TEXT: Two horrific locales for “The Hunt:  
  Rise of Evil” Campaign setting. 
  For use with any d20 system fantasy setting 
   
  Of Places Most Foul , Foul Locales, and Quick locales©  are products of Mystic Eye Games ™ for  
  use with The Hunt: Rise of Evil™ campaign setting. Please read the disclaimer on our site, open 
  gaming license 1.0, and copyright note at the end of this mini booklet. 
  'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used 
  according to the terms of the d20 System License version 1.0.  A copy of this License can be found at 
  www.wizards.com.  
  This supplement is written for the d20 system. This book is designed for The Hunt: Rise of Evil ™ 
  campaign environment, which is a trademark of Mystic Eye Games ™.  
  Requires the Dungeons and Dragons ® Players Handbook, Third Edition, published by Wizards of 
  the Coast®, for use.  
  Dungeons & Dragons ® and Wizards of the Coast ® are registered Trademarks of Wizards of the 
  Coast, and are used with permission. 
  Writer 
  Jeff  Quinn 
   
  Internal Artwork 
  & Layout 
  Doug Herring, Scott 
  Drouin, Dave 
  Manuel, and Derek 
  Garrison 
  Cartographer 
  Anna Dobritt 
  Editor 
  Keri Herring 
   
  Quick Locales are smaller examples of the plug-in Foul Locales you will find in 
  our latest release titled Of Places Most Foul. These locations are meant to be 
  plugged into the existing landscape of your campaign. 
  Of Places Most Foul
  Of Places Most Foul
  Of Places Most Foul
  Of Places Most Foul    
  Quick Locales
  Quick Locales
  Quick Locales
  Quick Locales    
  The Mansion of 
  Blood 
  ��� 
  Terror of Taverns 
  
  2222    
  The Mansion of Blood 
   
   
  Brief Description:
  Brief Description:
  Brief Description:
  Brief Description: An old house sits behind rusting iron 
  bars. Ivy covers the cracked brick walls and weeds poke up 
  through the flagstones. The wraparound front porch is rotting, 
  and a portion of its roof has collapsed in on itself. Broken win-
  dows leer down at those that pass by like the empty sockets of 
  a huge skeletal head. 
   
  When night falls, eerie noises can be heard coming from the 
  house, the sounds of cats being strangled and the groan of a 
  rocking ship’s planks on a tempest 
  tossed sea. Lights, like those from 
  low burning lanterns or candles, 
  pace the upper floors. 
   
  Location Detail:
  Location Detail:
  Location Detail:
  Location Detail: The house is 
  partially hidden from the view of 
  those passing by on the road by 
  the immense, 10-foot high brick 
  wall that surrounds the place. 
  Those wishing to get a better view 
  must go to the front gate, which 
  has rusted shut after years of 
  disuse. 
   
  Behind the walls, a jungle of 
  flora has choked the grounds with 
  overgrown bushes, trees, and 
  large patches of tall standing 
  weeds. The paved walkway lead-
  ing up to the house is uneven and 
  some of the stones are jutting up 
  at difficult angles (Dexterity 
  check, DC 15 to move at full 
  speed, otherwise 1d4 points of 
  damage will be taken, unless the characters move at half 
  speed). 
   
  The dangers of walking down the path are not only from the 
  treacherous footing. Many carnivorous plants now inhabit both 
  sides of the walkway; most notably, the assassin vine that lays 
  across the path halfway to the house (Spot check, DC 20 to 
  notice it before it attacks). 
   
  The front porch is a treacherous-looking affair, boards are 
  beginning to rot and crumble through, and the roof appears 
  about ready to fall at any moment. However, due to the sen-
  tient nature of the mansion, the porch is quite stable and will 
  not collapse (this is meant to build tension in the characters as 
  they approach the front door). 
   
  The front door is warped into place by age and moisture. A 
  rusted lock penetrates the door, but serves no purpose since 
  its tumblers have rusted away (the characters may attempt to 
  break down this door; DC 23, hp 20, hardness 5). The door 
  was once a finely carved oak, bound by a strong brass casing. 
  It is now worthless. Breaking the door will alert the house’s 
  spirit to the presence of the characters. 
   
  The interior of the house hasn’t seen a housekeeper in 
  nearly seven decades. The rugs are moldy and the fixtures and 
  furniture are ready to break. The few locations of interest 
  within the house are described below. 
  • 
  The Study: The study is located on the first floor, just to 
  the left of the entrance foyer. It contains a large mahogany 
  desk, a large, red velvet chair, a fireplace, and every wall is 
  lined with bookshelves. Either all of the literature sitting on 
  those shelves has crumbled to dust over the years, or the for-
  mer occupant had removed it years ago. 
  • 
  Master Bedroom: The master bedroom is located on the 
  second floor, second door on the right. It contains a large, 
  canopied bed that has had its sheets moth eaten and torn 
  asunder some time ago. Leaves blow across the floor from a 
  chilly breeze outside. A wardrobe stands against the left wall. 
  It holds a few old cloaks, and nothing of value. 
  • 
  The Attic: The third floor attic is accessible through a 
  trap door in the ceiling of the second floor hallway. This 
  repository is filled with strange odds and ends; some of 
  them are grisly trophies, while others are pieces of al-
  chemical equipment. 
      
      
  Monster Detail:
  Monster Detail:
  Monster Detail:
  Monster Detail: All sorts of malignant creatures inhabit 
  the grounds. Magic and misuse has bred a large population of 
  warped flora and fauna. Refer to the table below for random 
  encounters.  
   
  Assassin Vine: CR 3; Large Plant; HD 4d8+12; hp 38; Init 
  +0; Spd 0 ft.; AC 15 (-1 size, +6 natural); Atk +7 melee 
  (1d6+7, Slam); Face/Reach 5 ft. by 5 ft./10 ft.; SA Entangle, 
  improved grab, constrict 1d6+7; SQ Camouflage, electricity 
  immunity, cold and fire resistance 20, Blindsight; AL N; SV 
  Fort +7, Ref +1, Will +2; Str 20, Dex 10, Con 16, Int --, Wis 
  13, Cha 9. 
  The House 
  The spirit of the familiar that had once lived here with its mas-
  ter possesses the house. At first, when the cat died, the wiz-
  ard, Shaun Pilla, discovered that some of his items would fall 
  from the shelves or odd sounds would come from the house at 
  night. He attributed these things to the foundation settling. 
  But as time wore on, his old familiar’s spirit got more restless. 
   
  The cat, Socks by name, was killed during a break in at-
  tempt while his master, Pilla, hid in the bedroom upstairs and 
  watched through its eyes. Pilla had sent his magical compan-
  ion down to investigate a noise in the library. When Socks had 
  reached its destination, it noticed three men rifling through his 
  master’s desk. Instead of the mighty wizard coming down to 
  confront the burglars himself, he forced Socks to stay in the 
  room and attack them. Pilla cast his spells through Socks, 
  which only served to frighten the intruders. They retaliated by 
  attacking the cat and severely wounding it. Socks lie on the 
  library floor severely wounded for nearly an hour as the bur-
  glars finished their job and fled the scene. Pilla stayed hidden 
  in his bedchamber upstairs, and did not come down for an-
  other three hours to his familiar’s aid. When he finally reached 
  his bonded pet, Socks was dead. 
   
  The spirit of Socks now lives on in the house, angry at its 
  old master for the treatment that it had received. It has fully 
  possessed the house and is malevolent. 
   
   
  D% 
  Day (1 on a 1d10/hour) 
  Night (2 on a 1d10/hour) 
  01-04 
  1d3 monstrous centipedes (Medium) 
  1d3 monstrous centipedes (Large) 
  05-09 
  1d3+1 dire rats 
  1d4+2 dire rats 
  10-14 
  1d3 giant ants 
  1d3 giant ants 
  15-17 
  1d3 monstrous scorpions (Small) 
  1d3 monstrous scorpions (Small) 
  18-20 
  1d3 monstrous spiders (Small) 
  1d3 monstrous spiders (Small) 
  21-25 
  1d3 dire weasels 
  1d3 dire weasels 
  26-30 
  1d4 vipers (Small) 
  1d4+2 vipers (Small) 
  31-35 
  1d4 stirge 
  1d4 stirge 
  36-40 
  1d6 shriekers 
  1d6 shriekers 
  41-45 
  1d2 vipers (Medium) 
  1d2 vipers (Medium) 
  46-55 
  1d3 dire badgers 
  1d3 dire bats 
  56-60 
  1d2 vipers (Large) 
  1d2 vipers (Large) 
  61-65 
  1d2 constrictors 
  1d2 constrictors 
  66-70 
  1 wolverine 
  1 dire wolverine 
  71-80 
  1d2 carrion crawlers 
  1 wight 
  81-90 
  1d3+1 skeletons (Medium, human) 
  1d4+2 zombies (Medium, human) 
  91-100 
  1d3 zombies (Medium, human) 
  1d3 ghouls (Medium) 
  
  3333    
  The House: (special animated object); CR 10; Colossal Con-
  struct; HD 32d10; hp 158; Init –3 (-3 Dex); Spd 0 ft.; AC 11 (-8 
  size, -3 Dex, +12 natural); Atk +25 melee (1d6+9, slam); 
  Face/Reach Special (see below); SA See below; SQ See Below; 
  AL NE; SV Fort +10, Ref +7, Will +6; Str 28, Dex 4, Con --, Int 
  7, Wis 12, Cha 7. 
   
  Languages Spoken: Common, Feline, and Sylvan. 
   
  The house has total control over everything within it, except for 
  any belongings brought in by outsiders. The house will animate 
  tables, chairs, closets, 
  doors, and anything 
  else that it can to 
  destroy intruders. 
   
  Construct: Immune 
  to mind-influencing 
  effects, poison, dis-
  ease, and similar ef-
  fects. Not subject to 
  critical hits, subdual 
  damage, ability dam-
  age, energy drain, or 
  death from massive 
  damage. All items 
  inside the house are 
  also immune to the 
  animate object spell 
  and spell-like effects, 
  except for those gen-
  erated by the house 
  itself. 
   
   
   
  The attack and damage listed for the house is 
  for doors closing on people, chandeliers falling, 
  parts of the floor giving way, and the occa-
  sional “bump” caused by a wall bowing out at 
  incredible force to hit a target. 
   
  Treat each item within the house as a unique 
  animated object, each with their own hit 
  points. These hit points do not count against 
  the house’s total. 
   
  The only way to destroy the house is to 
  cleanse and purify it. The study is the central 
  location of this possession; so all attempts 
  must be focused there. 
   
  Adventure Hooks:
  Adventure Hooks:
  Adventure Hooks:
  Adventure Hooks:    
  1. 
  “I Dare You…” In this, the characters are 
  in a drunken dispute at a local tavern. The 
  dispute is over bravery with a few of the local 
  malcontents. These deviants “dare” the char-
  acters to spend a full twenty four hours within 
  the confines of the Mansion of Blood. This 
  does not need to be within the mansion itself, 
  but just on the grounds behind the brick wall. 
  2. 
  “Rite of Cleansing.” The party is hired by 
  the new landowner to go in and make sure the property is safe 
  for him to live there. He is cheap, and bought the house for a 
  song. He is also greedy and will be very angry if the characters 
  destroy the house any more than it already is. 
  3. 
  “Pest Control.” The vile creatures that inhabit the over-
  grown grounds of the house have found a way to leave its 
  confines and are beginning to make a nuisance of themselves 
  to neighbors. The characters have been hired to take care of 
  this problem once and for all. 
  
  4444    
  Motives:
  Motives:
  Motives:
  Motives: The house wants revenge. Revenge against the 
  master that treated it so poorly, and left it to die alone. Pilla 
  never had any family, so the house has remained unclaimed. 
  Due to its sinister supernatural nature, the grounds surrounding 
  the house can animate corpses as skeletons and zombies. A 
  pack of ghouls has taken up residence in the lush overgrowth, 
  led by a wight leader. Twisted plants and animals scurry about, 
  protecting the house from intruders. 
   
  Since the house can no longer have its revenge on Pilla or his 
  family, it is now stuck in this world. It is angry and very hostile. 
  It will protect itself, but will usually not outright kill. It wants to 
  be left alone to discover a way to exact its revenge. Short of 
  killing intruders, the house will render them unconscious and 
  push them outside into the overgrowth to fend for themselves. 
   
  Where it Fits:
  Where it Fits:
  Where it Fits:
  Where it Fits: The Mansion of Blood can be located in any 
  city, town, or village. It can also be located in a remote rural 
  area. Population centers don’t matter in this house’s placement, 
  since no one ever tries to enter it any more. 
  Terror of Taverns 
  Brief Description:
  Brief Description:
  Brief Description:
  Brief Description: A pleasant tavern set back from the hus-
  tle and bustle of the crowds, which is what most people would 
  call “The Terror.” Unlike what its name implies, this tavern is a 
  grand feasthall and parlor of ladies of the evening. All flavors of 
  pleasure can be had at the Terror, whether it is flesh or food. 
  Dancing girls and bards perform nightly, and the place is usually 
  packed to the rafters with devoted patrons and the curious. 
   
  Location Detail:
  Location Detail:
  Location Detail:
  Location Detail: The Terror is a den of iniquity, feasthall, 
  tavern, and resort for evil cultists of a strange sect of demon-
  gods. What most of the public sees is a grand eatery full of fun 
  and excitement. Most patrons never get to see the underbelly of 
  this organization, only those who the cult finds dangerous or 
  worth exploiting are ever brought into the secret rooms, never 
  to be seen again. 
  1. 
  There is a secret underground complex under the Terror. It 
  can be accessed through a trap door under an unlit stove in the 
  kitchen (Search, DC 25). Between 20 and 40 cultists are in the 
  underground complex at any one time. There are very few traps 
  or magical wards to worry about, but the cultists all know each 
  other on sight, and will immediately attack anyone who is not 
  accompanied and armed. 
  2. 
  In the underground lair there is a room called “The Cham-
  ber of Dreams”. This is where Jeb Sinclaire and Elle Trumen 
  communicate with their demon-lords. This chamber is magically 
  enchanted to cause a euphoric state of consciousness in anyone 
  who enters (Will Power save, DC 30). Those caught by this 
  euphoria will be contacted by the otherworldly visions of the 
  demons. The demons will be amused to see intruders in the 
  cultists’ lair and will warn Jeb and Elle by magical means. 
  3. 
  A room in the Terror has been set-aside for a more das-
  tardly purpose than most people assume. Hidden away in a 
  sound proof bedroom upstairs is the “Den of Screams.” The den 
  is where some of the most depraved of the living come to relax 
  and unwind. Volunteers and paying customers come here to be 
  beaten and to beat others with whips, chains, and other cruel 
  devices. When the tavern is closed, this room is used for tortur-
  ing spies and converting those guests that the cultists have 
  culled from the crowd. 
   
   
  NPC Detail:
  NPC Detail:
  NPC Detail:
  NPC Detail: The Terror is typically staffed with 16-20 cult-
  ists posing as waitresses, bartenders, dancing girls, bouncers, 
  ladies of the evening, and other innocuous staff members. Jeb 
  Sinclaire and his mistress Elle Trumen are the ringleaders of 
  the cult.  
   
  Typical Cultist 
  The typical cultist is a zealetous worshipper of the demon-gods 
  collectively known as the Portchai. 
   
  Male or female human Ftr2/Rog2: CR 4; Size M; HD 
  2d10+2d6+8 hp 30; Init +5 (+1 Dex, +4 Improved Initiative); 
  Spd 30 ft.; AC 13 (+1 Dex, +2 armor); Short sword +6 melee 
  (1d6+2), short bow +4 ranged (1d6); SV Fort +5, Ref +5, Will 
  +1; AL CE; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
  Special Attacks: Sneak attack +1d6 
  Special Qua lities: Evasion 
  Languages Spoken: Common 
  Skills and Feats: Bluff +4, Climb +7, Craft (various) +5, Deci-
  pher Script +5, Hide +6, Jump +7, Listen +6, Perform +4, Pick 
  Pockets +6, Search +5, Sense Motive +5, Spot +5; Alertness, 
  Combat Reflexes, Improved Initiative, Weapon Focus (short 
  bow), Weapon Focus (short sword). 
  Possessions: Leather armor, potion of cure moderate 
  wounds, short sword, short bow, 20 short bow arrows, robe. 
   
  Jeb Sincla ire 
  Jeb runs the cultists’ of the Portchai through terror and with an 
  iron fist. He has been driven mad over the course of his com-
  munications with the demons from the nether reaches. Jeb was 
  once a powerful merchant and travelled the world in search of 
  rare and exotic items to fill his growing collection of the un-
  usual. He came across a box that held a diabolic entity that 
  destroyed what was left of his fragile sanity, and has wor-
  shipped at its bloodstained altar ever since. 
  It was by the power of this demon that Jeb learned magic and 
  built the Terror to appease his carnal lust for mortal blood. Jeb 
  has aspirations of becoming a demon himself, one day. 
   
  Jeb Sinclaire, male human Wiz8/Rog2: CR 10; Size M (5ft. 7 in. 
  tall); HD 8d4+3d6+33 hp 70; Init +0; Spd 30 ft.; AC 13 (+3 
  ring of protection); +3 Short sword +9/+4 melee (1d6+2); SV 
  Fort +6, Ref +5, Will +8; AL CE; Str 8, Dex 10, Con 17, Int 17, 
  Wis 13, Cha 14. 
  Special Attacks: Spells. 
  Languages Spoken: Abyssal, Common, Infernal, Undercom-
  mon. 
  Skills and Feats: Alchemy +10, Appraise +7, Bluff +7, Con-
  centration +9, Diplomacy +12, Gather Information +12, Innu-
  endo +8, Intimidate +7, Knowledge: Arcana +9, Knowledge: 
  Religion +9, Move Silently +4, Open Lock +5, Ride +4, Search 
  +8, Sense Motive +8, Spellcraft +9, Swim +4; Brew Potion, 
  Combat Casting, Craft Arms and Armor, Craft Wondrous Item, 
  Extend Spell, Leadership, Scribe Scroll. 
  Wizard Spells Per Day (5/6/5/5/3): 0 -- arcane mark, 
  dancing lights, daze, detect magic, detect poison, disrupt un-
  dead, flare, ghost sound, light , mage hand, mending, 
  open/close, prestidigitation, ray of frost, read magic, resis-
  tance; 1st -- burning hands, charm person, enlarge, expedi-
  tious retreat, magic missile, message, sleep, ventriloquism; 2nd 
  -- bull's strength, darkvision, knock, levitate, mirror image, 
  whispering wind; 3rd -- dispel magic, fly, hold person, slow; 
  4th -- polymorph self, stoneskin. 
  Possessions: +3 Ring of protection, +3 short sword, potion of 
  haste, potion of cure moderate wounds (x2), spellbook, and 
  robe. 
   
  
  5555    
   
  Elle Trumen 
  Elle was Jeb’s first convert. While she lied on the altar of sacri-
  fice, she renounced her worship of the known gods of goodness 
  and light and took up the mantle of the evil Portchai pantheon. 
  Elle is fair looking and very well endowed. She is the main “lady 
  of the night” in the Terror and loves to flirt and tease with men 
  and women. She has an utter lack of morals and will not be able 
  to be re-converted to the ways of goodness. 
   
  Through Elle, the demons communicate their desires to the 
  rest of the cultists. She feeds them information as she sees fit, 
  always assuring herself a position of power within the organiza-
  tion. Secretly, she has made a pact with the dark demon-gods to 
  change her into a powerful vampire lord, if she can eliminate Jeb 
  on the altar of sacrifice. Since most of the cultists see him as 
  being near divine, she has to go about this plot under the cover 
  of his mistress until the time is right. 
   
  Elle Trumen, female human Clr9: CR 9; Size M (5ft., 9 in. tall); 
  HD 9d8+18 hp 77; Init +7 (+3 Dex, +4 Improved); Spd 20 ft.; 
  AC 22 (+3 Dex, +6 armor, +3 amulet); Morning star +10/+5 
  (1d8+4, x2); SV Fort +8, Ref +6, Will +9; AL CE; Str 14, Dex 16, 
  Con 14, Int 12, Wis 17, Cha 17. 
  Special Attacks: Spells 
  Languages Spoken: Abyssal, Common, Elven. 
  Skills and Feats: Concentration +8, Diplomacy +9, Heal +9, 
  Knowledge: Arcana +7, Knowledge: Religion +7, Spellcraft +7; 
  Combat Casting, Improved Initiative, Silent Spell, Still Spell. 
  Cleric Domains: Chaos, Death 
  Cleric Spells Per Day: (6/5+1/5+1/4+1/2+1/1+1) 
  Possessions: +2 Chainmail, +2 morning star, staff of charming, 
  amulet of natural armor (+3), robe. 
   
  Adventure Hooks:
  Adventure Hooks:
  Adventure Hooks:
  Adventure Hooks:    
  “One Fine Day.” Characters have been traveling through a hot, 
  dry day and see a small tavern tucked in a cool shaded location. 
  Parched throats drive them inside to discover a chorus of danc-
  ing girls, joyous music, and free-flowing fun.  
  The atmosphere is 
  light and pleasant, 
  surely a place to 
  return to often. 
  After a few drinks, 
  they are beginning 
  to feel the effects of 
  the drugs in their 
  drinks. Who 
  drugged them, and 
  why? 
  “Lost and Found.” 
  The characters are 
  approac hed by a 
  woman in her late 
  thirties. Her son has 
  been missing for 
  more than three 
  weeks, and the local 
  law enforcement has 
  been able to do 
  nothing to find him. 
  His last known loca-
  tion was on his way to a tavern called “The Terror.” 
   
  Motives:
  Motives:
  Motives:
  Motives: The staff of the Terror is driven by the need to cause 
  harm to everyone and everything around them. They are psycho-
  pathic killers that do not value life. They wish to spread the 
  teachings of their demon-gods; those that do not convert are 
  sacrificed. 
   
  Where it Fits:
  Where it Fits:
  Where it Fits:
  Where it Fits: The Terror of Taverns can be located in nearly 
  any town or city, preferably near a merchants’ quarter or market-
  ing section of town. 
  
  Requires the use of the Dungeons & Dragons® Player's Handbook, Third Edition, published by Wizards of the Coast®. 
   
  Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with permission. 
   
  OPEN GAME LICENSE Version 1.0a 
   
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  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 Copyright 2000, Wizards of the Coast, Inc. 
  Dungeons & Dragons ® and Wizards of the Coast ® are registered Trademarks of Wizards of the Coast, and are used with permission. 
  'd20 System' and the 'd20 S ystem' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0.  A 
  copy of this License can be found at www.wizards.com.  
  Of Places Most Foul is copyright © 2001 of Mystic E ye Games ™.  The following items are copyright 2001 Mystic Eye Games and include, but are not exclusive of the 
  adventures: Suffer the Children, Crossroads, The Bloated Toad, Perchance to Sleep, Condemned to Live, Undying Love, The Guilty, Electrocutioner’s Spire (Tower), 
  Great (Wonderful) Smiles, Rock of Souls, Museum of Rarities and Oddities,  Terror of Taverns, and the Mansion of Blood; The Hunt: Rise of Evil, The Pit of Loch Dur-
  nan, Nightmares & Dreams: A Creature Collection, Mystic Warriors, any character or creature names, character descriptions, location descriptions, and story elements 
  are not open content and are copyright Mystic Eye Games. All art is a copyright of the respective artists and Mystic E ye Games. Art cannot be duplicated or distributed 
  without permission of the artist and Mystic Eye Games.  
  Open content consists of all  creature statistics and powers, spells, feats, skills, and  character statistics. All items labeled as open are also open content. In addition, 
  any term found in the SRD or Draft SRD, such as DC, Ref, Fort, or Will saves, are all open content. 
  Open Gaming License and Product Identifiers
  Open Gaming License and Product Identifiers
  Open Gaming License and Product Identifiers
  Open Gaming License and Product Identifiers    
  
SOURCE: textdata/thevault/The Hunt Rise of Evil/The Hunt Rise of Evil Of Places Most Foul.pdf