SYSTEM  
  NEUTRAL
  
  	
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  20 THINGS #53: WINDSWEPT MOORS 
  Are you a busy GM? Does session prep take too long? Do you never have time to work on the cool little details that can bring your 
  session to life? Well fear not! That’s where the 20 Things line comes in. This short, focused compilation gives you, the time-crunched 
  GM, the tools to effortlessly add verisimilitude and detail to your adventure. Use the material herein either before or during play and 
  bask in your players' adulation. 
  This instalment provides ﬁve pages of material compatible with virtually any fantasy roleplaying game and is designed to help you 
  ﬂesh out and bring to life the windswept moors in your campaign. 
  C RE DI TS 
  Design: Creighton Broadhurst 
  Development: Creighton Broadhurst  
  Art: William McAusland and Matt Morrow. Some artwork 
  copyright William McAusland, used with permission. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2020. 
  U SIN G THI S BOOK 
  You can use these system neutral tables either during session 
  prep or “on the fly” during the actual session. Roll on the 
  desired table and describe the result. Remember: 
  •
  Some players may assume because you describe something 
  it is important. This may slow down the party’s progress 
  through the adventure. This isn’t necessarily a bad thing. 
  •
  Modify any result so it fit with your game. 
  •
  Ignore or re-roll inappropriate results. 
  •
  Have fun! 
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  Credits 
  1 
  ....................................................................................................
  Using this Book 
  1 
  ......................................................................................
  Contents 
  1 
  .................................................................................................
  1: Camping & Campsites 
  2 
  .....................................................................
  2: Local Landmarks 
  3 
  ...............................................................................
  3: Minor Daytime Events 
  4 
  ......................................................................
  4: Minor Nighttime Events 
  4 
  ...................................................................
  5: Wilderness Dressing 
  5 
  .........................................................................
  6: Uneventful Travel 
  6 
  ..............................................................................
  OGL V1.0A 
  7
  .............................................................................................
  
  1: C AMPI NG & CAM PSITES 
  Travellers on a windswept moor would be wise to seek a good 
  campsite. Relatively high altitude and a lack of protection from the 
  elements can make a night out on the open moor a truly 
  miserable experience. 
  1.
  Two tors rear up from the rolling grassland, providing a 
  modicum of protection from the prevailing winds. Characters 
  exploring the tors discover the remains of a crumbled 
  drystone wall between the two. 
  2.
  At the head of a narrow valley, a small stream tumbles down a 
  waterfall into a sheltered pool. Small, stunted trees grow 
  along the pool’s fringes. Unless the stream is in ﬂood, the 
  pool’s banks are dry and could serve as an excellent campsite. 
  3.
  A series of linked deep depressions in the moor provide a 
  handy campsite out of the wind—unless it has recently been 
  raining (in which case boggy mud ﬁlls the depressions). 
  4.
  A shallow cave pierces one ﬂank of a craggy tor, providing 
  semi-comfortable shelter for four human-sized creatures. The 
  cold remains of a campsite, and soot stains on the cave’s rear 
  wall and ceiling, show other travellers have rested here. 
  5.
  Ancient woodland surrounds and hides two small lakes set in 
  a depression in the moor overlooked by a nameless tor of 
  tumbled stone. Fishing is good in the lake, and the trees keep 
  the worst of the moor’s wind at bay. Butterﬂies and birds 
  dwell here in profusion, in summer months. 
  6.
  A dry cave cuts into the side of a rocky tor. A dwarf or other 
  miner can tell the cave is not natural. A breastwork of stone—
  covered in lichen and moss—protects the cave’s approaches. 
  7.
  A shallow depression amid a stand of gorse bushes and ﬁeld 
  of tumbled stone provides a sheltered spot to camp. A 
  narrow winding path leads through the gorse to the 
  depression, suggesting someone—or something—has made 
  regular use of the site. 
  8.
  The remains of a large building—perhaps a hunting lodge or 
  travellers’ inn—offers shelter. While the building has no roof, 
  most of its walls still stand, providing protection from the wind 
  and observation from casual observers. 
  9.
  A long ridge-like tor of dark stone juts upwards from the 
  moor. Characters scaling its ﬂanks discover a number of 
  spread-out natural sheltered hollows along its length big 
  enough for a single occupant. 
  10. An old mine entrance pierces a bank. The mine’s leavings lie 
  scattered all around amid the undergrowth. Although the 
  mine tunnel has collapsed about 30 ft. into the hill there is 
  enough room for travellers to huddle inside. 
  11. Thickets of sharp-leaved holly trees grow interspersed with 
  oak and beech trees in the lea of a line of tor-topped, steep 
  exposed hills. 
  12. Moss-covered trees grow thickly along the course of a narrow, 
  swiftly ﬂowing river. A crude clapper bridge crosses the river 
  and leads to a swath of low-lying, sheltered ground next to 
  the river. Mossy boulders abound, here. 
  2
  
  2: L OCA L LA N DM AR KS 
  Much of a moor’s landscape is unremarkable and mundane; 
  however some features become local landmarks used as 
  waymarkers on the barren moor or places for travellers to meet. 
  1.
  A gnarled oak tree, its crown grown sideways and lopsided, 
  stands alone amid the wind-blasted landscape. Named as 
  “the Old Man” the tree is a well known landmark; locals press 
  copper coins into its ribbed bark as offerings to the god of 
  travel for a safe journey.  
  2.
  A deep river valley cuts through this section of moorland. 
  Within the valley stunted and gnarled oak trees grow amid a 
  ﬁeld of moss-wreathed boulders and tumbled rotting tree 
  trunks. Vipers lurk amid the boulders, but only strike at 
  intruders, if disturbed.  
  3.
  The ﬂint-hued waters of a wide, but shallow, lake lie prostrate 
  under the moorland’s ever-changing sky. A winding, muddy 
  track leads to the lake and many animals—sheep, wild horses 
  and the like—can be encountered in the vicinity. A shepherd’s 
  hut of dry stone built into a slight rise, overlooks the lake. 
  4.
  The shattered, jagged ruin of an ancient watch or wizard’s 
  tower rises from atop a high, steep-side tor. The ruin is visible 
  for miles around and it known locally as the “Jagged Tooth”. 
  5.
  The ruin of an ancient partially-sunken village lie scattered 
  across a wide valley. Low stone walls protrude from the 
  ground, and yet provide some protection from the wind. The 
  various buildings’ layouts are still visible. (Buried treasure 
  might yet lie under hearthstones or amid the surrounding 
  burial cairns ringing the settlement). 
  6.
  A stone circle of obviously ancient construct stands amid a 
  wild swath of heather. A river—spanned by a simple stone 
  clapper-style bridge—cuts through the circle.  
  7.
  Giant mossy boulders and large fern-covered trees dominate 
  this small, steep-sided river valley. The valley descends 
  steeply, and the stream drops over several waterfalls—Dingle’s 
  Steps—before ﬂowing through four deep plunge pools and 
  out onto the open moor.  
  8.
  The lonely, wind-battered and slate-rooted Halfway Inn stands 
  astride a deeply gouged track leading across the moor. 
  Sunken in places, the track is an ancient route. Legends speak 
  of ghostly travellers and of the lich who sometimes stalks its 
  length in search of fresh souls, but the welcome is always 
  warm at the Halfway Inn.  
  9.
  A rusting iron ladder enables (increasingly perilous) access to 
  Soul Tor’s summit. A chasm pierces the tor, plunging deep 
  into the moor’s bedrock. Rumours speak of incomprehensible 
  runes cut into the rock at the base of the chasm and of 
  strange sounds echoing across the surrounding moor when a 
  gibbous moon hangs low in the sky.  
  10. A vast and ancient yew tree stands in splendid isolation amid 
  the tumbled ruin of a crumbling church. Built by a cleric 
  centuries ago allegedly to ward off an ancient evil spoken of 
  in certain fragmentary elder prophecies the church fell into 
  disrepair and ruin with the cleric’s demise.  
  11. A natural amphitheatre—Giants’ Meet—surrounds a 
  glimmering moorland lake. But one twisted path cuts through 
  the surrounding hills to reach the site. Close investigation of 
  the stepped amphitheatre reveals what could be tool marks—
  worn almost complete away by long years of exposure to the 
  moor’s harsh climate. 
  12. This series of ﬁve plunge pools break up a brook’s wandering 
  path down from a swath of well watered uplands. Known as 
  Shilla’s Pools this set of pools is renowned for its clean, fresh 
  water. Hidden in a deep fold in the land, if it was not for the 
  tinkling melody of running water, most travellers would not 
  ﬁnd the brook. 
  13. Six hut circles lie stark on this wild, sweeping swath of 
  moorland. Mossy, tumbled drystone walls surround the long-
  abandoned settlement’s ﬁelds. Locals call the site Bone Tor to 
  mark the bone-ﬁlled pit allegedly found at the centre of the 
  settlement decades ago.  
  14. A deep pool—Long Pool—lies at the bottom of a waterfall in a 
  steep-sided ravine running through a range of hills. The place 
  is secluded, and—for the brave—a good place for swimming 
  and diving. Local rumour, however, places a mischievous 
  water spirit in the pool, and several people are said to have 
  drowned therein.  
  15. Worn earthworks and ditches surround a high hill ringed with 
  tumbled drystone walls. One of the ditches is known as Dead 
  Woman’s Ditch. The woman’s ghost is said to haunt the 
  ancient hill fort.  
  16. A weather-worn carving of a single lidless eye decorates this 
  fallen obelisk. Lichen and ferns grow about and over the 
  tumbled stone; only observant characters spot the carving. 
  The obelisk is known locally as the Watcher.  
  17. A swath of swampy ground cuts across the moor. Pockmarked 
  by stunted, sickly-looking trees the area is known as Dead 
  Man’s Rest. Various rumours place a small pack of will-o-wisps 
  in the area, and those in the know avoid coming here. 
  18. Several streams ﬂow downwards to a wide lake nestled 
  between three jagged tors. The forlorn ruin of a fortiﬁed keep
  —partially subsided in the mud and muck of a low-lying island
  —emerges from the centre of the lake. The Keep of Drowned 
  Souls, as it is known, was once ruled by the infamous robber 
  baron Kildrak Witchbane. The keep is rumoured to have 
  extensive (ﬂooded) cellars and dungeons beneath it. 
  19. Of dwarven construct this olden stone bridge spans a rapidly 
  ﬂowing river gushing down from the high moor. Rapids and 
  waterfalls pockmark this stretch of river. The bridge is the only 
  safe place to cross for several miles in each direction. 
  20. This gigantic, thirty-foot high stone obelisk stands in stark 
  splendour in this otherwise remote, featureless stretch of 
  moorland. Graven with many weatherworn symbols, the 
  obelisk has began to lean drunkenly in recent years—no doubt 
  due to the efforts of treasure-hunting travellers. Such folk 
  believe the obelisk is the gravemarker of a giant who died of 
  over-exertion while dragging a great store of loot back to his 
  lair—the nearby Giant’s Seat tor.  
  3
  
  3: MI N O R DAY TI ME E VENTS 
  Few journeys onto a windswept moor are wholly without incident. 
  Sometimes, bandits or brigands waylay travellers; other times, 
  events are more mundane. 
  1.
  Persistent drizzle sweeps across the moors, blown by a strong 
  wind. Quickly, the exposed rock emerging from the earth and 
  short coarse grass becomes slick. 
  2.
  A smudge of smoke on the horizon shows where a campﬁre 
  still burns. Alternatively, a remote steading could be under 
  attack by raiders or a small piece of moor could be aﬂame. 
  3.
  Clouds scud quickly across the sky, creating deep patches of 
  shadow that seem to rush across the moorland like hunters 
  searching for prey. 
  4.
  A falcon wheels high overhead. With a cry, it dives to the 
  ground before returning to the air with a struggling (doomed) 
  rabbit in its claws. It ﬂies off to a nearby tor where it nests with 
  its mate and young. 
  5.
  A lone piebald riding horse, wearing bit, bridle, saddle and 
  saddlebags, ambles across the moor. Of its rider, there is no 
  sign. The horse has a distinctive black and white pattern; if the 
  characters encounter the owner’s friends, they’ll have some 
  explaining to do.  
  6.
  Blinding sun breaks through the clouds; perceptive 
  characters note it reﬂecting off something metallic some way 
  distant. The reﬂection could be the light reﬂecting off a still 
  pool of water, the armour of some lurking foe or a piece of 
  discarded equipment. 
  7.
  A viper slithers through the undergrowth. Perceptive 
  characters catch sight of its jagged pattern of red and black 
  scales as it moves parallel to the characters. It does not attack, 
  unless provoked. 
  8.
  A faint mist blankets the moor, giving everything an ethereal 
  feel; the mist reduces visibility by half, but luckily does not 
  thicken further. 
  9.
  A fox darts across the party’s path, carrying a dead rabbit in its 
  jaws. It seems to grin at the characters as it disappears into 
  the undergrowth with its prize. 
  10. One of the party veers from the path—perhaps to relieve 
  themselves—and has the misfortune to blunder into a stretch 
  of boggy ground. Quickly, the character’s boots are covered 
  in thick, squelchy mud. If the character is tremendously 
  unlucky, the mud acts like quicksand and begins to drag them 
  down to a watery doom. 
  11. A cold and clammy heavy fog cloaks the moor, reducing 
  visibility to mere feet. Sounds are strangely deadened in the 
  fog, and travellers have twice the normal chance of getting 
  lost. The fog could lift quickly or linger all day. 
  12. The distant drumming of hooves gets louder as they get 
  closer. Shortly a herd of wild horses canters into view from 
  behind a hill. The horses have been spooked and are ﬂeeing 
  some predator real or imagined. The herd splits and passes 
  either side of the party.  
  4: MINOR NIG HT TIME E VENTS 
  Few folk travel the moor in the dead of night, but that doesn’t 
  mean nothing happens to those camping out under the stars. 
  1.
  The stars blaze down on the campsite. The occasional cloud 
  scuds across the sky obscuring this star and then that. A 
  paranoid guard might think the clouds are some form of 
  gigantic invisible ﬂying predator.  
  2.
  The temperature drops precipitously overnight. Only well 
  equipped or magically protected characters sleep well. If the 
  party travel in autumn or winter, frost cloaks the ground when 
  dawn breaks. 
  3.
  Several slow moving indistinct forms approach the camp. 
  Although the creatures are quiet they don’t seem to be 
  sneaking. When a character can get a good look at the 
  creatures, they discover the intruders are sheep. 
  4.
  Light drizzle falls in the early hours of the morning, and the air 
  smells of rain. However, by dawn the clouds have dispersed 
  and the day is brilliantly sunny and warm.  
  5.
  A viper slithers through the camp, in search of prey. It hunts 
  rabbits, dormice and other small creatures. It may give a 
  character a scare, but much prefers to slither away than ﬁght 
  large creatures. 
  6.
  Flying from some distant roost a swarm of bats ﬂutters across 
  the night sky. If the party has a campﬁre or uses other bright 
  lights at night, the swarm investigates. If the characters follow 
  the bats back to their roost they discover a small cave 
  complex or disused mine. Adventure may lurk within.  
  7.
  The wind whines across the open moorland, sounding 
  vaguely like a lament (perhaps of all the lost souls who have 
  died in the bleak surrounds).  
  8.
  A shooting star blazes across the night sky. A few minutes 
  later, another two follow the ﬁrst. The stars are falling in the 
  direction the characters will travel on the morrow. 
  9.
  In the dead of the night, the air grows suddenly still as the 
  wind drops away to nothing—for a few moments all is peaceful 
  and it seems like even the moor itself is holding its breath. 
  10. Flickering lights—perhaps torches or guttering lanterns— 
  glimmer far away on the moor. Distances are hard to fathom 
  in the dark, but the lights are probably miles away. 
  11. A large winged creature passes in front of the moon. The 
  creature has a long sinuous tail and seems to be grasping 
  something in its mouth. (This is a wyvern returning to its lair 
  after having caught a wild pony).  
  12. In the dead of night a character on guard notices a faint 
  glowing blue-green light near the camp. At ﬁrst the glow is 
  akin to a candle, but it grows slowly brighter until it provides 
  as much luminescence as a torch. If the character approaches 
  the light, it retreats into the moor. (This is a will-o-wisp trying 
  to lure a character to a lonely death).   
  4
  
  5: WI LD ER N E S S D RESSING 
  While vast swaths of a wild moor may seem boring and 
  unremarkable, travellers will—no doubt—encounter some things of 
  minor interest.  
  1.
  The moors undulating terrain expands toward the horizon, 
  only interspersed by occasional rocky tors. On the horizon, 
  perceptive characters can make out a small band of half-
  dozen travellers.  
  2.
  The decomposing body of a sheep lies amid the bracken. 
  Flies covering the corpse rise in a buzzing cloud, if disturbed. 
  3.
  Thick stands of rushes hint at where—at the bottom of gentle 
  slope—boggy ground lurks ready to waylay incautious 
  travellers. If the characters are particularly unlucky, some 
  sections of the bog could act like quicksand.  
  4.
  A gurgling, fast-ﬂowing stream cuts through the moorland; 
  pockmarked with a series of deep plunge pools and sections 
  of rapids the stream is challenging to cross when in full spate. 
  5.
  Overgrown with bracken and wild ﬂowers a tumbled drystone 
  wall surrounds an ancient burial cairn.  
  6.
  An old rutted wagon track wends its way through the 
  landscape, following the ground’s contours. It leads to an old 
  partially ﬂooded open-pit mine surrounded by heaps of 
  spoils that look—to the untrained eye—like natural features of 
  the surrounds.  
  7.
  Wild horses graze, seemingly unconcerned by travellers. An 
  elf, ranger or druid can approach the horses without 
  spooking them; all others cause the horses to gallop away if 
  they get within 20 feet. 
  8.
  A veritable ﬁeld of rubble and rocks lies hidden within and 
  under thick gorse and heather. Unwary travellers could turn 
  an ankle on a hidden obstruction. In battle, the hidden 
  obstacles could break up an enemy’s charge, trip a horse or 
  disrupt a shield wall.  
  9.
  The bleached bones of a horse lie amid bracken. Partially 
  sunken into the mud, the bones have obviously been here for 
  a season or more. 
  10. A swath of bare soil and the twisted blackened remains of 
  bushes and the like show where a wild ﬁre burnt. Amid the 
  conﬂagration lies the splintered, twisted bones of three 
  humanoids.  
  11. Only tough, thick grass and low stunted gorse bushes grow in 
  this wild, lonely place.  
  12. Tracks amid the mud and mire show where a group of 
  humanoids travelled. A ranger, or other person skilled in 
  tracking, can determine the tracks are only a few hours old. 
  13. A great swath of colourful wild ﬂowers carpet this stretch of 
  east-facing sloped ground. Several large grey boulders break 
  up the display. 
  14. An escapement—its base wreathed in deep shadows—cuts 
  across the moor parallel to the party’s direction of travel. The 
  escarpment is steep, and an impossible barrier if the party 
  has mounts and pack animals.  
  15. A burial cairn surmounted by a ragged battle standard 
  hanging from a lopsided spear thrust deep into the stones 
  stands beside the track. Freshly picked ﬂowers are laid on the 
  cairn. The battle standard depicts a rampant red lion on a 
  black background. 
  16. A stone waymarker juts from the surrounding gorse and 
  heather. The marker is worn and pockmarked by weather; its 
  inscription has long since faded into illegibility, but it still 
  points in the direction of the nearest settlement (whether that 
  settlement is now abandoned or occupied). 
  17. A thick hawthorn and gorse hedge grows in the lea of an old 
  drystone wall. The thick vegetation and wall make a 
  formidable barrier. 
  18. A small pyramid of stones juts from amid a swath of reeds 
  ﬁlling a low depression in the ground which the track skirts. 
  The pyramid seems too small for a burial cairn.  
  19. Dark water laden with peat and fringed with rushes and 
  stones lies in the shadow of a nearby hill. Glints of white bone 
  are visible jutting from the shallow pool’s fringes.   
  20. A ﬁeld of boulders covers the slope of a steep, tor-topped 
  hill. Climbing the hill is a slow slog, but its summit commands 
  excellent views of the surrounds.  
  5
  
  6: UN EVE N T FUL T RAVEL 
  Some days, an adventurer’s life is full of danger and excitement. 
  However, many other days are boring and uneventful. 
  1.
  Leaden clouds darken the sky and strong winds gust across 
  the moor. The temperature plummets and dusk comes early. 
  2.
  Rainclouds smudge the horizon, and drizzle periodically 
  besets the characters. The rain clears in mid-afternoon. 
  3.
  Around midday the characters spot clouds of smoke on the 
  horizon—a steading could be under attack or a section of 
  moor could be aﬂame (perhaps after being struck by 
  lightning or being ignited by an errant spell). 
  4.
  After an uneventful day’s travel pockmarked by drizzle the 
  characters search for a campsite. On the horizon, the end of a 
  rainbow seems to caress—or point to—a low, stumpy tor set 
  into the side of a valley. The tor commands sweeping views of 
  the terrain beyond. Perhaps buried treasure or a doorway into 
  the fey’s realm lies in the vicinity. 
  5.
  The party see no other travellers all day; their only company 
  are a small ﬂock of sheep and a few wandering wild horses. 
  6.
  Bright sunlight warms the moor for much of this day. Flies and 
  midges infest several streams and rivers along the characters’ 
  path and all of them suffer various bites and irritations during 
  the day’s travel. 
  7.
  The track the party followed for much of the day terminates at 
  the bound of a boggy section of low ground. A narrow 
  wooden causeway—rotten in places—crosses the mire, but the 
  characters reach the area as dusk falls. 
  8.
  The party moves through a sunken valley of gnarly old oak 
  trees, mossy boulders and softly tinkling streams. The valley is 
  isolated and steep-sided. The party see no one else until they 
  return to the open moor. 
  9.
  Fog blankets the moor when the party awake but by mid-
  morning the sun has burnt it away. Consequently, the party’s 
  rate of travel is only halved for the ﬁrst few hours of the day. 
  The wind is still, and when night falls a myriad of stars blaze 
  forth from a cloudless sky.  
  10. The day is cool and the wind brisk. As the party trudge across 
  the moor they see naught of interest except grazing sheep 
  and—once—two distant shepherds mounted on stout ponies. 
  The shepherds wave, but do not approach the adventurers. 
  11. Heavy rain lashes the moors all day. If the party leaves their 
  shelter (if they have any) they are swiftly drenched. No one 
  else is abroad in such weather, and the party encounter no 
  other travellers. 
  12. Crossing through a low-lying area the party squelch onwards, 
  reaching higher ground just after noon. From there, the going 
  is drier, but cooler. When the cloudless night comes, the 
  temperature drops precipitously.  
  6
  
  OGL V1.0A 
  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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  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
   
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  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 
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  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 
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  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  20 Things #53: Windswept Moors. ©Raging Swan Press 2020; Author: Creighton Broadhurst. 
  To learn more about the Open Game License, visit wizards.com/d20. 
  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 20 Things #53: Windswept Moors are Open Game Content as deﬁned in the Open Gaming License 
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan 20 Things/Raging Swan 20 Things #53 Windswept Moors.pdf