TEXT: 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  MAY 2017 
  
   
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  GM’S MONTHLY MISCELLANY: MAY 2017 
  Featuring	 material	 from	 some	 of	 Raging	 Swan	 Press’s	 newest	 products	 as	 well	 as	 classic	 releases	 of	 yesteryear,	 advice	 articles	 and	
  material	from	Creighton’s	own	Borderland	of	Adventure	campaign,	the	GM’s	Monthly	Miscellany	series	is	a	terrific	free	resource	for	the	
  busy,	time-crunched	GM.		
  	
  Design:	John	Bennett,	Creighton	Broadhurst	and	Mike	Welham	
  Development:	Creighton	Broadhurst	
  Art:	William	McAusland	and	Maciej	Zagorski	(The	Forge	Studios).	
  Some	 artwork	 copyright	 William	 McAusland,	 used	 with	
  permission.	
  Cartography:	Maciej	Zagorski	(The	Forge	Studios)	
  Thank	you	for	purchasing	GM’s	Monthly	Miscellany:	May	2017;	
  we	hope	you	enjoy	it.		
  	
  If	you	did,	please	consider	leaving	a	review.	
  	
  If	you	didn’t,	did	you	know	Raging	Swan	Press	offers	a	money	
  back	guarantee?	
  C O N T E N T S  
  Foreword	......................................................................................	2	
  20	Pieces	of	Hill	Giant	Steading	Dressing	.....................................	3	
  Quey’s	Glade	At	A	Glance	.............................................................	4	
  Dunstone	At	A	Glance	..................................................................	6	
  Hill	Giants	Aplenty	......................................................................	10	
  Down	with	Point	Buy	and	Dump	Stats!	......................................	12	
  Support	Raging	Swan	Press	........................................................	13	
  OGL	V1.0A	..................................................................................	13	
   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:	
  § 
  20	Things	#14:	Hill	Giants	Hall	Creighton	Broadhurst.	
  § 
  Town	Backdrop:	Dunstone	John	Bennett.	
  § 
  Village	Backdrop:	Quey’s	Glade	Mike	Welham.	
  	
  	
  	
  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:	May	2017	are	Open	
  Game	 Content	 as	 defined	 in	 the	 Open	 Gaming	 License	 version	
  1.0a	 Section	 1(d).	 No	 portion	 of	 this	 work	 other	 than	 the	
  material	designated	as	Open	Game	Content	may	be	reproduced	
  in	any	form	without	written	permission.	The	moral	right	of	John	
  Bennett,	 Creighton	 Broadhurst	 and	 Mike	 Welham	 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	2017.	
  	
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  used	 under	 the	 Pathfinder	 Roleplaying	 Game	 Compatibility	
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  more	information	on	the	compatibility	license.	
  	
  Compatibility	with	the	Pathfinder	Roleplaying	Game	requires	the	
  Pathfinder	
  Roleplaying	
  Game	
  from	
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  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  
  Toward	 the	 end	 of	 April	 Raging	 Swan	 Press	 had	
  some	great	news.	Just	a	week	ago,	we	hit	our	next	
  Patreon	 milestone	 target.	 This	 is	 epic!	 I	 am	
  beyond	delighted.	
  	
  This	means,	through	our	patrons’	generosity	
  and	support,	we	can	increase	the	page	count	of	
  our	shorter	lines	such	as	Village	Backdrop	and	
  Places	 of	 Power.	 From	 this	 summer,	 we’ll	 be	
  increasing	 the	 contents	 of	
  each	instalment	by	40%.	I’ve	long	hankered	after	providing	more	
  awesomeness	in	the	two	lines,	and	now	we	can!	I	can’t	wait	to	
  start	sharing	bigger	books	with	you	all!	
  	
  In	any	event,	herein	you’ll	find	excerpts	from	some	of	Raging	
  Swan’s	 newest	 products	 including	 Village	 Backdrop:	 Quey’s	
  Glade,	20	Things	#14:	Hill	Giant	Steading	(along	with	some	stat	
  blocks	from	my	own	campaign)	and	Town	Backdrop:	Dunstone.	
  I’ve	also	included	a	recent	article	I	wrote	about	how	I	loathe	the	
  concept	of	the	dump	stat	with	the	burning	passion	of	1,000	fiery	
  suns.	As	you	can	guess,	it’s	an	issue	close	to	my	heart.	
  You	can	read	the	article—and	scores	more	as	
  well	 as	 my	 campaign	 summaries—at	
  creightonbroadhurst.com.	
  P A T R E O N  
  	
  You	might	be	aware	Raging	Swan	Press	is	
  now	on	Patreon.	We	signed	up	at	the	start	of	
  April	2015,	and	it’s	going	rather	marvellously.	
  The	 thrust	 of	 our	 Patreon	 campaign	 is	 to	
  be	able	to	afford	better	rates	of	pay	for	our	
  freelance	 game	 designers.	 As	 I’m	 sure	 you	 know,	 the	
  economics	of	3PP	are	notoriously	tight,	but	Patreon	gives	us	at	
  Raging	 Swan	 Press	 a	 way	 to	 increase	 our	 freelancer	 rates.	 At	
  time	of	writing,	we’ve	already	massively	increased	our	word	rate	
  to	11	cents	a	word,	which	gives	me	a	warm,	fuzzy	feeling	inside.	
  We	want	to	pay	more,	but	to	do	that	we	need	your	help!	If	you	
  sign	 up,	 you	 get	 our	 supplements	 earlier	 than	 normal	 and	
  cheaper	 than	 normal.	 Even	 better,	 you	 can	 pledge	 what	 you	
  want	 and	 cancel	 when	 you	 want.	 If	 you	 are	 interested	 in	
  supporting	us,	check	out	patreon.com/ragingswanpress	or	head	
  over	to	patreon.com	and	search	for	Raging	Swan!	
  T H A N K  Y O U !  
  In	any	event,	I	hope	you	enjoy	the	material	in	this	GM’s	Monthly	
  Miscellany,	but	more	importantly	I	hope	you	find	it	useful	and	
  that	it	enhances	your	campaign.		
  	
  If	you’ve	got	any	comments	or	questions	about	Raging	Swan	
  Press,	 I’d	 love	 to	 hear	 from	 you.	 You	 can	 contact	 me	 at	
  creighton@ragingswan.com.	
  	
  	
   
  
  	
  3	
  2 0  P I E C E S  O F  H I L L  G I A N T  S T E A D I N G  D R E S S I N G  
  Hill	giants	dwell	in	huge,	rough-hewn	timber	strongholds	hidden	
  deep	 within	 rugged	 hill	 and	 mountain	 ranges.	 Selfish,	 violent	
  raiders	they	constantly	hunt	and	forage	through	the	surrounding	
  territory.		
  	
  A	 hill	 giant	 steading	 is	 unlike	 any	 other	 dungeon.	
  Consequently,	the	steading’s	minor	features	of	note	or	interest	
  should	 be	 different	 to	 normal	 dungeon	 dressing.	 The	 giants,	
  their	pets	and	slaves	leave	a	mark	on	the	steading	and	the	clever	
  GM	 uses	 such	 signs	 to	 breathe	 life	 and	 verisimilitude	 into	 the	
  PCs’	explorations.	
  	
  Use	the	table	below,	to	generate	minor	points	of	interest	the	
  PCs	discover	during	their	exploration	of	a	hill	giant	steading.	
  1. The	ceiling	is	particularly	poorly	constructed;	water	drips	down	
  from	above	to	form	a	puddle	on	the	floor.	
  2. A	large	brown	bear	skin	is	nailed	to	the	wall.	Its	open	jaws	are	
  easily	ten-foot	above	the	ground	(and	make	a	good	place	for	a	
  giant	to	hide	some	small	trinket).		
  3. A	 discarded,	 frayed	 giant’s	 bag	 lies	 in	 one	 corner.	 It	 holds	 a	
  wheel	of	hard,	mouldy	cheese	and	a	mangy	(worthless)	wolf	
  pelt.	
  4. A	 haphazardly	 stacked	 pile	 of	 firewood	 stands	 against	 one	
  wall.	The	large	logs	are	the	thickness	of	a	human’s	torso	and	
  could	be	used	as	missiles	by	nearby	giants.	Rats	infest	the	pile.		
  5. A	faded	and	filthy	tapestry	covers	one	wall.	Clearly	not	of	giant	
  artifice	it	depicts	a	range	of	majestic,	jagged	hills	rising	into	the	
  distance.	 The	 tapestry	 is	 roughly	 ten-foot	 square	 and	 now	
  worthless.		
  6. Three	 torches—nothing	 more	 than	 hacked	 tree	 branches	
  wrapped	 with	 cloth—burn	 here.	 The	 atmosphere	 is	 foul	 and	
  overly	warm;	smoke	coils	about	the	ceiling.	
  7. Trophies—mainly	 comprising	 skulls	 and	 rotting	 heads	 of	
  humans,	 dwarves	 and	 bears—hang	 from	 pegs	 driven	 deeply	
  into	the	walls.	Perceptive	PCs	notice	one	of	the	rotting	heads	
  still	wears	a	small	silver	stud	earring	(worth	5	gp).		
  8. Splotches	along	with	a	thick	smear	of	dried	blood	decorate	the	
  ground.	They	lead	toward	the	giants’	kitchen.		
  9. A	 large	 crudely-crafted	 bench	 sized	 for	 giants	 stands	 against	
  one	 wall.	 Its	 surface	 is	 pockmarked	 with	 many	 gouge	 marks	
  likely	made	by	bored	giants.	
  10. Here,	the	wood	of	one	wall	is	dripping	wet	and	rotten.	Water	
  runs	 down	 the	 wall	 from	
  above	 and	 the	 smell	 of	
  rot	hangs	heavily	in	the	
  air.		
  11. A	 gigantic	 longspear—perhaps	 20-foot	 long—leans	 in	 one	
  corner.	 Examination	 reveals	 the	 haft	 is	 particularly	 thick	 and	
  the	spear’s	point	comprises	a	short	sword	whose	handle	has	
  been	wedged	into	a	notch	cut	at	the	top	of	the	spear’s	haft.	
  12. Wolf,	bear	and	other	hides	of	more	exotic	nature	as	well	as	a	
  half-dozen	blue	wyvern	scales	decorate	the	walls.	One	of	the	
  larger	 hides	 obscures	 a	 small	 (currently	 unoccupied)	 cubby	
  hole	or	guard	post.	
  13. A	set	of	knucklebones,	three	dice	and	four	empty	flagons	lie	
  abandoned	 on	 the	 floor.	 Nearby	 a	 large	 (empty)	 wineskin	
  hangs	from	a	badly	dressed	branch	protruding	from	the	wall.	It	
  seems	the	gamblers	have	now	departed—perhaps	in	search	of	
  more	booze!	
  14. The	 smell	 of	 wet	 wolf	 fur	 and	 excrement	 fills	 this	 area.	 An	
  impressively	 large	 pile	 of	 relatively	 fresh	 wolf	 droppings	
  decorate	the	floor	near	one	wall.	
  15. Shadows	 and	 cobwebs	 heavy	 with	 dust	 cluster	 thickly	 about	
  the	rafters	high	above	the	PCs’	heads.	The	walls	of	undressed	
  logs	make	accessing	this	area	relatively	easy.	PCs	exploring	the	
  rafters	 discover	 a	 carefully	 concealed	 route	 through	 the	
  cobwebs	which	leads	to	a	small	niche	cut	into	the	wall.	Two	
  empty	wine	flasks	lie	in	the	niche.		
  16. Pegs	 driven	 into	 the	 walls	 hold	 a	 variety	 of	 bags,	 cloaks	 and	
  other	soiled	pieces	of	giant-sized	clothing.	Several	cloaks	hangs	
  all	the	way	to	the	floor	and	could	make	excellent	impromptu	
  hiding	 places.	 Most	 of	 the	 bags	 are	 empty,	 but	 one	 holds	 a	
  100-foot-long	coil	of	very	strong,	thick	hemp	rope.		
  17. A	rough	map	of	the	surrounding	area	hangs	on	one	wall.	The	
  crude	 map	 is	 etched	 into	 the	 back	 of	 a	 gigantic	 mouldering	
  bear	skin.	The	map	shows	the	steading,	several	nearby	human	
  settlements	and	a	cave	mouth	over	which	the	words,	“Cavern	
  of	Whispered	Death”	is	written.	
  18. The	smell	of	cooking	meat	wafts	through	the	air.		
  19. An	orc	slave	slumps	unconscious	in	a	shadowy	corner.	Beaten	
  near	to	death	by	its	hill	giant	master	for	some	transgression,	
  the	orc	will	die	unless	healed.	If	healed,	the	orc—Bargesh—is	
  wary,	but	if	offered	his	freedom	happily	tells	the	PCs	anything	
  they	 want	 to	 know	 about	 the	 hated	 giants.	 Bargesh	 isn’t	
  suicidal,	however,	and	has	no	interest	in	fighting	giants.	
  20. A	large	brass	gong	hangs	from	its	stand	in	the	centre	of	this	
  area.	 The	 gong	 is	 battered	 and	 dented—it	 has	 clearly	 seen	
  much	use.	A	warhammer	sized	for	a	human	or	dwarf	lies	on	
  the	floor	under	the	gong.		
  	
  
  4	
  Q U E Y ’ S  G L A D E  A T  A  G L A N C E  
  Ruler	Nevirl	Thimblewrought	
  Government	Autocracy	
  Population	 112	 (39	 humans,	 1	 dryad,	 17	 elves,	 9	 gnomes,	 23	
  half-elves,	 3	 half-orcs,	 12	 halflings,	 3	 nymphs,	 4	 pixies,	 1	
  treant)	
  Alignments	NG,	CG,	N,	CN	
  Languages	Common,	Druidic,	Sylvan	
  Corruption	–1;	Crime	–2;	Economy	–4;	Law	–4;	Lore	–1;	Society	
  –5	
  Qualities	Insular,	prosperous	
  Danger	20;	Disadvantages	Hunted	
  Quey’s	 Glade	 is	 an	 ancient	 place,	 and	 its	 original	 purpose	 has	
  almost	been	lost	to	time.	Originally	a	fey	outpost	when	fey	first	
  crossed	over	from	their	primal	realms	to	the	physical	world,	the	
  village	and	its	surrounding	woods	enjoyed	protection	thanks	to	
  portals	created	by	the	eponymous	satyr	noble	Quey.	The	portals	
  shunted	 non-fey	 to	 the	 opposite	 side	 of	 the	 forest,	 giving	 the	
  illusion	 of	 travelling	 uninterrupted	 through	 the	 woods,	 albeit	
  more	quickly	than	expected.	Quey’s	Glade	eventually	became	a	
  haven	for	fey	as	Quey	seeded	the	world	with	portals,	keyed	to	
  negative	 (but	 not	 destructive)	 emotions.	 Therefore,	 a	 resident	
  who	felt	fear	or	sadness	could	simply	approach	a	portal	and	be	
  whisked	back	to	the	village.	
  	
  Quey,	along	with	other	faerie	arcanists,	added	another	layer	
  of	protection	by	having	the	village	and	its	surrounds	translocate	
  on	a	random	basis	to	prevent	discovery.	The	village	changes	its	
  appearance	 to	 mesh	 with	 its	 new	 environment,	 allowing	 it	 to	
  blend	 in	 with	 tropical	 jungles,	 temperate	 deciduous	 forests,	
  alpine	forests	and	frozen	taigas.	
  	
  As	fey	integrated	more	fully	into	the	world,	Quey’s	Glade	fell	
  into	relative	disuse,	but	still	the	portals	remained	active.	While	
  their	ability	to	detect	fey	waned,	they	maintained	their	reaction	
  to	 strong	 negative	 emotions.	 Thereafter,	 the	 portals	 swept	 up	
  people	who	ran	through	them	in	terror	or	passed	by	them	with	a	
  feeling	of	profound	sorrow,	as	well	as	those	who	otherwise	felt	
  out	of	place	in	the	world.	Due	to	the	strange	flow	of	time	carried	
  over	from	the	fey’s	primal	world,	visitors	can	age	as	they	wish,	
  so	siblings	aged	only	a	couple	years	apart	when	they	arrived	can	
  have	wildly	diverging	ages	after	a	lifetime	spent	here.	
  	
  Most	of	those	who	stumbled	into	the	portals	and	activated	
  them	 were	 children	 who	 more	 openly	 expressed	 their	 fears,	
  sadness	 and	 anxieties.	 These	 negative	 emotions	 have	 drawn	
  terrible	creatures	to	the	woods	surrounding	Quey’s	Glade.	Most	
  of	the	protections	have	held,	but	incursions	have	destroyed	the	
  trees	 in	 the	 northeast	 part	 of	 the	 village	 and	 all	 villagers	 are	
  aware	of	the	dangers	beyond	the	Warped	Wood.	Every	now	and	
  then,	 the	 villagers	 need	 outsiders	 to	 deal	 with	 the	 threats,	 so	
  scouts	 leave	 the	 village	 to	 seek	 out	 heroes	 to	 drive	 back	 or	
  destroy	the	lurking	terrors.	
  V I L L A G E R S  
  Appearance	Residents	are	cheerful	and	friendly	to	visitors.	
  	
  Dress	Garb	is	in	hues	of	green,	brown	or	brighter	colours	to	
  blend	in	with	the	surrounding	forest.	
  	
  Nomenclature	 male	 Gar,	 Nevirl,	 Zan;	 female	 Danae,	 Pella,	
  Thistle;	family	Kastiv,	Martinsong,	Volk,	Weatherford.	
  M A R K E T P L A C E  
  Resources	&	Industry	Plant-derived	alchemicals	and	sanctuary	
  Base	 Value	 550	 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	barkskin	(300	gp),	endure	elements	(50	gp)	
  § 
  Scroll	(Divine)	control	weather	(2,275	gp),	plant	growth	(375	
  gp),	summon	nature’s	ally	I/II	(25/150	gp)	
  V I L L A G E  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	 may	 know	 something	 about	 Quey’s	 Glade.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	 25:	 Quey’s	 Glade	 is	 accessible	 through	 negative	
  emotions,	but	a	resident	can	lead	newcomers	to	the	village.	
  	
  DC	30:	The	village	is	a	sanctuary	for	the	lost	and	frightened.	
  	
  DC	 35:	 Terrible	 creatures,	 some	 borne	 of	 the	 fears	 driving	
  people	to	the	village,	lurk	in	the	woods	surrounding	it.	
  W H I S P E R S  &  R U M O U R S  
  A	 PC	 can	 use	 Diplomacy	 to	 gather	 information	 about	 Quey’s	
  Glade	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	
  A	flash	of	lightning	struck	one	of	the	trees	and	split	it	in	
  half.	The	hunters	must	have	penetrated	the	defences.	
  2*	
  Bastionbark	is	unhappy	with	Nevirl’s	leadership	and	plans	
  to	take	control	of	the	village.	
  3	
  Molly’s	brother,	Vallyn,	wants	to	return	to	the	world,	but	
  Molly	has	made	a	show	of	being	upset	by	his	decision.	
  4	
  Some	of	the	fey	were	talking	about	returning	the	village	
  to	its	original	home	in	the	primal	world.	
  5*	
  Karja	is	acting	strange.	I’m	worried	one	of	the	evil	spirits	
  from	the	woods	possessed	her.	
  6	
  Ced	has	begun	training	a	replacement	watchman.	
  *False	rumour	
  	
   
  
  5	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Bastionbark	(location	10;	NG	treant	druid	2)	Bastionbark	is	the	
  oldest	living	inhabitant	of	Quey’s	Glade.	
  Ced	 Queywarden	 (location	 4;	 CG	 male	 half-orc	 ranger	 5)	
  Abandoned	by	his	tribe,	Ced	found	his	way	to	Quey’s	Glade,	
  where	he	takes	his	job	as	lookout	very	seriously.	
  Karja	Weatherford	(location	7;	N	female	half-elf	druid	4)	Karja	
  tends	the	gardens	and	plans	the	rotation	of	plants	to	ensure	
  continued	good	yields.	
  Molly	Kastiv	(location	2;	NG	female	young	human	adept	1)	Molly	
  has	 lived	 in	 the	 village	 for	 12	 years	 but	 apparently	 hasn’t	
  aged	 beyond	 ten.	 She	 has	 learned	 some	 healing	 skills	 and	
  uses	that	to	help	visitors	and	animals	alike.	
  Nevirl	 Thimblewrought	 (location	 5;	 CN	 male	 gnome	 expert	 3)	
  Descended	from	the	Quey	line,	Nevirl	became	village	leader	
  after	his	predecessor	was	killed.	
  Pipperil	(location	8;	NG	male	pixie	rogue	3)	Pipperil	spends	very	
  little	 time	 in	 Feyhome	 as	 he	 typically	 joins	 representatives	
  from	the	village	to	the	outside	world.	
  Valathrax	(location	6;	N	female	awakened	porcupine	fighter	4)	
  Val	Indra	died	valiantly	protecting	children	from	raiding	orcs;	
  moments	thereafter	her	spirit	awoke	a	nearby	porcupine.	
  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:	
  1. Pasture:	Cows	and	sheep	graze	in	the	village’s	remotest	farm,	
  so	the	stench	does	not	bother	most	villagers.	
  2. Sanctuary:	This	arboreal	building	houses	the	village	healer	and	
  small	shrines	for	a	variety	of	nature	deities.	
  3. Respite:	This	building	and	fenced-in	area	acts	as	an	inn	and	a	
  place	where	new	arrivals	can	rest.	
  4. Lookout:	 The	 tallest	 tree	 in	 Quey’s	 Glade	 allows	 panoramic	
  views	of	the	surrounding	forest.	
  5. Village	Hall:	The	village’s	seat	of	government.	
  6. Garrison:	 Valathrax	 drills	 residents	 who	 have	 agreed	 to	 fight	
  the	terrors	surrounding	Quey’s	Glade.	
  7. Gardens:	Here,	villagers	grow	staple	vegetables	and	tubers.	
  8. Feyhome:	This	tree	shelters	resident	and	visiting	fey.	
  9. Thicket	 of	 Rare	 Plants:	 Druids	 in	 this	 location	 tend	 plants	
  harvested	to	endangerment	or	extinction	in	the	larger	world.	
  10. The	Old	Oak:	Here	stands	the	ancient	treant	Bastionbark.	
  11. Warped	 Wood:	 The	 northeast	 border	 marks	 the	 burgeoning	
  intrusion	from	the	fell	creatures	inhabiting	the	woods	outside.		
  
  6	
  D U N S T O N E  A T  A  G L A N C E  
  Ruler	Benjam	Oksanen		
  Government	Overlord	
  Population	 3,574	 (3,493	 humans,	 18	 dwarves,	 4	 elves,	 5	 half-
  elves,	11	half-orcs,	33	halflings,	10	gnomes)	
  Alignments	LG,	NG,	N,	LN,	LE,	NE	
  Languages	Common,	Dwarven,	Elven	
  Corruption	+2;	Crime	–3;	Economy	+1;	Law	+4;	Lore	+2;	Society	
  –3	
  Qualities	Insular,	rumourmongering,	tourist	attraction	
  Danger	5	
  The	town	of	Dunstone	hunches	under	the	menacing	gaze	of	the	
  nearby	Mottled	Spire’s,	granitic	bulk.	A	crumbling	12	ft.	wall	of	
  granite	 encircles	 the	 original	 town,	 also	 protected	 by	 an	 old,	
  moss	 covered	 fortress.	 The	 fort	 watches	 over	 sagging	 row	
  houses	 meandering	 across	 a	 low	 hill	 towards	 the	 Selka	 River.	
  Here	surly	guardsmen	oversee	a	rickety	wooden	bridge	spanning	
  the	 river	 and	 the	 path	 towards	 the	 Mottled	 Spire.	 In	 bygone	
  days,	 monsters	 crawled	 out	 of	 Gloamhold	 and	 down	 from	 the	
  Mottled	 Spire	 to	 die	 against	 Dunstone’s	 walls	 and	 formidable	
  moat.	 Now	 the	 moat	 is	 a	 grassy	 slope	 where	 pigs	 graze	 and	
  children	play.	
  	
  The	last	bastion	of	civilization	before	the	Mottled	Spire,	the	
  townsfolk	are	a	resilient	and	hardy	folk.	Often	cut	off	from	the	
  rest	of	the	Duchy	of	Ashlar	during	the	deep	winter,	locals	trade	
  whispers	
  and	
  gossip	
  amongst	
  themselves.	
  A	
  tightknit	
  community,	strangers	are	treated	with	suspicion	until	they	prove	
  themselves	 to	 be	 honest	 and	 hardworking	 folk	 like	 the	
  Dunstonians.	 The	 townspeople	 engage	 in	 farming,	 raising	
  livestock	 and	 crafting	 trade	 goods.	 Except	 for	 traveling	
  merchants,	 few	 from	 Dunstone	 travel	 into	 the	 larger	 world,	
  though	 an	 occasional	 brash	 youth	 dares	 the	 hardships	 of	 the	
  Mottled	Spire.	All	remember	the	failed	expedition	of	Greystone.	
  	
  Lord	 Benjam	 Oksanen	 rules	 Dunstone	 fairly	 though	 he	 is	
  approaching	the	end	of	his	years.	His	young	grandson,	Aavo,	will	
  inherit,	 Aavo’s	 father	 having	 perished	 long	 ago	 in	 the	 Mottled	
  Spire.	 Aavo	 seeks	 to	 revitalize	 Dunstone’s	 sagging	 fortunes	 by	
  granting	tax	incentives	for	merchants	to	carry	Dunstone’s	goods	
  throughout	Ashlar.	He	also	wishes	to	bolster	the	meagre	forces	
  of	the	Knights	of	the	Eternal	Watch,	a	knighthood	with	ties	to	
  the	local	Temple	of	Darlen,	and	mount	further	expeditions	into	
  the	 Mottled	 Spire.	 Finally,	 Aavo	 eagerly	 seeks	 promising	
  adventurers	 to	 map	 the	 many	 canyons	 and	 trails	 crawling	
  through	the	granite	behemoth	to	Gloamhold	itself.	An	influx	of	
  wealth	 might	 just	 break	 the	 lethargy	 hanging	 over	 a	 town	
  clinging	 to	 its	 old	 ways.	 Yet,	 even	 Aavo	 is	 not	 aware	 of	 the	
  growing	threat	in	Dunstone.	Something	sinister	crawled	up	from	
  the	 depths	 of	 Gloamhold,	 a	 creature	 with	 a	 malign	 alien	
  intelligence	seeking	to	integrate	itself	into	the	town.	
  T O W N S F O L K  
  Appearance	 Dunstonians	 have	 fair	 skin	 and	 sandy	 hair	 with	
  brown	or	hazel	eyes.	Men	grow	thick	beards	and	women	wear	
  their	hair	long	in	braids.	Both	sexes	tend	to	be	stout.	
  	
  Dress	 Both	 sexes	 prefer	 heavy	 dyed	 woollen	 tunics	 with	
  fleece	 lined	 jackets	 in	 the	 winter.	 Jewellery	 is	 often	 simple,	
  consisting	of	rings,	brooches	and	necklaces.		
  	
  Nomenclature	 male	 Hannu,	 Kalervo,	 Ralf,	 Osmo;	 female	
  Ilma,	Minja,	Sirpa	Tehri;	family	Jussila,	Laasko,	Pihlaja,	Soro.	
  M A R K E T P L A C E  
  Resources	&	Industry	Brewing,	farming,	hunting	and	livestock	
  Base	Value	2,400gp;	Purchase	Limit	10,000	gp;	Spellcasting	5th;	
  Minor	Items	3d4;	Medium	Items	2d4;	Major	Items	1d4	
  When	the	PCs	arrive,	the	following	items	are	for	sale:	
  § 
  Potions	&	Oils	disguise	self	(50	gp),	enlarge	person	(50	gp)	
  § 
  Scrolls	(Arcane)	hold	portal	(25	gp),	locate	object	(200	gp)	
  § 
  Scrolls	(Divine)	sanctuary	(25	gp),	shield	other	(200	gp)	
  T O W N  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	may	know	some	information	about	Dunstone.	A	successful	
  check	gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	10:	Dunstone	lies	near	the	Mottled	Spire.	
  	
  DC	 15:	 Dunstone	 seeks	 to	 create	 new	 trading	 partnerships	
  with	other	towns	and	villages.	
  	
  DC	20:	The	Darlenites	in	Dunstone	guard	an	ancient	relic.	
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	Dunstone	
  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	
  Lately,	 Father	 Mattila	 spends	 most	 of	 his	 time	
  sequestered	in	the	tower	with	his	knights.	
  2*	
  Soili	Kotka	is	a	witch	who	takes	the	form	of	a	demoness	
  at	night	to	lay	with	men	and	women.	
  3*	
  The	Rekolas	are	demon	worshippers.	Anyone	who	goes	
  near	their	home	is	captured	and	sacrificed	to	evil	gods.	
  4	
  Lately,	 there’s	 been	 a	 rash	 of	 break-ins	 in	 people’s	
  homes.	
  5	
  Kildann’s	Cuts	has	a	special	menu	for	discreet	customers.	
  6*	
  Aavo	murdered	his	grandfather	and	took	over	the	town.	
  He’s	enacting	all	sorts	of	new,	crazy	laws	and	taxes!	
  *False	rumour	
  
  7	
  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:	
  Aavo	Lahti	(location	1;	LN	male	human	fighter	2/bard	4)	A	young	
  idealist,	Aavo	help	to	turn	Dunstone	around.	
  Benjam	 Lahti	 (location	 1;	 LN	 old	 male	 human	 fighter	 5)	 The	
  ancient	lord	rules	Dunstone	and	is	resistant	to	change.	
  Dulannis	 Fisfelond	 (location	 9;	 LG	 male	 elf	 fighter	 6)	 Dulannis	
  has	 lived	 in	 Dunstone	 for	 decades	 and	 makes	 high-quality	
  weapons.	
  Joonas	Mattila	(location	2;	LG	old	male	human	cleric	[Darlen]	5)	
  Joonas	is	high	priest	of	the	local	Temple	of	Darlen	and	leads	
  the	Knights	of	the	Eternal	Watch	stationed	therein.	
  Mari	Parviainen	(location	11;	NG	female	half-elf	expert	2)	Mari	
  works	closely	with	Aavo	in	revitalizing	Dunstone.	
  Marjo	 Oiva	 (location	 3;	 NG	 old	 female	 human	 cleric	 [Conn]	 4)	
  The	 aging	 priestess	 of	 Conn,	 Marjo	 works	 with	 the	 town’s	
  newest	generation.	
  Roosa	Lajunen	(location	4;	CG	female	gnome	wizard	[illusionist]	
  3)	An	inn	keep	and	amateur	magician,	Roosa	is	often	plagued	
  by	strange	dreams.	
  Soili	 Kotka	 (location	 10;	 LG	 female	 human	 expert	 2)	 Soili	
  organizes	and	plans	the	frequent	farmer’s	markets	and	is	the	
  town’s	biggest	gossip.	
  Thrayxix/Jyrki	 Klemetti	 (location	 5;	 CE	 intellect	 devourer)	
  Thrayxix	 poses	 as	 a	 businessman	 while	 creating	 a	 secret	
  thieves’	guild	and	plotting	Dunstone’s	ruination.	
  Verna	 Brandybottle	 (location	 8;	 NG	 female	 halfling	 expert	 2)	
  Verna	hails	from	the	Lonely	Coast.	She	runs	the	Brandybottle	
  Distillery	and	heads	the	Brewery	Guild.	
  Vieno	Rekola	(location	7;	N	old	male	human	wizard	[universalist]	
  4)	A	feeble	old	wizard,	Vieno	laments	his	family’s	decline	in	
  the	magical	arts	as	he	seeks	new	items	and	spells.	
  Whurkus	Kildann	(location	6;	LE	male	dwarf	rogue	4)	Wanted	in	
  his	native	lands,	Whurkus	heads	the	Butcher’s	Guild	and	is	
  known	for	his	exotic	meats.	
  	
  
  8	
  N O T A B L E  L O C A T I O N S  I N  B R I E F  
  Most	 of	 Dunstone	 comprises	 peasant	 homes.	 A	 few	 locations,	
  however,	are	of	interest	to	adventurers:	
  12. Dunstone	 Keep:	 Home	 to	 the	 Oksanen	 family,	 rulers	 of	
  Dunstone,	 the	 keep	 serves	 as	 a	 bastion	 against	 predators	
  emerging	from	the	Mottled	Spire.	The	lord’s	grandson,	Aavo,	
  has	 taken	 over	 the	 duties	 of	 rulership	 in	 hopes	 of	
  reinvigorating	the	town.	
  13. Tower	of	the	Sword:	This	stout	tower	houses	the	local	church	
  of	 Darlen	 and	 a	 sacred	 relic	 of	 the	 Father.	 A	 garrison	 of	 the	
  Knights	of	the	Eternal	Watch	also	headquarter	here,	charged	
  with	the	task	of	keeping	the	town	safe.	
  14. Bastion	 of	 Peace:	 Worshippers	 of	 Conn	 gather	 here,	 a	 place	
  that	is	the	heart	and	soul	of	the	community.	
  15. Sheep	Knuckles:	This	strange	inn	sticks	out	in	Dunstone	but	is	
  a	 beloved	 drinking	 spot	 for	 the	 locals.	 Various	 forms	 of	
  entertainment	take	place	here	nightly.	
  16. The	Gilded	Swan:	One	of	Dunstone’s	most	prominent	inns,	it	
  has	secretly	been	taken	over	by	an	intellect	devourer.	Various	
  hedonistic	delights	can	be	had	here	for	a	price.	
  17. Kildann’s	 Cuts:	 Renowned	 for	 its	 quality	 meats,	 its	 owner,	 a	
  wanted	 fugitive,	 also	 offers	 a	 special	 menu	 comprising	 the	
  flesh	of	exotic	creatures.		
  18. Rekola	Manor:	Once	a	wizarding	school,	the	manor	and	family	
  have	fallen	into	decay.	Its	current	patriarch	seeks	to	repair	the	
  family’s	fortunes.	
  19. Brandybottle	Distillery:	This	halfling-owned	distillery	is	known	
  for	 its	 fine	 spirits.	 Its	 owner,	 Verna	 Brandybottle	 single-
  handedly	started	a	brewing	revival	in	Dunstone.	
  20. Fisfelond’s	 Smithy:	 An	 inconspicuous	 smithy,	 its	 aging	 elven	
  weaponsmith	makes	renowned	weapons	for	the	true	of	heart	
  or	for	Dunstone’s	protection.	
  21. Farmer’s	 Market:	 The	 local	 farmers	 congregate	 here	 to	 sell	
  produce	 in	 a	 festival-like	 atmosphere	 with	 lively	 music	 and	
  fresh	beer.	
  22. Trade	Market:	The	trade	market	allows	various	guilds	to	sell	
  their	wares	and	intermingle.	Special	events	occur	frequently	to	
  showcase	a	particular	guild	or	business’s	wares.	
   
  S T R E E T  N A M E S  
  Listed	here	are	some	of	Dunstone’s	more	 famed	streets.	Most	
  are	unpaved,	comprising	little	more	than	packed	mud.	
  § 
  Beacon	 Street:	 An	 old,	 ruined	 tower	 currently	 undergoing	
  renovation	dominates	this	simple	street.	In	olden	times,	it	held	
  a	 beacon	 fire	 to	 warn	 of	 monsters	 coming	 down	 from	 the	
  Mottled	Spire.	
  § 
  Brewer’s	Row:	Most	of	Dunstone’s	beer	brewers	operate	from	
  long	wooden	buildings	on	this	popular	street.	
  § 
  Butcher	 Street:	 Well-constructed	 wood	 and	 stone	 shops	 line	
  both	sides	of	this	busy,	tree-lined	street.	
  § 
  Dunstone	 Boulevard:	 Home	 to	 Dunstone’s	 administrative	
  buildings,	it	also	features	a	small	public	park.	
  § 
  Durgan’s	 Alley:	 Most	 of	 Dunstone’s	 dwarves	 live	 in	 stone	
  buildings	 along	 this	 shaded	 alley,	 making	 a	 living	 as	
  gemcutters,	 jewellers	 and	 smiths.	 A	 small	 bar	 here	 serves	
  Durgan’s	Dwarven	Delight	(a	potent	dwarven	liquor).	
  § 
  Fae	Way:	This	winding	road	leads	past	simple	cottages.	Local	
  rumour	states	fey	creatures	lived	here	once.	Now,	it’s	home	to	
  a	large	colony	of	stray	cats.	
  § 
  Falcon’s	Aerie:	Located	near	the	top	of	this	hill,	the	businesses	
  here	raise	falcons	and	other	birds	of	prey	as	well	as	messenger	
  pigeons	and	ravens.	
  § 
  Gate	 Course:	 Gate	 Course	 starts	 at	 Dunstone’s	 eastern	 gate	
  and	is	home	to	several	stables	and	small	inns.	Several	shops	
  also	sell	simple	equipment	and	riding	gear.	
  § 
  Hillview:	 Located	 near	 the	 top	 of	 the	 hill,	 Hillview	 boasts	
  scenic	 views	 of	 the	 surrounding	 countryside	 and	 is	 popular	
  with	couples.	
  § 
  Lotti’s	Avenue:	Dedicated	to	a	hero	of	Dunstone,	supposedly	a	
  shepherd	who	felled	an	ogre	chieftain,	the	Wool	Guild	makes	
  its	home	here	in	her	honour.	
  § 
  Memorial	 Boulevard:	 This	 small	 square	 contains	 a	 granite	
  memorial	 enshrining	 the	 names	 of	 Dunstone’s	 heroes	 and	
  those	who	have	given	their	lives	in	defence	of	the	town.	Worn	
  with	age,	a	new,	large	one	has	been	commissioned.	
  § 
  Oksanen	Avenue:	Named	after	the	current	ruling	family,	this	
  street	of	upper	class	homes	features	a	stern	granite	statue	of	
  the	first	Oksanen	lord,	Havro	Oksanen.	
  § 
  Rauni	Road:	This	narrow	street	was	once	the	site	of	worship	
  for	 an	 ancient	 fertility	 goddess.	 Many	 small	 shrines	 lie	
  between	 the	 buildings	 where	 Dunstone’s	 midwives	 and	
  apothecaries	 practice.	 It’s	 not	 uncommon	 to	 see	 small	 twig	
  dolls	and	other	fetishes	hanging	in	the	windows	during	spring.	
  § 
  Selka	Street:	Named	after	the	nearby	river,	most	of	the	shops	
  here	sell	fishing	and	survival	gear.		
  § 
  Trader’s	 Street:	 One	 of	 Dunstone’s	 few	 paved	 roads,	 Trader	
  Street	 runs	 through	 the	 heart	 of	 Dunstone,	 containing	 many	
  shops	and	crafters.	At	night,	shopkeepers	light	small	lanterns.	
  Wealthier	 shopkeepers	 add	 an	 alchemical	 compound	 to	 the	
  lanterns,	transforming	the	light	into	colourful	shades.	
  
  9	
   
  
  10	
  H I L L  G I A N T S  A P L E N T Y  
  In	my	Borderland	of	Adventure	campaign,	the	PCs	will	shortly	be	
  battling	hill	giants	and	their	minions.	To	celebrate,	I	made	some	
  stat	blocks!	I	hope	you	find	them	useful	in	your	own	campaign.	
  You’ll	note	none	of	the	giants	below	have	class	levels.	As	the	PCs	
  levels	rise,	I’m	trying	to	keep	things	behind	the	screen	relatively	
  simple,	and	this	is	my	solution.		
  HILL	GIANT	TRIBAL	ELDER		
  C R 	6 	( X P 	2 ,4 0 0 ) 	
  This	hunched	and	brutish	giant	is	clad	in	filthy	furs	and	carries	a	
  huge	wooden	club.		
  Old	hill	giant	
  CE	Large	humanoid	(giant)	
  Init	-3;	Senses	low-light	vision;	Perception	+7,	Sense	Motive	+1	
  Speed	30	ft.,	base	speed	40	ft.;	ACP	-3;	Climb	+9,	Stealth	-10	
  AC	19,	touch	5,	flat-footed	19;	CMD	21;	rock	catching	
  	 (+4	armour	[hide],	-3	Dex,	+9	natural,	-1	size)	
  Rock	Catching	(Ex;	free)	Once	per	round,	if	the	hill	giant	would	
  be	 hit	 with	 a	 thrown	 rock	 (or	 similar	 object)	 of	 which	 it	 is	
  aware,	it	can	make	a	Reflex	save	(15	for	a	Small	rock,	20	for	a	
  Medium	rock	and	25	for	a	Large	rock)	to	catch	it.	
  Fort	+10,	Ref	+0,	Will	+4	
  hp	75	(10	HD)	
  Space	10	ft.;	Base	Atk	+7;	CMB	+14	
  Melee	 greatclub	 (reach	 10	 ft.;	 Power	 Attack	 [-2/+6])	 +13/+8	
  (2d8+9)	or	
  Melee	2	slams	(reach	10	ft.;	Power	Attack	[-2/+4])	+12	(1d8+6)	
  Ranged	rock	(range	120	ft.;	rock	throwing)	+4	(1d8+9)	
  Atk	Options	Cleave	
  Abilities	Str	22,	Dex	5,	Con	16,	Int	9,	Wis	13,	Cha	10	
  Feats	Cleave,	Intimidating	Prowess,	Martial	Weapon	Proficiency	
  (greatclub),	Power	Attack,	Weapon	Focus	(greatclub)	
  Skills	as	above	plus	Intimidate	+13	
  Languages	Giant		
  Gear	as	above	plus	large	sack	
  HILL	GIANT	C H I L D	
  C R 	6 	( X P 	2 ,4 0 0 ) 	
  This	hunched	and	brutish	giant	is	clad	in	filthy	furs	and	carries	a	
  wooden	club.		
  Young	hill	giant	
  CE	Medium	humanoid	(giant)	
  Init	+1;	Senses	low-light	vision;	Perception	+6,	Sense	Motive	+0	
  Speed	30	ft.,	base	speed	40	ft.;	ACP	-3;	Climb	+8,	Stealth	-2	
  AC	22,	touch	11,	flat-footed	21;	CMD	23;	rock	catching	
  	 (+4	armour	[hide],	+1	Dex,	+7	natural)	
  Rock	Catching	(Ex;	free)	Once	per	round,	if	the	hill	giant	would	
  be	 hit	 with	 a	 thrown	 rock	 (or	 similar	 object)	 of	 which	 it	 is	
  aware,	it	can	make	a	Reflex	save	(15	for	a	Small	rock,	20	for	a	
  Medium	rock	and	25	for	a	Large	rock)	to	catch	it.	
  Fort	+9,	Ref	+4,	Will	+3	
  hp	65	(10	HD)	
  Space	5	ft.;	Base	Atk	+7;	CMB	+12	
  Melee	greatclub	(Power	Attack	[-2/+6])	+13/+8	(1d10+7+10)	or	
  Melee	2	slams	(Power	Attack	[-2/+4])	+12	(1d6+5)	
  Ranged	rock	(range	120	ft.;	rock	throwing)	+9	(1d6+7)	
  Atk	Options	Cleave	
  Abilities	Str	21,	Dex	12,	Con	15,	Int	6,	Wis	10,	Cha	7	
  Feats	Cleave,	Intimidating	Prowess,	Martial	Weapon	Proficiency	
  (greatclub),	Power	Attack,	Weapon	Focus	(greatclub)	
  Skills	as	above	plus	Intimidate	+10	
  Languages	Giant		
  Gear	as	above	plus	large	sack	
  	
  HILL	GIANT		
  C R 	7 	( X P 	3 ,2 0 0 ) 	
  This	hunched	and	brutish	giant	is	clad	in	filthy	furs	and	carries	a	
  huge	wooden	club.		
  CE	Large	humanoid	(giant)	
  Init	-1;	Senses	low-light	vision;	Perception	+6,	Sense	Motive	+0	
  Speed	30	ft.,	base	speed	40	ft.;	ACP	-3;	Climb	+10,	Stealth	-8	
  AC	21,	touch	8,	flat-footed	21;	CMD	24;	rock	catching	
  	 (+4	armour	[hide],	-1	Dex,	+9	natural,	-1	size)	
  Rock	Catching	(Ex;	free)	Once	per	round,	if	the	hill	giant	would	
  be	 hit	 with	 a	 thrown	 rock	 (or	 similar	 object)	 of	 which	 it	 is	
  aware,	it	can	make	a	Reflex	save	(15	for	a	Small	rock,	20	for	a	
  Medium	rock	and	25	for	a	Large	rock)	to	catch	it.	
  Fort	+11,	Ref	+2,	Will	+3	
  hp	85	(10	HD)	
  Space	10	ft.;	Base	Atk	+7;	CMB	+15	
  Melee	 greatclub	 (reach	 10	 ft.;	 Power	 Attack	 [-2/+6])	 +14/+9	
  (2d8+10)	or	
  Melee	2	slams	(reach	10	ft.;	Power	Attack	[-2/+4])	+13	(1d8+7)	
  Ranged	rock	(range	120	ft.;	rock	throwing)	+6	(1d8+10)	
  Atk	Options	Cleave	
  Abilities	Str	25,	Dex	8,	Con	19,	Int	6,	Wis	10,	Cha	7	
  Feats	Cleave,	Intimidating	Prowess,	Martial	Weapon	Proficiency	
  (greatclub),	Power	Attack,	Weapon	Focus	(greatclub)	
  Skills	as	above	plus	Intimidate	+12	
  Languages	Giant		
  Gear	as	above	plus	large	sack	
  HILL	GIANT	C H A M P I O N	
  C R 	8 	( X P 	4 ,8 0 0 ) 	
  This	hunched	and	brutish	giant	is	clad	in	filthy	furs	and	carries	a	
  huge	wooden	club.		
  Advanced	hill	giant	
  CE	Large	humanoid	(giant)	
  Init	+1;	Senses	low-light	vision;	Perception	+12,	Sense	Motive	+2	
  Speed	30	ft.,	base	speed	40	ft.;	ACP	-3;	Climb	+12,	Stealth	-6	
  AC	25,	touch	10,	flat-footed	24;	CMD	24;	rock	catching	
  	 (+4	armour	[hide],	+1	Dex,	+11	natural,	-1	size)	
  Rock	Catching	(Ex;	free)	Once	per	round,	if	the	hill	giant	would	
  be	 hit	 with	 a	 thrown	 rock	 (or	 similar	 object)	 of	 which	 it	 is	
  aware,	it	can	make	a	Reflex	save	(15	for	a	Small	rock,	20	for	a	
  Medium	rock	and	25	for	a	Large	rock)	to	catch	it.	
  Fort	+13,	Ref	+4,	Will	+5	
  hp	105	(10	HD)	
  Space	10	ft.;	Base	Atk	+7;	CMB	+15	
  Melee	 greatclub	 (reach	 10	 ft.;	 Power	 Attack	 [-2/+6])	 +16/+11	
  (2d8+13)	or	
  
  11	
  Melee	 longspear	 (reach	 20	 ft.;	 Power	 Attack	 [-2/+6])	 +15/+10	
  (2d6+13)	or	
  Melee	2	slams	(reach	10	ft.;	Power	Attack	[-2/+4])	+15	(1d8+9)	
  Ranged	rock	(range	120	ft.;	rock	throwing)	+8	(1d8+13)	
  Atk	Options	Cleave	
  Abilities	Str	29,	Dex	12,	Con	23,	Int	10,	Wis	14,	Cha	11	
  Feats	Cleave,	Intimidating	Prowess,	Martial	Weapon	Proficiency	
  (greatclub),	Power	Attack,	Weapon	Focus	(greatclub)	
  Skills	as	above	plus	Intimidate	+22	
  Languages	Giant		
  Gear	as	above	plus	large	sack	
  GIGANTIC	HILL	GIANT		
  C R 	8 	( X P 	4 ,8 0 0 ) 	
  This	hunched	and	brutish	giant	is	clad	in	filthy	furs	and	carries	a	
  huge	wooden	club.		
  Giant	hill	giant	
  CE	Huge	humanoid	(giant)	
  Init	-2;	Senses	low-light	vision;	Perception	+6,	Sense	Motive	+0	
  Speed	30	ft.,	base	speed	40	ft.;	ACP	-3;	Climb	+12,	Stealth	-13	
  AC	22,	touch	6,	flat-footed	22;	CMD	26;	rock	catching	
  	 (+4	armour	[hide],	-2	Dex,	+12	natural,	-2	size)	
  Rock	Catching	(Ex;	free)	Once	per	round,	if	the	hill	giant	would	
  be	 hit	 with	 a	 thrown	 rock	 (or	 similar	 object)	 of	 which	 it	 is	
  aware,	it	can	make	a	Reflex	save	(15	for	a	Small	rock,	20	for	a	
  Medium	rock	and	25	for	a	Large	rock)	to	catch	it.	
  Fort	+13,	Ref	+1,	Will	+3	
  hp	105	(10	HD)	
  Space	15	ft.;	Base	Atk	+7;	CMB	+18	
  Melee	 greatclub	 (reach	 15	 ft.;	 Power	 Attack	 [-2/+6])	 +15/+10	
  (3d8+13)	or	
  Melee	2	slams	(reach	15	ft.;	Power	Attack	[-2/+4])	+14	(2d6+9)	
  Ranged	rock	(range	120	ft.;	rock	throwing)	+6	(2d6+13)	
  Atk	Options	Cleave	
  Abilities	Str	29,	Dex	6,	Con	23,	Int	6,	Wis	10,	Cha	7	
  Feats	Cleave,	Intimidating	Prowess,	Martial	Weapon	Proficiency	
  (greatclub),	Power	Attack,	Weapon	Focus	(greatclub)	
  Skills	as	above	plus	Intimidate	+14	
  Languages	Giant		
  Gear	as	above	plus	large	sack	
  GIGANTIC	HILL	GIANT	C H A M P I O N	
  C R 	9 	( X P 	6 ,4 0 0 ) 	
  This	hunched	and	brutish	giant	is	clad	in	filthy	furs	and	carries	a	
  huge	wooden	club.		
  Advanced	giant	hill	giant	
  CE	Huge	humanoid	(giant)	
  Init	+0;	Senses	low-light	vision;	Perception	+12,	Sense	Motive	+0	
  Speed	30	ft.,	base	speed	40	ft.;	ACP	-3;	Climb	+14,	Stealth	-11	
  AC	26,	touch	8,	flat-footed	26;	CMD	30;	rock	catching	
  	 (+4	armour	[hide],	+14	natural,	-2	size)	
  Rock	Catching	(Ex;	free)	Once	per	round,	if	the	hill	giant	would	
  be	 hit	 with	 a	 thrown	 rock	 (or	 similar	 object)	 of	 which	 it	 is	
  aware,	it	can	make	a	Reflex	save	(15	for	a	Small	rock,	20	for	a	
  Medium	rock	and	25	for	a	Large	rock)	to	catch	it.	
  Fort	+15,	Ref	+3,	Will	+5	
  hp	125	(10	HD)	
  Space	15	ft.;	Base	Atk	+7;	CMB	+20	
  Melee	 greatclub	 (reach	 15	 ft.;	 Power	 Attack	 [-2/+6])	 +17/+12	
  (3d8+16)	or	
  Melee	 longspear	 (reach	 25	 ft.;	 Power	 Attack	 [-2/+6])	 +16/+11	
  (3d6+16)	or	
  Melee	2	slams	(reach	15	ft.;	Power	Attack	[-2/+4])	+16	(2d6+11)	
  Ranged	rock	(range	120	ft.;	rock	throwing)	+6	(2d6+16)	
  Atk	Options	Cleave	
  Abilities	Str	33,	Dex	10,	Con	27,	Int	10,	Wis	14,	Cha	11	
  Feats	Cleave,	Intimidating	Prowess,	Martial	Weapon	Proficiency	
  (greatclub),	Power	Attack,	Weapon	Focus	(greatclub)	
  Skills	as	above	plus	Intimidate	+24	
  Languages	Giant		
  Gear	as	above	plus	large	sack	
  	
  	
   
  
  	
  12	
  D O W N  W I T H  P O I N T  B U Y  A N D  D U M P  S T A T S !  
  I	hate	the	concept	of	the	dump	stat	with	the	blazing	passion	of	a	
  thousand	 fiery	 suns.	 To	 me,	 it	 smacks	 of	 this	 new-fangled	
  concept	of	character	design,	min/maxing	and	our	obsession	with	
  the	game’s	mechanical	aspects.	
  	
  I	 much	 prefer	 the	 old-fangled	 method	 of	 rolling	 dice	 to	
  determine	my	character’s	stats.	True,	rolling	dice	puts	my	fate	in	
  the	hands	of	the	capricious	gods	of	chance.	I	might	not	get	the	
  stats	I	need	to	play	the	character	I	want	to	play.	Such	is	life.	I’ll	
  struggle	through.		
  	
  And	in	any	event,	part	of	the	joy	of	gaming	is	the	creativity	it	
  sparks.	Didn’t	get	the	stats	I	wanted?	Can’t	play	the	character	I’d	
  planned?	What	shall	I	do?	Deploy	my	creativity!	
  	
  What	I’m	surprised	at	(outside	organised	play)	is	the	rise	of	
  the	 point	 buy	 system.	 I	 get	 that	 people	 want	 to	 play	 the	
  character	 they	 want	 to	 play.	 That’s	 human	 nature.	 But	 I	 think	
  designing	 every	 aspect	 of	 your	 character	 ironically	 can	 stifle	
  creativity.		
  	
  I	also	think	the	rise	of	point	buy	is	to	do	with	min/maxing.	
  Since	3.0,	it	seems	the	game	has	moved	toward	being	more	of	a	
  skirmish	 game.	 We	 have	 become	 obsessed	 with	 making	 our	
  characters	 as	 “hard”	 as	 possible.	 We	 forget	 they	 are	 actually	
  people.	If	I	see	another	clumsy	cleric,	ugly	fighter	or	impressively	
  weak	wizard,	I’ll	scream!		
  H O W  I  L I K E  T O  D O  I T  
  It’s	pretty	simple.	Roll	4d6	and	list	the	stats	in	the	order	rolled	on	
  the	character	sheet.	Decide	on	a	race	and	apply	racial	modifiers	
  accordingly.	
  	
  This	 method	 often	 creates	 an	 interesting	 mix	 of	 stats	 that	
  forces	 me	 to	 be	 creative	 both	 in	 terms	 of	 the	 character’s	
  mechanics	and	its	history,	personality	and	future	development.	
  B O B  T H E  W I Z A R D  
  To	illustrate	my	point,	here’s	a	character.	I	rolled	the	following	
  stats:	
  § 
  14,	18,	12,	15,	10,	9	
  That	 set	 of	 rolls	 screams	 rogue	 or	 wizard.	 Given	 I	 love	 playing	
  spellcasters,	I’m	going	with	wizard.	I	shall	call	him	Bob.	
  	
  Behold,	Bob	if	I	assign	the	stats	in	the	order	I	rolled	them:		
  § 
  Bob #1:	Str	14,	Dex	18,	Con	12,	Int	17	(includes	human’s	+2	
  stat	modifier),	Wis	10,	Cha	9	
  Now	here’s	Bob	if	I	assign	my	rolls	as	I	see	fit:	
  § 
  Bob #2:	Str	9,	Dex	15,	Con	14,	Int	20	(includes	human’s	+2	
  stat	modifier),	Wis	12,	Cha	10	
  	
  Sure,	 the	 second	 version	 is	 “better”	 in	 that	 I’ve	 got	 higher	
  modifiers	in	the	stats	that	are	important	for	a	wizard.	However,	
  I’d	argue	(voraciously	and	at	great	length)	that	the	first	character	
  (the	“sub-optimal”	one)	looks	more	interesting.	Blimey—Bob’s	a	
  strong,	dextrous	fellow!	Why?	That	simple	question	forces	me	to	
  think	about	his	background,	upbringing	and	proclivities.	If	Bob	is	
  better	 “qualified”	 to	 be	 a	 rogue,	 why	 didn’t	 he	 go	 down	 that	
  route	instead?		
  	
  As	I	ponder	these	questions,	Bob	becomes	more	than	a	set	
  of	statistics;	I’m	beginning	to	see	him	as	a	person	and	not	just	a	
  killing	 machine.	 Elements	 of	 his	 background	 might	 already	 be	
  emerging	 in	 my	 fevered	 brain.	 Already,	 he	 is	 beginning	 to	
  become	more	distinct	than	the	last	wizard	I	ran.		
  	
  In	this	particularly	instance	(where	for	me	I	rolled	insanely	
  well—typically	 there	 was	 no	 one	 around	 to	 witness	 the	 actual	
  rolls)	 I	 also	 get	 some	 unexpected	 benefits.	 Turns	 out,	 Bob	 is	
  pretty	good	with	ranged	weapons	and	can	hit	pretty	hard	if	he	
  must.	 He	 can	 even	 carry	 more	 in	 his	 backpack	 than	 his	
  spellbook!	Perhaps	I’ll	even	multi-class	if	his	experiences	warrant	
  it.	We’ll	see.		
  C O M P R O M I S E  M E T H O D  
  If	you	like	this	in	no	way	revolutionary	idea,	but	really	want	a	bit	
  of	flexibility,	here’s	a	compromise.	Roll	the	stats	and	assign	them	
  in	 the	 order	 you	 rolled.	 Then,	 swap	 one	 pair.	 This	 gives	 us	 a	
  slightly	different	version	of	Bob:	
  § 
  Bob #3:	Str	14,	Dex	15,	Con	12,	Int	20	(includes	human’s	+2	
  stat	modifier),	Wis	10,	Cha	9	
  As	you	can	see,	I	elected	to	swap	Dexterity	and	Intelligence.	He’s	
  still	dextrous	and	strong,	but	now	he’s	a	mental	colossus!		
  	
  (This	compromise	method	also	helps	the	creation	of	the	so-
  called	 balanced	 party,	 which	 is	 rather	 handy	 for	 D&D	 and	
  Pathfinder	groups	and	enables	players	who	absolutely	must	play	
  a	certain	class	to	fulfil	their	dark	desire).		
  T H E  F I N A L  W O R D  
  While	 Bob	 #1	 may	 be	 less	 great	 at	 casting	 spells	 than	 his	
  designed	alter-ego	he	is	already	more	distinct	to	me.	And,	if	he’s	
  already	more	distinct	to	me—and	assuming	I	roleplay—he’ll	be	
  more	memorable	and	fun	to	play	at	the	table.		
  	
  To	me,	that’s	the	point	of	the	game.		
  	
   
  
  	
  13	
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  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	
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  1.	Definitions:	(a)"Contributors"	means	the	copyright	and/or	trademark	owners	who	have	
  contributed	Open	Game	Content;	(b)"Derivative	Material"	means	copyrighted	material	including	
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  Pathfinder	Roleplaying	Game	GameMastery	Guide.	©	2010,	Paizo	Publishing,	LLC;	Author:	
  Cam	Banks,	Wolfgang	Buar,	Jason	Bulmahn,	Jim	Butler,	Eric	Cagle,	Graeme	Davis,	Adam	Daigle,	
  Joshua	 J.	 Frost,	 James	 Jacobs,	 Kenneth	 Hite,	 Steven	 Kenson,	 Robin	 Laws,	 Tito	 Leati,	 Rob	
  McCreary,	Hal	Maclean,	Colin	McComb,	Jason	Nelson,	David	Noonan,	Richard	Pett,	Rich	Redman,	
  Sean	K	reynolds,	F.	Wesley	Schneider,	Amber	Scorr,	Doug	Seacat,	Mike	Selinker,	Lisa	Stevens,	
  James	L.	Sutter,	Russ	Taylor,	Penny	Williams,	Skip	Williams,	Teeuwynn	Woodruff.	
  	
  Village	Backdrop:	Quey’s	Glade.	©Raging	Swan	Press	2017;	Author:	Mike	Welham.	
  	
  Town	Backdrop:	Dunstone.	©Raging	Swan	Press	2017;	Author:	John	Bennett.	
  	
  GM’s	Monthly	Miscellany:	May	2017.	©Raging	Swan	Press	2016;	Author:	John	Bennett,	
  Creighton	Broadhurst	and	Mike	Welham.	
  	
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany May 2017.pdf