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  VILLAGE BACKDROP:  
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  DAWNMARSH 
  
   
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  VILLAGE BACKDROP: DAWNMARSH 
  Dawnmarsh	is	that	rare	breed	of	lizardfolk	village	that	welcomes	trade,	offering	secret	regenerative	elixirs,	techniques	to	tame	riding	
  lizards,	 poisons	 of	 the	 marshes	 and	 fleet	 guides	 to	 navigate	 the	 hazardous	 terrain.	 Cultures	 clash	 among	 the	 stilted	 houses	 on	 the	
  Dawnmarsh	swampy	islands—here,	trade	is	useful	but	the	very	presence	of	foreign	traders	sparks	tension	with	neighbouring	tribes	and	
  cautious	locals.	Adventurers	can	find	useful	allies	in	innkeepers	and	lizardfolk	youths	who	hear	much	as	well	as	an	elderly	visionary.	The	
  sun-worshipping	lizardfolk	have	begun	to	abandon	traditions	deemed	vile	by	the	visiting	traders,	but	even	partial	betrayal	of	the	old	ways	
  has	given	a	foothold	to	lizardfolk	warmongers	interested	in	transforming	Dawnmarsh	from	a	place	of	healing	to	a	place	of	war.	
  Designed	for	use	with	the	5th	edition	of	the	world’s	most	popular	roleplaying	game.	
  	
  C R E D I T S  
  Design:	David	N.	Ross	
  Development:	Creighton	Broadhurst	
  Art:	 William	 McAusland.	 Some	 artwork	 copyright	 William	
  McAusland,	used	with	permission.	
  Design:	David	N.	Ross	
  Development:	Creighton	Broadhurst	
  Art:	William	McAusland,	V	Shane	and	Maciej	Zagorski	(The	Forge	
  Studio).	 Some	 artwork	 copyright	 William	 McAusland,	 used	
  with	permission.	
  Cartography:	Maciej	Zagorski	(The	Forge	Studio)	
  ©Raging	Swan	Press	2017.	
  	
  The	moral	right	of	David	N.	Ross	to	be	identified	as	the	author	of	
  this	 work	 has	 been	 asserted	 in	 accordance	 with	 the	 Copyright	
  Designs	and	Patents	Act	1988.		
  	
  All	 rights	 reserved.	 No	 part	 of	 this	 publication	 may	 be	
  reproduced,	stored	in	a	retrieval	system	or	transmitted,	in	any	
  form	or	by	any	means,	without	the	prior	permission	in	writing	of	
  Raging	Swan	Press	or	as	expressly	permitted	by	law.	
  C O N T E N T S  
  Dawnmarsh	At	A	Glance	...............................................................	2	
  Notable	Locations	at	a	Glance	......................................................	3	
  Life	in	Dawnmarsh	........................................................................	4	
  The	Surrounding	Locality	..............................................................	5	
  Notable	Locations	in	Dawnmarsh	................................................	6	
  Support	Raging	Swan	Press	..........................................................	9	
  OGL	V1.0A	....................................................................................	9	
  	
  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	 Village	 Backdrop:	 Dawnmarsh	 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.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  	
  	
  
  2	
  D A W N M A R S H  A T  A  G L A N C E  
  Ruler:	Lightkeeper	Kassarin	the	Wise		
  Government:	Magical	
  Alignments:	NG,	N	
  Population:	144	(126	lizardfolk,	8	humans,	4	elves,	3	half-orcs,	2	
  halflings,	1	half-elf)	
  Notable	 Folk:	 Huntmaster	 Esskavril	 the	 Silent	 (location	 3),	
  Inskaraz	(location	2),	Second	Lightkeeper	Vassessar	(location	
  6),	Storyteller	Ssimneer	(location	8)		
  Languages:	Common,	Draconic	
  Resources	&	Industry:	Furs,	guides,	medicines,	mounts	
  Built	 centuries	 ago	 where	 the	 Sunsilver	 River	 and	 Dragonhorn	
  River	 meet,	 Dawnmarsh	 serves	 as	 a	 vital	 trade	 hub	 between	
  lizardfolk	 of	 the	 Great	 Marsh	 and	 outsiders.	 Its	 famous	 Dawn	
  Shrine	was	founded	after	a	lizardfolk	druid	serving	the	sun	deity	
  freed	the	village	by	slaying	the	legendary	spirit	naga	Lissendia.	
  Since	 then,	 the	 shrine’s	 Lightkeepers	 have	 gradually	 expanded	
  Dawnmarsh's	 trade	 network.	 Ninety	 years	 ago,	 Lightkeeper	
  Salkessk	 began	 seeking	 trade	 with	 non-lizardfolk	 outside	 the	
  Great	 Marsh.	 Most	 lizardfolk	 distrust	 other	 humanoids,	 but	
  Dawnmarshers	mostly	try	to	be	welcoming.	Some	lizardfolk	are	
  only	comfortable	trading	with	outsiders	in	a	glade	just	outside	of	
  Dawnmarsh.	They	see	welcoming	non-lizardfolk	into	Dawnmarsh	
  as	 sacrilege	 against	 the	 Dawn	 Shrine.	 Trade	 has	 brought	
  whispers	 of	 violent	 backlash	 from	 other	 lizardfolk,	 undead	
  awoken	by	foreign	burial	rites	and	rising	cultural	tensions.	
  V I L L A G E  L O R E  
  A	 PC	 may	 know	 something	 about	 Dawnmarsh,	 its	 history	 and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check		 	
  	
  DC	10:	Dawnmarsh	is	an	unusually	open	lizardfolk	village	at	
  the	edge	of	the	Great	Marsh.	It’s	known	for	exclusive	lizardfolk	
  wares	like	regenerative	tonics	brewed	at	the	sacred	Dawn	Shrine	
  and	trained	riding	lizards.	
  	
  DC	15:	Dawnmarshers	depend	on	other	
  lizardfolk's	 fear	 of	 mammalian	
  humanoids	 for	 their	 large	
  profit	 margins,	 since	 that	
  leaves	 them	 the	 only	
  intermediaries.	
  	
  DC	20:	Some	lizardfolk	believe	Lightkeeper	Kassarin	the	Wise	
  has	 compromised	 religious	 tradition	 to	 satisfy	 traders.	 The	
  traditionalists	wish	to	violently	expel	foreigners.	
  V I L L A G E R S  
  Appearance:	 Dawnmarshers	 lizardfolk	 average	 of	 six	 to	 seven	
  feet	 tall	 but	 are	 often	 wiry,	 weighing	 190	 to	 225	 pounds.	 The	
  most	common	scale	colours	are	deep	green	and	dark	brown.	
  	
  Dress:	Dawnmarsher	males	display	culture	and	wealth	with	
  colourful	 scale-paint	 and	 bright	 fabrics.	 They	 wear	 light,	 airy	
  fabrics	in	the	day—normally	a	decorative	scarf	in	summer—and	
  heavily	layered	furs	at	night.	Females	wear	similar	clothing,	but	
  tend	 toward	 earthy	 colours.	 Dawnmarshers	 who	 deviate	 from	
  tradition	stand	out,	but	don't	cause	fuss.	Non-lizardfolk	mostly	
  wear	voluminous	clothing	to	ward	off	biting	insects.	
  	
  Nomenclature:	 Most	 lizardfolk	 names	 are	 not	 gender-
  specific.	 They	 do	 not	 use	 surnames	 but	 record	 lineage	 with	
  recurring	 sounds	 within	 names.	 examples	 Amarress,	 Arrizkil,	
  Kalriss,	Makkil,	Rizgar,	Ssemkir,	Ynnraz	
  W H I S P E R S  &  R U M O U R S  
  While	in	Dawnmarsh,	a	PC	may	hear	one	or	more	rumours.	A	PC	
  making	 a	 DC	 10	 Charisma	 check	 learns	 one	 rumour	 from	 the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.		
  D6	
  RUMOUR	
  1	
  Disaffected	youth	have	been	swayed	by	the	speeches	
  of	Sesskar	the	Great,	chief	of	the	Dragon	Fang	tribe.		
  2	
  The	 Riverrunner	 Company	 has	 a	 campsite	 for	 the	
  upcoming	Solstice	Festival	despite	lizardfolk	who	say	
  it's	 unsafe	 outside	 the	 village	 at	 night.	 The	
  Riverrunners	 say	 Dawnmarshers	 want	 to	 stop	 them	
  trading	with	the	other	lizardfolk.	
  3*	
  The	 Dawnmarshers'	 sun	 goddess	 is	 secretly	 a	 black	
  dragon	demanding	offerings	of	treasure	stolen	from	
  visitors	or	sacrifices	of	“lost”	humanoid	traders.	
  4	
  A	soggy	humanoid	has	been	seen	watching	the	Dawn	
  Shrine	from	a	hiding-spot	on	the	southern	river	bank.	
  5	
  No	one	wants	to	die	in	Dawnmarsh.	Visitors	fear	their	
  bodies	will	be	eaten;	lizardfolk	fear	theirs	won't	be.		
  6	
  Chief	storyteller	Simneer	has	been	using	technicalities	
  to	 obstruct	 Inskaraz’s	 and	 Aurelian's	 marriage	
  because	he's	bitter	at	their	happiness.	
  *False	rumour	
  	
   
  
  3	
  N O T A B L E  L O C A T I O N S  A T  A  G L A N C E  
  Most	of	Dawnmarsh	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Market	 Circle:	 Here,	 people	 of	 all	 kinds	 trade	 at	 the	
  encouragement	of	Askivirin,	the	apprentice	Storyteller.	It	is	the	
  best	place	to	find	a	deal	on	a	wide	variety	of	lizardfolk	goods	
  as	 well	 as	 whatever	 goods	 traders	 have	 brought	 in	 from	
  beyond	the	Great	Marsh.	
  2. The	Basking	Butterfly:	Dawnmarsh's	only	tavern	is	a	magnet	
  for	unconventional	lizardfolk	and	traders.	It	is	also	the	only	inn	
  with	 private	 rooms	 and	 beds	 in	 the	 human	 style.	 These	
  amenities	are	arranged	by	its	human	proprietor	Aurelian,	who	
  co-owns	the	inn	with	his	lizardfolk	husband-to-be	Inskaraz.	
  3. House	of	Hunters:	The	House	of	Hunters	is	home	to	lizardfolk	
  who	hunt,	trap	or	fish	for	a	living.	They	offer	their	services	as	
  guides	and	sell	trained	lizard	mounts	to	trusted	clients	 (with	
  Huntmaster	Esskavril’s	approval).	
  4. House	of	Snakes:	The	home	of	Sakaril	the	Poisoner	is	popular	
  with	 those	 interested	 in	 alchemy	 as	 well	 as	 hunters	 and	
  warriors	 who	 understand	 the	 usefulness	 of	 poison.	 Many	
  snakes	also	dwell	therein.	
  5. Greatmarsh	Lodge:	Greatmarsh	Lodge,	is	much	older	than	the	
  Basking	 Butterfly	 and	 offers	 traditional	 lizardfolk	 meals	 and	
  lodgings.	It	is	popular	with	visiting	lizardfolk	and	with	traders	
  who	can't	afford	the	Basking	Butterfly.	Its	matron	is	Ssarkisk.	
  6. Sunrise	 House:	 The	 Lightkeeper	 priests	 as	 well	 as	 the	 chief	
  Storyteller	 and	 his	 apprentices	 share	 this	 house,	 along	 with	
  their	 extended	 families.	 Second	 Lightkeeper	 Vassessar	 sell	
  elixirs	brewed	using	ancient	recipes.	
  7. Dawn	Shrine:	The	holiest	place	in	Dawnmarsh,	and	for	a	great	
  distance	around,	the	Dawn	Shrine	is	dedicated	to	the	sun	and	
  to	 the	 lizardfolk	 sun	 deity.	 It	 is	 a	 place	 of	 rest,	 warmth	 and	
  healing	for	the	lizardfolk	and	for	all	respectful	petitioners.	It	is	
  also	the	effective	seat	of	government	and	judgement	for	the	
  small	 settlement.	 The	 priests	 sell	 divine	 scrolls,	 potions	 and	
  blessings	of	the	sun.	The	high	priest	is	Lightkeeper	Kassarin	the	
  Wise.	
  8. Portage	Glade:	The	Portage	Glade	offers	an	isolated	place	for	
  lizardfolk	 traders	 from	 the	 surrounding	 tribes	 who	 are	
  uncomfortable	 trading	 directly	 with	 mammalian	 foreigners.	
  Storyteller	Ssimneer	keeps	an	eye	on	Dawnmarsh	youths	who	
  do	much	of	the	selling.	
  	
  
  4	
  L I F E  I N  D A W N M A R S H  
  Dawnmarsh's	traditional	structures	are	wooden	buildings	lifted	
  on	 stilts	 above	 their	 islands	 to	 avoid	 periodic	 flooding.	 Most	
  have	 cooking	 fires	 below	 and	 are	 home	 to	 multiple	 related	
  families.	Dawnmarshers	bask	in	the	sun	on	roofs	and	in	small	
  yards	behind	their	houses	for	20	minutes	to	an	hour	at	a	time	in	
  the	 mornings	 and	 evenings,	 then	 go	 about	 their	 daily	 tasks.	
  Under	 the	 intense	 mid-afternoon	 sun,	 only	 mammals	 linger	
  outdoors.	 Dawnmarshers	 congregate	 in	 close	 quarters	 or	
  around	fires	for	warmth	after	sunset,	but	aren't	active	for	long.	
  If	 they	 must	 do	 business	 at	 night,	 lizardfolk	 speak	 softly,	
  punctuating	statements	with	friendly	pats	on	the	arm	or	two-
  handed	 hand-shakes.	 Priests	 and	 storytellers	 discourage	
  Dawnmarshers	 from	 commingling	 with	 non-lizardfolk	 beyond	
  business.	Only	a	few	foreign	merchants	have	proven	respectful	
  and	helpful	enough	to	be	given	permanent	residence.		
  T R A D E  &  I N D U S T R Y  
  Dawnmarshers	 trade	 with	 humans,	 elves	 and	 other	 non-
  lizardfolk	for	good	metalwork	and	other	things	not	easily	found	
  in	the	marsh.	In	exchange,	they	offer	furs,	lizard	mounts,	potent	
  traditional	medicines	and	lizardfolk	guides	for	those	interested	
  in	exploring	the	marsh’s	mysteries.	Trade	with	lizardfolk	often	
  takes	 place	 in	 quiet	 areas	 just	 outside	 the	 village	 like	 the	
  Portage	Glade.	This	is	for	the	comfort	of	lizardfolk	traders	who	
  fear	or	resent	humans	but	recognize	the	value	of	human	crafts.	
  L A W  &  O R D E R  
  Dawnmarshers	rely	upon	the	Lightkeeper	priests	of	the	Dawn	
  Shrine	 to	 settle	 formal	 disputes.	 When	 serious	 crimes	 are	
  alleged	 or	 when	 someone	 openly	 threatens	 the	 local	 peace,	
  Dawnmarsh's	 warriors	 disarm	 all	 involved.	 Most	 punishments	
  are	 simple	 restitution,	 but	 those	 who	 are	 a	 danger	 to	 the	
  community	or	who	can't	keep	the	peace	are	exiled.	
  C U S T O M S  &  T R A D I T I O N S  
  Dawnmarsh	 is	 built	 around	 the	 Dawn	 Shrine,	 an	 important	
  religious	site	for	the	lizardfolk	sun	deity.	Lizardfolk	can	directly	
  feel	how	the	sun's	warmth	makes	them	feel	stronger	and	more	
  alive,	 drawing	 them	 easily	 to	 its	 worship.	 The	 shrine	 hosts	
  minor	ceremonies	to	greet	the	sun	every	morning	as	it	creeps	
  over	the	eastern	horizon.	In	addition,	there	are	major	festivals	
  at	the	summer	and	winter	solstices.	This	is	the	only	time	non-
  Dawnmarsher	lizardfolk	enter	the	village	in	large	numbers,	and	
  accommodations	 are	 reserved	 exclusively	 for	 lizardfolk	
  celebrants.	 A	 few	 curious	 foreign	 traders	 try	 despite	
  Dawnmarsher	pressure	to	mingle	at	these	festivities	in	hopes	of	
  expanding	their	network	of	lizardfolk	contacts.	
  V I L L A G E  D R E S S I N G  
  Use	this	table	to	generate	the	minor	sights	and	sounds	the	PCs	
  experience	as	they	move	about	Dawnmarsh.	
  D12	
  DRESSING/EVENT	
  1	
  Three	 lizardfolk	 wearing	 dark	 leather	 astride	 giant	
  lizards	 ford	 the	 river	 into	 Dawnmarsh.	 They	 carry	
  cleaned	 deer	 carcasses.	 Once	 the	 hunters	 dismount,	
  the	lizards	wander	back	across	the	river.	
  2	
  Several	 small	 lizardfolk	 children	 bask	 sleepily	 in	 the	
  sun,	 on	 the	 back	 of	 a	 dozing	 horse-sized	 lizard.	 One	
  motionless	child	curiously	watches	the	PCs.	
  3	
  A	young	human	woman	gives	a	lizardfolk	child	bacon	
  and	asks	the	little	one	to	show	her	where	the	“other”	
  lizardfolk	trade.	An	older	lizardfolk	sweeps	up	the	child	
  before	the	child	can	answer.	
  4	
  A	 lizardfolk	 drummer	 narrates	 a	 tense	 tale	 to	 rapt	
  listeners.	 The	 expressive	 tone	 conveys	 high	 drama	
  even	for	those	who	don't	speak	Draconic.	
  5	
  An	 old	 lizardfolk	 tells	 younger	 lizardfolk	 scary	 stories	
  about	 how	 dead	 lizardfolk	 who	 aren't	 properly	 eaten	
  become	vengeful	undead.	
  6	
  A	 half-orc	 complains	 loudly	 that	 insects	 and	 stirges	
  never	bite	lizardfolk.	
  7	
  A	 baby	 shocker	 lizard	 rides	 on	 the	 shoulder	 of	 a	
  painted	lizardfolk	warrior.	It	shocks	her	when	it	hears	
  an	excited	shout	elsewhere	in	the	village,	making	her	
  yelp	and	swear	in	Draconic	before	soothing	it.	
  8	
  Dwarves	berate	lizardfolk	for	asking	high	fur	prices;	the	
  lizardfolk	 protest	 the	 hunters	 have	 had	 few	 catches	
  recently.	
  9	
  An	 elderly	 lizardfolk	 complains	 about	 demanding	
  visitors	who	bury	their	dead	like	filth.	
  10	
  Two	warriors	wearing	black	and	silver	scale-paint	and	
  carrying	bone-toothed	morningstars	menace	a	couple	
  of	gnomes,	calling	them	unworthy	of	Dawnmarsh.	
  11	
  A	half-orc	woman	rides	a	giant	lizard	unsteadily	along	
  the	 far	 riverbank,	 a	 mounted	 lizardfolk	 behind	 her	
  shouting	ways	for	her	to	correct	her	technique.	
  12	
  A	lizardfolk	warrior	offers	a	wineskin	to	an	elf,	asking	
  about	her	homeland,	only	to	take	it	back	and	walk	off	
  when	a	yellow-sashed	priest	comes	into	sight.	
  	
   
  
  5	
  T H E  S U R R O U N D I N G  L O C A L I T Y  
  Dawnmarsh	sits	on	three	connected	islands	in	the	Dawnmarsh	
  Waters,	at	the	confluence	of	two	lazy,	shallow	rivers.	The	rivers	
  are	 called	 the	 Sunsilver	 (running	 west	 and	 south)	 and	 the	
  Dragonhorn	(running	north	and	east).	The	village	is	less	than	two	
  days'	travel	from	the	western	edge	of	the	Great	Marsh.	The	path	
  is	 made	 easier	 by	 wooden	 causeways	 across	 the	 most	
  treacherous	of	the	bogs	and	quicksand.	The	path	cuts	through	
  paddies	where	Dawnmarshers	grow	rice	to	make	alcohol.	More	
  rice	paddies	extend	north	of	the	village,	while	to	south	lie	low	
  hills	among	deep	bogs	where	Dawnmarsh's	hunters	breed	tame	
  giant	lizards.	
  	
  East	 of	 the	 village	 sprawl	 a	 low,	 flat	 heath	 where	
  Dawnmarshers	grow	flax	for	fabric.	The	edge	of	the	heath	has	
  recently	 been	 converted	 to	 a	 makeshift	 graveyard	 as	 the	
  villagers	have	ceased	to	cannibalize	their	dead;	this	cannibalism	
  has	 always	 been	 considered	 natural	 and	 respectful	 among	 the	
  lizardfolk,	but	now	only	the	most	prestigious	dead	are	given	this	
  honour.	Not	all	the	buried	lizardfolk	dead	rest	well	in	the	face	of	
  such	sacrilege.	Lizardfolk	ghouls	and	ghosts	have	begun	to	attack	
  those	who	linger	near	the	field	at	night.	
  	
  Beyond	 the	 ordered	 rows	 of	 rice	 paddies,	 strangely	
  aggressive	shambling	mounds	lurk	amidst	stone	ruins	and	dense	
  hedgerows.	These	are	rumoured	to	be	signs	of	a	spirit	naga	or	
  young	black	dragon	working	dark	magic.	In	truth,	it	is	the	lair	of	
  crocodile-headed	 Garsuthramon	 (LE	 male	 rakshasa),	 who	 uses	
  his	 shape	 changing	 ability	 to	 appear	 as	 a	 visiting	 diplomat	
  reformer.	He	works	to	convinced	the	lizardfolk	not	to	eat	their	
  dead	(as	was	their	ancient	custom)	and	now	visits	in	the	guise	of	
  various	 lizardfolk	 advocating	 abandoning	 other	 traditions	 (like	
  those	 against	 necromancy	 and	
  unprovoked	 raids)	 to	 promote	 rootless	 selfishness	 he	 can	
  manipulate	to	his	own	advantage.	
  	
  Farther	to	the	south,	deeper	water	and	quicksand	hold	oozes	
  and	 stirges	 that	 do	 little	 to	 bother	 lizardfolk.	 More	 dangerous	
  harpies,	hags	and	will-o'-wisps	also	lurk	there,	taking	advantage	
  of	the	uneven	terrain	to	hide	their	lairs.	Here	also	grow	magical	
  sunflowers	used	in	Dawnmarsh's	famous	regenerative	remedies.	
  	
  Deeper	 in	 the	 Great	 Marsh	 are	 more	 isolationist	 lizardfolk	
  tribes	who	largely	think	Dawnmarshers	are	odd	but	good	hosts.		
  However,	 a	 new	 tribe	 is	 rising	 to	 prominence.	 Called	 the	
  Lizardfolk	of	the	Dragon	Fang,	they	follow	the	aggressive	Sesskar	
  the	 Great	 as	 he	 calls	 for	 lizardfolk	 unity	 and	 a	 rejection	 of	 all	
  peaceful	contact	with	foreigners.	The	Great	Marsh	lizardfolk	also	
  compete	with	aggressive	boggards	for	resources.	
  L I Z A R D F O L K  O F  T H E  D R A G O N  F A N G  
  Deep	in	the	heart	of	a	forbidding	swamp,	the	lizardfolk	of	the	
  Dragon	Fang	tribe	beat	the	drums	of	war.	Lead	by	Sesskarr	the	
  Great,	a	mighty	and	charismatic	lizard	king	with	a	tyrant's	heart	
  and	a	black	dragon's	blood,	the	Dragon	Fang	tribe	is	aggressively	
  expanding	beyond	their	traditional	tribal	boundaries.	Groups	of	
  kobolds	 and	 troglodytes	 are	 all	 said	 to	 have	 fallen	 before	
  Sesskarr’s	 great	 trident	 and	 now—even	 more	 ominously—his	
  reptilian	gaze	has	shifted	to	the	surrounding	towns	and	villages.	
  	
  Lizardfolk	 of	 the	 Dragon	 Fang	 is	 a	 TRIBES	 supplement	 by	
  Marc	Radle.	You	don’t	need	Lizardfolk	of	the	Dragon	Fang	to	use	
  Village	Backdrop:	Dawnmarsh.	Simply	assume	the	Dragon	Fang	
  tribes	is	a	nearby	militant,	expansionist	tribe	led	by	a	particularly	
  charismatic	warrior.		
  	
  
  6	
  N O T A B L E  L O C A T I O N S  I N  D A W N M A R S H  
  1 :  T H E  M A R K E T  C I R C L E  
  Wooden	houses	on	stilts	surround	a	well-worn	hard-earth	path	
  around	 a	 small,	 roundish	 patch	 of	 grass	 and	 stone.	 Wooden	
  bridges	connect	to	the	mainland	to	the	west	and	another	island	
  to	the	east.	
  The	Market	Circle	is	where	most	trade	occurs	with	visiting	non-
  lizardfolk.	Usually	over	a	dozen	foreign	traders	mill	about	while	
  lizardfolk	children	charm	customers	into	the	nearby	shops.		
  	
  Dawnmarsh's	 apprentice	 Storyteller,	 Askavirin	 (CG	 male	
  lizardfolk	bard	2)	keeps	the	mood	bright	here	with	pipe	music.	
  Tall	for	a	lizardfolk,	he	wears	orange	scale-paint	and	a	sky-blue	
  cape.	 He	 is	 curious	 of	 visitors	 to	 the	 detriment	 of	 his	 duties	
  learning	the	ancestral	stories.		
  	
  Ellizara	 Amberly	 (N	 female	 halfling	 spy)	 who	 could	 be	
  encountered	 here	 is	 just	 one	 of	 the	 merchants	 secretly	 spying	
  for	nearby	kingdoms.	Curious	about	other	visitors,	she	is	chatty	
  and	inquisitive.		
  § 
  Services:	 guide	 (2	 sp	 per	 day),	 runner	 (3	 cp	 per	 mile),	
  translator	(3	sp	per	day).	
  W H A T ’ S  G O I N G  O N ?  
  While	the	PCs	are	here,	one	or	more	of	the	below	events	may	
  occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  An	older	human	woman	stops	in	the	path	and	shouts	
  that	she's	been	pickpocketed,	glaring	at	the	lizardfolk	
  around	her.	Askavirin	finds	her	dropped	purse.	
  2	
  An	elderly	halfling	man	convinced	a	lizardfolk	hunter	
  to	 trade	 her	 bacon	 for	 his	 candies,	 only	 for	 the	
  lizardfolk	to	gag	and	demand	a	refund.	
  3	
  A	dark-skinned	human	woman	and	a	lizardfolk	man	
  shout	fiercely	over	the	fair	price	for	her	metal	shields	
  and	 his	 linen.	 Askavirin	 suggests	 a	 compromise	 but	
  both	shout	him	down.	
  4	
  A	 dark-skinned	 dwarf	 man	 and	 a	 lizardfolk	 youth	
  compare	 gemstones	 and	 dye,	 increasingly	 excited	
  about	colour	coordination.	
  5	
  A	 young	 gnome	 man	 displays	 a	 walking	 metal	
  automaton	to	a	group	of	curious	lizardfolk	who	laugh	
  and	wander	off	when	it	quickly	sticks	in	the	mud.	
  6	
  A	 halfling	 knocks	 over	 a	 torch	 while	 smoking	 and	
  ignites	a	house's	stilt.	A	lizardfolk	grabs	a	handful	of	
  mud	and	snuffs	out	the	flame.	An	argument	ensues.	
  	
  	
  2 :  T H E  B A S K I N G  B U T T E R F L Y  
  This	wooden	building	stands	on	tall	legs	over	an	eating	area	of	
  tightly-packed	tables	and	stools	around	a	bar	and	fire	pit.	
  The	Basking	Butterfly	is	Dawnmarsh's	only	conventional	inn	and	
  tavern.	 Here	 dwell	 most	 of	 the	 non-lizardfolk	 visitors	 visiting	
  Dawnmarsh.	
  	
  Aurelian	(CG	male	human	commoner)	and	Inskaraz	(CG	male	
  lizardfolk)	 run	 the	 place	 together.	 Aurelian,	 a	 big,	 loud	 and	
  helpful	man,	dresses	like	a	lizardfolk,	with	blue	and	gold	paint	
  around	 his	 eyes	 and	 on	 his	 shaved,	 dark-skinned	 head.	 Their	
  tavern	 hosts	 mostly	 visitors	 and	 locals	 who	 are	 happy	
  disregarding	lizardfolk	traditions.	
  § 
  Food	 &	 Drink:	 Meal	 ([burnt]	 crocodile	 sausages	 and	 [hard]	
  bread)	3	sp,	weak	cider	6	cp,	sake	(jug)	3	sp.	
  § 
  Accommodation:	Two-bed	chamber	10	sp;	four-bed	chamber	
  20	sp;	common	room	2	sp.	
  Ghosts	in	the	Field:	Inskaraz	asks	adventurers,	especially	those	
  who	mention	fighting	undead,	to	investigate	the	apparitions	in	
  the	north	that	scare	off	lizardfolk	harvesting	rice	for	his	wine.	
  	
  Wedding	 Swimmer:	 Aurelian	 seeks	 to	 formally	 join	 the	
  Dawnmarsh	tribe	and	be	recognized	as	Insakraz's	husband,	but	
  the	trials	require	swimming	around	the	island	at	a	speed	trivial	
  for	lizardfolk	but	very	difficult	for	humans.	He	offers	the	3,000	
  gp	he	saved	for	a	wedding	as	a	reward	for	anyone	who	can	help	
  him	pass	this	test	by	magic	or	convince	Ssimneer	(location	8)	to	
  provide	an	alternative.	
  I N S K A R A Z  
  CG	male	lizardfolk		
  This	 slim,	 six-foot-tall	 lizardfolk	 has	 vivid	 amber	 and	 gold	
  paint	 from	 his	 eyes	 down	 the	 side	 of	 his	 head.	 He	 wears	 a	
  stained	violet	kerchief	and	blue	apron.	
  Mannerisms:	 Inskaraz	 is	 sarcastic	 with	 those	 he	 likes	
  (including	anyone	complimenting	his	drinks)	and	quiet	when	
  annoyed.	 Like	 most	 partnered	 lizardfolk,	 Inskaraz	 is	 very	
  physically	affectionate	with	his	partner	Aurelian.	
  	
  Personality:	Inskaraz	is	curious	about	the	world,	but	too	
  often	disappointed	by	its	conflicts.	He	hears	much	and	wants	
  to	increase	Dawnmarsh's	openness,	pointing	out	Vassessar's	
  (location	6)	politely	hidden	hostility	to	foreigners.	
  	
  Background:	Inskaraz	was	a	translator	and	runner	before	
  becaming	 more	 than	 business	 partners	 with	 Aurelian	 (who	
  was	a	merchant)	and	opening	the	Basking	Butterfly.	
  
  7	
  3 :  H O U S E  O F  H U N T E R S  
  Meat	and	skins	from	many	animals	hang	drying	on	hooks	outside	
  this	large,	stilted	wooden	house.	
  Many	 of	 Dawnmarsh's	 three-dozen	 warriors	 uninterested	 in	
  family-building	 live	 in	 this	 house	 between	 hunts	 and	 patrols.	
  Normally,	 at	 least	 half	 are	 off	 in	 the	 swamp	 hunting,	 trapping	
  and	tracking	enemies.	Huntmaster	Esskavril	the	Silent	(LN	female	
  lizardfolk	ranger	7)	spends	her	time	breeding	mounts	and	taming	
  the	giant	lizards	living	in	the	southern	hills.	She	sells	lizards	to	
  foreigners	 if	 convinced	 with	 a	 DC	 15	 Charisma	 (Deception)	 or	
  Persuasion)	check	the	owner	will	treat	the	lizard	properly.	
  § 
  For	Sale:	tame	giant	lizard	(600	gp),	combat	trained	giant	lizard	
  (900	gp),	pack	saddle	(5	gp),	riding	saddle	(10	gp),	saddlebags	
  (4	gp),	leather	barding	(40	gp).	
  § 
  Services:	Skilled	guide	(5	sp	per	day),	skilled	runner	(4	cp	per	
  mile).	
  4 :  H O U S E  O F  S N A K E S  
  This	stilted	house	reeks	thickly	of	many	acrid	smells.	
  Here	dwells	Sakaril	(N	male	lizardfolk	shaman),	who	dabbles	in	
  alchemy	and	snake-keeping.	He	lives	with	his	wives,	Aslirkar	and	
  Kessesk	 (N	 female	 lizardfolk),	 and	 their	 two	 children.	 Aslirkar	
  brews	 rice	 wine;	 Kessesk	 farms	 flax	 (a	 task	 she	 dreads	 after	
  hearing	about	the	restless	ghosts	in	the	fields).	
  § 
  For	Sale:	Sakaril	sells	a	variety	of	poisons.		
  Poison	Collection:	Sakaril	offers	250	gp	to	anyone	bringing	him	a	
  live	venomous	snake,	or	800	gp	for	a	rare	and	deadly	king	cobra.	
  5 :  G R E A T M A R S H  L O D G E  
  This	stilted	house	is	packed	with	lizardfolk.	It	smells	strongly	of	
  cooking	meat.	
  The	 Greatmarsh	 Lodge	 has	 been	 dedicated	 to	 hosting	 visitors	
  since	 before	 Dawnmarsh	 invited	 trade	 from	 beyond	 the	 Great	
  Marsh.	Ssarkisk	(N	female	lizardfolk)	and	her	family	host	guests	
  in	traditional	style,	sharing	beds	and	body	heat	with	their	guests.	
  Mammalian	traders	who	are	down	on	their	luck	or	stingy	stay	
  here	 alongside	 visiting	 lizardfolk	 who	 prefer	 traditional	
  arrangements.	 Mammals	 are	 a	 curiosity	 to	 lizardfolk	 sharing	
  their	 beds,	 so	 Ssarkisk	 explains	 warm-blooded	 visitors	 aren't	
  always	 comfortable	 sharing	 body	 heat	 and	 anyone	 violating	
  another	guest's	boundaries	can	sleep	outside.	
  § 
  Food	&	Drink:	Meal	(lizard	jerky	and	undercooked	fish)	2	sp,	
  watered-down	sake	(cup)	3	cp.	
  § 
  Accommodation:	Common	room	1	sp.	
  Rabble-Rouser:	 Alniskagar	 (N	 lizardfolk	 veteran)	 works	 as	 a	
  guard	for	a	far-travelling	trader	and	conspicuously	blackens	his	
  scales	 with	 soot.	 He	 loudly	 proclaims	 humans	 should	 not	 be	
  trusted	or	even	allowed	into	the	Great	Marsh—especially	not	at	
  such	 a	 holy	 place	 as	 Dawnmarsh.	 He	 aggressively	 questions	
  Dawnmarshers	 and	 mammalian	 visitors	 alike	 for	 any	 words	 or	
  actions	conceivably	offensive	to	the	lizardfolk	people.	
  6 :  S U N R I S E  H O U S E  
  This	broad,	stilted	house	is	cleaner	and	tidier	than	its	neighbours.	
  Sunrise	 House	 is	 home	 to	 the	 Lightkeeper	 priests,	 culture-
  recording	 Storytellers	 and	 their	 extended	 families.	 Most	 spend	
  their	time	learning	traditional	tales	and	drum	songs	or	tending	to	
  the	 Dawn	 Shrine.	 Others	 gather	 food,	 singing	 traditional	 work	
  songs.	A	few	build	drums	and	reed	pipes.	
  	
  Second	Lightkeeper	Vassessar	(N	female	lizardfolk	shaman)	
  apprenticed	under	Ssimneer	(location	8)	as	a	Storyteller	before	
  hearing	 the	 call	 to	 serve	 the	 sun	 deity.	 Although	 she	 respects	
  Kassarin,	she	believes	trade	has	already	cost	too	much	when	the	
  sun	 and	 all	 of	 nature	 provides	 so	 much.	 She	 brews	 traditional	
  elixirs	 for	 insight	 and	 health,	 which	 she	 sells	 only	 at	 Kassarin's	
  insistence.	
  § 
  For	Sale:	tribal	drums	(50	gp),	tribal	pipes	(50	gp),	elixir	of	solar	
  vigour	(500	gp),	elixir	of	regeneration	(5,000	gp),	pipes	of	the	
  sewers	(500	gp).	
  Exclusive	 Deal:	 Vassessar	 discreetly	 offers	 a	 25%	 discount	 on	
  one	 item	 to	 anyone	 who	 convinces	 any	 mammalian	 trader	 to	
  leave	Dawnmarsh	permanently.	She	suggests	claiming	they	are	
  being	 sized	 up	 for	 ritual	 sacrifice	 (DC	 15	 Charisma	 [Deception]	
  check	succeeds).	
   
  E L I X I R  O F  R E G E N E R A T I O N  
  Wondrous	item,	rare	
  This	orange	elixir	sheds	light	as	a	candle.	It	tastes	like	honey	
  and	 sunflower.	 The	 drinker	 benefits	 from	 regenerate,	 but	
  while	 damage	 is	 healed	 immediately,	regrowing	 body	 parts	
  takes	two	days,	or	one	day	with	full	bed	rest	and	one	hour	of	
  sun.	The	 drinker	 gains	a	permanent	lizard-like	 quality,	 such	
  as	patches	of	fine	scales	on	the	regrown	limb.	
  E L I X I R  O F  S O L A R  V I G O U R  
  Wondrous	item,	rare	
  This	 yellow	 elixir	 sheds	 light	 as	 a	 torch.	 It	 tastes	 like	 roses	
  and	 sunflower.	 It	 increases	 all	 the	 drinker’s	 movement	
  modes	by	10-foot	for	3	hours.		
  
  8	
  7 :  D A W N  S H R I N E  
  This	 flat-topped	 island	 has	 a	 black	 stone	 fire-pit	 with	 a	 seven-
  foot-tall	 stone	 roof	 at	 its	 centre	 ringed	 by	 seven	 low	 pillars	
  around	the	island's	fringes.	
  The	Dawn	Shrine	is	a	holy	site	for	the	lizardfolk	sun	deity.	A	fire	
  burns	here	all	night	every	night	as	a	sun	symbol	for	lizardfolk	to	
  warm	themselves	by	until	the	sun	rises.	The	sick	and	infirm	bask	
  here	 to	 gather	 strength	 to	 heal.	 At	 times	 of	 extreme	 cold	 or	
  danger,	 the	 elderly	 Kassarin	 (NG	 female	 lizardfolk	 cleric	 13)	
  conjures	Flyrref,	a	friendly	fire	elemental,	from	the	sacred	fire	
  that	enjoys	seeing	lizardfolk	energized	by	its	warmth.	
  W H A T ’ S  G O I N G  O N ?  
  While	the	PCs	are	here,	one	or	more	of	the	below	events	may	
  occur.	Choose	or	determine	randomly:	
  D4	
  EVENT	
  1	
  A	lizardfolk	priest	brews	a	sweet-smelling	liquid	on	a	
  small	pot	above	the	central	fire.	A	moth	lands	within,	
  doubles	in	size,	and	flies	away.	
  2	
  A	 young	 lizardfolk	 with	 ash-blackened	 scales	 rants	
  about	 the	 priests'	 disrespecting	 the	 dead	 to	 satisfy	
  humans	before	storming	away.	
  3	
  An	older	human	woman	accuses	a	lizardfolk	youth	of	
  stealing	coins	from	her.	A	priest	hears	out	both	sides	
  and	casts	a	spell	before	sternly	ordering	the	youth	to	
  pay	back	twice	as	much	in	recompense.	
  4	
  A	priest	garbed	in	bright	yellow	silk	carries	a	crystal	
  chime	to	the	central	fire	and	hangs	it	from	a	stone	
  where	it	catches	the	light.	
  	
  	
  § 
  For	Sale:	potion	of	healing	(50	gp),	potion	of	greater	healing	
  (300	gp),	(300	gp),	leather	scroll	of	daylight	(450	gp),	leather	
  scroll	 of	 flame	 blade	 (280	 gp),	 leather	 scroll	 of	 greater	
  restoration	(2,500	gp),	wooden	holy	symbol	of	the	sun	deity	(1	
  gp).	 (Leather	 scrolls	 are	
  waterproof,	with	text	
  burned	
  in	
  rather	
  than	inked.)	
  Gesture	of	Peace:	Kassarin	fears	Sesskar	the	Great's	message	of	
  fear	toward	foreigners,	but	thinks	foreigners	putting	themselves	
  on	the	line	for	lizardfolk	can	counter	it.	She	asks	adventurers	to	
  escort	Vassessar	(location	6)	to	recover	magical	sunflowers	from	
  a	 heath	 beyond	 the	 treacherous	 southern	 swamps	 (a	 task	
  complicated	by	Vassessar's	secret	desire	for	the	mission	to	fail).	
  As	a	reward,	Kassarin	offers	an	elixir	of	regeneration.	
  	
  Fire	 Thieves:	 Three	 green	 hags,	 the	 Coven	 of	 the	 Silent	
  Blade,	plan	to	steal	the	sacred	fire.	With	such	a	sacred	symbol,	
  Sesskar	 the	 Great	 could	 attract	 enough	 troops	 to	 conquer	
  Dawnmarsh,	putting	a	powerful	leader	in	the	coven's	debt.	
  8 :  P O R T A G E  G L A D E  
  Tall,	 drooping	 marsh	 trees	 surround	 a	 sunny	 glade,	 shading	
  colourful	tents	and	canoes	full	of	wares.	
  A	 clearing	 in	 the	 swamp	 north-east	 of	 Dawnmarsh	 hosts	
  isolationist	lizardfolk	traders	from	the	deep	marshes	who	trade	
  for	 foreign	 goods	 through	 Dawnmarsher	 intermediaries.	
  Judgemental	 and	 cautious	 Chief	 Storyteller	 Ssimneer	 (N	 male	
  lizardfolk	 bard	 6)	 settles	 disputes	 and	 shares	 stories	 of	
  mammalian	aggression	and	disrespect;	he	knows	Dawnmarshers	
  can	 demand	 better	 prices	 while	 other	 lizardfolk	 feel	 unsafe	
  trading	 with	 humans	 directly.	 He	 pines	 after	 Huntmaster	
  Esskavril	(location	3),	admiring	her	lizard-taming	skills	and	hopes	
  to	record	her	techniques	in	song;	she	would	consider	something	
  casual,	 but	 hasn't	 noticed	 his	 interest.	 Non-lizardfolk	 find	
  palpable	 tension;	 Ssimneer	 demands	 they	 leave	 while	 skittish	
  traders	pack	up	and	depart.		
  	
  L I G H T K E E P E R  K A S S A R I N  T H E  W I S E  
  NG	venerable	female	lizardfolk	cleric	13	
  This	tall,	but	hunched,	lizardfolk	woman	wears	a	tall,	pointed	
  hat	 and	 billowing	 bright	 white	 robes	 fringed	 with	 charred	
  orange.	
  Mannerisms:	 Kassarin	 moves	 and	 speaks	 slowly	 and	 with	
  careful	poise.	She	tires	easily	and	insists	all	interaction	with	
  foreigners	be	kept	to	business.	
  	
  Personality:	 Kassarin	 prefers	 to	 convince	 others	 rather	
  than	simply	order	them	around	through	her	divine	authority.	
  She	won't	abide	further	concessions	on	lizardfolk	tradition.	
  	
  Background:	 Kassarin	 has	 lead	 spiritually	 and	 politically	
  for	 over	 60	 years,	 expanding	 trade	 with	 foreigners	 and	
  mediating	conflict	between	lizardfolk	tribes.	She	views	trade	
  as	vital	to	the	growth	of	the	village,	but	regrets	cutting	back	
  on	 traditional	 lizardfolk	 funerals	 to	 reduce	 foreigners'	
  anxiety	about	the	cannibalism	involved.	Yet,	reneging	seems	
  worse.	
  
  9	
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  O G L  V 1 . 0 A  
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  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	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	5.0	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	
  R.	Cordell,	Chris	Sims,	and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	Dave	Arneson.		
  	
  The	Lonely	Coast.	©Raging	Swan	Press	2010;	Author:	Creighton	Broadhurst.	
  	
  Classic	Monsters	Revisited.	©	2008	Paizo	Publishing	LLC;	Authors:	Wolfgang	Baur,	Jason	Bulmahn,	Joshua	J.	Frost,	James	Jacobs,	Nicolas	Logue,	Mike	McArtor,	James	L.	Sutter,	Greg	A.	Vaughan,	Jeremy	
  Walker.	
  	
  Advanced	Player’s	Guide.	©	Paizo	Publishing	LLC:	Author:	Jason	Bulmahn	
  	
  Lizardfolk	of	the	Dragon	Fang.	©Raging	Swan	Press	2011;	Author:	Marc	Radle.	
  	
  Village	Backdrop:	Dawnmarsh.	©Raging	Swan	Press	2017;	Author:	David	N.	Ross	
  
  R A G I N G S W A N . C O M  
   EVERYTHING  
       is better with  
  tentacles 
  
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  ragingswan.com 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Raging Swan Press/Village Backdrop - Dawnmarsh.pdf