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  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  APRIL 2015 
  
  	
    
  	
    
  SUPPORT RAGING SWAN ON 
  PATREON, AND I WON’T EAT 
  YOU…PROMISE 
  
  GM’S MONTHLY MISCELLANY: APRIL 2015 
  Featuring	
     material	
     from	
     some	
     of	
     Raging	
     Swan	
     Press’s	
     newest	
     products	
     as	
     well	
     as	
     classic	
     releases	
     of	
     yesteryear,	
     advice	
     articles	
     and	
    
  material	
    from	
    Creighton’s	
    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,	
     Richard	
     Green,	
     Josh	
     Vogt	
     and	
    
  Brian	
    Mønster	
    Wiborg	
    	
    
  Development:	
    Creighton	
    Broadhurst	
    
  Editing:	
    Creighton	
    Broadhurst	
    
  Cover	
    Design:	
    Creighton	
    Broadhurst	
    
  Layout:	
    Creighton	
    Broadhurst	
    
  Interior	
     Art:	
     Tommi	
     Salama,	
     William	
     McAusland	
     and	
     Matt	
    
  Morrow.	
    Some	
    artwork	
    copyright	
    William	
    McAusland,	
    used	
    
  with	
    permission.	
    
  Thank	
    you	
    for	
    purchasing	
    GM’s	
    Monthly	
    Miscellany:	
    April	
    2015;	
    
  we	
    hope	
    you	
    enjoy	
    it	
    and	
    that	
    you	
    check	
    out	
    our	
    other	
    fine	
    print	
    
  and	
    PDF	
    products.	
    	
    
  	
    
  Published	
    by	
    Raging	
    Swan	
    Press	
    
  April	
    2015	
    
  ragingswan.com	
    
  gatekeeper@ragingswan.com	
    
  C O N T E N T S  
  Foreword	
    ......................................................................................	
    2	
    
  GM	
     Advice:	
     Why	
     (And	
     How)	
     You	
     Should	
     Design	
     Unique	
     Magic	
    
  Items	
    .............................................................................................	
    3	
    
  Dilath’s	
    Hold	
    At	
    a	
    Glance	
    ..............................................................	
    4	
    
  Elven	
    Town:	
    Sights	
    &	
    Sounds	
    ........................................................	
    6	
    
  Red	
    Talon	
    At	
    a	
    Glance	
    ...................................................................	
    8	
    
  GM	
    Advice:	
    Putting	
    the	
    Wonder	
    Back	
    into	
    Wondrous	
    Items	
    .....	
    10	
    
  Legal	
    Stuff	
    ...................................................................................	
    12	
    
   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:	
    
  § 
  Subterranean	
    Enclave:	
    Dilath’s	
    Hold	
    Brian	
    Mønster	
    Wiborg.	
    
  § 
  Village	
    Backdrop:	
    Red	
    Talon	
    Richard	
    Green.	
    
  § 
  Urban	
    Dressing:	
    Elven	
    Town	
    Josh	
    Vogt.	
    
  	
    
  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:	
    April	
    2015	
    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,	
     Richard	
     Green,	
     Josh	
     Vogt	
     and	
     Brian	
    
  Mønster	
    Wiborg	
    to	
    be	
    identified	
    as	
    the	
    authors	
    of	
    this	
    work	
    has	
    
  been	
     asserted	
     in	
     accordance	
     with	
     the	
     Copyright	
     Designs	
     and	
    
  Patents	
    Act	
    1988.	
    ©Raging	
    Swan	
    Press	
    2015.	
    
  	
    
  Pathfinder	
     is	
     a	
     registered	
     trademark	
     of	
     Paizo	
     Inc.,	
     and	
     the	
    
  Pathfinder	
     Roleplaying	
     Game	
     and	
     the	
     Pathfinder	
     Roleplaying	
    
  Game	
    Compatibility	
    Logo	
    are	
    trademarks	
    of	
    Paizo	
    Inc.,	
    and	
    are	
    
  used	
     under	
     the	
     Pathfinder	
     Roleplaying	
     Game	
     Compatibility	
    
  License.	
     See	
     http://paizo.com/pathfinderRPG/compatibility	
     for	
    
  more	
    information	
    on	
    the	
    compatibility	
    license.	
    
  	
    
  Compatibility	
    with	
    the	
    Pathfinder	
    Roleplaying	
    Game	
    requires	
    the	
    
  Pathfinder	
    
  Roleplaying	
    
  Game	
    
  from	
    
  Paizo	
    
  Inc..	
    
  See	
    
  http://paizo.com/pathfinderRPG	
     for	
     more	
     information	
     on	
     the	
    
  Pathfinder	
     Roleplaying	
     Game.	
     Paizo	
     Inc.	
     does	
     not	
     guarantee	
    
  compatibility,	
    and	
    does	
    not	
    endorse	
    this	
    product.	
    	
    
  	
    
  To	
    learn	
    more	
    about	
    the	
    Open	
    Game	
    License,	
    visit	
    
  wizards.com/d20.	
    
    
  
  2	
    
  F O R E W O R D  
  Welcome	
    to	
    GM’s	
    Monthly	
    Miscellany:	
    April	
    2015!	
    Herein	
    you’ll	
    
  find	
     excerpts	
     from	
     some	
     of	
     Raging	
     Swan’s	
     newest	
     products	
    
  including	
    Subterranean	
    Enclave:	
    Dilath’s	
    Hold,	
    Village	
    Backdrop:	
    
  Red	
    Talon	
    and	
    Urban	
    dressing:	
    Elven	
    Town.	
    	
    
  	
    
  Last	
     month,	
     I	
     restarted	
     my	
     Borderland	
     of	
     Adventure	
    
  campaign	
    and	
    the	
    chaps	
    are	
    still	
    going	
    strong.	
    They’ve	
    already	
    
  managed	
     to	
     get	
     themselves	
     into	
     some	
     tight	
     scraps,	
     but	
    
  (amazingly)	
    no	
    one	
    has	
    died	
    yet.	
    If	
    you	
    want	
    to	
    keep	
    up	
    with	
    our	
    
  adventures	
    (now	
    often	
    with	
    pictures	
    of	
    the	
    action),	
    you	
    can	
    read	
    
  weekly	
    
  session	
    
  summaries	
    
  on	
    
  my	
    
  blog:	
    
  creightonbroadhurst.com.	
    
  	
    
  In	
    other	
    rather	
    exciting	
    news,	
    Raging	
    Swan	
    Press	
    is	
    now	
    on	
    
  Patreon!	
     We	
     launched	
     early	
     last	
     month	
     and	
     already	
     we’ve	
     hit	
    
  our	
    first	
    milestone	
    target,	
    which	
    is	
    tremendous	
    news.	
    The	
    whole	
    
  reason	
    for	
    the	
    campaign	
    is	
    to	
    get	
    enough	
    support	
    to	
    start	
    paying	
    
  our	
    hardworking	
    freelancers	
    a	
    decent	
    word	
    rate.	
    	
    
  	
    
  Already,	
    we’ve	
    been	
    able	
    to	
    triple	
    our	
    rate	
    and	
    I’m	
    looking	
    
  forward	
     to	
     paying	
     them	
     even	
     more	
     once	
     we	
     hit	
     our	
     final	
    
  milestone.	
     If	
     you	
     like	
     Raging	
     Swan	
     Press	
     products	
     (and	
     I’m	
    
  hoping	
     you	
     do)	
     pop	
     over	
     and	
     take	
     a	
     look—you	
     get	
     our	
     books	
    
  earlier	
    and	
    cheaper	
    than	
    normal	
    and	
    you	
    even	
    get	
    a	
    warm	
    fuzzy	
    
  feeling	
     you	
     are	
     helping	
     fund	
     my	
     freelancers’	
     hedonistic,	
     party	
    
  lifestyles.	
     Even	
     better,	
     when	
     you	
     signup—as	
     a	
     hearty	
     thank	
    
  you—you	
    get	
    50%	
    discount	
    vouchers	
    for	
    Retribution	
    Collector’s	
    
  Edition,	
    Shadowed	
    Keep	
    on	
    the	
    Borderlands	
    and	
    Against	
    the	
    Cult	
    
  of	
    the	
    Bat	
    God.	
    
  	
    
  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.	
    Alternatively,	
    leaving	
    a	
    review	
    	
    
  	
    
  I	
    hope	
    you	
    get	
    some	
    excellent	
    gaming	
    done	
    this	
    month!	
    
  	
    
   
  
  3	
    
  G M  A D V I C E :  W H Y  ( A N D  H O W )  Y O U  S H O U L D  D E S I G N  U N I Q U E  M A G I C  I T E M S  
  Every	
    player	
    loves	
    magic	
    items.	
    That	
    said,	
    magic	
    items	
    can	
    also	
    be	
    quite	
    boring.	
    The	
    best	
    GMs	
    take	
    the	
    time	
    to	
    make	
    their	
    magic	
    items	
    
  unique	
    and	
    compelling.	
    
  	
    
  Magic	
    items	
    make	
    PCs	
    stronger	
    and	
    more	
    capable	
    –	
    they	
    are	
    a	
    
  vital	
    part	
    of	
    the	
    game.	
    Players	
    love	
    getting	
    them,	
    but	
    once	
    their	
    
  affects	
     have	
     been	
     added	
     to	
     a	
     character’s	
    abilities	
     or	
     they’ve	
    
  been	
     used	
     a	
     couple	
     of	
     times	
     they	
     tend	
     to	
     fade	
     into	
     the	
    
  background.	
    
  	
    
  When	
     you’ve	
     seen	
     one	
    +1	
     longsword,	
     for	
     example,	
     you’ve	
    
  seen	
    them	
    all.	
    Designing	
    unique	
    treasures	
    for	
    your	
    campaign	
    is	
    
  time	
    well	
    spent.	
    
  	
    
  I	
    
  include	
    
  unique	
    
  treasures	
    
  in	
    
  my	
    
  Borderland	
    
  of	
    
  Adventure	
    campaign	
    for	
    several	
    reasons:	
    
  § 
  Flavour:	
    Magic	
    items	
    with	
    a	
    defined	
    history	
    and	
    place	
    in	
    the	
    
  world	
    are	
    a	
    great	
    way	
    of	
    stealth	
    world	
    building.	
    If	
    an	
    item	
    was	
    
  present	
     at	
     certain	
     events	
     or	
     was	
     created	
    or	
     wielded	
     by	
     a	
    
  powerful	
     or	
     legendary	
     figure	
     the	
     PCs	
     are	
     bound	
     to	
     want	
     to	
    
  know	
    more.	
    This	
    provides	
    a	
    GM	
    with	
    an	
    excellent	
    opportunity	
    
  to	
     share	
     cool	
     facts	
     about	
    his	
     campaign	
     world.	
     What	
     GM	
    
  doesn’t	
    want	
    to	
    do	
    that?	
    
  § 
  Family	
    Heirloom:	
    A	
    PC	
    who	
    carries	
    a	
    unique	
    magic	
    item	
    tied	
    
  directly	
     to	
     his	
     family	
    is	
     much	
     more	
     invested	
     in	
     the	
     item	
    
  than	
     if	
     it	
     were	
     merely	
     a	
     standard	
     magic	
     item.	
    Cool	
    
  heirloom	
     items	
     include	
     those	
     that	
     are	
     sentient	
     or	
    
  those	
    whose	
    powers	
    scale	
    as	
    the	
    PC	
    gains	
    in	
    power.	
    
  § 
  Plot	
    Device:	
    Often	
    a	
    unique	
    magic	
    item	
    can	
    serve	
    
  as	
     a	
     plot	
     device.	
     Perhaps	
     the	
    PCs	
     possess	
    
  something	
     the	
     evil	
     villain	
     coverts	
     or	
     they	
    
  are	
     searching	
     for	
     a	
     legendary	
    weapon	
    
  that	
    can	
    be	
    used	
    
  to	
     kill	
    
  a	
     rampaging	
     dragon,	
     demon	
     or	
     whatever.	
     Hunting	
    for	
     a	
    
  specific,	
    famed	
    weapon	
    is	
    much	
    more	
    fun	
    than	
    simply	
    buying	
    a	
    
  bane	
    weapon	
    of	
    the	
    relevant	
    type.	
    
  § 
  Differentiate	
    Hero:	
    Anyone	
    can	
    own	
    a	
    +1	
    spear,	
    but	
    only	
    one	
    
  person	
    can	
    wield	
    the	
    Spear	
    of	
    the	
    North.	
    Owning	
    such	
    an	
    item	
    
  marks	
    the	
    hero	
    as	
    someone	
    special	
    –	
    perhaps	
    someone	
    with	
    
  an	
    important	
    destiny.	
    
  M A K I N G  T H E M  U N I Q U E  
  Making	
     unique	
     items	
     is	
     relatively	
     simple.	
     A	
     time-­‐crunched	
     GM	
    
  can	
    create	
    a	
    unique	
    item	
    in	
    a	
    matter	
    of	
    minutes.	
    
  § 
  Name:	
    A	
    unique	
    item	
    must	
    have	
    a	
    name.	
    The	
    item’s	
    name	
    is	
    a	
    
  great	
    way	
    of	
    setting	
    the	
    theme	
    for	
    the	
    item	
    (and	
    can	
    also	
    serve	
    
  as	
    an	
    introduction	
    to	
    its	
    crafter	
    or	
    most	
    famous	
    owner	
    and	
    so	
    
  on).	
    For	
    example,	
    a	
    sword	
    named	
    “Arundel’s	
    Bane”	
    raises	
    the	
    
  question	
     of	
     Arundel’s	
     identity	
     and	
     why	
     the	
     sword	
     was	
     his	
    
  bane.	
    
  § Appearance:	
     Creating	
     a	
     description	
     for	
     an	
     item	
     is	
     a	
     huge	
    
  signpost	
    to	
    the	
    players	
    that	
    it	
    is	
    different	
    to	
    the	
    norm.	
    
  § Powers:	
    Giving	
    a	
    standard	
    item	
    other	
    powers	
    differentiates	
    it	
    
  from	
    the	
    norm.	
    These	
    powers	
    don’t	
    have	
    to	
    be	
    amazing	
    and	
    
  spectacular,	
     but	
     should	
     make	
     sense	
    when	
     viewed	
     in	
    
  conjunction	
    with	
    the	
    item’s	
    main	
    power.	
    Perhaps,	
    for	
    example,	
    
  a	
    wand	
    of	
    burning	
    hands	
    could	
    provide	
    a	
    +2	
    bonus	
    on	
    saving	
    
  throws	
     against	
     fire	
    while	
     a	
     weapon	
     could	
     render	
     its	
     wielder	
    
  less	
    susceptible	
    to	
    fear.	
    
  § 
  History:	
    Giving	
    the	
    item	
    a	
    history	
    is	
    a	
    great	
    way	
    to	
    world	
    build	
    
  and	
     to	
     give	
     the	
    item	
     context	
     in	
     regards	
     to	
     the	
     campaign.	
     An	
    
  item’s	
     history	
     is	
     also	
     an	
     opportunity	
    for	
     the	
     PCs	
     to	
     learn	
    
  about	
     it	
     using	
     their	
     various	
     knowledge	
     skills.	
    
  Uncovering	
     such	
    information	
     –	
     or	
     even	
    
  snippets	
     of	
     forgotten	
     lore	
     –	
    
  further	
     invest	
     the	
     players	
    
  in	
    the	
    item.	
    
  
  4	
    
  D I L A T H ’ S  H O L D  A T  A  G L A N C E  
  Dilath’s	
    Hold	
    was	
    founded	
    400	
    years	
    ago	
    when	
    the	
    exiled	
    drow	
    
  nobleman	
     Dilath	
     Abair	
     of	
     Zaccharine	
     fled	
     the	
     drow	
     city	
     of	
    
  Zaccharine	
    to	
    escape	
    punishment	
    for	
    treason.	
    	
    
  	
    
  Since	
    then,	
    Dilath’s	
    Hold	
    has	
    become	
    the	
    centre	
    of	
    the	
    slave	
    
  trade	
    in	
    the	
    northern	
    Ebon	
    Realms.	
    Dilath	
    Abair	
    recognized	
    his	
    
  enclave	
    would	
    not	
    survive	
    without	
    trading	
    with	
    Zaccharine,	
    and	
    
  he	
     knew	
     Zaccarine	
     would	
     always	
     need	
     slaves.	
     He	
     negotiated	
    
  complicated	
    treaties	
    with	
    several	
    duergar	
    enclaves	
    nearby,	
    and	
    
  slowly	
    Dilath’s	
    Hold	
    transformed	
    into	
    the	
    only	
    slave	
    market	
    near	
    
  Zaccharine.	
     Today,	
     Dilath’s	
     Hold	
     houses	
     a	
     sizable	
     drow	
    
  population	
     as	
     well	
     as	
     a	
     large	
     duergar	
     contingent.	
     The	
     ancient	
    
  treaties	
    are	
    the	
    only	
    thing	
    keeping	
    the	
    two	
    races	
    tolerating	
    each	
    
  other,	
    and	
    lately	
    there	
    have	
    been	
    whispers	
    of	
    renegotiating	
    the	
    
  treaties…in	
    blood	
    if	
    need	
    be.	
    	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Geriath	
    Abair	
    
  Government	
    Overlord	
    
  Population	
    188	
    (103	
    drows,	
    76	
    duergars,	
    7	
    driders,	
    2	
    bugbears)	
    
  Alignments	
    CN,	
    NE,	
    CE	
    
  Languages	
    Common,	
    Dwarven,	
    Elven,	
    Undercommon	
    
  Corruption	
    +1;	
    Crime	
    -­‐2;	
    Economy	
    -­‐1;	
    Law	
    0;	
    Lore	
    -­‐1;	
    Society	
    -­‐3	
    
  Qualities	
    Notorious,	
    racially	
    intolerant	
    (dwarves	
    and	
    elves)	
    
  Danger	
    10;	
    Disadvantages	
    None	
    
  N O T A B L E 	
    F O L K	
    
  Most	
     of	
     the	
     population	
     are	
     nothing	
     more	
     than	
     hardworking	
    
  villagers.	
    A	
    few,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  Alianne	
    the	
    Grey	
    (location	
    3;	
    CE	
    female	
    drider	
    ranger	
    3)	
    Alianne	
    
  lead	
    the	
    driders	
    of	
    the	
    Web	
    Labyrinth;	
    she	
    always	
    covers	
    her	
    
  face	
    with	
    a	
    dark	
    grey	
    hood.	
    	
    
  Drugar	
     Stonebelly	
     (location	
     5;	
     CN	
     male	
     duergar	
     expert	
     3)	
     An	
    
  elderly	
    duergar,	
    Drugar’s	
    dark	
    eyes	
    and	
    black	
    beard	
    are	
    well	
    
  known	
    to	
    visitors	
    to	
    Dilath’s	
    Hold.	
    	
    
  Geriath	
     Abair	
     (location	
     1;	
     CE	
     male	
     drow	
     fighter	
     8)	
     A	
     tall,	
     lean	
    
  drow,	
    Geriath’s	
    purple	
    eyes	
    give	
    away	
    no	
    emotions	
    and	
    his	
    
  body	
    bear	
    the	
    signs	
    of	
    rigorous	
    exercise	
    and	
    more	
    than	
    a	
    few	
    
  skirmishes	
    with	
    Zaccharine	
    patrols.	
    	
    
  Grumtusk	
    the	
    Vile	
    (location	
    8;	
    CE	
    male	
    duergar	
    wizard	
    [conjurer]	
    
  7)	
     Always	
     hiding	
     his	
     face	
     under	
     a	
     heavy	
     cloak,	
     Grumtusk’s	
    
  distinct	
    hoarse	
    whisper	
    is	
    known	
    throughout	
    Dilath’s	
    Hold.	
    
  High	
    Priestess	
    Naryenn	
    Abair	
    (location	
    2;	
    CE	
    female	
    drow	
    cleric	
    
  6)	
    This	
    beauty	
    has	
    dark	
    blue	
    eyes	
    and	
    stark	
    white	
    hair.	
    	
    
  Hyradyth	
     (location	
     9;	
     NE	
     female	
     drow	
     druid	
     [cave	
     druid]	
     8)	
    
  Hyradyth’s	
    beautiful	
    features	
    are	
    marred	
    by	
    an	
    infection	
    of	
    
  small	
    fungi	
    on	
    the	
    left	
    side	
    of	
    her	
    face.	
    
  Steinir	
    the	
    Fleshtrader	
    (location	
    4/6;	
    NE	
    male	
    duergar	
    rogue	
    6)	
    
  Steinir	
    runs	
    the	
    largest	
    fleshtrader	
    house	
    in	
    the	
    enclave.	
    	
    
  Thanista	
    the	
    Alluring	
    (location	
    7;	
    NE	
    female	
    half-­‐drow	
    expert	
    3)	
    
  Thanista’s	
    grey	
    skin	
    and	
    blonde	
    hair	
    sets	
    her	
    apart,	
    but	
    she	
    
  bears	
    the	
    scars	
    to	
    prove	
    her	
    position	
    in	
    Dilath’s	
    Hold	
    is	
    hard	
    
  earned.	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
    of	
    the	
    enclave	
    comprises	
    peasant	
    homes.	
    A	
    few	
    locations,	
    
  however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  1. Abair	
     Manor:	
     This	
     huge,	
     stately	
     manor	
     house	
     befits	
     the	
    
  arrogant	
    nobles	
    dwelling	
    within.	
    It	
    is	
    one	
    of	
    the	
    few	
    buildings	
    
  in	
    Dilath’s	
    Hold	
    protected	
    by	
    its	
    own	
    wall.	
    
  2. The	
    Chained	
    Shrine:	
    Uncountable	
    pairs	
    of	
    manacles	
    decorate	
    
  the	
    shrine’s	
    exterior	
    walls—a	
    stark	
    reminder	
    of	
    the	
    enclave’s	
    
  most	
    lucrative	
    trade.	
    
  3. The	
     Web	
     Labyrinth:	
     Dark	
     and	
     gloomy	
     caverns,	
     webs	
     and	
    
  cocoons	
    cover	
    the	
    walls	
    and	
    ceiling;	
    the	
    webs	
    also	
    form	
    rooms	
    
  and	
    hallways	
    in	
    the	
    caverns.	
    	
    
  4. Caravan	
    Quarter:	
    This	
    whole	
    quarter	
    of	
    the	
    enclave	
    serves	
    to	
    
  accommodate	
    visiting	
    caravans.	
    	
    
  5. The	
    Whip	
    and	
    Leash:	
    The	
    inn	
    is	
    a	
    rambling	
    one-­‐storey	
    building	
    
  covered	
    in	
    runic	
    graffiti	
    dating	
    back	
    centuries.	
    Here	
    drinks	
    and	
    
  food	
    are	
    offered	
    at	
    reasonable	
    rates.	
    
  6. Slave	
    Pits:	
    Here	
    each	
    slave	
    trader	
    has	
    their	
    own	
    pit	
    or	
    cage;	
    
  conditions	
    are	
    dirty,	
    but	
    the	
    slaves	
    are	
    usually	
    sold	
    very	
    fast	
    or	
    
  put	
    to	
    work	
    throughout	
    Dilath’s	
    Hold.	
    
  7. Cavern	
    of	
    Delight	
    and	
    Pain:	
    Tapestries	
    with	
    debased	
    themes	
    
  cover	
    the	
    cavern	
    walls,	
    the	
    air	
    is	
    heavily	
    scented	
    and	
    several	
    
  small	
    caverns	
    connected	
    to	
    the	
    central	
    cavern	
    ensure	
    privacy	
    
  should	
    it	
    be	
    needed.	
    
  8. Home	
    of	
    Grumtusk	
    the	
    Vile:	
    Within	
    the	
    hollowed	
    out	
    shell	
    of	
    a	
    
  giant	
    fiendish	
    snail	
    dwells	
    the	
    duergar	
    wizard.	
    Rumours	
    speak	
    
  of	
    several	
    basements	
    and	
    secret	
    rooms,	
    but	
    no	
    one	
    has	
    ever	
    
  seen	
    the	
    inside	
    of	
    Grumtusk’s	
    home.	
    	
    
  9. Garden	
     of	
     Serenity:	
     This	
     garden	
     contains	
     a	
     variety	
     of	
     fungi;	
    
  myconid	
     and	
     basidironds	
     can	
     be	
     seen	
     within	
     the	
     tangled	
    
  growth.	
     From	
     here,	
     Hyradyth	
     sends	
     her	
     minions	
     into	
     the	
    
  Conocybe	
    to	
    fetch	
    rare	
    ingredients	
    for	
    spells	
    and	
    poisons.	
    	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Slaves	
    and	
    poisonous	
    fungi	
    	
    
  Base	
     Value	
     800	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Dilath’s	
    Hold,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  	
    
  Potions	
    &	
    Oils	
    knock	
    (300	
    gp),	
    levitate	
    (300	
    gp)	
    
  	
    
  Scrolls	
    (Arcane)	
    charm	
    person	
    (25	
    gp),	
    web	
    (150	
    gp)	
    
  	
    
  Scroll	
    (Divine)	
    cause	
    fear	
    (25	
    gp),	
    hold	
    person	
    (150	
    gp)	
    
  
  5	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
    some	
    information	
    about	
    Dilath’s	
    Hold.	
    A	
    successful	
    check	
    
  reveals	
    everything	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
    10:	
    Dilath’s	
    Hold	
    was	
    founded	
    by	
    a	
    drow	
    nobleman	
    400	
    
  years	
     ago.	
     Today	
     it	
     is	
     the	
     centre	
     of	
     the	
     slave	
     trade	
     in	
     the	
    
  northern	
    Ebon	
    Realms.	
    
  	
    
  DC	
     15:	
     Dilath’s	
     Hold	
     is	
     named	
     after	
     the	
     founder,	
     an	
     exile	
    
  from	
    Zaccharine.	
    Even	
    today,	
    relations	
    between	
    Zaccharine	
    and	
    
  Dilath’s	
    Hold	
    are	
    strained	
    at	
    best.	
    
  	
    
  DC	
     25:	
     A	
     small	
     group	
     of	
     driders	
     in	
     Dilath’s	
     Hold	
     sell	
     their	
    
  services	
     if	
     the	
     price	
     is	
     high	
     enough.	
     They	
     prefer	
     payment	
     in	
    
  slaves	
    or	
    rare	
    gems.	
    
  V I L L A G E R S  
  Appearance	
     Both	
     drow	
     and	
     duergar	
     take	
     great	
     pains	
     over	
     the	
    
  appearance—mainly	
    to	
    distinguish	
    themselves	
    from	
    their	
    filthy	
    
  slaves.	
    
  	
    
  Nomenclature	
    (Drow)	
    male	
    Alak,	
    Dwean,	
    Jerat,	
    Vorn;	
    female	
    
  Faeryl,	
    Lilitha,	
    Triel,	
    Veray;	
    family	
    Larayne,	
    Sherathan,	
    Vrinn.	
    	
    
  	
    
  Nomenclature	
    (Duergar)	
    male	
    Holgar,	
    Petrok;	
    female	
    Herdis,	
    
  Undri;	
    family	
    Feldur,	
    Khorvahr.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
     PC	
     can	
     use	
     Diplomacy	
     to	
     gather	
     information	
     about	
     Dilath’s	
    
  Hold	
    and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    
  DC	
     10	
     check.	
     A	
     PC	
     exceeding	
     this	
     check	
     gains	
     one	
     additional	
    
  rumour	
    for	
    each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    
  table	
    below	
    to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1	
    
  Drugar	
    Stonebelly	
    threw	
    Steinir	
    out	
    of	
    the	
    inn	
    last	
    night	
    
  after	
     they	
     got	
     into	
     a	
     heated	
     argument	
     over	
     the	
     slave	
    
  trade.	
    Steinir	
    has	
    vowed	
    revenge.	
    
  2	
    
  Hyradyth	
    is	
    not	
    what	
    she	
    seems;	
    she	
    is	
    more	
    at	
    home	
    in	
    
  Conocybe	
    than	
    Dilath’s	
    Hold	
    
  3*	
    
  Geriath	
     Abair	
     has	
     initiated	
     negotiations	
     with	
     the	
    
  fleshcrafters	
    of	
    Zaccharine	
    to	
    return	
    to	
    the	
    city.	
    
  4	
    
  	
    
  A	
    newly	
    arrived	
    slave	
    is	
    in	
    reality	
    an	
    assassin;	
    his	
    target	
    
  (and	
    master)	
    remain	
    unknown.	
    	
    
  5	
    
  Thanista	
    and	
    Naryenn	
    had	
    a	
    bidding	
    war	
    over	
    a	
    slave	
    last	
    
  week.	
    Naryenn	
    won,	
    but	
    Thanista	
    is	
    looking	
    to	
    free	
    the	
    
  slave	
    before	
    he	
    becomes	
    a	
    sacrifice.	
    
  6	
    
  Alianne	
     was	
     once	
     of	
     the	
     same	
     blood	
     as	
     Geriath	
     Abair	
    
  himself.	
    
  *False	
    rumour	
    
  	
    	
    
   
  
  6	
    
  E L V E N  T O W N :  S I G H T S  &  S O U N D S  
  Use	
     this	
     table	
     to	
     generate	
     the	
     sights	
     and	
     sounds	
     the	
     PCs	
    
  experience	
     as	
     they	
     move	
     about	
     the	
     elven	
     town.	
     Ignore	
    
  inappropriate	
    results	
    and	
    simply	
    re-­‐roll.	
    
  D%	
    
  	
    
  1	
    
  The	
     morning	
     mist	
     seems	
     to	
     cling	
     to	
     the	
     trees,	
    
  refusing	
    to	
    burn	
    off	
    even	
    as	
    the	
    day	
    brightens.	
    
  2	
    
  A	
     group	
     of	
     elven	
     hunters	
     slip	
     into	
     the	
     woods,	
    
  making	
    
  no	
    
  noise	
    
  as	
    
  they	
    
  navigate	
    
  the	
    
  underbrush.	
    
  3	
    
  Elven	
     children	
     perched	
     in	
     the	
     tree	
     branches,	
    
  silently	
    watch	
    the	
    party	
    pass	
    by	
    below.	
    
  4	
    
  Clad	
     in	
     leafy	
     garments,	
     elven	
     children	
     prance	
    
  around	
    the	
    town’s	
    central	
    clearing.	
    
  5	
    
  An	
     artist	
     weaves	
     numerous	
     trimmed	
     branches	
    
  together	
    to	
    form	
    a	
    basket.	
    
  6	
    
  Beneath	
     the	
     moonlight,	
     elves	
     form	
     a	
     dancing	
    
  circle	
    to	
    worship	
    one	
    of	
    their	
    gods.	
    
  7	
    
  Ethereal	
    singing	
    floats	
    on	
    the	
    breeze,	
    though	
    the	
    
  musicians	
    are	
    nowhere	
    in	
    sight.	
    
  8	
    
  An	
     elven	
     druid	
     strolls	
     through	
     town,	
     a	
     friendly	
    
  bear	
    lumbering	
    beside	
    her.	
    
  9	
    
  A	
    PC	
    gets	
    the	
    distinct	
    feeling	
    a	
    grove	
    of	
    trees	
    is	
    
  moving	
    whenever	
    he	
    is	
    not	
    looking.	
    
  10	
    
  A	
     peaceful	
     river	
     gurgles	
     and	
     ripples	
     as	
     it	
     winds	
    
  along	
    just	
    outside	
    of	
    the	
    town	
    border.	
    
  11	
    
  A	
    band	
    of	
    elves	
    light	
    torches,	
    preparing	
    to	
    burn	
    a	
    
  rotting	
    tree	
    from	
    the	
    forest	
    border.	
    
  12	
    
  Several	
    elven	
    elders	
    impassively	
    watch	
    the	
    party	
    
  as	
    they	
    go	
    about	
    their	
    business.	
    
  13	
    
  As	
     night	
     falls,	
     softly	
     glowing	
     lights	
     wink	
     into	
    
  being	
    in	
    the	
    darkness	
    beyond	
    the	
    town	
    limits.	
    
  14	
    
  A	
     stately	
     elf	
     wearing	
     a	
     crown	
     of	
     thorny	
     twigs	
    
  gives	
    the	
    party	
    a	
    condescending	
    look.	
    
  15	
    
  Peering	
     up	
     into	
     the	
     leafy	
     canopy,	
     the	
     PCs	
     spot	
    
  platforms	
    and	
    homes	
    built	
    among	
    the	
    branches.	
    
  16	
    
  A	
    dozen	
    archers	
    stand	
    loosing	
    arrows	
    at	
    targets	
    
  across	
    a	
    field.	
    
  17	
    
  Two	
     elves	
     faces	
     off,	
     testing	
     each	
     other’s	
     guard	
    
  with	
    slim	
    duelling	
    rapiers.	
    
  18	
    
  A	
    
  half-­‐elf,	
    
  obviously	
    
  an	
    
  outsider,	
    
  looks	
    
  uncomfortable	
    as	
    she	
    walks	
    through	
    town.	
    
  19	
    
  A	
    red-­‐bearded	
    dwarf	
    trails	
    after	
    an	
    elf,	
    clumsily	
    
  attempting	
    to	
    flirt	
    with	
    her.	
    
  20	
    
  An	
    elven	
    youth	
    chuckles	
    as	
    he	
    juggles	
    at	
    least	
    ten	
    
  stones	
    without	
    fumbling	
    a	
    single	
    one.	
    
  21	
    
  Enchanting	
     birdsong	
     trills	
     overhead,	
     and	
     birds	
    
  flutter	
    through	
    the	
    trees.	
    	
    
  22	
    
  The	
    pattering	
    rainfall	
    hasn’t	
    let	
    up	
    for	
    a	
    minute	
    
  over	
    the	
    past	
    few	
    days.	
    
  23	
    
  Elves	
     in	
     grey	
     shrouds	
     form	
     a	
     sombre	
     funerary	
    
  procession	
    along	
    the	
    town’s	
    main	
    street.	
    
  24	
    
  Numerous	
    traps	
    and	
    snares	
    are	
    set	
    in	
    the	
    woods	
    
  around	
    the	
    town—rather	
    obviously	
    so.	
    
  25	
    
  A	
     band	
     of	
     hunters	
     return	
     from	
     several	
     days	
     in	
    
  the	
    forest	
    with	
    much	
    fresh	
    venison.	
    
  26	
    
  A	
    town	
    resident	
    uses	
    a	
    stick	
    to	
    idly	
    write	
    elvish	
    
  sayings	
    in	
    the	
    dirt.	
    
  27	
    
  A	
     slim	
     blacksmith	
     hefts	
     a	
     work	
     hammer	
     that	
    
  stands	
    almost	
    as	
    tall	
    as	
    him.	
    
  28	
    
  A	
     supremely	
     sweet	
     smell	
     drifts	
     over	
     from	
     the	
    
  town’s	
    winepress.	
    
  29	
    
  A	
    drunk	
    elf	
    staggers	
    down	
    the	
    road,	
    swaying	
    like	
    
  a	
    willow	
    in	
    a	
    breeze.	
    
  30	
    
  A	
    shabby	
    elf	
    squats	
    in	
    an	
    alley,	
    wearing	
    nothing	
    
  more	
    than	
    ragged	
    sackcloth.	
    
  31	
    
  A	
     blind	
     elf	
     uses	
     a	
     wooden	
     staff	
     to	
     tap	
     his	
     way	
    
  through	
    the	
    crowd.	
    
  32	
    
  A	
     song	
     of	
     adulation	
     emanating	
     from	
     a	
     nearby	
    
  home	
    shifts	
    into	
    a	
    mourning	
    tone.	
    
  33	
    
  As	
     if	
     by	
     a	
     secret	
     signal,	
     every	
     elf	
     in	
     town	
    
  suddenly	
    falls	
    into	
    unified	
    silence.	
    
  34	
    
  The	
     subtle	
     grinding	
     of	
     blades	
     being	
     sharpened	
    
  reaches	
    the	
    party’s	
    ears	
    
  35	
    
  A	
     dwarf	
     wanders	
     by,	
     openly	
     sneering	
     at	
     elven	
    
  craftsmanship	
    on	
    display.	
    
  36	
    
  A	
     muscular	
     elf	
     stomps	
     past,	
     muttering	
     death	
    
  threats	
    under	
    his	
    breath	
    to	
    no	
    one	
    in	
    particular.	
    
  37	
    
  This	
     ornate	
     statue	
     appears	
     to	
     be	
     constructed	
    
  entirely	
    out	
    of	
    animal	
    bones.	
    
  38	
    
  A	
    large	
    network	
    of	
    knotted	
    vines	
    has	
    been	
    strung	
    
  over	
    most	
    of	
    the	
    town.	
    
  39	
    
  Rows	
    of	
    well-­‐tended	
    gardens	
    sit	
    outside	
    almost	
    
  every	
    home	
    in	
    town.	
    
  40	
    
  A	
    line	
    of	
    fat	
    fish	
    has	
    been	
    hung	
    up	
    on	
    hooks	
    to	
    
  dry	
    in	
    the	
    sun.	
    
  41	
    
  Dozens	
    of	
    oiled	
    furs	
    hang	
    in	
    a	
    shop	
    window.	
    
  42	
    
  Swatches	
     of	
     leather	
     are	
     stretched	
     on	
     wooden	
    
  racks,	
    slowly	
    curing.	
    
  43	
    
  An	
     elf	
     that	
     has	
     fine	
     white	
     hairs	
     covering	
     every	
    
  inch	
    of	
    exposed	
    skin	
    seemingly	
    glides	
    down	
    the	
    
  street.	
    
  44	
    
  Many	
     of	
     the	
     villagers	
     are	
     wearing	
     bear	
     claw	
    
  necklaces	
    and	
    black	
    fur	
    hides.	
    
  45	
    
  An	
     elf	
     warrior—missing	
     an	
     ear,	
     with	
     a	
     rather	
    
  savage	
    scar	
    where	
    it	
    used	
    to	
    be—strides	
    passed	
    
  the	
    party.	
    
  46	
    
  A	
    bunch	
    of	
    human	
    lumberjacks	
    loiter	
    at	
    the	
    local	
    
  inn,	
    oblivious	
    to	
    the	
    scowls	
    aimed	
    their	
    way.	
    
  47	
    
  What	
    look	
    like	
    earthen	
    mounds	
    are	
    revealed	
    to	
    
  be	
    underground	
    houses,	
    on	
    second	
    glance.	
    
  48	
    
  A	
    wooden	
    spout	
    has	
    been	
    jammed	
    into	
    this	
    tree,	
    
  and	
    drips	
    golden	
    sap.	
    
  49	
    
  A	
     trio	
     of	
     brooks	
     twine	
     together	
     in	
     this	
     spot	
     to	
    
  form	
    an	
    odd	
    shape	
    that	
    can’t	
    be	
    natural.	
    
  50	
    
  These	
     boulders	
     have	
     been	
     marked	
     with	
     white	
    
  and	
    red	
    chalk	
    streaks.	
    
  51	
    
  Dozens	
    of	
    game	
    paths	
    wind	
    out	
    of	
    sight	
    into	
    the	
    
  brush,	
    trampled	
    with	
    animal	
    tracks.	
    
  
  7	
    
  52	
    
  Out	
     of	
     the	
     whole	
     forest,	
     this	
     one	
     tree	
     stands	
    
  wholly	
    bare...not	
    a	
    leaf	
    on	
    a	
    twig.	
    
  53	
    
  A	
    charred	
    shunt	
    of	
    wood	
    is	
    all	
    that’s	
    left	
    of	
    this	
    
  tree,	
    after	
    lightning	
    struck.	
    
  54	
    
  Several	
    large	
    mushroom	
    rings	
    have	
    grown	
    from	
    
  the	
    soft	
    earth	
    here.	
    
  55	
    
  A	
    stink	
    of	
    mildew	
    floats	
    about,	
    heightened	
    after	
    
  the	
    recent	
    rain.	
    
  56	
    
  This	
     toppled	
     tree	
     has	
     a	
     flight	
     of	
     stone	
     stairs	
    
  under	
    where	
    the	
    roots	
    once	
    burrowed	
    deeply.	
    
  57	
    
  A	
    PC	
    thought	
    it	
    was	
    the	
    wind,	
    but	
    now	
    he’s	
    sure	
    
  those	
     are	
     voices	
     whispering	
     just	
     beyond	
    
  comprehension.	
    No	
    one	
    else	
    hears	
    the	
    voices.	
    
  58	
    
  A	
    curious	
    rustling	
    comes	
    from	
    the	
    bushes	
    off	
    to	
    
  one	
    side.	
    
  59	
    
  The	
     party	
     discover	
     themselves	
     in	
     a	
     thick	
     grove	
    
  somehow	
    hidden	
    in	
    the	
    middle	
    of	
    town.	
    
  60	
    
  The	
    trees	
    on	
    this	
    side	
    of	
    town	
    all	
    appear	
    to	
    be	
    
  fruit-­‐bearing.	
    
  61	
    
  Numerous	
    wooden	
    and	
    stone	
    animal	
    dens	
    have	
    
  been	
    constructed	
    around	
    town.	
    
  62	
    
  A	
    majestic	
    centaur	
    stands	
    at	
    the	
    town’s	
    border,	
    
  watching	
    the	
    residents	
    with	
    blatant	
    curiosity.	
    
  63	
    
  A	
    dryad	
    slips	
    out	
    from	
    her	
    tree	
    trunk	
    and	
    dashes	
    
  off	
    into	
    the	
    deeper	
    woods.	
    
  64	
    
  The	
     town’s	
     leader	
     stalks	
     past,	
     wearing	
     a	
    
  headdress	
    formed	
    of	
    deer	
    antlers.	
    	
    
  65	
    
  Elven	
    
  children	
    
  wear	
    
  feathered	
    
  garments,	
    
  flapping	
    their	
    arms	
    and	
    making	
    bird	
    calls	
    as	
    they	
    
  play.	
    
  66	
    
  Flagons	
     of	
     fine	
     elven	
     wine	
     are	
     set	
     out	
     for	
    
  sampling	
    and	
    sale	
    at	
    this	
    open-­‐air	
    market.	
    
  67	
    
  Harvesters	
     haul	
     baskets	
     of	
     berries	
     into	
     town,	
    
  their	
    fingers	
    and	
    lips	
    stained	
    with	
    dark	
    juices.	
    
  68	
    
  Dozens	
    of	
    paper	
    lanterns	
    have	
    been	
    hung	
    up	
    in	
    
  the	
    trees.	
    
  69	
    
  A	
     spring	
     bubbles	
     up	
     on	
     the	
     outskirts	
     of	
     town,	
    
  providing	
    fresh	
    water	
    for	
    everyone.	
    
  70	
    
  Elves	
     are	
     clipping	
     away	
     at	
     the	
     thick,	
     thorny	
    
  bushes	
    growing	
    around	
    the	
    town.	
    
  71	
    
  A	
     terrible	
     stench	
     emanates	
     from	
     the	
     town	
    
  alchemist’s	
    shop.	
    
  72	
    
  A	
    priest	
    marks	
    a	
    newborn	
    elf	
    with	
    sap	
    from	
    the	
    
  town’s	
    holy	
    tree.	
    	
    
  73	
    
  Green	
     garlands	
     are	
     strung	
     up	
     between	
     all	
     the	
    
  town	
    buildings	
    and	
    walls.	
    
  74	
    
  Bright	
     crimson	
     ribbons	
     are	
     tied	
     around	
     every	
    
  tree	
    trunk	
    in	
    sight.	
    	
    
  75	
    
  A	
    human	
    stands	
    stripped	
    to	
    the	
    waist	
    and	
    locked	
    
  in	
    stocks	
    in	
    the	
    centre	
    of	
    town.	
    
  76	
    
  An	
     elf	
     walks	
     by	
     wearing	
     a	
     pair	
     of	
     wooden	
    
  shackles	
    around	
    her	
    slim	
    wrists.	
    
  77	
    
  Hundreds	
     of	
     birds	
     flock	
     overhead,	
     settling	
     into	
    
  the	
    branches	
    all	
    about.	
    
  78	
    
  An	
     enormous	
     harvest	
     moon	
     hangs	
     above	
     the	
    
  trees	
    like	
    a	
    god’s	
    golden	
    eye.	
    
  79	
    
  The	
     evening	
     starlight	
     is	
     unnaturally	
     dazzling,	
    
  bathing	
    the	
    town	
    in	
    a	
    white	
    glow.	
    
  80	
    
  The	
     air	
     is	
     abuzz	
     with	
     swarms	
     of	
     winged	
     insects	
    
  that	
    keep	
    flitting	
    about	
    the	
    party’s	
    heads.	
    
  81	
    
  A	
     pack	
     of	
     wild	
     cats	
     prowl	
     through	
     the	
     town,	
    
  though	
    nobody	
    appears	
    alarmed.	
    
  82	
    
  An	
    arrow	
    zips	
    past	
    a	
    PC’s	
    ear	
    and	
    embeds	
    itself	
    
  in	
    a	
    tree	
    trunk	
    just	
    a	
    few	
    paces	
    away.	
    
  83	
    
  A	
    group	
    of	
    elves	
    stand	
    in	
    a	
    sunny	
    clearing,	
    arms	
    
  raised	
    as	
    they	
    bask	
    in	
    the	
    warm	
    light.	
    
  84	
    
  Many	
    townsfolk	
    have	
    gathered	
    for	
    a	
    communal	
    
  meal	
    in	
    the	
    town	
    centre.	
    They	
    invite	
    the	
    PCs	
    to	
    
  join	
    the	
    feast.	
    
  85	
    
  The	
     sharp	
     scent	
     of	
     spiced	
     meat	
     being	
     roasted	
    
  teases	
    the	
    party’s	
    noses.	
    
  86	
    
  A	
    newly	
    betrothed	
    elven	
    couple	
    have	
    eyes	
    only	
    
  for	
    one	
    another	
    as	
    they	
    stroll	
    through	
    town.	
    
  87	
    
  Everyone	
     is	
     going	
     about	
     with	
     dozens	
     of	
    
  wildflowers	
    in	
    their	
    hair.	
    
  88	
    
  An	
    elf’s	
    vibrant	
    cape	
    is	
    made	
    up	
    of	
    hundreds	
    of	
    
  leaves	
    sewn	
    together.	
    
  89	
    
  Clad	
     in	
     silvery	
     armour,	
     an	
     elven	
     warrior	
     strides	
    
  around	
    town,	
    looking	
    troubled.	
    
  90	
    
  Elves	
    laugh	
    and	
    play	
    as	
    they	
    bathe	
    in	
    the	
    nearby	
    
  snow-­‐fed	
    lake.	
    
  91	
    
  A	
     lone	
     stone	
     cairn	
     has	
     been	
     constructed	
     just	
    
  outside	
    of	
    the	
    town.	
    
  92	
    
  All	
    the	
    building	
    roofs	
    look	
    to	
    be	
    covered	
    in	
    layers	
    
  of	
    mud	
    and	
    moss.	
    
  93	
    
  A	
     bucket	
     splashes	
     down	
     into	
     the	
     depths	
     of	
     the	
    
  town’s	
    main	
    well.	
    
  94	
    
  A	
     mirror-­‐calm	
     pond	
     sits	
     in	
     the	
     exact	
     middle	
     of	
    
  town,	
    with	
    homes	
    built	
    around	
    its	
    edge.	
    
  95	
    
  The	
    wood	
    used	
    to	
    build	
    these	
    houses	
    appears	
    to	
    
  still	
    be	
    growing.	
    
  96	
    
  The	
    streets	
    of	
    this	
    town	
    are	
    demarked	
    on	
    either	
    
  side	
    by	
    rows	
    of	
    colourful	
    wildflowers.	
    
  97	
    
  No	
     matter	
     where	
     the	
     party	
     goes,	
     countless	
    
  squirrels	
    follow,	
    chattering	
    incessantly.	
    	
    
  98	
    
  A	
     shop	
     window	
     is	
     crowded	
     with	
     intricate	
    
  woodcarvings.	
    
  99	
    
  Hooves	
     pound	
     in	
     the	
     distance,	
     as	
     if	
     something	
    
  has	
    caused	
    a	
    herd	
    of	
    deer	
    to	
    stampede.	
    
  100	
    
  The	
    inhuman	
    face	
    carved	
    into	
    this	
    massive	
    tree	
    
  animates	
    and	
    begins	
    talking	
    to	
    the	
    party.	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  
  8	
    
  R E D  T A L O N  A T  A  G L A N C E  
  Huddled	
    in	
    a	
    sheltered	
    cove	
    at	
    the	
    base	
    of	
    lofty	
    cliffs,	
    the	
    tiny	
    
  village	
    of	
    Red	
    Talon	
    is	
    inaccessible	
    by	
    land	
    for	
    all	
    but	
    the	
    best	
    
  climbers.	
    Its	
    folk	
    are	
    insular	
    and	
    vague	
    rumours	
    lay	
    cannibalism	
    
  and	
    devil-­‐worship	
    at	
    their	
    door—with	
    good	
    reason.	
    
  	
    
  Red	
    Talon	
    was	
    founded	
    20	
    years	
    ago	
    by	
    the	
    bloodthirsty	
    orc	
    
  pirate	
    captain	
    Hagruk	
    Stormrider	
    when	
    he	
    retired	
    from	
    full-­‐time	
    
  plundering;	
     he	
     named	
     the	
     fledgling	
     community	
     after	
     his	
    
  infamous	
     vessel.	
     In	
     his	
     prime,	
     Hagruk	
     Stormrider	
     sailed	
     to	
     the	
    
  four	
    corners	
    of	
    the	
    globe	
    in	
    search	
    of	
    booty,	
    visiting	
    many	
    exotic	
    
  lands	
    during	
    the	
    course	
    of	
    his	
    long	
    voyages.	
    On	
    a	
    remote	
    tropical	
    
  island	
     Hagruk	
     raided	
     the	
     village	
     of	
     a	
     strange	
     orc	
     tribe,	
    
  worshippers	
     of	
     a	
     dark	
     god	
     of	
     gluttony	
     and	
     greed	
     called	
    
  Ukre’kon’ala.	
    In	
    exchange	
    for	
    his	
    life,	
    the	
    tribal	
    priest	
    promised	
    
  to	
    teach	
    the	
    pirate	
    captain	
    vile	
    rituals	
    honouring	
    the	
    deity	
    which	
    
  would	
     bring	
     him	
     great	
     power	
     and	
     wealth.	
     Hagruk	
     agreed,	
    
  making	
    the	
    priest	
    his	
    first	
    bloody	
    sacrifice	
    to	
    the	
    god	
    as	
    soon	
    as	
    
  he	
    had	
    mastered	
    the	
    dark	
    rites.	
    
  	
    
  With	
    the	
    power	
    of	
    Ukre’kon’ala,	
    Hagruk	
    and	
    his	
    men	
    were	
    
  invincible:	
    they	
    took	
    dozens	
    of	
    fat	
    prizes	
    and	
    their	
    vessel’s	
    hold	
    
  swelled	
     with	
     plunder.	
     No	
    one	
     survived	
     an	
     attack	
     by	
     the	
     Red	
    
  Talon–the	
     captain	
     and	
     his	
     men	
     ate	
     the	
    crew	
     of	
     the	
     ships	
     they	
    
  took	
    in	
    gory	
    feasts	
    to	
    honour	
    their	
    new	
    god.	
    
  	
    
  Eventually,	
    Hagruk	
    grew	
    old	
    and	
    settled	
    down	
    in	
    Red	
    Talon	
    
  village,	
    but	
    would	
    still	
    sail	
    forth	
    on	
    occasional	
    raids.	
    One	
    fateful	
    
  night	
    in	
    a	
    furious	
    storm,	
    his	
    ship	
    struck	
    the	
    reef	
    known	
    as	
    Devil’s	
    
  Shoulder	
     as	
     he	
     returned	
     to	
     the	
     village.	
     Hagruk	
     and	
     his	
     crew	
    
  abandoned	
     ship	
     as	
     the	
     galleon	
     started	
     to	
     sink	
     beneath	
     the	
    
  waves,	
    but	
    they	
    were	
    too	
    slow,	
    and	
    their	
    drowned	
    bodies	
    were	
    
  washed	
    up	
    on	
    the	
    beach.	
    But	
    the	
    dark	
    power	
    of	
    their	
    cannibal	
    
  god	
    saved	
    the	
    pirates—Ukre’kon’ala	
    brought	
    some	
    of	
    the	
    crew	
    
  back	
    from	
    death	
    to	
    unlife	
    as	
    ghouls;	
    Hagruk	
    Stormrider	
    became	
    
  a	
    ghast.	
    	
    
  	
    
  That	
    was	
    ten	
    years	
    ago.	
    Nowadays,	
    adventurers	
    come	
    to	
    Red	
    
  Talon	
     to	
     search	
     for	
     the	
     sunken	
     treasure	
     of	
     Hagruk	
     Stormrider	
    
  and	
     the	
     depraved	
     cult	
     continues	
     to	
     worship	
     vile	
     Ukre’kon’ala;	
    
  their	
     sacrifices	
     go	
     to	
     feed	
     the	
     ghast	
     captain	
     and	
     his	
     ghoulish	
    
  shipmates.	
    
  	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Berrig	
    Saltblood	
    	
    
  Government	
    Overlord	
    
  Population	
    116	
    (68	
    humans,	
    24	
    half-­‐orcs,	
    11	
    orcs,	
    4	
    dwarves,	
    2	
    
  halflings,	
    6	
    ghouls,	
    1	
    ghast)	
    
  Alignments	
    N,	
    NE,	
    CE	
    
  Languages	
    Common,	
    Orc	
    
  Corruption	
    +2	
    Crime	
    -­‐2;	
    Economy	
    -­‐1;	
    Law	
    -­‐3;	
    Lore	
    +0;	
    Society	
    -­‐3	
    
  Qualities	
    Insular,	
    Notorious	
    
  Danger	
    +10;	
    Disadvantages	
    Cursed	
    
  N O T A B L E 	
    F O L K	
    
  Most	
     of	
     the	
     population	
     are	
     nothing	
     more	
     than	
     hardworking	
    
  peasants.	
    A	
    few,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  Algrid	
     (location	
     3;	
     N	
     female	
     dwarf	
     expert	
     2/warrior	
     1)	
     Burly	
    
  owner	
    of	
    Algrid’s	
    Creels	
    and	
    Nets,	
    Algrid	
    is	
    a	
    skilful	
    crafter.	
    	
    
  Berrig	
    Saltblood	
    (location	
    4;	
    (NE	
    male	
    half-­‐orc	
    fighter	
    3/rogue	
    3)	
    
  Retired	
     pirate	
     captain	
     and	
     Red	
     Talon’s	
     unelected	
     mayor;	
    
  Berrig	
    is	
    a	
    leading	
    member	
    of	
    Ukre’kon’ala’s	
    cult.	
    
  Captain	
    Hagruk	
    Stormrider	
    (location	
    6;	
    CE	
    male	
    ghast	
    fighter	
    5)	
    
  The	
    notorious	
    captain	
    of	
    the	
    Red	
    Talon	
    lurks	
    in	
    the	
    tunnels	
    
  beneath	
    the	
    village	
    church,	
    awaiting	
    the	
    next	
    sacrifice.	
    
  Deryn	
     Kroal	
     (location	
     1;	
     NE	
     male	
     human	
     expert	
     2)	
     Creepy	
    
  landlord	
    of	
    the	
    Flensed	
    Whale	
    and	
    loyal	
    cultist.	
    
  Father	
    Connel	
    (location	
    5;	
    CE	
    male	
    human	
    cleric	
    5)	
    Posing	
    as	
    a	
    
  cleric	
    of	
    the	
    sea	
    god	
    Serat,	
    Father	
    Connel	
    is	
    actually	
    a	
    priest	
    
  of	
    Ukre’kon’ala.	
    
  Thagg	
    Shantyman	
    (location	
    2;	
    CN	
    male	
    half-­‐orc	
    expert	
    2)	
    Crazy	
    
  (and	
    usually	
    drunk)	
    old	
    lobsterman	
    and	
    former	
    pirate;	
    teller	
    
  of	
    tall	
    tales.	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
    of	
    the	
    village	
    comprises	
    peasant	
    homes.	
    A	
    few	
    locations,	
    
  however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  10. The	
     Flensed	
     Whale:	
     Red	
     Talon’s	
     unwelcoming	
     inn	
     stands	
     in	
    
  the	
    middle	
    of	
    the	
    village;	
    it	
    has	
    few	
    guests.	
    
  11. The	
     Docks:	
     Busy	
     during	
     the	
     day	
     with	
     fishing	
     boats	
     and	
    
  merchant	
    vessels	
    arriving	
    from	
    Deksport	
    and	
    other	
    ports.	
    
  12. Algrid’s	
    Creels	
    and	
    Nets:	
    This	
    shop	
    stocks	
    a	
    variety	
    of	
    general	
    
  goods,	
    as	
    well	
    as	
    lobster	
    pots	
    and	
    fishing	
    nets.	
    
  13. Saltblood	
     Hall:	
     This	
     well-­‐appointed	
     house	
     is	
     home	
     to	
     Red	
    
  Talon’s	
    mayor,	
    and	
    once	
    belonged	
    to	
    Hagruk	
    Stormrider.	
    
  14. Village	
    Church:	
    At	
    first	
    glance	
    a	
    small	
    stone	
    temple	
    to	
    the	
    sea	
    
  god	
    Serat,	
    the	
    church	
    is	
    in	
    reality	
    dedicated	
    to	
    Ukre’kon’ala.	
    
  15. Ossuary:	
    Located	
    beneath	
    the	
    church,	
    this	
    charnel	
    house	
    is	
    the	
    
  lair	
    of	
    Hagruk	
    Stormrider	
    and	
    his	
    undead	
    crew.	
    	
    
  16. Cliffs:	
     Steep,	
     300-­‐foot	
     high	
     white	
     cliffs	
     surround	
     the	
     village,	
    
  making	
    it	
    hard	
    for	
    anyone	
    to	
    reach	
    Red	
    Talon	
    by	
    land.	
    
  17. Devil’s	
    Shoulder:	
    This	
    dark	
    reef	
    is	
    where	
    the	
    galleon	
    Red	
    Talon	
    
  met	
    its	
    doom,	
    and	
    acts	
    as	
    a	
    magnet	
    to	
    treasure-­‐seekers.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Fishing,	
    lobsters	
    
  Base	
     Value	
     650	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive,	
    the	
    following	
    items	
    are	
    for	
    sale:	
    
  	
    
  Potions	
    &	
    Oils	
    mage	
    armour	
    (50	
    gp),	
    water	
    breathing	
    (2;	
    750	
    
  gp	
    each)	
    
  	
    
  Scroll	
    (Divine)	
    bless	
    (25	
    gp),	
    owl’s	
    wisdom	
    (150	
    gp)	
    
  	
    
  Weapon	
    +1	
    underwater	
    light	
    crossbow	
    (2,370	
    gp)	
    
  
  9	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
     some	
     information	
     about	
     Red	
     Talon.	
     A	
     successful	
     check	
    
  reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
     10:	
     The	
     isolated	
     fishing	
     village	
     of	
     Red	
     Talon	
     brings	
     in	
    
  some	
    of	
    the	
    best	
    lobsters	
    along	
    this	
    stretch	
    of	
    coast.	
    	
    
  	
    
  DC	
    15:	
    Red	
    Talon	
    is	
    named	
    after	
    the	
    ship	
    captained	
    by	
    the	
    
  village’s	
    founder,	
    the	
    bloodthirsty	
    orc	
    pirate,	
    Hagruk	
    Stormrider.	
    	
    
  	
    
  DC	
     20:	
     The	
     Red	
     Talon	
     went	
     down	
     when	
     it	
     struck	
     a	
     reef	
     in	
    
  sight	
    of	
    the	
    village;	
    the	
    wreck	
    full	
    of	
    pirate	
    booty	
    lies	
    on	
    the	
    sea	
    
  bottom	
    just	
    waiting	
    for	
    an	
    intrepid	
    soul	
    to	
    find.	
    	
    	
    
  V I L L A G E R S  
  Appearance	
    The	
    villagers	
    are	
    of	
    diverse	
    appearance	
    and	
    ethnic	
    
  backgrounds;	
     mostly	
     former	
     pirates,	
     they	
     come	
     from	
     far	
     and	
    
  wide.	
    Many	
    have	
    at	
    least	
    one	
    tattoo,	
    often	
    several;	
    the	
    men	
    are	
    
  almost	
    always	
    bearded.	
    
  	
    
  Dress	
    Most	
    villagers	
    wear	
    simple,	
    practical	
    work	
    clothes	
    and	
    
  stout	
    boots;	
    bandanas	
    and	
    earrings	
    are	
    common.	
    	
    
  	
    
  Nomenclature	
     male	
     Bart,	
     Kazmir,	
     Reory,	
     Saddok;	
     female	
    
  Alana,	
     Danika,	
     Dervla,	
     Vita;	
     family	
     Bitterleaf,	
     Helvett,	
     Lazyeye,	
    
  Okeswabb.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Red	
    Talon	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
    A	
    PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    
  each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    table	
    below	
    
  to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1	
    
  Hagruk	
    Stormrider’s	
    treasure	
    is	
    out	
    there	
    for	
    the	
    taking,	
    
  but	
    beware	
    the	
    giant	
    octopus	
    lurking	
    in	
    the	
    Red	
    Talon’s	
    
  wreck.	
    
  2	
    
  Serat	
    has	
    blessed	
    the	
    village	
    again	
    this	
    year—the	
    fishing	
    
  has	
    been	
    excellent	
    and	
    the	
    lobsters	
    plentiful.	
    
  3	
    
  Deryn	
    Kroal’s	
    daughter,	
    Janna,	
    has	
    a	
    thing	
    for	
    handsome	
    
  adventurers.	
    	
    
  4	
    
  Hagruk	
    Stormrider	
    would	
    sail	
    to	
    the	
    four	
    corners	
    of	
    the	
    
  globe	
    in	
    search	
    of	
    booty,	
    and	
    visited	
    many	
    exotic	
    locales.	
    
  5*	
    
  The	
    pirate	
    Black-­‐Eyed	
    Saddok	
    hid	
    his	
    chest	
    of	
    plunder	
    in	
    a	
    
  cave	
    near	
    the	
    top	
    of	
    the	
    cliffs.	
    
  6	
    
  Algrid	
    came	
    to	
    Red	
    Talon	
    after	
    falling	
    out	
    with	
    the	
    pirates	
    
  in	
    the	
    nearby	
    town	
    of	
    Deksport.	
    She’s	
    welcome	
    here	
    as	
    
  she	
    makes	
    the	
    best	
    lobster	
    pots	
    and	
    nets	
    on	
    the	
    coast.	
    
  *False	
    rumour	
    
  	
    
  	
    
  
  10	
    
  G M  A D V I C E :  P U T T I N G  T H E  W O N D E R  B A C K  I N T O  W O N D R O U S  I T E M S  
  In	
     the	
     3rd	
     edition	
     of	
     the	
     world’s	
     most	
     popular	
     roleplaying	
     game,	
     magic	
     items	
     got	
     a	
     new	
     name.	
     They	
     were	
     now	
     called	
     wondrous	
    
  items.	
    Ironically,	
    with	
    the	
    name	
    change	
    they	
    became	
    anything	
    but	
    wondrous.	
    
  	
    
  For	
    me,	
    the	
    big	
    problem	
    with	
    magic	
    items	
    in	
    3rd	
    edition	
    was	
    that	
    
  they	
    became	
    nothing	
    more	
    than	
    a	
    commodity	
    to	
    be	
    bought	
    and	
    
  sold	
     at	
     the	
     PCs’	
     whim.	
     Even	
     with	
     the	
     move	
     to	
     the	
    Pathfinder	
    
  Roleplaying	
    Game,	
    this	
    state	
    of	
    affairs	
    has	
    essentially	
    stayed	
    the	
    
  same.	
    If	
    a	
    magic	
    item’s	
    price	
    is	
    equal	
    or	
    less	
    than	
    an	
    settlement’s	
    
  base	
     value,	
     there	
     is	
     a	
     75%	
     chance	
     the	
     item	
     is	
    available	
     to	
    
  purchase.	
    
  	
    
  Think	
    about	
    that	
    for	
    a	
    minute.	
    
  	
    
  This	
    means	
    in	
    a	
    village	
    (base	
    value	
    500	
    gp)	
    of	
    perhaps	
    200	
    
  people	
    there	
    is	
    a	
    75%	
    chance	
    a	
    scroll	
    of	
    pretty	
    much	
    any	
    spell	
    of	
    
  3rd-­‐level	
    or	
    lower	
    is	
    available.	
    Similarly,	
    a	
    PC	
    in	
    a	
    small	
    city	
    has	
    a	
    
  75%	
    chance	
    of	
    finding	
    exactly	
    the	
    kind	
    of	
    +1	
    weapon	
    he	
    needs	
    
  (as	
    long	
    as	
    it	
    costs	
    under	
    4,000	
    gp).	
    
  	
    
  And,	
    of	
    course,	
    PCs	
    are	
    free	
    to	
    sell	
    magic	
    items	
    they	
    don’t	
    
  want—assuming	
     the	
     local	
    settlement	
     has	
     a	
     high	
     enough	
    
  purchase	
    limit.	
    
  	
    
  With	
    this	
    development,	
    equipment	
    lists	
    begin	
    to	
    look	
    more	
    
  and	
     more	
     alike.	
     The	
     quirky,	
    off	
     the	
     wall	
     magic	
     items	
     all	
     but	
    
  disappear.	
     (Or	
     if	
     they	
     do	
     turn	
     up	
     they	
     are	
     instantly	
    
  sold).	
    Because	
     magic	
     items	
     can	
     be	
     bought	
     and	
     sold,	
     everyone	
    
  seems	
     to	
     gravitate	
     to	
     a	
     certain	
    group	
     of	
     items—the	
     so	
     called	
    
  “Big	
    Six”:	
    
  § 
  Magic	
    weapon	
    
  § 
  Magic	
    armour	
    
  § 
  Ring	
    of	
    protection	
    
  § 
  Cloak	
    of	
    protection	
    
  § 
  Amulet	
    of	
    natural	
    armour	
    
  § 
  Stat	
    boosting	
    item	
    
  While	
    I	
    get	
    wanting	
    to	
    be	
    better	
    protected	
    and	
    better	
    at	
    dealing	
    
  damage	
     I	
     think	
     we’ve	
    lost	
     sight	
     of	
     something.	
     In	
     the	
     rush	
     to	
    
  optimise	
    we	
    forget	
    that	
    quirky,	
    odd	
    magic	
    items	
    can	
    be	
    fun,	
    even	
    
  (dare	
     I	
     say	
     it)	
     wondrous.	
     Just	
     as	
     importantly	
     they	
     promote	
    
  creative,	
    innovative—and,	
     above	
     all,	
     memorable—game	
     play.	
    
  For	
    example,	
    I	
    remember	
    when—in	
    a	
    panic—I	
    tried	
    to	
    squashed	
    
  a	
     certain	
     demilich	
     under	
     an	
    instant	
     fortress.	
     I	
     don’t	
     remember	
    
  my	
     character	
     being	
     slightly	
     harder	
    to	
     hit	
     or	
     casting	
     slightly	
    
  better	
    fireballs	
    in	
    the	
    run	
    up	
    to	
    that	
    fight,	
    but	
    after	
    ten	
    years	
    I	
    
  still	
    remember	
    that	
    encounter.	
    
  D O W N  W I T H  M A G I C  S H O P S !  
  The	
    easy	
    fix	
    for	
    this	
    is	
    to	
    do	
    away	
    with	
    the	
    virtual	
    magic	
    shops	
    
  that	
     must	
     exist	
     in	
     every	
    community	
     to	
     support	
     this	
     flourishing	
    
  trade.	
     (The	
     self-­‐same	
     magic	
     item	
     shops	
     no	
     one	
    ever	
     seems	
     to	
    
  burgle	
    or	
    otherwise	
    attack).	
    It’s	
    a	
    simple	
    matter	
    of	
    supply	
    and	
    
  demand.	
    Reducing	
    the	
    supply	
    of	
    magic	
    items	
    inevitably	
    increases	
    
  the	
    wonder	
    they	
    evoke	
    when	
    they	
    appear.	
    
  	
    
  Several	
     years	
     ago,	
    Raging	
     Swan	
     Press	
    released	
     a	
     series	
     of	
    
  products	
     called	
    So	
     What’s	
     For	
    Sale,	
     Anyway?	
    Broken	
     down	
     by	
    
  settlement	
    type—village,	
    town,	
    city	
    and	
    so	
    on—they	
    listed	
    what	
    
  was	
    for	
    sale	
    (and	
    even	
    included	
    the	
    odd	
    cursed	
    item!)	
    Using	
    such	
    
  lists	
     gives	
    the	
     GM	
     more	
     control	
     over	
     the	
     amount	
     and	
     type	
     of	
    
  magic	
    available	
    in	
    his	
    campaign	
    world.	
    
  	
    
  I	
     was	
     genuinely	
     surprised	
     at	
     the	
     popularity	
     of	
     these	
    
  supplements.	
    For	
    a	
    while,	
    they	
    were	
    some	
    of	
    our	
    fastest	
    selling	
    
  products.	
    No	
    mean	
    feat	
    for	
    what	
    essentially	
    was	
    a	
    book	
    of	
    lists,	
    
  and	
     I	
     think	
     its	
     popularity	
     a	
     symptom	
     of	
     the	
     frustrations	
     many	
    
  GMs	
    have	
    with	
    the	
    magic	
    shop	
    concept.	
    
  N O  S P E C I A L  M A T E R I A L S  E I T H E R  
  With	
    their	
    introduction	
    in	
    3rd	
    edition,	
    adamantine,	
    cold	
    iron	
    and	
    
  mithral	
    were	
    described	
    as	
    fabulously	
    rare	
    materials	
    much	
    sought	
    
  after	
    for	
    their	
    quasi-­‐magical	
    properties.	
    Of	
    course	
    these	
    could	
    be	
    
  bought	
     and	
     sold	
     just	
     as	
     easily—or	
     even	
     more	
     easily	
     —than	
    
  magic	
    items;	
     1st-­‐level	
     characters	
     could	
     conceivably	
     afford	
    
  adamantine	
     or	
     cold	
     iron	
     ammunition	
    if	
     they	
     chose.	
     And,	
     of	
    
  course,	
     these	
     fabulously	
     rare	
     materials	
     are	
     available	
     in	
     any	
    
  sizable	
    settlement.	
    To	
    me,	
    that	
    doesn’t	
    seem	
    particularly	
    special.	
    
  	
    
  To	
     recapture	
     the	
     wonder	
     of	
     these	
     special	
     materials,	
     their	
    
  availability	
    must	
    be	
    limited	
    so	
    they	
    once	
    again	
    become	
    special.	
    
  The	
    commonplace	
    is	
    in	
    no	
    way	
    wondrous,	
    after	
    all.	
    
  	
    
  One	
     of	
     word	
     of	
     caution	
     with	
     limiting	
     the	
     supply	
     of	
     these	
    
  metals:	
    one	
    knock-­‐on	
    effect	
    of	
    this	
    is	
    monsters	
    with	
    DR	
    cold	
    iron	
    
  or	
    adamantine	
    become	
    much	
    harder	
    to	
    defeat,	
    so	
    a	
    GM	
    needs	
    to	
    
  look	
    carefully	
    at	
    encounters	
    featuring	
    such	
    creatures.	
    However,	
    
  limiting	
    the	
    supply	
    of	
    these	
    items	
    can	
    also	
    lead	
    to	
    new,	
    exciting	
    
  adventures	
    as	
    the	
    PCs	
    (for	
    example)	
    search	
    for	
    just	
    the	
    right	
    kind	
    
  of	
     sword	
     to	
     slay	
     the	
     evil	
     fey	
     warlord.	
     Simply	
     popping	
     down	
    to	
    
  the	
     market	
     to	
     get	
     a	
     +2	
     fey	
     bane	
     battleaxe,	
     is	
     somewhat	
     less	
    
  memorable.	
    
  O R  A L C H E M I C A L  I T E M S   
  Free	
    access	
    to	
    unlimited	
    amounts	
    of	
    alchemical	
    items,	
    I	
    believe,	
    
  also	
    erodes	
    the	
    wonder	
    of	
    magic.	
    The	
    idea	
    that	
    a	
    PC	
    can	
    walk	
    
  into	
    a	
    shop	
    and	
    just	
    buy	
    ten	
    flasks	
    of	
    alchemist’s	
    fire	
    seems	
    to	
    be	
    
  a	
    bit	
    silly.	
    Why	
    would	
    a	
    general	
    provisioners	
    in	
    a	
    village	
    have	
    that	
    
  kind	
    of	
    dangerous	
    stuff	
    available?	
    Who	
    made	
    it?	
    How	
    did	
    it	
    get	
    
  here?	
     If	
     there	
     is	
     a	
     proper	
    alchemist	
     in	
     the	
     village,	
     why	
     is	
     he	
    
  there?	
     Deliberately	
     placing	
     such	
     individuals	
     can	
     help	
    grow	
     the	
    
  setting	
    and	
    even	
    act	
    as	
    the	
    catalyst	
    for	
    a	
    new	
    adventure!	
    
  
  11	
    
  I	
    have	
    no	
    problem	
    with	
    the	
    general	
    concept	
    of	
    alchemical	
    items,	
    
  but	
     I	
     think	
     they	
     need	
     to	
    treated	
     like	
     very	
     minor	
     magic	
     items.	
    
  GM’s	
    should	
    place	
    specific	
    individuals	
    in	
    his	
    campaign	
    with	
    the	
    
  relevant	
     skills	
     to	
     make	
     such	
     items.	
     That	
     way,	
     when	
     the	
     PCs	
    
  finally	
    secure	
    access	
    to	
    a	
    supply	
    of	
    alchemist’s	
    fire	
    or	
    acid	
    it	
    feels	
    
  like	
     an	
     achievement	
     and	
     not	
    the	
     “climax”	
     of	
     a	
     mundane	
    
  shopping	
    trip.	
    
  D E S I G N  U N I Q U E  M A G I C  I T E M S  
  I’ve	
    discussed	
     designing	
     unique	
     treasures	
     before,	
    but	
     I	
     think	
     it	
    
  bears	
    repeating.	
    Designing	
    unique	
    magic	
    items	
    is	
    cool,	
    and	
    both	
    
  makes	
    the	
    owner	
    feel	
    special	
    and	
    adds	
    depth	
    and	
    verisimilitude	
    
  to	
     the	
     campaign.	
     If	
     something	
     is	
     unique	
     it	
     is	
     by	
     default	
    
  more	
    special	
    than	
    something	
    generic.	
    
  	
    
   
  
  12	
    
  L E G A L  S T U F F
  If	
    you	
    enjoyed	
    this	
    product,	
    please	
    consider	
    leaving	
    a	
    review.	
    
  	
    
  If	
    you	
    didn’t	
    enjoy	
    this	
    product,	
    did	
    you	
    know	
    Raging	
    Swan	
    Press	
    offers	
    a	
    money	
    back	
    guarantee?	
    
  do	
    so.	
    
  	
    
  12	
    Inability	
    to	
    Comply:	
    If	
    it	
    is	
    impossible	
    for	
    You	
    to	
    comply	
    with	
    any	
    of	
    the	
    terms	
    of	
    this	
    
  License	
    with	
    respect	
    to	
    some	
    or	
    all	
    of	
    the	
    Open	
    Game	
    Content	
    due	
    to	
    statute,	
    judicial	
    order,	
    or	
    
  governmental	
    regulation	
    then	
    You	
    may	
    not	
    Use	
    any	
    Open	
    Game	
    Material	
    so	
    affected.	
    
  	
    
  13	
     Termination:	
    This	
     License	
     will	
    terminate	
     automatically	
     if	
    You	
    fail	
    to	
    comply	
     with	
    all	
    
  terms	
    herein	
    and	
    fail	
    to	
    cure	
    such	
    breach	
    within	
    30	
    days	
    of	
    becoming	
    aware	
    of	
    the	
    breach.	
    All	
    
  sublicenses	
    shall	
    survive	
    the	
    termination	
    of	
    this	
    License.	
    
  	
    
  14	
     Reformation:	
     If	
     any	
     provision	
     of	
     this	
     License	
     is	
     held	
     to	
     be	
     unenforceable,	
     such	
    
  provision	
    shall	
    be	
    reformed	
    only	
    to	
    the	
    extent	
    necessary	
    to	
    make	
    it	
    enforceable.	
    
  	
    
  15	
    COPYRIGHT	
    NOTICE:	
    Open	
    Game	
    License	
    v	
    1.0	
    ©2000,	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    
  	
    
  Open	
    Game	
    License	
    v1.0a.	
    Copyright	
    2000,	
    Wizards	
    of	
    the	
    Coast	
    Inc.	
    
  	
    
  System	
     Reference	
     Document:	
     ©2000,	
     Wizards	
     of	
     the	
     Coast,	
     Inc.	
     Authors:	
     Jonathan	
    
  Tweet,	
    Monte	
    Cook,	
    Skip	
    Williams,	
    based	
    on	
    material	
    by	
    E.	
    Gary	
    Gygax	
    and	
    Dave	
    Arneson.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game.	
     ©2008,	
     2009,	
     Paizo	
     Publishing,	
     LLC;	
     Author:	
     Jason	
    
  Bulmahn.	
    
  	
    
  Pathfinder	
     RPG	
     Bestiary.	
     ©2009	
     Paizo	
    Publishing	
     LC;	
    Author	
     Jason	
    Bulmahn,	
     based	
     on	
    
  material	
    by	
    Jonathan	
    Tweet,	
    Monte	
    Cook	
    and	
    Sip	
    Williams.
  	
    
  The	
    Book	
    of	
    Experimental	
    Might.	
    ©2008,	
    Malhavoc	
    Press;	
    Author:	
    Monte	
    Cook.	
    
  	
    
  Tomb	
    of	
    Horrors.	
     ©2002,	
     Necromancer	
     Games,	
    Inc.;	
    Authors:	
    Scott	
    Greene,	
    with	
    Clark	
    
  Peterson,	
     Erica	
     Balsley,	
     Kevin	
     Baase,	
     Casey	
     Christofferson,	
     Lance	
     Hawvermale,	
     Travis	
    
  Hawvermale,	
    Patrick	
    Lawinger,	
    and	
    Bill	
    Webb;	
    Based	
    on	
    original	
    content	
    by	
    TSR.	
    
  Pathfinder	
    Roleplaying	
    Game	
    Bestiary	
    2.	
    ©	
    2010,	
    Paizo	
    Publishing,	
    LLC;	
    Authors	
    Wolfgang	
    
  Baur,	
     Jason	
     Bulmahn,	
     Adam	
     Daigle,	
     Graeme	
     Davis,	
     Crystal	
     Frasier,	
     Joshua	
     J.	
     Frost,	
     Tim	
    
  Hitchcock,	
     Brandon	
     Hodge,	
     James	
     Jacobs,	
     Steve	
     Kenson,	
     Hal	
     MacLean,	
     Martin	
     Mason,	
     Rob	
    
  McCreary,	
    Erik	
    Mona,	
    Jason	
    Nelson,	
    Patrick	
    Renie,	
    Sean	
    K	
    Reynolds,	
    F.	
    Wesley	
    Schneider,	
    Owen	
    
  K.C.	
     Stephens,	
     James	
     L.	
     Sutter,	
     Russ	
     Taylor,	
     and	
     Greg	
     A.	
     Vaughan,	
     based	
     on	
     material	
     by	
    
  Jonathan	
    Tweet,	
    Monte	
    Cook,	
    and	
    Skip	
    Williams.
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     GameMastery	
     Guide.	
     ©	
     2010,	
     Paizo	
     Publishing,	
     LLC;	
    
  Author:	
    Cam	
    Banks,	
    Wolfgang	
    Buar,	
    Jason	
    Bulmahn,	
    Jim	
    Butler,	
    Eric	
    Cagle,	
    Graeme	
    Davis,	
    Adam	
    
  Daigle,	
    Joshua	
    J.	
    Frost,	
    James	
    Jacobs,	
    Kenneth	
    Hite,	
    Steven	
    Kenson,	
    Robin	
    Laws,	
    Tito	
    Leati,	
    Rob	
    
  McCreary,	
     Hal	
     Maclean,	
     Colin	
     McComb,	
     Jason	
     Nelson,	
     David	
     Noonan,	
     Richard	
     Pett,	
     Rich	
    
  Redman,	
    Sean	
    K	
    reynolds,	
    F.	
    Wesley	
    Schneider,	
    Amber	
    Scorr,	
    Doug	
    Seacat,	
    Mike	
    Selinker,	
    Lisa	
    
  Stevens,	
    James	
    L.	
    Sutter,	
    Russ	
    Taylor,	
    Penny	
    Williams,	
    Skip	
    Williams,	
    Teeuwynn	
    Woodruff.	
    
  Pathfinder	
    Roleplaying	
    Game	
    Advanced	
    Player's	
    Guide.	
    ©	
    2010,	
    Paizo	
    Publishing,	
    LLC;	
    Author:	
    
  Jason	
    Bulmahn.	
    
  	
    
  Advanced	
     Race	
     Guide	
     ©	
     2012,	
     Paizo	
     Publishing,	
     LLC;	
     Authors:	
     Dennis	
     Baker,	
     Jesse	
    
  Benner,	
    Benjamin	
    Bruck,	
    Jason	
    Bulmahn,	
    Adam	
    Daigle,	
    Jim	
    Groves,	
    Tim	
    Hitchcock,	
    Hal	
    MacLean,	
    
  Jason	
    Nelson,	
    Stephen	
    Radney-­‐MacFarland,	
    Owen	
    K.C.	
    Stephens,	
    Todd	
    Stewart,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     Ultimate	
     Equipment.	
     ©	
     2012	
     Paizo	
     Publishing,	
     LLC;	
    
  Authors:	
    Dennis	
    Baker,	
    Jesse	
    Benner,	
    Benjamin	
    Bruck,	
    Ross	
    Byers,	
    Brian	
    J.	
    Cortijo,	
    Ryan	
    Costello,	
    
  Mike	
    Ferguson,	
    Matt	
    Goetz,	
    Jim	
    Groves,	
    Tracy	
    Hurley,	
    Matt	
    James,	
    Jonathan	
    H.	
    Keith,	
    Michael	
    
  Kenway,	
    Hal	
    MacLean,	
    Jason	
    Nelson,	
    Tork	
    Shaw,	
    Owen	
    KC	
    Stephens,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     Advanced	
     Player’s	
     Guide.	
     ©2010,	
     Paizo	
     Publishing,	
     LLC;	
    
  Author:	
    Jason	
    Bulmahn.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    Ultimate	
    Combat.	
    ©	
    2011,	
    Paizo	
    Publishing,	
    LLC;	
    Authors:	
    
  Dennis	
    Baker,	
    Jesse	
    Benner,	
    Benjamin	
    Bruck,	
    Jason	
    Bulmahn,	
    Brian	
    J.	
    Cortijo,	
    Jim	
    Groves,	
    Tim	
    
  Hitchcock,	
     Richard	
     A.	
     Hunt,	
    Colin	
     McComb,	
     Jason	
    Nelson,	
     Tom	
    Phillips,	
     Patrick	
    Renie,	
    Sean	
    K	
    
  Reynolds,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Duergar	
    of	
    the	
    Obsidian	
    Citadel.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    John	
    Bennett.	
    
  	
    
  Pathfinder	
     Player	
     Companion:	
     Pirates	
     of	
     the	
     Inner	
     Sea	
    ©	
     2012,	
     Paizo	
     Publishing,	
     LLC;	
    
  Author:	
    Amber	
    E.	
    Scott.	
    
  	
    
  	
    
  Pathways.	
    ©2014	
    Steven	
    D.	
    Russell,	
    Author:	
    Creighton	
    Broadhurst	
    	
    
  	
    
  Town	
    Backdrop:	
    Deksport.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     Monster	
     Codex.	
     ©	
     2014,	
     Paizo	
    Publishing,	
     LLC;	
     Authors:	
    	
    
  Dennis	
    Baker,	
    Jesse	
    Benner,	
    Logan	
    Bonner,	
    Jason	
    Bulmahn,	
    Ross	
    Byers,	
    John	
    Compton,	
    Robert	
    
  N.	
    Emerson,	
    Jonathan	
    H.	
    Keith,	
    Dale	
    McCoy	
    Jr.,	
    Mark	
    Moreland,	
    Tom	
    Philiips,	
    Stephen	
    Radney-­‐
  MacFarland,	
    Sean	
    K.	
    Reynolds,	
    Thomas	
    M.	
    Reid,	
    Patrick	
    Rennie,	
    Mark	
    Seifter,	
    Tork	
    Shaw,	
    Neil	
    
  Spicer,	
    Owen	
    K.C.	
    Stephens	
    and	
    Russ	
    Taylor.	
    
  	
    
  Subterranean	
     Enclave:	
    Dilath’s	
     Hold.	
     ©Raging	
     Swan	
     Press	
     2015;	
     Author:	
     Brian	
     Wiborg	
    
  Mønster.	
    
  	
    
  Urban	
    Dressing:	
    Elven	
    Town.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Josh	
    Vogt.	
    
  	
    
  Village	
    Backdrop:	
    Red	
    Talon.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Richard	
    Green.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     April	
     2015.	
     ©Raging	
     Swan	
     Press	
     2014;	
     Author:	
     Creighton	
    
  Broadhurst,	
    Richard	
    Green,	
    Josh	
    Vogt	
    and	
    Brian	
    Mønster	
    Wiborg.	
    
  O P E N  G A M E  L I C E N S E  V E R S I O N  1 . 0 A  
  The	
    following	
    text	
    is	
    the	
    property	
    of	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    and	
    is	
    Copyright	
    2000	
    Wizards	
    of	
    
  the	
    Coast,	
    Inc	
    ("Wizards").	
    All	
    Rights	
    Reserved.	
    
  	
    
  1.	
    Definitions:	
    (a)"Contributors"	
    means	
    the	
    copyright	
    and/or	
    trademark	
    owners	
    who	
    have	
    
  contributed	
    Open	
    Game	
    Content;	
    (b)"Derivative	
    Material"	
    means	
    copyrighted	
    material	
    including	
    
  derivative	
     works	
     and	
     translations	
     (including	
     into	
     other	
     computer	
     languages),	
     potation,	
    
  modification,	
    correction,	
    addition,	
    extension,	
    upgrade,	
    improvement,	
    compilation,	
    abridgment	
    
  or	
    other	
    form	
    in	
    which	
    an	
    existing	
    work	
    may	
    be	
    recast,	
    transformed	
    or	
    adapted;	
    (c)	
    "Distribute"	
    
  means	
    to	
    reproduce,	
    license,	
    rent,	
    lease,	
    sell,	
    broadcast,	
    publicly	
    display,	
    transmit	
    or	
    otherwise	
    
  distribute;	
     (d)"Open	
     Game	
     Content"	
     means	
     the	
     game	
     mechanic	
     and	
     includes	
     the	
     methods,	
    
  procedures,	
    processes	
    and	
    routines	
    to	
    the	
    extent	
    such	
    content	
    does	
    not	
    embody	
    the	
    Product	
    
  Identity	
    and	
    is	
    an	
    enhancement	
    over	
    the	
    prior	
    art	
    and	
    any	
    additional	
    content	
    clearly	
    identified	
    
  as	
     Open	
     Game	
     Content	
     by	
     the	
     Contributor,	
     and	
     means	
     any	
     work	
     covered	
     by	
     this	
     License,	
    
  including	
     translations	
     and	
     derivative	
     works	
     under	
     copyright	
     law,	
     but	
     specifically	
     excludes	
    
  Product	
     Identity.	
     (e)	
     "Product	
     Identity"	
     means	
     product	
     and	
     product	
     line	
     names,	
     logos	
     and	
    
  identifying	
    marks	
    including	
    trade	
    dress;	
    artifacts;	
    creatures	
    characters;	
    stories,	
    storylines,	
    plots,	
    
  thematic	
     elements,	
     dialogue,	
     incidents,	
     language,	
     artwork,	
     symbols,	
     designs,	
     depictions,	
    
  likenesses,	
     formats,	
     poses,	
     concepts,	
     themes	
     and	
     graphic,	
     photographic	
     and	
     other	
     visual	
     or	
    
  audio	
     representations;	
     names	
     and	
     descriptions	
     of	
     characters,	
     spells,	
     enchantments,	
    
  personalities,	
    teams,	
    personas,	
    likenesses	
    and	
    special	
    abilities;	
    places,	
    locations,	
    environments,	
    
  creatures,	
    equipment,	
     magical	
     or	
     supernatural	
     abilities	
     or	
    effects,	
    logos,	
     symbols,	
     or	
     graphic	
    
  designs;	
    and	
    any	
    other	
    trademark	
    or	
    registered	
    trademark	
    clearly	
    identified	
    as	
    Product	
    identity	
    
  by	
    the	
    owner	
    of	
    the	
    Product	
    Identity,	
    and	
    which	
    specifically	
    excludes	
    the	
    Open	
    Game	
    Content;	
    
  (f)	
     "Trademark"	
     means	
     the	
     logos,	
     names,	
     mark,	
     sign,	
     motto,	
     designs	
     that	
     are	
     used	
     by	
     a	
    
  Contributor	
    to	
    identify	
    itself	
    or	
    its	
    products	
    or	
    the	
    associated	
    products	
    contributed	
    to	
    the	
    Open	
    
  Game	
    License	
    by	
    the	
    Contributor	
    (g)	
    "Use",	
    "Used"	
    or	
    "Using"	
    means	
    to	
    use,	
    Distribute,	
    copy,	
    
  edit,	
    format,	
    modify,	
    translate	
    and	
    otherwise	
    create	
    Derivative	
    Material	
    of	
    Open	
    Game	
    Content.	
    
  (h)	
    "You"	
    or	
    "Your"	
    means	
    the	
    licensee	
    in	
    terms	
    of	
    this	
    agreement.	
    
  	
    
  2.	
     The	
     License:	
    This	
     License	
     applies	
    to	
     any	
     Open	
    Game	
     Content	
    that	
     contains	
    a	
     notice	
    
  indicating	
    that	
    the	
    Open	
    Game	
    Content	
    may	
    only	
    be	
    Used	
    under	
    and	
    in	
    terms	
    of	
    this	
    License.	
    
  You	
    must	
    affix	
    such	
    a	
    notice	
    to	
    any	
    Open	
    Game	
    Content	
    that	
    you	
    Use.	
    No	
    terms	
    may	
    be	
    added	
    
  to	
    or	
    subtracted	
    from	
    this	
    License	
    except	
    as	
    described	
    by	
    the	
    License	
    itself.	
    No	
    other	
    terms	
    or	
    
  conditions	
    may	
    be	
    applied	
    to	
    any	
    Open	
    Game	
    Content	
    distributed	
    using	
    this	
    License.	
    
  	
    
  3.	
    Offer	
    and	
    Acceptance:	
    By	
    Using	
    the	
    Open	
    Game	
    Content	
    You	
    indicate	
    Your	
    acceptance	
    
  of	
    the	
    terms	
    of	
    this	
    License.	
    
  	
    
  4.	
     Grant	
     and	
     Consideration:	
     In	
     consideration	
     for	
     agreeing	
     to	
     use	
     this	
     License,	
     the	
    
  Contributors	
     grant	
     You	
     a	
     perpetual,	
     worldwide,	
     royalty-­‐free,	
     non-­‐exclusive	
     license	
     with	
     the	
    
  exact	
    terms	
    of	
    this	
    License	
    to	
    Use,	
    the	
    Open	
    Game	
    Content.	
    
  	
    
  5.	
    Representation	
    of	
    Authority	
    to	
    Contribute:	
    If	
    You	
    are	
    contributing	
    original	
    material	
    as	
    
  Open	
    Game	
    Content,	
    You	
    represent	
    that	
    Your	
    Contributions	
    are	
    Your	
    original	
    creation	
    and/or	
    
  You	
    have	
    sufficient	
    rights	
    to	
    grant	
    the	
    rights	
    conveyed	
    by	
    this	
    License.	
    
  	
    
  6.	
    Notice	
    of	
    License	
    Copyright:	
    You	
    must	
    update	
    the	
    COPYRIGHT	
    NOTICE	
    portion	
    of	
    this	
    
  License	
    to	
    include	
    the	
    exact	
    text	
    of	
    the	
    COPYRIGHT	
    NOTICE	
    of	
    any	
    Open	
    Game	
    Content	
    You	
    are	
    
  copying,	
     modifying	
     or	
     distributing,	
     and	
     You	
     must	
     add	
     the	
     title,	
     the	
     copyright	
     date,	
     and	
     the	
    
  copyright	
    holder's	
    name	
     to	
     the	
    COPYRIGHT	
    NOTICE	
     of	
    any	
    original	
     Open	
     Game	
     Content	
    you	
    
  Distribute.	
    
  7.	
     Use	
    of	
     Product	
     Identity:	
    You	
    agree	
     not	
     to	
    Use	
    any	
    Product	
    Identity,	
     including	
    as	
    an	
    
  indication	
    as	
    to	
    compatibility,	
    except	
    as	
    expressly	
    licensed	
    in	
    another,	
    independent	
    Agreement	
    
  with	
    the	
    owner	
    of	
    each	
    element	
    of	
    that	
    Product	
    Identity.	
    You	
    agree	
    not	
    to	
    indicate	
    compatibility	
    
  or	
     co-­‐adaptability	
     with	
     any	
     Trademark	
     or	
     Registered	
     Trademark	
     in	
     conjunction	
     with	
     a	
     work	
    
  containing	
     Open	
     Game	
     Content	
     except	
     as	
     expressly	
     licensed	
     in	
     another,	
     independent	
    
  Agreement	
    with	
    the	
    owner	
    of	
    such	
    Trademark	
    or	
    Registered	
    Trademark.	
    The	
    use	
    of	
    any	
    Product	
    
  Identity	
     in	
     Open	
     Game	
     Content	
     does	
     not	
     constitute	
     a	
     challenge	
     to	
     the	
     ownership	
     of	
     that	
    
  Product	
    Identity.	
    The	
    owner	
    of	
    any	
    Product	
    Identity	
    used	
    in	
    Open	
    Game	
    Content	
    shall	
    retain	
    all	
    
  rights,	
    title	
    and	
    interest	
    in	
    and	
    to	
    that	
    Product	
    Identity.	
    
  	
    
  8.	
    Identification:	
    If	
    you	
    distribute	
    Open	
    Game	
    Content	
    You	
    must	
    clearly	
    indicate	
    which	
    
  portions	
    of	
    the	
    work	
    that	
    you	
    are	
    distributing	
    are	
    Open	
    Game	
    Content.	
    
  	
    
  9.	
    Updating	
    the	
    License:	
    Wizards	
    or	
    its	
    designated	
    Agents	
    may	
    publish	
    updated	
    versions	
    
  of	
     this	
     License.	
     You	
     may	
     use	
     any	
     authorized	
     version	
     of	
     this	
     License	
     to	
     copy,	
     modify	
     and	
    
  distribute	
    any	
    Open	
    Game	
    Content	
    originally	
    distributed	
    under	
    any	
    version	
    of	
    this	
    License.	
    
  	
    
  10	
    Copy	
    of	
    this	
    License:	
    You	
    MUST	
    include	
    a	
    copy	
    of	
    this	
    License	
    with	
    every	
    copy	
    of	
    the	
    
  Open	
    Game	
    Content	
    You	
    Distribute.	
    
  	
    
  11.	
    Use	
    of	
    Contributor	
    Credits:	
    You	
    may	
    not	
    market	
    or	
    advertise	
    the	
    Open	
    Game	
    Content	
    
  using	
    the	
    name	
    of	
    any	
    Contributor	
    unless	
    You	
    have	
    written	
    permission	
    from	
    the	
    Contributor	
    to	
    
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany 2015-04.pdf