TEXT: 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  MARCH 2017 
  
   
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  GM’S MONTHLY MISCELLANY: MARCH 2017 
  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	and	Jacob	W.	Michaels	
  Development:	Creighton	Broadhurst	
  Art:	 William	 McAusland.	 Some	 artwork	 copyright	 William	
  McAusland,	used	with	permission.	
  Cartography:	 Tommi	 Salama,	 Maciej	 Zagorski	 (The	 Forge	
  Studios)	
  Thank	you	for	purchasing	GM’s	Monthly	Miscellany:	March	
  2017;	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	
  1,000	Abnormal	Skeletons	...........................................................	3	
  Woodridge	At	A	Glance	................................................................	4	
  Visionary's	Perch	At	a	Glance	.......................................................	6	
  20	Things	to	See	in	a	Siege	...........................................................	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:	
  § 
  Places	of	Power:	Visionary’s	Perch	Jacob	W.	Michaels.	
  § 
  Village	Backdrop:	Woodridge	Creighton	Broadhurst.	
  	
  	
  	
  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:	March	2017	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	and	Jacob	W.	Michaels	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	
  2017.	
  	
  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	
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  from	
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  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	 GM's	 Monthly	 Miscellany:	 March	
  2017.	 This	 release	 caps	 a	 rather	 busy	 time	 at	
  Global	HQ.	In	the	last	month,	we’ve	completed	
  work	on	a	new	print	module	(Shunned	Valley	of	
  the	 Three	 Tombs	 Collector’s	 Edition)	 and	
  completed	the	collation	of	GM’s	Miscellany	20	
  Things	 Volume	 II	 which	 is—as	 I	 type	 this—at	
  the	printers.	At	the	same	time	I	experimented	
  with	 the	 concept	 of	 Deep	
  Work	 and	 wrote	 the	 first	 draft	 of	 a	 Village	 Backdrop	 in	 three	
  days.	 I’m	 quite	 happy	 with	 the	 result,	 but	 please	 let	 me	 know	
  what	 you	 think	 about	 Woodridge.	 I	 think	 it	 is	 safe	 to	 say,	 I’m	
  looking	forward	to	slowing	things	down	a	bit,	this	month!	
  	
  In	any	event,	herein	you’ll	find	excerpts	from	two	of	Raging	
  Swan’s	newest	products	Village	Backdrop:	Woodridge	and	Places	
  of	Power:	Visionary’s	Perch	as	well	as	a	couple	of	articles	we’ve	
  also	recently	released.	With	these	articles,	I’ve	cheated	a	little	
  bit.	I	wrote	both	for	my	Borderland	of	Adventure	campaign	and	
  hopefully	I’ll	use	them	this	month.	The	party	are	about	
  to	 participate—hopefully—in	 the	 siege	 of	 a	
  borderland	town.	Unless	they	choose	
  to	 go	 somewhere	 else,	 they	 likely	 be	
  defending	 the	 town	 from	 an	 undead	
  horde.	I’ll	use	1,000	Abnormal	Skeletons	to	
  describe	some	of	the	skeletons	they’ll	battle	
  and	 20	 Things	 to	 See	 in	 a	 Siege	 to	 add	
  moments	 of	 colour.	 I	 hope	 you	 get	 similar	
  amounts	of	use	out	of	them.		
  P A T R E O N  
  	
  You	might	be	aware	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	 massively	
  increased	our	word	rate	to	11	cents	a	word,	which	gives	me	a	
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  search	for	Raging	Swan!	
  T H A N K  Y O U !  
  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	
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  3	
  1 , 0 0 0  A B N O R M A L  S K E L E T O N S  
  It	often	seems	skeletons	end	up	as	nothing	more	than	generic,	
  bland	 enemies.	 That’s	 a	 shame	 as	 their	 appearance	 and	
  accoutrements	could	 provide	 clues	 as	to	 their	 fate	 and	 inject	
  more	 flavour	 and	 detail	 into	 an	 otherwise	 standard	 combat	
  encounter.	 Use	 the	 tables	 below,	 to	 add	 some	 depth,	 flavour	
  and—dare	I	say	it—life	to	the	skeletons	encountered	by	the	PCs.		
  	
  A	standard	skeleton	appears	thusly:		
  This	 animate	 skeleton	 staggers	 toward	 you,	 its	 bony,	 claw-like	
  fingers	reaching	for	your	throat.	
  To	this	basic	description,	apply	one	of	the	entries	below:	
  1. Scraps	 of	 hair	 grow	 from	 patches	 of	 decomposing	 flesh	 yet	
  clinging	to	the	skeleton’s	skull.	
  2. Several	bones	are	missing	from	the	creature’s	rib	cage.		
  3. The	 entire	 left	 side	 of	 the	 skeleton’s	 skull	 is	 crushed	 and	
  broken—no	doubt	the	result	of	a	massively	heavy	blow.	
  4. Dirty,	 torn	 rags	 cling	 to	 the	 skeleton’s	 frame.	 Covered	 in	
  matted	dirt	and	dried	blood	they	reek	of	death	and	the	grave.	
  5. Ending	in	a	jagged	stump,	the	skeleton’s	right	arm	is	missing	
  below	the	elbow.	
  6. Incongruously,	this	skeleton’s	skull—minus	its	jaw—is	wedged	
  inside	the	creature’s	ribcage.	
  7. Clad	in	faded	but	serviceable	clothes	this	skeleton	seems	more	
  recent	 animated	 than	 its	 brethren.	 Its	 bones	 are	 clean—
  perhaps	 even	 polished—and	 lumps	 of	 ebon	 coal	 fill	 its	 eye	
  sockets.	
  8. One	of	the	skeleton’s	legs	is	horribly	smashed;	the	lower	leg	
  hangs	from	the	undead’s	kneecap.	
  9. This	 skeleton’s	 bones	 are	 stained	 a	 mottled	 black.	 (The	
  skeleton	was	immersed	in	oil	long	ago,	which	impregnated	the	
  bones;	it	burns	easily—and	brightly!)	
  10. This	 tall	 skeleton’s	 body	 is	 tightly	 wrapped	 in	 strips	 of	
  mouldering	cloth;	however,	its	skull	has	not	been	so	wrapped.	
  To	the	uninitiated,	the	skeleton	could	appear	to	be	a	mummy	
  of	some	sort.	
  In	battle,	some	skeletons	fight	differently	to	their	brethren:	
  1. This	skeleton	is	slower	than	its	companions;	reduce	its	speed	
  by	half.	
  2. This	undead	is	faster	than	its	companions;	increase	its	speed	
  by	half.	
  3. Every	 time,	 the	 skeleton	 lands	 a	 successful	 hit,	 a	 few	 small	
  bones	fall	away	from	its	body.	
  4. This	skeleton	walks	particularly	loudly	and	the	click	click	of	its	
  bony	feet	on	the	floor	are	audible	from	a	goodly	distance.	
  5. After	the	first	time	it	misses	in	melee,	the	skeleton	drops	its	
  weapon	and	reaches	toward	its	foes	with	claw-like	fingers.	
  6. Every	time	it	strikes	a	foe	in	battle,	the	skeleton	throws	back	
  its	head	in	silent	exultation.	
  7. With	 one	 leg	 badly	 damaged	 this	 skeleton	 literally	 hops	 into	
  battle.	
  8. With	no	legs,	this	badly	damaged	skeleton	crawls	into	battle.	It	
  doesn’t	use	a	weapon,	instead	trying	to	rip	its	target’s	feet	and	
  lower	legs	to	shreds.	
  9. This	 skeleton	 has	 no	 proper	 weapon.	 Instead,	 it	 beats	 its	
  enemies	to	death	with	a	mouldy	arm	ripped	from	a	previous	
  victim.	
  10. A	glimmer	of	sentience	remains	to	this	skeleton.	A	thief	in	life,	
  it	 dimly	 remembers	 the	 worth	 of	 striking	 from	 behind	 and	
  manoeuvres	accordingly.	
  Sometimes,	 skeletons	 yet	 have	 some	 small	 trinket	 or	 treasure	
  about	their	person.	Roll	on	the	table	below,	if	you	determine	the	
  creature	has	a	small	item	of	personal	treasure:	
  1. The	 skeleton	 wears	 a	 worn	 and	 stained	 broad	 leather	 belt	
  which	holds	up	the	remains	of	a	ragged	pair	of	trousers.	The	
  belt	has	a	secret	compartment,	which	holds	3	platinum	coins.	
  (Only	perceptive	PCs	find	the	secret	compartment).	
  2. In	life,	this	skeleton	was	a	rich	person;	several	of	its	teeth	have	
  gold	 fillings.	 Extracting	 the	 gold	 yields	 1	 gp	 worth	 of	 scrap	
  metal.	
  3. The	hilt	of	the	skeleton’s	weapon	has	a	small	black	gem	(an	
  onyx)	in	its	handle.	The	gem	is	worth	15	gp.	
  4. The	skeleton	yet	wears	a	leather	necklace	around	its	neck.	The	
  beaten	copper	and	bronze	locket	hanging	from	the	necklace	is	
  hopelessly	wrapped	around	the	skeleton’s	rib	bones.	
  5. Worn	gold	coins	are	wedged	into	the	skeleton’s	eye	sockets.	
  6. Eldritch	 symbols	 are	 etched	 into	 one	 of	 the	 skeleton’s	 leg	
  bones.	The	fell	writings	are	a	curse	on	the	living,	and	are	worth	
  2	gp	to	a	collector	of	such	macabre	things.	
  7. An	arrow	is	wedged	in	the	skeleton’s	ribcage;	it	has	a	silver	tip.	
  8. The	 skeleton	 wears	 a	 small	 silver	 ring	 on	 its	 left-hand	 little	
  finger.	The	ring	has	the	stylised	image	of	a	spread	fisherman’s	
  net.	The	ring	is	worth	2	gp,	but	might	belong	to	a	well-to-do	
  local	family	(and	therefore	be	worth	more	to	them).	
  9. Bizarrely,	this	skeleton	wears	a	ludicrously	over-sized	fur	hat	
  sporting	 a	 wide	 brim.	 The	 hat	 is	 worn,	 blood-splattered	 and	
  essentially	 worthless;	 however,	 a	 secret	 pocket	 in	 the	 hat	
  holds	a	tightly	folded	scroll	of	cure	light	wounds.	
  10. This	skeleton’s	skull	contains	a	largish	iron	key	wedged	into	its	
  brain	cavity.	The	key	unlocks	a	nearby	door.	
  	
   
  
  4	
  W O O D R I D G E  A T  A  G L A N C E  
  Ruler	Hilduin	Lorsch		
  Government	Overlord	
  Population	 185	 (172	 humans,	 7	 half-elves,	 4	 half-orcs,	 2	
  halflings)	
  Alignments	LN	
  Languages	Common	
  Corruption	+3;	Crime	-2;	Economy	+0;	Law	+4;	Lore	+1;	Society	-
  2	
  Qualities	Insular	
  Danger	0;	Disadvantages	Impoverished	
  Ruled	 over	 for	 centuries	 by	 the	 scheming,	 ambitious	 Lorsch	
  family,	 Woodridge	 is	 little	 more	 than	 a	 backwater	 village	
  standing	on	the	eastern	bounds	of	the	Duchy	of	Ashlar.	Standing	
  astride	 an	 ancient,	 now	 little-used	 trade	 route	 the	 village	 is	 a	
  poor,	 but	 seemingly	 peaceful	 place.	 Its	 folk	 tend	 their	 small	
  fields,	pay	their	lord	his	due	and	are	content	to	be	left	in	peace.	
  But	 all	 is	 not	 as	 it	 seems.	 Spies	 lurk	 among	 the	 populace,	 and	
  dark	 forces	 gather	 which	 would	 see	 Woodridge’s	 lord,	 Hilduin	
  Lorsch,	converted	to	their	faith	or	dead.		
  	
  A	 settlement	 has	 stood	 on	 the	 site	 for	 centuries.	 First	 a	
  robber	 baron	 claimed	 the	 area.	 After	 he	 was	 slain	 and	 his	
  followers	 scattered,	 the	 victors	 raised	 a	 church	 to	 Conn,	 The	
  Father,	 and	 started	 farming	 the	 surrounding	 land	 and	 hunting	
  the	nearby	Briarwood.	The	people	prospered	and	trade	flowed	
  through	the	village	along	the	Ridgeway.	But	the	opening	of	an	
  alternate	trade	route	bypassing	Woodridge	brought	hard	times	
  to	the	village	and	its	lord.	This	new	route,	sponsored	by	the	ruler	
  of	 the	 nearby	 town	 of	 Dulwich,	 sparked	 a	 rivalry	 between	 the	
  two	 families—the	 Galls	 and	 the	 Lorsch—which	 endures	 to	 this	
  very	day.	Even	now,	the	two	families	struggle	for	control	of	the	
  village	 of	 Longbridge,	 its	 strategically	 important	 bridge	 and	 its	
  plentiful	tax	revenues.	
  	
  Thus,	 while	 Woodridge	 is	 a	 peaceful	 place,	 an	 undefinable	
  but	palpable	tension	seems	to	hang	in	the	air.	Its	people	know	
  war	 is	 likely	 soon	 for	 their	 lord	 is	 not	 a	 patient	 man	 and	 they	
  dread	 its	 approach.	 Many	 of	 the	 villagers	 serve	 in	 the	 local	
  militia	and	many	will	likely	fall	in	the	coming	battles.		
  V I L L A G E R S  
  Appearance	 Weather-beaten	 and	 poor,	 the	 villagers	 can	 seem	
  dour	to	outsiders.	In	truth,	they	are	often	simply	exhausted.		
   
  Dress	The	villagers	wear	stout	peasant	garb	well	suited	for	
  days	 of	 hard	 labour	 in	 the	 fields.	 Many	 peasants	 own	 short	
  hunting	 bows	 and	 are	 often	 found	 in	 huntsman’s	 garb	 in	
  Briarwood’s	fringes.	
   
  Nomenclature	male	Aaro,	Elmo,	Reima,	Sauli,	Usko;	female	
  Aune,	Eeva,	Irja,	Oirjo;	family	Eronen,	Leino,	Ojanen,	Takala.	
  M A R K E T P L A C E  
  Resources	&	Industry	Agriculture,	hunting	
  Base	Value	250	gp;	Purchase	Limit	1,250	gp;	Spellcasting	2nd;	
  Minor	Items	1d4;	Medium	Items	1d2;	Major	Items	–	
  	
  When	the	PCs	arrive,	the	following	items	are	for	sale:	
  § 
  Potions	&	Oils	potion	of	invisibility	(300	gp)	
  § 
  Scroll	(Divine)	goodberry	(25	gp)	
  § 
  Wondrous	candle	of	invocation	(8,400	gp)	
  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	 Woodridge.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	result.	
   
  DC	 10:	 Woodridge	 is	 an	 isolated	 village	 in	 Ashlar’s	 eastern	
  reaches.	Hilduin	Lorsch—a	brooding,	ambitious	man—rules.		
   
  DC	 15:	 Woodridge	 is	 a	 poor	 place.	 It	 straddles	 the	
  Ridgeway—an	 old	 trading	 route	 now	 superseded	 by	 an	 easier	
  trail.	Lorsch	dreams	of	adding	the	nearby	village	of	Longbridge	to	
  his	holdings,	but	his	rival	continues	to	thwart	his	desires.		
   
  DC	 20:	 Strange	 things	 are	 said	 to	 live	 in	 the	 woods	 to	 the	
  north	 of	 the	 village.	 Sometimes,	 thick	 fog	 boils	 forth	 from	 the	
  forest	and	travellers	go	missing.	
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	Woodridge	
  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	
  Ancient	ruins	lie	hidden	deep	in	the	Briarwood.	
  2	
  Hilduin	Lorsch	is	consumed	with	ambition	and	wants	to	
  better	 his	 father	 who	 did	 much	 to	 improve	 his	 family’s	
  fortune.	
  3*	
  Caves	 below	 the	 Lorsch	 manor	 hold	 greats	 stores	 of	
  ancient	gold	coins.	
  4	
  Something	 strange	 is	 going	 on	 at	 the	 Travelling	 Man.	
  Vesa	 Ahokas	 has	 occasional	 furtive	 meetings	 with	
  travellers	who	never	stay	long	and	who	seem	to	have	no	
  real	reason	to	visit	Woodridge.		
  5*	
  Weird	things	live	in	the	Briarwood.	When	the	fog	rises,	
  they	steal	forth	to	fall	upon	and	eat	any	travellers	they	
  find	on	the	Ridgeway.	
  6	
  Father	Turkka	is	an	ingrate	who	cares	more	for	his	own	
  comfort	and	pleasure	than	his	flock’s	well-being.	
  *False	rumour	
  
  5	
  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:	
  Eeva	Keto	(location	5;	NE	female	human	cleric	[Braal]	5)	A	new	
  resident,	Eeva	plots	to	seduce	Hilduin	and	lure	him	into	her	
  dark	lord’s	embrace	(or	kill	him).	
  Father	 Turkka	 (location	 3;	 LN	 middle-aged	 male	 human	 cleric	
  [Conn]	3)	Priest	at	the	Father’s	Sanctum,	Turkka	frets	over	
  the	 state	 of	 his	 lord’s	 hall	 and	 seeks	 funds	 for	 its	 repair	
  (while	jealously	guarding	his	own	comfortable	lifestyle).	
  Hilduin	Lorsch (location	1;	LE	male	human	aristocrat	1/fighter	2)	
  Lord	 of	 Woodridge,	 Hilduin	 constantly	 schemes	 to	 add	 the	
  village	of	Longbridge	to	his	possessions.		
  Kanbrar	Aralivar	(location	7;	LG	male	half-elf	wizard	2)	Varma’s	
  apprentice,	Kanbrar	is	a	kindly	soul	who	now	performs	most	
  of	her	duties.		
  Reima	Lankinen	(location	2;	LN	male	middle-aged	human	expert	
  1)	Courteous	and	clever,	Reima	is	a	consummate	merchant;	
  he	is	always	looking	for	a	way	to	enrich	himself.	
  Varma	Timonen	(location	7;	N	old	female	human	wizard	3)	Now	
  growing	 forgetful,	 Varma	 serves	 as	 Hilduin’s	 court	 wizard.	
  She	rarely	leaves	the	Smoking	Tower.		
  Vesa	Ahokas (location	6;	N	middle-aged	male	human	expert	2)	
  Vesa	runs	the	Travelling	Man.	He	secretly	(and	reluctantly)	
  spies	on	Hildiun	Lorsch	and	his	doings.		
  N O T A B L E  L O C A T I O N S  
  Most	of	Woodridge	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Lorsch	 Manor:	 This	 brooding	 fortified	 manor	 is	 the	 Lorsch	
  ancestral	home.	Here	dwells	Hilduin	Lorsch	and	his	family.		
  2. Lankinen’s:	This	large	building	is	a	general	provisioners,	stables	
  and	moneylenders.	Reima	Lankinen	is	the	second	richest	man	
  in	the	village.		
  3. Father’s	 Sanctum:	 Dedicated	 to	 Conn,	 this	 is	 the	 oldest	
  building	in	Woodridge	except	for	parts	of	the	Lorsch	Manor.	
  Dilapidated,	it	has	seen	better	days.	
  4. Priesthome:	 Home	 to	 Father	 Turkka,	 this	 is	 a	 substantial	
  building.		
  5. Eeva’s	Home:	Here	dwells	(and	plots)	Eeva	Keto.	
  6. The	 Travelling	 Man:	 Woodridge’s	 only	 inn	 is	 welcoming	 and	
  comfortable,	but	rarely	busy.	
  7. The	Smoking	Tower:	Varma	Timonen	dwells	here,	as	she	has	
  for	decades.	She	feels	the	cold	terribly;	consequently,	smoke	
  always	belches	from	the	tower’s	chimney.	
  8. Briarwood:	These	tangled,	ancient	woodlands	are	said	to	hold	
  ancient	ruins	and	to	be	the	home	of	certain	horrible	creatures.	
  Thick	fog	often	blankets	the	area.		
  	
   
  
  6	
  V I S I O N A R Y ' S  P E R C H  A T  A  G L A N C E  
  Ruler	Eudonia	
  Population	20	(3	humans,	15	elves,	1	half-elf,	1	cyclops)	
  Alignments	N,	LN	
  Languages	Common,	Cyclops,	Elven,	Giant	
  Resources	&	Industry	oracular	divinations	
  Far	from	the	nearest	shore,	this	ancient	cyclopean	tower	houses	
  one	 of	 the	 world's	 great	 seers.	 Watched	 over	 for	 centuries	 by	
  the	elves,	the	cyclops	seeress	lacks	for	nothing,	but	the	centuries	
  grow	tiresome	even	in	a	cage	as	gilded	as	hers,	and	she	chafes	at	
  its	confinement.	She	welcomes	visitors	who	share	news	of	the	
  outside	world,	though	she	demands	a	price	if	they	wish	to	learn	
  of	their	destiny.	
  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	 may	 know	 some	 information	 about	 Visionary's	 Perch.	 A	
  successful	check	reveals	all	the	information	revealed	by	a	lesser	
  check.	
  	
  DC	10	Set	on	a	remote	rock	in	the	Sapphire	Sea,	Visionary's	
  Perch	is	home	to	a	powerful	seeress.	
  	
  DC	 20	 The	 seeress	 is	 a	 cyclops,	 the	 last	 survivor	 of	 their	
  ancient	empire,	she	demands	a	price	of	those	who	come	to	learn	
  the	future.	
  	
  DC	 25	 Elves	 watch	 over	 the	 island,	 though	 whether	 they	
  serve	the	seeress	or	serve	as	her	wardens	is	unclear.		
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 ordinary	
  individuals.		
  § 
  Appearance	The	elves,	lean	and	fit	and	with	a	military	bearing,	
  wear	their	dark	hair	tied	back	in	utilitarian	style.	
  § 
  Dress	Layers	of	well-made	wool	clothes	keep	residents	warm;	
  those	working	outside	don	an	oilcloth	outer	layer.	
  § 
  Nomenclature	male	Ahednill,	Lahoal,	Oleriut;	female	Danabah,	
  Rosatildr,	Talgaerel;	family	Erineri,	Keroniy,	Rehaneh.	
  Some	of	the	inhabitants,	however,	are	notable:	
  Chelindra	 'Songbird'	 Seawright	 (location	 5;	 NG	 female	 human	
  bard	 4)	 Chelindra	 is	 Eudonia's	 closest	 companion	 and	
  entertainer.	
  Eltheirell	 Bararisi	 (location	 2;	 LN	 male	 elf	 ranger	 8)	 Eltheirell	
  commands	the	elven	forces	on	the	island	
  Eudonia	(location	5;	N	female	cyclops	oracle	[lore]	8)	Eudonia	is	
  the	visionary	last	scion	of	an	ancient	cyclops	empire.	
  Lenalis	Idihani	(location	3;	LN	male	elf	cleric	2/monk	4)	Lenalis	is	
  the	keeper	of	the	tower's	vault	of	gifts	
  M A R K E T P L A C E  
  The	following	items	and	services	are	for	sale:	
  § 
  Consumables	potions	of	cure	light	wounds	(50	gp),	potions	of	
  endure	elements	(50	gp)	
  § 
  Miscellaneous	 crystal	 ball	 (42,000	 gp),	 horn	 of	 goodness/evil	
  (6,500),	 mattock	 of	 the	 titans	 (23,348),	 maul	 of	 the	 titans	
  (25,305	gp),	other	random	but	uncommon	items	(see	below)	
  § 
  Spellcasting	8th	(primarily	divinations	from	Eudonia)	
  E V E N T S  
  While	the	PCs	are	at	Visionary's	Perch,	one	or	more	of	the	below	
  events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	monstrous	storm	looms,	turning	the	sky	black	as	far	as	
  the	eye	can	see.	No	ship	can	leave	for	several	days.	
  2	
  Eudonia	summons	the	PCs	to	tell	of	a	vision	she's	had	of	
  them,	which	she	shares	without	payment.	
  3	
  An	 elven	 holiday	 prompts	 a	 celebration,	 with	 a	 great	
  feast,	in	Elvenhome.	Even	Eudonia	attends.	
  4	
  An	ostentatiously	rich	merchant,	clearly	shaken,	asks	the	
  PCs	to	help	avert	the	foretelling	he's	just	received.	
  5	
  Three	ships,	with	sails	as	black	as	night,	are	spotted	on	
  the	horizon	sailing	directly	toward	the	tower.	
  6	
  An	 item	 from	 Eudonia's	 vault	 is	 discovered	 on	 the	 PCs'	
  boat	as	they	prepare	to	depart.	
   
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	Visionary's	
  Perch	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*	
  Eudonia	 seeks	 items	 to	 allow	 her	 to	 restore	 the	
  cyclopean	empire,	with	herself	as	its	empress.		
  2	
  "The	elf-guard	may	be	mostly	for	show	these	days,	but	
  that	don't	make	them	any	less	dangerous,	you	know."	
  3	
  "Lady"	 Peleny,	 captain	 of	 the	 Spume	 Princess,	 has	 an	
  arrangement	with	the	seeress	(true),	using	visions	to	lead	
  a	campaign	of	piracy	across	the	region	(false).			
  4*	
  A	sea	dragon	lurks	near	Visionary's	Perch,	demanding	its	
  own	tribute	of	any	ships	that	wish	to	approach.	
  5	
  Horrific	storms	lash	the	area,	driving	ships	with	unwary	
  captains	and	crews	onto	the	cliffs.	
  6*	
  "An	 elf-door	 connects	 to	 the	 elven	 kingdom.	 Some	
  people	say	it's	lost	or	broken,	but	I	don't	believe	that."	
  *False	rumour	
  
  7	
  N O T A B L E  L O C A T I O N S  
  Most	of	Visionary's	Perch	comprises	locations	of	little	interest	to	
  adventurers.	A	few	locations,	however,	are	notable:	
  1. The	Beach:	The	rocky	beach	on	this	nearby	island	provides	a	
  place	 for	 launches	 from	 anchored	 ships	 to	 land.	 It	 can	
  accommodate	up	to	three	boats	at	a	time.	
  2. Elvenhome:	 This	 stately	 stone	 building	 houses	 the	 elves	 of	
  Visionary's	Perch.		
  3. The	 Working	 House:	 This	 building	 houses	 the	 various	
  industries	needed	by	those	who	live	on	the	island,	from	library	
  and	offices	to	smithy	and	woodshop.	
  4. Gate:	This	gate	serves	as	a	bottleneck	the	elves	can	use	to	seal	
  the	Seeress'	Tower	from	any	outside	forces.	
  5. The	Seeress'	Tower:	A	massive	structure,	built	to	giant	scale	in	
  the	fashion	of	the	ancient	cyclops	empire,	houses	the	seeress.		
  6. Greenhouse:	In	this	small	building	grows	a	supply	of	fresh	fruit	
  and	vegetables.		
  7. Watch	Post:		This	small	watch	post	offers	an	expansive	view	of	
  the	back	of	the	island.	
  	
  
  	
  8	
  2 0  T H I N G S  T O  S E E  I N  A  S I E G E  
  Walled	towns,	cities	and	castles	are	often	besieged,	during	wars	
  or	 border	 incursions.	 Such	 engagements	 are	 characterised	 by	
  brief	bouts	of	fighting	punctuating	long	periods	of	watching	and	
  waiting.	
  That	
  doesn’t	
  mean,	
  however,	
  that	
  nothing’s	
  happening…	
  Use	the	table	below,	to	generate	minor	events	of	interest	to	the	
  defenders	 during	 a	 siege.	 Remember	 to	 modify	 each	 event	 to	
  better	fit	the	general	flow	of	events.	
  1. A	 servant	 rushes	 passed.	 He	 bears	 a	 wooden	 pole	 over	 his	
  shoulders	 from	 which	 hang	 two	 buckets	 filled	 with	 water.	
  Several	pewter	drinking	cups	also	hang	from	the	pole.	As	he	
  hurries	off,	he	slops	water	onto	the	floor.		
  2. A	 guard	 atop	 the	 wall	 leans	 against	 the	 parapet	 looking	 out	
  over	the	battlements.	(A	perceptive	PC	notices	the	guard	does	
  not	move;	he	could	be	asleep	or	dead—the	victim	of	a	spy	or	
  assassin	creeping	over	the	wall).	
  3. Two	guards	huddle	atop	the	wall,	deep	in	conversation.	They	
  seem	to	be	paying	almost	no	attention	to	what	lies	beyond	the	
  battlements.	
  4. Two	children	sit	huddled	against	a	wall.	Wrapped	in	cut-down	
  thick	 cloaks,	 they	 sob	 quietly.	 Nearby	 squats	 an	 obviously	
  worried-looking	 man	 clad	 in	 ragged	 leather	 armour.	 He	
  clutches	a	spear	and	has	a	grim	look	of	determination	on	his	
  face.	
  5. The	jingle	of	armour	and	the	tread	of	heavy	feet	heralds	the	
  approach	of	a	four-man	patrol	of	men-at-arms.	(A	perceptive	
  PC	notices	the	men-at-arms	have	worried	looks	on	their	faces).	
  They	 search	 any	 obvious	 hiding	 places	 in	 the	 immediate	
  vicinity,	before	continuing	their	patrol.	
  6. The	sudden	harsh	clamour	of	blade	on	blade	nearby	shatters	
  the	 relative	 peace.	 (Investigations	 reveal,	 two	 man-at-arms	
  practising	their	swordplay—enemies	are	not	within	the	walls).	
  7. A	sudden	wind	picks	up,	blowing	the	stench	of	the	enemies’	
  camp	over	the	fortress’	walls.	Snatches	of	sound	also	reaches	
  the	defender’s	ears.		
  8. Suddenly	 an	 arrow	 arcs	 over	 the	 wall.	 It	 narrowly	 misses	 a	
  man-at-arms,	 who	 instinctively	 ducks	 as	 it	 shatters	 against	 a	
  nearby	wall.		
  9. A	 small	 group	 of	 peasants	 stand	 in	 a	 loose	 circle.	 An	 angry	
  murmur	 rises	 above	 the	 group	 as	 one	 of	 the	 burlier	 men	
  expounds	upon	some	point.	A	single	alert,	man-at-arms	stands	
  nearby	 observing	 the	 group	 with	 a	 concerned	 look	 upon	 his	
  face.	Several	of	the	women	in	the	group	cast	dark	looks	in	his	
  direction.		
  10. With	 a	 scream,	 one	 of	 the	 guards	 atop	 the	 wall	 suddenly	
  throws	his	hands	into	the	air	before	falling	backwards	off	the	
  walkway,	 an	 arrow	 in	 his	 throat.	 (PCs	 rushing	 to	 his	 aid	
  discover	he	is	already	dead).	
  11. A	young	teenage	boy	wearing	a	rusting	suit	of	chainmail	and	a	
  comically	 over-sized	 helmet	 staggers	 passed.	 He	 nervously	
  clutches	a	spear	and	looks	terrified.	
  12. Suddenly,	a	wildly	struck	alarm	bell	shatters	the	relative	calm.	
  Immediately,	defenders	grab	their	weapons	and	rush	to	man	
  the	walls.	(This	could	be	a	false	alarm	or	the	start	of	a	proper	
  attack).		
  13. Deep	drumming	sounds	from	somewhere	in	the	enemy	camp.	
  It	begins	suddenly	and	goes	on	for	hours.		
  14. Heavy	 rain	 lashes	 both	 attackers	 and	 defenders.	 Visibility	 is	
  reduced	and	the	ground	outside	the	wall	quickly	turns	to	mud.	
  Whoever	 can	 do	 so,	 seeks	 shelter.	 The	 rain	 lasts	 for	 several	
  hours	before	slowly	petering	out.		
  15. A	particularly	large	bird	circles	high	above	the	walls.	Several	of	
  the	defenders	mutter	among	themselves	and	several	shoot	at	
  the	bird,	but	to	no	avail.	(Perceptive	PCs	even	note	one	of	the	
  shots	seems	to	hit	the	bird,	but	bounces	off!)	
  16. Tears	running	down	his	face,	a	small	child	wanders	about.	He	
  has	 lost	 his	 mother	 and	 cannot	 find	 her.	 If	 he—Aldorn—is	
  returned	to	his	mother—Shel—she	is	tremendously	grateful	as	
  he	has	been	missing	for	hours.	(Later,	if	the	enemy	breach	the	
  walls,	 Shel	 seeks	 the	 party	 out	 for	 protection;	 Aldorn—at	 an	
  impressionable	age—begins	to	hero	worship	one	of	the	PCs).	
  17. Hysterical	 screaming	 alerts	 everyone	 nearby	 to	 a	 terrible	
  event.	Investigations	reveal	a	man-at-arms	dead	with	a	dagger	
  in	his	back.	Was	the	death	the	result	of	an	argument,	or	has	a	
  spy	snuck	into	the	fortress?	
  18. A	 commotion	 without	 the	 walls	 reveals	 the	 arrival	 of	
  reinforcements	to	bolster	the	attacker’s	force.	Several	covered	
  wagons	hint	at	the	arrival	of	extra	supplies—or	perhaps	even	a	
  dismantled	siege	engine	(and	its	ammunition).		
  19. A	 man-at-arms,	 clearly	 drunk	 almost	 beyond	 words—lies	
  slumped	against	a	wall.	The	man	is	insensible;	he	is	found	by	
  an	officer	and	hauled	away.	The	next	day,	he	is	hung	from	the	
  walls	as	an	example	to	others.		
  20. The	enemy	camp	is	suspiciously	quiet	all	day.	Suspicions	rise,	
  they	are	planning	a	major	attack.		
  F I N A L  N O T E  
  The	 events	 detailed	 above	 could	 serve	 as	 nothing	 more	 than	
  descriptive	 filler	 to	 aid	 the	 GM	 describing	 the	 passing	 time	
  between	 bouts	 of	 fighting.	 Alternatively,	 they	 could	 serve	 as	
  springboards	for	interesting	role-playing	opportunities	with	the	
  other	defenders.	Finally,	some	could	serve	as	a	hook	for	some	
  minor	adventure	or	side	trek.		
  	
  
  	
  9	
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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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  13	 Termination:	 This	 License	 will	 terminate	 automatically	 if	 You	 fail	 to	 comply	 with	 all	
  terms	herein	and	fail	to	cure	such	breach	within	30	days	of	becoming	aware	of	the	breach.	All	
  sublicenses	shall	survive	the	termination	of	this	License.	
  	
  14	Reformation:	If	any	provision	of	this	License	is	held	to	be	unenforceable,	such	provision	
  shall	be	reformed	only	to	the	extent	necessary	to	make	it	enforceable.	
  	
  15	COPYRIGHT	NOTICE:	Open	Game	License	v	1.0	©2000,	Wizards	of	the	Coast,	Inc.	
  	
  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document:	©2000,	Wizards	of	the	Coast,	Inc.	Authors:	Jonathan	Tweet,	
  Monte	Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.	
  	
  Pathfinder	Roleplaying	Game.	©2008,	2009,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn.	
  	
  Pathfinder	 RPG	 Bestiary.	 ©2009	 Paizo	 Publishing	 LC;	 Author	 Jason	 Bulmahn,	 based	 on	
  material	by	Jonathan	Tweet,	Monte	Cook	and	Sip	Williams.	
  	
  The	Book	of	Experimental	Might.	©2008,	Malhavoc	Press;	Author:	Monte	Cook.	
  	
  Tomb	 of	 Horrors.	 ©2002,	 Necromancer	 Games,	 Inc.;	 Authors:	 Scott	 Greene,	 with	 Clark	
  Peterson,	 Erica	 Balsley,	 Kevin	 Baase,	 Casey	 Christofferson,	 Lance	 Hawvermale,	 Travis	
  Hawvermale,	Patrick	Lawinger,	and	Bill	Webb;	Based	on	original	content	by	TSR.	
  	
  Pathfinder	 Roleplaying	 Game	 Advanced	 Player's	 Guide.	 ©	 2010,	 Paizo	 Publishing,	 LLC;	
  Author:	Jason	Bulmahn.	
  	
  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.	
  	
  Village	Backdrop:	Woodridge.	©Raging	Swan	Press	2017;	Author:	Creighton	Broadhurst.	
  	
  Places	of	Power:	Visionary’s	Perch.	©Raging	Swan	Press	2017;	Author:	Jacob	W.	Michaels.	
  	
  GM’s	 Monthly	 Miscellany:	 March	 2017.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Creighton	
  Broadhurst	and	Jacob	W.	Michaels.	
  	
  
  R A G I N G S W A N . C O M  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany 2017-03.pdf